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Ancient Ogre POTS style edit Version 1.3.4 (Read 342033 times)

Started by Diek Stiekem, July 13, 2021, 02:54:12 pm
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Ancient Ogre POTS style edit Version 1.3.4
#1  July 13, 2021, 02:54:12 pm
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Some time ago I thought I would try and contribute to get some more Tekken reps POTS style.
Now here we are with Ancient Ogre's POTS style version 1.3.4

Keep in mind this is my first time coding anything, and it is one big learning process.
Big shoutouts to RagingRowen's excellent coding work on Kazuya which I used as a coding base.
The original sprites were done by Chuchoryu.

Tbh, I feel like I just frankensteined something together, using existing assets and code, while altering were needed..
but I guess everyone starts somewhere ^^;

Anyway, here's some screenshots
















=====<Known Issues>=====
  - None

=====<What's Missing>=====
 - Better AI.
 - Cleaned up and Updated Sprites

Download link (Version 1.3.4):
https://www.mediafire.com/file/jewbbbl8zmq89py/Ogre.rar/file

Feedback is very welcome.
"Such Heroic Nonsense!"

Last Edit: May 15, 2022, 04:45:27 pm by Diek Stiekem
Re: Ancient Ogre POTS style edit Beta release
#2  July 13, 2021, 04:33:01 pm
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Thanks for the beta release. He seems to function well enough and I haven't seen any proper bugs.

But, here comes my feedback, which mostly includes basic mistakes:

1. Most of his normals are very advantageous (or Plus if you're into fighting game terminology) on contact due to
2. No Hitsparks for Ancient Power and Owl's Hunting.
3. His EX Moves, namely the Ancient Power and Infinite Kick give power when they shouldn't.
4. His Non-Level 3 supers start attacking during the superpause, making them unblockable.
5. Super Commands:
- Waning Moon can't be done with b+c.
- Infinite Kick can't be done with x+z.
- The super commands also seem to be swapped in the readme.
- Aztec Warfare is done with x+y, y+z and z. z should probably be x+z to complete the 2p set.
- I know it's your command choice, but it's jarring for those with the traditional command style in their muscle memory like me.

Zero Counter also doesn't work because you haven't assigned anything to state 2900.
 
On a sidenote, why the Edits and Addons section? It's not an edit when you make a different character from another, at least by this site's rules.

I'm tempted to assist with this. If you'll allow me to make changes and help, I most definitely will.
It's fine if you want full control over your char though. I'll be awaiting the final version when it drops.
Not bad for a newcomer.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Beta release
#3  July 13, 2021, 06:44:29 pm
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Thanks for the release, seems like with some tweakings it can be a solid character.
I will test as well.

Fast feedback.
First thing, you should really calm down the giant hitboxes stuff.
One of them takes 2/3 of the screen ^^;

also, try to give hurt boxes to the actual limbs when he's punching/kicking...

His throw arm holding stuff, opponent shoul use different hurt sprites


For the hitboxes, I suggest you to have a look at RR's edits, so you can have a good reference.
And for the thros P2 anim, have a look at any good Sagat version or Urien to see wich hurt sprites to use when Ogre hold the opponent.
Last Edit: July 13, 2021, 06:57:47 pm by Nedflandeurse
Re: Ancient Ogre POTS style edit Beta release
#4  July 13, 2021, 08:49:55 pm
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Thanks for the beta release. He seems to function well enough and I haven't seen any proper bugs.

But, here comes my feedback, which mostly includes basic mistakes:

1. Most of his normals are very advantageous (or Plus if you're into fighting game terminology) on contact due to
2. No Hitsparks for Ancient Power and Owl's Hunting.
3. His EX Moves, namely the Ancient Power and Infinite Kick give power when they shouldn't.
4. His Non-Level 3 supers start attacking during the superpause, making them unblockable.
5. Super Commands:
- Waning Moon can't be done with b+c.
- Infinite Kick can't be done with x+z.
- The super commands also seem to be swapped in the readme.
- Aztec Warfare is done with x+y, y+z and z. z should probably be x+z to complete the 2p set.
- I know it's your command choice, but it's jarring for those with the traditional command style in their muscle memory like me.

