The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: BanditWolf on May 31, 2018, 06:25:07 pm

Title: All Chars Update(2018-19): Waitress of Doom
Post by: BanditWolf on May 31, 2018, 06:25:07 pm
Alright, so this is going to take me a bit. Due to having so many chars. However, instead of just mass updating them all and releasing them in bulk, I figured one at a time would be best. Some chars will receive some more in depth individual stuff, but the most important is all the system updates I've done.

All chars will get the following updates:

-Vans' "Tiny Buffering" System implemented
-Camera KO Focus mechanic from Infinite's chars
-"Counter Movement" mechanic added
-Compatibility with Vans Chizuru "Skill Lock" mechanic
-ReadMe updated with more in depth description of the system layout
-EX moves during Max Mode efficiency increased

I'll update this topic as more chars are updated. Leading up to a new char release. You can of course, get them in my folder at TM (http://www.trinitymugen.net).



Updated
Kung Fu Man:
Spoiler: KFM Specific Stuff (click to see content)
Akuma:
Spoiler: Akuma Specific Stuff (click to see content)
Athena:
Spoiler: Athena Specific Stuff (click to see content)
Blair:
Spoiler: Blair Specific Stuff (click to see content)
Eliza:
Spoiler: Eliza Specific Stuff (click to see content)
Jill:
Spoiler: Jill Specific Stuff (click to see content)
Juli:
Spoiler: Juli Specific Stuff (click to see content)
Kula:
Spoiler: Kula Specific Stuff (click to see content)
Lilith:
Spoiler: Lilith Specific Stuff (click to see content)
Kung Fu Girl:
Spoiler: KFG Specific Stuff (click to see content)
Mai:
Spoiler: Mai Specific Stuff (click to see content)
Morrigan:
Spoiler: Morrigan Specific Stuff (click to see content)
Poison:
Spoiler: Poison Specific Stuff (click to see content)
Psylocke:
Spoiler: Psylocke Specific Stuff (click to see content)
Robert:
Spoiler: Robert Specific Stuff (click to see content)
Rock:
Spoiler: Rock Specific Stuff (click to see content)
Sagat:
Spoiler: Sagat Specific Stuff (click to see content)
Skullomania:
Spoiler: Skullomania Specific Stuff (click to see content)
Tia:
Spoiler: Tia Specific Stuff (click to see content)
Yuka:
Spoiler: Yuka Specific Stuff (click to see content)

Being Updated
Strider Hiryu
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 07:38:58 pm
Can't unzip it due to unsupported format.
Nevermind, had to update Winrar XP
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Solarflared on May 31, 2018, 07:43:27 pm
"All chars" as in all the ones you've made yourself, or?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 07:59:20 pm
Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on May 31, 2018, 08:14:11 pm
"All chars" as in all the ones you've made yourself, or?

Or....? What? :???: Though to answer your question, yes, all of my chars that I've made myself. I'm not doing anything for anyone else.

Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;

That's good to hear. Do me a favor and do some serious fights/arcade runs with him. I'm trying to find the right values for the buffering system. Originally with the default values I used from Vans' tutorial, the commands felt a bit too generous imo. I personally reduced the buffer values to make them tighter. I need to confirm that there aren't any bugs/everything feel good before I start mass updating.

As for the SFX, even if I did mind, it wouldn't matter. :P Do what you want. I personally just got tired of them. They're too loud and abrasive imo.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Memo on May 31, 2018, 08:26:02 pm
Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 08:36:23 pm
I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on May 31, 2018, 08:49:27 pm
Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.

All I did was just implemented it lol :P

I wish I had a Sega Saturn... :(

I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;

The feedback is more from a player standpoint about how the system/controls feel. Not in regards to like the moves themselves or things of that regard. All of my chars are pretty set in stone now in terms of that. Maybe a tweak here or there, but that's not what I'm talking about. Bugs referring to the buffer system. As in if a move doesn't come out like you can't perform the command or something. Just let me know how he handles after some runs with him.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on May 31, 2018, 09:25:52 pm
The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on May 31, 2018, 09:50:53 pm
The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

This is the feedback I'm looking for. I reduced the window from Vans' default value as I said, but I didn't want to be too strict. However, I personally too feel even with the reduction, the window may still be too large. I'll wait to get some other opinions on it before tweaking it though.

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?

-Currently it's 8 frames. Vans' default value for the tutorial was 13. I may reduce this to somewhere between 4-6 frames, because the buffer is extremely effective. Just waiting for some more opinions.
-KFM never had a kick throw. :P If you want a guideline for it all, be sure to look over Vans tutorial first and foremost. Then you can look over Akuma once I update him. He'll have pretty much everything. Though it won't be until I get to Mai and Tia when I tackle rapid button presses and charge commands.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: MR. IBZS II on May 31, 2018, 10:09:56 pm
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: ... on May 31, 2018, 10:34:28 pm
really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 10:58:44 pm
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

As far as I know, I think Camera KO Focus is when you defeat the opponent, the camera centers itself on the winning fighter, but it has to be programmed into the fighter,as iflt won't center on the opponent that doesn't have that line of code.

Same happens with Infinite's characters when they win.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on May 31, 2018, 11:20:22 pm
I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Baby Bonnie Hood on June 01, 2018, 01:13:31 am
My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on June 01, 2018, 02:58:37 am
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

Pretty much what Rarity said about the Camera Focus. As for the "Skill Lock": Chizuru has a super that negates her opponent from using special/supers when hit with it for a set duration. My chars will be compatible with Vans' Chizuru so that if she uses said super on them, their techs will be locked.

really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet

Thanks.

I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

I just recently tried this and I can get it to work, but playing with a keyboard is just awkward in general. His windows are not strict currently, that's actually the problem. The command buffer may be too lenient, as a result, you'll get moves that you aren't trying to get because of it. As I said, still waiting on more opinions before I make any changes. Though thanks for the report.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

I'm pretty adamant about this, so let me say this: I kept things the way there were prior to this, due to my own laziness and passed it off as just "fitting" in with said authors' chars. I'm pass that now. However, while I respect your opinion, and appreciate everyone's support, I make chars for me and me alone. I just happen to share them with everyone else.

Consider this an opportunity for you to learn how to do some minor editing. If there is something wrong from a technical standpoint, I'll address it. Though if someone doesn't like the voice I used, or the VFX I use, or the Lv3 portrait, etc., that's cool. Though I'm not going to change it to appease to anyone. No config stuff, no middle ground. Feel free to edit as you see fit.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.

This is once again the fault of leniency with the buffering window. The negative edge is still registering the attack input. Thanks for the feedback.

My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.

Nah, not at all.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on June 01, 2018, 03:27:41 am
I understand DW, swapping out the effects  is not gonna be an issue, its just my 2 cents on the matter.
Gonna test the updates as they come and give feedback if I have any. Thanks


Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 01, 2018, 03:49:07 am
Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on June 01, 2018, 04:13:48 pm
Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?

Um no... It's a vs females intro only. Like how Benimaru blows a kiss to them. He's not supposed to do it against himself.



Alright, so I recently just made a tweak to the buffering system. I figure maybe it's not the commands, but the negative edge window was too large. So, I reduced it. Feels better on my end. Though please test and let me know.

@PeXXeR:

This should(in theory) make it feel more like you're accustomed to prior to the buffer system. So let me know please.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on June 01, 2018, 06:43:40 pm
Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 01, 2018, 06:51:35 pm
That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: SolidZone 26 on June 02, 2018, 12:50:03 am
Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

Since you change the hitspark sounds only, have you ever considered changing the hitsparks completely? Although I like what you did with the current hitsparks by making them smaller but not too small, they no longer feel like PotS now with those CvS sounds. Like the Power Charge VFX and SFX, you should consider changing them as well so it feels like your own style. Just throwing some suggestions.

Also, there's a bug regarding Eliza. She uses special guard fx when her opponent blocks her basic attacks instead of normal guard fx. Might as well mention that when you get to her.

Still, thanks for the updates and I'll see if I find anything worth mentioning regarding the buffer system. Hope you don't mind this long post.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on June 02, 2018, 01:52:07 am
just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Speedpreacher on June 02, 2018, 02:15:14 am
Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

From someone who spent quite a long time having to re-edit name triggers for intros I can empathize

But if he's gonna update he's gonna update
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on June 02, 2018, 02:24:11 am
Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

Good. I think I've found the sweet spot for it.

