Nice effects as for the update ryu, the only bug im seeing right now is the fact that if you get hit at the beginning of tatsu you stay in the air. other than that great job!
Thank you! I honestly can't wait to complete them and release them to the public. Hopefully others can make use of it too when I'm done with em.likiji123 said, February 02, 2017, 08:17:12 amNice effects as for the update ryu, the only bug im seeing right now is the fact that if you get hit at the beginning of tatsu you stay in the air. other than that great job!Alright I did something that may solve it. Try it out and let me know if it persistsSome other things I changed:-Updated my CvS2 rendition of Ryu's time over (and simultaneously intro) pose by editing a similar animation from GCNMario's Ryu char. It honestly looks leagues better now.-Changed the air mP animation with an edit, courtesy of likiji123.-Adjusted the Shin Shoryuken and Shinkuu Tatsumaki commands to fit in with the "activate with 2 buttons" thing going on with the Shinkuu Hadouken.-Adjusted the positions of certain hitsparks; all standing attacks, and maybe 2 or 3 crouch attacks.If it isn't too much, please focus on comboing and attack cancellations (mainly Limit Breaks, but specials would be nice as well). I'm suspecting that there's a problem with normal/specials > Limit Break cancellation, but I'd like it if someone can confirm it for me (stupid, I know. Please bear with me). I'm going to get around to adding sound, and testing out frame safety advantages to make sure there is no fuckery at play. Whether it'll be soon, I can't say. All I'm hoping for is the best now, lol.
What kind of bearing do you want? Grizzly? Mountain? : VSilliness aside, good to hear you're getting closer to finishing up Ryu! Is the coding process going well for you and all that?
I'd say so far so good, but only testing will let me know how far I need to backtrack. Same goes for frame safety advantage testing, which'll come after this (IDK when tho).
Small update, but I've added in a Zero Counter function, which seems to function well so far. Referenced PoTS/Lost_Avenger in parts I was stumped on (it was mostly the CMD parts, but writing it was.. too damn easy to say the least )As for the hit sparks:Only the medium hit spark, the Limit Break FX and the guard FX remain. For the latter two, I'll be taking a cue from Final Fantasy 7 and Dissidia, respectively. For things like dash and Advancing Guard FX, I'll be taking them from the Alpha/VS games, edit the Advancing Guard to match up with what I have in mind for the new guard FX, and presto, they'll be ready for release.The only hit sparks that would remain would be for bladed characters, but I'll leave those until I actually work on one.Back to Ryu, with the Zero Counter in, all that remains aside from FX/SND files are reworking that attack states and the CMD to make sure that they feel like Ryu's in MvC2, adding a recovery function from the Dizzy State, and a Throw Escape function. After that, I'll leave it open to public beta testing to check for any fuckery and such.After that, the template, minus EX Assist and A.I should be ready, if all falls according to plan.
Hi there.Just coming in to give a tiny update on Ryu.-Redid the Shin Shoryuken so that it would instead be the one in the Alpha series (Solar Plexus -> 2 hit Shoryuken). I will be redoing the Shinkuu Tatsumaki from scratch (w/ P.o.T.S as a fall-back in case I'm totally stumped on something) and the Dizzy code, I feel that they need to be redone.-Implemented the Zero Counter. Also added in FX for Ryu (took them directly from Sheng Long's Ryu char, so thanks to him).-Edited hitdef properties here and there, mostly velocities, hit times, FX placing (though it is not done yet).-Began to swap out the P.o.T.S juggle system I took from Lost_Avenger in for one described by JnP as used for his Piccolo. I was going to originally go and read P.o.T.S and try to understand how he did it, but once I saw the former's and how compact it was, I couldn't help but go "hey, let's use it". So far, I need to implement it on the Limit Breaks, helpers, and special moves, but it works marvelously so far thus.-Added in a temporary big portrait.-Added a proper Safe Fall mechanic (also referenced from P.o.T.S. Apparently, I implemented it completely wrong on the first coding run. :/)Work on Tifa is still going, just not too strong. I've been inspired by a recent MUGEN release to approach spriting and coding simultaneously, so I'll be trying it out soon. I have a feeling I'll be netting some good results from it soon. :3Once I finish everything I want to finish for Ryu, a project release/feedback thread will be made. Hopefully it doesn't take me forever. It honestly shouldn't at this point.I'll record a video tonight, showing the redone Shin Shoryuken, Zero Counter, and some of my custom FX in action (as a reminder, the FX will be released stand-alone for those who desire them; however, my chars won't have them included in as I'll be editing the fightfx SFF/AIR of the in-progress SP to encompass my FX).
