KoopaKoot said, September 20, 2007, 10:42:48 amRaffine said, September 20, 2007, 06:10:43 amNo. If she's not evading, she's blocking or parrying. And she blocks and parries very well Crap. I could probably chip her to death, but that's boring.P.o.t.S. said, September 20, 2007, 11:08:45 amQuoteWill we see MB animation for all your chars? Right now Ryu, Dan, Morrigan and Karin are missing.Crap, reminds me I still have to add Karin's to the sff. None for the others though.If only Morrigan's MB anim didn't suck so much, huh?
Anjel said, September 20, 2007, 03:28:07 pmSorry about that, yes I am serius.Sure then.QuoteIf only Morrigan's MB anim didn't suck so much, huh?Yeah. Though I totally understand what Capcom went for, everyone was expecting an omg smexy or nekkid Morrigan since she was already so hot to begin with, and then we got that doll thing. Currently remaking the damage dampening and damage of specials/EX/supers.Here's a patch for Ryu as a preview of those changes (though his previous version already had half of them).
i hope you give her a ex charge like ypur other characters.. and maybe give her a special intro with rera.
I tested patch and I must say I'm impressed (as always). I like stance for Master Ryu and rain while Shinkuu Tatsumaki Senpuu Kyaku But I noticed that some changes are good only when you put your chars (and maybe similar ones) in separated Mugen. I mean some changes (for ex Excel Combo limitations) made Ryu weaker and some chars which I defeat before now win. Of course I keep patched version anyway because I like balance but my point is, the balance is good for full game not when you have 200+ different fighters with different stats, coding and skills. Of course I still love what you done and expect more. BTW it's final patch for Ryu or I can wait for more ? Small sugestion. Since you added more differences to Master Ryu, maybe different Intros/Win Poses for that mode only (like you done with Evil Mode) could be nice ?
The Rain is from Gem Fighter?Suggestion for Ryu:In the Arcade Version of SF3:3rd Strike, Ryu has an intro where he drops his bagthing.It stands up straight but when someone gets knocked down the bag tips over.I'm not sure if it's possible.......
Gintoki said, September 22, 2007, 02:11:31 amSuggestion for Ryu:In the Arcade Version of SF3:3rd Strike, Ryu has an intro where he drops his bagthing.It stands up straight but when someone gets knocked down the bag tips over.I'm not sure if it's possible.......uhhh dude, Ryu has this intro, play more (no, not snk)
D-boy said, September 22, 2007, 04:00:17 amGintoki said, September 22, 2007, 02:11:31 amSuggestion for Ryu:In the Arcade Version of SF3:3rd Strike, Ryu has an intro where he drops his bagthing.It stands up straight but when someone gets knocked down the bag tips over.I'm not sure if it's possible.......uhhh dude, Ryu has this intro, play more (no, not snk)Um yea he does but did you fully read my suggestion..
Gintoki said, September 22, 2007, 04:04:27 amD-boy said, September 22, 2007, 04:00:17 amGintoki said, September 22, 2007, 02:11:31 amSuggestion for Ryu:In the Arcade Version of SF3:3rd Strike, Ryu has an intro where he drops his bagthing.It stands up straight but when someone gets knocked down the bag tips over.I'm not sure if it's possible.......uhhh dude, Ryu has this intro, play more (no, not snk)Um yea he does but did you fully read my suggestion.. ohhh i seee, good one!!!!!! uhhh P.O.T.S?
Jarek Bachanek said, September 22, 2007, 02:00:03 amI tested patch and I must say I'm impressed (as always). I like stance for Master Ryu and rain while Shinkuu Tatsumaki Senpuu Kyaku Thanks. The rain was always there, I just made it be used all the time now, and the stance is a joke. QuoteBut I noticed that some changes are good only when you put your chars (and maybe similar ones) in separated Mugen. I mean some changes (for ex Excel Combo limitations) made Ryu weaker and some chars which I defeat before now win. Of course I keep patched version anyway because I like balance but my point is, the balance is good for full game not when you have 200+ different fighters with different stats, coding and skills. Of course I still love what you done and expect more.I know what you mean, but I'm done balancing chars to go against overpowered ones like I did when I started, now I'm more willing to make them weaker so they're more balanced against other SF/KOF and similar chars. Though they can still cancel everything and have super cancels... that still makes them stronger than most of those I mentioned.QuoteBTW it's final patch for Ryu or I can wait for more ?Still more, but not much, the next update will be on the whole archive and not just a patch.QuoteSmall sugestion. Since you added more differences to Master Ryu, maybe different Intros/Win Poses for that mode only (like you done with Evil Mode) could be nice ?No, not planning to add new stuff. Unless it's something simple...QuoteThe Rain is from Gem Fighter?Yeah, the whole move is.QuoteSuggestion for Ryu:In the Arcade Version of SF3:3rd Strike, Ryu has an intro where he drops his bagthing.It stands up straight but when someone gets knocked down the bag tips over.I believe that's been there since the first release. When Ryu drops the bag it randomly either stands straight or falls over, if the first one happened you can still knock it down by fighting close to it.
Some more changes with some character-specific stuff thrown in (both from the top of my head as I don't have the changelog with me):- Changed the damage dampening to Capcom's pre-CvS2 style of dampening (i.e. based on hitcount and affecting supers as well)- Changed the damage of most specials and supers to SFA3 and Vampire Savior levels- Can now cancel and super cancel into Lv3 Supers- Shin Gouki can now do Aerial Raves outside Original Combo. Not sure about keeping this one...- Sakura's Shinkuu Hadouken is now slower and loses hits along the way like the original- Evil Ryu's Metsu Shoryuken is now a Lv2 Super. He had none of those and too many Lv3- Morrigan's EX Soul Fist now dissipates if she's hit (like Vega's Psycho Field)...And a lot more minor fixes. Should update them all when I get bored of this.
