YesNoOk
avatar

POTS Kotaro custom, Ryu's Shimo... (Read 83428 times)

Started by Momotaro, March 06, 2021, 02:43:57 pm
Share this topic:
POTS Kotaro custom, Ryu's Shimo...
#1  March 06, 2021, 02:43:57 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
First of all, I'm a spriter, not much into coding.
But sometime getting a bit "jaded", I decided to try something in POTS style. But definitely not the usual character that anyone would take on.
I'm slow, very slow, I cannot code effectively, but have help of great people in the mugen community.

So let me introduce you one of my WIPS:
KOTARO from Yatagarasu in POTS like style (my base is the great Jmorphman's Benimaru)

This Kotaro is not acurate to anything.
-Not exactly the rules of gameplay of usual POTS characters (she can cancel and juggle a bit more with some moves)
-Not acurate to Yatagarasu gameplay (a bit too much cancels and rules there)
-Not exactly the design she have in Yatagarasu
-Same base of moves as Yatagarasu, but with some new moves as well.


I did some custom portrait to start. Heavily based on the god Styleos artwork.
As you can see She have now a different haircut. different body proportions etc.
I love Styleos sprites on her, but I didn't liked the kiddish style, so I gave her a young woman body.

I needed a protrait to match my more "mature" vision of her.

Ingame, I also slighly scalled down her head to match other CVS girls Mai, Yuri, Chun Li
Some captures.
Spoiler, click to toggle visibilty

Again, I'm not like high quality creators here.
I'm slow, more like an artist. I have very small time to code. And I usually get stucked with one special move for several months.


So, don't expect the release for soon.
But with the help and support of great people here, I might complete my first decent character.
Last Edit: January 26, 2022, 09:53:16 pm by Momotaro
Re: POTS Kotaro custom (Ned trying...)
#2  March 06, 2021, 05:39:32 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
Re: POTS Kotaro custom (Ned trying...)
#3  March 06, 2021, 08:47:27 pm
  • *****
I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.
Re: POTS Kotaro custom (Ned trying...)
#4  March 06, 2021, 09:47:09 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
This is nice here have some reference https://wiki.gbl.gg/w/Yatagarasu/Kotaro

Thanks! Actually I already used it a lot to make the hitboxes and understand how certain moves works.
Even if again, I took a lot of liberty in how I interprete Kotaro.

I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.

Yes, Styleos did awesome work by spriting them all.
As a reminder he's the one who sprited characters like KOF Angel...

Don't worry. I'm pretty good for animating, working with frame data, hitboxes etc.
What is hard for me is advanced coding.
Variables, gameplay system, cancel rules etc. I can take several months for coding one special move.

Right now, my problem is her special jump, because it uses specific conditions to allow cheap gameplay.
Right now, I still have no idea how to fix this move I started around November...
I ask for help there https://mugenguild.com/forum/msg.2502802
Re: POTS Kotaro custom (Ned trying...)
#5  March 07, 2021, 12:56:13 am
  • avatar
  • ***
    • USA
I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: POTS Kotaro custom (Ned trying...)
#6  March 07, 2021, 09:29:37 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.

Oh! Nice!
I would be curious to see what you have done for her to adapt her gameplay, new moves etc.
Re: POTS Kotaro custom (Ned trying...)
#7  March 08, 2021, 01:41:56 am
  • ******
  • ¡Ni p*ta ni santa! ¡Digo!
Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!
I swear there was something cool here!!
Re: POTS Kotaro custom (Ned trying...)
#8  March 08, 2021, 01:49:16 am
  • ***
  • me
  • a guy who makes art
    • Brazil
prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.
Re: POTS Kotaro custom (Ned trying...)
#9  March 08, 2021, 03:00:23 am
  • ****
    • crepa.neocities.org
Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!
Re: POTS Kotaro custom (Ned trying...)
#10  March 08, 2021, 08:04:58 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!

Haha, merci ! :)
Most of them are just small edits, but I'm also making custom animations.
Styleos base is a so high quality work! A pleasure to use his base!

prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.

Yes ! Yatagarasu is great!


Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!

Yes ! And thanks.
Actually coding regular characters with Mugen is not a problem.
I did it many times as characters experiments from 2000 to nearly 2009/2010. I have pretty good coding bases.

But trying something with an existing system (like POTS) is something absolutely too hard for me to handle.
I cannot understand many advanced coding stuff.


To all.
Thanks for the support.
again, I liked Kotaro's design and Styleos's sprites quality.
I felt a bit frustrated such a great designed character cannot fight with 6 buttons against other similar characters.
Also, I knew no one would be so interested into converting her since there is so many unconverted SNK and Capcom characters to POTS style.
Last Edit: August 10, 2021, 02:29:35 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#11  August 10, 2021, 02:44:10 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
OK, some news.
I went back to coding after a long break and format of my PC. Hopefully nothing lost!

