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Supreme Sagat BETA 2.1 FIX 15 December NEW PAG.14 T.THRUSTS+ COUNTER SUPER (Read 338519 times)

Started by M206, June 26, 2017, 05:49:35 pm
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Re: Sagat by M206 NEW SVC STYLE GUARD VIDEO PAG.4
#101  September 25, 2017, 03:56:58 pm
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better??

Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#102  September 25, 2017, 04:00:25 pm
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I think you should've made it in opposite way: give more SHADOW frames. Afterall, we're talking about SFA Drawing Style, where even remotely backgroundy part of character can be put into shadow...
But still, nice work. The animation itself is quite dope.
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#103  September 25, 2017, 04:43:15 pm
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We create better characters than any company does. Mugen should be better, faster, tighter, and more creative than any game. Dumbing down hitboxes isn't part of that imho.
You seemed to have missed the point of anything i said. Of course chars are going to have inconsistencies with other chars, i very clearly meant within the character itself. Its not dumbing down hitboxes because lol capcom did it. Like i said, there is a very thought out reason why they do things like this, so the gameplay feels solid and youre able to do the things you can do on about everyone. Like, look at most marvel or darkstalkers chars. Their gethits are always wild and exaggerated. If the hitbox was changed around so wildly with their anims, you would not be able to consistently land any combos like you should, because their hitbox would be dancing all over the place, and it would not be fun to play because you cant hit anything. Its not more creative or better or faster by any technical standpoint to change things like that.
do the thing
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#104  September 25, 2017, 04:51:56 pm
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I think both of you are right. MAybe I could polish only a little bit some hitboxes, of course without loosing consistency, i think there could be a mid way between the 2 things. :) :)

thanks for your feedbacks and help. ;) ;)
Re: Sagat by M206 NEW SVC STYLE GUARD VIDEO PAG.4
#105  September 26, 2017, 03:20:27 pm
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One idea I had for the  animation switching. Player 2 distance(s).  As P2 gets closer his guard could switch to being tighter. aka the original stance you made. Then as P2 gets further his guard can widen. It'd be extremely easy to code. I think it'd have a unique effect too. My characters switch because of health, along with a bunch of other characters. I'm not sure if I know of one that switches because of distance. It could end up even working against helpers. Which would make him appear even more alive.


ok, i've tried this solution (p2 closer->close guard, p2 farther-> open guard), but in this way i lose the "up variant" and the transition frame from open to wide and viceversa.. or at least i'm not able to code them properly, with both x distance and y distance switchs working.. :( :( so bad since it could be a great solution..
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#106  September 26, 2017, 03:22:37 pm
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...could you, please, upload your State 0? Maybe it's possible to do such a trick... But I suggest you prepare Open Guard Watching Up sprites, OK?
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#107  September 26, 2017, 03:30:19 pm
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...could you, please, upload your State 0? Maybe it's possible to do such a trick... But I suggest you prepare Open Guard Watching Up sprites, OK?

i've already both up sprites (open and closed). ;)

here you are my state 0: (simplified compared to the one with up variant working)

;Stand SHURA
[Statedef 0]
type = S
physics = S
moveType = I
velSet = 0,0
sprPriority = 0

[State 0, Remove Explods]
type = RemoveExplod
trigger1 = IsHelper

[State 0, Destroy Helpers]
type = DestroySelf
trigger1 = IsHelper

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70
trigger1 = Anim != 4 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 4


[State 0, stop]
type = posset
trigger1 = 1
y = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

anim 4 is closed guard
anim 2 is open guard

i'd like to have:
0 open
2 closed
3 open up
4 closed up

2 problems: transition frame from open to close and up variant.
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#108  September 26, 2017, 03:41:31 pm
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Well... You could try to look at Jmorphman's Ryo, which have the necessary transition right at the start of the animation while creating a LOOP after it. Maybe this will work.
And man, it's simple to do what you want:
Code:
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y >= -24
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y >= -24
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y < -24
trigger1 = Anim != 3 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 3

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y < -24
trigger1 = Anim != 4 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 4

Try these codes. I sure they will work.
==========================
HOLD IT! THE DUMBASS I AM MADE A CRUTUAL MISTAKE IN THESE CODES! NOW THEY'RE FIXED!
Last Edit: September 26, 2017, 03:53:29 pm by Trololo
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#109  September 26, 2017, 03:58:05 pm
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many thanks, but it doesn't work properly.

here you are the full code:

Code:
;Stand SHURA
[Statedef 0]
type = S
physics = S
moveType = I
velSet = 0,0
sprPriority = 0

[State 0, Remove Explods]
type = RemoveExplod
trigger1 = IsHelper

[State 0, Destroy Helpers]
type = DestroySelf
trigger1 = IsHelper

[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y >= -24
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
 
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y >= -24
trigger1 = Anim != 4 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2
 
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y < -24
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 3
 
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y < -24
trigger1 = Anim != 4 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 4

