M.U.G.E.N Central => MFG Presents Street Fighter => FullGame development => Ryu => Topic started by: Just No Point on April 04, 2014, 04:16:29 pm
Title: RYU
Post by: Just No Point on April 04, 2014, 04:16:29 pm
Let's talk Ryu. This guy is the staple of Street Fighter. This will be the projects biggest initial hurdle. Once he is finished other characters should be much easier to add in. Ryu will be our default guy to balance everything else around. All other characters will use his stats as a measuring point.
Post any and all sprite edits that may be useful as well. When adding sprites for the project that someone else created. Please link to their profile or website if offsite. That way if/when they are used it'll be easier to update the credits sticky.
Post links to the best Ryus to download for coding and idea references.
Also let's talk sounds. I'm not an expert on this at all. I have no idea if sf4 Ryu has the same voice actor as the other games. Ryu will use his Japanese voice though. Other characters we may debate this on but I really don't see a reason to do so here :p
Talk movelist as well. His basics should be based on SF4 IMO. It had the largest variety. I need to play SF3 again and see what Ryu's default super bar lengths and stock numbers are to get a good idea what they should be here. Discuss anything else I may have forgotten with this character.
Comeback Technique 1 (defence type) Invincibility Roll - db+2P (backwards) or df+2P (forward) after being knocked down. Costs half a bar. Comeback Technique 2 (attack type) = Rolling Tatsumaki - d+2K after being knocked down. First hit must connect for the full move to come out. Costs a bar. Guard Break Attack = Grand Overhead Punch. Zero Counter Punch = Fist of the Wind (his Focus Attack animation in SF4). Zero Counter Kick = spinning roundhouse sweep. -------------------------------------------------------------------- Hadouken (Fireball) - QCF+P ~projectile. [EX] Shakunetsu Hadouken (Scorching Fireball) - QCF+2P ~projectile ~burns ~knocks down. Shoryuken (Rising Dragon Punch) - DP+P ~rising anti-air ~invincibility on start-up ~knocks down. [EX] Shinkuu Shoryuken (multi-hitting Rising Dragon Punch) (?) - DP+2P ~rising anti-air ~invincibility on start-up ~knocks down. Tatsumaki Senpuu Kyaku (Hurricane Kick) - (air OK) QCB+K ~low (as in the altitude) invincibility on start-up ~knocks down. [EX] Shinkuu Tatsumaki (Vacuum Hurricane Kick) - (air OK) QCB+2K ~vacuums ~invincibility on start-up ~knocks away after last hit. Joudan Sokutou Geri (Horse Kick) - QCF/HCF+K ~knocks away. [EX] EX Joudan Sokutou Geri (Horse Kick) - QCF/HCF+2K ~CHESTOOOH ~knocks away and wall-bounces. -------------------------------------------------------------------- [Super 1] Shinkuu Hadouken (Vacuum Fireball) - 2 medium-sized super bars. - QCFx2+P ~multi-hitting projectile ~knocks down [MAX Super 1] Metsu Hadouken - QCFx2+2P ~multi-hitting projectile ~knocks down. [Super 2] Metsu Shoryuken - 1 long super bar. - QCFx2+K ~rising anti-air, invincibility on start-up. [MAX Super 2] Shin Shoryuken (True Rising Dragon Punch) - QCFx2+2K ~FIST OF THE GODS. [Super 3] Denjin Hadouken (Thunder Fireball) - 3 short super bars. - QCBx2+P ~projectile with shocking/stunning features. [MAX Super 3] Fatal Denjin Hadouken - QCBx2+2P ~projectile (beam?) with shocking/stunning features. --------------------------------------------------------------------
Link to MFG Ryu folder in dropbox (https://www.dropbox.com/sh/40jxw081j9vsx6v/Kblv2ZoJra/MFG-Ryu) If you wish for access to this Dropbox pm me your email and I'll add you so you may edit and upload.
I'm using Lost Avenger's Ryu for our sff and air base because he's put the most effort in making things accurate.
Spoiler, click to toggle visibilty
Rearranged some sprite groups for our template purposes. Attacks work as such Group 200 is for standing attacks xx0 for basic xx5 for near attacks xx6 for direction + attack
Group 400 for crouching xx5 for direction + crouch but not needed on Ryu
Group 600 for jumping attacks xx0 for straight up xx5 for angled xx6 for direction + attack (not needed on Ryu)
Feedback on the sff and groups is encouraged.
Happy discussing.
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 04, 2014, 05:13:35 pm
Sprites: (http://i628.photobucket.com/albums/uu7/mrbuckus/ryuairhadou_zpscea87762.gif) by Buckus
Character with some interesting sprite edits (mainly his intro and some attacks): http://mugenguild.com/forum/topics/ryu-and-gouki-31713-update-144306.0.html (POTS's Ryu edited by mwryly)
Title: Re: Ryu, our template, our GOD
Post by: Omega on April 04, 2014, 05:25:20 pm
Ryu by Buckus is a good base and he really knows how to organize sff's. Same for Pots's Ryu. You could use it to build your sff and easly code every character.
There is also Warusaki's Ryu wich is usefull aswell. The only thing is that his characters are CVS based. You would have to take out all grooves and maybe rotate or take some of it's Capcom grooves for the game.
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 04, 2014, 05:35:39 pm
Well, as CvS normal Ryu is wining...what we have to do is seeing which moves/ what's missing. Our beloved Balthy ( :-* ) did a sheet time ago, where he pasted every the sprites PLUS what he sketched in lines. This sheet misses the focus, or that joudan kik(? that one from SF3, I never remember the name D: ). We should also see what's new from his SF3 and SF4 incarnation, so we can translate it into this sheet's looks.
INSERT IMAGES OF WHAT'S NEW/MISSING IN CVS RYU
By the way, as long as I know, there are not CSed Ryu, except of PotS'...who separated gloves, band, eyes(?) and hair.
So, Ryu is gonna be like our KFM, right? :P!
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 04, 2014, 05:40:50 pm
For the most part we'll have to completely recode the characters so their current coding isn't relevant. We can use parts of them however.
EDIT: Noticed Balth added his stuff to my post ^_^ So Spoilering his quote that's in my quote repeating the same thing. Back on my PC WOOT!
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 04, 2014, 05:46:08 pm
I did edit the movelist after quoting it, added Denjin Hadouken and f+MP and some stuff.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 04, 2014, 05:49:10 pm
Ah. I was having all kinds of troubles =p. I had the line about recoding but somehow deleted it and I didn't see the edits. I did notice you edited my post while I was trying to put my info about the coding back in that I didn't have. :P I see you didn't add the E Ryu idea >:-(
:P
Popular demand will probably want him to be his own character at a later date anyway so I'll remove the quotes from my posts.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 04, 2014, 05:51:46 pm
Being awesome means you can ignore dumb popular demands such as having a seperate Evil Ryu character or even dumber, an in-game transformation. :devil:
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 04, 2014, 05:52:52 pm
Demodded and banned
[MAX Super 3] Fatal Denjin Hadouken - QCBx2+2P ~projectile (beam?) with shocking/stunning features. I think the main difference for this one should be making it's charge time be shorter like in CVS2.
Jump straight up HP
(http://sim1.subirimagenes.net/img/2014/02/11//140211015547147786.gif) (http://www.subirimagenes.net/i/140211015547147786.gif) by Shao_kun
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 04, 2014, 06:02:31 pm
^ I was going to add it.
Well, I finally found it: (http://img.photobucket.com/albums/v297/Tracks2000/RyuEX-styleTatsumakiAxe_zps4989053a.gif) by Balthazar (for the Comeback Technique, maybe)
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 04, 2014, 09:57:23 pm
For the comeback technique, I think the Tatsu should be a lot more stationary, that SF EX Tatsu moves too much forward. Maybe some bloke like @Diepod: could make some nice line art animation for the Tatsu based on how it looked in the SFII Animated Movie. I'd sprite that.
There's also this that I never finished, could be used, but I think it'll be more fitting for Ken tbh. (http://img.photobucket.com/albums/v297/Tracks2000/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif) (http://smg.photobucket.com/user/Tracks2000/media/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif.html)
There's also this that I never finished, could be used, but I think it'll be more fitting for Ken tbh. (http://img.photobucket.com/albums/v297/Tracks2000/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif) (http://smg.photobucket.com/user/Tracks2000/media/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif.html)
Ken or Sean's... Buckus converted him from SF3 to cvs standar too.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 05, 2014, 05:44:40 am
Is he going to have his SF3 voice? SF4? CVS2? A mix because they all sound the same?
Title: Re: Ryu, our template, our GOD
Post by: Bizarro Santamorphman on April 05, 2014, 05:55:38 am
They absolutely do not sound the same!
SFIV has voiceclips for everything but Denjin Hadoken (the same VA did MvC3 so Shin Shoryuken would come from there); the other two lack voices for Metsu Hadoken/Shoryuken, and CvS lacks Denjin, and the "Shakunetsu!" for EX Hadoken.
SFIV will also have more conversational voice clips.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 06, 2014, 01:14:11 am
Omega sent me a pm asking what music we would like remixed. For starters I think we should get Ryu's theme from SF2. Agree? What other themes should we put on the table?
What remix options are we looking at here anyway? Do you guys have a theme in mind? Just curious what kind of plans you guys may have come up with in Skype.
Title: Re: Ryu, our template, our GOD
Post by: Pre-Teen Music Maker on April 06, 2014, 01:23:34 am
What are you trying to do with it?
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 06, 2014, 01:32:16 am
JMorphMan says that the SF4 voice actor has said everything we need except "Denjin". It makes sense to use the voice that says the most phrases that we would need. That means you would have to tweak another Ryu voice saying "Denjin" to sound more like the SF4 Ryu voice.
I'll go look for the voice packs and try to isolate the "Denjin" voices for you in the event you think you may be able to pull it off.
EDIT: Also I cannot seem to find Buckus's Ryu. http://buckus.mugen-infantry.net/ Not on his site and I didn't see a link in Street Fighter Duo
These are the voices you'll try to emulate. Going to find Denjin now.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 06, 2014, 03:07:30 am
@WizzyWhipitWonderful: http://www.zweifuss.ca/all/3S_Voice_Collection.mp3 At 26 seconds in is Denjin
Check my last post for the other voices if you need reference.
@ everyone - I have POTS, Warusaki, and Lost Avenger's Ryu. I can't find Buckus's though :v I suck @A$AP Buckus:
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 06, 2014, 10:24:31 am
Hope you can get it soon :P Another option for his voice would be using a custom voice actor, it really gives a unique presence to the character, making it stand out from similar characters (like with Vegeta/Freeza/Gohan Z2). Though I don't know how manageble it would be to get a japanese voice actor, or we'd have to settle with an english one?
Anyway, I removed his Throw Counter/Throw SafeFall from the movelist, since I think it's basicly the same as his Comeback Techniques; you could use those after being thrown as well as being knocked down. Though like you said, JNP, it might put throw-characters at a disadvantage. Maybe not so much if the move costs bar, which it does, but yeah basicly it sounds like if you do a PileDriver, you're perhaps quite likely to eat a full Rolling Tatsumaki after landing it, if the throwee has bar. Maybe the Comeback Technique's use should be excluded after some moves (like PileDrivers and such)?
Title: Re: Ryu, our template, our GOD
Post by: T. Vinceson on April 06, 2014, 11:00:38 am
Personally, the first post of this thread already included most of everything I expect from the face of Street Fighter.
Perhaps he can also have a Feint Hadouken? (QCF + Taunt/Start)
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 06, 2014, 11:26:30 am
Not with start but maybe QCF+light kick (because Start was intended to be used for the movelist).
Title: Re: Ryu, our template, our GOD
Post by: T. Vinceson on April 06, 2014, 11:31:09 am
JMorphMan says that the SF4 voice actor has said everything we need except "Denjin". It makes sense to use the voice that says the most phrases that we would need. That means you would have to tweak another Ryu voice saying "Denjin" to sound more like the SF4 Ryu voice.
I'll go look for the voice packs and try to isolate the "Denjin" voices for you in the event you think you may be able to pull it off.
EDIT: Also I cannot seem to find Buckus's Ryu. http://buckus.mugen-infantry.net/ Not on his site and I didn't see a link in Street Fighter Duo
These are the voices you'll try to emulate. Going to find Denjin now.
Making new words out of excisting words is a little bit tricky if I got it right. I once tried to make new words by trying to cut their letters and merged it all together. The emulation can work as there are many plugins and tools for this kind of sounds.
Title: Re: Ryu, our template, our GOD
Post by: C.v.s The Abstract on April 08, 2014, 05:25:59 pm
(http://fc07.deviantart.net/fs71/f/2012/196/c/0/cvs_ryu_belt_fix_by_cvsnb-d57enyn.gif) fix ryu belt animation ----> this armentis version he wanted to fix a while ago (http://fc04.deviantart.net/fs71/f/2012/196/6/3/ryu_by_armentis-d57eitr.gif)
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 08, 2014, 05:27:31 pm
Now, that's a perfect version of Ryu's stand!!
Armentis did an awesome work with that sheet(too bad he didn't got selected T_T)
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 09, 2014, 05:23:16 pm
Well, gentlemen...
When are we going to start with Ryu's coding? I can start what Balthazar did for Ryu(with cvs graphics), so if that's what you're waiting for...coder, talk to me :D!
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 09, 2014, 05:40:05 pm
Here's a quick frank-edit I did with Ryu's stance:
I used Abstract's belt and chuchoryu did the stance. The belt is a lil jumpy, hair needs movement, upper body could be less baggy and has some shading issues, but I think it's a nice middle ground. One of the sprite guys could fix this up no problem. It has the same feet placement and frame count as the cvs stance, so it'll fit right in.
Spoiler, click to toggle visibilty
even though I'd swap the head and use it for Sean. I like Ryu's stance in cvs
Title: Re: Ryu, our template, our GOD
Post by: Bizarro Santamorphman on April 09, 2014, 05:43:49 pm
Since the guard break is gonna be the same as his F+MP, you can differentiate them very easily: (http://i.imgur.com/OwXJui5.gif)(http://i.imgur.com/emR68BU.gif) left is (unmodified) PotS, right is slightly modified Waru
Maybe the Comeback Technique's use should be excluded after some moves (like PileDrivers and such)?
Sounds like the best way to handle that; it's similar to something like KOF where certain moves can be recovered and others always cause hard knockdown.
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 09, 2014, 05:47:07 pm
When are we going to start with Ryu's coding? I can start what Balthazar did for Ryu(with cvs graphics), so if that's what you're waiting for...coder, talk to me :D!
@Renzo F: are you the one who codes Ryu? Keep us updated here.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 09, 2014, 06:11:52 pm
Renzo's roll was to code a mock up Ryu with just the mechanics. It wasn't going to be the Ryu we would use. I'm working on the sff as we speak. I'll try to get something up today. That stance is cool bucks I love it and that differentiation for f+mp is perfect!
Title: Re: Ryu, our template, our GOD
Post by: Not Bastard Renzo F on April 09, 2014, 10:46:48 pm
I just returned from vacation, but I'll be out again till Monday. We have some FGC related event in Lima and I'll be hosting Chris G. at my place so I'll be a bit busy.
Anyways, have we yet defined the list of mechanics we are going to implement? At least with that I can start playing around in my head with some coding ideas. Sorry if this has been already posted :(
Edit: Sorry, it was on the first page. Gotcha
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 10, 2014, 09:12:48 am
(http://img.photobucket.com/albums/v297/Tracks2000/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif) (http://smg.photobucket.com/user/Tracks2000/media/YounGouki_PowerStance-PowerFootJump_zpasdfs76a17faf_zps457779af.gif.html) Ken or Sean's... Buckus converted him from SF3 to cvs standar too.
By the way I forgot to mention this: yes the first 4 frames are converted from SF3 Sean, but the rest are done from an image from the mighty Scott Adkins ;)
Title: Re: Ryu, our template, our GOD
Post by: ink on April 10, 2014, 04:54:00 pm
I thought I would go ahead and share this, even though its not finished. Still a bit to go but its a good start. If people like the end result I wouldn't mind revamping more stances for other characters. (http://i236.photobucket.com/albums/ff271/inktrebuchet/ryusf3cvsstance_zps437c9574.gif) updated (http://i236.photobucket.com/albums/ff271/inktrebuchet/ryusf3cvsstance_zps825d1906.gif)
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 10, 2014, 05:18:25 pm
Still need to move the hands around to be more like SF3 stance? It's looking really good. Will the billowing from the pants stay that extreme though? I think it's a bit much for CVS style. The other one Buckus posted is still too wide. If he doesn't get around to tweaking it this could be the ideal stance.
Link to MFG Ryu folder in dropbox (https://www.dropbox.com/sh/3e3u08hfwxwtuke/_tmMcf-yzd) Do I need to invite people to this so they can upload to it? I don't see anything that allows me to have it open to anyone. I'm not a Drop Box expert if you cannot tell :P
I'm using Lost Avenger's Ryu for our sff and air base because he's put the most effort in making things accurate. I added in the new stance to group 1. You can see a noticeable size change going from default stance so this stance in it's current form won't be used.
I added the jumping HP. I made some edits to the hair to improve it a bit.
All projectiles and other effects were removed from the sff as most of this will probably be in the commonfx sff
Rearranged some sprite groups for our template purposes. Attacks work as such Group 200 is for standing attacks xx0 for basic xx5 for near attacks xx6 for direction + attack
Group 400 for crouching xx5 for direction + crouch but not needed on Ryu
Group 600 for jumping attacks xx0 for straight up xx5 for angled xx6 for direction + attack (not needed on Ryu)
Feedback on the sff and groups is encouraged. This would have been released yesterday but Fighter Factory decided it needed to crash on me D:
Title: Re: Ryu, our template, our GOD
Post by: ink on April 10, 2014, 05:25:41 pm
I will most likely reduce the pants movement but I am keeping his hand positioned the same as his cvs stance. That way it will still work with all of his animations.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 10, 2014, 05:26:13 pm
That makes sense.
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 10, 2014, 06:12:46 pm
This is as good at it'll get from me. I'm passing the torch. Can't touch the hair as I'm not good at it.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 10, 2014, 06:28:24 pm
I'll add it into the next update and see how it looks/transitions. Will be working on the AIR file next.
Also for future reference. When adding sprites for the project that someone else created. Please link to their profile as well. That way if/when they are used it'll be easier to update the credits sticky. I'll add this info to the first post as well.
Title: Re: Ryu, our template, our GOD
Post by: C.v.s The Abstract on April 10, 2014, 06:33:55 pm
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 10, 2014, 06:38:12 pm
Sounds good. Like I posted earlier, I actually prefer the CvS stance. If it's not used, that's ok. It was fun franking it together and someone will use it somewhere
Abstract just updated the hair.
EDIT: Ninja'd
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 10, 2014, 08:05:03 pm
How can I add a sprite using the SFFv2 format? I'm used to SFFv1.
By the way, (http://sim1.subirimagenes.net/img/2013/08/11//13081102562353698.gif) by Shao_Kun (http://mugenguild.com/forum/topics/sharing-sprites-fun-152825.0.html) I'm changing the palette of this one.
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 10, 2014, 08:05:48 pm
How can I add a sprite using the SFFv2 format? I'm used to SFFv1.
By the way, (http://sim1.subirimagenes.net/img/2013/08/11//13081102562353698.gif) by Shao_Kun (http://mugenguild.com/forum/topics/sharing-sprites-fun-152825.0.html)
It shouldn't be any different? Just open the sff with Fighter Factory and add your png or pcx file that has the proper palette indexed.
Oh @ the HP. Ryu actually has his own unique HP in CVS2. Since that one looks flashier and more violent/extroverted I think that HP should be given to Ken. Thoughts? Thanks Buckus!
Title: Re: Ryu, our template, our GOD
Post by: Omega on April 10, 2014, 08:20:23 pm
This looks really great there. I like the CVS stance aswell but, it is over-used.
@Balthazar: You should post those SFA custom sprites you made back in the days if I remember correctly. Someone can convert them to CVS I guess as they were excellent.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 10, 2014, 08:41:44 pm
That Strong Punch IS from CvS Ken :P Only a headswap was done to make it Ryu.
Sure I can post those SFA Ryu edits I did, who knows of what use they can be.
(http://img.photobucket.com/albums/v297/Tracks2000/Ryu_shoryukens_zps2d2278c4.gif) (http://smg.photobucket.com/user/Tracks2000/media/Ryu_shoryukens_zps2d2278c4.gif.html) Shoryuken traced from SF EX.
(http://img.photobucket.com/albums/v297/Tracks2000/Ryu_shinshoryukens_zpsf512ead6.gif) (http://smg.photobucket.com/user/Tracks2000/media/Ryu_shinshoryukens_zpsf512ead6.gif.html) Shin Shoryuken based off SF3.
(http://img.photobucket.com/albums/v297/Tracks2000/ryu_focusattack.gif) (http://smg.photobucket.com/user/Tracks2000/media/ryu_focusattack.gif.html) Focus Attack, the first few frames are traced from SF4, the actual punch is from SNK Ryo, I don't really like that. The punch itself should also be traced from SF4.
(http://img.photobucket.com/albums/v297/Tracks2000/ryu_5xhurricaners_zpsf2056b74.gif) (http://smg.photobucket.com/user/Tracks2000/media/ryu_5xhurricaners_zpsf2056b74.gif.html) TORNAAADEH based off Sean SF3.
(http://img.photobucket.com/albums/v297/Tracks2000/ryu_tatsumaki.gif) (http://smg.photobucket.com/user/Tracks2000/media/ryu_tatsumaki.gif.html) SF EX Tatsumaki, but I already converted that to CvS :P
(http://img.photobucket.com/albums/v297/Tracks2000/ryu_stallionkick.gif) (http://smg.photobucket.com/user/Tracks2000/media/ryu_stallionkick.gif.html) Horse Kick from SF3, but it's already converted to CvS as well as you know.
That's about it.
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 10, 2014, 08:45:16 pm
Oh @ the HP. Ryu actually has his own unique HP in CVS2. Since that one looks flashier and more violent/extroverted I think that HP should be given to Ken. Thoughts?
He had a similair punch in SF3, that's why I proposed it. I'm going to finish the palette change (it is full of different colours), then whoever wants it is free to use it.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 10, 2014, 08:50:44 pm
That Strong Punch IS from CvS Ken :P Only a headswap was done to make it Ryu.
Oh! Believe it or not I wasn't the most avid CVS2 player. I was when it 1st came out back in, what? 2001? But my main friend that I play fighters with never wants to play it :( We play SFA3, SF3, and SF4 the most. I thought Ken's HP in CVS2 was the same as his MP. Bad memory And right now my PS2 and PS3 are still at my old house. I only go there on workdays so I don't have a lot of ways to check stuff real fast. (currently staying in 1 bedroom with wife's sister while trying to find a home around here)
He had a similair punch in SF3, that's why I proposed it. I'm going to finish the palette change (it is full of different colours), then whoever wants it is free to use it.
Yep! He and Ken both had that as their HP in SF3! It's fine to convert it anyway. I intend to put all these sprites in the sff somewhere even if they are not used in game. Kind of a fully loaded SFF sprite pack.
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 10, 2014, 09:11:28 pm
I managed to convert them and to insert them in the .sff without problems. In case I want to update the .sff (I mean the link in the dropbox has the .sff and I want to add sprites, I added them and I want to share it with the others), how could we do? Or must there be only a person that updates the .sff with the new sprites?
The gif: (http://i1066.photobucket.com/albums/u402/GodofDeath94/RyuSF3-CvSPunch.gif~original) (timings taken from JMM's Ken)
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 10, 2014, 09:38:27 pm
I think I have to give you access to my Dropbox by adding you through email. I don't know if there is a way to allow everyone to update it. So PM me the email you wish for me to use and I'll give you access. This goes for anybody in this thread. We just need to back up the files off the Dropbox every once in a while in case of vandalism.
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 10, 2014, 11:38:11 pm
I'll try to convert these into CvS, aswell some of the bunch you draw time ago.
NOW, people, here's a suggestion, if you don't mind:
I can trace these with flat colour filling the body/gi/etc, and as they are, introduce them in the sff, for testing CLSN, hitbox, etc, and then, once finished, we can replace them in the sff, what do you think? it's another way to see if they fit well, animation wise and such.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 10, 2014, 11:51:53 pm
I'm all for it! That's something I would like to see actually, outline animations in Mugen :)
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 11, 2014, 05:48:35 am
That'd be great Felo!
@MelvanaInChains: Would you mind starting the AIR file? Download my sff and start changing the group numbers from Lost Avenger's Ryu to the ones in the sff? I'll work on any CLSN corrections. If you wish to be able to upload it to the dropbox PM me with your email.
Lost Avenger's Ryu http://trinitymugen.net/Hosted/CFJ2/
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 11, 2014, 02:00:00 pm
I have to inform you guys three hours ago I updated the .sff with the SF3 punch. Group 222.
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 11, 2014, 04:55:32 pm
NOW, people, here's a suggestion, if you don't mind:
I can trace these with flat colour filling the body/gi/etc, and as they are, introduce them in the sff, for testing CLSN, hitbox, etc, and then, once finished, we can replace them in the sff, what do you think? it's another way to see if they fit well, animation wise and such.
I actually planned on doing that in my project with Abel and Rufus, so I can help with that.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 11, 2014, 08:01:36 pm
I just updated the sff and added an incomplete air
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 12, 2014, 09:57:41 am
Well...first sketchy thing is done. I have an old sheet of Ryu that Balthazar did long long ago. This kick is inspired in one of those he uses against Fei Long in the SF2M(EEEEEEPIC!!). Unfortunately, I'm terrible at animating stuff: (http://i61.tinypic.com/sybmh5.gif)
The separated sprites: (http://i62.tinypic.com/29f74ib.png)
The bases are Ryu himself, AoF3Robert García and Ken.