Zero Counter also doesn't work because you haven't assigned anything to state 2900.
 
On a sidenote, why the Edits and Addons section? It's not an edit when you make a different character from another, at least by this site's rules.

I'm tempted to assist with this. If you'll allow me to make changes and help, I most definitely will.
It's fine if you want full control over your char though. I'll be awaiting the final version when it drops.
Not bad for a newcomer.

Thanks RR!

1. I haven't properly checked his framedata in terms of plus on block etc. since he still in beta.
    For now he gets away with it since he's technically a boss character ;p

2. Added Hitsparks on Owl's Hunting, for some reason I'm unable to add them on Ancient Power (since it's technically a projectile, same with Waning Moon)
    I haven't properly worked out hitsparks on projectiles yet ^^;

3. Fixed, I mixed up "getpower" with "givepower" lol.

4. Fixed.

5. All Super Commands have been changed towards the universal POTS style input buttons

Thanks for the heads up on Zero Counter! It works properly now.
I might call upon your help a bit later, first I want to try and fix some things myself, so I can learn from it.
I definitely appreciate the offer!

Thanks for the release, seems like with some tweakings it can be a solid character.
I will test as well.

Fast feedback.
First thing, you should really calm down the giant hitboxes stuff.
One of them takes 2/3 of the screen ^^;

also, try to give hurt boxes to the actual limbs when he's punching/kicking...

His throw arm holding stuff, opponent should use different hurt sprites


For the hitboxes, I suggest you to have a look at RR's edits, so you can have a good reference.
And for the thros P2 anim, have a look at any good Sagat version or Urien to see wich hurt sprites to use when Ogre hold the opponent.

Thank you Ned.
I'll definitely sort some of those hitboxes out.
The ones on the his supers are quite big XD

His 2P throw is supposed to be a telekinetic thing (homage to Tekken) or do you just mean the way P2 takes the pain in terms of animation?


Uploaded update, redownload from original post please
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Re: Ancient Ogre POTS style edit Beta release
#5  July 13, 2021, 10:13:29 pm
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Thanks for letting know, but I'll help anyways.
Have a Level 3 Port:


I'll share some more feedback when the time comes.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Beta release
#6  July 13, 2021, 11:53:05 pm
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His 2P throw is supposed to be a telekinetic thing (homage to Tekken) or do you just mean the way P2 takes the pain in terms of animation?

Yes, how p2 takes the pain, his animation.
Re: Ancient Ogre POTS style edit Beta release
#7  July 14, 2021, 02:08:41 pm
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"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Beta release
#8  July 14, 2021, 04:55:12 pm
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New Version 0.7 Uploaded, redownload please!

Change Notes:
 - Added new Level 3 Super portrait courtesy of RagingRowen
 - Added more hurtboxes on Infinite Kick, tweaked some hurtboxes overall
 - Changed hit animation of Telekenetic Strangle for P2 to make it look better
 - Slightly nerfed Standing MP & MK, crouching MP, MK & HP to make them less advantagous on block and hit.
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Re: Ancient Ogre POTS style edit Beta release
#9  July 15, 2021, 01:15:39 am
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Not sure how this is gonna work out but maybe you can ask Lessard to collab on this as he likes improving fixing Chucho's stuff,like heihachi,not sure how he would respond but maybe this can be greater then before if it works out.
Re: Ancient Ogre POTS style edit Beta release
#10  July 15, 2021, 03:18:57 pm
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Minor update Version 0.75 Uploaded, redownload please!

Change Notes:
 - Added new win pose

I'm kinda lost concerning his faulty palettes and the hitbox on Ancient Power.
If someone feels like looking into it, feel free to do so.
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Re: Ancient Ogre POTS style edit Beta release
#11  July 16, 2021, 04:48:54 pm
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Very minor update (tweaks and such), redownload.
Last beta update for now until the palette problem is fixed.
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Re: Ancient Ogre POTS style edit Beta release
#12  July 16, 2021, 08:01:09 pm
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Version 1.0 is up, redownload please!

