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felineki

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Messages by felineki

    

Re: Programming M.U.G.E.N

 June 18, 2014, 09:07:27 pm View in topic context
 Posted by felineki  in Programming M.U.G.E.N (Started by Mugen85 June 18, 2014, 02:02:27 am
 Board: Idea Engineering

More HitDef parameters, and more GetHitVar parameters. Get rid of some of the hard-coded stuff like the odd way pushboxes are handled. Increase the number of "st##" files the .def file can read. Implement RootVarSet and RoodVarAdd sctrls.
    

Re: Character of the Month: May 2014 - Nominations

 June 13, 2014, 03:18:01 pm View in topic context
 Posted by felineki  in Character of the Month: May 2014 - Nominations (Started by Basara Dandy June 03, 2014, 10:11:24 pm
 Board: Contributions of the Month

I released the Custom mode in the middle of May, that was a pretty big update. The update later in May was just a minor fix, though.
    

Re: Capcom tools to code games

 June 12, 2014, 11:20:45 pm View in topic context
 Posted by felineki  in Capcom tools to code games (Started by Mugen85 June 09, 2014, 08:02:11 pm
 Board: Development

I know the CPS1 and CPS2 games were developed on Sharp X68000 computers. Don't know anything about specific software, though.
    

Re: A paper manipulation character

 June 12, 2014, 08:26:38 pm View in topic context
 Posted by felineki  in A paper manipulation character (Started by Tsunamidusher June 12, 2014, 07:36:38 pm
 Board: Idea Engineering

Maybe one of those paper frogs that hops. It could jump at and body slam the opponent.
    

Re: Darkstalkers vs Street Fighter

 June 11, 2014, 08:51:12 pm View in topic context
 Posted by felineki  in Darkstalkers vs Street Fighter (Started by AVPboy6754 April 30, 2014, 02:56:43 am
 Board: Idea Engineering

For your boss mode Pyron, maybe you could give him some of the properties he had in Darkstalkers 1. Like chip damage on all his normals and being able to use any of his specials as a guard cancel.
    

Re: Combo isn't able to hit while opponent is falling?

 June 10, 2014, 12:19:41 am View in topic context
 Posted by felineki  in Combo isn't able to hit while opponent is falling? (Started by Nny June 09, 2014, 11:57:03 pm
 Board: M.U.G.E.N Development Help

Hitflag in the hitdef should be "MAF". That's "mid" (both standing and crouching), "air", and "falling".
    

Re: New SF3 characters??

 June 09, 2014, 10:22:23 am View in topic context
 Posted by felineki  in New SF3 characters?? (Started by ink May 01, 2014, 10:01:14 pm
 Board: M.U.G.E.N Discussion

Dudley took 3 months to animate. That's at the very least 3 months worth of full-time work by a professional artist, probably more since Japan isn't shy about making people work overtime. $2000 is a steal.
    

Re: Spritesheet Expansion Thread

 June 09, 2014, 06:48:44 am View in topic context
 Posted by felineki  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Quick lousy edit I made for my Akuma:

A frame from the SF2 close standing medium punch animation that both Ryu and Ken have but for some reason Akuma didn't.
    

Re: SSF2T Akuma by felineki updated 5/27/2014 - Custom mode added!

 May 31, 2014, 01:37:32 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 +

When I say "throw state" I mean the throw success state. Opponent is grabbed, throw is actually happening. JNP's idea sounds like it might work, I think  I'll try it out.
    

Re: SSF2T Akuma by felineki updated 5/27/2014 - Custom mode added!

 May 30, 2014, 11:03:22 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 keeping it secret, that's why it's a mystery. ;P You'll find out when it gets released.
    

Re: SSF2T Akuma by felineki updated 5/27/2014 - Custom mode added!

 May 29, 2014, 01:40:11 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 thought I made them on par with the default Mugen system and KFM sounds. I know a lot of Mugen characters are louder than that, but I figured I'd use the default material as a baseline. It should be easy to make him louder with the volume parameter.
    

Re: SSF2T Akuma by felineki updated 5/27/2014 - Custom mode added!

 May 29, 2014, 12:58:30 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 +

Basically I want to go:

Neutral state (throw command is input and CLSNs overlap) ->Throw state.

That's how it works in SF2. As it is, I have to go like this:

Neutral state (throw command is input) -> Normal attack state (CLSNs overlap) -> Throw state

Meaning there's an extra tick of time in there that shouldn't be. As it is, I have a throw flag that is set every time a throw command is input in State -1. The first tick of the associated normal then checks to see if that flag is set. I thought that perhaps I could insert a MoveType change to Attack and throw HitDef into State -1 that would trigger when the aforementioned throw flag was set, but it didn't work for some reason.
    

Re: SSF2T Akuma by felineki updated 5/27/2014 - Custom mode added!

