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Niitris

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Messages by Niitris

    

Re: Re: Auction alert

 February 03, 2020, 09:45:08 PM View in topic context
 Posted by Niitris  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

Of course that's his response. His feelings are hurt because he got mobbed on and no one agreed with him. :(

Tough shit, that's how it goes sometimes.
    

Re: Re: Auction alert

 February 03, 2020, 09:22:07 PM View in topic context
 Posted by Niitris  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

What a shock, people are trying to defend this nonsense. I could've never imagined that.

And as far as the REI situation I just feel like people here dont like him personally. Talkin about banning for essentially no reason. Like I said before yall are mad cuz he found a loophole. HES SELLING HIS DISCORD NOT MUGEN ITSELF
You've gotta be kidding me here.

No shit people are mad Nostradamus, how long did it take for you to see that? That's supposed to be your grand point about being right on this argument somehow? A 10-year old could come up with that; try using something called "critical thinking" if you can, it helps you not sound like a damn fool.

Duh mob mentality exists, and I don't like how it can look at times. But lol at comparing Falcon (someone who makes characters people don't like but is ultimately harmless) to grubbing leeches with zero integrity. Falcon isn't causing mass havoc by making "early access" schemes with the stuff he's releasing, among other things. Nor is he blatantly stealing other people's art without crediting.

You "claim" to not like Seiryuu, but you're trying hella much to defend him from this mob of angry nerds. Who don't like seeing the content they worked on being monetized by someone who wasn't involved. I don't see where it makes sense, maybe you should try saving that for someone who's less deserving of the mass criticism.

And lol at the loophole horseshit. It's a paywall to get mugen content, very simple to understand unless you lack in basic logic.
    

Re: Re: Auction alert

 February 03, 2020, 08:02:30 AM View in topic context
 Posted by Niitris  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

psychological arguements, morally vague, capitalist society-(what?)

You're... reading too much into it.

All I said was that, people are smart enough to figure out how much of your work was something you made. The same way how you can tell if someone copied their homework from someone else.
    

Re: Re: Auction alert

 February 03, 2020, 07:44:18 AM View in topic context
 Posted by Niitris  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

Going into this ,I was willing to give the benefit of doubt since I don't like rushing to conclusions. I'm clearly a total idiot, I must have forgot who we're talking about here.

...

I just don't get what the fuck is so hard about showing, even a mild bit of respect to the people who make all of the stuff. I'm not gonna single out Seiryuu, anyone with a working brain knows the deal with him, I don't feel the need to repeat that.

For anyone who still doesn't get it, it's pretty simple: the "full games business" that Youtube Mugeners like to push doesn't go well with the community who actually draws the art and makes the code.

In other places, I've stated at times (in jest) that "open source was a mistake." Obviously it's a joke, but naturally some people were gonna end up taking advantage of the generosity that openly sourced work provides. All I'll say there is that... people do notice the creators who put in real work to make new content, and the creators who make "some changes" and calls it their character.
    

Re: CvS Akuma (Arrange) by Niitris

 December 28, 2019, 09:04:26 AM View in topic context
 Posted by Niitris  in CvS Akuma (Arrange) by Niitris (Started by Niitris December 27, 2019, 04:34:14 AM
 Board: Your Releases, 1.0+

1. I can't seem to do any Super Cancels.
Sorry about that, it was supposed to say normal attacks not specials.
Special->super would be for Level 1 only. Working on it and how to balance it with everything else.
Quote
2. No Hyakkishu/Demon Flip?
Will be in a later update.
Quote
3. Air Fireball/Zanku Hadouken comes out a lil' later than it should and I'm not comfortable with it.
Must be you, I compared it to the real game in turbo speed, it's almost exact.
Quote
4. Overcharge does little damage, but I can understand that if it's mean't for combo purposes.
Yeah, it's a combo extension move. It was pretty tough to nail combos the way I had it. I loosened up the cancel windows for normal attacks, and added a dash after the Overcharge attack. Hopefully it's easier to juggle with it.
Quote
5. Will he have any other supers like Messatsu Gorasen and Kongou Kokuretsuzan?
Hurricane kick super was something I was doing in very early stages but didn't make the final version. I definitely want to add it.
Probably won't add the other super though.
Quote
6. Any chance of giving him a CS patch of sorts?
I want to get back to color separation. However if i do, it would be pretty simple.
Interesting that you've finally released him, even if unfinished atm, but I do have a small nitpick. His fireballs are a bit too safe, even the super version of it. I get a neighborhood between -1 to +9 at pointblank range. I'll excuse the air version somewhat, however, since they're meant to be approach tools anyway (but even those might need a tone down in frame advantage).
I never tested that to see how safe it was.
Super Fireball is fine being safe (resembles ST Ryu Shinkuu Hadouken), but normal fireball has definitely been made less safe.

