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

Messages - Erkz

Pages: 1 ... 4 5 [6] 7 8 ... 10
126
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: November 04, 2010, 06:20:02 PM »
Quote from: Ecole
Hidden Character Unlock Command has been released!

If the following command is entered at the title screen, the hidden characters "Neco & Mech-Hisui" and "Kohaku & Mech-Hisui" will become available for play.

[Hidden Character Unlock Command]
At the title screen, enter AACC↓A↑B→C←DAACCE




... Bleh.  :prinny:

127
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: September 13, 2010, 02:14:35 AM »
Quote from: French Bread Blog
メルブラ関係は、いろいろご期待頂きありがとうございます。PC版もPS3版も出すこと自体は技術的にはどうにかなると思うのですが、政治的なハードルが高そうで;; 最低限ネット対戦機能が必要でしょうしね。この辺は、TYPE-MOONさんの方とも、あちらさんが一段落ついたら、いろいろ相談をしてみようと思いますので、ご期待下さい。

From my [lack of] understanding of moonspeak, I gather they're talking about a PC/PS3 Melty Blood with netplay, and some kind of political hurdles related to TYPE-MOON.

Anyone wanna clear this up for me/us? :slowpoke:



[inb4 it's a hypothetical situation they're referring to.]

128
Melty Blood Auditorium / Re: Actress Again Sprites?
« on: August 22, 2010, 10:16:56 PM »
Could someone hook me up with a clean screenshot in game?

Nothing special, just with all the bars etc intact.



Like that? Or by intact did you mean "full"?

129
Melty Blood Auditorium / Re: Melty Blood 3D
« on: August 19, 2010, 08:17:45 AM »
I still can't get over the fact that Aoko and Touko are in the same room for most of the game and absolutely nothing blows up because of it.

130
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 08, 2010, 07:28:40 AM »
Not sure if related, but the guys at FrenchBread posted this on their blog along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.
Wow, some of those designs look... really fucking generic. REALLY fucking generic. A few are mildly interesting, but some of them... just... wow.
Generic or not; if someone told me that the floating loli in the white dress and the Anubis-esque thing next to her were Altrouge and Primate Murder, I'd probably believe them. [Then again, this is probably because I've never seen any official pictures of them like... ever.]

Personally I'm kinda torn; while I wanna see FB do a new IP and stuff, I still haven't been able play as Arihiko/SHIKI in MB.  :V

131
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 07, 2010, 01:31:27 PM »
Not sure if related, but the guys at FrenchBread posted this on their blog along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.

132
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 06, 2010, 03:58:37 AM »
Release date set for July 29th, 2010.

Also, they enabled the screenshots we ripped last time.  :slowpoke:

133
Melty Blood Auditorium / Re: Comedit, moonspeak, what
« on: June 22, 2010, 08:18:22 AM »
Erm, well it seems like the only part I was remembered correctly about it was that it was the thing about it opening up CPF files. I found a CPF lying around, so I opened it with the program.



It seems to be some kind of AI editor. You can program their combos and stuff, apparently. The one currently highlighted in the picture is CPU Warc's 2nd Air Combo. Unfortunately, my moonspeak abilities are near nonexistent, so I can't tell you what all the available options do, but most of the ones in the lower section are invoke conditions; like "Always", "On the Ground", "In the Air" or "Only While Crouching". The top box seems to be where you actually set the actions; button presses, stick movement, even call attacks/animations outright.

Seems like it'd be fun to mess around with; if there was a way to reinsert CPF files back into the game.  :prinny:



Also goddammit, Ecole/French-Bread/Whoever did this.


134
Melty Blood Auditorium / Re: Comedit, moonspeak, what
« on: June 21, 2010, 10:31:06 AM »
If I remember correctly, it's the moveset editor.

Open a CPF [at least I think it was CPF] file from an older version of Melty with it and you'll get the idea.

I believe you use it to set things like blockstun, damage, the conditions for using a move, guard gauge damage and stuff like that.

135
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: June 15, 2010, 02:50:09 AM »
On topic, has there been any other updates on the bbs about changes to the characters?
Actually, no, they just want to know when there's going to be a PC port.  :slowpoke:



Seriously though, they only made note of a few system changes like the new selectable characters [Ryougi, Seifuku, Nechaos], being able to skip certain things [vs screen, win poses at the end of a round], heat making the "fog effect" come out and giving the characters a dragonball-like aura [wait, what?], and the overall game looking very pretty.

Yeah. Pretty much everything we already knew, dood. :prinny:

136
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: May 29, 2010, 05:33:04 AM »
Anyway... managed to rip out the shots Erkz didn't, for some reason. Maybe he didn't because they were already posted and he forgot about it, or maybe it just slipped his mind. I dunno. I'm a completest, so here you go.

