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Ikemen Go Character Updates (Read 6559 times)

Started by PotS, June 12, 2022, 12:44:04 PM
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Ikemen Go Character Updates
#1  June 12, 2022, 12:44:04 PM
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So I guess I'm putting my money where my mouth was and am finally showing proper support for Ikemen Go. These still need a bit more polishing, but I think they're at a good point to be shared.

A few things to note:
- Redundant features such as movelist and stun were removed
- This change should be invisible, but a good portion of the system code was improved to take advantage of Ikemen's features
- The inputs now use a custom "buffer" to work around Ikemen's current issues. If you play them for 5 minutes then try the old versions again, you will feel it
- I changed the damage scaling again (except for Pocket Shin Gouki). It's now inspired by SF4 and SF5's scaling. Many combos will thus now do more damage than before

Let me know if these changes broke anything.

Because I started them a few weeks ago, these updates may have some things that the latest Mugen versions do not. Such as:

Dan:
- Added some basic taunt cancels

Morrigan:
- Added Midnight Bliss animation thanks to Toni

Cammy:
- Added a couple taunts, thanks to Potemkill
- Added Knee Bullet and Falling Arc, also thanks to Potemkill


Known issues:
- Some combos may be doing too much damage now. Let me know if something's outrageous
- Parry does not work 100% properly because of some Ikemen peculiarities. I'm considering whether I should wait it out for those to be fixed, or if I should just take the opportunity to remove it since I think that, when it comes to the amount of mechanics in my chars, it is the straw that breaks the camel's back so to speak


DOWNLOAD
Last Edit: June 12, 2022, 12:51:30 PM by PotS
Re: Ikemen Go Character Updates
#2  June 12, 2022, 06:16:00 PM
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Now we're talking. Good job.
Re: Ikemen Go Character Updates
#3  June 12, 2022, 09:25:23 PM
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I congratulate you and what do you consider an ikemen, what you announced has pleased me a lot,
you have considered putting your characters in cps2 scale .833, 1 to .833, 1.07 and those of cvs from 1, 1 to 1, 1.07, they look like capcom fighting evolution, for me that scale looks better , you should try if you like, greetings
Re: Ikemen Go Character Updates
#4  June 13, 2022, 01:31:27 AM
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Don't know if my execution is bad, but I can't do the d,d,d inputs in all of your characters.

Sakura - Her kick throw when holding back looks like the opponents uses the forward vels.
Lei-Lei - Chuukadan explosion don't dissapear, this happens with Chireitou blades too.
Evil Ryu - This one maybe isn't a bug, but I will report anyway: I can't cancel senpukyaku into tatsumaki anymore.
Geese - Rashoumon in the movelist have the wrong button there's a punch instead of a kick.
Last Edit: June 13, 2022, 01:35:13 AM by Lurker
Re: Ikemen Go Character Updates
#5  June 14, 2022, 04:43:20 PM
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Thanks guys.

you have considered putting your characters in cps2 scale .833, 1 to .833, 1.07 and those of cvs from 1, 1 to 1, 1.07, they look like capcom fighting evolution, for me that scale looks better , you should try if you like, greetings
That scale would be more accurate to the arcade games, indeed. The only reason I use the CvS scale is because when you use a scale larger than 1, the sprites begin to lose detail and some parts look warped.

Don't know if my execution is bad, but I can't do the d,d,d inputs in all of your characters.
I think there's a fine line between making inputs too strict or too lenient, but I'll look into it.

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Sakura - Her kick throw when holding back looks like the opponents uses the forward vels.
Fixed.

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Lei-Lei - Chuukadan explosion don't dissapear, this happens with Chireitou blades too.
How could I miss that. :XD: This is pretty serious so I'm uploading an emergency update.

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Evil Ryu - This one maybe isn't a bug, but I will report anyway: I can't cancel senpukyaku into tatsumaki anymore.
Unnintentional. It's because I changed Senpukyaku's state number a while ago. Fixed.

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Geese - Rashoumon in the movelist have the wrong button there's a punch instead of a kick.
Not too bad considering my history with movelist typos. :sugoi:

I hope to get the rest of these issues sorted out over the weekend.
Re: Ikemen Go Character Updates
#6  June 25, 2022, 04:20:45 PM
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Another update with bug fixes and system tweaks.

I guess the interesting thing about this one is that Shin Gouki received a new move after 10.000 years:

Re: Ikemen Go Character Updates
#7  July 03, 2022, 06:56:37 PM
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These updates are dope man jeez.

What I noticed so far

Cammy

I really dig the new animations, however I would suggest using a stretchy sound and not a "woosh" for her taunt.
Maybe the sound Rock uses while pulling on his gloves ? something like that.
Other than that she feels great, inputs work as they should, smooth as silk.

Dan
With Dan when I try to roll sometimes I get a standing HK or HP, I played a couple of matches VS the AI and only Dan seems to have that issue, I tried with Cammy  and she was rolling no issues.

