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Messages by xaekin

    

Re: SHADEs of Manhattan 3: City of Chaos - Opinions wanted

 November 27, 2013, 03:30:16 am View in topic context
 Posted by xaekin  in SHADEs of Manhattan 3: City of Chaos - Opinions wanted (Started by Sean Altly November 21, 2013, 07:57:54 am
 Board: Projects

Like the new sprites. Vesper really needed it, to be honest.

CvTW's system really felt like Shades 2 with less waste when it came out. I'd say tone down launchers, somewhat. Something a little more akin to a 3D fighter, maybe? Instead of having air combos, it's more things along the lines of juggles? Shades had a fairly combo heavy system, and it wouldn't feel like the clash of superheroes that it is without something flashy to the system.
    

Re: Who Would You Like to See Get the SeanAltly Treatment?

 October 30, 2013, 01:13:12 pm View in topic context
 Posted by xaekin  in Who Would You Like to See Get the SeanAltly Treatment? (Started by davismaximus October 30, 2013, 02:03:25 am
 Board: M.U.G.E.N Discussion

I want Batman. Even if Spike would make a pretty awesome character (hey, he very literally fights like Bruce Lee) pretty sure there are other examples of jeet kung do
    

Re: What Resolution do you mainly use and why?

 October 01, 2013, 03:25:03 am View in topic context
 Posted by xaekin  in What Resolution do you mainly use and why? (Started by vgma2 September 29, 2013, 09:46:14 pm
 Board: M.U.G.E.N Discussion

1280*1024, because opengl hates me, and any other resolution displays at half size in the corner of my screen.
    

Changing default palette in sff2

 August 23, 2013, 02:57:48 pm View in topic context
 Posted by xaekin  in Changing default palette in sff2 (Started by xaekin August 23, 2013, 02:57:48 pm
 Board: M.U.G.E.N Configuration Help

After a long while of using random palettes in arcade mode, I'm switching back to using only the default palettes. Rajaa's characters in particular use the dark skin palette instead of the default, and I've run out of the tricks I know to change the default palette.

I've tried seeing if just changing the keymap works (it doesn't.)
I've tried seeing if assigning palettes in the def like it's from before sff2 works (it doesn't.)
I've tried both at once, just in case that works (it doesn't.)

Do I have to open up the sff file to fix this? I'd rather not, since the internet's rubbish where I am. (It can't load youtube videos at 140p, for reference.)
How else could I fix this?
    

Re: Capcom vs. The World - August Release (New Patch 8/18!)

 August 19, 2013, 12:26:22 am View in topic context
 Posted by xaekin  in Capcom vs. The World - August Release (New Patch 8/18!) (Started by Sean Altly August 13, 2013, 10:29:18 am
 Board: Your Releases, Mugen 1.0 +

New patch sounds good, downloading it now.
In the meanwhile, though, came across a weird glitch with Scorpion. Happened once when I was playing as him, once against the AI. His DP Super kept repeating, from the superpause to the second flip. It skipped the rope throw. When the AI did it, it managed to keep doing it six times or so, staying at zero meter. (it had one or two meters when it started) When I did it, the opponent was dropped partway through the super, and it automatically (at the price of my other bar of meter) went into the super again, this time landing.
Couldn't figure out how to trigger it, but the timing was consistent, so the issue's probably something related to that section. Happened with Scorpion vs Scorpion, and Scorpion vs Ryu. It's a deja vu bug.
EDIT: aaaand it happened again vs. Mr. X. He interrupted the attack during or right after the second flip, and it went into the super again. (and cost me the round. X[ )
    

Re: Capcom vs. The World - August Release

 August 16, 2013, 11:39:21 pm View in topic context
 Posted by xaekin  in Capcom vs. The World - August Release (New Patch 8/18!) (Started by Sean Altly August 13, 2013, 10:29:18 am
 Board: Your Releases, Mugen 1.0 +

Weird glitch happened with Sub-Zero vs Rorschach. Subby's Freeze and Rorschach's grapple hit each other at the same time, and the result was both freezing. both were the lp versions, if it makes a difference. I think what happened was that they both put each other in a custom state on the same frame. Not sure what caused it, but the round wouldn't end on timeout. Unfortunately, I didn't think to get a screenshot. Sorry about that.
    

