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Chatman

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Messages by Chatman

    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 15, 2014, 05:18:57 am View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

Ah damn it. Yup, just tested, that's a huge one. I'll look into fixing it, thanks for the find.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 11:15:08 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

How do I make Arcade mode pop up? I checked the Story application and the various .txts but couldn't find anything.

Arcade is a separate mugen app. should be in the main folder.

mod zoom stage (mugen 1.1), will no longer be used?

It will, that's coming in .25. It's like that right now as a temporary thing.

Just wamted to say this is beyond amazing. The flash by peroxide has to be one of the craziest fun things to watch on the web but to be able to play it. MY GOD. enjoying everybit of it.

Thans man. It'll only get better.

How can i get ikemen control to work well with DS3TOOL, as me an my friends play with controllers

I'm afraid I don't know. Firelord, or someone more knowledgeable about ikemen may be able to tell you however.

will you ever release the falling stage as a standalone, shit is so boss
I'm not entirely sure. Ask Firelord? Lolol.

an does anyone know how to install the interactive stages by syn, i cant find any info at all
If i'm not mistaken, Syn usually batches a how to readme in his stages folder. Try looking through any documents present.

don't get me wrong he's great and all but if he hits you with the hellfire it knocks you back and he immediately starts up the next hellfire which is annoying...then you'll try to Tatsumaki over his spear...he'll grab you in mid-air mid kick...it feels kinda broken. I got close to beating him once and that was it... you can't really try spamming hadoukens at him since he just teleports and goes into 50 hit combos(exaggeration of course) but it pretty much negates anything you do to defend yourself. I find the best way to damage him is don't give him space if you can manage it.

Oh no, I get you man. Alright, insider tips to tide you over until I scale the ai:
If you jump against Scorpion, block more than you attack.
Spear is heavily punishable, and hellfire, while bothersome, can both be teched and punished with quick projectiles or forward moving attacks.
Wait for teleports
They can be ducked and punished, and I believe MP and HP version are punishable on block.
Use your super projectiles
He's bad about guarding them usually.
Watch his meter
Both his supers are quick, but hella punishable on block. To put it simply, you must wait for your openings and counter more than you actively attack. Hope this helps?
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 10:13:40 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

Im actually looking into getting it fixed tonight. The ai will probably still be a bit of a pain, but the floating bug as well as a few other big things will most definitely be taken care of. Give me just a couple of hours please. Just some small things got overlooked, my apologies for the troubles.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 09:51:10 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

Well, I downloaded this and only got the Story game, so I tried that. It was AWESOME! Don't really like how Sakura was Ryu's lover(SPO Ryu?) or the end. But Scorpion kicked my butt all over the place. It doesn't give me controls, either. Seriously, those up and down spears NEED TO GO. I needed to use debug keys to beat him.

Im sorry, I'm dying laughing. I feel your pain. The spears are staying but don't worry, there will be ai levels come .25. I make really challenging (cheap?) ai, but im going to make the other levels more user friendly and less likely to induce tears of blood. Lol.
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:26:52 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

I know for sure I fixed that through ai limiters in Kung Lao's cns. Are we sure the most recent version of him got patched in?

Edit: Same question for Sagat, and Ryu for that matter. It seems the AI changes and some fixes may not have made it in...
    

Re: MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode

 March 07, 2014, 08:01:01 pm View in topic context
 Posted by Chatman  in MK vs. SF: Fight for the Universe [Beta v0.2] + Online Mode (Started by firelord March 07, 2014, 09:11:18 am
 Board: Your Releases, 1.0+

My apologies for the ai shenanigans guys, I still have to do some ailevel stuff, and I'm trying to find the right balance of attacks. Bear with me please. :p
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 07, 2014, 07:26:59 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Hooray for the unreadable palette template font.

Shutup C.A.N, leave me alone!  >:(

I'll do them all even the sfz and svc series

Really? Thanks man, that would be great!

I'm loving the looks of this Chatman!
Do you plan on making Vega crouch and pick up his mask/claw on contact?
IMO, It would also be a cool if the mask/claw made a sound as it hit the ground.

Definitely looking forward to your project bro.  :yes:

Thanks! Will Vega crouch to grab his claw...honestly, I don't think that's something I'll venture into. I would if it weren't something that would affect the flow of gameplay, but there's really no way around it doing just that. That's my guess as to why it's just magically reattached in every iteration. As for the claw making a sound when it hits the ground, it will, I have the SF4 sound for it, I just havent added it yet. Thanks for the questions!

+ SvC Alt.

Yes yes yes.

