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Mr. I

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Messages by Mr. I

    

Re: Seth (USF4)

 December 28, 2014, 04:51:10 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

The problem with zoomed out spd was that there is no way to control how high p2 is punched upwards, resulting in a camera that needs to be zoomed out by a lot to capture the entire animation (most stuff on the way down). It will also be an inconsistent size.

There are already 4 pre-jump frames. So doing a HCB or HCF then tapping up+punch should result in a clean standing spd.

Unfortunately, even with a zoomed out effect, I don't think there's a way to prevent p2 from looking spazzy since there are a limited number of required sprites to use. Also I based the part going up and down on p2's midsection instead of axis. I could try basing it on axis, though it may look weird since there's no guarantee on head and mid position because of character's heights. Also during creation, I used Seth to get the p2 zoom sizes, but used Kung Fu Man to animate and do the p2 positioning.

The front hands during spd being off-sync should be fixed now though.
    

Re: Seth (USF4)

 December 28, 2014, 03:42:39 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

All fixed except for armor breakers, and red focus attack sound. It has not been ripped yet

I also increased the speed at which tanden engine pulls opponent to make this loop possible.

2x (Cr. HP xx Ex Tanden Engine)

Also SPDs.
    

Re: Seth (USF4)

 December 21, 2014, 08:54:29 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

An update kind of worth noting.

- Spin Kick now in.
- Teleports now in. They activate with 3 Punches/Kicks or you can press, Start + Punch/Kick if you cannot handle 3 buttons.
- Tanden Engine now in.
- Focus Attack/Red Focus Attack is now in. Armor Break properties for certain moves to be added later.
- Increased life to 850 as per v1.04 patch.

- I gave sonic booms +1 more advantage on hit. Point blank Sonic Boom is +8 on hit now. Can make combos easier
- I reduced LMH shoryukens block advantage by 2, increased Ex Shoryuken block advantage by 3
    

Re: Seth (USF4)

 December 10, 2014, 08:46:19 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

- I'll fix the sonic boom fadc timing after the focus attack is done. That way if things stay the same, then we can go about changing the hitstun if it makes  a difference.

- Ex focus cancel for Ex Sonic Boom moved to the moment the second projectile is discharged.

- Made some more adjustments to the stomp combo, this time to Crouching Hard Punch. I think this change will make the most difference now.

- P2's hit animations in the SF4 engine are based purely on where the hitbox touches the player. I don't think this is possible to replicate, so the high hit animation was chosen. I generally fix stuff like this last though.

- Same goes for turning animation, usually ripped later.
    

Re: Seth (USF4)

 December 09, 2014, 10:31:00 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

Ok, here's a detailed update.

Significant changes made to all normals that hit airborne opponents. All light, medium and hard normals that don't cause knockdown have been normalized such that based on strength, they should do the same amount of pushback. This will be most noticable in air normals as they will now float the opponent higher and it will take more time for them to hit the ground. This will make air to air then cross-unders possible now. This change appears universal and will be applied to my previous SF4 characters.

Quote
-light sonic boom seems to travel a bit faster than I remember.  Also, the hitstun from sonic boom seems to be too quick.  Standing right next to p2, you should be able to combo sonic boom > ex cancel dash forward > close hp.

-can't ex cancel out of mp sonic boom and hp sonic boom.

Even though the focus attack has not been implemented yet, the functionality for it seems to work and I never even noticed. That said, the combo of sonic boom fadc hp actually DOES combo, but for some reason mugen doesn't register it. Turn on Debug (Ctrl + D) and look at the value for "Combo" (basically the one that does the scaling). If you do the combo, it will end in 2 instead of reset to 1. That said, no change will be made to the hitstun (unless you mention otherwise). I also added the cancel property for mp, hp and ex versions.

Quote
-Shoryukens are missing hp whiff sound.  Also missing jumpland sound.

They are added.

Quote
-it's harder than usual to connect the combo below.  In particular the stomps.  Not certain where the problem lies...  Either landing from shoryuken should have ctrl = 1 earlier or I think p2 should either fly a bit higher or float a little more.  kind of weird trying to translate sf4 physics into mugen.
       crouching hp > light shoryuken > stomps

I made some adjustments to the last 2 moves. The frames for all shoryukens are correct and no change was made to any of them. What I changed was the increase the knockback distance vertically and fall rate. I counted frames and the opponent should be in the air for exactly 47 frames. With this, the character should float slightly higher and the combo may be easier to do, but may need your verification. I also increased the vertical knockback distance of all stomps, and if you do the combo you should now have an opportunity to do a cross under the opponent as well

Good to have an actual Seth player on board. I would have probably missed quite a few of these.

