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Jmorphman

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Messages by Jmorphman

    

Re: Joe, Kyo, and Shingo updated (2024-03-03)

 March 08, 2024, 01:05:52 am View in topic context
 Posted by Jmorphman  in Joe, Kyo, and Shingo updated (2024-03-03) (Started by Jmorphman March 04, 2024, 04:10:05 am
 Board: Your Releases, 1.0+

hi Jmorphman
I was wondering, (after watching your combo videos), are u arcade stick ?
if so could give some advice how to use ? wineglass is the best way ?
thank
btw thank u for the update
I just use a standard PC keyboard.

And I'm probably the wrong person to ask about execution. Those videos are highly choreographed—I basically mess around in training until I find a combo that I think will look good, and then essentially hardcode some (or all) of the combo into the character so I can have it done consistently (this is to make recording easier, I can focus on getting the perfect shot). And heck, this specific B.B. Hood combo is something I couldn't personally perform in the first place (that 3x crouch LK link into crouch MP is just too much for me, and it specifically has to be linked because if you chain into crouch MP you can't cancel out of it), so don't put too much faith in those combo videos!
    

Joe, Kyo, and Shingo updated (2024-03-03)

 March 04, 2024, 04:10:05 am View in topic context
 Posted by Jmorphman  in Joe, Kyo, and Shingo updated (2024-03-03) (Started by Jmorphman March 04, 2024, 04:10:05 am
 Board: Your Releases, 1.0+

Featuring exciting new features, such as... this intro, I guess

Joe
Kyo
Shingo

None of these contain anything really major, just general cleanup and refinement. These three characters are all at the current quality level that I hope to eventually bring all my other characters up to (Chun-Li is very near; Ken, King, Demitri, Benimaru and B.B. Hood are a little further off, and everyone else I intend to totally remake).

I've actually been spending the majority of what little time I have these days for MUGEN on totally redoing my website, cleaning up and overhauling it, and finally adding some fancy movelists for all my characters. This was mostly just an excuse for me to keep certain CSS skills and other minor web development tricks from totally atrophying from my brain, but the revamp was something I had wanted to do for a long time anyway, so I got to kill two birds with one stone.

Individual changelists:
Spoiler: Joe (click to see content)
Spoiler: Kyo (click to see content)
Spoiler: Shingo (click to see content)
    

Re: Warnings v2

 September 14, 2023, 08:08:26 am View in topic context
 Posted by Jmorphman  in Warnings v2 (Started by Valodim February 07, 2010, 09:40:57 pm
 Board: Public Staff discussion

    

Re: I got a C&D mail from Interplay...

 September 14, 2023, 08:02:53 am View in topic context
 Posted by Jmorphman  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left

Do not post in this thread anymore.

EDIT: actually, scratch that. That is no longer sufficient, given this other post.

When you return in 3 days, do not post in this thread, or any of Basara's other threads. In the future, think carefully before you post.
    

Re: I got a C&D mail from Interplay...

 September 12, 2023, 10:16:22 pm View in topic context
 Posted by Jmorphman  in I got a C&D mail from Interplay... (Started by Basara Lapis September 05, 2023, 02:25:51 am
 Board: All That's Left

Dude, what the fuck are you doing? Stop responding to everyone with such vitriol and aggression. Stop making immediate over the top assumptions about users whose posts you don't understand.

And tone down the super fucking weird shit you keep saying about Japan.
    

Re: Help me do my math in Mugen :D

 May 05, 2023, 05:24:32 am View in topic context
 Posted by Jmorphman  in Help me do my math in Mugen :D (Started by WastedCoder May 01, 2023, 03:12:21 pm
 Board: M.U.G.E.N Development Help

Can you provide more information about the move? When does the velocity kick in? Does the acceleration begin immediately, or does it wait one tick after the velocity starts (as is usually the case for most coders)?

Anyways, I'm not sure that determining the velocity here is the right way of going about this. The math gets tricky, and I was never the best at recurrence relations (this is all assuming that velocity begins at time = 0, and that acceleration and friction kick in at time = 1):



But, after some manipulation of these equations, a pattern starts to form...



And we can determine the general form of the formula needed to calculate the x-distance travelled in this move at any arbitrary point in time. It's not pretty, and each singular point in time uses a different formula. So while it is certainly possible to calculate the distance traveled given the velocity, friction, and accel, and time, it's something that doesn't seem very worthwhile in this situation.

