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Re: NoZ W.I.P (NEED HELP NAMING MY NEW SCREENPACK,Big roster pic added)

 March 30, 2012, 05:22:08 am View in topic context
avatar  Posted by Froz  in NoZ W.I.P War2oNe (Started by NoZ March 20, 2012, 12:53:03 am
 Board: Projects

Devil gene vs Satsui no hado Inspirations could be used as well

oh, ok

The Devil's Eye and the Fists of Heaven
Clenched Fists : The thirst for blood
Bloody Beat-down : Fight of the Era

I can't wait for your screenpack, it looks sexy, are the cinders in the Background animated?

    

Re: NoZ W.I.P (NEED HELP NAMING MY NEW SCREENPACK,Big roster pic added)

 March 30, 2012, 04:47:18 am View in topic context
avatar  Posted by Froz  in NoZ W.I.P War2oNe (Started by NoZ March 20, 2012, 12:53:03 am
 Board: Projects

how bout: Cinders of War... No?

maybe...

-Brutal Rage: The Volcanic War
-Burning Clash
-Blood Heat: The Final Fist.

I was inspired by the burning background.

and Devil's Playground, due to the SFXTK feel.
    

Re: I need help with projectiles

 March 29, 2012, 06:00:48 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

    

Re: I need help with projectiles

 March 29, 2012, 03:40:10 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

It's definately not fighter factory, I'll personaly vouch for that. The problem is Urien mirror self because I cannot reproduce the error on other characters, even those poorly made and when I looked at the code it self is more or less a cluster fuck paste over of P.o.t.S old and new stuff *scratches head* because I could of sworn he used 1 as his HitDef triggers in projectiles like that. The key is to keep opponent on the ground and send them flying on the last hit for obvious cosmetics purposes. In this case mirror self falls right away because the HitDefs have Fall = 1 and when nulled and tested on other characters they remain on the ground throughout the 5 hits but do not fly over.

What you could try next is to see what you can do with a Projectile/Projectile and HitDefs because 1/2 the work is done for you already.

:pwn: well the entire coding IS heavily based on pot's ryu shinkuu hadouken. because that was the only code i could think of that could help me in someway.

It seems that "Root, StateNo = 3000" caused the problem, let me test the previously mentioned characters you suggested.

kfm, and king worked like a charm but hulk STILL receives only one hit, maybe it's his super armor that causes this?

I also want to find out how to correctly implement the "aegis reflector"

i already have one bug: King's venom strike kinda "feeds" the reflecting projectile, which makes it last longer than usual.
    

Re: I need help with projectiles

 March 29, 2012, 03:19:43 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

kfm, my stuff and my others friends stuff got all 5 hits anywhere on the screen. Have you tried re-writing the projectile from scratch?

yes, the third time actually, and this will be my fourth :S i'm using fighter factory 3 if that's causing the problem.
    

Re: I need help with projectiles

 March 29, 2012, 03:02:43 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

same he gets 5 hits when he's close, and 3-4 at the end of the screen i'm pretty sure it's the coding itself, there's something in the code  that triggers 3-4 hits when the opponent is at the end of the screen.
    

Re: I need help with projectiles

 March 29, 2012, 02:24:45 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

My bet as to why its giving a different combo counter is because of opponents get hit collision boxes. The projectile it self may be fine and moving at slow speed like you want but it may be trying to catch up while the opponent it still in recovery frames of the get hit animation and different people will collision their characters differentely. Try the move on a large body like Hulk and a petite body like King and see the combo results and/or increase the hit pauses. The code you're working with will cause other cosmetic issues with characters that use helper projectiles as well so I'd just put in a NotHitBy on your character on the 1 or 2 frames when the character shoots the projectile out. It's cheating but who cares.

Kamekaze's Hulk receives only one hit, and Zero-Sennin's King receives 3 hits
    

Re: I need help with projectiles

 March 29, 2012, 01:22:32 am View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

True reflecting projectiles are impossible except in a full game environment. Up to you if you want to do the halfass but sorta reliable version.