Now: - SF3 Shin ShoryuKen appears in that sheet, so it doesn't needs to be converted. - SF-EX Tatsumaki is also converted there. - SF3 Sean's kick...I think he doesn't really needs it, since he got his own tatsumaki, the SFEX version AND the one from the movie(to do), so...tell me if you really want another tatsumaki.
Have a nice day!!
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 02:39:40 pm
I guess we should focus on the um focus attack and the get up hurricane kick. Check the brainstorming sticky to see what we need to consider after that sprite wise.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 12, 2014, 05:48:14 pm
Alright to honest, I don't really feel like doing the complete sprites, since I think my strenght lies in linework anyway, I'm willing to trace the required sprites and post them here, for someone else to finish shading them. Sounds alright? Here's a sample of what I'd be delivering; (http://img.photobucket.com/albums/v297/Tracks2000/ryuframe12ljksdf_zps364a86ad.png) (http://smg.photobucket.com/user/Tracks2000/media/ryuframe12ljksdf_zps364a86ad.png.html)
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 05:53:44 pm
That would be fantastic! If no one updates your sprites I will when I add them to the sff. My shading may not be perfect but can easily be updated later still.
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 12, 2014, 05:58:30 pm
I already have those in a BMP for a future tracing :P.
Also, SF4; converting it from Balthy's OR from SF4 video? what do you prefer?
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 06:00:24 pm
Whichever one you would find easier.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 07:01:32 pm
@JMorphMan: @Sheng Long: Wasn't their an issue binding Vega's mask/claw when being pushed by the opponent? I thought I remember reading about this in one of N64 Mario's threads. If so will I need to consider this now with Ryu during his coding phase? Will I need to add placeholder code for that now so I don't have to go back and add a lot of coding to the other characters and Ryu later?
If there is an issue with the claw/mask while being pushed does that mean Vega will need 4 times the amount of sff space?
For example: HP with mask &claw would be 250 HP with mask no claw 10250 HP with claw no mask would be 20250 HP with nothing would be 30250
If not and it's just for custom states I should still plan ahead for the template, correct?
Title: Re: Ryu, our template, our GOD
Post by: Bizarro Santamorphman on April 12, 2014, 07:18:43 pm
If it's a helper yeah; there will be a one tick delay. I have no idea how best to handle Vega's stuff though.
Is there something similar with Ryu?
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 07:34:18 pm
Nothing similar with Ryu. Just didn't know if I should plan ahead to work against a character that may be like Vega. Like put the code to work on the other custom states already.
Otherwise when we get to a character like that we'll have to manually go back and add the code in won't we? Maybe I'm making that amount of work to be bigger than what it'd really be though.
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 12, 2014, 07:59:38 pm
I'd just deal with the 1 tick delay. Even though it is a full game, I don't think it's worth the extra coding. The way I set it up with my Captain America beta, the shield only goes off no more than a pixel when being pushed. Unless it's a 30-40 pixel push, but there's no need for that to happen. Even if it did, it's only for 1 tick.
For custom states, you could create anims specifically for target,name = "Vega", then have the helper's anim follow it. Set a group for these anims something like:
- 7000-7009 for Ryu's custom state anims - 7010-7019 for Chun-Li-s custom state anims - 7020-7029 for Alex's custom states anims etc.
........yes, I've thought about this a while.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 09:08:19 pm
Guess I might be able to let it slide. If my OCD lets me :P
I just updated the sff and air
@Alex Sinigaglia: I didn't add your new Jumping HP sprites into the sff. Would you mind doing that when you get a chance? I noticed it said it hadn't been updated since yesterday so I presume you didn't update it yesterday since you posted them today.
If anyone wonders why I'm being so active on the weekend I'm off today and tomorrow. :P
Now the sff and air is basically complete. I need to rename all the animations properly for template purposes. Do I have any volunteers to do that? @LunaticEX: @Memo: I don't know if something like this is outside the areas you two expressed interest in. You both hinted that you could do other odd jobs and this is pretty simple.
Unless someone else wishes to do it I basically need either of you to go through and name all the animations in the air that you can figure out. Example Light Punch, Near Light Punch, Jump Up Hard Kick, Jump Angled Medium Kick, Stance, Light Hadoken, Hard Tatsumaki Senpuu Kyaku Look in the 1st post (http://mugenguild.com/forum/msg.1939774) if you need correct names for the moves. Not all moves are available. Some things will still be added in when we get to it at the coding stages.
I also need some volunteers to data mine for me. @FrozenDelight: I helped you out in a number of PMs so now I'm asking for a hand here if you don't mind. Would you make a recording of Ryu's CLSNs from SF3TS and upload it for me? I use bandicam to record. Be sure to record at 60FPS. Try to get as much as I did for SFA Ryu. (http://mugenguild.com/forum/topics/sfa3-ryu-clsns-143841.msg1623646.html#msg1623646) I need to make some CLSN corrections but they are not a big deal. I shouldn't let them slow down the process much.
So now that the sff and air are in a useable state we can start coding. Which I'm going to begin. Coders, you'll have to stay on top of me because I've only ever finished SFA Ryu's basics and a few specials so coding isn't going to be my strong area. @Renzo F: Let me know when you're ready to talk on google chat.
I'll begin making threads for different modular coding areas in Ryu as well.
Unless something happens my goal is to get all of Ryu's basics attacks and movements coded next week.
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 12, 2014, 09:12:07 pm
send me the files i got some free time right now
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 09:14:18 pm
@JMorphMan: @Sheng Long: Wasn't their an issue binding Vega's mask/claw when being pushed by the opponent? I thought I remember reading about this in one of N64 Mario's threads. If so will I need to consider this now with Ryu during his coding phase? Will I need to add placeholder code for that now so I don't have to go back and add a lot of coding to the other characters and Ryu later?
Yea, this has always been a problem with all of my vega characters, which I tried to work around with.
One workaround is to instead of making it a helper type, you can make all the animations as EXPLOD type. That way it should bind correctly without any pushing errors.
Though if you MUST use helper type, I suppose you can make the ROOT character invisible, and include a 'clone helper' character that shares the exact same animations as the ROOT character. I believe I did all my experiments of helper type claws/masks with Kega Fusion. I never favor EXPLOD type objects because in older versions like WinMugen, it looks really bad on characters that get scaled down on stages with character scaling changed.
As for placements. As long as they're separated from the main character, you should be okay when you start coding them in.
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 12, 2014, 09:41:08 pm
Mizuochi Kudaki (http://ja.wikipedia.org/wiki/%E3%83%AA%E3%83%A5%E3%82%A6_(%E3%82%B9%E3%83%88%E3%83%AA%E3%83%BC%E3%83%88%E3%83%95%E3%82%A1%E3%82%A4%E3%82%BF%E3%83%BC)) (Kyuubi is an alternate reading of the same kanjis but incorrect for this word).
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 12, 2014, 10:35:38 pm
you got 2 anim labeled as 640 also. im guessing the second 1 is the jumping close medium kick. no worries i will update it
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 12, 2014, 10:48:27 pm
what you got planed for anim 700? (http://i.imgur.com/ZjYt4ry.gif) Parry Tech?
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 12, 2014, 10:52:38 pm
Some of the anim numbers in Lost Avenger's were different than the attack groups he called from the sff so I might have missed some. Alternatively by me changing some of them I may have also forgotten to change said group number. In any event, thanks for catching and fixing them! @Balthazar: 's post in the recycle bin- maybe you need access to the Dropbox after all for bandwidth purposes? :p
Memo: Away from computer but iirc all 700 range sprites are parry sprites. Including the invisible ones you'll find later that just have clsn1
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 12, 2014, 11:30:02 pm
Anim's 900-950, 1024, 1050-4009 I left blank since i didnt know the names to them, just a couple anim you guys got it.
His hit up into air was wrong also i fixed it. let me know if i did it how you wanted.
Title: Re: Ryu, our template, our GOD
Post by: FrozenDelight on April 13, 2014, 12:36:27 am
Quote
@FrozenDelight: I helped you out in a number of PMs so now I'm asking for a hand here if you don't mind. Would you make a recording of Ryu's CLSNs from SF3TS and upload it for me? I use bandicam to record. Be sure to record at 60FPS. Try to get as much as I did for SFA Ryu. (http://mugenguild.com/forum/topics/sfa3-ryu-clsns-143841.msg1623646.html#msg1623646)
I umm, oh, right ok. I am... a part of this? I thought you weren't using Street Fighter III Ryu (?). I am unfamiliur with CPS3 and Street Fighter III. This method is not how I'm doing it for X-Men: COTA. Is there not a Debug / Test Menu in SFIII?
Please correct any incorrect programs / settings -
- Mame-RR - Street Fighter III 3rd Strike: Fight for the Future (JAPAN 990608 No CD - this is only version I could get to work in Mame-RR for some reason) - Bandicam
I have set the resolution in Bandicam to 384×224, the res. looks a little off to me, so please check. See attached video for a sample (this is just an example to confirm settings). You may also want me to change the resolution in the emulator, I didn't record that video in the 4:3 ratio. If you wish for me to switch off the background, I will have to be informed on how to do that. Some things bother me a little, such as the character moving around. But I don't have time at the moment to mess around with ArtMoney, I haven't used it for a while and was never good at it. Though I do wish to re-visit it at some point. Is it the video you want from me only, or did you want me to do something to it before sending it to you?
Video File Example (compressed with 7zip); https://www.hightail.com/download/elNKZ296MGNrYURLd01UQw (https://www.hightail.com/download/elNKZ296MGNrYURLd01UQw)
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 13, 2014, 01:16:27 am
Thanks Memo! You did great! I tweaked a few things and removed a few that I wasn't completely sure about. I didn't label the supers because I'll probably want to tweak them a bit more while coding them myself.
The main thing is that we have the sff and air set up for the basic movements/attacks! I'm so used to SFA that I'd forgotten Ryu's LK from that game was his MK from CVS2 nice catch!
/me goes to add memo to the credits for that contribution while it's fresh
FrozenDelight Nah you're not officially a part of this. Consider it me calling in a favor and you were the only person in this board I knew was dabbing in this field. I won't call you for any others, I just don't have all my emulators reinstalled yet :P
That looks good enough to me. Do you know how to access the cheats in Mame-RR to remove the BG? If not go here and download the cheat.zip (http://cheat.retrogames.com/) it will give you the cheats and tell you how to turn it on in Mame.
If you can record like that with the backgrounds removed that'd be great! The reason I want to get SF3 Ryu's CLSN data is to compare it with SFA data and come up with the better CLSNs for these sprites. Some of these are off compared to SFA and I want to see if they are off from SF3 as well.
Thanks man!
EDIT: Forgot to mention that I updated both the sff and air
Title: Re: Ryu, our template, our GOD
Post by: FrozenDelight on April 13, 2014, 01:56:40 am
Do you know how to access the cheats in Mame-RR to remove the BG? If not go here and download the cheat.zip (http://cheat.retrogames.com/) it will give you the cheats and tell you how to turn it on in Mame.
Oh I was already using cheats. Hmm, I'm pretty sure I have the latest one, but there is no option in the cheat menu to switch off backgrounds. I will double check though.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 13, 2014, 02:28:44 am
If not that's fine. Choose a bg without a lot of interference if you can.
Title: Re: Ryu, our template, our GOD
Post by: Memo on April 13, 2014, 02:41:50 am
No problem I'm down to help what ever way i can.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 13, 2014, 09:39:17 am
(http://network.mugenguild.com/balthazar/misc/Ryu_ComebackTechniqueV2Mockup.gif) Don't know why I don't use my Mugen Network space more often instead of that ShitBucket site :P I'm pretty sure it resets the 19th for me, if my memory is still worth anything.
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 13, 2014, 01:01:28 pm
Great outlines. Say, what group should we number them? (this question is not only for you, but for everyone)
@The Dreamslayer: you updated the .sff with the old j.SP sprites. I'm now updating it with the new sprites, please download this one. It has 618 sprites like the one you updated yesterday. Done. Download it again.
I'm going to fix also the stance that Buckus and CvSnb edited (gloves, a bit the shading, the palette etc.). I would wait for ink to finish the stance, but meanwhile I want to do some practice of this style.
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 13, 2014, 02:52:29 pm
I swore I updated the sff before I began work again. Getting the new sff again now. Looks amazing Balthazar!
Title: Re: Ryu, our template, our GOD
Post by: FrozenDelight on April 13, 2014, 07:27:33 pm
Here is the video you wanted, Just No Point. I'm not sure how much use it will be. I missed some out, let me know if you need them. I don't know much about 3rd Strike, I just went through stuff I know exists in Ryus move set, sorry for it's randomness. I know it's not much, but perhaps it will be of some use. Perhaps I will find a better way to data mine from SFIII when I have more time. To be honest, I thought this stuff from SFIII had already been done before.
The reason I want to get SF3 Ryu's CLSN data is to compare it with SFA data and come up with the better CLSNs for these sprites. Some of these are off compared to SFA and I want to see if they are off from SF3 as well.
The best approach to this, I think, is to base the CLSNs off SFA as much as possible, and for things that only exist in SFIII, try and style them like they would be if they were in SFA (which is basically just reducing the amount of boxes to remove redundant ones where a single one would work).
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 14, 2014, 03:18:01 am
Yeah. I'm sticking to the 3 main boxes of SFA. I'm not going crazy with SF3 CLSNs :P I figure most CVS2 CLSN are like SFA3 but total hit area is based a bit more on SF3. Especially CLSN1
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 14, 2014, 04:59:18 am
(http://i628.photobucket.com/albums/uu7/mrbuckus/stance-taller_zpsd9a83fa0.gif) (http://s628.photobucket.com/user/mrbuckus/media/stance-taller_zpsd9a83fa0.gif.html) Moved the belt up a few pixels, as it was too low. Didn't fix any of the shading.
Title: Re: Ryu, our template, our GOD
Post by: FeLo_Llop on April 14, 2014, 09:11:32 am
Awesome!!
About Focus, I started it, mixing CvS+Balthazar+videoshooting from SF4. Yahoo!!! -Sketchy stuff: (http://i61.tinypic.com/4ktyfb.png)
Title: Re: Ryu, our template, our GOD
Post by: Alex Sinigaglia on April 14, 2014, 11:01:53 am
Ah, I was fixing the old one. Well, let me know if you're going to update/fix that stance, because I'm doing it too.
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 14, 2014, 11:15:05 am
Cool :) I think this is about all I wanted to do for this move; (http://network.mugenguild.com/balthazar/misc/RyuSuperRecoveryTatsu-mockup.gif) Other spriters; take over from here!
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 14, 2014, 03:21:01 pm
I just looked at Ryu's defensive comeback and it's not very interesting. Would a better one be where he uses the force of a mock hadoken to propel himself forward or away be better? I'm thinking he unleashes the hado motion with his hands a shockwave comes off that rolls him away. The shockwave blows back the opponent but doesn't do damage.
I've been needing to send some $ to Sean for a little over a week now and tell him which Demitri sprites I want made. This project has been making me second guess Demitri. (I asked right before we started) so when I get home I'm going to go ahead and send him some cash but ask for sprites we need for this project instead and hope he doesn't freak out over the curve ball :s
Title: Re: Ryu, our template, our GOD
Post by: Balthazar on April 14, 2014, 03:33:33 pm
Not really sold on the idea of that fake Hadouken thing, maybe it's more in style for him to go into like a power defensive stance, perhaps even a Focus Attack of sorts? I agree the defensive rolling is kinda lame, he already rolls into the Rolling Tatsumaki thing. Or maybe he could perform his SF3 taunt and get a defense boost or something.
Title: Re: Ryu, our template, our GOD
Post by: A$AP Buckus on April 14, 2014, 03:53:40 pm
(http://i628.photobucket.com/albums/uu7/mrbuckus/stance-taller_zpsd9a83fa0.gif) (http://s628.photobucket.com/user/mrbuckus/media/stance-taller_zpsd9a83fa0.gif.html) Moved the belt up a few pixels, as it was too low. Didn't fix any of the shading.
As much as I like this stance and work done here. I am wondering how well it will work in place of the old one. Will it transition into his other animations well?
Title: Re: RYU
Post by: Alex Sinigaglia on April 14, 2014, 07:11:28 pm
Being awesome means you can ignore dumb popular demands such as having a seperate Evil Ryu character or even dumber, an in-game transformation. :devil:
And I was entertaining the thought of Ryu going into his Satsui no Hadou stance/facial expression with when his life was at half the opponent's or lower plus full power bar for access to his berzerk's self's moves (maybe only supers, which means he'd revert back after using them) :/ Makes more sense to me than a separate character and works a bit of the lore into an otherwise mostly boring character, but hey, personal preference. Also, the feature could be completely ommited from the readme to make it a bit of a surprise :P
Not with start but maybe QCF+light kick (because Start was intended to be used for the movelist).
I prefer QCF + K for the Horse Kick, and no reason why QCF + Start and plain Start can't have different effects.
Still, if Start is supposed to display a move list, does that mean no taunts? Also, displaying a move list won't pause or stop the opponent to give you time to read, I guess...
Oro dropping by during the win pose for a Perfect victory would be a nice touch.
Title: Re: RYU
Post by: Alex Sinigaglia on April 15, 2014, 01:04:45 am
and no reason why QCF + Start and plain Start can't have different effects.
I know you can assign different command so that D,DF,F,s(tart) makes a thing and just pressing s(tart) makes another, but I thought: - in the old SF I recall doing it with QCF+kick; - it could create some inconsistencies with the gameplay (for so little? Yes, maybe I'm nitpicking) because... - ...not everybody has a move for that input (and I mean everybody). - Let's add it was also personal preference, but the three points above support this. Anyway, since it isn't considered (in the first post), let's leave it at that.
The taunt can be performed with Strong Punch + Strong Kick; also I don't get the last part about the movelist: I saw characters that had the movelist and you could read it, pausing the game.
The Oro cameo would be nice indeed.
Title: Re: RYU
Post by: Loona on April 15, 2014, 02:09:05 am
Ah, seems I missed that in the topics I haven't read yet. I'm not much of a fan of using attack buttons for non-attacks (pet peeve with KoF rolls and SF characters hoarding all the buttons...) - so Start is my go-to solution for Mugen taunts.
I guess the AI can and should be prevented from opening the movelist, but I'm not aware of state controllers that force a pause on the opponent - then again, there's at least one Za Warudo implementation out that can be tweaked for this purpose, I guess.
Title: Re: RYU
Post by: T. Vinceson on April 15, 2014, 02:20:15 am
The taunt can be performed with Strong Punch + Strong Kick; also I don't get the last part about the movelist: I saw characters that had the movelist and you could read it, pausing the game.
I think QCF + Strong Punch + Strong Kick be another alternative command for Ryu's Feint Hadouken, since the game's planned to have Strong Punch + Strong Kick to trigger every character's taunt state.
Title: Re: RYU
Post by: DKDC on April 15, 2014, 09:45:33 am
I think QCF + Strong Punch + Strong Kick be another alternative command for Ryu's Feint Hadouken, since the game's planned to have Strong Punch + Strong Kick to trigger every character's taunt state.
Right, good idea.
Title: Re: RYU
Post by: HQ on April 15, 2014, 01:13:32 pm
before actually spending more time on this finishing the animation - do you guys think that this is the stance we should go for?
considering that there would be a lot of editing to make it work towards walk and all the other existing sprites probably?
Title: Re: RYU
Post by: Shao_kun on April 15, 2014, 02:50:39 pm
Is this useful? It needs more work (http://sim1.subirimagenes.net/img/2014/04/15//140415025316201163.gif) (http://www.subirimagenes.net/i/140415025316201163.gif)
Title: Re: RYU
Post by: Just No Point on April 15, 2014, 03:03:34 pm
It might or might not be the stance he uses. At this point it's being completed for completion's sake :p
It would also be possible to make 1 transitional frame that could trigger after most moves but before the stance to make it smoother.
Though it might not be that big of a deal either. Look at the variety of stances some characters have and still go straight into the same attack anims in a flash. Off the top of my head Elena and Juri's idle animation
Title: Re: RYU
Post by: Alex Sinigaglia on April 15, 2014, 03:38:16 pm
I keep asking because no one answers this, what (sprite-group and anim) number should we use for the Comeback Technique? Something around 3000?
Title: Re: RYU
Post by: Just No Point on April 15, 2014, 03:46:34 pm
Everyone ignore Alex!!! :p
Yeah all supers are in the 3000 range. Defence version 3800 offense 3900 sound good?
Title: Re: RYU
Post by: A$AP Buckus on April 15, 2014, 03:48:52 pm
I tested the stance, and it doesn't need any extra transition frames at all. Just plug it in and it's good. I personally would head swap and use it for Sean, but it's a nice alternate for all of them.
Title: Re: RYU
Post by: Alex Sinigaglia on April 15, 2014, 04:08:15 pm
Ah, I forgot to put this here: (http://i1066.photobucket.com/albums/u402/GodofDeath94/NewStance-1stUpdate.gif~original) If it needs other fixes (or if voidednumb does the same thing he did on the old stance), then I'll update it.
JNP, I added the sprites of the gif I'm showing here in the .sff. Please download it. And yes, it sounds good. Now I'm going to write it in the CT thread. :)
Title: Re: RYU
Post by: Just No Point on April 15, 2014, 04:25:13 pm
Is this useful? It needs more work (http://sim1.subirimagenes.net/img/2014/04/15//140415025316201163.gif) (http://www.subirimagenes.net/i/140415025316201163.gif)
Yes, if fixed up that could be useful. It could make his current MK be his far LK like it is in SFA and SF4 and that would be his far MK
Alex, I downloaded the new SFF. Going to start coding today
Title: Re: Ryu, our template, our GOD
Post by: Just No Point on April 16, 2014, 04:39:59 am
Here is the video you wanted, Just No Point. I'm not sure how much use it will be. I missed some out, let me know if you need them. I don't know much about 3rd Strike, I just went through stuff I know exists in Ryus move set, sorry for it's randomness. I know it's not much, but perhaps it will be of some use. Perhaps I will find a better way to data mine from SFIII when I have more time. To be honest, I thought this stuff from SFIII had already been done before.
Finally took a look at this. Great work! Wanted to thank you for doing this!
Title: Re: RYU
Post by: Just No Point on April 17, 2014, 08:16:55 pm
Updated Ryu's CLSNs on his basics. I wasn't thinking about it when I said I'd tweak those later. They're really important to know for coding. Not sure how much else I'll get done today though. Have family stuff to do. Might not get all the basics finished up this week as I'd hoped. Still going to try though.
Animation timings are not accurate to in game yet. I'm going to use data from CVS2 for that while my data has primarily been from SFA3 and SF3TS
EDIT: Well shucks, I missed close MK and SK...
Title: Re: RYU
Post by: Alex Sinigaglia on April 17, 2014, 09:04:22 pm
Maybe I'll fix that medium kick. And the stance (I noticed I did something wrong in the gi).
Title: Re: RYU
Post by: Shao_kun on April 17, 2014, 10:44:35 pm
Title: Re: RYU
Post by: Just No Point on April 18, 2014, 06:25:44 am
Added the unfinished MK. SFF and AIR updated.
Title: Re: RYU
Post by: FeLo_Llop on April 18, 2014, 08:50:48 am
A test into the full spriting on one of the focus sprites: (http://i62.tinypic.com/24gu7bq.png) Balthazar(SFZ)----> FeLo(CvS) Ryu design's simplicity makes him difficult: you never know when he's totally fine.
By te way, I recycled the head, feet and his right forearm-hand from the sheet.
Title: Re: RYU
Post by: dark-shade on April 18, 2014, 09:19:10 am
A test into the full spriting on one of the focus sprites: (http://i62.tinypic.com/24gu7bq.png) Balthazar(SFZ)----> FeLo(CvS) Ryu design's simplicity makes him difficult: you never know when he's totally fine.
By te way, I recycled the head, feet and his right forearm-hand from the sheet.
Wow nice spritework Felo_Llop. I always loved what you do here and at DeviantArt.
Title: Re: RYU
Post by: Just No Point on April 18, 2014, 10:43:15 pm
Got a lot more finished. Almost everything works now. Starting from the top of the basics cns and working my way down to solidify them.
Still working on them but uploaded what I have because Loona wished to work in a different location than me.
Title: Re: RYU
Post by: Just No Point on April 19, 2014, 12:10:56 am
Files updated again. I'm done for the day. Still have a kink in my jumping back Strong Punch and jumping back Strong kick. For some reason they are not triggering. I removed the triggers from my old Ryu and all the states are correct. I must be missing something small.
Will focus back on making the cns files fit the animations this weekend.
Title: Re: RYU
Post by: Bizarro Santamorphman on April 19, 2014, 12:13:50 am
My guess is that your trigger is for vel x > 0, right? It won't trigger if you're going backwards because vel x will be less than zero then. Just use the trigger "vel x" by itself, so it'll activate whenever vel x is non-zero.
Title: Re: RYU
Post by: Just No Point on April 19, 2014, 12:16:00 am
;Angled Jump Medium Punch [State -1, Angled Jump Medium Punch] type = ChangeState value = 615 triggerall = command = "y" && statetype = A trigger1 = ctrl && vel x trigger2 = stateno = 1350 ;Air blocking
;Angled Jump Strong Punch [State -1, Angled Jump Strong Punch] type = ChangeState value = 625 triggerall = command = "z" && statetype = A trigger1 = ctrl && vel x trigger2 = stateno = 1350 ;Air blocking
Medium Punch/Kick works fine SP/K doesn't
Title: Re: RYU
Post by: Shao_kun on April 19, 2014, 01:03:35 am
Is this useful for the air strong kick? (http://sim1.subirimagenes.net/img/2014/04/19//140419010625203914.png) (http://www.subirimagenes.net/i/140419010625203914.png)
Title: Re: RYU
Post by: Loona on April 19, 2014, 01:23:26 am
There's a wee bit too much black on the top of his head - it's easier to notice when it's used alone with other animations.
