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All Chars Update(2018): Ice Queen (Read 26706 times)

Started by DivineWolf, May 31, 2018, 06:25:07 pm
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All Chars Update(2018): Ice Queen
#1  May 31, 2018, 06:25:07 pm
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Alright, so this is going to take me a bit. Due to having so many chars. However, instead of just mass updating them all and releasing them in bulk, I figured one at a time would be best. Some chars will receive some more in depth individual stuff, but the most important is all the system updates I've done.

All chars will get the following updates:

-Vans' "Tiny Buffering" System implemented
-Camera KO Focus mechanic from Infinite's chars
-"Counter Movement" mechanic added
-Compatibility with Vans Chizuru "Skill Lock" mechanic
-ReadMe updated with more in depth description of the system layout

I'll update this topic as more chars are updated. Leading up to a new char release. You can of course, get them in my folder at TM.



Updated
Kung Fu Man:
Spoiler: KFM Specific Stuff (click to see content)
Akuma:
Spoiler: Akuma Specific Stuff (click to see content)
Athena:
Spoiler: Athena Specific Stuff (click to see content)
Blair:
Spoiler: Blair Specific Stuff (click to see content)
Eliza:
Spoiler: Eliza Specific Stuff (click to see content)
Jill:
Spoiler: Jill Specific Stuff (click to see content)
Juli:
Spoiler: Juli Specific Stuff (click to see content)
Kula:
Spoiler: Kula Specific Stuff (click to see content)

Being Updated
Lilith
Last Edit: August 18, 2018, 05:17:53 pm by DivineWolf
Re: All Chars Update(2018): Kung Fu Man
#2  May 31, 2018, 07:38:58 pm
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Can't unzip it due to unsupported format.
Nevermind, had to update Winrar XP
Last Edit: May 31, 2018, 07:53:36 pm by The Sudden Rarity
Re: All Chars Update(2018): Kung Fu Man
#3  May 31, 2018, 07:43:27 pm
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"All chars" as in all the ones you've made yourself, or?
Re: All Chars Update(2018): Kung Fu Man
#4  May 31, 2018, 07:59:20 pm
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Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;
Re: All Chars Update(2018): Kung Fu Man
#5  May 31, 2018, 08:14:11 pm
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"All chars" as in all the ones you've made yourself, or?

Or....? What? :???: Though to answer your question, yes, all of my chars that I've made myself. I'm not doing anything for anyone else.

Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;

That's good to hear. Do me a favor and do some serious fights/arcade runs with him. I'm trying to find the right values for the buffering system. Originally with the default values I used from Vans' tutorial, the commands felt a bit too generous imo. I personally reduced the buffer values to make them tighter. I need to confirm that there aren't any bugs/everything feel good before I start mass updating.

As for the SFX, even if I did mind, it wouldn't matter. :P Do what you want. I personally just got tired of them. They're too loud and abrasive imo.
Re: All Chars Update(2018): Kung Fu Man
#6  May 31, 2018, 08:26:02 pm
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Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.
Re: All Chars Update(2018): Kung Fu Man
#7  May 31, 2018, 08:36:23 pm
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I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;
Re: All Chars Update(2018): Kung Fu Man
#8  May 31, 2018, 08:49:27 pm
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Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.

All I did was just implemented it lol :P

I wish I had a Sega Saturn... :(

I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;

The feedback is more from a player standpoint about how the system/controls feel. Not in regards to like the moves themselves or things of that regard. All of my chars are pretty set in stone now in terms of that. Maybe a tweak here or there, but that's not what I'm talking about. Bugs referring to the buffer system. As in if a move doesn't come out like you can't perform the command or something. Just let me know how he handles after some runs with him.
Re: All Chars Update(2018): Kung Fu Man
#9  May 31, 2018, 09:25:52 pm
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The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?
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Re: All Chars Update(2018): Kung Fu Man
#10  May 31, 2018, 09:50:53 pm
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The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

This is the feedback I'm looking for. I reduced the window from Vans' default value as I said, but I didn't want to be too strict. However, I personally too feel even with the reduction, the window may still be too large. I'll wait to get some other opinions on it before tweaking it though.

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?

-Currently it's 8 frames. Vans' default value for the tutorial was 13. I may reduce this to somewhere between 4-6 frames, because the buffer is extremely effective. Just waiting for some more opinions.
-KFM never had a kick throw. :P If you want a guideline for it all, be sure to look over Vans tutorial first and foremost. Then you can look over Akuma once I update him. He'll have pretty much everything. Though it won't be until I get to Mai and Tia when I tackle rapid button presses and charge commands.
Re: All Chars Update(2018): Kung Fu Man
#11  May 31, 2018, 10:09:56 pm
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Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.
Re: All Chars Update(2018): Kung Fu Man
#12  May 31, 2018, 10:34:28 pm
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really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet
Re: All Chars Update(2018): Kung Fu Man
#13  May 31, 2018, 10:58:44 pm
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Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

As far as I know, I think Camera KO Focus is when you defeat the opponent, the camera centers itself on the winning fighter, but it has to be programmed into the fighter,as iflt won't center on the opponent that doesn't have that line of code.

