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Kung Fu Girl + All Chars Update (Read 12793 times)

Started by DW, August 31, 2012, 06:37:09 pm
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Re: Kung Fu Girl + All Chars Update
#21  September 04, 2012, 12:03:19 am
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Xan

Re: Kung Fu Girl + All Chars Update
#22  September 04, 2012, 12:04:27 am
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I've been looking into it, but I never really got around to making AI. I'd just recommend grinning and bearing it, like the example I gave with Jin's characters.
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Re: Kung Fu Girl + All Chars Update
#23  September 06, 2012, 10:49:57 am
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For Kung Fu Man, you should use his hitboxes to avoid projectiles for his EX Zankou, not a nothitby. He's ducking, so Geese's projectile shouldn't be avoided.

DW

Re: Kung Fu Girl + All Chars Update
#24  September 06, 2012, 05:01:36 pm
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For Kung Fu Man, you should use his hitboxes to avoid projectiles for his EX Zankou, not a nothitby. He's ducking, so Geese's projectile shouldn't be avoided.

No, because going through projectiles entirely was my intent with it's EX special property. It's not meant to go under projectiles, though I suppose it could if you're really lucky. The EX version resists projectiles entirely. Whether they travel along the ground, or w/e, doesn't matter. However, it won't resist super/hyper projectiles. Only normals/specials.
Re: Kung Fu Girl + All Chars Update
#25  September 07, 2012, 04:41:51 am
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Uh...Hi. I love your KFM (Did you do the voice?)
Anyway, I feel that his Kung Fu Knee should leave the opponent in a juggleable state when it hits. I've been playing around with him for a bit and I can't really do anything after that knee hits and it feels like I should. Maybe it should only be that way for the EX version, I don't know, but imagine all the combo potential from that. Imagine!

GOH

Re: Kung Fu Girl + All Chars Update
#26  September 07, 2012, 10:32:11 am
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Is the advance guarding supposed to push the opponent all the way across the screen even when it comes to projectiles? Looks really weird imo.

DW

Re: Kung Fu Girl + All Chars Update
#27  September 07, 2012, 06:03:18 pm
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Uh...Hi. I love your KFM (Did you do the voice?)
Anyway, I feel that his Kung Fu Knee should leave the opponent in a juggleable state when it hits. I've been playing around with him for a bit and I can't really do anything after that knee hits and it feels like I should. Maybe it should only be that way for the EX version, I don't know, but imagine all the combo potential from that. Imagine!

Nope. KF Knee is more meant to follow up/finish off juggles, not initiate them.

Is the advance guarding supposed to push the opponent all the way across the screen even when it comes to projectiles? Looks really weird imo.

The advancing guard coding was used from Splode's Strider Hiryu. That's how it works. It sends the push helpers out from the char. That's how advancing guard works.

DW

Re: Kung Fu Girl + All Chars Update
#28  September 16, 2012, 07:06:06 pm
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-9/16/12-

All chars updated and reuploaded. I made a big, but seemingly subtle mistake with all my chars.... I say subtle, because no one ever brought it up, so no one must have ever noticed. I didn't notice myself until a few days ago while working on Sagat. I used var(20) for MAX mode, since the overall basis on Excel Combo and Max mode is essentially the same. Var(20) is used to keep track of Excel Combo's time limit in PotS/Jman's chars. In the parry detection coding, their chars are resticted from parrying during Excel Combo. Which is how it should be. However, my chars have MAX mode, and shouldn't be restricted from parrying while it's active. However, I forgot to comment that part out of the parry detection coding... So, none of them could parry why in MAX mode. I've fixed this for all of them.

Also, changed up some things with KFG. Kung Fu Chop is no longer an overhead when command canceled into and extra pals added made by A Secret Bro/Hyogo. Along with some other miscellaneous fixes/touch ups with them all. I actually did these fix ups on the 12th...but was busy earlier and so was JZ. So, they didn't get uploaded until yesterday. Anyway, yeah... That's that.

