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Old 07-21-2004, 09:03 PM   #1
M34T
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Hello. I'm a first-day'er to SFO, but I've worked on many SF-related projects, like Street Fighter Remake, UFGE, and MUGEN. I've played it a couple of times, and it seems that hit reactions are universally cancelable; even to basic motions (like blocking) and special moves. Is this a normal, expected thing, here?

BTW, I realize this should go in the "bugs" thread, I'm simply following the rule for new users to not go there right away. I'm also noticing a lot ofusers having trouble connecting for challenges; and I've checked my port ID, that isn't it.

M34T

PS: Is it just me, or is it odd that footsweeps can be air-blocked? ???

Here's hoping SFO the best; if there's anything I can do to help, lemme know.
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Old 07-21-2004, 09:05 PM   #2
Angel-Eyes
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welcome........get yourself involved
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Old 07-21-2004, 09:18 PM   #3
M34T
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Sounds like fun. Sequence formats? Spritesets? File types? Hit-re system/def's? [link to any existing source of answers?]

Also should take note: are we going for OG-style characters, redesigns, or some happy medium?


:buttrock: Gonna be hella fun! :buttrock:
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Old 07-21-2004, 09:36 PM   #4
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arrgg!! your computer nonsence is hurting my mind!! unclean!! unclean!!!

this message brought to you by the letter spam. yay for spam.

okay, to make this post not totally usless...


one thing you need to learn is that this isnt really a emu-based game. The creator (TmyApp) started this from scratch, and coded everything is. so, as you might expect, there are alot of bugs.

so, enjoy the bugs!
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Old 07-21-2004, 09:45 PM   #5
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SFR/UFGE/MUGEN were all recoded simulators too, not emus. Seriously, I understand the homebrew apps BETTER than emus/roms. If I had a spriteset, a file format layout or template, and a week or two, I could probably churn nearly any character out.

BTW, the current layout reminds me a little of an old engine called "KoF '91"... at least the animations, movement, and hit-detection do. This just seems a logical expansion of it. Getting warm, yet?
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Old 07-21-2004, 11:47 PM   #6
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[quoteost_uid0="M34T"]I've played it a couple of times, and it seems that hit reactions are universally cancelable; even to basic motions (like blocking) and special moves. Is this a normal, expected thing, here?[/quote]
Aye.. lol.. good lad. Thing is, I've discussed the hit detection system in the game engine and TMyApp (the creator) says most of it has been patched and after encoding other characters and adding them to the engine, it's not as accurate as it should be. :biggrin:

However, not many users take note of the amount of hits they render... so it wasn't given top priority

As for the usual hit reaction, I'm not so sure... but my guess is it's a result of the lag the game engine produces while sending packets of data between the 2 comps involved in the battle. The blocking on the other hand has been patched as well... seems if you're getting poor blocking, then it might be as a result of the amount of FPS ur CPU is able to produce during game play. However, that's just the random answer I was given.. after more research and playing the game on a comp that could produce the max amount (40.000), there were still some blocking problems. You're just gonna have to learn to deal with that until TMyApp has enough time to reorder his priorities as far as the game goes and make blocking number one on his scale of preference :biggrin:

Other than the fallacy I've just written, welcome to the community lad :biggrin:
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Old 07-22-2004, 01:01 AM   #7
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Behold!....blanka09's brain ^ -
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Old 07-23-2004, 06:54 PM   #8
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man thanks for explaining and the one who started this sure a sharp lad...
cheers
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Old 07-26-2004, 10:34 AM   #9
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[quoteost_uid0="KidKrazyShit"]Behold!....blanka09's brain ^ -[/quote]
Nah.. it's lost somewhere on X09 XD

Anyhoo, I haven't seen the dude since he created this topic.. hope he's still interested in playing :biggrin:
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Old 07-26-2004, 07:42 PM   #10
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Blah.

you bored him 2 death with your input :biggrin:
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