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Project.13

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Messages by Project.13

    

Re: Taskmaster

 June 18, 2019, 02:37:58 am View in topic context
 Posted by Project.13  in Taskmaster (Started by Infinite Intel. June 15, 2019, 03:12:49 pm
 Board: Your Releases, 1.0+

Yeah, it was just the second half of it, from the final stab to Taskmaster knocking them back down, it's so slow compared to the rest of the attack.

On the topic of animations, I think you should tweak Judo Throw a bit. Taskmaster seems to shoot just a second too early, so it makes it look like the opponent is actually landing on the gun's muzzle flash.
    

Re: Taskmaster

 June 18, 2019, 12:09:53 am View in topic context
 Posted by Project.13  in Taskmaster (Started by Infinite Intel. June 15, 2019, 03:12:49 pm
 Board: Your Releases, 1.0+

Aegis Counter can still stop grab-type moves, even though the Shoryuken page you linked to says it can't. Final Injustice's pacing is unchanged too, but I guess that's how you want it, which is fine.
    

Re: Taskmaster

 June 16, 2019, 10:49:33 am View in topic context
 Posted by Project.13  in Taskmaster (Started by Infinite Intel. June 15, 2019, 03:12:49 pm
 Board: Your Releases, 1.0+

Something about Taskmaster in this style does feel right, I have to admit. Though, while he does feel great for the most part, there are a few things I feel should be pointed out.

- Sword Master feels too strong, as you're basically going to get hit by it no matter what. Whether it's by the sword itself, or the counter-block strings due to how long the stun on the initial hit lasts.
     - On the note of Sword Master, I think Taskmaster's AI can actually perform the strings without even using the initial attack, but that might be me mixing up the headbutt command normal with the strings.
- His counter super is way too strong. The fact that it can counter grab-type attacks [including normal grabs and the Shun Goku Satsu] makes it very hard to deal with, as that means the only way to do so is with projectiles or by just waiting it out.
- Might have been intentional, but you can chain both standing medium attacks into their respective standing heavy attacks, even with chain combos turned off.
- Final Injustice is a great Level 3 super, but the second half of it is too slow imo, and throws the super's pace off completely.

Other than those things, he's definitely fun to play as and difficult to fight against. He's a keeper for sure.
    

Re: The Master of the Fist, Akuma

 June 13, 2019, 09:36:10 pm View in topic context
 Posted by Project.13  in The Master of the Fist, Akuma (Started by DeathScythe June 08, 2019, 06:59:56 pm
 Board: Your Releases, 1.0+

Yeah, I meant the Super Finish flash, that was my own mistake with messing up the terminology. Also, just played some CvS2 and the Tenma Gou Zanku is indeed 4 hits. As far as the winpose goes, I actually didn't see either pose with the afterimage, so now I'm freaking out paranoid thinking that I completely just imagined it lmao. With the music and kanji fade, that is how it is in the other Street Fighter games and CvS2 as well. I think the only games that have the music completely stop and Street Fighter V and x Tekken, actually.

Also, where did you get Shin Akuma's Kanji from? It doesn't look like his CvS2 Kanji at all, but I think I like it better tbh.
    

Re: The Master of the Fist, Akuma

 June 13, 2019, 08:32:40 am View in topic context
 Posted by Project.13  in The Master of the Fist, Akuma (Started by DeathScythe June 08, 2019, 06:59:56 pm
 Board: Your Releases, 1.0+

The version of Akuma I had before this one was by mwryly, and while the moveset isn't as complete and varied as his, I genuinely enjoy playing this one a bit more. A few notes of feedback, though mostly minor things, some admittedly nitpicky:

- Messatsu Gou Hadou doesn't have the super flash on the last or second to last hits. The same goes with Tenma Gou Zanku. I've only seen this happen with the Level 1 variations of both due to how precise the health has to be, but it's worth checking out for the other ones. Update Edit: Got a round finish with the last hit of the MAX variation of Messatsu Gou Hadou, can confirms that it is indeed the same deal.
     - Also, I don't remember if this is how it was in CvS2, but I think both Akuma's Level 1 Tenma Gou Zanku does one hit less than the ground version.
- I think the afterimage on the winpose is wrong. I remember it being on the stomp winpose rather than the back turned one. Unless that was intentional, in which case, disregard this =P
- I know this was intentional with making Akuma closer to his CvS incarnations, but both forms of Akuma feel very samey. There isn't much that can be done to change that while keeping your vision intact, though.
- A bit of a helping tip with the SGS Kanji finish: Finishing the match with a Shun Goku Satsu will have the music stop playing, but it will come back after the Kanji fades. If you want to keep the music off, instead of having the destroyself trigger state being time >= 120, it should be RoundState < 3

Everything else feels absolutely smooth and fantastic. Absolutely loving your characters, man!
    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 June 08, 2019, 07:11:48 am View in topic context
 Posted by Project.13  in Knuckles8864's WiPs - Back to the Crazy Guy! (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Did you manage to get the sprites for Freak-Out Fist, I think it was called? 'Cause I immediately thought of a mix between his third and fourth Drill finishers:

Once the opponent's on the ground, Yamazaki uses all three Serpent Slash variations from the bottom to middle to the top with the last one grabbing the opponent, and then after that he headbutts them a few times before hitting them with the drill.

It is a good bit less traditional than what you might be going for, but it's something that came to mind after seeing the third option was undecided on your part, and remembering the deal with Freak-Out Fist. Also, is the Drill part going to be one hit like in CvS or multi-hitting a-la XIV?
    

Re: KOF Destiny & All-Star Voice rip?

