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~Hale "R@CE" Caesar~

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Messages by ~Hale "R@CE" Caesar~

    

Re: Zazie Stage by Vegaz

 December 16, 2020, 05:34:10 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Zazie Stage by Vegaz (Started by Vegaz_Parrelli December 16, 2020, 05:22:13 PM
 Board: Your Releases, 1.0+

Awesome! Keep'em comin
    

Re: Jean Stage by Vegaz

 November 05, 2020, 03:44:47 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Jean Stage by Vegaz (Started by Vegaz_Parrelli November 05, 2020, 03:31:38 PM
 Board: Your Releases, 1.0+

Thank you! Happy to see more stages from the game being remade
    

Re: Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020

 November 05, 2020, 03:00:56 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

    

Re: Jean Pierre by R@CE AKIR@ Updated 11/3/20

 November 03, 2020, 11:36:30 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Jean Pierre by R@CE AKIR@ Updated 11/3/20 (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 AM
 Board: Your Releases, 1.0+

Jean Pierre Updated Again


Also, right before I posted, I realized these were missed (I edited it a little bit to make a little more sense):
-Frankensteiner Throw can only be thrown backwards regardless of direction.
-There is no strong ground shockwave and sound when the opponent hits the ground by his Flying Throw.
-There is no landing effect when he touches the ground after his forward/backwards rolls, Frankensteiner Throw and Double Maximum Flash Kick.
So I had mentioned it before and must have forgotten.

-Fixed
-Shake & sound Added  I tried everything I could think of to make it show up but it just wont. Idk might have to recode it or get some assistance with it
-Fixed
    

Re: Jean Pierre by R@CE AKIR@ Updated 11/3/20

 November 03, 2020, 08:41:10 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Jean Pierre by R@CE AKIR@ Updated 11/3/20 (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 AM
 Board: Your Releases, 1.0+

Jean Pierre Updated 11/3/20 Minor Fixes & Tweaks

Got some feedback on this update:
-His run has an off-placed super jump sound effect when he starts running.
-The swing sound on his jumping WK plays after he hits the opponent.
-Envshake happens a second later after the opponent is hit by Super Shooting Star Kick when they are lying on the ground.
-The hitsparks and guard sparks on jumping LP and MP are slightly misaligned.
-Ultimate Hell Driver Kick could use a landing effect after he touches the ground.

-Fixed
-Fixed
-I cant seem to replicate that, but even still its just a second. Not really that big of a deal
-Fixed
-I don't have a move with that name but if your referring to his Lvl 3 its pointing to state where it indeed has landing FX
    

Re: Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020

 November 02, 2020, 06:58:17 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

    

Re: Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020

 November 02, 2020, 03:18:51 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Ray McDougal Updated 11/2/20
    

Re: M206 Project Thread: Pag.18 tiger intro, flame particles, shijou saikyou no kick

 November 02, 2020, 03:15:17 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in M206 Project Thread: Pag.18 tiger intro, flame particles, shijou saikyou no kick (Started by M206 December 06, 2017, 04:56:42 PM
 Board: Projects

 On the Zangied, if your still working on him

If you use anything from the old Infinite Versus characters. Remember to turn the shake code down.

If you need the certain values to make it so its reasonable, let me know
    

Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020

 November 01, 2020, 07:32:13 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Tweaked some more stuff guys! Redownload if you want. That's all im going to do for today
    

Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020

 November 01, 2020, 06:33:38 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Ray Updated Again

Some feedback:

- I can understand the super tackle going full screen, & maybe the EX variant,
but why does the special version go full screen, even when the light & medium variants are used?
Shouldn't it only go a certain distance depending on the button used?

- Some of the hitboxes don't look right to me.
The normal fireball hitboxes look a bit too big,
namely when compared to similar POTS style characters, such as POTS's Ryu, Jmorph's Ken, etc.
It's a bit better for the super fireball, but even then i think the red part is a little too big.

And some of the normal hitboxes don't look all that great ether,
such as jumping HP & some of the kick normals having multiple red hitboxes,
others having red hitboxes that seem a bit too big, etc.

- Super Round Kick feels really redundant, especially since it's basically feels like the normal version but it does like 10-15 hits.

- Speaking of Round Kick, i get that EX Round Kick is supposed to be advantageous/safe on block,
but i think it being +10 frames on block is too much.

