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Zemilia

Evaluator
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Everything posted by Zemilia

  1. Wow, you guys love to joke around. Seriously. Anyway, it kind of happened to me too, but usually when a "pop up" appears, and I close it. I believe it has something to do with pop-ups, but sometimes it happened; sometimes it doesn't. I'm sure Mozilla finds a way to fix this in the next update.
  2. While you're waiting for Alex/G.O.D. here to list you some things you need on your char, here's my list of what's needed in terms of fixing: -Like he mentioned, there's mis-aligned hitsparks. However, it seems like all of his attacks (including his specials) have mis-aligned hitsparks. -Some of his hitboxes (or blue CLSNs in this case) forgot his head: -Speaking of Hitboxes/CLSNs, It feels a bit weird that his teleport has no hitboxes at all. -While it's weird that his specials took away a small amount of meter, I don't really see a point of including that feature if it gives back a small bit of it anyway. -If you timed it right (and hope that his Double punch doesn't interrupt), he has the walking jab of doom. If you don't know what that is, it's essentially an infinite that involves walking forward for a bit and press "LP" while your opponent's still in a hitstun state. -Idk if you read up on how juggle limit works, but: This is pretty much how many hits I got in before the juggle limit kicks in. Maybe lower the counter to not make it feel like an infinite? I'm aware that it's recoverable, but still. -His specials and supers are missing some sounds.. which would be alright, but they feel kind of empty when it's performed. -This is how much damage is done when I did his Barrier super up close and in the corner: (Again: recoverable, but even then it took quite an amount of damage for a lvl 1 super. Almost like it shared the same damage as a Lvl 2 super)
  3. It's more of an experimental thing though. The lower the number is on the channel, the "shorter" your sound is (a.k.a, it'll stop early). I suggest experimenting with the channels and see which one fits to your liking.
  4. The reason why I pointed out that spam taunt thing is because if you're most likely going to taunt once or twice (Out of cockiness or if an AI is stupid), it's more important to not have the sound from the taunt overlap and cause some ears to be damaged (Chuchoryu did it with his Orge, and you know how that one turned out). Not to mention, too much of the same sound playing might cause Mugen to run slowly, so there's that.
  5. Since you're obviously taking your sweet time on posting some kind of screenshot, let me help you out: And for a small feedback (Cause found this after 10 secs of testing him): -He can spam his taunt. I would be okay with that, if it weren't for the fact that the "sound" accompanying with his taunt overlaps if you keep on spamming. -Also, his "speech" in his taunt doesn't even match with the animation. Rather, it ended early.
  6. [Preview] Quick note: Both Beavis and Sentro got updated as well. Here's what's updated on those two: For Beavis: For Sentro: Download them here: http://justnopoint.com/lbends/
  7. You know, it's funny that he used that winquote on his Kinnikuman (what Alex S. posted), when I just gave him some a while ago and he doesn't seem to take any offense on it. A grudge, much?
  8. Nope. The filesize is still the same (bull, I know). He just has the fix in a seperate "patch" is all.
  9. Uhh... if this is supposed to be a release, where's the download link? Edit: Nevermind, you're putting it up an hour later (why not just now?). Also, it's spelled "moderator", not "Modicator".
  10. Hate to act like a "police", but can we please get back to the char before you two start to go off on a potential storm? Anyway, old news; but Werewood/Borewood updated Kinnikuman just a day ago (in the form of a patch).
  11. Uh huh, I see.. Anyway, My turn (though this might be outdated, since you've updated him.. if anything): -One of his intros (where he "transforms") literally hurts my ears. And I'm not saying it to be funny, it's just on whatever you've done with Ken's theme, it's grating to the ears. (Also, the red bg effect thing stays when you skipped the intro, along with the "music") -Also, the small port looks a bit off (on one of the eyes). -I know Alex mentioned this already, but good lord the hitboxes are quite bad. And this is just a few of all the hitboxes he has in-game. -This "Dash/teleport" thingy literally has no hitboxes whatsoever (oh, and you can hold it for as long as you like.. joy) -Uhh.. if he's supposed to be 6 buttons, why is his "med punch" a "dodge" button, rather than the regular "weak punch+weak kick" button? -This is how much is done when I was doing nothing but mash light punch in itself. -Just to be brief: Walking Low kick of doom. -Some of the hitsounds don't even match up with the hits themselves (hard-sounding hitsound for a light/med attack? Really?) -His "med" Tatsu is an infinite (Got up to 12 hits, though it takes loads of timing) -I have a suspicious feeling that his low tatsu is an infinite as well (it's extremely strict on timing, but I can get up to 6 hits with it) -Why is this needed, btw? (doesn't help that you can hold that pose for as long as you like) -I love how the "Hyper bg" thingy is not even lined up properly. -This "Air fireball" super took up very little meter -Oh hey, he's hovering in the air (and the match barely started): I would go more in-depth/detail here, but I need to stop here. This Ken is just.. downright below terrible (even reminded me of those Evil/Orochi/Shin/Symbiote edits), for it needs so much work to be done but yet it feels like you intended him to be this way. And I don't even want to ask why as well, even for a "beta".
  12. Next time, at least give it some time and not make the stage blurry as hell. (Also I suggest either making a stage from scratch or at least an edit of a stage. The Cybaster tool is good, but you need it as a base rather than just making an actual stage in itself) And one more thing: If you don't have time to make a stage and want to make a stage out of something you like; make some time.