 - Palettes added and fixed thanks to RagingRowen!
 - Some minor tweaks to winpose 3
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Re: Ancient Ogre POTS style edit Version 1.0
#13  July 16, 2021, 10:44:10 pm
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Thank you for your participation. I'll be delivering critical feedback soon, so be prepared.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Version 1.0
#14  July 17, 2021, 03:53:50 pm
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Finally a decent ogre. Thanks.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.0
#15  July 17, 2021, 04:03:33 pm
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Re: Ancient Ogre POTS style edit Version 1.0
#16  July 17, 2021, 07:53:44 pm
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Alright, here I go:

1. His Level 3 Port's axis should be 320,240.
2. Telekenetic Struggle's hitsounds cut-off due to channel issues.
3. Double Clothesline could use Punch hitsounds instead.
4. Most of his specials lack Juggle Limits (e.g. !var(16) && var(15) < 2).
5. Indigo Punch could definitely use some new Fire FX along with a Flame Sound. EX Indigo Punch should also wall-bounce instead of stunning.
6. Owl's Hunting's Hitspark is too high up.
7. Blazing Kick looks like it can juggle but you can't follow-up from it.
8. Super Animations should preferably be in the 3000s.
9. Infinite Kick hitboxes are pretty huge, especially the high kick one. I feel like the Level 1 should be MAX-Cancellable.
10. The opponent can fall recover from Waning Moon.
11. Aztec Warfare's first hitspark is mispositioned.

Correct Move Names:

Owl's Hunting = Owl's Hunt
Aztec Warfare = Hell Inferno
Waning Moon is the name of the special throw where he goes behind the opponent. The current super could use a name like Unlimited Power.

Correct Move Commands:

Ancient Power = F,D,DF,p
Owl's Hunt = F,D,DF,k
I also feel as if the Infinite Kick and the other normal super's command could be swapped.

I could go on but I think I've already overdone it. I hope this all doesn't sound too tasking for ya'. Good luck and good start, as already stated.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Version 1.0
#17  July 18, 2021, 08:11:42 am
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When throws clash, Ogre goes off screen. Tested against Shin Akuma by mwryly and against RagingRowen's version as well.
Re: Ancient Ogre POTS style edit Version 1.01
#18  July 18, 2021, 06:25:32 pm
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Alright, here I go:

1. His Level 3 Port's axis should be 320,240.
2. Telekenetic Struggle's hitsounds cut-off due to channel issues.
3. Double Clothesline could use Punch hitsounds instead.
6. Owl's Hunting's Hitspark is too high up.
9. Infinite Kick hitboxes are pretty huge, especially the high kick one. I feel like the Level 1 should be MAX-Cancellable.
11. Aztec Warfare's first hitspark is mispositioned.

Correct Move Names:

Owl's Hunting = Owl's Hunt
Aztec Warfare = Hell Inferno
Waning Moon is the name of the special throw where he goes behind the opponent. The current super could use a name like Unlimited Power.

All fixed.
Infinite Kick lvl 1 is cancelable btw on the first 5 hits.

Quote
8. Super Animations should preferably be in the 3000s.

Yeah, I was unaware of that when I started this project, next project will be more streamlined ^^:


Quote
Correct Move Commands:

Ancient Power = F,D,DF,p
Owl's Hunt = F,D,DF,k

You are entirely correct, I went for the different commands because I didn't want potential overlap in button inputs (qcf / dp) for the
keyboard players out there.

Quote
4. Most of his specials lack Juggle Limits (e.g. !var(16) && var(15) < 2).
5. Indigo Punch could definitely use some new Fire FX along with a Flame Sound. EX Indigo Punch should also wall-bounce instead of stunning.
7. Blazing Kick looks like it can juggle but you can't follow-up from it.
10. The opponent can fall recover from Waning Moon

I'll look into these in a future update.

