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RicePigeon

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Everything posted by RicePigeon

  1. http://www.mediafire.com/?mblgxucmvx4kgtw Known issues: - Chains into cr.Z have rather strict timing and spacing requirements. - Some supers still use the unused A, B, and C buttons as shortcuts for debugging purposes. - Release date in the readme is incorrect. Disregard this until the full version.
  2. They're like assholes because everyone has one but not everyone wants to hear or see it. Whats sad is that this holds true for alot of people in various mugen communities
  3. Fighter Factory 3 has the Palette Remap pen in the editting tools. That will reduce the workload significantly.
  4. MK1-3, Vanilla SF2, as well as all pre-ST updates to SF2 would like to have a word with you... So would SSF2T Akuma and MMPR:FE Ivan Ooze but those two were so broken even without supers that they honestly didn't need them.
  5. I find this whole thing funny because big bad mean ol Darkflare is actually tame compared to some of the others out there. I'm not going to drop any names but if you think Darkflare is the worst of the bunch then you guys have another thing coming.
  6. Speaking of the devil... In all honesty the incident with Terry was tame in comparison.
  7. Either way, a move like that is evidence of the author's unwillingness to accept responsibility to fix the characters. Whats sad is that kai isnt the first person to make that claim against Darkflare, or anyone for that matter.
  8. Not to mention the fact that, in doing so, the author did something pretty illegal, worse than "copyright infringement" by making mugen stuff. I'm of course referring to that little part of the cease & desist statements that mentions "under penalty of perjury", which are a required part of C&D statements by law if I might add.
  9. To be fair, kai did falsely accuse darkflare of deliberately altering the collision boxes and properties of Terry's attacks before recording the video feedback. Had this not happened, DF's "effort to antagonize" him probably wouldn't have lastest as long as it did.
  10. Einstein technically said it first and I have yet to find an instance that disproves that claim. I do believe he also said something along the lines of that human stupidity is the only thing that rivals man's capacity for intelligence, unless I'm mistaken. Either way, we're both simultaneously the least and most intelligent species, a living contradiction in a way.
  11. it doesnt get crazier than the Vyx incident. He tried to countersue Elecbyte after they made their return because they tried to sue him for copyright infringement for selling a winmugen mod that enabled compatability with HD stages. Vyx's argument was that winmugen was abandonware and thus public domain, and that Elecbyte stole Mugen 1.0's HD support from his winmugen hack. When that failed, he then tried spewing some bullshit argument that the current Elecbyte wasn't the same Elecbyte that released winmugen 10 years ago, and that they had no legal right to claim anything. This is the same Vyx that suckerpunched MFG's Byakko in the back of the head after they met in real life, btw. If it wasn't already obvious that the guy was out of his fucking mind, then that should convinced you.
  12. From what I do know, it had something to do with a Fairy Tail screenpack that was made. Ryon recieved a "cease and desist" notice from someone claiming to be the copyright holders. Turns out it was just the author of the screenpack who sent him the email. Thats the story in a nutshell from what I understand. Under US law (as well as others I'm sure), the moment you create something, you own the copyright to that work. That includes the exclusive rights to reproduction, distribution, derivative works, AND public performance/display. That copyright and its associated rights last until one of the following conditions are met: 70 years after you die (single authors only). 95 years after first published (corporate/businesses only). 125 years after first creation (corporate/businesses only). The copyrights are sold/transferred to someone else. You explicitly relinquish yourself of all copyrights and release the work into the public domain (not valid for derivative works of works still under copyright). The work was created prior to January 1st, 1923. So yeah, technically speaking we're all breaking copyright. The only issue is which cases the copyright holder decides to enforce the copyrights. Companies like Capcom and SNK (the latter required some convincing from the community) more or less promised not to do anything about MUGEN unless money was exchanging hands. Companies like Hasbro, Sega, and Square-Enix have already taken down fan-created projects and games regardless of wether money exchanged hands or not. Its frustrating because there is no clear cut line between black and white. Its more of a case-by-case scenario. Its not a topic I like to talk about but your post prompted me to clear up those misunderstandings.