Same happens with Infinite's characters when they win.
Re: All Chars Update(2018): Kung Fu Man
#14  May 31, 2018, 11:20:22 pm
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I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.
Last Edit: June 01, 2018, 12:12:18 am by PeXXeR
Re: All Chars Update(2018): Kung Fu Man
#15  June 01, 2018, 01:13:31 am
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My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.

Disclaimer: She does not actually have this move, nor do I ever intend to give her one.
Re: All Chars Update(2018): Kung Fu Man
#16  June 01, 2018, 02:58:37 am
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Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

Pretty much what Rarity said about the Camera Focus. As for the "Skill Lock": Chizuru has a super that negates her opponent from using special/supers when hit with it for a set duration. My chars will be compatible with Vans' Chizuru so that if she uses said super on them, their techs will be locked.

really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet

Thanks.

I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

I just recently tried this and I can get it to work, but playing with a keyboard is just awkward in general. His windows are not strict currently, that's actually the problem. The command buffer may be too lenient, as a result, you'll get moves that you aren't trying to get because of it. As I said, still waiting on more opinions before I make any changes. Though thanks for the report.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

I'm pretty adamant about this, so let me say this: I kept things the way there were prior to this, due to my own laziness and passed it off as just "fitting" in with said authors' chars. I'm pass that now. However, while I respect your opinion, and appreciate everyone's support, I make chars for me and me alone. I just happen to share them with everyone else.

Consider this an opportunity for you to learn how to do some minor editing. If there is something wrong from a technical standpoint, I'll address it. Though if someone doesn't like the voice I used, or the VFX I use, or the Lv3 portrait, etc., that's cool. Though I'm not going to change it to appease to anyone. No config stuff, no middle ground. Feel free to edit as you see fit.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.

This is once again the fault of leniency with the buffering window. The negative edge is still registering the attack input. Thanks for the feedback.

My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.

Nah, not at all.
Re: All Chars Update(2018): Kung Fu Man
#17  June 01, 2018, 03:27:41 am
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I understand DW, swapping out the effects  is not gonna be an issue, its just my 2 cents on the matter.
Gonna test the updates as they come and give feedback if I have any. Thanks


Last Edit: June 01, 2018, 04:02:12 am by PeXXeR
Re: All Chars Update(2018): Kung Fu Man
#18  June 01, 2018, 03:49:07 am
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Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?
Re: All Chars Update(2018): Kung Fu Man
#19  June 01, 2018, 04:13:48 pm
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Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?

Um no... It's a vs females intro only. Like how Benimaru blows a kiss to them. He's not supposed to do it against himself.



Alright, so I recently just made a tweak to the buffering system. I figure maybe it's not the commands, but the negative edge window was too large. So, I reduced it. Feels better on my end. Though please test and let me know.

@PeXXeR:

This should(in theory) make it feel more like you're accustomed to prior to the buffer system. So let me know please.
Re: All Chars Update(2018): Kung Fu Man
#20  June 01, 2018, 06:43:40 pm
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Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

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Re: All Chars Update(2018): Kung Fu Man
#21  June 01, 2018, 06:51:35 pm
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That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.
Re: All Chars Update(2018): Kung Fu Man
#22  June 02, 2018, 12:50:03 am
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Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

Since you change the hitspark sounds only, have you ever considered changing the hitsparks completely? Although I like what you did with the current hitsparks by making them smaller but not too small, they no longer feel like PotS now with those CvS sounds. Like the Power Charge VFX and SFX, you should consider changing them as well so it feels like your own style. Just throwing some suggestions.

Also, there's a bug regarding Eliza. She uses special guard fx when her opponent blocks her basic attacks instead of normal guard fx. Might as well mention that when you get to her.

Still, thanks for the updates and I'll see if I find anything worth mentioning regarding the buffer system. Hope you don't mind this long post.
Re: All Chars Update(2018): Kung Fu Man
#23  June 02, 2018, 01:52:07 am
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just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.
Re: All Chars Update(2018): Kung Fu Man
#24  June 02, 2018, 02:15:14 am
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Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

From someone who spent quite a long time having to re-edit name triggers for intros I can empathize

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Re: All Chars Update(2018): Kung Fu Man
#25  June 02, 2018, 02:24:11 am
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Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

Good. I think I've found the sweet spot for it.

That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.

What? I'll check his code, perhaps I added it to the list on accident. Though it was never intended he do it against himself.

just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.

Cool, glad to hear it. I think we're good to go.





...

Alright man. Since I've only done this for like 3 chars, in terms of the SFX and VFX, ya'll win. I'll leave the stuff as is. I'll change KFM back soon. I can relate to keeping things intact/everything matching aesthetically. I kinda figured there'd be some groaning about it. Guess I should of just left well enough alone...

