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RYU (Read 45930 times)

Started by Just No Point, April 04, 2014, 04:16:29 pm
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Re: RYU
#381  June 06, 2014, 07:15:42 pm
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Several files updated. Recorded the following from CVS2 for gathering hit properties

Air hits
Block hits
Air Block hits
Counter hits
Counter hits in air

I think I'll finish those next week. Once those are finished his basic attributes are as well!!!
Then I'll focus on the command basics and specials. I have been itching to make his throws as well. I get tired of having to manually move him out of the corner of the screen =p

Judas, while Sean is busy with Joe I'll pester you with commission work since you're accepting again. I hope that's okay.

I'm calling it quits today guys. I have a comic convention to get ready for and will be there tomorrow (off work FTW). Then work Sunday and Monday. So any other updates will be minimal till Tuesday.
Last Edit: June 06, 2014, 07:22:04 pm by Just No Point
Re: RYU
#382  June 07, 2014, 12:26:14 am
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Re: RYU
#383  June 07, 2014, 07:27:03 am
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He can cancel s.mp in AE 2012 iirc. That sweep cancel was pretty important in cvs2 so Id keep it. He can't actually combo off of it iirc, but it does give him more options. You also left out his jumping normal cancels into air tatsu :p

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Re: RYU
#384  June 12, 2014, 01:23:54 am
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Updated his basics.st
His basics are finished. I just need to update the vars being used and document the basics better.

But for now I'm going to take a small break from Ryu to code up Joe's basics working with what Sean has finished already. I'll make a new thread for Joe soon to brainstorm on his specials and supers and his general progress.

As for his cancels they'll be the same as in AE by default.

Close MP, SP, LK, MK
Standing LP, MP
Crouching LP, MP, SP, LK, MK
Jumping 1st hit of angled MP
Re: RYU
#385  June 12, 2014, 08:50:25 am
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Didn't he have more than that?

Sorry, I've been out of data lately so I've been away unless I was at my gf's house.

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Re: RYU
#386  June 12, 2014, 12:09:48 pm
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Well, I said AE but I meant Ultra SF4. I tested all his basics and that's all I came up with that could cancel. It's not impossible I either missed something or forgot to write it down but it looks right to me. If you enjoy his CVS2 cancels I am working on a config file to toggle them on and off. Right now he still has them.
Re: RYU
#387  June 19, 2014, 08:21:06 pm
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Updated the throw. For now it's just LP+LK
Re: RYU
#388  June 19, 2014, 11:54:23 pm
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Quote
Also, you have a debug text whenever you shoot a Hadouken "in state 0 (or 20, or 12, or 11 or whatever action you do immediately after firing) : has no helper 1050". As a general rule, any time you use a trigger redirection, add a line before that with the trigger numhelper(ID). I mean use a separate line, even !numhelper(1050) || (helper(1050), stateno = 1052) causes that error, split this line in two instead of using a ||. This is in your cmd, in statedef -1, which is executed every tick, that's why you get the error message in any state you go to immediately after firing.
Man, I just can't figure out how to get this debug error to go away. I looked at Lost Avenger's latest coding and his has it as well. How do I split an "or" trigger into 2 lines?

I've tried splitting this up in several various methods and it either makes the Hadouken stop working or it causes the error in debug to continue.
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Re: RYU
#389  June 19, 2014, 11:59:49 pm
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triggerall = !AILevel && roundstate = 2 && Statetype != A
triggerall = ctrl || var(6)
triggerall = command = "Hadouken"
trigger1 =  !numhelper(1050)
trigger2 = numhelper(1050)
trigger2 = helper(1050), stateno = 1052

(that's because there was only trigger1s, at worst you would simply have to repeat the command = Hadouken line for both halves split into trigger1 and trigger2)
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Re: RYU
#390  June 20, 2014, 05:02:43 am
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Ugh, I actually tried that as all trigger1s once and tried similar with trigger 2 but not quite that.
The main thing that kept throwing it off for me was you said " add a line before that with the trigger numhelper(ID)". I thought that meant I needed to put it before !numhelper.

Ugh, It's annoying that I didn't get it at first. Oh well, I don't think the same kind of mistake will happen again now at least.

