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Improved KFM with EXPLODsive Buffering! (Read 13995 times)

Started by JustNoPoint, August 03, 2017, 09:35:50 pm
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Improved KFM with EXPLODsive Buffering!
#1  August 03, 2017, 09:35:50 pm
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http://network.mugenguild.com/justnopoint/JNP/kfm.rar LINKAGE

YO YO, I'm releasing my KungFuMan that fixes several different MUGEN bugs and issues. For a full log on the why and what has been changed see his WIP thread!

Some new features are:
-He can throw a board with charge back, forward +P
-This board can be reflected back using the Kung Fu Zankou and it uses Vans's reflection system
-He has an air special attack now with QCF+K to give an example of modified air command partitioning

And the meat of this release!!!
It has the fully tested and completed EXPLODsive buffering system made by me and JMorphMan! A new system to make commands come out more accurately and have more control over them just like in commercial games!!!

You can find the full tutorial on EXPLODsive Buffering here!
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.0.html
Last Edit: August 03, 2017, 09:57:55 pm by Just No Point
Re: Improved KFM with EXPLODsive Buffering!
#2  August 03, 2017, 09:48:50 pm
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cool a new kfm to use as base,waitinh for link to buffering now.
Re: Improved KFM with EXPLODsive Buffering!
#3  August 03, 2017, 09:58:28 pm
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Re: Improved KFM with EXPLODsive Buffering!
#4  August 03, 2017, 10:54:39 pm
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I'm actually gonna try this on KFM as well, until I learn the ropes, thanks for this one man, will be great to learn off it as well. Why not include it the other thread as well, I assume most people will try it on KFM first, this way they can refrence your work.
Re: Improved KFM with EXPLODsive Buffering!
#5  August 03, 2017, 11:27:34 pm
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And don't forget this fixes several issues KFM has by default! Finally you can use KFM as a template without shame!

JMM links to this release while speaking about the .cmd but it may be useful for him to link to it in the 1st thread too. @jmorphman: what say you?
Re: Improved KFM with EXPLODsive Buffering!
#6  August 03, 2017, 11:32:32 pm
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Switched out the direct link to a link to this thread.
Re: Improved KFM with EXPLODsive Buffering!
#7  August 03, 2017, 11:44:54 pm
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Such a great release! Good job guys.

IMO readme should be updated with the new moves and the EXPLODsive buffering system tutorial should be part of the download.
Re: Improved KFM with EXPLODsive Buffering!
#8  August 03, 2017, 11:54:41 pm
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That's a good idea. I'll make sure to do that on the next update. Another question: Should I make 2 versions of KFM? This one and one without the new buffering system? I figure new creators probably don't need to start off with EXPLODsive Buffering.

Iirc I still need to tweak/add a few things for this KFM to be complete.
Install a better juggle system. A better dmg dampener. Give him cinematic compatability. Make his reflection reflect back a generic fireball with noncompatible chars and lastly show how to properly code a multi hitting ex projectile using it against reflection.
Re: Improved KFM with EXPLODsive Buffering!
#9  August 04, 2017, 12:55:58 am
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Time to test! :D
Re: Improved KFM with EXPLODsive Buffering!
#10  August 04, 2017, 01:47:33 am
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Uhuhum, very nice, I like how the commands goes nicely when you do, I'll try to learn about this new command system.
Re: Improved KFM with EXPLODsive Buffering!
#11  August 04, 2017, 05:01:28 am
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Why not? Recent versions of mugen come with 2 KFM characters anyway.

I was about to ask something but it could be seen as trolling lol.
Re: Improved KFM with EXPLODsive Buffering!
#12  August 04, 2017, 05:05:27 am
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Pm it?
Re: Improved KFM with EXPLODsive Buffering!
#13  August 04, 2017, 06:13:54 am
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Maybe it will sound as overly dramatic (you never know these days) but will he/they have scalable AI? The original ones didn't have it.

