YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
mr_bourrepalestick is Offline
Contact mr_bourrepalestick:

mr_bourrepalestick

Contributor

Messages by mr_bourrepalestick

    

Re: Another Blade, samurais & swords ! alpha version (you can download & try it)

 November 25, 2016, 03:51:32 pm View in topic context
 Posted by mr_bourrepalestick  in Another Blade - playable alpha version (Started by mr_bourrepalestick November 17, 2016, 11:44:40 pm
 Board: Projects

The game needs to have Nujabes-esque music otherwise the OST would be lame :( kek
Nujabes-esque music, that's a rough goal to achieve isn't it ? :)
In the talks I had with Jag24Music before he did those tracks (he's the friend that made them), we mentionned Samurai Champloo OST and other stuff too (Wu Tang references, Afro Samurai too obviously). I personnally loved what he came out with. Have you had the opportunity to check it out ingame ?
    

Re: Another Blade, samurais & swords ! alpha version (you can download & try it)

 November 25, 2016, 01:51:50 pm View in topic context
 Posted by mr_bourrepalestick  in Another Blade - playable alpha version (Started by mr_bourrepalestick November 17, 2016, 11:44:40 pm
 Board: Projects

Glad to see you here @ExL ! I hope you'll appreciate the next character. If not, then maybe the one after ? :P
    

Re: Blades & Samurais Project

 November 25, 2016, 01:47:42 pm View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

I'm locking this topic. The discussion moved into "Project" section. Join us RIGHT HERE !

    

Re: WTF is going on with my controller!?

 November 25, 2016, 02:14:32 am View in topic context
 Posted by mr_bourrepalestick  in WTF is going on with my controller!? (Started by Zero Space November 19, 2016, 02:36:13 am
 Board: M.U.G.E.N Configuration Help

    

Re: WIP - Another Blade - samurais & swords (you can download & try it !)

 November 25, 2016, 12:07:13 am View in topic context
 Posted by mr_bourrepalestick  in Another Blade - playable alpha version (Started by mr_bourrepalestick November 17, 2016, 11:44:40 pm
 Board: Projects

ID try this baby out if I had a computer. Love the features in this game. To be Honest, I like the Starting Roster. I almost thought Yunfei was Hibiki lol. But it's good man. Planning to add Fatalities to characters?
Thanks for the support mate ! I hope you'll get your hand on a computer soon then !
Actually, it's Yumeji from samsho 6. Concerning fatalities, I'd like to implement some "finishing" custom stuff. Can't promise anything, but it's on my "try to code this" list :)

---
edit : @Just No Point: I renamed the topic. I hope it doesn't mess up anything on the forums threads.
    

Re: Character portrait not showing up

 November 24, 2016, 02:50:50 pm View in topic context
 Posted by mr_bourrepalestick  in Character portrait not showing up (Started by KazumaKenchi November 23, 2016, 05:39:02 pm
 Board: M.U.G.E.N Development Help

Hi !
I don't understand one thing with Elsa's big portrait (your 9000,1 sprite) : does it have a defined palette ? If yes, what group,index ? I presume it isn't the 6000,1 palette as your 1st post screenshot shows ... colours don't match or I'm missing something in how FF works.

If this 9000,1 sprite doesn't have a dedicated palette, and if you don't have any 9000,1 palette in your character, try this in FF (you can make a backup copy of your character before, excessive safety :P ) :
  • On the 9000,1 sprite , ctrl+P / or click on the big Palette  ("open palette editor")
  • Click on the "zip like" icon ("generate optimized palette for the current image")
  • Click on the "image+palette+disk" icon ("adapt image to match the colors of the palette")
  • Click on the "image+disk" icon ("commit image changes to the current sprite")
  • Click on the "double save" icon ("save as group/index in the sprites editor..." ) --> give it (9000,1) group/index figures
  • Save your Elsa project.

Check now in your character select screen ...

(I presume that in system.def, [select] section, the big portrait sprite adress is 9000,1 )

----------
Edit : I've forgot steps 3 & 4 , just added them. My bad :P
    

Re: WIP - Another Blade - samurais & swords (you can download & try it !)

 November 23, 2016, 04:40:18 pm View in topic context
 Posted by mr_bourrepalestick  in Another Blade - playable alpha version (Started by mr_bourrepalestick November 17, 2016, 11:44:40 pm
 Board: Projects

This looks really interesting. Is everything you are describing already in the link in the 1st post? Or is it coming soon? If all that is done now this would probably be better as a release and not a WIP, don't you think?
Thank you ! I appreciate :)  . And indeed, all of this is in the 1st post download link.
I was not sure about calling it a "release", since the fullgame isn't finished yet : I need to work on screenpacks, some kind of supermoves , and 4 other characters... I've been focusing mostly on gameplay, balance and not having any "unespected" behaviours.