As for Eliza, I'll check it out.
Re: All Chars Update(2018): Kung Fu Man
#26  June 02, 2018, 03:11:07 am
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Well, if you prefer the new fx and sfx you could have a config option for people to change back to the old effects. You will have more work doing it, but everyone will be happy.
Re: All Chars Update(2018): Kung Fu Man
#27  June 02, 2018, 03:45:07 am
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Aw geez, if it sounds like I'm grumbling the opposite was my intention

Do you, for you, and if folks don't like it they can go screw
We the best
We will cut a frowny face in your chest, little wench
I'm unmentionably fresh, I'm a mensch, get correct
I will walk into a court while it wrecks, screaming "Yes!
I am guilty motherfuckers, I am death."
Hey, you wanna hear a good joke?
Nobody speak, nobody get choked
Re: All Chars Update(2018): Kung Fu Man
#28  June 02, 2018, 04:56:06 am
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You really shouldn't change them back to their original sfx and VFX on our account.  It's preference.  If you prefer it one way, don't be swayed elseways because of others.
Last Edit: June 02, 2018, 05:29:16 am by The Sudden Rarity
Re: All Chars Update(2018): Kung Fu Man
#29  June 02, 2018, 05:02:27 am
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I have preference for old style, for asthetics reasons. But is my opinion only, It's your char. "You're not everyone. You is you".
Last Edit: June 02, 2018, 05:05:47 am by Akito
Re: All Chars Update(2018): Kung Fu Man
#30  June 02, 2018, 05:28:20 am
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I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.
Re: All Chars Update(2018): Kung Fu Man
#31  June 02, 2018, 05:36:00 am
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Either way, updates/fine tunings are welcome ^..^

And the possibility of a new release certainly sounds very fine.
Re: All Chars Update(2018): Kung Fu Man
#32  June 02, 2018, 05:55:47 am
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I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.

If this your decision, is good. Thanks Divine!
Re: All Chars Update(2018): Kung Fu Man
#33  June 02, 2018, 07:37:29 pm
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From 8 to 10 frames for the command buffer window. I believe that these values match that of Jmorphman's characters.
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Re: All Chars Update(2018): Kung Fu Man
#34  June 04, 2018, 01:17:33 am
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I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
Re: All Chars Update(2018): Akuma
#35  June 04, 2018, 01:27:49 am
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Trying to combo a Jumping HK ->HP-> Light tatsu and a dragon punch after the HP I get the charge fireball.
Overall he's smooth as hell. good job

Edit: Not everytime though when I do it faster I can hit it.
Re: All Chars Update(2018): Akuma
#36  June 04, 2018, 01:37:36 am
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It's more based on precision. I could make the buffer for the button only 1, but I found that this may make things too strict. I made it 1 for neg edge. I could make the command buffer less too, though IDK. I've never gotten that, but all I can say is that you may be holding HP a bit too long. Mashing isn't something you can do with this system. I know Mugen's default buffering allows you to get away with some things. The way I tweaked it, this does too, but a bit less. Let go of HP immediately once it hits.
Re: All Chars Update(2018): Akuma
#37  June 04, 2018, 01:58:53 am
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That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc
Re: All Chars Update(2018): Akuma
#38  June 04, 2018, 03:19:00 am
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Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^
Re: All Chars Update(2018): Akuma
#39  June 04, 2018, 03:38:17 am
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That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc

Yeah, it can get like that if you play Mugen too much, and forget the feel of the actual games. I'll probably reduce the frame window back to 8, though in the grand scheme of things, precision will still be the key.

Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^

Didn't you make some pals or something? I don't remember lol. Though you must have helped me, regardless of how "small" you may think it. Anyone who helps me, no matter how small, always gets credit.
Re: All Chars Update(2018): Akuma
#40  June 04, 2018, 03:54:46 am
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Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.
Last Edit: June 04, 2018, 10:51:39 am by The Sudden Rarity
Re: All Chars Update(2018): Akuma
#41  June 04, 2018, 12:28:57 pm
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There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it
Last Edit: June 04, 2018, 12:58:52 pm by Myron32x
Re: All Chars Update(2018): Akuma
#42  June 04, 2018, 04:52:32 pm
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Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.

They are, they're just mapped to his color separation template. I should have just took them out of his SFF and put them in the Extra folder, but I was lazy, and just left them as is.

There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it

I need to know the context of this. By saying you "fixed it", I'm going to assume that it's something you tried to edit, though didn't know what you were doing. If this happened w/o you doing any editing of any kind, then give me context.



That stuff aside, I've recently updated KFM with the same buffer tweaks I did with Akuma. I also changed the frame window back to 8 and am going to stick with that value. After numerous runs/tests myself, 8 feels like the nice middle ground for not being too strict, though not being too large either. Expect Athena within a couple days.
Last Edit: June 04, 2018, 05:52:59 pm by "Playoff" DW
Re: All Chars Update(2018): Akuma
#43  June 04, 2018, 07:37:57 pm
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When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;
Re: All Chars Update(2018): Kung Fu Man
#44  June 05, 2018, 07:39:47 am
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I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html
<- I exercise like that regularly!
Re: All Chars Update(2018): Akuma
#45  June 05, 2018, 05:21:51 pm
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When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;

That's what I'm saying. You can't just put it there w/o applying the correct pal. You have to add his CS pal first to the list and apply it to that. Then it will share properly with his sprites.

