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Messages by jaede_

    

Re: Describe avatar (and/or signature) on the above user

 July 22, 2023, 02:26:30 am View in topic context
 Posted by jaede_  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 am
 Board: All That's Left

my favorite region's favorite character
    

Re: MUGEN Video thread

 July 08, 2023, 11:30:14 pm View in topic context
 Posted by jaede_  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion


    

Re: Describe avatar (and/or signature) on the above user

 July 03, 2023, 09:01:33 am View in topic context
 Posted by jaede_  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 am
 Board: All That's Left

wen we fain dat mitiah, well fain docta wawee
    

Re: [SPANISH ONLY] Español solamente V2

 June 06, 2023, 12:01:18 am View in topic context
 Posted by jaede_  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Recuerdo que la única razón por la que hice la transición a 1.0 fue editar personajes que ya estaban intrínsicamente en 1.0 y haber colaborado con alguien que trabajaba en ese motor. Igual hechaba de menos el motor de sonido que te permitia cambiar la frecuencia de estos, pero creo que el argumento que me convenció más es que en winmugen todo codigo despues del destroyself en un helper corre. Hubiera jugado mas con 1.1 por la forma que hace los efectos de explods y los archivos air pero no me corria en el momento cuando estaba muy activo.
    

Re: Pikachu's helpers abruptly disappearing when stage is at max. zoom.

 May 21, 2023, 07:25:55 am View in topic context

I think the problem is that you're using screenpos, which returns the position of the character relative to the screen. However when the stage zooms out, it effectively increases the range of values screenpos can take from the screen's width to as long as the view is, potentially causing false positives. Screenpos can also give different results depending on whether you're playing on widescreen or 4:3.

When I found out about this, I switched all screenpos triggers to frontedgedist for when projectiles are going forwards (vel x >= 0) and backedgedist when projectiles are going backwards (vel x < 0). A typical calculation is frontedgedist < -(projectile_width + offscreen_leniency). And Looking at your screenpos triggers you could probably use frontedgedist < -90 and backedgedist < -90. In other words, I would rewrite your destroyself like so:
Code:
[State 9004, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = vel x >= 0
trigger1 = frontedgedist < -90
trigger2 = vel x < 0
trigger2 = backedgedist < -90
    

Re: Overview and Description of stage settings (Stages)

 April 14, 2023, 10:07:06 pm View in topic context
 Posted by jaede_  in Overview and Description of stage settings (Stages) (Started by JustNoPoint October 23, 2015, 04:46:45 am
 Board: MUGEN Class

Noticed this thread and finally got the chance to mention this:

I would recommend not to set your Player info's leftbound or rightbound too low compared to the camera Info's boundleft and boundright, you want clearance for most projectiles and helpers to be able to leave the camera space off-screen.
    

Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux Released!

 April 01, 2023, 02:01:23 pm View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 pm
 Board: Your Releases, 1.0+

Hey PotS! I've recieved your input, let me go through it

- Neutral dash shortcut could do forward dash. At least that's how Marvel does it

That's a good suggestion, will do.

- B shortcut doesn't work for Back 2 Ressupply. Also, since it's a shortcut for X+Y+Z, I think it could do just that. Meaning if you press B at anytime it's the same as pressing X+Y+Z. E.g. if you just press B while standing a normal move comes out. If you do QCF+B without meter, Fire(?)ball comes out, etc

Come to think of it yeah, It would definitely be consistent, I'll take a look.

- Rekka? always has a counter message. Not sure if intentional

Yeah, it's part of a multi part move where she acquires the counter message and becomes 3d.

- F + Z really has a way to mess with the camera. It's probably the custom states

I might have been trigger happy about those screenbounds everywhere mostly through copypasta! I'll take a look.

- The fire particles on P2 make them hard to see

Oopsie lol, I'll shrink them and make them less vibrant.

- You can still shoot grenades while frozen
- Get rid of this already fires grenades even if you don't have any?

