The Mugen Fighters Guild

M.U.G.E.N Central => M.U.G.E.N Discussion => Development => Topic started by: EvilSlayerX on June 06, 2008, 11:46:04 pm

Title: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 06, 2008, 11:46:04 pm
Too many CLSN cause lag, i suggest reading K.O.D's CLSN tut.
http://kod.sitesled.com/K.O.D%27s%20Basic%20CLSN%20Tutorial.html

Heh heh, personally, people should be allowed to use more than what you and the rest of the elites here say for fact is right. 

The too many CLSN rule is quite stupid, and whats even more dumb is that far too many people follow it!
Title: Re: Holy Ryu Hoshi
Post by: tetsuo9999 on June 06, 2008, 11:51:47 pm
Too many CLSN cause lag, i suggest reading K.O.D's CLSN tut.
http://kod.sitesled.com/K.O.D%27s%20Basic%20CLSN%20Tutorial.html

Heh heh, personally, people should be allowed to use more than what you and the rest of the elites here say for fact is right. 

The too many CLSN rule is quite stupid, and whats even more dumb is that far too many people follow it!
He's free to use it that way if he wants, there is no rule.
But, it's pointless to have 8 CLSN when only 3 are needed.

Also "Too many CLSN cause lag"
Title: Re: Holy Ryu Hoshi
Post by: EvilSlayerX on June 06, 2008, 11:55:51 pm
More CLSN's that are correctly placed means better hit accuracy(As in said attacks from the foe will actually hit the character instead of simply thin air.), which is probably what Ryon is aiming for.

More CLSN's cause lag?  Never seen that happen myself actually, but yet all of you Mugen elites preach it to basically no end, and such pisses me off.
Title: Re: Holy Ryu Hoshi
Post by: Ryon on June 07, 2008, 12:00:49 am
for a character that is nothing like its original incarnation. i figured i might as well made something accurate.
Title: Re: Holy Ryu Hoshi
Post by: tetsuo9999 on June 07, 2008, 12:06:49 am
More CLSN's that are correctly placed means better hit accuracy(As in said attacks from the foe will actually hit the character instead of simply thin air.), which is probably what Ryon is aiming for.
1 CLSN can cover that Hadouken, and it would have the same(probably better) hit accuracy as 5. --;
Title: Re: Holy Ryu Hoshi
Post by: Rōjenomu on June 07, 2008, 12:20:40 am
then tell me why 3 collisions on the legs is okay ?
it's not like you could attack him between the legs
Title: Re: Holy Ryu Hoshi
Post by: EvilSlayerX on June 07, 2008, 12:21:54 am
I simply think some of you overblow this CLSN issue way out of proportion.
Title: Re: Holy Ryu Hoshi
Post by: Thedge on June 07, 2008, 12:37:52 am
I simply think some of you overblow this CLSN issue way out of proportion.
So, theres an issue, and it needs to be solved.

Clsns doesnt need to be accurated to the source game, but at least they must be the only necesary.

Also "Too many CLSN cause lag"[/color]

Said.

See you.
Title: Re: Holy Ryu Hoshi
Post by: Cyanide on June 07, 2008, 12:49:09 am
Quote
More CLSN's that are correctly placed means better hit accuracy(As in said attacks from the foe will actually hit the character instead of simply thin air.), which is probably what Ryon is aiming for.
Sigh.

Here, lets quote elecbytes definitive word on the creation of clsn boxes shall we?

Quote
Don't be too detailed with your collision boxes. The point is not to make a pixel-accurate representation of the character, but to make one that is game-friendly. For example, boxes for your character on the ground should have Clsn2 boxes that span the space between both legs. In this case, too much detail is actually undesirable.

Here is a picture of a one that is too detailed. You want to avoid this
(http://img412.imageshack.us/img412/2829/airvw3gq7.gif)

This next one has a better set. Not only does it take less effort to create, but it better approximates the movement of the character over time. Also, there is less chance that a Clsn1 box from an attack would slip through a gap.
(http://img412.imageshack.us/img412/739/airvw4gt8.gif)

Ok, so you didn't use the autclsn creator or FF. It bloody looks like it though.
Title: Re: Holy Ryu Hoshi
Post by: EvilSlayerX on June 07, 2008, 12:59:35 am
Elecbyte's rules aren't law, even though quite a few of you might think they are.
Title: Re: Holy Ryu Hoshi
Post by: Cyanide on June 07, 2008, 01:08:10 am
Maybe not but MOST of the time they're bloody sensible. This is one of them.
Title: Re: Clsn standards that ought to be followed.
Post by: Ryon on June 07, 2008, 01:23:45 am
i've seen those pictures ages ago Cyan.

and you know what? some characters DO attack other characters from below, for instances Buu from Hyper Dimension, he has an attack where he puts his leg in the ground and it appears below the characters feet.

now if i had 1 solid clsn box he would hit bit, but if i had a more precise one, he wouldnt hit me, which would be more accurate to real life, than to hit me between the legs, MISS, and it still count.

and honestly now. some people make characters with a BUNCH of CLSN boxes, i only have like ... maybe 10 maxed for detailed moves. but for others max at 4 clsn2, and like 4 clsn1.

also the hadouken is high res, so i couldnt really do the clsn boxes to well since it was all guessing.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on June 07, 2008, 01:25:37 am
I think it's worth pointing out this isn't really an argument because Cyanide's points are proven in every single fighting game you can check.
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 01:26:32 am
I think Cyanide is bored.

Also, the clsns aproxiamte the movement over time, that being the keyword here, the sprites are not an accurate representation of movement.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on June 07, 2008, 01:34:46 am
Just trying to prove a point.

Possibly a wee bit bored as well.
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 01:43:14 am
i've seen those pictures ages ago Cyan.

and you know what? some characters DO attack other characters from below, for instances Buu from Hyper Dimension, he has an attack where he puts his leg in the ground and it appears below the characters feet.

now if i had 1 solid clsn box he would hit bit, but if i had a more precise one, he wouldnt hit me, which would be more accurate to real life, than to hit me between the legs, MISS, and it still count.

and honestly now. some people make characters with a BUNCH of CLSN boxes, i only have like ... maybe 10 maxed for detailed moves. but for others max at 4 clsn2, and like 4 clsn1.

also the hadouken is high res, so i couldnt really do the clsn boxes to well since it was all guessing.

Heh, same here really, I don't really care much about it, despite the fact that people would not like what I do at all.  It doesn't really even help you get more publicity at all either.

Hitting thin air and still having it register as a hit is quite silly actually.

I used to do this actually.  I changed to the normal CLSN's, and guess what?  Not many more people liked the character.  And also, who even likes playing as my characters, I mean that in itself is a rarity, so I don't see why I should be concerned with CLSN's if only a few people even download it in the first place?

What pisses me off, is that people think that if a creation doesn't follow a certain set of Elecbyte's rules, it automatically sucks.

Oh, and hopefully, people won't listen to such a point, Cyanide.

And so what if it's true in fighting games, it really doesn't need to be true in Mugen at all.
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 01:49:00 am
Now I have the last word.
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 01:52:35 am
Now I have the last word.

