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PotS

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Messages by PotS

    

Re: Socks the Cat - Foreign Fur Follies

 March 23, 2024, 08:09:51 pm View in topic context
 Posted by PotS  in Socks the Cat - Foreign Fur Follies (Started by Carmell March 23, 2024, 12:06:29 am
 Board: Your Releases, 1.0+

Realistically it's probably too long. 2D fighters need corners. But it looks cool. I like the foreground spiderwebs.
    

Re: Active Tag system

 March 23, 2024, 11:12:10 am View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I updated the code today. Nothing major but if you use it regularly you may want to keep it updated.

*Would it be possible to add options similar to Ikemen's to add bar sprites, as well as indicators to replace the percentages?
The objective would be like the DBZ Fighters sprite indicators and also the "OK" one that appears
This would make installation more complicated than I want it to be, and the tag bar would not look good with every lifebar anyway.

Quote
*Also if it were possible that in the configuration you could add "cooldown" between normal changes
You can increase "TagSwitchCooldown" in the common.const file. The code doesn't need it but I made it compatible with that just in case.

Quote
*such as the options for how frequently the "CounterTag" charge
Implemented in today's update.

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Thanks for this great addition to Ikemen
:thumbsup:

    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 March 22, 2024, 04:24:12 pm View in topic context
 Posted by PotS  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Nice work as always. I like how it's all original assets (right?) but still looking like the original games.

For feedback I think the ship could use a subtle SinY movement (and maybe an even subtler SinX). I also personally like to make rain slowly scroll horizontally so it doesn't always fall in the same places. The BGM could be faster paced too (although your choice makes it a pretty cool training stage also).
    

Re: Tree Of Erebus Stage 1.1 & 1.0

 March 22, 2024, 03:30:16 pm View in topic context
 Posted by PotS  in Tree Of Erebus Stage 1.1 & 1.0 (Started by MatreroG March 22, 2024, 01:12:23 pm
 Board: Your Releases, 1.0+

Those are some great colors. :2thumbsup:
    

Re: NoAirGuard no longer works correctly

 March 21, 2024, 08:11:56 pm View in topic context
 Posted by PotS  in NoAirGuard no longer works correctly (Started by DosKillerFighterTrue March 21, 2024, 06:05:41 pm
 Board: M.U.G.E.N Development Help

It won't disable custom AI guarding instructions. You need to edit the AI to stop guarding in the air.
    

Re: [Vinnie Thread]: Hybrid Nimue Released (03/10/2024)

 March 19, 2024, 05:25:10 pm View in topic context
 Posted by PotS  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Tried Nimue a bit. I don't have much to say but it might be useful:

- 5AAAA (and dashing A) go below floor level before hitting it
- 2B seems like a useless normal. Slower than 2A, less safe, and one of the few normals where she can be hit on the energy blast
- For the throw you could animate P2 being vacuumed with AngleDraw
- Does Remote Control Noise have any special property? Seems a bit underwhelming compared to her other specials and to 5C
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 16, 2024, 06:35:17 pm View in topic context
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Some feedback for both your new chars:

YAMANEKO:
- 5C startup is movetype I
- 5A is active for 9 frames. The move doesn't seem overpowered but that stuck out to me so I felt like pointing it out
- Air throw has no whiff sound/voice
- Debug errors: invalid actions 6400, 6155, 10012
- Debug errors: invalid sounds 700,1 and S500,8
- 5AAA shots don't quite line up with the gun angle
- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler
- 2C spark misaligned
- 5B can be air teched without an invalid combo message ever showing
- When getting hit, she falls back first but lands on her face
- Some Magic Cannon variations miss KFM at point blank
- Assault Bash is maybe too safe on block (+15)

NERO:
- 5C startup is movetype I
- Air throw has no whiff sound/voice
- Instant j.C might be too good of an overhead. Doesn't seem like you can get that much reward from it but it feels dirty, hehe
- 2C effect appears before she swings the sword
- Debug errors: invalid sounds 215,0 215,2 220,1 220,2 800,2 and S1105,0
- Shield seems to block anything at any height
- 236A effect is visibly cut at the edges
- Fountain of the Saint might be one of the strongest specials I've ever seen in this style
- Fountain of the Saint can't be rapid cancelled. Wonder if intentional
- 5AAAA can't be cancelled
- A common trend in your readmes is having the wrong DP motion (F,D,DF,F)
- Tres Fontaine Claudio hitbox is the opposite of its animation (fatter at the bottom and thinner at the top)
- The standing  throw teleports P2. Even outside the screen if you're in a corner

EDIT:
- Yamaneko 5C has a height restriction for some reason
- Nero's typhoon uses a player type helper, which is really unrecommended
    

Re: Assorted AI-generated stages

 March 16, 2024, 05:08:30 pm View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Added a new one today.

Also did a significant update to "Bone the Cook" (the one with the giant skull cook). I think it turned out a lot better than the first version, if I may say so myself.

I'm replacing all shiyo stages for these, they're so beautiful, my main stages will be these from now
I wish some stages could have more animation, but is just little detail
they are amazing, keep up the amazing work
didn't know AI is so awesome
Which one do you like but think could have more animation? I'm no stranger to revisiting older works so I might update some. That said it's all original assets so adding animation isn't that easy.
    

Re: Attack Data Display (Training Mode)

 March 10, 2024, 09:24:31 am View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Ikemen does have a bug with displaying text in some of those stages that use a subtractive layer to darken the characters.