Yesterday, I, Paz Hatter said, March 20, 2017, 12:16:02 amI'll record a video tonightI'm a fucking moron at times, I swear. Did it this morning, and: -> Go to 0:57 to skip my failed attempts at doing it.Boat-loads of refining is needed, I know. I'm working on it all. Feel free to point something out, I'm sure I've missed quite a lot, even with constant searching.
Those ryu updates are looking sweet, the effects look great in motion and yeah, the zero counter needs a bit of improving
Digging the progress so far. Keep working on that Zero Counter, I'd love to see how it all comes together!Also, just a small request:Paz Hatter said, March 20, 2017, 12:16:02 am-Began to swap out the P.o.T.S juggle system I took from Lost_Avenger in for one described by JnP as used for his Piccolo. I was going to originally go and read P.o.T.S and try to understand how he did it, but once I saw the former's and how compact it was, I couldn't help but go "hey, let's use it". So far, I need to implement it on the Limit Breaks, helpers, and special moves, but it works marvelously so far thus.Can you link me to where he described it? I'm working on something in my free time, and I'm interested in using that juggle system in case MUGEN's rubbish default one starts giving me trouble.
The Zero Counter still needs some refinement in other areas, but I'm happy that its going well so far. : ]As for the P.o.T.S juggle system, I took mine from Lost_Avenger's Ryu (which was my biggest reference when I was stumped), but P.o.T.S juggle system was talked about in this post:Just No Point said, January 19, 2016, 11:24:11 pmSpoiler: POTS Juggle (click to see content)Juggle "resets"In fighting games, resetting a juggle means hitting an opponent out of the air with a move that makes him land on his feet, for example doing a weak Akuma hurricane kick in SF3 or SF4 and then using a normal attack on the falling opponent. Again this is something that doesn't happen in Mugen and can't be reproduced by normal means (Hitdef parameters), so to add this feature to your character you can follow this method:1) For every attack that isn't supposed to make the opponent fall on his back, but rather land on his feet, give its Hitdefs an ID. I'll be using ID=200 here.2) Add this code to State -2:[State -2, P2 Recovery]; Notice how ID 200 is being used. ID must match those Hitdefstype= targetstatetrigger1= numtarget(200)trigger1= (target(200), stateno=5020) && (target(200), alive) && (target(200), hitfall); Hit out of the air while alive and already fallingID= 200value= 5025ignorehitpause= 13) And create the corresponding State 5025 (or whatever you prefer) of course:[Statedef 5025]type= Aphysics= Nmovetype= Hvelset= 0, 0facep2= 1[State 5025, HFS]; Resets the fall parameter, so that the opponent will not fall on his backtype= hitfallsettrigger1= 1value= 0[State 5025, End]; Sends opponent back to his own statestype= selfstatetrigger1= 1value= ifelse(pos y, 5020, 5000)Juggle "resets" - invulnerabilityI wasn't quite sure whether this one should be mentioned, but well since there is one alternative to implementing this that is only one line of code (times N), it should be worth it. You can plain simply disregard this if your character allows opponents to air guard ground attacks and suffers corner push when hitting them in the air.When you connect one of those hits that makes the opponent land on his feet, he should be invulnerable until that happens. Just fire up any SF or KOF game, hit a jumping opponent with a light punch and then try to hit him again as he falls.There are several ways to implement this in Mugen, but the one most suited for a summarized tutorial consists of making every Hitdef only activate if the opponent isn't in hit states that make him land on his feet. Like so:[State 200, Hit]type= hitdeftrigger1= (p2stateno != [5020, 5040])trigger1= animelem=3...Note: For special and super moves you may want to use just "p2stateno != 5040" instead. If your ground attacks are set up so that the opponent can guard them in the air then "(p2stateno != [154, 155])" should be added if needed.It is also a good idea to set air.hittime parameters to a