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Bluekuma

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Messages by Bluekuma

    

Re: Traweezie/Jape has passed away.

 June 28, 2022, 11:20:32 PM View in topic context
 Posted by Bluekuma  in Traweezie/Jape has passed away. (Started by lui June 27, 2022, 09:09:23 PM
 Board: All That's Left

The amount of moments I had with Jape were Amazing, from the matches we had to the MVC MAX stream, it’s extremely tragic of his passing and he will be a legend in not just our community but many others too. He was one of the top players of the IKEMEN community and always showed improvement each match we played.





These are my personal favorite moments I had with him streaming, he will always be one of the main reasons I’m still playing fighting games to this date, to never give up and to have fun with ur friends every moment you can.
    

Re: Bluekuma POTS Edit Thread

 June 08, 2022, 09:07:17 AM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

Fair enough, but at the same time I feel  like having 2 Aegis reflectors is a bit much, maybe a toggle if bluekuma wants to go for it ?

I also mentioned this above in my feedback post:
I have very little experience with SFV as I don't like it, but if its based on that, then thats fine.

I guess I just found it weird how it froze the op for what it seemingly felt to me like a random number of hits, sometimes I swear I could break out from hitstun to block it.

with the two aegis reflectors, I made them 1500 for the super to work, so no matter what you can only do two, and then freeze happens because that's how the VT activation works to make him do the combos after the activation.
    

Re: Bluekuma POTS Edit Thread

 June 07, 2022, 03:36:19 AM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

credits to Burningsoul for Updating some Bugs that were found for Akuma, New link in the first post!
    

Re: Bluekuma POTS Edit Thread

 June 07, 2022, 01:16:03 AM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

Fixed Froz’s name sorry Froz.
    

Re: Bluekuma POTS Edit Thread

 June 06, 2022, 10:05:47 PM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

Its Froz not Frost.

I tested Urien a bit and I have some feedback.

For his EX projectile I find it weird that he is using this animation, why not use the same anim he uses for the light/low projectile as his hand is pointing straight forward ?


I suggest moving the hyper orbs on his fist here.


The shoulder tackle hits connect wonky and in the wrong place, when you do the level 2 when he slams the OP it just looks weird.
This has been an issue since the original.


Ageis Reflector is weird as hell for some reason, its like sometimes it hits for 6 times, sometimes it hits for 3 I can stop it from hitting me and block it, sometimes it connects for 4, dunno what's wrong with it.

Not sure if I am doing anything wrong but none of his Ageis reflector setups from 3rd strike work for me.

I have very little experience with SFV as I don't like it, but if its based on that, then thats fine.

Excel to low/med/fierce shoulder tackle needs a limiter or the damage to be nerfed.



His normals are inconsistent, some of em are super fast, some of em are slow, like no shit right, but I dunno something feels off to me on some of the moves.

The shoulder tackle not even the ex one, the heavy one, the vels on it are mad, its pretty much unreactable, his normals all around feel inconsistent to me.



Nice job though, it just needs a bit more polish.

Thanks for the feedback, when I used ikemen go, the setups work fine at least on my end. Didn’t do much testing for the mugen version, and I’ll try to figure out the hitsparks placement for him. And with the sf3 version of aegis do the kick version, while the punch version is SFV.
    

Re: Bluekuma Edit Thread

 June 06, 2022, 06:16:03 PM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

BIG UPDATE for this thread, check it out y'all, and btw a trailer is being talked about for these edits so stay tuned to that!
    

Bluekuma POTS Edit Thread

 May 16, 2022, 01:13:58 AM View in topic context
 Posted by Bluekuma  in Bluekuma POTS Edit Thread  (Started by Bluekuma May 16, 2022, 01:13:58 AM
 Board: Edits & Addons 1.0+

Im starting to do edits of certain characters (mostly POTS style), to make my own adjustments for accuracy and buffing certain aspects to make the characters feel better overall. I hope y'all enjoy my edits and give feedback in the comments.

