As the title says, all chars I have finished updating over the course of May/June. Mainly misc tweaks and system updates. Fine tuning essentially, to my current WIP, Strider's standard. I also reduced the hitspark size similar to what Jmorphman has recently done with his chars, but not as much. I think he reduced his by 35%. I reduced them by 20%. If there has been any mechanic changing aspects to a char's move, a char has gained a new ability, etc, then it is sure to be mentioned in the ReadMe of the respective char. PLEASE take a few secs and refer to said ReadMes, to avoid asking questions that are answered. Not much else left to say really...Get them all at TMUpdates:=8/XX/2017=(Poison Exclusive)-Color separation-New pals added-s.MK(far) is now super/special cancellable-Only j.LP and j.LK are cancellable now-High Heel Pounce changed to a QCB motion-Handcuff Toss changed to a QCF motion-New Street Fighter x Tekken Japanese sound-Misc tweaks-Better Kiss -> Stance transition(thanks Trololo)-New Whip snd added(thanks Trololo)-Some snd changes-P2 can no longer recover from Criminal Heel
I'm gonna take advantage that I'm on break and we got free wifi lol.hell yea checking these out when I get home thanks!
Thank you very much for the updates DivineWolf.Should there be a hitspark behind Eliza in the Jaeiken special?Spoiler, click to toggle visibilty
Oh yeah, I meant the fx...DW said, June 28, 2017, 08:48:11 pmIts been there ever since I released her. Ok, sorry.
Lol just when I asked you when you're releasing the updates.Lookin' good though, DW. I'll pm you about something else for Strider.
I like the new size of the hitsparks you set for your characters. I didn't like how Jmorphman and Knuckles8864 set on their characters as they felt too small and shows less "oomph" on their super moves. Yours on the other hand are not too big and not too small, so it still keeps that flashiness when your characters does their super moves. If the size of the hitsparks have to be reduced, 20% is perfect. I hope you keep it that way.
That sagat thou god dayum he's a beast now.They feel awesome, great update to thisPlay style everybody loves. To those pots style creators, yall need to payAttention, DW has the class in session
Staubhold said, June 28, 2017, 10:51:19 pmOk, sorry. Don't worry about it.2RudeX said, June 29, 2017, 01:07:53 amLol just when I asked you when you're releasing the updates.Lookin' good though, DW. I'll pm you about something else for Strider. Thanks.SolidZone 26 said, June 29, 2017, 02:10:02 pmI like the new size of the hitsparks you set for your characters. I didn't like how Jmorphman and Knuckles8864 set on their characters as they felt too small and shows less "oomph" on their super moves. Yours on the other hand are not too big and not too small, so it still keeps that flashiness when your characters does their super moves. If the size of the hitsparks have to be reduced, 20% is perfect. I hope you keep it that way.Thanks. Yes, that's the new standard set for the way I handle the hitsparks.Memo said, June 29, 2017, 07:17:18 pmThat sagat thou god dayum he's a beast now.They feel awesome, great update to thisPlay style everybody loves. To those pots style creators, yall need to payAttention, DW has the class in sessionThanks for the support.
PeXXeR said, June 30, 2017, 03:32:11 amNow this is the real deal right here, thanks a lot man, I will post if I find anything funny.NPMemes never die said, June 30, 2017, 03:55:29 amRock's readme doesn't mention EX Reppuken can hit otg.Just checked, yes it does.
After I got to try most of the cast, I have to say, you did an awesome job bro, Mai feels smoother, Psy plays great with the chains, you nailed it, good job, I like rock's alternate CMD as well, its a toss up on what to use for him right now. Again Great stuff Wolf, and thanks.
