And I just noticed the first mistake , DC's Sun Blast can only be done in one direction unlike what is said. But I'll wait for more before reuploading.
Well, I don't know if this is something really to bother posting about but I find it odd. With Evil Ryu if you do a Tatsumaki to Shin Shoryuken, depending on the timing it can miss the remaining hits. However, this seems to only happen against himself. The same combo against the other characters I targeted connected fine. *edit*Actually, it missed Evil Ken now also. Other characters still always hit though. *edit*
I see, I extended the first Clsn1 to hit low attacks and it made grabbing downed opponents easier. Raised the hitvel to let it hit properly, thanks.Yeah, sound frequencies and loops aren't working yet.V
With Evil Ken's Chibi taunt, his voice doesn't change. Something that's missing in new mugen perhaps (only downloaded it today)?Will continue testing. Looking good so far.
Evil Ryu : just tried ground Shinkuu Tatsumaki -> air Shinkuu Tatsumaki -> MSSM Garyuu Messhu : depending on the timing, the first dive kick can connect, but the double cross dive kick betwen Evil Ryu and his double may miss. It's highly related to where the target is when the first kick connects, if they're too close to ER and too low and then ER jumps a bit too far away and his shadow will miss, but you might want to have it drag the target more toward the center of the cross dive.Also just a detail, but I tried to have a look at the commands to try and get the MSSM dive kick to test that again, andtriggerall = command = "QCF_QCF_k" || command = "QCF_QCF_k" || command = "QCF_QCF_k"...triggerall = command = "QCF_HCB_a" || command = "QCF_HCB_a" || command = "QCF_HCB_a"Hmmm...
Yeah the commands had many misleading labels there. Will "fix" that one too.Not sure missing that combo is a problem since air Shinkuu Tatsumaki is so random to combo from in the first place (outside of MSSM Shinkuu Hadouken). The dive kicks could stand to have less randomness in their Clsn though, will fix them.
Well that's what I was trying to test. If you think it's just the combo, try that : (first change your varadd for 28 to 3 at the start of Garyuu so you'll always get MSSM) have Ryu jump up when close to the opponent, have the opponent take one step to get right under Ryu, and perform Garyuu : same result. it's more a matter of chance, but I would think it isn't very nice when it happens Basically the MSSM is screwing you over and the normal super would've been better.
Think it happens because the Clsn1 on the first kick is so far back it lets Ryu hit people well outside of the right position. Fixed the Clsn1, should happen less or not at all now.
Thanks. And you will, I updated them at the same time as Reu's, kinda just need Mugen 1.0 to be more widely used to replace the online versions.
Yeah, I suppose I could have 1.0 on the site and (discontinued) Winmugen on MediaFire or whatever.[size=06pt]Half of that post was me making excuses about uploading 100MB or so. [/size]
LOL, I'll be waiting for the updates of your chars then, especially since I saw that the difficulty of the chars depended on the Mugen AI settings. Nice touch (unless I completely day dreamed ! ).
KoopaKoot said, January 12, 2010, 01:35:38 pmhttp://i92.photobucket.com/albums/l28/koopakoot/mugen014.png?t=1263299631Also, sometimes when I hit Evil Ken's hadouken with a projectile, it turns into a zankuu hadouken.Oops, slipped up while updating HitOverride and HitBy en masse. Noted, thanks.
oh yah, dragon claw's ai sometimes Fs up, he suddenly stops attacking, and when you jump over him, he doesnt even turn!
nope, its set to 4... if you dont know what i mean, just put kung fu man against dragon claw in an ai battle
thanks for the update just now! But dragon claw still does it i dont know why it does this, but dc acts strange with his ai.it feels like he has none at all i dont know if it is my computer, but dragon claw feels to me less aggressive than the original, sorry
oh! it suddenly works! but i dont really want the difficulty for mugen hard 8, i wanted to keep it medium 4
???If the difficulty that suits you for all chars must be set to 8, then set it to 8. What's the problem ? POTS set it to 1=no_AI and 8=Max_AI_as_they_were_before, so ...
okay, its fine! i got his ai working! thats all that matters, anyway, thanks cyb for telling me how to get it to work
hey POTS, if you have Evil Ken Vs. Evil Ken, and you skip there intros.the afterimage is still on ken for i assume 1 second (60 ticks?) so you may wanna do a afterimage check on his intro vs. himself.
Dragonclaw countered (qcf+k) a hadouken and it turned into a clone.I couldn't perform another hadouken while the clone was on screenusing RC5EX+alpha
That's Akuma's problem, unless Dragon Claw isn't supposed to counter projectiles, unless it's really the projectile that wasn't coded properly as one.
That sounds familiar. I think it involves HitOverride failing because the helper was frozen by a Pause when it got hit.
Talking about the debug message or something else?The hadouken clone is the overrides on it not lasting long enough I think.
c001357 said, January 18, 2010, 06:29:43 pmhttp://img687.imageshack.us/img687/5163/mugen012.pnglol, i think you used hadoabuser's char for the debug (His chars name is Hadouken)
It seems to be a mistake on GM's partLasombra Demon said, January 18, 2010, 03:03:56 amThen again, it might be RC's handling of the whole situation.
It's the way the time parameter on the HitOverride sctrl behaves in 1.0 that's causing the projectiles to become clones. I ran into the same problem on a character I'm currently working on. If I left out the "time" value and let it default to 1, then the projectiles would create clones (even if "trigger1 = 1"). When I set it to "time = -1", then it behaved as it should.
I'll put it back the way it was so that no one has to fix their stuff. xJubeix said, January 18, 2010, 07:40:52 pmDragonClaw's -Flash Burst: qcb X2 + p MSSM version does NO damage (his coolest move i must say :p )My bad.
Phew this scared me for a bit. When you said it was released for the 1.0 I thought that it would had came out looking like that nasty rubbing HD sprites. It's I good thing you are doing here P.O.T.S. See you around.
Other way around.Your WinMugen 2002 chars are pretty much very compatible with 1.0. And will be even more, as time passes.
PotS be thy name... Thy will be done, on earth, as it is in Mugen Can't wait to check these guys out.
as noted above. Though some users have added coding to allow the characters to be interchangeable by a simple command change in their file. Such as adding a W for winmugen or some other alteration. People have been very creative in how they approach the problem.
Some errors I found...When Evil Ken and Ryu walks backward, they go into 2nd stance.Without having full power, when you leave Ryu alone, he goes into 2nd stance or is that an idle stance?http://tinypic.com/r/15ft660/5
Ah. It's good to see that Reu's creations are compatible now with 1.0. Sucks that Reu isn't here. He was a wondeful guy. I love this guy's characters, but they are HARD to beat. But hey, they're characters, they're functional, and they're good.
ya know something has been bothering me for a while. then i noticed what it is and i am confused. i noticed that evil ryu's AI isn't the same is the original, its alot lighter. every time i watch a battle between evil ryu and evil ken on the original versions its a close match usually and they win fairly close to equal amounts of the fights, but on the your version evil ken almost always wins... and badly, like 9 out of 10 fights . it seems like evil ryu's AI is... stupider then befor . i dont know if you redid the AI or something but do you think you can fix this?
Is your AI set to Difficulty 8 in the Options ? POTS indeed modified the AI so that it takes account of the AI difficulty (new Mugen 1.0 feature), so Evil Ryu's AI may be weaker than Ken's one on Medium 4 difficulty.