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  1. Rev_an

    6++ Gameplay Overhaul

    i beg you to learn what the words "beta" and "work in progress" mean before you drive off a fucking highway bridge that's under construction and kill a road worker.
  2. Rev_an

    6++ Gameplay Overhaul

    i'll look at it again but iirc i was messing with the opcode for animation playback speed (0x0A 00 is normal, smaller is slower and bigger is faster) and i set it to like 30,000x and the box still said 2 if there wasn't an incoming high or you like clip through the ground because the physics...
  3. Rev_an

    Team NINJA is Planning to Reboot Dead or Alive and NINJA Gaiden

    oh lord we do not need them to steal anything from that game. lethal hits are the only good new mechanic and doa already kinda has those with crouch-counter fatal stuns and some tracking hit vs sidestep upgrades
  4. Rev_an

    Team NINJA is Planning to Reboot Dead or Alive and NINJA Gaiden

    titty busa and copying even more garbage from tekken lets go!
  5. Rev_an

    6++ Gameplay Overhaul

    lmao i was hoping we'd find some like "close hits work / close hits don't work" as a primitive like how wall stagger vs wall fall are (functionally) a boolean
  6. Rev_an

    6++ Gameplay Overhaul

    i was looking for a more direct solution but maybe there's some state-based shenanigans i could use. the thing of it is that the PL that are still in the game do (at least) three things with one command: juggle scaling 50% flat no close-hit bound no propagation of counter/hi-counter...
  7. Rev_an

    6++ Gameplay Overhaul

    when people ask him to? won't be me though. I've been pushing people away from doing a tournament on the beta build anyway, or ban like five characters lol. maybe emery and/or blank will try something next month with the update. if there's enough player interest justifying hoodless change...
  8. Rev_an

    6++ Gameplay Overhaul

    update 1 is code-complete and barring some kind of life disaster, I'll be doing the final function test before distributing the first playtest build/release candidate later today or tomorrow. playtesting has begun!
  9. Rev_an

    6++ Gameplay Overhaul

    oh yeah i've been updating my patchnotes file at the same time as the tracker for the most part and missed a couple things
  10. Rev_an

    6++ Gameplay Overhaul

    should i make a new one for update 1? should pass functionality today or tomorrow, and after barring something like a hayabusa ceiling infinite being found in prerelease testing, we're a bit ahead of schedule.
  11. Rev_an

    6++ Gameplay Overhaul

    uh idk who fixed it but it's working on lisa for me in open stance in the functionality build. could still be magic tip-range spacing to drop it but that kind of thing is fine as long as it's predictable.
  12. Rev_an

    6++ Gameplay Overhaul

    cap. You've been told before that it's a beta and that nothing character specific is final. that's rich coming from the guy whinging about iTs sUpPoSeD tO bE A cOmMuNiTy mOd. and on that note just because it's not exclusively happening in this thread or because i'm trying to get you...
  13. Rev_an

    DOA6 flawed mechanics

    iirc that's all on MS's end making games work on their in-house emulator, and the other company who owns the IP rights just has to give them permission to list it in the store. if they ever sell DOA4K and it's on PC we'll know somebody probably has access to the old stuff.
  14. Rev_an

    6++ Gameplay Overhaul

    some stuff went more smoothly than expected and i have some documentation on guardbreaks i didn't have before so for these retracted bass suggestions: 66P applies a 30 frame GB stun, the shortest we know of so -2 would be a (potentially acceptable) timewarping 66p+k applies a 45 frame GB...
  15. Rev_an

    6++ Gameplay Overhaul

    there's a preview build of doa 4 that ended a stun prematurely if you try to throw a stunned player, I figured out that it's probably possible to implement something like this (there's a hit reaction entry for throw vs stun that's just always null) but taking away the safe throw (even though...
  16. Rev_an

    DOA6 flawed mechanics

    idk i think it's fine to tell TN to "just undo" stuff, like they ought to have documentation, old source code, and long-time employees to put toward all that stuff. it's not 0-effort but he's not doing the other thing here.
  17. Rev_an

    6++ Gameplay Overhaul

    i have to double check the hit-reaction on phase's wakeup but that sounds like a great idea, that might even sneak into update 1 edit: i coded it up for update 1, and barring some unforeseen consequences, it'll be in! BT 8k is a work in progress, there are other changes to it that i prototyped...
  18. Rev_an

    DOA6 flawed mechanics

    good work. speculation is mostly right to my knowledge although a couple of the problems are caused by multiple systems interacting in ways that you wouldn't notice without looking at animation control timelines. i think patch 1.19 is fine but i was thinking about messing with the grounded...
  19. Rev_an

    6++ Gameplay Overhaul

    I think SCVI is worse than SCII and SCIIIAE for what i think are obvious reasons considering the other opinions i've expressed publicly. At least as an early result meter seems to have made DOA rounds faster, not shorter, going by the longer round times we're seeing on 6++, but I don't anybody...
  20. Rev_an

    6++ Gameplay Overhaul

    yeah it not being specifically a comeback mechanic would be an improvement. shame they didn't talk to you sooner. if you like LUA i think you could CE your way into modifying the meter value in memory and preventing it from increasing, or only allowing it to increase for one frame idk enough...
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