Wolf, I have noticed sometimes when Psy's fire blast is blocked after a char wakes up, it makes the hit sound effect, its rare as shit and maybe its some mugen voodoo or something on my end but hey.
sethzel said, July 01, 2017, 07:31:38 amYou ad ai the update?No.PeXXeR said, July 16, 2017, 01:06:42 amWolf, I have noticed sometimes when Psy's fire blast is blocked after a char wakes up, it makes the hit sound effect, its rare as shit and maybe its some mugen voodoo or something on my end but hey.Honestly, it's more like a AI "voodoo" thing. AI seems to do things that aren't particularly possible for a human player. Like blocking, even though they technically should have gotten hit. Or even though you can't block during Custom Combo, the AI overwrites this and still blocks. Don't worry about it, it's not really important.
UPDATES! HURRAH!Memo said, June 29, 2017, 07:17:18 pmThat sagat thou god dayum he's a beast now.holy shytsnacks! he was already beastly beforehand, so what tha deuce did D-Dubbya do to'im now?!?!! now i'm hype!
New update for Poison up:=8/XX/2017=-Color separation-New pals added-s.MK(far) is now super/special cancellable-Only j.LP and j.LK are cancellable now-High Heel Pounce changed to a QCB motion-Handcuff Toss changed to a QCF motion-New Street Fighter x Tekken Japanese sound-Misc tweaksGrab her in my folder.
Nice update, DW. But I have a couple of suggestions for her.-First of all, I think you need to edit her Taunt animation. To be precise, 2 last frames. They create totally nonfluid recovery from taunt.Here, I tried to invent something more fluid, but of one frame.-The second one is subjective, but I think her Whiplash should have different hit sound. Something more classic, like this.All in all good work! These are a couple of suggestions just to make it better.
I'm enjoying the update in all honesty.But I guess if I can have a kinda dumb suggestion it would be to possibly make her EX Whiplash hit opponents on the ground.Not to say there's anything wrong with it as is.
Trololo said, August 28, 2017, 07:40:25 pmNice update, DW. But I have a couple of suggestions for her.-First of all, I think you need to edit her Taunt animation. To be precise, 2 last frames. They create totally nonfluid recovery from taunt.Here, I tried to invent something more fluid, but of one frame.-The second one is subjective, but I think her Whiplash should have different hit sound. Something more classic, like this.All in all good work! These are a couple of suggestions just to make it better.-Thanks for the edit. I can only work with what I got in terms of her sprites. The CS helps, but her anims have always be a problem in terms of transition. It's something I hope to fix gradually with commissioning fixes to the set. Or if any kind soul is willing to lend a hand, as you just have. I'll apply this soon.-Lol. It's funny, I was actually looking for sounds just like these long ago to use for her whip attacks. Unfortunately still, I can't rip stuff from YT. Though if you'd be willing, I'd gladly apply them. Thanks for the feedback.Memes never die/Manby said, August 28, 2017, 07:44:49 pmI'm enjoying the update in all honesty.But I guess if I can have a kinda dumb suggestion it would be to possibly make her EX Whiplash hit opponents on the ground.Not to say there's anything wrong with it as is. It's not dumb. Though I don't think I should. I know the anim sorta implies it can otg, but tbh, it'd make the move much better than it should be. It currently hits low and sets p2 up for Crescent Stiletto(Strike) follow ups. I don't think it needs otg properties. Thanks all the same though.
Well, then here is the soundYou see, it is, in fact, really easy to rip all you need from YouTube. There is a lot of sites and programs to download from YouTube videos or their sites only. I personally use THIS site. I download straight in MP3, then I open Audacity and do necessary stuff like cutting out and saving as .WAV.Just try it on something now, it's easy.
Trololo said, August 29, 2017, 05:10:12 amWell, then here is the soundYou see, it is, in fact, really easy to rip all you need from YouTube. There is a lot of sites and programs to download from YouTube videos or their sites only. I personally use THIS site. I download straight in MP3, then I open Audacity and do necessary stuff like cutting out and saving as .WAV.Just try it on something now, it's easy.I'll keep this in mind, thanks.Few more updates for Poison:-Better Kiss -> Stance transition(thanks Trololo)-New Whip snd added(thanks Trololo)-Some snd changes-P2 can no longer recover from Criminal Heel
the only reason I did not repot the recovery from the throw is cause I though you can combo off it in the corner, not that I know you cant, its better to remove it.