high value so that the opponent cannot hit you back either in these situations.However, this one is outdated. A relevant post to this that can help is this:Jmorphman said, January 20, 2016, 12:52:56 amJust No Point said, January 19, 2016, 11:24:11 pmSo MUGEN's default juggle system is pretty much worthless. POTS left this behind to replace it.Spoiler: POTS Juggle (click to see content)Juggle "resets"In fighting games, resetting a juggle means hitting an opponent out of the air with a move that makes him land on his feet, for example doing a weak Akuma hurricane kick in SF3 or SF4 and then using a normal attack on the falling opponent. Again this is something that doesn't happen in Mugen and can't be reproduced by normal means (Hitdef parameters), so to add this feature to your character you can follow this method:1) For every attack that isn't supposed to make the opponent fall on his back, but rather land on his feet, give its Hitdefs an ID. I'll be using ID=200 here.2) Add this code to State -2:[State -2, P2 Recovery]; Notice how ID 200 is being used. ID must match those Hitdefstype= targetstatetrigger1= numtarget(200)trigger1= (target(200), stateno=5020) && (target(200), alive) && (target(200), hitfall); Hit out of the air while alive and already fallingID= 200value= 5025ignorehitpause= 13) And create the corresponding State 5025 (or whatever you prefer) of course:[Statedef 5025]type= Aphysics= Nmovetype= Hvelset= 0, 0facep2= 1[State 5025, HFS]; Resets the fall parameter, so that the opponent will not fall on his backtype= hitfallsettrigger1= 1value= 0[State 5025, End]; Sends opponent back to his own statestype= selfstatetrigger1= 1value= ifelse(pos y, 5020, 5000)This is related to juggling but it's not actually PotS's juggle system. It's also a bit outdated because 1.0 now allows this to be produced with a HitDef parameter; PotS's last big update for his characters for 1.0 removed the old way and added in the new.Instead of using a target state to force P2 recover, the new HitDef parameter, ForceNoFall, can be used to well... force P2 to not fall. All of the normals in PotS's characters have ForceNoFall = 1 in their respective HitDef's (technically, they have ForceNoFall = !var(20); var(20) is the custom combo timer, and it will disable ForceNoFall if active).Just No Point said, January 19, 2016, 11:24:11 pmSpoiler: Juggle "resets" - invulnerability (click to see content)Juggle "resets" - invulnerabilityI wasn't quite sure whether this one should be mentioned, but well since there is one alternative to implementing this that is only one line of code (times N), it should be worth it. You can plain simply disregard this if your character allows opponents to air guard ground attacks and suffers corner push when hitting them in the air.When you connect one of those hits that makes the opponent land on his feet, he should be invulnerable until that happens. Just fire up any SF or KOF game, hit a jumping opponent with a light punch and then try to hit him again as he falls.There are several ways to implement this in Mugen, but the one most suited for a summarized tutorial consists of making every Hitdef only activate if the opponent isn't in hit states that make him land on his feet. Like so:[State 200, Hit]type= hitdeftrigger1= (p2stateno != [5020, 5040])trigger1= animelem=3...Note: For special and super moves you may want to use just "p2stateno != 5040" instead. If your ground attacks are set up so that the opponent can guard them in the air then "(p2stateno != [154, 155])" should be added if needed.It is also a good idea to set air.hittime parameters to a high value so that the opponent cannot hit you back either in these situations.This however is still in use, after a fashion. It's simplified down to a juggle flag variable (0 = off/can juggle; 1 = flag on/can't juggle). It should be noted that the juggle flag is distinct from the juggle points in PotS characters, though!So the place you may want to look are either P.o.T.S characters that received his last big update, or maybe one of Jmorphman's characters, since he is the closest you can get to P.o.T.S.Hope this is of some use to you.
