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[GENERAL TOPIC] (Read 130009 times)

Started by [ƒıЯ£-ŁØřĐ], April 17, 2010, 05:41:33 am
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Re: [GENERAL TOPIC]
#701  December 15, 2012, 12:08:23 pm
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How many supers does Shin Level Akuma have? If he has a lot, just remember to give Shin Level Akuma a health nerf compared to original Akuma and everything will be fine. Shin Level Akuma will have LOTS of tools to overcome his matches, but with low health it will require players to play him without making many execution errors. At least it's the way I see it. He's supposed to be more advanced, but this can only be acceptable if he has a health deficit.
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Re: [GENERAL TOPIC]
#702  December 15, 2012, 03:15:45 pm
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Akuma has about 6 specials---but so does most everyone actually. Akuma does have slightly sub-par health though to balance his damage buffs and regular tools. Ill send him to you today when i add the misogi to get your opinion.

Also, for progress, i added a new level one to sagat yesterday, so he is further complete. XD

Now people just need to start posting. >.<

Re: [GENERAL TOPIC]
#703  December 15, 2012, 03:44:32 pm
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Now people just need to start posting. >.<
ok i did it.Now what? XD
Cant wait for this to get a release.I dont usually download full games made in Mugen,but i will certanly try this one out.Cuz i effing love Mortal Kombat
Re: [GENERAL TOPIC]
#704  January 17, 2013, 11:04:07 pm
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MK vs. SF - Fight for the Universe
Re: [GENERAL TOPIC]
#705  June 16, 2013, 06:56:24 pm
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 The project is still alive ?
Re: [GENERAL TOPIC]
#706  June 16, 2013, 10:13:12 pm
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Yeah, Firelord is actually kinda waiting on me at this point. Lol.
Re: [GENERAL TOPIC]
#707  June 17, 2013, 01:18:35 am
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Yes dudebut we aren't doing nothing, we are testing a lot of things in mugen 1.1 :P

the v0.2 is is practically finished, we need the AI.

     Posted: June 17, 2013, 01:29:58 am
SPAM, but i want to put this images for you, we do other interactive stage for mugen 1.1 (you can fall or go to the attic with a super):


I do a training stage for the game:


Other zoom Example (M2 Surviving):


i'm testing HD fonts too for the game, you can see here:
MK vs. SF - Fight for the Universe
Re: [GENERAL TOPIC]
#708  November 09, 2013, 07:39:01 am
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RESURRECTION!


Small things to share. For one, it should be noted that my build of MK vs SF is just a bit older than Firelord's, but everything else is very much up to date.

As shown here, I have begun to revisit the AI of the characters of Beta 0.2. Some balance things have been done, and as shown, Akuma has a new super, as well as a slightly guideable Ikuze Tatsumaki.

3 of 6 beta .2 characters are done, and those have been done in a week, so you may see something tangible quite soon.

More to come later! (Also, those who have been following my Vega project, this is where I have been, lol.)
Last Edit: November 09, 2013, 08:14:49 am by Chatman
Re: [GENERAL TOPIC]
#709  November 10, 2013, 11:49:42 pm
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Overall... I love what you did. You set them both on par with each other and it seemed like either one of them could've won the fight.

A few things I noticed, though:

I looked at 2:10 and it seemed Chameleon reset his whole combo pattern - saw him cancel into his jab and combo all over again. Speaking of which, maybe you should sometimes let him connect both his jab hits before going further into the combo and other times not.

I've also noticed some of the combos (particularly the roundhouses cancelled into hyper moves) are appealing and well thought out, but it kind of strikes me as a mixed bag. Maybe it's just me, but I don't know if a lot of people could combine a quick roundhouse with no pausetime in it into a QCFx2 motion that efficiently. But at the same time it's theoretically possible because of the code and it looks so cool... >_< I'll leave this entirely up to you. You can keep it if you want but just keep this in mind.

Akuma seems to still resort to his hadoukens when he's that far away. I get that there's not much he can do there offensive-wise, but we need to be careful not to make him too spammy. Not all of his opponents are gonna be able to teleport and sneak up on him like that.

Also, Chameleon seems to love combining his fierce into his QCB+2P super while Akuma was still in mid-air. Does this happen whenever the opponent parries in mid-air? Because if he's sent flying from the fierce, I don't think the super will connect.

