• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Search results

  1. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Hi! Hello! Happy New Year! I didn't quit yet! I actually worked on another quick project with Hawken. (Actually quick, not Indivisible-thought-it'd-be-quick-but-here-we-are-a-year-later quick.) Here's a tweet about it: Here's another tweet about it: It's done and I'm back on Indivisible for...
  2. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I had planned to make a post very near when this topic turned a year old, but I slept through it! Anyway, it's a year old now. It's weird to think about. The quick thing I made in like five days was actually reasonably feature complete, all things considered. And just the same, the project has...
  3. Kasumi

    [Dec 16, 2016] Northeast Championships XVII (NEC 17) (King of Prussia, Pennsylvania)

    Am I blind having checked or is Skullgirls not there? I kind of assumed it wouldn't be since not a main game. Checking twitter, seems like there might not even be a side tournament for it anymore which is fine, I guess.
  4. Kasumi

    [Dec 16, 2016] Northeast Championships XVII (NEC 17) (King of Prussia, Pennsylvania)

    What's/Where's the schedule for the actual tournament?
  5. Kasumi

    [Dec 16, 2016] Northeast Championships XVII (NEC 17) (King of Prussia, Pennsylvania)

    Do I show up for casuals armed only with a spectator badge as is tradition? I dunno.
  6. Kasumi

    Modding Tool: SkullMod

    I wrote a long post, but who really cares. tl;dr you can probably do this if nothing has changed since when I last did it. You just replace the file in the file (so as a caveat, the new file has to be the same size or smaller). Maybe there's a few more steps, but that's the stuff no one cares...
  7. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Okay, well, some people have it access to it now. Like a half hour after I sent it out, I realized one debug command I left on for testers to use was relying on another debug command I didn't leave on for testers to use. So that was a good start. Fixed before anyone actually got it, probably...
  8. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Still not done, but done enough that I'm writing up tester documentation. If all goes well, it should go out to a few people sometime this week. Sadly... it's also the week of US Thanksgiving... The last really big thing I have to do is some AI tweaks. Other things I may not bother with are...
  9. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    It's been a while. I took a week off from this. Didn't get done by the 24th, which would have been cool for a number of reasons. This is... quite the project folks. And the speed runners will beat it in two minutes. In the spoiler is a list of all the not secret stuff I did since the last post...
  10. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Half one is indeed done, except for one... Heisenbug... There's also like... a design problem that I may puzzle over even after I hand this to testers. I'm working on the side things, now. While doing so, a post worthy thing happened. I discovered I broke crouching hitboxes when I shrank her...
  11. Kasumi

    SG2 Ideas/Speculation (Lab Zero Please Ignore)

    @KaboomKid Is there a nice post for me to read about Mane 6 AI someplace? Curious what novel things they've got.
  12. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Bit of a non update, but I'm only about 40% done with the "before testing" tasks. Trying to get to 50% by tonight. There's basically two halfs, and some side things that are basically non factors. Half one has had a bunch of dumb unexpected things due to its immense complexity (and that I've...
  13. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Thanks for the encouragement! Nah, that can't stay KaboomKid. It's like... if the enemies didn't have a kill timer, they'd just be stuck like that forever. It happened because enemies can only store any one thing they got hit by, and there's two attacks out. So they just keep replacing each...
  14. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    Hi Skullheart. I guess... the Heruka dash is staying after all the work that was done on it... The collision exceptions it needs are kind of insane, and I totally think there's probably still a bug lurking... even if there isn't, it's still not done. But none of the remaining things should be...
  15. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    I will probably not release that Tetris. Two people have it, both on PSP because then I didn't have to think about control remapping. There are definitely things I could write on game design, and Tetris, and Tetris game design but it seems empty when my own work is not really available for...
  16. Kasumi

    As for how... It's like fighting games. If you're hung up on HOW to do a fireball motion...

    As for how... It's like fighting games. If you're hung up on HOW to do a fireball motion, you'll get wrecked because you effectively can't plan something else while you're doing one. I've played enough where I'm not hung up on HOW to place the piece. So I can plan my next placement while I'm...
  17. Kasumi

    The advice I give: Play slow. The game lets you play at your own pace: It's okay to let a piece...

    The advice I give: Play slow. The game lets you play at your own pace: It's okay to let a piece drop a little while you decide on the next piece. After a very short while, you'll find you need less and less time. Do this: http://i.imgur.com/LnX4li6.gif The speed of the game effectively...
  18. Kasumi

    To put it very simply: The second you are making decisions about the piece you currently have...

    To put it very simply: The second you are making decisions about the piece you currently have control of, you are losing. At the start of the game, you are shown your first piece. You have the time "Ready, Go" plays to decide where and how to place it. While you're placing it you're deciding...
  19. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    In most Tetris games, a piece will drop one grid cell every few frames. Then they get fast enough to maybe drop one grid cell every frame. TGM games get fast enough where they drop 20 grid cells every frame. The well itself is twenty grid cells high. One way to look at it is they start at the...
  20. Kasumi

    Indivisible on NES (Playable ROM inside/Image Heavy)

    @Fumako: Hmm... Basically nothing else I've done is online. I've got another NES game out, but it's... not that good. I made an RPG Makerish thing for PSP homebrew that was released and if someone has it hosted still I wasn't able to find it. I never released my Tetris because both the subseries...