Lol yeah, the whole thought process behind the Scorch Shot flare is mostly what this update goes through:

So this update mostly centered about me adding stuff for the hell of it and the addition of these flares was very just slapped together, the regular flares are there to be obnoxious to both player 1 and player 2 and I realized that I didn't add a limit to when you can shoot them other than once per combo, this includes while you're being hit, while you're doing other moves, hell even before the game starts, I thought it was so funny I just left it that way. As for the DP move, that just also just a quickly slapped together way to make the move different as it is the only untouched move from the source character. I was gonna make them cost but then I thought, nah that wasn't ridiculous enough

- If the special power bar number changes while the screen is zoomed out, it will be misplaced
- The special bar in general has some trouble with zooming

Oh yeah, 1.0 does not have angled explods and it makes me a big sad. I still wanted to see if I could replicate this style of power bar in 1.0, so I just settled for helpers that try to track the screen, however it's not perfect as it moves with the camera cause it's not perfectly synced to adjust the position with camera speed.

- Slot machine minigame is pretty hard or I just suck. Or both

It's really hard, all 3 reels are on the same pattern and it's possible to get the galaxians back to back by exploiting it, but it's about the same speed as the game I based it on. Merely a flex move more than anything else lmao.

- P2 position during fatalities makes the camera zoom out. Messes up the finisher background

Same as the custom states thing, I'll look around

I really appreciate the Doom references and the piano intro, heh.

Thank you! I was super into Doom at the time when this was first made and I still am, which is why I had a blast making it. I will update her sometime soon mostly to polish the experience part (camera screws and command stuff). I had fun making her silly stuff even more extreme for april fools, so I hope she was worth at least a few chuckles. Thank you for your input once again!
    

Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux Released!

 March 31, 2023, 02:25:52 pm View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 pm
 Board: Your Releases, 1.0+

Updated one of my older touhou edits, the original Patoelietoe, always in the first post cooked up and ready to serve
    

Re: Got banned from MFFA for petty reasons

 January 30, 2023, 11:36:51 am View in topic context
 Posted by jaede_  in Confused on why I'm in the shit thread after I kept threatening to shit (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

If I were you I would ask who did it cuz wtf lmao
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)

 January 07, 2023, 06:33:40 pm View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 pm
 Board: Your Releases, 1.0+

For P1, isn't that what happens by default if you leave getpower out? I'm not used to doing long combos, but on paper it sounds like P2 may receive so much meter that continuing a combo past a certain point becomes disadvantageous.

Yeah, at first I thought getpower was doing all the work, but then I slowly realized that getpower does not take into account the attackmulset of my character :'). I did realize that it is probably going to end up like that with P2 recieving maybe too much meter, however I am willing to experiment with it and tweak it further depending if it gives them way too much on the long run, the formula is pretty much copypaste for P1 and P2 so there is that.
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)

 January 07, 2023, 04:35:49 am View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 pm
 Board: Your Releases, 1.0+

Well folks, I got bored and after playing a bit more skullgirls I realized the meter gain on these characters is a bit gungy. So I decided to tweak that a little more.

I realized it's not just something with my characters that can get out of hand, but more or less a problem with characters with long combos, so I updated Mi Oh to test run some changes related to meter dampening to get a little more input if I'm doing it more or less correctly and some other minor changes that hopefully compensate a little bit for that.

For reference, a full BnB starting from a jump-in was giving over 1000 meter, over time I found it to be un-acceptable. The changes now hopefully reduce it to an acceptable meter gain that hopefully can give you a discount if you have just enough whilist not being a completely free action. I also ensured that P2 gets more meter the lower the damage dampener so as to give them a comeback mechanic.

Mi Oh is the one that has this new mechanic applied, get her in the first post, the change list is as follows:

1.6 (07.01.2023):
   -Reworked meter gained by contact with moves:
      -On hit: P1 gains 70% of raw damage as meter, multiplied by damage dampener. // P2 gains 60% of raw damage as meter, plus extra based on the damage dampener.
      -On block: P1 gains 70% of half the raw damage. // P2 gains 60% of half the raw damage.
      -On startup: P1 will gain the base meter on whiff scaled by damage dampener.
   -Gex Karate Kick: Damage increased: 60 -> 80
   -Damage should now ignore engine's default Defencemulset always regardless of what happens.
   -During super-moves: Minimum Dampening decreased: 32% -> 36,25% to hopefully compensate for meter being slightly less free.
   -Burst! Mode: Freezes its timer during super moves.
    

Re: Guilty pleasure fighting games

 January 02, 2023, 03:58:55 am View in topic context
 Posted by jaede_  in Guilty pleasure fighting games (Started by Mr. Nobody January 02, 2023, 03:08:38 am
 Board: Fighting Games

Clayfighter 63 1/3 just because the KI combo system can be fun and every single move is so stupid looking and choppy with dumbass voices it causes me to have a laughing fit.
    