That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.

What? I'll check his code, perhaps I added it to the list on accident. Though it was never intended he do it against himself.

just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.

Cool, glad to hear it. I think we're good to go.





...

Alright man. Since I've only done this for like 3 chars, in terms of the SFX and VFX, ya'll win. I'll leave the stuff as is. I'll change KFM back soon. I can relate to keeping things intact/everything matching aesthetically. I kinda figured there'd be some groaning about it. Guess I should of just left well enough alone...

As for Eliza, I'll check it out.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Lurker on June 02, 2018, 03:11:07 am
Well, if you prefer the new fx and sfx you could have a config option for people to change back to the old effects. You will have more work doing it, but everyone will be happy.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Speedpreacher on June 02, 2018, 03:45:07 am
Aw geez, if it sounds like I'm grumbling the opposite was my intention

Do you, for you, and if folks don't like it they can go screw
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 02, 2018, 04:56:06 am
You really shouldn't change them back to their original sfx and VFX on our account.  It's preference.  If you prefer it one way, don't be swayed elseways because of others.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Akito on June 02, 2018, 05:02:27 am
I have preference for old style, for asthetics reasons. But is my opinion only, It's your char. "You're not everyone. You is you".
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on June 02, 2018, 05:28:20 am
I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 02, 2018, 05:36:00 am
Either way, updates/fine tunings are welcome ^..^

And the possibility of a new release certainly sounds very fine.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Akito on June 02, 2018, 05:55:47 am
I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.

If this your decision, is good. Thanks Divine!
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on June 02, 2018, 07:37:29 pm
From 8 to 10 frames for the command buffer window. I believe that these values match that of Jmorphman's characters.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: BanditWolf on June 04, 2018, 01:17:33 am
I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
Title: Re: All Chars Update(2018): Akuma
Post by: PeXXeR on June 04, 2018, 01:27:49 am
Trying to combo a Jumping HK ->HP-> Light tatsu and a dragon punch after the HP I get the charge fireball.
Overall he's smooth as hell. good job

Edit: Not everytime though when I do it faster I can hit it.
Title: Re: All Chars Update(2018): Akuma
Post by: BanditWolf on June 04, 2018, 01:37:36 am
It's more based on precision. I could make the buffer for the button only 1, but I found that this may make things too strict. I made it 1 for neg edge. I could make the command buffer less too, though IDK. I've never gotten that, but all I can say is that you may be holding HP a bit too long. Mashing isn't something you can do with this system. I know Mugen's default buffering allows you to get away with some things. The way I tweaked it, this does too, but a bit less. Let go of HP immediately once it hits.
Title: Re: All Chars Update(2018): Akuma
Post by: PeXXeR on June 04, 2018, 01:58:53 am
That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 03:19:00 am
Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^
Title: Re: All Chars Update(2018): Akuma
Post by: BanditWolf on June 04, 2018, 03:38:17 am
That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc

Yeah, it can get like that if you play Mugen too much, and forget the feel of the actual games. I'll probably reduce the frame window back to 8, though in the grand scheme of things, precision will still be the key.

Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^

Didn't you make some pals or something? I don't remember lol. Though you must have helped me, regardless of how "small" you may think it. Anyone who helps me, no matter how small, always gets credit.
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 03:54:46 am
Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.
Title: Re: All Chars Update(2018): Akuma
Post by: Myron32x on June 04, 2018, 12:28:57 pm
There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it
Title: Re: All Chars Update(2018): Akuma
Post by: BanditWolf on June 04, 2018, 04:52:32 pm
Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.

They are, they're just mapped to his color separation template. I should have just took them out of his SFF and put them in the Extra folder, but I was lazy, and just left them as is.

There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it

I need to know the context of this. By saying you "fixed it", I'm going to assume that it's something you tried to edit, though didn't know what you were doing. If this happened w/o you doing any editing of any kind, then give me context.



That stuff aside, I've recently updated KFM with the same buffer tweaks I did with Akuma. I also changed the frame window back to 8 and am going to stick with that value. After numerous runs/tests myself, 8 feels like the nice middle ground for not being too strict, though not being too large either. Expect Athena within a couple days.
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 07:37:57 pm
When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: tehdevil on June 05, 2018, 07:39:47 am
I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html
Title: Re: All Chars Update(2018): Akuma
Post by: BanditWolf on June 05, 2018, 05:21:51 pm
When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;

That's what I'm saying. You can't just put it there w/o applying the correct pal. You have to add his CS pal first to the list and apply it to that. Then it will share properly with his sprites.

I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html

I thought about it, but he hasn't put up the 2nd part yet... The real reason is that this would only work with chars who have this applied to them. It's not universal. So still, 99% of chars would default to the general way I have it applied now. The buffering system is more useful for me in the grand scheme, that's why I'm applying it. It also doesn't need anything from anyone else's code to work properly. One last thing... Messing with Vans' stuff is like going to Mugen "advanced calculus" class. JZ and Vans helped me out a LOT with applying this buffer.

It's starting to cross the line from hobby, to dedicated "homework" at this point. :P I won't rule it out, but not at this particular juncture, no. It's been months since I coded anything for Mugen. Let me ease back into all of it first lol. 
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 05, 2018, 07:23:27 pm
Ah, understood now.  I didn't get it before, sorry ^..^;
Title: Re: All Chars Update(2018): Akuma
Post by: BahamianKing Gaming on June 07, 2018, 01:17:09 am
hey just a thought here. whenever you update jill think its possible to add her crow and zombie moves that warusaki3 jill has?
Title: Re: All Chars Update(2018): Akuma
Post by: BanditWolf on June 12, 2018, 05:24:46 pm
Nah.

I do plan to give her chain combo abilities like Psy/Hiryu/Morrigan/Lilith though. Also thinking of making her grenade launcher unblock-able for airborne foes, to make it more useful. IDK though... It may be too much of a buff for them?
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 13, 2018, 06:09:54 pm
Athena has been updated. I'll also now update the OP with the char specific stuff. Blair will be next.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 14, 2018, 02:02:33 am
So when will there be more optional animations for your characters, Wolf? You know what I mean : 3 (and not THOSE kinds of animations...for those who are thinking nasty things...).
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 14, 2018, 03:14:27 am
I don't have any shocks, but I do have MBs for all my chars now. Just added KFM's. When I get around to Skullo, Rock, and Tia, they'll have it. Got one for Hiryu when I started him, though since Girard has abandoned all that/Uncle is too busy, it's up to me? I'm not 100% how I can go about applying it to his SFF/updating it to include the MB. My CS abilities are pretty limited. I'll try and figure it out though. I'm not really sure what else you expect me to add. :P MBs for everyone was my only goal in terms of optional stuff.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 14, 2018, 05:49:14 pm
Huh. Thought I gave you one for Psylocke waaaaay back when, and for someone else. *Thinks* Though quite curious as to what Tia's Midnight Bliss will look like. : o

Nah, that's just me messing around, because I'm used to talking about the "holy trinity" of optional animations that my (dead) project's about, ya know? ^^;
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 15, 2018, 03:37:59 am
I kinda remember seeing a shock for Psy, but vaguely. :-\ I've never been a fan of the bloating stuff from Jedah, so I don't care about that. Don't really care about shock either, but if someone does one for any of my chars that doesn't have it, I'd add it. I went the extra mile and eventually got the MB for everyone though.