That's strange, I could have swo- Oh wow. I forgot to post the whole last row of pictures on photobucket.  :slowpoke:

But yeah, thanks for that.



With regards to filtering the sprites, I suppose they went with that option instead of manually upscaling them so they wouldn't break the palettes and stuff. Also perhaps time constraints.

Curious as to why they even bothered though. All those posts on the BBS about "upgrading the dot graphics" must have struck a nerve or something.

138
Melty Blood Auditorium / Re: how do pack/unpack MB Re.ACT .p files?
« on: May 19, 2010, 07:30:31 PM »
ReACT? Use Suzie and the Melty Blood plugin.

Google them for more info. *Doesn't remember where to get them offhand.*

140
This seems fun, thought I'd try my hand at it.


141
Akiha's Tea Room / Re: MB "Ryutars" Avatar Thread
« on: May 09, 2010, 06:34:49 PM »
Hai guyz am I doin this rite?
*snip*

... It's churning up his insides.  :slowpoke:

142
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: March 07, 2010, 09:25:45 PM »
So apparently they're starting to list the changes from the PS2 version at the official BBS on Ecole's MB:AA:CC site..

Unfortunately, I can't make heads nor tails of it.  :psyduck:

If you want to try to yourself...

... then you're free to do so.

143
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 20, 2010, 09:01:10 AM »
And

Here's

More.

I have to admit. That fullscreen blur thing that happens during Heat is pretty cool. Reminds me of both a heat haze and a reality marble at the same time.

Also, I could have sworn I heard a warning klaxon playing when the timer dropped under 10 in the last video, but I'm not sure if it was just background noise or not.

Quote from: Benny1
Wallslams send a ripple effect across the screen, rofl.
So do air-techs and ground-techs apparently.

144
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 19, 2010, 04:16:37 AM »
Here's some footage from AOU.

It looks... fast? And different somehow but I can't put my finger on it...

145
Melty Blood Auditorium / Re: MBAA Debug Menu?
« on: December 06, 2009, 11:18:18 AM »
Hmm, it can do patch codes, I need to figure out how to work that, then...

It's relatively easy to get it to work on PCSX2; albeit a bit more confusing than just sticking the code into your codebreaker or whatever. Assuming you're using 9.6, it pretty much goes like this.

1] Go to Misc > Enable Patches
2] While the game is running, go to Misc > Patch Browser
3] Click the "Add RAW" button, and copy/paste the code into the box, then click the "Add" button. In this case it would be - 003D8FB0 00000001
4] Make sure the patch code that pops up is enabled. If it says "No", select it and hit the "Enable/Disable" button.
5] Click the "pnach Writer" button. Change only the "Comment" and "Gametitle" to suit, then hit the "Save" button.
6] Hit the "Exit" button, then go to  File > Run CD/DVD to reset the game.

After the game loads your saved data, you should be at the Debug Menu. Have fun.

146
Melty Blood Auditorium / Re: MBAA Debug Menu?
« on: December 01, 2009, 01:44:10 AM »
It is. I was planning to make a video about it, but I was halfway through making it and realized that it was so boring that no one would actually sit through the entire video unless they really, really wanted to.

If you have a codebreaker or swap magic or whatever, you can use this code:

Debug Mode
003D8FB0 00000001

And the Debug Mode'll kick in after the game loads your savedata.

You can do alot of cool stuff in there, like enable debugging, the Boss Rush characters, view the stages and scroll around them and whatnot. It's neat to play around with... but you'll probably get bored with it after 5 minutes.  :prinny:



147
Kohaku's Magical Garage / Re: What's a sandoori?
« on: October 08, 2009, 01:12:03 PM »
496 might sound confusing, but basically after your jump, your back will be to them with you in the air and them on the ground. Press "forward" relative to where you're facing, then tap 9, up and towards the opponent to turn around in the air, and then immediately away from the opponent again. If you did it right you would have buffered and air backdash immediately after the jump, getting you close enough to land a j.C off of the air backdash.

Just tried this with Akiha. Damn that's useful. o.O

Thanks, Ultima-sensei, I learned something today. *+Heat*

148
Akiha's Tea Room / Re: Mugen
« on: September 22, 2009, 10:44:23 AM »
Woah. It does HD now?

...

When's the first BB character coming out? *shot*

Looks interesting.

Sort of. o.o;

150
Melty Blood Auditorium / Re: Actress Again Sprites?
« on: September 12, 2009, 03:10:47 PM »
Don't you need like 25 posts or something first?

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