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

Messages - Id_asz

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26
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.07!)
« on: December 29, 2011, 03:14:11 PM »
I'll be down tonight if anyone's interested. I definitely need practice more of my PCiel combos.

Oh yeah, and I'll bring BBCSX and AH3 as well.

27
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.07!)
« on: December 29, 2011, 09:37:35 AM »
im going there tomorrow

I'll be there too, can't wait!

28
I'm working on combo lists next. Most of that info I just wanted to know for myself, and figured I'd post it up if I had it.

29
Kohaku's Magical Garage / Re: About Frame Data
« on: December 27, 2011, 08:32:58 PM »
A frame is the smallest increment of time at which the game computes and displays information.

1 frame = 1/60th of a second. If a game displays at 60fps, then that means that the game works at 60 frames per second. There are a few fighting games that are not 60fps, but pretty much every new game is 60 fps.

When a move "takes" 4 frames, what the person means is it won't activate or hit until 4 frames after the move has been inputted. So, the move will have 3 frames of start-up and actually hit on the 4th frame.

Does that help? Any other questions?

30
Kohaku's Magical Garage / Re: Calculating Damage: Rounding?
« on: December 27, 2011, 04:11:56 PM »
Well, I didn't explain my problem very well  :psyduck:

I'm getting Powerd Ciel normal damage data from an arcade board. The arcade mode won't tell you what one hit does, you have to do two hits in order for you to see damage. So, in order to figure out normal damage, I have to reverse engineer it.

I am calculating damage by doing two-hit combos against Aoko during the first 25% of her health (which has a defense rating of 1.00x). There is no damage reduction or criticals included in the data. Also, I make sure to do no combos with Reverse Beats.

So, if I am to find out what 5A is, I would figure it out like so:

X + (31/32)BX = 594 (on-screen damage)
X + (31/32)BX + (30/32)BX = 830 (on-screen damage)

Where X is the damage done by 5A, and B is the proration done by 5A.

With two variables and two unknowns, I can conclude that:
X (5A) = 350.1 damage
B (5A) = .719 proration


That's what I've already done and posted on the H-PCiel thread for all her normals. The problem I have with this is any rounding the game might do with the final damage. What if the total should have been 594.4, but it rounded the on-screen damage to 594? If this were the case it would screw up my results. I can still get really close numbers, but not exact numbers. In most of the fighting games where I've had to calculate damage (which isn't all that many), they round everything down, but I don't know if that's the case with Melty Blood.

One thing I can do is take out my PS2 and run MBAA then do calculations for a control character, but I was hoping someone who knows could just tell me so I wouldn't have to go through all that work.

31
Kohaku's Magical Garage / Calculating Damage: Rounding?
« on: December 27, 2011, 08:33:32 AM »
I have a question for anybody who has actually worked on calculating damage, prorations and data.

How does rounding work? For example, if I've calculated the damage to be 599.8 does it round up or round down?

I know it's not as clear cut as that, because the damage displayed on screen may not be 100% accurate, but I just want some light shed on the subject.

I'm working on figuring out damage for normals from an arcade board, and I'm getting a few odd numbers among a few exact numbers. For example, I'll get that one move does exactly 1000.0 damage, while another would do 299.3. I'm assuming the numbers are supposed to be exact (i.e. 2A does 300.0 dmg, 5A does 350.0 dmg, etc.) but if I change it and edit prorations accordingly, it doesn't equal out with the on-screen damage.

32
Thanks for all the info.  There's a minor formatting error in j214 series though..

tyvm, got it.

33
Did a large update on the first post:

-Restructured the layout.
-Added damage and prorations for normal attacks.
-Added damage and proration for 236A...A/B/C kicks.
-Added new and CORRECT defense ratings.

I still need to add:
Combos
Prorations for j.A, j.B, j.C.
Need to add throws.
Shield and Shield Bunker info.

Also, the damage and prorations listed on the normals aren't 100% correct. There's some rounding errors I need to work out. The damages listed are really close to the actual numbers, so for all practical purposes it's fine.

34
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.07!)
« on: December 23, 2011, 03:35:42 PM »
From the looks of it, we may all head there next friday for sure (2011/12/30).  ID, me, and prolly shark 'll be there.  I can also record more stuff. yay.