    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 05, 2014, 06:01:41 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

I like it quite a bit, I would say go for it. I trust in your skill!
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 04, 2014, 07:47:11 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Yeah, sure. Ill do it later tonight to see what you mean. Thanks!
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 March 04, 2014, 06:22:53 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Yes! ah ah! This is awesome! :)

EDIT: Something catched my eyes on the fallen mask. 1 pixel of the right part could be in another grey color to make it more uniform. ;)
I apologize, im not sure I know what you mean exactly. Would you care to explain? Sorry, im kinda thick, haha.

Hi, hows progress on your vega?

Slowly moving as I promised. I've added level one scarlet mirage, done a bit more color separation, and went through and cleaned up the code I've done to make it easier to follow. I have a habit of not marking what each piece means until after I'm done. There was a lot of that I had to mark.

Thanks, all. :)
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 18, 2014, 01:30:55 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Oh, hey there. I  made this new fairly uninteresting video of progress stuff.



Enjoy?
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 15, 2014, 08:06:58 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Fair enough. It'd be pretty easy to implement as well. I suppose i'll just do it and make it a config option.
    

Re: 2/14/14 - A Wild Chatman (Re)Appears

 February 15, 2014, 06:45:32 pm View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

AH!! :) I'm happy to see you here again, Chatman! You know that this project got my attention. :)
I'm hyped to see your videos and check what you'll bring to us. Welcome back! :)

Thanks!

What cage?
In Street Fighter 2 and Alpha 3, there would be a cage that drops from the sky just behind the fighters on his stage. Only Vega could climb on this cage.

Correct.  As for the cage Loupil, at current, I wasn't planning to do it, unless it was insisted upon enough.

    

Re: Vega (Claw) - Update 9/11/13 - BLOODY HIGH CLAW!!! Also, video added.

 February 15, 2014, 05:20:53 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Yay! Good to see you back! And good to know there's progress on Vega!
Thanks Quickfist, I appreciate it!
(In funny news, after me and C.A.N had a debate about Flying Barcelona Special hitting on the way up, he may have that as a change in Ultra, coincidentally.)
Lol I don't even remember that debate. Good to see you back.
I assure you, it happened. But thanks for welcoming me back Mr. Moderator.  :D Congratulations on your promotion!
    

2/14/14 - A Wild Chatman (Re)Appears!

 February 15, 2014, 04:52:20 am View in topic context
 Posted by Chatman  in 2/14/14 - A Wild Chatman (Re)Appears (Started by Chatman June 04, 2013, 04:05:01 am
 Board: Projects

Hey guys, how ya doing! I'm back to report progress and take questions on Vega, so hopefully I'll cover some bases.

Spoiler: Stuff for people who already know me personally or have any interest in me personally beyond Vega (click to see content)

As for Vega, what's been done since the last progress update?
-All normals, except cS.HP.
-Startups, recoveries, and hitboxes have all been tweaked to be a middle ground between SF2 turbo and CVS2, making him quick, and strong overall, but still balanced.
-Recently finished the Izuna Drop.
-Added EX Sky High Claw (Behaves just like SF4, projectile invulnerable, overhead, fast, good crossup)
-Added EX Scarlet Terror. Both hits always land if in range, quick startup, quck recovery, invulnerable until active frames, and can follow Cosmic Heel, or 1 hit from normal Scarlet terror)
-Bloody High Claw was nearly completely redone. It now functions more stabley, travels less high in the air so it's still visible on non-superjump stages, and has a different recovery from being blocked.
-Started Scarlet Mirage, both normal and max variant.
-Imported SF4 air slashing sound on special attacks involving claw.
-Color separation is now about 85% done.

That's all. May post screenshots within a couple hours. Definitely expect a video tonight or tomorrow morning.  :)

(In funny news, afterme and C.A.N had a debate about Flying Barcelona Special hitting on the way up, he may have that as a change in Ultra, coincidentally.)
    

Re: MUGEN Video thread

 February 14, 2014, 02:44:29 pm View in topic context
 Posted by Chatman  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

^ Cool video man, that sidescroller looks like good fun.

Oh, I made this.
    

Re: the fav GIF thread!

 December 07, 2013, 02:02:57 am View in topic context
 Posted by Chatman  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

    

Re: Diepod's Stuff

 December 04, 2013, 09:34:02 pm View in topic context
 Posted by Chatman  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

Happy belated, Diepod. I'm loving that fusion artwork.
    

Re: [GENERAL TOPIC]

 November 11, 2013, 09:15:06 am View in topic context
 Posted by Chatman  in [GENERAL] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

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]

 November 09, 2013, 07:39:01 am View in topic context
 Posted by Chatman  in [GENERAL] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

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.)