But it's the first time I share my work, so I'll follow what you're saying.
Should I rename the topic into "alpha version" and remove the "WIP" mention ?

    

Re: Adding pushback with normals/specials

 November 22, 2016, 02:49:21 pm View in topic context
 Posted by mr_bourrepalestick  in Adding pushback with normals/specials (Started by swagdeez November 21, 2016, 12:11:24 am
 Board: M.U.G.E.N Development Help

[...]
So I found the superfighter.st added it in and it works now.
I get the feeling that the code in this superfighter.st file is determining the pushback values.
I can't say for sure as I'm not fluent in Mugen programming language :).
Although I don't know the exact reason why this is working guess it's on me to figure out why.
[...]

Just don't think too much about "not knowing stuff". It's mostly common sense in Mugen. Don't be afraid of digging into it, and always keep a "safe initial version". :)

That being said, what you're doing now is helping you to get a big picture of a characters' architecture / behaviour :
Where (in which file, in which folder) are defined each states ? Why did the author organize it this way ? Are there hints which could help you figure out those things in future ? The answers are rarely hidden, it's just common sense.

Glad to hear pushback is working !
Make a backup of your file that has your 5000->5999 states. Those are probably causing you some problems. Try to find the set up that allows pushback all the time and copy those 5000 to 5999 states into your file. See if the other setups that dont work, will work.
+1 . I'll just back this up :)
    

Re: Adding pushback with normals/specials

 November 21, 2016, 05:16:33 pm View in topic context
 Posted by mr_bourrepalestick  in Adding pushback with normals/specials (Started by swagdeez November 21, 2016, 12:11:24 am
 Board: M.U.G.E.N Development Help

Allright, it's starting to make some sense.
Everything is right with Frank and Jaan. It's not their hitdefs, nor friction values (though you can add those things in the "what did I learn today" list  :D

My next guess will be : common state files ! :)

You are meeting the troubles of trying to customize an already customized thing.
Here's the point.
All character behaviours (his state definitions) can be defined in separate .cns files.
Sometimes, if you have some state definitions which you want to be exactly the same for many characters, you can use a single .cns file where all those COMMON states are coded : a common state file. Obvious isn't it ? :)
So most of the time, when working on a fullgame, creators use this strategy for common state definitions, which simplifies many things in the process.
 
What I guess happens in your case, is that the characters you're tweaking have different (or rather customized) common state definitions.

How to know if that's the case ?
For each character (Frank and Jaan), check the [Files] section in character's .def file.
Make sure every file listed there is present in each character folder. 
Concerning the stcommon .cns file, make a copy of the one you've got from the source game in each character's folder.
It is possible that the different sources you have your characters from, have all named this common .cns file the same way (like common1.cns ... ) , but have actually different coding inside. Which is why you'll get the common.cns file from each different source to the respective characters.
By making a copy in each character folder, it takes precedence over the common.cns file in data/ or motif/ folders.

Does the pushback work now ?
    

Re: Adding pushback with normals/specials

 November 21, 2016, 11:51:20 am View in topic context
 Posted by mr_bourrepalestick  in Adding pushback with normals/specials (Started by swagdeez November 21, 2016, 12:11:24 am
 Board: M.U.G.E.N Development Help

Now when you say get rid of it do you mean just delete it or comment it out?
You've made me realise how much I really have to learn.
Must be kinda frustrating to help me troubleshoot this but I really appreciate your input.

In this kind of cases, when you don't know and try troobleshooting, always comment it out first. In the best case, keep an "original" backup of your character, and just experiment things ! Have fun. Don't be afraid of the engine or something. Try things out ;)

I Tried entering those values but it didn't change anything in terms of pushback. Even went to the extreme of friction .98 and threshold 0.01 but didn't affect Frank sliding anyway.
I have to make the point that other characters dont get recieve or give pushback unless Jaan (the only one that works) attacks them. For some reason he is the only one who can pushback others with his normals.

Now I understand things differently I must admit.
So Jaan's attacks are the only ones that pushback enemies ? Try with KFM attacking those characters.
If KFM does push'em back, than the issue comes from their attack hitdefs needing tweaks...