Back to Kotaro.
I can show a bit of progress. Again, I'm very slow.
I can code moves, but every time It goes into POTS mechanics/advanced coding, I depend on support of skilled creators here.

With some help on how to import graphics and keep offset, I managed to give Kotaro all the needed Blood sparks.


I lately updated her EX version of Roll jump and EX Air Roll jump.
Now, it will be kind of homing to P2 position in x.


(Please, ignore the life bar - I did the capture in several tries)
I almost completed at 100% her Command throw from roll jump. (similar to hooligan combination)
But I need some help to make the EX version of the move offering the possibility to juggle after... (I really need HELP here !)
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html
You can see it's not possible to juggle right now.


As a way to compare, I show how after another launcher type move (a command move) It offer the possibility to juggle perfectly.


Again, I know I can stop coding for several months when I feel helpless. (before I feel like coding again)
I want to complete this move once for all. And go ahead.
I can understand the lack of interest for such a character, but I would appreciate any support.

My juggle problem, that stops me in my progression.
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html
Last Edit: August 10, 2021, 08:48:09 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#12  August 10, 2021, 05:35:48 pm
  • *****
  • Master Relic Tech
  • Screenpack Maker EX
Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.
Re: POTS Kotaro custom (Ned trying...)
#13  August 10, 2021, 08:44:43 pm
  • ***
    • Netherlands
Don'tgive up man! Keep trying and don't ne afraid to ask for help
"Such Heroic Nonsense!"

Re: POTS Kotaro custom (Ned trying...)
#14  August 16, 2021, 06:47:42 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Don'tgive up man! Keep trying and don't ne afraid to ask for help

Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.

Thanks for your words guys.
We have the chance to have a great community with active members.
It encourage all of us to continue.

With the help of many members/creators here I finally fixed the throw juggle problem.
It works perfectly now.

I'm also cooking a new WIP special move to Kotaro.
Some Huricane Kick... (EX version in the picture)
Yes, she is no more accurate to Yatagarasu for a long time now ^^;


NOW, I will go back to this move.
The special thow part.


I hate when some throws that aim to head are misaligned because in the CNS, "head.pos" is wrong.
And I'm not going to patch any single character to have to move working.
So, I will try to use another way... still cooking it.
Last Edit: August 16, 2021, 06:53:19 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#15  August 16, 2021, 10:46:41 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
To be fair,if they cant even  get head pos right,that char is probably trash lol.dont go that hard
Re: POTS Kotaro custom (Ned trying...)
#16  August 17, 2021, 01:29:14 am
  • *****
  • Master Relic Tech
  • Screenpack Maker EX
Naw you keep going, we make errors into master peace’s around sir.
Re: POTS Kotaro custom (Ned trying...)
#17  August 17, 2021, 10:47:22 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Thanks, yes, I will try to do on the effective way.

NOW, I'm trying to understand more about the hitcount system in POTS characters.

My problem is After the special throw attempt, and slam part, I have a total count of 2 hits.

Seems like the attempt counts as a hit.
I would like the move to do only 1 hit.

The hitdef of attempt
Code:
[State 1449, Throw 1]
type=Hitdef
trigger1= animelem=1 && numenemy
;;;trigger1=1;;;;;;;;;;;;;;AnimElem=2
;trigger1=!var(38)
attr=A, ST
priority=1,Miss
getpower=35 * !var(20);;;;;;;;;;;;<----------cammy
givepower=0
hitflag=M-
numhits=0
sparkNo = -1 + 0 * (var(33) := 0);;;;;;;;sparkno=-1;;;;;NO SPARK conseil par JMorphman. Thanks
hitSound = -1 + 0 * (var(31) := 800);;;;;;;;;;;;hitsound=s2,800;;;;;NO SOUND conseil par JMorphman. Thanks
;p1facing=ifelse (command="holdfwd", 1, -1)
p2facing=1
p1stateno=1455;855
p2stateno=1457;858
fall=1
fall.recover=1
ID = 1450;--------------------ajout pour pouvoir aller chercher les constants du P2 hit par ce coup

THis part on success hit ground of slam is OK.
Code:
[State 1456, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

I don't know how to make the attempt not counting a hit.
Of course, this element is not enough.
Code:
numhits=0
Re: POTS Kotaro custom (Ned trying...)
#18  August 17, 2021, 11:00:21 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
Re: POTS Kotaro custom (Ned trying...)
#19  August 18, 2021, 02:04:50 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...

Thanks for your suggestion!

make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7

Done.
In my case, it's immediately in the first frame of hitground part of throw.

and also use var(13) on p1stateno 1455

I'm not sure to understand what should I do exactly here...

if there is any var(13) on throw hitdef state remove it

I posted the hitdef (attempt)
And there is no var(13) presence.

