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kenmasters2812

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Messages by kenmasters2812

    

Re: SILENT STORM EX/TETSU YATOGI (SNK/KOF)

 March 14, 2020, 05:05:21 AM View in topic context
 Posted by kenmasters2812  in SILENT STORM EX/TETSU YATOGI (SNK/KOF) (Started by All-Star Platinum March 14, 2020, 04:16:49 AM
 Board: Projects

Will the readme be on a word document with Sony letterhead?
    

Re: (Hibiki Takane) Rowen's PotS/Infinite Edits of Varying Quality

 January 16, 2020, 04:51:14 AM View in topic context
 Posted by kenmasters2812  in (Batsu by Race Akira) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Zangief should also armour through one hit in his EX Running Bear Grab. Not sure if you or BK were going to implement it
    

Re: CVS Mugen Fighting Jam - Gill Join the Fight!!! Update 24 November 2019

 January 08, 2020, 03:43:07 AM View in topic context
 Posted by kenmasters2812  in CVS Mugen Fighting Jam - Update 23 April 2020 (Started by yudhiyou April 13, 2017, 03:29:39 PM
 Board: Edits & Addons 1.0+

I have a bit of feedback for you. Not sure if you're aware of these inconsistencies:

Super Cancelling
===========
all of the characters that have folders named "Cvs_<name>" or "cvs2_<name>" CAN'T super cancel from a special move, every character with folder named "cvs<name>" CAN super cancel from specials

Dashing
=====
all of the characters that have folders named "Cvs_<name>" are "stuck" for a short while after dashing. Every other character can double dash or attack immediately after dashing but the "Cvs_" are stuck for maybe 8 or more frames.
    

Re: Zangief (Pots Style) By Varo Hades - Grand Final Update 1/5/20

 January 05, 2020, 01:06:26 PM View in topic context
 Posted by kenmasters2812  in Zangief (Pots Style) By Varo Hades - Grand Grand Final Update 1/19/20 (Started by BahamianKing242 November 19, 2019, 07:51:37 AM
 Board: Edits & Addons 1.0+

Nice! it does indeed. Probably the best gief so far in this style. His EX running grab should also armour through one hit, but that's up to you if you want to keep it that way.

thanks for this update!
    

Re: (Zangief Update) Rowen's PotS/Infinite Edits of Varying Quality

 November 29, 2019, 08:16:38 AM View in topic context
 Posted by kenmasters2812  in (Batsu by Race Akira) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

i'm not sure if this has been mentioned, but zangief's banishing flat doesn't seem to banish any projectiles,
and his EX running grab should be able to run through one hit
    

Re: Competitive Mugen Project

 October 05, 2019, 03:04:40 AM View in topic context
 Posted by kenmasters2812  in Competitive Mugen Project (Started by Carlosman668 October 01, 2019, 03:50:28 AM
 Board: M.U.G.E.N Discussion


I'm not going to give up on Strider, I have a few Ideas that might make him work!

EDIT Update on Strider
I have made some adjustments for strider yesterday that I think makes him way more balanced for this project! I removed ouroboros and leigon super and have adjusted his chain combo damage. More changes will be made soon!

Maybe refer to SF5 zeku for balance changes to Hiryu? just an idea
    

Re: Competitive Mugen Project

 October 01, 2019, 08:12:07 AM View in topic context
 Posted by kenmasters2812  in Competitive Mugen Project (Started by Carlosman668 October 01, 2019, 03:50:28 AM
 Board: M.U.G.E.N Discussion

I would add characters from the following authors to the rosters, but edited to have CC instead of Max Mode:
Divine Wolf, Cruz, Victorys,

Other authors to consider:
Froz, Chazzanova

the only specific characters I would exclude from the above authors are: Hiryu, Psylocke, Jill, Juggernaut, Wolvverine
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 24, 2019, 05:02:56 AM View in topic context
 Posted by kenmasters2812  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

Sorry, I'll rephrase my original feature request:

Ability to specify life recovery in Turns mode by either % of the character's life value in constants.cns, or an exact amount (as in lifeadd sctrlr)
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 21, 2019, 09:21:01 AM View in topic context
 Posted by kenmasters2812  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

If I could make a suggestion - ability to adjust the amount of life gain for turns mode.

eg. would like to be able to specify 50% life gain for whatever it currently is

hope this makes sense
    

Re: CVS Mugen Fighting Jam - Update Special Effect For EX Moves 18 May 2019

 July 26, 2019, 04:46:05 PM View in topic context
 Posted by kenmasters2812  in CVS Mugen Fighting Jam - Update 23 April 2020 (Started by yudhiyou April 13, 2017, 03:29:39 PM
 Board: Edits & Addons 1.0+

Do you need new stages or Screenpack stuff? Currently it's just the MFJ screenpack.
For new stages, of course yes I need. But it needs to be matched with other stages on game.
For screenpack, maybe it will be for next update for HD version of game.
Currently I am still focusing on adding ex move on all characters. It is really time consuming. :(
Some characters have ex move already. You can check it on my Google drive. But as reminder, that's not the final version. So it can be changed.

