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Garou— Blue Mary + system updates (1.1) (Read 24273 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)
Re: Garou— Tizoc [BETA-ish](1.1)
#21  November 02, 2022, 09:46:53 am
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Here's what I got after some testing:

- I think creating half a dozen helpers for jumping effects is overkill
- After Just Defend, holding UB or UF should probably be the same as holding, B, F *or* U instead of doing nothing
- Your hitspark code lets sparks appear behind the target. 5B is a good example. I think you should limit their root distance according to the position of P2
- You could also destroy them as soon as the hitdef is disabled or the char enters movetype = I, for CPU's sake
- The input display is really nice. I noticed that if you hold two directions, then release one, it will still display as being held. You can get all 4 to display as being held this way
- There could be a visual indication of counter hits since they have special properties
- First frame after Redirect is unblockable. Just checking if it's intentional
- Palette selection allows same color in mirror matches
- Heat Blow should probably have kill = 0
- Hercules Throw(s) act weird if the stage has zooming
- Corner pushback is a bit higher than in the middle of the screen
- I have no practice in breaking moves so this is a scrub suggestion: maybe allow breaking by holding AB
- First frame after landing Icarus Crash still has the angle set from the previous time you used it
- The readme uses both A, B, C and P, K, S notation
- Can't use HCB after walking forward, or HCF after walking back
- Turns intro stalls the game
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Garou— Tizoc [BETA-ish](1.1)
#22  November 03, 2022, 07:07:17 am
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Just what I was expecting :p

general said:
- After Just Defend, holding UB or UF should probably be the same as holding, B, F *or* U instead of doing nothing
- There could be a visual indication of counter hits since they have special properties
- First frame after Redirect is unblockable. Just checking if it's intentional
- Heat Blow should probably have kill = 0
- Can't use HCB after walking forward, or HCF after walking back
- Corner pushback is a bit higher than in the middle of the screen
- That's probably fair gameplay wise
- There is on the bottom bar, but stylistically it's not very obvious There should be one on the bottom bar, but I think it was lost in a test build somewhere
- This might be an issue with the recovery time being shorter on this character vs the others, might need to tweak it for that.
- This is something I was debating a bit too, I wasn't sure if I wanted it to kill or not considering the low damage and it being a get out of jail free card
- Definitely a buffer bug, need to look into that a bit
- I'll reexamine this, I was attempting to follow some SNK games in how the distance is applied but it might end up being too much in practice.

definitely not noticed/overlooked said:
- First frame after landing Icarus Crash still has the angle set from the previous time you used it
- Hercules Throw(s) act weird if the stage has zooming
- AH, I was too focused on the rotations I must have lost track of this
- I tend to not use zoom myself so I missed this, I'll apply a screenbound

helper stuff said:
- I think creating half a dozen helpers for jumping effects is overkill
- Your hitspark code lets sparks appear behind the target. 5B is a good example. I think you should limit their root distance according to the position of P2
- You could also destroy them as soon as the hitdef is disabled or the char enters movetype = I, for CPU's sake
- The input display is really nice. I noticed that if you hold two directions, then release one, it will still display as being held. You can get all 4 to display as being held this way
- I agree, that's a bit of a hold over from earlier builds that I haven't yet really removed yet since I just made the first build of the FX system as a backbone.
- Yeah it pulls an offset I assign in my backend
Code:
pos = (root,var(50)),(root,var(51))
and the idea was that it meant to function in the same way the hitdef pos parameters work, but it's perhaps too rigid in conception. As for the removal, that's a good idea, I have them being killed based on an average time of 30 ticks. Perhaps I could code the fade to occur faster depending on the time between the active and idle.
- Yeah I noticed this bug last build but I hadn't quite discovered the cause yet it's just a directional overlap

Quote
- Turns intro stalls the game
As for this I forgot about turns mode entirely, I use the standard mugen intro code so I guess I should recheck kfm
---It's that I didn't think about turns so there's an assert special for intro


Thanks for all the feedback, I'll get a new build with some pressing fixes out in a few days or so, but some stuff like that buffer issue with walking might take some more time.
Last Edit: November 03, 2022, 08:29:05 am by Bannana
Re: Garou— Tizoc [BETA-ish](1.1)
#23  November 05, 2022, 05:09:46 am
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Fixes for a majority of the feedback aside from some additional buffer stuff/break move commands since I might workshop it a bit more. Massive revamp to a lot of the backend so every character has been updated.

