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Kamekaze

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Messages by Kamekaze

    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 January 19, 2019, 04:19:17 pm View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

it IS and ISNT a bug. the armor isn't active while blocking because otherwise it would kick in while blocking effectively making you stuck in blockstun longer. So yeah overheads if you try to block them will get you hit, but if you mash anything while an overhead is coming out you'll beat it because of armor.
    

Survival Mode

 December 28, 2018, 05:44:10 pm View in topic context
avatar  Posted by Kamekaze  in Survival Mode (Started by Kamekaze December 28, 2018, 05:44:10 pm
 Board: TMNT x Justice League: Untold Prophecy.

So how it will work currently is a counter is kept to tell you how many people you've beaten.



As you can see this Shredder has beaten 35 stages of survival so far and as you can also see, he's got quite the score. The score is very important but I can't reveal why just yet.

So naturally you may ask what happens if you face the final boss in this mode? Well if you're not on stage 20 you're in for a treat, otherwise said treat may appear but it also may not. Welcome to the bonus stage!



You have to destroy 10 safes to progress past this stage. And as you can see these safes aren't exactly harmless. The safe door in the back will slowly open as you progress so you can know how much more you have to go. When you destroy 9 of the small safes you have to fight the big boy



When you win you get the treasure in the back! Worth $19000
    

Re: Assets discuession thread (art/graphics/hitsparks)

 December 21, 2018, 10:46:24 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: TMNT x Justice League: Untold Prophecy.



Here's an updated vid to show everything new I guess. Yes im aware the combo counter acted weird.
    

Re: Poll Thread - Current Poll: Should Layla (Dark Nation) be a playable character?

 December 20, 2018, 01:00:26 am View in topic context

outside of mugen you'd have to have every single character ever made look at the other sprites for gethits so it would be a seperate character. but in the full game I have the luxary of telling people to redirect and I've already done it before so I dont even need to write new code
    

Re: All KofXIII characters updated

 December 12, 2018, 03:37:23 am View in topic context
avatar  Posted by Kamekaze  in All KofXIII characters updated (Started by Kamekaze December 11, 2018, 06:12:58 pm
 Board: Your Releases, 1.0+

One thing about your Ryu: When executed on p2 side his ex donkey kick don't make the opponent bounce on the wall.

they do bounce, just the wrong direction. fixed and reuploaded
    

All KofXIII characters updated

 December 11, 2018, 06:12:58 pm View in topic context
avatar  Posted by Kamekaze  in All KofXIII characters updated (Started by Kamekaze December 11, 2018, 06:12:58 pm
 Board: Your Releases, 1.0+

http://network.mugenguild.com/kamekaze/

Changelog:

General:
-input buffers adjusted
-inability to block from resets bug fixed
-air hitstun being lower on block bug fixed

Akuma:
-AI update
-lk tatsu velocity adjusted
-i-frames added to successful counter on shin mode

Rugal Classic:
-far hp cancel removed
-AI update
-ex genocide cutter hits more consistently
-hk genocity cutter hitbox reduced
-air gravity smash juggles regardless
    

Re: Assets discuession thread (art/graphics/hitsparks)

 December 10, 2018, 10:37:07 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: TMNT x Justice League: Untold Prophecy.



new select screen. It has functioning stage tile select but I had to grayscale it due to how fonts work. Otherwise very effective!
    

Re: Assets discuession thread (art/graphics/hitsparks)

 December 06, 2018, 04:16:58 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: TMNT x Justice League: Untold Prophecy.



new title screen wip.
    

Re: Stream Archive

 December 06, 2018, 04:13:51 pm View in topic context
avatar  Posted by Kamekaze  in Stream Archive (Started by Kamekaze September 21, 2017, 01:56:34 pm
 Board: TMNT x Justice League: Untold Prophecy.

    

Re: SF3 Q - Umihei, Edit by Violin Ken

 December 04, 2018, 07:52:45 pm View in topic context
avatar  Posted by Kamekaze  in SF3 Q - Umihei, Edit by Violin Ken (Started by Violin Ken October 31, 2018, 06:06:39 am
 Board: Edits & Addons 1.0+

Is it really Q's fault?  How exactly does Dudley's custom state work there, and why is it malfunctioning with Q?
Because this q is missing a standard get hit animation or said standard animation had its time altered to be out of step. the timing of hitting the ground or falling to it from a trip is one that you  would normally not alter time-wise. This is what happens when you do.
    

Re: Umezono's MUGEN Character Reviews (latest: October COTM candidates!)

 December 03, 2018, 04:56:40 pm View in topic context
avatar  Posted by Kamekaze  in Umezono's MUGEN Character Reviews (latest: October COTM candidates!) (Started by Umezono January 10, 2014, 05:44:48 am
 Board: M.U.G.E.N Discussion

I guess it's good that we dropped the update when we did, I didn't even realize this was going on lol. Yeah the sounds are back in all areas and he was nerfed quite a bit etc etc. I don't have a full patch notes anywhere really I probably should start doing that.
    

