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Haku Akechi

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Messages by Haku Akechi

    

Re: Melty Blood Gameplay Ryu

 July 26, 2008, 02:21:42 am View in topic context
 Posted by Haku Akechi  in Melty Blood Gameplay Ryu (Started by Tohno Shiki July 25, 2008, 01:03:23 am
 Board: Projects

the sprites given the new scaling values look much better now.

good job doing it
    

Re: Rugal_E version 1.5

 June 07, 2008, 03:20:57 am View in topic context
 Posted by Haku Akechi  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 am
 Board: Your Releases, older Mugen

Two things about that:  Is he open source?  And is he a member of this forum?

Only thing is that I'm nowhere near that level of sprite editing, and I really wouldn't know what to look for at all either.

Yeah, the scaling isn't the best at all, and one of his specials is overpowered against aerial foes and I forgot to change the hitdefs to make sure the overpoweredness was not there.


Androide may not be opensource IICR, but some people have already asked permission on using some of his Sprite edits from his chars as part of their own chars...

Also, Androide IS a member of this forum... at least he does have an account here..

Combo system, very original, feels solid and great!

Well, thanks.  I'm surprised anybody posted in this topic, I was sure this topic was going to rot and die off(I didn't want that to happen though), just as some people really wanted it to(I believe that such people don't want you guys to know that I even exist).

Well, maybe because its a potentially good Rugal edit?? (at least for those who don't care much on being a fighting game purist that is)
    

Re: P.o.t.S.' WIP

 May 31, 2008, 04:27:46 am View in topic context
 Posted by Haku Akechi  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

    

Re: K.O.D's W.I.P Thread (Current : Blair Dame)

 May 31, 2008, 04:15:14 am View in topic context
 Posted by Haku Akechi  in K.O.D's W.I.P Thread (Current : The King of Fighters Dream Match '09) (Started by K.O.D May 25, 2008, 04:04:36 pm
 Board: Projects

You did a great amount of justice for using Dampir's sprites and from what i saw in the screenshots, they are all looking well done.

But super canceling into another super is included ;)

Just like SFEX :)

And I agree with you giving her only 1 good gameplay system now.. using of Grooves IMO is a little too time consuming, and considering most people would use your chars in EX Groove and not bother with the Capcom or SNK groove....
    

Re: Rugal_E version 1.5

 May 31, 2008, 03:58:31 am View in topic context
 Posted by Haku Akechi  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 am
 Board: Your Releases, older Mugen

Okay, I'll give you a physical example as of why such things clash.  Look at this.   See how the SF3 Hitsparks and the KoF firesparks don't look alike, and as such, they clash with each other?

Now look at this.  While this DOES have mixing effects (CvS2 and a KOF Super BG), both have been edited to fit.  That's what I'm trying to say.  Unless the effects match, or have been edited to match, they won't look good.

My main problem with that is that some attacks for my characters use sprites from completely different games because I can't find a good sprite in the same game.  So I use sprites from different games, knowing that alot of people will try to bash me for that alone.

You can ask for sprite edits from @ndroide. He made many sprite edits for his Rugal/s like his most current version of God Rugal, which has his SNK attacks, or even his CVS1 Rugal.. I'm sure @ndroide will somehow will lend you a little help with some of his sprite edits.

Also, it would be of great help when you practice more of sprite editing. The way Fong made he KOF2k2 HSDM Hyper BG match well with CVS-ish effects is astounding thanks to good sprite editing.. hopefully you learn and refine that ability.

Also, in terms of damage dealing, I'm surprised that the supers actually deal okay damage (at least the Genocide heaven and the God Press). The real main problem with your damage scaling is that the normal attacks + Special moves seem to have the bad scaling, (A similar problem with LoTF's God Rugal).
    

Re: Rugal_E version 1.5

 May 31, 2008, 01:09:28 am View in topic context
 Posted by Haku Akechi  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 am
 Board: Your Releases, older Mugen

guys, guys, it's his first character. Be more gentle please  --;

its called feedback, and good thing Evilslayer is taking them all constructively, not Personally (coughcoughKongcoughcough)

besides, I like the char, thats why i gave all my honest to goodness feedback for it :P

---------------------------------------------------------------------------------

also, if you want CVS2-ish power charge effects, I believe you can ask for POTS or Warusaki3's sprites. Heck, most people who create cvs-ish characters nowadays create their own effects as well.

also, New suggestion for a portrait:


Just for the sake of people who will download an update and for them not to complain LOLWTFUGLYPORTRAIT..
    

Re: Rugal_E version 1.5

 May 30, 2008, 07:39:14 pm View in topic context
 Posted by Haku Akechi  in Rugal_E version 2 released (Started by EvilSlayerX May 30, 2008, 02:15:35 am
 Board: Your Releases, older Mugen

mmkay so some of my honest to goodness feedback:

- this is very minor anyway = Ugly large portrait is ugly

- The Palette has a HUGE lack of shading, making it look ugly and eye hurtingly bright.

