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Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Read 167668 times)

Started by Jmorphman, January 01, 2023, 03:58:19 am
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Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#1  January 01, 2023, 03:58:19 am
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Walk in the park...!!! J-just kidding. Medic!


video preview #1
video preview #2

It wasn't supposed to be like this, honest. I just assumed I'd barely finish the beta in time for Christmas, and then I'd be able eventually get around to finishing off the little things remaining sometime in January. Or February, if I'm being more honest :ninja:. But instead I finished up the beta way faster than I thought. The coding of this character went by far too fast; it's always my favorite part, but instead the more frustrating bits (assembling the sff, CSing, fixing the voice samples, etc.) always takes me so much longer.

So the beta came out a little early... and then I couldn't keep myself away from tweaking and fixing stuff after it came out. And Christmas and New Year's both falling on weekends meant I had a whole entire week off in the middle. And so I kinda... accidentally ended up finishing the character in the last few hours of 2022.

This character wasn't supposed to take this long. But it's finally done. Finally.

UPDATED
Quote
- Fixed the thought bubble in the turns intro, which was displaying incorrectly
 - The thought bubble used in various intros, default taunt, and Kamukura were incorrectly not bound to Shingo; they now are locked in
   place relative to his position
 - Added custom hit states for the upward launching kicks in Oboro Guruma Mikansei; this should help all hits connect, even against
   opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.

Joe update released
Last Edit: January 23, 2023, 05:39:45 am by Jmorphman
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#2  January 01, 2023, 04:25:00 am
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Thanks Jmorph for your hard work and the character that is Shingo.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#3  January 01, 2023, 04:33:17 am
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Congrats on the release, and since here is already 2023, happy new year!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#4  January 01, 2023, 04:56:03 am
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Eyyyy, grats on the release! Can't wait to try him out.

Happy New Year, fam. Peace!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#5  January 01, 2023, 05:27:40 am
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Its always amazing to see stuff from great creators come out, even if it takes long. Its not every day we see "PotS-style" creations that are actually good.
Last Edit: January 01, 2023, 05:32:56 am by Macaulyn97
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#6  January 01, 2023, 06:16:44 am
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Jmorphman Development Troubles 2: Electric Boogaloo
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#7  January 01, 2023, 07:26:28 am
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  :bison:  You're the best

Happy New Year!!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#8  January 01, 2023, 09:45:27 am
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Thanks for the release!
The day had come! What a great "accident" ;)

Happy new year!!

What a great character.
It really gives the feeling of something official...
You guys did a great job with sprites and coding.
What of the best characters I played in that style!

Feedback from a non-pro gamer :

-.101 Shiki: Oboro Guruma Mikansei
Seems like the strong/hard version of the move sometimes misses hit on the 3rd part.
Like if the 2nd part don't lunch high enough sometimes. So 3rd part jumps high with an opponent not high enough.
I cannot say what make the launcher lower sometimes on 2nd part of the move.
(I tested with different enemies)

-.100 Shiki: Oniyaki Mikansei
For this one I'm not sure either, but seems like the medium version of the move don't go higher enough compared to light and strong version.
IMO, it needs just a little tweak.
But perhaps it's just an illusion.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#9  January 01, 2023, 10:45:58 am
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This time, this must be the best Shingo in M.U.G.E.N. history, so I guess it's good to release it.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#10  January 01, 2023, 11:16:31 am
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This guy hits like a truck, which makes sense, but dang some of his combos can do damage.

I am curious as to why the normal version of 'Shingo Kinsei Ore Shiki: Nie Togi' is blockable, as it was never that way in source
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#11  January 01, 2023, 11:21:09 am
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I'm gonna ask an odd question, but, uh, does this counts as a December release in your part of the world, Jmorphman? Or is it going to be a January one? Asking for COTM purposes.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#12  January 01, 2023, 03:17:38 pm
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Cool way to end the year!

Thank you for this!  :bjugoi:
"Remember kids; Curiosity created MUGEN!"

Check Out Cammy-Delta-Red-Development HERE
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#13  January 01, 2023, 05:06:31 pm
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I'm gonna ask an odd question, but, uh, does this counts as a December release in your part of the world, Jmorphman? Or is it going to be a January one? Asking for COTM purposes.

