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Jmorphman

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Messages by Jmorphman

    

Re: Yamazaki Grab Problem

 July 15, 2019, 01:53:24 am View in topic context
 Posted by Jmorphman  in Yamazaki Grab Problem (Started by Knuckles8864 July 13, 2019, 01:57:28 pm
 Board: M.U.G.E.N Development Help

These triggers are wrong, because you want the superpause to last for as long as his start up for the move is. Which is 43 ticks. Though you're having the superpause trigger 3 ticks in, so it's technically lasting longer than his startup ticks. Change them to this:
Not necessarily, because in CvS2, the pause (and super spark itself) don't kick in until a few ticks into the startup of the super animation, and the pause then continues for a few ticks after the super spark animation has finished. So changing those would make it not reflect how it's supposed to work.

Instead, the best way to approach this while preserving the way super pauses work, I think, would be to have another SuperPause controller (with Time = 0) in state 3210, which will cancel out the current SuperPause and let the opponent put themselves in the correct animation.

Unfortunately, this won't kick in right away: the opponent will still be frozen on the first tick. So instead of having Yamazaki launch immediately into his throw, it might be better to add another element using the throw attempt sprite (800,1 with a time of 1) at the very start of the animation, so that Yamazaki delays the actual throw one more tick so that the opponent can "catch up". I did something similar with my Benimaru's Elec-Trigger (though I didn't add a new element to the animation, I did increase the time of the first element by a tick), if you wanted to see it in action.
    

Re: Vega (Claw/Balrog) from CvS2 (Memo POTS Template)

 July 13, 2019, 01:32:10 am View in topic context
 Posted by Jmorphman  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 pm
 Board: Projects

Bloody High Claw looks great!
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 July 10, 2019, 10:11:23 pm View in topic context
 Posted by Jmorphman  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

    

Re: Character of the Month: Hall of Fame

 July 10, 2019, 06:55:38 am View in topic context
 Posted by Jmorphman  in Character of the Month: Hall of Fame (Started by Palette Jesus April 03, 2011, 06:45:11 pm
 Board: Contributions of the Month

2019

Spoiler, click to toggle visibilty
    

Re: Character of the Year: Hall of Fame

 July 10, 2019, 06:29:57 am View in topic context
 Posted by Jmorphman  in Character of the Year: Hall of Fame (Started by Palette Jesus April 03, 2012, 09:16:35 am
 Board: Contributions of the Month

2018

    

Character of the Month: June 2019 Nominations

 July 10, 2019, 06:18:49 am View in topic context
 Posted by Jmorphman  in Character of the Month: June 2019 Nominations (Started by Jmorphman July 10, 2019, 06:18:49 am
 Board: M.U.G.E.N Discussion

In this thread you will be nominating characters from the month of June 2019 that you believe are worthy to be recognized as Character of the Month. These nominations last until July 25th.

Read these rules and guidelines.

Every couple of days a list will be created and updated to feature the nominations progress. The list will include: Who's a candidate and how many motions other characters have. If twenty candidates are reached before the 15 days are up, then voting will start early.

- Only nominate up to 4 characters
- Read the thread
- The numbers next to each nomination represent each character's current nominations
- Only 3 nominations are necessary for each character
    

Re: How do you make a move Bury a foe like in Smash Bros series, mainly Smash 5?

 July 07, 2019, 12:49:07 am View in topic context

    

Re: Hello Mugen world!!! whats new? How are things in the community

 July 03, 2019, 11:36:47 pm View in topic context
 Posted by Jmorphman  in Hello Mugen world!!! whats new? How are things in the community (Started by alexlexus July 03, 2019, 09:10:55 pm
 Board: M.U.G.E.N Discussion

    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 22, 2019, 11:50:31 pm View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

With Orochinagi, the hits would just happen very rapidly, with each hit doing the same amount of damage each time and not stopping until the move itself stopped. With GTK, on the other hand, it would function almost as normal but the hits on the move pretty much just wouldn't stop until the move ends or the opponent gets KO'ed. It hasn't happened since both characters' updates on my end, so all I can suggest is to just fresh install the characters.
Ahhhhhhhh, now I know what's happening. Those old versions relied entirely on the juggle variable to ensure that the move did only the specific number of hits it was supposed to do. And those old versions also had the early, simul-unfriendly version of the juggle variable code, which behaved very poorly during simul. So moves like GTK and Orochinagi would do a hit every single possible opportunity they could, even if they were supposed to be limited to only one or three.