I gave color select proper mirror code so you can't pick the same color, made some changes to the buffer so it now holds the direction until you let go, and modified the JD inputs to be a bit tighter in the process so you don't just get a free JD whenever you press back like before. I removed some helper sctrls while I mess around with the FX again. I started getting a better feel for how to use it with Tizoc so I need to rework the older code.

Spoiler: TIZOC (click to see content)
Spoiler: GENERAL (click to see content)
Re: Garou— Tizoc [BETA-ish](1.1)
#24  November 06, 2022, 01:03:22 am
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Hotfix covering a typo I made in Tizoc as well as a major change to input delay in the custom buffer that should make it easier to input faster with stick and other non keyboard controllers
Spoiler: TIZOC (click to see content)

Spoiler: GENERAL (click to see content)

Also remembered mega lets you download folders as zip, so I stopped uploading zipped folders to make it easier to just patch the backend without reuploading everything all the time.

ROS

Re: Garou— Tizoc [BETA-ish](1.1)
#25  November 07, 2022, 03:49:03 am
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Re: Garou— Tizoc [BETA-ish](1.1)
#26  November 08, 2022, 01:18:49 am
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I think there might be some issues with the pushback code for 1A, it shouldn't be friction but he's not pushing back at a distance equal to the ground vel x. The break direction was weird because it depended on what frame you inputted it, a simple facep2=0 should fix it.

As for everything else, I didn't failsafe the clean hit tight enough, it should only happen on movehit now. That issue with lows being mids was in everyone since I wasn't sure how I wanted to work with them as some look like mids but I gave low to the ones that looks like they can't be blocked high.

The overheat bugs are actually unknown to me. You should only enter the overheat state from the get up, so I'm not sure how it forced it in the air. I'll probably chalk that up to 1A. I couldn't recreate issues with redirect or command grabs when tested on Tung and Shion, and I have it as movetype=I, not H, in the states so the any hitdef flags that prevent grabbing targets in hitstate shouldn't apply, and I don't edit those universal hitboxes between characters, so I can't say what that is yet.

Spoiler: Shion (click to see content)
Spoiler: Tung (click to see content)
Spoiler: Tizoc (click to see content)

Spoiler: GENERAL (click to see content)
Re: Garou— Tizoc (1.1)
#27  November 16, 2022, 01:42:37 am
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I think I found the issue with the 1A pushback in a hitdef typo :p

Made some changes to j.C as well. Made some edits to the backend for Heat gain and I did some realignment in all the SFFs for Blue Mary's grapples, so everyone has been updated.

Tizoc seems a bit more solid now/ I'll cover any bug fixes in the future, but I think it ended up being enough for a 1.0 release. Everything, as always, is a work in progress, especially as I keep working with different styles of characters and have to tweak the overall mechanics to fit a broader group of character.

Spoiler: TIZOC (click to see content)

Spoiler: General (click to see content)
Re: Garou— Tizoc (1.1)
#28  December 01, 2022, 12:33:36 am
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Batch of system updates for Shion and Tung, adding some moves and mechanics to flesh everything out a bit more. All of these apply to Tizoc but he needs more work, so he is not being updated.

Quick sway now can be followed up with A to perform a quick sway attack as in FF3. Added normal throws to forward, and assigned redirect to back.
New custom states/gethits added for strong moves in the air so they have a more standardized set of rules to them (though Shion is a bit unorthodox and it doesn't really apply there). I'll probably do some more custom gethit work in the future, right now I'm just working with the Mugen standard and haven't really edited a lot of the common yet.

As I'm working with everything I want to shift the overall system design to reflect fatal fury 3 a bit more, changing the game pace by making all the super jumps escalation mode only, which might give more differentiation between HEAT and ESC decision making.

As for bug fixes I think I solved the overheat during custom states issue, so hopefully that doesn't pop up again.

