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 LiSome captures.Spoiler, click to toggle visibiltyDodge(fast custom)Jump medium puch customJump HKJump down MK (head stomp)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.
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.
BurningSoul said, March 06, 2021, 05:39:32 pmThis is nice here have some reference https://wiki.gbl.gg/w/Yatagarasu/KotaroThanks! 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.PeXXeR said, March 06, 2021, 08:47:27 pmI 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
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.
extravagant said, March 07, 2021, 12:56:13 amI 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.
prealted skirts man... sure this is a great project, just keep doing something... when you can... yatagarasu is amazing.
Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous And don't worry about all of that, take your time, coding is not as hard as it looks!
FeLo_Llop said, March 08, 2021, 01:41:56 amMerci 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!Mastertkof said, March 08, 2021, 01:49:16 amprealted skirts man... sure this is a great project, just keep doing something... when you can... yatagarasu is amazing.Yes ! Yatagarasu is great!ヒカリ ♡ said, March 08, 2021, 03:00:23 amNice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous 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.
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.htmlYou 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
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.
Diek Stiekem said, August 10, 2021, 08:44:43 pmDon'tgive up man! Keep trying and don't ne afraid to ask for help SOLIDUS SNAKE said, August 10, 2021, 05:35:48 pmDon’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.
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 attemptCode: [State 1449, Throw 1]type=Hitdeftrigger1= animelem=1 && numenemy;;;trigger1=1;;;;;;;;;;;;;;AnimElem=2;trigger1=!var(38)attr=A, STpriority=1,Missgetpower=35 * !var(20);;;;;;;;;;;;<----------cammygivepower=0hitflag=M-numhits=0sparkNo = -1 + 0 * (var(33) := 0);;;;;;;;sparkno=-1;;;;;NO SPARK conseil par JMorphman. ThankshitSound = -1 + 0 * (var(31) := 800);;;;;;;;;;;;hitsound=s2,800;;;;;NO SOUND conseil par JMorphman. Thanks;p1facing=ifelse (command="holdfwd", 1, -1)p2facing=1p1stateno=1455;855p2stateno=1457;858fall=1fall.recover=1ID = 1450;--------------------ajout pour pouvoir aller chercher les constants du P2 hit par ce coupTHis part on success hit ground of slam is OK.Code: [State 1456, Hit]type=hitaddtrigger1= numtarget && !timevalue=1[State 1456, Hitcount]type=varaddtrigger1= numtarget && !timevar(13)=1I don't know how to make the attempt not counting a hit.Of course, this element is not enough.Code: numhits=0
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 = 7and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove itI'm not sure if trigger1= animelem=1 && numenemynumenemy is required here can just try removing it as well
BurningSoul said, August 17, 2021, 11:00:21 pmThanks for your suggestion!BurningSoul said, August 17, 2021, 11:00:21 pmmake 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 = 7Done.In my case, it's immediately in the first frame of hitground part of throw.BurningSoul said, August 17, 2021, 11:00:21 pmand also use var(13) on p1stateno 1455I'm not sure to understand what should I do exactly here...BurningSoul said, August 17, 2021, 11:00:21 pmif there is any var(13) on throw hitdef state remove itI posted the hitdef (attempt)And there is no var(13) presence.BurningSoul said, August 17, 2021, 11:00:21 pmI'm not sure if trigger1= animelem=1 && numenemynumenemy is required here can just try removing it as wellSo I should remove it.
BurningSoul said, August 17, 2021, 11:00:21 pmmake 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 = 7and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove itI'm not sure if trigger1= animelem=1 && numenemynumenemy is required here can just try removing it as wellI 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=varaddtrigger1= numtarget && !timevar(13)=1Also, 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 kickMedium : 2 kicksStrong : 3 kicks----> so the total damage of each move is absolutely ricuculousI 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)), 7In Ken's code;var(11) : Lv3 Super finish detectionI suppose I don't need this part...
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.
PeXXeR said, October 05, 2021, 11:45:57 pmNedflandeurse 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.ThanksJman's is always my reference for many coding bases.Yes, the animation itself is quite similar/inspired by Ken's "Moratta" kickThe 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.
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
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.
Momotaro said, January 14, 2022, 11:47:17 pmBack 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 attackingWant some help for Shimo?
MCX said, January 17, 2022, 01:43:19 amIts good to see that you're still working on her, keep going manThanks for it.I willRyu From Streets™ said, January 17, 2022, 08:47:32 amWant 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.
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 effectsI 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 charactersCode: hitSound = -1 + 0 * (var(31) := 3)guardSound = -1 + 0 * (var(32) := 0)From ShimoCode: sparkNo=-1 + 0 * (var(33) := 8010)guard.sparkNo=-1 + 0 * (var(34) := 8000)
Akito said, January 19, 2022, 10:57:11 amGood 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 designIncreasing the sprites numberadding new animationsNew movesetc.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
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.
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...)
Akito said, January 27, 2022, 12:57:20 amYou 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 punchRyu's BBB codeCode: hitsound=S2+10*var(44), 6What it should be in POTS charactersCode: hitSound = -1 + 0 * (var(31) := 0)What I did. (easy/lazy method for unskilled coder like me)Code: hitsound=S2,7Next will be tweaking other "non hitsounds" : sound effects...
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 ^^;;;;;
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...
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
BurningSoul said, February 07, 2022, 11:29:57 amsee 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 FF3Thanks a lot!I got it now! Looks easier than in FFS
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)
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...
Mitchell.Cezar said, February 09, 2022, 04:02:46 pmBeautiful work!Akito said, February 09, 2022, 02:30:06 pmMuch 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 customRight : the default oneNote that my version already have small body proportions modifications.
地獄の花 said, February 11, 2022, 08:45:45 pmyou 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)
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)
I'm taking a break with the actual attacks editing right now.I'm looking for suggestions for various Shimo INTRO, WINS, TAUNTSI'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.
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 updateClose 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...)
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.
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!!
FeLo_Llop said, December 21, 2022, 01:30:27 amAwesome!! 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?