The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: DW on May 31, 2018, 06:25:07 PM

Title: All Chars Update(2018-20) Endless Dream...
Post by: DW on May 31, 2018, 06:25:07 PM
Alright, so this is going to take me a bit. Due to having so many chars. However, instead of just mass updating them all and releasing them in bulk, I figured one at a time would be best. Some chars will receive some more in depth individual stuff, but the most important is all the system updates I've done.

All chars will get the following updates:

-Vans' "Tiny Buffering" System implemented
-Camera KO Focus mechanic from Infinite's chars
-"Counter Movement" mechanic added
-Compatibility with Vans Chizuru "Skill Lock" mechanic
-ReadMe updated with more in depth description of the system layout
-EX moves during Max Mode efficiency increased

I'll update this topic as more chars are updated. You can get them at http://divinewolf.trinitymugen.net/chars/



Updated
Kung Fu Man:
Spoiler: KFM Specific Stuff (click to see content)
Akuma:
Spoiler: Akuma Specific Stuff (click to see content)
Athena:
Spoiler: Athena Specific Stuff (click to see content)
Blair:
Spoiler: Blair Specific Stuff (click to see content)
Eliza:
Spoiler: Eliza Specific Stuff (click to see content)
Hiryu:
Spoiler: Hiryu Specific Stuff (click to see content)
Jill:
Spoiler: Jill Specific Stuff (click to see content)
Juli:
Spoiler: Juli Specific Stuff (click to see content)
Kula:
Spoiler: Kula Specific Stuff (click to see content)
Lilith:
Spoiler: Lilith Specific Stuff (click to see content)
Kung Fu Girl:
Spoiler: KFG Specific Stuff (click to see content)
Mai:
Spoiler: Mai Specific Stuff (click to see content)
Morrigan:
Spoiler: Morrigan Specific Stuff (click to see content)
Poison:
Spoiler: Poison Specific Stuff (click to see content)
Psylocke:
Spoiler: Psylocke Specific Stuff (click to see content)
Robert:
Spoiler: Robert Specific Stuff (click to see content)
Rock:
Spoiler: Rock Specific Stuff (click to see content)
Sagat:
Spoiler: Sagat Specific Stuff (click to see content)
Skullomania:
Spoiler: Skullomania Specific Stuff (click to see content)
Tia:
Spoiler: Tia Specific Stuff (click to see content)
Yuka:
Spoiler: Yuka Specific Stuff (click to see content)

Being Updated
No one!
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 07:38:58 PM
Can't unzip it due to unsupported format.
Nevermind, had to update Winrar XP
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Solarflared on May 31, 2018, 07:43:27 PM
"All chars" as in all the ones you've made yourself, or?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 07:59:20 PM
Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on May 31, 2018, 08:14:11 PM
"All chars" as in all the ones you've made yourself, or?

Or....? What? :???: Though to answer your question, yes, all of my chars that I've made myself. I'm not doing anything for anyone else.

Seems tighter now, but just not a fan of the SFX.  I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;

That's good to hear. Do me a favor and do some serious fights/arcade runs with him. I'm trying to find the right values for the buffering system. Originally with the default values I used from Vans' tutorial, the commands felt a bit too generous imo. I personally reduced the buffer values to make them tighter. I need to confirm that there aren't any bugs/everything feel good before I start mass updating.

As for the SFX, even if I did mind, it wouldn't matter. :P Do what you want. I personally just got tired of them. They're too loud and abrasive imo.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Memo on May 31, 2018, 08:26:02 PM
Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 08:36:23 PM
I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on May 31, 2018, 08:49:27 PM
Sounds good, I definitely want to check out what you
did with vans buffer system.

Your giving me a reason to finally put down my Saturn
and get back to mugen lol.

All I did was just implemented it lol :P

I wish I had a Sega Saturn... :(

I only messed with him a bit in practice, but not enough to test him fully.  I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP

My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet).  As I stated before, I suck at it XD

I'm sure others will be able to point out feedback/bugs better than me ><;

The feedback is more from a player standpoint about how the system/controls feel. Not in regards to like the moves themselves or things of that regard. All of my chars are pretty set in stone now in terms of that. Maybe a tweak here or there, but that's not what I'm talking about. Bugs referring to the buffer system. As in if a move doesn't come out like you can't perform the command or something. Just let me know how he handles after some runs with him.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on May 31, 2018, 09:25:52 PM
The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on May 31, 2018, 09:50:53 PM
The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)

This is the feedback I'm looking for. I reduced the window from Vans' default value as I said, but I didn't want to be too strict. However, I personally too feel even with the reduction, the window may still be too large. I'll wait to get some other opinions on it before tweaking it though.

I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?

-Currently it's 8 frames. Vans' default value for the tutorial was 13. I may reduce this to somewhere between 4-6 frames, because the buffer is extremely effective. Just waiting for some more opinions.
-KFM never had a kick throw. :P If you want a guideline for it all, be sure to look over Vans tutorial first and foremost. Then you can look over Akuma once I update him. He'll have pretty much everything. Though it won't be until I get to Mai and Tia when I tackle rapid button presses and charge commands.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: MR. IBZS II on May 31, 2018, 10:09:56 PM
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: lui on May 31, 2018, 10:34:28 PM
really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on May 31, 2018, 10:58:44 PM
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

As far as I know, I think Camera KO Focus is when you defeat the opponent, the camera centers itself on the winning fighter, but it has to be programmed into the fighter,as iflt won't center on the opponent that doesn't have that line of code.

Same happens with Infinite's characters when they win.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on May 31, 2018, 11:20:22 PM
I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Baby Bonnie Hood on June 01, 2018, 01:13:31 AM
My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on June 01, 2018, 02:58:37 AM
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.

Pretty much what Rarity said about the Camera Focus. As for the "Skill Lock": Chizuru has a super that negates her opponent from using special/supers when hit with it for a set duration. My chars will be compatible with Vans' Chizuru so that if she uses said super on them, their techs will be locked.

really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.

everything feels smoother overall, haven't seen any really big issues yet

Thanks.

I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.

I just recently tried this and I can get it to work, but playing with a keyboard is just awkward in general. His windows are not strict currently, that's actually the problem. The command buffer may be too lenient, as a result, you'll get moves that you aren't trying to get because of it. As I said, still waiting on more opinions before I make any changes. Though thanks for the report.

Edit
As for the new  charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.

I'm pretty adamant about this, so let me say this: I kept things the way there were prior to this, due to my own laziness and passed it off as just "fitting" in with said authors' chars. I'm pass that now. However, while I respect your opinion, and appreciate everyone's support, I make chars for me and me alone. I just happen to share them with everyone else.

Consider this an opportunity for you to learn how to do some minor editing. If there is something wrong from a technical standpoint, I'll address it. Though if someone doesn't like the voice I used, or the VFX I use, or the Lv3 portrait, etc., that's cool. Though I'm not going to change it to appease to anyone. No config stuff, no middle ground. Feel free to edit as you see fit.

Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
 more regular basis.

This is once again the fault of leniency with the buffering window. The negative edge is still registering the attack input. Thanks for the feedback.

My warusaki bias says that CvS hitsounds are the best hitsounds.  You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.

Nah, not at all.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on June 01, 2018, 03:27:41 AM
I understand DW, swapping out the effects  is not gonna be an issue, its just my 2 cents on the matter.
Gonna test the updates as they come and give feedback if I have any. Thanks


Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 01, 2018, 03:49:07 AM
Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on June 01, 2018, 04:13:48 PM
Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?

Um no... It's a vs females intro only. Like how Benimaru blows a kiss to them. He's not supposed to do it against himself.



Alright, so I recently just made a tweak to the buffering system. I figure maybe it's not the commands, but the negative edge window was too large. So, I reduced it. Feels better on my end. Though please test and let me know.

@PeXXeR:

This should(in theory) make it feel more like you're accustomed to prior to the buffer system. So let me know please.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on June 01, 2018, 06:43:40 PM
Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 01, 2018, 06:51:35 PM
That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: SolidZone 26 on June 02, 2018, 12:50:03 AM
Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

Since you change the hitspark sounds only, have you ever considered changing the hitsparks completely? Although I like what you did with the current hitsparks by making them smaller but not too small, they no longer feel like PotS now with those CvS sounds. Like the Power Charge VFX and SFX, you should consider changing them as well so it feels like your own style. Just throwing some suggestions.

Also, there's a bug regarding Eliza. She uses special guard fx when her opponent blocks her basic attacks instead of normal guard fx. Might as well mention that when you get to her.

Still, thanks for the updates and I'll see if I find anything worth mentioning regarding the buffer system. Hope you don't mind this long post.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: PeXXeR on June 02, 2018, 01:52:07 AM
just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Speedpreacher on June 02, 2018, 02:15:14 AM
Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.

From someone who spent quite a long time having to re-edit name triggers for intros I can empathize

But if he's gonna update he's gonna update
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on June 02, 2018, 02:24:11 AM
Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.

Good. I think I've found the sweet spot for it.

That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.

What? I'll check his code, perhaps I added it to the list on accident. Though it was never intended he do it against himself.

just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.

Cool, glad to hear it. I think we're good to go.





...

Alright man. Since I've only done this for like 3 chars, in terms of the SFX and VFX, ya'll win. I'll leave the stuff as is. I'll change KFM back soon. I can relate to keeping things intact/everything matching aesthetically. I kinda figured there'd be some groaning about it. Guess I should of just left well enough alone...

As for Eliza, I'll check it out.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Lurker on June 02, 2018, 03:11:07 AM
Well, if you prefer the new fx and sfx you could have a config option for people to change back to the old effects. You will have more work doing it, but everyone will be happy.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Speedpreacher on June 02, 2018, 03:45:07 AM
Aw geez, if it sounds like I'm grumbling the opposite was my intention

Do you, for you, and if folks don't like it they can go screw
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 02, 2018, 04:56:06 AM
You really shouldn't change them back to their original sfx and VFX on our account.  It's preference.  If you prefer it one way, don't be swayed elseways because of others.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Akito on June 02, 2018, 05:02:27 AM
I have preference for old style, for asthetics reasons. But is my opinion only, It's your char. "You're not everyone. You is you".
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on June 02, 2018, 05:28:20 AM
I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: The Sudden Rarity on June 02, 2018, 05:36:00 AM
Either way, updates/fine tunings are welcome ^..^

And the possibility of a new release certainly sounds very fine.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Akito on June 02, 2018, 05:55:47 AM
I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.



More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.

If this your decision, is good. Thanks Divine!
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: Cruz on June 02, 2018, 07:37:29 PM
From 8 to 10 frames for the command buffer window. I believe that these values match that of Jmorphman's characters.
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: DW on June 04, 2018, 01:17:33 AM
I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
Title: Re: All Chars Update(2018): Akuma
Post by: PeXXeR on June 04, 2018, 01:27:49 AM
Trying to combo a Jumping HK ->HP-> Light tatsu and a dragon punch after the HP I get the charge fireball.
Overall he's smooth as hell. good job

Edit: Not everytime though when I do it faster I can hit it.
Title: Re: All Chars Update(2018): Akuma
Post by: DW on June 04, 2018, 01:37:36 AM
It's more based on precision. I could make the buffer for the button only 1, but I found that this may make things too strict. I made it 1 for neg edge. I could make the command buffer less too, though IDK. I've never gotten that, but all I can say is that you may be holding HP a bit too long. Mashing isn't something you can do with this system. I know Mugen's default buffering allows you to get away with some things. The way I tweaked it, this does too, but a bit less. Let go of HP immediately once it hits.
Title: Re: All Chars Update(2018): Akuma
Post by: PeXXeR on June 04, 2018, 01:58:53 AM
That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 03:19:00 AM
Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^
Title: Re: All Chars Update(2018): Akuma
Post by: DW on June 04, 2018, 03:38:17 AM
That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc

Yeah, it can get like that if you play Mugen too much, and forget the feel of the actual games. I'll probably reduce the frame window back to 8, though in the grand scheme of things, precision will still be the key.

Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size.  I was worried that the MVC3 stance wasn't in there >..<; but it is.

Also saw the readme.  Did not expect that.  Thank you very much! ^..^

Didn't you make some pals or something? I don't remember lol. Though you must have helped me, regardless of how "small" you may think it. Anyone who helps me, no matter how small, always gets credit.
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 03:54:46 AM
Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.
Title: Re: All Chars Update(2018): Akuma
Post by: Myron32x on June 04, 2018, 12:28:57 PM
There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it
Title: Re: All Chars Update(2018): Akuma
Post by: DW on June 04, 2018, 04:52:32 PM
Well, thank you nonetheless ^..^

Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.

They are, they're just mapped to his color separation template. I should have just took them out of his SFF and put them in the Extra folder, but I was lazy, and just left them as is.

There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it

I need to know the context of this. By saying you "fixed it", I'm going to assume that it's something you tried to edit, though didn't know what you were doing. If this happened w/o you doing any editing of any kind, then give me context.



That stuff aside, I've recently updated KFM with the same buffer tweaks I did with Akuma. I also changed the frame window back to 8 and am going to stick with that value. After numerous runs/tests myself, 8 feels like the nice middle ground for not being too strict, though not being too large either. Expect Athena within a couple days.
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 04, 2018, 07:37:57 PM
When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;
Title: Re: All Chars Update(2018): Kung Fu Man
Post by: hulkhogan on June 05, 2018, 07:39:47 AM
I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.
I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html
Title: Re: All Chars Update(2018): Akuma
Post by: DW on June 05, 2018, 05:21:51 PM
When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;

That's what I'm saying. You can't just put it there w/o applying the correct pal. You have to add his CS pal first to the list and apply it to that. Then it will share properly with his sprites.

I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html

I thought about it, but he hasn't put up the 2nd part yet... The real reason is that this would only work with chars who have this applied to them. It's not universal. So still, 99% of chars would default to the general way I have it applied now. The buffering system is more useful for me in the grand scheme, that's why I'm applying it. It also doesn't need anything from anyone else's code to work properly. One last thing... Messing with Vans' stuff is like going to Mugen "advanced calculus" class. JZ and Vans helped me out a LOT with applying this buffer.