I could've sworn those were solved a long, long time ago. Like, did that old version of Joe still have the vanilla 2002 style of GTK, with the horizontal movement? I have to assume that I got rid of the simul bug when I switched it to 2002UM style, regardless as to whether the simul juggle fix was applied at the same time.

This is all your guy's fault for not updating! >:[
    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 22, 2019, 06:38:00 am View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

This Joe issue is pertinent to the thread! It probably applies to all of my characters!

Spoiler, click to toggle visibilty

It may be confusing, I went in Simul against 2 Joe, one of them used the super and took out my partner's entire health.
Edit: Oh, damn, I forgot F12 don't capture debug. it's state 3250. I said lvl1, it's a lvl2, my bad.
I've tried everything I can think of: I've tried team versus matches with all Joe's, I had teams of AI Joe's with infinite supers, and still never ran into this issue at all. I'm totally stumped. :S

It's due to the characters's damage scaling system using enemynear-related trigger, which screwed up hard in Simul Mode. Tbf, coding for Simul is pretty different to Single matches and there aren't a lot of authors actually care about this mode (which is understandable, seeing how stupid and flawed that mode is).
That doesn't really make any sense; the dampener shouldn't really have much of any impact on the damage levels: if the dampener wasn't present at all, the supers would do the same damage as they normally do, there just wouldn't be any reduction if cancelled into from a special. And even then, EnemyNear isn't really used in the dampener itself—that's all calculated based on number of hits. The dampener might get indirectly affected by the EnemyNear issue (because EnemyNear is used as a trigger various VarSet/VarAdds used for the hit count variable, and I don't remember if it's been coded to take the simul issue into account), but that wouldn't cause the damage to drastically increase at all either.

Maybe I'm missing something but I can't imagine the EnemyNear issue is the problem here?

Nitpick time:
I know Shadow Lady's supposed to replicate her Alpha Appearance, but she just feels more like an EX version than an Evil Mode.
I'd rather see "Shadow Lady" reminiscent of her MvC appearance but maybe it's just a "no sprites" thing or it would be too cheap.
Well, the truth is, it is in fact "just" an EX mode, it's really not at all trying to be an actual mode/adaptation of Shadow Lady from MvC. I just wanted to make a SFA moveset alt mode, but slapping on a SFA palette and calling it a day was too underwhelming. That kickass Shadow Lady palette effect was too good to pass up! And like, jeez... Shadow Lady's moveset stinks (except Final Mission, but even that's just stolen from Shadow)! With this version of Shadow Lady, you're getting the best of both worlds!
    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 21, 2019, 07:33:54 am View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

Which super? I just tried all the level 1's and didn't see anything out of the ordinary; the damage levels all looked completely normal. :S
    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 21, 2019, 06:53:14 am View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 21, 2019, 05:29:38 am View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

I DON'T KNOW WHAT YOU'RE TALKING ABOUT I DEFINITELY DID NOT ACCIDENTALLY UPLOAD THE DIET SFF FILE AS THE REGULAR CHUN-LI DOWNLOAD
    

Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])

 June 21, 2019, 05:04:56 am View in topic context
 Posted by Jmorphman  in "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Started by Jmorphman November 20, 2018, 01:12:28 am
 Board: Your Releases, 1.0+

Chun-Li has a small update! I dredged up this old thread because said update really does not deserve a new topic:
 - Chudanrenshu can now be canceled out of
 - Added MvC Hyakuretsukyaku effects to Shadow Lady mode, courtesy of Hoshi
 - Removed bug that occured during Koshuto, where EnvShake would activate before the opponent hit the ground
 - Corrected an issue with the implementation of charge moves in the buffering system where—when cancelling into a charge special or
   super (during custom combo or when cancelling into a super in general)—a new, full charge was required; an unintended requirement   
   that was not originally present in older versions of this character.
 - All hits now will be able to connect during Tenshokyaku if performed custom combo will

Here's what the amazing new FX looks like, courtesy of Hoshi:


Now, a classic Jmorphman Move™ would be if I updated the sprite file in the regualr Chun-Li download with the new effects, but if I also completely forgot to update the smaller, less palette heavy "Diet" sff file patch. BUT FEAR NOT! I updated that one too!