It counts as a december release. It has happened before, and the rules iirc is that the time that counts is the timezone of the author. Since he said last few hours of 2022, in his timezone it was still december.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#14  January 01, 2023, 10:33:19 pm
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I have a question: how do I alter the commands of the character? Some of those commands are really bad for me to use in a keyboard.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#15  January 02, 2023, 08:58:27 pm
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It's not really the good place to ask for this (you should try general Mugen help). But one easy way to change the command is to edit the *.cmd file (edit = open it with a simple texte editor, like Notepad). There you'll find the moves and their commands, where you can try things. One hint : save the initial *.cmd file in order to get it back, in case your changes "break" something.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#16  January 03, 2023, 12:31:56 am
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It's not really the good place to ask for this (you should try general Mugen help). But one easy way to change the command is to edit the *.cmd file (edit = open it with a simple texte editor, like Notepad). There you'll find the moves and their commands, where you can try things. One hint : save the initial *.cmd file in order to get it back, in case your changes "break" something.

The thing is this character don't use the conventional MUGEN command system, it uses a custom buffer system.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#17  January 03, 2023, 01:11:48 am
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Thanks for all the feedback!

Here's some extras:
 - A deeply mysterious, possibly cursed "upgrade" that purports to be a vision of the future. Caveat emptor.

 - A patch for the old 2010 version of PotS's Sakura, to add intro compatibility. I know some people are sticking with this old version so I thought I might as well put out a patch. The new, actually updated versions don't need me to provide patches anymore, of course!

-.101 Shiki: Oboro Guruma Mikansei
Seems like the strong/hard version of the move sometimes misses hit on the 3rd part.
Like if the 2nd part don't lunch high enough sometimes. So 3rd part jumps high with an opponent not high enough.
I cannot say what make the launcher lower sometimes on 2nd part of the move.
(I tested with different enemies)
Which characters does it fail on? I would also recommend replacing your common1.cns with a fixed version that gets rid of the VelAdd bug in the hit states. It causes the opponent to fall faster than they should. In most circumstances this isn't all that noticeable (a single hit attack would probably only have the enemy hit the floor a few ticks earlier than they should), but Shingo's Oboro Gurama is so drawn out that the erroneous, duplicated VelAdds really add up fast.

-.100 Shiki: Oniyaki Mikansei
For this one I'm not sure either, but seems like the medium version of the move don't go higher enough compared to light and strong version.
IMO, it needs just a little tweak.
But perhaps it's just an illusion.
It goes up exactly as high as Kyo's version does; the initial vels are -11.25, -8.75, and -6.25 for HP, MP, and LP respectively. The MP version ends up being the exact midpoint between the LP and MP versions.

I am curious as to why the normal version of 'Shingo Kinsei Ore Shiki: Nie Togi' is blockable, as it was never that way in source
Nie Togi is a proximity unblockable in KOF, and those don't really exist in any other game (and I personally find them to be a strange concept in general). I opted to make it a normal attack à la Ryo's HCB+p move in CvS2: that was also a proximity unblockable in KOF, but Capcom made it into a normal attack. I also made the EX versions of both moves command throws, harkening back in a way to their proximity unblockable origins.

I have a question: how do I alter the commands of the character? Some of those commands are really bad for me to use in a keyboard.
Which commands need changing? The buffering system is not exactly intuitive to mess around with so it'll probably be easier for me to showcase what needs changing.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#18  January 03, 2023, 02:02:34 am
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The quarter circle back + half circle forward command and the double half circle backward command.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#19  January 03, 2023, 03:38:45 am
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level 3 is now performed with QCFx2+2p; Burning Shingo is QCFx2+k. Just replace the relevant ChangeStates in Command.cmd with these:

Code:
[State -1, Shingo Kinsei Ore Shiki: Kamukura]
type = ChangeState
value = 3200
triggerAll = !AILevel
;command = "QCB, QCB"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030016))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)

Code:
[State -1, MAX Burning Shingo]
type = ChangeState
value = 3150
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)

Code:
[State -1, Burning Shingo]
type = ChangeState
value = 3100
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a / b / c
triggerAll = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#20  January 03, 2023, 03:44:36 am
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Thank you! I'd change it myself if you used the conventional command style, but with this one, I got completely lost.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#21  January 03, 2023, 01:19:16 pm
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 Congrats on the release! Super excited to test  ;D
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#22  January 04, 2023, 06:45:16 pm
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I already have a video with him, I do suck a bit, but I had a lot of fun playing.

