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Kame-Groove Dudley updated(12/13/2010) (Read 10233 times)

Started by Kamekaze, September 21, 2010, 09:11:43 am
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Kame-Groove Dudley updated(12/13/2010)
#1  September 21, 2010, 09:11:43 am
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http://kamekaze.clubsyn-x-treme.net/

Changelog:
Bug fixes
AI is now scaled on AI Level

I figured it's about time mugen gets a good dudley. Took me a few weeks but well worth it. There's a lot of things going on in this dudley. The biggest being Kaze-style. Unlike Guile Dudley's custom mode involves less target combos and more link ups. It's a very advanced mode that revolves around a combo gauge that you must fill based on how high your combos are. And of course Dudley has SF3: Third Strike and Second Impact. Lastly, he has a new feature thanks to .sff2 that allows you to select a color higher than the 12th usual color. Now, for the palette makers who want to get their palette included (because there is plenty of room) heres the template.



I feel I should include a FAQ to him before I get any silly questions

Q:"Will dudley ever be made to work on winmugen"
A: Absolutely not. I really don't care what your reasoning is for wanting it, but it won't happen by me or anyone else.

Q:"I can't juggle with MGB like I can in SF3"
A: The juggling it self was a collision box trick that only effects some chars in mugen, it does work on all of gm's works and kfm so that's good enough as far as I'm concerned.

Q:"How do I make the palette select scren go away?"
A: If you read the readme, you'd know this, just press start.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Last Edit: December 13, 2010, 09:53:41 pm by kamekaze
Re: Kame-Groove Dudley released
#2  September 21, 2010, 11:23:20 am
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This thread. It is Pringles.

Spoiler, click to toggle visibilty


I made this sig. :ninja:

Props to a friend for my avvie

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Re: Kame-Groove Dudley released
#3  September 21, 2010, 11:56:55 am
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So much win. Great release!  ;D
Re: Kame-Groove Dudley released
#4  September 21, 2010, 03:28:09 pm
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I remember asking for a decent, accurate SF3 Dudley last week....well, it was damn well worth the wait.

The only thing I could find besides a stray transparent pixel on the upper left side of the select portrait (really? who cares?) was this...and its probably as insignificant too:

- When on TRAINING mode, if you select any modes to the left of Kaze-Style and let the match begin, his power bar fluctuates weirdly when attacking and performing combos...whatever, it doesn't happen in ARCADE.

I love everything you've done here...SF3 accuracy and versatility, SSF4 Like Ultra (ALTHOUGH VERY DIFFERENT AND ORIGINAL :2thumbsup:) Kaze-Style...damn, its soo good, I don't see myself playing his SF3 modes anymore in the future...If possible, how can I have him just default to Kaze-Style everytime?

And whoa....16 PALETTES?!?!?! Is that the maximum amount that SFF2 can display? That is too awesome...I liked most of the palettes included, particularly palette 16 which I have dubbed "Badass Black MoFoKah" palette.

This character is awesome, and may I dare say your most fluid and best creation yet. He does indeed shine and fight like a true Gentleman.

You keep impressing us all with your work, Kame...please don't pull the POTS plug on this community yet.  :D
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Last Edit: September 21, 2010, 03:41:50 pm by MaxBeta

DMK

Re: Kame-Groove Dudley released
#5  September 21, 2010, 04:29:53 pm
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Good stuff Kame and thanks for doing one of my favorite characters some justice. My regular Winmugen roster is starting to get it's shit kicked in!
Re: Kame-Groove Dudley released
#6  September 21, 2010, 04:49:02 pm
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- When on TRAINING mode, if you select any modes to the left of Kaze-Style and let the match begin, his power bar fluctuates weirdly when attacking and performing combos...whatever, it doesn't happen in ARCADE.
That's because the SF3 modes limits the power gauge based on what super art you have.
I love everything you've done here...SF3 accuracy and versatility, SSF4 Like Ultra (ALTHOUGH VERY DIFFERENT AND ORIGINAL :2thumbsup:) Kaze-Style...damn, its soo good, I don't see myself playing his SF3 modes anymore in the future...If possible, how can I have him just default to Kaze-Style everytime?
I haven't really thought about permanent selection. I'll included it in a update to the config.txt

And whoa....16 PALETTES?!?!?! Is that the maximum amount that SFF2 can display? That is too awesome...I liked most of the palettes included, particularly palette 16 which I have dubbed "Badass Black MoFoKah" palette.
.sff2 can support thousands of palettes my friend.

