Posted by Jmorphman in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 AM
Like shit, have him fight Bishop or something.
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Froz was someone I just choose at random. Then what about Cruz, ReddBrink and Victorys as they're closer to yours? It's supposed to be like that and I had no problem with them previously. None of their characters has ever allowed you to carry over their commands in the air into their ground versions, so the restriction makes sense. I don't think CvS2 allows you do that. If that was the case, I would have saw it in all PotS style characters and I wouldn't have said anything about it.CvS2 does, in fact, allow you to do this. As do most fighting games. It's only MUGEN that lacks a proper command buffer, which means this behavior doesn't show up in the majority of characters, PotS style or not. Those with a command buffering system (like EXPLODsive Buffering or TinyBuffering) can replicate this behavior; all of my recent characters can do it too. It's never gonna allow someone to perform a whole command in the air and then, 30 ticks later, when they're on the ground, have it come out. The timeframe is gonna be fairly small, but it will exist.
Please do the honours, I want to help you out with building your safe space.LMAO
I wasn't being xenophobic, just exposing your double standards. Shame on me for trying to argue with NPCs I guess...Don't call other people NPCs. While we're at it, stop spreading idiotic conspiracy theories.
forumx links fixed, as well as a host of other little issues. anything I'm still missing?We're still getting the occasional user reporting on Discord that they're unable to login to the forums; the same "Data too long for column 'value' at row 1" error. They haven't been able to login even after clearing their cookies, nor tried logging in in an incognito window, or used another browser, etc: none of it works. And I can only imagine that there's a far, far greater number of people who haven't been able to login who also aren't on the Discord...
btw, someone is scanning the forum for sql injections pretty aggressively. hopefully they won't find anything
Important to note that SFA3 has a much looser juggle system than most other Street Fighter games (for example, Ken can juggle with a standing normal after an extremely meaty LP Shoryuken, which just seems nuts to me), and certainly looser compared to say, CvS2.-Might have been omitted intentionally, but in SFA3 MAX you're actually able to hit the opponent with his normals after a Criminal Upper, not just Ruffian Kick. You can't connect with anything else after that, though.You've got the point here. I've implemented that.
No, that's not a mistake. If you'll look at that throw frame by frame (for example, at some video), you'll notice, that last frames are from turning animation, meaning that it's an intended change.This does not appear to the case, at least in the DC version:
May I ask, what version are you using?Vanilla. Seems to have been a weird error introduced with Upper, cuz the Dreamcast version also has him turn. It looks so weird!
[Edit]: I see. In Arcade version he indeed doesn't turn. But in MAX for PSP, as you can see, he does.
I did mention it. In my initial feedback post. But that's what I suggested...SFX is not necessarily sound FX! It could be special FX!!! >:[
Meh... I was abusing this imo, getting like close to confirmed Medium normals damage on block C.Upper. I guess, I don't have a huge problem with it. Though it feels a bit much. IDK if he could do something like, split hitdefs to determine between whether it hits or is guarded... But nah... You're right, that's too much off a hassle honestly.It's probably best to just follow Capcom's example; having all 5 hits do chip damage so rapidly just doesn't feel right.
PeXXeR, I'm NOT using that run as a normal one. That's just too ridiculous for that.Plenty of CvS2 characters have wacky run animations. Especially the Alpha characters!
That's no Flip. Believe it or not, but THIS is how this throw ACTUALLY supposed to behave. Check the animation.I did:
-His Criminal Upper special causes too much chip damage imo. Shouldn't be 7 chip per hit on multi hitting moves like this.SFA3 handles this in an interesting way (probably no other way to do it, since chip does the absolute bare minimum of 1 damage out of the total 144 default lifepoints), and it might be the best way to implement it here: though Criminal Upper will deliver the same amount of hits when blocked as it does when it hits, only 2 of those hits actually do chip damage. I guess it just seems more sensible than having everything do less than 7 damage to me (cuz Capcom games always have 7 as the minimum amount of damage that can be done). Interestingly, it does do guard meter damage for all the hits!
I speak on ppl being rude period... I never came at yall rude. just asked questions and made points you deem invalid...Oh come on man, you have been rude as fuck. Don't act like it's not rude at all to totally ignore everything people are saying to you, blow off all their points, and gloat about how awesome it is for Acemillion to steal other people's work and sell it is. That's rude as fuck! You're getting the exact kind of reaction you yourself are putting out to the world.
I see but if you read the cvs manual by Marancv mugen it espressely says the ratio from kof to cvs sprites is of 110% for the width and 100% for the heght, hence the height i basically the in cvs styla and width is about of 10 perceent wider than kof style. So far i never used this method because i did this manually by growing some part of the char body like arms, feet and face. Now iused this method by scaling the sprites but I'm still not sure if this one is the right method.This isn't really an exact science, though. The ratios Marancv listed in that tutorial might work for most characters, but they also might not work for everything; this new Takuma stance really does look a bit too wide to me, in a way that doesn't look very CvS-like.
https://i.imgur.com/dz55Ey7.pngMaybe could use that leftover color for a darker skin/hair tone? I guess really just for the hair, actually; I've seen quite a few CvS2 characters with skin-tone hair have one extra, darker color used for the hair (and maybe a few other places on clothes or something), but not used for the skin.
One thing I DO have is a color leftover (he's 14-colors, not 15. I used one on the belt for the heck of it, and I guess I could use an extra one in the hair, but his skin-tone hair just looks so much more CVS-ish that I kind of don't want to change it )
If I wasn't around here, Unknown Soldier would be remain unfinished.I'm shocked and disgusted that you would have the audacity to post this, after getting banned for this exact kind of behavior multiple times. How fucking dare you take credit for the hard work of others because you constantly whine at people to make characters for you? Who the fuck do you think you are?