-Adjusted although I thought what I had was fine.
-Tweaked a little
-How? Kamekaze and everybody else that has made Ray has done the same thing. Its stays
-Maybe, idk I'll look into it


Apologies but I forgot to tell you the first time that EX Wheel Kick gives meter on Hit.

- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.

- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
(I think).

These are both features of Modern PotS and Infinite Style, the Half a Meter of EX Moves anyways.

-Basically what he said.
-Fixed

Thanks for the feedback guys





    

Re: Jean Pierre by R@CE AKIR@ Updated 11/1/20

 November 01, 2020, 03:53:06 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Jean Pierre by R@CE AKIR@ Updated 11/3/20 (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 AM
 Board: Your Releases, 1.0+

OH! FINALLY you addes my run animation sprites to Jean!
Time to test him again! :D

No, Thank you dude! It wouldn't have been possible without you

Redownload him tho. I had to fix his landing animation for the run

    

Re: Jean Pierre by R@CE AKIR@ Updated 11/1/20

 November 01, 2020, 03:19:45 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Jean Pierre by R@CE AKIR@ Updated 11/3/20 (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 AM
 Board: Your Releases, 1.0+

Jean Pierre Updated 11/1/20 Minor Fixes with a running animation now added and the option to choose between a run or a dash

the first vertion of jean pierre was just magniphique I really like to play with
thank you very much for this update it's always a great pleasure to play with your characters  :)

Thank you!
    

Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020

 November 01, 2020, 03:14:36 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Wow, this is pretty awesome! Yet another oldschool modernization from the great, the best. Thank you!

Nice Release ! :)

Awww yeah.

Wohoo! Finally this old school great character have his release in your style!
It can only be awesome!

Again, I'm very glad you give the oldchool kind of more "obscure" fighters a chance to be upgraded.
Thnaks for sharing your work!

this is some good shit.

i'll definitely test this.

THANKS GUYS!
    

Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020

 November 01, 2020, 02:07:52 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Another minor update for today. Please re-download Ray Again. Thank you
    

Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020

 November 01, 2020, 12:51:46 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Ray McDougall Updated 11/1/2020

Feedback:
-All jumps, hops and using Big Tornado in the air still uses the 8106 landing effect instead of the 8102 one (The Fall FX should be the standard landing effect for all PotS/Infinite style characters, don't know why you still have it there despite changing it before).
-DDT doesn't have a super jump sound effect when used on the ground.
-The wind dust effect keeps playing on each successful hit of Dynamite Tackle and Wheel Kick.
-Wind dust effect on Bursting Upper is misaligned, but not on the EX version (It's in the air for the normal versions, but on the ground for the EX).
-Ray doesn't glow yellow when using EX Dynamite Tackle.
-Dynamite Tackle has no sliding effect and sound on the end of the move (Even if you do add it, it's still blocked out by the excessive amount of dash FXs).
-Ultimate Tornado has no projectile guard sounds when blocked.
-Very minor typo, but "Hop Forward/Dash Foward" on the config is slightly listed incorrectly as 0 is still listed as a run.

That's should be it.

-Fixed : Like I always tell you, I don't remember that at times because its very insignificant to me.
-Fixed : Good Find!
-I have this like this on purpose. This is not a bug. I already addressed that
-Fixed : Good Find!
-Fixed
-Fixed And after adding, you indeed can see it and I have the wind FX on like that on purpose
-Fixed : Good Find!
-Fixed

You can fix that Intro using the 8999 Camera Helper.

Before (Current): https://streamable.com/cq4k10
After (With Helper): https://streamable.com/lh58ew

I also noticed that (EX) Bursting Upper plays Normal Hitsparks along with the special ones when cancelled from a Normal.

-Added, I guess it should work now
-Fixed

    

Re: Ray McDougall by R@CE AKIR@ & Dampir

 November 01, 2020, 04:13:54 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Ray McDougall Updated

Here's my findings and nitpicks:
1. The screen isn't centered during Intro 1.
2. His Throw Attempt has more start-up frames than usual.
3. Wheel Kick projects multiple Dash FXs while hitting. Intentional? The Slice FX also cuts off too early.
4. Super Wheel Kick does ungodly damage for its levels, with the Level 2 doing beyond a Level 3's.
5. Super DDT Bomber is identical to Super Bursting Upper in terms of start-up. 2 Things I'd suggest would be making the Super DDT more of a grab or making the Super Upper just the Upper.

