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Messages by Bloodly

    

Re: Stella Queen Axe ( No Hentai ) Version 1.0 Mugen

 April 05, 2023, 12:49:10 pm View in topic context
avatar  Posted by Bloodly  in Stella Queen Axe ( No Hentai ) Version 1.0 Mugen (Started by zan_master February 07, 2023, 09:37:09 pm
 Board: Found Releases 1.0+

With all three characters the fireball and dragon punch motions are interfering with each other.
    

Re: Rugal with many, many moves?

 January 03, 2019, 04:03:59 am View in topic context
avatar  Posted by Bloodly  in Rugal with many, many moves? (Started by Bloodly January 01, 2019, 10:12:12 am
 Board: M.U.G.E.N Discussion

The second.
    

Rugal with many, many moves?

 January 01, 2019, 10:12:12 am View in topic context
avatar  Posted by Bloodly  in Rugal with many, many moves? (Started by Bloodly January 01, 2019, 10:12:12 am
 Board: M.U.G.E.N Discussion

Randomly watching KOF 94.  Suddenly think "Why the hell does Rugal have Athena's reflector?  Is he secretly a fan?"  Look it up.  SNK Wiki gives this:

---
However, he also uses his own techniques such as the Genocide Cutter. Rugal was originally supposed to have access to every special move in the game during The King of Fighters '94, but idea was scrapped because it put a terrible strain on the programming, and thus he appeared as a combination of the two Fatal Fury bosses instead. He also has a projectile reflector known as Dark Barrier/Dark Crystal Reflector which is very similar to Athena Asamiya's Psycho Reflector, this move along with him copying the Reppuuken and Kaiser Wave being a possible remainder of the original idea.

---

Which immediately put me in mind of "Someone has probably done this in MUGEN....haven't they?"

So I ask.
    

Re: Everything Anime and Manga Thread

 December 10, 2018, 11:50:00 pm View in topic context
avatar  Posted by Bloodly  in Everything Anime and Manga Thread (Started by ( ゚ o゚) It's Urza! August 27, 2007, 02:30:58 am
 Board: Entertainment



From KOF: A New Beginning, the/an official KOF 14 manga.  Yuri taking one of Tung Fu Rue's tricks.  If a whole bunch of Yuris show up with something like this in the future, now you know why.
    

Re: Ton Pooh released by Gladiacloud, Beximus and Shinzankuro

 June 20, 2017, 06:45:11 pm View in topic context
avatar  Posted by Bloodly  in Ton Pooh released by Gladiacloud, Beximus and Shinzankuro (Started by Gladiacloud June 03, 2017, 01:47:21 pm
 Board: Your Releases, 1.0+

The show-off video showed it, and I'll repeat it; she keeps dropping out of things because of all her little start-up hops and leaps combined with zero hitstun at all.  It seems generally speaking you can only use the light versions of moves for comboing, as the other strengths will be too slow by a hair.  It also leaves me wondering 'what's the point of QCF+K?  If the air version had no startup, it might be an ender for an air combo, but nope.  It also causes a problem with the ground kick super Hayate Mai; it only kills on the last hits, and people drop out in the middle, so 'lucky escapes' are a thing.  Often.  EDIT: It seems the only point of QCF+K is to combo off F+HK. 

Why can't she angle her air fireball normally when she can in her super?  Especially since you can't 'float' with it as you could with fireballs after a super jump in MVC, with her it's one fireball and done no matter what.

Crouching punches can combo into QCB+K.  Crouching kicks cannot.  Which is odd when standing kicks will, and standing punches will.  Why the restriction?

There's little point in having the teleport command on both punches and kicks.  I feel it's better to have the teleport command be punches, rather than kicks.  With kicks, there's overlap with QCB+K; you often don't get what you want.  Of course, that's just be me and my flabby keyboard-using hands

DP+P....maybe it's merely cool factor, but part of me wishes it could be done in the air as well.

I find it kinda interesting/weird that for the super fireball, her actual kicks can't hit anything.

Hyper Mode activation has her completely vulnerable during it.  It's basically a free opening/combo at a time you can't afford it.  It also takes 1000 power when it shouldn't (Jin's didn't).  Hope you weren't hoping to use that power for anything.