Updated again, thanks.
    

Re: CvS Akuma (Arrange) by Niitris

 December 27, 2019, 06:03:00 PM View in topic context
 Posted by Niitris  in CvS Akuma (Arrange) by Niitris (Started by Niitris December 27, 2019, 04:34:14 AM
 Board: Your Releases, 1.0+

- When I try the teleport while he has at least 1 power stock, he does the super instead. This happens because of the order of the moves in the CMD, the teleport should be above the supers to avoid that.
Fixed
Quote
- Speaking of the teleport, this is a nitpick but I miss the classic afterimage when you do it.
Added
Quote
- For some reason I can't execute the MAX version using LP (2QCF+LP), only with MP and HP, but I can do it normally with LK
Typo in the CMD, fixed
Quote
- The air fireball has no sound when it touches the ground, it just feels weird
Added
Quote
- There is no dust when Akuma lands after the air fireball
Added

Just uploaded the update
Glad you're enjoying it, and thanks for the feedback. :)
    

CvS Akuma (Arrange) by Niitris

 December 27, 2019, 04:34:14 AM View in topic context
 Posted by Niitris  in CvS Akuma (Arrange) by Niitris (Started by Niitris December 27, 2019, 04:34:14 AM
 Board: Your Releases, 1.0+

Late for Christmas, but here's a gift anyway.

Still a work in progress (effects are incomplete), but far enough finished to be playable. Hoping I can make an update with the remaining effects, AI and a couple more things before the end of the year.

Has mild chain combos (light to anything), 4 different techniques to go along with supers, and Level 1 supers have Marvel-style commands for easy hit confirming. Sub-systems aren't based on anything in particular. I just wanted to experiment around with stuff. Hopefully you do too.

Have fun
https://www.mediafire.com/file/5t4xrmgei8hp28m/ns-akuma.zip/file



    

Re: CVS asuka kazama Sprites

 September 18, 2019, 03:35:29 AM View in topic context
 Posted by Niitris  in CVS asuka kazama Sprites (Started by C.v.s The Abstract September 07, 2019, 01:33:46 AM
 Board: Sprite Projects

Great to see that you're back at it. I'm definitely interested in coding her, it would be just what I need to get back into the grind.

I have a really good idea on how she would play, her special and super moves, how to work her strings (Whiplash and Leg Cutter stuff), and other minor details. I just need to think of how to make her fun within Mugen while still making her a defensive/evasive based character.
    

Re: LET'S TALK ABOUT LOOT BOXES/GACHA.

 May 29, 2019, 08:49:59 PM View in topic context
 Posted by Niitris  in LET'S TALK ABOUT LOOT BOXES/GACHA. (Started by 地獄の花 May 27, 2019, 05:02:48 PM
 Board: Gaming

There are lots of small companies that release or even rely on gacha to generate money. The thing about those companies is that they have to be fair, rational, and rely on consumer trust for their game to have a chance at staying afloat. Something Epic or EA would obviously not give a damn about.

For every game like FGO or Granblue, there's many more flops like the recent Disgaea gacha that Nippon Ichi tried and failed at due to bad servers. They're now looking at bankruptcy for their lack of success. And SNK with the many mobile games they released before they were bought out, none of which having any massive success until the Metal Slug tower game some years ago. Mobile is a very competitive market, but one of the few where small developer/publishers can find success.

