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PotS

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Messages by PotS

    

Re: Universal Clashing System

 December 01, 2024, 12:03:14 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Pots, I don't know where to post this
all your system clashing, dramaticzoom, etc
doesn't seem to work with vs mode (vs cpu)
it's only in the arcade mode it seems to work, is it correct ?
Thanks for your amazing work !
They work the same in all modes. The only difference between modes is that modules with a gauge refill the gauge in training mode.

Is there a way to change the font used when clashes pop up?
They're part of the lifebars. It's been a while but I think it's the "text.font" parameters in the [Action] group.

This is literally the only thing I needed to switch to IKEMEN, would love more detail in how it functions in game and what doesn't clash. Can't thank you enough.
By default a lot of things clash. There are options to make things only clash if they have the same attack priority or only if the hurtboxes are not hit. Invincible moves don't clash. I might make them clash with other invincible moves later.
    

Re: Universal Clashing System

 November 30, 2024, 10:07:10 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

I updated those shortly after they broke. You can expect me to do that for as long as I'm active. So you can just redownload them.
    

Universal Clashing System

 November 30, 2024, 06:09:48 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

    

Re: Need Help fixing projcontact in IKEMEN GO

 November 29, 2024, 10:20:15 pm View in topic context
 Posted by PotS  in Need Help fixing projcontact in IKEMEN GO (Started by BeastwithFriends November 29, 2024, 09:52:32 pm
 Board: Ikemen General Discussion and Help

It is fixed in later versions. Try just opening all the code files in a program like Notepad++ and replacing all "proj*" triggers with "root, proj*". Then fix the cases where you end up with "root, root, proj*", of course, just in case.
    

Cosmic Drift Screenpack

 November 27, 2024, 06:38:45 pm View in topic context
 Posted by PotS  in Cosmic Drift Screenpack (Started by PotS November 27, 2024, 06:38:45 pm
 Board: IKEMEN Releases

This is like the sequel to my MUGEN1 Screenpack Remix. The layouts are very similar but the graphics are a departure from that one.

It's compatible with both 16:9 and 4:3.

Video:
https://streamable.com/z01iqq

Screenshots:

4:3 Main Menu


4:3 Select Screen


DOWNLOAD
    

Re: Auto Stage Camera Module

 November 20, 2024, 02:10:48 pm View in topic context
 Posted by PotS  in Auto Stage Camera Module (Started by PotS November 19, 2024, 11:58:56 am
 Board: IKEMEN Releases

Try disabling autocenter I suppose. The zss file has a bunch of options at the top. If not that it could be a particular way in which the stage was coded?

Edit: Updated with some improvements.
    

Auto Stage Camera Module

 November 19, 2024, 11:58:56 am View in topic context
 Posted by PotS  in Auto Stage Camera Module (Started by PotS November 19, 2024, 11:58:56 am
 Board: IKEMEN Releases

I've been sitting on this long enough so I should release it.

Ikemen GO nightly (and soon 1.0) includes a bunch of new stage camera parameters that most people never get to see. This module automatically reconfigures every stage in your collection to enable those features.

While that's a much needed feature, it would've been too simple to code. So I threw in some extras. The module will also attempt to standardize the camera between all of your stages for consistency. In addition to some experimental features that you can play with that may or may not break the stages.

This module does not actually write to your stages. It only modifes their properties ingame.

Preview:
https://streamable.com/jdw63v

DOWNLOAD

As mentioned, as of this date it only works in the Nightly builds.
    

Re: Dramatic Zoom Add-on (Tekken style)

 November 10, 2024, 04:14:36 pm View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Sorry for the late reply. The commented line I mentioned before is this:
Code:
playsnd{value: F 0, 0; freqmul: 1.0}

If you uncomment it, it will play sound 0, 0 from your common.snd file (where default hit sounds etc are) when the zoom happens.
    

Re: jaede_ is retired and tired of the MUGEN

 November 10, 2024, 10:04:47 am View in topic context
 Posted by PotS  in jaede_ is retired and tired of the MUGEN (Started by jaede_ November 09, 2024, 06:38:20 pm
 Board: M.U.G.E.N Discussion

People can get so used to working on Mugen that it becomes a routine and almost like a job. Don't try to force it and go do the other stuff instead.
    

Re: Prevent a Explod From Flipping?

 November 10, 2024, 09:39:52 am View in topic context
 Posted by PotS  in Prevent a Explod From Flipping? (Started by 7thHeaven November 10, 2024, 01:36:32 am
 Board: M.U.G.E.N Development Help

Full screen not flipping? Why not postype left?
    

Re: Assorted AI-generated stages

 November 01, 2024, 03:32:30 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 stage to the first post. Like the spider one I actually generated the source image several months ago but only got around to it now.

Also updated "Crimson Progeny" with layer separation and an embryo inside the egg:

    

Re: Bringing Reu's characters to the new Mugen

 October 27, 2024, 05:20:44 pm View in topic context
 Posted by PotS  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

To be honest its your characters honest who are able to counter the super upon the completion on the hits. Maybe is frame perfect on A.I difficulty hard to tell.
Ah it's probably that they both pressed buttons as soon as the move ended and Ken pressed a slower button.