Today's tweaks: * Split the current common1.cns into other state files that are likely to get some tweaks down the line, movement.st (for jumps, dashes, etc...) and fluff.st (intros, win and lose poses, stuff like that; taunts are in their own file, but if more than 4 are implemented the project will need to rethink those state numbers). Also, .CNS is for constants, .ST is for states >:( * Updated sprpriority to p1sprpriority so FF will complain less,but that'll probably still require tweaks down the line * There were no values for the hitspark parameters under the [Data] section of the constant files, so I used KFM's - which in turn served as a reminder that that data for the attacks needs tweaking, upon testing in Mugen. * Changed the Continue animation from the Dizzy one to the Loss byTime Out one - it just fits Ryu better.
I'm not sure why FF is complainig about basics.cns when trying to open Mugen from it, but the character seems fine when opening Mugen by itself - it at least gives out fewer errors now.
Title: Re: RYU
Post by: Alex Sinigaglia on April 19, 2014, 01:25:39 am
I forgot to add the roll sprites in the .sff for Ryu, and the sprites number 197,4 and 5 are misaligned (the position should be 30,107 for 197,4 and 29,105 for 197,5).
the sprites are still misaligned. The punches/kicks code works fine for me.
This one is the last you posted in the Expansion topic: (http://sim1.subirimagenes.net/img/2013/09/10//13091001512570750.gif)
Title: Re: RYU
Post by: Just No Point on April 19, 2014, 01:43:08 am
I won't be able to mess with it any more today. So Ryu's SP and SK works while jumping to the left for you? So it's some weird keyboard limitation on my end? Cool. I'll just start using my game pad from now on to be safe then. Swore I used the keyboard before. That wasted a lot of my time for no reason today then :p
Title: Re: RYU
Post by: Thagr8test on April 19, 2014, 02:22:33 am
I forgot to add the roll sprites in the .sff for Ryu, and the sprites number 197,4 and 5 are misaligned (the position should be 30,107 for 197,4 and 29,105 for 197,5).
the sprites are still misaligned. The punches/kicks code works fine for me.
Fixed those sprites. The sprites were like that in @Lost_Avenger: 's Ryu. I wonder if he knows about it? Also I don't know how much you're worried about accuracy on the hitboxes but the ones I've given Ryu are adapted from SFA3 and SF3>converted to SFA3 not a billion boxes. So take anything you might find improved. It's just the basics right now. And yep, tested it and it's just a very specific and weird keyboard limitation. So I spent a long time wracking my brain over coding what was totally correct. Nice to know -_- I could have finished all the other details of the attacks if that hadn't been messing with me all day!
Different timezones, you know. Now it's 11:46 a.m. in Italy, I don't know in the USA. Idea! For the stages we could write the hour (like in SF3 3rd Strike), instead of saying Sunset, Midnight etc. .
Also I don't know how much you're worried about accuracy on the hitboxes but the ones I've given Ryu are adapted from SFA3 and SF3>converted to SFA3 not a billion boxes. So take anything you might find improved. It's just the basics right now.
Actually I just want the CLSNs to look good (not too many boxes, no AutoCLSN that of course won't be used here), to have some realism. In fact, in some cases I think they're too big, but since it's accurate to the games you take data from, no complaints from me.
Title: Re: RYU
Post by: Just No Point on April 19, 2014, 11:47:19 am
Many boxes are larger do to emulating the motion of the move. CLSNs are also there to fill in the gaps in all those missing frames.
Title: Re: RYU
Post by: Lost_Avenger on April 19, 2014, 12:54:57 pm
Accuracy is nice, but it presents problems in mugen since your using characters from multiple source clsned games. I usually have to extend red clsn down a bit to avoid missing crouching enemies for example.
Which Ryu are you using? I don't remember ever giving Ryu a roll? It might have been a crop all thing in FFC and I just didn't care enough to align a move he isn't using. I can send you the update if you want? Though Pots made a better Ryu
Title: Re: RYU
Post by: Alex Sinigaglia on April 19, 2014, 12:57:24 pm
Which Ryu are you using? I don't remember ever giving Ryu a roll?
He is editing your Ryu's .sff and it doesn't have the roll sprites.
Title: Re: RYU
Post by: Lost_Avenger on April 19, 2014, 01:28:47 pm
Ah. Double check the x and y btw. IIRC, the x was off by 1 or 2 and the y was off by 1. Do you guys need any help? I can't promise much, but I can give you some bases?
Title: Re: RYU
Post by: FeLo_Llop on April 19, 2014, 04:52:08 pm
SFZ has Roll, while CvS has not.
If you want, I can edit those too.
Title: Re: RYU
Post by: Alex Sinigaglia on April 19, 2014, 05:44:58 pm
(http://i1066.photobucket.com/albums/u402/GodofDeath94/Ryu_CT_Evasive_Roll.gif~original) As you can see he has the roll sprites.
Title: Re: RYU
Post by: DKDC on April 19, 2014, 05:46:55 pm
Yeah, I think you got that backward, CvS has roll (in the CvS2 grooves) (well, some characters like Eagle had a simple dodge step animation and not a roll), and I don't think SFZ had it. But yeah, that means SFZ characters like Birdie might need it.
Title: Re: RYU
Post by: Just No Point on April 20, 2014, 01:03:21 am
All characters in SFA3 have a roll too. Their 3K in the air recovery roll. When they hit the ground it makes them roll towards the opponent.
Ah. Double check the x and y btw. IIRC, the x was off by 1 or 2 and the y was off by 1. Do you guys need any help? I can't promise much, but I can give you some bases?
Any help you can offer will be appreciated. The goal is to turn Ryu into a template for the rest of the cast. With heavy documentation. Right now I still have to finish up the cns for his basic attacks. Once I finish that I'll post it so you and other coders can make sure everything is presentable for template purposes.
Title: Re: RYU
Post by: Just No Point on April 20, 2014, 02:52:39 am
Updated Basics.cns
Title: Re: RYU
Post by: Alex Sinigaglia on April 20, 2014, 12:10:24 pm
I don't understand why the .sff has two sets of running sprites that are identical. We just need one, don't we?
Title: Re: RYU
Post by: Just No Point on April 21, 2014, 02:47:01 am
Yup. Removed the duplicate run animation. Updated sff in dropbox
Completed all the standing attacks in the CNS. Damages are not accurate yet but that's not important at the moment. I just want to get everything working.
Still have to complete the jumping and crouching attacks. If anyone thinks my hit spark positions could be corrected let me know. I also need to add idle code to some of these. Here's what I have. Let me know if you see something that could be improved.
Spoiler, click to toggle visibilty
;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 200] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 poweradd = 10 sprpriority = 2
[State 200, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 24, 0 ;Multiply game's damage by 7 animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 11, 11 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 13 ;Time that the opponent slides back ground.hittime = 13 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 200, Idle] type= statetypeset trigger1= animelemtime(3)>=0 movetype= I
[State 200, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0
[State 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Stand Medium Punch [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 20 ctrl = 0 velset = 0,0 anim = 210 sprpriority = 2
[State 210, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 38, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -3.5 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 210, Idle] type= statetypeset trigger1= animelemtime(4)>=0 movetype= I
[State 210, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Stand Strong Punch [Statedef 220] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 220 sprpriority = 2
[State 220, 1] type = HitDef trigger1 = AnimElem = 4 attr = S, NA ;Attribute: Standing, Normal Attack damage = 50, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 15, 15 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -8, -72 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -9.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -5.77 airguard.velocity = -1.9,-.6 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 220, Idle] type= statetypeset trigger1= animelemtime(5)>=0 movetype= I
[State 220, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Stand Light Kick ; CNS difficulty: easy [Statedef 230] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 230 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 230, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 26, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 11, 11 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -102 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 13 ;Time that the opponent slides back ground.hittime = 13 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 230, Idle] type= statetypeset trigger1= animelemtime(4)>=0 movetype= I
[State 230, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0
[State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Stand Medium Kick [Statedef 240] type = S movetype= A physics = S juggle = 4 poweradd= 20 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2
[State 240, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 40, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -62 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -7.66;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 240, Idle] type= statetypeset trigger1= animelemtime(4)>=0 movetype= I
[State 240, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Stand Strong Kick [Statedef 250] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 250 sprpriority = 2
[State 250, 1] type = HitDef trigger1 = AnimElem =6 attr = S, NA ;Attribute: Standing, Normal Attack damage = 60, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 15, 15 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -12, -92 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -8.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 250, Idle] type= statetypeset trigger1= animelemtime(8)>=0 movetype= I
[State 250, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Light Punch ; CNS difficulty: easy [Statedef 205] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 205 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 205, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 20, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 11, 11 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -12, -92 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 13 ;Time that the opponent slides back ground.hittime = 13 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 205, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0
[State 205, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Medium Punch [Statedef 215] type = S movetype= A physics = S juggle = 4 poweradd= 20 ctrl = 0 velset = 0,0 anim = 215 sprpriority = 2
[State 215, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 31, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 12, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -22, -82 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -7.66;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 215, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Strong Punch [Statedef 225] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 225 sprpriority = 2
[State 225,1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 50, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 15, 15 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -72 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -8.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 225, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Light Kick ; CNS difficulty: easy [Statedef 235] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 235 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 235, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 36, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 10, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -50, -30 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -7.66;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 235, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0
[State 235, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Medium Kick ; CNS difficulty: easy [Statedef 245] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 245 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 245, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 36, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 10, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -40,-90 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -7.66;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 245, 2] type = PlaySnd trigger1 = Time = 1 value = 0, 0
[State 245, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ;Close Stand Strong Kick [Statedef 255] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 255 sprpriority = 2
[State 255, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA ;Attribute: Standing, Normal Attack damage = 40, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -30, -90 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -8.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 255, heel] type = HitDef trigger1 = AnimElem = 6 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -40, -30 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -8.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8
guard.velocity = -5.77 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7
[State 255, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
EDIT: Renzo says he's back from vacation tomorrow! No more just relying on the guy that's slow and learning to do it all!!! I will still be doing whatever I can to speed things up!
Title: Re: RYU
Post by: Lost_Avenger on April 21, 2014, 12:30:41 pm
Priority = 4 is mugen's default. Its a wasted line. Pause times are too high too. Use 8, 10, 12 for light, medium, heavy. Use a custom juggle system since mugen's sucks. Ill edit this in a sec
Edit: -s.mp is using an lp hitvel -s.hp has a higher hitvel than normal? -drop air guarding for ground normals? -are you wanting link heavy gameplay or alpha 3. Cause I forgot :p
Title: Re: RYU
Post by: Not Bastard Renzo F on April 21, 2014, 09:15:43 pm
Sorry guys, I just came back from a well deserved vacations.
I got JNP running after me all these days because I didn't report back. I'll make my homework reading all the stuff that was posted in these days today as soon as I flee from work and when I get an understanding of whats happening I'll start coding.
Title: Re: RYU
Post by: Just No Point on April 22, 2014, 03:27:01 pm
I just wondered when your vacation would be over :P I'm doing well, just slow. I have a number of things to do today but I'll try to update the mechanics thread and the goals threads to give you a better idea of what to do. I also hope to fix the things Lost Avenger mentioned today. And finally get Chankast running again. Need to watch some youtube instruction vids because I don't remember how to get games to load on it at all now! :(
Title: Re: RYU
Post by: FeLo_Llop on April 23, 2014, 11:06:14 am
aLoving-Hating Ryu. I hope you don't mind I was a lazy C! for just transforming some Ryo's sprites into Ryu, instead converting those Balthazar did:
(http://i60.tinypic.com/14wr242.png)
Have a nice day!
Title: Re: RYU
Post by: -Whiplash- on April 23, 2014, 03:06:43 pm
Priority = 4 is mugen's default. Its a wasted line. Pause times are too high too. Use 8, 10, 12 for light, medium, heavy. Use a custom juggle system since mugen's sucks. Ill edit this in a sec
Edit: -s.mp is using an lp hitvel -s.hp has a higher hitvel than normal? -drop air guarding for ground normals? -are you wanting link heavy gameplay or alpha 3. Cause I forgot :p
Can you even guard in the air in a SF game? I don't recall being able to in SF 2 or 4, but could you in 3 or alpha 3?
Also I got a question: What do you mean by a "Higher hitvel than normal?"
and what's wrong with MUGEN'S Juggle system? Not that I don't believe you that it sucks, mind you, I just want to know why?
Title: Re: RYU
Post by: DKDC on April 23, 2014, 03:42:18 pm
Alpha 3 has air guard in some ISMs but I think not all, and it's an ability you can equip in the World Tour mode. Ground normals may not be air guardable.
Mugen's juggle system has its own details like when it starts counting down the juggle points, and helpers aren't counted. I don't know the details on SF-like juggle systems, but I know in KoF there are different types of moves that behave differently when in juggling situations (or in how they trigger a juggle state). So yeah, usually if you actually know how you want your juggles to work (that can be tricky and difficult), it's much better to code your own system.
Pretty sure "higher hitvels than normal" means it pushes back further and faster than it should.
Title: Re: RYU
Post by: Just No Point on April 23, 2014, 04:01:56 pm
No move that is touching the ground is air guardable in SFA3. And yeah, for the SFA3 juggle system we'll need to implement our own juggle coding. I've really just been making sure the hitdefs are on the correct frame and the hitsparks look right so far. Everything else I've been leaving alone. Some hitvels and pausetimes that are not like KFM's would be left over from my DS Ryu where at the time I was counting ticks. But if I ever get my DC emulator working again I'll get the correct values for that and change them.
For now I'm going to work on ahead today and finish the hitdef and spark positions for the rest of his attacks. The things you pointed out will still be wrong in these when I complete them but they will be fixed.
Title: Re: RYU
Post by: -Whiplash- on April 23, 2014, 04:27:58 pm
K, thanks, I can't test alpha 3 out right now and I wasen't sure if we were basing the Ryu off of Alpha 3, SF4, SF2, CVS2 or SF3.
When I asked about "higher hitvels than normal" what I was really asking is "why are they higher?" I was unsure what he was basing this idea off of, since I didn't know, since, once again, not sure if we were basing it off of Alpha 3, SF4, SF2, CVS2 or SF3.
And okay. Since I haven't really tried my hand at making a character is a style that Isn't MVC, I haven't needed anything except MUGEN's juggle system, which was working fine for limiting OTGs to once per combo. Thanks.
Title: Re: RYU
Post by: Not Bastard Renzo F on April 23, 2014, 06:49:34 pm
I don't know about you, but I really like 3rd Strike's juggle system. It's similar to SF4's one, but in some situations you can even hit the enemy before he touches the ground after a reset.
For example, with Necro you can do: Back+FP (put enemy in juggle state, ala Fall = 1 in M.U.G.E.N), the hit the enemy with a Jab. After the Jab you make a reset, which means the enemy will land "safely", unless you perform a Magnetic Storm, which will fully connect.
I coded that kind of juggle system in some of my pocket fighters (IIRC, Gouki); to do so I had to use a custom hitstate for every attack that has "reset" properties and a var to keep track of the juggle points. It couldnt be achieved using M.U.G.E.Ns' regular juggling system because I remember that if an enemy was hit with a Fall = 1 HitDef, subsequent hits with Fall = 0 won't make him reset/recover.
Title: Re: RYU
Post by: Lost_Avenger on April 23, 2014, 07:13:44 pm
As in you had -8.125 for your other heavies and -9.125 for that move. It wasn't a standard cvs2 hitvel(though not everyone followed the standards in game anyway
I didn't look at system stuff much. I don't know what you have for cornerpush for example. JZ or Vans can really help in that area if you can get a hold of them when they aren't busy.
I didn't test the character btw. Just looked at the code you posted and gave feedback on it. Id drop the notes when you actually release him(cuts down on size) and have a side Ryu for the template. I'm one of those picky people with a data limit.
Title: Re: RYU
Post by: Just No Point on April 23, 2014, 08:07:31 pm
I don't know about you, but I really like 3rd Strike's juggle system. It's similar to SF4's one, but in some situations you can even hit the enemy before he touches the ground after a reset.
For example, with Necro you can do: Back+FP (put enemy in juggle state, ala Fall = 1 in M.U.G.E.N), the hit the enemy with a Jab. After the Jab you make a reset, which means the enemy will land "safely", unless you perform a Magnetic Storm, which will fully connect.
I coded that kind of juggle system in some of my pocket fighters (IIRC, Gouki); to do so I had to use a custom hitstate for every attack that has "reset" properties and a var to keep track of the juggle points. It couldnt be achieved using M.U.G.E.Ns' regular juggling system because I remember that if an enemy was hit with a Fall = 1 HitDef, subsequent hits with Fall = 0 won't make him reset/recover.
Well it seems the default for the game thus far will be the SFA3 system. But coding both of them as options in a config file would be ideal.
The whole thing about coding several mechanics to be selectable by a config will help us fully decide what mechanics will be default too. It all sounds good on paper right now but once we put it to the test it might fall flat or another option would just be better. @Renzo F: do you have access to Dreamcast emulation and able to mine data from it? I just got NullDC working so I'll be back in business there at least.
As in you had -8.125 for your other heavies and -9.125 for that move. It wasn't a standard cvs2 hitvel(though not everyone followed the standards in game anyway
I didn't look at system stuff much. I don't know what you have for cornerpush for example. JZ or Vans can really help in that area if you can get a hold of them when they aren't busy.
I didn't test the character btw. Just looked at the code you posted and gave feedback on it. Id drop the notes when you actually release him(cuts down on size) and have a side Ryu for the template. I'm one of those picky people with a data limit.
Right now I don't have anything system related. I'm basically coding most of this for the 1st time. So for now I'm just focusing on getting everything working and then going to start building on top of that. When Renzo gets to coding I'm sure he'll be able to add a lot more in very quickly. And yes, template Ryu and game Ryu should be 2 different versions. Good idea.
Just made progress on Ryu. All basics are finished in regards to hitdef and spark placement. Now to start data mining to make the ticks, hitvels, pausetimes. etc work right.
Updated basics.cns and ryu.air in dropbox
As mentioned earlier, I FINALLY have a working Dreamcast emulator. I couldn't get chankast to load games anymore for some reason. It just loaded them as music discs. But NullDC is loading them fine and is playable so hopefully it'll be just as useful to data mine with.
@Lost_Avenger: What all do you already know about the hit properties in CVS2? Are they all the same pause times as you've posted? Do you know accurate hitvels and the like already?
Title: Re: RYU
Post by: Not Bastard Renzo F on April 23, 2014, 09:50:07 pm
Yes, I can emulate Dreamcast. Do you need data from the DC port for CVS2? Just tell me and I'll check.
Title: Re: RYU
Post by: Lost_Avenger on April 23, 2014, 10:55:16 pm
I have a cvs2 table, but with lack of frame skip, its harder to use. I really wish there was a ps2 emu with skipping. Alpha 3. arcade vel gathering tends to crash emus btw. So use save states often
Title: Re: RYU
Post by: Just No Point on April 24, 2014, 01:23:44 am
Yes, I can emulate Dreamcast. Do you need data from the DC port for CVS2? Just tell me and I'll check.
Nothing specific. Just didn't know if you'd always be waiting on me for the data or if needed you could check things yourself. Do you have any particular questions about what we're trying to do with Ryu? Is my coding on him actually helping or will it get in the way when you start to work on him?
I have a cvs2 table, but with lack of frame skip, its harder to use. I really wish there was a ps2 emu with skipping. Alpha 3. arcade vel gathering tends to crash emus btw. So use save states often
I'd love any tables you wish to share. You use data from PS2? Though with the offset I figure it'd still work with NullDC
Title: Re: RYU
Post by: Lost_Avenger on April 24, 2014, 01:42:10 pm
I think it was ps2. Its Jz's table and I haven't used since I was studing Blanka's balls attacks(the velocities are hugely different from Alpha 3). Ill ask him if I can send it
Title: Re: RYU
Post by: Just No Point on April 24, 2014, 02:53:07 pm
Oh he posted that earlier when he had returrned. I have his then. Thought you may have something else =p
Title: Re: RYU
Post by: Nexelous on April 24, 2014, 05:48:20 pm
I noticed that I was mentioned in this post, Sorry I forgotten to check the site now and then!
The project seems pretty neat, And I'll see what I can do.
Title: Re: RYU
Post by: Just No Point on April 24, 2014, 09:55:18 pm
Since you signed up in the "we want you" thread that puts you on speed dial if we need the services you offered :p
Like so: @a$ap buckus: @quickfist: @alex Sinigaglia: @lunaticex: Would any of you guys mind helping code Ryu too? With all the other stuff I do and family stuff outside of MFG I just don't have enough time to code him at a semi decent speed. Not needing accuracy, just simple things. His basics are coded so now we need to do command basics and specials. Intros, dashing, win poses, etc
Title: Re: RYU
Post by: QuickFist on April 24, 2014, 10:42:00 pm
Yeah sure, I can help with command basics, and 1 or 2 specials
Title: Re: RYU
Post by: Alex Sinigaglia on April 24, 2014, 10:55:17 pm
Ok, I'll try. No run, right? I'm going to fix the run to make it a dash. And edit the hop backwards state too.
Title: Re: RYU
Post by: Alex Sinigaglia on April 24, 2014, 11:14:56 pm
Movement.st updated.
Changelog: - edited state 100: now it's Dash Forward (start); - added state 101: it's Dash Forward (finish); - modified velset in "Hop Backwards" (I added "*2" in the line code for the x value; feel free to change it at your will).
I'm going to work on the fluff.st (intro, ending etc.).
Title: Re: RYU
Post by: Alex Sinigaglia on April 24, 2014, 11:46:25 pm
Fluff.sf updated.
Changelog: - Intro state edited (now it plays the animation); - Win State decider state added (180); it has a changestate that randomly chooses one of the two winposes; - Win pose 1 -Fist- added (state 181); - Win pose 2 -Wind blows- added (state 182).
@Just No Point: (I'm tagging you to make you see this)
Title: Re: RYU
Post by: Just No Point on April 24, 2014, 11:51:42 pm
For everyone else that don't have access to the drive that wants to contribute go ahead and post the code you're contributing via spoiler in this thread with smileys disabled.
This will be the method used for future characters anyway. Great job so far Alex! I'll be able to work on it more tomorrow too. Or I might start data mining. Or rip birdie, so many options :p
Title: Re: RYU
Post by: Alex Sinigaglia on April 24, 2014, 11:54:04 pm
Do I have to code the run feature? I see you posted something about it in this post (http://mugenguild.com/forum/msg.1950710), do you mean for the commission only?
Title: Re: RYU
Post by: QuickFist on April 24, 2014, 11:58:55 pm
I'm gonna code the Collarbone Breaker and Dash Punch, just letting know so it doesn't get made twice
Title: Re: RYU
Post by: Just No Point on April 25, 2014, 12:04:19 am
Alex- No, it's low priority. That'll be an extra added by training camps only usable via the config file he'll eventually gain. It's not in the default MFG SF. I told Sean to only convert stuff from CVS2 except he didn't have to do run, power charge, dodge or stuff not in CVS2. So he's not overwhelmed. We can take care of that stuff later ourselves. But won't have to if he does them as stretch goals.
Title: Re: RYU
Post by: QuickFist on April 25, 2014, 12:55:58 am
Spoiler: Collarbone Breaker(click to see content)
Code:
;--------------------------------------------------------------------------- ; Collarbone Breaker [Statedef 216] type = S movetype= A physics = S juggle = 4 poweradd= 20 ctrl = 0 velset = 0,0 anim = 216 sprpriority = 2
[State 210, 1] type = HitDef trigger1 = AnimElem = 6 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -82 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -3.5 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 210, 1] type = HitDef trigger1 = AnimElem = 7 attr = S, NA ;Attribute: Standing, Normal Attack damage = 25, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 13, 13 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -30, -42 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 18 ;Time that the opponent slides back ground.hittime = 16 ;Time opponent is in hit state ground.velocity = -5.77 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -3.5 airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 210, Idle] type= statetypeset trigger1= animelemtime(9)>=0 movetype= I
[State 210, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
Spoiler: Dash Punch(click to see content)
Code:
;--------------------------------------------------------------------------- ; Dash Punch [Statedef 226] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 226 sprpriority = 2
[State 212, Vel] type = velset trigger1 = animelemtime(3) >= 0 && animelemtime(5) <= 0 x = 6
[State 220, 1] type = HitDef trigger1 = (Animelem = 5 || Animelem = 6) attr = S, NA ;Attribute: Standing, Normal Attack damage = 33, 0 ;Damage that move inflicts, guard damage animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 4, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) air.animtype = back pausetime = 15, 15 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -8, -62 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 22 ;Time that the opponent slides back ground.hittime = 20 ;Time opponent is in hit state ground.velocity = -9.125 ;Velocity at which opponent is pushed guard.slidetime = 10 guard.hittime = 8 guard.velocity = -5.77 airguard.velocity = -1.9,-.6 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -3.2,-7 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed
[State 220, Idle] type= statetypeset trigger1= animelemtime(7)>=0 movetype= I
[State 220, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
Spoiler: CMD(click to see content)
Code:
;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = IfElse(P2BodyDist X > 3,200,205) triggerall = command = "x" && command != "holddown" && statetype != a trigger1 = ctrl
;Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = IfElse(P2BodyDist X > 3,210,215) triggerall = command = "y" && command != "holddown" && statetype != a trigger1 = ctrl
;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = IfElse(P2BodyDist X > 3,220,225) triggerall = command = "z" && command != "holddown" && statetype != a trigger1 = ctrl
Let me know if there's anything wrong
Title: Re: RYU
Post by: Alex Sinigaglia on April 25, 2014, 01:00:03 am
Ok, I'll add them. Thanks. @Quickfist: You don't mind if I add a hitdef in the dash punch code, do you? It's for the hitsparks (they are in the same place).
