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Messages by Acey

    

Re: International Mugen Tournament Screen Pack

 September 12, 2012, 05:41:11 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

As Taybear said, the "blank" shouldn't be the issue, mugen is just reading through all the blank slots and making a note that they are not actual characters. The "freezing" you are experiencing is just normal mugen loading, the more characters you have, the longer it will "freeze" as it loads them all. That's why I added a pretty "load" screen to watch as you wait for it to load. Even if you try to skip this "load" screen mugen won't start until all the characters are loaded. Also using a faster computer will help in this process, or a smaller roster as well.
    

Re: Ultimate Marvel vs. Capcom 3

 May 18, 2012, 06:18:12 AM View in topic context
 Posted by Acey  in Ultimate Marvel vs. Capcom 3 (Started by Titiln July 21, 2011, 08:30:29 PM
 Board: Fighting Games

Thanks for sharing the matches Vato. Those matches with Meep were crazy! Watching Meep and Pz back to back I would never have guessed it was you playing both matches, with Meep you're crazy and with PZ your cautious.
    

Re: Gouken -SSF4:AE- | Demo V5.0 Available

 May 02, 2012, 05:17:10 PM View in topic context
 Posted by Acey  in Gouken -SSF4:AE- | Demo V5.0 Available (Started by Mr. I October 16, 2011, 01:07:32 PM
 Board: Projects

You have done a great job on this character! The Jump MK mix up is there and combos properly. The Senkugoshoha attributes work properly and the EX version allows for follow up. The timing on the Kogoshin is appropriate. I really love playing him!

I have a few items that can be added to the "to do" list as well, if you already have this info then please diregard:
* Back throw should be able to combo into the Forbidden Shoryuken.
* Back throw should be able to be timed to connect a full Shin Shoryuken also.
* The recovery from the Focus Attack is a little too swift
* The Shin Shoryuken command with "start" in the CMD is clever since some keyboards can't handle the 3 punch button input. In the CMD file the command shouldn't be noted as "start" though, it should be notated as "s".
* The dizzy sound can be programmed to stop by using a "stopsnd" sctrl.

Edit: I'm making some palettes but there is a good bit of color bleed here so they won't be game accurate, only game inspired.

Edit: Palettes done http://www.sendspace.com/file/hg1ccr
I also find that the .42 scale is more of a KoF size, I switched to .46 to match other Capcom characters.
    

Re: DOWNLOAD- X-Men: Second Coming - v1.0

 October 25, 2011, 09:14:08 PM View in topic context
 Posted by Acey  in DOWNLOAD- X-Men: Second Coming - v1.0 (Started by zvitor October 11, 2011, 11:08:17 PM
 Board: X-Men: Second Coming

I noticed that after Storm does her Light Storm (D, DF, F + PP) and Rain Storm (D, DB, B + KK) in the air, she suddenly reappears on the ground.

Thanks, that Storm glitch, and a bunch of others have since been updated and uploaded again. We probably have one or two more updates to go through as well based on feadback.
    

Re: Rogue

 October 25, 2011, 09:06:18 PM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

Stop being stubborn about your mistakes in your creation, you are not perfect...I learned this too when I was being a little whinny dick about this kind of thing a few years ago cause other people are right sometimes.

I'm all for the feedback, no problem there. I'm sure you read my comments above. As a matter of fact thanks to Rolento's proper use of feedback I actually have some usable actions items.

@ Basara: I wrote this out a few pages back now but Rogue steals 1 special, 1 hyper, 1 attribute (life, speed, defense, etc...) and at times changes colors. This is for the 50 different characters programmed in at this time. For everyone else in mugen she only steals an attribute.
    

Re: Rogue

 October 25, 2011, 06:29:11 PM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

That's a terrible attitude Acey.  Changing the world? A bit overreactive, dont you think?...