Vega
Damn do I dig the updates with the EX attacks, I love the fact that I can follow up the EX Scissor kicks with a level 1.
However, I noticed that with the EX projectiles he has not the hyper one the normal ones, he can abuse those a tad bit, using the EX one with the normal ones can cause a wall, yeah I know they are easy to punish if you are close to him however he can do some insane setup, I would suggest when the EX one is out, he should not be able to fire another one until that explodes.

Edit, I just noticed those projectiles go through you before they explode, I assumed that they will hit you, but still I feel they can be tweaked a tad bit.
When you do the EX one if you have bar ofc, you can then cover your butt with the medium or short one.

Guy
Seems fine to me, I can land most anything, only thing I can nitpick on him is that most of your chars have a doge, but he does not, with how speedy he is I miss it.

This is what I tested so far, I really dig those updates, and will go through the rest of the cast.

Awesome stuff.
Last Edit: July 03, 2022, 07:25:28 PM by PeXXeR
Re: Ikemen Go Character Updates
#8  July 03, 2022, 07:25:08 PM
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I'm glad you like them. :)

Cammy

I really dig the new animations, however I would suggest using a stretchy sound and not a "woosh" for her taunt.
Maybe the sound Rock uses while pulling on his gloves ? something like that.
Other than that she feels great, inputs work as they should, smooth as silk.
All credit goes to Potemkill for those new animations.
The sounds I tried so far seem a bit overkill with how effortless the animation looks, but I'll change the current one if I find one I like.

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Dan
With Dan when I try to roll sometimes I get a standing HK or HP, I played a couple of matches VS the AI and only Dan seems to have that issue, I tried with Cammy  and she was rolling no issues.
Forgot to apply the buffer to his rolls (only his for some reason), so you have to press A and X at exactly the same frame.

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Vega
Damn do I dig the updates with the EX attacks, I love the fact that I can follow up the EX Scissor kicks with a level 1.
However, I noticed that with the EX projectiles he has not the hyper one the normal ones, he can abuse those a tad bit, using the EX one with the normal ones can cause a wall, yeah I know they are easy to punish if you are close to him however he can do some insane setup, I would suggest when the EX one is out, he should not be able to fire another one until that explodes.
Forgot to add the new EX Field to the fireball flag so he can't do more than one.

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Guy
Seems fine to me, I can land most anything, only thing I can nitpick on him is that most of your chars have a doge, but he does not, with how speedy he is I miss it.
That's a popular request so I may add it.

Since it's still Sunday I fixed and reuploaded Vega and Dan.
Re: Ikemen Go Character Updates
#9  July 03, 2022, 07:35:06 PM
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Re: Ikemen Go Character Updates
#10  July 03, 2022, 07:41:12 PM
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Re: Ikemen Go Character Updates
#11  July 03, 2022, 08:27:51 PM
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You know, that also fits with how cartoony alpha sprites are (Y)

Just messed about with Shin Akuma and he is bonkers :D
He's very fun, a suggestion I have is, why not let him chain those two  (Close HK) and (Fwd MP) so he can then link lets say to a tatsu and start the shenanigans all over again.
Spoiler, click to toggle visibilty

One more thing I noticed with Vega, when he does hes level 1 right before the last hit a spark or a dust cloud is being placed in the wrong place, im guessing its used where the body lands, check the floor on the left.

Spoiler, click to toggle visibilty

Edit more Vega stuff,

Here I am trying to roll in the opposite direction but Vega just does not want to do it most of the time, so im doing the sweep on the left side, im trying to roll to the right but he goes back to the left.

Mugen version of Vega does not even want to roll half the time, he just does an standing HP or HK, when he rolls he also does it in the wrong direction.

Last Edit: July 03, 2022, 09:26:19 PM by PeXXeR
Re: Ikemen Go Character Updates
#12  July 03, 2022, 10:16:11 PM
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Just messed about with Shin Akuma and he is bonkers :D
He's very fun, a suggestion I have is, why not let him chain those two  (Close HK) and (Fwd MP) so he can then link lets say to a tatsu and start the shenanigans all over again.
You're requesting one of the few things he can't do in terms of combos. :XD: There's no point in having KOF command cancels in a character that already has chain combos, I think.
You know, it's funny by the way because I added those in Geese but for the characters made afterward the code just sits there disabled. He ended up being the only character I made with that.

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One more thing I noticed with Vega, when he does hes level 1 right before the last hit a spark or a dust cloud is being placed in the wrong place, im guessing its used where the body lands, check the floor on the left.
Fixed. Also some instances of the same issue in other chars.

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Edit more Vega stuff,

Here I am trying to roll in the opposite direction but Vega just does not want to do it most of the time, so im doing the sweep on the left side, im trying to roll to the right but he goes back to the left.
Not fixed yet but I know what must be done. Thanks. That should happen with every char.

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Mugen version of Vega does not even want to roll half the time, he just does an standing HP or HK, when he rolls he also does it in the wrong direction.
This is because you can buffer his normals but not the roll, so if you do the input early you get a normal to come out instead of the roll. I knew about this but couldn't be bothered to fix it since I was weaning off the Mugen versions.

Thanks for all the feedback.