It's starting to cross the line from hobby, to dedicated "homework" at this point. :P I won't rule it out, but not at this particular juncture, no. It's been months since I coded anything for Mugen. Let me ease back into all of it first lol. 
Title: Re: All Chars Update(2018): Akuma
Post by: The Sudden Rarity on June 05, 2018, 07:23:27 PM
Ah, understood now.  I didn't get it before, sorry ^..^;
Title: Re: All Chars Update(2018): Akuma
Post by: BahamianKing242 on June 07, 2018, 01:17:09 AM
hey just a thought here. whenever you update jill think its possible to add her crow and zombie moves that warusaki3 jill has?
Title: Re: All Chars Update(2018): Akuma
Post by: DW on June 12, 2018, 05:24:46 PM
Nah.

I do plan to give her chain combo abilities like Psy/Hiryu/Morrigan/Lilith though. Also thinking of making her grenade launcher unblock-able for airborne foes, to make it more useful. IDK though... It may be too much of a buff for them?
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 13, 2018, 06:09:54 PM
Athena has been updated. I'll also now update the OP with the char specific stuff. Blair will be next.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 14, 2018, 02:02:33 AM
So when will there be more optional animations for your characters, Wolf? You know what I mean : 3 (and not THOSE kinds of animations...for those who are thinking nasty things...).
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 14, 2018, 03:14:27 AM
I don't have any shocks, but I do have MBs for all my chars now. Just added KFM's. When I get around to Skullo, Rock, and Tia, they'll have it. Got one for Hiryu when I started him, though since Girard has abandoned all that/Uncle is too busy, it's up to me? I'm not 100% how I can go about applying it to his SFF/updating it to include the MB. My CS abilities are pretty limited. I'll try and figure it out though. I'm not really sure what else you expect me to add. :P MBs for everyone was my only goal in terms of optional stuff.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 14, 2018, 05:49:14 PM
Huh. Thought I gave you one for Psylocke waaaaay back when, and for someone else. *Thinks* Though quite curious as to what Tia's Midnight Bliss will look like. : o

Nah, that's just me messing around, because I'm used to talking about the "holy trinity" of optional animations that my (dead) project's about, ya know? ^^;
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 15, 2018, 03:37:59 AM
I kinda remember seeing a shock for Psy, but vaguely. :-\ I've never been a fan of the bloating stuff from Jedah, so I don't care about that. Don't really care about shock either, but if someone does one for any of my chars that doesn't have it, I'd add it. I went the extra mile and eventually got the MB for everyone though.

Tia's MB is best labeled as "the morning after". In fact, I'm pretty sure that's the exact thing I said to Sean for it. Basically, it's her wearing nothing but an open button shirt, panties, and socks. For how it is currently, it's fine. Though I may get it tweaked a bit. Especially when I commission her CvS set.
Title: Re: All Chars Update(2018): Athena
Post by: The Sudden Rarity on June 15, 2018, 03:47:40 AM
Tia's getting a sprite overhaul?  Sweet! ^..^
Title: Re: All Chars Update(2018): Athena
Post by: Baby Bonnie Hood on June 15, 2018, 04:32:02 AM
Bloating stuff?  I thought the trinity was burned, shocked, and MB.
Title: Re: All Chars Update(2018): Athena
Post by: lui on June 15, 2018, 04:49:49 AM
jedah has a move where he bloats up a specific part of the character before they explode. they vary between  characters
Title: Re: All Chars Update(2018): Athena
Post by: Baby Bonnie Hood on June 15, 2018, 04:55:31 AM
I know about Jedah, I edited one.  I was just mistaken about what made up Xenomic's trinity because burned is more universal.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 15, 2018, 12:33:56 PM
Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Well, I DID refer to my "dead project", which was originally Midnight Bliss and Shock, but added in Sangue=Passare later on. It rarely ever saw Burned. ^^;;
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 18, 2018, 01:15:29 AM
Tia's getting a sprite overhaul?  Sweet! ^..^

Yeah, though it won't be anytime soon. I actually plan on doing that for everyone of my chars that don't have a CvS set. Aside from KFM, KFG, Psylocke, and Yuka. I'm not sure if I will reach that goal, but I'm sure I will get Tia overhauled.

Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;

Sure. Whenever you can is fine.
Title: Re: All Chars Update(2018): Athena
Post by: Xenomic on June 18, 2018, 12:42:37 PM
(https://orig00.deviantart.net/ba7f/f/2016/016/8/7/rvyjwr4_by_xenomic-d9o479y.png)(https://orig00.deviantart.net/1ecc/f/2016/016/3/b/shock2_by_rieytails_d9o3yuw_by_xenomic-d9o479x.png)

Not color separated, mind you, but it should still be usable? ^^;
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 18, 2018, 07:35:21 PM
Eh... I'll see if I can include it. Psy's CS is pretty extensive. I'll have to add several colors too... :-\
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 20, 2018, 02:13:51 AM
@PeXXeR:

So, after looking over Vans' Rugal for the HCB/HCF motions, the only big difference is that he's using the shortcut expression of it(there's also a bit more time and bigger frame window, but I ain't doing that). I usually don't like doing this, except for double HCB/HCF motions, because the shortcut will conflict with certain other commands. Though I suppose I can adjust accordingly and the shortcut is easier to perform.

So, I just updated my Akuma with the shortcut HCB input. PLEASE test and let me know. I'll wait before I apply this to Athena and others as needed.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 04:46:26 AM
Hey thanks for taking the time to actually look into this and trying to adres it, I just tired akuma HCB motions work perfectly but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too),  that's the only issues I found, if its too much of a hassle just figure out the best setup for you and i'll try to fix it myself once you''ve settled into whats good for you. Thanks again and  I do apologize if i'm putting more of a workload on you guys.
Also I will set up a a input display program and record my inputs on screen just to show you guys what im actually pressing cause just watching footage wont be as good.

My control setup is like this
Arrows for movement  ASD for punches ZXC for kicks Enter for taunt.
This is the keyboard im using
https://www.corsair.com/ca/en/Categories/Products/Gaming-Keyboards/Standard-Gaming-Keyboards/K66-Mechanical-Gaming-Keyboard-%E2%80%94-CHERRY%C2%AE-MX-Red/p/CH-9103000-NA
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 20, 2018, 04:29:33 PM
@PeXXeR:

but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once

This can be done with any char that uses neg edge. It may just be easier to do with Akuma, because of the frame window allowance.

also trying to chain into  jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too)

Maybe the same with the frame window thing. Though I can do this w/o a fireball, because I don't hold or press forward after jumping or when landing, as there's no need to. Still, I figure I should change the frame window based on the complexity of the moves themselves, along with the timing in the CMD. Instead of using a universal 8 frames window for everything.

No need to apologize. I want the feedback so I can get it down. I tweaked Akuma again with the aforementioned tweaks. Try him out again and let me know please.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 05:12:27 PM
Ok thanks  just tested Akuma again, feels smooth still getting a punch and a dragon punch sometimes just by pressing HP once but to a far lesser extent.  You are right If I dont hold fwd while jumping in I can hit the low tatsu to super tatsu etc but the OP does not stand still and holding fwd while jumping I feel helps with combos in some situations.
I feel its very close like, just the window thing being a bit to large on some of the moves but thats it.
HCB works correctly he responds fast, its just some of the moves appearing when they should not.
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 20, 2018, 07:33:31 PM
Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 09:23:31 PM
a question how are you playing mugen fullscreen or widnowed ?
I'll edit this post with feedback in a bit
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 20, 2018, 09:52:57 PM
Not sure what that has to do with anything, but fullscreen.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 20, 2018, 11:04:57 PM
Ok Ive uploaded a video with my inputs on screen, I showed Terry and Rugal in the begining so you can see how this looks on a keyboard. OK its still the same but with the latest update the HCB motions work like 1/8 times.
I should not be getting a dragon punch by crouching for an uppercut and then mashing df while I pressed punch one time(for the uppercut)
Still getting the hado  ball when trying to chain into any kick while holding fwd.

youtube has a speed setting you can slow down the footage by clicking on  the bottom right and making it 0.25
I really hope with the inputs on screen you can get a better idea

Hope it helps, thanks again.
Edit: If need be I can put USF4 or KOF2002um on there with the input thing on, or anything else for that matter if it helps.
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 21, 2018, 03:54:35 AM
Again, why would you mash F/D while doing cr.HP? You're purposely fishing for stuff in that regard. By mashing F/D, you're actually getting the DP motion randomly, combined with neg edge on HP when releasing it. It's a random chance thing and you shouldn't be mashing dir during hits anyway. Although I see something in Vans Rugal that I'll try and introduce.

I see now. Especially when playing with a keyboard, you're not actually doing a HCB. You're stringing your fingers across like a piano, F D B. No DF/DB. Unfortunately, the only sure fire way I can make sure that you don't get accidental fireballs, is by coding it as a true HCB motion(which it is currently). "F DF D DB B." This means you have to press DF-DB to get the move, so holding forward during cl.HP > Tatsu registers fine. This is why you should use a controller. Still, Rugal and Terry don't have moves that conflict with HCB/F. By you holding forward, which despite what you think doesn't help connect, you're performing F D B when trying to do the Tatsu. If you're not close enough for cl.HP to hit upon landing from a jump attack, holding forward isn't going to make it connect. Not truly, it won't be a real combo, just something you're doing in practice.

Let me give you an example with Vans' Rugal. He can cancel from his cr.HK. Try cancelling from cr.HK > God Press with meter. You'll get the super variant every time, even though you're just trying to do the normal G.Press. Because of the shortcut method for HCB/F, when cancelling from cr.HK, I have to go to F from D after tripping p2. This will register as D > F. Then when I go back from F to D >B, this is all registered as D > (F > D > B) so I get the super instead.

Akuma has a lot of commands that conflict with the shortcut method for HCB/F, if you're holding the dir to perform it. If you're holding F, then try to do D > B, it's gonna be F > D > B. I can make the window smaller, the timing more strict, but as long as you hold forward, it will always be the case. Since the command is a more complex one(more than Tatsu), I can't make the window too small, or you won't be able to perform it. Try this; In the tinybuffering.txt, there's a set of code that looks like this:

Spoiler, click to toggle visibilty

Change the number 10 to a higher value. This will increase the allowance window of the input. Try 13 first. If you still can't do it, try 17/18. If you still can't perform it, I guess a true HCB just doesn't vibe well with a keyboard. I'll keep looking over some things though. Maybe adding dir holding restrictions like Vans has done will help. I'll have to experiment some more later.
Title: Re: All Chars Update(2018): Athena
Post by: PeXXeR on June 21, 2018, 07:58:03 AM
I will mess about with it when I come back from work and report on how it goes, also thanks for the explenation.
As for me fishing for stuff that is true, I have worked as a beta tester for mobile games before so Ive been going at it trying to break it and find every fault I can, sorry, I just how im used to test stuff, I admit its useless in the grand scheme of things but at the same time I feel it helps reporting stuff like that. I played YamoriX's Ikemen full game and it took me 30 seconds to find a stage clipping on the right side and it was 1pixel :/ stuff like that.
Thanks again.
Title: Re: All Chars Update(2018): Athena
Post by: Cruz on June 21, 2018, 04:40:05 PM
Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.
Title: Re: All Chars Update(2018): Athena
Post by: hulkhogan on June 22, 2018, 12:49:15 PM
Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.
I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version
Title: Re: All Chars Update(2018): Athena
Post by: Cruz on June 22, 2018, 04:37:02 PM
Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.
Title: Re: All Chars Update(2018): Athena
Post by: DW on June 22, 2018, 06:47:28 PM
Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.

I can't. Though I can barely do a QCF on a keyboard. I'll leave the shortcut HCB/F motions in every char I make, so people can adjust accordingly. However, I don't do stuff with a keyboard in mind. So those that do play with it, will just have to do the best they can.

I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version

Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.

Don't worry, I'm going to change all that back soon. Was just experimenting to see what was going on in PexxeR's regard. Now that I know it's the keyboard, that's on him/anyone who uses a keyboard. It's not my concern in the grand scheme.



EDIT:

Changed it back for Akuma. Along with updating Athena and KFM with the few tweaks I did for Akuma's timings.
Title: Re: All Chars Update(2018): Athena
Post by: HyperClawManiac on June 24, 2018, 01:47:37 PM
I know this may seem a little off-topic, but I wish you would give Robert his Muei Shippuu Juudan Kyaku, maybe as a Level 2.
Title: Re: All Chars Update(2018): Blair
Post by: DW on June 25, 2018, 06:13:34 AM
Blair has been updated. Eliza is next.
Title: Re: All Chars Update(2018): Eliza
Post by: DW on June 27, 2018, 09:16:11 PM
Eliza has been updated. Hiryu would be next, but I want to get a few things done on him first. Like including his MB and updating his SFF to the template. While I attempt to do this and see about something else for him, I'll just skip over him for now. Jill will be next.
Title: Re: All Chars Update(2018): Eliza
Post by: PeXXeR on June 28, 2018, 07:52:34 PM
Just tried Eliza, she's great. Everything works as it should, just a question though has the canceling from double reppuken to a ranging storm change, I mean the window its a bit more strict (which is fine) but just curious.

Same for Dame everything works as it should, good job.
Title: Re: All Chars Update(2018): Eliza
Post by: DW on June 28, 2018, 08:14:49 PM
Glad to hear it. I updated all the others with Vans' advice as well with the HCB/F commands. As for Eliza's cancelling window from D.Reppuken: No. None of that was changed for any of my chars I have currently updated. I'll be sure to say so if I do anything like that with any char. Their specific char updates are in the OP.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 04, 2018, 05:07:30 PM
Jill has been updated. Either Hiryu and/or Juli is next.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Cruz on July 04, 2018, 05:33:10 PM
So chain combos are not allowed to go from Medium to Medium and from Heavy to Heavy?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 04, 2018, 06:34:28 PM
Not for 3-chain type. Which is what I did for Jill and Psy. 6-chain is the type that allows med > med, heavy > heavy. That's what Hiryu, Morrigan, and Lilith have. Also, with 6-chain type, med > med heavy > heavy, can only be done with punch to kick.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Cruz on July 04, 2018, 06:35:56 PM
Would there be a reason behind deciding whether to use 3-chain type or 6-chain type?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 04, 2018, 06:43:15 PM
I suppose it comes down to the char in question. Hiryu is a char that really needs it to build damage and the way his normals string together. Jill on the other hand, is better for her to keep it short and sweet.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 07, 2018, 05:00:37 AM
Really digging the updates for these characters. Asking mainly out of curiosity and I hope this isn't rude, but I assume "All Characters" won't include Android 18?
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 07, 2018, 09:40:26 PM
I never officially released 18. While that beta is floating around out there, that would actually be a new release, not an update if I did. So unfortunately, no, 18 isn't apart of this. Though someday, I may just go ahead and finish her.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Jesuszilla on July 07, 2018, 10:30:23 PM
Giblet Sandwich
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 09, 2018, 04:12:48 PM
Found a re-alignment bug with Jill and Return Fire, don't remember if it was there prior to the update. If you use it to counter a mid-air attack, the opponent will be repositioned lower than they should be.