No, I have that.  And just because P.o.t.s says it, doesn't mean the entire forum will follow it.
Title: Re: Clsn standards that ought to be followed.
Post by: Rōjenomu on June 07, 2008, 01:53:34 am
nobody said it automatically sucks
you can fit as many boxes on your sprites as you want
it's just a fact that it slows down, thus playing with him becomes less enjoyable, thus maybe the reason your char is played as a rarity.

[E] is right though. the boxes are for the animation itself like a swing of a sword
not a single sprite, therefore it's also logical to make the boxes bigger
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on June 07, 2008, 01:54:59 am
(http://i13.photobucket.com/albums/a263/PotSrox/clsnevolution.png)

I think I'm getting dumber. :(
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 01:58:21 am
(http://i13.photobucket.com/albums/a263/PotSrox/clsnevolution.png)

I think I'm getting dumber. :(

While that is debatable, I personally like your 2004 CLSN's better than the other two, but that is only my opinion.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on June 07, 2008, 02:00:10 am
Just mean that I used to think like that as well but learned better than it as I went.
Title: Re: Clsn standards that ought to be followed.
Post by: Ryon on June 07, 2008, 02:05:32 am
(http://i13.photobucket.com/albums/a263/PotSrox/clsnevolution.png)

I think I'm getting dumber. :(

i think your just lazy.

i think thats why most people just run through there characters AIR file and put the most simpliest CLSN boxes..EVER!

i cant stand that honestly unless its a Chibi character i will never put 2 boxes for a character. it bothers me if i see i can add 1 more box and give him a more semi accurate feeling. (to real life)

i liked your 2004 better.

but then agian you say you had a magic toaster before so.. i can imagine that in 2004  that many clsn boxes would give you burnt bread.
Title: Re: Clsn standards that ought to be followed.
Post by: hjk on June 07, 2008, 02:10:08 am
i've seen those pictures ages ago Cyan.
and you know what? some characters DO attack other characters from below, for instances Buu from Hyper Dimension, he has an attack where he puts his leg in the ground and it appears below the characters feet.
now if i had 1 solid clsn box he would hit bit, but if i had a more precise one, he wouldnt hit me, which would be more accurate to real life, than to hit me between the legs, MISS, and it still count.
and honestly now. some people make characters with a BUNCH of CLSN boxes, i only have like ... maybe 10 maxed for detailed moves. but for others max at 4 clsn2, and like 4 clsn1.
also the hadouken is high res, so i couldnt really do the clsn boxes to well since it was all guessing.
Although I agree with your point I'd say the thing is this, however you choose to organize the CLSNs that foot (Buu's Fot/Kick) you're talking about, won't be guaranteed to go in between the legs of its opponent all the time because of their sprites. As a matter of fact, you probably have a 1 in 30 chance (guesstimate) of having a char whose sprites are actually appropriate for that foot to miss.
I'd say if you think that the sprites are appropriate then go for it, but if it doesn't seem so, it's a waste (i.e. Ryu's standing state I would have doubts about, over Robert 2k3's stance).

Spoiler, click to toggle visibilty
I think I'm getting dumber. :(
Christ. For Nako in the end I'd probably add in a CLSN Collision over the little red peeping out.   ;D
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 02:12:14 am
circular priority and giving advantage to proper zoning, but that's a different matter.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on June 07, 2008, 02:13:27 am
Quote
i cant stand that honestly unless its a Chibi character i will never put 2 boxes for a character. it bothers me if i see i can add 1 more box and give him a more semi accurate feeling. (to real life)

200 damage because they've had a clsn2 put on their hand in the standing state and you've nicked it with your flash kick? That doesn't sound accurate to me. Most people in real life would pull their hand back in that situation. Using a non accurate clsn in that case is in fact more accurate than treating the characters as cardboard cutouts.
Title: Re: Clsn standards that ought to be followed.
Post by: hjk on June 07, 2008, 02:14:30 am
circular priority and giving advantage to proper zoning, but that's a different matter.
Yeah, I know it's a different issue. I just thought it would be kind of interesting to post.
Well, I have to get some new lingo straightened out... I won't ask here though.. I'll save it.
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 02:16:11 am
While I did Rugal_E's and Robert Dragon's CLSN's the way of P.o.t.s' 2007 CLSN's, I did that so that people wouldn't automatically hate said characters.  Maybe for my next character, I'll go back to my older ways, since not many people actually use my character(s) anyways.

Most people do the simple CLSN's for 2 reasons that I'm aware of:

1.  They are lazy.

2.  They think whatever Elecbyte says goes.

So, most of the time, people will be hitting thin air because of such a thing.
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 02:19:30 am
Even if you are right that's hardly a good point; just because most poeple exercise because:

A) they will look better.
B) they can socialize at the gym.

It does not mean doing exercise is bad.
Title: Re: Clsn standards that ought to be followed.
Post by: Leon Belmont on June 07, 2008, 02:21:43 am
Wow, you guys just don't get it.

You guys have no idea what 'accurate' is. Go to a CLSN viewer for any fucking 2D fighting game there is and you won't see 8 CLSN2s and 12 CLSN1s just because the character is doing some sidekick.

It's not just what Elecbyte says, every single good 2D fighter (notably KOF) has these kind of CLSNs. About 1 to 2 CLSN1s and 1 to 3 CLSN2s will always make the cut. Conveniently, it is very easy to look at KOF CLSNs, why don't you guys find out how and take a look for yourselves?

The point is not to have a pixel-accurate representation of the character. The point is so your character can work efficiently without missing when he's supposed to hit, or magically breaking out of combos because of some dumbed down CLSN2.

I mean hey, feel free to make it your own way. It's just going to play like shit.
Title: Re: Clsn standards that ought to be followed.
Post by: hjk on June 07, 2008, 02:28:35 am
Wow, you guys just don't get it.
You guys have no idea what 'accurate' is. Go to a CLSN viewer for any fucking 2D fighting game there is and you won't see 8 CLSN2s and 12 CLSN1s just because the character is doing some sidekick.
It's not just what Elecbyte says, every single good 2D fighter (notably KOF) has these kind of CLSNs. About 1 to 2 CLSN1s and 1 to 3 CLSN2s will always make the cut. Conveniently, it is very easy to look at KOF CLSNs, why don't you guys find out how and take a look for yourselves?
The point is not to have a pixel-accurate representation of the character. The point is so your character can work efficiently without missing when he's supposed to hit, or magically breaking out of combos because of some dumbed down CLSN2.
I mean hey, feel free to make it your own way. It's just going to play like shit.
- Focusing in on having legs planted either wide or close together (that's the only time I consider multiple sprites in an area reasonable) -
I don't know if I'd say they're wrong, I'd just say it depends on the chars they are thinking about. If Ryon's example is real, then maybe their point is in fact, 'semi'-reasonable. Do you think that teh sprites could play a role in determining whether this form of CLSn creation is appropriate or not? (I ask that to anyone)
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on June 07, 2008, 02:29:39 am
You're retarded if you use more than 3 CLSN2s when you can clearly do so with no problems.



Of course, I try to keep it with 2 at the most like KoF for things that aren't attacks.
Title: Re: Clsn standards that ought to be followed.
Post by: Vans on June 07, 2008, 02:31:21 am
Wow, you guys just don't get it.

