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Messages by Swanky

    

Magneto Edit for 1.0

 February 02, 2021, 09:02:31 PM View in topic context
 Posted by Swanky  in Magneto Edit for 1.0 (Started by Swanky February 02, 2021, 09:02:31 PM
 Board: Edits & Addons 1.0+

Magneto
by Sunboy

additional code by MystikBlaze
edits by Swanky

Download Magneto



Although there are numerous versions of Magneto out there, from all kinds of games and even some original versions, I always felt this particular (and very, very old) version was the tightest gameplay wise. I didn't change a whole lot, just updated a few things as listed below.

Changes:
- AI. Well, kinda. For now he knows how to stay back and be annoying.
- Fixed him not being able to hit bosstype characters with most of his attacks. As always, check Statedef -2 if you want to add your own bosses.
- fixed portrait not showing the correct colors in character select
- optional portrait by Shulbocka (for now 9000,2)
- new palette, a personal spin on his old comic looks (which is also present from the og release as well)

His gameplay is thus unchanged from Sunboy's original release, the gameplay and combo section, including the gems system, is untouched.

To Do:
- toughen up the AI to the point it will win against any God Akuma cheeseling.

My other releases

MOAR Screenshots





€ updated Download link to moddb. File contains all of my full character edit releases so far.
    

Re: Various MvC-ish characters edited, other odds & ends

 February 02, 2021, 03:45:25 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Updated Sagat.
Noticed that several of his attacks couldn't hit bosstype characters due to them putting the enemy into custom states. Fixed that. You can add any missing characters in Statedef -2. Updated first post and link.
    

Re: Various MvC-ish characters edited, other odds & ends

 February 01, 2021, 10:16:02 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Released an edit for Megaman by DG.

- changed some stuff about Hyper Drill, mostly toned down block damage
- some semblance of AI
- had to free up a variable for AI, so merged variable for intro/outro

Link in first post, let me know of any bugs you find.
    

Re: Poison Ivy MvC-ish Edit for 1.0

 January 31, 2021, 09:34:31 PM View in topic context
 Posted by Swanky  in Poison Ivy MvC-ish Edit for 1.0 (Started by Swanky January 30, 2021, 11:46:08 AM
 Board: Edits & Addons 1.0+

Been meaning to give Ivy a bit of a sprite and gameplay upgrade at some point so this gives me a few pointers (along with Mr. Giangs edit)

I like the fact her QCF PP hyper doesn't stop on getting hit, makes it way more useful now.

She's not meant to be a combo fiend, so improving her current tools and making her faster definitely makes her feel better. Although when designing her specials I did throw everything at her including the kitchen sink so I think some of them are redundant and her gameplay needs some adjustments. Particularly her QCF K special, this needs some changes to make it more useful.

Good to know you still want to work on her. Wasn't sure since the last release was... about a year ago I think? :)

As for her kit. Tough to say.
I probably should've widened her QCB P hitboxes and switched medium & heavy versions since medium has a stun.
Her QCF K could easily act like Thor's QCF K Thunderstrike version (that can be chained from low to medium to heavy for combo damage), but has to be blocked low. Could be pretty fun to combo into as well. Depending on time & mood, might fiddle around with the idea later. Other idea is to rework it into a bait&counter attack.
Only thing I don't have a direct application for right now is her QCB K, which just summons a thing at a range, doing neglectable damage and being relatively slow.
    

Zero MvC-ish edit for 1.0

 January 30, 2021, 12:05:30 PM View in topic context
 Posted by Swanky  in Zero MvC-ish edit for 1.0 (Started by Swanky January 30, 2021, 12:05:30 PM
 Board: Edits & Addons 1.0+

Zero by Ramzaneko & Mr.Karate

extra code by MystikBlaze
edits by Swanky

Download Zero



RamzaNeko's work on Zero's sprite shows a lot of care and passion, truely a work of art. The first playable beta was mostly complete and really well coded and documented, but he wasn't really done in an MvC gameplay style. My goal here was to shift Zero more into that general direction. Some of it was already present, but a lot of it had to be adjusted or, in some cases, outright fixed.

See the whole list of changes below:
Spoiler, click to toggle visibilty

Moveset:
Spoiler, click to toggle visibilty

Zero should be pretty crazy when it comes to comboing. He can chain various normals and specials together for massive combo chains and damage.
Here's a few examples:
Spoiler, click to toggle visibilty

My other releases

MOAR Screenshots:





€ updated Download link to moddb. File contains all of my full character edit releases so far.
    