Title: Re: RYU
Post by: QuickFist on April 25, 2014, 01:14:47 am
Why would I? Go ahead
Title: Re: RYU
Post by: Alex Sinigaglia on April 25, 2014, 01:16:19 am
Basics.cns and ryu.cmd updated thanks to Quickfist. :)
Title: Re: RYU
Post by: FeLo_Llop on April 25, 2014, 11:08:47 am
Finshed this one...yesterday night, nearly 2 am@__@! (couldn't sleep)
I haven't animated yet, so I don't know how it will look :/
Spoiler, click to toggle visibilty
(http://i58.tinypic.com/k1xemq.png)
Also, @SageHarpuiaJDJ , I think Ryu's forearm doesn't really needs that yellow thing(even it could look like SF1 LONG gloves), and also, a t-shirt is totally unneeded IMHO. Maybe those colours can go to his feet(not a total shoe but...), for something similar to SF1. Anyway, it's your choice.
Title: Re: RYU
Post by: Lost_Avenger on April 25, 2014, 11:14:29 am
He looks like he gets larger during the punch imo. might be the phone
Title: Re: RYU
Post by: FeLo_Llop on April 25, 2014, 11:46:15 am
Now that you say...O__O!!
What I did there was stretching the torso(and other parts) using Paint, instead of Photoshop(didn't like the result in PS), so...maybe you're right. Ill try animating it later, so I can see the graphic problem that ( I ) created.
Title: Re: RYU
Post by: Balthazar on April 25, 2014, 11:54:26 am
Frankly, the animation could be better. I mean what is that shit with his wristband shrinking (during the punch!) :P? (http://network.mugenguild.com/balthazar/misc/RyuSF4focusFeLo.gif) Not terrible but it could use some improvements, you should really test the animation roughly before finishing the frames, my friend! It's definitely not terrible but I think some people can edit it to be better, especially the charging animation is kind of jumpy. Good start though!
Title: Re: RYU
Post by: FeLo_Llop on April 25, 2014, 12:02:28 pm
So, to do:
- Fix wristband - Charging. The problem must be in how I did them, using paint instead of photoshop.
I'll try to fix these, but if someone wants to try too, I'll post the parts if needed :).
Title: Re: RYU
Post by: Jiggeh on April 25, 2014, 01:29:16 pm
His waist and left arm look really wobbly when he's charging the punch.
Title: Re: RYU
Post by: C.v.s The Abstract on April 26, 2014, 12:43:11 am
(http://judas.piiym.net/sprites/mine/ryufinal.gif) this look cool ,Made by judas
1:09:50
Title: Re: RYU
Post by: Just No Point on April 26, 2014, 09:09:31 pm
Updated the ryu.def, ryu.sff, ryu.air, basics.cns, added commandbasics.cns
Alex, I think you removed the run animation so I added it back in. We want to keep animations even if we might not use them.
Most standing sprites have the default standing CLSN now besides specials and supers. Still need to update all ducking frames and jumping frames to their default.
started specials.cns but had to stop a moment so updated it and ryu.air,.def again
Title: Re: RYU
Post by: Alex Sinigaglia on April 26, 2014, 09:52:52 pm
Alex, I think you removed the run animation so I added it back in. We want to keep animations even if we might not use them.
Ops, sorry about that one.
About the hop backwards, does he have to make a little jump, or can he just slide on the ground? I would edit the movement.st in order for it to look better by doing the second thing (sliding on the ground).
Title: Re: RYU
Post by: Alex Sinigaglia on April 26, 2014, 10:17:03 pm
Movement.st and ryu.air edited a bit.
Changelog: | ryu.air: - just a "Start loop in this frame" in the second frame of anim 106 (Dash Back Stop);
| movement.st - now state 105 has type = S and physics = S; velset edited (only x value works; I added *3 instead of *2): changestate to state 106 with trigger1= AnimTime = 0 - state 106 uses anim 106; commented the makedust.
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 01:58:16 am
Does he hop in CVS when he dashes back? Guess I'll check in a bit.
Starting the fightfx files since his hadoken won't work without it. Also applied the current palette to POT's Ryu and will be adding frames from it that are not in the current build soon.
Title: Re: RYU
Post by: Nexelous on April 27, 2014, 03:57:54 am
I'm gonna be honest, I'd help with the codings. But unfortunately... first, My Laptop Battery got weak and now it won't charge up to full compacity, Second, I'm still getting use to code.
I am terribly sorry I can't help with Ryu at this moment...
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 03:59:57 am
That's fine. You mentioned you would be interested in helping to code. That's why I tagged you. Let me know when your laptop gets fixed up :)
Title: Re: RYU
Post by: Nexelous on April 27, 2014, 04:03:01 am
Thank you for understanding mate. I'm still kinda practicing new things. Like spriting... I hope this Ryu rises to the top.
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 05:03:53 am
Updated his sff with a ton of new sprites thanks to POTS We should have almost everything he'll need now.
Sorry SageHarpuiaJDJ. Please don't kill me! I did leave the hair separate. POTS's Ryu has separation for eyes and hair already if that might assist you. So all the sprites I added from him kept it.
Title: Re: RYU
Post by: SageHarpuiaJDJ on April 27, 2014, 05:25:25 am
Why would I kill you for that? lol
I don't mind really.
So, what other sprites have need to be added besides the effects?
EDIT: Also, I'm the only one separating Ryu? Just making sure.
Title: Re: RYU
Post by: Lost_Avenger on April 27, 2014, 07:46:43 am
Are you keeping the Alpha moves? The elbow/level 1 metsu shoryuken?
Title: Re: RYU
Post by: Bizarro Santamorphman on April 27, 2014, 08:45:26 am
Because Ryu and Ken are headswaps, and because they share so many moves, it would save a ton of time if you used my Ken separation as a base for Ryu. This includes gloves, belt, and pants; though hair definitely would need to be redone for all shared sprites, and probably teeth and the eyes, though. I am however currently in the middle of revamping my Ken separation so don't go using the one that's on my site. If you want to start right away, I already have done everything that would be shared with Ryu save for their gethits, and the latter should be done sometime next week, hopefully.
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 10:29:52 am
Are you keeping the Alpha moves? The elbow/level 1 metsu shoryuken?
Yeah the metsu shoryuken will be his default shoryuken super now. Shin shoryuken is his low life version. Not keeping EVERYTHING that's being added in however. I just want all edits to be in 1 neat little package as well. By the way, I've been meaning to ask. What does the 600, 60-62 sprites go to in your Ryu? I can't place where that punch ender goes.
So, what other sprites have need to be added besides the effects?
EDIT: Also, I'm the only one separating Ryu? Just making sure.
You won't be the only one helping separate. I'll be helping. Hopefully a few others will help from time to time and JMM/POTS's Ken/Ryu will help a bit too. Fx won't be added to Ryu. They'll be in fightfx.sff. He still needs a few anims posted in this thread added, Far Standung Mk finished, ficus attack, comeback mechanic, sf3 shock, and a couple more things I feel I'm forgetting right now. Not much though.
Edit: ignore some phone typos please...
Title: Re: RYU
Post by: Bizarro Santamorphman on April 27, 2014, 10:38:21 am
PotS's level one Shoryuken super isn't Metsu Shoryuken, it's a slightly modified version of Alpha 3's Shin Shoryuken; if you're gonna keep that animation I don't think you should use the Metsu Shoryuken name on it. But personally I don't think it would be a good fit for this super system. Of course, Metsu Shoryuken would require new sprites I guess?
Fx won't be added to Ryu. They'll be in fightfx.sff.
FX meaning just the hitsparks and the like, right? Character specific stuff should remain in the character.
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 11:08:34 am
Ugh, I can't keep track of all the different names of his super shoryuken :P Anyway, I was thinking the elbow wouldn't travel in the normal version. It'd be only close range in that one. But end more similar to SFA3 when not Shin. Shin would travel and when connects it's ender would be like in SFA3 if you connect it perfectly. Except coming out 100% of the time of course.
As for projectiles, I've always read it's best to keep them in fightfx for full games to help compatibility,
EDIT: Just looked. In SFA3 the faulty one is Shin and the full version is called Metsu. I was thinking the Shin version > Metsu but Metsu is the better one.... ooops
Title: Re: RYU
Post by: Balthazar on April 27, 2014, 11:40:32 am
Wow that's whack...Shin means 'True' so you would think that's the more powerful one, eh?
Title: Re: RYU
Post by: Lost_Avenger on April 27, 2014, 12:58:40 pm
My bad. You knew what I meant though. Um... tbh, I'm not really sure what those were for? I thought it was from his command punch at first, but no clue. I really need to update him
Title: Re: RYU
Post by: DKDC on April 27, 2014, 01:07:56 pm
EDIT: Just looked. In SFA3 the faulty one is Shin and the full version is called Metsu. I was thinking the Shin version > Metsu but Metsu is the better one.... ooops
Uh ? No, the elbow > regular Shouryuuken is Metsu, and the same move performed at max distance becomes elbow > body uppercut > Shouryuuken with the other fist and that's called Shin.
Title: Re: RYU
Post by: Balthazar on April 27, 2014, 01:21:05 pm
I knew it! Why am I so trustful of people and doubtful of my own knowledge!
Title: Re: RYU
Post by: DKDC on April 27, 2014, 01:47:26 pm
Well, it's confusing because the same move is named Shin in SF3 and Metsu in SF4 (and Gouken's version of the same move is called Shin). But in SFZ3, the "full" version is definitely called Shin and the incomplete, Metsu.
Title: Re: RYU
Post by: Just No Point on April 27, 2014, 03:10:19 pm
Well that's what I thought too but the site I checked said the opposite :p That site must be wrong. Good!
Title: Re: RYU
Post by: Just No Point on April 28, 2014, 02:14:32 am
@rednavi: What do you say about the fightfx.sff? Should character's projectiles and effects be in it too? I'm pretty sure at least projectiles do for reflecting purposes.
Title: Re: RYU
Post by: -Red- on April 28, 2014, 02:18:06 am
For projectiles that can be reflected, absolutely. And this includes collision animations.
Dunno how is this going to be coded in this game, I just made them helpers and whenever somebody reflects the projectile, he actually destroys it and immediately releases a copy of the projectile to whatever direction it must go (I recall characters like Rose being able to reflect projectiles and give them different angles besides the usual mirrored one).
Title: Re: RYU
Post by: Just No Point on April 28, 2014, 04:51:29 am
@Alex Sinigaglia: Yeah, Ryu slides back when he dashes back. Not hops. Just checked in game. Sorry for the delay.
@Renzo F: I don't mean to sound pushy, but are you still on board to help code? Or did that vacation make you lazy? :P
Title: Re: RYU
Post by: Alex Sinigaglia on April 28, 2014, 01:43:41 pm
Now the intro and endings don't work! I'm trying to figure what causes the bug, but I can't find it (the code is right, but the debug messages say otherwise). The weird thing is that it happens with older files (that I tested and worked perfectly)!
Ah, now I know why! There are too many .st files! Fighter Factory and the Mugen engine don't read files in the .def file of the characters like st10= fluff.st. It it was st9 = fluff.st it would be ok, just like st8 = fluff.st, st7, st6 etc. .
So I thought of something: why don't you put the taunts together with the intros, ending, lose by time over etc. (fluff)?
The def would be like this:
Spoiler: .def file with my idea(click to see content)
Code:
; Definition file for Ryu ; Contains all the filenames needed for the character
; Player information [Info] name = "Ryu" ;Name of character displayname = "Ryu" ;Name of character to display versiondate = 09,30,2009 ;Version date of character (MM-DD-YYYY or X.XX) mugenversion = 1.0 ;Version of M.U.G.E.N character works on (X.XX) author = "Mugen Fighter's Guild" ;Character author name pal.defaults = 1,2,3,4 ;Default palettes in order of preference (up to 4) ;Numbering starts from 1 localcoord = 320,240 ;Local coordinate space width and height
; Files for the player [Files] cmd = ryu.cmd ; Command set and activation cns = constants.cns ; Constants st = movement.st ; States for moving the character around (jump, etc...; overrides) stcommon = common1.cns ; Common states (from data/ or motif) st1 = basics.cns ; Normal attacks st2 = Fluff&Taunts.st ;States for animations like intros, wins, losses, taunts st3 = throws.cns ; Throw code (mind the deprecated sprpriority; adapt for Simul mode?) st4 = commandbasics.cns st5 = ;specials.cns st6 = ;exspecials.cns st7 = ;supers st8 = ;statedef-2.cns ; None implemented yet, commented to avoid crashing st9 = statedef-3.cns sprite = ryu.sff ;Sprites anim = ryu.air ;Animation sound = ;ryu.snd ;Sound
I combined them in one in this example ( st2= Fluff&Taunts.st ;States for animations like intros, wins, losses, taunts ).
Title: Re: RYU
Post by: -Red- on April 28, 2014, 02:27:20 pm
My God, why so many .cns files to begin with? Normal specials and EX specials should be together in one file, heck I would even put supers inside the same .cns along with special moves and ex moves (Specials.cns and Supers.cns, OR just Specials.cns and have them all together).
Basics, throws and command attacks should be together (Attacks.cns).
Have statedef -2 and -3 in the same file as well (Negative.cns). In fact with a bit of cleverness you could have negative states inside a common file for everybody to share, since most fullgames often reuse all of it and only have a few different things between characters which you could just code using character identifiers like a variable or name triggers.
Title: Re: RYU
Post by: Just No Point on April 28, 2014, 03:11:37 pm
Woops. I didn't realize there was a limit on states. I was splitting them up more to have bite sized chunks for users to update. Yeah, we can combine more into each other.
Title: Re: RYU
Post by: Just No Point on April 29, 2014, 03:09:09 pm
I probably won't get a chance to work on him much if any today. I have a lot I need to do this week but I'm going to just try to spend all day today getting it all finished. Then I can just code the rest of the week. My goal is to get all the specials and super coded this week. Then we can start tweaking moves for accuracy purposes and begin setting up the mechanics and systems.
@Xgargoyle: Were you able to get any accuracy values for Ryu? I had a though, it may be simpler to get a lot of his data from CVS1 on PSX since that emulator is more stable and can run the right speed consistently.
@SageHarpuiaJDJ: Post your template for color separation in the CS thread so people can start assisting you.
Let's try to get this guy mostly playable this week so we can get the :ball:
Title: Re: RYU
Post by: XGargoyle on April 29, 2014, 03:16:47 pm
Only 9 state files can be loaded per character. The limitation is the same one for fonts in a motif, can't index more than 9.
And I agree with Rednavi here, why so many state files? For the ease of portability to other characters, you only need 4: constants, basics+specials, -2/-3 states and the overrrides. No need for a specific file for taunts or throws, these go to basics all the way
@Just No Point: Can't get the damn emu to run at a decent frame rate due to my computer's specs. What values are you interested in that have not been already found in CvS1?
Title: Re: RYU
Post by: SageHarpuiaJDJ on April 29, 2014, 04:25:46 pm
Okay JNP. Gimme a few.
Title: Re: RYU
Post by: SageHarpuiaJDJ on April 29, 2014, 05:44:01 pm
Double posting to say that the palette template is now included in the .sff for those who want to help CS Ryu.
Title: Re: RYU
Post by: Just No Point on April 30, 2014, 05:46:06 am
Updated Ryu. Reduced the amount of cns files.
XGargoyle: I have the values I need. I was just needing the data from them. I can get the data after I finish coding his specials/supers.
Title: Re: RYU
Post by: XGargoyle on April 30, 2014, 08:36:19 am
JNP, just let me know the data you need. I am just trying to avoid doing duplicate work or finding data that it won't be used.
Title: Re: RYU
Post by: -Whiplash- on April 30, 2014, 08:54:56 am
XGargoyle: I have the values I need. I was just needing the data from them. I can get the data after I finish coding his specials/supers.
Actually, can I ask if you were going to code the specials as helpers or projectiles for things like hadouken that (presumably) don't need any special effects?)
Title: Re: RYU
Post by: Just No Point on April 30, 2014, 11:53:41 am
I was going to code it as a helper anyway. Most every thread I've read states to code them as such. I may not have ever coded a full character but I've lurked coding threads for 13 years now :p Of course I will do it differently if I'm informed I should.
Title: Re: RYU
Post by: Lost_Avenger on April 30, 2014, 12:45:59 pm
Always use helpers for that. Mugen's default projectiles suck
Title: Re: RYU
Post by: Pre-Teen Music Maker on May 01, 2014, 02:10:30 am
Quick question JNP...
Will Ryu receive the "Hadou Shoryuken?"
Title: Re: RYU
Post by: Just No Point on May 01, 2014, 03:36:56 am
Didn't know what that move was :p
Looked it up and it's Ryu's move from MvC3. Looks like the shin shoryuken but with a more pronounced exaggerated dragon punch.
Title: Re: RYU
Post by: Bizarro Santamorphman on May 01, 2014, 03:40:51 am
It also fires an upwards projectile at the end.
Title: Re: RYU
Post by: Just No Point on May 01, 2014, 03:51:10 am
That beam kind of looked like an effect that went along with the dragon punch. But a huge beam type move like that doesn't fit as well with a normal SF game.
Though it might be a good ender to a MAX super version of ERyu's super dragon punch.
Title: Re: RYU
Post by: Lost_Avenger on May 01, 2014, 03:52:06 am
Its more of a super if it wasn't in mvc3
Title: Re: RYU
Post by: Just No Point on May 01, 2014, 05:27:23 am
I updated several files for Ryu. You can do the light Hadouken. Though I need to tweak something in it because you have to wait too long before you can throw your next Hadouken. Since this was my 1st time coding a helper projectile I only coded it for the light version to make sure I grasp the basics. Tomorrow I'll code the Medium and Strong versions in with a variable.
I'm going to trade some of the MFG budget to commission some sprites for Lost Avenger's characters. All of them are animations we will want for later characters. We are just not working on them now. In exchange he'll aid coding the template so it can get finished quicker.
Title: Re: RYU
Post by: Lost_Avenger on May 01, 2014, 06:11:26 am
Ill look at it later. Its probably missing the state that kills it.
Title: Re: RYU
Post by: Pre-Teen Music Maker on May 01, 2014, 01:59:08 pm
Ok, just asking.
It reminds me of Cyclops "Gene Splice" move.
Title: Re: RYU
Post by: Just No Point on May 01, 2014, 07:14:27 pm
Okay, I didn't even make it near the goal for the week =p
The Hadouken for Lost Avenger and POTS is a little wrong. They do not allow for you to throw another fireball until the hit exploode from the previous vanishes. When it should allow for another fireball to be thrown as soon as the opponent is hit.
So I started looking into JMorphMan's Ken and saw the way he does the coding. And the way he adds commands in the .cmd for things like hold button and release buttons. His Ken throws the projectile correctly as well. So I'll be dissecting his coding to make the hadouken attack.
But, it won't be today. I got called in to work tomorrow and have lost the time I can work on it today.
I'll talk with Lost Avenger over skype this week and see what all he might assist with so more progress can be made while I'm working (because I'll be working sat-monday too)
Title: Re: RYU
Post by: Bizarro Santamorphman on May 01, 2014, 07:21:39 pm
Just don't use the EX Hadoken stuff, it's buggy and outdated.
... actually the normal projectile code for Ken might be buggy and outdated, I'll take a look tonight. Don't use anything yet!!!
Title: Re: RYU
Post by: DKDC on May 01, 2014, 07:21:57 pm
The hold and release button triggers are for negative edge. So you can do something like HP, hold the button, do qcf, release the button, and it works. The way to allow a second fireball to be shot after the first has hit, and not after the "contact" animation has finished, is to make that contact animation an explod, and destroy the helper as soon as that explod is there. The explod still plays, but the helper is gone, so you can shoot a second one, provided your trigger is simply to check if the helper doesn't already exist.
Title: Re: RYU
Post by: Bizarro Santamorphman on May 01, 2014, 07:30:58 pm
No no no, destroying the helper so soon is bad; you should keep the helper alive until the target has recovered. This is to ensure that the projectile hit is added to the normal hitcount (so if you hit P2 after being hit by a projectile while they're still in a hit state, the combo counter registers it as a combo).
The allowing multiple fireballs things is best handled with a variable, IMO.
Title: Re: RYU
Post by: DKDC on May 01, 2014, 07:33:54 pm
In that case, instead of a variable, you can check for the helper's current animation through redirection, checking if it's displaying the post-hit animation (if it is, then you can shoot another fireball). What do you want to use the variable for ?
Title: Re: RYU
Post by: Just No Point on May 01, 2014, 07:34:54 pm
The hold and release button triggers are for negative edge. So you can do something like HP, hold the button, do qcf, release the button, and it works. The way to allow a second fireball to be shot after the first has hit, and not after the "contact" animation has finished, is to make that contact animation an explod, and destroy the helper as soon as that explod is there. The explod still plays, but the helper is gone, so you can shoot a second one, provided your trigger is simply to check if the helper doesn't already exist.
Oh, thanks! I'll try to do this to the current code I have now when I get off work tomorrow just to practice. And yeah, I knew what the hold and release buttons were for. But he made them their own command as well. Like "rlsx" = ~x Where other characters just add it in the motions only. I thought adding them as their own command made a lot of sense when I was looking at his hadouken code.
Ninja'd by JMM: Thanks for the extra tip. Will still practice the explode code as I said, but will use your code/suggestions for the final product.
I didn't realize a simple fireball would become so intricate. And I'm not even worried about reversal hits, juggles, etc yet. If anything this thread will be a fun read for newer up and coming creators!
ninja'd again... you know what... I'm just going to post what I have now =p
Title: Re: RYU
Post by: Bizarro Santamorphman on May 01, 2014, 07:40:22 pm
In that case, instead of a variable, you can check for the helper's current animation through redirection, checking if it's displaying the post-hit animation (if it is, then you can shoot another fireball). What do you want to use the variable for ?
Well yeah I guess that works. I just like using variables!
Basically the projectile, when spawns, flips on the "projectile flag" variable in the player, and if it hits (or is destroyed, or leaves the screen, etc.) is turns the variable off. There's also a failsafe in -2 that turns it off if there are no projectiles at all.
Hmm, animation checking (combined with the failsafe) would cover everything, and would be more simpler, though...
Title: Re: RYU
Post by: Nexelous on May 02, 2014, 01:21:37 am
Here is something I wanna know, In MVC3, Ryu can use the Shinkuu Hadouken and move his body so he can aim it at the opponent directly. Including firing it upwards. Will this Ryu have the Shinkuu Hadouken in different ways?
Title: Re: RYU
Post by: Just No Point on May 02, 2014, 05:01:23 am
Ryu's Shinkuu Hadouken is pretty much the same from SF4. Having 3 speeds. Metsu Hadouken will be his Max super version.
Ryu is going to have little influence from the versus series. Other characters will probably get more.
The ability to throw the Shinkuu Hadouken on the ground or into the air will be better suited for Sakura like in SF4. And probably Gouken for his Denjin Hadouken. Also, thinking more about it the Hadou Shoryuken would be a good Max version for Gouken's Shin Shoryuken.
Title: Re: RYU
Post by: Alex Sinigaglia on May 04, 2014, 10:16:33 pm
There are two sets of running sprites again!
Title: Re: RYU
Post by: Lost_Avenger on May 05, 2014, 04:00:45 am
Why does he have running sprites for this game anyway. I only had them in for tagging(old system) and I think one of the sets wasn't even aligned.
Title: Re: RYU
Post by: Just No Point on May 05, 2014, 04:32:50 am
I'm not sure why the other run is back. Perhaps Alex didn't delete both runs and I put the other back in too without noticing? Everything else seems to be as it should.
As to why there are run sprites, because the character should double as a sprite pack that has all sprites and as many quality edits as we can put in for him :P
Title: Re: RYU
Post by: Bizarro Santamorphman on May 05, 2014, 05:22:42 am
Alright, I checked over my Ryo projectile stuff to make sure everything is in order, and it is. If you're gonna look at/use any of my projectile coding, use Ryo's (or Rolento's but his knives have a bunch of special behavior so beware).
I also did a test with Byakko's suggestion of checking the projectiles animation instead of doing a bunch of extra varsets (which was actually was how I used to do it [AKA how PotS does it] but I forgot because I'm dumb). But there is a relatively minor problem which that method produces; if you have a projectile that knocks down, it will stay alive (but not visible after the hit animation finishes) until the opponent recovers. Until that happens, the character can throw as many projectiles as their animation timings permit; the projectile flag will remain off. This is because of that invisible projectile, as long as it still exists it will override any later created projectiles that should tell MUGEN to turn on the projectile variable.
Title: Re: RYU
Post by: Alex Sinigaglia on May 05, 2014, 11:10:31 am
I'm not sure why the other run is back. Perhaps Alex didn't delete both runs and I put the other back in too without noticing?
I didn't add nor delete them, I told you the last time there were two sets and you took care of that. But they're back, they're haunting us!
Title: Re: RYU
Post by: Lost_Avenger on May 05, 2014, 12:52:50 pm
Ghost running aside...
This may take a while. I'm redoing the basics. Ill try to keep you updated. Ill upload when finished -added cornerpush(Vans and JZ made it originally) -added a dampener(pots, but it can be customized later) -c.lp/mp/hp hit mid, not low. kicks generally hit low, but there are exceptions -damages added lol -added hit/whiff sounds/a snd file -scrapped the comments since the template should be separate -added shoryuken -adjusted some animations. 2 frame s.mp? Lol
Title: Re: RYU
Post by: DKDC on May 05, 2014, 02:18:26 pm
I'm not getting the projectile flag part. Why not just use in the trigger for the projectile, a triggerall = !numhelper(x) || numhelper(x) && helper(x),anim != [projectile travelling forward before the hit] ? As long as you can't have two projectiles in the "disappearing" animation at the same time (like you shoot one, it disappears, you shoot a second and it also disappears before the first one has finished disappearing) there shouldn't be any confusion. Or your projectile firing animation is too short while the projectile disappearing is just too long, and the hitstun is also just too long (if you're waiting for the hitstun to be over before completely destroying the projectile).
Title: Re: RYU
Post by: Bizarro Santamorphman on May 05, 2014, 05:29:41 pm
You'd still be able to throw multiple projectiles with that; Helper(x) refers only to the first created projectile (in this particular situation, the one that knocked P2 down). MUGEN won't check the next Helper(x) projectile until the first is totally dead.
Title: Re: RYU
Post by: DKDC on May 05, 2014, 05:35:10 pm
Yeah, I'm assuming your character animation isn't so fast that it could finish shooting the second projectile (and be available to attempt a third) before the vanishing anim of the first projectile is even over. Like shoot projectile 1 > projectile 1 hits > proj 1 vanish anim starts > shoot projectile 2 > shooting anim finishes for proj 2 > attempts projectile 3 > proj 1 vanish anim finishes. Because IMO this would mean your animation for Ryu firing the projectile is way fast, if it's even faster than the projectile vanish anim (or that your vanish anim is too slow) (replace projectile vanish anim with target recovery time as needed).
Title: Re: RYU
Post by: Bizarro Santamorphman on May 05, 2014, 05:36:50 pm
It's definitely something that doesn't affect most characters, and even the ones who do can usually only get out two at once. It's a pretty minor issue.
Title: Re: RYU
Post by: Just No Point on May 06, 2014, 01:15:25 am
This may take a while. I'm redoing the basics. Ill try to keep you updated. Ill upload when finished -added cornerpush(Vans and JZ made it originally) -added a dampener(pots, but it can be customized later) -c.lp/mp/hp hit mid, not low. kicks generally hit low, but there are exceptions -damages added lol -added hit/whiff sounds/a snd file -scrapped the comments since the template should be separate -added shoryuken -adjusted some animations. 2 frame s.mp? Lol
Awesome! I don't understand what you mean by there being a 2 frame standing medium punch. I just checked and it has all the frames that it should have ???
So was it decided which way is the best to use for the hadouken? Remember we want this to be a standard. Var method or the triggerall/numhelper method?
Title: Re: RYU
Post by: DKDC on May 06, 2014, 02:05:27 am
It's the same thing in the end. JMM said earlier that he likes using variables, but I strongly suggest avoiding variables as often as possible, since, in a full game environment and with the mind to use it as a template, you want to use as few variables as possible for trifle stuff. Depending on interactions between characters and, why not, stages, you might need to use variables for specific stuff, and it's better if all the characters use the same variable numbers for the same "common system" stuff, so character-specific systems need to limit variable usage whenever possible. I remember the user Nedflandeurse was making a full game some time ago (dunno where it's at nowadays), and between the Elecbyte forum and this one, he asked a lot of questions for tricky stuff, and every time, I told him "you can do that through a variable". At some point it became so convoluted and bloated with all the variables he needed, I suggested creating a helper that would store all the system-specific info, since helpers have their own set of 60 integer variables and I don't remember how many float variables.
The problem here is that the helper that just hit needs to still exist when a follow-up hit lands for the hit counter to register a combo. So in short, once the helper has hit, it should still exist at least as long as the target is in hit stun, until they recover. But at the same time, your triggers to shoot a second fireball needs to recognize if there is a fireball that's still traveling and hasn't hit yet, as opposed to a helper that has already hit but still exists because we need it to.
My suggestion is to use an animation (or a separate state, which I'll dub the "has hit, but needs to still exist to keep the hit counter going" state) for the end of the projectile that lasts as long as the hitstun. Like JMM said last, this should work for most characters, with a "classic" type of fireball. That being said, I've never worked on the more tricky cases that go outside of those limits. For example, a Denjin Hadouken would need to stun the target and keep the hit counter going if you hit them while they're stunned. I think it's possible to work around that even with the animation check method - you can shoot the projectile if there isn't already one, you can shoot it if there is one but it's on "has already hit" state, and the first projectile that has hit ends if it notices it has lost its target by virtue of the second projectile making contact. That way you can never have two projectiles in the "HH,BNTSETKTHCG" state, and the only way to have to projectiles is if one is in that state and the other is in the "traveling, about to hit" state.
So in short, I recommend to split your helper in two state, the attacking state and the "HH,BNTSETKTHCG" state, and in your triggers, just check if no helper exists or if there is one (no more than one) but it's in the HH,BNTSETKTHCG state. The HH,BNTSETKTHCG state displays the vanishing animation (I still suggest to display it as an explod) but keeps going as long as the target is in hitstun, and it triggers a destroyself as soon as !numtarget. This means that the target has either recovered, or the target has been hit by something else, so the hit counter is safe, or the helper didn't hit the target at all, it just went beyond the edges of the screen/stage. That's how I think you can have only one fireball on screen at the same time, and a previous fireball that has already hit will exist as long as it needs for the hit counter to keep going, but no further. IMO that's streamlined enough for a template, and that should work through the hit counter issue as far as I can guess (without actually doing it myself once).
Title: Re: RYU
Post by: Lost_Avenger on May 06, 2014, 05:56:44 am
As in it had a 2 tick start up. It was also a -6 on hit(its a -1 in cvs2). Your animation timings are weird
Title: Re: RYU
Post by: Bizarro Santamorphman on May 06, 2014, 06:11:05 am
I would also recommend non-variable method, and if there is a character that has the problem, to worry about that then. You can always collapse a few variables together with bitwise shifting in case of emergency.
Title: Re: RYU
Post by: Just No Point on May 06, 2014, 02:01:34 pm
As in it had a 2 tick start up. It was also a -6 on hit(its a -1 in cvs2). Your animation timings are weird
But... But I keep saying I haven't gotten the timings yet. I just threw in values. Same with damages, hit type, etc. For many values they stayed the same from a previous block of code I'd made and copy/paste/edited into the new move. I'm still going to get all that info from CVS/artmoney.
Off work today. Going to try and code the hadouken like you guys describe. Thanks so much for the help everyone!!!
Title: Re: RYU
Post by: FeLo_Llop on May 07, 2014, 11:05:48 am
Well people...
I have tried fixing the mistakes in Ryu's focus. But the result is even worse. I'm totally lost @_@ If someone wants to try, be my guest.
I'll go to next bunch, the "overdrive" kick from the film (Balthazar outlining) or even the Opener Kick I started and showed here.
Make your choice!!
Title: Re: RYU
Post by: Balthazar on May 07, 2014, 11:26:42 am
Would you show your current progress on the Focus punch? I say forget about the 'overdrive kick' (with it I guess you mean the very ugly Tatsumaki mock-up I sketched), go for that opener kick, initiating his Comeback Technique :)
Title: Re: RYU
Post by: Just No Point on May 07, 2014, 09:38:21 pm
Woohoo! I think I have it. JMM's coding alone was a bit too much for me to take in. It requires a lot of stuff I have not made or dealt with yet and it has a lot of variables I may need to rework.
So I combined JMM and Lost Avenger's coding.
The 1st time I was coding from LA's code I didn't understand how exactly to tell MUGEN to look inside the helper and not the parent. Is that actually mentioned in the docs and I missed it? But thanks to all your feedback I have it and I know how to tell MUGEN to look in the helper, to look from the helper to the parent, etc
I also have my 1st variable for the game. Variable 1 will be used to determine which button is being pressed. I don't have the var doing it's work in things like damage, poweradd/gain, etc yet. I want to present the coding 1st to be sure I'm doing it without error.
Spoiler: CMD(click to see content)
[State -1, Hadouken] type = ChangeState value = 1000 trigger1 = command = "Hadouken" trigger1 = (!numhelper(1050) || (helper(1050), stateno = 1052)) trigger1 = ctrl && StateType != A
[State 0, VelSet] type = VelSet trigger1 = var(1) = 3 x = 8.4375
[State 0, Trans] type = Trans trigger1 = 1 trans = AddAlpha alpha = 256, 256 ignoreHitPause = 1
[State 0, Assert] type = AssertSpecial trigger1 = 1 flag = noshadow ignorehitpause = 1
[State 0, 0] ;given to me by Koopakoot type = PosFreeze triggerall = prevstateno trigger1 = time < 6 ; or whatever number value = 1 ignorehitpause = 1 persistent = 1
[State 0, End] type = changestate trigger1 = movecontact value = 1051 ignorehitpause = 1
[State 0, End] type = destroyself trigger1 = pos x != [-200, 200]
[Statedef 1051] type = S movetype = A physics = N ctrl = 0 velset = 0,0 sprpriority = 4 movehitpersist = 1
[State 0, Assert] type = trans trigger1 = 1 trans = addalpha alpha = 256, 256 ignorehitpause = 1
[State 0, env] type = envshake trigger1 = !numtarget time = 0
[State 0, End] type = ChangeState trigger1 = Time >= 0 value = 1052
[Statedef 1052] type = A physics = N movetype = A anim = 1051 velset = 0, 0 ctrl = 0 sprpriority = 4 movehitpersist = 1
[State 0, env] type = envshake trigger1 = !numtarget time = 0
[State 0, Assert] type = trans trigger1 = 1 trans = addalpha alpha = 256, 256 ignorehitpause = 1
[State 0, End] type = destroyself trigger1 = !animtime
Updated several Ryu files. Download to test if you like. I still have to get the updates Lost Avenger made and add them in as well.
Title: Re: RYU
Post by: Bizarro Santamorphman on May 07, 2014, 10:08:56 pm
For the helper coding; the HitOverride should send the helper to 1052, not 1051. There should be a MoveReversed sctrl to send the projectile to 1052, to be on the safe side.
For 1052, the projectile should not destroy itself when its animation is over; you can either have a separate wait state (where the projectile will wait, invisibly, to destroy itself when the opponent recovers, or you can play the projectile disappear animation as an explod in 1052 and change the existing destroyself sctrl to trigger when the opponent recovers.
I also feel like that posfreeze shouldn't be there in 1050 (that sctrl is for multihit projectiles, to make sure the projectile doesn't pass through an opponent without doing all of its hits). I like to wait in the hitpause state (here, 1051) for the length of the hitpause, and then return to the normal projectile state. That also takes care of the projectile properly pausing through the hit as well.
Title: Re: RYU
Post by: Nexelous on May 07, 2014, 10:24:14 pm
Oh yeah, Evil Ryu has a move called the Ryusokyaku which is a Axe Kick that would possibly chain more Combos. Maybe that would be a excellent addition to Ryu if it is...
Title: Re: RYU
Post by: Lost_Avenger on May 08, 2014, 06:24:11 am
That kick is sprited iirc. It probably only needs small touch ups. Its in the Ryu update that one guy did. Mrwryly? Or something. Its a pretty nice patch. Ill upload in a bit. I've already added a few variables. Iirc, I added 3, 19, 22, fvar(10, & 11) and more
Title: Re: RYU
Post by: Just No Point on May 09, 2014, 05:11:37 pm
I added Lost Avenger's updates to the dropbox. It still has the old Hadouken code that I have to update as per Byakko and JMM's feedback.
LA gave me some scans from a Strategy Guide that shows like 2 or 3 CLSNs for Ryu so I corrected those. It also shows that the CLSN1s in CVS2 are quite larger than SFA3/SF3 in most cases so I tweaked a few other CLSN1 to coincide. I wonder how the sizes are compared to SF4 CLSNs. Going to go compare to SF4 vids on youtube now.
EDIT: Wow, some of these boxes are a lot different. I mean obviously since some can spin and stuff but the placement is crazy on some of them compared to SFA3 and SF3
Title: Re: RYU
Post by: Lost_Avenger on May 09, 2014, 08:03:42 pm
Those seem slightly off to me? I thought his s.mk and c.mk had slightly more range than that? Save those images if possible. Capcom is quick to get rid of SF4 hitbox data. Its missing the other frames on a couple normals with second frames(cl.hp, j.mp, cl.hk, etc), but this is useful
Title: Re: RYU
Post by: Bastard Thedge on May 09, 2014, 11:32:02 pm
On a silly and merely visual question, will you use the regular 2D shin shoryuken animation, or will reverse it like it is in SSF4?
Title: Re: RYU
Post by: Bastard Walt on May 09, 2014, 11:38:02 pm
Would it matter? They already have sprites for both version!
Although I would say, the SF4 facing back version would end up looking like the regular SRK animation, making it more ... common-looking? They should stick to the CVS animation with Front Facing SSRK
Title: Re: RYU
Post by: Just No Point on May 09, 2014, 11:54:51 pm
The non max version will have the back toward the screen. I never noticed that's how it is in Sf4 but it makes sense because that's the metsu shoryuken which is the incomplete one from SFA3. The max version is the shin shoryuken and will have Ryu face the screen.
Title: Re: RYU
Post by: Bastard Thedge on May 10, 2014, 12:22:16 am
I said silly question! >:(
Well, yeah, they need a few sprites to make the SSF4 one, I suggest them to mix both by editing the first part of the animation to resemble the focus animation so it seems like Ryu does a small backstep, ressembling a reversed SSF4 animation, something like this: (http://i707.photobucket.com/albums/ww75/jpccomics/ryu-cvs_zps1e50291d.png)
Title: Re: RYU
Post by: Balthazar on May 10, 2014, 10:04:54 am
I am not sure how that will look in animation. First, Ryu cocks his arm back (elbow high) in the first frame. The next two frames, his elbow is lowered. Then the 4th frame, it's raised up again. I'm not really seeing a fluid arc in there.
Title: Re: RYU
Post by: Bastard Thedge on May 10, 2014, 03:21:17 pm
Yes, I just put that together to show my idea, you still need to tweak the frames to get it well animated.
Title: Re: RYU
Post by: Memo on May 10, 2014, 06:01:36 pm
I added Lost Avenger's updates to the dropbox. It still has the old Hadouken code that I have to update as per Byakko and JMM's feedback.
LA gave me some scans from a Strategy Guide that shows like 2 or 3 CLSNs for Ryu so I corrected those. It also shows that the CLSN1s in CVS2 are quite larger than SFA3/SF3 in most cases so I tweaked a few other CLSN1 to coincide. I wonder how the sizes are compared to SF4 CLSNs. Going to go compare to SF4 vids on youtube now.
EDIT: Wow, some of these boxes are a lot different. I mean obviously since some can spin and stuff but the placement is crazy on some of them compared to SFA3 and SF3
Hey can you post pics of those scans of the cvs2 clsn data? Ive been trying to find that book or something but I cant Find not even 1 image with clsn data! Why is it so hard To find info for cvs2, capcom should of made a guide like sf4 Showing the clsn a long time ago.
Title: Re: RYU
Post by: Just No Point on May 11, 2014, 05:13:02 am
Title: Re: RYU
Post by: Just No Point on May 14, 2014, 06:52:21 am
Updated several files for Ryu. Basics, Air, specials...
The Hurricane Kick is to go through certain projectiles. Granted it's possible my CLSNs are simply not right for the fireball and/or hurricane kick. But I'll keep them the size they are. So I'll need to create an ID for projectiles that should not hit the Hurricane Kick, correct? Have the hurricane kick detect the id of the fireball and not get hit by it?
Title: Re: RYU
Post by: Niitris on May 14, 2014, 07:01:08 am
My browser (Chrome) is detecting a malicious file inside the zip. I ignored it since I have more faith than that, but just a heads-up.
Title: Re: RYU
Post by: Just No Point on May 14, 2014, 02:07:52 pm
The CLSN.zip? That makes no sense. It only has images in it :p
Title: Re: RYU
Post by: Just No Point on May 14, 2014, 03:12:25 pm
[State 0, Pass through Projectile] type = NotHitBy trigger1 = AnimElem = 3 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
What do all these values mean? Some of them seem to not be documented.
Spoiler, click to toggle visibilty
SCA standing crouching air NA, SA Normal Attack, Special attack? HA Hyper Attack? NP,SP,HP Normal, Special, Hyper Projectile? NT,ST,HT Normal, Special, Hyper Throw?
I'm attempting to code the hurricane kick so that it will not be hit by the Hadouken in certain frames. I think this might be the wrong way to go about this. If I trigger using a Target ID it will just mean that while that ID is active the hurricane kick wouldn't be able to be hit by anything listed in the value. This isn't an issue for Ryu per say but is an issue for other characters and team modes. While the fireball is on the screen all value = x attacks would not be able to hit Ryu.
And if I am on the right track with the nothitby type then would I need to use the Time parameter to tell it when to end the nothitby? Or could I specify an animelem?
@JMorphMan: @DKDC: Do you two mind if I tag you guys when I have coding questions like this? If you feel it'd be pestering I won't do it. You two have just been so darn helpful!!!
Title: Re: RYU
Post by: DKDC on May 14, 2014, 03:23:09 pm
Your guess in the spoiler is correct. Those are the same values as the attr parameter in the hitdef, they're documented there.
As far as I know, regular games can have separate properties to say that a certain section of the body can't be hit by projectiles (or air attacks), but that doesn't exist on Mugen, it's the whole body depending on the attr. To the best of my knowledge, the usual workaround is either a) cheat on the clsn so a Hadouken won't hit (but neither would a mid-level physical attack that should connect with Ryu's leg), or b) use a nothitby with SC, NP,SP,HP instead of SCA, so that air projectiles would hit but not ground projectiles, and just hope that Hadoukens are coded with the attr S,SP instead of the obvious guess A,SP. This way, say, a Zankuu Hadouken from Gouki would hit, but not a Hadouken. ... The only problem with hoping that a ground Hadouken-like projectile usually includes a High Tiger Shot, which will usually have the same attr as a Hadouken.
Option b) is definitely the better way for a full game where you're sure you can code your Low Tiger Shot as crouch projectile, Hadouken as standing, and Zankuu Hadouken AND High Tiger Shot as air. Basically, for projectiles, you redefine ground / stand / air hitdef attr as "what can or can not hit a Tatsumaki" rather than "is the projectile on the ground or in the air" which is the usual obvious guess. This is particularly important for moves like a Power Geyser, which you'd think you need to code as ground, but you might want to code it as air so it hits a Tatsu. Or you allow the Tatsu to be hit by ground projectiles (as long as their clsn goes high enough) and air projectiles (Zankuu and High Tiger), but not standing projectile (so the Hadouken). It's only a matter of organization at this point (something you'd put in your template), since you're in a full game.
Quote
And if I am on the right track with the nothitby type then would I need to use the Time parameter to tell it when to end the nothitby? Or could I specify an animelem?
Personally I never use a time different than 1 and just adjust my trigger so it activates permanently during the part of the animation that I want. There's was this "hidden" feature in CvS2, a roll triggered an invincibility window, and since the roll could be canceled early on, the invincibility would not turn off and carry for the startup of whatever move you used... It's a crazy feature (was probably a glitch at first but it seems people loved it) but I don't think it's a great idea.
Quote
Do you two mind if I tag you guys when I have coding questions like this?
I have all notifications turned off :P But I keep an eye on the section anyway.
Title: Re: RYU
Post by: Just No Point on May 14, 2014, 03:36:02 pm
OH!!! Duh! For some reason I was thinking I'd have to code the fireball as a projectile. Yeah just stating it's hit attribute as a projectile will work and not cause the issue I was describing in team.
Option B is definitely the standard to use. Thank you!
As for turning off the nothitby... I was asking about that since once he is finished attacking and is falling to the ground he should be able to be hit by the fireball.
Quote
...why not just using "value = SCA" instead? The fuck is this unoptimized coding :|
That isn't the coding I'm using :p FF generates coding for you. When I chose nothitby it gave all the parameters and options of the type. So I just quoted to be sure I understood what they all meant. I probably didn't see where they were told in the docs or they were just not documented.
About to head out to my mom's so I figured I'd quickly just clear this up instead of double respond. Feedback to your other feedback will come later. Thanks!!!
Title: Re: RYU
Post by: -Red- on May 14, 2014, 03:37:55 pm
Quote
[State 0, Pass through Projectile] type = NotHitBy trigger1 = AnimElem = 3 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
...why not just use "value = SCA" instead? The fuck is this unoptimized coding :|
Option b) is definitely the better way for a full game where you're sure you can code your Low Tiger Shot as crouch projectile, Hadouken as standing, and Zankuu Hadouken AND High Tiger Shot as air. Basically, for projectiles, you redefine ground / stand / air hitdef attr as "what can or can not hit a Tatsumaki" rather than "is the projectile on the ground or in the air" which is the usual obvious guess. This is particularly important for moves like a Power Geyser, which you'd think you need to code as ground, but you might want to code it as air so it hits a Tatsu. Or you allow the Tatsu to be hit by ground projectiles (as long as their clsn goes high enough) and air projectiles (Zankuu and High Tiger), but not standing projectile (so the Hadouken). It's only a matter of organization at this point (something you'd put in your template), since you're in a full game.
Yep. I've done a similar thing to tag moves that can and can't be parried (And into 2 level of "parry-ability" as KOF often does). You don't really need things like standing, crouching and aerial throw tags for moves. Heck, standard attacks don't really need them either. When a counter move is activated it often has a window (Red CLSN) rather than full body CLSN while reading if the opponent's attack is a standing, crouching or aerial move, so these tags are useless even for that.
I found a few bugs while doing this though. For example, some atrr will outright stop working like they would if you use them like this, so you can just ignore them and use the other tags for the moves. This is how defined my move attributes like (SD stands for Super Drive, the Desperation Move's equivalent here. Also, any mention of LV, or levels, is because my game uses a level priority for projectiles, like in KOF XIII and probably some Capcom games).
Spoiler, click to toggle visibilty
;--------------------------------------------------------------------------- ; HITDEF PROPERTY HANDLING ON FULLGAME
; NOTE TO SELF: IT'S IMPORTANT TO USE STATETYPE=C WHEN USING CROUCHING ATTRIBUTES! OTHERWISE ATTACK ; WON'T CONNECT BECAUSE MUGEN IS DUMB!
; STAND (S) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: --- DO NOT USE --- ; ST: --- DO NOT USE --- ; HT: THROW ATTACK
; CROUCH (C) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: --- DO NOT USE --- ; ST: --- DO NOT USE --- ; HT: SPECIAL CIRCUMSTANCE ATTACK (LIKE IN CUSTOM GETHITS)
; AERIAL (A) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: HELPER PROJECTILE DEFLECTOR (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) CHAR MUST ALWAYS BE UNHITTABLE BY THIS! ; ST: HELPER PROJECTILE NEGATOR (DESTROYS PROJ IF LV >=) CHAR MUST ALWAYS BE UNHITTABLE BY THIS! ; HT: THROW ATTACK
; --- CHARACTER INVINCIBILITY SETUP:
; SLOT 1 (HITBY) ; - NOT HITTABLE BY PHYSICAL ATTACKS: SCA,AP,HT ; - NOT HITTABLE BY THROWS: SCA,AA,AP ; - NOT HITTABLE BY PROJECTILES: SCA,AA,HT ; - HITTABLE BY PHYSICAL ATTACKS ONLY: SCA,AA ; - HITTABLE BY PROJECTILES ONLY: SCA,AP ; - HITTABLE BY THROWS ONLY: SCA,HT -> OK ; - HITTABLE BY SPECIAL CIRCUMSTANCE ATTACK (CUSTOM GETHIT): SCA,HT -> OK
; --- CAN'T BE HIT DURING CERTAIN MOMENTS (SPECIAL CIRCUMSTANCE HITS ONLY):
...why not just using "value = SCA" instead? The fuck is this unoptimized coding :|
Do you mean SCA,AA,AP,AT ? I don't think just SCA alone works, does it ? And over the time I've seen people talk about issues on NotHitBy flags that weren't activated properly on specific attr, and a lot of people took the habit of giving the full list instead of AA/AP/AT (or even SCA alone, I've never seen that one).
Title: Re: RYU
Post by: -Red- on May 14, 2014, 04:14:26 pm
SCA alone works for nothitby sctrls. For hitby sctrl though, it doesn't make any sense because then you would just not use hitby at all since you want to be hit by ANY attack.
Title: Re: RYU
Post by: DKDC on May 14, 2014, 04:27:29 pm
I see, good to know.
Quote
As for turning off the nothitby... I was asking about that since once he is finished attacking and is falling to the ground he should be able to be hit by the fireball.
Yeah, you can just use a trigger1 = animelemno(0) = [x,y] in the trigger for the nothitby for that and not bother with the time parameter. It's not very useful for a single move where you know which part of the animation is invincible. With the time parameter, if you have a partial nothitby, and you get hit (by a hitdef that has attr that can hit you), the partial nothitby will stay active through your gethit and after until its time runs out, and you don't want that (unless you have another nothitby with time = 0 in statedef -2 but that's just getting weirdly overprotected for no reason). Just like the CvS2 glitch.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 12:30:20 am
can someone check the hurricane kick and see if it goes through the fireball while he's airborn and see if the fireball hits while he's on the way down. I can't test it while at my mom's
Title: Re: RYU
Post by: DKDC on May 15, 2014, 01:00:50 am
Checking it. For some reason the archive has an empty folder with no name, even though I see nothing like that in the dropbox folder. It's definitely what's triggering a virus warning from Chrome (I got it too). Try to see if there's anything weird like that in the dropbox, maybe ?