Tia's MB is best labeled as "the morning after". In fact, I'm pretty sure that's the exact thing I said to Sean for it. Basically, it's her wearing nothing but an open button shirt, panties, and socks. For how it is currently, it's fine. Though I may get it tweaked a bit. Especially when I commission her CvS set.
Title: Re: All Chars Update(2018): Athena
Post by: The Sudden Rarity on June 15, 2018, 03:47:40 am
Tia's getting a sprite overhaul?  Sweet! ^..^
Title: Re: All Chars Update(2018): Athena
Post by: Baby Bonnie Hood on June 15, 2018, 04:32:02 am
Bloating stuff?  I thought the trinity was burned, shocked, and MB.
Title: Re: All Chars Update(2018): Athena
Post by: ... on June 15, 2018, 04:49:49 am
jedah has a move where he bloats up a specific part of the character before they explode. they vary between  characters
Title: Re: All Chars Update(2018): Athena
Post by: Baby Bonnie Hood on June 15, 2018, 04:55:31 am
I know about Jedah, I edited one.  I was just mistaken about what made up Xenomic's trinity because burned is more universal.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 15, 2018, 12:33:56 pm
Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Well, I DID refer to my "dead project", which was originally Midnight Bliss and Shock, but added in Sangue=Passare later on. It rarely ever saw Burned. ^^;;
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 18, 2018, 01:15:29 am
Tia's getting a sprite overhaul?  Sweet! ^..^

Yeah, though it won't be anytime soon. I actually plan on doing that for everyone of my chars that don't have a CvS set. Aside from KFM, KFG, Psylocke, and Yuka. I'm not sure if I will reach that goal, but I'm sure I will get Tia overhauled.

Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Sure. Whenever you can is fine.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 18, 2018, 12:42:37 pm
(https://orig00.deviantart.net/ba7f/f/2016/016/8/7/rvyjwr4_by_xenomic-d9o479y.png)(https://orig00.deviantart.net/1ecc/f/2016/016/3/b/shock2_by_rieytails_d9o3yuw_by_xenomic-d9o479x.png)

Not color separated, mind you, but it should still be usable? ^^;
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 18, 2018, 07:35:21 pm
Eh... I'll see if I can include it. Psy's CS is pretty extensive. I'll have to add several colors too... :-\
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 20, 2018, 02:13:51 am
@PeXXeR:

So, after looking over Vans' Rugal for the HCB/HCF motions, the only big difference is that he's using the shortcut expression of it(there's also a bit more time and bigger frame window, but I ain't doing that). I usually don't like doing this, except for double HCB/HCF motions, because the shortcut will conflict with certain other commands. Though I suppose I can adjust accordingly and the shortcut is easier to perform.

So, I just updated my Akuma with the shortcut HCB input. PLEASE test and let me know. I'll wait before I apply this to Athena and others as needed.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 04:46:26 am
Hey thanks for taking the time to actually look into this and trying to adres it, I just tired akuma HCB motions work perfectly but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too),  that's the only issues I found, if its too much of a hassle just figure out the best setup for you and i'll try to fix it myself once you''ve settled into whats good for you. Thanks again and  I do apologize if i'm putting more of a workload on you guys.
Also I will set up a a input display program and record my inputs on screen just to show you guys what im actually pressing cause just watching footage wont be as good.

My control setup is like this
Arrows for movement  ASD for punches ZXC for kicks Enter for taunt.
This is the keyboard im using
https://www.corsair.com/ca/en/Categories/Products/Gaming-Keyboards/Standard-Gaming-Keyboards/K66-Mechanical-Gaming-Keyboard-%E2%80%94-CHERRY%C2%AE-MX-Red/p/CH-9103000-NA
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 20, 2018, 04:29:33 pm
@PeXXeR:

but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once

This can be done with any char that uses neg edge. It may just be easier to do with Akuma, because of the frame window allowance.

also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too)

Maybe the same with the frame window thing. Though I can do this w/o a fireball, because I don't hold or press forward after jumping or when landing, as there's no need to. Still, I figure I should change the frame window based on the complexity of the moves themselves, along with the timing in the CMD. Instead of using a universal 8 frames window for everything.

No need to apologize. I want the feedback so I can get it down. I tweaked Akuma again with the aforementioned tweaks. Try him out again and let me know please.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 05:12:27 pm
Ok thanks  just tested Akuma again, feels smooth still getting a punch and a dragon punch sometimes just by pressing HP once but to a far lesser extent.  You are right If I dont hold fwd while jumping in I can hit the low tatsu to super tatsu etc but the OP does not stand still and holding fwd while jumping I feel helps with combos in some situations.
I feel its very close like, just the window thing being a bit to large on some of the moves but thats it.
HCB works correctly he responds fast, its just some of the moves appearing when they should not.
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 20, 2018, 07:33:31 pm
Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 09:23:31 pm
a question how are you playing mugen fullscreen or widnowed ?
I'll edit this post with feedback in a bit
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 20, 2018, 09:52:57 pm
Not sure what that has to do with anything, but fullscreen.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 11:04:57 pm
Ok Ive uploaded a video with my inputs on screen, I showed Terry and Rugal in the begining so you can see how this looks on a keyboard. OK its still the same but with the latest update the HCB motions work like 1/8 times.
I should not be getting a dragon punch by crouching for an uppercut and then mashing df while I pressed punch one time(for the uppercut)
Still getting the hado  ball when trying to chain into any kick while holding fwd.

youtube has a speed setting you can slow down the footage by clicking on  the bottom right and making it 0.25
I really hope with the inputs on screen you can get a better idea

Hope it helps, thanks again.
Edit: If need be I can put USF4 or KOF2002um on there with the input thing on, or anything else for that matter if it helps.
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 21, 2018, 03:54:35 am
Again, why would you mash F/D while doing cr.HP? You're purposely fishing for stuff in that regard. By mashing F/D, you're actually getting the DP motion randomly, combined with neg edge on HP when releasing it. It's a random chance thing and you shouldn't be mashing dir during hits anyway. Although I see something in Vans Rugal that I'll try and introduce.

I see now. Especially when playing with a keyboard, you're not actually doing a HCB. You're stringing your fingers across like a piano, F D B. No DF/DB. Unfortunately, the only sure fire way I can make sure that you don't get accidental fireballs, is by coding it as a true HCB motion(which it is currently). "F DF D DB B." This means you have to press DF-DB to get the move, so holding forward during cl.HP > Tatsu registers fine. This is why you should use a controller. Still, Rugal and Terry don't have moves that conflict with HCB/F. By you holding forward, which despite what you think doesn't help connect, you're performing F D B when trying to do the Tatsu. If you're not close enough for cl.HP to hit upon landing from a jump attack, holding forward isn't going to make it connect. Not truly, it won't be a real combo, just something you're doing in practice.

Let me give you an example with Vans' Rugal. He can cancel from his cr.HK. Try cancelling from cr.HK > God Press with meter. You'll get the super variant every time, even though you're just trying to do the normal G.Press. Because of the shortcut method for HCB/F, when cancelling from cr.HK, I have to go to F from D after tripping p2. This will register as D > F. Then when I go back from F to D >B, this is all registered as D > (F > D > B) so I get the super instead.

Akuma has a lot of commands that conflict with the shortcut method for HCB/F, if you're holding the dir to perform it. If you're holding F, then try to do D > B, it's gonna be F > D > B. I can make the window smaller, the timing more strict, but as long as you hold forward, it will always be the case. Since the command is a more complex one(more than Tatsu), I can't make the window too small, or you won't be able to perform it. Try this; In the tinybuffering.txt, there's a set of code that looks like this:

Spoiler, click to toggle visibilty

Change the number 10 to a higher value. This will increase the allowance window of the input. Try 13 first. If you still can't do it, try 17/18. If you still can't perform it, I guess a true HCB just doesn't vibe well with a keyboard. I'll keep looking over some things though. Maybe adding dir holding restrictions like Vans has done will help. I'll have to experiment some more later.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 21, 2018, 07:58:03 am
I will mess about with it when I come back from work and report on how it goes, also thanks for the explenation.
As for me fishing for stuff that is true, I have worked as a beta tester for mobile games before so Ive been going at it trying to break it and find every fault I can, sorry, I just how im used to test stuff, I admit its useless in the grand scheme of things but at the same time I feel it helps reporting stuff like that. I played YamoriX's Ikemen full game and it took me 30 seconds to find a stage clipping on the right side and it was 1pixel :/ stuff like that.
Thanks again.
Title: Re: All Chars Update(2018): Athena
Post by: Cruz on June 21, 2018, 04:40:05 pm
Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.
Title: Re: All Chars Update(2018): Athena
Post by: tehdevil on June 22, 2018, 12:49:15 pm
Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version
Title: Re: All Chars Update(2018): Athena
Post by: Cruz on June 22, 2018, 04:37:02 pm
Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.
Title: Re: All Chars Update(2018): Athena
Post by: BanditWolf on June 22, 2018, 06:47:28 pm
Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.

