It seeeeems like a posset in the custom state I send P2 into is causing the mess ups? I guess it makes it drop the target or something? I've gotten rid of it and added the targetbind in P1's helper state and the lifeadd is working. I've been editing a ton of stuff and the envshake is also working. I don't consider this topic solved until I know why these bugs were happening.
Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
I would think that your value should be based off of rootdist x and rootdist y. Because it's returning home to the parent you should be able to just get 1 position and go to it. What ever code gets you to P2 correctly, just use rootdist instead of P2bodydist or whatever.
I find one small error in standing strong kick when Mature it is close on your oponent, the kick does not hit
You fix this error ?
I realy apologize for having accused a non-existent error that Mature is in perfect condition, the error that she presented was due to my Fighter factory being disassembled and when I updated the supposed errors are gone and once again sorry for that.
Thanks for the update. I'm glad the move with the cat was changed as it could be abused as hell.
Also, a minor issue but you might want to change the space on the stage's file name with an underscore. M.U.G.E.N will not detect the stage if the file name has spaces in them. Just saying that in case people don't know and asks why the stage isn't working.
I'm not super good at this, but at first glance it seems like it should work fine, but I also found this in the elecbyte docs:
You can combine both ideas. For example:
trigger1 = Vel Y > 0 ; True if Y-velocity is > 0 (going down) trigger1 = Pos Y > 0 ; True if Y-position is > 0 (below ground) trigger2 = Time = 5 ; True if state-time is 5 The controller for this would be activated if the player landed on the ground (y-velocity and y-Position are both > 0), OR if his state time was 5.
so I guess the simplest way is to make a lot of "TargetAddLife" and have a different time trigger for each one... although that hardly seems like the most optimized way.
Takumi GHB is out and Infernal is probably the hardest Infernal to date next to Valter/Legion cause of the reinforcements. Cleared it with Bridelia, Jeorge, Olivia, and Axezura.
Through some trial and error, I had to make sure Bridelia had a Hone Atk buff before engaging the Takumis or she wouldn't have been able to kill both of them in one round. I also had to make Axezura equip the Fortress Res seal to ensure she would survive one of the hits from the healers due to all the chip damage this map loves to dish out.
1. Bridelia/Olivia on the left side of the map while Axezura/Jeorge on the right side. 2. Bridelia kills Sword Fighter and Lance Cavalier while Jeorge takes out the Blue Mage and Bow Cavalier. Jeorge tanks a hit from the Sword Flier and Healer. 3. Bridelia kills Healer and Thief on the left side while hiding at the very left of the map to avoid the Skadi effect. Jeorge kills Sword Flier and repositions away with Axezura. Sakdi effect activates and Axezura tanks a hit from the last Healer. 4. Axezura kills the Healer while Jeorge repositions her out of the way. Olivia dances Jeorge and kills Green Mage. 5. Jeorge kills Red Mage Cavalier while the rest of the team moves to the upper right side corner of the map and made sure Olivia gives Bridelia a Hone Atk buff. 6. Bridelia kills Green Axe Cavalier and the 2 Takumis.
So for the past few weeks, I've been contemplating on making my own characters done in POTS style, and with the help of Memo's POTS template, I'm certain it can be done. These are the characters I have in mind.
Valentine (Skullgirls): Since Valentine is my main in the source game (I also main Filia and Ms. Fortune), and knowing how she plays like the back of my hand, I'm confident that my POTS styled Valentine will be decent or updated to perfection with the feedback/criticism I get to make it better. POTS style doesn't include air combos or any of the flashier stuff from Arc System Works. SennouRoom gave us morale boost that if he can make Hi-Res characters in this style, others will be able to follow suit
Gwendolyn (Odin Sphere): I can sadly dream for this one. I WOULD make a Gwendolyn right now but the rips I've seen on Spriter's Resource are all broken down into tiny bits you have to put together like LEGOS in GIMP or Photoshop, and that would be extremely time-consuming to do instead of normally cropping sprites from a sheet and aligning them in an SFF file. Makes me wish Vanillaware didn't have their sprites multi-jointed :/
Weiss Schnee and Yang Xiao Long: These two are my favorites from Team RWBY. I'll just wait for BB Cross Tag Battle to come out so someone can rip the sprites
Senna (Big Bang Beat): A POTS styled version of Senna from BBB. She's gonna have an english voice like Kohaku's version because her Japanese voice is annoying and her gethit sounds give me hentai rape vibes SMH. And considering the source game being a 3 button fighter, I'll have to make her a 3 button character like SennouRoom's Ako (with extra buttons for dodging, and power charging which his Ako also has) Race Akira's Rouga has six buttons but I'm not sure if he was able to find the right normals to give him six buttons, or had someone draw custom sprites for it.
Blaze Fielding: Using the sprites made by Cap_Rock of course. I didn't like Zero-Sennin's version because it lacks chain combos (I hate target combos), and I didn't bother with ShinRei's version because his CVSU edits are hit and miss.
Captain Commando: If someone else doesn't give him the POTS treatment I'll consider this one too. Will use the SFF file for Warusaki3's version
KOS-MOS (Xenosaga): My KOS-MOS will use her sprites from Project X Zone and its sequel. And her gameplay will be D-Cat Turtle inspired. I didn't align the sprites in an SFF file yet, because I've been working on sprite edits of her during my spare time to make her a 6 button character.
Reiji Arisu and Xiaomu: Will also use their Project X Zone sprites, with D-Cat inspired gameplay.