I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well

So I should remove it.
Re: POTS Kotaro custom (Ned trying...)
#20  August 19, 2021, 11:22:10 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
I still don't understand this part.

EDIT, ok, the problem seems to be on this part :
;[State 1456, Hit];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; I DELETED THIS, the problem seems to be fixed... it now counts only one hit.
;type=hitadd
;trigger1= numtarget && !time
;value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1








Also, I got ahead to avoid getting into one more 3-months hiatus/break.

Trying to tweak her hurricane kick damages.
It's based on JMorphman's Ken hurricane kick, with many adjustements... She give less kicks than Ken.
Light : 1 kick
Medium : 2 kicks
Strong : 3 kicks
----> so the total damage of each move is absolutely ricuculous

I would like to tweak the damage a bit higher, since she give less kicks...

But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...
Last Edit: August 19, 2021, 11:39:54 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#21  August 20, 2021, 07:17:51 pm
  • **
    • France
    • https://misterr07world.go.zd.fr/
But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...

it's not var(11), it's fvar(11). it's a fvar for the Damage Dampener in JMorphman's Chars. (based on hit count, look at it in state -2)

The explanation of damage code is :
if fvar(11) * 21 < 7 then the damage is 7 else the damage is fvar(11) * 21

This is to ensure that the damage is never less than 7.
Knowing that fvar(11) is between 0 and 1.2 , the damages are between 7 and 21*1.2 = 25.2

Again, i hope i was clear in my explanations.
Re: POTS Kotaro custom (Ned trying...)
#22  August 20, 2021, 09:00:17 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...

it's not var(11), it's fvar(11). it's a fvar for the Damage Dampener in JMorphman's Chars. (based on hit count, look at it in state -2)

The explanation of damage code is :
if fvar(11) * 21 < 7 then the damage is 7 else the damage is fvar(11) * 21

This is to ensure that the damage is never less than 7.
Knowing that fvar(11) is between 0 and 1.2 , the damages are between 7 and 21*1.2 = 25.2

Again, i hope i was clear in my explanations.

Thanks a lot for the explanations!
I got the idea now. I will keep these explanations for the next time I have to edit similar values...

The only element I'm not sure of is the guard damage "7"
I don't understand thsi stuff : If I want guard damage to be 10, should I change all "7" of this line of code, or just the one refering to the actual guard damage ?
Re: POTS Kotaro custom (Ned trying...)
#23  August 21, 2021, 02:33:14 pm
  • **
    • France
    • https://misterr07world.go.zd.fr/
The only element I'm not sure of is the guard damage "7"
I don't understand thsi stuff : If I want guard damage to be 10, should I change all "7" of this line of code, or just the one refering to the actual guard damage ?

just the one refering to the actual guard damage

In a hitdef, damage is like this :
damage = "Hit Damage", "Guard Damage"
Re: POTS Kotaro custom (Ned trying...)
#24  August 22, 2021, 11:28:03 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Re: POTS Kotaro custom (Ned trying...)
#25  August 25, 2021, 12:43:12 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I'm updating many stuffs lately, bugs and gameplay problems, mostly.

Also trying some more stuffs.
I added a jump command move (BACK + MK). a switching crossover. The kind Iori, Yuri etc have in SNK games...
It's also possible during her special move "roll" jump. (this option is a way to attack when you jumped a bit too far with roll jump)



Should I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?

MCX

Re: POTS Kotaro custom (Ned trying...)
#26  August 25, 2021, 01:03:04 am
  • ***
  • Time won't wait for me
    • https://naudamaceno.carbonmade.com/
Re: POTS Kotaro custom (Ned trying...)
#27  August 25, 2021, 12:40:38 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Should I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?

Like a command grab?

No, more like Guy's special jump -> dive elbow
Or any of Akuma's similar moves.

Actually. Kotaro already have some follow up throws from this special jump.
-FWD+K Frankensteiner - to reach standing opponents (similar to Cammy)
-FWD+P Butt smash - to reach airborne opponents (kind of similar to R.Mika)
-FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.

MCX

Re: POTS Kotaro custom (Ned trying...)
#28  August 25, 2021, 05:45:09 pm
  • ***
  • Time won't wait for me
    • https://naudamaceno.carbonmade.com/
No, more like Guy's special jump -> dive elbow
Or any of Akuma's similar moves.