-------
EDIT :
Could you check and tell me , for Jaan and Frank respectively , what are the values for xscale and yscale, in their respective .CNS file under [size] section please.
Code:
[size] 
xscale = ???
yscake = ???
    

mugen.cfg - INPUT configuration for controllers

 November 21, 2016, 11:32:37 am View in topic context
 Posted by mr_bourrepalestick  in mugen.cfg - INPUT configuration for controllers (Started by mr_bourrepalestick November 21, 2016, 11:32:37 am
 Board: Tips, Tricks, Tutorials

Have you ever tried to map a Mugen input on a "Trigger" button of your preferred controller using Mugen's joystick input options ?  You'll see that it "jumps" over 2 (or 3) inputs at once ! Very annoying !

Spoiler: why does it jump over 3 inputs ? (click to see content)

The best way is to manually assign buttons through mugen.cfg file, using a text editor (by default, you'll find the mugen.cfg file in the /data subfolder of your mugen folder).


>>> GENERAL STUFF <<<

In mugen.cfg file, you'll be looking for the [Input] section, on the lower part of the file. It looks like :
Code:
[Input]
P1.UseKeyboard = 1
P2.UseKeyboard = 1
;Joystick type:
;0 - Disabled
;1 - Enabled
P1.Joystick.type = 1
P2.Joystick.type = 1
First, make sure "Joystick.type" is 1 to enable joystick use (obvious, but you never know ...)

Then, few lines below, you'll be looking for [P1 Joystick] and [P2 Joystick] subsections.
Spoiler: In my case (P1 Joystick) looks like this : (click to see content)

For each Mugen input, you have figures that correspond to buttons of your controller.
And every manufacturer has is own button numbering . So there is no "universal" numbering or such.

Still, here are button numbers for two popular controllers, (FOR PLAYER1 !!!)

Spoiler: PS4 controller button numbers for mugen.cfg (click to see content)
Spoiler: Xbox360 controller button numbers for mugen.cfg (click to see content)

You can use those numbers for Player1 input controls only. For Player2 inputs, you should add (32) to each input figure.
For instance, a Player2 using an xbox360 controller will have his RB input number being  22+32=54 .


>>> READY TO USE STUFF <<<

Here below is a somewhat "common" input configuration you can find by default on many FG games
Spoiler: common button layout (click to see content)

If your comfortable with this input config, you can just copy/paste the following [Joystic] sections corresponding to your controllers for each player !

Spoiler: Player 1 PS4 type controller (click to see content)
Spoiler: Player 2 PS4 type controller (click to see content)

Spoiler: Player 1 Xbox360 type controller (click to see content)
Spoiler: Player 2 Xbox360 type controller (click to see content)
    

Re: fight stick or console controller whats your preference

 November 21, 2016, 09:17:17 am View in topic context
 Posted by mr_bourrepalestick  in fight stick or console controller whats your preference  (Started by Memo November 19, 2016, 09:56:07 pm
 Board: Fighting Games

First, Pad controller since young days.
But then, when student, didn't have anything other available than a keyboard --> adapted to it.
Now, I'm only playing on those (made them myself and quite proud of the work :P ) :
1 st one (old PC pad PCB inside)


2nd one (Universal brook PCB)


Both full sanwa with custom button layout. Quite comfy I must say.
    

Re: Adding pushback with normals/specials

 November 21, 2016, 08:45:55 am View in topic context
 Posted by mr_bourrepalestick  in Adding pushback with normals/specials (Started by swagdeez November 21, 2016, 12:11:24 am
 Board: M.U.G.E.N Development Help

I'll presume you already checked the sctrl reference file in docs folder first.

ground.hittime --> equivalent to hitstun, won't effect the pushback distance. Forget about this one for the moment, it's out of pushback topic (but you'll have to define it precisely if your goal is game balance! good luck ;)  )

Now, before even we go further, some physics' theory. The pushback of a hit on a character is affected by a combination of
  • some hitdef attributes of the hitting move
  • some character's (the one that is being hit) constant values

Your intuition is good about ground & air & guard slidetime and velocity values. Those will be the ones you'll be playing with to make the move behave as you want (on hit --> ground. , on an aerial opponent --> air. , on guard --> guard. ).
And the cornerpush.veloff are indeed the values that will take precendence on a cornered opponent.