You guys have no idea what 'accurate' is. Go to a CLSN viewer for any fucking 2D fighting game there is and you won't see 8 CLSN2s and 12 CLSN1s just because the character is doing some sidekick.

It's not just what Elecbyte says, every single good 2D fighter (notably KOF) has these kind of CLSNs. About 1 to 2 CLSN1s and 1 to 3 CLSN2s will always make the cut. Conveniently, it is very easy to look at KOF CLSNs, why don't you guys find out how and take a look for yourselves?

The point is not to have a pixel-accurate representation of the character. The point is so your character can work efficiently without missing when he's supposed to hit, or magically breaking out of combos because of some dumbed down CLSN2.

I mean hey, feel free to make it your own way. It's just going to play like shit.

[/thread]
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 02:31:57 am
I never knew that Robertthesmall had so many friends, or should I say, clones.

CLSN's don't need to be accurate to any fighting game, get that through your head.

Just because KoF and CvS2 and every other fighter had such CLSN's doesn't mean everybody must emulate them.

If a normal sized character is breaking out of combos due to CLSN problems, then the attacker's hitdef needs an immediate revision!

People won't like it because you Mugen Elites don't, nothing more.  Popularity brings power and vice versa.

No, Kira, this CLSN rule and the accuracy to the source game(Purism) is what is retarded.
Title: Re: Clsn standards that ought to be followed.
Post by: Vans on June 07, 2008, 02:32:46 am
If a normal sized character is breaking out of combos due to CLSN problems, then the attacker's hitdef needs an immediate revision!

haha what
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on June 07, 2008, 02:35:14 am
If a normal sized character is breaking out of combos due to CLSN problems, then the attacker's hitdef needs an immediate revision!

LMAO


No, Kira, this CLSN rule and the accuracy to the source game(Purism) is what is retarded.

I say you don't know jack shit about what you're talking about.



Play KoF, then we'll talk.




Oh, also NICE FONT, we are dumb fucks spamming this site for ten years.
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 02:47:07 am
You know, I don't think I've even seen more than one Clsn1 being used in a game yet.

I believe it is because people are lazy like that.  A few Mugen creators know better, but everyone else does not I believe.
Title: Re: Clsn standards that ought to be followed.
Post by: Ryon on June 07, 2008, 02:47:40 am
it just bothers me when a persons hand is about 15x7 (clsn2)pixels and there hit box is is like 30x14 (clsn1)

i prefer to keep my boxes inside my sprites or if its a small space make it one. but still.. the only real time i use one is for stand to crouch.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on June 07, 2008, 02:49:14 am
This is turning into "Coliseum: EvilSlayerX vs the world", it's funny how touchy people can be on the net, especially when it wasn't even your problem.

And I removed that post because I suddenly remembered a move that has two. :o
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 02:53:46 am
Me against the world?  I really didn't intend for that to happen, but it seems my views are different than what the majority of you think.  Personally, I believe that 5-10 CLSN per frame is not nearly as bad as a number of people make it out to be.
Title: Re: Clsn standards that ought to be followed.
Post by: rednavi -RETIRED on June 07, 2008, 02:58:23 am
Me against the world?  I really didn't intend for that to happen, but it seems my views are different than what the majority of you think.  Personally, I believe that 5-10 CLSN per frame is not nearly as bad as a number of people make it out to be.

don't discuss with people just because..., first go to the source, the games, then look how the CLSN are handled like in those games (KOF for example), and then post again. For now this thread is just like "HEY! ALL THE GAMES SUCKS AT CLSN, I'M ALRIGHT AND KOF IS NOT JUST BECAUSE..."
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 03:01:59 am
Listen, the point of this is to tell all of you that more than 2-3 CLSN's per frame isn't as bad as you people like to make it sound.  People just don't get it I see.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on June 07, 2008, 03:06:40 am
No, it's not bad it's STUPID. Why have more. There's more effort involved, it causes problems and it does not accurately represent what your character is doing at the time.

Quote
If a normal sized character is breaking out of combos due to CLSN problems, then the attacker's hitdef needs an immediate revision!
Ahem, no. The hitdef would have nothing to do with the character missing in this situation. It'd be because both of the parties involved have not taken movement over time into account.

This isn't even purism. We aren't saying copy KoF's hitboxes. However we are saying that they provide an EXCELLENT example for good practice in making clsns.

You seem to think that because this feature is so widely patronised it obviously needs to be attacked simply because it's "important".
Title: Re: Clsn standards that ought to be followed.
Post by: OZ on June 07, 2008, 03:07:59 am
i've seen those pictures ages ago Cyan.

and you know what? some characters DO attack other characters from below, for instances Buu from Hyper Dimension, he has an attack where he puts his leg in the ground and it appears below the characters feet.

now if i had 1 solid clsn box he would hit bit, but if i had a more precise one, he wouldnt hit me, which would be more accurate to real life, than to hit me between the legs, MISS, and it still count.

I was thinking of Eddie's Invite Hell move.
It appears directly below the opponent.

Overly detailed clsn's kind of defeat the whole point of the move, seeing as it would only hit if it collided with one of the tiny foot clsns.

And in real life, I doubt very seriously that you could avoid an attack from below by spreading your legs.

BTW: All the drama
Imlavnat
Title: Re: Clsn standards that ought to be followed.
Post by: rednavi -RETIRED on June 07, 2008, 03:08:56 am
people will get what they want to, if you dont get that 20 CLSN's are bad, why should we get that 3 are wrong just because you say so? Real games are our source, hence REAL GAMES are the thing we should follow. If you can't live with that then do what u want, nobody will say YOUR CHAR SUX just because, but keep in mind that useless CLSN IS USELESS CLSN, that's all...
Title: Re: Clsn standards that ought to be followed.
Post by: EvilSlayerX on June 07, 2008, 03:17:15 am
I didn't say that 2-3 are bad, I'm saying that anything above that isn't overly bad and quite a few of you say it is.
Title: Re: Clsn standards that ought to be followed.
Post by: LaQuak on June 07, 2008, 03:26:12 am
Even though I am still at the bottom of the food chain but I am going to join in this discussion because moving to USA gave me unbelivable amounts of freedom of speech hahahaha.

Anyways. For something like clsn box placement, it pretty much makes me say to myself "Do I want to live a fair life or not". Allow me to show you guys some examples.

Riot Ken action 250 (standing hard kick/roundhouse)
(http://i254.photobucket.com/albums/hh115/laquak84/RK1.jpg)
^ *shrugs* Its self explanatory that its pretty much a clusterfuck on that animelem. And then it gets worse.
(http://i254.photobucket.com/albums/hh115/laquak84/RK2.jpg)
^ *shrugs* Not only does his 250 prioritize but also if somebody is blocking (pussies haha) and lets go of blocking that next animelem will hit. It will look awkward.

