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PotS

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Messages by PotS

    

Re: Falling projectile problem

 September 11, 2024, 06:47:49 pm View in topic context
 Posted by PotS  in Falling projectile problem (Started by Creamy_Goodness September 10, 2024, 07:53:45 am
 Board: M.U.G.E.N Development Help

I think your settings of -100, 100 will make it disappear 100 pixels below the ground, which is why you wouldn't see it. But yeah if you want a very specific behavior for it you may need a helper.
    

Re: Falling projectile problem

 September 10, 2024, 12:42:01 pm View in topic context
 Posted by PotS  in Falling projectile problem (Started by Creamy_Goodness September 10, 2024, 07:53:45 am
 Board: M.U.G.E.N Development Help

Try using projheightbound instead of removetime.
    

Re: MUGEN1 Lifebar Remix

 September 10, 2024, 12:38:41 pm View in topic context
 Posted by PotS  in MUGEN1 Lifebar Remix (Started by PotS May 04, 2024, 09:10:14 am
 Board: IKEMEN Releases

Updated today to keep up with a couple features and bug fixes that happened in the engine.

When the match is only one round, Lasombra the announcer will now say a unique line rather than "final round".
    

Re: xcheatdeath's 3D Ikemen Stage Thread

 August 30, 2024, 11:59:32 am View in topic context
 Posted by PotS  in xcheatdeath's 3D Ikemen Stage Thread (Started by xcheatdeath August 29, 2024, 10:50:04 pm
 Board: IKEMEN Releases

Nice work. I especially like the Challenge Tower.

Just minor things but its portrait is squished and screenleft and screenright are both twice as high as they'd normally be for the localcoord.

How can you make such diverse stages in so little time, if you don't mind me asking? Using some resource?
    

Re: Classic VS : Mai

 August 30, 2024, 10:46:33 am View in topic context
 Posted by PotS  in Classic VS : Balrog (Started by ELECTR0 January 01, 2019, 01:00:11 am
 Board: Projects

That is one of the coolest things I've ever seen. Well done.
    

Re: Marvel vs. Capcom 2 3D Stage Conversions

 August 17, 2024, 03:54:52 pm View in topic context
 Posted by PotS  in Marvel vs. Capcom 2 3D Stage Conversions (Started by SuperFromND August 17, 2024, 04:28:06 am
 Board: IKEMEN Releases

This is like a milestone in Mugen/Ikemen history. Great job.

One thing in that you forgot to adapt these to the HR localcoord:
Code:
[Bound]
screenleft = 15
screenright = 15
    

Re: Shovel Knight Released!

 August 16, 2024, 06:12:02 pm View in topic context
 Posted by PotS  in Shovel Knight Released! (Started by Gêmeos dos Jogos August 09, 2024, 11:47:20 pm
 Board: Your Releases, 1.0+

I forgot to mention but his KO state should only trigger after his hitpause ends. It looks a little weird that P1 is frozen in hitpause but Shovel Knight starts moving immediately.

OTG means off the ground. Hitting the enemy while they are lying down to continue the combo. He can do this easily and repeatedly from state 6110.
    

Re: Shovel Knight Released!

 August 16, 2024, 03:44:25 pm View in topic context
 Posted by PotS  in Shovel Knight Released! (Started by Gêmeos dos Jogos August 09, 2024, 11:47:20 pm
 Board: Your Releases, 1.0+

Can we reduce the time?
It's hard to say. Like your Tiki this char is probably more meant for fun than trying to be perfectly balanced against fighting games chars.

After trying the new update (against his AI), right now the most problematic thing seems to be the unrecoverable knockdown state. It gives him guaranteed OTG combos.
    

Re: Aensland Castle Stage

 August 16, 2024, 03:38:29 pm View in topic context
 Posted by PotS  in Aensland Castle Stage (Started by Toni August 15, 2024, 05:30:59 am
 Board: Your Releases, 1.0+

This is one of my favourite stages in a while. Amazing job.

If you could get that boundhigh to the commented out value it'd be perfect. If only because it's based on a game with super jump.
    