Readme Findings:
1. I think (Air Also) would be more direct compared to (In Air).
2. Super Thunder Dynamite Tackle and Super Wheel Kick are listed as D,DB,B,D,DB,F instead of D,DB,B,D,DB,B.
3. Super DDT Bomber is listed as P instead of K.

Lastly here's some alernate Super Names:
Super Big Tornado -> Bigger Tornado
Super Thunder Dynamite Tackle -> Dynamite Storm
Super Bursting Upper -> Implosive Upper

Still another worthy addition from a good lad.

-Centers fine on my end, so I dunno dude
-Always do my chars like that but I could change it
-I did that on purpose. I liked it and the Wheel Kick FX that's the best I could do with what I had. Overall it was cool
-Good find, I had no idea it was doing this but I think I adjusted it properly now
-Yes I could but I sorta like how I have it now

-True, but I've had the same thing in my chars for years and also a key a guide at the top in the read me already telling people what it means.
-Fixed
-Fixed
-I'm actually satisfied with my supermove name choices and I wont be changing them

I also fixed other things that I noticed. Hopefully this update will be even better
    

Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020

 November 01, 2020, 01:01:57 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Started by ~Hale "R@CE" Caesar~ November 01, 2020, 01:01:57 AM
 Board: Your Releases, 1.0+

Ray McDougal


Get him here - http://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jean-pierre-released#3292

Note 1: For Mugen 1.0 or Higher only

Note 2: This is not an accurate Ray McDougall whatsoever, it's a customized version of him that takes some elements he had in previous games and also adds in something new as well.

Note 3: Check the config file to see changes that can be made into the character.

Note 4: Make sure you guys check the config file because I made a option to where you can now choose between having wall bounce or not

Note 5: Check the config file because to choose between having a hop or a dash
    

Re: SFV SUPREME SAGAT 5.3

 October 14, 2020, 07:16:32 PM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in SFV SUPREME SAGAT 5.3 (Started by M206 September 29, 2020, 09:58:32 PM
 Board: Your Releases, 1.0+

Listen dude,

Dont even worry about that. Its all a part of learning and getting better and better.

Try this. Make different def files that point to different movesets

Like make seperate def files with a directory pointing to the seperate special, & super, and command CNS files for each version of sagat.

Then just go back and pick out what specials and supers you want each version of Sagat to have.

You can also make seperate animation files also so that you can have different fighting stances for each version of Sagat.

Now there are other ways of doing this with vars like what pots and others have done but since your knowledge is limited I suggest doing this way

Now I know some moves need fixing but at least if you arrange him better then you can get to work on fixing things and your on your way to a solid Sagat.

Take some time and decide what moves you want in each Sagat and what moves arent really needed.

Make it make sense and youll be good. I think you can do it man, just tune out the negative and do your best.





    

Re: SFV SUPREME SAGAT 5.3

 October 13, 2020, 02:52:27 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in SFV SUPREME SAGAT 5.3 (Started by M206 September 29, 2020, 09:58:32 PM
 Board: Your Releases, 1.0+

Honestly, and i cant believe im saying this but I think your Sagat just has too much in him.

With that many moves you couldve just split him up into different versions that way all of it wouldnt be just in one Sagat and he would feel more balanced.

Also some moves need to be toned down. Some should feel like lvl1s, lvl2s, and lvl3s, not some of them feeling like they are lvl3s but aren't.

I know you put a lot of work into and I definitely think your on to something but some moves also just imo dont look right. Like that move you used from Samchay. I feel like you already had enough of Sagats own unique moves that made him feel like him already till you didnt need that. Love how you did Tiger storm. Ive been eanting someone to code it that way for years.

You could break your Sagat up into different versions

Regular
EX
Muay Thai King (Basically Master)
SF4
SF5
SFxT

Basically how Infinite did Ibuki. That way you can have more balance and spread some of these moves out

Hope I didnt offend. I know you worked hard on this but I honestly think it would help make yours better.
    

Re: Sagat (CvS2 Reimagining)

 October 05, 2020, 05:51:36 AM View in topic context
 Posted by ~Hale "R@CE" Caesar~  in Sagat (CvS2 Reimagining) (Started by JtheSaltyy October 04, 2020, 12:18:46 AM
 Board: Your Releases, 1.0+

Found some more

-Hitsound variation not working on every attack. The normals mainly
-P2 on kick throw still misaligned
-Fire on p2 helper is a little bit too big imo. So much till you cant see p2 or the particles
(My suggestion, try resizing it inside both red and purple flame helpers to .2,.2 and see how you like it)