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ZeroInNothingness

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Messages by ZeroInNothingness

    

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

 March 26, 2012, 05:25:56 pm View in topic context
 Posted by ZeroInNothingness  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Is there any SvC/CvS/KoF versions of Dudley, Alex, Strider, Mega Man X, Zero (his MMX version, not the MMZ version), Dante, Vergil, Tron Bonne, Wesker, Roll, or any Tekken characters (mostly care about the Mishima family or Hwoarang tho XD)?
    

Re: KOFXIII

 January 20, 2012, 04:51:55 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

I personally think Ralf and Clark are fine; Clark feels really powerful with his command step and autoguard SAB/1-frame SAB, he has a good BnB from a cr.HP, and I don't think you'll be using too much cancels and meters with him unless you were trying to finish the opponent off.

Ralf, on the other hand, also has some good BnBs, but he differs from Clark since he...well...has HD combos (XD), and he has some good fundamentals (anti-air, dive attack, meter-gaining moves, etc.). Personally, though, I think Clark is better than Ralf...and my opinion is not biased from Bala using him (probably)
    

Re: KOFXIII

 January 11, 2012, 05:13:53 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Well, I'm interested in getting this game soon (when I'm able to use a system at least), so before that, I'd like to know if Benimaru is good in this game.
Or if anyone in this game is the best rush-down wise.

If this makes you feel better, Bala, the guy who recently won SoCalRegionals for KoF, thinks that Benimaru's the best character in the game.
    

Re: KOFXIII

 January 05, 2012, 07:19:05 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Eh, Joe's (and by extension Hwa Jai's) stance looks like your basic Muay Thai stance. Guess Joe decided to return to the simple roots of his style and go for the basics. And besides, Hwa Jai does have a different stance, technically...when he's drunk...
    

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

 January 02, 2012, 08:58:16 pm View in topic context
 Posted by ZeroInNothingness  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Has anyone made a pure, accurate version of Serious Mr. Karate/Honki ni Natta Mr. Karate (in all of his SvC brokenness) for KoF/CvS style?
    

Re: KOFXIII

 January 02, 2012, 07:50:16 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Well, pixel spriting doesn't sound easy, so I can forgive them for their laziness (or maybe a lack of resources)...but if they had enough time to make Billy Kane, then they have enough time to at least make 1 more unique character that isn't a headswap X_X and Hwa Jai plays very different from Joe; similar looking moves, but his drinking, command grab DM, and the differing properties of his Dragon Tail and Dragon Kick compared to Joe's Tiger Kick and Golden Heel forces them to adopt a completely different playstyle. I'd say Hwa Jai's much better than Joe now, due to the console changes X_X Why is it that all of my favorite characters are moved up the tier list T_T
    

Re: KOFXIII

 January 02, 2012, 09:40:03 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Vanilla 2k2's okay; I mean, it started the MAX Mode system, after all, and it was a fun game for its time. Horrible music, yes, but great gameplay. That's why 2k2 UM's just way better; it fixed everything that was wrong with 2k2; great music (and stages), more characters (yes, even Bao X_X but I'd rather have Bao if the game came with 16 other characters besides Bao), and proper button commands for the MAX2/HSDMs. God, 2k2's commands were annoying as hell...although I do miss Tetsuo Shima in 2k2UM.
    

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

 December 30, 2011, 08:44:42 pm View in topic context
 Posted by ZeroInNothingness  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Has anyone ever made a Cvs/KoF styled versions of Alex (SF3), Strider Hiryu, Dante, Vergil, or any MegaMan characters that's not MMZ Zero?
    

Re: KOFXIII

 December 29, 2011, 11:03:17 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

    

Re: KOFXIII

 December 29, 2011, 07:35:32 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Mr. Kara...wtf 100% COMBO!?

That combo would be kinda impractical, since it's in the corner AND uses up 5 meters at once...

