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Correcting the reversed commands in characters (Read 7086 times)

Started by JustNoPoint, October 07, 2016, 07:16:44 pm
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Correcting the reversed commands in characters
#1  October 07, 2016, 07:16:44 pm
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I don't think I've actually seen a fix for this addressed. Basically when you jump over the opponent your commands are reversed for a small window of time when you land.

So I tried this and it seems to be working pretty well.
Would this be a good method? Should it be built upon? It's pretty simple to apply and fix this annoying issue.


Basically apply this to your -2
The anim is a blank anim so it can be whatever you wish


Spoiler, click to toggle visibilty

Then for each command do this
 command = "qcbz" && NumExplod(20)=0 || command = "qcfz" && NumExplod(20)=1

Basically after you land there are 6 ticks in which your commands are reversed making them correct in MUGEN

Any issues doing this? I'm sure it can be improved.
Last Edit: January 13, 2017, 06:16:54 pm by Just No Point
Re: Correcting the reversed commands in characters
#2  October 07, 2016, 07:32:51 pm
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Something like that.

I only learned about it a few weeks ago so I guess someone smarter than me can elaborate, but that's the basic idea.
Re: Correcting the reversed commands in characters
#3  October 07, 2016, 07:39:00 pm
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Vans's buffering system takes care of this. Before, I had to check if they were in anim 5 or 6 and if so, use the reversed command.
Re: Correcting the reversed commands in characters
#4  October 07, 2016, 07:56:08 pm
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I thought it did but no one has posted how to apply his system. I haven't looked into it yet but I know some that have and say it's pretty confusing and gave up.

Till I look into it more for my own characters I think this is a good quick fix for HDBZ chars. And any chars in general as the buffering system is a lot more involved.
Re: Correcting the reversed commands in characters
#5  October 07, 2016, 08:00:53 pm
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I'm trying to apply Vans' buffering system in a new project and I can say that it looks pretty confusing indeed, but Koopakoot applies a simplified version of it in his chars. It gives pretty good results.
Re: Correcting the reversed commands in characters
#6  October 07, 2016, 08:12:18 pm
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I'm doing the same thing. I still haven't figured out negative edge (KoF doesn't have it) but fortunately I don't have to worry about that for what I'm doing.
Re: Correcting the reversed commands in characters
#7  January 13, 2017, 06:17:57 pm
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corrected an issue with the remove expod code

NEW
Code:
[State -2, Explod]
type = RemoveExplod
trigger1 =StateNo != 52
trigger1 = Time >= 6
trigger1 = facing != enemy,facing
trigger2 = MoveType = H
ID = 20


Old DON'T USE
[State -2, Explod]
type = RemoveExplod
trigger1 =PrevStateNo = 52
trigger1 = Time >= 6
trigger1 = facing != enemy,facing
trigger2 = MoveType = H
ID = 20