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Messages by Roks

    

Re: Marvel vs Capcom Infinite Thread

 April 26, 2017, 04:11:20 PM View in topic context
 Posted by Roks  in Marvel vs Capcom Infinite Thread (Started by Erroratu November 01, 2016, 08:51:19 PM
 Board: Fighting Games

I wonder what the bullets do under Chris's name.
    

Re: Merry Christmas!

 December 25, 2015, 09:30:41 PM View in topic context
 Posted by Roks  in Merry Christmas! (Started by DNZRX768 December 25, 2015, 02:31:51 PM
 Board: All That's Left

    

Re: Far Range Audio Recording Software for PC

 November 13, 2015, 07:42:37 PM View in topic context
 Posted by Roks  in Far Range Audio Recording Software for PC  (Started by hulkhogan November 13, 2015, 08:12:41 AM
 Board: Off-Topic Help

Hoshi's right if you wanted to record from your room you would need a high end long range shotgun mic, those can run from $200 to $3000. Your also going to need a device to connect your mic to your computer called an analogue to digital converter ($200 to $5000), and finally some software like Audacity (which is free). You could also get a portable recorder that can act as an analogue to digital converter and the software, like the zoom h4n recorder ($400), so you would only have to get that and the microphone. Of course the problem with shotgun mics are that you need a clear line of sight for optimal use, so another option you could use is to hide a wireless mic in the room you want to record those run from $150 to $2000. (You'll still need to software and the analogue to digital converter) Hope that helps.
    

Re: Super highway proposal

 October 05, 2015, 08:25:08 PM View in topic context
 Posted by Roks  in Super highway proposal (Started by Iced October 05, 2015, 06:48:28 PM
 Board: All That's Left

Sounds like a half baked idea. Driving such distances would be economically, environmentally, and timely inefficient. With just a rough calculation with the distance given in the article it would take nearly a week of driving, at 80 mph with no stops, to travel from New York to London. It would roughly cost $950 in gas, using the average gas price in America and the most common car used in America; the Toyota Camry. I can't fathom the environmental damage. I know it's an extreme case but long story short, no I wouldn't.
    

Re: gaming news that don't deserve their own thread

 October 03, 2015, 06:26:30 PM View in topic context
 Posted by Roks  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 PM
 Board: Gaming

    

Re: the fav GIF thread!

 February 11, 2015, 05:19:03 AM View in topic context
 Posted by Roks  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 AM
 Board: All That's Left

    

Re: Sony Stuff News Thread

 October 02, 2014, 08:17:38 PM View in topic context
 Posted by Roks  in Sony Stuff News Thread (Started by "Bad News" Hoffmann April 22, 2013, 09:55:56 AM
 Board: Gaming

    

Re: gaming news that don't deserve their own thread

 April 28, 2014, 11:27:39 PM View in topic context
 Posted by Roks  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 PM
 Board: Gaming

    

Re: Skullgirls

 April 19, 2014, 01:21:55 PM View in topic context
 Posted by Roks  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 PM
 Board: Fighting Games

Here's some new for you Xbox people out there.
Quote
Attention Xbox 360 Skullgirls fans! We have an update for you! A real update! But it's a little bit strange...
Sometime today there was a Title Update for Skullgirls on Xbox360! This is one of two things required for the game to get updated to Skullgirls Encore. The second thing needed is the mandatory Compatibility Pack DLC, which you have to manually download.
So far, only the Title Update has been released by Microsoft. We're not sure when the Compatibility Pack DLC will come out, but we hope it's soon.
This is a very good indication that THE XBOX360 VERSION HAS BEEN APPROVED and we should see Encore out soon, but we've contacted Microsoft for answers and will continue to monitor the situation.
We assume that the Squigly and Big Band DLC is right around the corner!
This was a complete surprise to us. We only found out because several fans here on Facebook and on Twitter reported it!

Source: https://www.facebook.com/skullgirls?fref=nf
    

Re: Rikimaru from Tenchu

 January 03, 2014, 09:50:28 PM View in topic context
 Posted by Roks  in Rikimaru from Tenchu (Started by Roks January 02, 2014, 02:51:05 PM
 Board: Your Releases, older Mugen

Hey guys,
First of all I want to say thank you, you guys are supremely awesome.
So I've gone and updated the download link  on the first post but here it is anyway : http://www.sendspace.com/file/6n6svd
Things I've addressed:

I got rid of the non functioning common file no more floating into space.
Quote
Weapon select are too low & too long. (7-8 sec limit before the rounds anounced/not visable due to my power bars on the bottom)
Quote
- To start the battle I have to chose the two subweapons, but you should give a time limit of 5 seconds, otherwise the battle against Rikimaru would take too much time to start.
I've shortened the time before the round starts to five seconds, I've even added a timer. You can now press start to accept the your item choice. Lastly I moved the icons for the items higher on the screen.

Quote
- While in the corner if you do his ( Crouching Lp, Mp, Hp ) target combo then ( Jump Lp, Mp, Hp ) air target combo then repeat its an infinite.
- I don't think he should be able to do a 9-10 hit combo just by doing his crouching Mk while in the corner.
Those infinites should be fixed.
Quote
#2: His crouching hard slice is an infinite. You can literally keep slicing them til their life bar is depleted. Other than that, he's fun to play! It'd be cool to see Ayame too. Anyway, good job man...!
I wasn't able to re-create to infinite so I couldn't fix it.

Quote
besides that my only other complaint is how wrath of heaven works I know it works like that in the game but draining all life to do 500 damage seems kind of like a bad idea.
I understand you want a bigger payoff for the move, however I'm against the idea of an insta-kill in a fighter so as a compromise I increased the damage from 500 to 800.


Quote
- For the smoke bomb each punch should have a different distance and maybe different start time
The reason why don't have different versions for smoke bomb is because I want there to be consistency between the item 2's. I don't want smoke to have three versions and mine and SP don't, and I also don't want to come up with three different versions for mine and SP because smoke has three. I don't feel that  I could come up with variations that would balanced or work well overall. However I did change the times for the smoke to release for smoke bomb, the EX version releases instantaneously now.

Quote
- If you try to do his Helm breaker ( Jump, Down+Hp ) after you do his crouching + Hp while your opponent is in the air the move doesn't connect some times.
That's because there is vel push Rikimaru down during helm breaker, it's an attack meant for opponent on the ground.

I've increased the speed of the animations of overhead strike and binding spell.

I also updated the readme, I put in the command for throw.

I think that's it for the update.

As for me doing Ayame, I really want to create her and pretty much any character from the first 3 games but I wouldn't hold your breath.
    

Rikimaru from Tenchu

 January 02, 2014, 02:51:05 PM View in topic context
 Posted by Roks  in Rikimaru from Tenchu (Started by Roks January 02, 2014, 02:51:05 PM
 Board: Your Releases, older Mugen

Hey you guys,
I'd like to present my newest character Rikimaru!


After a lot of work I feel he is finally ready for release.

Gameplay:
So I wanted to keep at least some of the original game's feel while still keeping true to a conventional fighter. So I came up with a mechanic that allows you to choose which ninja item you would like to use before the match, the readme will have more details of how it works, and keep his fight style sort of like a cvs game.

So I would like to say thanks to Seanalty for doing all the character sprites (although he might be a little tired of me saying that).

Here's the link: http://www.sendspace.com/file/6n6svd UPDATED

Enjoy the char and please leave any feedback you have.

p.s I included 2 common files, if one acts wonky switch to the other one.
    

Re: Freezing the enemy with Pause Sctrl

 December 20, 2013, 03:27:12 PM View in topic context
 Posted by Roks  in Freezing the enemy with Pause Sctrl (Started by Roks December 19, 2013, 02:55:34 PM
 Board: M.U.G.E.N Development Help

So I think I've solved the problem.
It was the movehit trigger in the pause state controller.
After reviewing the docs the movehit  parameter increases the longer the opponent is not in hitpause.
So I've changed to code to this:

[State -2, Pause]
type = Pause
triggerall = numhelper(3201) = 1
trigger1 = helper(3201), movehit
time = 180
movetime = 180
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =

The move is working properly now.
Thanks for the reply Ben_Fox
    

Freezing the enemy with Pause Sctrl

 December 19, 2013, 02:55:34 PM View in topic context
 Posted by Roks  in Freezing the enemy with Pause Sctrl (Started by Roks December 19, 2013, 02:55:34 PM
 Board: M.U.G.E.N Development Help