[State 0, stop]
type = posset
trigger1 = 1
y = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

and here you are the result:



very strange.. :/ :/
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#110  September 26, 2017, 03:59:12 pm
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I edited my previous message. The code I wrote contained a mistake. Now there's the correct version.
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#111  September 26, 2017, 03:59:22 pm
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great, right now they work flawlessly!!

many many thanks!!!!!!!!!!! :) :) :) :) :)
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#112  September 26, 2017, 04:01:22 pm
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I edited my previous message. The code I wrote contained a mistake. Now there's the correct version.

now only the transition frame's missing!! O_O

this show me how poor are my coding skills.. :( spent all the afternoon trying to fix it without a solution, and you in 2 minutes find the right way.. :) :)

right now that i'm checking your codes, i think i've tried them too (not sure 100%btw) but the animations where not ordered properly (0,2,3,4).. could it be the reason of my faults?? :/ :/
Last Edit: September 26, 2017, 04:04:36 pm by M206
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#113  September 26, 2017, 04:01:36 pm
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Just amazing!
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#114  September 26, 2017, 04:06:35 pm
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Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#115  September 26, 2017, 04:14:19 pm
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right now that i'm checking your codes, i think i've tried them too (not sure 100%btw) but the animations where not ordered properly (0,2,3,4).. could it be the reason of my faults?? :/ :/
So check it! Order animations correctly! I personally used the scheme you gave me:
i'd like to have:
0 open
2 closed
3 open up
4 closed up

yes, exactly. before try your code i've ordered them properly and now it's perfect!! only transition frame missing, i'm checking jmm ryo as you said! :) :)

many many thanks. ;) ;)
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#116  September 26, 2017, 04:42:35 pm
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ok, found the loop option in second frame of animation, so i solved the transition frame issue from open to close guard and viceversa.

the problem now it's the switch between the normal and "up variant":




as you notice when the opponent come down the transition frame will appear again and it's quite antiesthetic.. :/ :/

any hint to solve this?? :)
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#117  September 26, 2017, 04:54:35 pm
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Well... I would like to do further experiments before answering this question... But I think I have an idea. Try THIS:
Code:
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y >= -24
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
elem = ifelse(anim = 3, 2, 1)
 
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y >= -24
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2
elem = ifelse(anim = 4, 2, 1)
This is untested piece of coding, so I can't guarantee whis will work...
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#118  September 26, 2017, 05:10:28 pm
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Well... I would like to do further experiments before answering this question... But I think I have an idea. Try THIS:
Code:
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X > 70 && p2bodydist Y >= -24
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
elem = ifelse(anim = 3, 2, 1)
 
[State 0, 1]
type = ChangeAnim
triggerall = p2bodydist X < 70 && p2bodydist Y >= -24
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2
elem = ifelse(anim = 4, 2, 1)
This is untested piece of coding, so I can't guarantee whis will work...

WONDERFUL!!! NOW IT'S PERFECT!!! MANY MANY THANKS!!! :) :) :) :) :) :)

could this be applied to the walking fwd anim too??
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#119  September 26, 2017, 05:15:14 pm
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Of course!
Just make sure to do the things RIGHT. Add the right numbers, change the right numbers and so on.
And also you won't need there any "elem" parts THERE, cause I sure walking animations don't have transitions.
Re: Sagat by M206 NEW SF4 STEP LOW KICK PAG.6
#120  September 26, 2017, 05:31:09 pm
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Of course!
Just make sure to do the things RIGHT. Add the right numbers, change the right numbers and so on.
And also you won't need there any "elem" parts THERE, cause I sure walking animations don't have transitions.

thanks.. sorry if i abuse of your patience, could you help me with walk fwd and bkwd? :)

Code:
; Walk fwd
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, ChangeAnim]
type = ChangeAnim
triggerAll = vel x > 0 && p2bodydist Y >= -24
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimElemTime(1) >= 1
value = 20

[State 20, ChangeAnim]
type = ChangeAnim
triggerall = vel x > 0 && p2bodydist Y < -24
trigger1 = Anim != 25 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 25

[State 20, ChangeAnim]
type = ChangeAnim
triggerAll = vel x < 0; && p2bodydist Y >= -24
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimElemTime(1) >= 1
value = 21

;WALKING back
[StateDef 21]
type = S
physics = S
moveType = I
sprPriority = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, ChangeAnim]
type = ChangeAnim
triggerAll = vel x > 0; && p2bodydist Y >= -24
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimElemTime(1) >= 1
value = 20

[State 20, ChangeAnim]
type = ChangeAnim
triggerAll = vel x < 0; && p2bodydist Y < -24
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimElemTime(1) >= 1
value = 21

[State 20, ChangeAnim]
type = ChangeAnim
triggerAll = vel x < 0; && p2bodydist Y > -24
trigger1 = Anim != 26 && Anim != 5
trigger2 = Anim = 5 && AnimElemTime(1) >= 1
value = 26

in this way the walk fwd and up fwd are working good, while the walk back works but not the walk back up.. ???