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Demented Fortune Cookie

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Messages by Demented Fortune Cookie

    

Re: Sanae, Tenshi, Aya, Marisa, and Utsuho updated 12-25-14.

 December 30, 2014, 01:56:26 am View in topic context

Some projectiles from Gray Thaumaturgy suck the opponent in (e.g. jump behind your opponent > mid-air Gray Thaumaturgy > get punished because of massive frame disadvantage)

And for some reason, only Sanae and her strikers have their updated blurred portraits... maybe because I forgot to send you the other ones. Oops.
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 December 24, 2014, 10:24:13 pm View in topic context
 Posted by Demented Fortune Cookie  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Joyeux Noël. c(´・ω・c`)
    

Re: Kohaku's WIP thread

 December 15, 2014, 12:03:15 am View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Girl Amber January 03, 2011, 03:10:16 am
 Board: Projects

I will cut you. °^°
    

Re: Kohaku's WIP thread

 December 14, 2014, 01:18:10 am View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Girl Amber January 03, 2011, 03:10:16 am
 Board: Projects

Please don't forget to fix the parry/shield hitboxes this time...
    

Re: Blazblue Chrono Phantasma

 December 14, 2014, 12:44:59 am View in topic context
 Posted by Demented Fortune Cookie  in Blazblue Chrono Phantasma (Started by c001357 August 05, 2012, 11:29:16 am
 Board: Fighting Games

The worst thing about it is that the files are already present in the game, and you just need to rename a couple of folders to switch between English and Japanese voices. @___@
    

Re: Tenshi, Aya, Utsuho, and Marisa updated 7-15-14

 July 22, 2014, 11:50:42 pm View in topic context
 Posted by Demented Fortune Cookie  in Tenshi, Aya, Utsuho, and Marisa updated 7-15-14 (Started by Magical Girl Amber July 16, 2014, 02:54:52 am
 Board: Your Releases, older Mugen

Stuff I've noticed before rage-quitting...

Aya :
-Weak and Medium Conquer Dash are unsafe on hit.
-Breaking News is safe on block.
-I was wondering how you'd fit "Tornado: Guidepost for the Advent of the Divine Grandson" on screen, but you just renamed the super to "Tempest". Lame.
-Swipe looks like it should hit low (and if whatever wiki I've checked is correct, it actually does hit low.)
-For some reason, she's the only one who can switch from crouching to standing during a chain.

Marisa :
-Regains control after Aerial Starburst, mostly noticeable with the Strong version.
-She can have a ground Starburst and aerial Starburst simultaneously on screen (I know this is a Touhou character, but still...)
-Mystical Chain is safe on block.
-Weak and Medium Miasma Sweep are unsafe on hit.

Tenshi :
-Second part of Scarlet Dance will miss if the initial hit expends the last juggle points... or something.

Utsuho :
-Hellfire Ballista is OP, IMHO, FBI, CIA, BBQ. As is it now, it's a bit too easy to just pop it, get close to the opponent and spam low attacks until something hits (if the RNG doesn't hate you.) Maybe you should make it low blockable or something.
-Yatagarasu Dive is safe on block.
-Rocket Dive is unsafe on hit, unless super cancelled.


Lots of nits left unpicked, but sod it. Verdict :
   Graphics : The super portraits are interesting, but too colorful. Check your privileges, you ableist scum, thinking everyone can see colors.
      
   Gameplay : It is awful. I hate it. A pox upon humanity. 8/10
      
    

Re: Dark Souls General: Dark Souls 2 (PC/PS3/360) announced!

 April 25, 2014, 08:46:05 pm View in topic context
 Posted by Demented Fortune Cookie  in Dark Souls General: Dark Souls 2 (PC/PS3/360) announced! (Started by K.O.D April 07, 2012, 02:03:46 pm
 Board: Gaming

It doesn't look much different from the console versions, although I've only seen a couple of videos on YouTube, so I can't really judge. Haven't tried with SweetFX yet because I am lazy.

Performance is pretty good : maxed out, constant 60fps at 900p in windowed mode, CPU usage ~20%, RAM usage ~450 MB ; and I've seen it run maxed out at 720p/60fps on a fairly old laptop running in power saving mode (when DS1 would have trouble maintaining 30 fps, even in high performance mode.)

