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felineki

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Messages by felineki

    

Re: What Mugen creations do YOU want to MAKE in the foreseeable future, if ever?

 March 17, 2014, 03:09:25 am View in topic context
 Posted by felineki  in What Mugen creations do YOU want to MAKE in the foreseeable future, if ever? (Started by Balthazar March 12, 2014, 08:40:40 pm
 Board: M.U.G.E.N Discussion

Forgot about Jinx. I know I said I was going to do Huitzil after Akuma, but trying to replicate existing characters accurately in Mugen is so exhausting that I might go back to working on Jinx's sprites after I'm done with Akuma for a change of pace. Of course I still don't know if I really have it in me to create all the sprites needed for a character, but I want to give it a shot.
    

Re: Movecontact and statetype problem? Char stuck in air during dash.

 March 14, 2014, 02:12:53 am View in topic context
 Posted by felineki  in Movecontact and statetype problem? Char stuck in air during dash. (Started by Nny March 14, 2014, 02:05:30 am
 Board: M.U.G.E.N Development Help

You should make the "statetype != A" trigger another "triggerall" and put in under the "triggerall = command "dash""
Code:
[State -1, Dash]
type = ChangeState
value = 666
triggerall = command = "dash"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
This means that no matter what, in order to do this dash, you mush not be in the air, and have input the dash command. Then you have two separate opportunities under which the dash can be performed, one being having control ("trigger1 = ctrl") the other being cancelling from a connected attack ("trigger 2 = movecontact").

Alternatively, to save space, you could delete the "trigger1 = statetype != A" line altogether and make the triggerall line into "triggerall = command = "dash" && statetype != A"
Code:
[State -1, Dash]
type = ChangeState
value = 666
triggerall = command = "dash" && statetype != A
trigger1 = ctrl
trigger2 = movecontact
The effect would be the same.
    

Re: SSF2T Akuma by felineki updated 2/26/2014 - Ten mode added!

 March 13, 2014, 08:48:04 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I'm the one who posted those frames to TCRF, and I actually have implemented many of them into this Mugen incarnation. That's part of the "graphical touchups" I mentioned in the opening post. I fixed the aura animation as MightyKombat noted, I implemented the vertical jumping kick frames, and I implemented the electrocution sprite. The rolling throw sprites will eventually be used in the Custom mode, and the standard Hadouken windup sprites will find use in the mystery mode. I thought about implementing the startup frame for the standing hard kick, but as it is the startup of that move is so quick that if I tried to work that frame in while keeping the timing the same it doesn't end up looking good. The frame is currently in the SFF, though.

Next thing to do is probably going to be getting reversals working properly and implement the handicap system. Once those are working, I'll release an update then start working on Custom mode.
    

Re: Your Mugen creation wishlist

 March 13, 2014, 06:47:33 pm View in topic context
 Posted by felineki  in What Mugen creations do YOU want to MAKE in the foreseeable future, if ever? (Started by Balthazar March 12, 2014, 08:40:40 pm
 Board: M.U.G.E.N Discussion

I've had ideas in my head floating around for a Teyandee/Samurai Pizza Cats game for a long time. If I were to actually go through with anything, the first character I would create would probably be Omitsu/Lucille, oddly enough. Because I have the clearest idea of how she would play. Naturally she'd be all about projectiles, having various missile specials and a super where she goes full out Itano Circus.

She's also got so many lines from the show that would make perfect winquotes.
Quote
Don't call me Missile Girl! I'm sensitive about that, you know!
Quote
It's your fault for saying such horrible things!
Quote
Ah, now I feel much better!
Quote
...Now, what was I doing? Oh well, time to go home.
    

Re: How to rip stages with pseudo/fake 3D effect?

 March 05, 2014, 09:26:46 pm View in topic context
 Posted by felineki  in How to rip stages with pseudo/fake 3D effect? (Started by Sheng Long March 05, 2014, 09:06:11 pm
 Board: Off-Topic Help


MAME's tilemap viewer will show you whole scroll faces, unaffected by parallax and other such effects.
    

Re: Make move work only with the opponents health is low

 March 04, 2014, 02:53:34 am View in topic context
 Posted by felineki  in Make move work only with the opponents health is low (Started by Nny March 04, 2014, 01:15:34 am
 Board: M.U.G.E.N Development Help

Depends what exactly you want to do. If you want the character to simply not even be able to perform the move unless the opponent's life is low, you'd add those triggers to the move's entry in your CMD file. If you want the move to come out whenever, but not actually hit unless the opponent's life is low, then you'd put those triggers in the HitDef.
    