I can't. Though I can barely do a QCF on a keyboard. I'll leave the shortcut HCB/F motions in every char I make, so people can adjust accordingly. However, I don't do stuff with a keyboard in mind. So those that do play with it, will just have to do the best they can.

I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version

Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.

Don't worry, I'm going to change all that back soon. Was just experimenting to see what was going on in PexxeR's regard. Now that I know it's the keyboard, that's on him/anyone who uses a keyboard. It's not my concern in the grand scheme.



EDIT:

Changed it back for Akuma. Along with updating Athena and KFM with the few tweaks I did for Akuma's timings.
Title: Re: All Chars Update(2018): Athena
Post by: HyperClawManiac on June 24, 2018, 01:47:37 pm
I know this may seem a little off-topic, but I wish you would give Robert his Muei Shippuu Juudan Kyaku, maybe as a Level 2.
Title: Re: All Chars Update(2018): Blair
Post by: BanditWolf on June 25, 2018, 06:13:34 am
Blair has been updated. Eliza is next.
Title: Re: All Chars Update(2018): Eliza
Post by: BanditWolf on June 27, 2018, 09:16:11 pm
Eliza has been updated. Hiryu would be next, but I want to get a few things done on him first. Like including his MB and updating his SFF to the template. While I attempt to do this and see about something else for him, I'll just skip over him for now. Jill will be next.
Title: Re: All Chars Update(2018): Eliza
Post by: PeXXeR on June 28, 2018, 07:52:34 pm
Just tried Eliza, she's great. Everything works as it should, just a question though has the canceling from double reppuken to a ranging storm change, I mean the window its a bit more strict (which is fine) but just curious.

Same for Dame everything works as it should, good job.
Title: Re: All Chars Update(2018): Eliza
Post by: BanditWolf on June 28, 2018, 08:14:49 pm
Glad to hear it. I updated all the others with Vans' advice as well with the HCB/F commands. As for Eliza's cancelling window from D.Reppuken: No. None of that was changed for any of my chars I have currently updated. I'll be sure to say so if I do anything like that with any char. Their specific char updates are in the OP.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 04, 2018, 05:07:30 pm
Jill has been updated. Either Hiryu and/or Juli is next.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Cruz on July 04, 2018, 05:33:10 pm
So chain combos are not allowed to go from Medium to Medium and from Heavy to Heavy?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 04, 2018, 06:34:28 pm
Not for 3-chain type. Which is what I did for Jill and Psy. 6-chain is the type that allows med > med, heavy > heavy. That's what Hiryu, Morrigan, and Lilith have. Also, with 6-chain type, med > med heavy > heavy, can only be done with punch to kick.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Cruz on July 04, 2018, 06:35:56 pm
Would there be a reason behind deciding whether to use 3-chain type or 6-chain type?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 04, 2018, 06:43:15 pm
I suppose it comes down to the char in question. Hiryu is a char that really needs it to build damage and the way his normals string together. Jill on the other hand, is better for her to keep it short and sweet.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 07, 2018, 05:00:37 am
Really digging the updates for these characters. Asking mainly out of curiosity and I hope this isn't rude, but I assume "All Characters" won't include Android 18?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 07, 2018, 09:40:26 pm
I never officially released 18. While that beta is floating around out there, that would actually be a new release, not an update if I did. So unfortunately, no, 18 isn't apart of this. Though someday, I may just go ahead and finish her.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Jesuszilla on July 07, 2018, 10:30:23 pm
Giblet Sandwich
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 09, 2018, 04:12:48 pm
Found a re-alignment bug with Jill and Return Fire, don't remember if it was there prior to the update. If you use it to counter a mid-air attack, the opponent will be repositioned lower than they should be.

(https://i.imgur.com/MGOqycG.png) Before.

(https://i.imgur.com/UNoi0UX.png) After.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 09, 2018, 04:35:53 pm
Fixed. It wasn't there before the update, because I slightly tweaked how it works. Thanks.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 11, 2018, 04:33:08 am
Always glad to help.

Edit: Disregard my comment on the Neo Psycho Medley, it was my fault I wasn't getting it out. Purely operator error ^^;

Double edit: Actually there is a thing about NPM that I just discovered that might be worth mentioning. Not entirely sure how to word this, but if you manage to reach the range where the initial dash will hit just before Athena's supposed to fall, the dash will still connect but Athena will still fall and not begin the chain for the attack.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 13, 2018, 04:55:02 am
There is no chain. She doesn't automatically go into the string. There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 13, 2018, 01:40:29 pm
I know that, but I'm saying that if I'm at that precise distance, I can't go into the string no matter how many how much i mash LP, and the initial tackle does connect.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: BanditWolf on July 13, 2018, 04:27:29 pm
There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.

Most important thing to note:

There's a window for it
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 15, 2018, 04:10:35 am
Juli has been updated. Kula will be next. I will also work on fixing Hiryu's color errors bit by bit, as I update other chars.
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 05:50:35 am
Still having to get used to the feel of the buffer system on your characters. Nothing that's your fault, just certain things feeling a lot tighter.

One thing I feel like I do have to mention though, I just can't pull off Death Cross Dancing for w/e reason. I've tried mashing it out as fast as I can, spacing out the button presses, and doing it on both sides but it just doesn't come out. I dunno if there's some trigger error or if the command is just too tight, but it's just not happening lol.
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 15, 2018, 06:20:57 am
Bruh, this is coded the exact same way it is for Akuma. I just tested it, and there's no issue. Are you sure you're not doing w/e it was you were doing when you said something about not being able to do Athena's Lv3? There's no trigger error, and if anything, I may be being too lenient with the windows. I'll look over it some more, though IDK what to tell you.
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 12:15:46 pm
I haven't tried out your Akuma, to be honest so I'm not sure how that works there. As far as the comparison to Athena's level 3, it's one thing when Athena does the move, the move comes out, but she's at a point where she's far enough for the tackle portion of the attack to connect and just not let you get the first hit of the chain in. In this instance, I legit cannot get the super to activate.
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 15, 2018, 04:05:28 pm
I'm gonna assume you're using a keyboard. I can't do it on a keyboard reliably. Maybe like, 1 in every 20 tries. Before I go on, are you using a keyboard?
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 06:40:33 pm
Yeah, I'm using a keyboard.
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 15, 2018, 08:20:27 pm
Figured. Fighting games aren't meant to be played on a keyboard. I don't code/design things with a keyboard in mind either. Since it's something I would never use in this instance, I'm afraid I can't really be bothered to make accommodations for keyboard users. Because not only do I not use a keyboard, but it will mess with the inputs timings for controller/arcade stick users. Which is what it's geared towards.

However, I will give you some suggestions, and if you follow them correctly, you should be able to tailor it to fit for a keyboard. The main thing you can edit, is in the tinybuffering.txt, located in the "Coding" folder:

1.) Scroll to near the bottom of tinybuffering and look for this specific(exact) block of code:

Code:
[State 10371, SGS Init]
type = VarSet
trigger1 = p2dist X >= 0 && command = "SGS"
trigger2 = p2dist X < 0 && command = "RSGS"
var(43) = 8

^This controls the window allowance for Juli's DCD.

2.) Where it says "var(43) = 8" is what you want to edit. Only the equals value of var(43), which is currently 8. This gives a frame allowance of 8 to perform the move. TBH, for a controller/arcade stick, I still personally feel this is too much, but I digress. You want to increase this value to allow more frames(time) to perform it.

3.) You don't want the value to be too high, because it will make it too easy to perform. While at the same time possibly making the move come out, when you don't want it to. You can increase the value by 1, save it, then try it until you can do it. Or, you can just try set values I would do if I were to change it. Personally I wouldn't go above 13. So you can try 10, and if that still doesn't work, try 12, etc. I'm sure you get the idea by now.



You could also try increasing the CMD time for them both. SGS and RSGS both have a time currently of 24. Essentially 6 ticks for each button. You could try the original 32 time I used to use(8 ticks per button), if you feel so inclined. In combination with the tinybuffer edit. Though I don't think that will be necessary, but it is an option. Up to you. 
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 08:35:23 pm
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
Title: Re: All Chars Update(2018): Juli
Post by: GT Wonder on August 15, 2018, 08:39:56 pm
May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 15, 2018, 08:52:53 pm
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I could code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.
Title: Re: All Chars Update(2018): Juli
Post by: GT Wonder on August 15, 2018, 10:44:19 pm
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I code code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.