Personally, I'm more scared of Mr. Karate's basic HD combo (Koho -> air Hien Shippu Kyaku). It can be done anywhere on the screen and it does good damage even without meter...Benimaru's anywhere HD combo takes 2 meters and it does the same amount w/o meter (since it's short as hell =/)
    

Re: KOFXIII

 December 28, 2011, 05:45:44 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Great, Mr. Karate has a lot of tools and more to get around X_X Good mixups, counters, instant punishes (at the cost of meter, but worth the meter drain)...this isn't going to be fun for me, since my friend wants to use Mr. Karate X_X
    

Re: KOFXIII

 December 26, 2011, 06:10:56 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

So basically, either Saiki or Dark Ash will be cheaper depending on the playstyle you play.

Also, this was on my mind for a bit ever since NESTS Kyo was revealed: Isn't NESTS Kyo pretty much '98 Kyo without his EX Mushiki and replaced with Totsuka instead? He has, like, no moves that came out after '98; no Hikigane, no 182 Shiki (although the NeoMAX might say otherwise about 182 Shiki), no Shaku En, no Kamukura, etc. (I wouldn't know; I have a PS3, so I didn't download him yet...) Iori, despite his supers, still feel like he's playing like '98, since his EX Yami Barai's pretty much similar to Ya Sakazuki (without the pillar, unfortunately), although the '00 to '02 DMs kinda seem to say otherwise. They still feel like their '98 selves, that's for sure.
    

Re: Mugen 1.0 Win Quotes 2011 topic

 December 26, 2011, 05:37:24 am View in topic context
 Posted by ZeroInNothingness  in Mugen 1.0 Win Quotes 2011 topic (Started by Toshio Tenma October 12, 2011, 02:46:35 pm
 Board: M.U.G.E.N Discussion

I got some for Iori Yagami:

"Remember me when you look at the moon." (KoF 2002 Quote)
"Hmph. You're not even worthy to die by my hands."
"So boring. How did someone as weak as you manage to even last a second against me?"
"There's no value in a broken toy, and that is exactly what you losers are!" (KoF '98 Quote)
"Rejoice! You will no longer worry about being so weak, since you're about to die!"
"Flies aren't even worth killing. Buzz off before I change my mind."

Character-specific winquotes:
"Are those pathetic flames supposed to be your true power, Kyo? If this is the limits to your strengths...then die!" (vs. NESTS Kyo)
"Your blood is the only thing that satisfies me! Get up and fight or die by my hands, Kyo!" (vs. Ash Saga Kyo)
"I don't care what you are! The only thing left to prove YOUR existence will be your remains!" (vs. Himself)
"Do you take me for a fool to fight me in a pathetic state like that?" (vs. Claw Iori)
"Your flames sicken me. Die!" (vs. K')
"You've been a thorn in my side long enough! Die!" (vs. Ash Crimson)

"Useless being. Wearing a hide of a weakling won't make you strong, scum!" (vs. Kusanagi)

"We both have a hidden darkness? Stop beating around the bush and just say that you're weak already." (vs. Ryu)
"Family? Home? Rubbish. Weaklings like you should just DIE!" (vs. Guile)
"Mavericks? Doesn't matter to me. If you get in my way, then I'll kill you, simple as that." (vs. Zero)
    

Re: KOFXIII

 December 25, 2011, 11:34:37 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

So, a quick question from one of the endings:

Spoiler, click to toggle visibilty

Yes, Iori did.

Well after playing the arcade i have to say dark ash is pretty cheap in this game but getting saiki and billy was easy to get.

Also Dark Ash is going to be for DLC right?

-_-
    

Re: KOFXIII

 December 25, 2011, 07:33:10 am View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

Wouldn't a NESTS Kyo HD combo looping Dokugami and Aragami be more practical than a Dokugami-Oniyaki one anyways? Looks easier to do, that's for sure...
    

Re: A new MUGEN SNK vs Capcom

 December 25, 2011, 02:41:34 am View in topic context
 Posted by ZeroInNothingness  in A new MUGEN SNK vs Capcom (Started by ZeroInNothingness December 19, 2011, 06:50:32 am
 Board: Idea Engineering

You kown, I think that will be GREAT idea for 2012 mugen stuff. :sugoi: :sugoi: :sugoi:
That's not a bad idea, dude. 8) 8) 8)

Haha, thanks ^_^; it's nothing original, and I still want to add more to it, really.