You keep impressing us all with your work, Kame...please don't pull the POTS plug on this community yet.  :D
I'm leaving when it make 100 chars or graduate with my bachelors, which ever comes first.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley released
#7  September 21, 2010, 07:36:22 pm
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*cough* Elena *cough*


I made this sig. :ninja:

Props to a friend for my avvie
Re: Kame-Groove Dudley updated(9/21/2010)
#8  September 21, 2010, 07:53:09 pm
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updated check first post
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/21/2010)
#9  September 21, 2010, 08:14:11 pm
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Q:"Will dudley ever be made to work on winmugen"
A: Absolutely not. I really don't care what your reasoning is for wanting it, but it won't happen by me or anyone else.

dont speak for other people theres no such thing as close source materials they just have to give credit

and
For all you stage creators. This uses something called sffv2, that takes 5 bit, 8 bit or 32 bit sprites. Thats true colour.
Characters can do it too, but i'll stick to my .act files. However for stages, win in 92 directions.
Re: Kame-Groove Dudley updated(9/21/2010)
#10  September 21, 2010, 08:16:24 pm
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Except why would anyone convert it for an old, glitchy, prone-to-crashing hack of MUGEN? 1.0 isn't just good for mid battle palette swapping, you know.
Re: Kame-Groove Dudley updated(9/21/2010)
#11  September 21, 2010, 08:27:17 pm
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dont speak for other people theres no such thing as close source materials they just have to give credit


What are you talking about, that question generally covers my response toward people asking for a winmugen port. And as you can see since Dudley bypasses the usual color limit of 12 (25 now) I really don't see it happening. Not to mention because I mostly don't want to.

Except why would anyone convert it for an old, glitchy, prone-to-crashing hack of MUGEN? 1.0 isn't just good for mid battle palette swapping, you know.

You can only do it during the intro, but yeah.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/21/2010)
#12  September 21, 2010, 09:35:44 pm
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Re: Kame-Groove Dudley updated(9/21/2010)
#13  September 21, 2010, 11:01:43 pm
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Except why would anyone convert it for an old, glitchy, prone-to-crashing hack of MUGEN?

Funny coming from you, considering you hated MC2 and I over our insistance of the superiority of 1.0 and contemplated suicide over it.

i couldn't help myself
Re: Kame-Groove Dudley updated(9/21/2010)
#14  September 21, 2010, 11:05:52 pm
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Tried 1.0 and actually yeah it is better.
Re: Kame-Groove Dudley updated(9/21/2010)
#15  September 22, 2010, 12:27:59 am
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I left a mistake in that last update that I just fixed. feel free to download unless you're ok with not selecting a color.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/21/2010)
#16  September 22, 2010, 06:24:06 pm
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Nice AI for Dudley. I think it makes him competitive with other, hard-AI characters. Thanks.
Re: Kame-Groove Dudley updated(9/21/2010)
#17  September 23, 2010, 01:49:14 am
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When you choose Kaze Style and cornering the opponent, the supers connect like Rocket Uppercut
and then Corkscrew blow, but I'm glad you add the damage dampener when connecting supers.
Re: Kame-Groove Dudley updated(9/21/2010)
#18  September 23, 2010, 02:14:19 am
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yeah that's intentional, juggling supers is part of kaze style.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/21/2010)
#19  September 23, 2010, 02:14:54 am
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Crouching C



Breaks the EX jet upper juggles
Re: Kame-Groove Dudley updated(9/21/2010)
#20  September 23, 2010, 02:33:41 am
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Wow.
What a coincidence!

I was just learning how to play Dudley in SFIII 3rd strike!
Anyhow, there's one thing wrong that I find in 3rd strike/Kame modes.