No, VS Mode, least with the current screenpack I'm using. And I'm using version 1.0 btw.

Guess its just a bad luck thing, I'll experiment more with the issue myself later.
Title: Re: All Chars Update(2018): Juli
Post by: EndlessDream on August 16, 2018, 04:45:55 am
I hope I'm not going off topic but weren't you making an Aska (TMNT: Tournament Fighters) with Dampir's sprites? I'm assuming she will be your next priority after you update everyone else.
Title: Re: All Chars Update(2018): Juli
Post by: BanditWolf on August 17, 2018, 04:15:54 am
Y'know what they say about assumptions... >_>

No, but seriously, I honestly can't believe that people still remember that. I've forgotten myself numerous times. I have no plans to make Aska in this format. Also, not with the sprites as they are. Nedflandeurse was suppose to refine them, after Dampir had finished his initial conversion. He never did, so I never started anything.

She hasn't totally fell off my "to do" list. Though I don't plan on making her in the same format I've made all chars up to this point. It'll be something new if I do. Something I have been brainstorming on for the better part of 2 years. Still in the conceptual phase.
Title: Re: All Chars Update(2018): Juli
Post by: dampir on August 17, 2018, 04:58:45 am
sometimes i want to revisit that project...i mean aska sprites...maybe i do domething...but after i finish what i am doing.....i think patience is the key here...
i could even do new edits, or polish animations(or both)
Title: Re: All Chars Update(2018): Ice Queen
Post by: BanditWolf on August 18, 2018, 05:25:14 pm
Kula has been updated. Along with some minor tweaks to some command timings I did for everyone with the buffering system implemented. Also, I added the SGS(or Raging Demon if you prefer) command shortcuts for Akuma and Juli. I forgot about these initially due to the buffering system, though I will remember now and will apply accordingly for any/all chars who have said command.

One last thing: I changed Blair's Shoot Kick inputs to be the same as FEXL. So now, it's just the corresponding kick/punch follow up, no directional inputs. Switching between FEXL and MUGEN, this was starting to annoy me. I kept messing up the commands between the two versions. Now it's all good. Lilith will be next.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Xenomic on August 18, 2018, 05:38:29 pm
Did you do the thing you wanted to do from my thread for the Ice Queen? :3
Title: Re: All Chars Update(2018): Ice Queen
Post by: BanditWolf on August 18, 2018, 05:44:11 pm
I wish... Though naw mang. I plan to commission a CVS set for her. When I do, I'll be sure to remember that MB.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Xenomic on August 19, 2018, 03:24:23 am
Good, good~ I will look forward to seeing how that one turns out~ Doubt you'll be doing any of the other custom states for her, but as long as there is MB, it's fine methinks~ :3
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 03:43:05 am
So something I just noticed with Blair, and it could just be me being a keyboard warrior and I guess is also kind of a non-issue, but trying to cancel Shoot Kick's Second Step into Spin Side Shoot isn't possible anymore. You can only do it after the last of the initial three hits.
Title: Re: All Chars Update(2018): Ice Queen
Post by: BanditWolf on August 21, 2018, 04:02:29 pm
She still can. I didn't touch any of her cancelling windows for special/super moves. TBH, that actually may be the problem. It looks like I was being lazy with her cancel timings... She has literally the entire duration of the attack(if it  comes in contact with p2 of course) anim to cancel. I usually only give chars the window of when they contact p2 for an attack, not the entire anim.

Making it more precise may help the issue of you getting the finish for Shoot Kick, instead of a SC like you want. I'll see. BTW, can you perform DCD now? I'm actually able to now myself on a keyboard.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 05:14:58 pm
Oh yeah, DCD comes out consistently now, thanks for that. It might be what you said as far as Blair goes, because I can still do Mirage Combo Kick off of Second Step, but trying to do Spin Side out of Second Step will always give me Dame Special.
Title: Re: All Chars Update(2018): Ice Queen
Post by: BanditWolf on August 21, 2018, 05:56:13 pm
Really? You get Dame Special? That was more of a problem before the change. Because you had to do a QCB for Second Step, then if you try to do a QCF x2 during it, you'd be very likely to get Dame Special. With you only needing to just press any kick, no dir inputs to get Second Step, it actually solved this issue of mistakenly getting Dame Special.

Still, Dame Special I'm going to be getting rid of soon. I'm waiting on something for Blair, though Dampir added the Fairy Spear super from FEXL. I just added Dame Special as I used XCB's Blair as base. Though that was an XCB custom move I'm pretty sure. I had nothing for it, or against it initially. Though now I can do w/o it. I'll update her cancel timings soon and get rid of Dame Special. Well... I'll leave it in the CMD, though just comment it out. I don't want to hear anyone cry to me about getting rid of it completely. If people still want it, they can just activate it back in the CMD.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 06:50:00 pm
Oh damn, you're right. Well then, that makes it even more of a non-issue xD My bad, man.
Title: Re: All Chars Update(2018): Ice Queen
Post by: BanditWolf on August 22, 2018, 02:17:26 am
It's cool. It made me look at her cancels and realize I need to tighten them up anyway.
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 10, 2018, 01:30:23 am
Lilith has been updated. The specifics can be found in the OP. Mai will be next. TBH, the reason this took longer than others, was because of me having to update pals for her CS... I did say I'm not very efficient with making or adapting pals... :-\ Takes WAY too long for me. She had about 20 before, but I couldn't be bothered to convert them all. So, she just have my 12 faves plus the CS temp pal.

Funny thing while adapting the pals though, I even colored a couple of those pals' FX. Which I initially thought was really tough, but not so much now. Couldn't do it for all of them though. :P
Title: Re: All Chars Update(2018): Lilith
Post by: SolidZone 26 on September 10, 2018, 03:55:22 am
Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?
Title: Re: All Chars Update(2018): Lilith
Post by: HyperClawManiac on September 10, 2018, 09:01:45 am
May a new Level 3 super come with the tweaks you may do to her?
Right now the LVL3 is just the MAX version of Super Deadly Ninja Bees which would be fitting as a LVL2.
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 10, 2018, 07:15:38 pm
Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?

Doh! *facepalms*

TBH man I forgot about KFG... It's because I have my MUGEN split with a playing build, and a testing/creating build. KFG is not in my playing build, because currently it's themed and she doesn't fit the theme. I'll do Mai first still though, cause I've been looking forward to getting to her. Then I'll do KFG after. Man I'm slipping... Thanks for the reminder lol.

May a new Level 3 super come with the tweaks you may do to her?
Right now the LVL3 is just the MAX version of Super Deadly Ninja Bees which would be fitting as a LVL2.

Not likely. It is the Lv3 version of the move, so it is by right, a Lv3. Kubi no Kitsune is still a possibility, though as I've said, the sprites need work. Though honestly, TDNB is very effective. Combos nicely, has good expansive ability and damage. If I added a new Lv3, it would be just because. Not because she actually needs it. I'm not one to add things just for "fluff". The 'flash over substance' concept is one I was never fond of. We'll see, though as of now? No.
Title: Re: All Chars Update(2018): Lilith
Post by: HyperClawManiac on September 11, 2018, 05:42:04 pm
Not likely. It is the Lv3 version of the move, so it is by right, a Lv3. Kubi no Kitsune is still a possibility, though as I've said, the sprites need work. Though honestly, TDNB is very effective. Combos nicely, has good expansive ability and damage. If I added a new Lv3, it would be just because. Not because she actually needs it. I'm not one to add things just for "fluff". The 'flash over substance' concept is one I was never fond of. We'll see, though as of now? No.
Maybe put the Lvl2 version of the move as a MAX then?

Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 15, 2018, 01:40:31 am
Why? There's no point.
Title: Re: All Chars Update(2018): Lilith
Post by: The Sudden Rarity on September 15, 2018, 02:15:25 am
Since Lilith has a new default palette, is the new default Lilith palette gonna be used in Morrigan's Lv3 also?
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 15, 2018, 02:36:45 am
It's not new actually. That's the default Sabockee had made for her. Though I did tweak it slightly, due to the CS, it looks a lot better because options. I can add it for Lilith in Morrigan, sure. But... The Lilith sprites in Morrigan's SFF are not CS'd as much as Lilith standalone. I can still approximate it though.
Title: Re: All Chars Update(2018): Lilith
Post by: The Sudden Rarity on September 15, 2018, 04:12:42 am
I figured it wasn't a new palette ^..^ just new to me as I don't change up alternate palettes that much.

But yeah, I like seeing consistency in characters, especially if they're made by the same person.
Title: Re: All Chars Update(2018): Lilith
Post by: Nedflandeurse on September 16, 2018, 10:56:30 am
Good to see your classic and new characters have an update DW, cheers!
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 16, 2018, 02:56:25 pm
Thank you for the support. I appreciate it.
Title: Re: All Chars Update(2018): Lilith
Post by: Xenomic on September 17, 2018, 12:48:11 am
When's Lilith getting a proper, new Midnight Bliss?  And her classic Sangue? : V

But yeah, nice to see you updating everyone. Man, how long have you been doing this stuff now lol? It feels like it's been forever since I first saw your works...I honestly can't even say what the first one WAS (and truth be told, I don't even remember the first time we talked either...huh...).
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 17, 2018, 01:33:10 am
I like Lilith's MB a lot. Sky79 was nice enough to hook me up with that custom MB. No comment on the bloat stuff. :P  As far as how long I've been doing this... Since 2012. It's been a long road lol. Not as long as the vets, with like a decade+ under their belts, but kinda getting there. My first char was Mai. Man...it has been a long time lol. I'd imagine the first time we spoke was with stuff related to Mai. I'm not sure... At any rate, I can't remember that far back lol. At least not how I met various people and all. Though you are one of the people that I've been 'connected' with since back then still around.

I miss my friends... :'( Like Uncle Froz, Infinite, 2OS, PAVGN, Chazzanova, and many others who aren't around anymore. I've learned a lot, have come a long way, but things just ain't the same man... Anyway, enough of my ramblings! Though I appreciate the brief lapse into the good ol' days lol.
Title: Re: All Chars Update(2018): Lilith
Post by: Violin Ken on September 17, 2018, 04:09:05 am
Looks like some colors were lost in her arms in your sprites.  Do you plan to fix this?

left = awk_morrigan.  right = divinelilith
(https://i.imgur.com/VM72nkN.png)
Title: Re: All Chars Update(2018): Lilith
Post by: Xenomic on September 17, 2018, 12:31:43 pm
Oh? Did Sky do one for yours? I don't even remember what it was? Huh...I even have you listed in my Special States document for her MB too. @_@;

Yeah, I was just having a senior moment there heh. ^^;
Title: Re: All Chars Update(2018): Lilith
Post by: BanditWolf on September 17, 2018, 05:14:44 pm
Looks like some colors were lost in her arms in your sprites.  Do you plan to fix this?

If I could, I would. Though I'm no spriter. I know the Lilith sprites in the Morrigan set have the arms shades correct. There is no stand alone version of Lilith that does though. Not to my knowledge. I got the SFF from someone a long time ago that made just an SFF patch for Warusaki's Lilith. Whoever did this, messed up the shading on her arms, but added all the other stuff she needed to be her own standalone character.

Like the gethits and her heavy attacks. Which aren't present in the Morrigan set. Though there's still a lot that could be refined and needs to be added. I mention this in the ReadMe. Maybe one day Li_kun will be inspired to work on this unofficial set and make it official.



Yeah, you can see for yourself. :P
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: BanditWolf on September 18, 2018, 07:05:46 pm
Kung Fu Girl has been updated. I decided not to skip over anyone purposely and it was pretty quick overall. Now I'll move on to Mai.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Akito on September 19, 2018, 11:17:16 pm
Why you not use the Another Kung Fu Girl Sprites?

They are better than the sprites of the default version, and look more like the CVS style.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: BanditWolf on September 20, 2018, 02:44:19 am
That's your opinion. I don't think that set looks better than the set I'm using. Looks too cartoon-ish to me. I've been asked that many times. The answer is preference.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Akito on September 20, 2018, 05:13:56 am
Yes, that's my opinion. I have mine and you have yours, I respect that.

Anyway, good work on updating.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Cyborg Sun on September 20, 2018, 06:09:41 am
I know it's gonna be a long while until her update, but will Yuka ever get victory quotes?
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: BanditWolf on September 25, 2018, 05:59:42 pm
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.



Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

@Kamekaze:

Let me know if you can DL him from TM with no problems.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: Cyborg Sun on September 25, 2018, 06:58:09 pm
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.

Thanks for the reply. I don't know much about Yuka's series, so if she has no quotes available, then I can understand. Keep up the great work!
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: The Sudden Rarity on September 26, 2018, 02:08:55 am
Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

So, I gotta redownload everyone before Mai for their new updates?  Eh well, it's for science, then ^..^

Seriously, though, it's good that you're actively keeping everyone you've made pretty consistent with one another.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: tehdevil on September 26, 2018, 05:08:57 am
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: The Sudden Rarity on September 26, 2018, 05:47:14 am
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O

He seems to be fine on my end, and I have a faulty keyboard ^..^;;; maybe your keyboard doesn't allow more than 3 buttons pushed at the same time?  It happens to me when I use Chazzanova's Ash Crimson.  And Kongou Kokuretsu Zan is in there (D, D, D, + 2P).
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: GT Wonder on September 26, 2018, 07:36:49 am
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.



Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

@Kamekaze:

Let me know if you can DL him from TM with no problems.

Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.

Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: BanditWolf on September 26, 2018, 03:11:05 pm
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O

He seems to be fine on my end, and I have a faulty keyboard ^..^;;; maybe your keyboard doesn't allow more than 3 buttons pushed at the same time?  It happens to me when I use Chazzanova's Ash Crimson.  And Kongou Kokuretsu Zan is in there (D, D, D, + 2P).

Indeed. I did not mess with anyone's commands up to this point with the recent update. It was simply a tweak to the Max Mode depletion for EX moves. Akuma commands are the same as before.



Wow...

Let me just say this; If it were  just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.

I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: SolidZone 26 on September 27, 2018, 04:51:44 am
Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.

Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Really? I do agree with you, but I think DW is nothing compared to RicePigeon. You should see how many times RicePigeon updates his Gensokyo Reloaded characters. He does it over 20 times per character and still does it now. I don't mind seeing updates, but not to the point they have to keep constantly doing it for the sake of balance or a small bug fix that was forgotten after a recent update.

If you have bad internet, why would you? You shouldn't be downloading them period. Mine hasn't been good for the past few days and I haven't got around posting anything here recently. And speaking about internet, I don't think a "all-in-one character pack" is a good idea either because if your internet goes down while you are downloading it, you would have to do it all over again. Wasting all that bandwidth all because you wanted save a ton of hassle.

Wow...

Let me just say this; If it were  just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.

I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
I remember bringing this up a few pages ago. I think it all depends on how updates are handled. For you, I don't see you pushing it too much and the way how you handle them is fine. I was originally worried at first, but after a few months that isn't the case anymore since I rarely see you update again after a major one unless there's feedback involved. So I do have faith in you, keep it up.

