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Re: The Resident Evil Megathread! JILL SANDWICHES INSIDE!

 April 09, 2020, 10:35:15 PM View in topic context
 Posted by Jmorphman  in The Resident Evil Megathread! JILL SANDWICHES INSIDE! (Started by GOH August 04, 2011, 04:36:53 PM
 Board: Gaming

Much like how the original RE3 was obviously the product of a B-team working off of the resources of the super polished RE2, this remake is also very obviously a B-team working off of RE2make's assets and resources. True, they started development at nearly the same time, and assets weren't as such "reused" for RE3make as they were created and shared among both games, but still. RE3make is noticeably weaker than RE2make, and that's kind of disappointing. I still enjoyed the game though, and I look forward to playing through it several more times. I just wish they had made some different decisions, and I don't think I'll be doing like, 12+ different playthroughs of it like I did RE2make.

The focus on action is natural and expected, but the general lack of puzzles and exploration throws the pacing off a lot: OG RE3 similarly was very action heavy, but it still had a decent amount of exploration and puzzles to break up that action. Ideally, the RE3 remake would've expanded on its very linear nature and made the game world more open, like RE2make. I honestly thought that was gonna be their approach because of the demo,  which had an area with several different paths and shortcuts you could open up, much like the RPD in RE2make. Unfortunately, that was basically one of two areas in the whole game like that.The rest are pretty much just traveling through linear corridors, with barely any puzzle sections. This aspect of the game is definitely the area that feels the most rushed; surely Capcom could've let this spend another year or two in the oven or something. I think that's where the feeling that the game is so short is coming from: most people's play times seem to be roughly equivalent to normal first play times for RE2make, but because there's hardly any breaks in the action for puzzles or exploration, it "feels" much shorter.

Extremely short. And some of the iconic areas, such as the church, Watch Tower and etc...where. WHERE?? I mean, inside there, the cemetery, the GRAVE DIGGER.

Underground? OK. Nice add. The changes in the Electricity area are ok too(kinda creepy how it turned like a nest for the brain bitches...and making them a mix between them and the spiders). Laboratory is like "ok, this is a lab". Hospital was SO short compared to the original...the water plant...
I'd say it's about 50/50 on whether the new areas and content is better than the old ones. It feels like there's the same amount of content/areas as in the original, but there's been a lot that's been swapped out for something new. And it's not like the old stuff was all great! The park and cemetery always felt boring and not particularly well done, and the Grave Digger boss fight is easily one of the worst boss fights in classic Resident Evil (I think only the giant bat fight from 0 is worse).

On the other hand, there's some areas that fall kind of flat, like the new endgame area that's literally named "[name of the lab from RE2make] 2". I wouldn't say the Dead Factory from OG RE3 was a great area, but it at least had a slightly different tone and texture from the squeaky clean lab from RE2, and I felt like they could've expanded on Umbrella's secret waste disposal facility, that had been so inundated with bio-hazardous material to dispose that it had clogged everything up and "overflowed" into the facility itself.

Also the hospital is way, way, way longer than the original, where it was like 4 rooms? It's one of the biggest single areas in the REmake now! It's now actually feels like a real hospital, there's both good explanation and set up as to why there's a cure for the T-Virus in it, and they even have a really cool explanation as to why the Hunter Betas are running around the hospital. Its easily the best improved area in the game.

A huge disappointment indeed.
Very short, final form of Nemesis is meh, i didn't like Jill's personality in this remake at all and the lack of creatures in some areas is such a mess.
Oh well Capcom, haste makes waste. It's very clear that this game was rushed.
Ah man, I fucking loved Jill in this game, she was both faithful to the original while also feeling more believable in her reactions. Instead of just instantly trusting the UBCS, she remains (rightly) wary of them for a while, until they prove their bona fides. And the way she becomes more and more frustrated by Nemesis is really great.

Also "bitch can't even swim" is one of the all time, best RE lines of all time, IMO.

I'm kind of ok with his Final form, but his second form was to much "T-Virus Xenomorph" for my taste, if you know what I mean.
I wasn't a huge fan of either of his two later forms; the second is fine I guess, but you have to fight it twice and that's no fun. He was really missing that intermediate form where he's lost his coat and all the tentacles are exposed; that should've been the clock tower fight, and the 4 legged one towards the end. As for the third, it just doesn't feel like it belongs to Nemesis, and it lacked the same feeling the original final form had, where most of its limbs, including its head, had been dissolved in its acid bath. The parasite was taking over more and more control, and the Tyrant body had basically just become a bloated husk.

