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PotS

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Messages by PotS

    

Re: Sailor Moon & Sailor Mercury beta release

 February 10, 2024, 06:54:14 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

Try holding UP and mashing P+K when getup animation plays.
Oh I misread the input. Was trying 2P/2K. "U+x/y+a/b" is kind of confusing when you think about it.

Now that I've seen it, I think you should either lose the invincibility or make these attacks very unsafe (preferable).

Quote
Not sure what exactly the problem is. If you run by pressing PP you still need to hold FWD to jump forward instead of neutral. Maybe it would be more convinient to make forward jump the default one when running.
It works correctly with C but if you do F, F, UF she will jump straight up.

Quote
Was desperately trying to balance it with long startup. It's the strongest attack in her normal form so it's supposed to be good. How much should I cut the damage in your opinion?
The damage isn't its strongest aspect but I'd probably keep it below 100.

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Not sure I understand. The KO scream is always the same.
I mean having it at all is a bit much. But it's not a big deal.

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Both these moves interact with Aqua Mist (lvl 2+) so enemy can't tell wich version of move is used.
That's a great point. Nice job.

EDIT: After playing in VS for a bit it feels like they build meter too fast.
    

Re: [Vinnie Thread]: Kamui Tokinomiya Released (02/10/2024)

 February 10, 2024, 06:39:57 pm View in topic context
 Posted by PotS  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Noticed a few things so far:

- 5C startup is movetype I
- Uses anim 8900 which doesn't exist
- Her dizzy animation is only one frame. I think looping a few get hit frames or something would look better. I know some chars do this but I forget which
- Her Astral Heat being a counter feels like it defeats the purpose, but I'm not familiar with these games
    

Re: [Dark Ruler Thread] Hoshino Takanashi Released(2024.2.7)

 February 10, 2024, 06:13:52 pm View in topic context
 Posted by PotS  in [Dark Ruler Thread] Tendou Aris Released(2024.4.10) (Started by Dark Ruler August 13, 2023, 12:01:45 pm
 Board: Your Releases, 1.0+

Found some issues with Hoshino:

- Her feet are unhittable in the idle animation
- Standing B is an infinite by itself if timed correctly
- The hitsounds are too weak
- Tactical Suppression does 100% damage easily
- Her attacks could overall use pushback
- Related to the above, but if she hits you in the air you fall straight down so it's hard to run away from her
- She builds meter too fast. By the time you destroy a barrier she already has enough meter to create another
- She can shoot before the other player can move after the intros
- Could use more palettes
    

Re: Sailor Moon & Sailor Mercury beta release

 February 10, 2024, 05:22:27 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

Cool chars. Here's some impressions after playing them a bit:

SAILOR MOON:
- Hitboxes are more complicated than they needed to be
- Close LK could maybe trigger closer to P2. It makes combos miss
- She can double jump by for instance holding UF then switching to holding U
- Crouching HP could use posadd instead of velocity
- FF is a bad input for throws
- Standing and crouching HP frame data is a bit too good
- The hop back she does when hitting jumping HP is detrimental to her
- Air dash having invincibility is odd
- I can't get getup attack to work
- Can't jump forward while running
- Light Moon Tiara Action is a neat idea but it may be more powerful than you expect it to be. Could do less damage than hard version and have a limited number of wall bounces
- Her back dash makes her pretty unconventional to play. Mixed feelings about it
- Both versions of Silver Crystal are the same. You could vary the amount of projectiles she shoots along with how long the animation lasts
- Spiral Heart Attack seems like her best special. A bit overpowered. The angle is too good, damage too high and knocks down. Could address those aspects a bit without making it less fun to use
- Having one type of projectile active should probably prevent her from using the others
- The specials that don't have EX versions could use them
- The KO scream in Moon Princess Halation is a bit much
- EX Rising Moon could have some kind of invincibility. Maybe the regular version as well, but especially the EX version
- Moon Tiara Stardust input is listed incorrectly. It's a pretty unconventional super. I like it