Allow me to use an example from Master Yun clsns that I use on my lvl 3 hyper with Yang.
(http://i254.photobucket.com/albums/hh115/laquak84/MY1.jpg)
red box covers the fist to the armpit that is fully covered by the blue box which I moved to show you. Not only is the move highly blockable(for pussies who like to block ahaha) it wastes 3k power, has a already low "priority = 3", Hit. It Leaves M.Yun completely vulnerable to recieve damage but is also Fair in the short/long run. Its just how it seems to be. 1-3 clsn boxes over the character is more then enough. 4-5 maybe if the move is really like outthere you know. Red clns should be covered with blues ones as well.

1-3, 4-5 if needed, Blue covers red is good enough I belive.

p.s. P.o.t.S, you still haven't answered my PM on regarding Morrigan and Darkness Illusion ROFL.

BOOYAH!



 
Title: Re: Clsn standards that ought to be followed.
Post by: OZ on June 07, 2008, 03:28:15 am
I didn't say that 2-3 are bad, I'm saying that anything above that isn't overly bad and quite a few of you say it is.

Few have said that it is 'bad'.
Most have stated it as being 'unneccesary'.
Title: Re: Clsn standards that ought to be followed.
Post by: Vans on June 07, 2008, 03:28:26 am
(http://i32.photobucket.com/albums/d45/vans1belmont/mugen149.png)
Title: Re: Clsn standards that ought to be followed.
Post by: OZ on June 07, 2008, 03:29:18 am
That is very pretty.
Title: Re: Clsn standards that ought to be followed.
Post by: hjk on June 07, 2008, 03:37:16 am
Spoiler, click to toggle visibilty
Yuck :gonk:

up to 41 CLSN boxes for a sprite, with no CLSNdefault... I think we have a new record !!! :sugoi:
Spoiler, click to toggle visibilty
But yeah, with an AIR file which is 303kb for a character having 4 moves, what did you expect ?
Who the heck had the time to do that??
Title: Re: Clsn standards that ought to be followed.
Post by: Rōjenomu on June 07, 2008, 03:40:06 am
up to 41 CLSN boxes for a sprite, with no CLSNdefault... I think we have a new record !!! :sugoi:
(http://img233.imageshack.us/img233/2464/animetenchoml4.png)
But yeah, with an AIR file which is 303kb for a character having 4 moves, what did you expect ?
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on June 07, 2008, 03:42:51 am
It's interesting to note that, even though using 41 Clsn2 on one sprite, the guy knew better than leaving the space between the legs uncovered. :D
Title: Re: Clsn standards that ought to be followed.
Post by: OZ on June 07, 2008, 03:47:26 am
I was actually looking for that one to use as an example.  ;P
Title: Re: Clsn standards that ought to be followed.
Post by: hjk on June 07, 2008, 03:54:50 am
Where's Kung_Fu_Man (Oh No, Don't Even Start with me, for anyone who's thinking shit)? I sort of defended ryon's point.

I want to see a post from him. I think that his reasons for Twelve being organized the way it is should be considered or culd be reasonable.
Title: Re: Clsn standards that ought to be followed.
Post by: Ryon on June 07, 2008, 04:18:21 am
i hope this topic doesnt escalate into a 20+ page topic... :sugoi:
Title: Re: Clsn standards that ought to be followed.
Post by: felineki on June 07, 2008, 04:19:51 am
Ha, I like the "SIMPLE CLSNS = LAZINESS" argument. Where do you come up with this stuff?
That is very pretty.
That's actually part of the problem here, I think. People worry about whether the CLSNs look good in relation to the sprite rather than thinking about how they would work in gameplay.
Title: Re: Clsn standards that ought to be followed.
Post by: JustNoPoint on June 07, 2008, 04:21:50 am
Bah, the best reason for less +bulky clsns are for gameplay purposes.

An example. Ryu needs one hitbox for his standing animation.

This goes around his head making it easy to hit the thin air in front and behind his face.

Now physically it would be impossible.

Now let's take a jumping MK from Ryu as well. It's hitbox extends really far back and under his kicking leg. When Ryu jumps over Ryu at the right distance the back of the hitbox can connect with the "thin air" creating a cross up.

That "should also be impossible". But is a very useful gameplay element. I suppose if you wish to remove neat gameplay elements like that you can throw a lot of clsns that only cover the sprite. But that does not sound very fun to play with and makes it tougher to hit with things that would normally hit it.
Title: Re: Clsn standards that ought to be followed.
Post by: OZ on June 07, 2008, 04:29:36 am
Ha, I like the "SIMPLE CLSNS = LAZINESS" argument. Where do you come up with this stuff?
That is very pretty.
That's actually part of the problem here, I think. People worry about whether the CLSNs look good in relation to the sprite rather than thinking about how they would work in gameplay.

I was actually refering to the colors. :P
I agree fully.
Title: Re: Clsn standards that ought to be followed.
Post by: JustNoPoint on June 07, 2008, 04:31:22 am
Didn't notice that felineki's edit said what I said =p
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 06:01:45 am
Bah, the best reason for less +bulky clsns are for gameplay purposes.

An example. Ryu needs one hitbox for his standing animation.

This goes around his head making it easy to hit the thin air in front and behind his face.

Now physically it would be impossible.

Now let's take a jumping MK from Ryu as well. It's hitbox extends really far back and under his kicking leg. When Ryu jumps over Ryu at the right distance the back of the hitbox can connect with the "thin air" creating a cross up.

That "should also be impossible". But is a very useful gameplay element. I suppose if you wish to remove neat gameplay elements like that you can throw a lot of clsns that only cover the sprite. But that does not sound very fun to play with and makes it tougher to hit with things that would normally hit it.

Yet this posts completely disregards the lmitations of both sprites and 60 fps being very lame limitations.
Title: Re: Clsn standards that ought to be followed.
Post by: aokmaniac13 on June 07, 2008, 07:28:09 am
Hey guys I found something.
http://www.youtube.com/watch?v=DQVUmi6sW2o

In other news, I believe all the bases have been covered already as to why simple collisions are best.
- Functionality in game is basically the same
- Less processor intensive (what the hell kinda slow computers are you guys running for mugen to lag though...)
- The player has an easier time perceiving hits and misses, since the system is not punishing the player for being two pixels off since Ryu's head turned slightly during his standing animation.

Of all the 2d fighters I've played, I've only played one where the collisions were pixel-by-pixel (Roughly, it is a widely accepted theory anyway.), and luckily they did it right.
(http://randomselect.piiym.net/images/omf_motif.gif)
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on June 07, 2008, 07:32:34 am
The pixel by pixel stuff there mostly shows on thorn. I think they probably just defined the models as hitting, and hittable or not rather than actually using clsn boxes.
Title: Re: Clsn standards that ought to be followed.
Post by: Lett1-retired on June 07, 2008, 12:51:18 pm
i think were going to invent round Clsns arent we?
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 07, 2008, 05:26:06 pm
nani nano desu yo ~!?
Title: Re: Clsn standards that ought to be followed.
Post by: tetsuo9999 on June 08, 2008, 12:05:20 am
Hey guys I found something.
http://www.youtube.com/watch?v=DQVUmi6sW2o
Doujin games = don't count. 8)
Title: Re: Clsn standards that ought to be followed.
Post by: Artisto on June 08, 2008, 05:15:54 am
Ok, I'll admit that I didn't read this entire thread, but has anyone considered the possibility that larger simpler CLSN boxes can help to compensate for frames of implied animation?

