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PRØJECT.13

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Messages by PRØJECT.13

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 May 25, 2022, 11:56:29 PM View in topic context
 Posted by PRØJECT.13  in Jmorphman's WIP thread: Project S.H.I.N.(go) (Started by Jmorphman November 01, 2010, 09:13:43 PM
 Board: Projects

Hell yeah, it's palette time. Definitely plan on making some more after a bit of a break, but here's what I got for ya for now:

Spoiler, click to toggle visibilty
    

Re: CPS2 + Neo Geo / Edit Stage "AVPboy6754" - San Diego Beach

 April 21, 2022, 07:04:49 AM View in topic context
 Posted by PRØJECT.13  in CPS2 + Neo Geo / Edit Stage "AVPboy6754" - San Diego Beach (Started by AVPboy April 21, 2022, 04:26:58 AM
 Board: Edits & Addons 1.0+

The King returns! Good to see you back, man, always a pleasure to see you bring more stages to the forum. Take the time you need to come back, greatness is worth waiting for.
    

Re: 2022 Character Updates (Nash added)

 April 11, 2022, 07:45:43 PM View in topic context
 Posted by PRØJECT.13  in 2022 Character Updates (latest May 14th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

I really only play Shadow, but he's super fun with this update. I do have things to mention in terms of feedback, but nothing game-breaking that I've discovered, and also a few suggestions, if that's alright:

- Sonic Break and the projectile shell from Moonsault Strike don't trigger a Super KO effect.
- The second to last hit of MAX Crossfire Blitz should be a punch sound effect rather than a kick, since it's a shoulder check.
- The input timing for Moonsault Strike feels weird to try and input raw. Getting it from Reverse Somersault is fairly simple, but doing it on it's own feels near impossible.
   - Suggestion 1: I also feel like you should be able to cancel Moonsault Strike from Somersault Shell.
- Suggestion 2: Would you be willing to give Shadow a special winpose if he KOs the opponent with Final Mission? Nothing super intricate, was just thinking either he holds the pose instead of going back to his idle animation, or Shadow Warps off-screen like his match end winpose.

Enjoying him very much, can't wait to see what you do with everyone else down the line, too!
    

Re: (Rock with EXPLODsive Buffering & AI) Rowen's PotS Edits

 March 26, 2022, 05:05:22 PM View in topic context
 Posted by PRØJECT.13  in (Tizoc/Griffon Update) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

No hit or guard sound plays when Rock lands the counter. Other than that, the changes feel great.
    

Re: KarmaCharmeleon's WIP thread: Ryu

 March 15, 2022, 02:45:41 AM View in topic context
 Posted by PRØJECT.13  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

Finally got some palettes done for ya, adding to this already beastly amount of art everyone's submitted:


Default


EX Default


Jinpachi Mishima


Master Roshi (DB)


Master Roshi (DBS)


Raizo Imawano
    

Re: Phenomenon2019

 March 13, 2022, 01:22:04 AM View in topic context
 Posted by PRØJECT.13  in Phenomenon2019 (Started by Charles_2011 March 10, 2022, 08:51:53 PM
 Board: Your Releases, 1.0+

Now this is a foreboding stage. Great work as usual, man. Got a track you could use for another stage theme, too.

    

Re: Reiji Oyama (v1.1.1) - Rowen's Releases

 March 12, 2022, 10:34:54 PM View in topic context
 Posted by PRØJECT.13  in Reiji Oyama (v1.3) - Rowen's Releases (Started by RagingRowen September 22, 2020, 12:27:39 PM
 Board: Your Releases, 1.0+

Very much loving Reiji, dude feels pretty good. Still trying to learn all of the things he can do with combos, but he feels pretty smooth for the most part. Couple of feedback notes for ya:

- Like I mentioned in the Discord server, if you cancel EX Gekishouhadouha from a normal Gekishouhadouha in Custom Combo, it depletes all of his remaining meter.
- Only the first hit of EX Gekishouhadouha is super cancelable.
- The hitsparks are misaligned on all hits of Ryu Kishou Enzan.
- Neither of his winposes have swing sounds for when he poses.

