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Kamekaze

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Messages by Kamekaze

    

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
    

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

 September 13, 2018, 03:31:08 am View in topic context

Thank you, it's never my intent for any of these to create any sort of hostility. Anyone with reservations with anyone I interview should be more than capable of keeping it to themselves since pretty much everyone here is an adult. In the mean time if @Jango: is available, which may not be due to the on going situation in hawaii. I'd love to speak to him next.
    

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

 September 13, 2018, 02:41:35 am View in topic context

As I said I ask the same questions to everyone. No special treatment, no fluff pieces. People talk about what they want to. I'm not a journalist of any kind nor is it my job to hold people accountable for anything unrelated my questions. If that is not enough for you feel free to talk to him yourself and record it. I don't have an exclusivity deal on anything I do.
    

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

 September 13, 2018, 02:31:39 am View in topic context

As I said above, I don't ask any questions like that. JZ kept it very respectful so I don't understand the lack there of for what I asked.
    

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

 September 13, 2018, 02:22:14 am View in topic context

I'm going to ask again that you not derail this thread. I'm not sure what's bothering you in particular but I honestly couldn't care less about it. This isn't some defend or attack Jesuszilla thread. I ask that you respect my request.
    

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

 September 13, 2018, 02:14:51 am View in topic context

You asked, I've answered. After reaching out to everyone once again, I got Jesuszilla to sit down with me. Now I'm not unaware of what happened so I'm asking ahead of to keep this thread on topic. This is about learning, not whatever other reason people have to derail.

So you are going to be asking him why he keeps finding cryptic ways to insult other creators? Because thats pretty much the one question everyone wants to see answered, why he is still doing this over eight years in. I look forward to learn what motivates him to keep insulting people.
That's never the kind of question I'd ask. Please keep it on topic.
    

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

 September 12, 2018, 11:29:43 pm View in topic context

You asked, I've answered. After reaching out to everyone once again, I got Jesuszilla to sit down with me. Now I'm not unaware of what happened so I'm asking ahead of to keep this thread on topic. This is about learning, not whatever other reason people have to derail.
    

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

 September 08, 2018, 01:45:07 am View in topic context

I don't see a reason to interview people twice lol. And I like to ask the same questions because the conversation tends to lead to some other topics and I like how it can organically flow as it does. It's how some interviews are long as others.