I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html

I thought about it, but he hasn't put up the 2nd part yet... The real reason is that this would only work with chars who have this applied to them. It's not universal. So still, 99% of chars would default to the general way I have it applied now. The buffering system is more useful for me in the grand scheme, that's why I'm applying it. It also doesn't need anything from anyone else's code to work properly. One last thing... Messing with Vans' stuff is like going to Mugen "advanced calculus" class. JZ and Vans helped me out a LOT with applying this buffer.

It's starting to cross the line from hobby, to dedicated "homework" at this point. :P I won't rule it out, but not at this particular juncture, no. It's been months since I coded anything for Mugen. Let me ease back into all of it first lol. 
Re: All Chars Update(2018): Akuma
#46  June 05, 2018, 07:23:27 pm
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Ah, understood now.  I didn't get it before, sorry ^..^;
Re: All Chars Update(2018): Akuma
#47  June 07, 2018, 01:17:09 am
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hey just a thought here. whenever you update jill think its possible to add her crow and zombie moves that warusaki3 jill has?
Re: All Chars Update(2018): Akuma
#48  June 12, 2018, 05:24:46 pm
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Nah.

I do plan to give her chain combo abilities like Psy/Hiryu/Morrigan/Lilith though. Also thinking of making her grenade launcher unblock-able for airborne foes, to make it more useful. IDK though... It may be too much of a buff for them?
Re: All Chars Update(2018): Athena
#49  June 13, 2018, 06:09:54 pm
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Athena has been updated. I'll also now update the OP with the char specific stuff. Blair will be next.
Re: All Chars Update(2018): Athena
#50  June 14, 2018, 02:02:33 am
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So when will there be more optional animations for your characters, Wolf? You know what I mean : 3 (and not THOSE kinds of animations...for those who are thinking nasty things...).
Re: All Chars Update(2018): Athena
#51  June 14, 2018, 03:14:27 am
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I don't have any shocks, but I do have MBs for all my chars now. Just added KFM's. When I get around to Skullo, Rock, and Tia, they'll have it. Got one for Hiryu when I started him, though since Girard has abandoned all that/Uncle is too busy, it's up to me? I'm not 100% how I can go about applying it to his SFF/updating it to include the MB. My CS abilities are pretty limited. I'll try and figure it out though. I'm not really sure what else you expect me to add. :P MBs for everyone was my only goal in terms of optional stuff.
Re: All Chars Update(2018): Athena
#52  June 14, 2018, 05:49:14 pm
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Huh. Thought I gave you one for Psylocke waaaaay back when, and for someone else. *Thinks* Though quite curious as to what Tia's Midnight Bliss will look like. : o

Nah, that's just me messing around, because I'm used to talking about the "holy trinity" of optional animations that my (dead) project's about, ya know? ^^;
Re: All Chars Update(2018): Athena
#53  June 15, 2018, 03:37:59 am
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I kinda remember seeing a shock for Psy, but vaguely. :-\ I've never been a fan of the bloating stuff from Jedah, so I don't care about that. Don't really care about shock either, but if someone does one for any of my chars that doesn't have it, I'd add it. I went the extra mile and eventually got the MB for everyone though.

Tia's MB is best labeled as "the morning after". In fact, I'm pretty sure that's the exact thing I said to Sean for it. Basically, it's her wearing nothing but an open button shirt, panties, and socks. For how it is currently, it's fine. Though I may get it tweaked a bit. Especially when I commission her CvS set.
Re: All Chars Update(2018): Athena
#54  June 15, 2018, 03:47:40 am
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Tia's getting a sprite overhaul?  Sweet! ^..^
Re: All Chars Update(2018): Athena
#55  June 15, 2018, 04:32:02 am
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Bloating stuff?  I thought the trinity was burned, shocked, and MB.

Disclaimer: She does not actually have this move, nor do I ever intend to give her one.
Re: All Chars Update(2018): Athena
#56  June 15, 2018, 04:49:49 am
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jedah has a move where he bloats up a specific part of the character before they explode. they vary between  characters
Re: All Chars Update(2018): Athena
#57  June 15, 2018, 04:55:31 am
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I know about Jedah, I edited one.  I was just mistaken about what made up Xenomic's trinity because burned is more universal.

Disclaimer: She does not actually have this move, nor do I ever intend to give her one.
Re: All Chars Update(2018): Athena
#58  June 15, 2018, 12:33:56 pm
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Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Well, I DID refer to my "dead project", which was originally Midnight Bliss and Shock, but added in Sangue=Passare later on. It rarely ever saw Burned. ^^;;
Re: All Chars Update(2018): Athena
#59  June 18, 2018, 01:15:29 am
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Tia's getting a sprite overhaul?  Sweet! ^..^

Yeah, though it won't be anytime soon. I actually plan on doing that for everyone of my chars that don't have a CvS set. Aside from KFM, KFG, Psylocke, and Yuka. I'm not sure if I will reach that goal, but I'm sure I will get Tia overhauled.

Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Sure. Whenever you can is fine.
Re: All Chars Update(2018): Athena
#60  June 18, 2018, 12:42:37 pm
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Not color separated, mind you, but it should still be usable? ^^;
Re: All Chars Update(2018): Athena
#61  June 18, 2018, 07:35:21 pm
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Eh... I'll see if I can include it. Psy's CS is pretty extensive. I'll have to add several colors too... :-\
Re: All Chars Update(2018): Athena
#62  June 20, 2018, 02:13:51 am
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@PeXXeR:

So, after looking over Vans' Rugal for the HCB/HCF motions, the only big difference is that he's using the shortcut expression of it(there's also a bit more time and bigger frame window, but I ain't doing that). I usually don't like doing this, except for double HCB/HCF motions, because the shortcut will conflict with certain other commands. Though I suppose I can adjust accordingly and the shortcut is easier to perform.

So, I just updated my Akuma with the shortcut HCB input. PLEASE test and let me know. I'll wait before I apply this to Athena and others as needed.
Re: All Chars Update(2018): Athena
#63  June 20, 2018, 04:46:26 am
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Hey thanks for taking the time to actually look into this and trying to adres it, I just tired akuma HCB motions work perfectly but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too),  that's the only issues I found, if its too much of a hassle just figure out the best setup for you and i'll try to fix it myself once you''ve settled into whats good for you. Thanks again and  I do apologize if i'm putting more of a workload on you guys.
Also I will set up a a input display program and record my inputs on screen just to show you guys what im actually pressing cause just watching footage wont be as good.

My control setup is like this
Arrows for movement  ASD for punches ZXC for kicks Enter for taunt.
This is the keyboard im using
https://www.corsair.com/ca/en/Categories/Products/Gaming-Keyboards/Standard-Gaming-Keyboards/K66-Mechanical-Gaming-Keyboard-%E2%80%94-CHERRY%C2%AE-MX-Red/p/CH-9103000-NA
Last Edit: June 20, 2018, 04:58:28 am by PeXXeR
Re: All Chars Update(2018): Athena
#64  June 20, 2018, 04:29:33 pm
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@PeXXeR:

but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once

This can be done with any char that uses neg edge. It may just be easier to do with Akuma, because of the frame window allowance.

also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too)

Maybe the same with the frame window thing. Though I can do this w/o a fireball, because I don't hold or press forward after jumping or when landing, as there's no need to. Still, I figure I should change the frame window based on the complexity of the moves themselves, along with the timing in the CMD. Instead of using a universal 8 frames window for everything.

No need to apologize. I want the feedback so I can get it down. I tweaked Akuma again with the aforementioned tweaks. Try him out again and let me know please.
Re: All Chars Update(2018): Athena
#65  June 20, 2018, 05:12:27 pm
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Ok thanks  just tested Akuma again, feels smooth still getting a punch and a dragon punch sometimes just by pressing HP once but to a far lesser extent.  You are right If I dont hold fwd while jumping in I can hit the low tatsu to super tatsu etc but the OP does not stand still and holding fwd while jumping I feel helps with combos in some situations.
I feel its very close like, just the window thing being a bit to large on some of the moves but thats it.
HCB works correctly he responds fast, its just some of the moves appearing when they should not.
Re: All Chars Update(2018): Athena
#66  June 20, 2018, 07:33:31 pm
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Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
Re: All Chars Update(2018): Athena
#67  June 20, 2018, 09:23:31 pm
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a question how are you playing mugen fullscreen or widnowed ?
I'll edit this post with feedback in a bit
Re: All Chars Update(2018): Athena
#68  June 20, 2018, 09:52:57 pm
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Not sure what that has to do with anything, but fullscreen.
Re: All Chars Update(2018): Athena
#69  June 20, 2018, 11:04:57 pm
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Ok Ive uploaded a video with my inputs on screen, I showed Terry and Rugal in the begining so you can see how this looks on a keyboard. OK its still the same but with the latest update the HCB motions work like 1/8 times.
I should not be getting a dragon punch by crouching for an uppercut and then mashing df while I pressed punch one time(for the uppercut)
Still getting the hado  ball when trying to chain into any kick while holding fwd.

youtube has a speed setting you can slow down the footage by clicking on  the bottom right and making it 0.25
I really hope with the inputs on screen you can get a better idea

Hope it helps, thanks again.
Edit: If need be I can put USF4 or KOF2002um on there with the input thing on, or anything else for that matter if it helps.
Last Edit: June 20, 2018, 11:39:30 pm by PeXXeR
Re: All Chars Update(2018): Athena
#70  June 21, 2018, 03:54:35 am
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Again, why would you mash F/D while doing cr.HP? You're purposely fishing for stuff in that regard. By mashing F/D, you're actually getting the DP motion randomly, combined with neg edge on HP when releasing it. It's a random chance thing and you shouldn't be mashing dir during hits anyway. Although I see something in Vans Rugal that I'll try and introduce.

I see now. Especially when playing with a keyboard, you're not actually doing a HCB. You're stringing your fingers across like a piano, F D B. No DF/DB. Unfortunately, the only sure fire way I can make sure that you don't get accidental fireballs, is by coding it as a true HCB motion(which it is currently). "F DF D DB B." This means you have to press DF-DB to get the move, so holding forward during cl.HP > Tatsu registers fine. This is why you should use a controller. Still, Rugal and Terry don't have moves that conflict with HCB/F. By you holding forward, which despite what you think doesn't help connect, you're performing F D B when trying to do the Tatsu. If you're not close enough for cl.HP to hit upon landing from a jump attack, holding forward isn't going to make it connect. Not truly, it won't be a real combo, just something you're doing in practice.