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#23  January 05, 2023, 04:28:46 am
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Good release buddy, thanks and happy new year to you!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#24  January 05, 2023, 05:14:23 pm
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level 3 is now performed with QCFx2+2p; Burning Shingo is QCFx2+k. Just replace the relevant ChangeStates in Command.cmd with these:

Code:
[State -1, Shingo Kinsei Ore Shiki: Kamukura]
type = ChangeState
value = 3200
triggerAll = !AILevel
;command = "QCB, QCB"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030016))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)

Code:
[State -1, MAX Burning Shingo]
type = ChangeState
value = 3150
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)

Code:
[State -1, Burning Shingo]
type = ChangeState
value = 3100
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a / b / c
triggerAll = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)

Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#25  January 05, 2023, 09:19:49 pm
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Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?
This is pretty clearly just meant as an option for the one specific person who asked for it (though anyone is free to use it). I wouldn't completely and permanently change the commands of multiple moves so suddenly based on only a single person having an issue. QCB, HCF and HCBx2 commands are in so many of my characters, and there is no reason to abandon them now.

Anyways, download a fresh copy of the .cmd and very carefully copy and paste each super ChangeState separately, making sure to exactly replace the original ChangeState in the cmd. It should work if done properly. It's just not very forgiving if even a single line is missing, unfortunately.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)
#26  January 06, 2023, 03:40:18 pm
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Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?
This is pretty clearly just meant as an option for the one specific person who asked for it (though anyone is free to use it). I wouldn't completely and permanently change the commands of multiple moves so suddenly based on only a single person having an issue. QCB, HCF and HCBx2 commands are in so many of my characters, and there is no reason to abandon them now.

Anyways, download a fresh copy of the .cmd and very carefully copy and paste each super ChangeState separately, making sure to exactly replace the original ChangeState in the cmd. It should work if done properly. It's just not very forgiving if even a single line is missing, unfortunately.

Ah, I didn't notice the post right before mentioning the commands. I'm fine with them as is. I thought it was an actual update, but you were just trying to accommodate  Macaulyn97. My mistake.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#27  January 09, 2023, 01:50:51 am
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Updated. Just some minor visual fixes and hopefully a solution that will avoid any opponent falling too fast during Oboro Gurama. I had hoped I wouldn't have to make every hit a custom state, but that's unfortunately what had to happen; a surprising amount of characters override the air hit states and repeat the double VelAdd bug (the updated common1.cns, mentioned in the first post, only fixes it for characters that don't override those states).

Ah, I didn't notice the post right before mentioning the commands. I'm fine with them as is. I thought it was an actual update, but you were just trying to accommodate  Macaulyn97. My mistake.
no worries!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#28  January 09, 2023, 10:55:47 pm
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link is down
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#29  January 09, 2023, 10:56:49 pm
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also your site is down.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#30  January 09, 2023, 11:40:52 pm
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  • reach for the lowest one you can.
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Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#31  January 11, 2023, 02:36:33 pm
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ok thanks!
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#32  January 11, 2023, 04:38:33 pm
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The Special intro with POTS's Sakura, work on the 2022 uptade and the Ikemen Version?
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#33  January 12, 2023, 02:26:53 am
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  • reach for the lowest one you can.
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Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#34  January 13, 2023, 02:17:10 am
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I think he's asking if the special intro is compatible out of the box with the newer Sakura, like if that's something you've already worked out with PotS.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#35  January 13, 2023, 05:05:33 am
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  • reach for the lowest one you can.
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Currently I'm pretty sure they don't. Hopefully they will be updated to include that compatibility, but I don't think it makes sense for me to put out a patch for stuff that is actively being worked on and getting pretty constant updates.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#36  January 13, 2023, 09:11:42 am
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OMFG!! :yuno:

Congratulations, Jmorphman!! :hyo:

This is Unbelievable!! :mcry:



I already have a video with him, I do suck a bit, but I had a lot of fun playing.

[youtube]https://www.youtube.com/watch?v=wxOapqRl_Zg[/youtube]

It's ok! Keep Practicing! :)
Emerie's MUGEN Content

Everyone have Greatness :)

Don't give up... just... take a break :(
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#37  January 14, 2023, 05:14:35 pm
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Currently I'm pretty sure they don't. Hopefully they will be updated to include that compatibility, but I don't think it makes sense for me to put out a patch for stuff that is actively being worked on and getting pretty constant updates.

who knows, maybe pots himself would update his sakura.
Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08
#38  January 17, 2023, 03:32:07 pm
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Due to the lack of Dio palettes I've made some that I'll post here in case anyone want to use it.