(https://i.imgur.com/MGOqycG.png) Before.

(https://i.imgur.com/UNoi0UX.png) After.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 09, 2018, 04:35:53 PM
Fixed. It wasn't there before the update, because I slightly tweaked how it works. Thanks.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 11, 2018, 04:33:08 AM
Always glad to help.

Edit: Disregard my comment on the Neo Psycho Medley, it was my fault I wasn't getting it out. Purely operator error ^^;

Double edit: Actually there is a thing about NPM that I just discovered that might be worth mentioning. Not entirely sure how to word this, but if you manage to reach the range where the initial dash will hit just before Athena's supposed to fall, the dash will still connect but Athena will still fall and not begin the chain for the attack.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 13, 2018, 04:55:02 AM
There is no chain. She doesn't automatically go into the string. There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: Project.13 on July 13, 2018, 01:40:29 PM
I know that, but I'm saying that if I'm at that precise distance, I can't go into the string no matter how many how much i mash LP, and the initial tackle does connect.
Title: Re: All Chars Update(2018): Jill Sandwich
Post by: DW on July 13, 2018, 04:27:29 PM
There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.

Most important thing to note:

There's a window for it
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 15, 2018, 04:10:35 AM
Juli has been updated. Kula will be next. I will also work on fixing Hiryu's color errors bit by bit, as I update other chars.
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 05:50:35 AM
Still having to get used to the feel of the buffer system on your characters. Nothing that's your fault, just certain things feeling a lot tighter.

One thing I feel like I do have to mention though, I just can't pull off Death Cross Dancing for w/e reason. I've tried mashing it out as fast as I can, spacing out the button presses, and doing it on both sides but it just doesn't come out. I dunno if there's some trigger error or if the command is just too tight, but it's just not happening lol.
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 15, 2018, 06:20:57 AM
Bruh, this is coded the exact same way it is for Akuma. I just tested it, and there's no issue. Are you sure you're not doing w/e it was you were doing when you said something about not being able to do Athena's Lv3? There's no trigger error, and if anything, I may be being too lenient with the windows. I'll look over it some more, though IDK what to tell you.
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 12:15:46 PM
I haven't tried out your Akuma, to be honest so I'm not sure how that works there. As far as the comparison to Athena's level 3, it's one thing when Athena does the move, the move comes out, but she's at a point where she's far enough for the tackle portion of the attack to connect and just not let you get the first hit of the chain in. In this instance, I legit cannot get the super to activate.
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 15, 2018, 04:05:28 PM
I'm gonna assume you're using a keyboard. I can't do it on a keyboard reliably. Maybe like, 1 in every 20 tries. Before I go on, are you using a keyboard?
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 06:40:33 PM
Yeah, I'm using a keyboard.
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 15, 2018, 08:20:27 PM
Figured. Fighting games aren't meant to be played on a keyboard. I don't code/design things with a keyboard in mind either. Since it's something I would never use in this instance, I'm afraid I can't really be bothered to make accommodations for keyboard users. Because not only do I not use a keyboard, but it will mess with the inputs timings for controller/arcade stick users. Which is what it's geared towards.

However, I will give you some suggestions, and if you follow them correctly, you should be able to tailor it to fit for a keyboard. The main thing you can edit, is in the tinybuffering.txt, located in the "Coding" folder:

1.) Scroll to near the bottom of tinybuffering and look for this specific(exact) block of code:

Code:
[State 10371, SGS Init]
type = VarSet
trigger1 = p2dist X >= 0 && command = "SGS"
trigger2 = p2dist X < 0 && command = "RSGS"
var(43) = 8

^This controls the window allowance for Juli's DCD.

2.) Where it says "var(43) = 8" is what you want to edit. Only the equals value of var(43), which is currently 8. This gives a frame allowance of 8 to perform the move. TBH, for a controller/arcade stick, I still personally feel this is too much, but I digress. You want to increase this value to allow more frames(time) to perform it.

3.) You don't want the value to be too high, because it will make it too easy to perform. While at the same time possibly making the move come out, when you don't want it to. You can increase the value by 1, save it, then try it until you can do it. Or, you can just try set values I would do if I were to change it. Personally I wouldn't go above 13. So you can try 10, and if that still doesn't work, try 12, etc. I'm sure you get the idea by now.



You could also try increasing the CMD time for them both. SGS and RSGS both have a time currently of 24. Essentially 6 ticks for each button. You could try the original 32 time I used to use(8 ticks per button), if you feel so inclined. In combination with the tinybuffer edit. Though I don't think that will be necessary, but it is an option. Up to you. 
Title: Re: All Chars Update(2018): Juli
Post by: Project.13 on August 15, 2018, 08:35:23 PM
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
Title: Re: All Chars Update(2018): Juli
Post by: GT Wonder on August 15, 2018, 08:39:56 PM
May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 15, 2018, 08:52:53 PM
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I could code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.
Title: Re: All Chars Update(2018): Juli
Post by: GT Wonder on August 15, 2018, 10:44:19 PM
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...

There's another way I code code this. I'll see about doing this some time down the line.

May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.

By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.

No, VS Mode, least with the current screenpack I'm using. And I'm using version 1.0 btw.

Guess its just a bad luck thing, I'll experiment more with the issue myself later.
Title: Re: All Chars Update(2018): Juli
Post by: RPGamerWriter on August 16, 2018, 04:45:55 AM
I hope I'm not going off topic but weren't you making an Aska (TMNT: Tournament Fighters) with Dampir's sprites? I'm assuming she will be your next priority after you update everyone else.
Title: Re: All Chars Update(2018): Juli
Post by: DW on August 17, 2018, 04:15:54 AM
Y'know what they say about assumptions... >_>

No, but seriously, I honestly can't believe that people still remember that. I've forgotten myself numerous times. I have no plans to make Aska in this format. Also, not with the sprites as they are. Nedflandeurse was suppose to refine them, after Dampir had finished his initial conversion. He never did, so I never started anything.

She hasn't totally fell off my "to do" list. Though I don't plan on making her in the same format I've made all chars up to this point. It'll be something new if I do. Something I have been brainstorming on for the better part of 2 years. Still in the conceptual phase.
Title: Re: All Chars Update(2018): Juli
Post by: dampir on August 17, 2018, 04:58:45 AM
sometimes i want to revisit that project...i mean aska sprites...maybe i do domething...but after i finish what i am doing.....i think patience is the key here...
i could even do new edits, or polish animations(or both)
Title: Re: All Chars Update(2018): Ice Queen
Post by: DW on August 18, 2018, 05:25:14 PM
Kula has been updated. Along with some minor tweaks to some command timings I did for everyone with the buffering system implemented. Also, I added the SGS(or Raging Demon if you prefer) command shortcuts for Akuma and Juli. I forgot about these initially due to the buffering system, though I will remember now and will apply accordingly for any/all chars who have said command.

One last thing: I changed Blair's Shoot Kick inputs to be the same as FEXL. So now, it's just the corresponding kick/punch follow up, no directional inputs. Switching between FEXL and MUGEN, this was starting to annoy me. I kept messing up the commands between the two versions. Now it's all good. Lilith will be next.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Xenomic on August 18, 2018, 05:38:29 PM
Did you do the thing you wanted to do from my thread for the Ice Queen? :3
Title: Re: All Chars Update(2018): Ice Queen
Post by: DW on August 18, 2018, 05:44:11 PM
I wish... Though naw mang. I plan to commission a CVS set for her. When I do, I'll be sure to remember that MB.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Xenomic on August 19, 2018, 03:24:23 AM
Good, good~ I will look forward to seeing how that one turns out~ Doubt you'll be doing any of the other custom states for her, but as long as there is MB, it's fine methinks~ :3
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 03:43:05 AM
So something I just noticed with Blair, and it could just be me being a keyboard warrior and I guess is also kind of a non-issue, but trying to cancel Shoot Kick's Second Step into Spin Side Shoot isn't possible anymore. You can only do it after the last of the initial three hits.
Title: Re: All Chars Update(2018): Ice Queen
Post by: DW on August 21, 2018, 04:02:29 PM
She still can. I didn't touch any of her cancelling windows for special/super moves. TBH, that actually may be the problem. It looks like I was being lazy with her cancel timings... She has literally the entire duration of the attack(if it  comes in contact with p2 of course) anim to cancel. I usually only give chars the window of when they contact p2 for an attack, not the entire anim.

Making it more precise may help the issue of you getting the finish for Shoot Kick, instead of a SC like you want. I'll see. BTW, can you perform DCD now? I'm actually able to now myself on a keyboard.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 05:14:58 PM
Oh yeah, DCD comes out consistently now, thanks for that. It might be what you said as far as Blair goes, because I can still do Mirage Combo Kick off of Second Step, but trying to do Spin Side out of Second Step will always give me Dame Special.
Title: Re: All Chars Update(2018): Ice Queen
Post by: DW on August 21, 2018, 05:56:13 PM
Really? You get Dame Special? That was more of a problem before the change. Because you had to do a QCB for Second Step, then if you try to do a QCF x2 during it, you'd be very likely to get Dame Special. With you only needing to just press any kick, no dir inputs to get Second Step, it actually solved this issue of mistakenly getting Dame Special.

Still, Dame Special I'm going to be getting rid of soon. I'm waiting on something for Blair, though Dampir added the Fairy Spear super from FEXL. I just added Dame Special as I used XCB's Blair as base. Though that was an XCB custom move I'm pretty sure. I had nothing for it, or against it initially. Though now I can do w/o it. I'll update her cancel timings soon and get rid of Dame Special. Well... I'll leave it in the CMD, though just comment it out. I don't want to hear anyone cry to me about getting rid of it completely. If people still want it, they can just activate it back in the CMD.
Title: Re: All Chars Update(2018): Ice Queen
Post by: Project.13 on August 21, 2018, 06:50:00 PM
Oh damn, you're right. Well then, that makes it even more of a non-issue xD My bad, man.
Title: Re: All Chars Update(2018): Ice Queen
Post by: DW on August 22, 2018, 02:17:26 AM
It's cool. It made me look at her cancels and realize I need to tighten them up anyway.
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 10, 2018, 01:30:23 AM
Lilith has been updated. The specifics can be found in the OP. Mai will be next. TBH, the reason this took longer than others, was because of me having to update pals for her CS... I did say I'm not very efficient with making or adapting pals... :-\ Takes WAY too long for me. She had about 20 before, but I couldn't be bothered to convert them all. So, she just have my 12 faves plus the CS temp pal.

Funny thing while adapting the pals though, I even colored a couple of those pals' FX. Which I initially thought was really tough, but not so much now. Couldn't do it for all of them though. :P
Title: Re: All Chars Update(2018): Lilith
Post by: SolidZone 26 on September 10, 2018, 03:55:22 AM
Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?
Title: Re: All Chars Update(2018): Lilith
Post by: HyperClawManiac on September 10, 2018, 09:01:45 AM
May a new Level 3 super come with the tweaks you may do to her?
Right now the LVL3 is just the MAX version of Super Deadly Ninja Bees which would be fitting as a LVL2.
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 10, 2018, 07:15:38 PM
Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?

Doh! *facepalms*

TBH man I forgot about KFG... It's because I have my MUGEN split with a playing build, and a testing/creating build. KFG is not in my playing build, because currently it's themed and she doesn't fit the theme. I'll do Mai first still though, cause I've been looking forward to getting to her. Then I'll do KFG after. Man I'm slipping... Thanks for the reminder lol.

May a new Level 3 super come with the tweaks you may do to her?
Right now the LVL3 is just the MAX version of Super Deadly Ninja Bees which would be fitting as a LVL2.

Not likely. It is the Lv3 version of the move, so it is by right, a Lv3. Kubi no Kitsune is still a possibility, though as I've said, the sprites need work. Though honestly, TDNB is very effective. Combos nicely, has good expansive ability and damage. If I added a new Lv3, it would be just because. Not because she actually needs it. I'm not one to add things just for "fluff". The 'flash over substance' concept is one I was never fond of. We'll see, though as of now? No.
Title: Re: All Chars Update(2018): Lilith
Post by: HyperClawManiac on September 11, 2018, 05:42:04 PM
Not likely. It is the Lv3 version of the move, so it is by right, a Lv3. Kubi no Kitsune is still a possibility, though as I've said, the sprites need work. Though honestly, TDNB is very effective. Combos nicely, has good expansive ability and damage. If I added a new Lv3, it would be just because. Not because she actually needs it. I'm not one to add things just for "fluff". The 'flash over substance' concept is one I was never fond of. We'll see, though as of now? No.
Maybe put the Lvl2 version of the move as a MAX then?

Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 15, 2018, 01:40:31 AM
Why? There's no point.
Title: Re: All Chars Update(2018): Lilith
Post by: The Sudden Rarity on September 15, 2018, 02:15:25 AM
Since Lilith has a new default palette, is the new default Lilith palette gonna be used in Morrigan's Lv3 also?
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 15, 2018, 02:36:45 AM
It's not new actually. That's the default Sabockee had made for her. Though I did tweak it slightly, due to the CS, it looks a lot better because options. I can add it for Lilith in Morrigan, sure. But... The Lilith sprites in Morrigan's SFF are not CS'd as much as Lilith standalone. I can still approximate it though.
Title: Re: All Chars Update(2018): Lilith
Post by: The Sudden Rarity on September 15, 2018, 04:12:42 AM
I figured it wasn't a new palette ^..^ just new to me as I don't change up alternate palettes that much.