What I am saying is imagine a 4 frame animation where someone is doing a fieldgoal kick. Each frame has multiple ticks that imply a frame of animation, otherwise each sprite would be shown for a max of 1 tick (smallest possible unit of time in mugen) and there would need to be WELL over 4 sprites in the animation. The movement between the frames is implied as only 4 frames is needed to imply it. The larger CLSN boxes can compendate for the implication of where a limb should be during the animation. I understand that this may be a bit difficult to but into words, but if visuals are needed, I can post that later.
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on June 08, 2008, 05:29:49 am
Ok, I'll admit that I didn't read this entire thread, but has anyone considered the possibility that larger simpler CLSN boxes can help to compensate for frames of implied animation?

What I am saying is imagine a 4 frame animation where someone is doing a fieldgoal kick. Each frame has multiple ticks that imply a frame of animation, otherwise each sprite would be shown for a max of 1 tick (smallest possible unit of time in mugen) and there would need to be WELL over 4 sprites in the animation. The movement between the frames is implied as only 4 frames is needed to imply it. The larger CLSN boxes can compendate for the implication of where a limb should be during the animation. I understand that this may be a bit difficult to but into words, but if visuals are needed, I can post that later.

yeah, that has been my point for several posts, but I did not bother explaining properly because the topic was more interesting like that.
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on June 08, 2008, 08:06:16 pm

If a normal sized character is breaking out of combos due to CLSN problems, then the attacker's hitdef needs an immediate revision!

[/thread], but not for good reasons.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 08, 2009, 02:38:03 pm
SF3 and its silky smooth animation breaking all conventions:

http://www.youtube.com/watch?v=KimKJCjfPFs
http://www.youtube.com/watch?v=sA18jodKPFs

(http://forums.shoryuken.com/showthread.php?t=218323)


Though notice how even with all the extra detail on them they still often don't match the sprites for gameplay purposes (e.g. univeral overheads). SF4's probably look like this as well.
Title: Re: Clsn standards that ought to be followed.
Post by: Vans on December 08, 2009, 02:47:15 pm
Holy shit are those real? o_O

I'm curious as to how he did that now.
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on December 08, 2009, 03:27:08 pm
If this is real, they really look ugly.
It's as if Capcom hadn't learned how to do CLSNs since SF2 ... ;P

And now, Mugen creators can make shitty boxes, and call them "SF3 style hitboxes". :ninja: --;
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 08, 2009, 03:33:47 pm
If this is real, they really look ugly.
There's really no complaints to do about SF3's hit detection though, so they did them right.  Capcom did CvS after SF3 and it uses old style boxes, so I think the extra detail is used just because of the insane animation, like they were making a 2D game in 3D even before SF4.  It's not something you want/need for choppier animations.

And now, Mugen creators can make shitty boxes, and call them "SF3 style hitboxes". :ninja: --;
Yeah I was afraid of that. :sugoi:
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on December 08, 2009, 03:45:41 pm
There's really no complaints to do about SF3's hit detection though, so they did them right.  Capcom did CvS after SF3 and it uses old style boxes, so I think the extra detail is used just because of the insane animation, like they were making a 2D game in 3D even before SF4.  It's not something you want/need for choppier animations.
I understand your point about insane animations (Elena is moving all around the place during her stance for example), but why are there holes between the hitboxes ? I know no attack has CLSNs thin enough to go through these gaps, but still. There was no need to use so many hitboxes on the attacks either, and they don't always match the sprites correctly IMO.
It's not because it's functional that it's good, as illustrated by this image (http://img155.imageshack.us/img155/6398/mugen0wf6.png).
Title: Re: Clsn standards that ought to be followed.
Post by: aokmaniac13 on December 08, 2009, 08:54:22 pm
Oh hey, it's this topic again.
Check it out
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
Title: Re: Clsn standards that ought to be followed.
Post by: HeadShot on December 08, 2009, 11:38:30 pm
As it's been said before, clsns need to approximate movement over time. The more frames per second you have on your animations, the less movenent you need to account for on each individual pose, so your clsns can be more detailed.

Even if you were to (theoretically) have a separate pose for each frame of game in an animation, you'd still have to accomodate for adjustments the character would make to the motion in different situations, so even then very detailed clsns would be a bad idea.

Those SF3 clsns aren't that much of a deviation from the norm. They don't change so much that they'd cause an attack in the same position to hit or miss depending on what frame the standing animation is consistently. (With the possible exception of an attack aimed at Elena's lower legs, but with her legs always moving all over the place, it's somewhat understandable that that hitbox had to move, and even then the other 3 hitboxes don't change much.) And it's really just one more hitbox, they're still assigned to large body areas, in this case head, shoulders and upper torso, lower torso and upper legs, and lower legs.

And that's not the first time I've seen Capcom use hitboxes with holes between them. Considering that no attack in the game can possibly fit between two hitboxes, if the recoil animation a character should do is decided by which hitbox was hit, having the spaces between them is actually better.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 08, 2009, 11:42:18 pm
And then there's this thing with the overhead where the hitting box is way below the actual fist, so someone jumping and having his knees on the attacker's fist would still be safe, which looks just a little odd.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 09, 2009, 03:34:16 am
And that's not the first time I've seen Capcom use hitboxes with holes between them. Considering that no attack in the game can possibly fit between two hitboxes, if the recoil animation a character should do is decided by which hitbox was hit, having the spaces between them is actually better.
Indeed, they did the same in Vampire Hunter/Nightwarriors.



In MUGEN, however, approximate CLSNs aren't necessary since.... Well, the engine can't do what Capcom's engines needed the 3 separate CLSNs for.
Title: Re: Clsn standards that ought to be followed.
Post by: HeadShot on December 09, 2009, 11:09:44 am
And that's not the first time I've seen Capcom use hitboxes with holes between them. Considering that no attack in the game can possibly fit between two hitboxes, if the recoil animation a character should do is decided by which hitbox was hit, having the spaces between them is actually better.
Indeed, they did the same in Vampire Hunter/Nightwarriors.
Just hooked up Super Turbo HD to check. (Built in hitbox viewer FTW!) It seems even Street Fighter 2 has holes between hitboxes too, at least for the shotos.

Also, at about 0:55 in the first vid, when Elena is launched up by the Shoryuken, her hitboxes are noticeably above her. Could anyone please tell me the reasoning for that? And Ryu's jumping punch at 0:30 having the hitbox under his leg confuses me even more.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 09, 2009, 11:18:16 am
Quote
And Ryu's jumping punch at 0:30 having the hitbox under his leg confuses me even more.
The overhead attack (MP+MK for everyone) seems to have that for everyone, it was brought up a couple of times some posts above by PotS and myself. Go figure why.
Title: Re: Clsn standards that ought to be followed.
Post by: Iced on December 09, 2009, 11:49:18 am
Ono!! >:C
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 09, 2009, 12:51:42 pm
what does he have to do with it
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 09, 2009, 07:29:25 pm
In the case of the UOH I'm pretty sure it's to make them hit crouchers more effectively but suck at beating anything else (RPS go!).

