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Project.13

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Messages by Project.13

    

Re: "PotS style" Kyo (new update - 12/09/18); Benimaru updated

 December 14, 2018, 02:50:16 am View in topic context
 Posted by Project.13  in "PotS style" Kyo (new update - 12/09/18); Benimaru updated (Started by Bizarro Santamorphman December 01, 2018, 05:19:32 am
 Board: Your Releases, 1.0+

So, now I'm getting this message every time Kusanagi goes up against Knuckles8864's Orochi Iori.

Spoiler, click to toggle visibilty

Whenever the match starts, that error message appears. Both Kusanagi and Orochi Iori have their own slots in the roster, and it only happens with those two. Normal/EX Kyo vs Normal/O. Iori and Kusanagi vs Normal Iori don't give me that message at all. I know jack-splat about MUGEN coding so I have no idea what's going on lol

Edit: Another thing I just noticed relating to intros with Orochi Iori, both EX Kyo and Normal Kyo have a flame appear in the air behind him during their intros.

Spoiler: Images in spoiler due to size and such (click to see content)
    

Re: Marvel Project Thread (Current W.I.P: Iron Man)

 December 11, 2018, 01:23:37 am View in topic context
 Posted by Project.13  in Marvel Project Thread (Current W.I.P: Iron Man) (Started by ReddBrink September 06, 2018, 07:16:33 pm
 Board: Projects

Looks like he's coming along well already. I seriously can't wait.
    

Re: Random Topic V10

 December 03, 2018, 10:47:21 pm View in topic context
 Posted by Project.13  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

I can't believe Tumblr is fucking dead.
    

Re: "PotS style" Kyo (MEGA update); Benimaru updated

 December 03, 2018, 03:46:05 am View in topic context
 Posted by Project.13  in "PotS style" Kyo (new update - 12/09/18); Benimaru updated (Started by Bizarro Santamorphman December 01, 2018, 05:19:32 am
 Board: Your Releases, 1.0+

The hitspark on Issetsu Seoi Nage's second hit is behind the opponent after it hits [Edit: That was actually the ground effect I was seeing, it doesn't look like there's any standard hitspark at all, actually]. Also, they can get up very quickly and hit Kyo before he can get up, which actually makes that really unsafe.

I really only have one complaint as far as the update goes, and that's about Kusanagi's Aoki no longer being super-cancelable. I felt like having it be super-cancelable complimented the rest of his moveset, especially when you could go from Shiki: Kai to Aoki into Orochinagi. I might be the only one who has that issue, but I feel like removing that really limits what Kusanagi can do.
    

Re: Character mode configuration for Arcade mode w/o extra slot.

 December 02, 2018, 12:05:15 am View in topic context
 Posted by Project.13  in Character mode configuration for Arcade mode w/o extra slot. (Started by Project.13 December 01, 2018, 08:53:50 pm
 Board: M.U.G.E.N Configuration Help

I see, that's a little disappointing. Thanks anyway, I appreciate it!
    

Character mode configuration for Arcade mode w/o extra slot.

 December 01, 2018, 08:53:50 pm View in topic context
 Posted by Project.13  in Character mode configuration for Arcade mode w/o extra slot. (Started by Project.13 December 01, 2018, 08:53:50 pm
 Board: M.U.G.E.N Configuration Help

I'm not sure exactly how to word the title any better, but I'm essentially wondering if it would be possible to set different Arcade rules for a character that has multiple "modes". Take P.o.t.S Ryu for example: I want to fight Evil Ryu as a boss as well as give him a separate theme different from the one I would have for normal Ryu, but I want to be able to do so without giving Evil Ryu his own slot in the character roster. Is there any way to do that?
    

Re: CPS2/VS Style Original/Edit "AVPboy6754" Lifebar - DSvSF Lifebar

 November 28, 2018, 05:44:48 am View in topic context
 Posted by Project.13  in CPS2/VS Style Original/Edit "AVPboy6754" Lifebar - "DSvSF Lifebar" (Started by AVPboy November 28, 2018, 03:21:29 am
 Board: Your Releases, 1.0+

Dude, these lifebars look sick. Any chance for a 1280 x 720 version? The resolution is too small for my MUGEN as it is, but I'd absolutely love to have them.
    

Re: MUGEN Video thread

 November 21, 2018, 06:20:40 pm View in topic context
 Posted by Project.13  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion




Mr. Karate vs Gouken, and Serious Mr. Karate vs Shin Akuma. Two very solid and fun fights.
    

Re: All Chars Update(2018): Roberto

 November 17, 2018, 06:02:56 am View in topic context
 Posted by Project.13  in All Chars Update(2018-19): Baby Geese (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

That is true and fair, I never considered the cancel options. Yeah, it would be better to go without it auto-comboing, but maybe have it sort of "bound" the opponent to Rock after the first hit, since the multi-hit EX Hard Edge is going away?
    

Re: All Chars Update(2018): Roberto

 November 17, 2018, 02:57:17 am View in topic context
 Posted by Project.13  in All Chars Update(2018-19): Baby Geese (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Sounds good to me, didn't even know Rock's EX Rage Run had projectile invincibility. As far as changing the moves to resemble how they work in XIV, will the same go for MAX Shine Knuckle and Neo Deadly Rave, or are you currently undecided on that front?
    