But yeah, I like seeing consistency in characters, especially if they're made by the same person.
Title: Re: All Chars Update(2018): Lilith
Post by: Nedflandeurse on September 16, 2018, 10:56:30 AM
Good to see your classic and new characters have an update DW, cheers!
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 16, 2018, 02:56:25 PM
Thank you for the support. I appreciate it.
Title: Re: All Chars Update(2018): Lilith
Post by: Xenomic on September 17, 2018, 12:48:11 AM
When's Lilith getting a proper, new Midnight Bliss?  And her classic Sangue? : V

But yeah, nice to see you updating everyone. Man, how long have you been doing this stuff now lol? It feels like it's been forever since I first saw your works...I honestly can't even say what the first one WAS (and truth be told, I don't even remember the first time we talked either...huh...).
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 17, 2018, 01:33:10 AM
I like Lilith's MB a lot. Sky79 was nice enough to hook me up with that custom MB. No comment on the bloat stuff. :P  As far as how long I've been doing this... Since 2012. It's been a long road lol. Not as long as the vets, with like a decade+ under their belts, but kinda getting there. My first char was Mai. Man...it has been a long time lol. I'd imagine the first time we spoke was with stuff related to Mai. I'm not sure... At any rate, I can't remember that far back lol. At least not how I met various people and all. Though you are one of the people that I've been 'connected' with since back then still around.

I miss my friends... :'( Like Uncle Froz, Infinite, 2OS, PAVGN, Chazzanova, and many others who aren't around anymore. I've learned a lot, have come a long way, but things just ain't the same man... Anyway, enough of my ramblings! Though I appreciate the brief lapse into the good ol' days lol.
Title: Re: All Chars Update(2018): Lilith
Post by: Violin Ken on September 17, 2018, 04:09:05 AM
Looks like some colors were lost in her arms in your sprites.  Do you plan to fix this?

left = awk_morrigan.  right = divinelilith
(https://i.imgur.com/VM72nkN.png)
Title: Re: All Chars Update(2018): Lilith
Post by: Xenomic on September 17, 2018, 12:31:43 PM
Oh? Did Sky do one for yours? I don't even remember what it was? Huh...I even have you listed in my Special States document for her MB too. @_@;

Yeah, I was just having a senior moment there heh. ^^;
Title: Re: All Chars Update(2018): Lilith
Post by: DW on September 17, 2018, 05:14:44 PM
Looks like some colors were lost in her arms in your sprites.  Do you plan to fix this?

If I could, I would. Though I'm no spriter. I know the Lilith sprites in the Morrigan set have the arms shades correct. There is no stand alone version of Lilith that does though. Not to my knowledge. I got the SFF from someone a long time ago that made just an SFF patch for Warusaki's Lilith. Whoever did this, messed up the shading on her arms, but added all the other stuff she needed to be her own standalone character.

Like the gethits and her heavy attacks. Which aren't present in the Morrigan set. Though there's still a lot that could be refined and needs to be added. I mention this in the ReadMe. Maybe one day Li_kun will be inspired to work on this unofficial set and make it official.



Yeah, you can see for yourself. :P
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: DW on September 18, 2018, 07:05:46 PM
Kung Fu Girl has been updated. I decided not to skip over anyone purposely and it was pretty quick overall. Now I'll move on to Mai.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Akito on September 19, 2018, 11:17:16 PM
Why you not use the Another Kung Fu Girl Sprites?

They are better than the sprites of the default version, and look more like the CVS style.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: DW on September 20, 2018, 02:44:19 AM
That's your opinion. I don't think that set looks better than the set I'm using. Looks too cartoon-ish to me. I've been asked that many times. The answer is preference.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Akito on September 20, 2018, 05:13:56 AM
Yes, that's my opinion. I have mine and you have yours, I respect that.

Anyway, good work on updating.
Title: Re: All Chars Update(2018): Kung Fu Bae
Post by: Cyborg Sun on September 20, 2018, 06:09:41 AM
I know it's gonna be a long while until her update, but will Yuka ever get victory quotes?
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: DW on September 25, 2018, 05:59:42 PM
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.



Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

@Kamekaze:

Let me know if you can DL him from TM with no problems.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: Cyborg Sun on September 25, 2018, 06:58:09 PM
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.

Thanks for the reply. I don't know much about Yuka's series, so if she has no quotes available, then I can understand. Keep up the great work!
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: The Sudden Rarity on September 26, 2018, 02:08:55 AM
Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

So, I gotta redownload everyone before Mai for their new updates?  Eh well, it's for science, then ^..^

Seriously, though, it's good that you're actively keeping everyone you've made pretty consistent with one another.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: hulkhogan on September 26, 2018, 05:08:57 AM
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: The Sudden Rarity on September 26, 2018, 05:47:14 AM
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O

He seems to be fine on my end, and I have a faulty keyboard ^..^;;; maybe your keyboard doesn't allow more than 3 buttons pushed at the same time?  It happens to me when I use Chazzanova's Ash Crimson.  And Kongou Kokuretsu Zan is in there (D, D, D, + 2P).
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: GT Wonder on September 26, 2018, 07:36:49 AM
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.



Mai has been updated, along with everyone else up to this point. I added a new system update:

-EX moves during Max Mode efficiency increased

What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next

@Kamekaze:

Let me know if you can DL him from TM with no problems.

Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.

Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: DW on September 26, 2018, 03:11:05 PM
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found  o_O

He seems to be fine on my end, and I have a faulty keyboard ^..^;;; maybe your keyboard doesn't allow more than 3 buttons pushed at the same time?  It happens to me when I use Chazzanova's Ash Crimson.  And Kongou Kokuretsu Zan is in there (D, D, D, + 2P).

Indeed. I did not mess with anyone's commands up to this point with the recent update. It was simply a tweak to the Max Mode depletion for EX moves. Akuma commands are the same as before.



Wow...

Let me just say this; If it were  just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.

I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: SolidZone 26 on September 27, 2018, 04:51:44 AM
Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.

Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Really? I do agree with you, but I think DW is nothing compared to RicePigeon. You should see how many times RicePigeon updates his Gensokyo Reloaded characters. He does it over 20 times per character and still does it now. I don't mind seeing updates, but not to the point they have to keep constantly doing it for the sake of balance or a small bug fix that was forgotten after a recent update.

If you have bad internet, why would you? You shouldn't be downloading them period. Mine hasn't been good for the past few days and I haven't got around posting anything here recently. And speaking about internet, I don't think a "all-in-one character pack" is a good idea either because if your internet goes down while you are downloading it, you would have to do it all over again. Wasting all that bandwidth all because you wanted save a ton of hassle.

Wow...

Let me just say this; If it were  just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.

I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
I remember bringing this up a few pages ago. I think it all depends on how updates are handled. For you, I don't see you pushing it too much and the way how you handle them is fine. I was originally worried at first, but after a few months that isn't the case anymore since I rarely see you update again after a major one unless there's feedback involved. So I do have faith in you, keep it up.

Also found a small minor issue on Kung Fu Girl. After the opponent gets tripped by a crouching high kick from KFG, the ground fx and sfx doesn't appear after they hit the ground. Hope you take a look at that.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: DW on September 27, 2018, 03:21:46 PM
KFG's trip puts p2 into a custom state so that they can't recover before she does. Sagat has the same thing. I keep forgetting about that. I'll have to add Mugen's default system SFX and FX for the custom state. Thanks for the reminder.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: Sir Lord Alpyne on September 28, 2018, 06:29:44 AM
i see Linn Kurosawa, Galford, & Sho Kamui in your future, D-Dubya. don't fight it, just let it happen XD

good hustle on knockin' these updates out, i'll be able to cop'em soon. btw, don't forget that Hiryu intro mofo, i wanna see that work [& that BGM, heh heh] in action. 1.
Title: Re: All Chars Update(2018): "Mai" Wife
Post by: DW on September 30, 2018, 10:05:00 PM
Is that char, Linn, the girl from (Capcom's)AvP? If so, and if she had a spriteset to work with(preferably CvS), I would work on her. I'd rather make Hanzo than Galford, though the challenge of implementing Puppy would be a welcome one. I'm not 100% sure who Sho is... The "Ryu" of Breakers Revenge? If so, I've thought about it, and Long as well. Though I refuse to make any more chars in this format, that don't have a CvS spriteset and/or aren't Capcom/SNK reps(at the very least affiliates). Don't bring up any old stuff, cause back then I was still going through a "experimental" phase. :P

Psylocke, Yuka, and KFG were experiments. KFM is my template. Tia I consider to be an SNK affiliate. As SNK published Breakers I believe. I also 100% intend to get a CvS set for Tia. After some other stuff that's being worked on... :ninja: I may even be inclined to commission CvS for pretty much every Capcom/SNK char I've made, that doesn't have one. At any rate, thanks for the support... Though, what intro are you talking about? I'm drawing a blank...
Title: Re: All Chars Update(2018): Morrigan
Post by: DW on October 09, 2018, 01:18:58 AM
Morrigan has been updated. Next up is Poison. Just a side note, I updated/added the remainder of Lilith's pals to her current CS'd SFF. I also added a couple. I'll do the same for Morrigan in time, though I want to get these updates out the way first.
Title: Re: All Chars Update(2018): Morrigan
Post by: Mordecool™ on October 09, 2018, 05:34:56 AM
Morrigan has been updated. Next up is Poison. Just a side note, I updated/added the remainder of Lilith's pals to her current CS'd SFF. I also added a couple. I'll do the same for Morrigan in time, though I want to get these updates out the way first.

Sorry i miss this post, what are the updates?
Title: Re: All Chars Update(2018): Morrigan
Post by: Speedpreacher on October 09, 2018, 06:51:41 AM
Did you check the first post
Title: Re: All Chars Update(2018): Morrigan
Post by: The Sudden Rarity on October 09, 2018, 07:20:29 AM
For Poison, I felt her sprites were a bit squashed (too MvC/CPS), so I made her slightly thinner with this:

xscale = .85
yscale = 1

Of course this is personal preference/opinion ^..^
Title: Re: All Chars Update(2018): Morrigan
Post by: DW on October 09, 2018, 02:59:42 PM
Sorry i miss this post, what are the updates?

As Speed suggested, all of the details of the updates can be found in the OP.

For Poison, I felt her sprites were a bit squashed (too MvC/CPS), so I made her slightly thinner with this:

xscale = .85
yscale = 1

Of course this is personal preference/opinion ^..^

I can make some coding adjustments to accommodate scaling her, though I won't scale her by default. I'll leave that up to the user. I never really thought about it, though I will try it personally, to see how it looks.
Title: Re: All Chars Update(2018): Poison
Post by: DW on October 12, 2018, 08:11:32 PM
Poison has been updated. Next up is Psylocke.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 14, 2018, 10:30:48 AM
Thanks for all the updates DW.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 20, 2018, 04:12:28 PM
Sorry for the double post  but trying to do Mai's EX Fire tail thingy  D B any Punch after a low kick and a low punch is impossible you get the fan thing thats on her kicks,  she never does it in the heat of the action. You can get it to work in training with a stationary target trying it while fighting is a no go she either does the fan thing or does nothing and just sits there like a lemon. All of her other combos do work though.

As for Blair, canceling after the ex rapid kicks into the DF DF punch hyper seems random as hell.
When your trying to do it on the last ticks of the kick I mean.
Title: Re: All Chars Update(2018): Poison
Post by: DW on October 21, 2018, 08:44:07 PM
I'm not having any issue with Mai. Though all the same I tweaked the allowance cancel window from crouch LP/LK respectively. Along with moving (EX)Ryu En Bu(the flame tail move :P) higher in the CMD for more priority for it. Did multiple runs arcade, had no issues. It should be good for you now.

With Blair, the way it was coded was a bit lazy... I had to clean up a lot of her code. That cancel window is one that slipped through the cracks. I tightened it up, so it should feel more precise now. It was always set up that you can only cancel on movecontact, during the last(3rd) kick. Not the follow kicks(i.e "Second Step/finisher kicks), I mean the last kick from the initial Shoot Kick. You can't cancel during the first two kicks.

Thanks for the feedback.
Title: Re: All Chars Update(2018): Poison
Post by: PeXXeR on October 21, 2018, 11:07:04 PM
awesome, gonna redownload, thanks !

EDIT
Now this is cool
https://streamable.com/zp3tn
Title: Re: All Chars Update(2018): Psylocke
Post by: DW on November 04, 2018, 02:08:16 AM
Glad you're enjoying her. Thanks for the support.



Man.... Goddamn I didn't realize Psylocke had so many pals! Had to update all of them when adding the Shock sprites to her SFF. At any rate, Psylocke has been updated. Next will be Robert.
Title: Re: All Chars Update(2018): Psylocke
Post by: The Sudden Rarity on November 04, 2018, 03:40:11 AM
I'm excited for your Robert ^..^ I'm not too knowing of the game he's from (Art of Fighting, right?) but he's certainly fun.  Snatching up Psylocke now ^..^
Title: Re: All Chars Update(2018): Psylocke
Post by: KeyRogue on November 04, 2018, 04:58:12 AM
I''m not too knowing of the game he's from (Art of Fighting, right?)

Yep.
Title: Re: All Chars Update(2018): Psylocke
Post by: The Sudden Rarity on November 04, 2018, 05:06:37 AM
Yep.

I guessed right ^..^
Title: Re: All Chars Update(2018): Roberto
Post by: DW on November 16, 2018, 09:15:27 PM
Robert has been updated. Next up is Rock.



On the subject of Rock, I more than likely will change EX Hard Edge and EX Rage Run properties based on his KoF14 functionality. That means EX Hard Edge will now wall bounce p2, losing it's current multi hit property. While EX Rage Run will now ground bounce p2, losing it's current ability to resist normal/special projectiles.