For speed up it depends what sort of projectile it is. Whether it's a helper or a projectile

Projectiles take an Accel parameter which works like a constant veladd

accel = 0,-1

Will make the projectile accelerate upwards

Helpers use the veladd controller. This is in the docs and you can look it up.

yes, i'd like to do the "half-ass" reflecting version plz :3

also, I based off of ryu's shinku hadoken to make his jupiter thunder.

but when it hits an opponent it sometimes goes to 3-5 when it should always give 5 hits.

where did i go wrong?

Spoiler, click to toggle visibilty
    

I need help with projectiles

 March 28, 2012, 11:55:42 pm View in topic context
avatar  Posted by Froz  in I need help with projectiles (Started by Froz March 28, 2012, 11:55:42 pm
 Board: M.U.G.E.N Development Help

how do properly code a Reflecting Projectile like the "Aegis Reflector" by Urien or Make a projectile start with slow velocity but as time passes it speeds up?


Here's the link : http://www.mediafire.com/?gj79t5gdxs8qhyg
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami & Urien Updated

 March 28, 2012, 11:47:59 pm View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

what's been updated:


Iori Yagami:
-I finished his stance, stand to crouch, crouching stance, and his walking animation.  [size=1pt] GACK!, even with POTS simple and quick color separating method I'm still going slow at this! --;[/size]

Urien:
-mk is now a lot smoother.
-you can now attack when jumping fwd or backwards, although it's still very stiff
-violence knee drop resembles more to his original sf3 counterpart
-close standing moves have now been replaced with original commands
-Electric Sparks have been added.
-Ex headbutt updated with sparks, but i still need to add the 2nd hit
-rescaling has been applied.

Spoiler: Things left to fix (click to see content)
    

Re: Jmorphman's WIP thread: Guile beta released

 March 28, 2012, 09:40:20 pm View in topic context
avatar  Posted by Froz  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Froz's Wip Thread : Color Separation of Iori Yagami & a Beta of Urien

 March 28, 2012, 04:10:40 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

A few feedback on Urien:

-Violence Drop is weird: Lowest to highest should send him into the air, and then comes down as soon as he says "Kill!'
-Ex Violence Drop should follow his opponent.
-Metallic Spears should have a electric spark when hit, same with Temporal Thunder and Aegis Reflector.
-Taunt is missing shock wave effect when he hits the ground.
-Temporal Thunder and Aegis Reflector seem to have a slow reaction time pulling it off, unlike Tyrant Slaughter.

Edit: -Ex Headbutt should have two hits and have a shock.

Overall a good start, but with improvements, it could be better.

will add those fixes and suggestion, thanks!

welcome to my world, so many things to do so little time XD, I'm really glad you are experimenting with the coding areas of the chars, it takes a while to get the hang of it, and I also suck at throws its the part that takes me more time to aling and finisch properly XD, that sprites you used for Urien, where does that come from? o.o

Edit: I've never played with Urien before, but I think an Width would help with the Tyrant Charge o.o

i made them myself :P but it's just a palette apply + scale, something really easy to do with corel PSP x3/x4+ PS CS5
also took a few sprites from fido's conversion.

I would instantly kill the whole "welcome" vibe with this but i never played SFIII,  :ninja: :gonkgoi:
I'm basing it off videos, other mugen conversions, and his superior brother, Hero's & GM's Gill  ::) 
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami & a Beta of Urien

 March 28, 2012, 03:51:38 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

i tested your urien and here's some feedback:

-his low, medium, and high knee drop goes high, higher, and highest
-his aegis reflector needs more than one it in order for to disappear in a street fighter 3 way

overall, he's ok i guess, that's all

-What do you mean High,Higher,Highest? I set the velset to match Gills Moonsault Knee Drop if that answers your question.
-Yeah, i'm not good with projectiles neither throws :P

aside of what drewski90 said; try doing a cromprehensible readme as not everybody has Fighter Factory or have played with Urien.