Spoiler: 11/30/22 (click to see content)
Re: Garou— Backend updates (1.1)
#29  December 13, 2022, 04:30:11 am
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Updated backend for everyone with some of the latest stuff I've been tinkering with, nothing big. Other than that I caught some stuff I overlooked in Tung for SFX but that's it.

Working on some other ideas that might flesh out Escalation mode, so we'll probably will see some changes to Tung in the future to coincide with it. Shion is a closed book, and I'm starting to think Tizoc is not working out the way I liked just due to the resources I have available, so I can't say if I'll do anything more to update him along with any other characters.
Re: Garou— Backend updates (1.1)
#30  December 26, 2023, 12:52:18 pm
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Belated Merry Christmas. Had a mixed year and I spent most of it focused on trying to reconfigure my career, so I ended up not thinking about working on Blue Mary. She's actually almost done, I just need to finish adding sounds.

Anyway, this update is just to say I added the Garou- characters so far to the website, as opposed to just forcing people to find this thread for the link. I've been working on a new, non-Mugen STG project the last few months, and I want to get a demo build out by the end of the year, but in January I'm going to set out to finish Mary up.

I'm mixed on the future because I have to rework some code for IKEMEN, but I still have plenty of ideas for characters, and I have SFFs for Gato and Hotaru already compiled. Gato will be basically the same as my old conversion, but Hotaru will probably take some time to think through, especially since I play her and I've now put more time into MotW than any other fatal fury, even my favorite, 3.
Re: Garou— Blue Mary & system updates (1.1)
#31  April 26, 2024, 12:07:45 pm
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It's getting to be too much to update the main post, I think I might run out of characters soon :p

I meant to get this out earlier, but all my old testers are getting older and, just like with fighting games, not everyone has the time! I will admit, my time has been split lately myself, but I had it in the back of my mind while playing dark awake and aquapazza at locals.

This is a soft release, which means that I put a lot of time into testing, so I can confirm I caught bugs, infinites, etc, but I can't confirm I caught everything because I didn't have any external testers due to lack of time, and because this is the first true use of the escalation system.

Tung has some moves in the system, but Mary has actual chains, and thus, real combos that exploit the mechanics. There's some pretty fun routing like this, but I had to modify a lot of system mechanics in response to things like ESC 2B>5B>3C>2B>5B>3C etc being an infinite in the corner, so everyone gets a system update here.

my comments on the character:
Quote
FF3/Real Bout Blue Mary with Real Bout 2 escalation install that alters a lot of her moves. In escaltion mode she gets chains like in RB2.

I based the animations for all the attacks around RB as well, sort of like what I did for my old MONSTER Yamazaki where I used 98 sprites but RBS frame data. This results in some funny looking things, like vertical arrow looking a bit stiff with the XI sprites, but functionally the moves act like they do in the older FF games, so the "stiffness" is similar to that. In addition, the Snatcher followup is in the FF3 style, where the cancel is very fast and immediate, as in her main chain in that game.

A unique run that is both a dash and a run: 66 and you get a run that ends either at animation end or if you press another button. This links the kof mary with the real bout one who has a long dash.

I spent a while on this character because I'm a big mary player, and over all the games she's always different. I didn't want to focus the kof style mary (my best mary is XI), because I really like how Mary works in FF3 and RB. I have some knowledge of RBS and RB2 Mary, but I'm not good with her in those games, so I sort of dabbled with the concept of the chain queen.

Anyway the 4/26/24 update as in the changelog:

Quote
- Blue Mary my beloved
- SFX priority fixes (thanks Vans!)

- increased cornerpush during escalation mode
- Bug where ending escalation mode during super jump caused you to stay stuck in prejump fixed
- Tung was missing 5041-2 for whatever reason

All characters are updated in the backend, and Tung's sff is updated.

I enjoyed opening up Mary for the day or two, and I have files for Gato and Yamazaki ready, both of which I've made before, so I'm interested in working on them later.
Last Edit: April 26, 2024, 12:31:41 pm by Bannana
Re: Garou— Blue Mary + system updates (1.1)
#32  May 07, 2024, 09:50:49 am
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