I'll also be bringing BBCSX for PS3 if anyone's interested.

35
Powerd Ciel / Re: H-Moon - Powerd Ciel Discussion (Ciel, God of Thunder!)
« on: December 21, 2011, 03:36:51 PM »
Updated which moves are air blockable/unblockable.

I'm working on normal move dmg, there's just a lot of calculations to do.

36
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.07!)
« on: December 21, 2011, 02:45:10 PM »
Can't make it this Friday, but I'll be there next Friday.

My copy of BBCSX is on its way, so I'll start bringing that on Friday's too.

I'm going to be bringing my A game next time. Spending a lot of practice on MB!

37
Powerd Ciel / Re: H-Moon - Powerd Ciel Discussion (Ciel, God of Thunder!)
« on: December 10, 2011, 12:28:13 AM »
Stuff I know about that was changed between 1.05 -> 1.07 (Now that I finally got my hands on it!)

-5BB target combo deleted.
-Damage for 214A, and j.214A (especially BEs) reduced.
-Recover high in the air after a 623B whiff (new?)

Also, I updated the first post with some things. Check it out. More to come for other Moon Styles.

38
I just got v1.07 and will be installing it on Thursday. So we should have that version for the tournament.

39
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.07!)
« on: December 07, 2011, 05:45:01 PM »
Just got the USB with v1.07!

I will be installing the update this Thursday at 7:30-8PM.

Be There!

40
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.05!)
« on: December 03, 2011, 03:34:49 AM »
Sheesh, I need to practice more.  Hey, Id, what's the deal with 1.07? Any news on that front?  ..not that I'll be eager to face Numa's inevitable Archetype...

We bought our board from Arcade UFO, so we need to get the update from Arcade UFO's supplier. Arlieth is working with FubarDuck on getting it here, but I think FubarDuck is busy in Canada with stuff atm.

Sometimes it can be hard to get "free" stuff from a Japanese supplier since there's little to no commission from them. If we were in Japan then getting it would be no problem, but it has to be shipped overseas and everything. I'll call Arlieth up and get an update for you guys.

41
I posted the wrong date. It will be on SUNDAY, December 11th!

We'll probably be recording both GG and MB (woot!)

42
Another tournament coming up on SUNDAY, December 11th (@ 5pm).

I'll just be focusing on GG and MB for now, but we'll still run casuals for other stuff.

$5 for everything again, too. Hope to see you guys there, we'll run these every other week.

43
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.05!)
« on: November 25, 2011, 08:35:08 AM »
I'll be down there. Might be late, though; sometimes my boss has me working at another arcade fixing games until late in the night.

44
*Added General Team Rules.

45
Mike Z will be bringing his build of Skull Girls to West Toast, woot!

46
I still need volunteers to help me run side tournaments:

Looking for people for:
Hokuto no Ken
JoJo's Bizarre Adventure
Immaterial and Missing Power

I probably have Big Bang Beat Revolve covered.

47
Tournaments and Events / Re: West Toast XV - Pre-tourney Discussion
« on: November 19, 2011, 03:00:28 AM »
Mod (whoever it is), close this thread please.  :toot:

48
West Toast XV: Makoto Appreciation Day

West Toast was founded by a bunch of enthusiastic Melty Blood players just trying to grow their scene. The premise has been to meet other players and to have fun. After two years without a West Toast, they've been revived in 2011! Now the event incorporates even more games, but the premise remains the same: meet other like-minded players and have fun!

This tournament will include some of your favorite airdashers from old to new. Some of which won't even be featured in another major tournament! If you've been secretly training for the day that JoJo's Bizarre Adventure, Immaterial and Missing Power, or some other relatively obscure game is held in a big tournament, Jan 21st is your day! So come prove yourself among your peers as the best of the west coast!

