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Garou— Blue Mary + system updates (1.1) (Read 24275 times)

Started by Bannana, July 18, 2022, 03:55:43 am
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Garou— Blue Mary + system updates (1.1)
#1  July 18, 2022, 03:55:43 am
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The character and system are designed for a 4:3 environment. Playing in 16:9 may cause issues visually.
A note to any Ikemen users, I have not undergone any major tests with the engine, so any issues are the result of my code being incompatible, which will have to be fixed in the future.
Blue Mary
Spoiler: Shion (click to see content)
Spoiler: Tung (click to see content)
Spoiler: Tizoc (click to see content)

Spoiler: Universal Mechanics (click to see content)
Spoiler: Training Mode (click to see content)
Spoiler: Counter and Clean Hit states (click to see content)
Spoiler: Heat Mechanics (click to see content)
If you are using Ikemen, the color select code does not visually work properly (the palette change does though).
This character uses a WIP input parser system.
In the config file you can turn these off and use normal mugen command inputs and color mapping.
Code:
[State dipswitch]
type = Null
trigger1 = (var(46) := 0 )||e ; color select? 0 = On, 1 = Off
trigger1 = (var(48) := 0 )||e ; Input parser type? 0 = Custom, 1 = Mugen
trigger1 = (fvar(27) := 0 )||e ; Overheat? 0 = On, 1 = Off

get them on the webzone
Last Edit: April 26, 2024, 12:09:13 pm by Bannana
Re: Shion (1.1)
#2  July 19, 2022, 12:04:57 am
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Quick hotfix because I noticed that the flat health proration wasn't being applied, also added in part of the new system update for feint cancel and escalation mode combo rules
Spoiler: 7/18/22 (click to see content)

ROS

Re: Shion (1.1)
#3  July 19, 2022, 07:51:33 am
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Re: Shion (1.1)
#4  July 19, 2022, 11:17:29 pm
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Oh no that's a Kevin style break loop, I had a feeling that would happen if I set the cancel to on hit instead of on block. I'm gonna be tweaking 5C's properties in the next update so I'll go back and change that.
Re: Shion (1.1)
#5  July 21, 2022, 08:15:42 am
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Fixes the highlighted issue, changes how the strong buttons works, and adds in a new version of the counter hit system
Spoiler: 7/20/22 (click to see content)

ROS

Re: Shion (1.1)
#6  July 21, 2022, 09:06:28 am
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Last Edit: July 21, 2022, 09:11:16 am by ROS
Re: Shion (1.1)
#7  July 21, 2022, 09:22:28 am
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Oh that's interesting, I wonder if kara canceling the command causes the cancel flag to persist instead of change, I'll need to run some tests.
Re: Shion (1.1)
#8  July 30, 2022, 09:21:08 am
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Belated update because I was looking to update the backend as I was working on Tung.

Fixes the kara bug, adds some additional fluff, and changes jumping CH states.
Spoiler: 7/29/22 (click to see content)

Tung is about 99% done, I just finished all the FX and SFX for him so I'm working on the final touches with intros/outros/palettes etc. Took longer than I anticipated as, though I've made two (unreleased) Tungs in the past, I needed to do brand new FX work specifically for his Shou Ha. Should be out in a day or so and I'll throw that here and modify the thread to suit it. I think with the essential animation updates a lot of what comes after this can be updated via backend so you don't have to download every character over and over.

Tizoc will be after and that should be relatively quick since I won't need custom FX.
Re: Shion (1.1)
#9  July 31, 2022, 02:21:34 am
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5C > 2B seems to break the opponent and continuously pushes you away until you hit them or press 5C again.

EDIT - Actually it seems to be just linking 2B off of any CH doing it minus the pushing away bit which seems exclusive to 5C?
Last Edit: July 31, 2022, 02:44:04 am by ArtistofLegacy
Re: Shion (1.1)
#10  July 31, 2022, 02:43:05 am
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might be a cornerpush error, I've found a few with certain interactions, can you record a clip?


