YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Chatman is Offline
Contact Chatman:

Chatman

Contributor

Messages by Chatman

    

Re: [BETA v0.2.7] (Released)

 April 10, 2017, 08:12:25 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

    

Re: [BETA v0.2.7] (Released)

 April 08, 2017, 08:14:39 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Fixed all the bugs that have been reported thus far as well a couple small ones I personally found. If you downloaded before this point, please redownload from the first post, if not, you're fine. Thanks!
    

Re: [BETA v0.2.7] (Released)

 April 08, 2017, 07:58:30 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

That's umm...flattering. Thank you for editing that out though.
    

Re: [BETA v0.2.7] (Released)

 April 08, 2017, 07:43:02 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

    

Re: [BETA v0.2.7] (Released)

 April 08, 2017, 05:52:25 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

    

Re: [BETA v0.2.7] (Released)

 April 08, 2017, 05:24:56 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Chameleon's QCFx2 super is cancellable into normals - I just button mashed while doing this super, and I cancelled it.
I'll get that fixed up.

Scorpion
"Flying Somersault Kick: Heavy Kick while running"
Why does the movelist say it when Scorpion doesn't have this move?
I actually caught that as well and fixed it already. Will come with the patch.

Oh, it's so cool! Reptile nice character c:
So, when we can see interactive stages? I'm waiting interactive "Street" so much! :з
Thank you! And the interactive stages will return in 0.3.

Well. In 0.2.7 we have the following problem, which need to be fixed immediately:
1. Kung Lao doesn't work at all.
2. Scorpion can jump infinitely.
3. The time limit works (In 0.1 and 0.2 it doesn't).
I've fixed all of these and except for the time issue and was waiting for Firelord's help with re-moleboxing everything, but I'll probably just handle it myself.

As for the time, it's still set to infinite in both the screenpack and the mugen.cfg so I'm not certain what the issue is. I'll look at it.

There is also some glitch - when Scorpion uses Hell Fire to absorb projectiles, the one who threw this projectile burns as well (tested against Ryu and Akuma).
I'll get the movelist mistakes fixed. As for the Hell Fire thing, do you mean that it still can hit after destroying a projectile? If so, that's intentional.

I'll get the infinite stage glitches and any I haven't yet corrected and re-upload. Patch should be done and ready to download in about 2 hours max.

    

Re: [BETA v0.2.7] (Released)

 April 07, 2017, 07:22:08 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Well, I merely booted up Kung Lao in training mode, and immediately got the error message and MUGEN would close. I'm pretty sure you guys need to double-check that code at some point, because I'm pretty sure a character isn't meant to do that :P
Yeah I already caught that one, I just misnumbered a CMD trigger. I haven't reuploaded just yet.

As for the Chameleon thing, it happens when Chameleon is as far away from the enemy as possible - at least, as far back as the stage zoom will allow. You might need to check the behaviour of that and related Supers in the future, because the stage zoom would definitely screw that over.
Just fixed this one as well. With 1.1 the stage was expanding to such a length that the projectile was actually hitting after Chameleon had exited the state he needed to be in to continue the rest of the super. I'll definitely be looking for it though.

Hey! Why Scorpion can jump infinitely? And I noticed that timer in 0.2.7 works.
Oops, that was something I did for stage testing purposes and forgot about.  :wall: Will fix. And does it? I don't believe anything was changed in the config. I'll look into it.
    

Re: [BETA v0.2.7] (Released)

 April 07, 2017, 05:04:40 pm View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Just downloaded this as it got me a bit intrigued. It's gonna take me a while to get used to the A.I. All I'll say now is that the way this project is going with the great animations and gameplay, its great. Edit the main menu a bit, and it might become biblical.
Yeah, the AI is something I'm still working on. It does scale though, it's just set to level 8 by default. Gotta munch those quarters. As for the main menu, I believe Firelord is still looking to add more to it as time goes on.

Wow! I thought I will never get it. I thought waiting will be as long, as HL 3.
It doesn't matter what there is only arcade. I'm very glad that I waited.
Thank you SOOOOOO MUCH!
:mcry: Sorry again! Thank you though!

Is this version gonna have some patches that will add movelist, story mode, etc.? Or we have to wait for 0.3?
For this version there will only be bug fixes in any patches that come, but I guarantee that 0.3 will be coming much faster with many of those features returning.