Xan

Re: Kung Fu Girl + All Chars Update
#29  September 16, 2012, 07:23:57 pm
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I'm sure you're tired of having to do this, but did you update Mai's 1.0 patch as well?
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

DW

Re: Kung Fu Girl + All Chars Update
#30  September 16, 2012, 09:37:20 pm
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I'm sure you're tired of having to do this, but did you update Mai's 1.0 patch as well?

I KNEW you were gonna ask me that, lol. Yes, the fixes were applied to Mai's 1.0 patch. I knew you'd be on my head about it if I didn't. I'm good, not tired or anything.
Re: Kung Fu Girl + All Chars Update
#31  September 16, 2012, 09:44:36 pm
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Two things about Mai:
1. Her Chun-Li colors in the defaults are the template colors.
2. In turns mode intro, she won't show until she lands on the ground.

DW

Re: Kung Fu Girl + All Chars Update
#32  September 16, 2012, 09:50:56 pm
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Two things about Mai:1. Her Chun-Li colors in the defaults are the template colors.2. In turns mode intro, she won't show until she lands on the ground.

-This isn't a bug or anything. I'm just too lazy/didn't want to change the colors of her Chun Li dress for each pal. :P The other pals were made by PAVGN.
-Huh...? Is that with the 1.0 patch apllied?
Re: Kung Fu Girl + All Chars Update
#33  September 16, 2012, 10:18:54 pm
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1.0 or not, both do not have it.

DW

Re: Kung Fu Girl + All Chars Update
#34  September 16, 2012, 10:31:30 pm
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Hm... That's interesting. I've tested this and this does in fact happen, but only when using 1.0 and only on p1's side. It's not just Mai though, it's all the chars. Including PotS' Winmugen chars, which is where the coding is from. I'll have to look into possibly fixing this for 1.0, without using any 1.0 exclusive coding. It's fine if I use something like GameWidth or something for Mai's 1.0 patch, but the other chars don't have a 1.0 patch, and I damn sure not making one. That type of coding is 1.0 exclusive, so adding it to my other chars would make them crash Winmugen. I'll see what I can do. This is only a problem when using 1.0 though. It's not an issue with Winmugen.

Xan

Re: Kung Fu Girl + All Chars Update
#35  September 16, 2012, 10:49:54 pm
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I'll be posting feedback later, I don't have my Mugen with me on weekends.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Kung Fu Girl + All Chars Update
#36  September 16, 2012, 11:06:45 pm
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The WinMUGEN turns mode intro code doesn't work in 1.0. (I don't remember why and I can't check it right now)

Just copy/paste the one from PotS's 1.0 characters.

DW

Re: Kung Fu Girl + All Chars Update
#37  September 16, 2012, 11:07:51 pm
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Alright, I see the positioning aspect was changed in the turns intro coding for 1.0 versions of PotS/Jman's chars, and the coding isn't 1.0 exclusive. Fixing it now for all of them so it'll show right in 1.0. Thanks for the find.

@JMan

Yeah, I checked it to make sure it wasn't 1.0 exclusive first. Fixing now.
Re: Kung Fu Girl + All Chars Update
#38  September 17, 2012, 03:10:57 am
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DW

Re: Kung Fu Girl + All Chars Update
#39  September 18, 2012, 05:55:07 pm
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@PAVGN
Mind putting the pals up in your thread? I'd like them as well and others would want them too I'm sure.



-9/18/12-

Turns intro updated for all chars. It will show properly now for 1.0 users.
Last Edit: September 18, 2012, 06:16:55 pm by DivineWolf
Re: Kung Fu Girl + All Chars Update
#40  September 18, 2012, 07:29:57 pm
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Just tested this out.

Results: P1 side works really well, while P2 side is.... let's just say it starts at P1's side and then goes to P2's side, which I mean the character JUMPS from P1's side to P2, then goes normally.