Re: SSF2T Akuma by felineki updated 2/26/2014 - Ten mode added!

 February 26, 2014, 09:56:08 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

In the Dreamcast version he just goes into one of his two normal winposes after recovering from the post-SGS pose. I suppose staying in the post-SGS pose might look cooler, but I'm aiming for accuracy.

As for Revival and HD Remix, like MightyKombat says, I'm primarily working from the original arcade game, and for my purposes I'd consider those to be separate games. HD Remix had some pretty indepth rebalancing done, and I wouldn't be surprised if Revival had lots of differences in frame data and such due to having to be remade to fit a smaller resolution screen.

Minor update: Mode selection now persists between matches.

Download Link
    

Re: SSF2T Akuma by felineki updated 2/25/2014 - Ten mode added!

 February 26, 2014, 02:15:50 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Yeah, I overlooked overriding the variable reset in state 5900. I'll fix that tomorrow, I'm going to be heading to bed pretty soon. Thanks for the heads-up.
    

Re: SSF2T Akuma by felineki updated 2/25/2014 - Ten mode added!

 February 25, 2014, 10:55:37 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +



Update: Ten mode added! Now you can use the dreaded Shun Goku Satsu super combo. Being an exclusive to the Dreamcast port, I didn't have all the fancy tools associated with MAME to ensure accuracy. But I did the best I could. I used ArtMoney to get data for the CLSN1, velocities, and distance traveled, did some guesstimating on the CLSN2s, and recorded video at 60 fps to study timings. Other miscellaneous updates include the implementation of jump cancels.

Yet to be implemented are the aforementioned handicap system, and properly functioning reversal specials. In addition to those, plans for what's next include Custom mode, which will add some moves from the Alpha series. Planned moves include F + MK hop kick, D + MK dive kick, air throw, HK rolling throw, Hyakkishu, forward roll, and I'll probably make his Hadoukens purple just for fun.

Download Link
    

Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!

 February 24, 2014, 09:46:43 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Shun Goku Satsu's pretty much finished, just have to implement the super finish effects. Also made a few fixes, one is that I had managed to overlook the fact that each strength of midair Tatsumaki actually has its own specific amount of horizontal velocity boost rather than all 3 having the same. Another being the weird sliding he undergoes when throwing someone in the corner. That had been puzzling me for a long time, and I finally found out it's because I had neglected to make the cornerpush offsets in the throw HitDefs 0.

In addition I want to implement one more nuance of SF2's combo system that I've been putting off, but it shouldn't take too long. I'd say expect the next update within a day or two.
    

Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!

 February 23, 2014, 07:45:44 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Managed to get the Dreamcast version emulating, and am currently working on replicating the Shun Goku Satsu. One amusing thing I noticed is that Shin Akuma as selectable in the Dreamcast version doesn't have the ridiculous damage on his Shakunetsu Hadoukens that CPU Akuma originally had. Maybe they figured that was too much.
    

Re: Having animations play through hitpause (Capcom converters PLEASE READ!)

 February 23, 2014, 10:17:17 am View in topic context
 Posted by felineki  in Having animations play through hitpause (Capcom converters PLEASE READ!) (Started by Jesuszilla February 21, 2014, 08:52:36 am
 Board: Tips, Tricks, Tutorials

I had been wondering about how to replicate this property in Mugen, I know Darkstalkers uses it a lot. Thanks for the helpful tutorial.
    

Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!

 February 22, 2014, 04:12:05 pm View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

Shun Goku Satsu will be in the next update. I need to see about getting data from the Dreamcast version to replicate it accurately.
    

Re: SSF2T Akuma by felineki updated 2/22/2014 - Shin mode added!

 February 22, 2014, 11:09:07 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +


Update: Akuma has been updated with Shin mode! Now you can use the power that was normally reserved for the CPU (unless you had the Dreamcast version, in which he was unlockable).

