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gui0007's POTS/POTS-ish Edits: Fire & Ice! Scorpion + Sub-Zero Released! (Read 331401 times)

Started by 【MFG】gui0007, May 03, 2018, 01:34:00 AM
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Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#201  July 30, 2020, 12:17:32 PM
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After doing a few minutes of testing, I realized the patch I posted a year ago was not applied before this update happened. Unfortunately, I deleted the files already so those bugs are still there. And I also found a bug not present in the original and a minor one I missed. Here's feedback that needs to be fixed:

-The head on the "Lose by Time Over" animation is missing. Put this code underneath [Statedef 170] on System.cns:
Code:
[State -2, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
ID = 170
anim = 171
postype = p1
pos = 0,0
bindtime = -1
velocity = 0, 0
accel = 0, 0
ownpal = 0
sprpriority = 1
removetime = -1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
-Hammer Frenzy is using the wrong step sound (Sound effect is supposed to be (42,0) instead of (105,0) on the [State 3000, MoveSnd]).
-Hammer Frenzy super is listed as "Hammer Meltdown" in the Super.cns (Which is why I had trouble finding the move's name).
-Custom Combo command no longer works (Pressing C+Z doesn't work and only does the standing heavy punch).
-The crouching medium kick swing sound plays after the opponent is hit.

Since you adjusted Hugo's size, there's no longer need to change the size of the landing effects and can be left as is.
I will still do detail and aesthetic feedback for the rest.
Last Edit: July 30, 2020, 12:24:34 PM by SolidZone 26
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#202  July 30, 2020, 05:32:39 PM
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After doing a few minutes of testing, I realized the patch I posted a year ago was not applied before this update happened. Unfortunately, I deleted the files already so those bugs are still there. And I also found a bug not present in the original and a minor one I missed. Here's feedback that needs to be fixed:

-The head on the "Lose by Time Over" animation is missing. Put this code underneath [Statedef 170] on System.cns:
Code:
[State -2, Explod]
type = Explod
trigger1 = animelemtime(4) = 0
ID = 170
anim = 171
postype = p1
pos = 0,0
bindtime = -1
velocity = 0, 0
accel = 0, 0
ownpal = 0
sprpriority = 1
removetime = -1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
-Hammer Frenzy is using the wrong step sound (Sound effect is supposed to be (42,0) instead of (105,0) on the [State 3000, MoveSnd]).
-Hammer Frenzy super is listed as "Hammer Meltdown" in the Super.cns (Which is why I had trouble finding the move's name).
-Custom Combo command no longer works (Pressing C+Z doesn't work and only does the standing heavy punch).
-The crouching medium kick swing sound plays after the opponent is hit.

Since you adjusted Hugo's size, there's no longer need to change the size of the landing effects and can be left as is.

All fixed, thanks bro! ;)
The Custom Combo doesn't work because the command wasn't activated for some reason. :v
Also El Parasito de la Web made new pals for him. Link in the first post updated.

Any way to generate this sound out of Hugo himself?

or giving a default sound that is not the slash/cutting sound used right now.

Sadly i ain't find another way.
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#203  July 31, 2020, 12:43:54 PM
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Sometimes something like this happens:
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#204  July 31, 2020, 02:21:15 PM
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Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#205  July 31, 2020, 03:59:46 PM
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Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#206  July 31, 2020, 04:07:49 PM
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Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#207  July 31, 2020, 04:20:04 PM
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Funny thing is that it doesn't occur everytime. Sometimes it looks perfectly good at the begining of the match, but when you hit F4 to restart the round Poison turns cyan.
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#208  August 01, 2020, 09:11:08 AM
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I also noticed that Custom Combo can't be used in the air even though readme says he can.

And the Hammer Frenzy is still using the wrong step sound when holding the punch button as shown on the code here:
Code:
[State 3000, MoveSnd]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = s105, 0
channel = 1

Value should be s42,0 instead as other moves and actions that involve running use that step sound effect, not s105,0.
I will still do detail and aesthetic feedback for the rest.
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#209  August 01, 2020, 06:17:35 PM
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I also noticed that Custom Combo can't be used in the air even though readme says he can.

And the Hammer Frenzy is still using the wrong step sound when holding the punch button as shown on the code here:
Code:
[State 3000, MoveSnd]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = s105, 0
channel = 1

Value should be s42,0 instead as other moves and actions that involve running use that step sound effect, not s105,0.

Damn, i really forgot that for the normal version. I changed this only in my add004 version. :v
I'll fix this, will take a look at what happend with the air Custom Combo and also add more pals that El Parasito send to me for the next quick update.
Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!
#210  September 28, 2020, 06:13:41 PM
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Hello!

I really like this version pot's style. Thanks for all your work.   ;D
I have a problem with Sonson, when she apply her bottle whirlwind to adsorb the rival inside, suddenly appear a  lot of Sonson in the screen, and then go away when the move is finished.  :S
Capture:



Is possible to fix that move? I don't know about code to try to help, sorry.

Thanks in advance!
Fortes Fortuna Juvat
Last Edit: September 28, 2020, 06:18:11 PM by harry7mason
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#211  February 09, 2021, 06:10:49 AM
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RAYNE RELEASED!


Also the "Status" got updated. Check first post.
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#212  February 09, 2021, 07:35:51 AM
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Oho looking forward to bloodrayne! I love the way your characters play.
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#213  February 09, 2021, 07:18:05 PM
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I'm not familliar with Rayne, but I like the idea to have such a character!