URIEN BY FROZ (EDIT BY RAGINGROWEN), SFV NASH BY TROLOLO (VARO HADES EDIT), AND AKUMA BY DEATHSYCTHE (RAGINGROWEN EDIT)
Even though this edit of Urien is pretty darn close to source accuracy, he lacked combo routes and aegis setups. So I fixed both aspects, but he does more scaling so he can't TOD off of one to two meters. Plus he has SF3 hitboxes! But wait theirs more! Urien now has SFV and SF3 Aegis Reflector!
Next up is SFV Nash, the one made years ago had a couple of outdated animations and movelist, Nash finally has the proper SFV level 3, gotten access to two new supers,  and Tragedy Assault (Effects are from MGMURROW much love!) ! The Last one to talk about is Akuma, Modern Akuma is a great approach for a POTS Style Akuma, but it lacked the required animations, and moves that I thought would fit right in this take of Akuma. So I updated a few animations to freshen up demon flip, fixed his Ultra 2 Animation, and I gotta give prompts to IkeIsLegend for this one, We have implemented EX DP to be the Vtrigger DP from SFV, and gave him SFV heavy Tatsu! I am happy to release these characters to the public and cannot wait for y'alls input on these edits!
TWO MORE THINGS BEFORE DOWNLOADING
1.IkeIsLegend is open for Commissions, so if yall need help or want new moves Hit Him Up on Discord
2. with Akuma, don't forget to do Akuma/ModernAkuma.def in the select.def file (I changed the main file name for akuma so don't worry about this lol)

Spoiler, click to toggle visibilty
    

Re: CvS2 vs POTS Tournament--- 1st Place Winner SPECIAL PRIZE!!

 May 01, 2022, 08:46:50 AM View in topic context
 Posted by Bluekuma  in Re: UMT Tourney #8 Streaming NOW! TUNE IN!!!! (Started by extravagant April 22, 2021, 01:23:15 AM
 Board: M.U.G.E.N Discussion

Here is the full tournament stream, almost 6 hours long of competitive Ikemen/mugen matches
    

Re: CvS2 vs POTS Tournament--- 1st Place Winner SPECIAL PRIZE!!

 May 01, 2022, 12:04:10 AM View in topic context
 Posted by Bluekuma  in Re: UMT Tourney #8 Streaming NOW! TUNE IN!!!! (Started by extravagant April 22, 2021, 01:23:15 AM
 Board: M.U.G.E.N Discussion

    

Re: CvS2 vs POTS Tournament--- 1st Place Winner SPECIAL PRIZE!!

 April 30, 2022, 10:13:23 PM View in topic context
 Posted by Bluekuma  in Re: UMT Tourney #8 Streaming NOW! TUNE IN!!!! (Started by extravagant April 22, 2021, 01:23:15 AM
 Board: M.U.G.E.N Discussion

Alright Y'all sorry for the long delay for the stream that was supposed to happen a minute ago, so TODAY AT 3 PM PDT/6 PM EST will be the official time for the tournament stream for CVS2 VS POTS. Y'all do not want to miss this one! A lot of solid players showcased their fighting game skills to compete at the top!  https://www.youtube.com/channel/UCGAw02U2bQoMQQPDE52QdSg will be the channel hosting the stream with me and JTheSaltyy duo commentating as well!

    

Re: CvS2 vs POTS ... In Search of Roster! Suggestions?

 August 18, 2021, 03:40:47 AM View in topic context
 Posted by Bluekuma  in Re: UMT Tourney #8 Streaming NOW! TUNE IN!!!! (Started by extravagant April 22, 2021, 01:23:15 AM
 Board: M.U.G.E.N Discussion

here is my redesign of the base roster and suggestions
CVS2 VS POTS ROSTER REDESIGN

Base Roster
Ryu (Evil Ryu and Kage)
Akuma
Ken (Violent and Evil)
Chun-li
Karin (or Rolento)
Nash (Shadow and SFV)
Zangief
Claw
Boxer
Dictator

SNK
Kyo (Ex Kyo/Kyosuke)
Terry
Iori (Orochi)
Mai
Shermie (Orochi)
Angel
Ryo (EX)
Yuri
Rock
Geese (nightmare)
Rugal (God)


Suggestions:
Capcom
Alex
Morrigan
Demitri
Lei Lei
Jedah
Capcom
Guile
Guy
Cody
Haggar
Sakura
the Twins (Yun and Yang)
Urien
Q
Sagat
Dan
Blanka

SNK
Robert
Tizoc
Shingo
Raiden
Yamazaki
Athena
King
Tizoc
Joe
Andy
Clark
Goddess Athena
Leona

Other
Jin kazama
Kazuya Mishima
Jam
Dizzy
    

Re: Dudley by Buckus

 August 17, 2021, 04:16:57 PM View in topic context
 Posted by Bluekuma  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

understandable, could you put CC as an option for people who like CC more. Doesn't hurt to at least have it as an option. Also look into this video to see how Dudley combos work and base it around that when you do the adjustments,
    

Re: Dudley by Buckus

 August 17, 2021, 02:24:43 PM View in topic context
 Posted by Bluekuma  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

I have some feedback, other than the damage, his ex-machine gun blow cant be super canceled, and it's useless cause you can't do anything after it, and his lights randomly cancel to cr heavy punch like a target combo ( same with Lk), and speaking of target combos, he also needs the target combos he's missing. I would also highly recommend using Custom combo instead of max mode(also the max mode startup animation is messed up). The final thing is the crouching animation having no animation, but other than that, your Dudley has tons of potential to be the best POTS Dudley.
    