Quote
But i was curious about something: i saw you took out the rolls invulnerability except for grabs. I thought the original rol was to make it have the more cvs feel. your chracters have it and its used to dodge moves where as with ken it hits no matter what..
They never had CvS/KOF rolls. They have command rolls like Ken and Akuma in SFA2. Except they were invulnerable to everything (like many things in the chars). I removed the (optional) A+X input because it was misleading and added more vulnerability. That said I should probably revise the invincibility and maybe make cancelling into light rolls stronger for Evil Ken. I don't like reworking their moves too much though.

Dragon Claw on the other hand does have a true roll.
    

Re: Assorted AI-generated stages

 October 26, 2024, 07:25:29 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+

They show up in chronological order. Every time I make a new one it'll be at the bottom in the first post and at the top in my stages page.

Hi Pots, I'm using all your 40 stages
I'm flattered. ;D
    

Re: Bringing Reu's characters to the new Mugen

 October 26, 2024, 07:11:32 pm View in topic context
 Posted by PotS  in Bringing Reu's characters to the new Mugen (Started by PotS October 09, 2009, 09:54:12 pm
 Board: Projects

The original versions are unmistakably overpowered, like without a shadow of a doubt. Even according to Reu himself (usually attributed to being a product of a different time). But sometimes I do wonder if I nerfed the chars a little too hard. The good news is you can restore most of that overpoweredness by simply... increasing the attack and defense constants.

The AI is untouched as mentioned previously, unless you lower the difficulty in the game options.

Since the Super move "Skuhachi" is no longer a knock down super, it allows characters a very quick counter while evil ken is still in the animation of the move therefore making him vulnerable to any attack or super/ hyper
What characters are you using that can get out of that move before Ken? Normally the chars are even when the move ends. It's meant to be an opportunity to cancel into another super move rather than a knockdown. The knockdown was removed in part because it would actually negatively impact some combos if I recall correctly.

With all that said, the goal of this thread has been reached a long time ago. I don't want to take over their development or anything other than fixing bugs.
    

Re: Garfield (with WlanmaniaX; Beta 1.25) [10/20/2024]

 October 21, 2024, 12:00:01 pm View in topic context
 Posted by PotS  in Garfield (with WlanmaniaX; Beta 1.45) [11/19/2024] (Started by GarfieldfanMUGEN September 30, 2024, 07:33:04 am
 Board: Your Releases, 1.0+

Feels a bit more solid now. Found more things:

- If the Remote Possibilities item is hit by P2, he can still use the remote without effect
- If the alarm clock is hit by P2, he can't use Remote Possibilities anymore after it disappears
- Cat Pounce has way too much pushback
- Cat Pounce recovery has no Clsn2
- You can combo cMP into cMK and back for at least 5 hits. Comboing same strength punches into kicks and back isn't a good idea IMO
- Hairballs should be a little safer when done at poking range. Especially since they have relatively slow startup
- Chili con Flame hitbox could gradually extend like the flames instead of hitting full screen immediately
- Chili con Flame should probably knock down with all hits
- He could have an air version of at least one of his physical specials for air combos. Happy Day seeming like it has the most potential
- Hard normals should probably hurt a bit more. Mediums too but less so. Like +10 damage for mediums and +30 for hard ones maybe
- Standing kicks are kind of useless (outside of combo filler). They're inferior versions of the punch buttons
- cLK is too slow to come out
- sHK could launch. Some Marvel chars have more than one launcher. But the frame data should make both it and cHP useful if that were the case. cHP could be faster for instance
- State 500 should simply use anim 5051 if P2 has it, so that they can use 5061 when coming down
    

Re: Sailor Mercury Sprites

 October 21, 2024, 10:16:11 am View in topic context
 Posted by PotS  in Sailor Mercury Sprites (Started by rgveda99 November 30, 2022, 01:01:10 am
 Board: Sailor Stars Beyond

You probably didn't keep a single pixel of the original, heh. Nice.
    

Re: Hesitant to update my nightly IKEMEN due to trigger changes/removal

 October 21, 2024, 10:13:18 am View in topic context
 Posted by PotS  in Hesitant to update my nightly IKEMEN due to trigger changes/removal (Started by LordryuTJ October 21, 2024, 03:10:18 am
 Board: Ikemen General Discussion and Help

You don't need to update all the time unless you want to make use of some of the new features. You can also back up your current build (minus... char, stages and sound folders I guess) before updating. Updating now will save you that trouble when the stable 1.0 comes out though.
    

Re: Why is the red box Clsn1 missing even though I added it in the air file?

 October 21, 2024, 09:54:39 am View in topic context
 Posted by PotS  in Why is the red box Clsn1 missing even though I added it in the air file? (Started by alongcaca October 21, 2024, 01:51:13 am
 Board: M.U.G.E.N Development Help

In the Nightly build these will show up as faded red.
    

Re: Ikemen Go Character Updates

 October 18, 2024, 03:10:46 pm View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Oh is that what you meant with the toggle? The fact those disappeared is actually an accident. I'll fix it soon.
    

Re: Ikemen Go Character Updates

 October 17, 2024, 05:34:41 pm View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

What do you mean? It's enabled by default. Do you mean the damage? You'll only see the full effects if dizzy is enabled because it does little damage but a lot of stun.