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Messages by robosaiyuk

    

Re: Sasuke Mangekyo Sharingan NZC

 July 27, 2013, 04:23:51 pm View in topic context
 Posted by robosaiyuk  in Sasuke Mangekyo Sharingan NZC (Started by QuickFist July 26, 2013, 06:14:49 am
 Board: Projects

If you need a tester count me in, I used to test all of Алексей stuff all the time. Pretty good at finding bugs and stuff, what kind of gameplay mechanics are you thinking of trying in this character?
    

Re: ssjtrunksZ2 inspired

 February 03, 2013, 04:54:37 pm View in topic context
 Posted by robosaiyuk  in ssjtrunksZ2 inspired (Started by force January 08, 2013, 10:07:07 pm
 Board: Projects

God damn, every time I come back to Z2 threads it just gets better and better! You guys truly are the stuff dreams are made of.

To be even more flattering this whole community has some truly talented artist in general.

EDIT: just a thought wouldn't it be cool to sprite trunks during the midnight bliss as a Super Saiyajin and as she/he is getting sucked she/he slowly goes back to base form? Just a note never understood the cannon of Midnight Bliss, always seemed to me like a just for fun special.
    

Re: Sf3 Custom Akuma

 February 03, 2013, 04:41:30 pm View in topic context
 Posted by robosaiyuk  in Sf3 Custom Akuma (Started by javier5_7 February 02, 2013, 04:06:55 am
 Board: Your Releases, older Mugen

It's not standard procedure for every attack to be able to hit downed opponents. OTG attacks are usually universal mechanics performed by a certain command, like in Dark Stalkers or Red Earth, or, it's bound to one character that has a certain attack that allows them to hit downed opponents.

This is because hitting downed opponents makes an on the ground opponent who is already at a disadvantage, have an even bigger disadvantage which could cause them the match. It's a super cheap shot and even OTG hitting moves should have a short window of opportunity.

Standard fighting game procedure, not sure if you care or not.

Also, is this an edit of an existing character? I'm not sure because I looked through the def and the name didn't match yours here. Wanted to know if you built it from the ground up or not. =p

you could breath a little you know? and the def name are my initials, wich i prefer not to post in here :P
aaand, no, i dont care about it :) (yes i do, will check it out later) ty for trying it out anyways

Why wouldn't you care? if you don't care about fighting game standards or at the very least don't apply the simple element's that stem from fighting game mechanics do you think anyone is gonna care to download your character?

Human beings sense when others are not sincere and the same rings true for developers.

EDIT: It's early in the morning and I read your post script about you actually caring, unfortunately it was after I wrote my post. Sue me
    

Re: Sf3 Custom Akuma

 February 02, 2013, 06:19:29 pm View in topic context
 Posted by robosaiyuk  in Sf3 Custom Akuma (Started by javier5_7 February 02, 2013, 04:06:55 am
 Board: Your Releases, older Mugen

I'll probably post a video on some of oddities I found in your akuma. But why is the parry system so loose? like holding forward can parry and why does he have a instant way to dodge after a parry? Also infinite with D,D,P attack.

EDIT: might have jumped the gun with that attack being a inf, it seems you added a juggle limit for that move. Currently though it takes way too much damage for such a long range move. As it stands this character feels like akuma from sf3 with mugen standards and edited moves from various other characters.

CLSN's also need work

    

Re: Vegeta released by LegendTTA (31/01/2013)

 February 02, 2013, 06:07:12 pm View in topic context
 Posted by robosaiyuk  in Vegeta Transform v1.1 (Started by i_oVo_i February 02, 2013, 03:58:01 pm
 Board: Your Releases, Mugen 1.0 +

Wow actually more solid than I expected it to be as far as dbz characters go.

CLSN on certain beam attacks are bigger than they should be.
Standing A,A,A chain on base form vegeta is a infinite
Teleport attacks in my opinion are a tad too spam happy.

Probably some other things I forgot to mention but all in all this definitely better than some of the other crappy dbz characters I have seen other the years. 
    

Re: Vegeta released by LegendTTA (31/01/2013)

 February 02, 2013, 04:40:39 pm View in topic context
 Posted by robosaiyuk  in Vegeta Transform v1.1 (Started by i_oVo_i February 02, 2013, 03:58:01 pm
 Board: Your Releases, Mugen 1.0 +

there wasn't a pop up the rar file had a exe extension at the end and was coupled with 3rd party software, i'll try again and see if this changes.
EDIT: Fixed maybe had something to do with the blocking certain scripts feature I have in firefox but alas I was able to get the rar file this time.
    