Quote
the character is good but sometimes it suck when i press different keys at same time like when i press right Arrow up Arrow Left Arrow with puch the character stuck

It's cos the character is entering states that don't exist yet. In time, that stuff will disappear.
    

Re: Seth (USF4)

 December 06, 2014, 09:01:51 pm View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

It never occured to me to even try to stomp after the third one haha.

Are you sure the pausetimes feel off? I set it to 10, which is the default for medium attacks. Maybe I'm allowing the player to input the next button too early and should lengthen the time of inactivity where the player should wait before inputting the next attack (stomp or divekick).

    

Re: Seth (USF4)

 December 05, 2014, 08:40:55 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

So no pre-releases or beta versions this time.

Instead you get a dropbox link with files that will be updated as stuff gets put in. Much easier this way.
    

Re: Seth (USF4)

 December 03, 2014, 10:16:43 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

Any chance of giving Seth his alt costumes as well?

No to the alts, since that would require 1000s of extra rips.

Will you put the Omega version/moveset too (once it comes out)?

And you said Slitherware's hitbox viewer doesn't work, but does the Camera Man tool still work?

No plans for the Omega version but if people want it, it will be done probably as a separate character.

Slitherware has updated camera man to v0.6 which is said to work for the current version of Ultra (v1.03 - I believe). Though v1.04 with Omega edition is said to be released after Capcom Cup which is in 2 weeks from now. Here's hoping either he updates it fast, or there are no compatibility issues.

U1 isn't impossible to be exact. I'm sure you'll figure it out but there are at least 2 ways to do it in my mind and they both would look decent 2D anyway.

I don't think either of them will be hard... though they will probably take the longest out of the other moves. Ultra 2 requires no zooms so that one will be done first.

I already did quite a bit of this character when I tried to convert Werewood/Borewood's Golden Seth to USF4, but stopped because of lack of sprites. Because of this, the p2 state for Tanden Engine suction is already done and ready to go. It has the same property as Rufus' Ex Galactic Tornado and Big Bang Tornado.
    

Seth (USF4)

 December 02, 2014, 06:31:44 am View in topic context
 Posted by Mr. I  in Seth (USF4) (Started by Mr. I December 02, 2014, 06:31:44 am
 Board: Projects

Seth.

Spoiler: Preface (click to see content)

Ripping this guy was rather easy, though I see potential challenges with: Spinning Pile Driver, and Ultra 1 - Tanden Stream. Other than that, I think think the rest of the character should progress smoothly.



Spoiler: Screens/Hitboxes (click to see content)

Key:
Green - Completed. Should be finalized pretty much
Blue - Implemented, incomplete or currently inaccurate behavior
Red - Currently being implemented, may be broken.

Progression Schedule
- Required Anims/Required Sprites
- Movement Forward/Back Dash
- Stand Attacks
- Close Stand Attacks
- Crouch Attacks
- Jump Attacks
- Jump Command Attacks
- Dive Kick
- Sonic Boom
- Shoryuken
- Spin Kick
- Tanden Engine
- Teleport
- Focus Attack/Red Focus Attack
- Spinning Pile Driver
- Wall Jump
- Throw/Back Throw
- Tanden Typhoon (Ultra 2)
- Tanden Stream (Ultra 1)
- Shoryuken Follow ups
- Bars/SF4 System related stuff
- Intro/Loss/Draw/Taunt poses
- General Polish

Want to test it? Here's a dropbox link for Seth's current files. They will be updated as more things get implemented. Do not expect a fully working product as of yet.

https://www.dropbox.com/sh/m6vcsm4c7dxrf05/AABPsLhoBe0Z9ynvdRbBf7Y0a?dl=0
    

Re: Rufus - USF4 - Update: 11-26-2014

 November 26, 2014, 10:20:17 pm View in topic context
 Posted by Mr. I  in Rufus - USF4 - Update: 11-26-2014 (Started by Mr. I March 24, 2014, 09:27:44 am
 Board: Your Releases, Mugen 1.0 +

The stuff you found was fixed.

2 links, one with the full file and one with just updated files are posted now.
    

Re: Rufus - USF4 - Update: 11-26-2014

 November 26, 2014, 11:46:52 am View in topic context
 Posted by Mr. I  in Rufus - USF4 - Update: 11-26-2014 (Started by Mr. I March 24, 2014, 09:27:44 am
 Board: Your Releases, Mugen 1.0 +

Updated on Nov. 26, 2014. USF4.
    