Can't wait to see how you tackle Orochi from here on. Excited and terrified, all things considered lmao.
    

Arachno-Man's Maximum Carnage Stages

 January 09, 2022, 04:03:06 PM View in topic context
 Posted by PRØJECT.13  in Arachno-Man's Maximum Carnage Stages (Started by PRØJECT.13 January 09, 2022, 04:03:06 PM
 Board: Requests

All the links in the original release thread are dead. Does anyone happen to have them?
    

Re: Devil Jin (POTS Style) Version 1.01

 December 30, 2021, 02:44:19 PM View in topic context
 Posted by PRØJECT.13  in Devil Jin (POTS Style) Version 1.1 (Started by Diek Stiekem November 07, 2021, 09:11:37 PM
 Board: Your Releases, 1.0+

I can see some potential wth Devil Jin, especially with Rowen helping you out but I have to be honest, he still needs a good bit of work. I'm sure you're restricted to the limited amount of sprites you have at your disposal, so I understand that. I'll offer as much of the feedback as I noticed on my initial test, though I'm still messing around with him a bit:

- The animations in general are disjointed, but I realize he is a bit of a spriteswap for the most part.
- Even though I have the P.o.t.S Style hitsounds selected in the config file, the hitsounds for a lot of his special moves resort back to the Infinite Style hitsounds.
- This is probably intentional to make him feel less like Kazuya, but he's missing his Flash Punch and Demon Slayer combos.
- All of his normal specials are relatively the same across their respective variants. For examples, the only difference between each non-EX version of Devil Laser are start-up times, Rising Sun is exactly the same across the board and Swaying Willow, despite having clear visual differences, is also the same across all versions.
- Amara lacks any electricity sound to represent the lightning curling around him. It could also use Devil Jin making a grunt sound of some kind.
   - There should also probably be more of a difference between the Level 1 and MAX variants of Amara outside of damage, because if you're angled just right, Level 1 Amara can do more damage than MAX Amara sometimes given than it's just a 5 point damage increase on each hit.
- Stinger is honestly just off in general. Why does a knee strike cause a hard knockdown, rather than some kind of stagger or crumple state?
- This may have been intentional considering the latter has no MAX variant, but you can cancel Level 1 Devil Beam into Anti-Air Devil Beam.
- Anti-Air Devil Beam will change it's angle on the frame it hits the opponent to match the standard Devil Beam.
- Lightning Uppercut as a super is fine, but MAX Lightning Uppercut just doing an additional hit is kind of lame.

This next section is exclusively for Rage of Hell, there's a bit I noticed that needs it's own level of attention:

- If it connects on an opponent that's been knocked back by an attack such as his target combo or Electric Wind Hook Fist, only the first hit will connect naturally, though Devil Jin will keep doing the move. This is mainly due to the fact that the initial hit doesn't bind or reset the opponent to a standing position upon a clean connection.
- The main part of the move is misaligned because I think Devil Jin mainly focuses on where the opponent was standing when it hit, even though the target is still moving back upon each hit.
   - Each flying kick also feels weightless because Devil Jin just keeps going while he's hitting the opponent, with no clean sign or feeling that he actually hit them. I think that would be fine if they were faster, but it currently makes them feel as if they have no impact.
- All the kicks use the projectile sound rather than the proper kick sound.
- The uppercut launches the opponent too high into the air and they end up off-screen as they're hit by the laser portion.
   - The hitspark on the laser is also misaligned as a result.

Like I said before, I do genuinely see a good deal of potential to be fantastic in Devil Jin, but there is work to be done on him to get there. I don't wanna seem like I'm a jerk, just piling on a bunch of negative points, so I'm dropping some palettes that I made for him as well.

https://www.mediafire.com/file/l6fy1dhjma9kn0d/Devil_Jin_Palettes.rar/file

I'm excited and interested to see where Devil Jin can go from here.
    