The only original thing you could possibly contribute with this "idea" was the storyline and that's the W.I.P. part? Cool...

Are you going to code all those chars by yourself btw? 0_o

Haha, originally, I didn't even have a storyline for this ^_^; I always wanted to build an SNK vs Capcom MUGEN, but I didn't want all the characters to all play differently (SvC style vs SFIII doesn't exactly balance out the gameplay X_X). I liked KoF XIII's gameplay, but I didn't feel like implementing the Drive Gauge to lengthen combos, so I decided to go by the KoF '02 route. I played fighting games for the gameplay, not the story, and adding a storyline was really last-minute. That being said, I would like it if I thought of a storyline for this X_X Some endings and intros sounds nice, that's for sure X_X However, as of now, what I want to prioritize is the gameplay and balancing of the characters first. If I don't have that down to begin with, then I don't even deserve to make a storyline yet X_X

And yes, at the moment, I have no choice but to code all of these characters by myself X_X this is only an idea, really, and I'm not expecting other busy people to devote their time to help out a not-very-well-known person with a small idea for charity. Real life doesn't work that way, truthfully XD I need to start learning how to code these characters, but I don't exactly have the most free time in the world, so that's why this is in the Idea Engineering section rather than the Full Game Development section X_X


I'm very temped to turn this image into a real screenpack for comedic value.

It's just a general layout of how I want the screenpack to look like (X_X), but if you do make it into a real screenpack, I'll use it in a MUGEN engine for the lolz XD Still, I'm deciding on what the background should look like, but for now, the gameplay and characters take priority rather than the image.
    

Re: KOFXIII

 December 21, 2011, 06:49:11 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

I knew Rock was OP when he first made his debut. It seems like all the main characters in SNK's titles are always OP.

Rock? OP? How? Did his fireballs have instant recovery or something, or did he have unblockable supers? Cuz I'm pretty sure his Reppuken and his DMs did not have insane priority or something...
    

Re: Which CVS-style characters you would like to see in Mugen?

 December 20, 2011, 02:30:47 am View in topic context
 Posted by ZeroInNothingness  in Which CVS-style characters you would like to see in Mugen? (Started by Jegudiel21ZX December 20, 2011, 01:56:33 am
 Board: M.U.G.E.N Discussion

MegaMan X from...MegaMan X XD
Dante and Vergil from Devil May Cry
Taskmaster from Marvel Comics
MODOK (XD Maybe)
Fei Long from Street Fighter
Karas from Karas/TvC
Tekkaman Blade from Tekkaman Blade/TvC
X-Style Zero from MegaMan X
Hwa Jai from KoF
Strider Hiryu from Strider/MvC
Pretty much any character that's unexpected yet will play well in CvS style (I'm already thankful that the MUGEN authors take their time to make other characters CvS style anyways ^_^)
    

Re: KOFXIII

 December 19, 2011, 07:05:17 pm View in topic context
 Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

That video looks pretty real, but who knows. I mean, having red outlining for just 1 character's name probably isn't possible yet.
    

A new MUGEN SNK vs Capcom

 December 19, 2011, 06:50:32 am View in topic context
 Posted by ZeroInNothingness  in A new MUGEN SNK vs Capcom (Started by ZeroInNothingness December 19, 2011, 06:50:32 am
 Board: Idea Engineering

        Tentative Title:
SNK vs Capcom - Dream Match 2012
Yeah, I need a better name XD

Hey there. Just a random MUGEN idea I had. Hope I could get the time to make this, tho X_X Currently, what I'm planning for is to complete the roster, then get started on the characters. The playstyle for the characters are mostly KoF XIII-based now, but here are the specifics (which, I stress, is easily subject to change ^_^;):

Basic Gameplay Information
------------------------------------
[There will be 36-52 playable characters represented from each sides, totaling up to 72-104 characters (not counting EX Characters). Alternate moveset versions of the characters, AKA, EX Characters, will not be counted towards the number of normal playable characters. There will be 4-8 sub-bosses represented from each sides, 4 bosses from each sides, 1 Extra Boss from each sides, and 1 Secret Boss. The number of playable character/sub-boss character/boss character counts will be within increments of 4. Sub-Bosses will NOT be broken, and will be viable for fair, competitive play. Bosses, Extra Bosses, and Secret Bosses, however, will be very broken.