Re: The Importance of Hitboxes/Hurtboxes and Why They Matter

 August 16, 2021, 06:10:13 AM View in topic context
 Posted by Bluekuma  in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 PM
 Board: M.U.G.E.N Discussion

Just use common sense, every rule you can think of SNK probably broke

I looked at KOF hitboxes recently and a lot of them are not too bad other than Chris’s air CD in 98 og. But that’s why I shown examples of games other than SF.
    

Re: PoTS ShinGouki Updated with CvS2 stuff

 August 16, 2021, 06:00:05 AM View in topic context
 Posted by Bluekuma  in PoTS ShinGouki Updated with CvS2 stuff (Started by extravagant August 16, 2021, 01:31:30 AM
 Board: Edits & Addons 1.0+

YESSSS
    

Re: Auction alert

 August 15, 2021, 10:01:02 PM View in topic context
 Posted by Bluekuma  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 AM
 Board: M.U.G.E.N Discussion

    

Re: The Importance of Hitboxes/Hurtboxes and Why They Matter

 August 10, 2021, 02:41:25 PM View in topic context
 Posted by Bluekuma  in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 PM
 Board: M.U.G.E.N Discussion

    

Re: The Importance of Hitboxes/Hurtboxes and Why They Matter

 August 07, 2021, 08:43:00 PM View in topic context
 Posted by Bluekuma  in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 PM
 Board: M.U.G.E.N Discussion

There is also the ancient tutorial made by K.O.D. back in the day though the main legacy issue that is brought up in said tutorial is that of autoCLSN (a fighter factory classic feature) and how it generates a mess of hitboxes as well as "infinite priority" lack or absence of blue hitboxes for the red hitboxes, causing ones normal to be unpunishable to a degree.

There was also a hitbox discussion like this four years ago.

I remember this thread years ago, but I had to repost this topic because people still make the same mistakes.
    

Re: The Importance of Hitboxes/Hurtboxes and Why They Matter

 August 07, 2021, 08:41:20 PM View in topic context
 Posted by Bluekuma  in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 PM
 Board: M.U.G.E.N Discussion

I’ve want to know how you guys truly feel about creators hitboxes/hurtboxes and how they match with the source materials.
I either datamined my hitboxes and hurtboxes or redesigned them by referencing source and following CvS2. Same with movement.

I think this topic heart is in the right place but there's a major flaw that many people have when not only designing boxes, but even discussing them, and that is context. You can't design a box by just looking at the sprite alone. You have to design the boxes by thinking of them on the context of the move they're attached to. A hitbox won't be the same size nor will have the same priority if it comes at frame 4 rather than coming at frame 12, or frame 18, or frame 32. A hitbox won't be the same size nor will have the same priority if the attack in question is +6 rather than being -1, -6, -12, -18. A hitbox won't be the same size nor will have the same priority if input is 2C rather than being DP, RDP, HCB, or 360.

Hitboxes, frame data, motions, meter needed, all of those things are part of a move. And a move it's a part of a character. Context matters. You wouldn't give a charge character the same normals as you would give a motion characters. You wouldn't give a mixup character the same normals as you would give a zoner character, or a balance character, or a grappler.

Another aspect that I think it's worth bringing up is that different games follow different rules when designing hurtboxes/hitboxes. Weapon based fighters are prone to have more disjointed hitboxes, for example. Anime games that empathize rushdown and gimmicks a lot more tend to be more liberal with how they design hitboxes and hurtboxes. You don't need to extend the hurtboxes for long periods of time if your goal is not to make a gameplay that doesn't intend to have a heavy emphasis on whiff punishing.

Lots of very solid points and I agree with all of this.
    

Re: The Importance of Hitboxes/Hurtboxes and Why They Matter

 August 07, 2021, 07:31:23 PM View in topic context
 Posted by Bluekuma  in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 PM
 Board: M.U.G.E.N Discussion

Great for reference. Thanks a ton.

I always get confused if I should limit myself to 3 hurtboxes or just stick with 1.
I read somewhere that having too many hurtboxes during mid-air hitstate actually causes more problems so I tried fixing that...

Hitboxes are always a hassle nonetheless :P

No problem bro, glad this helps you out a lot!