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Re: Arcade Accurate MK Chars

 March 27, 2024, 09:38:16 pm View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

    

Re: Arcade Accurate MK Chars

 March 24, 2024, 11:35:40 am View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

I forgot to put it here but I updated Cage a few days ago: https://mugenguild.com/forum/topics/johnny-cage-mk2-v1-0-199221.0.html

Been working on a few other characters, I think Jax will probably be next since he's got the most work done on him atm
I'mma do this guy a little different than Cage, he'll be a mix of his MK2 and UMK3 selfs, with maybe a separate .sff for his regular arms




    

Johnny Cage MK2 v1.0

 March 19, 2024, 01:45:38 pm View in topic context
avatar  Posted by SaltAddict  in Johnny Cage MK2 v1.0 (Started by SaltAddict March 19, 2024, 01:45:38 pm
 Board: Your Releases, 1.0+




Had to finally release this guy otherwise I get the feeling I'd just keep adding new features for eternity  ;D

----Whats new??----
MK3/UMK3 stage fatalities
MK1/MK3 UI options
New MIMIC EX mode based on his MKX variation
Added support for user resize through cns
Better IKEMEN compatibility
Better support for other gamemodes such as simul and tag
More config options such as fatality sign offset, breaker display, etc...
Added Hara-Kiri (kinda).
Improved fatality effects.
Plenty of bugfixes and accuracy improvements.

Screenshots
Spoiler, click to toggle visibilty

Download
https://mega.nz/file/gWNEjCiZ#GctEilZlh4anCMjVnV6Ia8hrJ43q4VhdYMQmsgwCM1k


Additional credits to Omegapsycho, Fly, Xth@wk, Spor, Bathory/Anthony Nova, BlacyCyraxCO and Abystus.
Some feature implementation referenced from Mortal Kombat Project.

Special thanks to TehDrewsus, Biggs, PNDK&M.
Their videos and posts on competitive UMK3 play were invaluable in figuring out the inner workings of the game.
    

Re: Optional Animation Standards

 March 10, 2024, 02:06:51 pm View in topic context
avatar  Posted by SaltAddict  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?



    

Re: Arcade Accurate MK Chars

 February 25, 2024, 11:42:42 am View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

So you are moving the stage elements around via ModifyBGCtrl?

I did that for all my old MK interactive stages and the MKvsSF stage. It was a hassle because you have to fake the deltas instead of using actual camerawork.

You have a Discord contact?

Yeah, I wait until the character passes the new floor level than I offset the stage and characters down by 345 pixels. There should be no problem with y deltas if you time it right, but MK3 stages don't have much vertical scrolling so I haven't tested that extensively or anything.

I think I already have you on Discord from awhile back? I can explain better there if you'd like
    

Re: Arcade Accurate MK Chars

 February 24, 2024, 05:35:21 pm View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

Really nice! You doing this via AttachedChars? :D

Welcome to our exclusive club!

I've been working a true stage transition system, not just via ModifyBGCtrl, but the camera still misbehaves after the transitions.

Thanks! Yes, it's all done through AttachedChar.

I actually ran into camera problems like you mention. I think the issue was the floortension parameter acts weird if the lower bound of the camera is not 0. Dunno if that's the same problem you're having but my solution was to move the characters and new background down to the level of the bottom stage after it goes off camera, if that makes sense. So when it's all done the zoffset remains the same.
    

Re: Arcade Accurate MK Chars

 February 22, 2024, 12:18:32 pm View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects



Here's some more stuff showing the stage transitions in simul and stage fatalities. Same deal as the transitions, they work by default with any character and custom triggers can be set for them via maps. I disabled the finish him stuff in simul for now so what you see here is how they work for regular characters.

--------------------------------------
Or maybe you offset the entire second stage by the camera position in the first stage.

This one  ;D


    

Re: Arcade Accurate MK Chars

 February 16, 2024, 12:27:15 am View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects

Been working on him on and off these past months, mostly doing IKEMEN GO compatibility which meant re-writing some systems to take things like TAG into account. He should be fully compatible with IKEMEN TAG now and there's also support for blood colours added through maps and stage interaction through attachedchars, plus some stuff that could only be done in IKEMEN like correct corner detection. He won't crash MUGEN in SIMUL anymore either. FINISH HIM also works a lot smoother in IKEMEN since I don't actually need to hit the enemy to place him in a custom state.  Other than that it's just been fixing remaining inaccuracies and glitches.

