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SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed! (Read 29241 times)

Started by felineki, February 06, 2014, 12:09:36 am
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Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#141  August 24, 2014, 02:08:25 am
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He moves backwards at the end of his heavy Shoryuken.
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#142  August 24, 2014, 02:18:14 am
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I had that problem with the medium one and fixed it, but never noticed it on the hard one. Then I remembered I'm using Mugen 1.1, so I tried it on Mugen 1.0, and yeah, he does go backwards there. I guess there's some difference in how decimal rounding is handled between the two? I'll see about fixing it.
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#143  August 24, 2014, 02:51:22 am
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Backwards movement on Shoryukens should be fixed now, please redownload. Let me know if you notice anything else funny, because this apparent difference in rounding between 1.0 and 1.1 could have caused more problems that I didn't foresee.
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#144  August 24, 2014, 03:16:22 am
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I can't cancel into Shungokusatsu. Was it like that in SSF2T?
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#145  August 24, 2014, 03:29:17 am
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You should be able to. The Dreamcast SGS follows the typical Capcom rule of allowing multiple button press input moves to cancel any normal, and I coded mine that way. Try cancelling out of the second hit of the close standing hard kick, that seems to be the easiest way to get it to cancel a normal.
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#146  August 24, 2014, 05:26:59 am
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Very Great Akuma!!
I'm impressed.Thanks for sharing!!
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#147  August 24, 2014, 05:36:19 am
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Update: Akuma lost 35 pounds and grew 5 and a half inches thanks to the Aspect Ratio diet! And you can too! Now his sprites and movements all take into account the CPS systems' funny pixel aspect ratio and are thus more representative of how the game plays when displayed properly.

Also various fixes and tweaks including a polishing of the cornerpush system and the recreation of a glitch with regards to dizzies and juggle limits that I only heard about recently.

Download Link

WOW.
I need to know him again.
Now it's more acceptable!
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#148  August 26, 2014, 01:36:36 pm
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Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#149  August 26, 2014, 07:28:12 pm
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TBH, I never liked scaling of characters in MUGEN. I always preferred them in their natural sprite with all the pixels displayed.

But any update is good, I suppose. Thanks for the update. :)

"You must defeat my flaming
dragon punch to stand a chance."
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#150  August 27, 2014, 12:36:45 pm
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Most things are now relative to the xscale and yscale parameters, so changing those back to 1 and 1 will make most things work the way they did before. The things that would need changing manually are the other size parameters (height, width, etc.) and the ground hit velocities. Those have their former values commented out next to the new ones. Maybe in the next update I'll include an alternate non-aspect ratio-corrected setup.
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#151  August 27, 2014, 01:33:50 pm
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Another problem I found, when Rajaaboy's Urien reflect your Gouki's Gou Hadouken, he can't perform another Gou Hadou again, this same goes for Zanku Hadouken
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#152  August 27, 2014, 01:41:01 pm
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I didn't even think projectile reflection was possible in Mugen. I'll look into it, I guess.

Edit: Okay, I think I've got it figured out. I'll post an update later tonight.
Last Edit: August 27, 2014, 01:55:30 pm by felineki
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#153  August 27, 2014, 02:41:38 pm
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I'm seeing the unused Hadouken fadeout sprites! God you got everything covered haven't you?

...no chance of a HDR style is there? Not sprites, hell no, I mean gameplay and shit. With the silly bouncy air Hadouken? Unless you actually mentioned it before?
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#154  August 30, 2014, 08:52:48 pm
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Now why would you want that POS HDR? It would be much better if they made SSF2T in 3D.

"Learn to fight, not to flail."
Re: SSF2T Akuma by felineki updated 8/23/2014 - Aspect Ratio fixed!
#155  August 30, 2014, 09:55:05 pm
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This guy is friggin amazing. Good job!
Re: SSF2T Akuma by felineki updated 8/31/2014 - Aspect Ratio fixed!
New #156  August 31, 2014, 10:09:12 pm
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Update: Projectile reflection issue fixed, and alternate files included for a non-aspect ratio-corrected setup. Sorry it took longer than I had said earlier.

Download Link
Last Edit: August 31, 2014, 10:20:10 pm by felineki