Re: Vegeta released by LegendTTA (31/01/2013)

 February 02, 2013, 04:08:56 pm View in topic context
 Posted by robosaiyuk  in Vegeta Transform v1.1 (Started by i_oVo_i February 02, 2013, 03:58:01 pm
 Board: Your Releases, Mugen 1.0 +

I'm sort of off-put by the idea of projectile heavy DBZ characters but having said that I'm going to test anyways

EDIT: yeah so in order for me to even get to the rar file I have to install 3rd party software... not gonna happen
    

Re: Sai Updated

 January 30, 2013, 03:16:38 pm View in topic context
 Posted by robosaiyuk  in Sai Updated (Started by Алексей January 29, 2013, 04:49:04 am
 Board: Naruto Shippuden: NZC

See that's what I'm talking about, actual feedback from a respected coder. Come on MFG if more people would give more feedback every developer on here would improve 10 fold.
EDIT: Not able to do this infinite anymore, good job alexei. As always will be looking out for any possible hicups 

here is some funny stuff from a older build of sai xD



    

Re: how to record matches?

 January 23, 2013, 11:15:07 pm View in topic context
 Posted by robosaiyuk  in how to record matches? (Started by lee 27 January 23, 2013, 10:51:52 pm
 Board: M.U.G.E.N Discussion

get camtasia, fraps apparently doesn't work with mugen 1.0
    

Re: Cody - SSF4 AE: 2012 - | Trial Ver. 5 & Video

 January 22, 2013, 09:31:33 pm View in topic context
 Posted by robosaiyuk  in Cody - SSF4 AE: 2012 - | Trial Ver. 7 (Started by Mr. I June 12, 2012, 05:06:06 am
 Board: Projects

Such a smart way in which U1 was implemented!!
    

Re: ssjtrunksZ2 inspired

 January 22, 2013, 04:30:11 am View in topic context
 Posted by robosaiyuk  in ssjtrunksZ2 inspired (Started by force January 08, 2013, 10:07:07 pm
 Board: Projects

Damn! that's nice  :swoon:. Where all of you good spriters coming from? did not see you guys on MFG several years back when I lurked on the forums.
    

Re: [MAJOR UPDATE] Sasuke Uchiha by kenshinx0

 January 22, 2013, 02:47:27 am View in topic context
 Posted by robosaiyuk  in [MAJOR UPDATE] Sasuke Uchiha by kenshinx0 (Started by Алексей August 23, 2011, 04:44:39 am
 Board: Naruto Shippuden: NZC



Here you go alexei!!
    

Re: Progress

 January 21, 2013, 09:51:02 pm View in topic context
 Posted by robosaiyuk  in Progress (Started by Neocide January 23, 2011, 06:31:53 pm
 Board: Dragon Ball Allstars

This game's progress is full of win! if there is anything you need involving testing you got a bro here willing to help. Peace from NYC
    

Re: WhiteBeard by NBA01

 January 21, 2013, 04:49:35 pm View in topic context
 Posted by robosaiyuk  in WhiteBeard by NBA01 (Started by NBA01 January 21, 2013, 01:02:29 am
 Board: Your Releases, Mugen 1.0 +

Gonna say first and foremost I love One piece, having said that I feel that whitebeard doesn't feel like a complete character system wise. he doesn't seem to be source accurate since I remember the game he was from.(that is not a bad thing, that game was bad to begin with)

If it is all custom gameplay shouldn't he be fleshed out some more to make him interesting?

All his supers feel like they do the same thing, knock back the opponent. A little variety couldn't hurt
he has Little to no combo potential
What's up with his physics? I know whitebeard is big, but that doesn't mean he has to move/attack so slow. If he had a play type like grappler for example, where all his moves stemmed from grabbing the opponent to do big damage I could understand and see the justification in it. It seems to be for the sake of making him Anime accurate and this goes back to what I was talking to another mugen developer about.

Making a character as fateful to a show or what have you doesn't always translate into a fun character/game/etc.
Also some of his CLSN are like "why so big!!!?" :stare:

All in all I like the structure of your characters and I can't wait to see what you do with them in the future. Peace from NYC!


    

Re: Naruto Uzumaki Updated

 January 20, 2013, 05:49:48 pm View in topic context
 Posted by robosaiyuk  in Naruto Uzumaki Updated (Started by Алексей January 12, 2013, 04:45:46 am
 Board: Naruto Shippuden: NZC

It's hard I know and to be honest you are far above me as far as being able to create a mugen character. I cringe at the idea of not only aligning sprites for every move and coding said moves so my hats off to you.

Your right the source game was ass to begin with. And sometimes making a character based on the sheet is a good idea, but it's better to play the game first hand to understand how they functioned, what worked and what was god awful. Might not be a bad idea to research a few fighters or even watch match videos for different games to understand what is going on in the background. To us it might look like a fireball spam or random moves, but to them there is a science involved on why they do what they do.

