The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: KarmaCharmeleon on November 30, 2021, 05:43:21 pm

Title: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: KarmaCharmeleon on November 30, 2021, 05:43:21 pm
(https://i.imgur.com/4SZmSvE.png)(https://i.imgur.com/qVAp9yA.png)
(https://i.imgur.com/nzwmDiE.png)(https://i.imgur.com/gxYj7AM.png)
(https://i.imgur.com/Pe9pI0j.png)(https://i.imgur.com/yXvV4GC.png)
(https://i.imgur.com/KyPFh9d.png)(https://i.imgur.com/23MRtq6.png)
Download (https://www.mediafire.com/folder/f4qxixm5h39cu/Characters)



Angel updated.

Spoiler: Changelog (click to see content)

Haohmaru updated.

Spoiler: Changelog (click to see content)

Q updated.

Spoiler: Changelog (click to see content)

Rugal updated.

Spoiler: Changelog (click to see content)
Title: Re: Q released, Angel and Rugal updated
Post by: 087-B on November 30, 2021, 06:17:22 pm
Damn he’s a real Q-T pie.




Okay I deserve to die for that one.

In all seriousness I’ll make sure to try him when I get off work. The screenshots are very compelling and I’ve been excited since the first reveal. All hail Q!
Title: Re: Q released, Angel and Rugal updated
Post by: Momotaro on November 30, 2021, 06:40:48 pm
3 great news in a post!
Thanks for sharing!

So you also converted the old Angel palettes to be compatible with the CS SFF?
Title: Re: Q released, Angel and Rugal updated
Post by: PeXXeR on November 30, 2021, 08:28:24 pm
My new main has arrived, it is time !
Title: Re: Q released, Angel and Rugal updated
Post by: Emerie The G.O.A.T on November 30, 2021, 09:23:10 pm
Great!!
Title: Re: Q released, Angel and Rugal updated
Post by: EgyLynx on November 30, 2021, 09:59:29 pm
Oh... there already at some Q but that ... well... it see at like Q bee! Cool!
Title: Re: Q released, Angel and Rugal updated
Post by: AuMiO VXC on November 30, 2021, 10:21:26 pm
That was fast, Great Release. I made a video using your Q and Rugal. Enjoy!
Title: Re: Q released, Angel and Rugal updated
Post by: ZolidSone on December 01, 2021, 09:06:07 am
Feedback on Q:
-Palette (1,4) is not the default SF3 palette that matches the small portrait on the select screen (Or it is not using the LK.act palette).
-The backwards dash has two pixels on the bottom left of his sprites (105,1).
-Standing HP is missing the stomp sound for the envshake used on the taunt and the crouching HP (It feels lackluster without it).
-The hitspark and guard spark of standing HK is misaligned.
-His Dashing Straight, Dashing Head Attack and Dashing Leg Attack could use sliding dust at the end of their animations.
-Vicious Impact has a normal ground shockwave and sound alongside the strong one when the opponent hits the ground.
-There is a normal ground shockwave and sound instead of the strong one when the opponent hits the ground from the 2nd hit of Deadly Double Combination.

That should be it.
Title: Re: Q released, Angel and Rugal updated
Post by: XANDERAC on December 01, 2021, 08:07:14 pm
This is more of a strange thing I noticed from using him in Ikemen's tag system, so it may not be relevant but figured I would mention it. Currently in the latest Ikemen, I noticed when he's a tag partner and he's off screen, he starts playing his breathing sound when he's not actively in combat. Solid release so far, Q's always been a favourite and you did a great job on him!
Title: Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)
Post by: KarmaCharmeleon on December 04, 2021, 11:39:44 am
-Palette (1,4) is not the default SF3 palette that matches the small portrait on the select screen (Or it is not using the LK.act palette).
Fixed.
-The backwards dash has two pixels on the bottom left of his sprites (105,1).
Fixed. Can you believe this is a small mistake on the actual game files? :O
-Standing HP is missing the stomp sound for the envshake used on the taunt and the crouching HP (It feels lackluster without it).
Added stomp sound, sounds indeed better this way.
-The hitspark and guard spark of standing HK is misaligned.
It is tricky to align. I aligned it to match the frame that plays thru the hitpause of that anim.
-His Dashing Straight, Dashing Head Attack and Dashing Leg Attack could use sliding dust at the end of their animations.
I tried and while it worked for regular Dash Punch, I couldn't fit it with the overhead variant at all x.x
-Vicious Impact has a normal ground shockwave and sound alongside the strong one when the opponent hits the ground.
It's a strong one when he hits the ground, and another one when landing from the bounce.
-There is a normal ground shockwave and sound instead of the strong one when the opponent hits the ground from the 2nd hit of Deadly Double Combination.
Fixed.

