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Messages by krudelu

    

Re: Ikemen GO

 December 25, 2020, 04:34:25 am View in topic context
 Posted by krudelu  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Not sure if it'll be fine to post a bug report here as well since the bug report thread seem to be inactive for a very long time so I might as well post here as well just in case.

In IKEMEN v0.96, turns recovery works offline but it doesn't work online. here's a vid of it:

    

Re: Ikemen GO bug reports and know bugs

 December 25, 2020, 04:32:36 am View in topic context
 Posted by krudelu  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

In IKEMEN v0.96, turns recovery works offline but it doesn't work online. here's a vid of it:

    

Re: Varadd not adding up after canceling on the same frame? Custom Juggle Point help

 December 02, 2020, 11:07:14 am View in topic context
 Posted by krudelu  in Varadd not adding up after canceling on the same frame? Custom Juggle Point help (Started by krudelu November 23, 2020, 02:50:40 pm
 Board: M.U.G.E.N Development Help

Okay I gave it a try and it's working how I wanted it to be. Thanks.

Also, just going to leave it here just for note purposes:

Apparently, I also forgot to add ignorepause in varadd so make sure to add then in this case.
    

Re: Ikemen GO

 November 24, 2020, 06:34:44 am View in topic context
 Posted by krudelu  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Just reposting this from discord as a suggestion in terms of which feature that could be added for IKEMEN GO

For suggested features, I think there should be the option of either making power meter have to fill up entirely to gain a level (like in kof. What I meant by this is you need to get 1000 of the power to fill up the bar to gain a level) or it only allows getting a level of meter when reaching specific fraction of the bar (like if the character has a maximum power of 3000, to get 1000 the bar has to fill up to 1/3 of of it). With this, we won't need to make an exclusive power meter code for each character if what we want to see in the power meter is the former.

It'll be a nice feature to add if it's possible
    

Varadd not adding up after canceling on the same frame? Custom Juggle Point help

 November 23, 2020, 02:50:40 pm View in topic context
 Posted by krudelu  in Varadd not adding up after canceling on the same frame? Custom Juggle Point help (Started by krudelu November 23, 2020, 02:50:40 pm
 Board: M.U.G.E.N Development Help

I'm not sure if posting a new topic and deleting the old one, or rewriting the last topic I made would be better but I decided to just make a new one and delete the old one since I think I found something different to the issue I was having as opposed to what I think is the problem. This post will be a little bit similar to my last post but with a bit of difference since the issue I was actually having that I found was actually different than I thought. Also, I posted a video just in case my explanation doesn't seem to be clear enough.

First, just wanted to say that my bad for not noticing this kind of issue than I thought. I thought that varadd wasn't working upon hitting the later active frames but actually even if the move hits during it's later active frames varadd adds up after a frame or more passed on since the initial frame the move hits.


Anyway, for my initial post:

I've been trying out using a custom juggle point system and it's the one that's close to MUGEN's juggle point system. I was trying out one of them that's in this thread (I think it's by JNP?): https://mugenguild.com/forum/topics/what-juggle-system-do-you-use-178518.0.html

This means that I've been trying out using varadd for it

So here's what I'm trying to do. I have this one knockdown move that can cancel into special move but I wanted the special move to not connect from the knockdown move.

So I tried to put this in the knockdown move's statedef:

Code:
[State 0, VarAdd]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
var(25) = 19

This also is in the hitdef of the the special move
Code:
triggerall = Var(25) <= 15  ;<<if the current var(25) value is not <= 15, the move won't hit.

I already implemented this one in statedef -2 as well just putting it out here:
Code:
[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType != H
var(25) = 0


I'm testing it using the non updated kfm for practice purposes and here's what's happening: I have the active frame of the knockdown move at frames 10-15. I made the cancel frames to be at 11-15.

So, what happens here is that when the move hits at frame 10, when I cancel it to special move, it doesn't connect, which is what I'm intending for it to happen here when using this type of juggle point system. But when

So what I can see here is that varadd doesn't apply when the move is canceled to another move at the exact frame the move hits since based on observation, given which cancel frames I set into in comparison with the active frames. So in this scenario, the varadd applies a frame later or more after the knockdown connects

Here's the video showing it.