Forward/Reverse throw does no damage at all. The one where he just throws them.

And in my opinion, the throw where he hold the enemy and punches them in the stomach, it seems a bit too fast in my opinion.
Re: Kame-Groove Dudley updated(9/21/2010)
#21  September 23, 2010, 02:38:53 am
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Re: Kame-Groove Dudley updated(9/21/2010)
#22  September 23, 2010, 02:52:17 am
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Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/22/2010)
#23  September 23, 2010, 02:57:28 am
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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: September 23, 2010, 03:35:00 am by lost_avenger
Re: Kame-Groove Dudley updated(9/22/2010)
#24  September 23, 2010, 07:41:13 am
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hes great and all but his big portrait is no good. id prefer one that has transparent background. does anyone know how i can change the portrait in sffv2?

thanks.
Re: Kame-Groove Dudley updated(9/22/2010)
#25  September 23, 2010, 07:41:52 am
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Pretty great character.
Re: Kame-Groove Dudley updated(9/22/2010)
#26  September 23, 2010, 09:06:14 am
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Is rocket uppercut not getting all of the hits in in the corner by design? If so, ignore this then lol. Great character

This happened during his recovery (I think). He floats

http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/569afda1.png
fixed.

hes great and all but his big portrait is no good. id prefer one that has transparent background. does anyone know how i can change the portrait in sffv2?

thanks.

As of now you can only extract sprites and view them but you cannot swap them out. I like his port the way it is because it stands out while looking old english.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/22/2010)
#27  September 23, 2010, 02:17:59 pm
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In arcade mode I can't select the palette when I'm in the next match.
Re: Kame-Groove Dudley updated(9/22/2010)
#28  September 23, 2010, 10:12:01 pm
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Yeah, you can only do it once. I said that.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/22/2010)
#29  September 24, 2010, 01:04:13 am
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Since i'm too lazy to look at every palette, i'll just ask. Does he only have palettes he had in the games?
Re: Kame-Groove Dudley updated(9/22/2010)
#30  September 24, 2010, 02:19:35 am
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Since i'm too lazy to look at every palette, i'll just ask. Does he only have palettes he had in the games?
That IS lazy. ;P

There's his standard palettes from all SF3 games, some alternate "darker" and "washed out" ones of his default palette ( I think Kame was going for something SF4-ish or CVS-ish here) then there's some kinda plain and lame ones at the very end of the palette list that consist only of his clothes being swapped by primary color combinations...which I'm pretty sure people can easily replace.

Anyways, there's a lot of room for you crazy kids today with your MvC3 and SSF4 type style palettes, so get crackin bro.
On Indefinite Hiatus - Add me on Wii U Smash Bros: Maxbeta
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
Re: Kame-Groove Dudley updated(9/22/2010)
#31  September 24, 2010, 02:27:09 am
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Sff2

Owned
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Kame-Groove Dudley updated(9/22/2010)
#32  September 24, 2010, 02:41:45 am
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No need to do SSF4 palette for him cause I already made that : P  It's one of the later ones I think.
Re: Kame-Groove Dudley updated(9/22/2010)
#33  September 24, 2010, 03:05:09 am
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Quote
Error message: Need at least 1 trigger
Error parsing [State 1050, Palfix]
Error in [Statedef 1101]
Error in K-Dudley.cns
Error loading chars/K-Dudley/K-Dudley.def
Error loading p1
After running Dudley.

Quote
Anyways, there's a lot of room for you crazy kids today with your MvC3 and SSF4 type style palettes.....
I prefer something custom.
Last Edit: September 24, 2010, 03:17:54 am by Kirishima
Re: Kame-Groove Dudley updated(9/22/2010)
#34  September 24, 2010, 10:36:28 am
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Quote
Error message: Need at least 1 trigger
Error parsing [State 1050, Palfix]
Error in [Statedef 1101]
Error in K-Dudley.cns
Error loading chars/K-Dudley/K-Dudley.def
Error loading p1
After running Dudley.