I appreciate your work in putting this compilation together, I enjoy playing it a lot. If I could make a suggestion. Before doing EX moves, focus on removing the unecessary code, sprites, and sounds from the different CvS systems your characters use. This might help you have a more consistent system and might make it easier for you to work on EX moves. Maybe reduce the size of your roster as well.
    

Re: Shingo Yabuki

 July 09, 2019, 08:45:43 AM View in topic context
 Posted by kenmasters2812  in Shingo Yabuki (Started by Infinite Daze July 06, 2019, 06:42:42 PM
 Board: Your Releases, 1.0+

I'm so glad we now have a Shingo in this style! But I'm curious why his X and Y Scale in constants is set to around 0.92. It makes him look smaller than he should when standing next to a character with actual CVS sprites
    

Re: (New: Todoh) Rowen's Quick PotS Edits

 June 25, 2019, 11:10:17 AM View in topic context
 Posted by kenmasters2812  in (Batsu by Race Akira) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Ok, I updated Robert's AI so he doesn't do the Power Charge problem and etc.
He's still Hit or Miss though, at least when I tested him against Jmm's Ryo.

I only messed around with Eagle's AI. Borrowing Jmorphs charge code definitely reduces the amount of times he does it in unideal situations

I can't say if it would do the same for Robert as I haven't had a chance to test your version of the character yet.

There's an Author named Vorse Raider who wrote fairly decent AI for DW's Robert too, you might wanna see his code for reference. You might be able to find his edits in the Edits Add ons section

    

Re: (New: Todoh) Rowen's Quick PotS Edits

 June 24, 2019, 11:19:55 PM View in topic context
 Posted by kenmasters2812  in (Batsu by Race Akira) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

I just wanna mention Eagle's AI. It seems to power charge randomly, often leaving him open for an attack.

It can be made a bit better by borrowing  the Power Charge AI code from JMorph's ken or benimaru:

Code:

[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power < const(data.power) && !var(20)
trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20)
trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0))


Then just !AILevel the player's power charge command triggers
    

Re: gui0007's POTS/POTS-ish Edits: Among the Seven Seas! (Ruby Heart released!)

 June 23, 2019, 05:20:43 AM View in topic context

I think 2Dee4ever simply doesn't want his name on the DEFs. Or any credit whatsoever.

While that doesn't make sense to some of us, you have to respect an author's wish to not be credited with certain works, whatever the reason may be.

Up to you if you want to respect that wish, but I assume you will.
    

Re: Blanka and Genjuro Kibagami updated

 June 18, 2019, 01:41:08 PM View in topic context
 Posted by kenmasters2812  in Blanka and Genjuro Kibagami updated (Started by KarmaCharmeleon June 14, 2019, 12:46:05 AM
 Board: Your Releases, 1.0+

You could just add those effects yourself as per your personal preference
    

Re: add004basic

 February 05, 2019, 11:51:17 AM View in topic context
 Posted by kenmasters2812  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 February 02, 2019, 03:22:47 AM View in topic context
 Posted by kenmasters2812  in Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 AM
 Board: Projects

    

Re: add004basic

 January 31, 2019, 06:21:04 PM View in topic context
 Posted by kenmasters2812  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

Hi, Shiyo Kakuge. I'm happy you continue to tweak your TAG system patch on mugen. I noticed that you solved the bug of the sprite of change that did not appear at the time of the previous version change.

I personally did not like some things in the new update (02.01.2019). The punctuation system disappeared, something innovative of version 25.07.2017. I am in favor of this system to return, because we can observe in real time the score made by the character. This leaves the games more dynamic.

The Dizzy system in battle that is linked to 5300 animation also disappeared. I am in favor of him to come back too, because in sequential combos it is interesting that the char simulate dizziness. Taking as much kicking and lifting as if nothing had happened is strange. This innovation that came up in the previous version should also remain in my opinion.

Thanks for your effort.

All these features are still in the latest version of Add004. You need to re-enable them again in config.system_switch if you just updated to the latest version
    

Re: add004basic

 December 12, 2018, 02:29:59 AM View in topic context
 Posted by kenmasters2812  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

Edit: Nevermind I misread.

I don't think there is a config switch for Run in VS Jump in

If you want the characters to run into the screen while tagging instead of jumping in, you'll have to overwrite the jump in states in BS0 with the run in states from Add004.
    

Re: Morrigan and Lilith by DivineWolf, AI by Vorse Raidier

 November 11, 2018, 11:33:20 AM View in topic context
 Posted by kenmasters2812  in Morrigan and Lilith by DivineWolf, AI by Vorse Raidier (Started by Vorse_Raidier November 10, 2018, 07:05:59 AM
 Board: Edits & Addons 1.0+

I love your work VR, thanks for finally posting it here!