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Jmorphman

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Messages by Jmorphman

    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08

 January 09, 2023, 11:40:52 pm View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!) UPDATED 2022-01-08

 January 09, 2023, 01:50:51 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Updated. Just some minor visual fixes and hopefully a solution that will avoid any opponent falling too fast during Oboro Gurama. I had hoped I wouldn't have to make every hit a custom state, but that's unfortunately what had to happen; a surprising amount of characters override the air hit states and repeat the double VelAdd bug (the updated common1.cns, mentioned in the first post, only fixes it for characters that don't override those states).

Ah, I didn't notice the post right before mentioning the commands. I'm fine with them as is. I thought it was an actual update, but you were just trying to accommodate  Macaulyn97. My mistake.
no worries!
    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)

 January 05, 2023, 09:19:49 pm View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?
This is pretty clearly just meant as an option for the one specific person who asked for it (though anyone is free to use it). I wouldn't completely and permanently change the commands of multiple moves so suddenly based on only a single person having an issue. QCB, HCF and HCBx2 commands are in so many of my characters, and there is no reason to abandon them now.

Anyways, download a fresh copy of the .cmd and very carefully copy and paste each super ChangeState separately, making sure to exactly replace the original ChangeState in the cmd. It should work if done properly. It's just not very forgiving if even a single line is missing, unfortunately.
    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)

 January 03, 2023, 03:38:45 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

level 3 is now performed with QCFx2+2p; Burning Shingo is QCFx2+k. Just replace the relevant ChangeStates in Command.cmd with these:

Code:
[State -1, Shingo Kinsei Ore Shiki: Kamukura]
type = ChangeState
value = 3200
triggerAll = !AILevel
;command = "QCB, QCB"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030016))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)

Code:
[State -1, MAX Burning Shingo]
type = ChangeState
value = 3150
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)

Code:
[State -1, Burning Shingo]
type = ChangeState
value = 3100
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a / b / c
triggerAll = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
    

Re: Shingo Yabuki (featuring a brand new CvS sprite set by Troy!)

 January 03, 2023, 01:11:48 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Thanks for all the feedback!

Here's some extras:
 - A deeply mysterious, possibly cursed "upgrade" that purports to be a vision of the future. Caveat emptor.

 - A patch for the old 2010 version of PotS's Sakura, to add intro compatibility. I know some people are sticking with this old version so I thought I might as well put out a patch. The new, actually updated versions don't need me to provide patches anymore, of course!

-.101 Shiki: Oboro Guruma Mikansei
Seems like the strong/hard version of the move sometimes misses hit on the 3rd part.
Like if the 2nd part don't lunch high enough sometimes. So 3rd part jumps high with an opponent not high enough.
I cannot say what make the launcher lower sometimes on 2nd part of the move.
(I tested with different enemies)
Which characters does it fail on? I would also recommend replacing your common1.cns with a fixed version that gets rid of the VelAdd bug in the hit states. It causes the opponent to fall faster than they should. In most circumstances this isn't all that noticeable (a single hit attack would probably only have the enemy hit the floor a few ticks earlier than they should), but Shingo's Oboro Gurama is so drawn out that the erroneous, duplicated VelAdds really add up fast.

-.100 Shiki: Oniyaki Mikansei
For this one I'm not sure either, but seems like the medium version of the move don't go higher enough compared to light and strong version.
IMO, it needs just a little tweak.
But perhaps it's just an illusion.
It goes up exactly as high as Kyo's version does; the initial vels are -11.25, -8.75, and -6.25 for HP, MP, and LP respectively. The MP version ends up being the exact midpoint between the LP and MP versions.

I am curious as to why the normal version of 'Shingo Kinsei Ore Shiki: Nie Togi' is blockable, as it was never that way in source
Nie Togi is a proximity unblockable in KOF, and those don't really exist in any other game (and I personally find them to be a strange concept in general). I opted to make it a normal attack à la Ryo's HCB+p move in CvS2: that was also a proximity unblockable in KOF, but Capcom made it into a normal attack. I also made the EX versions of both moves command throws, harkening back in a way to their proximity unblockable origins.

I have a question: how do I alter the commands of the character? Some of those commands are really bad for me to use in a keyboard.
Which commands need changing? The buffering system is not exactly intuitive to mess around with so it'll probably be easier for me to showcase what needs changing.
    

Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22)

 January 01, 2023, 03:58:19 am View in topic context
 Posted by Jmorphman  in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
 Board: Your Releases, 1.0+

Walk in the park...!!! J-just kidding. Medic!


video preview #1
video preview #2

It wasn't supposed to be like this, honest. I just assumed I'd barely finish the beta in time for Christmas, and then I'd be able eventually get around to finishing off the little things remaining sometime in January. Or February, if I'm being more honest :ninja:. But instead I finished up the beta way faster than I thought. The coding of this character went by far too fast; it's always my favorite part, but instead the more frustrating bits (assembling the sff, CSing, fixing the voice samples, etc.) always takes me so much longer.

So the beta came out a little early... and then I couldn't keep myself away from tweaking and fixing stuff after it came out. And Christmas and New Year's both falling on weekends meant I had a whole entire week off in the middle. And so I kinda... accidentally ended up finishing the character in the last few hours of 2022.

This character wasn't supposed to take this long. But it's finally done. Finally.

UPDATED
Quote
- Fixed the thought bubble in the turns intro, which was displaying incorrectly
 - The thought bubble used in various intros, default taunt, and Kamukura were incorrectly not bound to Shingo; they now are locked in
   place relative to his position
 - Added custom hit states for the upward launching kicks in Oboro Guruma Mikansei; this should help all hits connect, even against
   opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.

Joe update released
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out!

 December 22, 2022, 10:33:00 pm View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

i was just waiting for some expert coder to get some kind of guard crush after a special!!

I've take some of your code and i've implemented it in my Sagat (and maybe in future Zangief), I hope it's not a problem for you (of course i'll give you credit)! :) :) :)
As mentioned in the readme, it's from Karma's Rugal. I just made some minor modifications.

Well, y'know... a EX mode of sorts maybe could remedy this kind of situation; ::) even if his moveset changes through the KOF games are a bit more nuanced compared to Kyo's.
His moveset changes are so exceedingly minor over the years that I just don't think it's worth it. Outside of 2003/XI, I guess, but practically everyone had some kind of big change in those two games—they were throwing a lot of stuff at the wall and not all of it stuck (but good on them for trying). And I don't think the Shingo stuff is gonna stick when he finally reappears after like 15 years in XV's DLC.
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out!

 December 22, 2022, 07:21:45 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 21, 2022, 04:29:18 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Best and Worst Choices for Rosters

 December 19, 2022, 04:56:58 am View in topic context
 Posted by Jmorphman  in Best and Worst Choices for Rosters (Started by EveryonesKouhai March 11, 2016, 05:47:09 am
 Board: Fighting Games

I think it's important to note that at the time, Akitomo was the only Capcom staffer with any real familiarity with the Marvel characters, period. He was a passionate and devoted fan who was a huge reason those games feel so true to the source material; he even translated several comics for the rest of the various development teams working on the Versus games, so they could better understand the characters and concepts!

But he was still only a single person, so it's not that surprising that there was some questionable roster decisions back then. Though one could argue that it worked out well in some cases, like Shuma Gorath.

There's an entire thread of (translated) Tweets on the subject here, it's really incredibly fascinating stuff.

Relatedly, on the subject of Norimaro: apparently one of the Capcom execs had promised that Norimaro would be in the next fighter Capcom developed, and Akitomo suspects that Norimaro was placed in MSHvsSF specifically to avoid having to put him in the then upcoming SFIII—in other words, they stuck him in the game series that wasn't really a huge hit in Japan so they could keep the big prestige titles "clean".

Maybe Capcom vs SNK was a bit misleading as a title, because I guess essentially they wanted to make SF vs KOF with a few guests.
Oh yeah, those games are 100% meant to highlight each company's respective fighting game franchises, and probably would've just been titled "Street Fighter Vs. The King of Fighters" if that was not a terrible title.

Also helps to keep in mind that the (Marvel) Versus series took like 3 entries until it stopped being solely about Street Fighter vs. one particular segment of Marvel per entry! They weren't rushing in to put Mega Man and Arthur from moment one.
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 17, 2022, 01:59:22 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 15, 2022, 09:41:24 pm View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Tekken 8

 December 11, 2022, 03:34:52 am View in topic context
 Posted by Jmorphman  in Tekken 8  (Started by videoman September 14, 2022, 12:28:30 am
 Board: Fighting Games

wonder what would happen if I wrote the schizopost about Jin being poorly written. I really fucking do. If I wrote all of that, y'all would've jumped on it like the pack of rabid dogs you are.
Well, if you insist...

I would really recommend you to take a second and try and view this whole situation as an impartial observer. Because these last two posts (and the associated profile changes) really ain't it, chief.