Re: Character of the Year: Hall of Fame

 April 07, 2020, 09:00:31 PM View in topic context
 Posted by Jmorphman  in Character of the Year: Hall of Fame (Started by Palette Jesus April 03, 2012, 09:16:35 AM
 Board: Contributions of the Month


Re: Death Battle (And sprite fight animations)

 April 07, 2020, 03:04:50 AM View in topic context
 Posted by Jmorphman  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 AM
 Board: Entertainment

What an unfair matchup they put him in, Booster deserves better than this. :(

Like shit, have him fight Bishop or something.

Re: server move / feb 2020

 April 05, 2020, 04:31:13 AM View in topic context
 Posted by Jmorphman  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

I'm able to access FTP perfectly fine, but I can't upload anything.

Status:   Connection established, waiting for welcome message...
Status:   Initializing TLS...
Status:   Verifying certificate...
Status:   TLS connection established.
Status:   Logged in
Status:   Starting upload of C:\Users\jmorp\Desktop\MUGEN\0.pcx
Command:   CWD /images
Response:   250 Directory successfully changed.
Command:   TYPE I
Response:   200 Switching to Binary mode.
Command:   PASV
Response:   227 Entering Passive Mode (194,59,205,142,199,62).
Command:   STOR 0.pcx
Response:   550 Permission denied.
Error:   Critical file transfer error

Character of the Month: March 2020 Nominations

 April 04, 2020, 12:05:41 AM View in topic context
 Posted by Jmorphman  in Character of the Month: March 2020 Nominations (Started by Jmorphman April 04, 2020, 12:05:41 AM
 Board: M.U.G.E.N Discussion

In this thread you will be nominating characters from the month of March 2020 that you believe are worthy to be recognized as Character of the Month. These nominations last until April 18th.

Read these rules and guidelines.

Every couple of days a list will be created and updated to feature the nominations progress. The list will include: Who's a candidate and how many motions other characters have. If twenty candidates are reached before the 15 days are up, then voting will start early.

- Only nominate up to 4 characters
- Read the thread
- The numbers next to each nomination represent each character's current nominations
- Only 3 nominations are necessary for each character

PLEASE BE AWARE that due to the incessant, absurd number of users who find themselves unable to read and follow the rules of these threads, we have instituted a new feature:

The Speedpreacher Penalty Box

Users who refuse to follow the very simple guidelines that we have set forward will find themselves in the Penalty Box, and will have their nominations for this month null and void. They will have to wait until next month to nominate anything! So take care, and don't get put in the Penalty Box!!!

don't be an April fool, stay out of the penalty box!

Re: Kyosuke Kagami

 March 31, 2020, 01:36:31 AM View in topic context
 Posted by Jmorphman  in Kyosuke Kagami (Started by DW March 27, 2020, 06:31:08 PM
 Board: Your Releases, older Mugen

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.

Of course, the actual implementation of a custom buffer system can change how this ends up feeling in MUGEN.

Re: Warnings v2

 March 23, 2020, 05:03:18 AM View in topic context
 Posted by Jmorphman  in Warnings v2 (Started by Valodim February 07, 2010, 09:40:57 PM
 Board: Public Staff discussion

Banned -Ash- for a week for this wonderful exchange.

We don't see dumbasses openly goad the mod staff into banning them, but when it happens, wowee wow wow. What a finish.

Re: Corona virus...where do you live and how have your life changed

 March 23, 2020, 04:55:05 AM View in topic context
 Posted by Jmorphman  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 AM
 Board: All That's Left


Re: Corona virus...where do you live and how have your life changed

 March 23, 2020, 04:00:13 AM View in topic context
 Posted by Jmorphman  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 AM
 Board: All That's Left

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.

Grow the fuck up and stop acting like a clown, or you'll enjoy a quarantine from this forum.

Re: server move / feb 2020

 March 05, 2020, 04:22:12 AM View in topic context
 Posted by Jmorphman  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

forumx links fixed, as well as a host of other little issues. anything I'm still missing?

btw, someone is scanning the forum for sql injections pretty aggressively. hopefully they won't find anything :P
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...