Re: Sakuya_RP (Patchouli and Yukari as well)

 July 18, 2013, 09:33:49 pm View in topic context
 Posted by xaekin  in [WIP] RicePigeons' WIP Thread: Yuyuko Saigyouji (palette template up) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects

Lie's aura always looked a little wonky. New one looks much better.
    

Re: M.U.G.E.N Screenshots V2

 June 18, 2013, 06:38:09 pm View in topic context
 Posted by xaekin  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion


There are 3 things wrong with this screenie. Can you guess what they are?

as far as the strikers are concerned, Remilia is a surprisingly fitting choice.
Spoiler: what it is (click to see content)
    

Re: Public beheadings

 May 23, 2013, 05:20:53 pm View in topic context
 Posted by xaekin  in Public beheadings (Started by San2 May 22, 2013, 10:25:05 pm
 Board: All That's Left

I would assume so.
Yikes, though. Heard about this shit from Israel, and I assure you the newsfolk around these parts ain't happy with it.
    

Re: Saki Tsuzura by AO released 4/15/13

 April 24, 2013, 05:42:35 pm View in topic context
 Posted by xaekin  in Saki Tsuzura by AO released 4/15/13 (Started by Roman55 April 15, 2013, 10:52:09 pm
 Board: Found Releases 1.0+

it's nothing like the stand system in practice.
I don't like her. Her gameplay feels meh.

Issues I noticed while testing:
  • Her jumping jab doesn't have ANY knockback, but it does juggle a little. This, plus the fact that it chains into itself, results in impractical but lulzy 180+ hit combos consisting entirely of a launcher (and she has two) and her air jab. If I had a turbo button, I could probably get it to double that, but as it is, I'm not too keen on destroying my keyboard.
  • her gameplay doesn't feel like it's anything. It's not rushdown, it's not zoning, it's not even a well rounded thing, it's certainly not grappling. She doesn't feel like a character whose moves are in place
  • The original Saki is a guile type charge character, with a projectile and a rising air. Millia was a rushdown character with plenty of tools to keep some pressure at distance. This is a half assed attempt at the latter. I'm really not impressed.
    

Re: Shameimaru by Amzak released 4/20/13

 April 22, 2013, 02:34:14 pm View in topic context
 Posted by xaekin  in Shameimaru by Amzak released 4/20/13 (Started by Roman55 April 21, 2013, 03:02:52 am
 Board: Found Releases

surprisingly decent, actually. As the sprites suggest, she's supposed to be a KoF-ish rushdown, though she's kind of stiff for the style.
There's some dummied out stuff in the cmd, I don't know if the author used a base that had some of the mechanics in place or something like that.
Her supers have fairly strict timing, I ended up adjusting that so it was a touch looser (to 25 frames instead of 20.) After that, really decent character. I'd recommend it. Not perfect by any means, but the list of creators who can pull that off is a small one indeed.
    

Re: Books

 April 16, 2013, 06:31:29 am View in topic context
 Posted by xaekin  in Books (Started by Sepp September 06, 2004, 07:17:29 pm
 Board: Entertainment

short version is that Umineko (the VN, that is) got me back into murder mysteries. I was pretty much raised on Poirot and Holmes, so it feels good to be back.

Generous Death by Nancy Peckard is one worth looking into. It's fair play, it's interesting, the cast actually has more personality than cardboard, and it has a wonderfully upbeat atmosphere. Which considering
Spoiler: the ending (click to see content)
, it's fairly impressive to do so. Don't really feel like summarizing the plot, but it's a solid mystery. If you're into them, give it a look-see.
    