MERCURY:
- I tested Sailor Moon first so some of her feedback applies to both
- Running kick startup is still statetype S
- Related to the comment about hitboxes, but if two Mercuries walk against each other they won't push each other properly
- Aqua Mist is a cool mechanic. I think it should time out though. With levels decreasing after X frames
- Max Aqua Mist could give her two air dashes just because it makes sense
- Maybe only hard Shine Aqua Illusion should have invincibility. I say this because it's overpowered in the light version, and the fact the hard version teleports her is a disadvantageous thing but is worth it if it has invincibility
- Light Reverse Break Step moving back also hurts her game
- Aqua Mirage hitbox is way too good
- Not sure what's the ingame purpose of Retrograde Aqua Mirage
- Same thing I said about Moon's dragon punches
    

Re: TurtleWax

 February 07, 2024, 12:02:04 pm View in topic context
 Posted by PotS  in TurtleWax (Started by wardy February 07, 2024, 10:32:55 am
 Board: Ikemen General Discussion and Help

1. You're probably better off asking in the Ikemen Discord since Kamekaze and Jesuszilla hang out there. Or check out the TMNTxJL game. I'm not sure it can be added that easily to individual characters though since it uses a Lua script.

My chars use my own buffer system which uses only native features (no Lua).

2. Maybe confuse you more since that code uses bit shifting, which is not necessary in Ikemen. But the theory may teach you something about fighting game inputs (mostly classic Capcom I think, in this case)

3. They do. Especially after you realize the bugs and limitations of each system.
    

Re: Assorted AI-generated stages

 February 03, 2024, 12:12:04 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 another one.
    

Attack Data Display (Training Mode)

 February 03, 2024, 12:00:10 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

I noticed that such a module was hard to find so I just made one myself.

Screenshot:



Instructions in the readme file.

DOWNLOAD
    

Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)

 January 28, 2024, 05:16:19 pm View in topic context
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Found some stuff for Bang:

- In the corner I can do about five A auto combos before P2 gets up. I set them to use fall recovery and the "invalid" message never popped up so I figure it's a valid combo
- A, 236A is a corner infinite
- j.C knocking down seems like it works against him. Probably a template thing
- When he reappears after 22B he's still statetype S
- Uses sounds 220,0, 220,2 and 830,1 which don't exist
- 623B and 623C cause debug flood
- Is there any benefit to going into Banzai directly? I mean since it doesn't hit overhead and is less safe than Sukiyaki
- 236AB keeps running towards the corner even after reaching it
- The intro not moving the camera breaks stages with high tension
- The AI pokes at the wrong distances, leading to some funny interactions where he just punches air as P2 blocks
    

Re: Active Tag system

 January 28, 2024, 04:39:46 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

I'm glad you're having fun. I think it brings some new life into the way old characters can be played.
    

Re: DeMille from Tomato Adventure released

 January 28, 2024, 04:36:57 pm View in topic context
 Posted by PotS  in DeMille from Tomato Adventure released (Started by DeluxeGamer705 January 01, 2024, 12:18:24 pm
 Board: Your Releases, 1.0+

Found some issues:

- Regarding the readme, LMH typically mean "light, medium, hard" rather than "low, medium, high"
- Taunt has no hurtboxes
- Can link 24 jabs before P2 (KFM) is too far away to continue. Can do the same with some other chains
- I think, overall, instead of having no pushback on hit you should make some attacks move slightly forward
- Should be able to attack while running
- Diagonal Gear-Yo can't be done while crouching so the input is actually harder than supposed to (can't end on DF). I mentioned this one specifically but the truth is every special/super should be allowed while crouching
- Can special cancel hard punches but not light and medium
- A-B Glove should probably not knock down
- Punches can chain into kicks of same strength but not stronger
- Crouching C, A, Y, B, C can be looped several times before P2 can get up
- Damage scaling gets so low attacks can do 0 damage
- Could use air versions of a couple specials, such as Tail Wag and Kendama
- Supers have so much startup they can't combo from hard normals
    

Re: Punch-Out!! (Wii) - Minor Circuit Boxing Ring (3D Stage Fork Only)

 January 25, 2024, 06:38:36 pm View in topic context
 Posted by PotS  in Punch-Out!! (Wii) - Minor Circuit Boxing Ring (For Nightly Build Only) (Started by Meldo January 25, 2024, 04:18:14 pm
 Board: IKEMEN Releases

I remember this from the early 3D stage tests. Just for clarity, 3D stages are already a part of the main branch, so people can just download the Nightly build to use them.
    