So here's the deal.
I've implemented a move where the character summons a beam of light, if it hits the enemy the enemy is frozen in place for 180 ticks.
So I made the beam of light a helper and I used a pause state controller in the -2 state def to freeze the enemy.
here's a pic if you want a better visualization:
Spoiler, click to toggle visibilty
The problem is that the pause seems to only work on the first tick of when the helper is created.
If the enemy were to walk into the beam after it was created the pause Sctrl doesn't work.
this is my code:
Code:
;-------------------------------------------------------------------------------
;bindind spell
[statedef 3200]
type = S
movetype = A
physics = S
anim = 3500
poweradd = -2000
ctrl = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 10
time = 22
sound = S22,0
pos = 0,0
move = 0
movetime = 0
darken = 1
anim = -1
unhittable = 1
;ignorehitpause =
;persistent =



[State 3200, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal ;player
name = " binding Spell"
ID = 3201
stateno = 3201
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =



[State 3200, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;-------------------------------------------------------------------------------
;binding spell helper
[statedef 3201]
Movetype = A
physics = S
anim = 3501

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 180
add = 0,0,0
mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
color = 256
;ignorehitpause =
;persistent =

  [State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 180
add = 0,0,0
mul = 256,256,256
sinadd = 40,40,40,70
invertall = 0
color = 256
pausemove = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3502
ID = 3502
pos = 5,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 180
pausemovetime = 180
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3503
ID = 3503
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 180
pausemovetime = 180
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =
;supermove = 0
pausemove = 1
palfx.time = 180
palfx.add = 0,0,0
palfx.mul = 256,256,256
palfx.sinadd = 40,40,40,70
palfx.invertall = 0
palfx.color = 256



[State 3201, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 , 30
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slidetime = 0
;guard.slidetime = 0
ground.hittime = 30
;guard.hittime = 0
air.hittime = 30
;guard.ctrltime = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,0
numhits = 0
getpower = 0

[State 3201, DestroySelf]
type = DestroySelf
trigger1 = time = 180
;ignorehitpause =
;persistent =

;-------------------------------------------------------------------------------------------
[State -2, Pause]
type = Pause
triggerall = numhelper(3201) = 1
trigger1 = helper(3201), movehit = 1
time = 180
movetime = 180
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =

Any idea's of what the problem might be?
    

Re: Air Dash Online (platform fighter, currently on Kickstarter)

 October 16, 2013, 02:51:07 AM View in topic context
 Posted by Roks  in Air Dash Online (platform fighter, currently on Kickstarter) (Started by Seventh October 14, 2013, 04:36:52 AM
 Board: Fighting Games

I got a chance to play this at EVO this year.
It's hard to form a full opinion of an unfinished game, but my view at the time was it was bad.
Controls were clunky and unresponsive at times.
Trying to recover was next to impossible. If I remember correctly you couldn't grab the ledge at all.
We had to use a gamecube controller which is cool, but it would lose calibration mid game which is not cool. I don't know if you could use a generic usb controller or not.
    

Re: gaming news that don't deserve their own thread

 August 13, 2013, 02:33:35 PM View in topic context
 Posted by Roks  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 PM
 Board: Gaming

    

Re: "The Last of Us" - Next Naughty Dog Game (Updated on 16.07.2012)

 June 05, 2013, 06:07:13 PM View in topic context
 Posted by Roks  in "The Last of Us" - Next Naughty Dog Game (Updated on 16.07.2012) (Started by "Bad News" Hoffmann December 11, 2011, 11:55:59 AM
 Board: Gaming

    

Re: Ninja-type characters

 May 24, 2013, 11:50:26 PM View in topic context
 Posted by Roks  in Ninja-type characters (Started by Sean Altly May 24, 2013, 10:27:56 PM
 Board: M.U.G.E.N Discussion

    

Re: Skullgirls

 April 23, 2013, 02:47:56 AM View in topic context
 Posted by Roks  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 PM
 Board: Fighting Games

A lot of you are salty about how the voting has gone and it seems that Lab Zero notice.
In this week's survey there are questions about changing how the voting will work for the next character.
I don't quite remember what the questions were but you should go vote to vote to make your voices heard.
    

Re: Transistor: new game by the makers of bastion.

 March 19, 2013, 10:01:28 PM View in topic context
 Posted by Roks  in Transistor: new game by the makers of bastion. (Started by Mechy March 19, 2013, 07:39:36 PM
 Board: Gaming

RELATED:
There's a Humble Bundle sale for Bastion.
You should pick it up if you don't have it.

BTW
Transistor looks Awesome!
    

Re: Skullgirls

 February 15, 2013, 10:29:53 PM View in topic context
 Posted by Roks  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 PM
 Board: Fighting Games