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PotS

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Messages by PotS

    

Re: Kirby Released

 August 11, 2007, 04:38:38 am View in topic context
 Posted by PotS  in Kirby Released (Started by Cyanide July 29, 2007, 02:17:22 am
 Board: Your Releases, older Mugen

Thats not, aside from anything else the ball animations are defined via anim+random%4 so i can't really tell which ball i'm throwing out. Oh and they're projectiles rather than helpers.
You could use a VarRandom, then use it to set both the anim and palfx.
    

Re: Serious Kyo Kusanagi

 August 11, 2007, 02:40:29 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

if i put accurate friction in my characters (...) that should be enough.
Two issues with that method:
1- as Elix said, only your chars will behave as you want, and that's like 0.1% of all chars in Mugen
2- Your chars won't behave as expected when hit by other chars, causing them to not combo as they were meant to

That's why I think the friction constants shouldn't be messed with (all I do is setting the crouching one to the same as standing).
    

Re: Serious Kyo Kusanagi

 August 10, 2007, 04:23:29 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

    

Re: Your Recommended Creators

 August 10, 2007, 04:11:57 am View in topic context
 Posted by PotS  in Your Recommended Creators (Started by The Lord of the Flies August 09, 2007, 02:07:12 am
 Board: Hall of Fame

Side discussion (more like topic hijack) should be split into a new topic.
    

Re: Alternative KOF Cornerpush coding by YongMing.

 August 10, 2007, 03:57:36 am View in topic context
 Posted by PotS  in Alternative KOF Cornerpush coding by YongMing. (Started by 外音リザ October 28, 2005, 08:35:29 pm
 Board: Code Library

Sorry, I was just leaving by the time you sent the PM so I couldn't test it right away.
Tested with your KFM btw, to make sure we're talking about the same thing.

The biggest issue I found, that pretty much makes your code unusable as is, is that it makes the cornerpushed char always go farther than he should, eg the distance between KFM and opponent after a weak punch is 15 in the middle of the screen, but 20 in the corner. Doesn't seem to happen with YongMing's version.


Smaller stuff also present in the original:

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triggerall = target, MoveType = H; P2 is being in a hit state.
Redundant, targets are only targets because they're in movetype=H, the moment they leave it they stop being targets.

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triggerall = ProjContact = 0, < 50; Projectiles' attacks are not counted.
What if you manage to hit the opponent as they are being hit by a projectile (quite possible with some chars)? Didn't try it myself, but I guess the char wouldn't be cornerpushed.

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trigger1 = target, StateType = S
trigger2 = target, StateType = C
No cornerpush when the char is hit on the floor? Never checked if it's supposed to cornerpush you, though.
    

Re: Serious Kyo Kusanagi

 August 09, 2007, 06:14:31 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

"recovery" command is required by Mugen.
About that custom state, is it for the move with different accels? If so you'll have to make it 5100, because any sooner and you won't have full control of his fall.

If not I don't agree with using custom states for all attacks just for such effects (if you check my post again, I said it works, not that it's recommended ;P).
    

Re: Serious Kyo Kusanagi

 August 09, 2007, 05:40:56 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

Net connection failing while posting != fun >_<

You guessed right. It is so for some attacks that opponent goes faster while going up and falls slower. Take 22 ticks for up and 24 ticks for down and you get 2 different VelAdds :)
Ah, good, I remember seeing something like it when converting Kasumi's qcb+k but that was some time ago so I wasn't sure.

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You say for other cases set yaccel is enough. Does it mean that HitDef's yaccel overwrites yaccel of a character?
Yes.

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Speaking of velicities... How can I calculate the initial X velocity if I have the current data:
VelMul = 0.85
Path = 45
Time = 18
if needed, the initial velocity is 7.
Do you mean for the ground.velocity value? I never studied frictioned movement in Physics class :-X, so I just do it by trial and error while looking at the debug text (displaytoclipboard with positions, not the generic text), checking the opponent's initial position then hitting him and checking where he ends up, until the distance travelled is the same as the game.
Usually I force the opponent to a rounded position value like -60.0 or something before he's hit, so it's easier to compare the two positions (down to the decimals, you can see those in KoF via Artmoney).
    