The same happens to me. Yeah, I used MUGEN 1.0, not the wrong one.
Re: Kame-Groove Dudley updated(9/22/2010)
#35  September 24, 2010, 03:01:21 pm
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Isn't mk-hk-hp supposed to do 4 hits??
Also jumping mk should combo to standing mk.

And I also get the above error (Kirishima's post) with the updated version.
Last Edit: September 24, 2010, 06:56:04 pm by YagamiC4
Re: Kame-Groove Dudley updated(9/22/2010)
#36  September 25, 2010, 08:41:56 pm
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Re: Kame-Groove Dudley updated(9/22/2010)
#37  September 25, 2010, 10:19:38 pm
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Quote
Error message: Need at least 1 trigger
Error parsing [State 1050, Palfix]
Error in [Statedef 1101]
Error in K-Dudley.cns
Error loading chars/K-Dudley/K-Dudley.def
Error loading p1
After running Dudley.

Quote
Anyways, there's a lot of room for you crazy kids today with your MvC3 and SSF4 type style palettes.....
I prefer something custom.

ForsakenM from MI found this code that must be related to the error
[mcode][State 1050, Palfix]
type = PalFX
triggerall = var(2)=3
trigger1 = gametime%2 = 0
trigger1 = animelemtime(15) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1[/mcode]

Also can you add Dudley's high jump on 2nd impact mode and 3rd Strike mode?
They have that on Street Fighter 3.
Last Edit: September 25, 2010, 10:23:54 pm by Error Err'd
Re: Kame-Groove Dudley updated(9/22/2010)
#38  September 26, 2010, 12:21:14 am
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Quote
Error message: Need at least 1 trigger
Error parsing [State 1050, Palfix]
Error in [Statedef 1101]
Error in K-Dudley.cns
Error loading chars/K-Dudley/K-Dudley.def
Error loading p1
After running Dudley.

Quote
Anyways, there's a lot of room for you crazy kids today with your MvC3 and SSF4 type style palettes.....
I prefer something custom.

ForsakenM from MI found this code that must be related to the error
[mcode][State 1050, Palfix]
type = PalFX
triggerall = var(2)=3
trigger1 = gametime%2 = 0
trigger1 = animelemtime(15) < 0
time = 1
add = 120,80,0
sinadd = 64,32,5,3
ignorehitpause = 1[/mcode]

Also can you add Dudley's high jump on 2nd impact mode and 3rd Strike mode?
They have that on Street Fighter 3.


Aww, thx for giving me credit! :D

But yeah, Dudley is my favorite character, and when I saw Kame had made a version of him, I just couldn't resist. I was really bummed to find this error. :(

I'm no good at coding, but I wonder if the line "trigger1 = gametime%2 = 0", that the "=0" part makes it think that there is no trigger?
Last Edit: September 26, 2010, 12:25:58 am by ForsakenM~
Re: Kame-Groove Dudley updated(9/22/2010)
#39  September 26, 2010, 12:26:49 am
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there's a palfix with only a triggerall on it, and not a trigger1. This is the problem./
Re: Kame-Groove Dudley updated(9/22/2010)
#40  September 26, 2010, 12:31:22 am
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Re: Kame-Groove Dudley updated(9/22/2010)
#41  September 26, 2010, 12:43:07 am
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change the triggerall to a trigger1
Re: Kame-Groove Dudley updated(9/22/2010)
#42  September 26, 2010, 01:14:12 am
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Re: Kame-Groove Dudley updated(9/22/2010)
#43  September 26, 2010, 02:14:57 am
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this is in a different palfix. Find the palfix that has no trigger1 under it.
Re: Kame-Groove Dudley updated(9/22/2010)
#44  September 26, 2010, 02:29:19 am
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this is in a different palfix. Find the palfix that has no trigger1 under it.