Actually. Kotaro already have some follow up throws from this special jump.
-FWD+K Frankensteiner - to reach standing opponents (similar to Cammy)
-FWD+P Butt smash - to reach airborne opponents (kind of similar to R.Mika)
-FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.
I think it fits on the ninja archetype
Re: POTS Kotaro custom (Ned trying...)
#29  August 27, 2021, 12:47:42 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Yes, kind of. :D
I'm still making some tests with this elbow move.
If not satisfied, I would eventually remove it. (it was not to long to frankensprite 3 frames)

Right now, I'm trying to define the EX version of special grab from special jump :

Quote
FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.

Basically, Kotaro will adapt to P2
-P2 is standing
OR
-P2 is in mid air / falling

I'm struggling trying to understand how to code this.
I find no reference of similar move, so ... I'm stuck...

EDIT : I have to freaking stop trying to code "the good way" like everybody...
I stop it now. I just want it to work, even if the character become 3 time heavier.
fixed

I'm glad, I can go ahead.
Last Edit: August 27, 2021, 04:44:39 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#30  August 29, 2021, 10:04:13 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Some news.
I switched to a new move.

I would like to give Kotaro some custom anti air.
I have many possible options. but most of the possible sprites are already used for different moves. I like diversity.


My idea is to recreate a motion "kind of" close to Ken's Ryusenkyaku (CVS2-SFV)
link
https://streetfighter.fandom.com/wiki/Ryusenkyaku

But changing the properties and velocities of the move to make it an anti air one.
Like the move attack during the rising part, not the 2 part.
I did some tests by tweaking Ken's move, but seems like the move is not easy to punish etc.

What should I think about to have a "fair" anti air move. not something broken.
Last Edit: August 29, 2021, 10:08:15 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#31  August 30, 2021, 01:13:12 am
  • avatar
  • **
    • USA
Just brainstorming here, but do you have enough frames to use that attack motion in reverse?  If so, maybe you could base it on the various anti-air kicks that were in VF2.  Just a kind of quick, but mostly vertical thing.
Re: POTS Kotaro custom (Ned trying...)
#32  August 30, 2021, 10:36:42 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Just brainstorming here, but do you have enough frames to use that attack motion in reverse?  If so, maybe you could base it on the various anti-air kicks that were in VF2.  Just a kind of quick, but mostly vertical thing.

No worries! I'm looking for ideas / confirmations to make something "not frustrating" to play.
Actually I created some kind of somersault animation, but I used it for her kick throw.
Also, she have some knee to kick uppercut (FWD+MK command move) from the base game.

But I felt like she can have some better option to punish random jumps, with a special move.

I cannot remember about the anti air you're talking about from VF2 (Virtua Fighter 2, right?)

And yes, I can "easily" frankensprite the needed sprites for this motion I show in the picture.


My question will be more about the punishing phase... after the active hitboxes.

What the move can look like. (making some test with edited Ken by JM) (beware, big hitboxes for test)
https://i.imgur.com/jo0siKj.mp4
Last Edit: August 30, 2021, 10:57:15 am by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#33  August 31, 2021, 07:07:37 am
  • avatar
  • **
    • USA
I know this version of VF2 isn't the best, but this is pretty good (and fast) way to show you what I was thinking about. 

Genesis version Dural 0:25

Several of the characters have a version of this attack.  Basically, it has mostly vertical motion, and a somewhat big but quick hitbox.  It's quite punishable on block if the opponent is close enough or has good range.

*edit*

Another thought.  If you want to keep the overhead motion, you might look into how Andy's KOF2k2 anti-air works on block.
Last Edit: August 31, 2021, 07:25:26 am by NotAGoodName
Re: POTS Kotaro custom (Ned trying...)
#34  August 31, 2021, 09:01:48 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I know this version of VF2 isn't the best, but this is pretty good (and fast) way to show you what I was thinking about. 

Genesis version Dural 0:25

Several of the characters have a version of this attack.  Basically, it has mostly vertical motion, and a somewhat big but quick hitbox.  It's quite punishable on block if the opponent is close enough or has good range.

*edit*

Another thought.  If you want to keep the overhead motion, you might look into how Andy's KOF2k2 anti-air works on block.

Thanks for the references. about Dural and VF2, you talk about the somersault motion, right?
Actually, I used this mothing for her Kick throw. But I will keep that as an option.
Also I checked andy.

After checking more anti air moves, it seems like 99% of them have a rising motion with active hitboxes.
THEN a vertical motion with no more x velocity (or decreasing a lot)

I looked for more references, and my move seems to be close to Batsu and Sean's similar looking motion.
These moves can be used as anti air, but have a continuous X velocity.
They usually cannot be punished wile in mid air.


I think, I wil tweak the vertical acceleration after active boxes, so she will be punishable if anti air misses.
Last Edit: August 31, 2021, 09:09:16 am by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#35  September 04, 2021, 10:50:40 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Up date.
OK, I'm going for coding. Sprites are mostly ready.