Feedback is feedback, the timings being off makes the animation skip weirdly about, that was one piece of feedback I had given even on the fullgame back when it was first released.  if you have 4 frames and they go 2 ticks, 3 ticks, 4 ticks, 1 tick, it gives an effect of slowing down and then a quicker finisher, if you set them to 2 ticks, 2 ticks, 2 ticks, 2 ticks, the impact is gone and instead the move will feel differently. Timings matter on animation.

@ Iced, Melodramatic sure, bad attitude, I disagree. Plaining stating "I'm always listening" to feedback against the claims that I do not is a plea to the general populous to ignore all the comments stating that I ignore feedback. I want constructive critisism that I can use to improve the programming and game play.

Re: Timing, I must have missed that part in this thread, nor do I set my aniamtions to any one digit across the board. I give consistent attention to start up time, hit frame and recovery time. According to the example given above I must ask, "did you download the character?" and "where did you see any such issues as you stated in the character?"
    

Re: Rogue

 October 25, 2011, 04:37:02 PM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

I apologise, i got the kick chaining wrong. You can bounce between LP and LK for up to 6 hits (No Vs character can do that. once you move to the next key the combo chain ends)

I'm not saying that chaining is bad, just that all the Vs games have chaining rules, and they're consistent. And you aren't following them at all....

* The presidence for 6 hits is more agile characters (e.g. Spider-man MvC3) which ruins your opportunity to do a full combo leading into a launcher. I agree with you though, Rogue should have more than 3 light hit chains, actually I think I'll stick with 2. This is easly fixed by giving her a slightly longer recovery on the LP and LK.

* Regarding chains I think either you or I must be missing something, so I'd really like to focus on chaining for a second. Rogue has a very exact chaining pattern I listed in my post above. Nothing more, nothing less. This isn't even "my style", this is straight out of the MvC book (MvC2 adjusted for 6 button.) So what about this system do you think is incorrect? See explaination below:

Quote
Combo Chain 1 = LP->LK->MP->MK->Hard attack (stand, crouch or air)
Combo Chain 2 = Light->Medium->Hard (stand, crouch or air), you can skip medium if you want.
Normals Chain into Specials. Specials into Hypers.
In general you can not chain normals into stolen attacks. Most stolen attacks can not be done in the air, excpetions include Hadouken, Mega Buster and Ice Blast.

- Damage dampener required; can effortlessly create 8+ hit strings from basics alone that can claim 400+ damage. (s.lp>s.lk>s.mp>s.mk>s.hk>a.lp>a.lk>a.mp>a.mk>a.hk for example)
- Seems odd that c.mk can hit grounded opponents despite kick itself being nowhere even close.
- Dive kick can be done immediately after a.hk or a.hp, actually letting you land before the downhit opponent with enough time to sneak in an extra hit.
- Dive kick has odd behaviour in corner; Rogue actually dives away from the opponent.
- Mr. Fantastic/Dhalsim inspired stretch punch can be repeated for 15 hits, taking 300 damage. If the same move is done 14 times then followed by the lvl 1 super version, it can take 553 damage total.
- Sabretooh themed super seems to be the same as the stolen special but with 20 extra damage, making it 100 total.
- Forte themed super can spam into itself with little effort, results in 36 hit combo that does 900 damage. Can be followed up with any basics, leading to a certain 100% damage combo. Even if you use just one super, you can still easily chain into a basic combo for 600+ damage with little effort.
- Zangief/Haggar super has no pause as far as I can tell. Also, s.lp>s.lk>s.mp>s.mk>super for 450 damage. Quite a bit for just a single power stock.
- Juggernault themed rock slide just moves oddly. While I am guessing it is implied to be a rolling cascade of rocks, it just really doesn't work in this current incarnation.
- Rockman/Roll themed special seems to have a bug when charging. Possible to charge and mash out command using another button in such a way that you can shoot multiple projectiles in a row just by hitting the last kick key used.
- Magneto special and super projectiles have cornerpush.
- Human Torch special can miss at point blank range on thinner opponents.
- Charlie super can combo after itself, has same issues as Forte super as it also can be followed with basics.
- Noticing quite a few stolen power sets where the super is basically just a higher damage version of the special.