That should be it.
Thanks, mister :)

This is more of a strange thing I noticed from using him in Ikemen's tag system, so it may not be relevant but figured I would mention it. Currently in the latest Ikemen, I noticed when he's a tag partner and he's off screen, he starts playing his breathing sound when he's not actively in combat. Solid release so far, Q's always been a favourite and you did a great job on him!
Fixed!



Q, Rugal, Angel, and now Haohmaru, were all updated. The four of them experimented small tweaks in line with recent changes of the PotS system (shout outs to Jmorphman hitting me up for those). Q got all the mentioned reported bugs fixed. Haohmaru, on the other hand, while still being the same in terms of gameplay design, experimented a huge revamp on all of his hitboxes to match a fairly recent discovery made regarding hurtbox and hitbox data from CvS2.

Angel updated.

Spoiler: Changelog (click to see content)

Haohmaru updated.

Spoiler: Changelog (click to see content)

Q updated.

Spoiler: Changelog (click to see content)

Rugal updated.

Spoiler: Changelog (click to see content)
Title: Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)
Post by: Momotaro on December 04, 2021, 11:52:06 am
Awesome!!!
Also, I cusrious to have more informations about this discover for CVS hitboxes...

Also... Wait, Did I saw some RB Mary in the line ???
The hype is already here... My fav design of hers.

Sigh...... I definitely wish I code as fast and as good as you, and JM etc. ^^
Title: Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)
Post by: KarmaCharmeleon on December 04, 2021, 12:22:39 pm
So you also converted the old Angel palettes to be compatible with the CS SFF?
I forgot to answer you, Ned. Yes, I did!

Also, I cusrious to have more informations about this discover for CVS hitboxes...
While labbing CvS2 a couple months ago for accuracy, I've noticed the internal CvS2 data had discrepancies with its execution. This was because the game was internally coded to be 358x224 game resized to 320x240. Because of this, we had to take the horizontal movement data ripped and scale it to match the change from 358 to 320. I documented that here (https://mugenguild.com/forum/topics/tip-make-your-cvs2-horizontal-more-accurate-191691.0.html) and notified Jesuszilla about it.

JZ kept investigating this issue and while studying Chang, he found out that the same interpretation made over horizontal movement needed to be made over hitboxes too. Because of this, all this time, we were ripping hurtboxes and hitboxes data were 1.11875 smaller than they should. Rugal came after this discovery was made, so he had the boxes updated mid development. Meanwhile, Angel and Q used custom box design which means they were not affected by this. Haohmaru was the only one that needed the update really badly, and I didn't have the time to revamp the .air up until now.

But now he's out!
Title: Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)
Post by: Momotaro on December 04, 2021, 01:02:14 pm
So you also converted the old Angel palettes to be compatible with the CS SFF?
I forgot to answer you, Ned. Yes, I did!

Also, I cusrious to have more informations about this discover for CVS hitboxes...
While labbing CvS2 a couple months ago for accuracy, I've noticed the internal CvS2 data had discrepancies with its execution. This was because the game was internally coded to be 358x224 game resized to 320x240. Because of this, we had to take the horizontal movement data ripped and scale it to match the change from 358 to 320. I documented that here (https://mugenguild.com/forum/topics/tip-make-your-cvs2-horizontal-more-accurate-191691.0.html) and notified Jesuszilla about it.

JZ kept investigating this issue and while studying Chang, he found out that the same interpretation made over horizontal movement needed to be made over hitboxes too. Because of this, all this time, we were ripping hurtboxes and hitboxes data were 1.11875 smaller than they should. Rugal came after this discovery was made, so he had the boxes updated mid development. Meanwhile, Angel and Q used custom box design which means they were not affected by this. Haohmaru was the only one that needed the update really badly, and I didn't have the time to revamp the .air up until now.

But now he's out!

No problem.
By checking the update, I can see the palettes are still compatible (updated)
Good move considering the very good palettes some guys provided!

About CVS2 data. This is a good news.
It's always nice to have more precise/accurate datas for conversions.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (04/12/2021)
Post by: AlexSin on December 04, 2021, 03:08:36 pm
Feedback:

- Missing required animation 100.

- Not a fan of easy cancellable crouching light kicks. Not sure if it's intended.
You can cancel the c.lk before it even connects.

- Back standing heavy punch makes the enemy fall: in source it doesn't, so I think it shouldn't in this version.

- Probably intentional, the Dashing Head Attack makes the enemy fall down while it doesn't in the source.

