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.

*****
Kamekaze is Offline
Contact Kamekaze:

Kamekaze

MFG Network Member

Messages by Kamekaze

    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 23, 2019, 04:33:02 pm View in topic context
avatar  Posted by Kamekaze  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I just noticed that although Akuma and Sagat have codes for reflection, I tested them against Vans' Rugal and their projectiles go forward as if nothing had happened. The reflected versions need a Turn command at the start of the code, right after defining the sysvars:

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1010

[State XXXX, Turn]
type = Turn
trigger1 = !time

I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue. There's a way to keep track of the original facing. My public shredder has the most up to date reflection code currently
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 18, 2019, 10:01:41 pm View in topic context
avatar  Posted by Kamekaze  in All Chars Update(2018-19) Careful what you wish for... (Started by Miriam's Wolf May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

the stuff I do with AI are exclusively 1.0+ things that breaks on win. for example ifelse being evaluated no matter what breaks my AI entirely so you can't downgrade it at all.
    

Sewer Hideout

 June 13, 2019, 09:24:38 pm View in topic context
avatar  Posted by Kamekaze  in Sewer Hideout (Started by Kamekaze June 13, 2019, 09:24:38 pm
 Board: Your Releases, 1.0+



http://network.mugenguild.com/kamekaze/

So this stage is getting a complete redo but I wanted to share this in it's current form before we do. it's very much a complete stage and comes with looped music but we're going another direction with it. I hope you all enjoy this unused asset from TMNTxJL!
    

Re: Assets discuession thread (art/graphics/hitsparks)

 June 12, 2019, 07:20:02 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: TMNT x Justice League: Untold Prophecy.



Here we have her new voices, we also see the omega effects for both kirby and wonder woman that has only been shown off on streams prior I suppose. The new super sounds provided to me by one Rio Hashikawa and the new Pirate ship stage with splash effects. A lot to take in but none the less indicative of this projects progress!
    

Re: Aquaman

 June 05, 2019, 12:53:01 am View in topic context
avatar  Posted by Kamekaze  in Aquaman (Started by Kamekaze February 25, 2018, 05:51:21 am
 Board: TMNT x Justice League: Untold Prophecy.

65%
    

Re: Aquaman

 June 04, 2019, 11:57:02 pm View in topic context
avatar  Posted by Kamekaze  in Aquaman (Started by Kamekaze February 25, 2018, 05:51:21 am
 Board: TMNT x Justice League: Untold Prophecy.



So with a bit of editing to his injustice voices he sounds pretty on par with the much older snes sounds. Fortunately this AI fight shows off all the voices!
    

Re: Afterimage by SeanAltly, Kamekaze & Chris 20855

 May 28, 2019, 07:44:14 pm View in topic context
avatar  Posted by Kamekaze  in Afterimage by SeanAltly, Kamekaze & Chris 20855 (Updated 7/5/19) (Started by Sean Altly May 27, 2019, 02:48:36 am
 Board: Your Releases, 1.0+

he's trying to attack. so that's more of an AI thing. I'll keep it in mind though. Also depends on the character used against him as it may have something prevent blocking. Really I'd need the char you're using to know for sure.
    

Re: Afterimage by SeanAltly, Kamekaze & Chris 20855

 May 27, 2019, 03:43:53 pm View in topic context
avatar  Posted by Kamekaze  in Afterimage by SeanAltly, Kamekaze & Chris 20855 (Updated 7/5/19) (Started by Sean Altly May 27, 2019, 02:48:36 am
 Board: Your Releases, 1.0+

No alt mode here lol. Not sure why he would even have a need for one
    

Re: Afterimage by SeanAltly, Kamekaze & Chris 20855

 May 27, 2019, 04:14:48 am View in topic context
avatar  Posted by Kamekaze  in Afterimage by SeanAltly, Kamekaze & Chris 20855 (Updated 7/5/19) (Started by Sean Altly May 27, 2019, 02:48:36 am
 Board: Your Releases, 1.0+

It appears to be 1.1 related as of now but I'll update this post with what I found
    

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

 May 18, 2019, 03:55:04 am 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

man has it been a year already. Well due to other projects this guy fell by the wayside but im back to finish him with a preview of his finisher to boot!

    

Re: Fighter's History: Dynasties 3.0 TIMELESS EDITION released

 May 16, 2019, 08:20:21 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 3.0 TIMELESS EDITION released (Started by Kamekaze May 16, 2019, 12:23:10 am
 Board: Your Releases, 1.0+

    

Fighter's History: Dynasties 3.0 TIMELESS EDITION released

 May 16, 2019, 12:23:10 am View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 3.0 TIMELESS EDITION released (Started by Kamekaze May 16, 2019, 12:23:10 am
 Board: Your Releases, 1.0+

We've made it to our Final DLC pack, for those unfamiliar with this game go >>here<<. As before, the scale of this patch required the entire game to be uploaded once more. The complete changelog can be found within the folder but also here >>Here<<



>>Download Full Game Here<<



Video Footage of Final DLC characters





With totally revamped visuals and 2, technically 3 more fighters, what could possible happen next?! Nothing. This game is finished outside of bug fixes. What a 2 year ride this has been.
    