How is it that, despite being a member of the development team (well, I wrote a whole bunch of story, at least), I completely forgot how the gameplay of this thing works? :P

Anyways, pretty awesome work so far? Could do with a movelist, because there's a few commands that I forgot about until I downloaded an older version of the character. And the stage zoom caused a bug with one of Chameleon's supers, where the ice froze the enemy but the super didn't activate - you may look into how the stage zoom affects things. And also there was that game-breaking bug with Kung Lao someone else mentioned. But other than that, can't wait for the next upate! :)
Oh hey there guy! Been a while. And to your credit, a few gameplay things are a tiny bit different.  :mtongue:

As for the rest, I'll be spoilering a movelist into the first post and adding it into the game folder in just a moment. I would've done it earlier had my internet not dropped out last night. (Thanks Comcast.) Also, were there any other circumstances you can recall from when the bug occurred?

Thanks again, I'll be looking to upload any fixes I've managed soon!




    

Re: [BETA v0.2.7] (Released)

 April 07, 2017, 01:36:32 am View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

    

Re: [Beta v0.27] (Released)

 April 07, 2017, 01:26:23 am View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Nice. Sagat's sprites are looking mighty fine.
Thank you! I'd still like to see Chamat's set finished personally though.

Some random stuff I found while playing Arcade Mode:
This one happened after I won a match against Chun-Li.
Okay, that one is a fairly easy fix. I'll get it now since it's game breaking.

These two happened after pressing left and right multiple times before the announcer says FIGHT!, for some reason it stayed like this. Granted, it didn't happen all the time, and I only found this with Shin Akum LVL.2 so I'm not even sure if this is in other characters, but I think you should look into it.
Okay, that one is a bit new to me. Is there a certain mode this is occurring in?

I like how you guys captured the old MK feel with the combos and stuff, twas really fun playing as Sagat and Shin Akuma LVL.2. :yes:
Glad to hear it!
    

[BETA v0.2.7 & v0.2.7.1] (Released)

 April 07, 2017, 12:49:41 am View in topic context
 Posted by Chatman  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

MK vs. SF - Fight for the Universe
[BETA V0.2.7]

Hello everyone! I know it has been quite a while, but I have something to share with you. After quite a wait (I apologize) The latest release is here, with a few more additions than were planned as a thank you for all those who have been patient and supportive as we worked.

Info:
This version only has arcade at the moment, more on that later.

Content and Updates:
-Mugen 1.1 engine base-
-Dynamic Stage Zoom-
-MAX Combo Limit (Basic Moves)-
-Wall Bounce System on certain hard hitting moves-

MAX Combo Limit:
Depending on a character's current level, there will be a maximum number of normal standing/crouching each player can use in a combo. (aerial, special and super moves are excluded from this limit) The more power you have, the higher your combo potential.

Updates:
-Screenpack is now HD-
-Added new HD Lifebars and fonts-
-Added 4 new stages-
-Added 2 new characters-
-Too many frame data changes to characters to properly outline here-

[SCREENSHOTS]


[GAME CONTENT]

Roster

Mortal Kombat:
-Chameleon-
-Kung Lao-
-Reptile-
-Scorpion-

Street Fighter:
-Chun-Li-
-Ryu-
-Sagat (Sprites by myself)-
-Shin LVL2 Akuma-

STAGES:
-Training Stage-
-The Street-
-The Riverside-
-The Dark Temple-
-M2 Surviving-
-The Subway-
-The Dark Subway-
-Seido-

[What's Missing?]
-Stage Interactivity-
-Ikemen Compatibility/Online Play-
-Story Mode-

Now, for those of you who have followed this project since the beginning, the absence of these features may be concerning. We assure you, they have not been forgotten, and will not be left behind. We just wanted to make sure that all of these features were working as perfectly and as polished as possible, and at this moment did not feel like they were quite to the standard we can bring you now. For this reason they were left out of this release, but will return in subsequent releases. We apologize, but felt you had waited long enough and wanted to go ahead and get this latest version out as soon as possible.

v0.2.7:
Download

[BETA V0.2.7.1]

Content and Updates:

-Fixed Kung Lao-
-Fixed some critical bugs-

v0.2.7.1:
Download

Pass: firelord

Enjoy! Any and all feedback is welcome. In particular I'll be looking out for any bug fixes and balance suggestions. And once more, thank you.

Oh, I'll also be uploading a movelist very soon to this thread, so keep an eye out! EDIT: Movelist in the spoiler below:
Spoiler: Movelist (click to see content)
    

Re: [GENERAL TOPIC]

 September 26, 2016, 06:56:09 pm View in topic context
 Posted by Chatman  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

Yes we are indeed still active. I appreciate the concern though!
    

