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Mr. I

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Messages by Mr. I

    

Re: SF3 Q - Umihei, Edit by Violin Ken

 December 05, 2018, 11:53:49 am View in topic context
 Posted by Mr. I  in SF3 Q - Umihei, Edit by Violin Ken (Started by Violin Ken October 31, 2018, 06:06:39 am
 Board: Edits & Addons 1.0+

Hello.

Thank you for updating Q.

- Is it possible to update the sounds to arcade quality rips?
- https://www.sounds-resource.com/arcade/streetfighteriii3rdstrike/

- I feel most envshakes need slightly higher "freq", lower "time"
- It's generally a quicker and faster shake

- Almost all the frame data appears to be correct, however nearly every move should be given +1 more advantage
- Likely due to migration from pre-1.0 to 1.0+

- Stand HK should cause a knockdown on an air hit, not a reset.
- It should have more pushback on a grounded hit or block

- Opponent should fall faster during B+HK (1st hit).
- B+HK xx High Speed Barrage should not combo.

- Air Normals (not LP and LK) are missing hurtbox on the last falling frames

- Air to Air Jump HP should send the opponent much farther back (full screen almost)

- Jump HK should cause a knockdown on an air hit

- Camera should not pan vertically during Forward, Back and Neutral throws.
- Need a movecamera + screenbound on p2's custom state to lock the camera's Y position

- Pausetimes for High Speed Barrage feel a bit off - I feel they should be less such that the move completes faster
- Air Knockback also feels off. After LK Capture and Deadly Blow, you should be able to land a slightly delayed HP High Speed Barrage for 3 clean hits

- During Deadly Double Combination (SA2) the camera Y position should also be locked.

This character's hitboxes are actually good and everything functions properly. Though if you are feeling lucky, you can cross-reference them with the ones here: http://baston.esn3s.com/index.php?id=18

Keep in mind that the site does frame data different as their startup value is not the same as the 1st active frame.
    

Re: Method of simplifying/condensing implementation of 360 & 720 commands?

 November 04, 2015, 01:41:37 am View in topic context
 Posted by Mr. I  in Method of simplifying/condensing implementation of 360 & 720 commands? (Started by Ricepigeon November 03, 2015, 03:53:16 am
 Board: Development

One thing to note about 720 motions (at least for recent capcom games) is that they're not "true" 720s but rather two 360s in sequence. Meaning that if you do a clockwise 360 immediately followed by a counter clockwise 360, then that is enough to register the 720 motion. So all you would need is a variable that ticks down after you do one 360 to look for the 2nd 360.
    

Re: Guy (USF4)

 June 10, 2015, 09:55:49 am View in topic context
 Posted by Mr. I  in Guy (USF4) (Started by Mr. I June 08, 2015, 11:05:32 am
 Board: Projects

So does this mean you'll make usf4 dan because you see me on YouTube lol AiRiC

Not going to lie, now that you have identified yourself, you have greatly influenced my general future direction.
    

Guy (USF4)

 June 08, 2015, 11:05:32 am View in topic context
 Posted by Mr. I  in Guy (USF4) (Started by Mr. I June 08, 2015, 11:05:32 am
 Board: Projects

Basically I watched a Marq Teddy video and then the rest followed.

Spoiler: Screens (click to see content)

Progress (Completed, In Progress, To be fixed:
- Standing: Lp, Mp, Hp, Lk, Mk, Hk
- Proximity: Lp, Mp, Hp, Lk, Mk, Hk
- Crouching: Lp, Mp, Hp, Lk, Mk, Hk
- Neutral Jump: Lp, Mp, Hp, Lk, Mk, Hk
- Diagonal Jump: Lp, Mp, Hp, Lk, Mk, Hk
- Ninja Sickle (DF + Hk)
- Neck breaker ( F + Mp )
- Elbow Drop (D + Mp)
- Target Combo ( Mp -> Hp )
- Bushin Chain: Kick Ender,Throw Ender
- Throw: Forward, Back
- Hozanto: L, M, H, Ex
- Bushin Senpyukyaku: L, M H, Ex
- Run: Sudden stop, Ninja Slide, Neck Flip
- Ex Run: Sudden stop, Ninja Slide, Neck Flip
- Bushin Flip: L, M, H, Ex, Elbow Drop, Throw
- Air Grab
- Focus Attack
- Red Focus Attack

- Wall Jump
- Super: L, M, H
- Ultra 1
- Ultra 2
- System ( super bars, ultra select )
- Intros, Win, Loss poses

Also I left the un-nerfed crouch mp hitbox for fun. I'll remove it eventually.

Preview Link: https://www.dropbox.com/sh/zcdyp3ec2n5sq80/AAAc6738U5Wz5K1tPFvD3MFza?dl=0
    

Re: Ultra Street Fighter 4

 May 27, 2015, 01:07:38 am View in topic context
 Posted by Mr. I  in Ultra Street Fighter 4 (Started by SNT July 17, 2013, 06:59:46 am
 Board: Fighting Games

I'd say a realistic deadline for a fix would be by mid/early June. Lucas for Smash 4 is released at this time and he is currently banned. If they don't fix it by then, then EVO should revert back to 360, or at the very least PS3 because of the Sony deal.
    