Re: A new development-focused community: MUGEN.NET

 April 24, 2019, 04:44:51 pm View in topic context
avatar  Posted by Kamekaze  in A new development-focused community: MUGEN.NET (Started by Vans March 27, 2019, 09:08:45 am
 Board: M.U.G.E.N Discussion

    

Re: A new development-focused community: MUGEN.NET

 April 24, 2019, 05:30:57 am View in topic context
avatar  Posted by Kamekaze  in A new development-focused community: MUGEN.NET (Started by Vans March 27, 2019, 09:08:45 am
 Board: M.U.G.E.N Discussion

    

Re: Frank West updated (4/17/19)

 April 19, 2019, 01:21:39 pm View in topic context
avatar  Posted by Kamekaze  in Frank West updated (4/17/19) (Started by Kamekaze April 17, 2019, 04:47:29 pm
 Board: Your Releases, 1.0+

Thank you for taking a second look. Not many are willing to  step up in that regard and I'm glad this came to a peaceful resolution
    

Re: Frank West updated (4/17/19)

 April 19, 2019, 05:57:58 am View in topic context
avatar  Posted by Kamekaze  in Frank West updated (4/17/19) (Started by Kamekaze April 17, 2019, 04:47:29 pm
 Board: Your Releases, 1.0+

I'm sorry you feel that way. At level one he barely moves so I dont understand your grievance. This latest update goes one step further to scale him. If you aren't seeing that redownload and let me know what you see. I do not appreciate the comparison to actually cheap things when the balance in him was done with very delicate detail. If you have the character training you can observe that his moves on block are extremely punishable and his normals aren't that fast as well. I don't want to assume your skill is lacking so let's rule all this other stuff I mentioned out before we point to you

Edit: I literally watched them on AI level 1 and up and he doesnt do much of anything until 5 or higher. So I'd really prefer you not slander my hard work with libel that you haven't bothered to see for yourself.
    

Re: Frank West updated (4/17/19)

 April 18, 2019, 01:18:21 pm View in topic context
avatar  Posted by Kamekaze  in Frank West updated (4/17/19) (Started by Kamekaze April 17, 2019, 04:47:29 pm
 Board: Your Releases, 1.0+

Lower the ai level and work your way up. He's far from impossible. I made the ai less prone to dropping combos so technically he's stronger now than he's ever been before. Also there was an issue with downloading the correct version for firefox users for some reason so ensure you have the latest one by checking the date on the files in his folder.
    

Frank West updated (4/17/19)

 April 17, 2019, 04:47:29 pm View in topic context
avatar  Posted by Kamekaze  in Frank West updated (4/17/19) (Started by Kamekaze April 17, 2019, 04:47:29 pm
 Board: Your Releases, 1.0+

http://network.mugenguild.com/kamekaze/

changelog:
-Vans reflect code updated
-command buffer updated
-AI update
-combos more consistent
-roll now no longer completely invul after 14f. meaning he can be thrown after
-counter throw added

It's been a long time since I updated him eh? Well he should feel a lot better to play with and the AI is a lot more free form and shouldn't drop much of anything anymore. So I nerfed his roll a bit so that he can be punished better. Makes it less of a get out of jail free card. he loses throw invul after a few frames but keeps the rest of it meaning he can be grabbed and punished mid roll. Counter throw just means you nor the AI can tech when a throw is used as a counter hit.
    

Re: A new development-focused community: MUGEN.NET

 April 15, 2019, 09:10:06 pm View in topic context
avatar  Posted by Kamekaze  in A new development-focused community: MUGEN.NET (Started by Vans March 27, 2019, 09:08:45 am
 Board: M.U.G.E.N Discussion

    

Re: All KofXIII characters updated(4/10/19)

 April 10, 2019, 08:57:24 pm View in topic context
avatar  Posted by Kamekaze  in All KofXIII characters updated(4/10/19) (Started by Kamekaze April 10, 2019, 07:57:29 pm
 Board: Your Releases, 1.0+

Normal Rugal's Genocide Cutters don't hit fully, especially the Omega EX version.
Is this because of the new Juggle system or what?

HK wont hit properly on most standing people due to its high hitboxes, lk should hit properly which it does on my end. You were correct about omega ex version so thats fixed. redownload