I may also change the command input for (EX)Shinku Nage to F > HCF + any punch. As this may be easier overall to everyone, instead of a "mock" 360 input.
Title: Re: All Chars Update(2018): Roberto
Post by: Project.13 on November 17, 2018, 02:57:17 AM
Sounds good to me, didn't even know Rock's EX Rage Run had projectile invincibility. As far as changing the moves to resemble how they work in XIV, will the same go for MAX Shine Knuckle and Neo Deadly Rave, or are you currently undecided on that front?
Title: Re: All Chars Update(2018): Roberto
Post by: DW on November 17, 2018, 05:34:30 AM
Well, I can double check, but Max Shine Knuckle in KoF14 just looks different from pass iterations. It's functionality is the same. So, there's really no need(It'd also require edits to look like the Kof14 version). NDR is different though. They made it an auto combo in KoF14... :-\ I assume that was due to giving it a cinematic look akin to SF4-5 Ultras/Supers. Tbh, I don't like that, because it takes away cancel options from NDR.

If I made it like KoF14, you'd no longer be able to do things like: NDR > Cancel Final Burst > close HK > F + HK > Hard Edge > Lv1 Raising Storm; just for an example. NDR would finish no matter what, because you'd have no control over it. Opting out of the Final Burst of NDR, if you have the meter, is more beneficial to you.

So nah. Shine Knuckle and NDR are fine as is. I honestly don't even need to change EX Hard Edge/Rage Run, but, I do like how they extend combos in KoF14. So I caved in and want those combo extensions for my Rock as well. :P
Title: Re: All Chars Update(2018): Roberto
Post by: Project.13 on November 17, 2018, 06:02:56 AM
That is true and fair, I never considered the cancel options. Yeah, it would be better to go without it auto-comboing, but maybe have it sort of "bound" the opponent to Rock after the first hit, since the multi-hit EX Hard Edge is going away?
Title: Re: All Chars Update(2018): Roberto
Post by: DW on November 17, 2018, 06:29:42 AM
I considered that. The first hit of EX Hard Edge will still be able to super cancel from. Same as with heavy Hard Edge. So performing EX Hard Edge > NDR will still be possible, albeit a bit tighter now, as you won't have the extra hits for hit confirming easier. Making p2 reset to the ground for the initial hit of NDR is easy enough.... But I can't help but feel this may be too much of a buff for it...?

IDK... I may, though I can already envision in my head, that I'd really be able to go crazy with that. Still, if you got the meter and spend it all right, I'm a firm believer that you should be rewarded for such. We'll see. I'll mess around with it for a bit and see just how good it is.
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: DW on December 14, 2018, 09:41:33 PM
Rock has been updated.



With that, I take my leave for the year. I'll finish the rest of the updates next year. I wanted to extend Sagat's CS. Adding his legs and feet, which will be easy enough. May extend Yuka's CS as well to do the same. Though I'm not 100% how extensive her CS is, so, I'll have to look that over. At any rate, I'm not doing anything else until next year. Happy Holidays and Happy New Year to everyone. Stay safe and have fun. See ya next year.
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: PeXXeR on December 15, 2018, 01:34:53 AM
Thanks for the updates and Happy Holidays to you to DW.


Now on Rock
With the buffer system I have 0 issues.

I really like the bounce on (DB two kicks)
As for the new EX elbow I dunno what to think about it yet, you chain it into a rising storm and whatnot but I dunno it looks weird(the two hits themselves) I find the old one did the same thing but way more reliable. I guess  you can chain it into rocks command grab but eh. It also causes some weird bounces with Rock's double Reppuken ( or how the hell its spelled sry bad with names) DOUBLE EXTREME PUNCH.

Canceling a Rising storm to the level 2 on the kicks ( DB DB Two kicks) leads to some weird bounces.
If there's more stuff that  the EX elbow allows and its just me being a nub I wold love to see it.

I played a couple of arcade runs and I used the new EX elbow once or twice to hit someone with a Rising storm but thats it.
For some reason I feel it also nerfs Rock's pressure tactic be it corner or anywhere.

EDIT

you see when guile goes for the standing MK how he gets punished with the new elbow its gonna throw him right out the corner all that work and bar spent goes out the window.

https://i.imgur.com/p5G3s56.gifv
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: DW on December 16, 2018, 04:45:09 AM
Yeah, the way it was before was better for pressure, especially in the corner. Though I wanted him to be more akin to his KOF14 version. You can follow it up with Rising Tackle for meter-less combos. If you have meter, you can even go into Raising Storm from Rising Tackle with proper timing. It's easier to time with MAX Raising Storm due to the delay ability. TBH I haven't tested everything he can follow up with from EX Hard Edge, but I'll get around to it and give more advice.

It's best if you don't use it for corner pressure now. You'd be better off just using HP Hard Edge, which still serves the same purpose. EX Hard Edge was never safe/plus on block, so that's more of a mental thing on your part. :P Even before, if it got blocked, you were more than likely gonna get punished. Max cancelling from Lv1 Raising Storm isn't a perfect setup to just throw out. Especially going into Max Shine Knuckle. You just gotta experiment with it and see what set ups you can get from it. You can get it to combo well in the corner with p2 at a specific height range while getting hit from lv1 Raising Storm. Try to use his body as visual representation for it. You don't want them to be too high above him, though not too close to the ground either. The more dependable Max cancel however is lv1 R.Storm > Max R.Storm.

You'll want to make that the BnB you go for. Just try things out more, you'll figure some things out. I got faith in you.

Title: Re: All Chars Update(2018-19): Baby Geese
Post by: kamuiness on December 24, 2018, 04:03:32 PM
very stupid question, but where's the link to download it ?
Title: Re: All Chars Update(2018-19): Baby Geese
Post by: SNT on December 25, 2018, 11:50:17 PM
He has a page on Trinity Mugen.

DW, I think something went wrong with your Poison update, looks like the RAR's corrupt.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: DW on December 27, 2018, 02:22:49 AM
very stupid question, but where's the link to download it ?


In my folder/page at TrinityMugen. The OP has a link to TM.

DW, I think something went wrong with your Poison update, looks like the RAR's corrupt.

I wasn't having this issue, but I reuploaded her anyway. Let me know if the problem persists.



I know I said I wasn't gonna do anything else till next year... But these two were easy enough and were borderline updated anyway. So, Sagat and Skullo have been updated.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: Project.13 on December 29, 2018, 07:43:59 PM
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: PeXXeR on January 03, 2019, 03:48:17 PM
Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: DW on January 04, 2019, 03:45:36 AM
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.

I moved their respective CMD coding around a bit. The timings are fine. At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move. The negative edge timing is as low as it can be.

Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?

Thanks.

As for Gloomy Puppet Show(that's the name of the move), I did answer this in her release thread. It's also addressed in her ReadMe. While I didn't give a reason in the ReadMe, meh... It's not a very useful move and I didn't want to add it. I believe she has all the sprites... Aside from the stage p2 stands on and all, though that could just be ripped from her DS set.

Much like Morrigan's Eternal Slumber, the moves are very "gimmick-y" and not very useful. So I opted for Luminous Illusion to be her Lv3. I was gonna give her Brilliant Shower(the "pink" Morrigan super from MvC1), though it was scrapped while talking to testers during development. I decided to just keep it short and sweet with her, because I almost didn't even make her tbh.
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: Project.13 on January 04, 2019, 12:33:49 PM
...At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move.

That also might be what's screwing me up, to be honest. Never really had to do that before the updates, so it's taking a little getting used to lol
Title: Re: All Chars Update(2018-19): Tigers & Skulls
Post by: PeXXeR on January 04, 2019, 07:59:34 PM
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.

Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.

I moved their respective CMD coding around a bit. The timings are fine. At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move. The negative edge timing is as low as it can be.

Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.

Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?

Thanks.

As for Gloomy Puppet Show(that's the name of the move), I did answer this in her release thread. It's also addressed in her ReadMe. While I didn't give a reason in the ReadMe, meh... It's not a very useful move and I didn't want to add it. I believe she has all the sprites... Aside from the stage p2 stands on and all, though that could just be ripped from her DS set.

Much like Morrigan's Eternal Slumber, the moves are very "gimmick-y" and not very useful. So I opted for Luminous Illusion to be her Lv3. I was gonna give her Brilliant Shower(the "pink" Morrigan super from MvC1), though it was scrapped while talking to testers during development. I decided to just keep it short and sweet with her, because I almost didn't even make her tbh.

Oh OK I do agree that the move is a gimmick its fine with me eitherway I just wanted to ask.
Title: Re: All Chars Update(2018-19): Tia
Post by: DW on January 16, 2019, 06:23:45 PM
Tia has been updated. Yuka is the final one and up next. I've actually already updated Hiryu a long time ago, but, that damn CS man... Not gonna lie, haven't even attempted to fix it, cuz I really don't want to. I may have to outsource that fix. We'll see once I finish Yuka. Which won't take long at all.
Title: Re: All Chars Update(2018-19): Tia
Post by: Cyborg Sun on January 18, 2019, 06:46:11 AM
Well, only two (or one?) more updates before the secret all-new character release.

If you want my advice, I'd recommend releasing the Strider update as-is for now and waiting to do the CS later. It sounds like it would take forever, and it would be annoying if one of the characters was never updated, IMO.
Title: Re: All Chars Update(2018-19): Tia
Post by: EgyLynx on January 18, 2019, 03:02:08 PM
Tia has been updated. Yuka is the final one and up next. I've actually already updated Hiryu a long time ago, but, that damn CS man... Not gonna lie, haven't even attempted to fix it, cuz I really don't want to. I may have to outsource that fix. We'll see once I finish Yuka. Which won't take long at all.
Where is download?
Title: Re: All Chars Update(2018-19): Tia
Post by: Speedpreacher on January 18, 2019, 06:38:13 PM
The same place it's always been

Check the first post
Title: Re: All Chars Update(2018-19): Tia
Post by: EgyLynx on January 18, 2019, 08:31:02 PM
Ah, now i get, not same nick there and here ... just...
Well... whose order use that that like?
Title: Re: All Chars Update(2018-19): Waitress of Doom
Post by: DW on February 14, 2019, 01:51:00 AM
If you want my advice, I'd recommend releasing the Strider update as-is for now and waiting to do the CS later. It sounds like it would take forever, and it would be annoying if one of the characters was never updated, IMO.

It wouldn't take a long time really. Just extra work I don't want to do. Though I may be able to salvage it, since I still have his old SFF.



At any rate, Yuka has been updated. All that's left is Hiryu. Which hopefully, I should be able to get done...relatively soon?
Title: Re: All Chars Update(2018-19)
Post by: DW on May 02, 2019, 04:44:10 PM
Did a quick update for Morrigan:

-Fixed some colors sharing wrong with her wings
-Updated TvC sound with missing system SFX
-Added new pose to changing outfits winpose(thanks bis1994)
Spoiler, click to toggle visibilty

**Note: Most may know this, but I just want to make it clear. The above winpose is random of 4, and the outfits themselves are random of 12. Making the likelihood of seeing this specific outfit unlikely, but it is there. :P 
Title: Re: All Chars Update(2018-19)
Post by: PeXXeR on May 02, 2019, 08:16:51 PM
Cool sprites, damn.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 04, 2019, 05:25:41 AM
And with this, I am now free... Hiryu has been updated. You can check the OP/his Readme if you want specifics. TBH, I don't remember everything I did, though it's fine. Well... It took awhile, but freedom at last! I'll probably do some stuff like extend Sagat's CS. Along with CSing KFG. Though that's pretty much it. Don't expect either one of those anytime soon. Time for me to move on.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Project.13 on May 04, 2019, 12:41:34 PM
Man, I'm loving how Hiryu feels with one exception: His moves seem to have weird execution times. Super-canceling feels like there's a tighter window of execution than there was before, whereas sometimes I get one of the Grams instead of Formation A or Ame no Murakumo because I pressed forward a full second before I did the command.

Other than that, everything else is great on my end, at least. Didn't find anything else to report. Great job, DW.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 04, 2019, 06:34:37 PM
I tightened up his cancels a bit, so the execution will be a bit more precise. As for the Gram thing, I just tweaked it a bit for it's placement and timing. Made it have the same timing as QCF/B, so it should feel better. It's a lot like how I told you before though; You have to let go of buttons/directions with the buffering system. A full second is a bit of an exaggeration. Several ticks at best. A second isn't at fast as you think it is, especially when you deal with stuff like this.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Project.13 on May 04, 2019, 06:49:00 PM
I was letting go of the buttons before I did it though. But there is a very noticeable difference now, and it feels much better. Thanks again.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 04, 2019, 06:51:41 PM
No problem. It's honestly a case by case basis. What works for one char, can't always be used for another. It's something I gotta pay attention to.



A quick update for Jill. The thing that you wanted and didn't even know it:

Spoiler, click to toggle visibilty

Yeah, it's real.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: 【MFG】gui0007 on May 05, 2019, 06:31:11 PM
Ah, the glorious RE1 voice acting. XD
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Cyborg Sun on May 05, 2019, 08:45:38 PM
Jill Sandwich. Freakin' byoutiful.

Only one question remains now that the finish line has been crossed: Who is this new character release that this was all leading up to?
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Staubhold on May 05, 2019, 11:11:58 PM
A quick update for Jill. The thing that you wanted and didn't even know it:

Spoiler, click to toggle visibilty

This is great! Nice.  :)
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: NDSilva on May 05, 2019, 11:28:42 PM
Aww yeah, updated Hiryu feels great. :pleased:

Thx for the release, and congratz on finishing all the planned remakes, bro!
I very much appreciate the new buffering system - and dat Jill Sandwich as well, of course ;D
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 06, 2019, 12:14:06 AM
Ah, the glorious RE1 voice acting. XD

Indeed. A true masterpiece. :)

Jill Sandwich. Freakin' byoutiful.

Only one question remains now that the finish line has been crossed: Who is this new character release that this was all leading up to?

...

I suppose I may have a thing or two in the oven... Keep an eye on my WIP thread.

