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RYU (Read 45931 times)

Started by Just No Point, April 04, 2014, 04:16:29 pm
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Re: RYU
#401  June 27, 2014, 04:25:47 pm
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I didn't code the command basics. That was some of the volunteer coding we had earlier on. I'll take another look at them to refine them. I haven't really went over them as in depth as I did the basics.

I'm having fun with the config stuff right now though. I'll go back and look at the command basics and specials in close comparison to source later.

Sorry for jumping around so much. I tend to leave a lot of placeholder code :p

EDIT: Oops, You meant the donkey kick. I wasn't thinking. I'll take a closer look at it's coding as well. I just used Lost Avenger's for the time being.
Last Edit: June 27, 2014, 04:31:08 pm by Just No Point
Re: RYU
#402  June 27, 2014, 05:16:46 pm
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I commented the velsets and almost all the posadds (not the one with trigger1 = !animtime) and I added these posadds:

Spoiler: code (click to see content)

I know, there are too many posadds, probably you can do better than me for this (like changing the triggeralls, reducing the number of posadds). But I think it looks better like this in-game.

Last Edit: June 27, 2014, 05:25:58 pm by Alex Sinigaglia
Re: RYU
#403  June 27, 2014, 05:47:58 pm
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That doesn't make it look how it looks in game on SF3. He does literally slide. The distances he travels with these posadds are much too short.
Re: RYU
#404  June 27, 2014, 06:35:33 pm
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Yes, but not that much. He hops then he throws a kick with his left foot and lands with the other foot (I mean right here he slides a very little bit).

Anyway, there's still this error:
...why does he advance a little when he has already thrown a kick?

The gifs:
Spoiler: Mugen (click to see content)
Spoiler: SF3 (click to see content)

Also, if you look at the Mugen gif you can see that he gets misaligned in the last part of the animation (that's what I was talking about in the quote).

Last Edit: June 27, 2014, 06:55:36 pm by Alex Sinigaglia
Re: RYU
#405  June 27, 2014, 07:04:53 pm
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Ah, okay. I'll be sure to fix those things then. I'll use the distance traveled in SF3 as a base. Like how I did CVS2. Working on the CVS2 accurate cancel system option right now :)

Thanks for the feedback!
Re: RYU
#406  June 27, 2014, 08:25:20 pm
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Updated Ryu. He now has CVS2 accurate cancels as an option in his config.

With out CVS2 cancels the following moves can cancel into specials

Close MP, SP, LK, MK
Standing LP, MP
Crouching LP, MP, SP, LK, MK
Jumping 1st hit of angled MP

With CVS2 cancel on you can also cancel
Close LP
Standing SK
Crouching SK
Jumping (Up and angled) LP, LK

You lose the ability to cancel the angled MP in the air

This update screws with the way the Donkey Kick moves as I removed some coding without replacing some of it. So it doesn't slide well at all now. This will be temporary.
Re: RYU
#407  June 27, 2014, 09:07:24 pm
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Updated again with SFA1 chain config options
That's my stopping point for the day

EDIT: Fixed the movement for the Joudan Sokuto Geri

EDIT: Just finished a few more tweaks. Done for realz now! Several files updated.
Last Edit: June 28, 2014, 01:49:28 am by Just No Point
Re: RYU
#408  June 28, 2014, 04:56:48 am
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I edited the above post earlier to note I updated more stuff.

Okay, Ryu still has very little sound. I've worked on it a little bit but here's the thing. I HATE doing it. I mean I really hate making the snd file. I have no idea why but it's so tedious and boring.

I'll offer up $20 to someone that can put together 2 snd files. 1 with all the snd effects that are universal and another for Ryu's specific voices. All sounds and voices should come from SF4. Be sure to get the specific voice samples that are in SFxTekken but not in SF4.