Re: Zenith - SHADEs 3 Updated Release by SeanAltly & Kamekaze

 November 29, 2018, 05:38:10 pm View in topic context
avatar  Posted by Kamekaze  in Zenith - SHADEs 3 Updated Release by SeanAltly & Kamekaze (Started by Sean Altly November 29, 2018, 08:40:36 am
 Board: Your Releases, 1.0+

Let me start with, Fighter factory apparently saved nothing I did before I send it to sean so that's fun to know. That being said I'll address the not bugs

-The guard breaker feels unbalanced (I don't like the idea of this attack. Since it uses no power, it can be abused and the opponent has no way to protect themselves if they're close since they can't guard from it. Just continue spamming z and it's an easy win).
-The damage for Doku Sasori Shippou and Chuu Kiri Musha feels weak (It doesn't do enough for how much of the meter they use).

I did remember Kamekaze said that people should use their screenpack's stuff for your character, but I never recall swing sounds part of the screenpack (I don't think it ever was). Overall, I feel disappointed with this character alongside Castle.
-The guard breaker comes out so slowly(36f to be exact) that you can easily avoid it by jumping usually. That or if a character has a roll/invul attack it easily beats it. Even if done on your wake up any i frame move or roll will beat it clean
-the first one is also a bug. As for the lvl 2, it does roughly 300-315 which is on the lower end of lvl2s in the full game but still consistent.

That being said the bug fixed versions of both will be out later on today. My apologies for the mishap

    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 20, 2018, 07:35:35 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

Current PC is using Win8.1. Not sure how the OS has anything to do with it though.
because win8+ handles permissions differently which can cause it to fail to patch properly some times. I wish you didn't manually do it because I needed to see what errors you got to ensure its fixed for the wave 2 dlc release in a few weeks
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 16, 2018, 12:08:52 am View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

I see, what os are you using?
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 10, 2018, 06:03:46 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

Four more DLC? this looks very interesting ;D I am gonna cross finger for one of the future DLC to be either Geese Howard or Ryo Sakazaki  :8): and also: https://twitter.com/Eternal0Star/status/1060819819149160448 any chance for this Mugen game to happen next year? :P

The dlc is set in stone, we don't take requests
Oooh, then its decided? Is it a surprise for when they're released or can you reveal them now?
It'll be the same way we did this dlc trailer. So right around the time it's ready to be released. Shouldn't take more than a month or so for dlc2
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 10, 2018, 02:29:32 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

    

Fighter's History: Dynasties 1.1/DLC Patch

 November 08, 2018, 06:42:15 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

We've made it to our first DLC pack, for those unfamiliar with this game go here. For those who are, this update has quite a few changes and bug fixes. It also adds new stages as well with the new characters.

Video Footage of DLC characters



>>Download Full Game Here<<


If you already have downloaded the game before, we've made a patcher that will automatically update it to the current build of the game! It's a lot smaller so consider this a reward for keeping up with our hard work.

>>Download Patch Here<<
If the patch does not work please let us know. It's very experimental!
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 November 04, 2018, 02:38:39 am View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Wow... this character is NOT fun to fight.

On top of having super armor, he's safe on everything, his grab range is absurdly far (on top of throwing you 24/7), and big damage combos that go on for god knows how long. Even with zoning/keep-away characters, he's still a cheap bastard.

And calling Castle slow is false advertising because he can catch on pretty quickly.

Don't get me wrong Kamekaze is a good coder and all, but he's a sadist when it comes to AI.

You can't let him get started is all. If you let him keep armoring up yeah it gets difficult but he's far from cheap or impossible lol. His slide is only safe if he meaties a specific version. Even then you can get around it if you're patient. His grab range is only good on the lk version which has a very slow start up so you can jump out. I did nerf the recovery so he's more punishable for making mistakes. Not sure if that update is out yet though. Plus if you have multiple hit attacks it shreds through his armor like a hot knife through butter.

That being said it's a bit of trial and error but when you do take him down you feel pretty good lol

Edit: at lower levels he's more bearable so there's nothing wrong with working your way up. And...I could have made his ai much much more brutal : D
    

Re: Fighter's History: Dynasties 1.0

 November 02, 2018, 10:34:17 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.0 (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

Here's another peculiarity we found, don't know if it's intentional. I went for crouching jab spam on an incoming opponent, hoping for a blockstring or crossup but Lee didn't turn around when Ryoko jumped behind him. I don't play tag team games so I don't know if this is normal.

[youtube]https://www.youtube.com/watch?v=D8KOyeKxTgA&feature=youtu.be[/youtube]

yeah if you keep mashing lights you'll never return to neutral to turn and it was intentional. where you ko the opponent is where you start that strategy to meaty. That much is like a vs game.
    

Re: Fighter's History: Dynasties 1.0

 November 02, 2018, 03:23:42 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.0 (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

fixed. when the DLC drops it'll have the bug fixes as well.