and Drew, ok you guess? its an outstanding start!! to be a beta it's pretty well made!! I hope to see awesome things like this more often!! I'm playing SF3 again seriusly again thanks to this, didn't knew Urien was this cool! *.*

thank you, but my wip is far from complete. a lot of things are missing and need to be added, plus i'm working on Iori's CS so right now i'm handful.
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami & a Beta of Urien

 March 28, 2012, 03:34:53 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

On a more serious note as much as I'd love to code an Iori for Mugen 1.0, taking Anjel's as a platform of course, I'm sure there's plenty of good coders out there *looks discretly at jmorph and rajaaboy* that would love to get their hands on a finely separated sprite sheet as you're aiming.

The reason that I feel I shouldn't its 'cos I'm aiming for less popular characters that have potential but nobody would code properly (or at least P.o.t.S style or with a good original style as Rajaa or SeanAlty) such as Benimaru or Mature... and I have to finish Eliza-1 as well (and Eliza-2). But damn if I had the time my hands would be all over Iori 'cos I love to play with him :3

Spoiler, click to toggle visibilty

ah, yes i also love setting my eyes for a lot of potential characters but it's in a more distant and a lot of sprite work since they're animated characters. btw can you check/judge my Urien (who's link i posted in the first post) and teach me how to create characters?

That beta was a hell of a lot fun.

-When in watch mode, Urien doesn't fight. I don't know why though.
-AFAIK, MAX moves weren't implemented.

Overall, a good start.

I'm planning to make his punch-to-the-ground winpose his max super "Vesuvian Burnout", ack i don't what AFAIK means :omg:

Also his projectiles supers are screwed up, but i don't know how to fix/implement it. :oops:

also his AI is not added so that might answer your question  :mad:
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 03:00:34 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

are you planing to release the sprite sheet aes open source so anyone can coda an Iori with your work? *.*

why yes, hopefully jmorphman or you can accept the invitation and make an Iori from it.

Stop tempting me!! if I accept I'll force myself to sprite all his moves that are missing from KoF 99' through '02 and even give Wild Iori his original Maiden Masher from '98!! urgh!! too much to resist... must... finish... Eliza-2 O.o

AARRGGHH! I would do anything to help you create Iori, but i can't sprite nor code well enough. :qq:
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 02:53:52 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 02:02:23 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

are you planing to release the sprite sheet aes open source so anyone can coda an Iori with your work? *.*

why yes, hopefully jmorphman or you can accept the invitation and make an Iori from it.
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 01:15:32 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

but his shoe's are ruined, although i AM using his palettes to help me finish it quicker.

Oh yeah forgot about that.

but really it just takes a couple of seconds to copy and paste it with the original sprites, so i might consider it.

other than his shirt from his sleeves am i missing something else to separate? The only thing i noticed is that Iori showed his tongue somewhere around his "roll" or his dash, so I'm going to separate that.
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 12:53:49 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

If i can make a suggestion Hero's Iori has some separation done for it, so you could use him and save some time by not having to worry about separating his hair from his pants and some other things as they are already done.

but his shoe's are ruined, although i AM using his palettes to help me finish it quicker.
    

Re: Froz's Wip Thread : Color Separation of Iori Yagami

 March 28, 2012, 12:48:12 am View in topic context
avatar  Posted by Froz  in Froz's Wip Thread (Started by Froz March 28, 2012, 12:36:37 am
 Board: Projects

Awesome, Iori needs this kind of love, i dont really see necesary to separate the sleeves, or the part of the shirt that comes down form his coat, but go crazy if you want, I really hope you do something about Orochi Iori as well :3

An Iori Color separation without the orochi Iori color separation? What kind of loving would that be? :P
Although i do have to make a patch for an existing character, and so far no one has got my attention except Hero's Iori.
I might have to make a poll to decide.