Let me give you an example with Vans' Rugal. He can cancel from his cr.HK. Try cancelling from cr.HK > God Press with meter. You'll get the super variant every time, even though you're just trying to do the normal G.Press. Because of the shortcut method for HCB/F, when cancelling from cr.HK, I have to go to F from D after tripping p2. This will register as D > F. Then when I go back from F to D >B, this is all registered as D > (F > D > B) so I get the super instead.

Akuma has a lot of commands that conflict with the shortcut method for HCB/F, if you're holding the dir to perform it. If you're holding F, then try to do D > B, it's gonna be F > D > B. I can make the window smaller, the timing more strict, but as long as you hold forward, it will always be the case. Since the command is a more complex one(more than Tatsu), I can't make the window too small, or you won't be able to perform it. Try this; In the tinybuffering.txt, there's a set of code that looks like this:

Spoiler, click to toggle visibilty

Change the number 10 to a higher value. This will increase the allowance window of the input. Try 13 first. If you still can't do it, try 17/18. If you still can't perform it, I guess a true HCB just doesn't vibe well with a keyboard. I'll keep looking over some things though. Maybe adding dir holding restrictions like Vans has done will help. I'll have to experiment some more later.
Last Edit: June 21, 2018, 04:00:28 am by A$AP DW
Re: All Chars Update(2018): Athena
#71  June 21, 2018, 07:58:03 am
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I will mess about with it when I come back from work and report on how it goes, also thanks for the explenation.
As for me fishing for stuff that is true, I have worked as a beta tester for mobile games before so Ive been going at it trying to break it and find every fault I can, sorry, I just how im used to test stuff, I admit its useless in the grand scheme of things but at the same time I feel it helps reporting stuff like that. I played YamoriX's Ikemen full game and it took me 30 seconds to find a stage clipping on the right side and it was 1pixel :/ stuff like that.
Thanks again.
Last Edit: June 21, 2018, 08:07:47 am by PeXXeR
Re: All Chars Update(2018): Athena
#72  June 21, 2018, 04:40:05 pm
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Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.
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Re: All Chars Update(2018): Athena
#73  June 22, 2018, 12:49:15 pm
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Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version
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Re: All Chars Update(2018): Athena
#74  June 22, 2018, 04:37:02 pm
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Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.
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Re: All Chars Update(2018): Athena
#75  June 22, 2018, 06:47:28 pm
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Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.

I can't. Though I can barely do a QCF on a keyboard. I'll leave the shortcut HCB/F motions in every char I make, so people can adjust accordingly. However, I don't do stuff with a keyboard in mind. So those that do play with it, will just have to do the best they can.

I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version

Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.

Don't worry, I'm going to change all that back soon. Was just experimenting to see what was going on in PexxeR's regard. Now that I know it's the keyboard, that's on him/anyone who uses a keyboard. It's not my concern in the grand scheme.



EDIT:

Changed it back for Akuma. Along with updating Athena and KFM with the few tweaks I did for Akuma's timings.
Last Edit: June 22, 2018, 07:37:17 pm by A$AP DW
Re: All Chars Update(2018): Athena
#76  June 24, 2018, 01:47:37 pm
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I know this may seem a little off-topic, but I wish you would give Robert his Muei Shippuu Juudan Kyaku, maybe as a Level 2.
Re: All Chars Update(2018): Blair
#77  June 25, 2018, 06:13:34 am
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Blair has been updated. Eliza is next.
Re: All Chars Update(2018): Eliza
#78  June 27, 2018, 09:16:11 pm
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Eliza has been updated. Hiryu would be next, but I want to get a few things done on him first. Like including his MB and updating his SFF to the template. While I attempt to do this and see about something else for him, I'll just skip over him for now. Jill will be next.
Re: All Chars Update(2018): Eliza
#79  June 28, 2018, 07:52:34 pm
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Just tried Eliza, she's great. Everything works as it should, just a question though has the canceling from double reppuken to a ranging storm change, I mean the window its a bit more strict (which is fine) but just curious.

