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Chatman

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Messages by Chatman

    

Re: [BETA v0.2] (Released)

 November 12, 2014, 05:19:29 pm View in topic context
 Posted by Chatman  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

Alright, since I'm not trying to keep anyone watching this project in the dark, i'll give a progress update and tell you all what exactly has been going on. (WALL OF TEXT INCOMING)



For one, we have fixed any bugs that appeared in the .2 release, but it goes further than that. Firelord has added a new stage and I believe may have another he might add in before .25 drops. He's also working the screenpack a bit.

Andy has been working on...surprises, for .3. Just, trust me, if you love the dark temple stage in it's current state, what he will be providing after this next beta is going to blow your mind. Seriously. He's also sitting at about 70-80% progress on the next two characters after Reptile and Chun.

Sandman as you may know has been collecting a pool of voice actors in order to record custom lines to breathe new life into all the characters, as well add a more professional feel to the story mode as we progress forward. Again, it's very good stuff. He's also been helping quite a bit with sprite edits on the mk characters since I've become a bit lazy in regards to spriting.

And finally, last but probably least, lol, I have been working essentially nonstop to streamline the game and fine tune our systems. The max combo system has been implemented, there is a juggle system present now, a new wall splat mechanic has been added when in the corner (credit to Andy), and I have been editing and balancing every character so their attacks feel more responsive, so the damage feels significant, and so the hitboxes are damn near identical to sf3. Or in the case of the mk cast, resembling sf3 hitboxes.  And I've scaled the AI so that if you want to put yourself through hell on level 8 you can, or you can casually play at level 1.

Basically, every character has been worked so much this may as well be a whole new game. Everything feels great when you put our efforts together. And while I've always been terrible at time estimates, I really feel .25 is on the horizon. Like a couple weeks horizon.

Sagat is finished, Ryu is finished, Akuma just needs a bit of damage tweaking, Chun-Li has her hitboxes and frame data redone and just needs AI and some damage tweaks, Reptile just needs AI, Chameleon and Kung Lao need their frame data and damage looked at but have their AI almost fully done, and Scorpion...well he probably will take the longest. There needs to be a couple sprite edits done because he's getting two new moves to make him more offense oriented, but then it's just frame data and damage tweaking.



So please, just hang in there with us a bit longer, We know it's been a long time, but it's because we've made a lot of sweeping positive changes for the project. I promise the next updates will never take this long. I'll also try and get up a video, or some screenshots, something.

Thanks!
    

Re: SFA4 Guy Revamp

 November 03, 2014, 08:59:04 pm View in topic context
 Posted by Chatman  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 am
 Board: Projects

Just saw this now, welcome back BC, and good luck with the SF4 project! I'll be watching this closely.
    

Re: [BETA v0.2] (Released)

 October 08, 2014, 05:45:40 pm View in topic context
 Posted by Chatman  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

    

Re: [BETA v0.2] (Released)

 August 13, 2014, 08:12:17 pm View in topic context
 Posted by Chatman  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

We really need to get that continue screen implemented as well, lol.
    

Re: [BETA v0.2] (Released)

 April 29, 2014, 05:47:54 pm View in topic context
 Posted by Chatman  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

On the note of which sound goes to which move, Proxicide may have been using the Shin voice clip in so many places to optimize and keep his file size low, and there are a number of somewhat more fitting sound files, so that probably wont be so.

Sometimes it doesn't hurt to deviate from the source material slightly, especially if it makes things a bit better, yaknow? :)
    

Re: [BETA v0.2] (Released)

 April 09, 2014, 08:42:05 am View in topic context
 Posted by Chatman  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

Man AceKombat...this is why I love you. That feedback is invaluable and in-depth. Thank you!
    

Re: R@CE AKIR@ WIP's - CANCELLED!!! MI AMIGOS

 April 01, 2014, 04:14:08 pm View in topic context
 Posted by Chatman  in Closed (Started by ~Hale "R@CE" Caesar~ July 20, 2013, 06:33:00 am
 Board: Projects

Hahaha, yoooo. That's dirty man. Lol, i'm dying.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 15, 2014, 05:18:57 am View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

Ah damn it. Yup, just tested, that's a huge one. I'll look into fixing it, thanks for the find.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 11:15:08 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

How do I make Arcade mode pop up? I checked the Story application and the various .txts but couldn't find anything.

Arcade is a separate mugen app. should be in the main folder.

mod zoom stage (mugen 1.1), will no longer be used?

It will, that's coming in .25. It's like that right now as a temporary thing.

Just wamted to say this is beyond amazing. The flash by peroxide has to be one of the craziest fun things to watch on the web but to be able to play it. MY GOD. enjoying everybit of it.

Thans man. It'll only get better.

