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Kamekaze

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Messages by Kamekaze

    

Re: Assets discuession thread (art/graphics/hitsparks)

 December 10, 2018, 10:37:07 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: Tmntxjl: Earth's last defense



new select screen. It has functioning stage tile select but I had to grayscale it due to how fonts work. Otherwise very effective!
    

Re: Assets discuession thread (art/graphics/hitsparks)

 December 06, 2018, 04:16:58 pm View in topic context
avatar  Posted by Kamekaze  in Assets discuession thread (art/graphics/hitsparks)  (Started by Kamekaze September 11, 2017, 06:46:37 pm
 Board: Tmntxjl: Earth's last defense



new title screen wip.
    

Re: Stream Archive

 December 06, 2018, 04:13:51 pm View in topic context
avatar  Posted by Kamekaze  in Stream Archive (Started by Kamekaze September 21, 2017, 01:56:34 pm
 Board: Tmntxjl: Earth's last defense

    

Re: SF3 Q - Umihei, Edit by Violin Ken

 December 04, 2018, 07:52:45 pm View in topic context
avatar  Posted by Kamekaze  in SF3 Q - Umihei, Edit by Violin Ken (Started by Violin Ken October 31, 2018, 06:06:39 am
 Board: Edits & Addons 1.0+

Is it really Q's fault?  How exactly does Dudley's custom state work there, and why is it malfunctioning with Q?
Because this q is missing a standard get hit animation or said standard animation had its time altered to be out of step. the timing of hitting the ground or falling to it from a trip is one that you  would normally not alter time-wise. This is what happens when you do.
    

Re: Umezono's MUGEN Character Reviews (latest: October COTM candidates!)

 December 03, 2018, 04:56:40 pm View in topic context
avatar  Posted by Kamekaze  in Umezono's MUGEN Character Reviews (latest: October COTM candidates!) (Started by Umezono January 10, 2014, 05:44:48 am
 Board: M.U.G.E.N Discussion

I guess it's good that we dropped the update when we did, I didn't even realize this was going on lol. Yeah the sounds are back in all areas and he was nerfed quite a bit etc etc. I don't have a full patch notes anywhere really I probably should start doing that.
    

Re: Zenith - SHADEs 3 Updated Release by SeanAltly & Kamekaze

 November 29, 2018, 05:38:10 pm View in topic context
avatar  Posted by Kamekaze  in Zenith - SHADEs 3 Updated Release by SeanAltly & Kamekaze (Started by Sean Altly November 29, 2018, 08:40:36 am
 Board: Your Releases, 1.0+

Let me start with, Fighter factory apparently saved nothing I did before I send it to sean so that's fun to know. That being said I'll address the not bugs

-The guard breaker feels unbalanced (I don't like the idea of this attack. Since it uses no power, it can be abused and the opponent has no way to protect themselves if they're close since they can't guard from it. Just continue spamming z and it's an easy win).
-The damage for Doku Sasori Shippou and Chuu Kiri Musha feels weak (It doesn't do enough for how much of the meter they use).

I did remember Kamekaze said that people should use their screenpack's stuff for your character, but I never recall swing sounds part of the screenpack (I don't think it ever was). Overall, I feel disappointed with this character alongside Castle.
-The guard breaker comes out so slowly(36f to be exact) that you can easily avoid it by jumping usually. That or if a character has a roll/invul attack it easily beats it. Even if done on your wake up any i frame move or roll will beat it clean
-the first one is also a bug. As for the lvl 2, it does roughly 300-315 which is on the lower end of lvl2s in the full game but still consistent.

That being said the bug fixed versions of both will be out later on today. My apologies for the mishap

    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 20, 2018, 07:35:35 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

Current PC is using Win8.1. Not sure how the OS has anything to do with it though.
because win8+ handles permissions differently which can cause it to fail to patch properly some times. I wish you didn't manually do it because I needed to see what errors you got to ensure its fixed for the wave 2 dlc release in a few weeks
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 16, 2018, 12:08:52 am View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

I see, what os are you using?
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 10, 2018, 06:03:46 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

Four more DLC? this looks very interesting ;D I am gonna cross finger for one of the future DLC to be either Geese Howard or Ryo Sakazaki  :8): and also: https://twitter.com/Eternal0Star/status/1060819819149160448 any chance for this Mugen game to happen next year? :P

The dlc is set in stone, we don't take requests
Oooh, then its decided? Is it a surprise for when they're released or can you reveal them now?
It'll be the same way we did this dlc trailer. So right around the time it's ready to be released. Shouldn't take more than a month or so for dlc2
    

Re: Fighter's History: Dynasties 1.1/DLC Patch

 November 10, 2018, 02:29:32 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

    

Fighter's History: Dynasties 1.1/DLC Patch

 November 08, 2018, 06:42:15 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.1/DLC Patch (Started by Kamekaze November 08, 2018, 06:42:15 pm
 Board: Your Releases, 1.0+

We've made it to our first DLC pack, for those unfamiliar with this game go here. For those who are, this update has quite a few changes and bug fixes. It also adds new stages as well with the new characters.