The Location:
Family Fun Arcade
10363 Balboa Blvd.
Granada Hills, CA 91344
(818) 360-0419

The Date:
Saturday, January 21st (Squirrel Appreciation Day)
and Sunday, January 22nd

The Schedule:
Saturday:
Main:
Guilty Gear @ 1PM
BlazBlue @ 5PM

Side*:
Melty Blood Teams (3v3)
Arcana Heart Teams (2v2)
Vampire Savior
Hokuto no Ken
JoJo's Bizarre Adventure
TMNT: Tournament Fighters
*times are undecided

Sunday:
Main:
Melty Blood @ 1PM
Arcana Heart @ 5PM

Side*:
Guilty Gear Teams (3v3)
BlazBlue Teams (2v2)
Immaterial and Missing Power
Fate/Unlimited Codes
Big Bang Beat Revolve
*times are undecided

The Games:
Guilty Gear XX Λ Core:
Time: Saturday, Jan 21st, 1PM
Price: $5 to enter (+25c per play)
Pot split will be 70/20/10 for 1st/2nd/3rd place (subject to change depending on number of entrants).
Rules:
Double Elimination Bracket, 2/3 Matches, 2/3 Rounds
Double-blind character selection available on request.
Winners must keep same character, losers may counter pick.
All characters are tournament legal.
Game will be held in Arcade. The arcade cabinet has PS2 ports, so you can plug in your PS2 controller (button layout: Square=Punch, Triangle=Slash, Circle=H. Slash, X=Kick).
In-game glitches are allowed as long as they do not "break" the game (i.e. characters float off the screen, disappear, the game crashes, etc.).
If a button or stick problem occurs, stop playing and notify the tournament organizer immediately (even before your round is over). We will restart the round after dealing with the problem. Abuses of this system will cause a forfeit of the match.

BlazBlue Continuum Shift II Extend:
Time: Saturday, Jan 21st, 5PM
Price: $7 to enter ($2 house fee, $5 pot)
Pot split will be 70/20/10 for 1st/2nd/3rd place (subject to change depending on number of entrants).
Rules:
Double Elimination Bracket, 2/3 Matches, 2/3 Rounds
Double-blind character selection available on request.
Winners must keep same character, losers may counter pick.
To be held on PS3 (JP disc). If the arcade has the game as an arcade board and the PS3 version is not out/not available, we will hold the tournament on the arcade. If the PS3 version is available we will run the tournament on PS3 (unless the PS3 has some bugs or unforeseeable arcade imperfect qualities).
All characters (including Relius) are legal. Unlimited Characters will not be allowed.
In-game glitches are allowed as long as they do not "break" the game (i.e. characters float off the screen, disappear, the game crashes, etc.).
If a button or stick problem occurs, stop playing and notify the tournament organizer immediately (even before your round is over). We will restart the round with a new stick. Abuses of this system will cause a forfeit of the match.
If the player accidently pauses in the middle of the game, they will forfeit that round (we can look the other way if it was in the middle of a super animation).

Melty Blood Actress Again Current Code v1.07:
Time: Sunday, Jan 22nd, 1PM
Price: $5 to enter (+25c per play)
Pot split will be 70/20/10 for 1st/2nd/3rd place (subject to change depending on number of entrants).
Rules:
Double Elimination Bracket, 2/3 Matches, 2/3 Rounds
Double-blind character selection available on request.
Winners must keep same character (but may change moon styles, selecting before the opponent chooses their moon style), losers may counter pick.
All characters are tournament legal.
Game will be held on arcade. I will be working on setting up a PS2 port, but there is no guarantee I can get it to work. If PC version is available, we may hold it on PC (undecided).
In-game glitches are allowed as long as they do not "break" the game (i.e. characters float off the screen, disappear, the game crashes, etc.).
If a button or stick problem occurs, stop playing and notify the tournament organizer immediately (even before your round is over). We will restart the round after dealing with the problem. Abuses of this system will cause a forfeit of the match.

Arcana Heart 3:
Time: Sunday, Jan 22nd, 5PM
Price: $5 to enter ($2 house fee, $3 pot)
Pot split will be 70/20/10 for 1st/2nd/3rd place (subject to change depending on number of entrants).
Rules:
Double Elimination Bracket, 2/3 Matches, 2/3 Rounds
Double-blind character selection available on request.
Winners must keep same character (but may change arcana, selecting before the opponent chooses their arcana), losers may counter pick.
To be held on PS3 (may be JP disc).
All characters are legal.
In-game glitches are allowed as long as they do not "break" the game (i.e. characters float off the screen, disappear, the game crashes, etc.).
If a button or stick problem occurs, stop playing and notify the tournament organizer immediately (even before your round is over). We will restart the round with a new stick. Abuses of this system will cause a forfeit of the match.
If the player accidently pauses in the middle of the game, they will forfeit that round (we can look the other way if it was in the middle of a super animation).