Poison Ivy MvC-ish Edit for 1.0

 January 30, 2021, 11:46:08 AM View in topic context
 Posted by Swanky  in Poison Ivy MvC-ish Edit for 1.0 (Started by Swanky January 30, 2021, 11:46:08 AM
 Board: Edits & Addons 1.0+

Poison Ivy
by Zvitor & Harbinger
edits by Swanky

original Hyper Combo Finish sprites by Winane
Hyper Combo Finish sound ripped by MystikBlaze
alternative Portrait by Shulbocka

Download Poison Ivy



Poison Ivy by Zvitor and Harbinger is a visual work of beauty. However, I found her gameplay a bit hacked up and decided to "fix" that.

Changelist:
- She now has a Hyper Combo Finish screen. Original sprites by Winane, edited by Swanky
- several attacks weren't chaining together right, or had really weird hittimes. Fixed both.
- Hitboxes for jMK and jHK made larger for more consistent air comboing
- changed hitdef on cHP (launcher) to allow for juggling opponents, now costs 2 juggling points
- made many of her attacks including basics, specials & even some hypers start up a little faster
- as a result to her much improved damage ability, juggling points were toned down to 11
- her QCF KK comes out faster, ground foliage doesn't bind to player anymore to prevent it floating in the air
- her QCF PP does not get removed on gethit. It is now a very potent tool to shut down close opponents
- fixed a few missing numhelper triggers, reducing logspam
- fixed a warning in statedef 12
- I think I also fixed a typo in her quotes... :P

A lot of Ivy's gameplay revolves around her Poison Kiss (236P). It is the main sources of combo chaining (or I'm just not good enough to use the rest of her kit). So basically it's sWP, sMK, sHK/P, 236MP, sWP, sMK, sHP or something like that. Not really that deep a combosystem unless I missed something. :P

My other releases

MOAR Screenshots:




€ updated Download link to moddb. File contains all of my full character edit releases so far.
    

Re: Various MvC-ish characters edited, other odds & ends

 January 28, 2021, 08:58:13 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

I'm happy you people like them! :)
They're some really good characters and some I wanted to have in MvC-ish gameplay for so very long. I've made it a point that every character in my personal roster should have an AI and somewhat related systems, so that was the point of origin.

I've put out a small update for Karin. Grab it in first post.

Karin Update 1.05
- nerfed her Lvl 3 damage
- optional harder AI. defaults to medium.
- fiddled around some more with her Damage Dampening, specifically with her Level3 hyper

€ pushed another small update for Karin. Hopefully it'll be the last.
Update 1.06
- fixed debugflood from statedef 9030
- fixed 9000,0 not being properly colored in roster overview
    

Re: Various MvC-ish characters edited, other odds & ends

 January 28, 2021, 09:26:49 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Should be the latest released by Buyog, though I'm not a 100% on this. Too many versions floating around by now. If it helps, the dl for Hal should be 5.525 megabytes.
    

Re: Ryu's Waterfall revised

 January 27, 2021, 07:40:02 PM View in topic context
 Posted by Swanky  in Ryu's Waterfall revised (Started by RedDragonCats17 January 25, 2021, 04:53:31 AM
 Board: Your Releases, 1.0+

Wasn't there a water effect in Xmen COTA's Danger Room? Although it mimicks an underwater reflection rather than water splashes and spray from a waterfall.
    

Re: Various MvC-ish characters edited, other odds & ends

 January 27, 2021, 06:56:06 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Karin by Beximus &
Hal Jordan by Enzo, Buyog2099, Arque, and McCready edited.

Karin
by Beximus
Edits by Swanky

Changes
- fixed a few syntax errors according to FF
- fixed a few hitdef parameters
- added a light AI (should probably give her another update sometime)
- changed some values around damage dampening. Hopefully I succeeded in fixing Hypers doing LESS damage in combos than doing them stand alone.
- according to the files I made an update to the .air file? Can't figure out what exactly I did there

- new, darker red color palette. New default for her.