Re: Reversed inputs upon landing

 October 23, 2014, 09:26:37 am View in topic context
 Posted by Mr. I  in Reversed inputs upon landing (Started by Mr. I October 22, 2014, 11:52:44 am
 Board: Development

I kind of have a bad habit of making things sound worse than they actually are. A 1-frame delay is a very fair compromise considering it pretty much solves the problem entirely. In fact I probably wouldn't even have noticed it if weren't for the first character that I was planning to convert to your system (Vans). Rufus' instant air dive kicks weren't as instant as I'd hoped.

I do have a few other ideas but for now it seems as this will stay unless Elecbyte does something about it.
    

Reversed inputs upon landing

 October 22, 2014, 11:52:44 am View in topic context
 Posted by Mr. I  in Reversed inputs upon landing (Started by Mr. I October 22, 2014, 11:52:44 am
 Board: Development

I'm pretty sure this has been discussed somewhat before but I think it's best to start a new thread to try to keep discussion fresh.

Something that's been putting me off from using this engine is the way that MUGEN handles reversed inputs. Generally in almost all fighting games that I've played, when p1 jumps over a standing p2 and lands - commands should immediately be reversed once p1 touches the ground. MUGEN handles this differently as commands are reversed - only when p1 has been "turned" - either internally by MUGEN's autoturn, by facep2 = 1 or manually through a sctrl. This problem is present is ALL characters - take any Ryu, have p1 jump and cross over p2, as you are about to land input a hadouken - it SHOULD only come out on (numpad) 214 + P, but since you haven't been "turned" it will instead come out only on 236 + P.

Here are (failed) solutions I've explored:

1. Put facep2 = 1 in state 52
This was my original solution but it fails if a move is inputted and buffered before the player lands. This is because p1 is not "Turned" upon crossing over p2 and inputting 236 while airborne and pressing Punch immediately upon landing will trigger the wrong direction hadouken.

2. Reversed commands based on p2dist x

I think I first saw this one, or something similar to this, in Bluestreak by JEsuszilla.

Code:
[Command]
name = "QCF_p"
command = ~D, DF, F, x
...

[Command
name = "QCB_p"
command = ~D, DB, B, x
...

And in the -1, having:

Code:
[State -1, L Hadouken]
...
triggerall = ( command = "QCF_p" && p2dist x >= 0 ) || ( command = "QCB_p" && p2dist x < 0 )
...

This essentially creates the opposite problems as the previous solution. Reversed commands work perfectly when buffered upon landing, however once p1 lands, there is a time when p1 is being "turned" by MUGEN's autoturn. During that short period when p1 is turning, p2dist x is also being switched as well and it is during this time where p1 can input 236 + punch and result in a hadouken.

3. Custom variable based command buffer via helper

This solution is currently in Vans' characters ( Xiangfei_LB and Shingo_LB ). Looking at the buffering system, it is quite complex but simplified it basically has every button and motion mapped to different variables that are initialized to a number when performed and counts down acting as its own buffer system as well:

Code:
; This example code is out of order but arranged top to bottom to make it easier to read
[ Helper's Statedef ]

;initialize variable number
[State 10371, LP Init]
type = VarSet
trigger1 = command = "x"
var(0) = 3

[State 10371, QCF Init]
type = VarSet
triggerall = command != "holddown"
trigger1 = p2dist X >= 0 && command = "qcf" && command != "holdback"
trigger2 = p2dist X < 0 && command = "qcb" && command != "holdfwd"
var(21) = 13

; Counts down when initialized
[State 10371, LP Dec]
type = VarAdd
triggerall = root, HitPauseTime = 0 ;^^ root, HitPausetime = 1
trigger1 = var(0)
var(0) = -1

[State 10371, QCF Dec]
type = VarAdd
triggerall = root, HitPauseTime = 0 ;^^ root, HitPausetime = 1
trigger1 = var(21)
var(21) = -1

And in the -1

Code:
[State -1, L Hadouken]
...
triggerall = ( helper, var(0) ) && ( helper, var(40) ) ;basically both qcf and lp have to be performed
...

This helper is also bound to p1's head position, meaning that it will perfectly detect which side p1 is on and which direction must be performed to get the move.