I don't know if changing anything at the moment as far as CLSN would benefit you, as they seem ok enough to not cause huge problem's.(That was mainly me nit picking xD) But surely some of hit box'es could be changed. If anything I would talk to cyblaster or kamekaze and get their advice as far as code goes and maybe some new idea's for your characters.

The characters as of now are fun but making something YOU would want to play as well is a good thing, and people will feel this when they play your game. I can't tell you how many times I have played a fighter that feels like the developer didn't give two shits about or rather they wouldn't play it. (Not that you don't care I'm just saying  :tipshat:)

Anyway I post some videos of character specific stuff since I can explain things better through video.
    

Re: Naruto Uzumaki Updated

 January 20, 2013, 04:47:54 pm View in topic context
 Posted by robosaiyuk  in Naruto Uzumaki Updated (Started by Алексей January 12, 2013, 04:45:46 am
 Board: Naruto Shippuden: NZC

Naruto doesn't feel like a complete character at the moment. When I mean complete I mean polished and has a arc-type play style. For example in street fighter zangief is a grappler who can some what control space with limited special moves but what makes him scary is that his grabs have somewhat huge range and do big damage. It makes the other player think twice about what moves they do and also let's the gief player(if they are good) basically dictate where their opponent is going to move and what moves they are going to do.

So I ask what is Naruto's arc-type? does he specialize in anti-airs? mix-ups? Space control? turtle-ing? Grapples? Speed?  The same could be said about some of the other characters in your game. I mean yes it is suppose to be simplified game play ala "umvc3" or "blazeblue", but even in those games every character felt different and unique given they had smaller move sets with the lack of buttons.

Right now shikamaru is without a doubt one of the few characters that stand out to me. Every normal/special move that he does just feels like you really spent time on him to make him different than the others.(Not that I'm saying you didn't for the other characters)

also I feel your CLSN are some what inconsistent, some times they make prefect sense and other times I ask myself why is there only one very wide box around your characters in certain animations. Also your hitbox'es on certain characters follows the same idea as my previous statement "inconsistent" sometimes huge when they don't need to be specially(off topic) Sasuke's Neutral A,A,B chain. "When I saw that hitbox I cried"

All in all from talking to you briefly I believe you are determined to put in hard work into your characters and I respect that, keep it up man!
    

Re: Kakashi Hatake

 January 20, 2013, 04:55:00 am View in topic context
 Posted by robosaiyuk  in Kakashi Hatake (Started by Алексей December 28, 2012, 02:08:26 am
 Board: Naruto Shippuden: NZC

Spoiler, click to toggle visibilty

I love the system you have laid out for your characters but almost all of your characters have some type of infinite or weird CLSN.
Having said that I love the direction your game is going in, keep up the good work! peace from New York City.
    

Re: MvC2 Sabertooth updated(1/18/13)

 January 18, 2013, 10:34:09 am View in topic context
 Posted by robosaiyuk  in MvC2 Sabertooth updated(1/18/13) (Started by Kamekaze January 18, 2013, 09:41:06 am
 Board: Your Releases, Mugen 1.0 +

Yes! Kame is like a machine. Turns out patches and characters like it's a walk in the park.  Oh yes just tested very briefly I love that the grab is OTG- able and the berserker barrage feels more solid than previously. I love that H. Berserker has less start up time than before. Will play around with Mr.Tooth some more.
    

Re: MvC3 Ken updated (1/4/13)

 January 17, 2013, 08:03:06 pm View in topic context
 Posted by robosaiyuk  in MvC3 Ken updated (1/4/13) (Started by Kamekaze January 01, 2013, 05:36:58 am
 Board: Your Releases, Mugen 1.0 +

Oh I see now and looking forward to your sabretooth update, keep up the good work kame!
    

Re: MvC3 Ken updated (1/4/13)

 January 17, 2013, 07:37:21 pm View in topic context
 Posted by robosaiyuk  in MvC3 Ken updated (1/4/13) (Started by Kamekaze January 01, 2013, 05:36:58 am
 Board: Your Releases, Mugen 1.0 +

I'm a big fan of your work I must say. Your recent MVC3 mode characters are really intriguing. The only thing I would say that feels off to me at times is the hit deterioration. I don't remember if MVC3 was that strict that a relaunch combo isn't possible. Than again maybe the initial OTG move add many points to the deterioration.

 And one nit pick I have about your Ken is that when using the juggernaut assist it can hit a character during a grounded state which I think you said is not suppose to happen? Anyway it is possible to hit a character while grounded, funny things begin to happen like activating ken's LVL 3 super and getting the first hit with it but missing everything else. Why not just give the assist just a slight longer window for the ground bounce since juggernaut is still hitting the character anyways.

Having said that I hope you might add the MVC3 mode to your MVC2 characters, peace from New York City.

Spoiler, click to toggle visibilty