YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
RagingRowen is Offline
Contact RagingRowen:

RagingRowen

Contributor

Messages by RagingRowen

    

Re: Gora's Martial Artist, Mai-Ling Release + Character Updates

 May 16, 2021, 09:49:47 PM View in topic context
 Posted by RagingRowen  in Gora's Martial Artist, Mai-Ling Release + Character Updates (Started by Suprizle May 16, 2021, 08:03:12 PM
 Board: Your Releases, 1.0+

1. EX Kuujin-Ken only hits once or twice at certain points up close and it passes through P2 before it can do the other hits. Cho Kuujin-Ken also has this issue but this was in the corner.
2. I think Koukaku Shuu (Ground version at least) would be better as B,D,DB becuase you could potentially do Koen instead if you'd previously pressed F.
3. No Guard Spark on Seiyuuki Gekido.
4. Seiyuuki Gekido also doesn't trigger the Super Finish FX.
5. Nitpick, but what's with the White Legs on her default palettes? I know the original's her 7th palette but still.

Nice effort, though, as per usual with the likes of you. Has anyone ever considered making AIs for ya'?
I may test the Iga Ninjas soon.
    

Re: KoF XV

 May 13, 2021, 07:56:02 AM View in topic context
 Posted by RagingRowen  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games

I don't see that much to rant about here. The distinct lack of hitpause is hella awkward though, like Jmorph said.
    

Re: M.U.G.E.N Screenshots V3

 May 09, 2021, 01:06:29 PM View in topic context
 Posted by RagingRowen  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

    

Re: Street Fighter SUPREME

 May 08, 2021, 07:39:24 PM View in topic context
 Posted by RagingRowen  in Street Fighter SUPREME (Started by RagingRowen January 31, 2021, 05:25:15 PM
 Board: Projects

I should've mentioned that Sagat is available as we speak with the latest Update.

Will he have Angry Charge specific juggle combos?

Sort of. For non-charged Uppercuts, only LP can combo, while charged Uppercuts don't have this limitation.
    

Re: Street Fighter SUPREME

 May 08, 2021, 03:45:27 PM View in topic context
 Posted by RagingRowen  in Street Fighter SUPREME (Started by RagingRowen January 31, 2021, 05:25:15 PM
 Board: Projects

Don't mind me, just leaving this here:
    

Re: Gato- [Public beta]

 May 07, 2021, 09:49:44 AM View in topic context
 Posted by RagingRowen  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

Thanks to you too... but there's still gripes (This time it's tested against himself):

1. Normals, with the small damage, feel kinda worthless and not fun to use outside of cancelling into specials (which the crouching normals lack), espcially the Strong attack. A chain or two would definitely help.
2. Raiga's B version doesn't connect with all 5 hits normally.
3. QCB+C feels nowhere near as free as the previous version, with only special moves being usable.
4. These aforementioned followups could be better and be more comboable. QCB+C>A could be better without the knockdown where you can followup with a jab or something.
5. Probably a bug but you can now use EX Fuuga at any time.
    

Re: Gato- [Public beta]

 May 05, 2021, 09:57:11 AM View in topic context
 Posted by RagingRowen  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

I like the slight difference in gameplay. But there are flaws.

1. The lack of hitpause or envshake makes moves kinda awkward, especially the Strong attack. The lack of hitpause also makes combo timing harder than it should be.
2. The last kick of Raiga doesn't connect normally (on stupa's Medium Training at least).
3. The damage definitely needs changing. Raiga's damage is through the roof compared to other specials and normals and EX Fuuga is especially insane (The Heat Scaling kinda helps balance combos but still). Damage Scaling outside of Heat's would definitely help.
4. Speaking of... the Air throw could definitely use some damage.
5. You can cancel from the Air Rekka from the Raiga but only after cancelling from a normal and re-cancel the rekka and its followup indefinitely as long as you time it correctly and are still mid-air. This is likely intentional, but it can cause a brutal infinite when done correctly. Video: https://streamable.com/ezscrp
6. I don't think changing the QCB+C when the Heat is full is a good idea. The non-Heat jump makes for a cool combo starter and it's kinda annoying when you lose access to it. Changing the EX version's command would be nice.

I can see the concepts coming together, but it just needs balancing for the final release.
I do like the Hi-Res Garou Super Spark though.
    

Re: Commissions by Karma Charmeleon [CLOSED]

 May 03, 2021, 08:31:11 PM View in topic context
 Posted by RagingRowen  in Commissions by Karma Charmeleon [CLOSED] (Started by KarmaCharmeleon April 17, 2021, 12:50:23 PM
 Board: M.U.G.E.N Discussion

Sorry if I'm late and sound too pessimistic but these will be public releases, right?
    

Re: Character Commissions ETC

 April 22, 2021, 11:17:41 PM View in topic context
 Posted by RagingRowen  in Pay what you want for the shit thread (Started by Do not even ask October 28, 2012, 10:37:23 AM
 Board: All That's Left

I just hope nobody gets turned into a devine cat boy from his Rikudo Osatsu.

Sorry, I really had to.
    

Re: Jmorphman's WIP thread: B.B. Hood palette template!

 April 20, 2021, 07:12:33 PM View in topic context
 Posted by RagingRowen  in Jmorphman's WIP thread: B.B. Hood palette template! (Started by Jmorphman November 01, 2010, 09:13:43 PM
 Board: Projects

Oh wait not exactly, I dropped small and super jumps (they made absolutely no sense given BBH's double jump). I'm gonna remove those from Demitri too when I update him.

