So, I have finally gotten around to updating New Pikachu, with key areas being graphical improvements and a bit of coding improvements. A particular goal down in the future is to make the leap to Ikemen from MUGEN with regards to my choice of fighting game engine. Updating New Pikachu to be fully compatible with Ikemen is a step in that direction.
Now, there is this problem where New Pikachu's electrical projectiles from the Thundershock moves are going backwards and disappearing entirely if the move is performed at or near either edge of the screen. See the video below for details.
https://files.catbox.moe/isgvvu.mp4
Now, I never had this problem at all when playing as New Pikachu in MUGEN 1.0. I have tested multiple versions of Ikemen (98.1 and 98.2) and I have this problem in both versions, so it might have to do something with New Pikachu's coding. Here are the coding for both moves:
;---------------------------------------------------------------------------
;FIREBALL_X
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0
[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 0, 2
[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005
projhitanim = 1006
offset = -57, -80 ;-70, -80
velocity = 3.5, 0
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage = 72,4
getpower = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 90, 0
hitsound = S2401,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4
[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;FIREBALL_Y
[Statedef 1010]
type = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0
[State 1010, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 7, 1 ;0, 2
[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005
projhitanim = 1006
offset = -57, -88 ;-70, -88
velocity = 3.5, -3.5
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage = 72,4
getpower = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 90, 0
hitsound = S2401,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4
[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Can anyone figure out what is the problem and what is the solution?
Also, is there a parameter in Ikemen that makes inputs easier or harder to do? I was having an unusually difficult time inputting the quarter-circles needed for the special moves, so I was wondering if there is something new that is throwing off the inputs?