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Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)
March 29, 2024, 08:58:40 am
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Fixed. Added a jab and move 4B input to 3B for Toakaka
Taokaka:
- She has no mediums. Dancing Edge seems like it should be a special or the C button
I'm just following how OHSMBY/BBTAG did with their character. I don't really think a medium is needed in this style. Most character have their Heavy as the B button and very rarely as their A (like Tao.) even most of my Melty OHMSBY conversion does not have a standing medium.
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
- "I'mma beat the crap out of you" is completely invincible
This is intended. just like my rentaro or vinnie's/ichida tatsuya super. you can only hit her if she whiff.
- She can rapid cancel out of her throw jump followup even though she can also act freely
Intended as it works this way.
Botan:
- 5C startup is movetype I (I see this a lot)
I'm using OHMSBY code for this as it's universal move for characters that does not have a standing overhead. So it's intended.
- Dashing throw misses against crouching KFM
This is intended. The hitbox on the running grab only cover the sprites arm.
- Tactical Leap recovery frames can still be cancelled into the follow-ups
This is intended as source works this way.
- Bullet Rain would be better if it kept her jumping direction I think
Again, This is intended as source works this way.
- 22C has the same statetype bug
Both 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be huge
Just like the vid I showed you last night, it's a fullscreen attack in source. making it smaller won't make a difference.
- State 3050 also has the statetype thing but very briefly
I can't see this bug happening in mugen, as I've set the statetype to air the moment she jumped.
- You could probably easily tile the stairs from the helicopter to make them reach the top of the screen
It's exactly like this in source.
- Her KO scream is too quiet/short
She only have this KO voiceclip in source. and I already made her sounds louder when making her.
I know that OHMSBY is not source accurate at all, but I personally try to make my stuff as close to it as possible. My character that are closest to their source are probably Shiki Tohno as you can do his BNB.
#2
Posted by
YugaCurry
in
Weird AIR (Started by
YugaCurry March 28, 2024, 08:04:25 pm
Board:
M.U.G.E.N Configuration Help
If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).
But aside from this, the code sure looks weird. These negative values in sprite group make no sense.
What exactly are you trying to do? Or are you just curious about the weirdness of it?
I use custom ports so I need to switch the sff to the 32 bit version but doing that makes the sprites 'invisible' so to speak. Do you think renumbering the questionable set of sprites to a lower number where FF3 wont spaz out will work?
65536-6359=59177
that's the number you're trying to find.
Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.
What if I change the group to a number lower than half of 65536?
#3
Posted by
Akito
in
Jubei Yamada in CVS Style (Started by
Rabano December 20, 2023, 04:02:39 am
Board:
Sprite Projects
Your work continues to evolve a lot, congratulations buddy!
Fantastic job so far. I'm not that familiar with GG but found some stuff:
- Super misses mosts hits when close to KFM Fixed
- Uses invalid sound 2,0 Fixed
- Uses invalid anim F888 Fixed
- 5S has no counter hit announcer Fixed
- 5S (close and far) and 2S have no slash sounds like 5HS does
I'm not sure about the problem with this.
- State 235 goes under the floor for one frame while having statetype S Fixed
- He can combo after 623k (both). Not sure if intentional
It's intentional, if you continue you get very low damage and lose oki, it's only to close the round when the enemy is very low on health.
- Throw attempt gives him one invincibility frame?
Not sure about the problem with this, Muteki's GG chars work the same way.
Thanks for the report, PotS.
- Slightly increased the hitbox on forward scroll dash, since KFM could crouch under it.
- Fixed a bug that could happen with the scroll detection if the round intro was skipped. (MUGEN version only, not present on initial version)
- Adjustments on 6246S/hcf super, the enemy should receive all hits before touching the ground if the phone hits at the start. (More damage than before)
#5
Posted by
Pacsonic
in
Optional Animation Standards (Started by
Jmorphman February 16, 2012, 03:40:11 am
Board:
MUGEN Class
Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.
Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.
About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?
Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.
About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so, one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.
Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?
Juano16's animation standards used by various characters:
Decapitated Body: 9108112 (First frame must have a tick of 60 or -1)
Decapitated Head:
-Head in Air: 912320
-Head on Floor: 912321 (Last frame must have a tick of -1)
-Head Hold(Sub Zero's Trophy Head Fatality): 9108113 (This haves 11 frames and the required ticks per frame goes by this: 7, 7, 7, 39, 10, 1, 1, 1, 17, 18, -1.)
-Alternatively, you can also use the decapitation animation and coding for The Black Heart characters.
Torso Slash:
-Lower Body Cut: 9108091
-Upper Body in air: 9108092 (Usually 4 frames like this: 20, 5, 5, -1
-Upper Body on Floor: 9108093 (Last frame must have a tick of -1.)