One of the main fames. (mostly frankenspriting + rotsprite + tweaks)


She will hit with both legs, and perhaps with elbow too for strong+EX versions
Re: POTS Kotaro custom (Ned trying...)
#36  September 05, 2021, 03:45:28 am
  • ****
  • Osu!
  • Dragon Destiny Project
    • Brazil
I like to know about this, continue your efforts.
Re: POTS Kotaro custom (Ned trying...)
#37  September 06, 2021, 10:06:00 pm
  • ***
    • Netherlands
Keep going Ned, you've got this!
"Such Heroic Nonsense!"

Re: POTS Kotaro custom (Ned trying...)
#38  September 06, 2021, 11:26:33 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Re: POTS Kotaro custom (Ned trying...)
#39  October 05, 2021, 09:57:33 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Ex version is still not completed (75% perhaps). I'm quite in a break like many of my other projects like my comics.
Or finally putting some artwork content in my instagram and Twitter to finally open it to public... (not enough confidence for it, even posting here in fact)

But I'm way too tired with my work and driving 3-4 hours a day...

I'm glad to check the releases and the WIPS around, but I have no energy and motivation to create right now...
Only playing a bit, watching some stuffs, checking MFG, youtube...

I'll come back wit hsome update, even if it have to take some more weeks/months.
Re: POTS Kotaro custom (Ned trying...)
#40  October 05, 2021, 11:45:57 pm
  • *****
Up date.
OK, I'm going for coding. Sprites are mostly ready.

One of the main fames. (mostly frankenspriting + rotsprite + tweaks)


She will hit with both legs, and perhaps with elbow too for strong+EX versions

if I am understanding correctly this move is like Ken's "moata" or whatever he says kick.
Look at Jman's boxes, those batsu ones are not good.
Re: POTS Kotaro custom (Ned trying...)
#41  October 06, 2021, 12:29:42 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Up date.
OK, I'm going for coding. Sprites are mostly ready.

One of the main fames. (mostly frankenspriting + rotsprite + tweaks)


She will hit with both legs, and perhaps with elbow too for strong+EX versions

if I am understanding correctly this move is like Ken's "moata" or whatever he says kick.
Look at Jman's boxes, those batsu ones are not good.

Thanks

Jman's is always my reference for many coding bases.

Yes, the animation itself is quite similar/inspired by Ken's "Moratta" kick
The move itself is Kotaro's special antiair move. So, the motion/velocity + coding is really different from Ken's move.

It only hits in the startup, and it doesn't moves forward so much.

The EX version is a bit closer to Ken's move since it hits in the last part of animation as well.
Re: POTS Kotaro custom (Shimo?)
#42  January 14, 2022, 11:47:17 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Back to debugging some of the specials from Kotaro.

At the same time, I'm trying to make a custom POTS version as well of Shimo by using Ryu's version (BBB style)
I want to change her sprite style a bit and proportions so, she don't like a small kid with big head.
The idea is for her to match CVS Yuri size etc.
I'm also thinking about editing a bit of her design. and giving her some extra moves for diversity.

Ryu's base is really good. and seems like she have most of the needed POTS sprites.
Just need the actual POTS coding...

I first asked for Gui's help, but seems like he's not more active here, or have IRL problem,
I don't want to bother him more, just in case.

Perhaps I should code her from scratch... It would be easier...

This is my try, tryng to add the missing sprites, air and helper code.

Pretty buggy... and I don't feel like messing more with her for now.
I might just give up Shimo for now.

I'll certainly only work on Kotaro (for my Mugen time, beside of my various comics/manga projects)

EDIT : Ok, small update.
I finally recoded the command back knee attack.
Instead of making it a jump command move, it's a crouch command move, like Chun Li's neck breaker knee...
But with different properties.
-Kotaro's version have smaller hitbox
-But she can combo after it, because the move don't make P2 falling
-Works even better if P2 si attacking
Last Edit: January 15, 2022, 04:23:57 pm by Momotaro
Re: POTS Kotaro custom (Shimo?)
#43  January 16, 2022, 04:34:08 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I tweaked the move to allow the facing/turn of Kotaro since the beginning.
+ adding a special cancel feature to this move.

So you can cancel it into air Kunai or other air specials without "flipping" the command.

MCX

Re: POTS Kotaro custom (Shimo?)
#44  January 17, 2022, 01:43:19 am
  • ***
  • Time won't wait for me
    • https://naudamaceno.carbonmade.com/
Its good to see that you're still working on her, keep going man
Re: POTS Kotaro custom (Shimo?)
#45  January 17, 2022, 08:47:32 am
  • ***
  • The answer lies. In the heart of battle.
    • France
    • nakutou@live.fr
Back to debugging some of the specials from Kotaro.