I would much rather the industry self-regulate, but it's already been shown how much they can be trusted with that. So now the next step is being considered, and it's simply something everyone will have to adjust for. Some thanks can be given to the ESRB for their negligence in comparing loot boxes to CCGs. Ignoring how much more accessible the former is, and how much more interactive video games are to paper products (casinos use bright, heavy colors for a reason).
    

it all started with horse armor

 May 28, 2019, 12:05:46 PM View in topic context
 Posted by Niitris  in LET'S TALK ABOUT LOOT BOXES/GACHA. (Started by 地獄の花 May 27, 2019, 05:02:48 PM
 Board: Gaming

Mentioned already but DLC characters will be fine, it can only be purchased once.

I'd also like to add that this would possibly all games. Even M-rated games are 17+, still below the legal gambling age. It'd be interesting to see the overall fallout if this does go through, mobile gacha would have to be changed in order to comply with the standards. Or possibly be put to pasture, at least in the US anyway.

This is easily the biggest cancer in the history of video games, even worse then the shovelware that was being pushed before the industry crash. It's unethical, predatory, lazy, and the most disgusting example of publishers putting profit above all else. At least in the arcade model you paid to play the game with a chance to win. Here you're blowing money out the ass for... a chance to earn something?

As someone who wants as little government involvement as possible in video games (or just about anything for that matter), this is the one area I can easily make an exception for. There is no reason for loot boxes to exist inside of T-rated games.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 April 28, 2019, 10:16:31 PM View in topic context
 Posted by Niitris  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 AM
 Board: Fighting Games

The most micro-transaction filled broken mess of a  mk game to date... and all anyone can focus on is "my waifu's anime tiddys are gone!"

I don't read things either, I just go straight to reply and type things that I "think" are right. Everyone discussed microtransactions and know it's dumb as shit. Not sure if you missed that part (you obviously did), but that's on the previous page.

Also that would be Warner Bros since you're so smart, I doubt Netherrealm are laughing given that most of the work staff are recovering from 100 hour work week crunches.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 April 28, 2019, 05:05:56 PM View in topic context
 Posted by Niitris  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 AM
 Board: Fighting Games

In fairness, SCVI wasn't made with eSports in mind, so they didn't have to worry about any hurdles that come with it.

I can see where it makes sense for characters to look decent for eSports, but it's also overstated. Tekken has been eSports for over a decade; there's a show in Korea called Tekken Crash (started with 6) that is dedicated to competitive play. Not sure if it's still on TV now but it definitely was in the pre-streaming days.

I think most people will agree that Tekken doesn't suffer from indecent female design. Yet they're still able to make pleasant, stylish women that are presentable for public television or any other eSports broadcast. The Tekken devs are also very aware of how their women are depicted. They prohibited boob jiggle up until 5, and even then someone snuck it in.

So when I see that, and then look the even more reserved Mortal Kombat using realism and other such stuff as their reasoning, it just doesn't jive well with me. I guess to be nicer about it, a little more compromise doesn't sound so unreasonable to me.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 April 28, 2019, 01:42:18 PM View in topic context
 Posted by Niitris  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 AM
 Board: Fighting Games

Not uncommon for stuff like intros and other cinematics to run at 30fps.


Agreed.
I don't like talking about these things but it's really been getting silly as of late.

Recently DoA6 (which also caught shit for covering up their women) had a patch that puts spandex parts around more revealing costumes. Not unlike SFV Juri but applied to select costumes no matter how tacky looking. It looks lazy, laughable, and is more bad publicity for an already struggling game. Off-topic but you're not missing anything in that game, 5LR has everything but better.

It seems to me that now only the masculine form is seen as "strong." And that it's impossible for the bare feminine form to associated with "strength," and is shunned upon for various reasons, some of which are too political for the scope of this thread. I don't like the idea that now we have to be "mature" about the presentation of women (which is fine on it's own btw), but in the process, become adverse to what makes the female form such a 'powerful' image. It wouldn't be so bad if this double-standard (and that's exactly what it is) and eSports (ruining games by rendering single player to be near-worthless) wasn't the prevailing justification for everything going on.

I don't wanna ramble so I'll cut it short here. It's amazing how sensitive people have become to women being even modestly bare. And the defense for it all shows a lack of really nuisance thinking about the matter, instead going for commonly cited logic and believing it's good enough. Which it often is when you argue with dumb people. Nothing wrong with more modest attire, fits better with the more Hollywood-esque direction than stuff like MK9 did. But the way it was done in MK11 isn't right, and it's rightfully being called out.
    