- Backdash has too much Backdash (HALF THE SCREEN)

- REppuken needs lag and a longer recovery time... its really cheap with how it is as of now. I can easily kill any char with Corner reppuken spam, kinda like SSF2T Hadouken spam but worse..

- You don't need that LONG super pauses for a super pause. Something like half a second or less super pause is often enough..

- Whats with having to tap 2 buttons after a command motion just for a super that costs only 1 energy stock? it just doesn't feel right and it makes it a little more hassling to do combos with supers...

- also, GG based combos are a GATLING based, basically its p.k.s.hs thing... in this case, a proper GG esque gatling based chain combo system can be lp,lk,strong punch/strong kick or lk,lp, strong punch/strong kick. Also, if you want the combo system to be more GG-ish, add Jump cancelling to certain normal attacks and aerial attacks. (Hopefully you know what Jump cancelling is).

Will comeback with MOAR feedback after further play testing
    

Re: Good coding + godly AI = bad combination...

 May 25, 2008, 06:22:05 pm View in topic context
 Posted by Haku Akechi  in Good coding + godly AI = bad combination... (Started by WooshaQ May 24, 2008, 03:52:07 am
 Board: M.U.G.E.N Discussion

Lets take a multi hit attack into account. Can pro players parry all 20 hits? Shouldn't think so. The AI's some people code CAN. Take the longest combo you can pull off in a real game. Can you pull it off EVERY time without mistake? Things go wrong with button presses sometimes no matter how good you are. AI always getting it right is not a pro player, it's abuse.

Play against Kaqn or KA2 or Shounen or N-Otoko in Guilty gear...

proper GG accuracy should be awfully difficult to come by.


not if you have the PC versions of GGXX #reload.. since that's Muteki's source material..

    

Re: Omega Justice By Yubat(Muteki's Justice edit)thx for HellToast to authorizat

 January 18, 2008, 03:07:29 pm View in topic context
 Posted by Haku Akechi  in Omega Justice By Yubat(Muteki's Justice edit)thx for HellToast to authorization  (Started by yubatt January 17, 2008, 07:31:03 am
 Board: Edits & Add-ons

Congratulations. You just earned yourself a reason for sage.

Or the people who came up with the 'Omega [insert character name]' thing, must have thought that they could be as awesome as the original Omega's. :P

Or this person might be trying to start a new trend. Just like the Dark/Shin/Orochi trend. Instead drop the Shin/Dark/Orochi and put up Omega instead. Sometimes I don't understand why people like to make insanely cheap characters that are practically unkillable. Yet they seemingly can beat everything they go up against with this particular char.

IIRC... I remember back *long ago* one person released a char in a similar fashion. And alot of people complained that it was practically unkillable. Of course I doubt the char still exists now. But it'd possibly float in someone's secret storage somewhere. Oh well.

I am just rambling. And I don't want to tear this topic completely off-topic. So... shall we continue?

I couldn't agree more. Srsly
    

Re: Blade from Warzard

 December 24, 2007, 01:21:00 am View in topic context
 Posted by Haku Akechi  in Blade from Warzard (Started by Doggiedoo December 23, 2007, 05:28:00 am
 Board: Projects

Sprite does look misalligned to its shadow compare to KFMs

My opinion on the strikers is that well don't go overboard on it. Since you will have to like rip and allign them as well to the character to make him look smooth and flowing..

    

Re: P.o.t.S.' WIP

 December 23, 2007, 07:36:52 am View in topic context
 Posted by Haku Akechi  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

Since Kasumi has only 2 DMs in KOF 2k, are you planning to add some edited stuff on her?
She had another one in SvC and XI.

Quote
- you can't execute Gou Shoryu after a single punch or kick attack
Weird, I thought I updated the main archive with that fixed... try the patch.

Quote
- I think you went overboard on powering his special attacks while underpowering his Hypers.. Here is one example these cases
The opponent can easily use fall recovery between the two hits, which doesn't happen after supers. And you can also follow Messatsu Gou Hadou with a Shoryuken in the corner, so it's not that one-dimensional.

Quote
It kinda feels a little to awkward that a 2 special move combo deals much more damage than a single hyper.
Not really, try chars (in real games) that can juggle from special to special. Depends on the game, of course, that won't do as much damage as a super in games where it takes longer to charge one bar, but in games like CvS and SFZ it does (especially when you're comparing the damage with super projectiles).


Wow thanks for the good reply... and the patch fix as well..

All of them pretty much makes sense to me now



    

Re: P.o.t.S.' WIP

 December 22, 2007, 01:22:07 pm View in topic context
 Posted by Haku Akechi  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

Hmmmm as far this thread is concerned... I think i found more basis for feedback on POTS current incarnations...

well mainly for Shin Gouki...

The latest version has me buggin why i feel like keeping him...

(also, I apologize for remarking about the AI's of your characters charging their power meters too much, it seems that i've been keeping much of your older model characters for FAR TOO long)

About Shin Gouki in his latest update:
- you can't execute Gou Shoryu after a single punch or kick attack
- I think you went overboard on powering his special attacks while underpowering his Hypers.. Here is one example these cases:


Messatsu Gou Hadou


Light Gou Shoryu ----> Heavy Gou Shoryu combo

It kinda feels a little to awkward that a 2 special move combo deals much more damage than a single hyper.

well infact those are the things i found kinda little farfetched in the latest update... (I found ver 2.5 of Shin Gouki a little more balanced in a sense in the damage dealing)

In other regards...