Also, at about 0:55 in the first vid, when Elena is launched up by the Shoryuken, her hitboxes are noticeably above her. Could anyone please tell me the reasoning for that?
It's just an issue with vertical scrolling and the current version of the mod, should be fixed as he goes.
Title: Re: Clsn standards that ought to be followed.
Post by: Rote Zaungast on December 09, 2009, 07:31:00 pm
what's with the retractable clsns
Title: Re: Clsn standards that ought to be followed.
Post by: felineki on December 14, 2009, 06:47:40 pm
In the case of the UOH I'm pretty sure it's to make them hit crouchers more effectively but suck at beating anything else (RPS go!).
That's almost certainly the reason. I've noticed in my studies of SF2 hitboxes that many jumping attacks have lower hitboxes than the sprite implies. Since jumping attacks negate crouch block, they should naturally be able to reach a crouching opponent.

Anyway, it's a nice surprise to finally be able to see SF3's hitboxes. The number of vulnerability boxes is 4 as opposed to 3 in most other Capcom games, and there seem to be at least 4 attack boxes that can be active at once. I'm sorta curious about how playerpush is handled. One other interesting thing to notice is that vulnerability boxes stick quite closely to the sprites during gethit animations.
Title: Re: Clsn standards that ought to be followed.
Post by: O Ilusionista on December 15, 2009, 12:26:47 pm
SF3 and its silky smooth animation breaking all conventions:

http://www.youtube.com/watch?v=KimKJCjfPFs
http://www.youtube.com/watch?v=sA18jodKPFs

(http://forums.shoryuken.com/showthread.php?t=218323)


Though notice how even with all the extra detail on them they still often don't match the sprites for gameplay purposes (e.g. univeral overheads). SF4's probably look like this as well.

so...the attacks on SF3 has no hittable clsn (infinity priority)?

Quote
The overhead attack (MP+MK for everyone) seems to have that for everyone, it was brought up a couple of times some posts above by PotS and myself. Go figure why.

The funny is: if it was done by a mugen creator, he would be bashed to death. But since its Capcom, its okay.
Title: Re: Clsn standards that ought to be followed.
Post by: Bea on December 15, 2009, 12:38:36 pm
I haven't played SF3 much, but I can say that hit collision boxes can be hittable if the engine developers defined it that way.
It saves time and memory to have them hittable, and if needed, disable such behavior through a flag in a collision box basis.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 15, 2009, 01:04:42 pm
Yep that seems to be the case here, at least for most Clsn1. Or it may just be the current version being unable to display Clsn2 that are under under Clsn1.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 15, 2009, 01:09:10 pm
Quote
But since its Capcom, its okay.
Yeah like read the topic it's not okay. Capcom's habit toward collision boxes has been pointed out before, with SF2. Besides, if there actually is a standard and a justification, it's a little more okay, and most of the time on Mugen, this is not the case, it's only someone who has no idea what he's doing.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 15, 2009, 07:10:17 pm
SF2? HAHA, UH, NO. If ONLY that one website were still up... Back then, they didn't know what they were doing and it's fairly obvious.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 15, 2009, 07:20:32 pm
Yes, I meant those things with spaces between the boxes, boxes completely away from the actual limbs, were present back then. It seems they do have an idea of what they're doing this time around, but it's still weird. Anyway, what was saying about O's comment is that people were not saying "since it's Capcom, it's okay".
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on December 16, 2009, 03:54:42 am
dunno, I mena, following ebyte's standars who have barely made one fighting game character and have not come near to make a game at all instead of following the standars of companies that have made dozens of fighting games does not sound too clever to me.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on December 16, 2009, 04:12:51 am
We're following SNK, they've made more fighters than capcom.

The myriad versions of SF2 do not count as one game each.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 16, 2009, 10:37:05 am
Yeah, SNK's standard, even with making one box for the head all the time even if the head is completely hidden by the shoulders. Go figure. But that still makes more sense than Capcom's. You can't tell me that the horrible mess from SF2 is anything to look up to. SF3 does seem to have more thought put into it (the overhead ? Yeah, why not, you don't want to hit someone in the air), but it still doesn't make *more* sense to do it their way than the classical SNK way (because then again, putting the hitbox on the ground for the overhead would be just plain weird).
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 16, 2009, 11:30:53 am
I think SF2 is actually a great reference on how to implement move properties through Clsn placement, since it has such exaggerated examples. Not that you should deviate from the sprites as much as they did there, of course.

We're following SNK
We are :idea:?  People making SNK characters use SNK style, people doing Capcom chars use Capcom style, and so on until you reach the people who just click auto Clsn.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 16, 2009, 12:02:01 pm
people doing Capcom chars use Capcom style
Then again there are much less tools to get Capcom's Clsns than SNK's. How many games are able to display them, and how many people use them ? They're much less frequent than with SNK.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 16, 2009, 12:07:11 pm
With SF3 now I think it's three games across three different series (SF2, SF3 and Vampire Hunter), plus a load of guidebook info for other games. The people who ever cared about them have enough reference to get a hang of the style.

Since Capcom changes the boxes for like every sequel in a series, anyway, understanding what a move does ingame and setting the Clsn to reproduce that same function and priority in Mugen can be just as good as pixel accuracy.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 16, 2009, 03:32:00 pm
I follow more with SNK standards, actually. They're pretty much the majority.
Title: Re: Clsn standards that ought to be followed.
Post by: ArellonX on December 16, 2009, 06:01:56 pm
I brought up this subject to in a pm, is it true that having multiple clsn boxes can cause characters to get stuck within themselves? Because I think that is the problem with my current characters. When one of them jumps in front of the other it's stuck between two blue boxes and can't really escape (in A.I.) trying to punch over and over but unable to hit or move outside of the other character.

Also what ISthe purpose of clsn boxes?

From what I understood is that the whole point of it is to

A. Tell mugen where character is hittable and what space he or she takes up.

&

B. Where to place the attack space to contact the hittable character.

Seeing that I have to agree with Cyanide and Elecbyte on this one, It's of great importance and of little importance, the characters can function with the minimal boxes and is easier to do. A creator can do what he pleases but mugen can have practical shortcuts and I wanna follow those for better.
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 19, 2009, 06:40:29 am
please give answer, is that CLSN2 over CLSN1 rule still applicable or not, I really want to move back to CLSN2 covering only the vital parts only at least up to elbow and just over the knee,

and lower arm and leg only on clsn 1, I'm tired fighting all other chars out there that always stop even my jab since I have that clsn2 thing wrap around my knuckles, while none of them have it...  ???
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 19, 2009, 06:44:11 am
Yes, it is.
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 19, 2009, 07:22:08 am
yes it is what?
be more specific
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on December 19, 2009, 07:40:46 am
That's how SNK manages it's priority though. Joe's tiger kick has a great big clsn1, and a tiny clsn2 hiding out the back. You turn on hitboxes and do 2 tiger kicks at once, no contact happens while the black one doesn't hit the white one.

On basics, it's generally tighter. On specials, quite loose.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 19, 2009, 07:45:44 am
yes it is what?
be more specific
CLSN2 covering CLSN1 completely. It's what KFM does, and it works for me.