Re: What was the first character you downloaded for MUGEN?

 December 06, 2022, 06:37:01 pm View in topic context
 Posted by jaede_  in What was the first character you downloaded for MUGEN? (Started by Mr. Nobody August 06, 2022, 02:07:34 am
 Board: M.U.G.E.N Discussion

I know the exact batch of mugen characters that paved the way for me to realize anyone could make content if they just got to it:

Cartoon Guy by Timote95, Haruhi Suzumiya by Choiyer, Kohaku by (9) (I THINK), Tomo Takino by RandomTalkingBush, Demitri by Ex-Inferis, Pac-Man Delta by axel1825, Cyber Yoshi by... well Cyber Yoshi.

The joyous wonders of being a kid.
    

Re: RELEASE: Gumball Watterson and a CVS/POTS makeover.

 November 10, 2022, 06:03:11 am View in topic context
 Posted by jaede_  in RELEASE: Gumball Watterson and a CVS/POTS makeover. (Started by JStudios2k November 09, 2022, 11:08:10 am
 Board: Your Releases, 1.0+

Haha it's alright, sometimes I also get some stuff wrong every now and then, QCBx2 + 2P is fine in that case, but I'm glad you could work it out, I'll test the patch some other time, but no problem, glad you enjoy my stuff!
    

Re: RELEASE: Gumball Watterson and a CVS/POTS makeover.

 November 10, 2022, 04:11:30 am View in topic context
 Posted by jaede_  in RELEASE: Gumball Watterson and a CVS/POTS makeover. (Started by JStudios2k November 09, 2022, 11:08:10 am
 Board: Your Releases, 1.0+

-Can't seem to high jump very easily (it requires a very noticeable pause between down and up)
-5LP is an infinite (or at least extremely suspect) if combined with walking, I can get 21 hits https://cdn.discordapp.com/attachments/319049781798240256/1039870192941010964/2022-11-09_08-52-24.mp4
-Extremely stubby range, I know it's intentional and this one is not really your fault either since his limbs were sprited very very small.
   On the subject of range, his 5HP should probably posadd him forward on the 3rd animelem so not only it boosts his range, but also so the alignment of the sprites is consistent
since it's designed so the viewer's left foot is the pivot point of the animation. No idea what you can do for his other normals however. 2MK is perfect as is. maybe repurpose his target
combo to replace some of his normals. I know you were trying to base it off of Ryu's own target combo but it would be more fun if Gumball had more boosted range.
-I'm very unsure about his frame data overall, not only he has short range, some of his normals are in the slow startup side, and while if he makes contact he has a lot of time to do
whatever he wants, the thing is at close range most other characters would have the advantage (they could grab which tends to be very fast, or just throw jabs at him which tend to be quick), the only
real option Gumball has at closer ranges is to jab which I feel makes him very linear. At the same time though his jab has enough hitstun to link onto other normals and he has heavier buttons
with much more range, so take this point with a grain of salt.
-Maybe the first hit of his overhead (6MP) should not have pushback so the second hit connects better, since the hitbox grows for the second hit and p2 can be pushed out of range because of it.
-Not much damage variation across the different versions of his DP. Neither any variation on the invincibility, it could also use a little more horizontal priority, since the point of the
move is to beat air moves.
-QCB+K has too much frame data on block (6, 14 and 12 for L, M and H versions), this causes several problems such as 5LK cancel into QCB+MK link 5LK cancel into QCB+MK link 5LK ... being a true
blockstring infinite that's very easy to do.
   >On the subject of that, Tiger Knee'd aerial QCB+LK is a blockstring infinite on its own as a result.
-Can't fire a new hadouken immediately after one makes contact, the fizzle out animation must completely play out before I can throw another one. It makes zoning with him weaker.
-HCF+K's P2 custom animation could use some work, there's frames where my training copy is going through the floor or is completely misaligned:
   >I do like that H version is unblockable, however 17 frames of startup might be too good for an unblockable moves AND that hits on the ground AND the air, Maybe slow it down enough so it
can be reacted to, or make it an unblockable grounded grab.
-I think some moves of his do too much damage even during custom combo, might want to check: https://cdn.discordapp.com/attachments/319049781798240256/1039872122559922246/2022-11-09_08-59-34.mp4
-Most EX moves and Super moves give back meter on hit/block.
-EX QCB+2K does too much chip damage and it's does insane damage on block if you spend several bars to do it over and over again.
-His going to crouch animation gets frozen if I kept tapping down.
-QCFx2 + P: does too much chip damage
-QCFx2 + 2P: should not be unblockable, and I dont think it should have that startup for a fullscreen.
-D,D + C+Z does too much chip damage.
-QCBx2 + 2P: I dont think it should be unblockable.
    