Re: Ultra Street Fighter 4

 May 27, 2015, 12:29:03 am View in topic context
 Posted by Mr. I  in Ultra Street Fighter 4 (Started by SNT July 17, 2013, 06:59:46 am
 Board: Fighting Games

There's not only input lag, but the game seems to drop frames too.

My friend did this. Go to training mode and pick Ryu vs Rufus. Do the solar plexus strike (F + HP) and note the hitsounds between the 2 hits. Then immediately jump over and do the solar plexus from the other side. It will come out much slower.

Flashy multi hitting moves (ex tatsu, ultra) sounds and speed are inconsistent as well by a very noticeable amount.

At this point ps3 is flawless compared to this.
    

Re: CVS Dee Jay, all CVS2 characters updated.

 May 20, 2015, 10:26:36 am View in topic context
 Posted by Mr. I  in CVS Dee Jay, all CVS2 characters updated. (Updated 2015/06/15) (Started by Jesuszilla May 17, 2015, 07:16:06 am
 Board: Your Releases, 1.0+

No doubt the buffering is making those mistakes easier, but I'm unsure of how to deal with it without making a bigass ifElse statement that MUGEN may not even let me do.

Did you try what I suggested earlier? It virtually eliminates the problem. In the buffering.vns change all the NEG button Inits to 1

E.G.
[State 10371, NEG LP Init]
type = VarSet
trigger1 = command = "release_x"
var(7) = 1
ignorehitpause = 1

    

Re: CVS Dee Jay, all CVS2 characters updated.

 May 19, 2015, 03:31:33 am View in topic context
 Posted by Mr. I  in CVS Dee Jay, all CVS2 characters updated. (Updated 2015/06/15) (Started by Jesuszilla May 17, 2015, 07:16:06 am
 Board: Your Releases, 1.0+

For priority, basically if you press multiple buttons at the same time, the one with the higher priority takes precedence.

If you press LP and MP at the same time, then MP will always come out. LK and LP -> LK always comes out, MP + HP -> HP wins. If you pressed all 6 buttons at the same time, HK wins.

I believe this also applies to specials so if you did a sobat kick and press LK and HK at the same time, HK version should always win.


    

Re: CVS Dee Jay, all CVS2 characters updated.

 May 18, 2015, 10:45:19 pm View in topic context
 Posted by Mr. I  in CVS Dee Jay, all CVS2 characters updated. (Updated 2015/06/15) (Started by Jesuszilla May 17, 2015, 07:16:06 am
 Board: Your Releases, 1.0+

Some suggestions:

- He can (kara) cancel crouch lp, mp, and hp in to machine-gun uppers any time before active, not sure if intentional
- Cannot fire another air slasher until the projectile explosion is gone, should be able to after projectile hits
- Your button priority (highest to lowest) is: LP > MP > HP > LK > MK > HK. Capcom uses: HK > HP > MK > MP > LK > LP so you may want to re-arrange commands in the .cmd
- For the buffering system, I would suggest setting the VarSet value for all the NEG INITs (Negative Edge) i.e. [NEG LP Init] to 1 instead of 2. Right now at 2 the buffer window for negative edge is so large that cancelling St. Mp to a Sobat Kick will usually result in an Air Slasher unless the cancel is done late.

    

Re: How hard is become a good MUGEN coder?

 May 06, 2015, 11:11:17 pm View in topic context
 Posted by Mr. I  in How hard is become a good MUGEN coder? (Started by Speedster May 05, 2015, 11:12:48 pm
 Board: M.U.G.E.N Discussion

Guys, knowing math and sciences really helps. Without knowing math you are very limited at what you can do and by knowing more you WILL be better. As for the math I think the max limit a person should have is differential equations, if you can some how get to that point and everything past that is pure over kill. However there are some things that math simply can't do and is "not good enough." .........

No... just no. At this point you're just making mountains out of molehills.

Mugen is very largely "if it looks right, it probably is right". The only math you'll need to know is basic arithmetic (+-*/) and very simple modular division (%). Nearly all projectiles travel in a straight line and at constant speed, so things such as curves, physics, calc, trig are meaningless when starting off with something simple (i.e. a basic Ryu or Ken). When you get comfortable enough with the engine, then start looking into things like abs, sin, cos, tan, acceleration, physics etc.

The only things that may seem difficult to grasp at first are the concept of a state machine, the concept of "ctrl" and the concept of triggers. Once you figure out the basic flow of how Mugen reads code [-3, -2, -1 (.cmd), then .cns] and that the basic flow of [ Idle State > Attack State > Return to Idle state] you'll find that a majority of the code is very much repeated and is usually just copy pasted with slight adjustments based on what attack, or function the move is supposed to do.