I think instead your best bet might be to determine the average velocity of the entire move (it'd be easiest to experiment with the character and figure out the total x-distance traveled and divide by the number of ticks it takes to reach that distance, rather than calculating it yourself) and use that in your calculations. The result won't give you 100% accurate results, but it should be good enough (I would also advise taking the ceiling of p2bodydist x/average x-vel, to ensure you always overestimate the amount of ticks it would take to travel close enough to the opponent).
    

Re: I can't send Personal Message

 May 03, 2023, 09:50:06 pm View in topic context
 Posted by Jmorphman  in I can't send Personal Message (Started by NiErUZMK94 May 03, 2023, 07:58:17 pm
 Board: Off-Topic Help

i need help, i've asked Jmorphman, since half a year ago, and still wait about of his reply to me.
I replied to every email of yours, though? You never replied to me, about merging your old account with this new one.

Anyways, I have artificially increased your post count so that you won't have any more issues.
    

Re: Capcom vs SNK - W2D - W.I.P.

 April 04, 2023, 02:21:43 am View in topic context
 Posted by Jmorphman  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 am
 Board: Projects

This conversation is not productive at all. I don't think Zazamyon2 was trying to imply anything untoward at all, and is clearly wanted to resolve all this.

So let's all do that and drop it.
    

Re: Character of the Month: Hall of Fame

 March 14, 2023, 02:53:55 am View in topic context
 Posted by Jmorphman  in Character of the Month: Hall of Fame (Started by Rajaa Retired April 03, 2011, 06:45:11 pm
 Board: Contributions of the Month

2023

Spoiler, click to toggle visibilty
    

Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)

 February 22, 2023, 11:43:15 pm View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Shingo got a minor update:

Quote
- Tweaked hitvels for Oniyaki Mikansei during Custom Combo; now it's no longer possible to repeatedly mash the move in the corner and
   rack up almost 500 damage.
 - The custom states added to Oboro Guruma Mikansei inadvertently left the opponent in a custom state; this has been corrected.
    

Re: Character of the Year: Hall of Fame

 February 21, 2023, 12:27:22 am View in topic context
 Posted by Jmorphman  in Character of the Year: Hall of Fame (Started by Rajaa Retired April 03, 2012, 09:16:35 am
 Board: Contributions of the Month

2022


    

Re: Character of the YEAR: 2022

 February 21, 2023, 12:24:39 am View in topic context
 Posted by Jmorphman  in Character of the YEAR: 2022  (Started by Jmorphman February 03, 2023, 10:13:56 pm
 Board: Contributions of the Month

Well jeez, there are way more deserving nominees on here but I can't exactly complain about winning lol. Thanks!
    

Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)

 February 08, 2023, 06:53:46 pm View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Thanks!
    

Character of the YEAR: 2022

 February 03, 2023, 10:13:56 pm View in topic context
 Posted by Jmorphman  in Character of the YEAR: 2022  (Started by Jmorphman February 03, 2023, 10:13:56 pm
 Board: Contributions of the Month




    

Character of the Month: January 2023 Nominations

 February 03, 2023, 03:09:55 am View in topic context
 Posted by Jmorphman  in Character of the Month: January 2023 Nominations (Started by Jmorphman February 03, 2023, 03:09:55 am
 Board: Contributions of the Month

In this thread you will be nominating characters from the month of January 2023 that you believe are worthy to be recognized as Character of the Month. These nominations last until February 17th.

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


PLEASE BE AWARE that due to the incessant, absurd number of users who find themselves unable to read and follow the rules of these threads, we have instituted a new feature:

The Speedpreacher Penalty Box

Users who refuse to follow the very simple guidelines that we have set forward will find themselves in the Penalty Box, and will have their nominations for this month null and void. They will have to wait until next month to nominate anything! So take care, and don't get put in the Penalty Box!!!

Special mention: Katsup is in the box until February 2023. Follow the rules or you'll end like him
    

Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)

 January 24, 2023, 07:03:21 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

This new Joe has a small bug: when he recovers from a fall close to the ground, he'll sink in.

https://streamable.com/vh5z12
Oh whoops, I must've made a typo because his vertical movement doesn't stop when he does his recovery roll. A fixed version is now available on my site. (this doesn't count as an update!)
    

Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)

 January 23, 2023, 05:45:14 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Updated Joe. I'll be going through almost all of my characters and applying many of the same changes, though I don't think anyone will have anywhere near the number of changes that Joe has had in this update:

Quote
- As a result of a resolution miscalculation, certain hitboxes, velocities, and PosAdds that were taken from CvS2 were incorrect; data has thus been rerecorded and fixed. Hit vels have also (in most cases) been standardized to replicate CvS2 behavior.
 - Using a juggle reset move twice no longer turns on the "juggle flag" (var(16)); it is now possible to combo off that second juggle reset move by activating Custom Combo, but otherwise, continuing the combo from that second move remains impossible (in most cases).
 - State 5110 is now overriden to prevent hardcoded MUGEN behavior of early wakeup if buttons are mashed.
 - More consistent handling of whether moves do hard or soft knockdown (in general: specials except for command throws do soft knockdown, command throws and supers do hard knockdown)
 - Run stop no longer uses S physics and instead a more accurate VelAdd
 - All aerial get hit animations now use the same hitbox
 - Tweaked how hard the damage dampener kicks in when connecting a super off a juggle reset
 - Throw whiff animation has a longer recovery period
 - Most projectiles now use HitPause, HitTime, and vels identical to the ones used in medium normal attacks; however, the frame data is actually slightly improved by this change.
 - EX Slash Kick now causes wall bounce... like it did originally.
 - Resolved a bug in EX Ogon no Kakato where Joe would sometimes go above the oppponent and switch sides with them.
 - Bakuretsuken shortcut command changed to F, D, DF + p (from HCB + p)
 - Adjusted the anim timing and vels of Bakuretsu Hook; additionally, it now causes hard knockdown.
 - Bakuretsu Upper now causes a juggle reset (with a limited ability to follow up compared to EX Bakuretsuken); it also shares the juggle reset with EX Bakuretsuken. Also added a brief afterimage effect to the startup.
 - Fixed bug where Screw Upper would not connect on opponents with extremely thin hitboxes if done point blank.
 - MAX Ogon no Tiger Kick damage increased.
 - All superpauses in this character now take the same amount of time as all of my other characters; prior to this update, they all lasted 8 ticks longer compared to everyone else. This was done solely to ensure that the voice clips that play during Bakuretsu Hurricane Tiger Kakato didn't overlap over each other (the extra 8 ticks added enough of a buffer between the clips), but after playing around with it a bit, I've managed to place their respective start points in a way where they do not noticeably overlap one another.
 - All move names have been standardized to use the official names (for example, "TNT Punch" is now "Bakuretsuken")

Due to the lack of Dio palettes I've made some that I'll post here in case anyone want to use it.

Spoiler, click to toggle visibilty
Thanks for the palettes!
    

Re: Midnight Bliss and Shock Project

 January 22, 2023, 05:29:45 am View in topic context
 Posted by Jmorphman  in Midnight Bliss and Shock Project  (Started by Xenomic April 27, 2008, 12:56:53 am
 Board: Sprite Projects

I would also recommend 99020/99021/99022, because they offer a ton of freedom in how the whole animation will play out!
Vampire Savior style - 99020, 99021, 99022
These animation standards are specifically patterned on Vampire Savior, and are designed to offer maximum flexibility to the character being transformed, allowing them to determine how they should animate (as opposed to Demitri dictating how they animate, which is how most of Midnight Bliss standards work). This is a brand new standard invented by me, and is (so far) exclusively used by my Demitri. Start using it!!! >:[

The standard is broken up into three animations:


Animation number: 99020
The character stands on the ground, often (but not always) reacting to their transformation in some way; this is sometimes a multi-sprite animation, like in the case of Felicia above, but in other cases, the character might just stand completely still. This animation can be any length, but only 47 ticks will be displayed before the character switches to the next animation in sequence.


Animation number: 99021
The character is held by their neck (or possibly some other body part; Felicia is held by her tail, e.g.) and drained of their blood. Typically consists of a single frame while the character is being held up, but before Demitri starts draining their blood, and then the rest of the animation consists of a few being drained frames that are looped and play for the rest of the animation. The animation (or sprite) axis must be centered on the location on the character's body that you want them to be held up by; otherwise, things will be displayed incorrectly. From the small amount of characters I've tested in Vampire Savior, there doesn't seem to be any set time period for when the character starts reacting to having their blood be drained; however, it's generally 39 ticks or in that general ballpark, so if you're not sure how long to have the first frame displayed, use that. This animation is displayed for a total of 93 ticks, but as with the previous animation, it's OK to exceed that length.


Animation number: 99022
The character, still being held up by their neck, completely drained of blood, looking like a desiccated corpse. Much like the previous animation, the axis must be located at the character's neck. This typically consists only of a single frame, but this standard supports animations of any length. The total amount of time this is displayed is only 18 ticks, however.

    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08

 January 13, 2023, 05:05:33 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Currently I'm pretty sure they don't. Hopefully they will be updated to include that compatibility, but I don't think it makes sense for me to put out a patch for stuff that is actively being worked on and getting pretty constant updates.
    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08

 January 12, 2023, 02:26:53 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+