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Kamekaze

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Messages by Kamekaze

    

Re: Super Smash Bros Ultimate

 August 11, 2018, 01:48:30 am View in topic context
avatar  Posted by Kamekaze  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

Yeah, poor Luigi man... :(

Though OMG YES!!!! I gotta get a Switch now! I've literally been waiting years for this moment. Simon and Richter! Man it's a dream come true. Slowly but surely, Konami is getting back into good graces. Someone in upper management has their head on straight and doing their best to dig the company out of the hole.

With the Netflix anime and this, they are definitely on the right track. This is so awesome I can't even truly give it justice.

@Kamekaze:

IDK when your Richter will be done, though this could be great for perhaps some additional moves and voice acting!
fun fact, i literally had all the things he was doing minus the angled whip over 2 years ago when he was planned. It felt bizarre to see my identical moveset ideas. The only difference is I had hydro storm where they went with grand cross
    

Re: Kirby, the fifth turtle

 July 23, 2018, 09:12:11 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.



Here's kirby in action!
    

Re: Kirby, the fifth turtle

 July 14, 2018, 06:14:35 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.

It's a beta theme. I've used 3 so far for chars who either didn't have one or jl chars that had weak themes otherwise
    

Re: Kirby, the fifth turtle

 July 13, 2018, 11:41:41 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.

Yeah I know all about him, I thought that char initially had the weaponless sprites but I was wrong so a very helpful guy named N. ripped all the weaponless frames for me and I began drawing. Once you guys get to play with him you'll notice that any exposed shell frame has his weapons visibly on his back among other things. When he throws his weapon for his air projectile you'll only see one on his back and the omega version where he throws both no weapons are back there. that's the other way I couldn't be lazy because if he put the weapons up you ought to be able to see them when possible.
    

Re: Kirby, the fifth turtle

 July 13, 2018, 11:01:17 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.

technically theres only one way to fight him in arcade mode and maybe it's just that.......
    

Re: Kirby, the fifth turtle

 July 13, 2018, 10:31:28 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.

it's a pretty nice comparison tbh. He's a glass cannon with the lowest stun value in the game. However his offense and defense are very good. His air fireballs are designed to both be offense and defensively used and his normals are very much not the same as the other turtles in any capacity. Meanwhile he references almost everyone in the game without copying anything. I made him ironic given what the other kirby is known for lol.
    

Kirby, the fifth turtle

 July 13, 2018, 09:19:23 pm View in topic context
avatar  Posted by Kamekaze  in Kirby, the fifth turtle (Started by Kamekaze July 13, 2018, 09:19:23 pm
 Board: TMNT x Justice League: Untold Prophecy.



Believe it or not there was a 5th turtle that wasn't venus. However unlike venus he never made it past the cutting room floor. He was meant to be a reference to Jack Kirby of comic books fame and was going to wield dual daggers. More can be found out about him here. You may notice he puts his weapons away to fight, while I did sprite the weapons entirely on my own it was not because I was lazy. His point is he doesn't need them to fight but he will use them to finish an opponent off!

I don't have an arcade run of him yet but ill put one up soon.
    

Re: Fighter's History: Dynasties - PUBLIC BETA

 July 04, 2018, 02:49:13 am View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties - PUBLIC BETA (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

just incase the instructions weren't clear here's a handy dandy video on how to get training mode working.

    

Re: Fighter's History: Dynasties - PUBLIC BETA

 June 29, 2018, 03:14:47 am View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties - PUBLIC BETA (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

its fixed, happy playing
    

Re: Fighter's History: Dynasties - PUBLIC BETA

 June 28, 2018, 09:56:43 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties - PUBLIC BETA (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

Oh, it's Dark Legend!

I know Mizoguchi was a hidden character in that game's console versions.

... not quite. It's a crossover sequel of an unreleased full game. The game you're probably referring to is Suiko enbuu which this is not remotely related to.
    

Re: Fighter's History: Dynasties - PUBLIC BETA

 June 28, 2018, 09:26:49 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties - PUBLIC BETA (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

It's mostly for this game cause we gutted what we didn't need. Is the uno guy really gone or? Cause in the future I could revisit the source and update it.

Side note: the ai is defaulted to the highest. If you want to tone it down you gotta hit up the options. Training mode is not where you think it is. I explained it on the web manual
    

Fighter's History: Dynasties - PUBLIC BETA

 June 28, 2018, 08:45:07 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties - PUBLIC BETA (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+





Video Footage


>>Download Here<<


This started off as a joke between me and @Killer Kong: aka TTTTTsd when we first found Zhang Fei by General Chicken. We then looked for the rest of his works and played with them on ikemen on stream for even more joke reasons. However roughly 2.5 years ago we jokingly said we should make something out of these. Then one day it all got very real and very serious. The first game, which this is not, is referred to as Dynasty Whyrriors because why would we bother or anyone for that matter. It's still not finished either because we started on this one after getting the boss up and running. But we did have to rip the remaining never made for mugen chars to have a complete roster. This involved frankenspriting by people who have no idea how to sprite anything but pulled it off anyway lol. After we finalized combat and the roster we were on target to release the first one relatively soon. However, TTTTTsd came to me with the idea of going further with the guest chars in the first game, Ray and Mizoguchi respectively, involving a tag game with the cast of both series. I told him if he could make it work I'd be interested.