Hal Jordan
by Enzo, Buyog2099, Arque, and McCready
Edits by Swanky

Changes:
- changed the power system. Hal still pays power to perform special attacks but he can now do them even without sufficient power.
   This decision was made when it became appearant that he would be at a huge disadvantage against most other fighters.
   While for MvDC and its slower paced gameplay this was not much of an issue, he would get clobbered by most regular MvC-ish fighters (player or CPU).
   The rework is a compromise to acknowledge the mechanic while accomodating for the overall difference in gameplay and roster.
- Changed his basics to chain together better
- changed his boxing gloves hypers to chain together better. His Smackdown Hyper was changed significantly in how it hits. It is faster and hits more often, but deals less dmg per hit


Links above, as always.
€ When I'm all done I probably pack them all together and upload them to my moddb profile page to preserve them. Still a good way to go.
    

Re: Captain Marvel edit for 1.0

 January 26, 2021, 02:48:08 PM View in topic context
 Posted by Swanky  in Captain Marvel MvC-ish edit for 1.0 (Started by Swanky January 24, 2021, 11:43:59 PM
 Board: Edits & Addons 1.0+

I've updated Captain Marvel. Download link in 1st Post. :)

Changes 1.05
- Fixed some triggers regarding her wall bounce checks in statedef 1110
- Deleted her bounce checks in Nova Super (QCF KK)
- Nerfed Damage of Nova Super
- fixed incorrect Hyper Beam sprpriority (was set at 99, now set at 5)
- Orbs (QCB P) are now activated on contact instead of hit, fixed secondary hitdef not using primary destroyself checks (resulting in incorrect hit & timeout behaviour)
- Her Energy Beam (QCF P), Orbs and Hyper Beam now hit/destroy projectiles; should work for most helper type projectiles as well (attr = SP)
- Fixed her AI not checking for floor bounce (still somewhat incompetent when it comes to wall bounce juggling). Still, she uses her set a lot smarter now.
    

Re: AI not doing autocombo.

 January 25, 2021, 09:54:38 PM View in topic context
 Posted by Swanky  in AI not doing autocombo. (Started by Trackiest head January 25, 2021, 02:49:23 PM
 Board: M.U.G.E.N Development Help

1. I said it in the OP, if those crtl’s aren’t there then my character becomes able to attack while receiving hits from the enemy, hence why they are in there, they are mandatory.

2.yes, he will mostly use his normal punches while the opponent is on the ground but also if the opponent is jumping yet in vertical range for the attack. I haven’t done it yet but he will not autocombo a crouching or grounded opponent.

3.this is provisional since the idea is that they AI uses his light punch thrice before proceeding to the three later portions of the autocombo.


1) Needs triggerall = Movetype != H to check AI is not in a hitstate in all AI patterns. With that ctrl check can be used when it is necessary.
2) Probably needs two separate triggers for that to reliably work, one with the condition on the ground, and one for when p2 is in the air and at a set height, P2Dist Y = [-50,-10], for example

trigger1 = P2StateType = A
trigger1 = (p2bodydist x < 50) && (P2BodyDist Y = [-50,-25] ; fiddle around with the optimal values when the opponent is hittable
trigger1 = stateno = xx && movehit

3) That is better handled via variable where each hit adds 1 to the variable, otherwise the character will loop the attack ad infinitum.
The first subsequent attack of the autoattack should have the variable condition trigger(x) = stateno = 200 && var(3)>=3

(This might need additional checks for handling and resetting to 0, mind me)

[state -1]
type = Varset
triggerall = var(59)>0
trigger1 = !numenemy
trigger2 = numenemy
trigger2 = enemynear,movetype!=H
v = 3 (example variable)
value = 0

[state -1]
type = Varadd
trigger1 = stateno = 200 && movehit
v = 3
value = 1

Then add the variable check to the stateno. Should read something like this

[State 200, autocombo 1]
type = ChangeState
triggerall = AILevel
triggerall = MoveType != H
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = p2statetype != L
trigger1 = ctrl
trigger1 = P2bodydist X < 50
trigger1 = random < ailevel * 6 ;(set higher chance for first hit)
trigger2 = P2StateType != A
trigger2 = random < ailevel * 4
trigger2 = stateno = 200 && var(3)<= 2
trigger2 = p2bodydist x < 50
value = 200
    

Re: Special move issue

 January 25, 2021, 06:41:22 PM View in topic context
 Posted by Swanky  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 PM
 Board: M.U.G.E.N Development Help

Your velsets in Statedef 1400 are set with time < xx, which means frame 0 - xx of the state. You may want to use different conditions if you want the first kick to remain on the ground. :) Also, at the time the move changes to air, you can insert a ChangeStateType to reflect that the character is now in the air (may be useful for when the character is hit out of the move, so it won't float in the air).
    