Quote
[State 0, NotHitBy] type = NotHitBy trigger1 = AnimElem = 3 && Vel Y <= 0 value = SC,NP,SP,HP time = 1
This is triggering only on anim elem 3, which lasts all of 2 ticks. And then the vel Y trigger would prevent it from happening when the Y velocity is null, which is the case while Ryu is spinning forward without moving vertically. Result = fail.
Also, you have a debug text whenever you shoot a Hadouken "in state 0 (or 20, or 12, or 11 or whatever action you do immediately after firing) : has no helper 1050". As a general rule, any time you use a trigger redirection, add a line before that with the trigger numhelper(ID). I mean use a separate line, even !numhelper(1050) || (helper(1050), stateno = 1052) causes that error, split this line in two instead of using a ||. This is in your cmd, in statedef -1, which is executed every tick, that's why you get the error message in any state you go to immediately after firing. Shouryuuken also gives "in state 1105 : changed to invalid action 1105". Don't forget to always turn on the debug mode.
As a general comment, I advise giving the proper number in the state controller "header" : [State 1200, NotHitBy] instead of [State 0, NotHitBy]. If some of your code suddenly crashes, Mugen gives you the state controller it crashed on, and it will tell you "crashed on state [State 0, snd]" and you'll be hard pressed to identify which sound crashed in which state. Changing it to [State 1200, voice] makes it easier, and that's always welcome when you start having a lot of stuff. You don't want to get lost in your code, especially if it's your first character or so.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 06:02:13 am
Checking it. For some reason the archive has an empty folder with no name, even though I see nothing like that in the dropbox folder. It's definitely what's triggering a virus warning from Chrome (I got it too). Try to see if there's anything weird like that in the dropbox, maybe ?
I can't find an empty folder in the dropbox. I have no idea why it thinks that.
Quote
Quote
[State 0, NotHitBy] type = NotHitBy trigger1 = AnimElem = 3 && Vel Y <= 0 value = SC,NP,SP,HP time = 1
This is triggering only on anim elem 3, which lasts all of 2 ticks. And then the vel Y trigger would prevent it from happening when the Y velocity is null, which is the case while Ryu is spinning forward without moving vertically. Result = fail.
Spoiler: my bad logic(click to see content)
First I thought that the NotHitBy persisted till the end of the state unless otherwise told to stop. And that's where the vel came in. But I mixed it up. It should have been a Y <= number. Not vel. Though both would have obviously not been useful anyway since nothitby isn't persistent.
Also, you have a debug text whenever you shoot a Hadouken "in state 0 (or 20, or 12, or 11 or whatever action you do immediately after firing) : has no helper 1050". As a general rule, any time you use a trigger redirection, add a line before that with the trigger numhelper(ID). I mean use a separate line, even !numhelper(1050) || (helper(1050), stateno = 1052) causes that error, split this line in two instead of using a ||. This is in your cmd, in statedef -1, which is executed every tick, that's why you get the error message in any state you go to immediately after firing. Shouryuuken also gives "in state 1105 : changed to invalid action 1105". Don't forget to always turn on the debug mode.
I seem to be having trouble fixing these. Everytime I split the numhelper one it makes the move not work and I cannot see why action 1105 is invalid. I may have to try to recode 1105 to see what's causing that.
Quote
As a general comment, I advise giving the proper number in the state controller "header" : [State 1200, NotHitBy] instead of [State 0, NotHitBy]. If some of your code suddenly crashes, Mugen gives you the state controller it crashed on, and it will tell you "crashed on state [State 0, snd]" and you'll be hard pressed to identify which sound crashed in which state. Changing it to [State 1200, voice] makes it easier, and that's always welcome when you start having a lot of stuff. You don't want to get lost in your code, especially if it's your first character or so.
I totally blame Lost Avenger. He does his this way. I fixed all these. Thanks!
Option b) is definitely the better way for a full game where you're sure you can code your Low Tiger Shot as crouch projectile, Hadouken as standing, and Zankuu Hadouken AND High Tiger Shot as air. Basically, for projectiles, you redefine ground / stand / air hitdef attr as "what can or can not hit a Tatsumaki" rather than "is the projectile on the ground or in the air" which is the usual obvious guess. This is particularly important for moves like a Power Geyser, which you'd think you need to code as ground, but you might want to code it as air so it hits a Tatsu. Or you allow the Tatsu to be hit by ground projectiles (as long as their clsn goes high enough) and air projectiles (Zankuu and High Tiger), but not standing projectile (so the Hadouken). It's only a matter of organization at this point (something you'd put in your template), since you're in a full game.
Yep. I've done a similar thing to tag moves that can and can't be parried (And into 2 level of "parry-ability" as KOF often does). You don't really need things like standing, crouching and aerial throw tags for moves. Heck, standard attacks don't really need them either. When a counter move is activated it often has a window (Red CLSN) rather than full body CLSN while reading if the opponent's attack is a standing, crouching or aerial move, so these tags are useless even for that.
I found a few bugs while doing this though. For example, some atrr will outright stop working like they would if you use them like this, so you can just ignore them and use the other tags for the moves. This is how defined my move attributes like (SD stands for Super Drive, the Desperation Move's equivalent here. Also, any mention of LV, or levels, is because my game uses a level priority for projectiles, like in KOF XIII and probably some Capcom games).
Spoiler, click to toggle visibilty
;--------------------------------------------------------------------------- ; HITDEF PROPERTY HANDLING ON FULLGAME
; NOTE TO SELF: IT'S IMPORTANT TO USE STATETYPE=C WHEN USING CROUCHING ATTRIBUTES! OTHERWISE ATTACK ; WON'T CONNECT BECAUSE MUGEN IS DUMB!
; STAND (S) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: --- DO NOT USE --- ; ST: --- DO NOT USE --- ; HT: THROW ATTACK
; CROUCH (C) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: --- DO NOT USE --- ; ST: --- DO NOT USE --- ; HT: SPECIAL CIRCUMSTANCE ATTACK (LIKE IN CUSTOM GETHITS)
; AERIAL (A) ; NA: BASIC PHYSICAL ATTACK (REVERSABLE BY ALL REVERSAL AND AUTOGUARD) ; SA: REVERSABLE PHYSICAL ATTACK ONLY WITH ADVANCED REVERSAL/ ADVANCED AUTOGUARD (LIKE SPECIAL MOVES OR SD'S) ; HA: UNREVERSABLE ATTACK AT ALL (LIKE CRIMSON STAR ROAD) ; NP: HELPER PROJECTILE DEFLECTOR: UNREVERSABLE ATTACK AT ALL (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) ; SP: HELPER PROJECTILE NEGATOR: UNREVERSABLE ATTACK AT ALL (DESTROYS PROJ IF LV >=) ; HP: PROJECTILE ATTACK ; NT: HELPER PROJECTILE DEFLECTOR (DEFLECTS PROJ IF LV >= AND IF IS DEFLECTABLE) CHAR MUST ALWAYS BE UNHITTABLE BY THIS! ; ST: HELPER PROJECTILE NEGATOR (DESTROYS PROJ IF LV >=) CHAR MUST ALWAYS BE UNHITTABLE BY THIS! ; HT: THROW ATTACK
; --- CHARACTER INVINCIBILITY SETUP:
; SLOT 1 (HITBY) ; - NOT HITTABLE BY PHYSICAL ATTACKS: SCA,AP,HT ; - NOT HITTABLE BY THROWS: SCA,AA,AP ; - NOT HITTABLE BY PROJECTILES: SCA,AA,HT ; - HITTABLE BY PHYSICAL ATTACKS ONLY: SCA,AA ; - HITTABLE BY PROJECTILES ONLY: SCA,AP ; - HITTABLE BY THROWS ONLY: SCA,HT -> OK ; - HITTABLE BY SPECIAL CIRCUMSTANCE ATTACK (CUSTOM GETHIT): SCA,HT -> OK
; --- CAN'T BE HIT DURING CERTAIN MOMENTS (SPECIAL CIRCUMSTANCE HITS ONLY):
That's really cool. This should be added as a standard for all of MUGEN to be honest. How much of your full game did you release? It looks like it'd have a mountain of useful information!
Title: Re: RYU
Post by: DKDC on May 15, 2014, 02:31:08 pm
and I cannot see why action 1105 is invalid. I may have to try to recode 1105 to see what's causing that.
It might have to do with the action 1105 not existing in the file currently in the dropbox :P And neither does 1205, by the way. 3350 is fine.
Title: Re: RYU
Post by: Memo on May 15, 2014, 03:11:14 pm
You guys are dropping some good knowledge in this thread. I feel like im sitting in a class taking notes here and there. I already redid my Terrys nothitby triggers with what DKDC and RED mentioned and they are working great!
By the way what is 1105 1205? Are they helpers, anim or states?
Title: Re: RYU
Post by: DKDC on May 15, 2014, 03:17:30 pm
They're different landing animations. The Shouryuuken was coded to end up in state 1105, which does a changeanim depending on what previous state it came from (Shouryuuken, super Shouryuu, Tatsu, super Tatsu, and whatever state 3000 is).
Except Tatsu doesn't end up in state 1105 (it has its own landing state - which doesn't even use anim 1205 anyway), and I assume none of the supers do, so the whole changeanim bloc using prevstateno in ifelses is useless, only the Shouryuuken leads to this state. State 1105 only needs to use anim 1105 in the state definition, without any changeanim controller (and it needs that anim to exist of course)
... It's a bit messy in this file ! :P
Oh,
Quote
I can't find an empty folder in the dropbox. I have no idea why it thinks that.
I'd suggest getting all the files, deleting the folder in the dropbox, and recreating it (with the same name, hopefully the same link if Dropbox allows it) then reuploading the files. If it stays like that, it's going to be annoying to get a virus warning all the time. It looks like some glitch with dropbox, when you open the archive, that empty folder also has no name, it looks like something that was deleted but Dropbox glitched the shit out of it and left some sort of "ghost" folder. Or something.
Title: Re: RYU
Post by: -Red- on May 15, 2014, 03:24:41 pm
That's really cool. This should be added as a standard for all of MUGEN to be honest. How much of your full game did you release? It looks like it'd have a mountain of useful information!
Zero. I was thinking about eventually releasing some test build just to let people give it a spin and let them learn some tricks and see how the game works like. The thing is, I am far away from resuming the progress due to my current commission (Which uses a similar amount of tricks although gameplay is wildly different) so maybe I should just release the damn thing as it is? It's a beta after all and 4 characters are fully done.
I have the impression that the system I developed for my projectiles could be used for a Capcom-ish game without problems. It even allows for real projectile reflection and/or destruction (You can do reflections of varying angles as well like Rose is able to) and other properties that aren't that common. Although anybody adapting this system to their game will need to learn their shit and study it because it's... really complex. Probably the most complex thing I've ever coded and debugged (Took me several months to get rid of all the bugs :P).
Title: Re: RYU
Post by: Memo on May 15, 2014, 03:33:36 pm
That's really cool. This should be added as a standard for all of MUGEN to be honest. How much of your full game did you release? It looks like it'd have a mountain of useful information!
Zero. I was thinking about eventually releasing some test build just to let people give it a spin and let them learn some tricks and see how the game works like. The thing is, I am far away from resuming the progress due to my current commission (Which uses a similar amount of tricks although gameplay is wildly different) so maybe I should just release the damn thing as it is? It's a beta after all and 4 characters are fully done.
I have the impression that the system I developed for my projectiles could be used for a Capcom-ish game without problems. It even allows for real projectile reflection and/or destruction (You can do reflections of varying angles as well like Rose is able to) and other properties that aren't that common. Although anybody adapting this system to their game will need to learn their shit and study it because it's... really complex. Probably the most complex thing I've ever coded and debugged (Took me several months to get rid of all the bugs :P).
Is that KOFNC you talking about? I would love to check it out And learn from it, especially about the projectiles and tag system.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 05:00:36 pm
Yeah I need to unmessy the file a bit :p
Lost Avenger's update moved some basics out of order. He also did the shoryuken. A lot of his coding is from his current Ryu so it has a lot of stuff that doesn't match the logic I was implementing. Before I started the ex and super moves I was going to do some clean up. Just got to finish the donkey kick and air tatsumaki. Then I'll go back and focus on timings, velocities, damages, template cleaning, var logging and renumbering, and documentation.
You guys are dropping some good knowledge in this thread. I feel like im sitting in a class taking notes here and there. I already redid my Terrys nothitby triggers with what DKDC and RED mentioned and they are working great!
Well that's great to know! :) It makes me feel like the project is being worth something. Heck, hype wise it's not good that we don't have a dedicated veteran coder working fully on Ryu to speed up the creation process. But the way it's worked out so far may be a lot better for the training camp side of the project. And is more or less what I was hoping would occur when users submitted their coding for future characters.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 05:12:53 pm
Oh and I deleted the folder called "Random" that had the CLSN stuff. Reuploaded it. Did that fix the warning? It didn't kill the old links so that is good to know.
Do I need to delete all of it and reupload?
Title: Re: RYU
Post by: DKDC on May 15, 2014, 05:47:58 pm
I'm not getting any warning from Chrome when I start a download for the clsn archive (I'm stopping it early, it's over 14MB and I'm at work). I'll try again in a couple of hours at home but it seems it was fixed. I'll retry Ryu too. .... For some reason, when I download the Ryu folder, the zip contains all the files and then a folder next to the files called MFG-Ryu but with nothing in it. That folder doesn't show up through the dropbox interface. Fuck's going on.
It makes me feel like the project is being worth something
I intend to completely reuse this Ryu when he's finished to revamp it with a sort of POC for something I have in mind (keeping all the accurate clsn/vels/hitdefs and everything), so it's going to be used !
update The clsn archive is fine but Ryu's folder gives me the virus warning. ... And now that I'm at home, the ghost folder has no name again. It was named MFG-Ryu when I downloaded it at work. What the hell. Wipe and reupload.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 07:29:45 pm
Okay. I deleted everything from the drop box and reuploaded it all. I hope that fixes all the issues with the warnings.
Title: Re: RYU
Post by: DKDC on May 15, 2014, 07:33:14 pm
... Nope, failed. Still get a warning and a ghost folder.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 07:36:51 pm
Well WTF... I'll try something else.
Removed MFG-Ryu folder. removed all files from folder. Created new folder. Placed files in said folder. Renamed folder to MFG-Ryu and reuploaded.
Title: Re: RYU
Post by: DKDC on May 15, 2014, 07:40:42 pm
Link please :P
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 07:44:41 pm
My bad. Try the old link now https://www.dropbox.com/sh/40jxw081j9vsx6v/AACX9cCMfW2mrkOqcB0UJgPAa I had dragged it to Dropbox but not inside the actual MFG-StreetFighter folder =p
Title: Re: RYU
Post by: Balthazar on May 15, 2014, 07:47:50 pm
Not to be a downer, but for me (on Chrome) it also says it's damaging/contagious and is blocked from downloading.
Title: Re: RYU
Post by: DKDC on May 15, 2014, 07:50:31 pm
Ghost folder is gone... but virus warning isn't. I just don't know. Firefox doesn't give any warning, BTW, and opens it straight up.
Title: Re: RYU
Post by: Omega on May 15, 2014, 07:53:09 pm
Not to be a downer, but for me (on Chrome) it also says it's damaging/contagious and is blocked from downloading.
I had the same issiue with other downloads aswell. Chrome must be causing it. I re-installed it and it worked. If not, try downloading with Internet Explorer. It could solve that man.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 07:56:05 pm
Hmmm, I may have to stop the Dropbox portion and make a page on JNP.com and just give out FTP access to a few users. Stupid chrome and stupid Dropbox. The Dropbox method is just so darn convenient.
Any other suggestions?
Title: Re: RYU
Post by: Bastard Thedge on May 15, 2014, 08:03:50 pm
Is the .cmd file in your files? Some antivirus give false positives on that one.
Title: Re: RYU
Post by: -Red- on May 15, 2014, 08:05:58 pm
Yeah, it could be a false positive caused by cmd files indeed. I upload my chars and game as .rar files while using dropbox, give that a try if you're not doing that by now.
Otherwise upload file by file in separate links and see which one triggers the virus alarm for other people.
Title: Re: RYU
Post by: Just No Point on May 15, 2014, 08:08:47 pm
Well I just changed .cmd to .command and edited the def to reflect that.
I'd rather it not have to be packed in a rar file in this phase because training camps ask to use certain files so you don't always need ever file. But if you want every file it's still easy to download the whole folder. It also makes it easier to update, add, and remove files from Ryu if not in a rar. Less clicking anyway.
If this doesn't fix it I'll try the upload one at a time method you just mentioned. Thanks everyone! I don't want ppl to have to switch browsers just to help out here!
Title: Re: RYU
Post by: DKDC on May 15, 2014, 08:11:48 pm
Stupid Chrome. That was the cmd, no more warning.
Title: Re: RYU
Post by: -Red- on May 15, 2014, 08:14:29 pm
I just went for the .rar option in case it was impossible to avoid the virus warning trigger. Now that you know it was the .cmd you can just ignore that.
I should do the same with my .cmd files while I'm at it :P
Title: Re: RYU
Post by: Lost_Avenger on May 17, 2014, 06:09:27 am
Don't use .cmd. Us .mfg or .wtf or something
Title: Re: RYU
Post by: A$AP Buckus on May 17, 2014, 10:42:21 am
Never knew that.........I learned something new. Thanks a lot.
Title: Re: RYU
Post by: Just No Point on May 29, 2014, 03:17:10 pm
I finished the Air Hurricane Kick and Donkey Kick. All his special attacks are now finished.
Time to start building on top of this foundation. Going to begin data mining and updating, cleaning, documenting everything finished thus far.
Title: Re: RYU
Post by: Lost_Avenger on May 29, 2014, 05:34:40 pm
Once you finish the timings, let me know. Ill fix some frame data and do any tweaking that's needed. Do we have a set system?
Title: Re: RYU
Post by: Just No Point on May 29, 2014, 05:40:26 pm
-dashing. -air/ground recovery after knockdown (though more cinematic then the standard 'flips and floats'. -SFA3 juggle system -air blocking -throw attempt/whiff animation, done by fwd/bwd+2P / 2K or LP+LK -safe fall/throw escape/throw recovery). -Guard meter/guard crush. -Stun meter. -!NEW!-Comeback Technique (after successfully performing a safe fall/throw escape, come right back into p2's face and counter). (http://mugenguild.com/forum/msg.1938536) ~ There are two kinds of Comeback Techniques. Offensive, and Defensive. Offense costs 1 bar. Defense costs half a bar. Offense =D+2K Defense = DF or DB+2P during fall/land from fall -SFA's Zero Counter (costs 1 bar). -SFA2's Custom Combo (costs 1 bar, like EX's Excel Combo. No 2 bar/3 bar version). Length of time could change depending on super selected as well MP+MK -SFEX's Guard Break (slow, unblockable attack costs 1 bar). -EX Specials -Multiple Super Combos for each character, but only 1 available ingame due to a selection (similar to SF3) different supers would allow more stock and/or different length super bars -Super moves get a more powerful version when lifebar is low -HP + HK for taunt -start for movelist/pause
This is the default system. Though we will want to add extras through the config file like parry, focus attack, hit mechanics that are not SFA3 inspired, SFA1 chains, etc We won't know if our current default will actually translate to be a good default system until we test it. And it'd be nice to have the other mechanics on back log so we can switch things on and off to see what works best and is more fun.
Title: Re: RYU
Post by: Just No Point on May 29, 2014, 08:09:58 pm
Hitting a snag with the tick values. Seems I never found them and they are not on anyone's tables. If I cannot figure it out I'll probably have to use CVS1 values on PS1
I have asked N. if he could take a look too.
EDIT: Another idea I have is to record the game in the fastest speed I can get it in. Find a video of the game played in full frames on youtube and try to match the speeds as best as I can in the video by speeding it up. Then I can count ticks using the video.
I really wish I could get Chankast to work again =(
Title: Re: RYU
Post by: XGargoyle on May 29, 2014, 09:33:51 pm
Run the emu at 60fps and record a full frame video. Record it raw so you are missing frames. Since you are capturing small clips of animation, you shouldn't worry about filesize. Disable sound in the emu to avoid wasting CPU power on it. Also, if necessary run at the lowest screen resolution, since all you are interested is in number of ticks, not if the sprites look nice or not. But you need to ensure to hit the 60fps smoothness
Afterwards use Adobe AfterEffects or a video editing suit to step frame on the video and start counting ticks
Title: Re: RYU
Post by: Just No Point on May 29, 2014, 09:49:17 pm
That's the plan. I haven't been able to get the emu up to 60fps yet. Downloading the game for PS2 to see how well it runs on that. I could get DS Collection to run at 60fps on ps2 by disabling some layers. Same for sfa anthology so hopefully I can do the same for CVS2.
N. already delivered on an artmoney file as well but I won't be able to try it till I get home in a few hours.
Thanks for the feedback! And like I said. Worst case scenario I can record at less than 60fps and speed it up to a very close speed and compare it to videos of it running at 60 fps
Title: Re: RYU
Post by: Bizarro Santamorphman on May 29, 2014, 10:13:34 pm
PCSX2 can record at 60fps with it's inbuilt video capture and I'm pretty sure you don't actually have to be able to run it at 60fps for it to record at that speed. But I'm not 100% sure!!!
Title: Re: RYU
Post by: Lost_Avenger on May 30, 2014, 05:19:14 am
It doesn't need to be at 60 to work on the ps2 emu. I run cvs2 at 20-30 fps and get accurate timings. Record the move 5 times to make sure its right. cvs2 has frame skip.
Title: Re: RYU
Post by: Just No Point on May 30, 2014, 07:00:20 am
I just recorded it with PCSX2. Also it runs at 60FPS for me without any tweaking. The game works perfectly on PCSX2 =D
And yes, it records at the correct resolution and fps using the F12 record method!
We're back in business guys!
Title: Re: RYU
Post by: Lost_Avenger on May 30, 2014, 03:46:03 pm
Good to hear. The video will be huge so if your harddrive randomly fills up. I use virtualdub. Once you finish the timings, we can tweak clsn and build the system. After that, we can crank out characters fairly quickly
Title: Re: RYU
Post by: Just No Point on May 30, 2014, 09:05:16 pm
Inquiry: 4 out of 5 Jab animations lasted 9 ticks. The oddball lasted 10 ticks. This is obviously because of the way the game skips frames for speed. So how should I determine which to use?
I'm leaning toward going for the one appearing the most often so in this case it's the 9 tick jab.
Title: Re: RYU
Post by: Just No Point on May 30, 2014, 11:17:01 pm
Updated his .air
All standing basic timings are now accurate. Near and far versions. Stance is accurate, and so is the walk forward and back animations. Had to reorder the sprites for his walk animations though because they were not in the right order.
@Lost_Avenger: It's not a big deal but did you know the walk cycle was not in the correct order? Index 3 should be the 1st step he takes in both forward and back.
Title: Re: RYU
Post by: Just No Point on May 31, 2014, 03:59:05 am
Random thought. 1 tick isn't a huge huge issue but it can still change the game in an instance. Once Ryu is finished do you think we should go back and make 2 other versions of most attacks? Like add a tick to a CLSN1 and remove a tick for CLSN1? Make it so that the moves have a 1 in 5 chance of going to one of these versions of the attacks?
This would make the timing of the moves slightly unreliable by 1 tick every so often. They would hit 1 tick longer (and the anim would last 1 tick longer) or it would hit 1 tick shorter and the move would be 1 tick shorter in total.
Title: Re: RYU
Post by: Lost_Avenger on May 31, 2014, 05:10:58 am
You mean meaty? Hitting at a later frame for a bigger advantage? Adding random hittimes would cause problems
Title: Re: RYU
Post by: Just No Point on May 31, 2014, 11:37:32 am
I mean trying to duplicate the different amount of ticks an animation can have due to the frame skipping. Jab for instance. Most of the time it was 9 ticks. But every once in a while it would be 10 or 8. Because of the way we gain and lose ticks due to the speed setting.
The only way to be 100% accurate would be to make every tick it's own index but that's crazy talk. A better compromise is to just make 3 versions of each attack. A default 9 tick jab. And then a more rare possibility of getting a 10 tick or a 8 tick jab.
With that said I'd be happy to just go with whatever I count up the 1st time because IMO 1 tick isn't really worth the trouble of recounting frames and/or setting up something like this in the character.
But I wanted to run it by everyone else to be sure.
Title: Re: RYU
Post by: Alex Sinigaglia on May 31, 2014, 11:57:40 am
I deleted the running sprites that weren't used (the ones in group 101; those were there for nothing, I only left the first sprite of that group) and I added the finished frames of the SF3 Kick (I have to finish another one, but for now it will work).
Title: Re: RYU
Post by: Lost_Avenger on June 01, 2014, 05:13:01 am
You can disable frameskip by putting it on the lowest setting iirc. I can't remember if it skips every 3rd or 4th tick. Just compare your times to waru's? As long as the start up is right, we can just tweak it to get the right frame advantage. No need to triple the size of your air files
Title: Re: RYU
Post by: Just No Point on June 01, 2014, 11:20:43 am
Waru is pretty far from accurate. I only use your Ryu and POTS's.
One way or another the moves will not be 100% accurate to the CVS2 speed setting. Even if I got the ticks from the slowest setting and removed every fourth tick it still wouldn't be right. The tick removal isn't move specific it is something that's always happening to every detail on screen. Which is why sometimes a move may last 1 extra tick or lose a tick.