So in general :
.velocity = how many pixels per tick the character moves
.slidetime = how many ticks the movement lasts (n-ticks)
-->  pushback = velocity * slidetime

Keep in mind that those values can have a different impact due to characters' constant movement values (.cns file, [movement] section) : friction coeffs & thresholds.
If you play with those values, you can get a "sliding" character, or a very "heavy" one (that hard to push / that stops quicly from moving).
For instance, a "sliding" character will have (try playing with those :D but keep a record of your intial values)
  • "high" friction value (let's say 0.98)
  • "low" threshold value (let's say 0.01)

--> for each (i-tick) of slidetime, the engine generates a velocity value :   (i)velocity = velocity*friction**(i-1)
If (i-tick)velocity reaches the threshold or when slidetime expires--> velocity is considered to be (0)


My intuition says that if your character isn't pushed back away, there's something with friction and threshold values that can be tweaked. Keeping all parameters the same, but just changing [movement] stand.friction to a high value (let's say 0.98) and the threshold to 1, you should get a "sliding" character on the pushback.
BUT BEWARE , this constant will have impact on all movement stuff (walking, run, guard pushback etc.). So tweak it wisely.

Additionnaly, in your case, I noticed this :
ground.velocity = const(size.xscale) * -7.8125
The velocity here depends on the xscale factor (which is defined in the constants). I don't know if your character is too small / too big (aka localcoord values in characters [info] in .def file) and his constants need to be rescaled additionnally to automatical Mugen's engine scaling. Check the docs about localcoord in your doc folder for more info.
I would personnally get rid of this one , but let it be until you've experimented the hitdef and constant movement values .

    

Re: What does not like you on a MUGEN?

 November 21, 2016, 07:32:54 am View in topic context
 Posted by mr_bourrepalestick  in What does not like you on a MUGEN? (Started by Raikazu November 18, 2016, 08:31:40 pm
 Board: M.U.G.E.N Discussion

I maybe don't have as much experience as many of you in this thread, but there are some specific limitations I've been cursing Mugen for (some have alternative solutions though and can be handled with the right tweaks) :
  • how the juggles are implemented : different numbering and juggle count for the parent & helpers, and not redirected to the target
  • the way attack / defense damage scaling is designed by default - though you can just give them 100/100 ratio and define your own damage scaling through [-2] or [-3] states
  • projectiles getting character's PalFX effects even not having the same palette - though you can use helpers --> cf. juggle count and other helpers' limitations and issues
  • ReversalDef referring to limited Hitdef attributes, especially to (attr) and not to Hitdef's (guardflag) : what about crouching attacks that don't hit low or standing attacks that hit low ?...  - though I've been "cheating" and giving (attr) values which make the Reversal behave as I want ...
  • throw creator's animation elements be numbered starting at 0 - just makes me go crazy when I miss my targetbinds in the same way you could "cross button" your shirt in the morning (sorry I don't know how to say it properly in english :P )
  • not being able to prevent players from skipping [ intro + round#1 ] - for groove selections, or just for some intro music synchronization which could make the 1st round start in a more "epic" fashion
  • not being able to assign Esc function to a controller button
  • when configuring same type controllers (lets say 2 different xbox360 controllers for both pl1 and 2) the first player that makes an input when quitting input config is assigned to player 1, regardless of which was configured for player 1 or 2

---
edit : I may be out of topic with some issues being linked to FighterFactory and not directly to Mugen !  :P  my bad
    

Re: WIP - Another Blade - samurais & swords (you can download & try it !)

 November 20, 2016, 11:27:31 am View in topic context
 Posted by mr_bourrepalestick  in Another Blade - playable alpha version (Started by mr_bourrepalestick November 17, 2016, 11:44:40 pm
 Board: Projects

FOCUS ON ANOTHER BLADE'S GAMEPLAY
Part 2

PARRY MECHANIC

Very inspired by LastBlade 2 mechanic, Another Blade's universal parry is a must have move in the sword fight genre.
2 different parries and their properties :
  • Standing Parry - (Y) --> vulnerable to low attacks
  • Crouching Parry - (cr. Y) --> vulnerable to aerial & special attacks

Common Parry properties
  • active on 1st frame, during 10 frames
  • 40fr. recovery
  • vulnerable to projectiles & throws
  • give a 30 frame advantage if connect successfully - or juggle opportunity on aerial opponent
  • give 1/3 of 1 meter gauge when successfully connect
  • parry success animation can be cancelled out of, with most moves (attacks & movement)

Basically, those moves are meant to be a threat in neutral, defensive and different mindgame situation (like during a run).
But the risk & reward rate can put their user into a gambling game ... so be careful !

Spoiler: archived V-16-11 parry mechanic (click to see content)

ROLL MECHANIC

Rolls are inspired by many SnK titles. In Another Blade, they are mostly useful to avoid projectiles.
Z - Roll forward
4+Z - Roll back

Roll properties
  • throw/grab vulnerable from start to end
  • projectile invulnerable from start to end
  • normal attack invulnerable frome frames 6 to 12
  • Get-up animations can be cancelled into any Roll
  • Forward Rolls last 26 frames
  • Backward Rolls last 30 frames
  • crossing over ability from frame 3 to 18 , if the oppopent is close enough

Spoiler: archived V-16-11 roll properties (click to see content)

RECOVERY MECHANIC

When you've been sent into the air by your opponent's attacks, you still have some solutions to avoid losing too much life from a dangerous juggle/OTG combo. But it doesn't come for free ...