* I agree a damage dampiner is required, the damage dampiner made it into the full game version but but into this version.
* Dive kick is intentional. You want that free extra hit while grounding.
* As for the stolen attacks, this is good feedback. it ought to only take an hour to tweak the listed items and I'll post an update.
* It's true, some of the hyper sets are simply stronger versions of the stolen power, like Iceman, Magneto, etc... that was due o time constraints on the fiit release of XSC and ZVitor was able to quickly blow through the list of XSC characters by giving them super upgraded hypers. Those will be revisted at a later date as necessary.
    

Re: Rogue

 October 25, 2011, 05:10:07 AM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

You blew off ALL of the feedback here and also

I just got back from the Guild, and another frame thread but a bunch of users who didn't even download the character. I agree Cyanide had useful comments, just not actually useful for Rogue while sometimes even stating the facts a little off.

Sure you listened....:omg:

Yeah, I'll stand by that. Cyanide had useful comments and is teaching me what I don't know. The jump velocity can easily be negated since she does not need to follow a strict MvC2 regiment. Also there were mis-statements about the combo series which I clarified on. I could not have clarified had I not understood his message.
    

Re: Rogue

 October 25, 2011, 04:59:14 AM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

You know after reading all of that feedback Arpa and Cyanide posted...

...amazing Rogue, wonderfuly programmed with great chaining, solid gameplay...

....isn't really the best thing to say.

Ignore the liars. I'm always listening. It's those who aren't afraid to speak up against the socail norm who change the world.

You won't improve with that attitude.

Sorry Gill I don't want users here discuraging feedback by saying I don't listen. I'll call that lie as it is.

What did I tell you?

I believe you said there was no critisim on the IMT thread. Good thing we have Cyanide here who knows his MvC2.
    

Re: Rogue

 October 25, 2011, 04:47:24 AM View in topic context
 Posted by Acey  in Rogue (Started by abls1 October 23, 2011, 02:08:17 PM
 Board: Found Releases 1.0+

You know, I really appreciate SanjiSasuke saying exactly what he did. Flat out bashing, especially by some of the users who obviously didn't even download the character, is simply not helpful. Then there are the absolutely useless comments like "the portrait doesn't have the background cut out" or when someone actually has the balls to speak up trying to put them down by saying "Acey sends others to talk for him". I have a community to run so you can keep this as a flat appology across the board for not logging into MFG every day in the off chance that someone might decide to post up one of my characters here. Sanji probably wasted most of his time here saying exactly what I would have said about useless critisism but at least Cyanide took a second to give some actually useable feedback. That is a plus as far as I'm concerned.

@ Cyanide, I can learn a lot from your post. Information that I can continue to use in future character creations. I havn't seen the MvC2 hitbox chars you've mentioned so I'll need to check them out, I expect they'll be a lot like Marvel Super Heroes and MvC3. Overall, most sincerely, thanks for speaking up. I should mention though your comment about how Rogue is able to do combos inverse does not seem acurate to me. You can't go from MK to LP while standing, crouch or jumping. Neither can you go from MP to LK.

@ Those who need a little night time reading, A little bit about my work here, I'm not creating a MvC2 or MvC1 character, that's cool for those who do exactly that, and some did it very well (Splode, Mystic Blaze) but my take on mugen is that you need to be creating for the engine. All the moves and timing in rogue are matched with the character. I'm also one of those who has a problem with hitboxes as you'll find them on the VS series, litterally from CotA on through MvC3 but if you want an discourse on hit boxes theology that will be saved for another day. The ReadMe file points this out but Rogue uses the typical Magic Combo series as well as the typical L,M,H, with appropraite chainging into Supers and Hypers. As Cynaide points out you can chain go straight from LP up to a HP which is typical. There are no combo loops here so no need to assume there might be. In regards to the stance most everything matches up wit the rest of the animations perfectly except for the one frame Cynaide mentioned, I'll be sure to tidy that up. Her 50 powr sets are all spelled out in the ReadMe file as well, plans continue to make Rogue compatable with a wide variety of Mugen characters. All in all Rogue is one of the moxt complex mugen characters, not only because she can steal moves but also because she has a complete smart palette, a complex jacket helper according to the palette used and triggers to confirm !selfstate in order to handle the helper in a realistic maner while being thrown and such. Rogue also utilized SFFv2 to allow her to change skin color when stealing powers from those like Blanka, Colossus or Beast. One little perks thrown in include growing a tail when stealing from Nightcrawler. There are some cool custom animations such as the "Hyper Mega Man" stolen hyper and the "Ghost Rider bike" stolen hyper. All around she is a very solid character.