If I can recall, i think there were CVS Kasumi sprites just lying around the net somewhere.. if there were such, those CVS Kasumi sprites could be put into good use for your Kasumi WIP.


    

Re: P.o.t.S.' WIP

 December 19, 2007, 02:02:43 am View in topic context
 Posted by Haku Akechi  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

I don't think I like the new aggressive Shin Gouki AI. I know that Shin Gouki is supposed to be a boss, but it gets ridiculous when he can keep comboing you off the ground, giving you no safe time to speak of. And his use of Messatsu Gou Shoryuu and Shoryuken as a reactionary move any time you ever try to use a melee attack on him is unbelievably frustrating; you might consider toning down the priorities on them a little (or a lot). I mean there's cheap but fair, and then there's just plain cheap. He doesn't have to wipe the floor with MvC characters, you know. --;

ooooh complaining about teh AI.... which is pretty much beatable...

I still Have Ver 2.5 of PotS Shin Gouki and I remember keeping V 2.33 as well... I did some comparisons to both.. I remember 2.33 Gouki seems to be more rush friendly than 2.5, the latter is more of a counter-attack whore but then would also rush in at the right time...

One main problem really with the AI (and also the rest of the POTS Chars) is that they sometimes stay back charging their super meter for long periods of time rather than continue their attack (much similar to Warusaki3's older model of his chars in S or EX Groove). In some cases, the AI kept charging his/her super meter even while the opponent was close..

    

Re: Edited AI pacth for Kung Fu Man

 December 18, 2007, 04:57:55 pm View in topic context
 Posted by Haku Akechi  in Edited AI pacth for Kung Fu Man (Started by Rikimtasu December 18, 2007, 06:51:58 am
 Board: Edits & Add-ons

This is the best AI patch ever!

None can match the AWESOMENESS of this AI patch... unless I puke on a pile of dung... oh.. yeah, Puking on a pile of dung is better than this MotherF**ker..

    

Re: Edited AI pacth for Kung Fu Man

 December 18, 2007, 11:35:39 am View in topic context
 Posted by Haku Akechi  in Edited AI pacth for Kung Fu Man (Started by Rikimtasu December 18, 2007, 06:51:58 am
 Board: Edits & Add-ons

This has got to be the most "AWESOME" ai for KFM ever...

i wish he would do MvC2 Esque infinites and such..

Things like these aren't worth getting at all, unless you like seeing your own ass kicked...
    

Re: CvS chars + Dio and Vanilla Ice (12/16/07) updated by Warusaki3

 December 17, 2007, 04:55:44 am View in topic context
 Posted by Haku Akechi  in CvS chars + Dio and Vanilla Ice (12/16/07) updated by Warusaki3  (Started by DMK December 16, 2007, 10:51:27 am
 Board: Found Releases

hmmm it seems that Warusaki3's been updating his other characters...

though I still wish he updates some of his older chars with some of his signature AI now (for Chun Li, Kyo, and Athena)
    

Re: lol Gato by Tan

 December 15, 2007, 09:15:55 am View in topic context
 Posted by Haku Akechi  in Gato XI by Tan (Started by PeJ December 12, 2007, 07:47:42 am
 Board: Hall of Fame

So... this ISN'T the Gato from Chrono Trigger?

 :S

nope... its not.. I was very disappointed... Heck I found a mugen conversion of a Chrono Trigger character much and WAY MOAR better than the pile of crap in MoojinChynah
    

Re: lol Gato by Tan

 December 13, 2007, 12:57:42 pm View in topic context
 Posted by Haku Akechi  in Gato XI by Tan (Started by PeJ December 12, 2007, 07:47:42 am
 Board: Hall of Fame

    

Re: lol Gato by Tan

 December 13, 2007, 01:24:48 am View in topic context
 Posted by Haku Akechi  in Gato XI by Tan (Started by PeJ December 12, 2007, 07:47:42 am
 Board: Hall of Fame

mugenchina needs to play KOF before making KOF characters...

This Gato needs a 999 hit SGS, pre-requisite (annoying) god-orochi stance, Falcon Punch, Fatal KOs, MvC2 like comboablity complete with infinites..

also, for a so called "XI", he needs MOAR Fcuked up juggling..
    

Re: MvC-EoH Gouki

 November 25, 2007, 11:42:03 am View in topic context
 Posted by Haku Akechi  in MvC-EoH Gouki (Started by vyn November 25, 2007, 05:30:13 am
 Board: Your Releases, older Mugen

Tenma Gou Zankuu is also a little buggy...

- When it hits an opponent who is standing still, the fireballs only touch the hit counter once or twice... the rest of the fireballs do hit but do not register as added hits.

(tested on at least two characters, Evil Ryu: EoH and Ogre Akuma)