I'm dum. Here's the one he described for Z2 Piccolo:Just No Point said, February 15, 2017, 05:11:49 pmFor Piccolo I made a simple one that is kinda similar to MUGEN's defaultThis is in my attacks[State 0, VarAdd]type = VarAddtrigger1 = MoveHit = 1trigger1 = P2StateType = Avar(18) = 7; adjust to determine how many juggle points it should haveHitdeftype = HitDeftriggerall = Var(18) <= 15; adjust for how many points it'll allowplace the below in your -2 so the var resets when P2 is no longer in hit state[State -2, VarSet]type = VarSettrigger1 = P2MoveType != Hvar(18) = 0to apply to helpers remember to do thisThis is in my attacks[State 0, ParentVarAdd]type = ParentVarAddtrigger1 = MoveHit = 1trigger1 = P2StateType = Avar(18) = 7; adjust to determine how many juggle points it should haveHitdeftype = HitDeftriggerall = root,Var(18) <= 15; adjust for how many points it'll allow
I decided to record this video to liven things up:Couple of things to note:-The Heavy Shoryuken missing in a combo is apparently a result of the velocities I took from Kamekaze's MvC2 Ryu (with his permission). It is the same thing in MvC2. However, I will be changing this because its becoming very infuriating. >:[I put the volumescale for all SNDs at 255, since its impossible to hear Ryu's voice when BG music is playing.-Although not shown in this video, I've edited the Dizzy state to encompass the MvC vertical spin. I'm very pleased with how it came out.-I suck at alignment (you can tell by that big port in the win screen). I'll make sure to align the big port properly before the public release.From here, the final thing I'll be doing before making the release/bug report thread is actually coding a Zero Counter hit state (y'know, the OHHHH I'M HORIZONTALLY SPINNING OUTTA CONTROOOOL animation), and the actual readme. Tell me if you spot anything screwy regardless.(also, as an added bonus, its me as Ryu.... yeah I suck at fighting games, you don't have to tell me twice).
Great looking Ryu so far! Some cool new animations as well too.I absolutely LOVE that win quote!I can't wait to start on mine!
Yeah, those new animations are honestly something, especially the Balthazar animations. And yeah, that win quote is great, it came at the best time too. : DThanks for dropping by, and good luck w/ your own MUGEN creations.
Double post because relevant:Showing off the custom Zero Counter state. Yep, made it w/o referring to another creator's code. : ]Last required portions include a redo of the Shinkuu Tatsumaki (hitdefs), and adding Dizzy FX (custom, gonna draw over some existing ones though). Then, its off to public beta testing.(I was supposed to be showcasing the Zero Counter twice around the last portion of the video, but I gave up after those three tries, LOL).
Posting to report that Ryu's been released, so go check him out:CvSE Release Thread riight over here, matey.I'm going to consider Ryu "tentatively done". The Capcom vs. Square Enix build will have four characters. Next ones are (in no particular order):Also, Speedster/Dan Mt. is working on the screenpack, and so far it is AMAZING. Guaranteed mind-melting. I'll post about when there is more progress or when Speedster feels its time to show off the work.
Hatter said, May 04, 2017, 08:47:36 pmPosting to report that Ryu's been released, so go check him out:CvSE Release Thread riight over here, matey.Link's no good Working link to the release thread