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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - liger

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76
Akiha's Tea Room / Re: Len or Ren?
« on: August 14, 2007, 01:08:51 AM »
I like Len. ;D


In a somewhat similar train of thought, that being doing things as are done in Japan or doing them the translated way...

Shiki Nanaya or Nanaya Shiki? Kouma Kishima or Kishima Kouma?

Aka Akiha or Akiha Vermillion? Red Akiha? o.O

The first name-last name positioning I guess is preference... I'm having trouble deciding which I like better from the way it sounds, hahahah. Japanese put the last name first out of formality, while in the good ole USA who really gives a damn about insulting people? Unless they have gunz... >_> Or they threaten to sue... <_<

But if now that I think of it, Arcueid's name is always Arcueid Brunestud, rather than reversed. Is that because she's a foreigner? Of course... There's also that thing about how Brunestud is actually a title rather than a name... >_>

And about Akiha... I just think Aka Akiha looks cooler... And it's easier to type. :D



Oh my gosh that picture of White Len and Shiki together is so cute. x3

77
Melty Blood Auditorium / Re: The Giant Neco Arc Chaos 666 Record thread
« on: August 14, 2007, 01:06:14 AM »
About A-spam... I actually find it helpful to do that when he's charging up his moves. 5 or so quick jabs tend to knock him out of his super armor before he can attack. Or maybe it was more? o.o But I suppose if you and he start at the same time, his charged move will probably come out before your A-japs take effect. :-X

I use aerial openners against him... j.b -> j.c jumpcancel j.b -> j.c -> j.a jabs till I land and use 2A to start going back into BnB. If he was charging a move when I was in the air, he usually gets knocked out by the time I land or after a couple 2A's.

78
Akiha's Tea Room / Re: Introductory Thread (Take off your shoes, please)
« on: August 09, 2007, 12:08:31 PM »
Ahahah... One month after I join I find the intro thread. :psyduck:

I'm from New York. I use Shiki Tohno and Nanaya mainly, and will play as Aka Akiha or Ciel on occation. :)

What's my local area like... Hmm... Pretty much no one plays Melty Blood. :-X Not too many arcades around here, and no arcades with Melty Blood. ;_; So I play ReAct and Act Cadenza on my PC all by my lonesome cause I dunno how to get netplay to work... So I've not played Melty Blood against a human before. :-\ The only game I play with people would be Super Smash Bros Melee. :V

Nice to meet you all.

79
Melty Blood Auditorium / Re: The Giant Neco Arc Chaos 666 Record thread
« on: August 09, 2007, 10:45:38 AM »
Blaaaaaarg.

I've been at it for the past hour. @_@

Here are the fruits of my labors:






80
Kohaku's Video Room / Re: Worst death EVER.
« on: July 30, 2007, 11:44:48 PM »
Neco-Arc Chaos be smokin' the competition. :o


81
Kohaku's Magical Garage / Re: Damage Scaling + Proration question
« on: July 30, 2007, 09:27:48 PM »
Ahhh. Sorry, I'm slow to respond again. @_@

Been watching too much Bleach lately... >_>

It gradually recovers over time.  I'm not sure on the specific details though.  Also I remember testing and it seeming to start recovering even during a combo, IE if you do a reverse beat at the start of a combo the proration will have ended by the end of the combo, but if you do a reverse beat at the end of a combo, you'll have proration if you land a combo immediately afterward.  This was a while ago, might have changed in B2, and I'm not sure that I'm 100% correct.
Ahh... That... might be too difficult for me to program on my own... orz  I never was too good at controlling variables over a specifc duration of time. :'(

Thanks for the info, though. =)

I think I got all my questions answered for now, so thanks again! ^_^ And I finally got Act Cadenza (for PC, cause the PS2 version is just too cool for me...) so hopefully progress will go a little faster and smoother in terms of accuracy and attack behavior.