At the same time, I'm trying to make a custom POTS version as well of Shimo by using Ryu's version (BBB style)
I want to change her sprite style a bit and proportions so, she don't like a small kid with big head.
The idea is for her to match CVS Yuri size etc.
I'm also thinking about editing a bit of her design. and giving her some extra moves for diversity.

Ryu's base is really good. and seems like she have most of the needed POTS sprites.
Just need the actual POTS coding...

I first asked for Gui's help, but seems like he's not more active here, or have IRL problem,
I don't want to bother him more, just in case.

Perhaps I should code her from scratch... It would be easier...

This is my try, tryng to add the missing sprites, air and helper code.

Pretty buggy... and I don't feel like messing more with her for now.
I might just give up Shimo for now.

I'll certainly only work on Kotaro (for my Mugen time, beside of my various comics/manga projects)

EDIT : Ok, small update.
I finally recoded the command back knee attack.
Instead of making it a jump command move, it's a crouch command move, like Chun Li's neck breaker knee...
But with different properties.
-Kotaro's version have smaller hitbox
-But she can combo after it, because the move don't make P2 falling
-Works even better if P2 si attacking


Want some help for Shimo?
Re: POTS Kotaro custom (Shimo?)
#46  January 18, 2022, 12:06:03 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Its good to see that you're still working on her, keep going man

Thanks for it.
I will

Want some help for Shimo?

It would be awesome if you don't mind.
DєαthScythє gave me a hand on how to restore POTS sparks. (most of them already included in the character)



Now I would like to restore more deep elements from POTS mechanics.
And also super background effects, without breaking the stability of the character.
I would need some help with this part, Ryu, if you can give me a bit of support.
I can send you the updated character if you're OK.
Re: POTS Kotaro custom (Shimo?)
#47  January 19, 2022, 10:52:05 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
One more step of progress on Shimo.
She start to feel more and more POTS-ish. (I don't promise this will be 100% accurate to POTS mechanics, but since the base is here, I'll try my best.)

Again, the support of DeathScythe and potentially Ryu himself, will help a lot.

I restored all the sparks (I think) imported all the missing sounds of POTS standards... (still need to restore the code to have them playing correctly)
And also restored the EX moves yellow effects



I didn't worked on her sprites yet. I keep it for when the character is actually "stable"
Next step will be undertanding how to recode the hitsounds, because seems like Ryu use a different var for it...

From POTS-type characters
Code:
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)

From Shimo
Code:
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
Last Edit: January 19, 2022, 10:55:08 am by Momotaro
Re: POTS Kotaro custom (Shimo?)
#48  January 19, 2022, 10:57:11 am
  • ****
  • Osu!
  • Dragon Destiny Project
    • Brazil
Good to see Shimo in progress, continue your efforts!
Re: POTS Kotaro custom (Shimo?)
#49  January 20, 2022, 12:17:57 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Good to see Shimo in progress, continue your efforts!

Thanks.
Still working on POTS mechanics restoration. (pretty hard part for me - Thing I'm the worst for)

As soon as it's completed, the fun part will start for me.
Updating the sprites design
Increasing the sprites number
adding new animations
New moves
etc.

But I'm still far from this step now.
It's still not POTS at all... ^^;
And some POTS effect are not scalled correctly. (I'm not particularlyu good with helpers)
Spoiler, click to toggle visibilty
Last Edit: January 25, 2022, 10:24:16 pm by Momotaro
Re: POTS Kotaro custom (Shimo?)
#50  January 25, 2022, 10:37:53 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
After some break to work on Kotaro.
Waiting for some feedback about Shimo code.

I'm back to Shimo by myself.


Kotaro : Need one more special, Super moves, tweaking some sprites, small code adjustement (I think I can handle all of that)

Shimo : Fix the "broken POTS/BBB" code, adding some custom moves (I need some coding support for POTS related mechanics)
I don't even want to recreate POTS gameplay at 100%, I just don't want her to play like a mish mash of game mechanics/effects/helpers.
If someone have a bit of free time and can handle such POTS mechanics, please PM me.
Last Edit: January 26, 2022, 05:44:32 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#51  January 26, 2022, 09:47:34 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Finally, I managed to restore a part of effects.
Still a long way to go.



Also worked with the hitsounds, but I cheated a lot because the needed code is not in Ryu's version.

Yes, it is Benimaru... I'll draw a custom lv3 portrait after I redesign her a bit. (later...)
Last Edit: January 26, 2022, 09:53:35 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#52  January 27, 2022, 12:57:20 am
  • ****
  • Osu!
  • Dragon Destiny Project
    • Brazil
You need help with animations?
Re: POTS Kotaro custom, Ryu's Shimo...
#53  January 27, 2022, 11:37:42 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
You need help with animations?