I've actually had the effects and everything updated months ago, but I kept being lazy and didn't push out an update... until KarmaChameleon alerted me to some issues with how charge moves were implemented, and I hopefully have that all sorted out. It should be a little easier to perform the delta input (what Hazan Tenshokyaku uses); personally, I still can barely manage it, and I'm sure others will feel the same, so I'm still keeping the alternate command for said delta input that was introduced in SSFIITHDR. That alt command should've been used elsewhere too!

Also, once I fixed the charge move stuff, I discovered that this... thing existed, as a result of said fix:

http://network.mugenguild.com/jmorphman/images/wipthread/GrooveRushNumberChun.mp4

I have made sure that this unsightly thing that I won't even deign to call a combo is no longer possible. I will speak no further of the abomination.
    

Re: Knuckles8864's WiPs - Back to the Crazy Guy!

 June 14, 2019, 12:32:33 am View in topic context
 Posted by Jmorphman  in Knuckles8864's WiPs - Back to the Crazy Guy! (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Which one of his theme is better?

Fatal Fury 3
https://www.youtube.com/watch?v=IpXp6B9BXKM

King of Fighters XIV
https://www.youtube.com/watch?v=7iuiOsj7HXg
Fatal Fury 3, always and forever. XIV is nice and all, but nothing will ever top the SNK Sound Team at their height.

Also, working on how the inputs should work. Like, which moves to do So, I've been thinking...

-1. One of the kick move combos
-2. The stomps (replaced the Lvl. 2 Guillotine with slams on the ground similar to KoF XIV)
-3. Undecided. Was thinking the headbutt in 98 or something else.
-4. The repeated slaps (obviously)

Any thoughts?

Also, thanks for the palettes, guys! Will be sure to add them. :)
The rapid headbutts! They're essential!
    

Re: gaming news that don't deserve their own thread

 June 13, 2019, 02:52:32 am View in topic context
 Posted by Jmorphman  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

[youtube]https://www.youtube.com/watch?v=ar7XwuYd9Yw[/youtube]
Man, after waiting so long to hear anything about this thing, this is what they show. What a fucking bummer!
    

Re: Mugen Free For All Website: is down right now. Check this topic for the latest

 May 22, 2019, 02:47:19 am View in topic context

I didn't notice Orochi Gill had warned you against running some DDoS attack on MA, until now. What made you think that after being warned for suggesting that, that it would be a good idea to suggest a less serious but still bad attack on another site?

The next time you suggest some idiotic scheme like this, you'll be banned for at least 3 days. This is your final warning.
    

Re: Mugen Free For All Website: is down right now. Check this topic for the latest

 May 22, 2019, 02:22:18 am View in topic context

How about no.
    

Re: MUGEN BASED COMPETITION SHOW

 May 22, 2019, 12:27:32 am View in topic context
 Posted by Jmorphman  in MUGEN BASED COMPETITION SHOW (UPDATED) (Started by TrueGemini May 21, 2019, 04:42:53 am
 Board: Idea Engineering

Please do not double post; if you want to add more, or if you see another post you want to reply to that you didn't address in your previous post, simply use the edit function to edit that into your previous post.

I will go ahead do that for all your double posts in this thread, but please avoid double posting in the future.
    

Re: DC Television Universe Discussion Thread

 May 21, 2019, 03:01:51 am View in topic context
 Posted by Jmorphman  in DC Television Universe Discussion Thread (Started by Retro Respecter May 14, 2015, 11:21:37 pm
 Board: Entertainment

Didn't he actually show up in Titans ? I can't even guess if they'll try to keep those two coherent. Doing what Supergirl did with Superman would be fine.
Batman in Titans is working exactly like Superman did in Supergirl: they had Batman show up but only seen in brief glances, and just used a stand-in wearing a basic costume for the very brief appearances he made. And also, much like Superman in Supergirl, they only cast someone to play Batman starting with the second season (they'll also probably design a more elaborate and better costume for said actor to wear)