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PotS

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Messages by PotS

    

Re: 4 Dungeons of Aether Stages Released!

 March 02, 2024, 12:04:49 pm View in topic context
 Posted by PotS  in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
 Board: Your Releases, 1.0+

Except for the first one, the way the foreground elements block the chars looks like a big issue. You could try making them transparent but they're so big that I don't think it'd look good. I think they should be edited.
    

Re: Assorted AI-generated stages

 March 02, 2024, 11:33:18 am View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Thanks. :neutral:

Added another two.

About the second one (the crypt), Iced made the prompt a good while ago but I've been sitting on the source image since then because, although I liked the composition, I wasn't sure how to make it interesting or less flat. I finally got around to separating the layers and even resizing some of them for a better feeling of depth. The end result is probably one of the best of the bunch.
    

Re: Problems with Win Quotes against characters

 March 01, 2024, 08:22:27 am View in topic context
 Posted by PotS  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

He meant changing the trigger to win && matchover, not adding more lines to it.

Time = 0 would still trigger in a few states though. Enough to set the quote I think. Can you post state 180?

The reason I suggested using -3 in that thread is because you can win without going into the win state decider (state 180).
That's a great point I'd never thought about. But the worst that can happen is that you win a round against some char, set the quote, then win by repeated draw game/double KO or something against another and use the first quote by mistake?
    

Re: Problems with Win Quotes against characters

 February 29, 2024, 08:18:33 pm View in topic context
 Posted by PotS  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

You should place that in state 180 instead. Maybe your state 180 does have a block like that that overrides that one. The only other reasons that code would not work would be the enemy not actually being called "Jin Kazama", or you killing them with F1 in both rounds I think (skipping the times a time = 0 trigger works in negative states).
    

Re: Attack Data Display (Training Mode)

 February 29, 2024, 06:08:53 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Don't forget: You're here forever.
    

Re: My sprites, edits and animations

 February 29, 2024, 05:38:18 pm View in topic context
 Posted by PotS  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

I love how the chain even seems to sync with the ups and downs that way.
    

Re: DEAD EXPLOSION MOTHER (stage viewer tool)

 February 29, 2024, 05:34:04 pm View in topic context
 Posted by PotS  in DEAD EXPLOSION MOTHER (stage viewer tool) (Started by Foobs February 29, 2024, 02:48:50 am
 Board: IKEMEN Releases

You're just having a blast with ZSS aren't you?

Here's some feedback/suggestions:

- Camera is offset to one side at round start instead of being centered
- On that note, could use a recentering command
- The char can move up more than it needs to. So when you try to bring the camera down afterwards there's a noticeable lag to it. Same thing happens on the sides. It looks like you already took some measures against it so it's a minor thing but I felt it was worth pointing out
- I think the zoom is not "stagebound". If you scroll all the way up and zoom, you will see outside the edges of the stage
- P2 can exit the stage (minor, funny issue that is probably intentional)
- You were too conservative on the zoom feature I think. Full zoom out and a CSI-style "enhance" zoom in would be cool
- I think you should allow P2 to autoturn because they will turn when using any move with facep2 anyway. That and it reverses the inputs in my chars
- Inputting a direction could maybe disable the tracking camera and go back to free view
    

Re: Sailor Moon & Mercury 1.0 (19/02/24)

 February 27, 2024, 08:23:51 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

I think you overdid the dragon punch invincibilities a bit. They're kind of like old school SF2. The modern SF6 take on them is to make the grounded part invincible against jumping attacks, which I think would fit here. Sailor Moon's EX DP could have more of it. Mercury's EX DP does not need extra invincibility compared to the normal one since she already gets 3 levels of mist from landing it.

I also noticed that light DP's do the same damage and have almost the same invincibility as the hard ones, making the latter not very useful.

Also, this ties to the previous feedback on Clsn boxes but their feet should not be hittable while jumping. I'd probably say the hitboxes are the weakest part of the chars right now to be honest.