Enter the Uno Tag system and it's ability to patch files with a template you could actually be in control of. While it's stock code was very clunky and unpolished was a good place to start so that I didn't have to make it entirely from scratch. That being said, we had to rewrite 80% of it's original code just to make the debug flood go away and optomize how it functions as a whole. We then built upon it to change how tagging worked and I took it one step further and introduced tag supers within the system. We officially had a working tag system that kept track of active players and any values that used to rely on p2's x axis were reworked to support looking only at the active player. This allowed me to implement functioning AI as well as code supers that would normally depend on values that simul mode breaks entirely.

But we weren't done there, we also had to remake almost all of the Karnov's Revenge cast because Ray(shout outs to Xinos), Marstorious, and Yungmie were the only ones that was done properly. So this meant that we had to code the karnov chars accurately then adapt them to this system. A gigantic amount of work for something we absolutely consider to be kusoge but that's pretty much my forte at this point.

What we are giving you all is a fully fleshed out tag experience with a ton of inside jokes and references that wont spoil your experience. I even made a Manual for you all to familiarize yourself with. It works offline on firefox as the readme.htm and online on any other browser.
    

Re: The official Kamekaze wip thread: New year new works! (Battler)

 May 18, 2018, 08:24:45 pm View in topic context
avatar  Posted by Kamekaze  in The official Kamekaze wip thread: New year new works! (Battler) (Started by Kamekaze June 15, 2012, 01:06:54 am
 Board: Projects



I've got some downtime between projects so I hammered this out in about a week. I forgot to show off the fact that the overhead kick can also be tagged out.

There's a ton of things to unpack here and I'll explain it at some point. But he do a lot of things with such a simple moveset.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 23, 2018, 09:16:48 pm View in topic context
avatar  Posted by Kamekaze  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Unsure if this is a bug or I just suck but while trying to import sprites to another project and attempting to force a pal from said project onto it fails. It imports the sprites but does not force the palette on to them. I made to select the same options as I would in FF3
    

Re: Game Q&A

 April 19, 2018, 06:31:39 pm View in topic context
avatar  Posted by Kamekaze  in Game Q&A  (Started by Kamekaze September 11, 2017, 06:34:18 pm
 Board: TMNT x Justice League: Untold Prophecy.

Well I mean, one is wearing white. the other two have just enough that what I showed on the character show case videos were all I had
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 18, 2018, 04:22:05 pm View in topic context
avatar  Posted by Kamekaze  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I just took a look in one of your chars and you do it too. So your "ROFL it fucking should" comes off pretty hypocritical. We've even taught ppl in MUGEN Class that you can use whatever you want for some of these things. Being strict in MUGEN syntax seems 20 years too late in my opinion. I don't care that it shows the errors. I simply gave an answer to the question that was asked. If I'd known I'd get so much crap for my answer I wouldn't have said anything. Even VirtualTek acted like my answer was worthless so I won't waste anymore time giving answers.
We can all continue to use incorrect syntaxes and ignore the errors or we can fix said errors. In the end it's not a big deal.

That has absolutely nothing to do with my statement. Whether an IDE corrects bad practices has nothing to do with someone's previous code. I said it should because it should regardless of whatever I've done in the past. And as far as my older work goes, I've made 118 things throughout 12 years which a good chunk of I've stopped updating so yeah probably will find some mistakes there. However, my attitude towards it is that it's unacceptable NOW because I happen to code for a living and my current work is radically different. There were things in winmugen that you could get away with that crashes in 1.0/1.1 and that is the issue. If syntax was upheld in IDE's of the past that would not be a problem.


edit: the last thing I released only has syntax errors because ff3 isn't aware it's a thing that's completely fine to do otherwise it has 0. EG "Scond(x,t,f)" being allowed
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 18, 2018, 02:17:55 pm View in topic context
avatar  Posted by Kamekaze  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Anyone that goes into real coding will find out very quickly how coding in bad syntax can bite them later on. This hobby app shouldn't be so strict! MUGEN was made for ppl that have all ranges of coding knowledge.

rofl
yes it fucking should, the fact that it IS now means you're more prepared to code other things as a hobby as most people who do move on from mugen typically does. Not to mention game breaking things people have done over the years that make them unable to work in 1.0, the velset = 0,0,0 comes to mind for example.

I code web shit as a hobby so should I ignore proper syntax like line breaks because javascript doesn't enforce it?
that's like saying "yeah man I drive as a hobby so i don't wear seat belts." Hobby or no, if you're going to do something you owe it yourself to do right my guy.
    

Re: Richter Belmont

 April 09, 2018, 03:07:13 pm View in topic context
avatar  Posted by Kamekaze  in Richter Belmont (Started by balmsold October 09, 2017, 01:31:34 am
 Board: Sprite Projects

It's technically going to be neither. It'll all make sense in due time.
    

Re: The spriters bounty thread. (more details in thread)

 April 09, 2018, 02:46:44 pm View in topic context
avatar  Posted by Kamekaze  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

if it's a bounty you want claim you gotta make it match the rest of the requests in this thread. That way it can be added to the first page for all willing participants to see.
    

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

 March 27, 2018, 03:28:20 am View in topic context

I more or less am waiting on the people I had listed lol