KoF (pre-XII)/SvC/CvS sprites will be used. SFIII Sprites are being considered.

All the characters will be given a certain amount of grooves to choose from before the match starts. All of the grooves will share these similarities, however:
  • All the characters will be playing on a 4-button layout (LP, LK, HP, HK). Most of the character's Special Moves will have an additional EX Move to go along with it, but it will cost 1 meter.
  • All character’s maximum meter gauge will be at 5. Characters will be unable to block in the air.
  • All characters will have certain amounts of Command Moves (0-5?) and Special Moves (2-8?, follow-ups will not count as individual moves unless it's a DM), and will have 3 Desperation Moves, 2 Super Desperation Moves, and 1 Neo MAX.
  • All characters will have 1000 Life, and the maximum amount of unscaled damage that will be possible will be 450.


KoF-XIII Groove
  • There will be 4 different types of jumps: Short Hops, Super Hops, Jumps, and Super Jumps. Dashing forward will make the character run, and backdashing will make the character hop back. In addition to the normal meter, the character will gain a Drive Meter.
  • Normal Grab (f or b + HP or HK), Dodge Roll (LP + LK), Knockback Attack (HP + HK), Drive Meter, HD Mode (LK + HP, must have a full Drive Gauge)
  • Chain Cancelling (KoF styled), Special Cancelling, Super Cancelling, Drive Cancelling, HD Cancelling, MAX Cancelling (Only in HD Mode)
  • Desperation Moves will cost 1 meter, Super Desperation Moves will cost 2, and Neo MAX will cost 3. In HD Mode, Neo MAX will only cost 2.

SF4 Groove
  • There's only 1 type of jump, and dashing forward and backward will make the character slide. In addition to the normal meter, this groove will give the character a Revenge Meter, which will fill up if your character is hit.
  • Normal Grab (LP + LK, can press b to throw the opponent in the other direction), Focus Attack (HP + HK)
  • Chain Cancelling and Chain Links, Special Cancelling, Focus Attack Cancelling (Costs 2 meters), Focus Attack Dash Cancelling (Costs 2 meters)
  • The minimum amount of meter to build 1 meter for the SF4 groove is less than the KoF-XIII groove.
  • Desperation Moves will cost 2 meters, Super Desperation Moves will cost 4, and Neo MAX will cost half of the Revenge meter (minimum requirement to use a Neo MAX is to have the Revenge Meter at half), and the Neo MAX will do half damage if the Revenge Meter is not filled up all the way. However, if the Revenge Meter is full, then the Neo MAX will cost all of the Revenge Meter and it'll do the original amount of damage it was supposed to do. Any follow-ups to a DM that costs 1 meter in KoF-format will cost 0.5 more meters in SFIV format.


Story

Spoiler, click to toggle visibilty

What I need to work on
The actual characters and completing the roster; currently I don't have enough character ideas for the Capcom side and I probably should start thinking about which characters to use. The SNK side also might need some more character ideas, but so far, the Capcom side seems to have the biggest gap.

Also, I'll need to take up MUGEN character making lessons ^_^;

Characters

Note that the characters listed here and their moveset choices are not final. The movesets are what the character’s move lists will be based off of, but all of the character’s movesets will usually be a mix from the movesets they had in almost all of the games they appeared in. Also, if there are blank spaces, that means that I haven't thought of a character to fill in for that space ^_^; I'm lazy like that.

All characters will get 1 stage and 1 or 2 themes.

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

EX Characters

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

Sub-Bosses

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

Bosses

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

Extra Bosses

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

Secret Boss

Spoiler, click to toggle visibilty

Suggested Characters

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty

Idea Suggestion
Spoiler, click to toggle visibilty

Character Selection Screen

A rough sketch of what I'm planning on it to look like (still a WIP)
Spoiler, click to toggle visibilty

Move Lists

WIP

SNK Side
Spoiler, click to toggle visibilty

Capcom Side
Spoiler, click to toggle visibilty
[/list][/list][/list]