Only exception is weapons. OW YOU HIT MY STICK THAT HURTS is absolutely retarded.
Title: Re: Clsn standards that ought to be followed.
Post by: Luis Alejandro on December 19, 2009, 07:49:03 am
Not really
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 19, 2009, 09:12:42 am
is it true that a clsn2 of the sticking hand of the opponent in a jab for example can be miscalculated by our ai as his actual distance thus execute moves like throw attempt while the range is still far away to the opponent body?

and also how many time in a fight that each party land their hit on opponent's limbs to start a damaging move, I can understand being hit on the upper arm can lead into a damaging combo, but being poked at the tip of the fist and then it plays heavy hit animation and totally defenseless into a serious combo, is rather weird, like it is something from dragonball manga where both characters exchange blows on the tip of their fist.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on December 19, 2009, 09:34:40 am
The throw thing. Only if the character doing the throwing is coded like shit. Throws normally work on bodydist, you wouldn't normally increase that during an attack, edgewidth maybe, not body width, that's very unlikely.

KoF generally includes clsn2 within it's clsn1, but it's not as stringent as KFM. You can get away with up to 10 pixels extending beyond the clsn2. It's not at all recommended to leave them out altogether though. Motion over time. Thats way the clsn1 isn't just a box on the tip of the fist.
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 19, 2009, 12:43:20 pm
The throw thing. Only if the character doing the throwing is coded like shit. Throws normally work on bodydist, you wouldn't normally increase that during an attack, edgewidth maybe, not body width, that's very unlikely.

KoF generally includes clsn2 within it's clsn1, but it's not as stringent as KFM. You can get away with up to 10 pixels extending beyond the clsn2. It's not at all recommended to leave them out altogether though. Motion over time. Thats way the clsn1 isn't just a box on the tip of the fist.

oh OK, so the throw is refering to the width instead of the clsn2, I didn't know that

and about the clsn 1 & 2 again.... which one should envelope the other red over blue/ blue over red ?
I mean in general characters released on mugen up to now? I want to follow the general favor on this not exclusively for Kungfuman to be able to have a fair fight against mine.  :)
Title: Re: Clsn standards that ought to be followed.
Post by: aokmaniac13 on December 19, 2009, 06:45:02 pm
A strong anti-air move will have upper body invincibility during startup, so in that case you would have clsn1 up there that is not covered fully by clsn2.  Weaker anti-airs won't have this and need to be timed properly to be effective, the difference between a shoryuken and dictator's standing roundhouse.

Kung Fu Man has some really nasty combos you shouldn't worry so much that all of your moves will beat his out :P

Spoiler, click to toggle visibilty
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 19, 2009, 07:54:37 pm
no, warusaki (http://www.youtube.com/watch?v=7nAJw1rIE24)
Title: Re: Clsn standards that ought to be followed.
Post by: aokmaniac13 on December 19, 2009, 08:57:56 pm
Simul mode should be removed, seriously.
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 20, 2009, 12:32:19 am
or having non auto turning like guilty gear.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 20, 2009, 02:47:27 am
Simul mode should be removed, seriously.
As much as I agree, this problem wouldn't occur if the CLSN wasn't Xbox huge. :V
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 20, 2009, 10:53:08 am
Simul already lets you infinite just with stationary jabs, who cares if something else turns out broken when nothing can top that.
Title: Re: Clsn standards that ought to be followed.
Post by: Dr. H on December 20, 2009, 04:00:06 pm
About time, someone actually said it.  ;P
Title: Re: Clsn standards that ought to be followed.
Post by: O Ilusionista on December 20, 2009, 08:14:36 pm
Here is some Samurai Shodown CLSN http://www.youtube.com/watch?v=2sqgGI-8160

Look how the CLSN aren't scaled with the zoom
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 20, 2009, 11:19:20 pm
Simul already lets you infinite just with stationary jabs, who cares if something else turns out broken when nothing can top that.
I'd link to your old avatar if I could. That bug in the video is still retarded. Also, what.



And Ilu, I can barely see shit in that video. You also need to keep in mind that SS has weapon clash implemented.
Title: Re: Clsn standards that ought to be followed.
Post by: Vans on December 20, 2009, 11:29:08 pm
Simul already lets you infinite just with stationary jabs, who cares if something else turns out broken when nothing can top that.

lol, brushing off bugs~!
Title: Re: Clsn standards that ought to be followed.
Post by: O Ilusionista on December 20, 2009, 11:34:50 pm
Quote
And Ilu, I can barely see shit in that video. You also need to keep in mind that SS has weapon clash implemented.

Pause right at the begining and you will see. Its like KOF clsn, with just the corners.

Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 20, 2009, 11:40:10 pm
OK
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 21, 2009, 11:07:08 am
lol, brushing off bugs~!
Hey I actually do simul codes instead of blaming stuff on it every other thread, just saying people shouldn't lose their sleep over an inherently broken mode.
Title: Re: Clsn standards that ought to be followed.
Post by: K.O.D on December 21, 2009, 11:12:20 am
Here is some Samurai Shodown CLSN http://www.youtube.com/watch?v=2sqgGI-8160

Look how the CLSN aren't scaled with the zoom

hardware limitation, adjusting the CLSN scale every tick would be very intensive for old neogeo hardware.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 21, 2009, 11:17:24 am
How often do Clsn's interact while the camera is zoomed out anyway?
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 03:22:34 am
Projectiles pretty much.
Title: Re: Clsn standards that ought to be followed.
Post by: Foobs on December 22, 2009, 04:43:41 am
Relevant, I guess (http://www.youtube.com/watch?v=aSJS-PlVh_k&feature=player_embedded)
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 05:51:57 am
Weapon against weapon, maybe. Weapon against fist, if your hand hits that sword, YOU'RE the one getting hurt.
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on December 22, 2009, 06:49:55 am
Not if you're a robot.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 07:20:35 am
electrocution if the dipshit didn't make the handle properly (if it's a metal weapon)
Title: Re: Clsn standards that ought to be followed.
Post by: Foobs on December 22, 2009, 07:27:17 am
Fists are for pussies, real man counter weapon attacks with their knees.
Title: Re: Clsn standards that ought to be followed.
Post by: Cobra Caddie on December 22, 2009, 07:51:54 am
Psh. Caddie catches blades that are swung at him with his palm. That's how real men deal with weapons.

Btw JZ, you still believe that garbage you're spouting, mister official spokeman of clsn boxes? (http://randomselect.piiym.net/forum/index.php?topic=4646.0)
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 08:25:26 am
Yeah, I do. And I am the spokesman of CLSNs as you dubbed me over a year ago so SHUT UP.


Again, Real Bout != MUGEN
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on December 22, 2009, 04:08:57 pm
yeah,mugen is all about crappy clsns so just support those.
Title: Re: Clsn standards that ought to be followed.
Post by: aokmaniac13 on December 22, 2009, 04:51:43 pm
It shouldn't be about realism it should be about making the game fair.  Making weapons hittable adds the option to counterattack even if it looks silly.
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on December 22, 2009, 05:04:29 pm
Exactly, although the term "fair" is not really achievable in the open world which is Mugen, as we all know.
CLSNs could look like utter shit and be totally unrealistic, they would be okay if they achieve what they're meant for, for a particular game mechanic (the RB2 example with Duck comes to mind).