[State 1050, Palfix]
type = PalFX
triggerall =animtime=0
time = 1
add = 0,0,0
sinadd = 0,0,0,3
ignorehitpause = 1

Found. Now what?
Re: Kame-Groove Dudley updated(9/22/2010)
#45  September 26, 2010, 02:35:48 am
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change triggerall to trigger1
Re: Kame-Groove Dudley updated(9/22/2010)
#46  September 26, 2010, 03:02:43 am
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I fixed this bug 8 hours ago ._. redownload.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/22/2010)
#47  September 26, 2010, 03:36:52 am
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Re: Kame-Groove Dudley updated(9/25/2010)
#48  September 26, 2010, 04:26:38 am
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updated check first post

yes I did more stuff beyond what i fixed above.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/25/2010)
#49  September 27, 2010, 08:58:02 am
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I really like what you did with this character. Accurate, but a lot of creativity for custom stuff.

- His width is too big during walk, which makes him jerk when walking near to opponents.
- During the intro, when you press start to select the palette, I think you should stay in intro state as long as start is pressed, and not force the beginning of the fight.
- You could add a randomizer for the mode and super, because in Watch mode, he'll always start with SF3 mode (and most often with Corscrew Blow, but I sometimes saw him with another one).
- Debug flood in state 183 : trigger truncated to integer.
- Warning : player kame-groove dudley in state 712 : has no helper 30000.
Re: Kame-Groove Dudley updated(9/25/2010)
#50  September 27, 2010, 06:17:57 pm
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Also Dudley has a random damage from Cross Counter.
Re: Kame-Groove Dudley updated(9/25/2010)
#51  September 27, 2010, 06:26:36 pm
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Re: Kame-Groove Dudley updated(9/25/2010)
#52  September 27, 2010, 09:45:36 pm
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its not random, its based on whatever damage dudley takes. It's a very intricate formula that's about 95% accurate to SF3 it self.

I really like what you did with this character. Accurate, but a lot of creativity for custom stuff.

- His width is too big during walk, which makes him jerk when walking near to opponents.
- During the intro, when you press start to select the palette, I think you should stay in intro state as long as start is pressed, and not force the beginning of the fight.
- You could add a randomizer for the mode and super, because in Watch mode, he'll always start with SF3 mode (and most often with Corscrew Blow, but I sometimes saw him with another one).
- Debug flood in state 183 : trigger truncated to integer.
- Warning : player kame-groove dudley in state 712 : has no helper 30000.
-I will check it out
-It didn't force at first, I had to force it because eventually the intro will time out through mugen causing more errors.
-It does randomize. but if you want to lock it in one mode its in his config.txt
-Will fix
-Will fix
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Last Edit: September 27, 2010, 09:48:37 pm by kamekaze
Re: Kame-Groove Dudley updated(9/25/2010)
#53  September 27, 2010, 09:53:40 pm
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Dudley always start in SF3 mode with rocket uppercut with no super art select
when Dudley is next in Turns mode. Could you fix that?


NVM, your update right now is fixed.
Last Edit: September 27, 2010, 10:01:21 pm by Error Err'd
Re: Kame-Groove Dudley updated(9/22/2010)
#54  September 28, 2010, 11:23:12 pm
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Re: Kame-Groove Dudley updated(9/25/2010)
#55  September 29, 2010, 08:57:40 am
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Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(9/25/2010)
#56  September 29, 2010, 06:10:06 pm
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I think you've updated him right now?
Re: Kame-Groove Dudley updated(10/1/2010)
#57  October 05, 2010, 09:53:29 am
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Simple remark because I don't remember how it behaves : when he does a counter, he loses some life before countering the move. Is it normal he still counters even when he died already ? Basically, when fighting his AI, I hit him when Dudley was in counter state, the life I removed him made him die and the "KO" sound was displayed, but Dudley still went on and countered the move (which I think removed life to my char).
Re: Kame-Groove Dudley updated(10/1/2010)
#58  October 05, 2010, 10:03:29 am
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Yeah, that's how it is in the source games too.

There are vids up on YT of it in action.
Re: Kame-Groove Dudley updated(11/1/2010)
#59  November 02, 2010, 03:08:21 am
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Updated check first post.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

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Re: Kame-Groove Dudley updated(11/1/2010)
#60  November 02, 2010, 06:36:05 am
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I remember some time ago when I had this other Dudley. When I downloaded the your Dudley back then and tried him out. I instantly knew who to keep.