Inflation (AKA something various Deviantart Users like): 9108094 (4 ticks: 30, 30, 30, -1)
Arm Rip:
-Body with ripped off arms: 9108095 (5 frames. First frame is the character about to get its arm ripped off. Rest of the frames are the character without their arms. Ticks go by this: 41, 60, 5, 5, -1)
-Arms ripped off: 9108096
The arm ripped off contains motion done by animating the position of the arms. This is the exact animation code:
[Begin Action 9108096]
6000,88, -50,-45, 9
6000,90, -10,-50, 2
6000,90, 10,-45, 2
6000,90, 20,-40, 2
6000,90, 30,-35, 2
6000,90, 40,-30, 2
6000,90, 50,-25, 2
6000,90, 60,-20, 2
6000,90, 70,-15, 2
6000,90, 80,-10, 2
6000,92, 90,-5, -1
Deep Freeze
-Getting Frozen: 9108097 (2 frames, both frames must have hitboxes on them. Each frame haves a tick of 3.
-Frozen: 9108098 (Must have a tick of -1 and have a hitbox.
-Shattered: 9108099
Pit Stage Fatality
-Falling: 9108101
-Splat: 9108102 (Must have a tick of -1)
Babality (Character turns into a baby version of themself): 9108104
Scared (Used in Scorpion's Hell Hand Fatality and Subway Stage Fatality): 9108106
Fits into bell tower: 9108107
Vertical cut (Character sliced vertically, falls and splits in half): 9108108
Staff Impale: 9108111
Heart Ripped (Currently not used as far as I know but is there if you want it): 9108110
Head Inflation: 9108116
Eaten by Millena: 9108117
Deep Freeze Tipped Over: 9108118 (6 frames with frame 1 having 60 ticks, frame 6 having a tick of -1, and the other frames having 5 ticks)
Alternate Toasty Animation: 9108120
Animation to identify a character as female (Used for "Finish Her" instead of "Finish Him" and disabling Johnny Cage's ball breaker move): 9108119
Speaking of Johnny Cage's Ball breaker move, animation for when a character gets hit in the balls (I believe there's a Bevus or Butthead that also uses this animation): 9108100 (Hitboxes needed)
Pulled by Harpoon (Scorpion's "Get Over Here!"): 9108103 (Hitboxes needed)
Slipping (Used by Sub Zero's ice puddle, Scorpion's Torso Slice, and DGKirby's fatalities: 9108109 (Hitboxes needed)
- Fixed colors on 5D (standing Dust)
#7
Posted by
Vinnie
in
MUGEN Video thread (Started by
c001357 September 27, 2008, 11:24:14 am
Board:
M.U.G.E.N Discussion
Baiken vs Answer
Special intro
I need to (Baiken by TornilloOxidado)
No, you don't need.
Ok
#9
Posted by
Charmugen
in
Hayonik's Thread (Started by
Hayonik March 28, 2024, 05:04:45 am
Board:
Requests
Re: Save The Animals! (Super Metroid 30th Anniversary Stage)
March 29, 2024, 12:49:53 am
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Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.
For the context of a fighting game level arrangement of the Crateria theme, I would recommend the Metroid Metal version. It fully ramps up at the start, and keeps that same level of energy for the entirety of the runtime, which I think are both very important for any stage theme.
The char is already pretty heavy but you also have about 400MB of backups in the archive.
Dude you're a lifesaver lol i couldnt figure out why the file was so large i thought it was cause of all my additions. I've deleted that backup in the past numerous times but it must've came back during my process of making copies of the character so i dont lose my progress. Thank you soooooo much PotS. Great creations from you btw thank you.
Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?
March 28, 2024, 11:23:45 pm
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Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?
Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.
If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.
But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.
#14
Posted by
AlexSin
in
Weird AIR (Started by
YugaCurry March 28, 2024, 08:04:25 pm
Board:
M.U.G.E.N Configuration Help
65536-6359=59177
that's the number you're trying to find.
Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.
#15
Posted by
SonicSkills
in
Sonic Fighting Heroes (Started by
SonicSkills January 11, 2022, 06:47:25 am
Board:
Projects
FIRST LOOK AT SONIC FIGHTING HEROES V3.2.2 PREMIERES 6:30 PM CST TODAY!
This will showcase the new Character Select, Options, and WIP Versus Screen along with Sonic's new moves & animations. This will also showcase the new & improved Music Plant stage!
https://youtu.be/RistCzMoB4A?si=JhfvUMxdpw7a2MNv
#16
Posted by
Rabano
in
Jubei Yamada in CVS Style (Started by
Rabano December 20, 2023, 04:02:39 am
Board:
Sprite Projects
All of his Crouching normals are done:
All of them are great!
You progressed so well.
I'm so freaking proud!
Considering how your debuts were "simple"
Also
Are you still using the same method? (software etc.)
Thanks you so much!}
and yes, Im still using the same method I started with lol
Baiken vs Answer
Special intro
I need to (Baiken by TornilloOxidado)
No, you don't need.
#18
Posted by
DeathScythe
in
Weird AIR (Started by
YugaCurry March 28, 2024, 08:04:25 pm
Board:
M.U.G.E.N Configuration Help
If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).
But aside from this, the code sure looks weird. These negative values in sprite group make no sense.
What exactly are you trying to do? Or are you just curious about the weirdness of it?
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