Some of the fatality stuff shown in the last post was scrapped cause it wasn't turning out as well as I'd like, I think I'll ditch the "versions" and just focus on making them look good. To compensate, I've added an EX mode which I've wanted to try for awhile.


MIMIC Cage based on his MKX Stunt Double variation, was pretty fun to throw together.


Been working a lot on the stage project too. UMK3 transitions in IKEMEN GO, done through AttachedChar. These work with all characters off the bat but code can be added to characters to make them have more control over the transition through maps and such. Will write a tutorial once this is released. One thing I never really noticed in UMK3 is that no matter where you are when the transition is triggered, you'll always come up in the center of the new stage. This gave me a bit of a headache since it meant I couldn't just pan the stage up. The current implementation does very slightly mess up scrolling in the top stage but it fixes itself at the start of the next round.
    

Re: MK2 stages + edits

 February 05, 2024, 03:52:43 pm View in topic context
avatar  Posted by SaltAddict  in MK2 stages + edits (Started by SaltAddict December 18, 2023, 04:53:01 pm
 Board: Your Releases, 1.0+

Update! Added some new stages and fixed up the old ones. Now the characters are placed higher when playing 4:3 and shadows will fade away if characters go high enough. I've also changed the parallax to have a lot less sliding around.
    

Re: ID is not returning the actual char ID

 January 25, 2024, 12:12:52 am View in topic context
avatar  Posted by SaltAddict  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

I figured out the problem, it's a rounding error that happens on characters with big enough horizontal localcoord on MUGEN. It seems characters with horizontal localcoord of at least 720 from my experiments experience this issue when returning values from fall.envshake.ampl.

It's probably that Mugen does the localcoord conversion then rounds the result down because the amplitude must be an integer. So 56 becomes 55. Maybe you can use a var that's a float? Like frequency?

Edit: On second thought that will probably have the same issues since you still need to round the result yourself.

Actually, switching to envshake.freq did fix it, even without rounding, so thank you both ;D

It's weird, I ended up having to use ceil(GetHitVar(fall.envshake.freq)) anyway when checking it to prevent integer truncated errors, so its definitely returning a decimal, but using either floor or ceil on it gives the same value. And the localcoord is only at 400.

    

Re: ID is not returning the actual char ID

 January 24, 2024, 03:34:42 pm View in topic context
avatar  Posted by SaltAddict  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

Tried Mugen 1.0, 1.1 and Ikemen GO and they all seemed to work correctly.

Example:


Yeah it seems it doesn't happen on other characters. The problem is only with my MK2 Cage.
It definitely returns 55 on my end:


Seems to be a problem on the attacker's side?



I've tried removing all his helpers and envshakes but it still happens
    

ID is not returning the actual char ID

 January 24, 2024, 11:08:51 am View in topic context
avatar  Posted by SaltAddict  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

I have no idea what's causing this, but using
Code:
fall.envshake.ampl = ID
to attach the attacker ID to the hitdef so the target can know what char hit it during custom states isn't returning the actual ID of the attacker. Instead it seems to return their ID - 1 for some reason (e.g if the attacker is p1 it should return 56 but returns 55 instead). Only happens in MUGEN, in IKEMEN it returns what you would expect. And I'm not using the other fall.envshake parameters in these hitdefs at all.

An example of the code in the custom states:
Code:
[State set speed]
type = velset
triggerall = PlayerID(GetHitVar(fall.envshake.ampl)), var(50) = 0
trigger1 = time = 0
x = (2 + ((random/999.0) * 1.0))*PlayerID(GetHitVar(fall.envshake.ampl)), fvar(10) ;2 plus a number between 0 and 1 added at random
y = -7*PlayerID(GetHitVar(fall.envshake.ampl)), fvar(11)

It makes me think its a MUGEN glitch but I haven't been able to find anyone having similar problems.
    

Re: MK2 stages + edits

 December 19, 2023, 12:11:55 pm View in topic context
avatar  Posted by SaltAddict  in MK2 stages + edits (Started by SaltAddict December 18, 2023, 04:53:01 pm
 Board: Your Releases, 1.0+

It looks like the chars are too close to the bottom of the screen, even when compared to MKII. Especially in 4:3 where you have more room to play with.

