Posted by PotS
in Ultimate E. Honda + stage (Started by ELECTR0 April 16, 2024, 06:39:26 pm
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Im guessing this is what I should change ? I just have to set it to 1 I guess ?Right.
As for the updates, that would be cool, maybe keep the 0.99 versions for people that do not use the nightly and have the nightly ones.Yeah that's the plan. Like how I still have versions up for 0.98.2. Free file hosting sure is nice.
Here is how the intros look for meOh yeah I remember fixing that one. Guess I really should update stuff.
https://streamable.com/8c1yob
Hi PotS,I followed in SF6's footsteps and disabled negative edge by default. I feel that it makes less sense nowadays with how tolerant modern inputs already are. If you want it back it can be enabled in inputs.zss (very easy to find).
Just testing the chars on the latest nightly build and wanted to ask you have you changed how the inputs work or am I moving mad ? [or am I very rusty ? ]
One more thing, the vels on that QCF EX Evil Ryu fire ball are kinda mad, maybe slow it down just a tad bitIt's still very telegraphed though. You need a hard read to land it.
Speaking of projectiles something about this exchange does not look alright to me, however I forgotten a lot of mechanics and how shit works :/I've noticed that fireball clashes are a common issue in chars made from mine, but it may be deliberate here as in a Ken vs Ken match EX Hadouken also won't go through a regular one.
Was expecting Ken's EX fireball to eat up that [i forgot the name of it] Hadouken.
https://streamable.com/qc06gu
Edit: Jman if you are reading this you forgot to add the intro triggers for PotS Evil Ryu, they work vs Normal Ryu when against Ken.They seem to be working for me.
Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windowsYou shouldn't be using that one. That's a beta version for 0.99, so just use 0.99.
(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)You probably don't have enough posts to get past the bot filter or something like that.
This happens ONLY after the last updatesI believe you and it seems like a big issue, so for the time being I just rolled back the changes.
I can't tell you exactly which characters causes thisDo you have a roster of chars all in the same style or a random assortment of them?
The HitBy you have in state 0 clears the throw invincibility that is universally granted by Mugen in state 5120. So you can throw him again as soon as he gets up from a throw (unless of course he does something that beats throws). Not sure if intentional. I only tested 2002 but the throw invincibility is present there.- He can be throw looped since you bypass Mugen's wakeup invincibilityInteresting. How exactly does it work?
I was using Ikemen's training which directly asserts the "recovery" command. And tried manually too. I think what happens is that they can only actually recover from wall bounce when coming down, but the whole thing is checked for invalids.- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
In 22C in particular at time = 0 she has pos y -3.5 and statetype S. That one's not so bad because she's invincible, but you can exploit the same bug in other moves to make her air walk.- 22C has the same statetype bugBoth 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.- Some Magic Cannon variations miss KFM at point blankI think i will need your help here, should i increase the hitboxes of the bullets?
Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.It takes a while to pick up, but when it does it definitely packs more of a punch than the original, I think. Highly subjective thing, either way.
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings!
so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?