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NotAGoodName

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Everything posted by NotAGoodName

  1. Wow. So I was under the impression that these games actually had hard punch and hard kick on PP and KK, but nope. That's just command moves that every character in the game has, except for Rila. I was almost disappointed for a moment there. This will surely please that one dude who wanted a more source accurate Rila.
  2. Well, if I just stick with this year, it's an easy albeit dumb pick. Victorys' Cyborg. I pick this stupid character all the time. Don't even know why. He sucks (balance wise, not quality) and I always get my ass kicked as a result. But whatever. Something about him keeps me coming back for more. Every time I play, I pick him at least once.
  3. I hate his blog. It takes forever to find his stupid onedrive link. On the flip side, I don't hate this character. He has zanretsuken.
  4. If you can, use Mugen 1.1 OpenGL mode. If you can't, then there's your problem.
  5. I'm too lazy to set up this computer to test it myself, but I'm not really surprised that this character is being stubborn. The entire thing is made of helpers, so I have no idea how you would have to set up the code for that.
  6. I never used a 3-button controller for anything, but Samurai Shodown supported 3-button by means of having to push combinations. I think it's... AB = LK AC = MK BC = HK Luckily, the special moves were all simplified (read: made more intuitive) so that you never needed to use more than one button (like f,hcf+LP+MK).
  7. Make sure the SFF contains the palettes. It must have 1,1 through 1,12 (or whatever you're using) saved inside the SFF. You can't use act files.
  8. Samurai Shodown 2. 6-button setup instead of that crazy stuff that's been going on since SS3. Fairly simple gameplay, I guess. Great music. But really, the biggest thing is that I never even got to play anything but SS1 or SS2 until uh...2005? Owned SS1 on Genesis and SS2 for PC. Never seen a SS3 (or newer) arcade machine in my life. Never had any chance at all to get adapted to how those games play.
  9. Keep telling yourselves that. SO ANYWAYS. This character is pretty odd. It has "negative edge" on basically everything which is helpful for an otherwise very simple character. You can do some pretty tricky combos since you can cancel out of special attacks. Still, not a very strong character.
  10. I've never used a 1.1 SFF, but chances are good that it requires palettes to be saved in the SFF. So 1,1 is first, 1,2 is second, etc. I would recommend not saving as 1.1 if at all possible, just to save some effort.
  11. [Preview] [Download] Direct Link Forum Post My edit [Comment] Hey look guys, someone released a real character. It's regular 4-button, no shortcuts or anything KOF '94 character. I provided a quick edit which makes him 3000 power compatible (all poweradds fixed for this), gives you dodge and body blow buttons (C and Z), changes charge to C+Z, gives you another DM motion on qcb,hcf+Z, allows him to do his DM without low life, and makes X button select the first pallette.
  12. Well, this is unexpected and odd. 6-button VF2 character? I approve.
  13. Street Fighter Alpha 3 on PS1. Having done some hacking with it, it's really just SFA3 2.0, so it shouldn't be a surprise that it's so good. Yes, that means that Capcom gave you a better game on console than arcade. They probably regretted that, somehow. * Full roster * No stupid PP/KK for Level 2 and PPP/KKK for level 3 * Sprites are all drawn correctly for 4:3 instead of scaled on the fly * World Tour mode is awesome * Has a lot of features that provide replay value * I made cheats to play as Final Bison, Shin Akuma, etc Close second would be the wonky and hilariously named Street Fighter Zero 2 Alpha. 99.99% of people that have played this, have played it on MAME. It has a respectable roster and good gameplay. I recommend giving it a try.
  14. No. I had this happen all the time on 1.0, too. Mugen just doesn't flush after itself very well. If you check your error log, it probably stopped on something like releasing resources. If I had to guess, I would say that Mugen tries to load new resources at the same time that it tries to release old ones. Obviously, when the math doesn't work out, this happens. Not surprisingly when you're dealing with SFFs that are >100MB.
  15. Mugen is bad at managing its own RAM usage and will happily run out for some reason. There's not any actual solution that I know of. PlayerCache = 0 seems to delay it, but "seems" is probably the key word. It's just one of those things.
  16. SVK is basically MVC+POTS. Take a POTS character and give it MVC-style moves.
  17. Sure, it's "standards". There's the 1000 health standard. Various standards for damage. So on... KFM kind of provides a metric that characters can be adjusted to.
  18. Mugen clearly does have "standards" which are defined by KFM.
  19. Congratulations to someone discovering that SF2 is a 4:3 game.
  20. I've never used this UNO tag thing, but I'm willing to guess that the fact that you're using a Mugen 1.0 thing for Mugen 1.1 is exactly your problem. I'm not in a position to check, but I'm guessing that this tag system used old ass winmugen code that has since been removed from Mugen 1.1.
  21. That is a cool albeit apparently not finished character. Needs some work on the charge state.
  22. So uhh...I guess it's the Kusanagi version of Another Kyo, which means he has normal reality Kyo moves? Sure why not? I'll take it!
  23. Yes, this is unfortunately a bit glitchy, but I'm sure you can fix it. I tested it and it stopped producing wolves after I hit one. :\ Stop trying to run off Borewood. He's allowed to use the word boring. You're supposed to a moderator, not a troll.
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