  13. Stopped using all of the modes. I only set up matches through command line now. Much faster and more efficient than having to edit the select file every time I download a character that I'm not even sure I'm going to keep. Only instance I'll ever use one of the ingame modes is to test to make sure victory quotes and small portraits are working properly.
  14. If I can find someone who'd be willing to resprite Yuugi or at least provide additional sprites to the ones Minoo originally had I'll consider it. Especially given it would make certain attacks I had in mind fit her better.
  15. Alternatively, use stupa's training. Simplier, provides much more detailed data, and doesn't require any modifications to your character.
  16. No plans to update Yuugi. Minoo's stuff is hard to work with. That and I'd rather be focusing my attention on a new character that isn't an update, of which I'm already in the process of doing.
  17. The same can be said of all mugen stuff, not just those related to Touhou
  18. If you're referring to that C&D notice, it was confirmed to be fake. Also might as well post these while I'm at it: Known Issues (Both): Trip guard not enabled Standing Medium cannot be done from a dash Jump land can be cancelled into specials and supers, but not normals Hitdefs and damage scaling are only calculated on the first possible frame of attacks Resets in the corner can cause a psuedo-infinite Known Issues (Lie): Four Star Sword can cause large amounts of frame advanatage if done close to ground Axe Kick can can cause more than one ground bounce per combo, leading to infinites Raging Youkai can hit in instances where it shouldn't Dive kick lacks a height restriction Command for Ultraviolet Flip takes precedence over Axe Kick where it shouldn't Known Issues (Hong): Scarlet Cannon doesn't apply juggle points correctly, causing an infinite P2 animation on throw causes an extra bounce that shouldnt happen
  19. http://ricepigeon.webs.com 04/27/13: Meiling Duo updated. Changelog: Lie Meiling: Hong Meiling:
  20. Considering Laharl went and dragged me into this...... So Piccolo... - Why does the zip file for Piccolo have the mugen executable and all associated files in it? - mugenversion is left blank - Width doesn't match his Idle CLSN boxes - Walking CLSN box is inconsistent with that of his idle stance - Standing Jab give +6 on hit, but -5 on block? - Standing Hard punch has the same startup and frame advantage as his jab? - In fact, all three of his standing normals have the exact same damage and frame advantage, including his autocombo attacks. - Speaking of which, why can he only do an autocombo on hit, but not on block? - None of his normals have any type of cornerpush due to their velocities. - Why does his aerial kick cause him to teleport? - His crouching stance is just him standing in a different pose. - Why does his teleport leave a pushbox behind him to restrict enemy movement if he does it close to them? - Why do all of his normals have afterimages on them? - Getting hit out of a flying attack makes him reappear immediately on the ground. - Crouching button layout is inconsistent. Standing X is his kick, Y is projectile, and Z is teleport, but the moment he crouches, Y becomes kick and Z becomes projectile while X does nothing? - Readme lists flying multiball blast as Z+Z+Z yet all that happens is his teleport. - He is able to cancel his teleport into itself as long as he has meter to do so. - Crouching & Standing attacks should use Statetype != A with command =/!= "holddown" as a trigger instead of S or C. - Pausetime for non-projectile attacks should be the same for both P1 and P2. - Recovery frames for his attacks aren't flagged using Statetypeset so Counterhits can function properly on characters that use them.