Re: Mugen Programing/coding Academy

 November 01, 2022, 11:17:09 pm View in topic context
 Posted by jaede_  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 pm
 Board: M.U.G.E.N Discussion


Im sure most people interested learning programing /coding is looking to use their skill to make games like my KOF XI Or my Remake of MVC2 and not to use it program flying 2d midget Women/children..... GOOD BYE


Hey don't talk shit about Rice, he has made a full game with 30 characters and has over 15 years of coding experience and skills that far surpass yours and has helped others and me for no money at all.
    

Re: Mugen Programing/coding Academy

 October 29, 2022, 12:27:20 am View in topic context
 Posted by jaede_  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 pm
 Board: M.U.G.E.N Discussion

There's several things I need to point out here:

1.- While there is a demand for MUGEN help, there's places where people can ask for help on specifics for free: This very forum, and advanced coders generally hang out on the MUGEN Guild Discord, and answer relatively frequently.

2.- Who are the teachers of this academy and what have they made? (This is important, you don't want people to learn bad habits or learn bad techniques!)

3.- Hands on explanations on MUGEN is a great idea, since sometimes the best way to create and understand certain things is seeing what changes, however this can be more or less learned on your own, which is why I think charging 30 dollars just for a group hang out where you can do this with a bunch of unknown people is excessive and even laughable. You can get the same experience with  your own group of friends all coding at the same time during 3 hours or just doing it on your own and asking people who are more knowledgeable.
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated

 October 21, 2022, 10:17:24 pm View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 pm
 Board: Your Releases, 1.0+

Now I remembered you, I like your characters (especially Tamaki). lol

Thank you, I wanted to make Tamaki for the longest time, I'm fairly glad I could and that you like her.



I have updated Mi Oh. Update focuses on a few minor quality of life fixes, and a glaring infinite getting addressed. I had shelved this update because I got extremely busy from that day onward, but now that I have a bit of free time I could get myself to release it. Here's the changelist:

1.5 (10.08.2022):
   -Double Tomahawk?: Second hit was not juggle checked.
   -Ground Bounce Custom State: Uses a different hit anim when characters bounce up, this should make hitconfirms easier. (Expect this fix to be retroactively added to all characters)
   -Height raised to 80 pixels, corrected variable height in the air from 35 pixels from the bottom to 45 pixels from the bottom.
   -St. M: Startup decreased by a few frames, recovery increased by a few frames.
   -Karate Kick: Increased projectile invulnerability just a tiny bit for M and H versions.

I forgot to mention something important but Karate Kick's projectile invincibility had to be recoded so it would not leak into hitstates in case she got hit out of it.
    

Re: Ryuko718 - Custom Ryuko

 October 11, 2022, 09:24:58 am View in topic context
 Posted by jaede_  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 am
 Board: Edits & Addons 1.0+

Managed to snag her before the original link went off, some quick feedback since there's some issues:

-Newly added super-jump conflicts with the existing high jump code.
which also causes a problem if you Tiger Knee her Aerial QCF + K special. It makes it always trigger.
-The super jump you added only comes out if you are in a standing statetype. It also does not detect UB and UF on its command.
-A lot of her specials have frames of invuln that she doesn't really benefit off of, I feel her QCF+P special and QCF+K special don't need them.
-Her Tatsumaki Super gives back meter on hit, chip damage is very high.
-Her Chun-Li super bugs out on a guarding opponent.
-Her super moves have inconsistent damage, Some of them are okay for the meter use (around 200 or so), some are too low (Her Level 3 and the weird robot like thingy).
-Speaking of that one, it has about 30 frames of no hitboxes at the end of it.
    

Re: MUGEN Video thread

 October 06, 2022, 05:48:33 pm View in topic context
 Posted by jaede_  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Me am also revisiting old mugen chars