Re: CPS2 Chun-Li (PotS Style)

 December 22, 2021, 12:55:07 PM View in topic context
 Posted by PRØJECT.13  in CPS2 Chun-Li (PotS Style) (Started by Emerie The Goat April 02, 2020, 05:27:57 AM
 Board: Projects

She should be separate if you're going to give her her actual moveset from MvC. I don't think we've had a good Shadow Lady with an accurate moveset yet, and it gives me some of the biggest sad.
    

Re: Rowen's WIPs: Reiji Oyama

 November 25, 2021, 04:06:54 PM View in topic context
 Posted by PRØJECT.13  in Rowen's WIPs: Orochi (PotS Style) (Started by RagingRowen May 13, 2019, 08:36:14 PM
 Board: Projects

I'm not sure exactly what would be viable feedback on my end since he's still in Alpha, but I can maybe offer some suggestions and other things I noticed to maybe pad things out a bit?

-At a very specific distance, the last hit of EX Gekishouhadouha [That's a name o-o] will miss the opponent
 It might be exclusive to Reiji mirror matches though since I'm only testing with FF Training mode atm.
- Normals don't have guard sparks.
- Only light Koga Rengeki fully works. Medium and Heavy "work" in the sense that Reiji does the animation by himself without taking the opponent with him.
- Shouenbu can only be canceled from his air lights and air medium punch. Probably intentional but still wanna mention it just to be safe.
- No alt command for Raikoukyaku?
- Not sure if he's supposed to have an air throw but if he is, only the AI can do it. If not, well, the AI can air throw lol
- A suggestion, maybe instead of having EX Ryuenshou hit twice on each punch, loop the animation of him punching a second time?
Edit: One more thing I just noticed: No matter how late you do it after an EX Shouenbu, the initial punch on EX Ryuenshou only hits once.

Like I said, with him being in Alpha, I'm not sure how much of this is actually viable, but I do like what's here otherwise. Is there a CS planned for him? If not, I might just whip up a few palettes for him.
    

Re: Gai Tendō by Ahuron & ComCap (Edited) UPDATED 10/23/2021

 October 25, 2021, 04:39:54 PM View in topic context
 Posted by PRØJECT.13  in Gai Tendō by Ahuron & ComCap (Edited) UPDATED 11/2/2021 (Started by KOFHƎRO77 October 15, 2021, 06:43:05 PM
 Board: Edits & Addons 1.0+

Gai is super fun to play as, and he's voiced by Nobuyuki Hiyama? Main =P I love playing as this guy and seeing all the crazy shit you can pull off with him. Now onto the feedback:

- There a kind of double sprite effect on him during Gai Spider.
- A lot of his EX moves do very little damage compared to the rest of his attacks.
- His punch and kick intros and winpose are missing swing sounds, as are both variants of Buriki Rush.
- Both variants of Buriki Rush are zero frames on start-up.
   - Just a suggestion about MAX Buriki Rush, but I feel like the move could be slowed down just a bit.
- Sometimes when attacking an opponent in midair, a duplicate of Gai's standing animation will just be there. I'm not sure of the exact interactions as well as all of the characters it happens with, but it always happens to be when facing Z2 18 when she does her somersault ki blast attack.
Edit: Neither of his Alpha Counters cost meter or have the visual effect.

I'm working on a few palettes for him, so when I'm finished with those, I'll update this post with them along with anything else I find, but I'm having so much fun with him.
    

Re: Rugal updated (10/10/2021)

 October 15, 2021, 12:15:04 AM View in topic context
 Posted by PRØJECT.13  in Rugal updated (10/10/2021) (Started by KarmaCharmeleon September 30, 2021, 11:45:14 PM
 Board: Your Releases, 1.0+

Yeah, the only thing I still really feel is that God Rugal's Genocide Heaven should be different from normal Rugal, but like Ness said, that's more nitpicky lol. Great work again, Karma.
    