Thanks for suggesting your help.
After trying for a long time, seems like I figured how to restore the visual effects.
I'm doing it one by one and effect by effect. sure someone used on it would have upgraded her in a couple of hours.
It tooks me 2 days to get into it. 30% of the visual effects done...
Even if I'm very slow, there is no reason I ask someone to make it for me, If I understand the logic of making it myself.^^;

However I "destroyed" "deleted" some part of the code, because I don't understand it and don't know how it works.
So, of course POTS effect/mechanics might not work perfectly when completed.
Because Ryu's characters hitsounds method is different.

Code exemple for light punch

Ryu's BBB code
Code:
hitsound=S2+10*var(44), 6

What it should be in POTS characters
Code:
hitSound = -1 + 0 * (var(31) := 0)

What I did. (easy/lazy method for unskilled coder like me)
Code:
hitsound=S2,7


Next will be tweaking other "non hitsounds" : sound effects...
Re: POTS Kotaro custom, Ryu's Shimo...
#54  January 29, 2022, 06:48:02 am
  • *****
  • Master Relic Tech
  • Screenpack Maker EX
lol beans man, look forward to seeing it soon.
Re: POTS Kotaro custom, Ryu's Shimo...
#55  January 31, 2022, 07:26:28 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Soon, not sure, but thanks, I will try.
Sometimes, I wish I can work with a coder, so I can concentrate on sprite work.
I have not sprited anything yet ^^;;;;;
Re: POTS Kotaro custom, Ryu's Shimo...
#56  February 07, 2022, 08:32:39 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I restored some more effects like counter text. Thanks to ZolidSone for pointing it out.

I also found how to remove unnecessary special and super finish effect.
To restore POTS super finish effects instead.


I can't wait to work on editing her main sprites... I'm not sure so many people can understand this feeling. ^^;

Also, seems like, the charcter is not compatible with 1.0. So, right now, I'm stuggling how to restore full compatibility with both 1.0 and 1.1 mugen.
I have ABSOLUTELY ZERO EXPERIENCE ABOUT IT.
I only spotted the non indexed sprites by extracting all the sprites and checking them with a software.
These sprites are specific to Ryu's game, so I can remove them now. but I still don't understand the method to save as 1.0...
Last Edit: February 07, 2022, 08:37:02 am by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#57  February 07, 2022, 11:29:57 am
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com

see how it says this sprite is 8bit meaning indexed?
24/32 bit sprites are non-indexed you gotta remove those and save sff as 1.0 in FF3

Re: POTS Kotaro custom, Ryu's Shimo...
#58  February 07, 2022, 01:34:07 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Re: POTS Kotaro custom, Ryu's Shimo...
#59  February 07, 2022, 08:19:08 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Thanks.
The problem is solved.
I'll tweak some more stuff and release the first beta, before sprite editing for people who prefer to keep base sprites (even if not complete)
Re: POTS Kotaro custom, Ryu's Shimo...
#60  February 09, 2022, 11:09:19 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I started working on the new sprites, but it's longer than I imagined...
editing all the frame of her idle stance is already a big chore. (47 sprites to edit one by one...)
Giving her different face and body proportions. Capcomish girls legs.
Changed height of hips area, making the skirt looking longer.

I also worked on her walk animations tryinging to give her more dynamism, since her Yatagarasu walk is bad IMO.

Here, you can see the change of appearance. (BOTH are already scalled)
And, yes, now she have some breast too...

Re: POTS Kotaro custom, Ryu's Shimo...
#61  February 09, 2022, 02:30:06 pm
  • ****
  • Osu!
  • Dragon Destiny Project
    • Brazil
Much better. The head size is good now, continue your hard work!
Re: POTS Kotaro custom, Ryu's Shimo...
#62  February 09, 2022, 04:02:46 pm
  • **
  • Michael Romance
  • I wish you peace!
    • Brazil
Beautiful work!
Re: POTS Kotaro custom, Ryu's Shimo...
#63  February 11, 2022, 06:46:36 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Beautiful work!

Much better. The head size is good now, continue your hard work!

Thanks guys.

Here you can see the new Strong punch animation I customised for Shimo,
because most mugen 6 button versions of her use her special move animation "Yugizan" as a strong punch.
I'm pretty happy with the result, because I don't consider myself good with beautiful sword slashes effects.

Left : my custom
Right : the default one


Note that my version already have small body proportions modifications.
Last Edit: February 11, 2022, 07:29:43 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#64  February 11, 2022, 08:45:45 pm
  • avatar
  • ******
you gonna edit that slash effect too? you could use haohmaru's or hibiki's.
Re: POTS Kotaro custom, Ryu's Shimo...
#65  February 11, 2022, 09:40:20 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
you gonna edit that slash effect too? you could use haohmaru's or hibiki's.