Re: New Touhou Fighter: Hopeless Masquerade

 December 31, 2012, 03:29:12 pm View in topic context
 Posted by xaekin  in New Touhou Fighter: Hopeless Masquerade (Started by xaekin October 05, 2012, 11:03:00 pm
 Board: Fighting Games

Master Spark is unblockable, but it's piss easy to counter/avoid, so long as you're not trying to projectile spam from the other end of the screen, like a dumbass. You have to declare which spellcard you're going to use before you can use it, so it's easy to know when to get moving, and that's ignoring little things, like the very distinct startup time. I'm an idiot, no, it's blockable, but that isn't really any improvement. Her other spellcard is much more dangerous, really. It's blockable, sort of, but it does massive chip damage if it hits. Haven't actually managed to pull off a last word, shit's harder than it sounds.
I'm fairly certain Sanae will be in it, eventually. It's still just the demo version, it's not anywhere close to the complete cast.
Curious as to the video you were watching though, I'm interested in seeing how others actually play the game.

And I'm having a hard time deciding how I should react to what happens when you win the match by KO.
It's source accurate!

by the way, the icon for the game looks like some kind of turkey or oven mitt. I've got no bloody idea what it is.
    

Re: New Touhou Fighter: Hopeless Masquerade

 December 31, 2012, 04:12:01 am View in topic context
 Posted by xaekin  in New Touhou Fighter: Hopeless Masquerade (Started by xaekin October 05, 2012, 11:03:00 pm
 Board: Fighting Games

Grabbed the trial. It's been working great with my stick thus far.
Xenomic, combos are a lot easier in this game, but it doesn't really feel like it's all that much more result for effort. Spellcards are limited in a nice way (seriously, it's one of the few ways I'll accept revenge mechanics) and honestly it feels well put together.
though it glitched out and the background disappeared while I was adjusting controls for the stick

I'm honestly more hyped for the full game now. This demo is fun, and there's a decent chance I'll be playing it with a friend of mine sometime next year.
    

Re: Capcom vs. The World Beta (Updated W/New Character Dec 7th!)

 December 08, 2012, 06:24:02 am View in topic context

Huh. You've posted an official fix already. Was expecting it to get up sometime tomorrow. Pleasant surprise, to say the least.
Oh, and the secret boss is wonderful in like nine different ways, and for some reason I'm finding it easy to defeat. Costly, but not difficult.
Arthur's interesting. Seems well-rounded enough, but it's not my kind of playstyle. Oh well.

Thank you oh so very much for the Garret fixes. I can play him without trying to come up with backup plans just in case I'm starting without ammo, it's wonderful! ...out of curiosity, though, was I right about the reason the shotgun shells weren't loading properly?
    

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

 November 16, 2012, 03:07:51 pm View in topic context
 Posted by xaekin  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Any info about this Wriggle?
I second this.
Also want this
Custom sprited hi-res touhou character? I want.

Are Kurogane's old Touhou conversions still online anywhere?
It's in the creator database, also a stickied thread in the Requests section.
Kurogane's site, with his characters, is here: http://kurogane452.g.ribbon.to/
    

Re: Capcom vs. The World Beta

 November 13, 2012, 02:05:40 am View in topic context

I found more weird stuff!
  • While I'm fairly certain it happened in SFIII, Shin Shoryuken, if it should hit a sweep, will put the opponent in the custom state, but they won't get hit (since they're too far away). This results in odd things. Mostly weird, and not bad, though.
  • Actually bad: Not sure what's up with this, but the basic meterless combo I've been using (c.lp, c.hp, j.lk, j.hk, j.qcb+hk) causes chun-li to move forward during the air tatsu. It happens on rare occasion with superman as well, but it's inconsistent. It's slightly odd to see them appear to stall in midair during a combo. EDIT: If you do the air tatsu slightly late, you can get her to cross over you with this.
  • Garret's reload system is whacked out. The glitch from SHaDES 2 where he would randomly start rounds without ammo is still there. Further, it's impossible to reload into the shotgun shells from anything but a full weapon. Attempting to do so will first reload with bullets, and only then will it load shells. Offhand, I'd guess that's on account of the shotgun shell command overlapping with the command for loading bullets. I'll need to check, but it may be looking at D+Z and seeing that there's a Z being input, so it loads the bullets, and then gets to the shotgun shell command, and ignores it because it's already loading bullets.