If you're playing on keyboard/mouse, the game will still show context-sensitive commands with X360 icons. On the other hand, menus fully support the mouse now. You can rebind pretty much everything, but not to the mouse's side buttons, which is kind of a bummer to me.

My only issue with the game (so far) is the way attacks work when using the mouse. In DkS1, you had left-click/right-click for right hand actions 1/2 (usually normal attack and strong attack) and shift/tab on the keyboard for left hand actions 1/2 (usually block and parry).
They've changed it to left-click for left hand actions and right click for right hand actions ; single-click for action 1, double-click for action 2. The problem is that whenever you click to attack, the game waits a split-second for a possible second click (even when you don't have any action bound to double-clicks) before making your character attack... and you have to take that delay into account when you want to perform guard breaks and jumping attacks @___@

Bottom line : buy now if you're using a pad, wait for a sale, a patch, or mods if you're using kb/m. :P
    

Re: Hyper combo finish Problem

 April 16, 2014, 11:26:05 pm View in topic context
 Posted by Demented Fortune Cookie  in Hyper combo finish Problem (Started by -Whiplash- April 16, 2014, 04:22:36 pm
 Board: M.U.G.E.N Development Help

Then you'll have to set a var after the Super KO Explod and PlaySnd blocks.
Code:
[State 3300, Super KO Spark]
type = Explod
trigger1 = winKO
trigger1 = var(59)=0
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
 
[State 3300, Super KO Sound]
type = PlaySnd
trigger1 = winKO
trigger1 = var(59)=0
value = S69,15
ignorehitpause = 1
persistent = 0

[State 3300, Super KO Switch]
type = VarSet
trigger1 = WinKO
trigger1 = var(59)=0
var(59)=1
ignorehitpause=1


Alternative solution amongst many others : add an everlasting invisible element at the end of your Super KO Spark animation so it doesn't despawn until the next round starts, use that explod as a trigger.
Code:
[State 3300, Super KO Sound]
type = PlaySnd
trigger1 = winKO
trigger1 = NumExplod(8025)=0
value = S69,15
ignorehitpause = 1
persistent = 0

[State 3300, Super KO Spark]
type = Explod
trigger1 = winKO
trigger1 = NumExplod(8025)=0
ID=8025
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
    

Re: Hyper combo finish Problem

 April 16, 2014, 08:09:05 pm View in topic context
 Posted by Demented Fortune Cookie  in Hyper combo finish Problem (Started by -Whiplash- April 16, 2014, 04:22:36 pm
 Board: M.U.G.E.N Development Help

Adding a roundstate=2 to your WinKO triggers should do the trick.
    

Re: Weird default hitspark showing up when performing a super

 February 02, 2014, 11:36:13 am View in topic context
 Posted by Demented Fortune Cookie  in Weird default hitspark showing up when performing a super (Started by NGeo February 02, 2014, 11:03:28 am
 Board: M.U.G.E.N Development Help

Try adding an anim=-1 parameter to your SuperPause block.
    

Re: Youtube vids uploaded in 480p now in 360p?

 January 26, 2014, 11:51:07 pm View in topic context
 Posted by Demented Fortune Cookie  in Youtube vids uploaded in 480p now in 360p? (Started by MDI January 26, 2014, 01:26:32 am
 Board: Off-Topic Help

If you're using the HTML5 player, try switching to the Flash player. Only the 360p and 720p options were available to me for the video I took my screenshots from when using the HTML5 player.
    

Re: Youtube vids uploaded in 480p now in 360p?

 January 26, 2014, 10:50:20 pm View in topic context
 Posted by Demented Fortune Cookie  in Youtube vids uploaded in 480p now in 360p? (Started by MDI January 26, 2014, 01:26:32 am
 Board: Off-Topic Help

Same here. For whatever reason, 480p and 1080p options don't even appear in the quality dropdown menu.


Fake edit : it seems like it's related to DASH playback (I was using YouTube Center to disable it.)

Disabled



Enabled



D:<
    

Re: Shine! Iori Yagami Released!