KO an opponent via an Air HP/HK after a launch.  Ton Pooh will be stuck in the air and won't come down,

The forward dash counts as 'in the air' enough to use Chisu Toppu, and do her super fireball without the hop.  So why can't she use her normal air fireball?

Stand LK uses the sound of a heavy.  It also combos into itself in the corner.  My max is currently about 23 hits(I consider a single case of 62 a fluke).  Keep holding forward and hammer LK.

Of the power-up moves in hyper mode.  Plasma Kick is really good, though the clones seemingly don't do as much damage as the main, Plasma Spiral is barely useful; the clones follow the same angle as the main, and so overlap too much.  Plasma Blast can be considered the most useful, not simply for the extra fireballs, but as an ender for a oppnent-cornered air combo, it increases the chance of you landing an air Chisu Toppu super to end the whole thing with, which is usually fairly unreliable.

I'd been feeling as I played her that crouching MP and HP were her strongest tools, the MP especially, for the forward movement.  I find this confirmed by the fact they can create up to a 10 hit combo by themselves.  MP, HP, repeat.  You can slip crouch MK if you wish when you're closer, perhaps.  The timing between HP and a new MP is very tight.  I wondered how I was breaking through guards at times.  I'm not saying it's good or bad, it just 'is'.

You can't get a Plasma Spiral off a crouching kick at all.
    

Re: Random damage within a range?

 June 16, 2017, 06:42:50 am View in topic context
avatar  Posted by Bloodly  in Random damage within a range? (Started by Bloodly June 16, 2017, 02:14:37 am
 Board: M.U.G.E.N Development Help

100 from 14?  Now it makes less sense.

The range is between 10 and 150.  Would the correct formation be

damage=10+random%150

?
    

Re: Random damage within a range?

 June 16, 2017, 03:43:09 am View in topic context
avatar  Posted by Bloodly  in Random damage within a range? (Started by Bloodly June 16, 2017, 02:14:37 am
 Board: M.U.G.E.N Development Help

Random percentage.  How do you set the minimum and maximum, then?

As I see that bit of code, you're rolling a random percentage between 1% and 100%.  I realise I might be being stupid here.
    

Re: Random damage within a range?

 June 16, 2017, 03:01:11 am View in topic context
avatar  Posted by Bloodly  in Random damage within a range? (Started by Bloodly June 16, 2017, 02:14:37 am
 Board: M.U.G.E.N Development Help

Yes.
    

Random damage within a range?

 June 16, 2017, 02:14:37 am View in topic context
avatar  Posted by Bloodly  in Random damage within a range? (Started by Bloodly June 16, 2017, 02:14:37 am
 Board: M.U.G.E.N Development Help

Damage is usually a fixed single value.

damage = 100

If I wanted to make it a random value within a range, what would it look like?

My mind is telling me something along the lines of

damage=rand(1, 100)

But I feel I should check.
    

Re: Area from street fighter EX released! by armin_iuf

 May 28, 2017, 10:52:56 am View in topic context
avatar  Posted by Bloodly  in Area from street fighter EX released! by armin_iuf (Started by Nexus Games April 19, 2017, 04:23:32 am
 Board: Found Releases 1.0+

She's mostly accurate, but she's also effectively in permanent Excel.
    

Re: Street Fighter V

 July 06, 2016, 06:42:38 pm View in topic context
avatar  Posted by Bloodly  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

They've extracted Urien and
Spoiler, click to toggle visibilty
models, and now they're messing around with them.  Of course, this would lead to Mel being the reflected figure at the very end, which would probably look horrifying.
    

Re: Street Fighter V

 July 06, 2016, 04:22:18 am View in topic context
avatar  Posted by Bloodly  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

A suspicion arises. 

We have generics.  We have an in-game currency system in Fight Money.  The story mode shows they can apply effects before battle.  There's status effects.  You can mod health up and down.  Survival shows you can buy boosts and the like.

World Tour/Edge Master mode down the line, anyone?
    