- I think a screenbound state controller in the "falling from above" intro (state 192) should be put there so that when the round starts the camera doesn't move and "get fixed".

- There are many expressions truncated to integer in the "falling from above" intro (state 192) in the debug messages.

- Custom combo:
on p2's side, pressing forward + punch will make him do the dash punch. Remember: just forward + punch, meaning there is no need to press back to do the back,forward motion and then press punch.
I know the custom combo removes the charge aspect of certain attacks and specials, but in this case it completely removes the back portion.
On p2's side.

On p1's side it works correctly.

- Custom combo:
to deal a lot of damage during the custom combo, you can just press back+standing medium punch. It deals a lot more damage than any other combo. Just wanted to mention it.

- If Deadly Double Combination's first attack gets parried, the move stops there. In the source Q continues to attack.

- Speaking of it and its MAX version, there are expressions truncated to integer there too.
In the MAX version, if it gets guarded normally there's debug flood (probably because Q stops there for a while). This debug flood mentions the change to invalid action 3150 (state 3150).

- Even the Capture & Deadly Blow (HCB, any kick) has expressions truncated to integer.

Basically it's all the posadds you added in the moves which are multiplied by the const(size.x scale). Adding ceil or floor should fix that.

- Crouching heavy punch shouldn't be defendable from the idle position, you need to guard low.

- The second attack of the EX Dashing Leg Attack should be guardable from the idle position instead of low.

- You can't go to the taunt from the back standing heavy kick.
- But you can do a Dashing Leg Attack / Dashing Straight from back standing heavy punch. :S
Title: Re: Q, Angel, Haohmaru, and Rugal updated (05/12/2021)
Post by: KarmaCharmeleon on December 05, 2021, 12:40:10 am
Feedback:
Thank you so much for all the feedback <3
- Missing required animation 100.
- Fixed. Added a Run animation with this update.
- Not a fan of easy cancellable crouching light kicks. Not sure if it's intended.
You can cancel the c.lk before it even connects.
- Fixed. It was meant to be special/super cancelable, no mash cancelable.
- Back standing heavy punch makes the enemy fall: in source it doesn't, so I think it shouldn't in this version.
- Fixed. Now it's -1 on hit/block.
- Probably intentional, the Dashing Head Attack makes the enemy fall down while it doesn't in the source.
- This is indeed intentional.
- I think a screenbound state controller in the "falling from above" intro (state 192) should be put there so that when the round starts the camera doesn't move and "get fixed".
- Added.
- There are many expressions truncated to integer in the "falling from above" intro (state 192) in the debug messages.
- Fixed all of them! 1.1 doesn't report you expressions truncated :O
- Custom combo:
on p2's side, pressing forward + punch will make him do the dash punch. Remember: just forward + punch, meaning there is no need to press back to do the back,forward motion and then press punch.
I know the custom combo removes the charge aspect of certain attacks and specials, but in this case it completely removes the back portion.
On p2's side.
On p1's side it works correctly.
- Fixed.
- Custom combo:
to deal a lot of damage during the custom combo, you can just press back+standing medium punch. It deals a lot more damage than any other combo. Just wanted to mention it.
- Added a dampener.
- If Deadly Double Combination's first attack gets parried, the move stops there. In the source Q continues to attack.
- This is intentional. The move is still dead on parry.
- In the MAX version, if it gets guarded normally there's debug flood (probably because Q stops there for a while). This debug flood mentions the change to invalid action 3150 (state 3150).
- Fixed.
- Crouching heavy punch shouldn't be defendable from the idle position, you need to guard low.
- Fixed.
- The second attack of the EX Dashing Leg Attack should be guardable from the idle position instead of low.
- Fixed.
- You can't go to the taunt from the back standing heavy kick.
- Fixed. PotS characters usually can't cancel normal moves into Taunt, but since Q's Taunt is super integral to his gameplay, you can now exceptionally special cancel into taunts.
- But you can do a Dashing Leg Attack / Dashing Straight from back standing heavy punch. :S
- Fixed. You could also do it on the landing states of Standing Heavy Punch and Crouching Heavy Kick. It was an oversight on the kara cancel code.

Thank you so much once again for testing this guy and giving me all this feedback <3



Q updated. All of the feedback and more was addressed.
Spoiler: Changelog (click to see content)
Title: Re: Q, Angel, Haohmaru, and Rugal updated (05/12/2021)
Post by: SOLIDUS SNAKE on December 05, 2021, 11:55:17 am
Could not dl genjuro or yang, due to a virus.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (05/12/2021)
Post by: extravagant on December 11, 2021, 09:49:08 am
This Q is amazing! A must keep for any serious POTS user. I didn't use Q in 3S, but I did get my ass wooped by my older brother back in the day by Q. Now with Mugen/IKEMEN GO, I'll get a chance to use him and make him shine.