Fall tech - roll 
As you fall, right before your back touches the ground, (Z) button will let you perform a tech roll.
It's meter free, and the animation is fully invincible, but you're backing away, getting closer to the corner ... is it always worth it ?

Fall recovery
As you're still in the air, in a fall state, you can fall-recover at the cost of 1 meter gauge (Z button).
Then you regain control and you're safe (invincible) until you land on your feet.
Note that after regaining control (in the air), you can counter attack with an aerial move... but you lose your invincibility !



>>> NEXT TO COME : WORK PROCESS , CURRENT STATE, FUTURE STEPS ?  >>>
    

Re: Blades & Samurais Project

 November 20, 2016, 10:43:20 am View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

:D  Nice try . But nope.
Another hint : the stage definitely puts aside a Kimono wearer.

(it's ok if I spoil a bit, it's more about sharing stuff and getting others' preferences / feelings etc. )
    

Re: Blades & Samurais Project

 November 20, 2016, 10:31:03 am View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

Mate, there are top hats all over the place !! You're playing too safe ! :D 
Com'on ! Gimme a name !!!

As for Shigen, we totally agree on him : he's a hard hitter in LastBlade, not a "real" grappler.
The thing I had in mind was that grapplers are often hated by many, and have very unique gameplay when playing them & against them. Many forget how threatening they can be, and just rush'm down ... and get SPD'ed  !! LMFAO :D
    

Re: Blades & Samurais Project

 November 20, 2016, 09:54:32 am View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

Hmm, if it is who I think it is - it's interesting character, but won't bet on him, will just wait and see :)
Speak your mind my friend, tell me more !  haha :D
But that's ok, I'm trying to get some kind diversity in the cast. So there are chances that all the characters won't be everyone's favorites.
It would bother me if there is a character that everyone dislikes ... unless he's a grappler, but that's another story !
    

Re: Blades & Samurais Project

 November 20, 2016, 09:04:26 am View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

Nothing is done for the final version of the cast. I'd be mistaken if I don't include (at some moment) Genjuro, Ukyo and Jubei in a samurai FG roster. You can count on those 3 for sure. When ? Honestly, I can't tell.
As I look at them, Ukyo has such a stylish Iaido (or Iaijutsu ? ) gamestyle, Genjuro and Jubei are respectively samsho's most badass and one of the most charismatic characters ... They are what we call in french "des valeur sûre" :P .

As for LB ones, you're quite right about it. I can't tell if there will be a 50/50 balance between those 2 licences, because of potential guests. But for the starting 8, obviously it will be 4 characters from each.

Spoiler alert : the next character I'll be working on should fit (in a certain manner) a specific stage in Another Blade, a stage that has its own soundtrack ...

edit:
Sorry if it's inappropriate to ask, but could "we" (I mean you ExL and I) continue those discussions into AnotherBlade's topic in Project section ? Or should I just ask an admin to move this thread into Projects ?
It's just that I'd really love to see more people getting around, and I'm afraid the "Idea Engineering" section gives some "oh I got an idea but I'll never even start seriously working on it" kind of flavor.
Or am I just too impatient or something ?
:(
    

Re: Blades & Samurais Project

 November 19, 2016, 02:54:07 pm View in topic context
 Posted by mr_bourrepalestick  in Blades & Samurais Project (Started by mr_bourrepalestick February 15, 2016, 06:43:24 pm
 Board: Idea Engineering

Thanks for the palette feedback ! I'll address those you mentionned.

For Ukyo, I personnally love the character. So there is no way not to get him a spot in the future :P
How to separate them ? Special moves for sure (his air projectile & his dash-slash). As for normals, I'll have to get a bit deeper in the sprites / animation / framedata stuff.
cr.B will be different than Yumeji's for sure (so not a sliding one), maybe he'll have the cr.Jab too. Yumeji had those 2 moves too, but I prefered not using them in the process. And eventually, I'll manage to come out with a different target combo chart, making the character play different.

In the meantime, I'll have to address 4 other characters in the same fashion, with the same questions : how to make them play slightely different than existing ones etc ... wish me luck :)

btw., even if I like all of current 4 characters, Yumeji is currently my favorite one. What about you ExL ? Got a preference ? :)