Re: ID is not returning the actual char ID

 January 25, 2024, 09:58:39 am View in topic context
 Posted by PotS  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

These workarounds may fail when the localcoord conversion is something that needs floor instead of ceil, or vice-versa.
    

Re: Idle/Waiting Animation change

 January 24, 2024, 08:42:09 pm View in topic context
 Posted by PotS  in Idle/Waiting Animation change (Started by SithAngel January 24, 2024, 07:30:31 pm
 Board: M.U.G.E.N Development Help

You need to make sure the ChangeAnims don't override each other. For instance the first one:

Code:
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Trigger1 will make the char unable to stay in anims 1 or 2 because 1 and 2 are different from 0 and 5.
    

Re: ID is not returning the actual char ID

 January 24, 2024, 08:25:46 pm View in topic context
 Posted by PotS  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

It's probably that Mugen does the localcoord conversion then rounds the result down because the amplitude must be an integer. So 56 becomes 55. Maybe you can use a var that's a float? Like frequency?

Edit: On second thought that will probably have the same issues since you still need to round the result yourself.
    

Re: ID is not returning the actual char ID

 January 24, 2024, 02:00:40 pm View in topic context
 Posted by PotS  in ID is not returning the actual char ID (Started by SaltAddict January 24, 2024, 11:08:51 am
 Board: M.U.G.E.N Development Help

Tried Mugen 1.0, 1.1 and Ikemen GO and they all seemed to work correctly.

Example:
    

Re: [Vinnie Thread]: Potemkin Released (01/10/2024)

 January 22, 2024, 11:25:04 am View in topic context
 Posted by PotS  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I don't play GG or Potemkin, but he seems pretty fun to play as in this style. Kind of a large brawler instead of a grappler.

A few things:

- The small portrait would probably look better without his fingers in it
- Is there any utility to 5C? It looks like it should have armor or wall bounce or something, but instead it just seems like one of his worst normals. Doesn't even combo from 5B
- If Gigantic Bullet is spaced right, the Giganter wall will hit second and still stun P2 for the best of both worlds
- The AI is very useless when he's far away from the enemy
    

Re: Heidi's Stage

 January 21, 2024, 05:47:07 pm View in topic context
 Posted by PotS  in Heidi's Stage (Started by Carmell January 16, 2024, 07:40:06 am
 Board: Your Releases, 1.0+

    

Cleyra's Trunk (Final Fantasy IX)

 January 21, 2024, 05:35:02 pm View in topic context
 Posted by PotS  in Cleyra's Trunk (Final Fantasy IX) (Started by PotS January 21, 2024, 05:35:02 pm
 Board: Your Releases, 1.0+

Another random experiment with upscaling. This one's more straightforward than the previous ones since I didn't need to make original elements for it. I just upscaled the background and used AI interpolation to add more animation frames to the falling sand.

Like most FF backgrounds I also just flat out like listening to the BGM. ;D

Has super jump and zoom. For Mugen 1.1 and Ikemen GO only.



DOWNLOAD
    

Re: DrPotem Sprites

 January 17, 2024, 05:30:21 pm View in topic context
 Posted by PotS  in DrPotem Sprites (Started by DrPotem October 26, 2009, 04:42:29 pm
 Board: Graphics

The head position looks too static I think. Rest looks great as usual.
    

Re: [Dark Ruler Thread] GlumStone Updated(2024.1.13)

 January 13, 2024, 08:02:54 pm View in topic context
 Posted by PotS  in [Dark Ruler Thread] Tendou Aris Released(2024.4.10) (Started by Dark Ruler August 13, 2023, 12:01:45 pm
 Board: Your Releases, 1.0+

My main issue playing against him is that he spawns some enemies that force you to face them instead of the main boss. Also if you're on a platform when you beat phase 1, you'll start phase 2 floating in midair.