Be sure to credit where you get the sounds from.
Re: RYU
#409  June 30, 2014, 08:23:24 pm
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Re: RYU
#410  July 08, 2014, 11:48:59 pm
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I deciced to make it myself instead of waiting someone else.

JNP, can you tell me the numbers of the EX moves?

Re: RYU
#411  July 09, 2014, 12:15:10 am
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2000s will be used for ex attacks. I think @jmorphman: took the commission
Re: RYU
#412  July 12, 2014, 04:00:15 am
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Could I suggest this win pose for Ryu?
My projects mugen:
Street fighter 2
Spoiler, click to toggle visibilty
Final fight
Spoiler, click to toggle visibilty
Re: RYU
#413  July 14, 2014, 02:08:03 pm
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Sooooooo I just saw this now I'm so sorry XD

Unless I missed whatever was going on already??
I was the Perfect warrior! Cold and Ruthless! I lived by my strength alone! Uninhibited by foolish emotion!
Re: RYU
#414  July 14, 2014, 03:23:16 pm
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I thought it was a good idea to call you for making Ryu's soundpack, but after a while I decided to make that myself, though JNP said Jmorphman took the job.

Re: RYU
#415  July 15, 2014, 07:54:43 am
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I did. It's almost done; sorry for the wait.

and also the SFIV rips don't have everything and I've tried lots of different things and jeez did everyone use megaupload for these rips or what and also why can't ripping sounds be as easy as using PSound is? There's still some stuff missing, like the Hadoken effect sounds. I also made a common sound file.

also I have come from the future to tell these two
As long as its not the crappy Alpha 3 sounds
It's not just you, Ryo's sprites were shit in CvS, he looked fat and short and his cloths were baggy, and his arm positions made it look like he constantly had his shoulders dropping with no strength at all. He's terrible.
that they're totes wrong >:[

EDIT: actually scratch that part about the Hadoken stuff. Still missing minor things like SFIV jump sounds, though.
Last Edit: July 15, 2014, 08:00:34 am by Jmorphman
Re: RYU
#416  July 15, 2014, 03:54:54 pm
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Would the ones from SFxT work? Are they the same as SF4? Do any of the current SF4 characters released have those sounds?

If none of that can help I don't think it'd hurt to have the jump sound from a different game.
Re: RYU
#417  July 23, 2014, 09:12:37 pm
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My laptop is now fully functional. I'm ready to help if needed.
No matter what, It's time to try.

Re: RYU
#418  July 25, 2014, 05:43:27 pm
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I'm really glad to hear that!
I'll be getting a hold of you as soon as I get moving on this more again!
https://www.dropbox.com/s/yf65jhkjh95hyk2/u%20talkin%20%28ry%29u2%20to%20me.7z
Ryu's sounds and common sounds by JMorphMan ready.

I didn't give him major guidelines so we can either rearrange stuff as needed or just use exactly what he made as the template.

Finally figured out how to cycle the sprites in warzard for Rajaa. It's a longer process than most games but it's working. Summer break stuff interfered with a lot of my time this week. I think I'll complete ripping them next week and then I can ask for Rajaa's assistance coding some mechanics.

Aside for the SFA3 juggle mechanics can I get a better understanding of some other juggle mechanics? CVS2 juggling a lot different from SF3 or SF4 or SF2?

The different custom combo mechanics, super bars, dizzy mechanics, guard crush, stuff like that.

Erm, you wouldn't happen to know anyone with a BCG invite or other place to get a gamerip?
Seems they've done a great purge...
Also can anyone help AOKmaniac with the above?
Last Edit: July 25, 2014, 05:54:08 pm by Just No Point
Re: RYU
#419  July 25, 2014, 05:54:50 pm
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Sweet. In the mean time, I might make a few sprites for Ryu. Possibly similar to his Pocket Fighters and Super Puzzle Fighters sprites I dunno.
No matter what, It's time to try.

Re: RYU
#420  August 02, 2014, 07:45:52 pm
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Is the soundpack finished, and have you got any progress to show?