Video Footage of DLC characters



>>Download Full Game Here<<


If you already have downloaded the game before, we've made a patcher that will automatically update it to the current build of the game! It's a lot smaller so consider this a reward for keeping up with our hard work.

>>Download Patch Here<<
If the patch does not work please let us know. It's very experimental!
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 November 04, 2018, 02:38:39 am View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Wow... this character is NOT fun to fight.

On top of having super armor, he's safe on everything, his grab range is absurdly far (on top of throwing you 24/7), and big damage combos that go on for god knows how long. Even with zoning/keep-away characters, he's still a cheap bastard.

And calling Castle slow is false advertising because he can catch on pretty quickly.

Don't get me wrong Kamekaze is a good coder and all, but he's a sadist when it comes to AI.

You can't let him get started is all. If you let him keep armoring up yeah it gets difficult but he's far from cheap or impossible lol. His slide is only safe if he meaties a specific version. Even then you can get around it if you're patient. His grab range is only good on the lk version which has a very slow start up so you can jump out. I did nerf the recovery so he's more punishable for making mistakes. Not sure if that update is out yet though. Plus if you have multiple hit attacks it shreds through his armor like a hot knife through butter.

That being said it's a bit of trial and error but when you do take him down you feel pretty good lol

Edit: at lower levels he's more bearable so there's nothing wrong with working your way up. And...I could have made his ai much much more brutal : D
    

Re: Fighter's History: Dynasties 1.0

 November 02, 2018, 10:34:17 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.0 (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

Here's another peculiarity we found, don't know if it's intentional. I went for crouching jab spam on an incoming opponent, hoping for a blockstring or crossup but Lee didn't turn around when Ryoko jumped behind him. I don't play tag team games so I don't know if this is normal.

[youtube]https://www.youtube.com/watch?v=D8KOyeKxTgA&feature=youtu.be[/youtube]

yeah if you keep mashing lights you'll never return to neutral to turn and it was intentional. where you ko the opponent is where you start that strategy to meaty. That much is like a vs game.
    

Re: Fighter's History: Dynasties 1.0

 November 02, 2018, 03:23:42 pm View in topic context
avatar  Posted by Kamekaze  in Fighter's History: Dynasties 1.0 (Started by Kamekaze June 28, 2018, 08:45:07 pm
 Board: Your Releases, 1.0+

fixed. when the DLC drops it'll have the bug fixes as well.
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 25, 2018, 10:30:40 pm View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Wow, SeanAltly your sprite work just keeps on getting better and better. Castle is really fun to play as.

Will Shades 3 be moving to this 4 button scheme? If so will the other 2 buttons be Throw and Guard break, or will button 6 be "special" for each character?

Either way I'm looking forward to it. Shades 2 is still my favorite full game for Mugen, and I'm looking forward to it's 3rd installment.

Might not be the place to mention it but I'm also loving the revamped sprites for the returning characters as well.

Yeah Castle is very much what shades 3 will with very few exceptions. I guess the best way to describe him would be a sneak peek into whats happening next.
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 19, 2018, 04:34:00 pm View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

both fixed. He's not supposed to have armor in that state lol.
    

Re: Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 05:28:23 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

Are you kidding me...That is the most insanely stupid thing I've ever fucking heard of. Why the hell would elecbyte do such a thing. It literally makes no sense to have that affect survival mode. ROFL yeah that fixed it but it I can't use that as a viable option. My original fix was literally halving damage done to p2 in survival which works the same. But it was for my full game and i was implementing survival in it. Since I re-coded rounds i only used 1 round matches which lead to this. What a day. Thanks all.
    

Re: Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 01:57:19 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

yeah I messed around with the teamlife thing, no dice. When I changed screenpacks the issue went away. But the problem is I cannot change screenpacks so I have to fix it on this one D:
    

Enemy life is set to half it's life max on survival mode [1.0]

 October 18, 2018, 12:12:40 am View in topic context
avatar  Posted by Kamekaze  in Enemy life is set to half it's life max on survival mode [1.0] (Started by Kamekaze October 18, 2018, 12:12:40 am
 Board: M.U.G.E.N Configuration Help

I feel like an idiot asking but I've checked pretty much everywhere. There's a setting to change it back to 100% life because I have other builds of mugen that dont have this issue. I know it's something to do with the screenpack but I don't know where. Any idea where to change this setting?
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 15, 2018, 09:55:09 pm View in topic context
avatar  Posted by Kamekaze  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

QCBx2, any kick; get hit by the enemy once every time he activates the supermove = infinite.

This is due to the armour codes.

Also there's always your bug that's probably present in all of your characters (Kamekaze). Your characters go to state 5110 instead of 5150 when they die after a custom state. Put a condition that if dead he goes to state 5150, if alive he goes to 5120.

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=6012
value =ifelse(alive,5120,5110)     ;put 5150 there
ctrl=1
fixed, and fortunately it's actually just in one state. The others have it correct. If it is in the majority of my works I can almost guarantee that I don't plan on doing anything about it atm because it's not game breaking.