I need help finding a video game track.

 November 04, 2018, 06:48:22 pm View in topic context
 Posted by Project.13  in I need help finding a video game track. (Started by Project.13 November 04, 2018, 06:48:22 pm
 Board: Off-Topic Help



It's the song that plays during all of the Laura fights in this video, but I time-stamped it to the fight where it comes out the clearest. Max uses a random music mod, so it's not actually music from Street Fighter V. If anyone could help out with this, I'd greatly appreciate it!

Edit and Update: I found it, the track is Beat and Beat from Super Robot Wars.
    

Re: Maki

 November 04, 2018, 12:14:56 am View in topic context
 Posted by Project.13  in Maki Genryusai (Updated 11/21/18) (Started by Knuckles8864 November 01, 2018, 05:01:26 am
 Board: Your Releases, 1.0+

I feel like the Super Reppukyaku should stay as it is, it's not really special enough to warrant it being a Level 3, imo. I do agree that Bushin Fungeki should be swapped out though.

I personally feel like a better fit for Maki would actually be Guy's Ultra 1 from Street Fighter IV: Bushin Goraisenpujin. I think Maki has all sprites to pull it off, or at least something similar to it.

Some more feedback and a suggestion for one of Maki's moves.

- The Level 1 and MAX variations of Ajaratengu have Maki doing the same shout for the final ground slam, despite the proper sound for MAX Ajaratengu's final slam being in the sound file.
- EX Tengu Daoshi feels very same-y compared to Level 1 Ajaratengu. I'd suggest instead of having her slam the opponent on both walls, keep her to one wall, but have her spin when taking the opponent down like with MAX Ajaratengu, or have her suplex the opponent on the ground twice similar to EX Hayagake's finishes.
    

Re: Maki

 November 01, 2018, 07:41:34 pm View in topic context
 Posted by Project.13  in Maki Genryusai (Updated 11/21/18) (Started by Knuckles8864 November 01, 2018, 05:01:26 am
 Board: Your Releases, 1.0+

Grounded Ajatarengu can only be done right as you're landing from a jump. Timing is very strict, but it can be done.

The only thing I've noticed is Super Renbukyaku can only be done with a full bar, despite it being a Level 2 super. Still a very fun character to play, actually thinking about adding her to my list of mainstays.

Edit: I have found a few things now, gonna make a short list of them here.

- KO'ing the opponent with Maki's kick throw will cause the frame right before she knocks them away with the last kick will cause their sprite to be misaligned.
- This is the bug that happened only once. Sometimes when going for the "Grounded" variation of Ajaratengu, the move won't actually go off, but you'll still have lost two meters.
- She should have a landing sound during her winpose where she jumps up a bit.
- Switching from Saka Hayagake to Hayagake, there's a landing sound when she stops to run to the other side, but that sound isn't there when going from Hayagake to Saka Hayagake.

I'll add more to this list if I find anything else, but I'm still enjoying her a lot.
    

Re: Soulcalibur VI

 October 30, 2018, 05:01:34 pm View in topic context
 Posted by Project.13  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

there's a ps game that has a 2 or 3 hits ko mechanic , you could choose what weapon you use i forgot the name of the game but soul calibur 1 reminds me of that game.

You're thinking of Bushido Blade. I love that game.
    

Re: Soulcalibur VI

 October 28, 2018, 12:21:10 am View in topic context
 Posted by Project.13  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

If we're still talking Final Fantasy reps, I'm sure he's super forgotten at this point, but what about Zell Dincht from VIII? Still a Final Fantasy rep, and it would satisfy the desire for another hand-to-hand fighter, too.
    

Re: Soulcalibur VI

 October 27, 2018, 05:33:38 pm View in topic context
 Posted by Project.13  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games



So this is happening. No complaints.
    

Re: SNK HEROINES Tag Team Frenzy (Switch / PS4)

 October 25, 2018, 03:39:38 pm View in topic context
 Posted by Project.13  in SNK HEROINES Tag Team Frenzy (Switch / PS4) (Started by Titiln January 11, 2018, 03:26:53 pm
 Board: Fighting Games



Does this count as Throwback Thursday? xD
    

Re: Marvel vs Capcom Infinite Thread

 October 20, 2018, 10:17:09 pm View in topic context
 Posted by Project.13  in Marvel vs Capcom Infinite Thread (Started by Erroratu November 01, 2016, 08:51:19 pm
 Board: Fighting Games

You misunderstood what he said. He's not giving Simone as an example of characters they can change, he's pointing out that Simone is Capcom's "reworking "of Linn. They both have a fighting style and their design deeply in common, they're both cyborgs and both use a Katana with energy based attacks.
    

Re: Iron Man (Coding has begun)

 October 19, 2018, 02:08:37 am View in topic context
 Posted by Project.13  in Marvel Project Thread (Current W.I.P: Iron Man) (Started by ReddBrink September 06, 2018, 07:16:33 pm
 Board: Projects

Real talk, that HK animation looks legit sick.
    

Re: MUGEN Video thread

 October 18, 2018, 08:01:18 pm View in topic context
 Posted by Project.13  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Kung Fu Man [Me] vs Ryu.

I've already said this in the video description, but I genuinely didn't expect to have as much fun with Kung Fu Man as I do when I play as him. I'll never judge a book by it's cover again =P