A lot of it is also just "play as you go along". Meaning once you are able to load a character without making the engine crash, its largely just a process of playtest > adjust > playtest again... until you are satisfied with how it looks or feels. The only intimidating factor is that there are a lot of moving parts (animations, hitboxes, hitsparks, sounds) that you have to keep track of, but once you get the hang of it it just becomes a repeated process of programming of each move one by one until you've done all of them to your satisfaction. Also Shift + F4 while playtesting will eventually become your best friend.
    

Re: USF4 2 Character Update

 May 06, 2015, 06:22:07 am View in topic context
 Posted by Mr. I  in USF4 2 Character Update (Started by Mr. I March 24, 2014, 09:27:44 am
 Board: Your Releases, 1.0+

Updated Rufus and Cody today.
    

Re: The fate of this project and my future in mugen coding

 April 24, 2015, 07:42:46 am View in topic context
 Posted by Mr. I  in The fate of this project and my future in mugen coding (Started by Lost_Avenger February 16, 2015, 01:53:58 pm
 Board: Capcom Fighting Jam 2

Late reply...

I'm not exactly sure how pushback is calculated but it appears to be a combination of the last few columns in the data. For the most part, the numbers are common throughout light, medium and hard attacks. Also there's a lot of width adjustment going on during the attacks.

Spoiler: Generic Rule for hard attacks (click to see content)

Spoiler: Generic Rule for medium attacks (click to see content)

Spoiler: Generic Rule for light attacks (click to see content)

*** Also factored by damage scaling.

I'm kind of curious what kind of juggling system you are using though. SF4's is explained here:
https://www.youtube.com/watch?v=a9MR3OPzo8I
    

Re: The fate of this project and my future in mugen coding

 April 16, 2015, 10:20:52 am View in topic context
 Posted by Mr. I  in The fate of this project and my future in mugen coding (Started by Lost_Avenger February 16, 2015, 01:53:58 pm
 Board: Capcom Fighting Jam 2

BCM file is basically the script file. I guess it wouldn't be of that much use other than getting damage values, hitstop, and generic velocities.

As for frame by frame analysis have you tried http://decapre.com/
    

Re: The fate of this project and my future in mugen coding

 April 15, 2015, 10:25:00 pm View in topic context
 Posted by Mr. I  in The fate of this project and my future in mugen coding (Started by Lost_Avenger February 16, 2015, 01:53:58 pm
 Board: Capcom Fighting Jam 2

If you're using Ono! moveset explorer, whenever I try to open Elena's bcm file, it crashes so I cannot send you that.

If you want .bcm files for C. Viper, Cody i can get those to you by PM.
    

Re: The fate of this project and my future in mugen coding

 April 13, 2015, 08:42:43 am View in topic context
 Posted by Mr. I  in The fate of this project and my future in mugen coding (Started by Lost_Avenger February 16, 2015, 01:53:58 pm
 Board: Capcom Fighting Jam 2

So I used my mom's internet and redownloaded ultra sf4. Copied that to my tower and still get an error about steam needing to be running (opened through steam). I had it verify the files. I had it open the game resource folder (which opened the folder I added so that works). I tried letting it download, but pausing it and that failed. Im tempted to just say screw it at this point.

Need something?

    

Cool places to google maps pac man

 April 01, 2015, 06:10:36 am View in topic context
 Posted by Mr. I  in Cool places to google maps pac man (Started by Mr. I April 01, 2015, 06:10:36 am
 Board: All That's Left

    

Re: Ask Websta

 March 22, 2015, 06:35:15 pm View in topic context
 Posted by Mr. I  in Ask Barker (Started by walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

Righty or southpaw?

Aside from Copy/Paste, your most frequently used keyboard shortcuts?

How fast can you type (WPM)? Use Type Racer to find out

When entering a sequence of numbers, do you use the numpad or top keys on the keyboard?

Favourite candy bar/chocolate bar?
    

Re: SSFIVAE Super Street Fighter IV AE Complete Player & Announcer Sound/Audio Pack

 March 10, 2015, 07:57:27 am View in topic context
 Posted by Mr. I  in SSFIVAE Super Street Fighter IV AE Complete Player & Announcer Sound/Audio Pack (Started by semicharmed January 31, 2013, 02:08:00 pm
 Board: Resource Releases

    

Re: Seth - USF4 -

 March 04, 2015, 05:50:52 am View in topic context
 Posted by Mr. I  in Seth - USF4 - (Started by Mr. I March 01, 2015, 09:05:55 am
 Board: Your Releases, 1.0+

mpower

- Right now ultra gauge will stay if you mash buttons during the beginning of next round.
- I will correct the intro voice.

- Rufus reversal bug has already been fixed.

Fixes for these problems will be released at the same time Cody and Rufus are updated to Seth's standards. Thanks for playing.
    

Re: Seth - USF4 -

 March 01, 2015, 07:45:59 pm View in topic context
 Posted by Mr. I  in Seth - USF4 - (Started by Mr. I March 01, 2015, 09:05:55 am
 Board: Your Releases, 1.0+

CMD error.

Replacement files are in 1st post.
Links are updated.