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Messages - JennyCage

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136
General Discussion / Re: KOF13 Shermie sprite?
« on: December 12, 2011, 12:31:53 AM »
It could be, the sprites do seem very similar.  It seems unsual that they'd bother to make a 3D render + pixel rotoscope + shading and neutral stand pose for only a few frames of animation in a cameo.

Either way I hope they use the resources they seem to have available.   :)

137
General Discussion / KOF13 Shermie sprite?
« on: December 11, 2011, 08:16:59 PM »
So while looking around for a new Shermie avatar, I found a couple of interesting pictures.

The first is this:



This might have originated on a DeviantArt account by a non-SNK associated pixel artist at http://armentis.deviantart.com/ but his page is in Spanish so I can't read the info.

The second is more promising:



This was posted on DreamCancel's Facebook in May but there wasn't much discussion of it.  I did a search on the forums and didn't see any discussion either.  To me this looks like a legit sprite and very much in line with 13's presentation/art.  I can't find out where the image came from but I remember someone posting a link from SNK that detailed their sprite creation process and I have to admit this looks like a finalized version of that process.

As a Shermie lover this has got me pretty excited.  I'm hoping it's real and maybe in the future we'll see her as a DLC or in KOF 14!

138
General Discussion / Re: KOF XIII Console Unlocking & Miscellaneous Thread
« on: December 04, 2011, 07:25:19 PM »
How do you unlock colors ?, I've used Andy 68 times but haven't got any new colors. I have 10 colors, how many colors are supposed to be unlocked ?

You only need to play the character to unlock the colours.  I think someone said 40 plays = all colours unlocked.  Is it possible you're playing the game without logging in with a user profile?  That seems like a way it'd not work for you.

139
General Discussion / Re: Netcode testing
« on: December 02, 2011, 08:32:05 AM »




My general impressions with a wired cable connection, XBox 360 and all ports properly forwarded...

1 Bar: Unplayable and I don't expect it to be.

2 Bars: 50/50 dice roll.  Sometimes the connection can be better than some 3 bars, other times it's quite delayed.  I play a friend from Texas, he's wired, we ping 100-120 ms to each other and get 2 bars but it's very smooth with very little input delay.  Other 2 bars can be very laggy, though.

3 Bars: Generally good with little input delay, but capable of lagging if the other person is on wireless or for other mysterious reasons (latency, non-open ports?).  For example another guy I play, we ping 60 ms to each other but ingame the delay is massive because of his wireless.  As usual, wireless ruining games.

4 Bars:  Never seen it, but I'm in eastern Canada and it might be that there aren't enough people from my region to see/experience it.

There are desyncing problems with the game, but I can't pinpoint the reason.  Texas guy's internet is slightly unstable and wireless guy is, well, wireless.  Either way they do happen and can cause the game to drop/time out when starting the next match.  I've played many more people than these two.  I will say that when the game is good, it's really good, the input delay is very negligable, but when it's bad it's quite bad... but because I don't know every setup for the people I play, I can't tell if it's the game, their wireless, improperly forwarded ports, congested network, etc.. It CAN be excellent, that's all I know.

140
Kula is the shit.  People just get mad because her snowman can block projectiles.   ;)

Surprisingly I've barely seen any K's.  I think his combos are a little too strict for the average newb.

141
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 29, 2011, 09:09:59 PM »
MK9 has better netcode than KOF13?  Where can I get what you're smoking?  MK9's netcode is terrible despite two patches to address it.  Offline combos have to be completely retimed for online.  The delay is massive and it's wildly inconsistent.

Sabin, you've been posting a lot talking about how bad the netcode is, but is it possible you have some bad routers between you and the people you're trying to play against?  I play people thousands of miles away and the delay is very minimal.  The fact that you think MK9's netcode is better is incredible given my experience, and I was pretty big into MK9's online for a long time.

KOF13 does have desyncs though, but they may not be noticed unless you're in voice chat with your opponent.  This might be due to my friend's slightly unstable internet, but it exists in a way similar to GGPO or Kaillera.  To me it's very weird that there's Sabin-like experiences with unplayability and my/my friend's experience where it's the closest thing to GGPO without using rollbacks.  It's not like MK9 where you have to totally adapt your timings to perform online combos, and it's leagues better than Kaillera and 2002UM.

So where is the inconsistency coming from?  Are the connections peer to peer?  Are they routed through an Atlus server?  Something is obviously wrong, I just wish we could figure out what.  I hate seeing so many people disparage the netcode because it's causing people to not buy the game out of fear that it's bad, but it's not, at least when it works... trouble is apparently it doesn't work for everyone.

Edit:  Also is this something more common on PS3?  Maybe you guys should include a list of systems affected.

142
Meet & Greet / Re: Info sharing thread
« on: November 26, 2011, 09:26:29 PM »
What's up all?  I'm from New Brunswick Canada and I'm looking for some people to play 13 with on XBox.  I also play 2002 and Garou on GGPO, though I'll probably be more into 13 now.  Been playing KOF off and on for a few years with the last year being more serious.  I'm probably an intermediate skill player so if you're on the east coast hit me up for some games!

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