Re: Dan Hibiki (v1.1) - Rowen's Releases

 October 04, 2021, 09:04:42 PM View in topic context
 Posted by PRØJECT.13  in Reiji Oyama (v1.3) - Rowen's Releases (Started by RagingRowen September 22, 2020, 12:27:39 PM
 Board: Your Releases, 1.0+

Not really a Dan player, but I always welcome the opportunity to add new characters to my roster =P The only thing I've noticed so far is whenever you land a Special Gadouken and then immediately cancel into Shissou Buraiken, Dan will catch the opponent, but they'll be invincible in a falling state until the move is over. I do like him thus far, though.
    

Re: Rugal released

 October 04, 2021, 02:57:49 PM View in topic context
 Posted by PRØJECT.13  in Rugal updated (10/10/2021) (Started by KarmaCharmeleon September 30, 2021, 11:45:14 PM
 Board: Your Releases, 1.0+

Was definitely excited for this character the moment you revealed you were working on him. He's incredibly fun to play as, even if I can't really utilize all of his tech with the most effectiveness =P I do have a good bit of feedback for him though, gonna sort them through spoilers cause it's a bit through each individual mode.

Spoiler: Universal (click to see content)

Spoiler: Rugal (click to see content)

Spoiler: Omega (click to see content)

Spoiler: God (click to see content)

I'm still figuring out how do make Normal and God Rugal work in my hands since I can't Unga with them nearly ad hard as I can with Omega, but they're still fun and great additions to my roster. They absolutely slaughter me though, as par the course =P But all in all, fantastic work as usual.
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 October 02, 2021, 01:43:52 AM View in topic context
 Posted by PRØJECT.13  in Jmorphman's WIP thread: Project S.H.I.N.(go) (Started by Jmorphman November 01, 2010, 09:13:43 PM
 Board: Projects

It's a 1.1 thing, we've confirmed that much. I'll have to go through my roster and do it again, but I know it happens against DeathScythe's Akuma in regards to MAX Kiri Homura.
    

Re: "PotS style" B.B. Hood

 September 03, 2021, 01:01:16 AM View in topic context
 Posted by PRØJECT.13  in  "PotS style" B.B. Hood (UPDATED 2021/10/07) (Started by Jmorphman September 01, 2021, 02:16:11 AM
 Board: Your Releases, 1.0+

I have that same kind of issue with his Kusanagi's Kiri Homura. The final hit of either will just miss on certain characters if you do it in the corner. I use 1.1 so it might be related to that, not sure if you do though.
    

Re: Rowen's WIPs: Who's next (For now)?

 August 17, 2021, 03:50:48 PM View in topic context
 Posted by PRØJECT.13  in Rowen's WIPs: Orochi (PotS Style) (Started by RagingRowen May 13, 2019, 08:36:14 PM
 Board: Projects

Sucks is an understatement, I'm really sorry man. I'm hoping for the best result in the end. I picked Batsu and Reiji in the meantime.
    

Re: KoF XV

 August 08, 2021, 05:36:33 PM View in topic context
 Posted by PRØJECT.13  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games

Nameless may be non-canon, but they can still very much use him and change that, if his appearance in KOFAS is anything to go by. Also, I didn't know they retconned Angel still being loyal to NESTS, especially since a lot of her dialogue in XIV is still kind of evil-ish, but that doesn't necessarily mean there's a definitive connection there.
    

Re: KoF XV

 August 08, 2021, 02:43:58 PM View in topic context
 Posted by PRØJECT.13  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games


Wait did you just say "I don't see a NESTS defector teaming up with other NESTS defectors"




Is that not literally K' and his team

No: K', Maxima and Kula are defectors, Sylvie Paula Paula is an outright rejected experiment, and Angel no longer works for NESTS literally because NESTS no longer exists.