Also found a small minor issue on Kung Fu Girl. After the opponent gets tripped by a crouching high kick from KFG, the ground fx and sfx doesn't appear after they hit the ground. Hope you take a look at that.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: BanditWolf on September 27, 2018, 03:21:46 pm
KFG's trip puts p2 into a custom state so that they can't recover before she does. Sagat has the same thing. I keep forgetting about that. I'll have to add Mugen's default system SFX and FX for the custom state. Thanks for the reminder.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: Sir Lord Alpyne on September 28, 2018, 06:29:44 am
i see Linn Kurosawa, Galford, & Sho Kamui in your future, D-Dubya. don't fight it, just let it happen XD

good hustle on knockin' these updates out, i'll be able to cop'em soon. btw, don't forget that Hiryu intro mofo, i wanna see that work [& that BGM, heh heh] in action. 1.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: BanditWolf on September 30, 2018, 10:05:00 pm
Is that char, Linn, the girl from (Capcom's)AvP? If so, and if she had a spriteset to work with(preferably CvS), I would work on her. I'd rather make Hanzo than Galford, though the challenge of implementing Puppy would be a welcome one. I'm not 100% sure who Sho is... The "Ryu" of Breakers Revenge? If so, I've thought about it, and Long as well. Though I refuse to make any more chars in this format, that don't have a CvS spriteset and/or aren't Capcom/SNK reps(at the very least affiliates). Don't bring up any old stuff, cause back then I was still going through a "experimental" phase. :P

Psylocke, Yuka, and KFG were experiments. KFM is my template. Tia I consider to be an SNK affiliate. As SNK published Breakers I believe. I also 100% intend to get a CvS set for Tia. After some other stuff that's being worked on... :ninja: I may even be inclined to commission CvS for pretty much every Capcom/SNK char I've made, that doesn't have one. At any rate, thanks for the support... Though, what intro are you talking about? I'm drawing a blank...
Title: Re: All Chars Update(2018): Morrigan
Post by: BanditWolf on October 09, 2018, 01:18:58 am
Morrigan has been updated. Next up is Poison. Just a side note, I updated/added the remainder of Lilith's pals to her current CS'd SFF. I also added a couple. I'll do the same for Morrigan in time, though I want to get these updates out the way first.
Title: Re: All Chars Update(2018): Morrigan
Post by: Mordecoolâ„¢ on October 09, 2018, 05:34:56 am
Morrigan has been updated. Next up is Poison. Just a side note, I updated/added the remainder of Lilith's pals to her current CS'd SFF. I also added a couple. I'll do the same for Morrigan in time, though I want to get these updates out the way first.

Sorry i miss this post, what are the updates?
Title: Re: All Chars Update(2018): Morrigan
Post by: Speedpreacher on October 09, 2018, 06:51:41 am
Did you check the first post
Title: Re: All Chars Update(2018): Morrigan
Post by: The Sudden Rarity on October 09, 2018, 07:20:29 am
For Poison, I felt her sprites were a bit squashed (too MvC/CPS), so I made her slightly thinner with this:

xscale = .85
yscale = 1

Of course this is personal preference/opinion ^..^
Title: Re: All Chars Update(2018): Morrigan
Post by: BanditWolf on October 09, 2018, 02:59:42 pm
Sorry i miss this post, what are the updates?

As Speed suggested, all of the details of the updates can be found in the OP.

For Poison, I felt her sprites were a bit squashed (too MvC/CPS), so I made her slightly thinner with this:

xscale = .85
yscale = 1

Of course this is personal preference/opinion ^..^

I can make some coding adjustments to accommodate scaling her, though I won't scale her by default. I'll leave that up to the user. I never really thought about it, though I will try it personally, to see how it looks.
Title: Re: All Chars Update(2018): Poison
Post by: BanditWolf on October 12, 2018, 08:11:32 pm
Poison has been updated. Next up is Psylocke.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 14, 2018, 10:30:48 am
Thanks for all the updates DW.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 20, 2018, 04:12:28 pm
Sorry for the double post  but trying to do Mai's EX Fire tail thingy  D B any Punch after a low kick and a low punch is impossible you get the fan thing thats on her kicks,  she never does it in the heat of the action. You can get it to work in training with a stationary target trying it while fighting is a no go she either does the fan thing or does nothing and just sits there like a lemon. All of her other combos do work though.

As for Blair, canceling after the ex rapid kicks into the DF DF punch hyper seems random as hell.
When your trying to do it on the last ticks of the kick I mean.
Title: Re: All Chars Update(2018): Poison
Post by: BanditWolf on October 21, 2018, 08:44:07 pm
I'm not having any issue with Mai. Though all the same I tweaked the allowance cancel window from crouch LP/LK respectively. Along with moving (EX)Ryu En Bu(the flame tail move :P) higher in the CMD for more priority for it. Did multiple runs arcade, had no issues. It should be good for you now.

With Blair, the way it was coded was a bit lazy... I had to clean up a lot of her code. That cancel window is one that slipped through the cracks. I tightened it up, so it should feel more precise now. It was always set up that you can only cancel on movecontact, during the last(3rd) kick. Not the follow kicks(i.e "Second Step/finisher kicks), I mean the last kick from the initial Shoot Kick. You can't cancel during the first two kicks.

Thanks for the feedback.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 21, 2018, 11:07:04 pm
awesome, gonna redownload, thanks !

EDIT
Now this is cool
https://streamable.com/zp3tn
Title: Re: All Chars Update(2018): Psylocke
Post by: BanditWolf on November 04, 2018, 02:08:16 am
Glad you're enjoying her. Thanks for the support.



Man.... Goddamn I didn't realize Psylocke had so many pals! Had to update all of them when adding the Shock sprites to her SFF. At any rate, Psylocke has been updated. Next will be Robert.
Title: Re: All Chars Update(2018): Psylocke
Post by: The Sudden Rarity on November 04, 2018, 03:40:11 am
I'm excited for your Robert ^..^ I'm not too knowing of the game he's from (Art of Fighting, right?) but he's certainly fun.  Snatching up Psylocke now ^..^
Title: Re: All Chars Update(2018): Psylocke
Post by: KeyRogue on November 04, 2018, 04:58:12 am
I''m not too knowing of the game he's from (Art of Fighting, right?)

Yep.
Title: Re: All Chars Update(2018): Psylocke
Post by: The Sudden Rarity on November 04, 2018, 05:06:37 am
Yep.

I guessed right ^..^
Title: Re: All Chars Update(2018): Roberto
Post by: BanditWolf on November 16, 2018, 09:15:27 pm
Robert has been updated. Next up is Rock.



On the subject of Rock, I more than likely will change EX Hard Edge and EX Rage Run properties based on his KoF14 functionality. That means EX Hard Edge will now wall bounce p2, losing it's current multi hit property. While EX Rage Run will now ground bounce p2, losing it's current ability to resist normal/special projectiles.

I may also change the command input for (EX)Shinku Nage to F > HCF + any punch. As this may be easier overall to everyone, instead of a "mock" 360 input.
Title: Re: All Chars Update(2018): Roberto
Post by: Project.13 on November 17, 2018, 02:57:17 am
Sounds good to me, didn't even know Rock's EX Rage Run had projectile invincibility. As far as changing the moves to resemble how they work in XIV, will the same go for MAX Shine Knuckle and Neo Deadly Rave, or are you currently undecided on that front?
Title: Re: All Chars Update(2018): Roberto
Post by: BanditWolf on November 17, 2018, 05:34:30 am
Well, I can double check, but Max Shine Knuckle in KoF14 just looks different from pass iterations. It's functionality is the same. So, there's really no need(It'd also require edits to look like the Kof14 version). NDR is different though. They made it an auto combo in KoF14... :-\ I assume that was due to giving it a cinematic look akin to SF4-5 Ultras/Supers. Tbh, I don't like that, because it takes away cancel options from NDR.

If I made it like KoF14, you'd no longer be able to do things like: NDR > Cancel Final Burst > close HK > F + HK > Hard Edge > Lv1 Raising Storm; just for an example. NDR would finish no matter what, because you'd have no control over it. Opting out of the Final Burst of NDR, if you have the meter, is more beneficial to you.

So nah. Shine Knuckle and NDR are fine as is. I honestly don't even need to change EX Hard Edge/Rage Run, but, I do like how they extend combos in KoF14. So I caved in and want those combo extensions for my Rock as well. :P
Title: Re: All Chars Update(2018): Roberto
Post by: Project.13 on November 17, 2018, 06:02:56 am
That is true and fair, I never considered the cancel options. Yeah, it would be better to go without it auto-comboing, but maybe have it sort of "bound" the opponent to Rock after the first hit, since the multi-hit EX Hard Edge is going away?
Title: Re: All Chars Update(2018): Roberto
Post by: BanditWolf on November 17, 2018, 06:29:42 am
I considered that. The first hit of EX Hard Edge will still be able to super cancel from. Same as with heavy Hard Edge. So performing EX Hard Edge > NDR will still be possible, albeit a bit tighter now, as you won't have the extra hits for hit confirming easier. Making p2 reset to the ground for the initial hit of NDR is easy enough.... But I can't help but feel this may be too much of a buff for it...?