Re: Improved KFM with EXPLODsive Buffering!
#14  August 04, 2017, 12:53:45 pm
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You mean giving KFM scaleable ai? Guess I can add that to my todo list to finish him off.
Re: Improved KFM with EXPLODsive Buffering!
#15  August 04, 2017, 04:29:02 pm
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The systems pretty easy to plug in and play with, I dont think you would
Need two versions of kfm plus that defeats the whole purpose of getting
Creators on the bandwagon lol. 

Yall gon ride this bike without training wheels..and learn damit!
Re: Improved KFM with EXPLODsive Buffering!
#16  August 04, 2017, 04:56:31 pm
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Learning to make characters is pretty hard though. You said yourself that applying the code is an intermediate process. I worry it'd turn away even more people if they had to understand all this explod junk too. Command = "blah" is SOOOOooooo much simpler to understand when you start off.
Re: Improved KFM with EXPLODsive Buffering!
#17  August 04, 2017, 05:24:52 pm
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You have a point there, still you guys did a good job
keeping it fairly simple to use.

Who else is using this?? I'm not the only one so far
To release a char with the new buffer system right?

Well I'm gonna go and update all my stuff with this
I'll be back In a bit to give some feedback.
Re: Improved KFM with EXPLODsive Buffering!
#18  August 04, 2017, 05:46:33 pm
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JMM has released his King with it. He's updating his other chars. I have applied it to Gohan for HDBZ as a test but that's only shared in the HDBZ discord. I'll be applying it to the rest of my HDBZ chars soon and then the other authors will apply it as long as it holds up in more testing.

But yeah, be sure all your stuff is up to date. We had encountered some bugs especially with blocking. For your capcom chars you may want to even look into the delayed turning. I'm applying that to HDBZ as well.

;=======================================================
;Advanced EXPLODsive buffer turning
;=======================================================
;disable MUGEN's hardcoded turning
[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

;When to play standing turn anim
[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = P2dist x < -12
trigger1 = ctrl
trigger1 = StateType = S
trigger1 = StateNo != 20
value = 5
;When to play crouching turn anim
[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = P2dist x < -12
trigger1 = ctrl
trigger1 = StateType = C
value = 6

;When to actually turn(notice this is below the turn anim code blocks)
[State -2, Turn]
type = Turn
trigger1 = P2dist x < -12
trigger1 = ctrl
trigger1 = StateType != A

If you use this don't forget to change the P2Dist x triggers in all your command triggers. Where they are now P2Dist X = 0
Re: Improved KFM with EXPLODsive Buffering!
#19  August 04, 2017, 06:11:35 pm
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Updated KFM

He now has a changelog. it is NOT finished as I'm trying to go back through my WIP thread and collect my changes. I did however notice many things I never actually fixed doing so!

-Removed OTG on cSK
-fixed fall.damage bug in Smash Kung Fu Upper
-removed P1StateNo and P2StateNo in hitdefs and replaced with changestate and target state

And I added the 2 new special attacks to the readme and added the EXPLODsive buffering tutorial along with KFM so you can have the full instructions online and offline

That's all for a few days. I'll update again later!
Re: Improved KFM with EXPLODsive Buffering!
#20  December 17, 2017, 04:12:15 pm
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AI is completly broken in this KFM: https://www.dropbox.com/s/3e6l86egfjmhxka/M.U.G.E.N%2017.12.2017%2016_01_12.mp4?dl=1
Quote
That's a good idea. I'll make sure to do that on the next update. Another question: Should I make 2 versions of KFM? This one and one without the new buffering system? I figure new creators probably don't need to start off with EXPLODsive Buffering.
Considering you fixed bugs and bad code of the original release I'd like to include this KFM into Ikemen Plus package instead of Elecbyte's version, if you don't mind. Not sure if problems with command inputting is present in ikemen but even if it is, I'd prefer a version without this new buffering system, since there are native ways to fix such issues in that engine. Thanks in advance.

Quote
You mean giving KFM scaleable ai? Guess I can add that to my todo list to finish him off.
Seconded this request.