This all began with an extremely benign post by Mgbenz, wherein he lamented what he perceived to be the derailing of Jin's character arc and his apprehension about the direction Tekken 8 seems to be taking him, given past events. This is not, in any sense of the (made-up) word, a "schizopost". It is an utterly benign personal opinion that one is free to agree or disagree with. It certainly doesn't warrant a reply filled with outsized bile and demands that Mgbenz should abandon his investment in a story that has been built up for nearly 3 decades—a reply that doesn't even at all engage with the content of the post or the arguments made therein, but takes offense at the very notion that one could have feelings about this kind of thing at all. Beyond the sheer incoherence and misplaced outrage this reply contains, it simply does not add anything useful in the context of the wider conversation about this game—and is, as such, a genuinely puzzling reply.

Everyone's reaction to such a reply were therefore pretty much about as one could expect: confusion, mixed with criticism over the misplaced anger. Some of the people responding even have personal experience with getting too heated in discussions about fighting games on this very forum, and have suffered lengthy bans for incidents where things got out of hand. So they know a thing or two about what is and isn't normal, polite conversation, and what is an outsized reaction based on the most mild of discussions.

There is no grand conspiracy of turncoats ready to pounce on you with knives out—and, in assuming there is one, you are giving yourself undue importance and attention as the center of the universe of this little community. Again, try to take a look at this situation out of context: this is not a situation where someone is getting special treatment and someone else isn't. The context of what has been posted matters, and everything follows from that.

Trying to make a martyr of yourself won't lead to anything pleasant, I assure you of that.
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 09, 2022, 09:36:32 pm View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 05, 2022, 03:27:17 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 December 03, 2022, 10:07:27 pm View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

funni VA joke

Since I've gotten this question a lot: this is one of two moves with a random component; I'm not implementing a critical hit system like 98, though. He's had two moves outside of 98 that have functioned with a random component, and even in 98 itself, the random chance of his Oboro Gurama failing is independent of the critical hit system. So having these moves with a randomly triggered variation does not necessitate a critical hit system. I just don't see the point in including one, since it's not really a Shingo staple.
    

Re: Character of the Month: October 2022 Nominations

 November 30, 2022, 02:42:46 am View in topic context
 Posted by Jmorphman  in Character of the Month: October 2022 Nominations (Started by Karl/Karla November 08, 2022, 12:12:50 am
 Board: Contributions of the Month

NOMINEES
Mash Kyrielight by Resentone
Akame by OHMSBY
Kanji Tatsumi by Ichida
SF1 Lee by Rabano
Dee Jay by ELECTR0
Street Master Ken by Basara-kun
Spudley by Genosan742
Byakuya by Resentone
Blackheart by KatsupSpecial
Crewmate by Gemeos dos Jogos
Ryuko718 by Odb718

11/20 ready... I think we might start the new poll, guys :P

sorry if i deleted by accident:
https://mugenguild.com/forum/topics/character-month-october-2022-voting-196985.msg2540156.html
Bro, what the fuck are you doing. The mod staff is responsible for COTM stuff, not any random user.

Anyway, due to the forum being down, we are extending the deadline to December 2nd. Nominations will continue until then.
    

Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)

 October 10, 2022, 07:50:01 pm View in topic context
 Posted by Jmorphman  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

OHMSBY i got a question for you can you do a mazinkaiser char his specials wil be turbo smasher punch rust tornadao gigant missle proton beam fireblaster and his astral finish mazin kaiser will use kaiser nova on low heath but on regular heath he use final kaiser blade.
Don't demand others to make characters for you.

This is the second time you have done this, do not repeat it again.
    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 October 10, 2022, 03:39:48 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Re: Jmorphman's WIP thread: Project S.H.I.N.(go)

 October 05, 2022, 02:48:06 am View in topic context
 Posted by Jmorphman  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

I'm currently struggling with adding KO echoes to Shingo's voice samples (a feature present in most Capcom fighters, including CvS2, SNK games do not have this, and therefore none of Shingo's KO voices have it); the process apparently involves adding echo and reverb, but I've really only managed to get the echo part sounding good.

For testing purposes, I've been using this rip from KOF98 of King. King's voice in KOF98 is exactly identical to the ones used in CvS2 (except of course the KO voice, which has all that post-processing to make it echo), so that makes it very easy to use as a test case to try and reproduce Capcom's echo sound. For reference, here's the CvS2 one.

But yeah, I've basically hit a brick wall. Has anyone here done anything like this, or know what the best settings might be? I'm really not an audio guy, so all this stuff is Greek to me.