Quote
I could go on but I think I've already overdone it. I hope this all doesn't sound too tasking for ya'. Good luck and good start, as already stated.

No worries! Thanks for your feedback RR.
I'll take things one step at a time ;)



When throws clash, Ogre goes off screen. Tested against Shin Akuma by mwryly and against RagingRowen's version as well.

Thank you for your feedback.
I took me a few tries to replicate this but... hmmm.. interesting..
Sometimes throw break will occur but the player sides will be switched.
I'll try and fix this in a future update as well.





Meanwhile version 1.01 is up, redownload please!

<Version 1.01>
 - Corrected multiple hitspark positions
 - Corrected Level 3 Port's axis
 - Corrected sounds on Double Clothesline throw
 - Corrected sound issue on Telekenetic Struggle throw
 - Nerfed Infinite Kick's hitboxes
 - Move names corrections
 - Added 3 new palettes
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Re: Ancient Ogre POTS style edit Version 1.01
#19  July 18, 2021, 11:51:28 pm
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Now we have a proper POTS Style Ogre. You did great Diek.
Re: Ancient Ogre POTS style edit Version 1.01
#20  July 19, 2021, 12:12:38 am
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Re: Ancient Ogre POTS style edit Version 1.01
#21  July 20, 2021, 11:34:34 pm
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A great character so far, do you plan on adding some of the other target combos he had in SFxTK? like Hunting Hawk and Snake Blade

I figure you could probably just use your air medium and heavy kicks for the first two hits and maybe a reverse animation of his blazing kick for the final, or some other modification to make it work for Hunting Hawk, maybe even just make this into another special, would be a useful attack to have to link after his blazing kick I feel. Snake blade might be better left as a target combo and it seems like you should have the animations for it there too, like his crouching kicks, and his heavy standing kick, I was doing some of the trials in SFxTK and one of the trials he had was also the Snake Blade launcher into the Hunting Hawk.

I feel like his EX Indigo punch should be modified a bit, maybe instead of just using the same frames as the other versions, you can use his standing heavy punch to have it get the extra range it has in the source game too.


It would be nice to have his Ancient Power also have at least 1 version of it work as a counter type move, since I think in SFxTK, the light and medium versions were counters, where the heavy and EX versions were set up more like you have it currently. In the readme it specifies a patch note about Waning Moon, but it doesn't actually have it listed anywhere in his movelist. Love the character so far, and I've been enjoying playing as him, you keep just on improving him, thanks for another great Tekken character!
Re: Ancient Ogre POTS style edit Version 1.01
#22  July 21, 2021, 08:18:49 pm
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Thank you!
I had considered Hunting Hawk while I was working on him but wasn't 100% happy with how it looked.
I might reconsider it at one point.

I like your idea about the EX indigo punch animation though!
That will definitely be added on the to do list
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Re: Ancient Ogre POTS style edit Version 1.01
#23  July 22, 2021, 02:44:28 am
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I would give it another shot, idk if maybe the hunting hawk would be best to work the way it did in SFxTK, but I feel like maybe working it into a shoryu+kick move might be better? I would try to include it, it's a pretty useful part of his kit since he gets so much forward momentum and ability to combo into it, maybe the EX version could have a wall bounce too.

I look forward to seeing what you do with him!
Re: Ancient Ogre POTS style edit Version 1.01
#24  July 25, 2021, 02:25:51 pm
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Minor update, redownload please!

=====<Version History>=====

<Diek Stiekem's Version 1.02>
 - Amplified certain voice samples
 - Added flame effect sounds and flame hit sounds on all version of Indigo Punch
 - Gave EX Indigo Punch a new animation
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Re: Ancient Ogre POTS style edit Version 1.01
#25  July 26, 2021, 04:37:12 am
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I will definitely give the new version a shot, I hope that you will reconsider working on the hunting hawk again, I think it's a pretty useful part of his moveset, and it lets him extend his combos. I understand if the sprites sort of limit how successful the result is too however. Either way glad to see you continue updating him~
Re: Ancient Ogre POTS style edit Version 1.01
#26  July 26, 2021, 04:43:21 am
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Good job! Excellent update...
Re: Ancient Ogre POTS style edit Version 1.01
#27  July 26, 2021, 05:05:10 pm
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I will definitely give the new version a shot, I hope that you will reconsider working on the hunting hawk again, I think it's a pretty useful part of his moveset, and it lets him extend his combos. I understand if the sprites sort of limit how successful the result is too however. Either way glad to see you continue updating him~

I will!
He will definitely see more updates later in the future.