After already loading him into my IKEMEN GO games, some of the fighters in my community are already loving this Q as well, including me. Stay tuned for more actual fight footage in our tournaments, in the near future.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (05/12/2021)
Post by: BahamianKing242 on December 26, 2021, 08:44:37 pm
hey just wanted to say your Q is amazing i enjoy playing him alot!
Title: Re: Q, Angel, Haohmaru, and Rugal updated (05/12/2021)
Post by: KarmaCharmeleon on January 01, 2022, 03:04:45 pm
Could not dl genjuro or yang, due to a virus.
This is a false positive! Plenty people were experiencing the same thing with different characters (myself included). I scanned all files with multiple antiviruses and its all safe, don't you worry.
This Q is amazing! A must keep for any serious POTS user. I didn't use Q in 3S, but I did get my ass wooped by my older brother back in the day by Q. Now with Mugen/IKEMEN GO, I'll get a chance to use him and make him shine.

After already loading him into my IKEMEN GO games, some of the fighters in my community are already loving this Q as well, including me. Stay tuned for more actual fight footage in our tournaments, in the near future.
hey just wanted to say your Q is amazing i enjoy playing him alot!
Thank you guys :)



Angel, Q and Rugal were all updated today.

Spoiler: Angel (click to see content)

Spoiler: Q (click to see content)

Spoiler: Rugal (click to see content)
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: Momotaro on January 01, 2022, 05:33:35 pm
Thanks for the updates!
Hope angel is not too nerfed ^^
Good stuffs!
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: ZolidSone on January 02, 2022, 01:01:54 am
I have some additional feedback for Rugal, but I held on it for too long as I got busy with other things (And probably so were you and don't know when were you going to get to it):
-The hitspark and guard spark of standing HK is misaligned if hit slightly farther away.
-Scorpion Deathlock feels off when there's a strong punch hit sound without a hit spark.
-If the opponent gets close enough to him to a certain degree, he will use standing close heavy hick when the opponent is close, but far enough not to hit them (This is annoying when I try to use Custom Combo and use standing HK during it, but ends up using the close version and missing instead).
-The super jump sound on all versions of Genocide Cutter plays after the swing sound instead of the same time.
-Depending on the opponent's hitbox, Ruga's HP Genocide Cutter can only hit once as the 2nd hit does not launch them high enough.
-Rugal Execution doesn't have a dash sound on the startup when the running dust plays.
-When using God Lane and teleport to the opponent's side of the wall, the landing sound effect keeps playing non-stop until the animation ends and the landing effect appears (Also teleporting to them while the opponent is already close to the wall will cause the landing sound not to play at all).

For the last one I see on PotS style characters, the teleports don't have a landing effect as they're still on the ground. Might as well remove both the landing sound and effect on that and Last Judgement when it misses entirely.

Also, I missed a minor detail on Blanka for a long time and might as well point it out in case you ever update him:
-His Jungle Wheel doesn't have a strong kick swing sound when the opponent is thrown.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: nicky20031 on January 16, 2022, 02:16:21 pm
Great chars, but there's something you need to do about God Rugal's AI, Guy spams teleport like no tomorrow.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: O Ilusionista on March 30, 2022, 10:28:13 pm
I've found your stuff randomly while I was browsing here and you have some really good work, buddy.

I've made a video with Killer Croc against Q and it resulted on a cool match.


I never liked Q himself, but you really made a good job, congrats!
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: Shadic12 on April 24, 2022, 03:24:43 am
Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: KarmaCharmeleon on April 24, 2022, 02:31:09 pm
Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.

I'm aware of this! Coding a barrage of projectiles that land from every position of the screen in every screen size is kinda difficult. For the next update I'd like to move from Kaiser Phoenix to KoF 14 Climax, although if if keep Kaiser Phoenix I'll make it OTG so it never ever misses.
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: Karl/Karla on April 24, 2022, 09:44:26 pm
Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.

I'm aware of this! Coding a barrage of projectiles that land from every position of the screen in every screen size is kinda difficult. For the next update I'd like to move from Kaiser Phoenix to KoF 14 Climax, although if if keep Kaiser Phoenix I'll make it OTG so it never ever misses.

You mean KOF 15 climax...?
Title: Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)
Post by: Momotaro on April 24, 2022, 10:36:31 pm
Many KOF XV climax don't looks that good without camera work.
I had in mind to make some customs for Angel... But I'm not even sure it would looks good in 2D ^^;