Ryu is really fun to combo with, though.
EDIT: Added more weird stuff since it's still the last post in the thread.
    

Re: New Touhou Fighter: Hopeless Masquerade

 November 08, 2012, 02:13:53 pm View in topic context
 Posted by xaekin  in New Touhou Fighter: Hopeless Masquerade (Started by xaekin October 05, 2012, 11:03:00 pm
 Board: Fighting Games

Judging from the video:
  • You can see an OTG towards the end, with Marisa's combo. It looks like it's more a Touhou take on Astra Superstars, where you can "jump" down as well as up.
  • The three stars next to Marisa's gauge on the bottom were filled at points, so they are important. Can't say the same for Reimu's Yin-yang orbs.
  • The gauges themselves seem to be a spirit bar ala IaMP. It's a little different, but it's hard to tell how from a minute and a half video.
  • The spellcard is a cast from meter limited by health. Not sure on the mechanics relating to it, perhaps it's based partially on the popularity poll or whatever?

Okay, so it's not exactly an OTG if they're in the air. It's the same gameplay concept.
    

Re: Capcom vs. The World Beta

 October 29, 2012, 09:55:10 pm View in topic context

Also, I was going to talk to JeanBureau and see if it was okay to remove the foreground foliage completely, but he may have quit Mugen or something. His profile has no avatar/sig and just says "Ciao." He was working on at least 2 more stages for me as well.  :S
Well that sucks. He did good stuff while he was here, at least.

But SeanAltly, I've been holding off on this since I know it's a pain, and I wanted to make damn sure it wasn't just me, but something needs to be done with the Mr. X / Sub-Zero matchup. It's just simply broken in its current state. Sub-Zero's a fine character, as is Mr.X, it's just the matchup, that's got problems. See, Mr. X's super armor makes him immune to almost everything Sub-Zero can do. He can't be frozen, making the projectile and ice clone specials simply useless. This also makes the Polar Blast super useless, as again, no point in doing it if he's immune to freezing. He can't be slipped up with the ice puddle special, either.

Two of Sub-Zero's specials do work somewhat; his ice slide works as normal, though the super armor limits its use as intended, and his command grab will do the damage it really should. The thing is, Sub-Zero is a zoning character. His gameplay is built around controlling space, and punishing any failure to respect it. Consequently, he doesn't have good normals, which means that against Mr. X, who does have good normals, he can't get in. And Mr. X is busy ignoring any of the traps and projectiles there because he simply doesn't need to care. Sub-Zero is stuck trying to grapple Mr. X, since it's the only way he can really do damage.

I don't much to offer in the way of suggestions, but without being able to freeze, sub-zero lost the fight before it begins. As it is, Sub-Zero's tools can be just devastating to anyone who needs to get close to him, but he doesn't have the tools to out-grapple Mr. X in close quarters. On the flip side, Mr. X  works well just by absorbing attempts at knocking him down, and he shouldn't lose his primary advantage for the sake of one matchup. The best idea I can offer is that his super armor needs to be better anyhow, and adjusting it so that he can be frozen on the hit that he should be taking damage on would help even the odds, hopefully without nerfing him out of the range.

As said, though, it's gonna be a pain. Now that I've put it in the thread, though, I must away, for there is a hurricane outside.
    

Re: Capcom vs. The World Beta

 October 29, 2012, 03:18:18 am View in topic context

Sorry Sean, I kinda found another glitch. Happened when I tried to throw Mr. X during arcade mode, couldn't recreate it though. He was just left looping his throw animation.


rollin, rollin, rollin...