MUGEN Video thread

Started by c001357, September 27, 2008, 11:24:14 AM

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R@CE AKIR@

Quote from: Jango Costava on August 12, 2014, 10:17:29 AM

No, I am still here man. And I too nominated and voted for Rajaa.


Jango

Quote from: Saohc on August 12, 2014, 12:58:30 PMThere's no useful feedback in this video otherwise. :blank:
I didn't give any because I know you won't listen to it.

Quote from: ~Hale "R@CE" Caesar~ on August 12, 2014, 03:45:44 PMNo, I am still here man. And I too nominated and voted for Rajaa.
Oh, whoops. Although who you voted for was never in question.

Saohc

You said "it doesn't have designated fighting game style" in previous video.  I dusted off Akatsuki Blitzkampf and adjusted her gameplay to fit that style by adding appropriate cornerpush values, coded a guardbreak system AKB's (sans the part from AKB where a projectile's strength would determine how much guard meter is taken off.  It has one set value, because I'm not messing with that. Helper projectiles are a hassle.), added hitsparks, and made the reflector play more it did in Akatsuki Blitzkampf.

Then I released her and got some feedback from Ding and DNEA (or Do not even ask, as he calls himself).  I took their feedback and applied it.  I even revamped the "Collateral Shot" move to be more useful.
All you did was beat up on a character without AI, rather than play as the character yourself and analyze the gameplay. 

Jango

There's problems that have been in the character since before the transition that are still there, and since you're obviously adamant about not changing those while you add on features nobody was saying it needed in the first place (why are you adding color separation when you have shiny effects with bad bad animation and wonky transparencies?), what can I possibly say?

This would be like if the creator of Obese Cheese Boy looked at the negative feedback he got,  but instead of adressing them, he goes and then changes its system to be "inspired" by Melty Blood's engine, and color-separates the cheese emblem on his shirt.

R@CE AKIR@

#5844
Quote from: Jango Costava on August 12, 2014, 05:25:06 PM
Quote from: ~Hale "R@CE" Caesar~ on August 12, 2014, 03:45:44 PMNo, I am still here man. And I too nominated and voted for Rajaa.
Oh, whoops. Although who you voted for was never in question.

I know. I only brought it up because I agreed with you when in your video you said Rajaa's character was worth winning to show that I also think that there are others out there that are well deserving of COTM

Janis L.C.V.


Welcome to the fight palace

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Griffin JAGElroy


Lyra Heartstrings

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Devon


Playing through a game I know I can't win.

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A BUNCH OF EPISODES!


EPISODE #6: DW Beauties - Morrigan Vs. Athena


EPISODE #7: Capone's KOF XIII Chars


EPISODE #8: Haohmaru (R@CE) Vs. Gallon/Jon Talbain (Splode + T Vinceson)


EPISODE #9: Orochi (CVS Style by Chuchoryu) Vs. Rugal (by Vyn)


EPISODE #10: Cool Spot Vs. Chester Cheetah, both by RoySquadRocks


EPISODE #11: Heroes For Hire! Iron Fist (by Fede de 10) Vs. Luke Cage (by Arkady)


EPISODE #12: Cyborg (by Victorys) Vs. Ryu & Ken (by G.D.T.)


EPISODE #13: Akuma (by Felineki) Vs. Street Fighter Gang

Lyra Heartstrings

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Saohc

#5851
Quote from: Jango Costava on August 12, 2014, 08:23:10 PM
There's problems that have been in the character since before the transition that are still there, and since you're obviously adamant about not changing those while you add on features nobody was saying it needed in the first place (why are you adding color separation when you have shiny effects with bad bad animation and wonky transparencies?), what can I possibly say?

This would be like if the creator of Obese Cheese Boy looked at the negative feedback he got,  but instead of adressing them, he goes and then changes its system to be "inspired" by Melty Blood's engine, and color-separates the cheese emblem on his shirt.
I've lurked through old threads and much of the feedback for when she was "Scarlet" related to moves or features that don't exist in the character anymore.  What other problems could there possibly be?
Next (unreleased) update I've already:
-Adjusted gethit animations, specifically hit up/diag animations
-config.txt to disable the killer7 static transition and guard break system
-Adjusted hit velocities on 22A, 22B, and 22B+C
-Modifed Collateral Shot to automatically give the player one full charge if they have at least 2000 power.  Maximum power (3000) gives them two charges.
-Removed temporary invincibility to projectiles in 214B
-Restricted canceling on 8C
-Color separation

Potentially, I could also force a version of the guard break system on the other players, just like 9 does with his Melty Blood: Actress Again (Current Code) characters. 

You are up to the podium now.

MellyInChains


Devon


Boryema


GOUKEN vs GOUKI
stage - destroyed temple

D.O.W.X.


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Mugen Exhibitionist Attract




Devon


Lyra Heartstrings

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Sima Shi