Combo Chain 1 = LP->LK->MP->MK->Hard attack (stand, crouch or air), you can skip ahead at any point going forward in this combo stream.
Combo Chain 2 = Light->Medium->Hard (stand, crouch or air), again, you can skip medium if you want.
Normals Chain into Specials. Specials into Hypers.
In general you can not chain normals into stolen attacks. Most stolen attacks can not be done in the air, excpetions include Hadouken, Mega Buster and Ice Blast.
Nothing is mashable except for LP or LK into itself, which are both precidented.

So for everyone out there who truely wants to play an amazing Rogue, wonderfuly programmed with great chaining, solid gameplay and full of tons of extras then this is a download you won't want to miss. Ignore the liars. I'm always listening. It's those who aren't afraid to speak up against the socail norm who change the world.
    

Re: Thoughts on Infinity Mugen Team's releases

 October 18, 2011, 12:52:55 AM View in topic context
 Posted by Acey  in Thoughts on Infinity Mugen Team's releases (Started by Saikoro October 12, 2011, 02:12:41 AM
 Board: M.U.G.E.N Discussion

However, everyone agrees on the feedback issue, E.G. authors seem to fall on deaf ears when it comes to constructive criticism. Aside from blatant negativity, aren't forums about expressing opinions and thoughts to help improve a Mugen releases without fear of a banhammer??

I think you found a good point in this entire discussion, besides the guys walking around saying everything is trash, other people complain that IMT doesn't listen to feedback, while anyone who actually goes to IMT can see that such is not true to real life just by following any of the threads there. What this 80+ thread proves is that it is a pretty prevalent misconception, Fortunately it is easily disproved by simple examination.
    

Re: Thoughts on Infinity Mugen Team's releases

 October 17, 2011, 09:39:34 PM View in topic context
 Posted by Acey  in Thoughts on Infinity Mugen Team's releases (Started by Saikoro October 12, 2011, 02:12:41 AM
 Board: M.U.G.E.N Discussion

@Acey, You know your work has respect from part of the mod team, and is spotlighted as conveniently as possible, while we dont believe in controlling everything the users do or say that doesnt mean anyone in this staff team has anything against your website. I think you know this, and the posts done on this thread also show it.

I really apprecaite this comment Iced. To be perfectly frank I did not know where the MFG staff stood now-a-days in regards to IMT.
    

Re: Thoughts on Infinity Mugen Team's releases

 October 17, 2011, 07:10:49 PM View in topic context
 Posted by Acey  in Thoughts on Infinity Mugen Team's releases (Started by Saikoro October 12, 2011, 02:12:41 AM
 Board: M.U.G.E.N Discussion

Every time I visit and see a thread like this I am reminded why eSkRo started IMT. Yeah, over the years we have each had a lot to learn, and each year everything we do gets better. Right now we are very solid in gameplay, programming, graphics and creativity. The only problem here is no matter what good we're doing someone will find something to pull you down with. When we first started making stuff, it didn't matter if we were good or not because people here already a bone to pick, and a lot of MFG forum goes use every opportunity to exploit it. I'm not going to sink to that level in retribution and go around picking apart other creator's characters. I have respect for the community of mugen creators out there as a whole and recognize the difference in experience and style, and I use that knowledge and experience to assist the community around me who actually care to deal with this hobby in a civilized manner. You'll never find the admins of IMT allowing a registered forum member to go around saying "that's trash"; rather we allow specific, constructive feedback. If someone here wants to judge us (and still pick us apart) by all means do it by today's standards and drop the pettiness from 3, 4, 5 years ago.
    