82
Kohaku's Magical Garage / Re: Damage Scaling + Proration question
« on: July 20, 2007, 03:52:26 PM »
Reverse beats are ONLY when chaining from a stronger attack to a weaker attack.  A chain is canceling a normal into a normal, so it doesn't apply to anything involving specials, EXes, or arc drives.  It also doesn't apply to to moves that aren't in a chain, for example, if you land a 5b as counter hit anti-air, then let it recover, then do a 5a(combo would be 5b, 5a), that isn't a reverse beat.  Landing from j.c into a 2a isn't a reverse beat since the 2a isn't chained from the j.c.  The reason the j.a is a reverse beat is because it is chained, it just didn't connect.
Ahhhh. That's a relief. :D Thanks for clarifying. ^_^

I have no idea what the correct data is for all those moves, but keep in mind some of them might remove the first hit and replace it with a different one if you charge it, for example a 5c might do 1300 uncharged, but charged it does 3 hits of 600 each.  I imagine each hit gets prorated from the 3.1ish per hit in a combo.
I see... Alright, that's something worth considering. If it hits 3 times rather than 4, and the hit from the energy isn't separate from the hit from the kick, then that will probably make my job easier. xD

Thanks for all the help!

Oh yeah, I almost forgot. Arlieth mentioned that Reverse Beat lasts for a little while outside a combo. About how long is that?

83
Kohaku's Magical Garage / Re: Damage Scaling + Proration question
« on: July 19, 2007, 01:14:57 AM »
Reverse Beat lasts for a short time period, even outside of a combo. For example, if Nanaya does a 2C->5A reverse beat, then does dash throw, the throw has the RB penalty.
I see. Alrighty, thanks for the info. That clears it up. So, the duration that RB lasts for, how long, about? Like 5 seconds? 10? I'll have to figure out a decent amount of time to reset the variable I use to keep track of reverse beat, rather than immediately when a move reaches completion.

Oh man, that's rather strict then... Cause if you keep trying to chain combo to combo with a reverse beat penalty, you'll be stuck at that low reverse beat percentage. :o

You don't have to be in a combo to reverse beat.  In the example arlieth just said, the 2c5a doesn't have to combo to get the penalty, it gets penalized on move activation.  That means even if the 5a gets beat out during its startup, like with a nero deer for example, you still get the penalty.  This also happens if you try doing something like j.c land 2a, but press A too early and get j.a, you'll get a reverse beat but the j.a will have been canceled by landing before its active frames.
Oh... That makes things more complicated, then... Even if it doesn't combo... RB is still active... Gonna need another variable for that... @_@

And still, how long is that window of time when RB is active?

I don't totally understand the second example you gave. So j.C -> j.A causes a reverse beat, simple enough. But then if you hadn't accidentally hit A too early and used the 2A, the 2A would still receive RB penalty, right?

Just to check, going from an EX move like 236A to a basic move like 2A or 5C counts as reverse beat? And Arc drives, too?

Oh yeah, another question in relation.. How does damage dampenning occur in relation to Nanaya's j.B? Cause it hits twice. The data at shoryuken wiki says j.B does 500 damage... So I guess both hits do 250, and there's no dampening inbetween the hits? And in that case, do both hits share the same damage proration?

And on a similar note, for Aoko's [5C], the data says it does 1800 damage. But the attack is 4 separate hits, the kick, and then 3 hits from the energy that shoots out of Aoko's foot. So, how is the damage split between these 4 hits? ??? For the j.[c] the data splits the two hits, but 5[C] doesn't. :-\

Last question of the night, sorry for so many... @_@

I read this in Shiki Tohno's entry.

Ground throw: 1461/781 (really is 500+1000/500+300, but the game counts it as two hits so damage scaling kicks in one the second part). No special properties.

Does this apply to Nanaya, as well? And something doesn't totally make sense... If scaling applies to the second hit, then it'd be 1000 + 500*.96875, right? That calculates to 1484.375. It's a bit higher than the data, so I thought I'm probably not calculating it correctly... ???