This is great! Nice.  :)

Aww yeah, updated Hiryu feels great. :pleased:

Thx for the release, and congratz on finishing all the planned remakes, bro!
I very much appreciate the new buffering system - and dat Jill Sandwich as well, of course ;D

Thank you for the support. I appreciate it.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Dalek Basara on May 06, 2019, 09:18:42 PM
Cool, so now you can start with Satomi Yajima, right?? :D

Hahaha, j/k. Good to know all your pendant projects are done now, I hope to see a new character of yours soon ;)
PS: I'm going to start my False Yuka, so I hope you don't mind if I use your Yuka's SFF =P
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 06, 2019, 09:56:20 PM
I was going to extend Yuka's CS to include her legs and open parts of her feet. Unfortunately, I won't be doing that anytime soon... :( That aside though, of course! Feel free to use w/e you need man. :)
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Project.13 on May 06, 2019, 10:45:56 PM
There actually is one weird thing I feel like should be brought up, and I just noticed it a few minutes ago. I'm not sure if this is caused by the buffering system or something else, but if you try to use Excalibur after jumping over the opponent, you'll need to input the command as a back quarter-circle rather than the normal command.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 06, 2019, 10:57:04 PM
You're supposed to do the command based on what side p2 is on from you, not what way your player is facing.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Project.13 on May 06, 2019, 11:31:28 PM
If that's the case, then it's admittedly a little weird, especially since he just doesn't turn around as a result. As far as I know or can remember, nothing really works like that in any other game, command inputs remain relative to where the player is facing regardless of where the opponent is.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Dalek Basara on May 07, 2019, 12:52:47 AM
I was going to extend Yuka's CS to include her legs and open parts of her feet. Unfortunately, I won't be doing that anytime soon... :( That aside though, of course! Feel free to use w/e you need man. :)
Don't worry, with the actual CS I'm more than satisfied (in fact, I'd only need the hair separated). Thanks man, I hope to show some of her soon ;)

(and I wouldn't mind if you want to make another VG char anytime)
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Nedflandeurse on May 07, 2019, 10:31:56 PM
Glad you didn't give up the process of updates.
Your work is still awesome! You're great, buddy!
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on May 18, 2019, 08:19:16 PM
Thanks for the support.



I've updated Hiryu once more. Adding a dampener trigger to kick in during Ouroboros.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Cyborg Sun on May 29, 2019, 02:03:49 AM
This is minor... like REALLY minor... but one of Athena's winquotes is kinda messed up. (Good luck on Kyosuke by the way!)
Spoiler, click to toggle visibilty
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: Retro Respecter on May 29, 2019, 03:53:11 AM
Kyosuke?! This is the 1st time I heard of this.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: EgyLynx on May 31, 2019, 09:04:37 PM
Thanks for the support.

I've updated Hiryu once more. Adding a dampener trigger to kick in during Ouroboros.
What is your priority now? aren´t your said at you prioirity now not mugen works at some time and then maybe little updates someone? or two...
Good lucky at whatever your do!
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on June 03, 2019, 05:12:08 PM
This is minor... like REALLY minor... but one of Athena's winquotes is kinda messed up. (Good luck on Kyosuke by the way!)

Fixed and thanks for the support.

Kyosuke?! This is the 1st time I heard of this.

My current endeavors are always posted in my wip thread.

What is your priority now? aren´t your said at you prioirity now not mugen works at some time and then maybe little updates someone? or two...
Good lucky at whatever your do!

I'm currently working on Kyosuke VERY slowly. Thanks for the support.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: DW on June 09, 2019, 05:30:31 PM
Did a quick update for Sagat. Adding a special intro against Karma Chameleon's Genjuro. I'm sure he'll be uploading his updates for Genjuro soon as well.
Title: Re: All Chars Update(2018-19) The Finish Line!
Post by: PeXXeR on June 09, 2019, 05:49:09 PM
Someone was a beta tester it seems :P Thanks for the heads up. Really looking forward to see what you do with Kyosuke with the funky projectiles and  stuff.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 16, 2019, 04:37:59 PM
So a quick update: A lot of people complain about my chars not having AI. Well, I'm not too great at coding it, and would rather focus on just making the char. So, I've decided to outsource AI coding. Starting with Sagat. He now has AI coded by Kamekaze. Due to this, he is no longer compatible with Winmugen. I still have his Win compatible version though. So, if anyone would like those, let me know, and I'll upload them to my MediaFire.

Kamekaze will also be coding AI for my Akuma as well. I plan to get AI for everyone save for KFG and KFM, because they are template chars. Meant to be as easy to understand as possible. I haven't made any other mid-boss/boss tier chars aside from Akuma and Sagat. Though if I do, I'll be sure to get Kame to code AI for them.  :twisted:
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on June 16, 2019, 04:42:33 PM
I expect Mai to come with those, becuase she hasn't had a proper AI tbh.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 16, 2019, 04:44:24 PM
She did have AI a long time ago by Amanojaku. Though I updated her so much since then, I had to take out the AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on June 16, 2019, 04:46:46 PM
I assume that was "Configurable" becuase most Win-Mugen AI's have that.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 16, 2019, 04:47:47 PM
It was 1.0 AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: YugaCurry on June 16, 2019, 04:55:31 PM
So a quick update: A lot of people complain about my chars not having AI. Well, I'm not too great at coding it, and would rather focus on just making the char. So, I've decided to outsource AI coding. Starting with Sagat. He now has AI coded by Kamekaze. Due to this, he is no longer compatible with Winmugen. I still have his Win compatible version though. So, if anyone would like those, let me know, and I'll upload them to my MediaFire.

Kamekaze will also be coding AI for my Akuma as well. I plan to get AI for everyone save for KFG and KFM, because they are template chars. Meant to be as easy to understand as possible. I haven't made any other mid-boss/boss tier chars aside from Akuma and Sagat. Though if I do, I'll be sure to get Kame to code AI for them.  :twisted:

Good news! For polished characters like yours, not having an AI was a disappointment.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 16, 2019, 05:32:05 PM
OOOH, Awesome !! I have fought most of Kame's stuff and I don't like to talk about that :D
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: The Sudden Rarity on June 16, 2019, 07:39:19 PM
Welp, we're gonna die if Kamekaze is doing the AI XP

That's real cool, though ^..^
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 17, 2019, 03:07:54 AM
An unexpected surprise update. I didn't have plans for him initially, though KFM has AI now, courtesy of Zzyzzyxx. His code and everything is still labelled and understandable, so that shouldn't pose any problems. Same deal as Sagat, the AI makes him non-compatible with Win.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 17, 2019, 03:17:19 AM
Please replace it with this version:

EDIT: link removed

* Adds AI codes for Roll Backwards

* Makes it possible to cancel KF Palms into KF Barrage / KF Barrage MAX (it is indeed a reliable combo)

* Full jump-in combos are more likely

Also, I'm glad you enjoyed his AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 17, 2019, 03:30:35 AM
Done.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 17, 2019, 04:22:48 PM
I just tested the KFM AI, sweet stuff, he puts up a good fight. I am really happy with his AI.

Edit: Here's  my second fight vs Sagat . He's very good too.
https://streamable.com/m2y5y
I said this to Kame as well, I can't autopilot him which is awesome.

Looking forward to see what you guys do with the rest of the cast especially Rock, Mai, Dame, Skullo, Poison and Robert.

Edit 2: I am one of those 2 people that like Survival in mugen so having AI's will  make that mode fun.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on June 18, 2019, 06:16:31 AM
So this is something that just hit me and I felt like I should bring it up. Remember how I was talking about how I couldn't get certain moves to work properly, like how in one of my usual combos with Hiryu, I was getting EX Ame no Murakumo instead of EX Gram? Sometimes I still do, but it feels like there's more input time for Ame no Murakumo than there is for Gram. In addition to that, tying it into the combo part of it, I think there are just times where something is making it so the inputs aren't being read until a certain point.

I know I keep bringing this up and harping on it, but this is not an issue I've had before the update and like I said before, this is a combo I've been doing with Hiryu since I got him and I've always pulled it off flawlessly prior to the update. If you want to test it out, the combo itself is Formation A: Drone > EX Gram > Air Grab after the wall bounce > OTG Ame no Murakumo > Zantetsuken/Nagrarok. I know you must be exhausted of this topic even now, but I implore that you check this out again, please.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 18, 2019, 03:48:12 PM
I do that combo often myself and am currently having no problems. However, I do admit that for some reason, Hiryu does feel a bit different compared to everyone else. I don't know why, looking over everything, it's all the same as anyone else. I suppose I may just start from scratch with the buffer and try to pay closer attention when doing it. Murakumo doesn't have more time than Gram. It has the same time now, but before it didn't. Gram had more, though I decreased it because it was being "stored" for some reason. IDK. Like I said, I'll probably just make a new one and see if that helps.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Dalek Basara on June 18, 2019, 04:13:42 PM
if you want to make AI for your chars and still compatible with WinM, you can make a patch with the AI apart of the characters or simply make the AI-patched char as a separate download (you know, there're still people that didn't change to 1.0 like me :P)

Spoiler, click to toggle visibilty
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 18, 2019, 05:19:37 PM
Don't feel like doing the patch stuff. I'll make a folder in my MediaFire that keeps the Win compatible versions. Though only difference is AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Kamekaze on June 18, 2019, 10:01:41 PM
the stuff I do with AI are exclusively 1.0+ things that breaks on win. for example ifelse being evaluated no matter what breaks my AI entirely so you can't downgrade it at all.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 18, 2019, 11:04:12 PM
No no. I'm not trying to/wouldn't even attempt to downgrade any of the (future/current)AI added to my chars. What I'm saying is that I still have them before AI was applied to them. I will upload those to my MediaFire. They'll stay compatible with Win, they just won't have AI. That's as far as I'm willing to go.

At any rate, there's been an update. KFG now has AI thanks to Zzyzzyxx once again. KFM and Sagat's AI has been been tweaked respectively as well.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 18, 2019, 11:49:14 PM
I really wanted to ask bout KFG, however I did now want to be a douche, good work Zzyzzyx !
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 19, 2019, 01:13:52 AM
the stuff I do with AI are exclusively 1.0+ things that breaks on win. for example ifelse being evaluated no matter what breaks my AI entirely so you can't downgrade it at all.
I wonder which chars from DW you intend to work on. I might happen to work on some other char before long, and I don't want do it on a char that another creator happened to pick.

I mean, the possibility exists, but that depends on the players enjoying the work I had been doing so far. Feedback on the current AIs is greatly appreciated.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DeathScythe on June 19, 2019, 01:51:44 AM
I haven't made any other mid-boss/boss tier chars aside from Akuma and Sagat.

Wasn't Kula a mid-boss in KOF2000? I know she was a mid-boss only in this game and a normal character in following games.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 19, 2019, 02:19:17 AM
I wonder which chars from DW you intend to work on. I might happen to work on some other char before long, and I don't want do it on a char that another creator happened to pick.

I mean, the possibility exists, but that depends on the players enjoying the work I had been doing so far. Feedback on the current AIs is greatly appreciated.

Only the ones I bribe him to do. :P Which is currently just Akuma and Sagat. Don't worry about that. I'll let you know about that so that doesn't happen.

Wasn't Kula a mid-boss in KOF2000? I know she was a mid-boss only in this game and a normal character in following games.

IDK, but I don't consider her a mid-boss/boss tier char. Doesn't matter though, she'll get AI regardless. Everyone will.

Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: shulbocka on June 19, 2019, 07:26:15 AM
Welp, we're gonna die if Kamekaze is doing the AI XP

That's real cool, though ^..^
That's exactly what I thought as soon as I read he is the one creating the AI.  He does an awesome and professional job, but his AI always far exceeds my fighting game abilities, and as a result I have to order=0 the characters.  It sucks, because I suck, and his AI loves to remind me every millisecond. 
Still great news though, because like I said, Kamekaze doesn't f*ck around when it comes to AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DeathScythe on June 19, 2019, 07:59:23 AM
That's exactly what I thought as soon as I read he is the one creating the AI.  He does an awesome and professional job, but his AI always far exceeds my fighting game abilities, and as a result I have to order=0 the characters.  It sucks, because I suck, and his AI loves to remind me every millisecond. 
Still great news though, because like I said, Kamekaze doesn't f*ck around when it comes to AI.

To be honest, after a few fights against him, I can tell he is not THAT cheap. He is strong but beatable. And yes, I suck at fighting games too. Oh, and before you ask, I fought him on Medium 4. Also I tested him in watch mode (in Hard 8 this time) against some other chars, I can tell his AI is great, as I said, strong but beatable, Kame did an amazing job.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 19, 2019, 11:37:28 PM
(https://i.imgur.com/jj62dQJ.png)

There are statedefs in Sagat's .air file. I found it strange.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 21, 2019, 02:24:38 AM
I just checked this and didn't see anything like that in the air... Idk what happened with that. Maybe something odd happened with the download. Try re-downloading.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 21, 2019, 02:38:44 AM
Nope. Freshly downloaded, no overwritten files, those lines of code persist.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 21, 2019, 02:56:24 AM
I checked that air animation 8050 and just reuploaded him. There was no statedef coding there. Try now?
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 21, 2019, 03:21:41 AM
Still there, but after cutting those codes and pasting them to the helper.cns, overwriting the previously existing statedefs 8013 and 8014, now I close Fighter Factory, open it again and all codes look fine as expected.

It might be something on my end. Although this is the first time I see such a thing happening.



By the way, there are these codes in his helper.cns file which picked my interest.

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;


I'm aware of the compatibility with Chizuru's super move, but I didn't know that there's a system that standardizes projectile reflection (I had been away from Mugen for a little too long). I wonder if there's some thread in MFG that explains how to implement it.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 21, 2019, 03:40:04 AM
Yeah, someone even asked me if that was apart of my updates in this very thread. I haven't looked it all over yet, though I will implement it into everyone in the foreseeable future. There's a tutorial I believe around here somewhere that Vans made. Kame just did that for me for Akuma and Sagat. He said it was easy to do and just offered it lol. He said something along the lines of copying your helpers, then adding affectteam=f(?) and changing things like if it's p2statetype, to root,statetype. So when reflected, it will work on your char. Like I said, I haven't learned it completely myself, though once I do, I'll apply it to everyone from now on.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 21, 2019, 04:52:22 AM
There's a tutorial I believe around here somewhere that Vans made.
Found it:

http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html

Gonna take a good look at it later.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 22, 2019, 09:50:13 PM
Akuma has been updated. AI by Kamekaze, 2 new custom intros added against Infinite's Gouken and Grant, along with a few misc tweaks.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 22, 2019, 10:07:00 PM
Found a couple of issues.
https://streamable.com/1tkrv

When the OP is super close to akuma and you do an EX tatsu it will do only two hits ( shown in the video)
Doing a jumping HK close HP to a low tatso is impossible while holding forward you get the 3 hit hadou it works when you don't hold forward but I dunno it does not feel natural to me.
The juggle for the supper dragon punch is really inconsistent in the corner.