I'm not sure I will.
I had that in mind but her slashes are very specific.
Even if her move type is very similar to Hibiki, she have very special "zigzaging" effects, when she put her sword in sheath. (etc.)

But actually this horizontal slash and the move itself are inspired by some of Hibiki's normals. (strong HK or strong HP)
Re: POTS Kotaro custom, Ryu's Shimo...
#66  February 15, 2022, 03:27:46 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I progressed on my own personal version of Shimo.
Again, for people looking for something accurate, she's not and will never be. (As a reminder the base is by Ryu, and it was not accurate, but closer to what I had in mind. Shimo's real gameplay is a bit "boring" and "limited" - for my own tastes.)
The idea is to make Shimo no more a "sword only" character. She will be pretty different from the base character. (Just like I do with Kotaro)

OK.
I updated some of her animations and states.
It's so pleasing to edit some sprites, create customs etc and trying them immadiately.
It's like having an immediate reward... Not like working blindly on someone project without haveing any gameplay feedback of how it's ingame.

Here, you can see Her new jump LP. I decided to give her a more graceful pose <3
(old is always on left)

and her crouch LP is no more a clone of her crouch MP. Now, she have some bare-handed normals! :)

Also, you can see I created a new animation for her close MK instead of using the existing sprites (like many Shimo customs do)
Last Edit: February 15, 2022, 03:38:02 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#67  March 05, 2022, 10:43:47 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I'm taking a break with the actual attacks editing right now.

I'm looking for suggestions for various Shimo INTRO, WINS, TAUNTS
I'm not used to this kind of "samurai like character". I had a look at last Blade girls, but their poses are sooo boring.

I would like something cute, fun, badass, but still fitting the character.
The source character is very cold, even if I push her in a Chun-Li esque character (overall serious, but not too cold)


Right now (base material)
-Intro : "please, let's fight..." usual polite way but with a sword slash (her light punch pose)
-Win AND Taunt : "Sorry" (many variations)


If you have idea of pose, even from artworks/fan arts of any character, I'm taking it.
I just have no idea right now.

Thanks for any suggestion.
Re: POTS Kotaro custom, Ryu's Shimo...
#68  April 16, 2022, 10:38:30 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Do you guys have reference of characters I can check for inspiration.
So I can give Shimo a bit of diversity in her INTROS, WINS, TAUNTS ?
Any suggestion is welcome!!


Some update

Close light punch and close medium punch + a target combo from MP for the last slap (Inspired by SF3-CVS2 Chun Li. But works differently)



With that done, I finished my plan for Shimo's normal attacks.
She's now more complete than other versions in term of normal moves (This character really needed variation in attacks, since the base is a 4 button character)
I'll have to tweak some stuffs and go ahead with special moves.

Also, I need some help on how to restore "Custom combo" mode. Ryu(creator) have removed it in his game mechanics. (And until now, no one can help me with that)
I have 2 options :
-1 I try to restore it by checking how the mechanics works. (I will need help here)
OR
-2 I give up on this alpha and start recoding her from the beginning with a good base like JM's Benimaru. (It will be long...)

Last Edit: April 16, 2022, 04:23:46 pm by Momotaro
Re: Updating Brian with custom Animations.
#69  December 21, 2022, 12:26:57 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I decided to go back to one of my "old" projects...
Giving Falcon Rapper's Brian Battler some new animations to fill his 6 button / POTS move set.

Some exemple of custom animation.
Far Medium Punch - Because I felt like his headbutt MP was a bit off for a far attack.
(this one is a bit lazy, But works pretty well ingame)



I'm also updating the delay of some animations, because it seems like some of his light attacks are slow as f*
And some of his strong attacks have very bad delay.

I'm also tweaking his hitboxes to avoid having his light attacks having giant range compared to his medium and strong ones...

The project is almost completed.
I'm also cooking some custom "Regular" palette to go with.
Re: POTS Kotaro custom, Ryu's Shimo...
#70  December 21, 2022, 01:30:27 am
  • ******
  • ¡Ni p*ta ni santa! ¡Digo!
Awesome!! I'd suggest you to move Brian's left heel a bit upper to give the impression of having strenght in that kick and not ust moving ahead. Are you using Sodom or Birdie for him?

Good work!!
I swear there was something cool here!!
Re: POTS Kotaro custom, Ryu's Shimo...
#71  December 24, 2022, 12:49:29 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Awesome!! I'd suggest you to move Brian's left heel a bit upper to give the impression of having strenght in that kick and not ust moving ahead. Are you using Sodom or Birdie for him?

Good work!!

Thanks for your feedback ! (Yes, it's a very lazy edit even if I sprited some elements myself in the upper body)

I will try to fix it. So, you mean moving the heel for all the frames ? Or just when he's in "full extended" pose?