Good job! Excellent update...

Thank you!

"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.03
#28  July 30, 2021, 04:58:43 pm
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Small update with some fixes:

<Diek Stiekem's Version 1.03>
 - Removed Fall Recovery from Ancient Might
 - Fixed Turns Intro animation for Team Battles
 - Added 3rd Intro

Redownload from 1st post please :)
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Re: Ancient Ogre POTS style edit Version 1.03
#29  July 30, 2021, 07:09:53 pm
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Tried your latest ogre update and find these


I hope that huge bug (owl's hunt) and repetitive punch/kick for no reason (I think its an AI issue) should be fixed.

Watch this carefully if you missed some common or random features to add


Thanks
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Last Edit: July 30, 2021, 07:27:33 pm by AuMiO VXC
Re: Ancient Ogre POTS style edit Version 1.03
#30  July 30, 2021, 11:15:11 pm
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Tried your latest ogre update and find these
[youtube]https://youtu.be/tGcpXPKibNI[/youtube]

I hope that huge bug (owl's hunt) and repetitive punch/kick for no reason (I think its an AI issue) should be fixed.

Watch this carefully if you missed some common or random features to add
[youtube]https://youtu.be/u0aFrxWDbB4[/youtube]

Thanks

Thank you for the feedback.
I'm aware of the repeating punch/kick problem, I'm not familar with AI stuff but I'll try and sort it out.

Does him getting hit during Owl's Hunt startup trigger him flying off screen? I was not aware of this.
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.03
#31  July 31, 2021, 05:13:43 am
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Does him getting hit during Owl's Hunt startup trigger him flying off screen? I was not aware of this.
Probably and also it seems when opponent tries to throw ogre while ogre was doing owl's hunt, he flew off the screen.

Also I forgot to mention that ogre's 3rd intro lacks frames or poorly animed.

Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.03
#32  August 02, 2021, 02:20:20 pm
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Another minor update:

<Diek Stiekem's Version 1.04>
 - Added juggle limits to certain special moves
 - Added animation frames to try and smoothen out his 3rd Intro

Redownload please :)
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Re: Ancient Ogre POTS style edit Version 1.04
#33  August 03, 2021, 03:49:04 pm
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Another minor update:

<Diek Stiekem's Version 1.04>
 - Added juggle limits to certain special moves
 - Added animation frames to try and smoothen out his 3rd Intro

Redownload please :)

I hope that owl's hunt problem is gone. Thanks for the update bro
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.04
#34  August 03, 2021, 03:50:46 pm
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Re: Ancient Ogre POTS style edit Version 1.04
#35  August 03, 2021, 05:16:00 pm
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Another minor update:

<Diek Stiekem's Version 1.04>
 - Added juggle limits to certain special moves
 - Added animation frames to try and smoothen out his 3rd Intro

Redownload please :)

I hope that owl's hunt problem is gone. Thanks for the update bro

It's not. Still very much present.

@Diek Stiekem: I suggest taking the help of a more seasoned coder to get rid of that issue.

Agreed. It is still there. I tried your latest update.


however great edit on 3rd intro though. Also, It could be more decent.

EDIT: Sadly neither this one is gone

Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Last Edit: August 03, 2021, 05:32:16 pm by AuMiO VXC
Re: Ancient Ogre POTS style edit Version 1.04
#36  August 03, 2021, 07:20:46 pm
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I've made a thread in the coding help thread, concerning the throw/owl's hunt bug.