QuoteCan now cancel and super cancel into Lv3 Supers QuoteShin Gouki can now do Aerial Raves outside Original Combo. Not sure about keeping this one... As much as I like aireal raves, it should stay with the Excel IMO. I like his crouching HP not to launch opponents by default. QuoteSakura's Shinkuu Hadouken is now slower and loses hits along the way like the original QuoteMorrigan's EX Soul Fist now dissipates if she's hit (like Vega's Psycho Field) Now about that Ryu Patch: I love everything! He is much faster, smoother, and the new Master Stance is cool as well as the new thunder cloud from Pocket Fighters lol. His warp leaves a bit of afterimage mess when he reaches a corner, and he has really fast recovery time from it. I love that you limited his juggles and made his crouching WP - WK easier to combo. I can't wait until this is implemented on all of the rest of your characters. Your coding is getting better with each release. Keep it up.
P.o.t.S. said, September 25, 2007, 11:26:08 am- Can now cancel and super cancel into Lv3 SupersSo that means I can witness more Lv3 Supers in Watch Mode. P.o.t.S. said, September 25, 2007, 11:26:08 amShould update them all when I get bored of this.When you get bored? what does that means? You are not leaving are you? ???
mugener said, September 25, 2007, 04:05:54 pmWhen you get bored? what does that means? You are not leaving are you? ???...... Gah.
P.o.t.S. said, September 25, 2007, 11:26:08 amSome more changes with some character-specific stuff thrown in (both from the top of my head as I don't have the changelog with me):- Changed the damage dampening to Capcom's pre-CvS2 style of dampening (i.e. based on hitcount and affecting supers as well...would u mind posting how to code that, if it was kinda generic would be great and hope its not too complex XD im not that great coder but this is somehting i want to implement (a damage dampener based on how many hits p2 has recieved instead of the nature of the previous state)tnx
I didn't check POTS' code, but it should be something like a varadd triggered on movehit for each hitdef of your code.then, in state -2, use :[mcode];damage dampener variable[State -2, VarSet]type = VarSettrigger1 = (P2MoveType != H) && (Var(10) > 0)var(blabla) = 0[/mcode]Use another varset in state -3 :[mcode][State -3] ;Damage dampenertype = varsettrigger1 = 1v = qwertyvalue = ifelse(var(10)>=5,var(10),2)[/mcode]Finally, in state -3 again, :[mcode];Damage dampener[State -3, AttackMulSet]type = AttackMulSettrigger1 = (Var(0) = 0)value = 10.0/(7.0 + 1.5*var(qwerty))[/mcode][/off-topic]I tested the update on Ryu. Everything seems to work perfectly. AI on Mater Ryu needs some work, he seems weak. Other than that, everything is nice, and I love the new littel additions.
Chosen_01 said, September 25, 2007, 03:49:11 pm As much as I like aireal raves, it should stay with the Excel IMO. I like his crouching HP not to launch opponents by default.Yeah, I was thinking the same.QuoteNow about that Ryu Patch: I love everything! He is much faster, smoother, and the new Master Stance is cool as well as the new thunder cloud from Pocket Fighters lol. His warp leaves a bit of afterimage mess when he reaches a corner, and he has really fast recovery time from it. I love that you limited his juggles and made his crouching WP - WK easier to combo.Thanks. About the recovery time on the teleport, that's only apparent as he becomes vulnerable before the move ends even though he doesn't go to a recovery anim. Though... now that you mentioned it, I noticed that that doesn't happen when his teleport is interrupted by reaching a corner.Quotewould u mind posting how to code that, if it was kinda generic would be great and hope its not too complex XD im not that great coder but this is somehting i want to implement (a damage dampener based on how many hits p2 has recieved instead of the nature of the previous state)I was too lazy to implement Karin/etc's code on them so I made it the quick way (that's equally effective in theory):[State -2, Damage based on hits]type=varsettrigger1= numenemyfvar(12)= ifelse(enemynear,gethitvar(hitcount)<3, 24, ifelse(enemynear,gethitvar(hitcount)>=24, 2, 26-enemynear,gethitvar(hitcount))) / 24.0ignorehitpause=1[State -2, Reset var when the opponent recovers]type=varsettrigger1= numenemytrigger1= (enemynear,movetype!=H)trigger2= !numenemyfvar(12)=1[State -2, Dampener itself]type=attackmulsettrigger1= 1value=fvar(12)ignorehitpause=1That's CFJ's dampening rate btw, just with a little change so I wouldn't have to edit all HitDefs.QuoteI tested the update on Ryu. Everything seems to work perfectly. AI on Mater Ryu needs some work, he seems weak. Other than that, everything is nice, and I love the new littel additions.Thanks.*sigh* Will look into that AI again. I didn't want to remake it but at this rate I might've as well done so.
awesome tnx a lot, i dont fully understand it but its great that i dont have to edit all hitdefs, attackmulset was a smart moveand i agree ryus AI seems easier now
Dan needs a Lvl3 move in which he whips out his dead dad and shoots a laser beam. (this does exist in gem fighter [but not as a lvl 3 super])
For shin gouki, would you be adding his capcom fighting jam's intro where he does his misogi without the horse stance and later in his fighting pose, I guess if you played capcom fighting jam, you might know what I am talking about