IDK... I may, though I can already envision in my head, that I'd really be able to go crazy with that. Still, if you got the meter and spend it all right, I'm a firm believer that you should be rewarded for such. We'll see. I'll mess around with it for a bit and see just how good it is.
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: BanditWolf on December 14, 2018, 09:41:33 pm
Rock has been updated.



With that, I take my leave for the year. I'll finish the rest of the updates next year. I wanted to extend Sagat's CS. Adding his legs and feet, which will be easy enough. May extend Yuka's CS as well to do the same. Though I'm not 100% how extensive her CS is, so, I'll have to look that over. At any rate, I'm not doing anything else until next year. Happy Holidays and Happy New Year to everyone. Stay safe and have fun. See ya next year.
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: PeXXeR on December 15, 2018, 01:34:53 am
Thanks for the updates and Happy Holidays to you to DW.


Now on Rock
With the buffer system I have 0 issues.

I really like the bounce on (DB two kicks)
As for the new EX elbow I dunno what to think about it yet, you chain it into a rising storm and whatnot but I dunno it looks weird(the two hits themselves) I find the old one did the same thing but way more reliable. I guess  you can chain it into rocks command grab but eh. It also causes some weird bounces with Rock's double Reppuken ( or how the hell its spelled sry bad with names) DOUBLE EXTREME PUNCH.

Canceling a Rising storm to the level 2 on the kicks ( DB DB Two kicks) leads to some weird bounces.
If there's more stuff that  the EX elbow allows and its just me being a nub I wold love to see it.

I played a couple of arcade runs and I used the new EX elbow once or twice to hit someone with a Rising storm but thats it.
For some reason I feel it also nerfs Rock's pressure tactic be it corner or anywhere.

EDIT

you see when guile goes for the standing MK how he gets punished with the new elbow its gonna throw him right out the corner all that work and bar spent goes out the window.

https://i.imgur.com/p5G3s56.gifv
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: BanditWolf on December 16, 2018, 04:45:09 am
Yeah, the way it was before was better for pressure, especially in the corner. Though I wanted him to be more akin to his KOF14 version. You can follow it up with Rising Tackle for meter-less combos. If you have meter, you can even go into Raising Storm from Rising Tackle with proper timing. It's easier to time with MAX Raising Storm due to the delay ability. TBH I haven't tested everything he can follow up with from EX Hard Edge, but I'll get around to it and give more advice.

It's best if you don't use it for corner pressure now. You'd be better off just using HP Hard Edge, which still serves the same purpose. EX Hard Edge was never safe/plus on block, so that's more of a mental thing on your part. :P Even before, if it got blocked, you were more than likely gonna get punished. Max cancelling from Lv1 Raising Storm isn't a perfect setup to just throw out. Especially going into Max Shine Knuckle. You just gotta experiment with it and see what set ups you can get from it. You can get it to combo well in the corner with p2 at a specific height range while getting hit from lv1 Raising Storm. Try to use his body as visual representation for it. You don't want them to be too high above him, though not too close to the ground either. The more dependable Max cancel however is lv1 R.Storm > Max R.Storm.

You'll want to make that the BnB you go for. Just try things out more, you'll figure some things out. I got faith in you.

Title: Re: All Chars Update(2018-19): Baby Geese
Post by: kamuiness on December 24, 2018, 04:03:32 pm
very stupid question, but where's the link to download it ?
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: SNT on December 25, 2018, 11:50:17 pm
He has a page on Trinity Mugen.

DW, I think something went wrong with your Poison update, looks like the RAR's corrupt.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: BanditWolf on December 27, 2018, 02:22:49 am
very stupid question, but where's the link to download it ?


In my folder/page at TrinityMugen. The OP has a link to TM.

DW, I think something went wrong with your Poison update, looks like the RAR's corrupt.

I wasn't having this issue, but I reuploaded her anyway. Let me know if the problem persists.



I know I said I wasn't gonna do anything else till next year... But these two were easy enough and were borderline updated anyway. So, Sagat and Skullo have been updated.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: Project.13 on December 29, 2018, 07:43:59 pm
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: PeXXeR on January 03, 2019, 03:48:17 pm
Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: BanditWolf on January 04, 2019, 03:45:36 am
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.

I moved their respective CMD coding around a bit. The timings are fine. At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move. The negative edge timing is as low as it can be.

Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?

Thanks.

As for Gloomy Puppet Show(that's the name of the move), I did answer this in her release thread. It's also addressed in her ReadMe. While I didn't give a reason in the ReadMe, meh... It's not a very useful move and I didn't want to add it. I believe she has all the sprites... Aside from the stage p2 stands on and all, though that could just be ripped from her DS set.

Much like Morrigan's Eternal Slumber, the moves are very "gimmick-y" and not very useful. So I opted for Luminous Illusion to be her Lv3. I was gonna give her Brilliant Shower(the "pink" Morrigan super from MvC1), though it was scrapped while talking to testers during development. I decided to just keep it short and sweet with her, because I almost didn't even make her tbh.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: Project.13 on January 04, 2019, 12:33:49 pm
...At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move.

That also might be what's screwing me up, to be honest. Never really had to do that before the updates, so it's taking a little getting used to lol
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: PeXXeR on January 04, 2019, 07:59:34 pm
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.

I moved their respective CMD coding around a bit. The timings are fine. At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move. The negative edge timing is as low as it can be.

Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?

Thanks.

As for Gloomy Puppet Show(that's the name of the move), I did answer this in her release thread. It's also addressed in her ReadMe. While I didn't give a reason in the ReadMe, meh... It's not a very useful move and I didn't want to add it. I believe she has all the sprites... Aside from the stage p2 stands on and all, though that could just be ripped from her DS set.

Much like Morrigan's Eternal Slumber, the moves are very "gimmick-y" and not very useful. So I opted for Luminous Illusion to be her Lv3. I was gonna give her Brilliant Shower(the "pink" Morrigan super from MvC1), though it was scrapped while talking to testers during development. I decided to just keep it short and sweet with her, because I almost didn't even make her tbh.

Oh OK I do agree that the move is a gimmick its fine with me eitherway I just wanted to ask.
Title: Re: All Chars Update(2018-19): Tia
Post by: BanditWolf on January 16, 2019, 06:23:45 pm
Tia has been updated. Yuka is the final one and up next. I've actually already updated Hiryu a long time ago, but, that damn CS man... Not gonna lie, haven't even attempted to fix it, cuz I really don't want to. I may have to outsource that fix. We'll see once I finish Yuka. Which won't take long at all.
Title: Re: All Chars Update(2018-19): Tia
Post by: Cyborg Sun on January 18, 2019, 06:46:11 am
Well, only two (or one?) more updates before the secret all-new character release.

If you want my advice, I'd recommend releasing the Strider update as-is for now and waiting to do the CS later. It sounds like it would take forever, and it would be annoying if one of the characters was never updated, IMO.
Title: Re: All Chars Update(2018-19): Tia
Post by: EgyLynx on January 18, 2019, 03:02:08 pm
Tia has been updated. Yuka is the final one and up next. I've actually already updated Hiryu a long time ago, but, that damn CS man... Not gonna lie, haven't even attempted to fix it, cuz I really don't want to. I may have to outsource that fix. We'll see once I finish Yuka. Which won't take long at all.
Where is download?
Title: Re: All Chars Update(2018-19): Tia
Post by: Speedpreacher on January 18, 2019, 06:38:13 pm
The same place it's always been

Check the first post
Title: Re: All Chars Update(2018-19): Tia
Post by: EgyLynx on January 18, 2019, 08:31:02 pm
Ah, now i get, not same nick there and here ... just...
Well... whose order use that that like?
Title: Re: All Chars Update(2018-19): Waitress of Doom
Post by: BanditWolf on February 14, 2019, 01:51:00 am
If you want my advice, I'd recommend releasing the Strider update as-is for now and waiting to do the CS later. It sounds like it would take forever, and it would be annoying if one of the characters was never updated, IMO.

It wouldn't take a long time really. Just extra work I don't want to do. Though I may be able to salvage it, since I still have his old SFF.



At any rate, Yuka has been updated. All that's left is Hiryu. Which hopefully, I should be able to get done...relatively soon?