EDIT: The parallax slides a bit and the shadows can be projected on the sky if chars jump high enough, but I didn't check MK2 to see what it does.
I'm personally not a fan of making the playable area (screenleft and screenright) smaller than Mugen standards, but I can see why you'd do it and it's easy enough to change.

Thanks for the feedback, I'm working on extending the ground sprites so the camera can be placed lower in 4:3. which should raise the characters a bit. And I'll see about implementing some shadow fading for chars with super-jump. Parallax is tricky tho. I think MK2 uses a totally different parallax method than MUGEN. Personally, I don't find the end result too distracting and even in the arcade game the characters slide around a bit.
    

MK2 stages + edits

 December 18, 2023, 04:53:01 pm View in topic context
avatar  Posted by SaltAddict  in MK2 stages + edits (Started by SaltAddict December 18, 2023, 04:53:01 pm
 Board: Your Releases, 1.0+

Some Mortal Kombat 2 stages plus edits/variations. I had to compromise a bit with the parallax but otherwise they should be pretty faithful to the arcade. These were made to not look oversized compared to regular chars and support multiple aspect ratios, so you can play them in 4:3, Widescreen, or the original arcade resolution (4: 2.54). BGMs not included.

DOWNLOAD LINK:
https://mega.nz/file/VKkSECgB#dsyqcETJ4kbyphbJsa4V3JURqr0QadOoXvsEWAsESqA

;Additional credits
;Arcade sprite rips by Fly, some rips sourced from Mortal Kombat Project
;Beta sprites compiled by Ermaccer
;Some sprite edits taken from Juano16's stages and MK2 REMIX by MK2R Team.

05/02/2024
New stages added!
Old stages updated!
Added Widescreen support.
Spoiler, click to toggle visibilty


The Tower:
Use MK2_Tower_Statues.def for the beta version of the stage.
Spoiler, click to toggle visibilty

The Wasteland + Wasteland Shore:
Spoiler, click to toggle visibilty

The Armory + Infernal Foundry:
Spoiler, click to toggle visibilty

Living Forest:
Added a night variant.
Spoiler, click to toggle visibilty

The Portal:
Use MK2_Portal_Pagoda.def for Trilogy version w/ 3D stairs.
Also has the Genesis blue version and a custom green variant.
Spoiler, click to toggle visibilty

The Deadpool:
Original Stage + N64 Trilogy version (use MK2_Deadpool_Sunset.def) + "Bloodpool" edit.
Spoiler, click to toggle visibilty

The Pit II:
Original stage + N64 Trilogy version + "Road to Ascension" stage based on the MK2 PLUS romhack.
Spoiler, click to toggle visibilty

Will add more soon!
    

Re: Kurtis Stryker from Motral Kombat 3 released

 November 04, 2023, 02:07:48 pm View in topic context
avatar  Posted by SaltAddict  in Kurtis Stryker from Motral Kombat 3 released (Started by YochiThMaster333 November 02, 2023, 06:03:48 pm
 Board: Your Releases, 1.0+

Wait, it should? Other MK characters for normal MUGEN like those of Pneophen (including Juano16's MK2 Ninjas) and OMEGAPSYCHO don't add "D" (downed, i.e. when the opponent is in LieDown states) to their sweep attack's hitflag. Are you playing with Mike Obrecht's characters whose sweep attack can hit lying down opponents?
Just looks weird having his leg harmlessly swoop over the opponent. It hits OTG in the arcade game too.

In Ultimate Mortal Kombat Trilogy romhack, MK2 Jade is still hit by Stryker's gun despite she is being immune to projectiles. If the player IS the projectile itself, this would cause some problems [...]
Idk about the console versions but Motaro is completely invulnerable to it in arcade UMK3 (won't reflect it either). Not a big deal after fighting him a few times, but it feels unfair to get hit by it while using moves that should be projectile-invulnerable. You could spawn a helper to do the actual hitting to get around most of those problems.

For uppercut's hitboxes, I will fix that one, even though it is not supposed to hit crouching opponents in original UMK3. For high punch/jab and high kick hurtboxes, I'll probably fix that one in some kind by decreasing their size (if that doesn't work, probably remove the hurtboxes).
In that case, the 2nd uppercut hitbox shouldn't extend so low because it can hit p2 Stryker even while he's crouching.