Re: Serious Kyo Kusanagi

 August 09, 2007, 04:40:12 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

First, the problem with TargetState and HitOverride is that when combined, the attack just doesn't hit. It misses as if there were no CLSN1. Try this on such characters as Mech Zangief who have HitOverride enabled persistently.
That's when a HitDef with p2stateno hits an opponent with HitOverride. Sending chars to custom states via TargetState instead doesn't cause it.
(Just threw a HitOverride in one of my chars to confirm this)

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Without me disabling opponent's yaccel by putting Physics = N in custom states there is no talk about KOF accuracy
Unless the opponent is supposed to have 2 different accelerations at different points (I think such thing exists in KoF, did I just dream it? o_O) the HitDef yaccel is enough.

The one issue I can think of with chars falling through the air, that can't be solved with regular means, is that in real games they hit the floor when pos y>=0 while in Mugen they do it when pos y>=25, which can somewhat affect the distance travelled. But it's like I said above:
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shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.
    

Re: Your Recommended Creators

 August 09, 2007, 04:18:18 am View in topic context
 Posted by PotS  in Your Recommended Creators (Started by The Lord of the Flies August 09, 2007, 02:07:12 am
 Board: Hall of Fame

    

Re: Serious Kyo Kusanagi

 August 09, 2007, 04:11:43 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

Well, take the simpliest example: every character has different stand/crouch.friction values so they would be pushed away by the move futher/closer than in KOF XI.
Not every char.:innocent: You should just calculate the hitvels having the standard .85 standing friction in mind, the difference in distance travelled by standing or crouching opponents shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.

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On the other hand, using TargetState for even one attack will potentially cause errors because of HitOverride controllers used in other characters. And using custom states for all moves will prove my character being broken. :( I need some advice from experienced guys.
With MvC Shin Gouki I was using TargetState for all attacks along with proper HitDefs that could "live" without it, so if the char could be manipulated with TargetState, fine, he'd be sent to the "MvC Simulator" (;P), if not no big deal 'cause the hits still behaved mostly as they should and those chars are a minory anyway. And IIRC TargetState and HitOverride don't clash and cause any errors, as HitOverride takes priority (since it prevents the char from becoming a "target" in the first place).

But using custom states for the MvC insane hits is one thing, for KoF you don't need to go that far just because of a small difference in friction, IMO.
    

Re: Your Recommended Creators

 August 09, 2007, 03:37:32 am View in topic context
 Posted by PotS  in Your Recommended Creators (Started by The Lord of the Flies August 09, 2007, 02:07:12 am
 Board: Hall of Fame

I don't know, because he is good?  ::)
This cannot convince anyone and you know that :) OK, maybe it's just bad manners to talk about him badly? Wink me if so :)
Yeah his style could improve a bit both in gameplay and graphics, but it's the original content and wuv put into each char that makes him a favourite (of mine as well).
    

Re: Your Recommended Creators

 August 09, 2007, 02:39:03 am View in topic context
 Posted by PotS  in Your Recommended Creators (Started by The Lord of the Flies August 09, 2007, 02:07:12 am
 Board: Hall of Fame

I really cant understand why people dont like ahurons chars, hence the "Ahuron's my ass" thing o_O I like his chars, they're definitely better than alot of the crap I find online.
In before wise guys (lol word censor).
    

Re: (Sharing) CVS Rasetsumaru Edits (Beta)

 August 07, 2007, 02:51:07 am View in topic context
 Posted by PotS  in CVS Rasetsumaru Edits (Started by VioFitz June 27, 2007, 10:55:17 am
 Board: Resource Releases

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:ninja:
    

Re: Paper Mario

 August 07, 2007, 02:39:41 am View in topic context
 Posted by PotS  in Paper Mario (Started by Error Macro May 10, 2007, 12:07:46 pm
 Board: Projects

Sugoi on those, much better than your first attempts.
    