Is there a way to make varadd apply on the exact frame when the move actually hit or on the exact frame when the move gets canceled after the knockdown move connects and cancels into special move?
    

Re: Rules of HP/Defense that MUGEN creators tend to forget

 November 17, 2020, 11:23:32 am View in topic context
 Posted by krudelu  in Rules of HP/Defense that MUGEN creators tend to forget (Started by extravagant November 16, 2020, 12:24:48 am
 Board: M.U.G.E.N Discussion

    

Re: SVC Chaos and NGBC frame data resource?

 October 25, 2020, 08:45:16 pm View in topic context
 Posted by krudelu  in SVC Chaos and NGBC frame data resource? (Started by krudelu October 25, 2020, 08:20:24 pm
 Board: Development Resources

Thank you very much for the NGBC one. I'll give this video a look
    

SVC Chaos and NGBC frame data resource?

 October 25, 2020, 08:20:24 pm View in topic context
 Posted by krudelu  in SVC Chaos and NGBC frame data resource? (Started by krudelu October 25, 2020, 08:20:24 pm
 Board: Development Resources

I'm not sure if this the right place to ask for this kind of stuff but here goes.

I tried looking for places that may have guides for these two games like SRK wiki and I still can't seem to find good source of frame data for these 2 games

I know that the games have their fair share of jank but I would still like to use them for case study.

Anyone knows where can I find the frame data for these 2 games? Or any means on how can I check their frame data?

    

Re: Ikemen GO bug reports and know bugs

 April 28, 2020, 02:17:50 am View in topic context
 Posted by krudelu  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

also, I heard that the two button press issue has been mentioned before and someone said that how ikemen handles two button press compared to mugen handles it differently. I think it'll be better to just go do mugen's way if it'll make doing 2 button moves much more consistent. A lot of characters tend to have moves that uses 2 buttons (like characters that have ex specials) and being able to use them consistently is important.

Also, I heard about how having mugen's way of handling 2 button input to have a slight input lag. I don't feel the input lag at all for me but instead it feels more responsive.

But yea, I think the 2 button issue needs to be addressed|

Also, for some reason, inputs that are lenient in mugen end up being way too strict in ikemen. Would anyone mind addressing this as well.
    

Re: Ikemen GO bug reports and know bugs

 April 27, 2020, 01:54:25 pm View in topic context
 Posted by krudelu  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

There's an issue about replay not working properly. Tried playing network mode with 2 ikemen go screens just to test it and this happens. This was done in v0.93


Feel free to speed up the video
    

Re: Ikemen GO

 April 23, 2020, 07:54:21 am View in topic context
 Posted by krudelu  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Just tried IKEMEN GO recently. I know that previous ikemen versions allow you to take out team modes but in ikemen go, the method on how to do so seems different. Is there a way for me to take out some of the team modes for ikemen go? I want to take out simul mode at least
    

Re: KOFE 2019 Feedback and Glitches

 November 02, 2019, 03:28:59 pm View in topic context
 Posted by krudelu  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

Terry's HK's case for KOF 98 is hard to tell whether its intentional or not given that he still retains it even up until KOF 98 UMFE so it's hard to say if it's actually intentional (they woulda fixed it already if it wasn't intentional).

Also, Terry's far HK for KOFE is based on KOF2002 so it's different to KOF 98's version, which is the reason it can hit at point blank
KOF98: http://wiki.shoryuken.com/File:Terry98_stD.png
KOF2002: http://wiki.shoryuken.com/File:Terry02_stD.png

Anyway, just mentioning about how Chun's far HP might be based off of 98 Terry's far HK in terms of how Chun's far HP currently works here in KOFE.

Just realized that Duolon also had something similar to Chun's so I think this should be fixed given that Duolon can still hit you at point blank with his far HP
    

Re: KOFE 2019 Feedback and Glitches

 October 23, 2019, 01:18:11 am View in topic context
 Posted by krudelu  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

[youtube]https://www.youtube.com/watch?v=Lipb9C5rid4[/youtube]

The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call
    

Re: KOF characters: Should hitstuns and guardstuns be "universal" for normals?