You can't please everybody when making a character for Mugen, since it will always clash at one point with other chars. As for the weapon thing, it's really an open question which is debatable IMO. If I were to make custom CLSNs for a sword attack, they'd go like this :
(http://img340.imageshack.us/img340/3033/aaacopy.png)
I'd extend the blue CLSN a bit more than what it should be, to make things a little more fair, but still not making the weapon hittable. Of course,that's just me.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 06:09:32 pm
Of course there needs to be some exceptions. Billy's standing C would be damn near invincible otherwise.
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 22, 2009, 06:11:51 pm
As for the weapon thing, it's really an open question which is debatable IMO. If I were to make custom CLSNs for a sword attack, they'd go like this :
http://img340.imageshack.us/img340/3033/aaacopy.png (http://img340.imageshack.us/img340/3033/aaacopy.png)
I'd extend the blue CLSN a bit more than what it should be, to make things a little more fair, but still not making the weapon hittable. Of course,that's just me.
That's a random made up Clsn since Haohmaru's pokes all lose pretty easily there, the sword gives him range not priority. So yeah.
Title: Re: Clsn standards that ought to be followed.
Post by: Jesuszilla on December 22, 2009, 06:12:52 pm
In other words CvS2 made him useless and it should kinda be our job to fix that :sugoi:
Title: Re: Clsn standards that ought to be followed.
Post by: PotS on December 22, 2009, 06:16:36 pm
Yeah he could've used some more priority, but because his attacks aren't particularly fast in the first place.  Out of range, speed and priority he only got one, whereas Vega for instance has two... but well I guess his attacks at least hurt more.
Title: Re: Clsn standards that ought to be followed.
Post by: Mechy on December 22, 2009, 06:44:22 pm
i wish there was a better fighting game engine then mugen

as for clsn, if they do their job, dont lag and dont give unfair advantage then im fine with them

svc chaos had horrible clsn btw
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on December 23, 2009, 02:46:49 am
Exactly, although the term "fair" is not really achievable in the open world which is Mugen, as we all know.
CLSNs could look like utter shit and be totally unrealistic, they would be okay if they achieve what they're meant for, for a particular game mechanic (the RB2 example with Duck comes to mind).

You can't please everybody when making a character for Mugen, since it will always clash at one point with other chars. As for the weapon thing, it's really an open question which is debatable IMO. If I were to make custom CLSNs for a sword attack, they'd go like this :
http://img340.imageshack.us/img340/3033/aaacopy.png (http://img340.imageshack.us/img340/3033/aaacopy.png)
I'd extend the blue CLSN a bit more than what it should be, to make things a little more fair, but still not making the weapon hittable. Of course,that's just me.

I'd do that for a frontal kick.
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on December 23, 2009, 02:51:48 am
Are you saying a tibia is invincible ? :ninja:
Title: Re: Clsn standards that ought to be followed.
Post by: O Ilusionista on December 23, 2009, 03:00:00 am
Relevant, I guess (http://www.youtube.com/watch?v=aSJS-PlVh_k&feature=player_embedded)

I believe that some weapons (or, better saying, some parts of the weapon) must have blue clsn, but that is an absurd case. His weapon is floating on the air, so if I hit a boomerang, the owner will get hit too? Its absurd.

But weapons are a deeper case than we think. Some weapons, like clubs and Bo should have blue clsn all over it, because they are hittable. But swords...I don't think so. We would go too deeper trying to explain how a move could hit a weapon.
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 25, 2009, 02:27:46 pm
this whole mess is caused by crossover fighting game such in MUGEN also...
like that haohmaru in cvs2, it is already unfair to start with when a swordman fight bare handed fighters.

in a game where all the roster has a bladed weapon it doesn't really matter so much if they choose to give clsn 2 over the blade or not as long as all use the same policy.
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 25, 2009, 04:05:53 pm
who fucking cares if hitboxes are realistic
its a videogame
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 25, 2009, 04:16:18 pm
[retarded idiocy]Who fucking cares if nothing makes sense, it's not real ![/retarded idiocy]
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 25, 2009, 04:30:39 pm
yes like akuma can break submarines so a sword is nothing to him
and btw, why/how should something unreal make sense?
Title: Re: Clsn standards that ought to be followed.
Post by: Cybaster on December 25, 2009, 08:46:06 pm
Because the fact that they do impossible things doesn't change the fact that laws of Physics should still apply.
Title: Re: Clsn standards that ought to be followed.
Post by: Byakko on December 25, 2009, 09:27:40 pm
and btw, why/how should something unreal make sense?
I have a better question for you ! Why should they not ? What do you care if people care about it ?
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 26, 2009, 03:16:24 am
Because the fact that they do impossible things doesn't change the fact that laws of Physics should still apply.

really? doing impossible things and breaking the laws of physics sound similar

and btw, why/how should something unreal make sense?
I have a better question for you ! Why should they not ? What do you care if people care about it ?

whta do you care if i care if people care about it
Title: Re: Clsn standards that ought to be followed.
Post by: Cyanide on December 26, 2009, 04:01:32 am
Yeah, if you're going to troll, or not actively contribute to the thread, fuck off out of the discussion huh?
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 26, 2009, 04:05:34 am
weapons being hittable or not is entirely up to the coder. realism and balance is irrelevant
Title: Re: Clsn standards that ought to be followed.
Post by: Bastard Mami on December 26, 2009, 04:22:47 am
everythign is up to the coder, discussion is irrelevant, tell val to close the forum.
Title: Re: Clsn standards that ought to be followed.
Post by: c001357 on December 26, 2009, 04:25:01 am
you can discuss ideas and leave the coder to consider them

all im saying is that making weapons hittable or not is a guideline, not a standard
Title: Re: Clsn standards that ought to be followed.
Post by: GLB on December 26, 2009, 04:34:56 am
but its all up to the coder.
Title: Re: Clsn standards that ought to be followed.
Post by: Nero D. on December 26, 2009, 04:38:26 am
weapons being hittable or not is entirely up to the coder. realism and balance is irrelevant

I suppose. If you're trying to make an unbalanced character...
Title: Re: Clsn standards that ought to be followed.
Post by: Baby Bonnie Hood on December 26, 2009, 04:53:22 am
OW YOU HIT MY STICK THAT HURTS is absolutely retarded.

I used to believe that too.

Then everyone yelled at me because Yoma's guitar and soundwaves had infinite priority.
Title: Re: Clsn standards that ought to be followed.
Post by: Rote Zaungast on December 26, 2009, 05:25:46 am
when your guitar gets damaged doesn't a part of you die
Title: Re: Clsn standards that ought to be followed.
Post by: kakkoii superhero on December 26, 2009, 12:36:17 pm
in my personal view, when later I will start my project of a character holding a stick, the stick won't have blue clsn, however I won't make moves that will abuse that property, like poking movement, or if I do make, the timing would be slower than normal jab... I think with common sense it can be balanced not only depend on how the clsn look, as long as the intention is not evil,

in the other hand even if I give it blue clsn allover but the move has too quick timing, or has a guard velocity that will push the opponent back to the other end of the stage whenever it got blocked eliminating any chance of counter attack, then it would be unbalanced as well