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PotS

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Messages by PotS

    

MUGEN1 Screenpack Remix

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

This is like 90% finished. I feel like if I don't release it it may get lost, and Ikemen GO could use more screenpacks, so here it is.

Like my MUGEN1 Lifebar Remix, this is a reimagining of Ikemen GO's default screenpack.

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

Video:
https://streamable.com/s5jche

Screenshots:

16:9 Main Menu


16:9 Select Screen


4:3 Select Screen


DOWNLOAD
    

Re: MUGEN1 Lifebar Remix

 July 19, 2024, 03:59:37 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

    

Re: Atsuko Kagari released

 July 18, 2024, 05:15:06 pm View in topic context
 Posted by PotS  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

I already gave my opinion to Sir Ghostler but I'd like to reiterate that this is a lovely, well-made char.

You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down.
It is optional and it's well documented.

common1.cns said:
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
.air documentation said:
5030 - Stand/Air Hit back
5035 opt - Stand/Air Hit transition
5040 - Air Recover

KFM has a few more optional animations, like 5101 for instance, so it's an honest mistake to make.
    

Re: Yungmie Beta Released (07/07/2024)

 July 14, 2024, 06:13:25 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+

6LP has it startup time increased.
I meant you should make it slower if you made it an overhead. Feels like it should have one of those utilities I mentioned. And not miss crouchers. Normally a move like this would have the hitbox reching under her leg rather than above it.

But on a second look I'm noticing the move can but used to combo from the ground into air specials/supers, so there's that.

The +11 advantage feels a little dangerous in terms of infinites, but it looks like pushback prevents me from getting one going.

- I just noticed that all of her normals are cancellable, which is unusual for a grounded fighter
- Doing Flying Kick 3 times does 64% damage
    

Re: Active Tag system

 July 10, 2024, 06:45:58 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Which characters? I've added several safeguards to keep them from doing that, but I can only do so much from my end. Some chars break tag no matter what.
    

Re: Yungmie Beta Released (07/07/2024)

 July 10, 2024, 06:43:13 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+

The char feels pretty good. Here's some feedback:

- If you're using accurate boxes, it's alright. Otherwise the hitboxes are too big and oppressive
- Neutral jump LP and LK are visually the same. Might as well not have a neutral version for one of them
- sLP and sLK could be arranged in a way so that the far versions aren't so similar to each other
- Aura Smash is statetype S but changes her Pos Y. You can achieve the same effect with offsets in the animation
- The readme lacks the command normals
- 6LP also has Pos Y != 0 while Statetype = S
- 6LP could be a) a slower overhead or b) a low crush
- Close sHK triggers from a range where it misses
- The input buffer has this typical issue where during hitpause you can input the buttons before the motions
- EX Nerichagi and EX Foot Rush have the same combo extension properties. A bit dull
- You can bypass the combo limits of EX Nerichagi and EX Foot Rush by alternating between them
- One of the Fire Binta versions could have a bit of forward momentum kinda like the EX version. Its range is very short
- Triangle Jump input is unclear in the readme. I mean, most people know what that is, but the readme should point out it's corner only
- Could allow Triangle Jump in the front corner as well
- High jump afterimages are a bit too long
- Aura Smash is too safe. It's +16 at close range
- On that note I think the only thing keeping you from doing Aura Smash corner infinites is that microwalking makes Nerichagi come out instead of it
- HSDM can get behind P2 and miss in the middle of the combo if spaced just right. On hit it should adjust the position of either Yungmie or the enemy so it doesn't happen. It also does 70% damage?
- More states should use velset = 0, 0. Walking and doing a normal makes her slide
- Back dash could allow air specials/supers if this is KOF-ish char
    

Re: Kame House JUS (Day, Night, Sunset) 3D Illusion Parallax

 July 06, 2024, 11:22:59 am View in topic context
 Posted by PotS  in Kame House JUS (Day, Night, Sunset) 3D Illusion Parallax (Started by Vogel June 10, 2024, 08:16:16 am
 Board: Your Releases, 1.0+

Great job once again.

Regarding the Ikemen version, I think once Ikemen 1.0 drops people can use the Mugen version in both engines, since stages will be more accurate.

sunset one looks beautiful, but I'd take the white screen filter above off
Yeah I really don't like those either (in any stage, not just this one). But I guess they're easy enough to disable.
    

Re: Ikemen Go Character Updates

 July 06, 2024, 11:06:34 am 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

Seems like a funny interaction between that fireball and the parry code. I probably need to give the fireball some kind of limit. Or use a more standard fireball like the new Raigo Reppuken, though I usually prefer uniqueness. Or add this other Ikemen feature I played with before that would make parry work better.
    

Re: Active Tag system

 July 06, 2024, 11:02:32 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

Updated. Mostly to fix a bug where you couldn't tag correctly when your partners were still busy, even if you had a full gauge (the "green" tag). Thanks to Frank_W for noticing. Did a couple more QOL changes as well.

Future versions (outside bug fixes) might be for nightly or Ikemen 1.0. I need to change the camera behavior a bit to match the changes to the engine.
    

Re: Localcoord 1280x720. Should use it or nah?

