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 = Explodtrigger1 = animelemtime(4) = 0ID = 170anim = 171postype = p1pos = 0,0bindtime = -1velocity = 0, 0accel = 0, 0ownpal = 0sprpriority = 1removetime = -1removeongethit = 1ignorehitpause = 1scale = 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.
SolidZone 26 said, July 30, 2020, 12:17:32 pmAfter 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 = Explodtrigger1 = animelemtime(4) = 0ID = 170anim = 171postype = p1pos = 0,0bindtime = -1velocity = 0, 0accel = 0, 0ownpal = 0sprpriority = 1removetime = -1removeongethit = 1ignorehitpause = 1scale = 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. :vAlso El Parasito de la Web made new pals for him. Link in the first post updated.Nedflandeurse said, July 30, 2020, 11:27:00 amAny 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.
sabockee said, July 31, 2020, 12:43:54 pmSometimes something like this happens:Yes, I noticed thin in the intro as well. Depending on the first palette loaded by both Hugo and Poison
sabockee said, July 31, 2020, 12:43:54 pmSometimes something like this happens:Oh wow, that's messed up. I'll take a look at that Sabockee, thanks for pointed that out.
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.
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 = playsndtrigger1 = AnimElem = 6trigger2 = AnimElem = 10trigger3 = AnimElem = 14trigger4 = AnimElem = 18value = s105, 0channel = 1Value should be s42,0 instead as other moves and actions that involve running use that step sound effect, not s105,0.
SolidZone 26 said, August 01, 2020, 09:11:08 amI 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 = playsndtrigger1 = AnimElem = 6trigger2 = AnimElem = 10trigger3 = AnimElem = 14trigger4 = AnimElem = 18value = s105, 0channel = 1Value 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. :vI'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.
Hello!I really like this version pot's style. Thanks for all your work. 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. Capture:Is possible to fix that move? I don't know about code to try to help, sorry.Thanks in advance!
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 ?
Nedflandeurse said, February 09, 2021, 07:18:05 pmI'm not familliar with Rayne.Well, picture a western Bayonetta or a western hack n slash. thats what it kind of was.
Kanbei said, February 10, 2021, 08:36:04 amNedflandeurse said, February 09, 2021, 07:18:05 pmI'm not familliar with Rayne.Well, picture a western Bayonetta or a western hack n slash. thats what it kind of was.thanks. Actually.I remember the character and saw some gameplay long tame ago.But never played by myself ^^
【MFG】gui0007 said, May 03, 2018, 01:34:00 amSTATUS- 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 asEX 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 styleor 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 thatshe (& 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.
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 fixedMe 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 PortraitsDauntlessMonk7 said, February 10, 2021, 06:43:18 pm- 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 updateKanbei said, February 09, 2021, 07:35:51 amOho looking forward to bloodrayne! I love the way your characters play.Thanks Kanbei. Nedflandeurse said, February 09, 2021, 07:18:05 pmI'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.
【MFG】gui0007 said, February 10, 2021, 09:15:05 pmThanks Ned!Lucy is on hold for now, but she'll be updated that's for sure.Yes, I understand.Actually, this would be a lot of work to really update her.You can concentrate on priority projects
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 standardsHere'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
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!!!