A question too, why is the super tatsu a DF command ? does it has something to do with the buffer system  ? or its like this to prevent button mashing ? I find it really weird and sometimes I want to go for the super air hadou and go for the super tatsu, DB i feel is more consistent.

Edit: Testing the AI right now.

Edit 2 the CLP CLK to a dragon punch is again super strict while in the heat of the battle its like the vels barely give you the time to do it to be honest it may be me that fucked up cause I can do it everytime in training. the one in the middle of the screen that is.
it was me.

Edit 3 I have asked Kame about the jittery movement of the AI, he informed me that is micro movement but it looks weird this is nitpicky as hell though.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 22, 2019, 10:22:06 PM
That's the real command for Gorasen. It's QCF x2. It's not about you holding forward, you're holding HP too long. I already discussed this with you. Your negative edge output is being read. GouSRK is like that in source. To get consistent juggles, cancel into it from normal/EX SRK. I'll check out the EX tatsu thing.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 22, 2019, 10:29:15 PM
The command is QCF ? da fuck ? I guess I was to used to Mwlry Akuma or something.
Tested the HP command thing and I do a normal press. If that is the price to pay to have the buffer system I can live with it.
The corner thing when it doesn't connect I just feel cheated, it looks like it should connect and it wiffs.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 22, 2019, 10:34:55 PM
Yes, and the real command for his super ground fireball is HCB x2. Though I ended up using the alternate CMD when updating him, and don't feel like changing it/don't want to hear people cry about it. Super SRK can connect that way, if you manage to get p2 high enough. Though that's not consistent. As I said, if you just SC from a normal/EX SRK, you'll get it every time.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 22, 2019, 10:50:30 PM
" As I said, if you just SC from a normal/EX SRK, you'll get it every time."
That I understand, its up to you, however , for the fun factor alone I would switch it.
https://streamable.com/vz6b5

Not being able to count on it and seeing it wiff vs the AI or a friend is just making my head spin.
Again, its up to you, I just felt like mentioning it.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 22, 2019, 11:30:06 PM
I appreciate the notion, but I based him off CvS2. That's just how it behaves.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DeathScythe on June 22, 2019, 11:47:14 PM
Feedback on Akuma:
- Is Long Jump disabled?
- Tomoe Nage is throwing opponent forward if you hold back and vice-versa
- Is it normal that colision box for hadoukens continue after hit?
Spoiler, click to toggle visibilty

The intro against Gouken looks dope.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 23, 2019, 12:06:34 AM
Some stuff got messed up in some odd fashion when Kame applied the AI. It'll be fixed. So I'll only address the hadouken stuff:

-That's for Vans' reflection system.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 23, 2019, 04:11:20 AM
I just noticed that although Akuma and Sagat have codes for reflection, I tested them against Vans' Rugal and their projectiles go forward as if nothing had happened. The reflected versions need a Turn command at the start of the code, right after defining the sysvars:

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1010

[State XXXX, Turn]
type = Turn
trigger1 = !time
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 23, 2019, 02:03:34 PM
This is a nitpick as well but, when you finish someone with the raging demon is really plain like there's no spice to it.

I would imagine something like this would need to be color adapted to the pallet and its insane amount of work for an ascetic which is defo not worth it, however flashing Akuma's Kanji/Symbol at the end would be nice.

https://youtu.be/paniqP3d1ec?t=115
 
or maybe just have the red kanji appear at the last hit and dissolve.

Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Kamekaze on June 23, 2019, 04:33:02 PM
I just noticed that although Akuma and Sagat have codes for reflection, I tested them against Vans' Rugal and their projectiles go forward as if nothing had happened. The reflected versions need a Turn command at the start of the code, right after defining the sysvars:

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1010

[State XXXX, Turn]
type = Turn
trigger1 = !time

I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue. There's a way to keep track of the original facing. My public shredder has the most up to date reflection code currently
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 23, 2019, 05:22:38 PM
I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue.
That means that Vans' thread and his Rugal are outdated and an explanation of how the new system works should be posted there as soon as possible.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 23, 2019, 10:38:15 PM


It's not hard to add the giant kanji in the BG. The reason I didn't add it though, was for aesthetic consistency. Since the name of the move pops up during the super finish fx, I felt it redundant to have the kanji, while the text overlaps it. Despite what everyone may think, the kanji didn't pop up in every game he does it in. I directly followed suit of XvSF(well a mix between of that and CvS):



It's fine as is.



On that note, Akuma has been updated. Fixed the EX tatsu and Kame fixed the other stuff. Also, he updated Sagat's AI along with tweaking Akuma's a bit more as well.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: kyoman on June 24, 2019, 04:24:46 PM
very nice update. Thanks
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 26, 2019, 07:16:17 PM
You're welcome and thank you for the support.



KFG, KFM, Hiryu, and Skullo have been updated. Zzyzzyxx updated KFG/KFM's AI, and made AI for Skullo. I did various tweaking to Hiryu's buffering system, along with KFG's Lv3 is no longer safe on block. I also fixed a quick thing on Akuma, with the super finish fx not appearing when finishing p2 with his super fireballs.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 26, 2019, 08:31:07 PM
Thanks for the heads up, can't wait to see if Skullo is going for the demons lol :D

Edit: When I finish someone off with Akuma using the level 1 Super Hadou, ( Yes I tested all the supers) It does not show the name of the hyper at the end of the round.

Also has the command for that ground hyper slam with all the flames changed ? I am having difficulties pulling it off.

I am using the latest version.

Edit
AI's seem to tech Akuma's throw mid animation, its not just Vice. I managed to grab a snippet of this.
https://streamable.com/extg1
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 27, 2019, 04:16:03 PM
Fixed the super finish fx for his projectiles. Also increased the buffering window for Kongou(the ground punch super) a bit to be more user friendly. I already explained the throw tech'ing in your PM. That's not mid throw. That's during a side switch into a throw. Which is allowed.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 27, 2019, 04:46:39 PM
Thanks for the updates DW !
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on June 27, 2019, 05:02:55 PM
No problem. Thanks for the support and feedback.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: SolidZone 26 on June 28, 2019, 01:13:29 AM
So after doing aesthetic feedback for other people, I realized I haven't done any with yours. Must be either I forgot or wanted to wait until everyone's update is out first as you may or may not fix them already. Well here it is (If I have not mentioned the character you made, I don't see any aesthetic issues with them):

Athena:
-Her standing HK doesn't have a landing effect.

Blair:
-Her Tsukami Hiza Kick throw doesn't have envshake during the knee kicks.

Jill:
-Her Knife Slash throw doesn't have envshake.

Kula:
-Her Behind Slash throw doesn't have envshake.

Lilith:
-Her Moon Slicer throw doesn't have envshake.
-Her close standing HK doesn't have a landing effect.

Mai:
-Her standing MK doesn't have a landing effect.
-Her Shiranui Steel Press throw doesn't have a landing effect when she touches the ground.
-Ryu En Bu doen't have a landing effect.

Morrigan:
-Her Breast Anguish throw doesn't have envshake.
-Her close standing HK doesn't have a landing effect.

Poison:
-Her Migraine throw doesn't have envshake during the headbutts.

Sagat:
-His King's Clutch throw doesn't have envshake during the knee kicks.

Not sure if it's intentional, but I realized some throws some have envshake or only have it on certain parts. Why do the throws with slash sparks not have them or the ones with additional hits don't have them until the last hit? I also noticed some characters leave the ground with two feet and don't have landing effects in them. Since you plan to do additional updates to add AI, I hope you take a good look at these.

By the way, I looked at the file dates for Hiryu and I don't think you uploaded the update. The dates are still from last months.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on June 28, 2019, 01:16:36 PM
This is hitbox dependent on the chars however Akuma's low tatsu will clip some opponents like this.
https://streamable.com/i4vp4
It happenes vs Jotaro, POTS Yuri and I forgot who else. Its not consistent vs Yuri though. Its not just them however.
Really throws me off in the middle of a battle.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DeathScythe on June 29, 2019, 06:45:05 AM
Zzy is doing AI for your chars, right? I went through KFG CMD file to check the AI, since during the fight she used some moves a lot more than normal, and I noticed some triggers are wrong, for example:

Code:
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger1 = p2bodydist x = [-const240p(8), (98 - const(size.ground.front)) * const(size.xscale)]
trigger1 = p2dist y = [-28 * const(size.yscale), const240p(8)]
trigger1 = p2bodydist x >= 60
trigger2 = p2statetype != A
trigger2 = random < (50 * (ailevel ** 2.0 / 64.0))
; condition
trigger2 = var(5)
trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 71) - const(size.ground.front))) * const(size.xscale)]
trigger2 = p2dist y = [ceil(((3 / 5.0) * -28) * const(size.yscale)), const240p(8)]
trigger2 = movehit
trigger2 = enemynear, gethitvar(hittime) >= 4
trigger2 = random < (200 * (ailevel ** 2.0 / 64.0))

This is EX KF Shuffle, there are 2 "trigger2 = random < [...]" which obviously is a mistake, the first one should be trigger1 instead of 2. As a result she is using this move a lot, whenever she has meter enough she uses it. There are more states that have 2 of the same trigger number with random. Some also have "random < 0" and some have very high numbers like "random < 640" or "random < 500". This makes her too strong IMO, IDK if is on purpose as I put high values when creating AI for test, but I lower them after testing, you might want to check / lower these values.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on June 29, 2019, 04:15:42 PM
Thanks for the feedback. Gonna address your comments immediately.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: ReduxMercenaryT on July 01, 2019, 09:56:30 AM
I'm still depressed that Jadeeye hasn't updated the A.I he made for Psylocke. It's probably because these get updated to insanity.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 03, 2019, 02:14:57 PM
Some feedback for Robert too.
Some times his dragon punch will just clip the opponent for 1 hit, also his close HK that you can chain off like Mai chaining HP to HK will not come out 80% of the time during battle and Robert will just stand there, I can do it in training but in a battle it just does not come out.

Edit: Here's what I mean about Robert's kick
https://streamable.com/m01fy
Mai and Sagat have the same combo and it works as it should.
Its like the pushback on the standing fierce is too much or it just does not want to cancel for some reason.
It failed me 3 times in a roll here :/
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on July 03, 2019, 09:51:47 PM
Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.

Also, I hate to say this but Hiryu feels exactly the same and I can't seem to make him work for me like I used to. I have a similar issue with Rock, sometimes when doing certain executions a bit too fast, I'll end up getting Shinku Nage instead of Hard Edge like I want.

I had thought that it had just been the explod buffer system itself and some weirdness with keyboard play, but Jmorphman included them with his character updates and they work fine. I actually consistently play with all three forms of his Kyo and I've never had any issues with execution. I don't want to sound rude, but I really think you should check over how you implemented the code on everyone again.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Zzyzzyxx on July 03, 2019, 10:48:13 PM
Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.
Has been addressed as well. I sent a fix for this problem to DW. Thanks for your reply.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 03, 2019, 11:48:35 PM
Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.

Also, I hate to say this but Hiryu feels exactly the same and I can't seem to make him work for me like I used to. I have a similar issue with Rock, sometimes when doing certain executions a bit too fast, I'll end up getting Shinku Nage instead of Hard Edge like I want.

I had thought that it had just been the explod buffer system itself and some weirdness with keyboard play, but Jmorphman included them with his character updates and they work fine. I actually consistently play with all three forms of his Kyo and I've never had any issues with execution. I don't want to sound rude, but I really think you should check over how you implemented the code on everyone again.

DW is actually using Vans's buffering system not the explod one.

With Akuma it is impossible to do a jumping HK to close HP to low tatsu. you get the 3 hit fireball. If you let go of forward it will work but when you're going for a close HP that's kinda iffy. DW thinks im holding down on HP for a long time but that's defo not the case.
The explod buffer does not have that issue.

Edit: come to think of it even some of the cancels to the hypers feel different, granted DW has said that he has not changed the windows, however before I can perfectly time my special to hyper cancel, to give you an example, with Dame, I could perfectly time my kicks and then to the mirage hyper now, I just have to mash, if I don't Blair wont do it.  Rock feels fine.
Mai feels fine. There was more chars that had that issue, I cant remember which ones right now though.
Edit: Tia was one of them.

This is just speculation on my part, but I don't think its the cancel windows, its actually the negative edge or whatever thinking buttons are being pressed or held down.

This is really nitpicky though,however i've been playing with these chars for years at this point and I noticed the differences immediately.
Bar some of the canceles feeling off and some button presses, chars feel waaaay better then before.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on July 04, 2019, 05:23:24 AM
That explains why it feels so different, it's a completely different buffering system. You're right about it being a noticeable difference, I've been playing these guys for a while, myself. The only character I really had any issue with was Hiryu, and just getting Gram instead of Ame no Murakumo and vice versa. For some reason, it feels very finicky as to what it decides to give me as far as his moveset is concerned, and I'd say I've played Hiryu more than any of his other characters before the update.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 06, 2019, 03:42:02 AM
...

All this is intentional. I give the last hit shake for clutch throws to add more "oomph". Breast Anguish does have shake. Also, all the moves that you say don't have a landing fx, the chars are not changing statetypes. Even if it looks like they are. A landing fx is only needed when they go from air type, to stand type.

By the way, I looked at the file dates for Hiryu and I don't think you uploaded the update. The dates are still from last months.

Yeah, I didn't. My bad. Will upload.

This is hitbox dependent on the chars however Akuma's low tatsu will clip some opponents like this.
https://streamable.com/i4vp4
It happenes vs Jotaro, POTS Yuri and I forgot who else. Its not consistent vs Yuri though. Its not just them however.
Really throws me off in the middle of a battle.

I can't control other chars' hitboxes. Though I'll see about making some slight tweaks to Akuma's hitboxes and possibly add a bit of width to try and keep p2 from clipping thru him.

Some feedback for Robert too.
Some times his dragon punch will just clip the opponent for 1 hit, also his close HK that you can chain off like Mai chaining HP to HK will not come out 80% of the time during battle and Robert will just stand there, I can do it in training but in a battle it just does not come out.