Re: Street Fighter V

 July 06, 2016, 01:44:53 am View in topic context
avatar  Posted by Bloodly  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games



Dolls showing off.  I'd swear to you Satsuki is Guy with a sword.
    

Re: Street Fighter V

 July 05, 2016, 07:57:56 am View in topic context
avatar  Posted by Bloodly  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games



Dolls have escaped.  Soldiers, too.
    

Why is AI so Good/Bad?

 June 22, 2016, 05:59:34 am View in topic context
avatar  Posted by Bloodly  in Why is AI so Good/Bad? (Started by Bloodly June 22, 2016, 05:59:34 am
 Board: Fighting Games

You hear people talking about fighting game AI(With MUGEN or anything else), it's only ever two things.  'The AI is cheap/a bastard', or 'The AI is pathetically easy'.  This is disregarding things like movesets being overly powerful.

Has there ever been a fighting game AI that was regarded as challenging but fair?  More to the point, why has there never been anything that isn't one of the two extremes?
    

Re: The Police (From Arm Joe) by valgallah77

 June 11, 2016, 08:34:53 am View in topic context
avatar  Posted by Bloodly  in The Police (From Arm Joe) by valgallah77 (Started by Janis L.C.V. May 24, 2016, 02:43:23 am
 Board: Found Releases

Nothing he does causes the extended knockdown that is practically required to get his 'grab and punch' or Gou Stomp off against an actual opponent.

On that note; what is the purpose of Gou Stomp?  It's slow, weak, and the move itself has no special properties to recommend it.  I suppose if grab and punch doesn't work on them?

There's something resembling an infinite.  With the right timing(It seems very strict to me, but I don't know much about these things) you can chain LP-HP-DashLP-Dash HP repeatedly.  The problem is not accidentally getting the FWD+LP normal.

Hmm.  Seems you can just do DashLP-Dash HP repeatedly for similar results.
    

GG_Police by Valgallah

 June 09, 2016, 07:53:39 pm View in topic context
avatar  Posted by Bloodly  in GG_Police by Valgallah (Started by Bloodly June 09, 2016, 07:53:39 pm
 Board: Found Releases 1.0+

    

Re: HD Vampire Hunter game arts (COMPLETE !!)

 January 26, 2015, 06:06:20 am View in topic context
avatar  Posted by Bloodly  in HD Vampire Hunter game arts (COMPLETE !!) (Started by zabzarock November 19, 2014, 09:17:26 pm
 Board: Resource Releases

Quote
Alternate Versus Screen (lose) - those screens don't exist in the original Vampire Hunter but I wanted to do them anyway (This reminds me the good old Street Fighter II).

Vampire Hunter, no.  Darkstalker's Revenge, no, NIGHT WARRIORS, yes.

Observe.

https://www.youtube.com/watch?v=ACDD9RRE-bc
    

Re: Inspector Javert (GG styled) released by Valgallah, Marius updated 1/23/15

 January 26, 2015, 05:22:35 am View in topic context
avatar  Posted by Bloodly  in Inspector Javert (GG styled) released by Valgallah, Marius updated 1/23/15 (Started by Roman55 January 23, 2015, 06:43:54 pm
 Board: Found Releases 1.0+

'STARS' in readme states it needs Quarter Circle Back, Half Circle Forward, Y.  The CMD states it's A instead.  One or the other should change.

The command for 'Javert's Suicide' is listed as Down, Down, B.  Yet somehow, this isn't consistent.  It's easier to do it via quarter circles back or forwardx2, because somehow the flip-kick takes priority when you do Down, Down, B.  Masrius's 'Downward Punch' is similar.

Marius's 'Rising Dragon' seems to launch to different heights when used on it's own, launched after a punch, or launched after a kick.  Kick launches the highest.

The Y+B launchers seem outright useless for purpose.  Too slow, no range.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 02, 2014, 01:37:14 pm View in topic context
avatar  Posted by Bloodly  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Has there ever been a Children of the Atom Akuma made for MUGEN?  I'm watching footage of him and I'm suddenly struck with this, as he was done very oddly there(I recall hearing he was the test for the system, or something like that).

Hmm.  Seems I've asked this before.  Here's another one: Anything from War of the Gems?