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 March 03, 2020, 04:06:14 AM View in topic context
 Posted by Jmorphman  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

-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.
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.

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 29, 2020, 08:46:38 AM View in topic context
 Posted by Jmorphman  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

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:

2nd to last frame

last frame


2nd to last frame

last frame


All of these match up exactly with one another; they don't look like the turn sprites either. Cody just reverses directions twice relatively quickly in Upper and beyond, and that does not seem at all to be an intentional choice.

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 29, 2020, 06:16:55 AM View in topic context
 Posted by Jmorphman  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

May I ask, what version are you using?
[Edit]: I see. In Arcade version he indeed doesn't turn. But in MAX for PSP, as you can see, he does.
Vanilla. Seems to have been a weird error introduced with Upper, cuz the Dreamcast version also has him turn. It looks so weird!

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 29, 2020, 06:02:43 AM View in topic context
 Posted by Jmorphman  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

I did mention it. In my initial feedback post. :P 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:

He suddenly turns around once P2 goes flying off, which very much does not happen in SFA3.

Re: Cody by Trololo Released (+Balrog Seriously Updated)

 February 29, 2020, 03:38:24 AM View in topic context
 Posted by Jmorphman  in Cody by Trololo Released (+Balrog Seriously Updated) (Started by Trololo February 25, 2020, 03:39:54 PM
 Board: Your Releases, 1.0+

 - he flips horizontally during the end of his punch throw; I assume there's a leftover Turn sctrl in there somewhere that shouldn't be activating at that time (or at all maybe).
 - people have mentioned Bad Stone not having a visual effect when it hits the ground (it already splits apart into 3 pieces when it hits so another effect on top of that seems superfluous IMO), but I don't think anyone has said anything about the sound effect that plays when it hits the floor, which seems to be the same sound in CvS2 used when an energy projectile does when it hits the ground. And that's just really off-putting for a small rock! SFA3 doesn't have a sound for this either, but I think it should have something... I just don't have any suggestions for what should be used instead.
 - everything else I noticed was already mentioned

-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!

Re: Auction alert

 February 27, 2020, 06:53:07 AM View in topic context
 Posted by Jmorphman  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 AM
 Board: M.U.G.E.N Discussion

We're all making good faith efforts to engage with your points, and every single one of your points has been dissected by several different people (because you're basically arguing against the entire forum, LOL)

But the same can not be said of the reverse. This has not been a very productive or fruitful conversation for anyone involved, but if there is one person who can be said to be contributing the most to it not being a good use of time, it would have to be you.

Also, please don't quote the rules at a moderator as some kind of inane "gotcha". The staff know when people are breaking the rules. No one has in their replies to you. Don't be the guy who tries to rules lawyer his way out of something. Relatedly, you haven't broken any rules either; being obstinate and unable to forgo the last word is certainly not against the rules.  :tipshat:

Re: Auction alert

 February 27, 2020, 06:27:00 AM View in topic context
 Posted by Jmorphman  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 AM
 Board: M.U.G.E.N Discussion

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.

Also, I feel like everyone's getting sidetracked in all this about what Elecbyte's license says, and whether its OK to monetize MUGEN, etc. That stuff is certainly important, but there's a really key issue that isn't really being talked enough about, and that is the fact that Acemillion is stealing the hard work and effort of other people and selling it for profit. That isn't a complicated, grey area like the Elecbyte licensing stuff. That isn't some ingenious scheme that has never been attempted before and should be celebrated for its cleverness.

It's just straight up theft. And it's completely and utterly unacceptable.

Re: Cvs Takuma sprites updated

 February 23, 2020, 12:34:20 AM View in topic context
 Posted by Jmorphman  in Cvs Takuma sprites updated (Started by demongorne February 14, 2020, 04:10:09 PM
 Board: Resource Releases

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. :-\

Re: [Theme Thread] CVS Sprite thread

 February 23, 2020, 12:29:26 AM View in topic context
 Posted by Jmorphman  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

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 :P)
Maybe 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.

Re: Random Topic V10

 February 15, 2020, 09:33:54 PM View in topic context
 Posted by Jmorphman  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 AM
 Board: All That's Left

There's been several of them before, but they're both years and years old so better to just start a new one.