Re: AI not doing autocombo.

 January 25, 2021, 06:34:28 PM View in topic context
 Posted by Swanky  in AI not doing autocombo. (Started by Trackiest head January 25, 2021, 02:49:23 PM
 Board: M.U.G.E.N Development Help

I'm seeing a couple of things here.

1) Ctrl is a check that the AI needs (strictly) ctrl to do the move (which attack states usually do not have), but if the autocombo works off of movecontact (like 200 && movecontact), you should leave it out.
2) What do you want the P2BodyDist Y to do? If you want the AI to pass a check whether P2 is on the ground, it may be simpler to use P2StateType != A (is not in the air), or P2StateType = S (P2 is in standing specifically, useful for when the attack may miss a crouching opponent otherwise).
3) Stateno 200 can be called off of itself. This can lead to weird loops.

Other than that, the original random is up to AI level (8) *4, which means it it may be called in 1/3 of all cases if your AI level is max. While that is perfectly fine, you may want to set this higher for testing purposes.
    

Captain Marvel MvC-ish edit for 1.0

 January 24, 2021, 11:43:59 PM View in topic context
 Posted by Swanky  in Captain Marvel MvC-ish edit for 1.0 (Started by Swanky January 24, 2021, 11:43:59 PM
 Board: Edits & Addons 1.0+

Captain Marvel

by ZVitor - ReSprite and Edit By Abnerrse4 - Palettes by Yolomate

original AI codes and Hyper Combo Finish sound by Mystik Blaze
Hyper Combo Finish BG sprites by Winane
Edits by Swanky



Phew, that's a load of creators right there. Captain Marvel was among the better original fighters released throughout the years, there was still a lot of potential left in her, especially after the AvX release which was solid, but a bit generic.
After a fantastic resprite with color separations I wanted to give her a Hyper Combo Finish BG and maybe some defensive options, but over the course of the coming days and weeks that escalated right quickly into a full edit of the characters offensive options. :D
I've basically touched every file sans the palettes of this character, hence the full release aside from my main thread (where it will be linked nonetheless).

DOWNLOAD CAPTAIN MARVEL

The changelog:
Spoiler, click to toggle visibilty

Changes to gameplay
Captain Marvel now has a lot more options to set up and chain combos. While the initial damage is about average, landing extended combos can put her far above average damage per combo.
As stated, her sHP and jHP now bounce opponents, and one of each can be used per combo, else the opponent will just fall down. Many of her attacks can leave her quite open, so beware.
To compensate, her defensive capabilities are less advanced compared to regular MvC fighters. For instance, she cannot guard push in the air and she has no recovery roll.
However, you can now use her QCB P orbs special to effectively break/reset enemy combos. Depending on hitstun, you may now have a chance to block / counter.

Her extended combo ability is the heart of this edit.
As mentioned she can wallbounce once and groundbounce once per combo. This puts her damage potential through the roof (although there is a damage dampener - I haven't extensively looked for infinites, though).
Here are *some* possible combo chains...

sWP, sMP, sHP
sWP, sMP, sHK, QCF K
sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> sWP, sMP, sHK, 4,6 HP
sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> cHP -> jWP, jWK, jMP, jMK, jHP -> Ground Bounce -> sWP, sMP, sHK -> QCF PP
cWK, cMK, cHK, 4,6 HP -> sWP, sMP, sHK, 236 K -> Wall bounce
You should be able to chain together differently as long as you are aware of what bounces you have already used and where the opponent is.

Moveset:
Spoiler, click to toggle visibilty

To Do:
- find and fix potential jank on the bounce code (if there is still any)

My general releases topic

MOAR screenshots:







€ updated Download link to moddb. File contains all of my full character edit releases so far.
    