For those curious, the complete list of differences between Normal and Shin Akuma are as follows:

  • Close standing hard kick has smaller CLSN2 on the first active part. (Normal Akuma's CLSN is clearly glitched in actual SSF2T, the head box is way back behind him. I gave Normal the same one as Ryu, which is how I assume it was supposed to be.)
  • Far standing hard punch has a bigger CLSN1.
  • Crouching hard punch has a smaller CLSN2 on the first active part.
  • All jumping punches, vertical jumping light kick, and vertical jumping medium kick have smaller CLSN2s for their entire durations.
  • Vertical jumping hard kick has smaller CLSN2 everywhere except for the part where his leg is fully extended.
  • Diagonal jumping medium kick and diagonal jumping hard kick have smaller CLSN2s during startup and recovery.
  • Gou Hadoukens have faster startup, 2 frames of startup invincibility, and CLSN2s don't protrude during startup (they stay the same as his idle pose).
  • Shakunetsu Hadoukens have 4 frames of startup invincibility, and CLSN2s don't protrude during startup (they stay the same as his idle pose), and the medium and hard versions do much more damage (over double that of Normal)
  • Zanku Hadouken CLSN2s protrude for a shorter time, two projectiles are fired rather than one, and the medium and hard versions do more damage.
  • Medium and hard Tatsumaki Zanku Kyakus spin more times and travel farther (medium spins 4 times, hard spins 5). They also do more damage during the spinning part.
  • Midair Tatsumaki Zanku Kyakus do less damage. Why? I dunno.
  • Medium and hard Gou Shoryukens do more damage.
  • Ashura Senku is invincible for the entire duration of the move. No vulnerability on recovery.

The aforementioned handicap/comeback system hasn't been implemented yet, that's going to take some more work.

Download Link
Just No Point has kindly provided hosting for me, so from now on any updates should be at this same address.
    

Re: What new Fighting games youd like to see done?

 February 20, 2014, 08:05:37 am View in topic context
 Posted by felineki  in What new Fighting games youd like to see done? (Started by Legendary DeMoNk@I February 14, 2014, 08:34:34 pm
 Board: Fighting Games

But of course the real question is could Jedah do a Prova=di=Servo to a reploid? DO ROBOTS HAVE SOULS?!?!?!?!
I was going to say that he didn't have a problem doing it to Huitzil in Savior 2... but then I remembered that the "soul stealing" bit of that move's animation was removed in that game for some reason.

But yeah, Darkstalkers characters are stronger than Street Fighter ones. Back when Capcom was finally starting to move beyond Street Fighter II, they seized on the "beyond human" theme as an opportunity to go more over the top with the mechanics. There was Darkstalkers with its cast of monsters, and X-Men/Marvel with its cast of mutants and superheroes. And they apparently did put some thought into the matter of "can these characters actually put up a fight storyline-wise" if one interview that details Donovan's creation is any indication.
    

Re: Accuracy Templates for Character Development

 February 20, 2014, 01:38:01 am View in topic context
 Posted by felineki  in Accuracy Templates for Character Development (Started by Just No Point February 19, 2014, 05:59:49 pm
 Board: Development

Happy to see my Akuma being used here. Although I've put quite a few comments in his code, I think I might write up a tutorial of sorts for SF2 accuracy eventually, something a bit more concise and digestible.
    

Re: Ding needs your help! Ads for a Billboard on a stage.

 February 19, 2014, 10:15:04 am View in topic context
 Posted by felineki  in Ding doesn't need your help! Perfect Road Stage Project Thread (Started by First Lt. Ding February 17, 2014, 02:31:36 am
 Board: Sprite Projects


Hadouken Cabs!
    

Re: If there was one thing you would change about a certain fighting game?

 February 19, 2014, 08:15:32 am View in topic context
 Posted by felineki  in If there was one thing you would change about a certain fighting game? (Started by Niitris January 27, 2014, 07:22:20 pm
 Board: Fighting Games

Yeah, Capcom sort of has a tradition of changing the custom combo system every game. SFA2, SFA3, CvS2, CFJ, they all have different rules from each other.
    

Re: SSF2T Akuma by felineki updated 2/11/2014

 February 19, 2014, 03:57:21 am View in topic context
 Posted by felineki  in SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Started by felineki February 06, 2014, 12:09:36 am
 Board: Your Releases, Mugen 1.0 +

I think I'm finally starting to unravel SF2's mysterious auto-handicap/comeback system that kicks in when a character is behind in rounds won during a match, and am starting to go about implementing it in Akuma here. That means even more fluctuation in damage, yay!
    

Re: M.U.G.E.N Screenshots V2

 February 18, 2014, 05:23:21 am View in topic context
 Posted by felineki  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion

It sure looks like something out of Koryu. But it's actually just something funny that happened when I messed up one of the triggers while working on my Akuma.