Re: [GENERAL TOPIC]

 May 13, 2016, 07:36:53 pm View in topic context
 Posted by Chatman  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

No, I mean my friend has to wait 30 seconds before 0.1 or 0.2 is launched. That's because 0.1 and 0.2 are close source. Open source mugen games can be launched much more faster.
Ah, I see what you mean now. It most likely has to do with the logo that appears before the menu, in addition to having a slower computer. When I had an older desktop I had that same issue with any mugen motif with an intro or logo.

At the moment I'd really just like to see this release get out first and foremost, but in the future I'll continue to look into shrinking the file size and if necessary possibly having a version that's streamlined further. .25 nor any other versions will not be opensource however.
    

Re: [GENERAL TOPIC]

 May 13, 2016, 07:15:52 pm View in topic context
 Posted by Chatman  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

Do you mean the links are down for those versions?

Also here the images I shot Saturday that never got posted are in the spoiler. I dropped the ball on posting them, and never really had help picking it up, I apologize.

Spoiler, click to toggle visibilty
    

Re: [GENERAL TOPIC]

 May 08, 2016, 12:37:07 am View in topic context
 Posted by Chatman  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

Yo, what's up guys! I saw that Andy did a minor update, but wasn't able to post screenshots, so I suppose we'll divide and conquer that as well, lol.
I don't know exactly what you guys haven't already seen yet that would be screenshot or video worthy, most everything has been hitbox and detail work but I will post SOMETHING between now and 4 am when I go to bed.

And as far as release, it's hard to speculate when exactly to expect it since we all do fairly different things with no overlap, so it's easy to get hung up, but I've pretty much finished nitpicking with the cast of .25, so it'll be another 2 or 3 days at most on my end, and then however long it takes for Firelord to get free and put everything together in the motif.

I hate doing estimates because frankly I'm terrible at them, but it's very realistic to say .25 will release before the end of May.
    

Re: Diepod's Stuff

 September 30, 2015, 08:35:23 am View in topic context
 Posted by Chatman  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

I think shying away from comparisons as a whole would benefit you just so you wouldn't see such harsh criticism. It largely feels like you are advertising or something as was said, and the comparisons as a whole don't feel extremely solid, which is probably why you're getting so much heat.

TL:DR, the comparisons would probably be best suited in your own thread with a user tag or something if you really wanted feedback from Diepod.
    

Re: C.V.S Abstract Gouken REDONE

 September 30, 2015, 07:38:59 am View in topic context
 Posted by Chatman  in C.V.S Abstract Gouken REDONE (Started by benhazard September 29, 2015, 05:36:33 pm
 Board: Sprite Projects

This is great man, the difference is immediately apparent. Thanks for sharing, and putting the time in!
    

Re: Chatman's WIP's (Goenitz) -Palette template Available

 September 30, 2015, 05:16:56 am View in topic context
 Posted by Chatman  in Chatman's WIP's (Goenitz) -Palette template Available (Started by Chatman July 03, 2015, 04:47:22 am
 Board: Projects

Hey guys, sorry about the hush-hush on progress, I went through a move and a change of position on work, so I was kinda low on energy. But I have progress! Besides inserting all the great palettes I've received (huge shoutout to Sabockee), I've also coded Hyouga. Screens in a sec, gotta upload them to photobucket.

EDIT:
Here they are!:



LK: Goes about half screen, accurate to source.
MK: Goes full screen, but has the most recovery of the teleport versions.
HK: Goes 3/4 screen and has the least recovery of the normal teleports, accurate to source. Will likely be the version that gets used most.




EX versions
LK+MK: Goenitz teleports into the air to the edge of the screen behind him, with velocity continuing to carry him backwards.
LK+HK: Goenitz teleports into the air just outside of the opponent's jab range and continues to move forward as he falls.
MK+HK: Goenitz teleports into the air just above the opponents head and falls forward towards their back to land behind them.

Each EX version gives control back to Goenitz as he drops, allowing him to use air attacks for approaches, resets (more on that later), or defense.

Wind FX are placeholder until I hi-res them myselfor get someone better to help me with it.

Spoiler: More screens here (click to see content)
    

Re: Diepod's Stuff

 September 09, 2015, 06:50:59 pm View in topic context
 Posted by Chatman  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

I already love Hidako as much, if not more than Mika. These drawing are great, especially those with the team synergy. Love the double German.
    

Re: Chatman's WIP's (Goenitz) -Palette template Available

 August 15, 2015, 06:10:47 am View in topic context
 Posted by Chatman  in Chatman's WIP's (Goenitz) -Palette template Available (Started by Chatman July 03, 2015, 04:47:22 am
 Board: Projects