2D Mortal Kombat games used blood instead of hitsparks, so only shortening the hitpauses will work.
It doesn't seem as weird there because there's no hitpause for the character being hit.
    

Re: Kurtis Stryker from Motral Kombat 3 released

 November 04, 2023, 12:07:18 am View in topic context
avatar  Posted by SaltAddict  in Kurtis Stryker from Motral Kombat 3 released (Started by YochiThMaster333 November 02, 2023, 06:03:48 pm
 Board: Your Releases, 1.0+

Just tested him out, he's pretty fun! Some feedback after playing a few matches:
-Explosion effects on his projectile casts shadows
-As has been said, he can't go into his strings from air attacks and he can't cancel his jabs into specials
-Are the close normals (elbow and knee) supposed to be able to hit airborne opponents? They whiff completely on falling enemies and are the only attacks that force an airborne enemy into fall recovery.
-Missing corner pushback when juggling an enemy with jabs
-The "z" button doesn't do anything so it feels weird when its used as part of the fatality commands
-Unlike every other move, Baton Sweep has no hurtboxes on the attacking limb
-Letting the super projectiles hit OTG would make juggling into his super feel a lot better, IMO.
-Speaking of OTG, sweep looks like it should be able to hit lying down opponents, but doesn't.
-The hitdef on his gun special should be attr = S, SP instead of attr = S, SA

And some nitpicks:
-Damage seems a bit low overall.
-Uppercut recovery should go directly into stand instead of crouching again.
-Some collision boxes are a little strange, high jabs and high kick are way too vulnerable to jumping attacks because the blue box covers so much of his attacking limb. And why does the 1st hitbox of his uppercut miss against crouching opponents?
-Long hitpauses look weird without hitsparks
-Double projectile could use some more recovery time.
-Baton Toss hit animation looks weird on other MK chars, they end up flying through the air in an awkward position.
    

Re: Cage MK2 Beta Release 1

 October 28, 2023, 06:15:54 pm View in topic context
avatar  Posted by SaltAddict  in Cage MK2 Beta Release 1 (Started by SaltAddict May 04, 2023, 06:23:59 pm
 Board: Your Releases, 1.0+

I found another issue, the opponent's fatality compatibility sprites are the wrong size if the opponent's xscale and yscale values are anything below or above 1.

I might have an idea of what's causing this, does this affect all the sprites or just the ones for flying heads and torsos? Thanks for reporting all these issues btw, next update will have better ikemen support in general
    

Re: Leftbound/rightbound mess up cornerpush. Anyway around it?

 July 28, 2023, 12:22:30 am View in topic context
avatar  Posted by SaltAddict  in Leftbound/rightbound mess up cornerpush. Anyway around it? (Started by SaltAddict July 27, 2023, 10:28:36 pm
 Board: M.U.G.E.N Development Help

Damn that sucks :( So even in IKEMEN its impossible? Was hoping I could at least have a separate ikemen version with the full stage.
    

Leftbound/rightbound mess up cornerpush. Anyway around it?

 July 27, 2023, 10:28:36 pm View in topic context
avatar  Posted by SaltAddict  in Leftbound/rightbound mess up cornerpush. Anyway around it? (Started by SaltAddict July 27, 2023, 10:28:36 pm
 Board: M.U.G.E.N Development Help

Trying to convert this stage from MK2 and in the source game, the player is not able to go past the door, even though the camera can scroll a bit further. At first I simply lowered the leftbound and rightbound values, and it seemed to work perfectly.



Then I realized it was messing up fireballs and cornerpush:




The issue seems to be that with low leftbound/rightbound, backedgebodydist is never equal to 0.

Any way to get around this? I've messed with screenleft/screenright instead but that has the side-effect of making the play area too small.
    

Re: Arcade Accurate MK Chars

 July 22, 2023, 10:37:30 pm View in topic context
avatar  Posted by SaltAddict  in Arcade Accurate MK Chars (Started by SaltAddict January 26, 2022, 12:10:23 am
 Board: Projects


New fatality inspired by Shaolin Monks.


MK3 stuff is here!

Also adding MK1/MK3 versions of his fatalities. You can decide which version to use by changing the input slightly. The UI messages can be set to either of the 3 games or to change based on gameplay mode.
Spoiler, click to toggle visibilty

Kombat Tomb stage pack coming soon!
Spoiler, click to toggle visibilty