Thanks again for the help. ^_^ See ya~

84
Kohaku's Magical Garage / Re: Damage Scaling + Proration question
« on: July 18, 2007, 12:58:27 PM »
Thanks for your responses. =)

Also check for who is getting hit, at what remaining life total, and in what position (airborne, crouching,standing). 
o_o;;; I don't think I'll be taking so many things into consideration because like Choco said, this is for MUGEN, and so there are too many opponents to check for that are not Melty Blood characters. That stuff just gets rather messed up. @_@ But position type makes a difference for damage? Like getting hit while crouching does less than hit while standing?

You also have to watch for reverse beat proration from before the combo, as well as it recovering.
I don't quite understand... ??? Reverse beat proration from before the combo? But can't you only reverse beat after a combo has started? I think I'm interpreting what you said incorrectly. :-\ I'm sorry, I'm still not that knowledgeable yet. And how does recovery play into damage dampening?

And yeah, when I say chain, I mean combo. Sorry if that was unclear.


But overall is the general formula of what I outlined correct?

Didn't say it before, but thanks in advance for any help. =)

85
Kohaku's Magical Garage / Damage Scaling + Proration question
« on: July 17, 2007, 07:23:34 PM »
Hey everyone~ Long time no see, sorta.

I want to check if this is the proper interpretation of the Melty Blood damage scaling and proration for Act Cadenza.

P.S. the following text is taken from my readme, so that's why it sounds explainitory.


The first move does full damage, and its proration value is set as the current proration value. The moves following will have their damages multiplied by the current proration value. If the proration value of the move used is lower than the current proration value, then the proration value of that move will be set as the new proration value. If the proration value of the move used is higher than the current proration value, the current proration value does not change. Reverse beat comes into play with the damage scaling in that if you reverse beat, the damage proration value of that move will be lowered to the reverse beat proration value. If you reverse beat once, the proration value is 78%. Twice, and the proration value is 55%. A third time, and it'll be 45%. That's as low as it goes.

A second damage scaling occurs along with with damage proration. Every move done in a chain will do 3.125% less damage for each successive hit in the chain. So the first hit will do full damage, the second hit will do 96.875% damage, the third will do 93.750% damage, and so on.

The general formula:

First hit - proration = x%
damage = 100%

next hit(s) - proration = y%
if reverse beat
   if reverse beat% < y%
      y% = reversebeat%

reversebeat%
1 time - 78%
2 times - 55%
3+ times - 45%

if first hit: damage = base

else: damage = base*(1-hitcount*.03125)*proration


Is this correct?

86
I'm watching Claymore, Lucky Star, Death Note (Ahhhhh why did Animanda stop subbing it? ;.; ), Hayate no Gotoku, and whenever I get the chance I'll watch all 132 episodes of Bleach that I just downloaded last week. o.o

 ;D

87
Akiha's Tea Room / Re: so what do you guys listen to?
« on: July 06, 2007, 09:49:19 PM »
In general, I'm a sucker for songs that have nice melody. I listen to mostly J-Pop and J-Rock... Cause of anime. ;D

The new spring anime, Claymore, has a really nice ED song, Danzai no Hana, and the singer Kosaka Riyu also sings Ignore that's in the same album great songs. ^_^

I'm a Haruhi fanboy, so I really like all of Aya Hirano's songs. God Knows is awesome, while Lost My Music has its own charm.

I became a fan of Janne Da Arc cause of all of the Melty Blood combo vids on youtube. ;D

Vampire, Tsumetai Kagerou, Wild Fang, Red Zone, and Ring are some of my favorite songs. Vampire has nice melody, and when Tsumetai Kagerou is playing, it feels like you own the place. 8)

I like Two Mix, starting with their OP's for Gundam Wing. Being, the second OP of Shakugan no Shana, made me a fan of Kotoko.

Nami Tamaki I really like, beginning with her OP for Gundam Seed, Believe. Reason is one of my favorite songs by her, as well as DreamerS.

Other than Japanese songs, I like techno, euro beat, rock, and stuff. Pretty much I just can't handle rap. =/ It feels like there's no melody line. ;.;

89
Melty Blood Auditorium / Trying to make Nanaya for MUGEN
« on: July 06, 2007, 08:42:09 PM »
Hi, my name is Liger. Nice to meet you all. I'm a huge fan of Melty Blood and MUGEN.

First, let me say that if this is in the wrong place, I'm sorry. Wasn't too sure where to put it...

For those of you who do not know about MUGEN here's the wiki page:
http://en.wikipedia.org/wiki/M.U.G.E.N

In my own words, I'd describe MUGEN as a highly customizeable 2D fighting game.

Like the title of the topic says, I'm trying to make Nanaya for MUGEN. There's already been a few made, but I just want to. =P

On to the point of the matter, my goal is to make my version of Nanaya for MUGEN as accurate to Melty Blood as possible. For this, I need a lot of help. I need to align all of Nanaya's sprites and FX, code the animation times for all of Nanaya's movements so they match Melty Blood, create reasonably accurate hit boxes for Nanaya and his attacks, ... meh, I'm not gonna drag this out more. It's just a lot of stuff. @_@

I know of Ikusat's website and Shoryuken Wiki which explain Melty Blood Act Cadenza quite in-depth and I was very impressed. However the entry on Nanaya is incomplete. It's missing data on animation times and frame start up times for attacks. And what it doesn't have at all, difficult to describe too, are the hit back from attacks. I saw Veteru's post about Melty Blood damage scaling and tried my best to incorporate it into Nanaya.

Would you like a mint jullup?

To show you that I'm not lying through my teeth (although you still might not believe me, which is your prerogative) here's a test video of what I've done so far. It's just Nanaya's typical 2ABC5C->j.BC->j.BC->air throw combo. I believe it's called BnB? And out of curiousity, what does that stand for? Anyway, the video quality isn't great, but you'll get the idea. =)
http://www.mediafire.com/?84yzg29sjot

Also, I planned to make Nanaya in the style of Melty Blood ReAct Final Tuned ver. 2.501b, which makes the data on Melty Blood Act Cadenza at Shoryuken Wiki perhaps useless? I don't know how much was changed between Final Tuned and Act Cadenza. Though I heard Nanaya got nerfed. =/

But maybe another question to you guys... Should my Nanaya be ReAct Final Tuned styled, or Act Cadenza styled? If the latter, I'd need even more help since I do not own Act Cadenza and very likely won't be acquiring it any time soon, whil ReAct Final Tuned I have on my computer.

Very lastly. Please, keep this work in progress character a secret. I don't wish to get a lot of attention over it, especially in the MUGEN community. I belong to a forum called Mugen Infantry http://mugen-infantry.net/ under the same user name, well, (SOS)Liger... =P And to anyone from any MUGEN community... If word of this WIP gets out, be it the video I posted or just word that he exists, I'll make him private.

So pretty much what I'm asking for... I would say begging, but that sounds too dramatic, but really I can't go far with out this help... I need a play tester who is very knowledgeable with Nanaya who can tell me every thing that's off with animation, hit back, speed, etc. and someone who is, not necessarily a good Nanaya player, very knowledgeable in Melty Blood statistics, like with damage proration, hit pause times, and such.

Please, if there is any one that can help me with this project, I would really appreciate it. ^_^

My email is ligerzero000@hotmail.com if you wish to contact me that way.

Thanks in advance to anyone who actually reads this whole thing. Sorry for such a long post. Well, see you all later~

EDIT: Oh yeah, and I saw some posts about combos around the forum. Cool stuff. ^_^ I'll incorporate some into the AI. Are there any advanced tactics I can add? Like guard break chains and such? I saw a bunch of videos by Mad Tea Party. Wow, he's a amazing. =O

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