AI ignoring variables

 January 24, 2021, 05:20:40 PM View in topic context
 Posted by Swanky  in AI ignoring variables (Started by Swanky January 24, 2021, 05:20:40 PM
 Board: M.U.G.E.N Development Help

Having a little issue here with AI using specific attacks tied to variables.
Basically the character sets up variables 20 and 30 depending on wall bounce and ground bounce. Variables are set and reset in Statedef -2 (reset when hitcounter = 0).
Now, I want the ai to do alter their attacks based on the variables active, for example when var(30)=0 I want the AI to perform a jHP to bounce the enemy off of the floor, but when var(30)>0, I want it to use a super attack instead (if the character has power).
Problem is, so far the AI seems to ignore these variables altogether. It doesn't switch to 650 when var(30)>=1, for example.

[state -1]
type = changestate
value = 620
triggerall = var(59) = 1 && roundstate =2
trigger1 = var(30)=0
trigger1 = stateno = 610
trigger1 = movecontact


[state -1]
type = changestate
value = 650
triggerall = var(59) = 1 && roundstate =2
trigger1 = var(30)>=1
trigger1 = stateno = 610
trigger1 = movecontact


[State -1, Nova ai]
type = ChangeState
value = Ifelse(statetype =s, 3100,3150)
triggerall = power >= 1000 && var(59) && p2bodydist X <= 70
triggerall = MoveType != H && RoundState = 2
triggerall = P2StateType != L
trigger1 = P2Statetype = A && random <= 150
trigger1 = p2MoveType = H && p2bodydist Y = [-25,50]
trigger1 = (P2Stateno != [5120,5160]); && (P2Stateno != 5160)
trigger1 = ctrl
trigger2 = var(30)>=1
trigger2 = (Stateno = 610) && MoveHit && random <= 500

What do I have to do to make the AI not ignore those variables?

€ Nvm. I've set up additional variables to check whether the AI has used the attack before and act accordingly.
    

Re: Various MvC-ish characters edited, other odds & ends

 January 24, 2021, 09:13:27 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

However, I still have to check for rules on uploading edited characters given that in some cases I'd upload basically whole characters again.

as long as you keep em in edits where you currently are there are no rules against re-uploading the whole character that's been edited :)

Good to know, guess I have my work cut out for me in the following days. :)
    

Re: Various MvC-ish characters edited, other odds & ends

 January 24, 2021, 12:29:56 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Thanks!

I've basically completed some more complete overhauls of the AvX Captain Marvel and Ramzaneko's Zero.
For Captain Marvel I have recoded parts of her bouncing system to be more consistent and allow for good combo variety, with both her sHP and jHP being used for ground / wall bounces. Her gameplay went from generic to very exciting by doing this, although I had to implement more complete and thorough measures when it comes to dmg balance. She now also knows how to Push Block and Counter (pretty nasty one by that as it sets up a wall bounce).
Zero is basically a MvC-ified version of what was already there, added push block and switched a good bit of his moves around. Added an AI.
I've also worked for a good bit on zvitors and Harbinger's Poison Ivy and AvX Hope as well as AvX Black Widow, but with those 5 I'm unsure how & whether I can release those since I basically fiddled around in every file sans the palettes, so I don't know if I can just upload those as a complete character edit instead of the loose files.


I've also done some light changes and fixes (like being able to hit bosses with certain attacks) for Gladiacloud's Dormammu running on Vorse Raidier's AI patch. Have to check the best course of action to release those.
Did a good rework on Buyog's Hal Jordan, basically revamping his basics, power system and a lot of frame data on the supers, making stuff a good bit more consistent. Have to check which files are affect, however, but those two may be easier releases than the above.

Pretty much the same with Wucash's Etrigan, a character that I've reworked to finally have consistent comboing and hitpauses. Issue is I probably have to re-import half his sprites because a good amount of his gethit sprites currently don't use palettes for whatever reason.

Gameplay wise it's all pretty much done. Currently doing some more testing to make sure things generally work. Note all of the above have been made as personal edits first and foremost. However, I still have to check for rules on uploading edited characters given that in some cases I'd upload basically whole characters again.
    

Re: Various MvC-ish characters edited, other odds & ends

 January 22, 2021, 05:11:36 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

I've added patches for Sasquatch by VS Debuts & Morrigan by JJkoolaid.
Not sure where I want to go with Sasquatch, but Morrigan's hard AI setting is pretty vicious. Links in first post.
    

Re: Various MvC-ish characters edited, other odds & ends

 January 20, 2021, 11:17:37 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated Feb-04-22) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Yes, what I meant unfortunately, because the .def file does not recognize that the version has been updated. I've uploaded a fix (it's the same link), thanks for mentioning and sorry for the inconvenience.