Re: Amanojaku released Blissgate

 August 11, 2024, 02:56:07 pm View in topic context
 Posted by PotS  in Amanojaku released Blissgate (Started by Yagoshi300 August 11, 2024, 06:24:41 am
 Board: Found Releases 1.0+

    

Re: Shovel Knight Released!

 August 10, 2024, 01:51:35 pm View in topic context
 Posted by PotS  in Shovel Knight Released! (Started by Gêmeos dos Jogos August 09, 2024, 11:47:20 pm
 Board: Your Releases, 1.0+

This is an amazing character. Well done. :thumbsup: I've been meaning to play Shovel Knight for a long time but never got around to it.

Here's some feedback:

- Normally dodge/roll can be thrown. Also rolls should have recovery time
- Since he doesn't actually crouch, you could make holding DB/DF also walk
- Infinidagger could be cancelled with just Y. Or down. No need for two buttons I think (I know there's the B shortcut)
- When Tow Anchor hits the ground the effect isn't aligned properly
- Chaos Sphere is really strong. It should disappear when Shovel Knight gets hit or something. In fact several of his projectiles could do that
- I sometimes get the "B, F" specials when trying to input the HCF ones. Some conflict there. You could use "D, D" instead for example
- Phase Locket effect could end if Shovel Knight hits the enemy. It feels like it lasts a bit too long
- Flare Wand misses at close range
- War Horn combos into itself infinitely. Fishing Rod too, almost (limited to meter). That custom lie down state is asking for trouble
- Ghost Glove seems relatively weak
- I love the interaction with Mobile Gear. Great job
- Air Fishing Rod could stop jump momentum sooner. And does have the ground version have any special property? Seems a bit useless at first
- Troupple Chalice could use a super background, or BGPalFX or something so that P2 knows they are paused
- Ichor of Renewal charge time could stack. Seems like it'll be impossible to ever use it. Or it could gradually restore health instead
- Similar kind of feedback for Ichor of Boldness
- Ichor of Fortune could activate faster since it's not particularly strong compared to the others
- Troupple Chalice and Using Ichor could use different inputs so that it's easier to change mode
- How do you use Ornate Plate?

You even coded special handling for when two Shovel Knights open the shop. :2thumbsup:
    

Re: AI guards when enemy isn't attacking

 August 09, 2024, 05:14:53 pm View in topic context
 Posted by PotS  in AI guards when enemy isn't attacking (Started by WastedCoder August 09, 2024, 03:48:39 pm
 Board: M.U.G.E.N Development Help

Hard to say but you can narrow it down. In which state does the char freeze? Does state time advance while the char is in that state?

Also the -1 code could use inguarddist.
    

Re: Tia Langray Beta Released (08/01/2024)

 August 04, 2024, 04:26:17 pm View in topic context
 Posted by PotS  in Tia Langray is Updated! (09/13/2024) (Started by Manson Rees August 01, 2024, 08:59:53 am
 Board: Your Releases, 1.0+

Good job so far. This one feels like it has less starting problems. Things:

- Feel like she could have a 4 frame normal somewhere (close LP at least)
- Normals might have a little too much pushback
- Heel Break first hit hitbox could be a bit smaller so that it's easier to whiff it and get only the overhead hit
- Back dash should have roughly the same hurtbox as jumps
- Rising Upper could have some form of antiair invincibility. Especially EX
- Rapid Gale is a little too fast to recover. For reference Ryu has a relatively good fireball and it's usually around 45 frames (hers is 39)
- She can't use Rapid Gale while the previous one is in anim 1006
- EX Rising Upper and Rapid Charge are arguably too similar
- When P2 hits the ground after being throw at the end of Cutlass Flasher, it lacks some feeling of impact. The MAX version might look better if P2 bounces away from her, too
- Burning Revolver startup is statetype S
- First hit of Rising Upper has bad air.velocity. Try EX Soul Spyke then Rising Upper
- On that note, the Clsn2 on EX Soul Spyke custom state is too big. It's twice as big as an air hurtbox so it creates several scenarios where the first hit of something connects but the rest misses
- Her 5HP is a god button

* Fixed a enemy facing issue with Mirage Spear Kick in the corner.
That move is not listed in the readme.
    

Re: Dramatic Zoom Add-on (Tekken style)

 August 02, 2024, 07:39:56 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

Thanks guys.