Same for Dame everything works as it should, good job.
Last Edit: June 28, 2018, 07:58:54 pm by PeXXeR
Re: All Chars Update(2018): Eliza
#80  June 28, 2018, 08:14:49 pm
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Glad to hear it. I updated all the others with Vans' advice as well with the HCB/F commands. As for Eliza's cancelling window from D.Reppuken: No. None of that was changed for any of my chars I have currently updated. I'll be sure to say so if I do anything like that with any char. Their specific char updates are in the OP.
Re: All Chars Update(2018): Jill Sandwich
#81  July 04, 2018, 05:07:30 pm
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Jill has been updated. Either Hiryu and/or Juli is next.
Re: All Chars Update(2018): Jill Sandwich
#82  July 04, 2018, 05:33:10 pm
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So chain combos are not allowed to go from Medium to Medium and from Heavy to Heavy?
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Last Edit: July 04, 2018, 05:37:43 pm by Cruz
Re: All Chars Update(2018): Jill Sandwich
#83  July 04, 2018, 06:34:28 pm
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Not for 3-chain type. Which is what I did for Jill and Psy. 6-chain is the type that allows med > med, heavy > heavy. That's what Hiryu, Morrigan, and Lilith have. Also, with 6-chain type, med > med heavy > heavy, can only be done with punch to kick.
Re: All Chars Update(2018): Jill Sandwich
#84  July 04, 2018, 06:35:56 pm
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Would there be a reason behind deciding whether to use 3-chain type or 6-chain type?
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Re: All Chars Update(2018): Jill Sandwich
#85  July 04, 2018, 06:43:15 pm
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I suppose it comes down to the char in question. Hiryu is a char that really needs it to build damage and the way his normals string together. Jill on the other hand, is better for her to keep it short and sweet.
Re: All Chars Update(2018): Jill Sandwich
#86  July 07, 2018, 05:00:37 am
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Really digging the updates for these characters. Asking mainly out of curiosity and I hope this isn't rude, but I assume "All Characters" won't include Android 18?
Re: All Chars Update(2018): Jill Sandwich
#87  July 07, 2018, 09:40:26 pm
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I never officially released 18. While that beta is floating around out there, that would actually be a new release, not an update if I did. So unfortunately, no, 18 isn't apart of this. Though someday, I may just go ahead and finish her.
Re: All Chars Update(2018): Jill Sandwich
#88  July 07, 2018, 10:30:23 pm
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Re: All Chars Update(2018): Jill Sandwich
#89  July 09, 2018, 04:12:48 pm
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Found a re-alignment bug with Jill and Return Fire, don't remember if it was there prior to the update. If you use it to counter a mid-air attack, the opponent will be repositioned lower than they should be.

Before.

After.
Re: All Chars Update(2018): Jill Sandwich
#90  July 09, 2018, 04:35:53 pm
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Fixed. It wasn't there before the update, because I slightly tweaked how it works. Thanks.
Re: All Chars Update(2018): Jill Sandwich
#91  July 11, 2018, 04:33:08 am
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Always glad to help.

Edit: Disregard my comment on the Neo Psycho Medley, it was my fault I wasn't getting it out. Purely operator error ^^;

Double edit: Actually there is a thing about NPM that I just discovered that might be worth mentioning. Not entirely sure how to word this, but if you manage to reach the range where the initial dash will hit just before Athena's supposed to fall, the dash will still connect but Athena will still fall and not begin the chain for the attack.
Last Edit: July 11, 2018, 08:36:31 pm by Project.13
Re: All Chars Update(2018): Jill Sandwich
#92  July 13, 2018, 04:55:02 am
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There is no chain. She doesn't automatically go into the string. There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.
Re: All Chars Update(2018): Jill Sandwich
#93  July 13, 2018, 01:40:29 pm
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I know that, but I'm saying that if I'm at that precise distance, I can't go into the string no matter how many how much i mash LP, and the initial tackle does connect.
Re: All Chars Update(2018): Jill Sandwich
#94  July 13, 2018, 04:27:29 pm
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Re: All Chars Update(2018): Juli
#95  August 15, 2018, 04:10:35 am
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Juli has been updated. Kula will be next. I will also work on fixing Hiryu's color errors bit by bit, as I update other chars.
Re: All Chars Update(2018): Juli
#96  August 15, 2018, 05:50:35 am
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Still having to get used to the feel of the buffer system on your characters. Nothing that's your fault, just certain things feeling a lot tighter.

One thing I feel like I do have to mention though, I just can't pull off Death Cross Dancing for w/e reason. I've tried mashing it out as fast as I can, spacing out the button presses, and doing it on both sides but it just doesn't come out. I dunno if there's some trigger error or if the command is just too tight, but it's just not happening lol.
Re: All Chars Update(2018): Juli
#97  August 15, 2018, 06:20:57 am
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Bruh, this is coded the exact same way it is for Akuma. I just tested it, and there's no issue. Are you sure you're not doing w/e it was you were doing when you said something about not being able to do Athena's Lv3? There's no trigger error, and if anything, I may be being too lenient with the windows. I'll look over it some more, though IDK what to tell you.
Re: All Chars Update(2018): Juli
#98  August 15, 2018, 12:15:46 pm
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I haven't tried out your Akuma, to be honest so I'm not sure how that works there. As far as the comparison to Athena's level 3, it's one thing when Athena does the move, the move comes out, but she's at a point where she's far enough for the tackle portion of the attack to connect and just not let you get the first hit of the chain in. In this instance, I legit cannot get the super to activate.
Re: All Chars Update(2018): Juli
#99  August 15, 2018, 04:05:28 pm
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I'm gonna assume you're using a keyboard. I can't do it on a keyboard reliably. Maybe like, 1 in every 20 tries. Before I go on, are you using a keyboard?
Re: All Chars Update(2018): Juli
#100  August 15, 2018, 06:40:33 pm
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Yeah, I'm using a keyboard.
Re: All Chars Update(2018): Juli
#101  August 15, 2018, 08:20:27 pm
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Figured. Fighting games aren't meant to be played on a keyboard. I don't code/design things with a keyboard in mind either. Since it's something I would never use in this instance, I'm afraid I can't really be bothered to make accommodations for keyboard users. Because not only do I not use a keyboard, but it will mess with the inputs timings for controller/arcade stick users. Which is what it's geared towards.