Re: International Mugen Tournament Screen Pack

 March 16, 2011, 04:20:02 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

The Mugen 1.0 screen pack comes with Mugen 1.0 built in so whatever you did to change it is what caused your problem. Just download the screenpack again.

Also make sure you're not trying to add the Winmugen version into Mugen 1.0.
    

Re: International Mugen Tournament Screen Pack

 February 28, 2011, 09:22:39 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

Sorry for the double post but I realized that some people may not be aware of the following:

If you want to increase the pixle quality of your mugen here you can open the mugen.cfg file, look for the [config] section and change the gamewidth and game size to the following:

GameWidth = 1280
GameHeight = 960

This will increase the clarity of the sprites, especially in IMT02 where the sprites are fairly small. The default is set to 640, 480 since the larger resolution would have been a pain for some users. I will also be including this information in future updates of the screen pack.
    

Re: International Mugen Tournament Screen Pack

 February 28, 2011, 07:06:35 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

I just want to say I am currently using IMT01, and LOVE it.
However I do wish I had more characters, because I am empty minded on who to add right now.

I don't use the other options due to the fact that the cursor can not even be seen, which frustrates me a bit.

The cursor is fine on 3 and 4, and the correction for IMT02 is listed above, my first post on Feb 26th.  ;D
    

Re: International Mugen Tournament Screen Pack

 February 27, 2011, 03:23:25 AM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

I had the cursor when using IMT03, maybe the fact that it dissapears confuses people

True, it even gets me sometimes, I use IMT 01 and IMT 03 and I really need to add more glare on the IMT03 select icon so you always know where your cursor is.
    

Re: International Mugen Tournament Screen Pack

 February 26, 2011, 04:44:53 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

Oh god now i am happy! Thank you for this screenpack but i have a problem....There is no select sprite and beacuse of that i get completely lost in choosing character. I am using the IMT02.

I see, I got further explanation on this on another forum, I completely misunderstood what you ment. Here is the fix, I'm updating the download file as well:

add this code to the bottom of IMT02/system.def

Code:
[Begin Action 153]
153,0, 0,0, -1
    

Re: International Mugen Tournament Screen Pack

 February 24, 2011, 04:30:44 PM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

How can I remove team mode and survival mode in this screenpack?
I tried removing this from the system.def
;menu.itemname.teamarcade = ;"TEAM ARCADE"
;menu.itemname.teamversus ;= ;"TEAM VS"
;menu.itemname.teamcoop = ;"TEAM CO-OP"
;menu.itemname.survival = "SURVIVAL"
;menu.itemname.survivalcoop = ;"SURVIVAL CO-OP"
But still it's there when I open it. I only like 1v1 battles :D

to remove any mode in mugen  you just remove the word from the parenthesis, like this:

menu.itemname.survival = ""

Then it won't show up at all on the select screen.

Oh god now i am happy! Thank you for this screenpack but i have a problem....There is no select sprite and beacuse of that i get completely lost in choosing character. I am using the IMT02.

If you character is missing the standard mugen portraits then you'll have to add them to the character. Portraits are working just fine over here



I can't run it. it gives me error.

it's some sort of application configuration shit.

It's just mugen 1.0, nothing special. Are you using a PC? What error are you getting? Perhaps this question is better suited for the "help" section?
    

Re: International Mugen Tournament Screen Pack

 February 24, 2011, 02:47:09 AM View in topic context
 Posted by Acey  in International Mugen Tournament Screen Pack (Started by Acey February 22, 2011, 11:38:45 PM
 Board: Your Releases, 1.0+

I can understand your feelings baout the life bars, they are pretty straight forward. We'll be releasing the EoH and Project X lifebars for Mugen 1.0 as well so there will be more options (not to mention all the great option out there already)