Also, I'm asking if Lucy have some update anytime soon ?
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#214  February 10, 2021, 08:36:04 AM
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Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#215  February 10, 2021, 03:16:56 PM
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Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#216  February 10, 2021, 06:43:18 PM
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STATUS
- RAYNE RELEASED!

Just tested Rayne out:

- QCF+2P does not hit the opponent at all.
- Some of the red hitboxes are way too big, like on jumping HK & on Gun Trigger.
- Why does the teleport cost 200 when all the other EX moves cost 500?
- The blue CLSN changes during her idle animation taunt.
- Grenade Storm does way too much chip damage for a level 1, even if you can dodge it while crouching.
- Widowmaker's landing animation causes an invalid action state to appear in debug mode.
- The super portraits look really saturated & not great, namely the level 2 ones.

Couple this with my usual issues with POTS/DW/Infinite/whatever style characters, such as
EX moves costing too less meter,
Power Charging making it too easy to gain meter
or access Max Mode & Guard Canceling,

the obnoxiously flashy & ugly looking FX,
such as the hitsparks, etc, & i honestly can't say i'm a fan of this.

I think Rayne needs a significant overhaul in terms of coding,
replacing the (in my opinion) flawed & counter intuitive POTS/CVS style
or reworking it into something that better compliments Rayne's moveset & source material better,
rather than just trying to cram her into a POTS template that i feel is
bloated with a ton of overpowered/poorly adapted mechanics that
she (& most other characters, for that matter) were not designed with in mind.

EDIT: A correction: power charging doesn't actually make it that easy to get enough meter for Max Mode/Guard Cancel,
since it takes 189 frames in order to reach a bar of meter with power charging.
Karma told me that. My mistake.
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#217  February 10, 2021, 09:15:05 PM
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RAYNE UPDATED!
It's the same download link in the first post.

Thanks to the fella that helped me out with this edit and for Dissidia and DM7 feedbacks. :)
- EX Gun Trigger (Trigger Barrage) fixed and now hits the opponent properly
- Gun Trigger fixed. Not spammable anymore
- Grenade Storm's damage scale fixed
- Vampire Drill and Gun Trigger's guard pushback fixed

Me and the dude that did the edit still needs to take a look at some stuff tho.
- Vampire Rampage still giving back power, but not that much as before
- Add an EX version of Vampire Drill
- Change/fix the Super Portraits

- QCF+2P does not hit the opponent at all.
- Some of the red hitboxes are way too big, like on jumping HK & on Gun Trigger.
- Why does the teleport cost 200 when all the other EX moves cost 500?
- The blue CLSN changes during her idle animation taunt.
- Grenade Storm does way too much chip damage for a level 1, even if you can dodge it while crouching.
- Widowmaker's landing animation causes an invalid action state to appear in debug mode.
- The super portraits look really saturated & not great, namely the level 2 ones.

Thanks a bunch for the feedback DM7!

- Fixed
- I believe that the dude that helped me out fixed that
- Rusher on his previous edit made this intentional. Don't know why exactly
- Still need to fix that
- Fixed
- I think was fixed, not 100% sure about that
- Will change them in the next update

Oho looking forward to bloodrayne! I love the way your characters play.

Thanks Kanbei. ;)

I'm not familliar with Rayne, but I like the idea to have such a character!

Also, I'm asking if Lucy have some update anytime soon ?

Thanks Ned!
Lucy is on hold for now, but she'll be updated that's for sure.
Last Edit: February 10, 2021, 09:29:58 PM by 【MFG】gui0007
Re: gui0007's POTS/POTS-ish Edits: Want a bite? RAYNE RELEASED!
#218  February 13, 2021, 11:03:42 AM
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Re: gui0007's POTS/POTS-ish Edits: MESSATSU!! Akuma from SF3 RELEASED!
#219  April 08, 2021, 12:57:54 AM
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AKUMA/GOUKI (SF3) RELEASED!!


Check first post for download link and some details.

Yep, back with the POTS Style edits with Akuma (Gouki) but not in his CVS look, but from Street Fighter 3!

fAyt did a version of Akuma with his SF3 appearance, with the gameplay highly based on POTS version of Shin Akuma. Also there are other versions of fAyt's Akuma, but with different gameplay.

Since Jmorph did an excellent Ken based on SF3 i decided to give this one a try, specially because fAyt's Akuma wasn't played in POTS Style properly and had some serious issues, specially in his Zero Counter and many misaligned effects.

And after five months of fixes, changes and updates i share with you this first version of this edit. Probably new updates will come since some few stuff still missing.

CHANGELOG
- Sounds and many of the FXs now are with modern POTS Style stuff
- Sounds of Supers Level 1 and 3 FXs now are the correct ones
- New Level 3 Portrait (thanks DeathScythe!)
- Many of moves commands revamped
- Fixed a serious issue in his Zero Counter
- Some misaligned FX and sprites fixed

- Scale fixed to match CvS standards
Here's a comparison with Jmorph's SF3 Ken.


Otherwise, the other updates like in Hugo and Jedah still in the way. Slowly, but still. :v
Re: gui0007's POTS/POTS-ish Edits: MESSATSU!! Akuma from SF3 RELEASED!
#220  April 08, 2021, 03:33:17 AM
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That's pretty neat, not something I was aware existed but I'm sure the edit just helps it a lot more judging from the rest of your work  :) I'm not sure if you're taking suggestions for anything lately, but have you ever considered fixing up the CVS/Pots style Hinata by Li_Kun & Fervicante? I've seen Batsu and Kyosuke get decent updates from other creators and I feel like she's always left out, keep up the great work as always gui!!!