 October 04, 2013, 10:23:16 pm View in topic context
 Posted by Demented Fortune Cookie  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 pm
 Board: Your Releases, Mugen 1.0 +

A couple of things I noticed while messing around with him :
-Ya Otome > Saika deals more damage than LVL2 Ya Otome (or any other LVL2 super.) I don't think it ever happened in source (and IMO, it shouldn't happen, considering how Saika works.)
-LVL2 Saku Tsumagushi, EX Tsumagushi and EX Aoi Hana give a tidge of power back.
-Haven't checked the code, but Ya Otome and Saku Tsumagushi seem to have a throw attribute. They can be dodged/rolled in source, AFAIK.
-DEF files says "author =Quickfist", debug display says "by Infinite." What sorcery is this ?
    

Re: Spawning an Explod on P2's Mid or Head position?

 October 04, 2013, 12:05:28 pm View in topic context
 Posted by Demented Fortune Cookie  in Spawning an Explod on P2's Mid or Head position? (Started by Sheng Long October 04, 2013, 07:29:29 am
 Board: M.U.G.E.N Development Help

[State X, Explod]
type = Explod
trigger1 = NumEnemy > 0
trigger1 = Time <= 0
postype = p2
pos = 0, EnemyNear, Ceil(Const(size.head.pos.y)
AFAIK, using Enemy/EnemyNear/Root before a math trigger is equivalent to using the trigger without the redirection keyword.

Try with Ceil(EnemyNear,Const(size.head.pos.y)) instead.
    

Re: Game Screenshots - Post game names!

 August 21, 2013, 11:00:00 pm View in topic context
 Posted by Demented Fortune Cookie  in Game Screenshots - Post game names! (Started by Jellyball October 13, 2007, 12:11:01 am
 Board: Gaming




(Papers Please)
    

Re: what game are you playing right now

 August 20, 2013, 05:56:16 pm View in topic context
 Posted by Demented Fortune Cookie  in what game are you playing right now (Started by Shunu December 09, 2009, 09:37:27 pm
 Board: Gaming

Divinity: Dragon Commander
Okay game so far. Voice acting, graphics and music are pretty good, writing is okay, and there's some decent C&C. The sucky RTS part is growing on me for whatever reason.
Apparently, I'll get the opportunity to get my future-ex-waifu killed in multiple ways, and I can't even throw my generals out the airlock ?? °^°
Also, I'm starting to regret that I've gotten it GOG.com, these guys are slow as hell when it comes to releasing patches that have been on Steam since forever.

Shadowrun Returns
Combat is fun, but way too easy, even on the hardest difficulty setting. Story is fairly interesting. Love the writing, setting, graphics and music. The rest is kind of boring, IMO : linear as hell, Bioware-ish dialogue options, and apparently no way to avoid combat encounters.

Dishonored: Anita Sarkeesian's Revenge The Brigmore Witches
5 hours in so far, going for pure stealth. Very fun, good atmosphere, varied missions, and the story is more interesting than the main campaign. The enemy density is lower than in Knife of Dunwall though. Pity.


I just hope I'll finish at least one of them by the time Saints Row IV is done downloading.
    

Re: Super issue

 August 19, 2013, 01:57:54 am View in topic context
 Posted by Demented Fortune Cookie  in Super issue (Started by Roman55 August 18, 2013, 11:21:03 pm
 Board: M.U.G.E.N Development Help

I'd say look for command="b" triggers in statedef 2100 and delete/comment/null them, but I'm probably wrong.
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 August 14, 2013, 08:34:45 pm View in topic context
 Posted by Demented Fortune Cookie  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Je m'attendais à un truc du genre True K'.

... Déception.
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 August 03, 2013, 11:27:09 pm View in topic context
 Posted by Demented Fortune Cookie  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

    

Re: PlayerID 56

 July 29, 2013, 07:09:22 pm View in topic context
 Posted by Demented Fortune Cookie  in PlayerID 56 (Started by Алексей July 29, 2013, 06:28:35 pm
 Board: Development

can player1's ID ever change from 56? Does it ever?
As far as I know, P1's ID is set by default to the same value as the HelperMax parameter in your mugen.cfg.

I'm not sure whether it ever changes in-game. Despawning/respawning P1 doesn't do the trick, and I can't think of anything else that might...