On that note I wonder if I should move the text behind the characters.
    

Re: Sailor Moon & Sailor Mercury beta release

 March 08, 2024, 12:45:34 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

EDIT: After playing in VS for a bit it feels like they build meter too fast.
There was a bug in Ikemen that made things gain twice as much meter than they were supposed to. Sorry if I induced you in error because of it.
    

Re: (IKEMEN Only) Command Lists for OHMSBY-styled characters

 March 03, 2024, 01:10:57 pm View in topic context
 Posted by PotS  in (IKEMEN Only) Command Lists for OHMSBY-styled characters (Started by dreadedpotato February 17, 2024, 07:00:26 am
 Board: Resource Releases

I share the same feelings about the QCF glyphs. Using arrows instead also makes everything look consistent.

You could open all the movelists in Notepad++ and replace the arrow patterns you want with the corresponding glyphs in one go. Should take like a minute for each glyph type.
    

Re: 4 Dungeons of Aether Stages Released!

 March 03, 2024, 01:07:00 pm View in topic context
 Posted by PotS  in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
 Board: Your Releases, 1.0+

I think that won't look good here because the areas that need to be transparent are larger than an entire character. They'd probably look like ghosts behind them or something.
    

Re: 4 Dungeons of Aether Stages Released!

 March 02, 2024, 12:04:49 pm View in topic context
 Posted by PotS  in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
 Board: Your Releases, 1.0+

Except for the first one, the way the foreground elements block the chars looks like a big issue. You could try making them transparent but they're so big that I don't think it'd look good. I think they should be edited.
    

Re: Assorted AI-generated stages

 March 02, 2024, 11:33:18 am View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Thanks. :neutral:

Added another two.

About the second one (the crypt), Iced made the prompt a good while ago but I've been sitting on the source image since then because, although I liked the composition, I wasn't sure how to make it interesting or less flat. I finally got around to separating the layers and even resizing some of them for a better feeling of depth. The end result is probably one of the best of the bunch.
    

Re: Problems with Win Quotes against characters

 March 01, 2024, 08:22:27 am View in topic context
 Posted by PotS  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

He meant changing the trigger to win && matchover, not adding more lines to it.

Time = 0 would still trigger in a few states though. Enough to set the quote I think. Can you post state 180?

The reason I suggested using -3 in that thread is because you can win without going into the win state decider (state 180).
That's a great point I'd never thought about. But the worst that can happen is that you win a round against some char, set the quote, then win by repeated draw game/double KO or something against another and use the first quote by mistake?
    

Re: Problems with Win Quotes against characters

 February 29, 2024, 08:18:33 pm View in topic context
 Posted by PotS  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

You should place that in state 180 instead. Maybe your state 180 does have a block like that that overrides that one. The only other reasons that code would not work would be the enemy not actually being called "Jin Kazama", or you killing them with F1 in both rounds I think (skipping the times a time = 0 trigger works in negative states).
    

Re: Attack Data Display (Training Mode)

 February 29, 2024, 06:08:53 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Don't forget: You're here forever.
    

Re: My sprites, edits and animations

 February 29, 2024, 05:38:18 pm View in topic context
 Posted by PotS  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 pm
 Board: Graphics

I love how the chain even seems to sync with the ups and downs that way.
    

Re: DEAD EXPLOSION MOTHER (stage viewer tool)

 February 29, 2024, 05:34:04 pm View in topic context
 Posted by PotS  in DEAD EXPLOSION MOTHER (stage viewer tool) (Started by Foobs February 29, 2024, 02:48:50 am
 Board: IKEMEN Releases

You're just having a blast with ZSS aren't you?

Here's some feedback/suggestions:

- Camera is offset to one side at round start instead of being centered
- On that note, could use a recentering command
- The char can move up more than it needs to. So when you try to bring the camera down afterwards there's a noticeable lag to it. Same thing happens on the sides. It looks like you already took some measures against it so it's a minor thing but I felt it was worth pointing out
- I think the zoom is not "stagebound". If you scroll all the way up and zoom, you will see outside the edges of the stage
- P2 can exit the stage (minor, funny issue that is probably intentional)
- You were too conservative on the zoom feature I think. Full zoom out and a CSI-style "enhance" zoom in would be cool
- I think you should allow P2 to autoturn because they will turn when using any move with facep2 anyway. That and it reverses the inputs in my chars
- Inputting a direction could maybe disable the tracking camera and go back to free view
    

Re: Sailor Moon & Mercury 1.0 (19/02/24)

 February 27, 2024, 08:23:51 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

I think you overdid the dragon punch invincibilities a bit. They're kind of like old school SF2. The modern SF6 take on them is to make the grounded part invincible against jumping attacks, which I think would fit here. Sailor Moon's EX DP could have more of it. Mercury's EX DP does not need extra invincibility compared to the normal one since she already gets 3 levels of mist from landing it.

I also noticed that light DP's do the same damage and have almost the same invincibility as the hard ones, making the latter not very useful.

Also, this ties to the previous feedback on Clsn boxes but their feet should not be hittable while jumping. I'd probably say the hitboxes are the weakest part of the chars right now to be honest.

- Can't jump forward while running
Finally found the problem and why it only occurred in IKEMEN and not MUGEN. Try adding this under [Velocity] in character constants:
Code:
runjump.fwd = 3.5

I will fix this later in update. Thanks for all the feedback!
Ah so it's an issue with how the constant defaults in Ikemen. I'll submit a fix later. :thumbsup: