Nedflandeurse said, August 19, 2021, 11:22:10 pmBut I don't understand the structure in hitdef. any help?Code: damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7In Ken's code;var(11) : Lv3 Super finish detectionI 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 = 25.2Again, i hope i was clear in my explanations.
misterr07 said, August 20, 2021, 07:17:51 pmNedflandeurse said, August 19, 2021, 11:22:10 pmBut I don't understand the structure in hitdef. any help?Code: damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7In Ken's code;var(11) : Lv3 Super finish detectionI 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 = 25.2Again, 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 ?
Nedflandeurse said, August 20, 2021, 09:00:17 pmThe 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"
misterr07 said, August 21, 2021, 02:33:14 pmIn a hitdef, damage is like this :damage = "Hit Damage", "Guard Damage"I still know this part about damage. (the basics ^^)misterr07 said, August 21, 2021, 02:33:14 pmjust the one refering to the actual guard damage Thanks for pointing it.Actually I didn't changed the other value, just like you told me.
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?
Nedflandeurse said, August 25, 2021, 12:43:12 amShould I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?Like a command grab?
MCX said, August 25, 2021, 01:03:04 amNedflandeurse said, August 25, 2021, 12:43:12 amShould 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 elbowOr 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.
Nedflandeurse said, August 25, 2021, 12:40:38 pmNo, more like Guy's special jump -> dive elbowOr 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
Yes, kind of. 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 :QuoteFWD+ 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 standingOR-P2 is in mid air / fallingI'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.fixedI'm glad, I can go ahead.
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)linkhttps://streetfighter.fandom.com/wiki/RyusenkyakuBut 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.
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.
NotAGoodName said, August 30, 2021, 01:13:12 amJust 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
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 0:25Several 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.
NotAGoodName said, August 31, 2021, 07:07:37 amI 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 0:25Several 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.
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
Akito said, September 05, 2021, 03:45:28 amI like to know about this, continue your efforts. Diek Stiekem said, September 06, 2021, 10:06:00 pmKeep going Ned, you've got this!Thanks for the good words, guys!Her special anti air kick is almost completed.Still have to tweak some properties to have it hitting like this kind of move.Next part is EX version.
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.
Nedflandeurse said, September 04, 2021, 10:50:40 amUp 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 versionsif 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.