So to simplify things I'll just use the 1st values I count up. Technically it's not like we're making an accurate CVS2 game anyway and timings may change for this project while balancing things anyway. There really isn't a universal right way for this since the objective isn't to replicate CVS2
Title: Re: RYU
Post by: Lost_Avenger on June 01, 2014, 12:56:20 pm
Did I give you Ryu's guide pages for cvs2? I can't remember.
It doesn't need to be perfect, but close enough. 1 Tick can literally be the difference in a move linking. A lot of the buffs in Ultra are 1 tick start up changes that open up lots of new combo possibilities
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 02:13:26 am
I think you gave me that. It was in japanese though. And Ugh, 1 tick link combos. Another thing from SF4 I hate =p
CVS2 couldn't have that outside of the slowest speed though. If the moves can randomly lose or gain a tick due to the speed increase then timings would get messed up for 1 tick links. They could be in there but it'd be a lot easier to drop the combo due to the speed timings.
Stuff like that will be tweaked during balance fixing anyway. We can have better control of what moves would have a 1 tick link and what would not. I do hope that doesn't become a hefty part of the mechanics like it is in SF4 because I am not a good robot!
Title: Re: RYU
Post by: Lost_Avenger on June 02, 2014, 05:16:07 am
My AI is though :)
Can't you just plink in SF4 or was that just X Tekken? I prefer link heavy gameplay since it requires more skill and practice. You can still just do normal combos(jump in - close normal xx special), but you can do more by putting the time in
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 05:35:27 am
If I was still a teenager I might have agreed with you on 1 tick link combos. Over the years I've gotten less time to actually play and prefer something a little bit more accessible. I don't mind strict timing links. But 1 tick links are a bit ridiculous IMO. Makes me feel like I'm trying to play guitar hero and the feeling I get from accomplishing them doesn't make up for the frustration and lack of intuitive fun.
Once you get that strict it feels more like a chore.
And yes, I am well aware of your Kyosuke's robot timing combo potential! >:-( :P
In SF4 you can plink everything but the light attacks in the chains. It gives you a 2 tick window instead of 1.
Title: Re: RYU
Post by: Lost_Avenger on June 02, 2014, 07:12:54 am
The option for 1 tick libks should still be there imo. Its not like we can play this online. I kept some of Ryu's sf4 links for CFJ2(solar plex links for instance). It gives you more options and makes it so that people don't feel similar and stale. Then again,there are a lot of similar links in AE. cl medium - medium or c.mp - c.mp. etc
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 11:14:11 am
Oh, they will. The very nature of us using static tick measurements where every move lasts the exact same amount of ticks each time you do it lends itself to make it near impossible not to have them. Had we decided to go the random 1 extra/1less tick route it would have greatly reduced the 1 tick link potential.
I do have to disagree that their removal would make characters feel similar and stale though because I don't think that they feel that way at all in SFA, SF3, CVS2, and other games with the frame skip settings that would prevent robot combos. But that is mute here because we will have them to a degree.
Title: Re: RYU
Post by: Alex Sinigaglia on June 02, 2014, 11:16:15 am
Before I forget, just to make sure, have you read my post?
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 11:30:50 am
About updating the sff/air? Yes sir. I've been working and just have not been able to work on Ryu yet. Will commence again Tuesday. Don't worry, I'll be sure to use the updated dropbox Ryu =p
Title: Re: RYU
Post by: Lost_Avenger on June 02, 2014, 02:04:37 pm
Cvs2 waS very link heavy lol. I'm off tomorrow night so what is the current goal for Ryu?
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 03:19:09 pm
There are links and there are 1 tick links!!!!!!!!!11
My current project is counting ticks and fixing the timings in all the moves.
I'll be off tomorrow too. I'll get a hold of you on Skype and we can coordinate an action.
Title: Re: RYU
Post by: Bizarro Santamorphman on June 02, 2014, 08:05:14 pm
Yeah, 1 tick links suck! >:[
They just add another barrier to entry and they are just a matter of the execution being needlessly difficult, which I think fighting games should avoid.
Title: Re: RYU
Post by: Just No Point on June 02, 2014, 11:07:16 pm
@Lost_Avenger: What mechanics could we start implementing while I'm busy getting the timings fixed? The corner push? The combo dampener? Anything?
Title: Re: RYU
Post by: Just No Point on June 03, 2014, 02:33:54 am
With some of this stuff I may actually want to post in a help board but I'll try here. It's worked so far.
I'm working on getting an accurate jump. Exactly what all controls jump mechanics?
velocity jump, movement yaccel
Is there anything else I can fidget with? Basically I can get him to jump the correct height and stay in the air the right amount of ticks. But his take off is a bit too fast. What all tweaks the ascent, hang time, descent?
Title: Re: RYU
Post by: DKDC on June 03, 2014, 02:44:43 am
Anything with state type air is affected by a permanent yaccel, so usually you just pick a yaccel that looks right for when your character is hit in the air (with hitvels at 0), and then for the jump, you adjust the starting vel depending on how high you want the character to go. The rest is physics : gravity is a permanent and constant downward acceleration (and it depends on your weight). With the jump vel (the force of the jump), those are the only two parameters there are. To get a floaty jump like Dhalsim, you use a low yaccel and a low jump vel : the yaccel is constantly applied while in the air, but since it's low, it's slow to be noticeable. A low jump vel will still take him high because the low gravity will take a while to reduce, then invert, the velocity. If you can't get the jump to look right for some reason, the only alternative is to cheat by not giving your jump an air state type (or more accurately, a physics = N), and then adjust the vel manually depending on the position to make it float at the highest point before going down - essentially changing the effect of gravity depending on what point of the jump you are at. But it's a lot harder to make it look natural and I really don't think anyone does that.
Title: Re: RYU
Post by: Just No Point on June 03, 2014, 03:59:58 am
I'm going to play with the manual adjusting method for my own purposes because at some point I still want to accurately make a DS game.
But for this game I am assuming that everyone would prefer just doing the jumps the typical way? Prioritizing making it feel similar by how long he stays in the air and the height.
Title: Re: RYU
Post by: Just No Point on June 03, 2014, 05:04:42 am
Updated constants.cns, sff, and air file. Timings on jumps, landing, stand to crouch, crouch to stand, and all basics (except angled jump attacks) are finished,
Title: Re: RYU
Post by: Lost_Avenger on June 03, 2014, 05:18:04 am
I thought I added corner push and a dampener?
Title: Re: RYU
Post by: Lost_Avenger on June 03, 2014, 05:21:17 am
Iirc, the usual yaccel in Alpha 3 was like .325 or .375? Some had bigger drops. After frame skip calculation, its .5(some don't follow this like Dhalsim). The normal y vel can be found with artmoney, but iirc, you add 2(subtract 2 lol) to it. Iirc, its frame skip related
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 01:27:27 am
What I did was overlay a shot of CVS2 Ryu at the peak of his jump over mugen Ryu at the peak of his jump (comparing 2nd player Ryu's feet on the floor). And I made sure that he stayed in the air the same number of ticks as in CVS2.
Updated the air file. Timings on everything should be accurate now. Also tweaked several CLSNs after more extensive testing was done to see how/where the CLSN1's hit in source. They last much longer and are much larger than SFA3 and SF3.
Next goal is to tweak all the hit stuns, slide times, make sure all the sparks are aligned correctly and that the moves are set for the correct hit attributes/call the correct hit animations.
Title: Re: RYU
Post by: Lost_Avenger on June 04, 2014, 06:10:15 am
Do you have that training mode character? It makes checking advantages much easier
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 04:47:37 pm
Yes I sure do. Though it won't be very useful in this case IMO Right now I'm taking the data straight from the source. Obviously there is implications of slightly faulty timings due to the turbo frame skipping, but they should be quite accurate.
However, Training will be packaged with the beta versions of the game/characters. After everything is finished is when things like that will be important so we can adjust and fine tune as feedback comes in.
In other words: I have enough variable things to look at while trying to fix the properties of the moves correctly. I sure don't want to try and guess if a +4 adv is going to break the character over a +2 right now =p
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 07:49:23 pm
I'll slap myself when I see the simplicity in this. But help me out here.
Spoiler, click to toggle visibilty
[State 255, Time Offset] type = VarSet trigger1 = moveContact = 1 var(2) = Time ignorehitpause = 1 persistent = 0
[State 255, Idle] type= statetypeset trigger1= animelemtime(6)>=0 movetype= I
[State 255, end] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1
Title: Re: RYU
Post by: Lost_Avenger on June 04, 2014, 08:03:59 pm
You want the animation to change to avoid a second hit? Why not just add a !movereversed && !movecontact trigger for the second hit? It won't hit.
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 08:05:40 pm
No, what's happening is that when the second hit connects it makes the move go back to animelem = 4. It's applying the hit override state to both hits.
Title: Re: RYU
Post by: Lost_Avenger on June 04, 2014, 08:11:20 pm
Set var(2) to a value that won't trigger it after whatever frame?
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 09:31:17 pm
I'll come back to this later. Just uploaded the new air and basics files. All close attacks are finished (barring guard and hit out of air), except for the close SK
If someone can take a look at the close SK I'd greatly appreciate it!
Title: Re: RYU
Post by: DKDC on June 04, 2014, 09:36:56 pm
Without going in and testing it, I'm getting quite confused at what you want and what you get. triggerall = AnimElemTime(2) >= 0 && AnimElemTime(7) <= 0 change to triggerall = AnimElemNo(0) = [3,4] does that help ? There's no reason this should allow the changeanim to happen when on the animation element of the second hit, if that is what you're trying to do. or just AnimElemNo(0) = 3 since it looks like that would loop when on the 4th elem.
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 11:01:20 pm
That actually works! I wonder if JZ just didn't think about it of if there was a particular reason he went with the more complicated AnimElemTime method.
To be sure it was working properly I increased the 1st attack frame to 22 and had the opponent land on it. It still only played the 1st frame for 22 ticks then went onto the pause time for the 2nd frame like it should. I'm going to go back and simplify the others like this as well.
Thank you!
Title: Re: RYU
Post by: DKDC on June 04, 2014, 11:10:28 pm
It's probably a matter of preference and what you find easier to read, but now that I look more closely at what you have and what Jesuszilla posted in the tips section -- triggerall = AnimElemTime(2) >= 0 && AnimElemTime(7) <= 0 This trigger when the current animation element is between 2 and 7, and that includes 5, 6, 7. You mixed that up with just plain time, I assume you were trying to trigger it between the second and seventh tick because the second element lasted 5 ticks or something.
The different AnimSomething triggers can be confusing at first, they seem close but you easily miss the nuances (especially in the format they can use, like how you can write "AnimElem = 2, >= 57" but you can do that for the others). You can either try to study them all very closely before trying to copy-paste-tweak something you don't fully get, or just pick one and learn how to use it for everything. I like AnimElemNo(0) the best myself to know the current element, it's the one you can use in most situations with cancels and whatnot (since they often depend on the frame currently displayed and not how many ticks have passed). When you're learning, it's easier than trying to first figure out which one you want and then you still have to figure out how to use it.
Title: Re: RYU
Post by: Just No Point on June 04, 2014, 11:25:57 pm
You are absolutely correct. And I see where I got mixed up.
Quote
So, let's use Kyosuke as an example: (http://i.imgur.com/vCRnN2h.png)
You see the circled 3 ticks? Fighter Factory displays this. What it's saying is, "3 ticks will have passed after this frame ends." The current frame lasts 2 ticks, so 2 ticks AND ONLY 2 ticks of that frame need to play, regardless of any pause. That's why we have the time offset variable.
Now, that's AnimElem 2, and we want it to skip to the next AnimElem, which is 3, and then pause there. The time you use for pausetime is the EXACT pausetime you define in the HitDef.
Since, as you said, I didn't fully grasp this trigger I mistook what was being said in the quote above as my time and not frames. I was thinking that the >= 0 was referring to the time starting from tick 2 or something. It made "wrong" sense in my head at the time at least.
Correcting that made JZ's coding work too. He was never wrong (I should have never doubted you JZ)
Looking a fool aside at least now I fully understand AnimElemNo -_-
Title: Re: RYU
Post by: Just No Point on June 05, 2014, 03:56:54 pm
I tried working on this from around 9PM to 1 AM and never could figure this out.
The issue I'm having now is that I need the ignorehitpause to be active for 2 whole frames instead of just 1.
In Ryu's far standing SP the animation plays through 2 frames before pausing on the 3rd.
Code:
[State 220, Time Offset] type = VarSet trigger1 = moveContact = 1 var(2) = Time ignorehitpause = 1 persistent = 0
I tried several other methods to code it last night but the above is what I suspect is closest to how it should work. However the 0 in Play Anim1's hitpausetime does not work. The 1st hit causes hitpause, elem5 then plays correctly then elem 6 has no hitpause either. What should I do to make the hitpause not activate for Play Anim1?
EDIT: Well crap. I guess I wasn't awake last night. Fresh eyes saw the issue after I posted it.
Code:
[State 220, Time Offset] type = VarSet trigger1 = moveContact = 1 var(2) = Time ignorehitpause = 1 persistent = 0
I needed to keep the hitpause being the appropriate number. The trigger looks to see if the hitpause is = to 11. Last night I was thinking it told the code what the hit pause of the move should be overwriting the old one.
Note there is one difference in this method. The last frame should be stuck for 10 ticks. In the other instances I needed to figure in the # of ticks the move had and subtract from the pause time. But in this one I had to add 1 tick to the total pausetime making it 11 for a pausetime of 10
Not sure why that is, but it worked.
EDIT2: Woot! It looks like we may have a bit of a standard with hittime, slidetime, and ground.velocity for light, medium, and strong attacks!!! That will speed things up nicely!
Title: Re: RYU
Post by: Just No Point on June 05, 2014, 08:09:39 pm
I still have to get the data from getting hit in the air and the guard time hit properties. But all normal hit properties are finished!
I have updated basics, constants, air, and command
The distance between a close attack coming out and a far attack is accurate to the pixel. Thank you artmoney! Here is a video comparing the source with MUGEN. Pretty close. Keep in mind the PS2 emulator tends to run somewhere between 59-60FPS so that accounts for the slight delay. http://justnopoint.com/mugen/Ryu/Ryu%20Basics.avi
Video is about 24MB You'll notice the crouching SP that misses in this video when it should not have. I fixed that already. I also fixed all the idle states for each attack after the video (many were off since I started). I don't think the idle stuff causes an issue in the comparison though. Let me know if you see anything offhand in the comparison I should tweak.
EDIT: Updated basics and specials.cns had a var issue causing special attacks to not hit properly =p
Title: Re: RYU
Post by: Alex Sinigaglia on June 06, 2014, 11:29:47 am
I'm updating the .sff and the .air files for the new frame I made for the Standing Medium Kick.
Done. --- I forgot to crop the sprites.
Title: Re: RYU
Post by: FeLo_Llop on June 06, 2014, 11:51:55 am
Awesome spriter HADES recently fixed my wrong as Hell Ryu's focus. He made some fixes here and there. Then he told me that I should re-shade the feet and the face(in the sprites taken from Ryo) because of the different shading. This is a BIG mistake of myself, wanted to finish it in a rush and forgot those details D:.
Also, after Focus...I guess I'll do the opener kick(the one I beta-sprited and animated), or do you have something different in mind?
Tell me your thoughts. Have a nice day!!
Title: Re: RYU
Post by: Alex Sinigaglia on June 06, 2014, 12:08:39 pm
I want to see something!! ;P Anyway, this is the kick I finished: (http://i1066.photobucket.com/albums/u402/GodofDeath94/RyuSMKCvS.gif~original) Feel free to fix it. I didn't put some mouth movement because it looked strange.
Title: Re: RYU
Post by: Shao_kun on June 06, 2014, 01:34:27 pm
BEAUTIFUL CVS WORK :yes:
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 01:38:45 pm
After the focus we only need the get up kick, that medium kick, and I'd kinda like Ryu to have his elbow (neutral jump lp) from sf3/4
After that I think he'll be finished sprite wise besides CS
Shao_kun, were you going to make another frame for that new jumping SK you made? I'd like to add it as well.
Title: Re: RYU
Post by: Alex Sinigaglia on June 06, 2014, 01:51:05 pm
The medium kick is already in the .sff. I updated both the .sff and the .air.
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 01:56:11 pm
I know. But you said you'd like Felo to work on it more so I thought you wasn't happy with it yet.
Also, I need the voices from Tekken X SF. All the sites I went to in resource releases were dead.
Alex, Balthazar, Felo: have you guys tried the latest Ryu? I'll assume no feedback is a good thing. You guys happy with the current state of him?
Title: Re: RYU
Post by: Shao_kun on June 06, 2014, 01:59:19 pm
Im thinking on a frankensprite...but using this sprites (http://sia1.subirimagenes.net/img/2014/06/06/140606020223228131.png) (http://www.subirimagenes.net/i/140606020223228131.png) (http://sia1.subirimagenes.net/img/2014/06/06/14060602022485534.png) (http://www.subirimagenes.net/i/14060602022485534.png) (http://sia1.subirimagenes.net/img/2014/06/06/140606020224655972.png) (http://www.subirimagenes.net/i/140606020224655972.png) (http://sia1.subirimagenes.net/img/2014/06/06/140606020225237610.png) (http://www.subirimagenes.net/i/140606020225237610.png) (http://sia1.subirimagenes.net/img/2014/06/06/140606020225803607.png) (http://www.subirimagenes.net/i/140606020225803607.png)
Title: Re: RYU
Post by: Alex Sinigaglia on June 06, 2014, 02:09:10 pm
You know I edited your sprites to look better, right? If not, look here (http://mugenguild.com/forum/msg.1944463).
JNP, actually anyone can work on that animation.
Stuff I found: - the close MP doesn't have any hitsound;- throwing a (an?) Hadouken gives debug flood; (WARNING: PLAYER RYU (56) IN STATE 0: HAS NO HELPER 1050)- landing after a Shoryuken gives debug flood; (WARNING: PLAYER RYU (56) IN STATE 1105: CHANGED TO INVALID ACTION 1105): what's the purpose of this code here?
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 02:14:57 pm
Yep. Same debug flood as DKDC mentioned earlier. I am gearing up to work on the sounds. LA did the sounds previously and missed the MK. I should have clarified that I meant how did he feel =p
Right now I'm still working basics. So I won't be hitting the debug error till I get to the specials.
Thanks for the feedback =)
Title: Re: RYU
Post by: Alex Sinigaglia on June 06, 2014, 02:34:18 pm
Right now it feels like a solid base for every character for this game. The only thing I don't like are the hitsounds. If only there was a way to make new ones...
Another thing I found: the anims 5015, 5016 and 5017 don't have CLSNs.
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 02:41:34 pm
Well how did that happen?! Fixed that on my end will upload in a bit with my next Basics update. Also fixed angled jump MP. I had the idle set for 8 which doesn't exist. This makes a move not hit as well. I'd looked at the tick number instead of the frame number D:
What hit sounds should we use? I need to know this because I'm starting to work on his snd file. Wait, while typing that I realized we should put hit sounds in a common.snd not in Ryu's .snd Anyway, yeah I still need the sounds =p
Title: Re: RYU
Post by: Lost_Avenger on June 06, 2014, 04:24:01 pm
Street fighter 4 :p Or 3. As long as its not the crappy Alpha 3 sounds
Did he have an anim 1105? Id prefer to stick with a universal landing state(with some possible exceptions).
Title: Re: RYU
Post by: DKDC on June 06, 2014, 04:29:51 pm
They're different landing animations. The Shouryuuken was coded to end up in state 1105, which does a changeanim depending on what previous state it came from (Shouryuuken, super Shouryuu, Tatsu, super Tatsu, and whatever state 3000 is).
Except Tatsu doesn't end up in state 1105 (it has its own landing state - which doesn't even use anim 1205 anyway), and I assume none of the supers do, so the whole changeanim bloc using prevstateno in ifelses is useless, only the Shouryuuken leads to this state. State 1105 only needs to use anim 1105 in the state definition, without any changeanim controller (and it needs that anim to exist of course)
It's just some copy-paste leftover that hasn't been cleaned up yet. It only needs an anim 1105 to be created (from the one that's currently used), and both Shouryuuken and Tatsu need to point to it.
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 05:17:47 pm
Fixed the 1105 issue. Since we're already using the voices from SF4 might as well use the sounds too then.
I have an accuracy question for you guys.
Now the base is CVS2 obviously. But further testing shows that Ryu has cancels in this game that are not in other SF games.
He can cancel almost all of his basics into any special except. Standing MP, MK, SP, and near SK
Yes, this means he can cancel even his sweep and his standing roundhouse into special attacks.
I have to keep reminding myself I am not doing a full on CVS2 conversion :p
Should we keep these? Or should I just note them and use them in the config file? Like CVS2 accuracy cancel option? I think I should do the latter. Because many of these feel so wrong to me =p
The ones I wouldn't mind keeping
All crouch except sweep, LP, close LK, close MK
EDIT: To note none of these fixes have been uploaded yet
Title: Re: RYU
Post by: FeLo_Llop on June 06, 2014, 05:19:20 pm
Hi there!! This is what Hades converted: (http://www.mediafire.com/convkey/f610/lp5281nev561tl2fg.jpg) (http://www.mediafire.com/convkey/15bd/msi0o745x46tjycfg.jpg)
He did something in the glove, the charge AND in the "skirt" zone(lower gi)
Also, I have to fix: - Ryo's face into Ryu(I will feel like a plastic surgeror, xDDD) - Ryo's feet shading are wrong. I'll got to make'em darker.
--------------------------------
- @Just No Point: I don't have that latest version of Ryu O_o! I have been preparing an exam(which is tomorrow D:!! ) and some other etc stuff :/. I will try to do next bunch of stuff. About the NJ-LP, would you mind if doesn't has the clothe movement?
- @Shao_kun: Do you mind if I fix something at that air kick? There's something that could be improved, if you don't feel bothered about.
______________
PEOPLE: This is a personal thing, would you mind if we change his crouch HK? I mean, letting him having his SF3 version while Ken could keepthe CvS one, just for making them a bit different. (http://i62.tinypic.com/2uzxr37.gif)
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 05:24:35 pm
I don't mind the J LP to not have cloth movement. I can edit it to add it myself :P
As for that sweep. For kicks I'd prefer to give Ken the new kicks. Keep Ryu the more traditional.
EDIT:The actual punch frames still look too much like Ryo. Body mass is wrong looking, legs seem longer and thinner. May just be me.
Title: Re: RYU
Post by: DKDC on June 06, 2014, 06:05:20 pm
It's not just you, Ryo's sprites were shit in CvS, he looked fat and short and his cloths were baggy, and his arm positions made it look like he constantly had his shoulders dropping with no strength at all. He's terrible. I'd never recommend to base anything on them, even if the punch looks very similar, this here looks nothing like what the Kaze no ken (the inspiration for Ryu's Focus Attack) should be.
Title: Re: RYU
Post by: MuffinPop on June 06, 2014, 06:26:01 pm
(http://i.imgur.com/FDFCzX6.png)
I only tried to fix the Ryo face thing, but yeah, the body needs some fixing too to make it fit more to Ryu's sprites
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 06:29:53 pm
Felo, if it's outside your spriting range then I will go ahead and commission someone to make the appropriate fixes. We have $10 in the budget right now.
@Judas: Would $10 be enough to fix this up if Felo cannot do it? If not wait 2 weeks for the next budget deposit.
@Balthazar: http://mugenguild.com/forum/msg.1971191 You are the other main system mechanic guy. Let me know what you think about the CVS2 cancel system.
Everyone can chime in of course
Title: Re: RYU
Post by: [Judas] on June 06, 2014, 06:56:32 pm
Yeah, that sounds doable. I want to see what FeLo comes up with first, though.
Title: Re: RYU
Post by: Just No Point on June 06, 2014, 07:15:42 pm
Several files updated. Recorded the following from CVS2 for gathering hit properties
Air hits Block hits Air Block hits Counter hits Counter hits in air
I think I'll finish those next week. Once those are finished his basic attributes are as well!!! Then I'll focus on the command basics and specials. I have been itching to make his throws as well. I get tired of having to manually move him out of the corner of the screen =p
Judas, while Sean is busy with Joe I'll pester you with commission work since you're accepting again. I hope that's okay.
I'm calling it quits today guys. I have a comic convention to get ready for and will be there tomorrow (off work FTW). Then work Sunday and Monday. So any other updates will be minimal till Tuesday.
Title: Re: RYU
Post by: Shao_kun on June 07, 2014, 12:26:14 am
Title: Re: RYU
Post by: Lost_Avenger on June 07, 2014, 07:27:03 am
He can cancel s.mp in AE 2012 iirc. That sweep cancel was pretty important in cvs2 so Id keep it. He can't actually combo off of it iirc, but it does give him more options. You also left out his jumping normal cancels into air tatsu :p
Title: Re: RYU
Post by: Just No Point on June 12, 2014, 01:23:54 am
Updated his basics.st His basics are finished. I just need to update the vars being used and document the basics better.
But for now I'm going to take a small break from Ryu to code up Joe's basics working with what Sean has finished already. I'll make a new thread for Joe soon to brainstorm on his specials and supers and his general progress.
As for his cancels they'll be the same as in AE by default.
Close MP, SP, LK, MK Standing LP, MP Crouching LP, MP, SP, LK, MK Jumping 1st hit of angled MP
Title: Re: RYU
Post by: Lost_Avenger on June 12, 2014, 08:50:25 am
Didn't he have more than that?
Sorry, I've been out of data lately so I've been away unless I was at my gf's house.
Title: Re: RYU
Post by: Just No Point on June 12, 2014, 12:09:48 pm
Well, I said AE but I meant Ultra SF4. I tested all his basics and that's all I came up with that could cancel. It's not impossible I either missed something or forgot to write it down but it looks right to me. If you enjoy his CVS2 cancels I am working on a config file to toggle them on and off. Right now he still has them.