 June 11, 2019, 05:15:41 pm View in topic context
 Posted by krudelu  in KOF characters: Should hitstuns and guardstuns be "universal" for normals? (Started by krudelu June 09, 2019, 03:54:26 am
 Board: M.U.G.E.N Discussion

I agree standarizing pausetimes across the entire cast is more important to make the reaction upon hit consistent. Glad that I at least have that going on atm. I only wondered and worried about hittimes since I know that there may be some people that may be picky about hittimes despite the frame advantage
    

Re: KOFE 2019 Feedback and Glitches

 June 09, 2019, 10:36:53 pm View in topic context
 Posted by krudelu  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

Including b + HP or HK makes the throw as a pure offensive move much more reliable to do since run throws are a thing.

Anyway, here's a reference video for it you can use. It shows how it was done and how b + HP or HK is the key to this. I know this is KOF XIII but this is also applicable to classic KOFs as well:


Once the update is up by then, I'll give it a try again
    

KOF characters: Should hitstuns and guardstuns be "universal" for normals?

 June 09, 2019, 03:54:26 am View in topic context
 Posted by krudelu  in KOF characters: Should hitstuns and guardstuns be "universal" for normals? (Started by krudelu June 09, 2019, 03:54:26 am
 Board: M.U.G.E.N Discussion

Hello,

Some people may already know that I've been editing a certain full game here. While I've been aware that in terms of KOF's hitstuns and guardstuns they tend to be "universalized" across the cast in the source games, I took the path of having differing stuns compared from one character to another but still keeping the frame advantages in reasonable ranges or close to source since I wanted to make certain meterless "modern combos" work.

At the moment, just wanted to know some opinions here.

Just wanted to know some opinions here when creating kof characters, do you guys prefer the hitstuns and guardstuns to be  "universalize" or do you guys prefer it/okay with it to have some difference while the frame advantages are within reasons (aka what I may call "standardized" which is the path I'm currently taking)?
    

Re: KOFE 2019 Feedback and Glitches

 June 03, 2019, 02:32:35 am View in topic context
 Posted by krudelu  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

I just tested the game. I'm not going to comment about the combo system yet despite the supposed intentions of the game but one thing to note at the moment:

I would recommend making the command for a regular throw to be both f + HP or HK and b + HP or HK rather than just only f + HP or HK (this is when close to opponent). This allows running throws much easier to do just like how original KOF games do.

As of right now, doing run then b then f + HP or HK  to do the run to throw can be sometimes a hassle than it's supposed to be. This is even more problematic when doing it with Chun-Li since Kikkoken and Spinning Bird Kick can be done by holding forward then b,f + P or K respectively when buffering her charge while moving forward
    

Re: Super cancelling upon landing after previous state hit only help

 May 20, 2019, 02:22:28 pm View in topic context
 Posted by krudelu  in Super cancelling upon landing after previous state hit only help (Started by krudelu May 20, 2019, 01:48:17 pm
 Board: M.U.G.E.N Development Help

Ok. Got it working. Thanks
    

Super cancelling upon landing after previous state hit only help

 May 20, 2019, 01:48:17 pm View in topic context
 Posted by krudelu  in Super cancelling upon landing after previous state hit only help (Started by krudelu May 20, 2019, 01:48:17 pm
 Board: M.U.G.E.N Development Help

Hello,

Here's what I'm trying to do: The move will put the character in the air statetype and it'll have a separate state for the landing state. What I'm trying to make it happen is that the move can only be super cancelled from only during the landing state and if the move hits.

Tried this code already in the landing state and it doesn't seem to work

[State 1000,]
type = ChangeState
triggerall = stateno = 1020 && movecontact
trigger1 = command = "Lunge"
trigger1 = time = [3,13]
value = 2400

is there a better way to implement it?

    

Thoughts on over saturation of moves in one character?

 May 13, 2019, 05:01:48 am View in topic context
 Posted by krudelu  in Thoughts on over saturation of moves in one character? (Started by krudelu May 13, 2019, 05:01:48 am
 Board: M.U.G.E.N Discussion

There are some characters I've seen that incorporates every single move in the games they appear in. Also, sometimes, there are characters that have like more than 5 supers of the same resources used (like 5 level 1 supers or something like that).

What are your guys' thought and opinions on characters having a lot of moves? I mean.... too many moves.