I feel you're going to far by removing it for Demitri aswell. (Low) Super Jumps are a fun movement option, but it would be kinda OP for Hood. I'd be nice to config them too.
    

Re: Alice Nakata

 April 19, 2021, 09:06:21 PM View in topic context
 Posted by RagingRowen  in Alice Nakata (Started by Infinite Daze April 18, 2021, 04:25:43 PM
 Board: Your Releases, 1.0+

Tested in the default Non-Chain Combo Mode:

1. Crouch HP doesn't knock P2 upwards if they're in mid-air like the other moves.
2. Wolf Combination Two (Upper)'s Tornado sound is rather delayed, playing a good bit after it comes out. Same for the EX version where it's simply cut-off by the Wave sound.
3. Diving Tackle's voice is still rather quiet.
3a. Full Set Alice has a rather weak final hit. The hitsound could be louder and the hitpause could be better. The positioning of the kick could also be adjusted.
3b. The second hit of the first attack also uses multiple hitsparks. 8014 doesn't seem to be added to it in the respective Hitdef.
    

Re: Sieger (Pots Style) By Varo Hades

 April 12, 2021, 09:12:20 AM View in topic context
 Posted by RagingRowen  in Sieger (Pots Style) By Varo Hades - Updated 4/13/21 (Started by BahamianKing242 April 12, 2021, 06:04:44 AM
 Board: Edits & Addons 1.0+

Why on earth is D,DF,F,D,DF,F p called Toy Transformation? In SS6 it's called Dragoner Faust if you want the correct name. Toy Transformation refers to the secret taunt SS chars have where they turn into a mini doll version of themselves for a moment. Tiger Transformation is also the Fatal Flash/Issen.
Super Blitz Sieger should also have the name Operation Tiger, not the Level 3. Swapping the names should be fine.

I'll go into more extensive detail on him when I can, but thanks for the new release.
    

Re: Knuckles8864's WiPs - Captaining the Command(o) (Yagami Update)

 April 08, 2021, 07:30:21 PM View in topic context
 Posted by RagingRowen  in Knuckles8864's WiPs - Captaining the Command(o) (Yagami Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 AM
 Board: Projects

1. EX Serpent Slash is kinda dry when the Swipe sounds are overlapped by the grab sound on the 2nd slash.
2. The Hitspark and Sound that usually appears during the Bombshell Badda-Bing isn't present during MAX Pit Viper.
3. The (MAX) Guillotine end kick could be more impactful, suggestions would include a more pronounced hitpause and/or the FF/KOF Smash sound that's used by the likes of PotS Geese.
4. One thing that would spice up Freak-Out Fist would be having the sparks appear at random sections of P2's body. An extra voice for the last part with the bite n' throw would also help.
5. I may suggest toning down the P2 power gains for Supers like the Level 4 Drills.

If I can get some sort of AI done for him, I'll send it over. No promises, but I'll try.

Glad to see you're still kickin' after the troubles you mentioned, though. Hopefully you come out with more good stuff.
    

Re: AIs that adhere to charge commands.

 April 07, 2021, 07:21:49 PM View in topic context
 Posted by RagingRowen  in AIs that adhere to charge commands. (Started by RagingRowen October 25, 2020, 01:44:14 PM
 Board: Requests

Bump because I'm still curious. I think Kamekaze uses a time limit system of sorts.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 April 07, 2021, 11:47:16 AM View in topic context
 Posted by RagingRowen  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 PM
 Board: Your Releases, 1.0+

I get this when installing. There's another error after this one.



Shocked no-one's talking about this.

I ignore them and the background behind the sprites doesn't display.



I imported configurations from FF3 if that's any reason.
    

Re: All Chars Update(2018 & Beyond)

 April 06, 2021, 07:30:41 PM View in topic context
 Posted by RagingRowen  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 PM
 Board: Your Releases, older Mugen

Yuka bug: EX Shoryu Geki gives power.

Small, but a man's gotta say it.
    

Re: Rowen's PotS/Infinite Edits

 April 03, 2021, 06:00:13 PM View in topic context
 Posted by RagingRowen  in Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

    

Re: Rowen's PotS/Infinite Edits

 April 03, 2021, 05:02:11 PM View in topic context
 Posted by RagingRowen  in Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Thanks! Question: for your ex mode, could you add the kof 96 stance? I saw one made by cvsnb on DV



Yes, I am using the stance. But I'm using the version that was stealth-added to the JMM version.
    

Re: Rowen's PotS/Infinite Edits

 April 03, 2021, 03:46:49 PM View in topic context
 Posted by RagingRowen  in Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Yeah that's what I'm using. It's been mentioned.

I'm kinda shocked there's been no palettes. I'll try converting the palettes the original had, the 12 in the .def at the minimum.
    

Re: Rowen's PotS/Infinite Edits

 April 03, 2021, 11:48:05 AM View in topic context
 Posted by RagingRowen  in Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

I'm making a separate EX Mode for him. Normal Mode (the Original version) is to stay the same for the most part.
You'll see I also made the Kohou (HP) 2 hits. I can't really change much with a lack of sprites (KOF Hien Shippukyaku for example).
Even with these limitations, it will have a few novel changes, so stay tuned.