Title: Re: RYU
Post by: Just No Point on June 19, 2014, 08:21:06 pm
Updated the throw. For now it's just LP+LK
Title: Re: RYU
Post by: Just No Point on June 19, 2014, 11:54:23 pm
Quote
Also, you have a debug text whenever you shoot a Hadouken "in state 0 (or 20, or 12, or 11 or whatever action you do immediately after firing) : has no helper 1050". As a general rule, any time you use a trigger redirection, add a line before that with the trigger numhelper(ID). I mean use a separate line, even !numhelper(1050) || (helper(1050), stateno = 1052) causes that error, split this line in two instead of using a ||. This is in your cmd, in statedef -1, which is executed every tick, that's why you get the error message in any state you go to immediately after firing.
Man, I just can't figure out how to get this debug error to go away. I looked at Lost Avenger's latest coding and his has it as well. How do I split an "or" trigger into 2 lines?
I've tried splitting this up in several various methods and it either makes the Hadouken stop working or it causes the error in debug to continue.
(that's because there was only trigger1s, at worst you would simply have to repeat the command = Hadouken line for both halves split into trigger1 and trigger2)
Title: Re: RYU
Post by: Just No Point on June 20, 2014, 05:02:43 am
Ugh, I actually tried that as all trigger1s once and tried similar with trigger 2 but not quite that. The main thing that kept throwing it off for me was you said " add a line before that with the trigger numhelper(ID)". I thought that meant I needed to put it before !numhelper.
Ugh, It's annoying that I didn't get it at first. Oh well, I don't think the same kind of mistake will happen again now at least.
I'm going to refine the coding, make some tweaks and start documenting what I have better. I'll be posting bits of coding for feedback on documentation and making it newb friendly.
I was going to start the EX and super moves next but I think it may be better to work on the config and system mechanics at this point.
The character is now a solid template for creation. Joe was a walk in the park to get to the same point. I could for the most part slap any sprites in here and edit what needs to be edited to make them unique really quick! But to be the perfect template he needs the vars, system mechanics, gauges, and config files in place.
Would everyone agree that should be my next focus with Ryu?
EDIT: Oh, and Ryu is updated.
Title: Re: RYU
Post by: Lost_Avenger on June 20, 2014, 05:12:20 am
I'm not off again till Monday and I couldn't catch you on those days lol. EX specials will go by quickly
Title: Re: RYU
Post by: Just No Point on June 20, 2014, 05:19:19 am
Yeah I know. I was just thinking I should get the config and gauges done before attacks that need gauge. The EX and Supers shouldn't take long. I think the only new things I'll have to learn to deal with are BG explodes, super pauses, and after images.
Title: Re: RYU
Post by: DKDC on June 20, 2014, 09:50:57 am
The character is now a solid template for creation. Joe was a walk in the park to get to the same point. I could for the most part slap any sprites in here and edit what needs to be edited to make them unique really quick! But to be the perfect template he needs the vars, system mechanics, gauges, and config files in place.
Would everyone agree that should be my next focus with Ryu?
Yeah, the supers are pretty much glorified specials with a pause and a colorful effect, and that effect should probably wait until the spark set is decided upon before implementing the supers. Although it's easy to use an empty placeholder/default common superspark and replace it later.
Title: Re: RYU
Post by: Lost_Avenger on June 20, 2014, 12:37:41 pm
Do we even know what all is going into the config? Bar lengths for Ryu. Meter usage on differing bar lengths, etc. If we only have cancels in mind for now then there isn't much point in focusing on the config. Imo, finishing the default system stuff should take priority over extra stuff. Ex specials are basically mini supers now(esp in AE/X Tekken where some are literally supers with reduced damage). The next important thing to focus on imo, is gauge coding and meter rules
Title: Re: RYU
Post by: Just No Point on June 20, 2014, 05:10:55 pm
I have quite a few ideas. I guess I should list some. This would allow for great user customization and allow a lot of flexibilty to create the sub games I have discussed.
This will be in the common directory and will work on all characters. I intend to make a character specific Config file as well for turning on and off specials supers, and to declare what supers will be the supers/ultras when in SF2, SF3, and SF4 modes
Spoiler: Maybe over ambitious list but I'll see how far I can get before going mad(click to see content)
Throw LP+LK = 1 2P , 2K = 2 Direction + MP, HP, MK, HK =3
Taunt LP+LK = 1 Start*Disables pause menu = 2
CVS2 Special Cancels On = 1
SFA1 Chain Combos On = 1
Custom Combos SFA2 MP+MK = 1 CVS2 MP + MK = 2 SFA3 Light Version MP + MK = 3 SFA3 Medium Version MP + MK = 4 SFA3 Strong Version MP + MK = 5 SFA3 Light, Medium, Strong Version LP + LK, MP + MK, SP + SK*does not work when throw and taunt commands overlap = 6 SFA3 Light, Medium, Strong Version MP + SP + LK, MP + SP + MK, MP + SP + SK = 7
Parry On = 1
Red Parry On = 1
SF3 Blocking On = 1
Universal Overhead MP+MK*Does not work if custom combo var 3, 4, 5, or 6 are true = 1 MK + SK + LP = 2 LP + LK*Does not work if throw is the same = 3 SP + SK*Does not work if Taunt command is the same = 4
Dizzy Gauge On = 1 Turn Dizzy completely off = 2
Dash On = 1
Run On*Does not work if Dash is on = 1
SF3 Super Jump On = 1
Quick Stand Down*does not work if get up roll is 1 = 1 2P*does not work if get up roll is 2 = 2 3P*does not work if get up roll is 3 = 3
Get Up Roll (SFA3) Down = 1 2P = 2 3P = 3
Air Recovery 2K = 1 3K = 2
Air Guard On = 1
Guard Gauge On = 1
SFA3 Air Juggle System On = 1
Throw Tech On = 1
Throw Escape On = 1
Alpha Counter B, DB, D+ Attack = 1 F+MP+MK for Punch version, F+SP+SK for kick version = 2 F, D, DF + Attack = 3
Timing Guard On = 1
EX Moves On = 1
Focus LP + LK* Does not work if custom combo, throw, or universal overhead commands overlap = 1 MP + MK* Does not work if custom combo or universal overhead commands overlap = 2 SP + SK* Does not work if custom combo, taunt, or universal overhead commands overlap = 3 MK + SK + MP = 4
Red Focus LP + MP + MK = 1
Armor Moves On = 1
Armor Breaker Moves On = 1
Slow Get up Hold Down = 1 2K* Does work if air recovery command overlaps = 2 3K* Does not work if air recovery command overlaps = 3
Roll LP + LK*Does not work if throw, custom combo, Universal overhead, or Focus commands overlap = 1 SP + SK*Does not work if taunt, custom combo, Universal overhead, or Focus commands overlap = 2
Comeback Mechanic Defensive =1 Offensive = 2 Both = 3
SF EX Guard Break D+LP+LK = 1 QCF + MP + MK = 2
Max Supers Only works in SF3/MFG mode On = 1
Can only turn on one of the following SF3/MFG Super selection and varying bars On = 1
SF2 Super Bars 1 Super Move On = 1
3 Level Super Bar with multiple supers On = 1
SF4 Super Bar with Ultra Bar On = 1
Turn Off Super Moves But Keep super bar for other meter using moves = 1 No Bar at all = 2
EDIT: I'll probably have to make a visual gauge variable for the different kinds of dizzy and guard bar designs as well. For example, if the meter runs horizontal or vertical
EDIT: Made a thread for the sole purpose of discussing the config file (http://mugenguild.com/forum/topics/config-discussion-160297.0.html)
Title: Re: RYU
Post by: JackTheAwkward on June 22, 2014, 04:19:47 am
do you think the sf3 collarbone breaker (Converted to CVS) would be better than th regular cvs one
Title: Re: RYU
Post by: Balthazar on June 22, 2014, 02:09:24 pm
That doesn't look worth converting, it's so similar.
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 05:50:23 am
Ryu updated with working config coding. Just have the taunt finished right now. Will start putting everything else in it soon!
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 07:09:11 am
Updated Ryu again.
Added throw to config. Only works on fwd throw atm. Will add the back throw tomorrow.
Doing throws like this.
LP+LK and F+LP+LK throw forwards 2P and 2P + fwd or back throws forward fwd or back + MP or SP throws forward
Seemed the best way to organize this
Title: Re: RYU
Post by: Alex Sinigaglia on June 27, 2014, 04:18:25 pm
Joudan Sokuto Geri's advance (by the way, it's Geri with an "i" at the end) doesn't look right for my eyes, why does he advance a little when he has already thrown a kick?
Why did you use VelSets and PosAdds instead of only PosAdds? It looks like he slides on the floor this way.
[useless grammar nazi] In the config file: machanices -> mechanics and "Edit End" lines (it misses a period) [/useless grammar nazi]
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 04:25:47 pm
I didn't code the command basics. That was some of the volunteer coding we had earlier on. I'll take another look at them to refine them. I haven't really went over them as in depth as I did the basics.
I'm having fun with the config stuff right now though. I'll go back and look at the command basics and specials in close comparison to source later.
Sorry for jumping around so much. I tend to leave a lot of placeholder code :p
EDIT: Oops, You meant the donkey kick. I wasn't thinking. I'll take a closer look at it's coding as well. I just used Lost Avenger's for the time being.
Title: Re: RYU
Post by: Alex Sinigaglia on June 27, 2014, 05:16:46 pm
I commented the velsets and almost all the posadds (not the one with trigger1 = !animtime) and I added these posadds:
Spoiler: code(click to see content)
Code:
[State 1400, PosAdd for Anim 1400] type = PosAdd triggerall = Anim = 1400 trigger1 = AnimElem = 1 x = 4 [State 1400, PosAdd for Anim 1400] type = PosAdd triggerall = Anim = 1400 trigger1 = AnimElem = 2 x = 4 [State 1400, PosAdd for Anim 1400] type = PosAdd triggerall = Anim = 1400 trigger1 = AnimElem = 4 x = 3 [State 1400, PosAdd for Anim 1400] type = PosAdd triggerall = Anim = 1400 trigger1 = AnimElem = 9 x = 14 [State 1400, PosAdd for Anim 1400] type = PosAdd triggerall = Anim = 1400 trigger1 = AnimElem = 10 x = 8
[State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 1 x = 12 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 2 x = 3 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 3 x = 2.5 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 4 x = 2.5 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 5 x = 2 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 6 x = 1.5 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 10 x = -2 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 11 x = 14 [State 1400, PosAdd for Anim 1401] type = PosAdd triggerall = Anim = 1401 trigger1 = AnimElem = 12 x = 8
[State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 1 x = 24 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 2 x = 6 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 3 x = 5 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 4 x = 5 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 5 x = 4 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 6 x = 3 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 10 x = -2 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 11 x = 14 [State 1400, PosAdd for Anim 1402] type = PosAdd triggerall = Anim = 1402 trigger1 = AnimElem = 12 x = 8
I know, there are too many posadds, probably you can do better than me for this (like changing the triggeralls, reducing the number of posadds). But I think it looks better like this in-game.
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 05:47:58 pm
That doesn't make it look how it looks in game on SF3. He does literally slide. The distances he travels with these posadds are much too short.
Title: Re: RYU
Post by: Alex Sinigaglia on June 27, 2014, 06:35:33 pm
Yes, but not that much. He hops then he throws a kick with his left foot and lands with the other foot (I mean right here he slides a very little bit).
Also, if you look at the Mugen gif you can see that he gets misaligned in the last part of the animation (that's what I was talking about in the quote).
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 07:04:53 pm
Ah, okay. I'll be sure to fix those things then. I'll use the distance traveled in SF3 as a base. Like how I did CVS2. Working on the CVS2 accurate cancel system option right now :)
Thanks for the feedback!
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 08:25:20 pm
Updated Ryu. He now has CVS2 accurate cancels as an option in his config.
With out CVS2 cancels the following moves can cancel into specials
Close MP, SP, LK, MK Standing LP, MP Crouching LP, MP, SP, LK, MK Jumping 1st hit of angled MP
With CVS2 cancel on you can also cancel Close LP Standing SK Crouching SK Jumping (Up and angled) LP, LK
You lose the ability to cancel the angled MP in the air
This update screws with the way the Donkey Kick moves as I removed some coding without replacing some of it. So it doesn't slide well at all now. This will be temporary.
Title: Re: RYU
Post by: Just No Point on June 27, 2014, 09:07:24 pm
Updated again with SFA1 chain config options That's my stopping point for the day
EDIT: Fixed the movement for the Joudan Sokuto Geri
EDIT: Just finished a few more tweaks. Done for realz now! Several files updated.
Title: Re: RYU
Post by: Just No Point on June 28, 2014, 04:56:48 am
I edited the above post earlier to note I updated more stuff.
Okay, Ryu still has very little sound. I've worked on it a little bit but here's the thing. I HATE doing it. I mean I really hate making the snd file. I have no idea why but it's so tedious and boring.
I'll offer up $20 to someone that can put together 2 snd files. 1 with all the snd effects that are universal and another for Ryu's specific voices. All sounds and voices should come from SF4. Be sure to get the specific voice samples that are in SFxTekken but not in SF4.
Be sure to credit where you get the sounds from.
Title: Re: RYU
Post by: Alex Sinigaglia on June 30, 2014, 08:23:24 pm
Title: Re: RYU
Post by: Just No Point on July 09, 2014, 12:15:10 am
2000s will be used for ex attacks. I think @jmorphman: took the commission
Title: Re: RYU
Post by: varo_hades on July 12, 2014, 04:00:15 am
Could I suggest this win pose for Ryu? (http://i61.tinypic.com/2toas.png)
Title: Re: RYU
Post by: jweezy34 on July 14, 2014, 02:08:03 pm
Sooooooo I just saw this now I'm so sorry XD
Unless I missed whatever was going on already??
Title: Re: RYU
Post by: Alex Sinigaglia on July 14, 2014, 03:23:16 pm
I thought it was a good idea to call you for making Ryu's soundpack, but after a while I decided to make that myself, though JNP said Jmorphman took the job.
Title: Re: RYU
Post by: Bizarro Santamorphman on July 15, 2014, 07:54:43 am
I did. It's almost done; sorry for the wait.
and also the SFIV rips don't have everything and I've tried lots of different things and jeez did everyone use megaupload for these rips or what and also why can't ripping sounds be as easy as using PSound is? There's still some stuff missing, like the Hadoken effect sounds. I also made a common sound file.
also I have come from the future to tell these two
It's not just you, Ryo's sprites were shit in CvS, he looked fat and short and his cloths were baggy, and his arm positions made it look like he constantly had his shoulders dropping with no strength at all. He's terrible.
that they're totes wrong >:[
EDIT: actually scratch that part about the Hadoken stuff. Still missing minor things like SFIV jump sounds, though.
Title: Re: RYU
Post by: Just No Point on July 15, 2014, 03:54:54 pm
Would the ones from SFxT work? Are they the same as SF4? Do any of the current SF4 characters released have those sounds?
If none of that can help I don't think it'd hurt to have the jump sound from a different game.
Title: Re: RYU
Post by: Nexelous on July 23, 2014, 09:12:37 pm
My laptop is now fully functional. I'm ready to help if needed.
Title: Re: RYU
Post by: Just No Point on July 25, 2014, 05:43:27 pm
I'm really glad to hear that! I'll be getting a hold of you as soon as I get moving on this more again! https://www.dropbox.com/s/yf65jhkjh95hyk2/u%20talkin%20%28ry%29u2%20to%20me.7z Ryu's sounds and common sounds by JMorphMan ready.
I didn't give him major guidelines so we can either rearrange stuff as needed or just use exactly what he made as the template.
Finally figured out how to cycle the sprites in warzard for Rajaa. It's a longer process than most games but it's working. Summer break stuff interfered with a lot of my time this week. I think I'll complete ripping them next week and then I can ask for Rajaa's assistance coding some mechanics.
Aside for the SFA3 juggle mechanics can I get a better understanding of some other juggle mechanics? CVS2 juggling a lot different from SF3 or SF4 or SF2?
The different custom combo mechanics, super bars, dizzy mechanics, guard crush, stuff like that.
Erm, you wouldn't happen to know anyone with a BCG invite or other place to get a gamerip? Seems they've done a great purge...
Also can anyone help AOKmaniac with the above?
Title: Re: RYU
Post by: Nexelous on July 25, 2014, 05:54:50 pm
Sweet. In the mean time, I might make a few sprites for Ryu. Possibly similar to his Pocket Fighters and Super Puzzle Fighters sprites I dunno.
Title: Re: RYU
Post by: Alex Sinigaglia on August 02, 2014, 07:45:52 pm
Is the soundpack finished, and have you got any progress to show?
Title: Re: RYU
Post by: Just No Point on August 02, 2014, 08:47:47 pm
Yes, the sound pack is finished. It's in my last post above. I haven't rearranged the sounds yet if that is what you're asking. I ran into a snag ripping warzard's get hit sprites for Rajaa. So what I'm doing now is fixing the parts that are wrong in Kong's rips instead. When upon a close look isn't a lot with Kenji.
I'll be sending those to Rajaa in the next couple of days. Then I'll start fixing Hauzer which may take a bit longer. But I think I can get it fond in 1 more week. The main issues is that several of Kong's rips cut off parts from the sprites. So I'm getting g the rest of the pieces and combining them.
This is so Rajaa can code some stuff for me (had I known it'd take this long for this game I could have figured the coding out by now lol)
Title: Re: RYU
Post by: Lost_Avenger on August 04, 2014, 12:06:25 am
I think I used Phantom's joudan values. That gif lol. Ill have to break out 3s.
Do we need the sf4 specific hado sound? Why not use a generic projectile sound like cvs2? Where you had a lot of shared fx sounds?
Title: Re: RYU
Post by: Nexelous on August 04, 2014, 12:22:50 am
Well with that being all over and stuff, What else is there needed to be done? Is there anything I could possibly do?
Title: Re: RYU
Post by: Just No Point on August 07, 2014, 06:57:17 pm
I didn't see this last post! My apologies!
You said you can sprite edit?
(http://network.mugenguild.com/balthazar/misc/RyuSuperRecoveryTatsu-mockup.gif) We still need this finished up
What all ways do you feel comfortable in helping?
@everyone I just sent Rajaa the fixed warzard rips he wanted. Waiting his approval on them to see if they are what he wants and exchange some coding.
In the meantime I'm getting back to work on this. Adding the sounds right now. Then will start making working on the common fx again.
If you wish to work on any of this I'll work on something else, Nexo
@Lost_Avenger: I think if there are unique sounds for an effect we should use them. Unless they somehow totally clash with something of course but I don't think that's the case with the hadou sounds.
Title: Re: RYU
Post by: Just No Point on August 07, 2014, 10:37:28 pm
Updated all movement and basics sounds
Title: Re: RYU
Post by: Just No Point on August 08, 2014, 01:32:35 am
All sounds updated!
Updated the sound list read me. Added the CVS2 SK whiff sound to common sound because I thought the SF4 whiff sounds were horrible with the hurricane kick. (To clarify the CVS2 SK whiff is only used with the hurricane kick at the moment)
Title: Re: RYU
Post by: Just No Point on August 08, 2014, 07:17:56 am
All sounds except for throws and taunts. All hit sparks and jump dust effects
Updated Data folder fightfx.sff and fightfx.air https://www.dropbox.com/sh/7pxroh3zqkmt3ow/AADj8G9sygwFWJQi37xAMwAca
Title: Re: RYU
Post by: Just No Point on August 08, 2014, 06:52:48 pm
Added (http://sim1.subirimagenes.net/img/2013/09/10//13091001512570750.gif) as jumping angled MK
Title: Re: RYU
Post by: Nexelous on August 08, 2014, 11:22:20 pm
That's gonna be a little hard but I'll try. What program should I use for this?
To be honest, I feel comfortable editing the minor stuff, but now since I seen that kind of Ryu animation which the Sprites I gotta make do, I had never had a challenging task! But I'll see to it.
Title: Re: RYU
Post by: Just No Point on August 08, 2014, 11:31:03 pm
Any photo editing program will do. Some use mspaint I use photoshop. If you don't want to do this project that's fine to. What all are you familiar with and would prefer to help with? Color separation? Coding? Just let me know!
Title: Re: RYU
Post by: Nexelous on August 09, 2014, 05:04:41 am
Hmm... not much really. I can't do color seperation yet but I'll try to code. Anyway I did a minor sprite edit for this project. Remember the pose Ryu did in Super Puzzle Fighter II Turbo?
(http://i.imgur.com/RJoZLdQ.png)
Well I remade it in a... minor way. Hope this contribution slightly helps. I think?
(http://i.imgur.com/uUPsr7g.png)
Title: Re: RYU
Post by: Just No Point on August 09, 2014, 11:32:41 am
That looks good to me! Do you know if there are already enough sprites in Ryu to transition going into that pose? Or coming out of the pose if it's for an intro?
Title: Re: RYU
Post by: Nexelous on August 09, 2014, 10:31:35 pm
Hmm... not yet. But I'll make it into a Intro. Let me see what I can do.
Title: Re: RYU
Post by: boryema on August 10, 2014, 05:22:49 am
Title: Re: RYU
Post by: Alex Sinigaglia on September 03, 2014, 08:06:41 pm
Is there something I can do?
Title: Re: RYU
Post by: Just No Point on September 03, 2014, 10:50:09 pm
Mostly just system stuff. I'll post a detailed list of things you could tackle when I get home from work.
You've probably seen me post this already but the only reason the project is on pause is because I'm working everyday right now to get some money together.
Also, take a look at joe's neutral jumping HK. I messed up the ground bounce on it when I coded it. I was going to dl someone else's character that has a similar launch but have just been too busy.
Title: Re: RYU
Post by: Just No Point on September 04, 2014, 01:27:51 am
Okay, last time I was coding I was having some trouble coding in the super bars and the select your super/color stuff. I didn't have a lot of time to really try and figure tem out though. I generally give myself a few days to study coding from other people after my code fails, etc.
But if you want to help out those 2 things would be really awesome as a start!
Title: Re: RYU
Post by: Alex Sinigaglia on September 04, 2014, 06:16:33 pm
About the neutral heavy kick you mentioned before, I... sort of fixed it: if it hits - when the enemy is in air the attack sends him to the ground without bouncing; - when the enemy is on the ground it makes the enemy bounce.
Also, I wanted to fix the movement of the crouching medium punch (with PosAdds instead of a VelSet). I commented the VelSet and coded the two PosAdds, it looks much better this way in my opinion.
I'm going to upload it in the dropbox. Done. Updated basics.st for Joe.
I never coded the super bars and the palette/supermove selectors but I'm interested in trying to understand how they work, so yes, I'm open. :)
Title: Re: RYU
Post by: FeLo_Llop on September 09, 2014, 11:45:37 am
Hi there!! Started to correctly shading and etc stuff for the opener kick:
(http://i61.tinypic.com/rmv5vn.png)
Those muscles are fun to do :D!!
Also, there's something that I don't know if been discussed: eyebrows and belt shares colour. I don't know if it's going to be fixed in next updates or so.
Have a nice day!!
Title: Re: RYU
Post by: varo_hades on September 09, 2014, 07:54:04 pm
I released the color separation of Ryu, can use if they wish. (http://i60.tinypic.com/wkrdqr.gif) http://www.4shared.com/rar/47DP8e4dba/Ryu_color_separation.html
Title: Re: RYU
Post by: Lost_Avenger on September 10, 2014, 03:39:46 pm
Can you put it somewhere else? Like drop box?
Title: Re: RYU
Post by: varo_hades on September 10, 2014, 11:26:20 pm
Title: Re: RYU
Post by: FeLo_Llop on September 20, 2014, 05:39:45 pm
Awesome, Varo! Just,there's a small problem with your sheet. Some sprites has the RED gloves while others has the brown one. Aside this, is perfectly done.
------------------------------
Now, Overture Kick(??) is finished: (http://i62.tinypic.com/28uh8g4.gif)
And here are the sprites: (http://i58.tinypic.com/25hcppv.png)
Have a nice day!!
Title: Re: RYU
Post by: Balthazar on September 20, 2014, 05:55:25 pm
Nice but not great, as usual your frames are nice, but the animation not very fluid :P So I realigned the whole animation, changed the frame timings and I edited the standing leg of frame 2 and frame 4. The transition from your custom sprites to the Ken sprites (the last 4 frames) still isn't that nice though. (http://network.mugenguild.com/balthazar/misc/28uh8g4.gif)
Title: Re: RYU
Post by: FeLo_Llop on October 26, 2014, 12:26:51 pm
Now...Ryu's portrait is finished...who should be next? Chun Li? Birdie? Joe? (http://i61.tinypic.com/izvk0l.png)
Looks dope man. And FeLo, made Joe's portrait.
Title: Re: RYU
Post by: Nexelous on October 29, 2014, 08:40:22 pm
Looks pretty good so far, Unfortunately due to my long break, I think I might lost my touch on M.U.G.E.N but I'll try to do something in the mean time. And since my sound driver is unable to work, it'll be a little difficult to add sounds and remember if its the right one. Was I supposed to do something a long time ago?
Title: Re: RYU
Post by: SNT on December 22, 2014, 01:09:20 pm
So, SFV footage. Chun Li's got a whole lot of new looking normals and animations. At the risk of necro would it be worth considering some of these for her in this?
Ryu's got his fair share of new stuff himself. New stance, couple of new normals, or at least new animations for existing normals...
Title: Re: RYU
Post by: Shao_kun on December 22, 2014, 06:52:56 pm