Oh I see what you mean, I'll need to change some rules in the backend then

I just found a bug with 2B testing this lmao


Replace the character specific folder with this, it should fix it, I can't upload the whole folder right now because I'm in bracket but I'll modify the link later
https://mega.nz/file/2BYTTIiJ#vVhbj7pe-vg2XDd2mOjt0LBCo5m8B_cgNHpCtkppswY
Last Edit: July 31, 2022, 02:51:15 am by Bannana
Re: Shion (1.1)
#11  August 03, 2022, 07:53:11 am
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Some slight modifications following that typo bug fix

This features the final mechanic for the heat bar that I didn't want to add until I had the fundamental system figured out. This is mostly because this is a universal mechanic that is the opposite of how you code guard crush for mugen-- having it placed upon your opponent and not upon yourself--so I didn't really want it to be in an open setting. I added it to the config as a toggle option because that's the best way around the issue.

Information will be in the main mechanics in the first post, but a quick summary is that if the heat bar is drained you get put into a dizzy state on either hit or wakeup from knockdown until the bar fills back to the halfway resting point, which is the standard way it works in Wild Ambition. I also decided it could act as a guard crush, but that is more experimental because I'm not sure how it might be abused yet.

I also altered hitpause times a bit
Spoiler: 8/2/22 (click to see content)
Re: Garou— Tung Fu Rue (1.1)
#12  August 17, 2022, 05:49:17 am
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Tung released. Feels pretty stable, but can never be totally sure

Shion updated with latest system mechanics
Spoiler: 8/16/22 (click to see content)

Might end up changing certain backend in the future because I'm not too happy with the friction and overall "slipperiness"


will start compiling Tizoc next as I fix any issues with Tung.
Re: Garou— Tung Fu Rue (1.1)
#13  August 17, 2022, 07:06:51 am
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Re: Garou— Tung Fu Rue (1.1)
#14  August 17, 2022, 11:49:59 pm
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huh, that's a weird backend bug, I wonder if something was overwritten somewhere while I was recoding the counter hit decision code

This is really strange, I can't seem to recreate it, the counterhit works properly every time, maybe it has something to do with you using the dodge prior to that.


AH it's the startup of the senshippo, it might be the state between stand and air
Last Edit: August 18, 2022, 12:34:49 am by Bannana
Re: Garou— Tung Fu Rue (1.1)
#15  August 19, 2022, 03:38:52 am
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Both characters updated to deal with this CH bug in the backend and fixed some slight oversights in Tung, just winquotes and some slight animation changes for guarding

Spoiler: 8/18/22 (click to see content)

ROS

Re: Garou— Tung Fu Rue (1.1)
#16  August 20, 2022, 11:59:40 pm
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I like the input revision on Tung's command grab, it allows for 412366B, which is dash buffered.

Some other things I managed to come across:
  • Tung can't seem to do 4B while in Escalation
  • CH Throw seems to bug throw a bit
  • CH 236C doesn't seem to crumple
Re: Garou— Tung Fu Rue (1.1)
#17  August 23, 2022, 04:42:30 am
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normal 236C doesn't have any unique property, and that's intentional because it's like a blowback, so only heat 236C has the crumple on clean hit

Spoiler: 8/22/12 (click to see content)

ROS

Re: Garou— Tung Fu Rue (1.1)
#18  August 23, 2022, 08:24:25 pm
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So I realized I meant Heat 236C and not regular 236C.

But Heat 236C only causing crumpling on clean hit addresses what I came across, as I was under the assumption that comboing into it from cl.5A/2A would allow for both hits of the Heat version to hit outside of the corner.

Also CH Redirect seems to push Tung instead of the opponent.
Last Edit: August 23, 2022, 08:33:47 pm by ROS
Re: Garou— Tung Fu Rue (1.1)
#19  October 18, 2022, 11:50:15 pm
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I should have expected that the CH flag and the p2statetype !=H would clash.

fixed for both shion and tung
Re: Garou— Tizoc [BETA-ish](1.1)
#20  November 02, 2022, 08:31:02 am
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Tizoc out on a beta build because I noticed some grab bugs with AI that really bother me. Everyone else updated with the backend, some good essential updates fixing some hitdef bugs and the color select text ending up everywhere.

Spoiler: 11/1/22 (click to see content)