I think I might have squashed the AI bug though, but I want to run a few more tests.
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Re: Ancient Ogre POTS style edit Version 1.04
#37  August 04, 2021, 08:01:30 pm
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I've made a thread in the coding help thread, concerning the throw/owl's hunt bug.

I think I might have squashed the AI bug though, but I want to run a few more tests.

You can join MFG discord for immediate response.   
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.05
#38  August 06, 2021, 07:53:19 pm
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Version 1.05 is up, redownload from 1st post please! :)

I think I managed to fix the throw glitch and the AI bug.
Please test and feedback away guys!
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.05
#39  August 07, 2021, 12:39:44 am
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Glad you fixed this particular glitch
I will test.

EDIT : some feedback. (mostly animation ones - gameplaywise, I see nothing really problematic)

-jump HK : the 3rd frame with his knee going forward is displayed to long.
Instead, I suggest making the first frame longer, and 2nd frame slightly longer. 3rd frame can be displayed 3 ticks .
Again, the move itself is ok, just split the time before active hitbox the way I explained.
It will look way better.

-Stand HK : you should invert the 2 frames where he outstretches his leg up. (for a better elasticity effect)
It should be 1st outstretch the leg up, THEN , keep the pose with the leg getting back a bit from the tretched position.
(this is a common animation error in custom animated characters in Mugen)

-His special fire kick.
to make it look better, try to display slightly shorter the frames before the active hitbox.
Frames1, 2, 3 (nothing wrong)
Frames 4 and 5 (you can remove 1 tick for each - the animation will be better)
Again, you can add the lost "ticks" to the first frames (1, 2, 3), so the move still have the same time before active hitbox.
Don't change anything after frame 5.

-His idle stance. (optional)
I would recommand to speed up the part with breathing (only)
Actually, the problem is not the air file itself, it's the frames that are unnaturaly animated.
puttin 2 ticks instead of 4 for these parts make the animation look more natural (but it become too fast)
Last Edit: August 07, 2021, 10:41:46 pm by Nedflandeurse
Re: Ancient Ogre POTS style edit Version 1.05
#40  August 10, 2021, 01:07:00 pm
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Glad you fixed this particular glitch
I will test.

EDIT : some feedback. (mostly animation ones - gameplaywise, I see nothing really problematic)

-jump HK : the 3rd frame with his knee going forward is displayed to long.
Instead, I suggest making the first frame longer, and 2nd frame slightly longer. 3rd frame can be displayed 3 ticks .
Again, the move itself is ok, just split the time before active hitbox the way I explained.
It will look way better.

-Stand HK : you should invert the 2 frames where he outstretches his leg up. (for a better elasticity effect)
It should be 1st outstretch the leg up, THEN , keep the pose with the leg getting back a bit from the tretched position.
(this is a common animation error in custom animated characters in Mugen)

-His special fire kick.
to make it look better, try to display slightly shorter the frames before the active hitbox.
Frames1, 2, 3 (nothing wrong)
Frames 4 and 5 (you can remove 1 tick for each - the animation will be better)
Again, you can add the lost "ticks" to the first frames (1, 2, 3), so the move still have the same time before active hitbox.
Don't change anything after frame 5.

-His idle stance. (optional)
I would recommand to speed up the part with breathing (only)
Actually, the problem is not the air file itself, it's the frames that are unnaturaly animated.
puttin 2 ticks instead of 4 for these parts make the animation look more natural (but it become too fast)

Great feedback. I also tested him and found these. I hope they will be fixed soon.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.05
#41  August 13, 2021, 06:48:55 pm
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Ogre has been updated to version 1.1!
Redownload please! :)

<Diek Stiekem's Version 1.1>
 - Made changes to animation ticks of standing HK, jumping HK, (EX) Blazing Kick and idle stance, to make the animation more fluid.
   Thanks to Nedflandeurse's suggestions!

I think Ogre is in a decent place now, so there will be no further updates on short notice.
He will be revisited in the future though, for now I want to fully focus on Taki for the time being.
"Such Heroic Nonsense!"