  21. Copypasta from Guild: - Stopping any movement will cause her to keep moving in that direction (albeit very slowly) - Light attack does +6 frame advantage on hit but -9 on block? - She still have Kung Fu Man's sounds - CLSNs on flying up & down animations need serious overhaul - Where exactly did you get your frame data from? I've noticed the following (startup, active,recovery): - Light attack: 8,3,12 / Adv hit: +5 Adv Block: -9 - Medium attack: 8,6,25 / Adv hit: -10 Adv Block: -25 - Heavy attack: 9,12,15 / Adv hit: -6 Adv Block: -21 - Fwd + Light: 14,6,19 / -4 on hit, -19 on block - Fwd + Medium: 12,6,21 / -6 on hit, -21 on block - Fwd + Heavy: 12,9,12 / +0 on hit, -15 on block It seems odd for her heavy attacks to be safer than her Medium attack. I doubt it's like this in source? - X projectile (at close range): +2 on hit, -21 on block. - Y projectile (at point blank): +16 on hit, -17 on block. - Z projectile (at point blank): +1 on hit, -22 on block. - Due to the way you implemented her spirit meter and super bar, you can just fly in the corner and spam Fantasy Seal - All of her normals can OTG - guard.pausetime = 0,0 ;<-- why is this in every hitdef? - None of her attacks have their recovery frames flagged so counterhits can function properly. - Shes completely immune to throws, even when on the ground - She disappears during her get up animation - Every ground normal performed on Reimu uses its aerial properties even while close to ground. - Friction is wonky, it causes Reimu to get knocked back half a screen even by jabs. - She is completely immune to low attacks while on ground - On the ground, the Y velocity of hitdefs are ignored.
  22. http://www.sendspace.com/file/6qavks ------------------------------------- Lie Meiling for MUGEN ------------------------------------- Author: RicePigeon Edits by: Darkflare Additional Edits by: Ricepigeon NOTE: This patch requires Darkflare's version 1.0.6 ======================================= Version 1.0.6.1 ======================================= Changes from Darkflare's version 1.0.6: - Violet Aura re-added - Added tick fix - Added invulnerability frames to backdash startup - Adjusted frame advantage on all ground normals. - Aerial Strong no longer causes groundbounce. - Corrected Throws. Lie now throws opponents in the proper direction - Removed AI's ability to immediately link a throw into Dichromatic Spark - Asura Warp redone. Command changed to DP/623 and RDP/412 as follows: RDP + x: half screen backward RDP + Y: full screen backward DP + X: half screen forward DP + Y: full screen forward - Asura Warp: Lie now turns to face opponent if she passes them. - Trial of the Dragon: Removed. Replaced with Seven-Star Sword. - Seven-Star Sword: Renamed from Dichromatic Aura Sphere. Differences are as follows: QCF/236 + X: Stationary QCF/236 + Y: Half Screen + No Heat Seeking QCF/236 + Z: Full Screen + Heat Seeking - Seven-Star Sword: All versions no longer cause knockdown - Seven-Star Sword: Overall damage decrease - Seven-Star Sword: Removed Projectile and Aerial invincibility during Y and Z versions - Monochromatic Hurricane: Command changed back to QCB/214 + X/Y - Axe Kick: Command changed to HCF/41236 + x/y/z - Axe Kick: Only Z version causes ground bounce now - Axe Kick: Altered startup and frame advantage for all 3 versions - Dichromatic Spark: Frame Advantage on block reduced. - Dichromatic Spark: Charge-up effect fixed/re-added. - Dichromatic Spark: Startup frames decreased. - Adjusted hitspark alignment on Crouching Strong. - Hell's Instantaneous Murder: made into a 0-frame grab to be more accurate to SSF4AE - Hell's Instantaneous Murder: Removed invincibility on active frames - Hell's Instantaneous Murder: Added Throw invincibility to startup frames - Hell's Instantaneous Murder: Reduced number of active frames from 40 to 36 - Hell's Instantaneous Murder: Added 13 frames of recovery on whiff. - Hell's Instantaneous Murder: Velocity increased.
  23. The only thing I can think of was that he was trying to implement some kind of custom cornerpush system, as opposed to mugen's default cornerpush which is buggy as all hell, but mucked it up somehow. I would suggest he read Van's cornerpush tutorial to see how properly implement it.
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