Re: Capcom is making a NEW 2D Fighter: Sengoku Basara Cross

 August 06, 2007, 12:16:22 am View in topic context
 Posted by PotS  in Capcom is making a NEW 2D Fighter: Sengoku Basara Cross X\Devil Kings Cross X (Started by videoman July 02, 2007, 07:07:28 pm
 Board: Gaming

    

Re: Intresting CvS2 vs. SFA3 Accuracy in Movements

 August 05, 2007, 11:44:22 pm View in topic context
 Posted by PotS  in Intresting CvS2 vs. SFA3 Accuracy in Movements (Started by hjk August 05, 2007, 04:51:14 pm
 Board: Development

Creators tend to (correct me if I'm wrong), create the characters based on the game they come from's fastest speed.
Speaking for myself and most people, the default arcade speed is the usual reference. That means Turbo 2 for SFA3 and 3 stars for CvS2 (which are equivalent IIRC).

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seeing as CvS2's default (read: CORRECT) speed is 3-4 stars
How can you have two "CORRECT" speed settings? :P
Warusaki stated he liked to used speed 4 as reference for most stuff but that's all, a personal preference, doesn't make it correct. H" on the other hand (and according to Warusaki) used speed 3, same as I (except older chars).
    

Re: Serious Kyo Kusanagi

 August 04, 2007, 09:44:11 pm View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

My favourite is the second one, but I suppose the first one is the closest to KoF.

And yeah, totally unpossible to make KoF PalFX in Mugen 'cause they use some kind of palette cycling (like Gill or Orochi's shinyness) rather than the palfx we have.
    

Re: Kirby Released

 August 02, 2007, 11:24:53 pm View in topic context
 Posted by PotS  in Kirby Released (Started by Cyanide July 29, 2007, 02:17:22 am
 Board: Your Releases, older Mugen

While in rock form you're completely invulnerable.
Sounds like too much for a move that comes out so fast.

Some late feedback:
- Some intros affect the camera position in some stages before the round starts, like the umbrella and run-in ones
- D, D, b can be ended prematurely if you release the button, before he even shoots out anything
- Attempting to swallow the opponent causes a glitch. Discontinued, forgotten code I guess
- No loss by time over or continue screen anim?

- Typo in the Kirby Breath command in the readme
- He falls too fast while flying, that's about the only thing that doesn't feel like Kirby
- Would be nice if you could use the running attacks while running back, as defense, feels unnatural when the regular attacks come out
- Just for kicks, during the rock drop Kirby could remain turned into stone as long as the C button was held
- Does the A special projectile really need to do 3 hits?
- B Bomb could be more inbetween the distances travelled by the A and C versions, as it is it's too similar to the C version

Nice char, managed to use a great deal of content while still keeping him simple and fun.
    

Re: Serious Kyo Kusanagi

 August 01, 2007, 12:07:27 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

    

Re: Serious Kyo Kusanagi

 July 26, 2007, 04:24:49 am View in topic context
 Posted by PotS  in Serious Kyo Kusanagi (Started by Elix July 16, 2007, 03:15:26 am
 Board: Projects

Did I forget to say that he's going to have a super cancel bar, like in KOF XI? This is to limit his super cancels and to balance him. I don't recall anyone did this earlier. --;
I think I've already mentioned this before, but the cancel bar doesn't make that much difference in a single fight, 'cause by the time you get the power to do those moves the skill bar will be already waiting for you. Or at least so far I never had to worry about it outside team play in XI.

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Oh, and one more idea. I really want to make Saisyu Kusanagi and Shingo Yabuki as spectators and as strikers for him ::)
Approved. 8) Just make it so that they're not there if another player is using them already, plus calling them could spend power or be limited to a certain number of times to balance it out.

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Sometimes saying some comments. ;D
Requesting Shingo's girlish "Kusanagi-saaaaaaaan!!!" scream when Kyo wins. Or wherever you like as long as it's there. ;P

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As you can see I tried to balance this out.
How's the startup time? 'Cause no matter how you look at it, it's still a projectile capable of hitting people out of supers and such.