  13. Not if you test it out. But seeing that this is made quickly, I have my suspicions. Regardless, I'll give it a test. Edit: Yep, this is made with the Cybaster stage tool (Really?), which I can let it slide since it does teach someone the Zoffset/positioning. However... The stage itself is really bad: And here are a list of reasons why: 1. This looks like it's just taken from a YT video from a frame, and just made into a stage (Which in itself looks awkward with Heihachi's shadow in there). 2. The whole thing looks blurry as hell, even though the trailer is in a 720p format. Not to mention that there's some colorloss here and there. 3. If you noticed on the 1st and 2nd screenshot, there's a line from the trailer's "grainy" effect. Notice how awkward it looks with the fighters in view. And 4. The positioning for the fighters is a little too low. I can understand what it's supposed to do, but even so it doesn't give me the feeling of being on a 3D floor, more like a flat plane. That is all I have to say about this.
  14. If you mean the sprite when his visor breaks, do you mean his time over animation? Btw, I got some things to address about this Chelnov: -No sounds during the intro? -May be a picky one, but Hitsounds are somewhat mixed (LP on both stand and crouch uses a different hitsound, while the rest of his normals uses CFJ hitsounds) -Speaking of hitsounds, doing a normal far HK uses the same hitsound as his LKs, even though the rest of his Normal HKs uses a different hitsound in general) -Maybe use a better sound for his Laser? As of now, I keep mistaking it as my computer's sound being bugged out (unless it's like that in source). -You forgot a hitbox around here (this is during his landing after an air HP) -His throw lacks impact in terms of the hitsound it uses. -Hitspark's mis-aligned when I do a cross-up. -Most of his specials deals the same damage (50 to be exact). -As for "Chain" however, I think 225 amount of damage seems a bit too much for a regular special. -His "time over" animation flickers. -I think it's just me, but I would expect some kind of "burning" hitsound rather than the CFJ hitsound when my opponent gets hit from Chelnov's Air Fireball. -"Super startup" sounds came in a bit too late (it's more worse in "Atomic Runner" though) -The Spikeballs keeps hitting as if the combo goes on, yet the combo meter's not increasing (so far, this works when they're not in the corner) -"Atomic Runner" feels.. empty (maybe it's because the stage I'm using has no bgm? But even so, something feel off about the super, sound wise). -During the "projectile" part in Atomic Runner, Chelnov gains back a bit of meter. -I don't know if you really intended Atomic Runner as a Lvl 1 Super, but.. This seems like a lot of damage for a lvl 1. That's all I have for now. But for a first release for Chelnov.. This one needs work in the sound department.
  15. ...Somehow, I'm getting a sense of Deja Vu here.
  16. Was wondering what the hell you're doing here. Anyway, welcome.
  17. Just here to address one small feedback that I think needs fixing (Though this is pretty much found from a friend of mine): -Apparently if you throw Gambit's card while the opponent is doing a counter move (or a counter super), this happens: (Though, this is only found to be done with Vyn's Rock Howard atm. I don't know if it happened with anyone else) Edit: -Almost forgot that during the FPS-mode thingy, if you let the cards explode in a brief amount of time, then toss them again, the combo counter resets, but the opponent's life drains as if it still connects. -Also, mind tone down the damage a bit? This is how much is done when you're full on meter: -Idk if it's just me not finding it, but you can't cancel fps-mode?
  18. Nah, that's not small enough. If he's a novice creator like he said, let's see if he can make this guy: (And honestly, this dude should be super easy for you. And I don't think you'll even need to know the source to know what he can do.)
  19. I'll go get the saving sack. Stop me if it seems to not go to anyone's direction on saving (almost) every single one of dem MB creations. ...Then again, if this troll were to attack the archived MB creations too (in some way or another), any other suggestions?
  20. Just one thing about her new move (if I can call her divekick her new move), and that is: - Hitspark's mis-alinged if I try to cross-up with divekick: However, i want to say that this light attack of hers also has a Mis-aligned hitspark, but: I think it's how "big" the spark is, it's minor; but the way the spark's positioned feels slightly off.
  21. At least take it easy on the exclamation marks. Anyway, I'm just going to leave out a few feedback for now: -No Hitbox on taunt? -She's 4 buttons for now, despite the fact that Skullgirls is all 6 buttons in terms of attack (Her Z and C buttons are just dashes.. Which imo would fit better as an option/wavedashing thingy rather than just a button itself) -Air HP does almost too much damage for an Air normal (216 damage, which is as much as a Lvl 1 super). -Hitspark mis-alignment on Lk -Maybe a semi-misalignment on crouch HP? -Idk if they're for Placeholder purposes, but she has Guilty Gear Hitsounds.
  22. So... why make a sprite swap in the first place instead of.. idk, making someone out of scratch? Besides, it won't learn you anything about char creation instead of replacing sprites here and there.
  23. I'm still waiting for confirmation on what you (referring to Horrorfied here) just said, anyway. So unless I see any proof of this "truth", I'm not buying it.
  24. Just a quick thing to say before someone here (save for a few, since they already tried it) actually decides to play the game (though this is mostly on the technical aspect): The sounds are somehow all (well not all of them) in a "sound\ .mp3" format, even though it's supposed to be a "sound/ .mp3", otherwise it wouldn't worked. And before you said either way is fine, I actually booted up the full game the first time around and loaded up a stage; which at first thought it had no music. Then I checked out the stage defs just in case, noticed they're all in that format, changed it up, and well: sound works. Also, why is the vid config in the cfg file in 800x600, even though the standard is 640x480? (And asked, cause got an error message about that the first time I tried to boot it up. Had to change it to 640x480) Oh and I forgot to mention.. it crashes whenever I exit a mode too (but at some times).
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