I'm going to refine the coding, make some tweaks and start documenting what I have better. I'll be posting bits of coding for feedback on documentation and making it newb friendly.

I was going to start the EX and super moves next but I think it may be better to work on the config and system mechanics at this point.

The character is now a solid template for creation. Joe was a walk in the park to get to the same point. I could for the most part slap any sprites in here and edit what needs to be edited to make them unique really quick! But to be the perfect template he needs the vars, system mechanics, gauges, and config files in place.

Would everyone agree that should be my next focus with Ryu?

EDIT: Oh, and Ryu is updated.
Re: RYU
#391  June 20, 2014, 05:12:20 am
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I'm not off again till Monday and I couldn't catch you on those days lol. EX specials will go by quickly

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Re: RYU
#392  June 20, 2014, 05:19:19 am
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Yeah I know. I was just thinking I should get the config and gauges done before attacks that need gauge. The EX and Supers shouldn't take long. I think the only new things I'll have to learn to deal with are BG explodes, super pauses, and after images.
Re: RYU
#393  June 20, 2014, 09:50:57 am
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The character is now a solid template for creation. Joe was a walk in the park to get to the same point. I could for the most part slap any sprites in here and edit what needs to be edited to make them unique really quick! But to be the perfect template he needs the vars, system mechanics, gauges, and config files in place.

Would everyone agree that should be my next focus with Ryu?
Yeah, the supers are pretty much glorified specials with a pause and a colorful effect, and that effect should probably wait until the spark set is decided upon before implementing the supers. Although it's easy to use an empty placeholder/default common superspark and replace it later.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: RYU
#394  June 20, 2014, 12:37:41 pm
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Do we even know what all is going into the config? Bar lengths for Ryu. Meter usage on differing bar lengths, etc. If we only have cancels in mind for now then there isn't much point in focusing on the config. Imo, finishing the default system stuff should take priority over extra stuff. Ex specials are basically mini supers now(esp in AE/X Tekken where some are literally supers with reduced damage). The next important thing to focus on imo, is gauge coding and meter rules

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thanks again Vans/Jesuszilla!
Re: RYU
#395  June 20, 2014, 05:10:55 pm
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I have quite a few ideas. I guess I should list some. This would allow for great user customization and allow a lot of flexibilty to create the sub games I have discussed.

This will be in the common directory and will work on all characters.
I intend to make a character specific Config file as well for turning on and off specials supers, and to declare what supers will be the supers/ultras when in SF2, SF3, and SF4 modes

Spoiler: Maybe over ambitious list but I'll see how far I can get before going mad (click to see content)

EDIT: Made a thread for the sole purpose of discussing the config file
Last Edit: June 20, 2014, 07:48:36 pm by Just No Point
Re: RYU
#396  June 22, 2014, 04:19:47 am
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do you think the sf3 collarbone breaker (Converted to CVS) would be better than th regular cvs one

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Re: RYU
#397  June 22, 2014, 02:09:24 pm
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That doesn't look worth converting, it's so similar.
Re: RYU
#398  June 27, 2014, 05:50:23 am
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Ryu updated with working config coding. Just have the taunt finished right now. Will start putting everything else in it soon!
Re: RYU
#399  June 27, 2014, 07:09:11 am
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Updated Ryu again.

Added throw to config. Only works on fwd throw atm. Will add the back throw tomorrow.

Doing throws like this.

LP+LK and F+LP+LK throw forwards
2P and 2P + fwd or back throws forward
fwd or back + MP or SP throws forward

Seemed the best way to organize this
Re: RYU
#400  June 27, 2014, 04:18:25 pm
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Joudan Sokuto Geri's advance (by the way, it's Geri with an "i" at the end) doesn't look right for my eyes, why does he advance a little when he has already thrown a kick?

Why did you use VelSets and PosAdds instead of only PosAdds? It looks like he slides on the floor this way.

[useless grammar nazi]
In the config file:
machanices -> mechanics
and "Edit End" lines (it misses a period)
[/useless grammar nazi]

Last Edit: June 27, 2014, 04:26:05 pm by Alex Sinigaglia