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Kamekaze

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Messages by Kamekaze

    

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.
    

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

 October 25, 2018, 10:30:40 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+

Wow, SeanAltly your sprite work just keeps on getting better and better. Castle is really fun to play as.

Will Shades 3 be moving to this 4 button scheme? If so will the other 2 buttons be Throw and Guard break, or will button 6 be "special" for each character?

Either way I'm looking forward to it. Shades 2 is still my favorite full game for Mugen, and I'm looking forward to it's 3rd installment.

Might not be the place to mention it but I'm also loving the revamped sprites for the returning characters as well.

Yeah Castle is very much what shades 3 will with very few exceptions. I guess the best way to describe him would be a sneak peek into whats happening next.
    

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

 October 19, 2018, 04:34:00 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+

both fixed. He's not supposed to have armor in that state lol.
    

Re: Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 05:28:23 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

Are you kidding me...That is the most insanely stupid thing I've ever fucking heard of. Why the hell would elecbyte do such a thing. It literally makes no sense to have that affect survival mode. ROFL yeah that fixed it but it I can't use that as a viable option. My original fix was literally halving damage done to p2 in survival which works the same. But it was for my full game and i was implementing survival in it. Since I re-coded rounds i only used 1 round matches which lead to this. What a day. Thanks all.
    

Re: Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 01:57:19 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

yeah I messed around with the teamlife thing, no dice. When I changed screenpacks the issue went away. But the problem is I cannot change screenpacks so I have to fix it on this one D:
    

Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 12:12:40 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

I feel like an idiot asking but I've checked pretty much everywhere. There's a setting to change it back to 100% life because I have other builds of mugen that dont have this issue. I know it's something to do with the screenpack but I don't know where. Any idea where to change this setting?
    

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

 October 15, 2018, 09:55:09 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+

QCBx2, any kick; get hit by the enemy once every time he activates the supermove = infinite.

This is due to the armour codes.

Also there's always your bug that's probably present in all of your characters (Kamekaze). Your characters go to state 5110 instead of 5150 when they die after a custom state. Put a condition that if dead he goes to state 5150, if alive he goes to 5120.

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=6012
value =ifelse(alive,5120,5110)     ;put 5150 there
ctrl=1
fixed, and fortunately it's actually just in one state. The others have it correct. If it is in the majority of my works I can almost guarantee that I don't plan on doing anything about it atm because it's not game breaking.
    

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

 October 15, 2018, 01:13:16 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+

Is it me or did you upload an unfinished version of the character? Compared to the older SHADEs of Manhattan characters, he's missing a lot of sounds, no lifebar portrait, uses fightfx sounds and not his own. Also, his regular portrait is reversed so he's looking at the wrong direction.

Well he's unfinished in that regard yeah, I honestly didn't even think about the missing small port lol. He's not missing sounds either, just it relies on system sounds from any screenpack. The reason I did this was because I felt it wouldn't be a big deal for people if he used their screenpack's stuff. I see now that that is a problem so I'll add them all back. And nah it's not reversed, he just doesnt feel the opponent is worth looking at.

Its good to see you back doing your thing, Sean on sprites and Kaze on code
is a good team up too.

Are there any mechanics you guys cut out of this release that are full game only?

Btw I'm diggin the combo system maybe later I'll post a vid.

Well I only added the current system and AI, sean did 70% of the work lol. The only mechanic that we obviously couldn't use was the guard damage that the guardbreaker would normally use. In the full game you don't get the free combo state unless they were blocking.
    

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

 October 15, 2018, 03:48:07 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+

- its +2 and 0 on block on my end. Who were you testing on?

My bad, it was a left over note from the Prototype version (or whatever Castle-P.zip was). Also, did ya like the vid? I'll mess around with him some more maybe later on the weekend. Great job as usual Kame & Sean!

very interesting stuff. You should try the combo used in the trailer as it's his meterless bnb that guarantees a fortification lol
    

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

 October 15, 2018, 03:37:48 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+

So far, he feels pretty awesome. Here's my first 30 minutes for him (will test a lot more when I have time, I just wanted to show some stuff so far):

- Missing whiff sounds
- Fortify is with Punches, not Kicks (listed as kicks in the readme)
- Hand of God Super is with Punches, not kicks (listed as kicks in the readme)
- LK Assault Shell is +7 Light and HK is +5 on block (dunno if intentional)
- You can chain air LP > LK repeatedly (i'm sure that wasn't intentional, but it does leave into some fun juggles)

Here's a vid of some stuff for him (Combos and Concepts)

https://streamable.com/txope

Sorry it ain't much, I haven't done these sorta things in a while. but yeah, cool char. Can't wait to see more in this new version of Shades!

-He's not, it's using system sounds, so I guess it depends on your screenpack
-fixed
-fixed
- its +2 and 0 on block on my end. Who were you testing on?
-Yes, Ill explain in the FAQ post above.
    

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

 October 15, 2018, 03:28:22 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+

    

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

 October 15, 2018, 02:30:15 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+

Is he a grappler?

Kind of, he has a lot of tools but his longest range attacks have a lot of risk. But when you use his armor that risk becomes a lot smaller unless you're dealing with multi hitting attacks.  In fact here's a F.A.Q. for future reference.


Q: When I tech out of his combos(that he technically drops), he can still anti air grab me, what do I do?
A: Nothing, literally. If you don't press a button you are invul to his attacks until you land. You can also hold Fwd or Back to tech different directions. However, the second you do any kind of attack you forfeit that invul so be cautious. You can also use this to your advantage if you're using Castle.

Q: Can I loop his ex attacks that allow follow ups as long as I have meter?
A: No, usually you get to do them once before the opponent will either recover faster or get put in a more neutral state to prevent it.

Q: I can't get the super to come out after using Overthrow/Interceptor, how do I do it?
A: Do the command backwards, I know it's weird but kof13 had this same issue with daimon and it's generally accepted as the correct behavior.

Q: Why does j.HP knock down really fast but not j.hk?

A: Because of how his air chaining works, you can decide to end with either HP or HK for specific set ups. If you end with j.hk and you are close to the ground you may be able to continue the combo after landing or input his anti-air grab to end air combos with. However, if you use j.hp it is a hard knock down which you can use to fortify or just take advantage of additional time and plan an offensive as the opponent gets up.

Q: Why am I able to chain lp>lk>lp infinitely
A: The gameplay of this char will ultimately be what shades 3 is to an extent. Initially I was going to remaster shades 2 but when I spoke to sean about it the idea of me helping with shades 3 came about and my project, called Re-Shades of manhatten, was scrapped for this. The combo system I had in mind was hunter chains for almost everyone. Since this is 4 buttons I improvised with a different approach. Now the freedom of combos is up to the user but it keeps it self in check by it's very existence. Which leads to very fluid and rewarding combat without the complexity of 6 buttons.
    

Re: Angel of Battle

 October 01, 2018, 08:15:09 pm View in topic context
avatar  Posted by Kamekaze  in Angel of Battle  (Started by Rikimtasu September 24, 2018, 12:52:43 pm
 Board: Fighting Games



Yeah this game is pretty fun so far.
    

Re: Fighter's History: Dynasties 1.0

 September 27, 2018, 01:59:46 am 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+

This game has reached 1.0 So I'm just updating this thread. Enjoy!
    

Re: a chat with vets, live interviews with MUGEN peoples (Interviews always on pg1)

 September 25, 2018, 11:28:03 pm View in topic context

Without too much of a delay, the next interview is live. I spoke with @Killer Kong: and as someone who was in the middle of the bigger changes from the past, it was refreshing to hear the perspective of someone who walked into a room mid chaos