Nice update, pal. But I was talking about HIT sound, not about Whoosh Sound. It is really strange to have for whip's contact hard fist's sound.
Trololo said, August 29, 2017, 07:16:40 pmNice update, pal. But I was talking about HIT sound, not about Whoosh Sound. It is really strange to have for whip's contact hard fist's sound.Whoops! My bad... Fixed. It does sound better that way.
There's a bug where if Kung Fu Girl's hit by a crouching heavy attack, there's no sound when she hits the ground and state 8102 doesn't work either. Animation 5101 for when she hit's the ground by crouching heavy attack doesn't work either.
I just tested this and DL'd her from TM to make sure. 5101 isn't a required animation. Sometimes I use it, if the char has an unique one, and sometimes I don't, if I would just use the same animation as 5100(which I believe MUGEN omits to if the char doesn't have 5101). There is a sound when she hits the ground. There is no state 8102. If you mean the landing dust fx, yes, it is there for every state it should be.
I meant state 5110 wasn't working when she was hit by a crouch heavy kick.I looked into it further and it seems state 490 overrides state 5110 when she falls into the ground. Removing it solved it the issue.
Cool, I just came back to MFG and the first I found is an update to your works. Great to see you in this yet, I'll test the updates soon, congrats man A double intro for Poison with my Roxy in a next update, maybe??
Thanks and sure. Let me know what you have in mind and we can work something out for a special intro.
DW, my man.I'm so glad you added intro against my Adon...But you made a mistake in the code I did in that old patch, which caused Sagat to glitch out that intro at the second round and was noticed by Kaze No Ken. Change that code for THIS (Or just edit it, I sure you can see all the difference):Code: [State 5900, Intro vs Adon]type = ChangeStatetriggerall = NumEnemytriggerall = !RoundsExisted && !(Enemy,RoundsExisted)triggerall = !(TeamMode = Simul) && !(Enemy,TeamMode = Simul)trigger1 = Enemy, Name = "cvsadon" && enemy,authorname = "HЃh"trigger2 = Enemy, Name = "Adon" && enemy,authorname = "Trololo"value = 194
Is this so that it works for turns mode? If so, that's not a glitch. I purposely code intro like this to not work on turns mode, as they have special turns mode intros.
No. That glitch was about Sagat's repeat of that intro at the second round of the normal fight.While all the triggeredall triggers made this intro restricted to first round, they were all trigger1, so restrictions are worked only on Adon by HЃh, but MY Adon was on trigger2, so it isn't restricted at all and it can reappear in 3rd, 4th and so on rounds.I know the screen isn't definitive, but believe me: try to pull versus at second round and you'll see.
Hey DW are you planning on working on Zero after Strider or you already have someone else in mind for the next WIP?
@Trololo:Fixed. Though be a pal and confirm for me please? Shadic12 said, September 11, 2017, 04:59:17 pmHey DW are you planning on working on Zero after Strider or you already have someone else in mind for the next WIP?I'm actually gonna get back to work on the collab project I was doing with @Sky79:The female vampire char. I was working on her for awhile, but progress got halted. Sky asked if I could get something going by Halloween. I told him no promises, but I'll see what I can do. So, I stop procrastinating with Hiryu and am putting other stuff on hold for now.
Wolf, this is what Jman said about the shake on the projectiles, I hope it helps bro.Jmorphman:the shaking is cuz the projectiles still have active hitdefs with envshake in them, but there's no hitsparks are sounds activating cuz they're not hitting a playerif the envshake was removed and applied in its own sctrl it wouldn't happen
Wrong thread, dude!also I was just thinking out loud, I never ended up posting the envshake thing to DivineWolf cuz then the envshake would never activate against other (non-Ouroboros) projectiles too! It's something I'm still thinking about!