Re: New Samurai Spirits announced

 March 27, 2019, 08:55:27 PM View in topic context
 Posted by Niitris  in New Samurai Spirits announced (Started by Roman55 September 10, 2018, 12:58:40 PM
 Board: Fighting Games

The load times are likely because the game hasn't been optimized yet, KoF XIII had similar loading issues before its console launch.

Neo_G considers SSII to be his favorite, he's very much about the classics in game design. I hope they get the online right from the get-go this time with no bugs. And rollback netcode but that's a bit optimistic.
    

Re: Ground Velocity,Guard Velocity vars

 December 23, 2018, 08:25:50 PM View in topic context
 Posted by Niitris  in Ground Velocity,Guard Velocity vars (Started by Mark85 December 23, 2018, 03:25:34 PM
 Board: M.U.G.E.N Development Help

Variables are "boxes" that store values, which can dynamically change depending on what you need. Variables are what allows coders to create more complex functions than what Mugen typically allows without them.

A basic example is that you can set var(0) to become 1 when you enter StateDef 210, like this:

Code:
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
ctrl = 0

[State 210, VarSet]
type = VarSet
trigger1 = Time = 0                ;enters state
var(0) = 1                         ;sets var(0) to equal 1

For your example, !var(20) means that the value of that variable is zero.
    

Re: Character Themes like in MVC

 December 11, 2018, 02:44:33 PM View in topic context
 Posted by Niitris  in Character Themes like in MVC (Started by PIZZAHIGHFIVE December 10, 2018, 11:24:29 PM
 Board: M.U.G.E.N Development Help

You'd have to add an AssertSpecial in [StateDef -3] to disable the BGM.

Then you play the theme inside of the character's SND using PlaySnd, also in [StateDef -3].
    

Re: Dead or Alive 6 revealed

 October 27, 2018, 08:01:51 PM View in topic context
 Posted by Niitris  in Dead or Alive 6 revealed (Started by GTOAkira June 08, 2018, 04:29:45 PM
 Board: Fighting Games

    

Re: Help scaling Explod for a custom powerbar in MUGEN 1.1

 October 26, 2018, 11:37:32 PM View in topic context
 Posted by Niitris  in Help scaling Explod for a custom powerbar in MUGEN 1.1 (Started by Sir Ghostler October 19, 2018, 04:09:52 PM
 Board: M.U.G.E.N Development Help

[State 20000, Modify Effect]
type = ModifyExplod
trigger1 = numexplod(20001)
id = 20001
scale = ifelse((root, power != 3000), root, power * 0.00033333 - floor(root, power * 0.00033333), 1.0), 1.0
ignorehitpause = 1

floor(root,power...) isnt necessary since in that equation, it will always turn out to be 1.

I recommend using a variable to keep track of the root's power.
Then divide the variable by 3000 in the scale code and you'll get a decimal.

Should give you more accurate results on top of making your code less obtuse. You can then use the variable in place of Root,power everywhere else.
    

Re: Feedback to Warnings/Decisions

 July 27, 2018, 12:52:28 PM View in topic context
 Posted by Niitris  in Feedback to Warnings/Decisions (Started by Iced February 24, 2012, 09:43:26 PM
 Board: Feedback

On the contrary, he's kinda right.

As if the original ban was questionable enough, at least that has an argument going for it. The reflex modding looked painfully bad, the calling out of the text/sig change and retracting of the permaban is proof enough. I've spoken to people who barely or don't post here and damn near all of them agreed, varying from 'the mods looked biased' to 'they're out of touch.'

Just saying what I've seen.
    

Re: How do you bypass Super Armor?

 July 27, 2018, 12:44:30 PM View in topic context
 Posted by Niitris  in How do you bypass Super Armor? (Started by Nep Heart July 27, 2018, 08:16:21 AM
 Board: M.U.G.E.N Development Help

Super Armor is designed to ignore hit reel, so they'll never enter the custom state even if they are hit.

I suppose you could give your attack a Throw flag (super armor generally loses to throws), but that'll cause issues against other types of characters. Also, it would still depend on how their super armor was coded.