How can i get ikemen control to work well with DS3TOOL, as me an my friends play with controllers

I'm afraid I don't know. Firelord, or someone more knowledgeable about ikemen may be able to tell you however.

will you ever release the falling stage as a standalone, shit is so boss
I'm not entirely sure. Ask Firelord? Lolol.

an does anyone know how to install the interactive stages by syn, i cant find any info at all
If i'm not mistaken, Syn usually batches a how to readme in his stages folder. Try looking through any documents present.

don't get me wrong he's great and all but if he hits you with the hellfire it knocks you back and he immediately starts up the next hellfire which is annoying...then you'll try to Tatsumaki over his spear...he'll grab you in mid-air mid kick...it feels kinda broken. I got close to beating him once and that was it... you can't really try spamming hadoukens at him since he just teleports and goes into 50 hit combos(exaggeration of course) but it pretty much negates anything you do to defend yourself. I find the best way to damage him is don't give him space if you can manage it.

Oh no, I get you man. Alright, insider tips to tide you over until I scale the ai:
If you jump against Scorpion, block more than you attack.
Spear is heavily punishable, and hellfire, while bothersome, can both be teched and punished with quick projectiles or forward moving attacks.
Wait for teleports
They can be ducked and punished, and I believe MP and HP version are punishable on block.
Use your super projectiles
He's bad about guarding them usually.
Watch his meter
Both his supers are quick, but hella punishable on block. To put it simply, you must wait for your openings and counter more than you actively attack. Hope this helps?
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 10:13:40 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

Im actually looking into getting it fixed tonight. The ai will probably still be a bit of a pain, but the floating bug as well as a few other big things will most definitely be taken care of. Give me just a couple of hours please. Just some small things got overlooked, my apologies for the troubles.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 09:51:10 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

Well, I downloaded this and only got the Story game, so I tried that. It was AWESOME! Don't really like how Sakura was Ryu's lover(SPO Ryu?) or the end. But Scorpion kicked my butt all over the place. It doesn't give me controls, either. Seriously, those up and down spears NEED TO GO. I needed to use debug keys to beat him.

Im sorry, I'm dying laughing. I feel your pain. The spears are staying but don't worry, there will be ai levels come .25. I make really challenging (cheap?) ai, but im going to make the other levels more user friendly and less likely to induce tears of blood. Lol.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:26:52 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

I know for sure I fixed that through ai limiters in Kung Lao's cns. Are we sure the most recent version of him got patched in?

Edit: Same question for Sagat, and Ryu for that matter. It seems the AI changes and some fixes may not have made it in...
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:01:01 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:18 am
 Board: Your Releases, Mugen 1.0 +

My apologies for the ai shenanigans guys, I still have to do some ailevel stuff, and I'm trying to find the right balance of attacks. Bear with me please. :p
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 07, 2014, 07:26:59 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Hooray for the unreadable palette template font.

Shutup C.A.N, leave me alone!  >:(

I'll do them all even the sfz and svc series

Really? Thanks man, that would be great!

I'm loving the looks of this Chatman!
Do you plan on making Vega crouch and pick up his mask/claw on contact?
IMO, It would also be a cool if the mask/claw made a sound as it hit the ground.

Definitely looking forward to your project bro.  :yes:

Thanks! Will Vega crouch to grab his claw...honestly, I don't think that's something I'll venture into. I would if it weren't something that would affect the flow of gameplay, but there's really no way around it doing just that. That's my guess as to why it's just magically reattached in every iteration. As for the claw making a sound when it hits the ground, it will, I have the SF4 sound for it, I just havent added it yet. Thanks for the questions!

+ SvC Alt.

Yes yes yes.

    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 05, 2014, 06:01:41 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

I like it quite a bit, I would say go for it. I trust in your skill!
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 04, 2014, 07:47:11 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Yeah, sure. Ill do it later tonight to see what you mean. Thanks!
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 04, 2014, 06:22:53 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Yes! ah ah! This is awesome! :)

EDIT: Something catched my eyes on the fallen mask. 1 pixel of the right part could be in another grey color to make it more uniform. ;)
I apologize, im not sure I know what you mean exactly. Would you care to explain? Sorry, im kinda thick, haha.

Hi, hows progress on your vega?

Slowly moving as I promised. I've added level one scarlet mirage, done a bit more color separation, and went through and cleaned up the code I've done to make it easier to follow. I have a habit of not marking what each piece means until after I'm done. There was a lot of that I had to mark.

Thanks, all. :)
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 18, 2014, 01:30:55 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Oh, hey there. I  made this new fairly uninteresting video of progress stuff.



Enjoy?
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 15, 2014, 08:06:58 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Fair enough. It'd be pretty easy to implement as well. I suppose i'll just do it and make it a config option.
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 15, 2014, 06:45:32 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

AH!! :) I'm happy to see you here again, Chatman! You know that this project got my attention. :)
I'm hyped to see your videos and check what you'll bring to us. Welcome back! :)

Thanks!

What cage?
In Street Fighter 2 and Alpha 3, there would be a cage that drops from the sky just behind the fighters on his stage. Only Vega could climb on this cage.

Correct.  As for the cage Loupil, at current, I wasn't planning to do it, unless it was insisted upon enough.