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

Messages - f-wlen ice loop

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26
@del the lolicup next to super sells them

@kfl it covers gas money ok

27
i will grace you all with my presence if someone buys me a lolicup slushie and a bag of that salt pepper chicken

28
ok i played kfl

i'll see you guys in 4 years when quantumcaster for melty is released

29
are you guys at "beats numakie" or "can't beat numakie" level

it's a long drive for me

30
Melty Blood Auditorium / Re: Next major feature for CCCaster
« on: April 21, 2013, 09:02:43 PM »
i recommend referring to mauve's rollcaster for a feature list. here's a list of convenience functions it has that won't be difficult to implement:

- lock inputs during connection so you can't trigger the "cancel" in dialogue boxes
- allow controller input when window is not in focus
- hosting auto-copies IP into your clipboard
- default port config
- relay address is default to mizuumi.net (a relay feature + server would need to be written for this to work ofc)
- connecting to a client defaults to IP in your clipboard so you can hit enter to quickly connect or enter a new IP
- ping is shown during connection
- entering a letter cancels connection process during a sequence that requires numerical input (like if someone has d6 and you want to back out)
- get info checks an IP for an open connection + displays ping, and displays a game in session if one exists
- player names set in config to auto-attach to auto-replay save filenames
- testing connect mode, to check for open port
- hotkeys during gameplay to change delay (and rollback frames, later in the future)
- there's actually a ton of hotkeys in rollcaster. toggling bgm, delay, rollback, auto replay save...

stuff that's harder:

- spectate
- rollback (next priority imo)
- custom color palettes
- hitbox display mode

31
At this time, SK will most likely be up to his ashy-ass knees in sand around the time Povertfest 2013 happens so this will be an event held in his honor. RIP :bricks:

There is currently no set date yet. I would like to get some input on what works best for everyone and an estimated head count first. The last Povertfest was 9/28/2012 - 10/1/2012. This year, the last weekend of September will be 9/27/2013 - 9/30/2013.

The airport codes are, in order of preference: ONT, SNA, SAN. Please do NOT use LAX unless you have absolutely no other choice, it's 90 miles from my home.

If this works we'll let it rock, if not let's figure something else out.  :toot:

32
NetPlay Community / Re: Alternative matchmaking program for MB:CC?
« on: June 18, 2012, 06:12:13 AM »
right, so like, programming an irc hostbot is not hard, necessary, or never-done-before, as you used the bot yourself

33
Melty Blood Auditorium / Re: we need this game on xbox 360/ps3
« on: June 16, 2012, 10:45:48 AM »
if you mod a fighting game, you'll lose the gameplay references (main example: gameplays in japanese competitions)

and those who will compete, obviously they'll prefer the main version (official) than playing over 9000 balance mods in same time

right, well, the discussion here wasn't about balance at all, it's about having the demographic that can take technical issues in their own hands... and what zeech said is exactly correct.

34
Melty Blood Auditorium / Re: we need this game on xbox 360/ps3
« on: June 15, 2012, 11:09:58 AM »
http://shoryuken.com/2011/12/12/guest-editorial-momentum-matters-a-historical-perspective-on-the-fgc-and-esports-communities-2/

This post is a good summary of why FGC and PC gaming community differs. The short version:

- FGs came from arcade culture and eventually consoles
- Arcades were historically populated by non-too-educated people, and consoles are for gamers who don't want to continually invest in PC upgrades
- FGC demographics skew towards the less-educated

- PC gamers tend to be more well-off (since they have to have funds to support upgrades) and more educated (since PCs are a higher learning curve than consoles)
- As a result, PC gamers tend to know more about programming/development than console gamers

It sounds a bit corny but it's pretty accurate. The overlap between those who can actually develop and those who actually play FGs is relatively narrow.

36
Akiha Tohno / Re: Exploring the Whiff Cancel Combo
« on: May 26, 2012, 12:06:52 AM »
restoring for glory

37
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:11:14 PM »
gimper must've gone to get his internet death ray. in that case bbl getting alcohol  ドドドドしゅるぅるぅるぅーずばーーん

38
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:08:20 PM »
shoutouts to sp00ky

39
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:07:07 PM »
the internet's still here. what's going on?

40
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:05:28 PM »
i have slain kusoru, you cannot faze me.

41
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:03:10 PM »
still waiting

fake edit: いつでもかかってくるが良い

42
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 06:00:06 PM »
waiting

43
Akiha Tohno / Re: The good thing about working for the internet....
« on: May 25, 2012, 05:48:47 PM »
shut the fuck up

44
Akiha Tohno / Re: The Akiha Camp
« on: May 25, 2012, 05:38:56 PM »
shut the fuck up

45
Akiha Tohno / Re: Exploring the Whiff Cancel Combo
« on: May 24, 2012, 09:38:38 PM »
do you even play people in mbac

46
Akiha Tohno / Re: Exploring the Whiff Cancel Combo
« on: May 22, 2012, 08:54:51 PM »
you're bad

47
Melty Blood Auditorium / Re: So where do we go from here?
« on: May 08, 2012, 03:20:49 PM »
it was harman

48
updated

49
no

50
Regional Community / Re: SoCal Melty: Cuz we so SoCal!
« on: March 24, 2012, 11:57:08 AM »
saturday plzzzzzzz

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