Thanks for the update of a fun character, kamekaze, I really appreciate it.
First I was just a leech, then I edited the stuff I leeched, now I made something and contributed it.

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Re: Kame-Groove Dudley updated(11/1/2010)
#61  November 30, 2010, 08:20:51 pm
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Sorry for the noob question but why can't I edit his big portraits?

I'm trying to add him to a screenpack which uses custom portraits.
Re: Kame-Groove Dudley updated(11/1/2010)
#62  November 30, 2010, 08:27:16 pm
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Because there's absolutely nothing you can do about editing .sff2 format...wait till next year.
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Re: Kame-Groove Dudley updated(11/1/2010)
#63  December 02, 2010, 08:29:53 am
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you could send the portrait to me and I'd add it in my self. But then you'd have to wait for me to update.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(11/1/2010)
#64  December 12, 2010, 02:38:25 pm
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I made a post in a thread in Mugen Discussion section

( http://mugenguild.com/forumx/index.php?topic=123686.msg1245299#msg1245299 )

regarding unnecessarily hard AIs. After posting, I started my Mugen, set the difficulty to Easy 1, and found that your chars keep the button-reading AI in every level.

Since your chars are exclusively for Mugen 1.0, and it has the option to adjust the AI, why not use it?
Re: Kame-Groove Dudley updated(11/1/2010)
#65  December 12, 2010, 09:22:09 pm
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What is button reading? And I'm slowly adapting my work to use AILevel, but it wont be anytime soon.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(11/1/2010)
#66  December 12, 2010, 10:17:35 pm
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What is button reading?
It's basically when an AI knows what button combinations a player has pressed and does something to counteract that.

Basically, if a character jumps, the AI will see that the player has pressed "Up" to jump, and will use an appropriate anti-air attack to counter that jump.

I do see this sometimes in Dudley, when I try to attack, he immediately activates Cross-Counter.
Re: Kame-Groove Dudley updated(11/1/2010)
#67  December 13, 2010, 03:26:53 am
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Yeah I noticed that problem too because Sagat & Dudley still rape me at Easy 1 but I just assumed it was intentional. Good to know it wasn't. I patiently wait for AI update then cuz I suck & don't like hard AIs. 
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Re: Kame-Groove Dudley updated(9/21/2010)
#68  December 13, 2010, 04:58:06 am
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MugenFreak30

Re: Kame-Groove Dudley updated(11/1/2010)
#69  December 13, 2010, 05:47:08 am
Reminder, AI does NOT make the character.
Re: Kame-Groove Dudley updated(11/1/2010)
#70  December 13, 2010, 08:23:02 pm
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What is button reading?
It's basically when an AI knows what button combinations a player has pressed and does something to counteract that.

Basically, if a character jumps, the AI will see that the player has pressed "Up" to jump, and will use an appropriate anti-air attack to counter that jump.

I do see this sometimes in Dudley, when I try to attack, he immediately activates Cross-Counter.
Well I promise you dudley does not command read. in mugen that's kind of impossible since authors can name their commands different things. What he does do is detect when you are airborne, or you are attacking. Standard things that mugen can detect.

What I can tell you is that maybe you should practice with the person you use so that you see how easy dudley's AI is. He can only be considered hard if you attempt to do the same thing over and over. My AI adapts to constant strings.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Last Edit: December 13, 2010, 08:26:28 pm by kamekaze
Re: Kame-Groove Dudley updated(12/13/2010)
#71  December 13, 2010, 09:54:23 pm
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updated, check first post
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Kame-Groove Dudley updated(12/13/2010)
#72  December 13, 2010, 11:05:43 pm
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I'm still testing the AI. I though he had an infinite combo removed in newest versions, but it looks like it isn't the case:

[Standing LP > Medium Machine Gun Blow] > repeat.

It works only against horizontally large chars. Even though it doesn't work against anybody, it's still possible to make some 2 or 3 loops against many chars.

Demonstration:

http://www.mediafire.com/?61ci2qujfdh7soe
Re: Kame-Groove Dudley updated(12/14/2010)
#73  December 14, 2010, 09:16:03 pm
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Fixed. redownload
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.