Like I said, overall great work. Can't wait to see what you do with the rest.
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and people who will spit into the glass until that's fixed."
Re: [GENERAL TOPIC]
#710  November 11, 2013, 12:07:34 am
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I must say the gameplay really looks like the original thing, you got to include slow motion, also if the life of each characters is very big (4 minutes one battle) so they should have lots of super moves or make few but randomize them into 3 diffrent versions.
Re: [GENERAL TOPIC]
#711  November 11, 2013, 03:14:31 am
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Yeah Chatman do a nice work but hey Andy I think the people want a Hard Enemy, if I play this game with my brother he only use hadouken and shoryuken but if I play with the CPU he will use a lot of combos, a lot of supers a lot of things and with that we can start to LEARN how to play this game and how I can kill the enemy with a COMBO I mean if the CPU cancel a lot of things in supers we have to be more fast to counter the attack is just fast strategy.

So guys, when Chatman finish the AI I Release the v0.2 i'm just waiting Chatman, i will delete all my youtube videos for start a do reviews for the game, how fight a enemy, how is the next beta etc.
MK vs. SF - Fight for the Universe
Re: [GENERAL TOPIC]
#712  November 11, 2013, 09:15:06 am
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Overall... I love what you did. You set them both on par with each other and it seemed like either one of them could've won the fight.

Thanks dude, I'm loving what you've got going for 0.3 as well. I may shoot you a pm about it.  :)

I looked at 2:10 and it seemed Chameleon reset his whole combo pattern - saw him cancel into his jab and combo all over again. Speaking of which, maybe you should sometimes let him connect both his jab hits before going further into the combo and other times not.

Okay, I can certainly do that.

I've also noticed some of the combos (particularly the roundhouses cancelled into hyper moves) are appealing and well thought out, but it kind of strikes me as a mixed bag. Maybe it's just me, but I don't know if a lot of people could combine a quick roundhouse with no pausetime in it into a QCFx2 motion that efficiently. But at the same time it's theoretically possible because of the code and it looks so cool... >_< I'll leave this entirely up to you. You can keep it if you want but just keep this in mind.

I think the real Chameleon could do it, so I'm gonna use that poor excuse to keep it. Lol.

Akuma seems to still resort to his hadoukens when he's that far away. I get that there's not much he can do there offensive-wise, but we need to be careful not to make him too spammy. Not all of his opponents are gonna be able to teleport and sneak up on him like that.

I like it though...that's a hard one too. Flipping and running through a barrage of fireballs just feels so...right. And accurate. Yaknow?

Also, Chameleon seems to love combining his fierce into his QCB+2P super while Akuma was still in mid-air. Does this happen whenever the opponent parries in mid-air? Because if he's sent flying from the fierce, I don't think the super will connect.
It only triggers within a certain range, so if I did it properly, it wouldn't happen if he hit him with the fierce.

Thanks for the feedback and such. You're awesome!

i will delete all my youtube videos
Noooooo don't do that, I still watch those!  :gonk:
Re: [GENERAL TOPIC]
#713  February 18, 2014, 09:04:13 pm
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RESURRECTION #2

not abandon the MK vs SF project, it is my dream to play this mugen, but if by chance you decide to stop, please pass me the files so I can keep the project, your credits will be maintained   :    Sorry I use a translator

I'm a big fan of your work: Chantman and ƒıЯ£-ŁØřĐ
Last Edit: February 19, 2014, 03:21:52 am by multiCOLOR
Re: [GENERAL TOPIC]
#714  February 19, 2014, 05:46:31 am
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The project is not dead. However, we have encountered unexpected setbacks (like firelord having to travel and thus being unable to continue his part), so 0.2 will have to wait some more. Can't say how much. He'll be back in action within a week more or less, but the odds of 0.2 being released this month are looking pretty grim. March is more likely.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [GENERAL TOPIC]
#715  February 19, 2014, 07:43:02 pm
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Thanks Andy, know that I also really like their chars, especially MKvsSF Characters, I wonder also if you still want to create more chars for this project, other questions are about your web site. http://esfandy011.webs.com You dumped him?

Sorry I use a translator.
Re: [GENERAL TOPIC]
#716  February 19, 2014, 09:39:05 pm
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That website is somewhat obsolete at this point (not sure if any of the downloads work anymore), and of course more characters are on the way. We have 6 in total planned for 0.2 (akuma, chameleon, ryu, scorpion, kung lao and sagat).

Also, fair heads up, I'm in the team doing most of the character coding. ;P
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [GENERAL TOPIC]
#717  February 19, 2014, 10:03:43 pm
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chars will be in HD? Andy Thanks for the info and good luck with your future chars which by the way are very good
Re: [GENERAL TOPIC]
#718  February 19, 2014, 10:25:18 pm
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Sadly, no. When you work with sf3 characters, there's 1000+ sprites to take into consideration. I also think that MK3 live-motion sprites in HD would look a tad silly.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [GENERAL TOPIC]
#719  February 20, 2014, 02:19:26 am
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thanks dude, I'm waiting
Re: [GENERAL TOPIC]
#720  June 27, 2014, 08:54:33 pm
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