- Can't jump forward while running
Finally found the problem and why it only occurred in IKEMEN and not MUGEN. Try adding this under [Velocity] in character constants:
Code:
runjump.fwd = 3.5

I will fix this later in update. Thanks for all the feedback!
Ah so it's an issue with how the constant defaults in Ikemen. I'll submit a fix later. :thumbsup:
    

Re: My sprites, edits and animations

 February 26, 2024, 07:26:34 pm View in topic context
 Posted by PotS  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

I agree that it looks like a fast walk, but for someone of Earthquake's size I think it works.
    

Re: Custom Dee Jay Release

 February 25, 2024, 05:54:56 pm View in topic context
 Posted by PotS  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

    

Re: Custom Dee Jay Release

 February 24, 2024, 06:48:40 pm View in topic context
 Posted by PotS  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

I like the blend of old and new. Here's what I found so far:

- Pre-jump frames are unusually short. I noticed it because 28 input is stricter than normal, as are hops
- Related, but if you hop in the last possible frame, the jump sound plays twice and the pre-jumps frames are added on top of each other (normal pre-jump + hop pre-jump, for 7 frames)
- Sobat Carnival gets off the ground but is statetype S
- Sunrise Festival initial hit has no spark/sound even though it counts as a hit
- Sunrise Festival hits have special attribute
- You can get all the various followups by mashing the 6 buttons. Maybe that's a thing but it seemed funny because it's more practical than memorizing the 3 routes
- Climax Break sparks could be raised a little so we see Dee Jay more clearly
- Jus Cool afterimage is too solid I think
- Throw directions are inverted (F throws back and vice-versa)
- If you kick throw P2 against the corner while *you* are cornered, you may prevent the side switch. Throws could use more edge width in general
- Both throws make P2 sink under the ground a lot before hitting it
- The configuration helper is spawned and destroyed every frame
- Close HP damage distribution is pretty unusual
    

Re: Sailor Moon & Mercury 1.0 (19/02/24)

 February 24, 2024, 04:54:04 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

Nice updates. :thumbsup: A few more things:

- Z still results in a throw attempt if P2 is not in a throwable state, such as state 5120
- This seems intentional but pressing Z up to about 50 pixels away from the enemy makes them dash and throw automatically. That seems like something that should require two inputs. Or maybe you got this whole running throw system from somewhere and it's supposed to be like that, I'm not sure
- Jumping attacks feel a bit weird. Namely the advantage and pushback on hard attacks. See the "Jumping normal attack properties" bit here
- Special moves should have their own landing states rather than going to state 52. I noticed I tried to punish Sailor Moon for using Moon Screw Punch but she blocked instantly upon landing
- Silver Crystal should probably always have the same projectile pattern. Also the first one should probably not be antiair
    

Re: Attack Data Display (Training Mode)

 February 24, 2024, 04:36:44 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Updated the file today with some minor fixes and quality of life options.
    

Re: My sprites, edits and animations

 February 23, 2024, 02:40:16 pm View in topic context
 Posted by PotS  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

The weight on his weapon is probably too high and moves around too much for what it is. Regardless, great job as usual.
    

Re: Active Tag system

 February 23, 2024, 02:25:53 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Playing with your active-tag is really very fun, thank for your good work man, God bless you!
My pleasure. :thumbsup:

I have a question: It is possible to customize how much red life is taken for each hit? Like a percentage or something?
It uses a common Ikemen setting. In the data folder, common.const file you'll find some values that can customize how red life works. Specifically this one:

Code:
Default.LifeToRedLifeMul = 0.75

The value of 0.75 means that 75% of permanent damage becomes red life damage, meaning the remaining 25% can be recovered.

Quote
Also, it is possible to have the Counter gauge tag to be filled faster than normally? Like 2x faster than currently is.
You'd have to edit the code. But now that you've given me the idea I may add a multiplier value to the config options.