General Team Tournament Rules:
Double Elimination Bracket. 1 Set between teams. Grand Finals 2/3 Sets.
Players must use the same character (and option select [Moon Style/Arcana/etc.]) throughout the entire tournament.
A team may not have two of the same character (i.e. no Makoto/Makoto).
You may enter a team with fewer than the listed players, but empty slots will be an auto-forfeit (i.e. if you enter a 2v2 alone you have to beat both players without losing. If you lose against either player in that scenario, your team loses.)
If a team member leaves in the middle of the tournament, you cannot replace him/her and that slot will be an auto-forfeit slot.
Other rules listed in the game's individual rules list still apply.

2v2s: Waseda Format:
Match 1: Team 1 Player A vs. Team 2 Player A (i.e. Player 2A wins)
Match 2: Team 1 Player B vs. Team 2 Player B (i.e. Player 1B wins)
Match 3: Team 1 Player B vs. Team 2 Player A (Winners face-off)

3v3s: Pokemon Format:
Match 1: Team 1 Player A vs. Team 2 Player A (i.e. 1A wins)
Match 2: Team 1 Player A vs. Team 2 Player B (i.e. 1A wins)
Match 3: Team 1 Player A vs. Team 2 Player C (i.e. 2C wins)
Match 4: Team 1 Player B vs. Team 2 Player C (i.e. 1B wins, Team 1 wins)

In both formats, teams are allowed to switch their order however they like. Double-blind player selection is available for the first match only, and the teams may pick their next players accordingly.
In 2/3 Sets, the winning team must use the same first player they did when they won the first set. Consecutive players may be chosen differently.

Immaterial and Missing Power:
Time: Sunday, Jan 22nd, ?PM
Price: $3 to enter ($1 house fee, $2 pot)
Pot split will be 75/25 for 1st/2nd place (subject to change depending on number of entrants).
Rules:
2/3 matches; Modified Round Robin Bracket (Normal Round Robin with a Grand Finals at the end between the top two players, 2nd place player must win two sets like Double Elim Grand Finals). If there is a lot of people, we may switch to Double Eliminaion.
Double-blind character selection available on request.
Winners must keep same character (but may change cards, selecting before the opponent chooses their cards), losers may counter pick.
Version 1.11
Damage Level 3
No Auto-Guard
Juggle Meter Enabled
Banned Stages: Sakuya-Day, Youmu-Day, and Suika (due to camoflauge)
All characters are legal.
The Youmu 2P 1F suki throw loop is banned. Use of this technique will result in a forfeit of the round.
If a button or stick problem occurs, stop playing and notify the tournament organizer immediately (even before your round is over). We will restart the round with a new stick. Abuses of this system will cause a forfeit of the match.
If the player accidently pauses in the middle of the game, they will forfeit that round.

*Nearly everything is subject to change, from rules to times to prices to side games. I will update anytime anything is changed.

49
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.05!)
« on: November 19, 2011, 02:07:15 AM »
GGs everybody! Great seeing Arlieth there serving everybody with this j.C's.

Numakie and I got the laptop working and hopefully we'll see some more footage on the Youtube.

50
Regional Community / Re: FFA SoCal Melty! (with Current Code v1.05!)
« on: November 15, 2011, 01:07:35 PM »
I am Friday. Lol.
Guess ima bring my lappie and recording device on Friday. Can ya give me a lowdown on where everything is?

Underneath the arcade panel (joysticks and buttons) where your legs go, the cables are sticking out on the right. They're easy to spot. As an added bonus, if somebody isn't recording matches, they can get an adaptor and plug their headphones into the audio jack (P1 side only, I'll work on that for P2).

As for streaming, the arcade's internet connection isn't all that great, so if you logged into it it might hurt the people playing Xbox (so I password protected it). However, the Vet's Office next door has an unprotected wifi connection and they close at 6 or something, so they wouldn't mind if you used theirs.

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