 June 24, 2024, 07:49:15 pm View in topic context
 Posted by PotS  in Localcoord 1280x720. Should use it or nah? (Started by WastedCoder June 24, 2024, 06:48:21 pm
 Board: M.U.G.E.N Development Help

There's no particular advantage/disadvantage to it. Use it if you want to code the char in its original coordinate space instead of having to convert every number to 320x240.
    

Re: Assorted AI-generated stages

 June 24, 2024, 07:27:00 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+

Mugen/Ikemen's default widescreen look is actually similar to modern SF games. But if you don't want the camera so close to the chars I suppose the easiest way would be to change the zoomin parameter of the stages, since they're already ready for zoom.
    

Re: Chris by MDK problem in IKEMEN

 June 06, 2024, 07:25:30 pm View in topic context
 Posted by PotS  in Chris by MDK problem in IKEMEN (Started by terrence June 06, 2024, 06:45:20 pm
 Board: Ikemen General Discussion and Help

A lot of text editors do that. Even the basic Notepad. I use Notepad++.
    

Re: Chris by MDK problem in IKEMEN

 June 06, 2024, 07:09:18 pm View in topic context
 Posted by PotS  in Chris by MDK problem in IKEMEN (Started by terrence June 06, 2024, 06:45:20 pm
 Board: Ikemen General Discussion and Help

The crash message means the error is in file MC'Chris_O.CNS at or around line 2179.

In the version I got it's actually line 2157, which is this block of code:

Code:
[State 3001,1]
type = varset
trigger1 = ( && Var(50) = 4time = 0 || animelem = 7)
var(15) = 0

Which is completely broken. I'm suprised Mugen doesn't crash. The trigger1 line is probably meant to be:

Code:
trigger1 = Var(50) = 4 && (time = 0 || animelem = 7)
    

Re: Ikemen Go Character Updates

 June 06, 2024, 09:51:48 am 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

Excellent, I was trying out some of your chars. I see that now they mark hard knockout, however I would like to know if there is a way for that message to be marked as a life bar tag, just like combos, perfect, change, danger, etc., since I see that it affects some bars like climax sacrifice.
They are lifebar messages. You can either use graphical tags like what counter hits and such do, or plain text for other messages.

To be honest I only tested that feature in Ikemen lifebars. I'm not sure if a Mugen lifebar placed in Ikemen will support them by default. I suppose not. But if Climax Sacrifice doesn't support them it was probably an oversight, which you should let the author know about.

Another thing I see in the system is the fact of unbalanced games, that is, if you decide to play a vs in single mode against any ratio mode, they always have an advantage in the combinations: single is like a ratio 2 (normal) and any combination of the other mode always adds up to 4, double the advantage, by default the single mode should be ratio 4 (only in this condition, not a normal single vs). and so on for all possible combinations of the modes in vs. single, simul, tag, ratio and above all turns.
This is the Ikemen system rather than my characters. If you want Ratio 4 you will specifically have to pick a ratio mode team. I think it makes sense. Single is very different from ratio because you have to lose 2 rounds, so it shouldn't follow ratio logic.
    

Re: (OWO) Annie Raleased

 June 02, 2024, 07:10:53 pm View in topic context
 Posted by PotS  in (OWO) Annie Raleased (Started by OWO August 01, 2023, 08:09:58 am
 Board: Your Releases, 1.0+

You could probably make a new thread for the char. Or edit this one's title.
    

Re: MASTERTKOF 3D RIP. Comissions and Free chars

 June 02, 2024, 06:48:19 pm View in topic context
 Posted by PotS  in MASTERTKOF 3D RIP. Comissions and Free chars (Started by Mastertkof October 24, 2021, 08:22:25 pm
 Board: Sprite Projects

It's good that you made the second set more PG-13. They look amazing as usual.
    

Rainbow Edition Module

 June 02, 2024, 06:31:17 pm View in topic context
 Posted by PotS  in Rainbow Edition Module (Started by PotS June 02, 2024, 06:31:17 pm
 Board: IKEMEN Releases

Made this little module to fool around with Ikemen's features and to have a laugh. It makes every character in your roster play like the SF2 Rainbow Edition hacks.

Preview:
https://streamable.com/fz45nu

Installation instructions available in the readme as usual.

DOWNLOAD

Only works in the Nightly builds as of this date.
    

Re: Active Tag system

 June 02, 2024, 05:52:20 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Sorry. I forgot to reply, but I'm not sure how to help either way. The tag code should not be weighing down Ikemen, especially if you have it up-to-date. Do you also get slowdown in 4v4 Simul?

Updated the code today:
Quote
- The camera is now forced to ignore characters in standby as well as their helpers. Improves compatibility
- Added a few more config options
- Added support for flying characters (see F.A.Q.)
    

Re: Universal Dash Cancel System

 June 02, 2024, 05:37:20 pm View in topic context
 Posted by PotS  in Universal Dash Cancel System (Started by PotS May 11, 2024, 09:34:18 am
 Board: IKEMEN Releases

Thanks guys.

Updated the file with some requested config options.
    

Re: Dramatic Zoom Add-on (Tekken style)

 June 02, 2024, 05:30:13 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

Another update. Added a smoothing effect during the slow motion.