Was wondering is there a sound I could add to this if so where would I add it?
Maybe you already found it in the meantime, but I left a comment for that in the code. Line 119 specifically.
    

Re: Yungmie is Updated! (07/30/2024)

 July 31, 2024, 05:27:19 pm View in topic context
 Posted by PotS  in Yungmie is Updated! (09/13/2024) (Started by Manson Rees July 08, 2024, 12:50:58 am
 Board: Your Releases, 1.0+

I so happy with you giving me this much feedback man.  :sweetheart:
It really, really means a lot to me.  :smitten:
My pleasure. I'm looking forward to Tia (I think I started a SFF for one as well at one point).

Quote
- Light Nerichagi hit just once in the source game, and I can see why. It basically serves only to be a anti-air move (it doesn't even supposed to hit crouchers, unlike it's Heavy/Fierce version). Heavy and EX Nerichagi are the versions used in combos;
It's just weird when you block the first hit and the second hit clearly makes contact but misses. What if light only hit on the way up, hard only hit on the way down (with frame data adjustment) and EX hit both times?

Quote
- I don't see the issue of her attacks been able to be blocked on air, honestly. If a opponent can block on air, I don't want to remove this funcionality of them just because KoF chars can't do the same.
This is debatable but my personal philosophy is that it's the attacker who determines what can or can't be air blocked. I think most authors do that too. It's the only way it can be fair (or as fair as Mugen allows).
    

Re: Code for character doesn't work

 July 31, 2024, 05:17:04 pm View in topic context
 Posted by PotS  in Code for character doesn't work  (Started by ModalCobalt July 31, 2024, 12:21:28 pm
 Board: Ikemen General Discussion and Help

In Ikemen you can also use StageTime.
    

Re: Yungmie is Updated! (07/30/2024)

 July 30, 2024, 02:58:26 pm View in topic context
 Posted by PotS  in Yungmie is Updated! (09/13/2024) (Started by Manson Rees July 08, 2024, 12:50:58 am
 Board: Your Releases, 1.0+

A short one:

- Cheap KO animation should start with a get hit frame. Currently it looks like she's unfazed at first
- Foot Rush's massive hitbox hits crouchers even though it really looks like it ought to miss
- She disables the lifebars even for the enemy's win poses. I'm personally not a fan of chars trying to take control of the HUD like that without "permission"
- The AI is pretty strong. On one hand, good job with that, on the other it feels like the move properties help it a lot. She has some prodigal hitboxes
- On that note all of her standing high kicks hit crouchers. Accuracy be damned I'd personally probably remix her normals quite a bit. Too many high kicks
- Light Nerichagi second hit could probably be handled better than flat out making it miss
- Kakato Otoshi is always super unsafe, unless I'm missing something. Also the "only ascending" restriction doesn't make much sense
- All of her attacks can be air blocked, which is odd
    

Re: MUGEN1 Screenpack Remix

 July 24, 2024, 09:20:26 am View in topic context
 Posted by PotS  in MUGEN1 Screenpack Remix (Started by PotS July 19, 2024, 05:16:07 pm
 Board: IKEMEN Releases

Thanks. Try opening the system_43.def file, looking under [Menu Info] and adjusting the "movelist" parameters.

I did a small update just now to add compatibility with Orange-Dolphin's palette selection module.
    

Re: MUGEN1 Screenpack Remix

 July 22, 2024, 11:38:41 am View in topic context
 Posted by PotS  in MUGEN1 Screenpack Remix (Started by PotS July 19, 2024, 05:16:07 pm
 Board: IKEMEN Releases

    

Re: MUGEN1 Screenpack Remix

 July 20, 2024, 11:48:56 am View in topic context
 Posted by PotS  in MUGEN1 Screenpack Remix (Started by PotS July 19, 2024, 05:16:07 pm
 Board: IKEMEN Releases

Reuploaded to fix lack of transparency in a sprite in the continue screen. Thanks for reporting.

If you already downloaded you only need to add this "mask = 1" line in the system.def file(s):

Code:
[ContinueBG Text]
type  = normal
spriteno = 920, 0
start = 0, 180
mask = 1

Really stupid question, where is the select.def ? Never mind, I found it!
It uses the default select.def