Spoiler, click to toggle visibilty
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#39  January 23, 2023, 05:45:14 am
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  • reach for the lowest one you can.
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Updated Joe. I'll be going through almost all of my characters and applying many of the same changes, though I don't think anyone will have anywhere near the number of changes that Joe has had in this update:

Quote
- As a result of a resolution miscalculation, certain hitboxes, velocities, and PosAdds that were taken from CvS2 were incorrect; data has thus been rerecorded and fixed. Hit vels have also (in most cases) been standardized to replicate CvS2 behavior.
 - Using a juggle reset move twice no longer turns on the "juggle flag" (var(16)); it is now possible to combo off that second juggle reset move by activating Custom Combo, but otherwise, continuing the combo from that second move remains impossible (in most cases).
 - State 5110 is now overriden to prevent hardcoded MUGEN behavior of early wakeup if buttons are mashed.
 - More consistent handling of whether moves do hard or soft knockdown (in general: specials except for command throws do soft knockdown, command throws and supers do hard knockdown)
 - Run stop no longer uses S physics and instead a more accurate VelAdd
 - All aerial get hit animations now use the same hitbox
 - Tweaked how hard the damage dampener kicks in when connecting a super off a juggle reset
 - Throw whiff animation has a longer recovery period
 - Most projectiles now use HitPause, HitTime, and vels identical to the ones used in medium normal attacks; however, the frame data is actually slightly improved by this change.
 - EX Slash Kick now causes wall bounce... like it did originally.
 - Resolved a bug in EX Ogon no Kakato where Joe would sometimes go above the oppponent and switch sides with them.
 - Bakuretsuken shortcut command changed to F, D, DF + p (from HCB + p)
 - Adjusted the anim timing and vels of Bakuretsu Hook; additionally, it now causes hard knockdown.
 - Bakuretsu Upper now causes a juggle reset (with a limited ability to follow up compared to EX Bakuretsuken); it also shares the juggle reset with EX Bakuretsuken. Also added a brief afterimage effect to the startup.
 - Fixed bug where Screw Upper would not connect on opponents with extremely thin hitboxes if done point blank.
 - MAX Ogon no Tiger Kick damage increased.
 - All superpauses in this character now take the same amount of time as all of my other characters; prior to this update, they all lasted 8 ticks longer compared to everyone else. This was done solely to ensure that the voice clips that play during Bakuretsu Hurricane Tiger Kakato didn't overlap over each other (the extra 8 ticks added enough of a buffer between the clips), but after playing around with it a bit, I've managed to place their respective start points in a way where they do not noticeably overlap one another.
 - All move names have been standardized to use the official names (for example, "TNT Punch" is now "Bakuretsuken")

Due to the lack of Dio palettes I've made some that I'll post here in case anyone want to use it.

Spoiler, click to toggle visibilty
Thanks for the palettes!
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#40  January 24, 2023, 12:59:55 am
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  • 1-Up
    • tonibarra.tripod.com
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#41  January 24, 2023, 07:03:21 am
  • ******
  • If you’re gonna reach for a star...
  • reach for the lowest one you can.
    • USA
    • network.mugenguild.com/jmorphman
This new Joe has a small bug: when he recovers from a fall close to the ground, he'll sink in.

https://streamable.com/vh5z12
Oh whoops, I must've made a typo because his vertical movement doesn't stop when he does his recovery roll. A fixed version is now available on my site. (this doesn't count as an update!)
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#42  February 08, 2023, 07:22:53 am
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  • MUGEN MEMES
Shingo Vs. Kim


Shingo Vs. Kyo




I'm probably very high but I don't see any bugs or errors :bjugoi:

Shingo's .115 Shiki: Dokugami Mikansei is GREAT!! :laugh3:

Thank You Very Much, Jmorphman :yuno:
Emerie's MUGEN Content

Everyone have Greatness :)

Don't give up... just... take a break :(
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#43  February 08, 2023, 06:53:46 pm
  • ******
  • If you’re gonna reach for a star...
  • reach for the lowest one you can.
    • USA
    • network.mugenguild.com/jmorphman
Thanks!
Re: Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)
#44  February 22, 2023, 11:43:15 pm
  • ******
  • If you’re gonna reach for a star...
  • reach for the lowest one you can.
    • USA
    • network.mugenguild.com/jmorphman
Shingo got a minor update:

Quote
- Tweaked hitvels for Oniyaki Mikansei during Custom Combo; now it's no longer possible to repeatedly mash the move in the corner and
   rack up almost 500 damage.
 - The custom states added to Oboro Guruma Mikansei inadvertently left the opponent in a custom state; this has been corrected.