Last Edit: August 13, 2021, 09:43:19 pm by Diek Stiekem
Re: Ancient Ogre POTS style edit Version 1.05
#42  August 15, 2021, 03:48:41 pm
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Great Update!

Dude, I made a video using your Ogre. I hope you will like it.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Last Edit: August 15, 2021, 05:16:13 pm by AuMiO VXC
Re: Ancient Ogre POTS style edit Version 1.05
#43  August 15, 2021, 07:17:04 pm
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Cool! Thanks AuMiO!
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.05
#44  August 15, 2021, 09:10:20 pm
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I think Ogre is in a decent place now, so there will be no further updates on short notice.
He will be revisited in the future though, for now I want to fully focus on Taki for the time being.

RagingRowen stepped in, so here's a surprise version 1.2, all thanks to him!
Redownload please :)

RagingRowen's Edit (Version 1.2):
 - Hitbox and Hurtbox improvements.
 - Damage adjustments.
 - Stand HK and Blazing Kick's hits occur a frame earlier.
 - Better Fire FX for Indigo Punch (imported from Sol Badguy).
 - Ancient Power and Might play projectile hitsounds.
 - Ancient Might knockback increased and causes fall.
 - Blazing Kick has button variations.
 - Infinite Kick pulls P2 in so all hits have a better chance of connecting.
 - EX Indigo Punch now causes a wall bounce.
 - Can properly MAX Cancel from Infinite Kick (until the last hit) but can't MAX Cancel from Ancient Might.


"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.05
#45  August 15, 2021, 09:17:38 pm
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Oh! good news! I'm testing!! :)

EDIT :
Wow! I really like the result. everything looks so smooth now and the gameplay itself is more interesting.

Still 2 animation/sprites stuff that can be easily fixed.
Again, mostly visual stuff.

sprite "260,1"
in anim 250 (HK)
foot position on ground is misalligned. Try to take reference with the previous frame and next frame.

jump MK
his animation/sprites seems anormally low compared to other jump attacks.

Last Edit: August 15, 2021, 10:44:41 pm by Nedflandeurse
Re: Ancient Ogre POTS style edit Version 1.2
#46  August 21, 2021, 02:03:44 pm
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The "dodge -> punch counter" makes him stuck in a repeating animation (state 221 doesn't exist).

Missing required sprite 5070,20.

Crouching heavy punch looks very slow.

QCF, two punches: this is very slow too. Not sure if it's intentional.

Standing light punch -> standing medium punch -> standing medium kick : Ogre gets stuck (state 241 doesn't exist).

QCF, kick or two kicks: the projectiles should be coded as helpers if you want to use the hitsparks. Also there's the PalFX problem with the EX version making the effect all yellow too.

The throws have bad binding: the enemy doesn't look grabbed from the head in the 2 punches throw, use sprites from the group 5060 or 5061 or 5062 (you'll understand which one to use once you get to them ;) ). Try making the grab animation against KFM so you know which frames to use and where to put them.
The 2 kicks throw has wrong sprpriority during the attacks, in the first frames it looks okay but then the sprites go "under" the enemy's sprites.

Both throws don't add to the hitcount (you forgot to add HitAdd to both the throws).


Even if a little, he gets power from the QCFx2, punch super (but he uses kicks?). Same for the LVL 2 super.

Same thing for the QCFx2, kick super and its LVL 2 version.

QCFx2, punch or 2 punches: all the hitsparks are in just one place even though the kick are low, medium and high. (sparkxy)

Also the afterimage is a bit distracting.


QCB, punch uses the default guardsound.
QCB, 2 punches uses the default guardsound.

Both are not overheads like I would expect them to be (overhead means they can't be guarded from crouching opponents, but can be guarded by standing or airborne opponents).


QCBx2, 2 punches super uses the default guardsound.
Also I hear hitsounds but the hitcount stays at 0 (no combo): like before, use HitAdd.
No hitsparks either (not sure if intentional).
The Super BG is very pixelated.
Some scene transitions could be improved:
 - the red afterimage is unnecessary after the tornado attack;
 - the Super BG disappears and reappears while changing the animations;
 - the enemy reappears magically after you see nobody there.