    

Re: [Help] write LUA code to trigger

 February 22, 2024, 02:48:07 pm View in topic context
 Posted by PotS  in [Help] write LUA code to trigger (Started by Ehnyd February 20, 2024, 03:10:19 pm
 Board: Ikemen General Discussion and Help

That looks like ZSS rather than Lua. It'd look like this in CNS:

Code:
[State Turn]
type = turn
trigger1 = time = 0
trigger1 = facing != playerId(getPlayerId(teamLeader)), facing


Since GetPlayerID is obsolete, you could also write it like this:

Code:
[State Turn]
type = turn
trigger1 = time = 0
trigger1 = facing != player(teamLeader), facing
    

Re: Jim Ross (WWE) Commentator Add-on

 February 19, 2024, 01:08:50 pm View in topic context
 Posted by PotS  in Jim Ross (WWE) Commentator Add-on (Started by PotS December 24, 2023, 03:23:04 pm
 Board: IKEMEN Releases

That would be a massive list. Probably longer than the entire code. :sweatdrop: I'd prefer some hard rules instead if I get around to it.
    

Re: Arcade Accurate MK Chars

 February 19, 2024, 01:01:25 pm View in topic context
 Posted by PotS  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

One thing I never really noticed in UMK3 is that no matter where you are when the transition is triggered, you'll always come up in the center of the new stage. This gave me a bit of a headache since it meant I couldn't just pan the stage up. The current implementation does very slightly mess up scrolling in the top stage but it fixes itself at the start of the next round.
That made me pretty curious so I had to advance the video frame by frame. Is it that the top stage starts as an explod to hide the camera resetting itself? Or maybe you offset the entire second stage by the camera position in the first stage. Cool stuff regardless.
    

Re: Jim Ross (WWE) Commentator Add-on

 February 18, 2024, 10:29:47 am View in topic context
 Posted by PotS  in Jim Ross (WWE) Commentator Add-on (Started by PotS December 24, 2023, 03:23:04 pm
 Board: IKEMEN Releases

Fantastic work, It's a lot of fun to play using this especially during intense matches, I did stumble into a weird issue and wanted to report it:
Yeah. This is a known issue/limitation of this type of code. Your conclusion is exactly correct in that the announcer is a P1 helper. In an earlier version of the code I made P1 and P2 take turns in creating the helper but the benefit felt minimal so I scrapped it.

As for the solution, normally chars should use NumHelper(ID) instead. You could add the helper's ID to that trigger and it won't happen anymore.

The reason the code uses a helper is so it doesn't instead interfere with the character's sounds, which to me felt like a bigger issue.

No words can describe how much I love this, I love Wrestling and JR was my absolute favorite on the Commentary team, i hope sometime in the future there's going to be a tool to set how he would react to certain characters, like him absolutely hating on guys like Terumi and rooting for guys like Ragna...
I'm glad you like it. That's a cool suggestion. I could split some sound groups into face and heel commentary (maybe face is always P1). But I'm not sure if I have enough voices to do that or if the difference would be perceptible in a fast paced 2D fighter.
    

Re: Akira (sprites by Rabano) released, Iori and Ryu updated (16/02/2024)

 February 16, 2024, 07:39:07 pm View in topic context
 Posted by PotS  in Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024) (Started by KarmaCharmeleon February 15, 2024, 09:50:27 pm
 Board: Your Releases, 1.0+

Sorry if I didn't test earlier. Here's what I found so far:

- Senshubu doesn't knock down against air. First hits of EX as well
- Same with Urarimon
- Haten Mueishu is too effective at long range, still doing most of its max damage and being safer on block than when done close. The Lv1 version also just flat out reaches too far but I guess it's to make the animation work better
- Kiko Kai has a lot of width, making it less effective with all the pushback. I like to limit extra width to a light punch's pushback myself
- Kiko Kai Clsn2 could be a lot bigger when you consider its purpose in Mugen
- Lv1 Kiko Kai could have a smaller scale than the MAX version
- Renkan Ko input is wrong in the readme (starts with F + z)
- Kurakusho should disable Y movecamera for P2
- cHP misses KFM at point blank. Even if he microwalks back a bit
- The victory portrait isn't vertically centered. Considering the only standard we had for it was (I think) KFM's normal big portrait, you should treat it as having 140 pixels in height
- Urarimon is kind of a do everything move. Relatively safe, good super cancel confirm and good in CC. Just food for thought
- The AI is very weak against keepaway fireballs

EDIT:
- Can't CC Air Kiko Kai

Dang, I wanted to transition into using CvS2 lie down hurtboxes, but I'll have to match the standard. Fixed.
You have to consider that they're kind of good for nothing in that game. I think Sakura's are too wide, too.