 June 02, 2019, 04:14:37 am View in topic context
 Posted by Project.13  in KOF Destiny & All-Star Voice rip? (Started by Fanime June 02, 2019, 03:37:00 am
 Board: Development Resources

    

Re: Jotaro Kujo

 June 01, 2019, 09:55:11 pm View in topic context
 Posted by Project.13  in Jotaro Kujo -Updated 6-16-2019 (Started by Infinite Intel. May 31, 2019, 10:02:35 pm
 Board: Your Releases, 1.0+

Rapid Upper is kind of wonked when it hits. In addition to the sprites in the animation sort of repeating and compounding on top of each other, the swinging sound also plays on top of itself until the animation for the move ends.

Edit: Also, I think Star Finger's hitsound be a slash instead of a hit, though that might be intentional on your end.

Two more things I noticed: Super Finish text on Star Destroyer actually says "Star Derstroyer" and sometimes when Star Platinum is out doing his thing and Jotaro does a normal attack, Star Platinum will shout out instead of Jotaro. It's easier to notice with Blazing Strike, it doesn't always happen, and I'm not sure if anything can be done about it, but I figured it's worth mentioning.
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 May 09, 2019, 10:18:02 am View in topic context
 Posted by Project.13  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 pm
 Board: Fighting Games



Gotta say, I'm loving Kaka-tot's theme.
    

Re: All Chars Update(2018-19) The Finish Line!

 May 06, 2019, 11:31:28 pm View in topic context
 Posted by Project.13  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

If that's the case, then it's admittedly a little weird, especially since he just doesn't turn around as a result. As far as I know or can remember, nothing really works like that in any other game, command inputs remain relative to where the player is facing regardless of where the opponent is.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 May 06, 2019, 11:01:44 pm View in topic context
 Posted by Project.13  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

So this potentially means one of four things:

A: Bruce Campbell is jerking our chain and Ash Williams is absolutely a DLC character for MK11. [Possibly the most likely]

B: Ash Williams is going to be DLC, but NRS just didn't get Bruce Campbell to do the voice and if that's the case, Bruce just has no idea that Ash is going to be in the game. [This might sound unlikely, but remember that Patrick Seitz (voice of Scorpion from Mortal Kombat vs DC to MKX) didn't find out he wasn't going to provide Scorpion's voice in MK11 until the announcement trailer dropped.]

C: It's another case of Ed Boon screwing with the fans [and dataminers] by putting fake lines of code in the game files. [Second most likely, as Boon voiced his displeasure at some of the aforementioned MK11 leaks getting out.]

D: It's Ash Ketchum.
    

Re: All Chars Update(2018-19) The Finish Line!

 May 06, 2019, 10:45:56 pm View in topic context
 Posted by Project.13  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

There actually is one weird thing I feel like should be brought up, and I just noticed it a few minutes ago. I'm not sure if this is caused by the buffering system or something else, but if you try to use Excalibur after jumping over the opponent, you'll need to input the command as a back quarter-circle rather than the normal command.
    

Re: MUGEN Video thread

 May 06, 2019, 07:11:13 pm View in topic context
 Posted by Project.13  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Kusanagi [Me] vs Shadow Lady. I hate that I didn't really enjoy this fight due to Shadow Lady's AI tendencies, mainly her input reading counters, and the fact that so many of her attacks are safe and her AI clearly knows this. It was very annoying, honestly.
    

Re: All Chars Update(2018-19) The Finish Line!

 May 04, 2019, 06:49:00 pm View in topic context
 Posted by Project.13  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I was letting go of the buttons before I did it though. But there is a very noticeable difference now, and it feels much better. Thanks again.
    

Re: All Chars Update(2018-19) The Finish Line!

 May 04, 2019, 12:41:34 pm View in topic context
 Posted by Project.13  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Man, I'm loving how Hiryu feels with one exception: His moves seem to have weird execution times. Super-canceling feels like there's a tighter window of execution than there was before, whereas sometimes I get one of the Grams instead of Formation A or Ame no Murakumo because I pressed forward a full second before I did the command.

Other than that, everything else is great on my end, at least. Didn't find anything else to report. Great job, DW.
    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 May 03, 2019, 06:28:40 pm View in topic context
 Posted by Project.13  in Knuckles8864's WiPs - Back to the Crazy Guy! (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Got three custom palettes for you now, and one which the idea came after seeing one of Silva's palettes [and again uses his effects =P]

Spoiler, click to toggle visibilty
    

Re: M.U.G.E.N Screenshots V3

 May 03, 2019, 06:16:35 pm View in topic context
 Posted by Project.13  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Oh. My. God xDD
    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 May 01, 2019, 06:15:24 pm View in topic context
 Posted by Project.13  in Knuckles8864's WiPs - Back to the Crazy Guy! (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Much appreciated, Silva. I ended up using those effect colors [and the ones from your Eagle palette =P] to make two more palettes.


KOF97/98/02



Vegeta
    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 April 27, 2019, 11:30:54 pm View in topic context
 Posted by Project.13  in Knuckles8864's WiPs - Back to the Crazy Guy! (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Only one palette for now, an update to my first palette for Yamazaki

  Neo Default: Mixing aspects of Yamazaki's designs from KOFXIV and CvS2 respectively, whereas Hon Fu's color scheme is a mix between Fatal Fury 3 and mostly Real Bout 2.

Edit: Oh, since I'm not good with energy colors at all, could someone please edit the effects to resemble how they looked in XIV?
    

Re: Rock by Ikaruga Light Punching on his own.

 April 26, 2019, 11:45:56 am View in topic context
 Posted by Project.13  in Rock by Ikaruga Light Punching on his own. (Started by Project.13 April 22, 2019, 09:31:11 pm
 Board: M.U.G.E.N Configuration Help

Yeah, I had deleted that line first and he was just light punching forever, so I realized "Well, that's not right." xD I'll be sure of that next time, if there is a next time =P Thanks again.