However, I will give you some suggestions, and if you follow them correctly, you should be able to tailor it to fit for a keyboard. The main thing you can edit, is in the tinybuffering.txt, located in the "Coding" folder:

1.) Scroll to near the bottom of tinybuffering and look for this specific(exact) block of code:

Code:
[State 10371, SGS Init]
type = VarSet
trigger1 = p2dist X >= 0 && command = "SGS"
trigger2 = p2dist X < 0 && command = "RSGS"
var(43) = 8

^This controls the window allowance for Juli's DCD.

2.) Where it says "var(43) = 8" is what you want to edit. Only the equals value of var(43), which is currently 8. This gives a frame allowance of 8 to perform the move. TBH, for a controller/arcade stick, I still personally feel this is too much, but I digress. You want to increase this value to allow more frames(time) to perform it.

3.) You don't want the value to be too high, because it will make it too easy to perform. While at the same time possibly making the move come out, when you don't want it to. You can increase the value by 1, save it, then try it until you can do it. Or, you can just try set values I would do if I were to change it. Personally I wouldn't go above 13. So you can try 10, and if that still doesn't work, try 12, etc. I'm sure you get the idea by now.



You could also try increasing the CMD time for them both. SGS and RSGS both have a time currently of 24. Essentially 6 ticks for each button. You could try the original 32 time I used to use(8 ticks per button), if you feel so inclined. In combination with the tinybuffer edit. Though I don't think that will be necessary, but it is an option. Up to you. 
Last Edit: August 15, 2018, 08:24:32 pm by DivineWolf
Re: All Chars Update(2018): Juli
#102  August 15, 2018, 08:35:23 pm
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I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
Re: All Chars Update(2018): Juli
#103  August 15, 2018, 08:39:56 pm
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May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.
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Re: All Chars Update(2018): Juli
#104  August 15, 2018, 08:52:53 pm
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I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I could code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.
Last Edit: August 16, 2018, 03:00:05 am by DivineWolf
Re: All Chars Update(2018): Juli
#105  August 15, 2018, 10:44:19 pm
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I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I code code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.

No, VS Mode, least with the current screenpack I'm using. And I'm using version 1.0 btw.

Guess its just a bad luck thing, I'll experiment more with the issue myself later.
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Re: All Chars Update(2018): Juli
#106  August 16, 2018, 04:45:55 am
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I hope I'm not going off topic but weren't you making an Aska (TMNT: Tournament Fighters) with Dampir's sprites? I'm assuming she will be your next priority after you update everyone else.
Re: All Chars Update(2018): Juli
#107  August 17, 2018, 04:15:54 am
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Y'know what they say about assumptions... &gt;_&gt;

No, but seriously, I honestly can't believe that people still remember that. I've forgotten myself numerous times. I have no plans to make Aska in this format. Also, not with the sprites as they are. Nedflandeurse was suppose to refine them, after Dampir had finished his initial conversion. He never did, so I never started anything.

She hasn't totally fell off my "to do" list. Though I don't plan on making her in the same format I've made all chars up to this point. It'll be something new if I do. Something I have been brainstorming on for the better part of 2 years. Still in the conceptual phase.
Re: All Chars Update(2018): Juli
#108  August 17, 2018, 04:58:45 am
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sometimes i want to revisit that project...i mean aska sprites...maybe i do domething...but after i finish what i am doing.....i think patience is the key here...
i could even do new edits, or polish animations(or both)
Re: All Chars Update(2018): Ice Queen
#109  August 18, 2018, 05:25:14 pm
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Kula has been updated. Along with some minor tweaks to some command timings I did for everyone with the buffering system implemented. Also, I added the SGS(or Raging Demon if you prefer) command shortcuts for Akuma and Juli. I forgot about these initially due to the buffering system, though I will remember now and will apply accordingly for any/all chars who have said command.

One last thing: I changed Blair's Shoot Kick inputs to be the same as FEXL. So now, it's just the corresponding kick/punch follow up, no directional inputs. Switching between FEXL and MUGEN, this was starting to annoy me. I kept messing up the commands between the two versions. Now it's all good. Lilith will be next.
Re: All Chars Update(2018): Ice Queen
#110  August 18, 2018, 05:38:29 pm
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Did you do the thing you wanted to do from my thread for the Ice Queen? :3
Re: All Chars Update(2018): Ice Queen
#111  August 18, 2018, 05:44:11 pm
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I wish... Though naw mang. I plan to commission a CVS set for her. When I do, I'll be sure to remember that MB.
Re: All Chars Update(2018): Ice Queen
#112  August 19, 2018, 03:24:23 am
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Good, good~ I will look forward to seeing how that one turns out~ Doubt you'll be doing any of the other custom states for her, but as long as there is MB, it's fine methinks~ :3