Nobody breathes like that (idle stance).
Re: Ancient Ogre POTS style edit Version 1.2
#47  August 22, 2021, 05:19:32 pm
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Nobody breathes like that (idle stance).

lol I was about to say that days ago but didn't as he said he wont update Ogre soon. I hope this guys wont rush his project like chuchoryu. He is still learning. Everything gonna be better if he stay focused on one or two WIP like this.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.2
#48  August 23, 2021, 04:45:07 pm
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Nobody breathes like that (idle stance).

He is an alien weapon you know ;p

Anyway, Ogre has been updated to version 1.3
Redownload from 1st post please! :)
It's just a small update with fixes to code and animation.

<Diek Stiekem's Version 1.3>
 - Fixed an animation error in standing HK
 - Adjusted jumping MK so it's higher on the Y-axis
 - Fixed sprite priority on Double Clothesline
 - Various bugfixes with non existing states
 - Fixed an issue with dodge into counter punch
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.2
#49  August 23, 2021, 10:45:39 pm
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Nobody breathes like that (idle stance).

He is an alien weapon you know ;p

Anyway, Ogre has been updated to version 1.3
Redownload from 1st post please! :)
It's just a small update with fixes to code and animation.

<Diek Stiekem's Version 1.3>
 - Fixed an animation error in standing HK
 - Adjusted jumping MK so it's higher on the Y-axis
 - Fixed sprite priority on Double Clothesline
 - Various bugfixes with non existing states
 - Fixed an issue with dodge into counter punch

thanks for one more update !

Sure the stance is strangely animated as I told you some weeks ago. But the real way to fix it would be to draw the needed frames.
I'm not very good/pacient to animate idle stances. ^^;
Re: Ancient Ogre POTS style edit Version 1.3
#50  August 27, 2021, 05:12:02 pm
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thanks for one more update !

Sure the stance is strangely animated as I told you some weeks ago. But the real way to fix it would be to draw the needed frames.
I'm not very good/pacient to animate idle stances. ^^;

Yeah, I can frankensprite a little bit, but drawing new sprite frames is not a skill I have.

Ogre has been updated to Version 1.3.1. in the mean time (just some minor fixes).
Redownload from 1st post please!

<Diek Stiekem's Version 1.3.1>
 - Changed up some animation on the receiver of Telekenetic Strangle
 - Fixed an issue where Ancient Might (MAX),Infinite Kick (MAX) and Hell Inferno would build super bar.
 - Fixed Hell Inferno guard sound

"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.3.1
#51  September 13, 2021, 10:11:17 am
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Ogre updated to version 1.3.2
Mostly tweaks and fixes, redownload please :)

<Diek Stiekem's Version 1.3.2>
 - Indigo Punch can now be super cancelled
 - Crouching HP is now an overhead
 - Added combo count to throws
 - Corrected combo count on Hell Inferno
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.3.1
#52  September 13, 2021, 04:52:33 pm
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Ogre updated to version 1.3.2
Mostly tweaks and fixes, redownload please :)

<Diek Stiekem's Version 1.3.2>
 - Indigo Punch can now be super cancelled
 - Crouching HP is now an overhead
 - Added combo count to throws
 - Corrected combo count on Hell Inferno

Good!
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.3.1
#53  September 19, 2021, 03:30:04 pm
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Ogre updated to version 1.3.3
Minor fixes,redownload.

<Diek Stiekem's Version 1.3.3>
 - Corrected position of Super Pause FX of (MAX) Infinite Kick and Hell Inferno
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.3.4
#54  May 15, 2022, 04:46:32 pm
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Ancient Ogre has been updated to version 1.3.4.
Cosmetic changes, redownload from first post please :)

<Diek Stiekem's Version 1.3.4>
 - Applied proper shading to all "Badaboom" font super finish text
 - Added special intro vs my version of Dural
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Version 1.3.4
#55  May 15, 2022, 06:08:04 pm
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Great! Let's go!