 May 27, 2014, 09:49:41 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 +

Minor accuracy fix update: Projectiles were spawned a few pixels ahead of where they should, this has been fixed. One of the many things I've had to pay attention to in my quest for hyper-accuracy is the difference in how velocity updates are handles between SF2 and Mugen. In Mugen, position is updated after velocity. Meaning if you set something's velocity to 2 on a particular tick, it will move 2 pixels on that same tick. SF2 updates position before velocity, meaning that when you set a velocity on a particular tick, that velocity isn't usually reflected in the object's position until the next tick. Somehow until now I managed to neglect this as far as projectile spawning goes.

Have started some work on the Mystery mode, but it's coming along slowly.

Download Link
    

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

 May 24, 2014, 09:09:39 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

Demitri or Morrigan would be great, I'd love to see either of them.
Spoiler: Psst. (click to see content)
    

Re: SSF2T Akuma by felineki updated 5/11/2014 - Custom mode added!

 May 22, 2014, 11:08:50 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, those are his throw boxes. In SF2, throws are instantaneous, with no startup whatsoever. Ideally for maximum accuracy I would have liked to have the throws trigger directly from those neutral states, but despite trying I couldn't get it to work properly. So instead they trigger on the very first frame of a normal attack, which is one frame later than it should be. SF2 also has a quirk where standing and crouching normals come out with a 1 frame delay compared to everything else. I replicated that quirk, so in the end these throw boxes on the neutral state animations do end up being used. However this means that for air throws I had to put a throw box on the first frame of each associated air normal.

If anyone knows how I could get the throws to trigger directly from the neutral states, I'd love some tips. I tried using MoveType changes and HitDefs in State -1, but it just didn't work.
    

Re: SSF2T Akuma by felineki updated 5/11/2014 - Custom mode added!

 May 16, 2014, 04:08:27 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 +

The burn states are coded so that the opponent can use their own burn animations if they have them. The numbers it looks for are 5400 (midair), 5401 (standing) and 5402 (crouching). I adopted those numbers from Masa's SF2 characters after checking listings of community standards to see that they weren't already in use for something else. So yeah, it's probably due to Hagen using one of those numbers for your collapse anim. It would probably be best to change its number to one of the ones suggested in the thread I linked to.

Also nice catch on the Hadouken shadow. I neglected to include ignorehitpause on the NoShadow AssertSpecials.
    

Re: SSF2T Akuma by felineki updated 5/11/2014 - Custom mode added!

 May 12, 2014, 04:09:20 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 +

Might have been a 1.1 exclusive trigger I left in a debug clipboard display. I nulled that out and reuploaded, try downloading again.
    

Re: SSF2T Akuma by felineki updated 5/11/2014 - Custom mode added!

 May 12, 2014, 03:40:01 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: Custom mode added! Adds several moves, mostly adapted from the Street Fighter Alpha series. Cover ground and toss your opponent straight into the corner with the rolling hard kick throw! Grab them out of air-to-air encounters with the air throw! Counter low attacks with the hop kick! Strike quickly from above with the dive kick! Dodge high attacks with the forward roll! And keep opponents guessing with the variable Hyakki Shu special! And last but not least, Evil Purple Hadoukens!

I also added a config.txt that easily lets you fix Akuma to a predetermined mode if you don't want to deal with the selection prompt at the beginning of each match.

Also, this isn't new, but here's a look at all 12 palettes I made for him:

You might recognize several as being based on ones from the Street Fighter Alpha games. Oddly enough, I chose not to include his actual alternate palette from SSF2T... I felt it was too similar to the default one.

Download Link

There's still one more mode to go! The "Mystery" mode, the specifics of which I'm keeping secret for the time being. Look forward to it!
    

Re: Darkstalkers vs Street Fighter

 May 07, 2014, 02:15:11 am View in topic context
 Posted by felineki  in Darkstalkers vs Street Fighter (Started by AVPboy6754 April 30, 2014, 02:56:43 am
 Board: Idea Engineering

Why exactly isn't Morrigan paired with Ryu? She is the protagonist of Darkstalkers.
Despite what crossovers might lead you think, no, she isn't. Demitri is. The series is called "Vampire", after all.
    

Re: SFII World Warrior - All 12 Characters Project

 May 05, 2014, 09:01:56 am View in topic context
 Posted by felineki  in SFII World Warrior - All 12 Characters Project (Started by Sheng Long April 23, 2014, 07:34:19 am
 Board: Projects

Here's where you can get that latest hack patch. Aside from fixing some color glitches, it also seems to have allowed the bosses to perform cancels properly, and even implemented Chun-Li's DF+K command normals. Apparently those were intended to be in World Warrior but were dummied out at the last minute due to fear of being overpowered. They didn't see official implementation until Champion Edition. One more thing to add to the TCRF page!  ;D

More on topic, very interesting project here. Sounds like a lot of work, but I'm definitely interested in seeing it happen.