Quite frankly, this code actually DOES solve both of the problems as being in a helper, it will bypass being buffered by pauses (hitpause, superpause, pause) and the reverse commands work perfectly. But it comes with one fatal flaw... There is a one frame delay that occurs when the motion is inputted. Theoretically, though I may be wrong, I believe this is because MUGEN processes states in the order -3, -2, -1 then other states. Since the helper is definitely not in state -1, it takes one extra frame for the QCF and LP variables to be initialized and therefore the changestate in -1 will occur 1 frame after the variables and the condition is met. In addition, helpers do NOT get access to -2 and -3.

4. Put Vans' buffering system in -2

This is where it gets funny. Basically copying and pasting Vans' buffering system (and sacrificing a TON of variables) it pretty much eliminates that one frame of input delay and we appear to be fine and dandy. Until you discover MUGEN's internal flaw which is that commands are automatically buffered during hitpause, pause, and superpause. This becomes apparent mainly when another character does a super and "pauses" or "superpauses" - your commands are literally eaten up and buffered by that pause. Basically during the time that p2 pauses, MUGEN will continue to read input and once the pause finishes, the move will automatically come out the very first frame that the game is unpaused. This may also be problematic if any character uses a move with a really large hitpause and if you attempt to apply negative edge, it basically means that the button release will be detected indefinitely.

So this is basically the problem that has pretty much discouraged me from MUGEN until Elecbyte releases a fix for all of this. There is one solution that I have not explored and that is eliminating autoturn via AssertSpecial and manually putting all of the turns in. Unfortunately this is something that I don't have the time for exploring so if someone does manage to do this and is successful, their code will be promptly stolen  ;)

Anyways, if you made it this far - thanks for reading.
    

Re: MUGEN Video thread

 July 20, 2014, 04:40:29 am View in topic context
 Posted by Mr. I  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: SF3 Urien

 July 03, 2014, 09:24:09 am View in topic context
 Posted by Mr. I  in SF3 Urien (Started by Rajaa June 29, 2014, 04:50:56 pm
 Board: Your Releases, Mugen 1.0 +

Downloaded the version that is up right now.

The clone bug is no longer there, but doing the same action as before will produce an aegis reflector that will never disappear unless something hits it 6 times. You can tell this happens when the aegis reflector comes out faster than normal.

Here is a quick video to demonstrate the issues.

https://www.youtube.com/watch?v=PUP9oltynhE&feature=youtu.be

    

Re: SF3 Urien

 July 03, 2014, 07:38:47 am View in topic context
 Posted by Mr. I  in SF3 Urien (Started by Rajaa June 29, 2014, 04:50:56 pm
 Board: Your Releases, Mugen 1.0 +

- During a parry, it does not detect a button press (other than a super or special input) until the time stop is over. I should be able to tech one move then immediately input down + hard punch and the move should come out.
- EX Aegis Reflector (2 buttons) does not combo for all 6 hits, should be the same as the other reflectors
- If you do a forward or back throw and the opponent lands into the aegis reflector, the opponent should juggle from the reflector after the ground bounce
- A weird bug that happens when I did crouching hard punch (one hit) canceled to Light Aegis Reflector. Hard to replicate consistently.


- Bug happens during my own input error when attempting this sequence:

Crouch Hard Punch xx Light Metallic Sphere xx Light Aegis Reflector

But the 2nd and 3rd input is done too fast causing the metallic sphere to not come out and the clone happens after the freeze.

    

Re: Cody - USF4 - Update: June 13, 2014

 June 14, 2014, 11:20:56 am View in topic context
 Posted by Mr. I  in Cody - USF4 - Update: June 13, 2014 (Started by Mr. I December 04, 2013, 01:49:25 pm
 Board: Your Releases, Mugen 1.0 +

This character was updated to USF4.
    

Re: Ryu

 May 29, 2014, 09:13:33 am View in topic context
 Posted by Mr. I  in Ryu (Started by vyn May 28, 2014, 05:00:58 am
 Board: Projects

    

Re: Guy SF4 wip char by me

 May 29, 2014, 09:11:27 am View in topic context
 Posted by Mr. I  in Guy SF4 wip char by me (Started by djlolo May 18, 2014, 08:16:25 pm
 Board: Projects

I have resources that will make your life much easier. PM me for them.

    

Re: Ask Xeno a Question, Get an Answer!

 May 27, 2014, 10:50:50 pm View in topic context
 Posted by Mr. I  in Ask Xeno a Question, Get an Answer! (Started by Xenomic May 27, 2014, 03:54:24 am
 Board: All That's Left

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