Edit: Here's what I mean about Robert's kick
https://streamable.com/m01fy
Mai and Sagat have the same combo and it works as it should.
Its like the pushback on the standing fierce is too much or it just does not want to cancel for some reason.
It failed me 3 times in a roll here :/

Bruh... You do know that he can only command cancel from specific normals right? You're doing far s.HP... He can't command cancel from that. As for his DP, you're referring to the HP/EX versions I'm sure. I could buff his hitbox a bit, but because his HP/EX DP's 1st hit doesn't pop p2 into the air, like say Akuma's DP, the 2nd hit can sometimes whiff depending on the chars' hitbox. At the end of the day, that's just the way it functions.



Zzyzzyxx addressed the Skullo thing. Pexxer addressed the buffer.

I don't see how you would get Shinku Nage where you literally have to register an variant of Up AND Fwd in conjunction with a QCB to do Hard Edge... Shinku will not register if you don't push those directions. I can not accommodate you any longer. I didn't actually upload the Hiryu tweaks on accident. That's my bad. Though even when I do, that's it. Like I said, you did have a point with Hiryu somewhat. Though the Rock thing, not at all. Even so, I am willing to tweak Shinku a bit because I do believe I'm being too generous with 360 motions. Will do the same for Juli as well.



I will upload the changes/fixes I need too soon.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on July 06, 2019, 09:10:02 AM
I actually thought I had said that I was pressing up and fwd since I was doing a jump-in heavy kick. I was tired when I had posted that due to morons messing with fireworks very early in the morning and keeping me awake, so that one's on me.

To be more precise, the exact combo is jump-in HK, crouching MK, and then trying to use Hard Edge but sometimes getting Shinku Nage. It only really happens if i do the inputs fast enough, but I still thought it was worth mentioning.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 06, 2019, 12:50:50 PM
The range for the close hp is still pathetic, why not let him do it from both ?  like Sagat etc ? im right next to Jotaro in that clip and he does not do it. It just feels clunky and I cant count on it at all.
It's fine I can edit that myself.

Thanks.

Edit: After checking Mai and Sagat both use the close HP too, I guess they just have more range.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 06, 2019, 07:33:50 PM
Not every char is going to have the same range on their attacks... Robert's close HP is a close range cross body blow. You'd have to be very close to someone to do that. Mai and Sagat's close HPs are different types of punches, that have more range. Don't play him like he's Sagat or Mai. Use a different follow up attack. His close MK has better range, or cr.MK would be best.



At any rate; Akuma, Athena, Blair, Eliza, Hiryu, Jill, Juli, KFG, KFM, Mai, Morrigan, Robert, Rock, and Skullo have all been updated. There was a bug that I fixed with Blair's Max Spin Side Shoot that I mistakenly added due to following FF's detect error stuff. Thanks to Fclass for telling me. Addressed Akuma's ground tatsus, adding a bit more width and nerfing the reverse kick hitbox a bit. Buffed Robert's DP hitbox a bit, along with changing the hit anim for p2 to "high" for the 1st hit of HP/EX versions. Cuz some people like to use different hurtboxes for gethit low standing... Instead of just using the same hurtboxes for all the gethit standing anims... :-\

Made adjustments to Hiryu's time allowances and buffer/cmd priority. Zzyzzyxx updated KFG, KFM, and Skullo's AI and fixed the Skullo Dive bug. Finally, I also reduced the time allowance for HCB/360 commands for everyone who needed it/had it. e.g. Akuma, Athena, Eliza, Jill, Juli, Mai, Morrigan, Robert, and Rock.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 06, 2019, 08:27:13 PM
Thanks to both you and Zzyzzyxx for the updates. I'll be testing these guys tonight with my friends, I'll report if I find anything funny.

Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on July 06, 2019, 09:36:50 PM
Tried out Hiryu for a bit and there's a definite improvement with his commands and input this time around. Gonna have to get into training with him to get better with him again, but everything works the way it should on him. Thank you DW, and I'm sorry for troubling you if I did.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 07, 2019, 01:05:07 AM
You're good man. Don't worry bout it.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: 【MFG】gui0007 on July 09, 2019, 03:09:36 AM
I'll grab 'em. Time to test!

Thanks fellas for the updates. :)
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 13, 2019, 05:01:28 PM
Skullo can block low blows when standing dunno if its an AI thing.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 13, 2019, 06:25:01 PM
Bruh... No he can't. That's something that's hard coded into Mugen. His crouching block sprites just look like he's still standing.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 13, 2019, 07:39:14 PM
Stop Bruh-ing at me my guy. How da fuck should I know he lacked the sprites ?

Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Umezono on July 13, 2019, 08:14:39 PM
maybe try testing it yourself first to confirm. you should always see if you can replicate an issue you have.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 13, 2019, 08:37:58 PM
I am able to replicate the issue, I just assumed it was a bug.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 13, 2019, 08:54:08 PM
Watch your tone "my guy". He doesn't lack the sprites. I just said his crouching block sprites look as in resemble him still standing. It's all well and I'm just being playful about it. Stay on that route, because if I were trying to get at you, you'd know it.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on July 13, 2019, 09:20:44 PM
You watch yours as well. I've been nothing but positive about your chars, even though I don't like giving feedback nowadays I still do so for your stuff if I feel something is worth reporting.
I'm just trying to help as someone who has played fighting games for more than 2 decades.

I do agree that I was at fault for not checking the SFF before posting, that's my bad.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 14, 2019, 12:28:02 AM
Whether positive or negative, I listen to feedback regardless. I've been in kind, nothing but cordial to you. Me saying "bruh" is hardly an excuse for you to tell me not to say it, and curse at me. Imagine if when you said that, I responded in a tone reflecting yours. We wouldn't even be having this conversation right now. I never said you did know that his sprites look similar, or made any assumptions.

It's why I even took the time to respond to your concern. You should be more offended if I out right ignore you. There's nothing for me to watch, cause even now, I'm still being cordial. Like I said, if I were trying to disrespect you, I'd get straight to the point. At any rate, it's water under the bridge now. No, your not at fault for not checking his SFF. You're not obligated to do so. That's why I explained to you that they look similar. Don't worry bout it.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: 2Dee4ever on July 14, 2019, 03:21:27 AM
This is more of a personal thing, obviously you don't have to do it.. You should upload some videos of you playing as your own creations. I've seen you explain tech to your fan-base, but a visual would be cool.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 14, 2019, 07:55:35 PM
I don't even know how to make videos in all honesty man.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: 2Dee4ever on July 14, 2019, 09:40:48 PM
It’s not too complicated, I’m assuming you have a decent rig that would be the only set back. If you have windows 10 it comes with its own built in recording software, if not OBS is free/applicable. I use it to stream, but it can also record videos at 60fps. All you would do is record your mugen window. Lot of alternatives out there though.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Umezono on July 15, 2019, 12:16:08 PM
I could also make videos for you if you want. Just tell me what to showcase.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on July 18, 2019, 03:13:52 AM
It’s not too complicated, I’m assuming you have a decent rig that would be the only set back. If you have windows 10 it comes with its own built in recording software, if not OBS is free/applicable. I use it to stream, but it can also record videos at 60fps. All you would do is record your mugen window. Lot of alternatives out there though.

I got Win 7. I may look into it.

I could also make videos for you if you want. Just tell me what to showcase.

I appreciate the offer. I'll keep it in consideration.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Godlike Emerie on August 07, 2019, 08:44:35 AM
Umm... Can ur characters dash forward now? Never got a chance to check out the updates
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on August 07, 2019, 03:39:49 PM
There's no need for a dash, when you can run.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on August 07, 2019, 03:49:37 PM
While I'm here, are you aware of Vorse_Raider's AI patches for your characters, or are you getting someone else to do it like you just did?
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on August 07, 2019, 03:55:47 PM
I think I know of what you speak. Though I will be getting others to do AI. The only person I know of that I would like to convert things over to my updates, would be Jaydee(sp?). I tried to get in contact with him, but don't think he's been around in a long time. As for anyone else, no. Zzyzzyxx will more than likely be the one I get to do the majority. Was gonna see if I can get Mr. Infinite to do several as well.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on August 07, 2019, 04:03:20 PM
Do you mean JadeEye? I'm aware of his patches.
Infinite's a fair choice tbh.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Godlike Emerie on August 12, 2019, 08:17:23 AM
There's no need for a dash, when you can run.

True
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on August 20, 2019, 10:42:14 AM
 Zzyzzyxx's AI is good,they like to do the little KOF hops if I could call them that, that Ive seen KOF AI's do but they are fun to fight and do pose a threat for me.
 Infinite's AI is good as well. Good stuff.

A bit late to this, I would love to see you record some fights Wolf, doing an arcade run etc.

If you need any help setting up OBS for local recording I am more than happy to help. I use win 7 on my home PC for emulation purposes so I got you there.

If you need anything recorded too just drop me a PM.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on August 25, 2019, 12:27:21 AM
After I finish Kyosuke, I'll be rebuilding my Mugen for actual playing purposes. I had several different setups on my old PC, but it crashed, and I lost everything. Once I set myself free again tho, I'll hit you up and take you up on your offer. I appreciate the consideration.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Sir Lord Alpyne on August 27, 2019, 12:34:00 PM
guess i got a few more reasons to get back in tha swing of things then. nice grind here D-Dubz, i look forward to taking these updates on a stroll.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on November 11, 2019, 06:09:30 PM
So, I now have my own subdomain at TM. I'll have to learn or acquire some help with making it look all fancy and whatnot, but for now, it serves it's purpose. This means my folder in the main TM has now been antiquated. JZ will probably get rid of it, IDK. You can now get all my stuff at: http://divinewolf.trinitymugen.net/chars/

Link will be in the OP as well. I have since updated Akuma, KFG, KFM, Sagat, and Skullo. Akuma's CS was extended and I changed his Messatsu Gouhadou back to it's real command. HCB x2 + P, as it was throwing me off when playing him, and I accidentally used the alternate CMD when applying the buffer to him. He also now has 2 custom made Midnight Bliss animations courtesy of @sabockee:

As for everything else, more so just miscellaneous tweaks, mainly with tightening up the timing with the buffer. This refers to the others mostly as well. I also added the still Winmugen compatible versions for these respective 5, now titled "DW[char name]". I didn't forget about you @Bad Mr. Basara: my brother. :) The only difference is that the "DW" versions don't have AI, which leaves them Win compatible. I will do this for all future AI additions to chars, so for those that still use Win, won't be stuck with obsolete versions. 

There's also something else I'll end up doing in the relative future. That'll be uploading a version of KFM using Mugen's default CMD stuff. I know a lot of people have used my KFM as a template, and others will continue to do so. The buffer system is advanced, and will throw newcomers off really hard. It's not beginner friendly, and I hadn't thought of that till recently. It's something you need some experience with coding before you try and delve into it. Also, while it is nice to have, I don't consider it mandatory in the least for anyone to use any type of buffering system. So, no need to make it harder on aspiring content creators. I'll get around to it within a week or so I suppose.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on November 11, 2019, 08:21:07 PM
Thanks for the heads up and the updates Wolf.

Just to confirm all of the chars have had an update or two done to them ?

I rate the new CS
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
I also see that you changed Akuma's default pal I used the same one actually I preferre it over the regular cvs one.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on November 11, 2019, 08:59:02 PM
Just those 5 have updates. I will get around to tightening things up for everyone else too soon. It'll go a lot faster now too, because of the new domain and all. I actually hadn't noticed all the pals that Akuma had, until this extension. Big bro Infinite helped a lot with updating the pals and extending the CS, though he forgot the feet I believe in the pal updates. So, instead of bothering him any further, I did it myself.

I got to look at them all, and honestly never knew about that default pal Sabockee had made. Yeah, I like that pal a lot more than the CvS default one myself. I also tweaked pals 7-12 to show off the pal extensions. Like the above Cyborg Akuma by Ness you displayed there. I retained their default versions as well.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: SolidZone 26 on November 11, 2019, 11:49:40 PM
Not sure if you noticed, but you still have "1.0" on mugenversion listed on DWAkuma's def file. Since that version is supposed to be Winmugen compatible, I'm uncertain if that prevents the character to playable on it. Doesn't bother me as I personally use 1.0 and will work just fine on it, but thought I ask in case someone here does.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on November 12, 2019, 03:18:31 AM
It's fine. The version type in the def file doesn't prevent things from operating in specific versions. It's the internal coding used that defines that. Well, at least for Winmugen it doesn't really matter what you put there in the def file, as the version.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Dalek Basara on November 12, 2019, 12:56:00 PM
I also added the still Winmugen compatible versions for these respective 5, now titled "DW[char name]". I didn't forget about you @Bad Mr. Basara: my brother. :) The only difference is that the "DW" versions don't have AI, which leaves them Win compatible. I will do this for all future AI additions to chars, so for those that still use Win, won't be stuck with obsolete versions. 
Thanks man :heart: really appreciated ;D loved the Akuma CS, bro, really awesome :D
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on November 22, 2019, 07:19:51 PM
Kinda late here but I centered his Gorasen and Gosenpuu text for ya:
(https://i.imgur.com/kPfohsY.png)
(https://i.imgur.com/KOBcO6r.png)

One issue, there was one point when I was testing his AI and he cheap KO'd me and he wouldn't do a winpose.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on November 23, 2019, 03:43:38 AM
I'll test to confirm. Sounds more like whoever you got chipped out with may have something like, indefinite time(-1) for the last frame of said state. Without a time stipulation to send them to their lie dead state, the match won't end until Mugen forces it to end. We'll see though.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on November 23, 2019, 11:05:15 PM
Oh and seeing you're making your chars 1.0, will you be able to set specific win-quotes against certain characters?
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on November 26, 2019, 06:32:38 PM
I'm not making my char 1.0. If I get someone to do AI for them, they will more than likely use AILevel as opposed to var. This makes them incompatible with Win, tho that's it. I'll retain their default versions and put them up as "DW[char name]". I'm not putting char specific winquotes. Doesn't matter to me.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on February 02, 2020, 11:38:17 PM
Sorry for the bump, however I knew about this bug for years but forgot about it.

Me and a couple pals of mine were having a blast playing and the issue happened and I finally decided to ask about it.

While it only happenes against your Robert I don't think its him thats having the issue.
I think its Victorys's Juggie, it only happens vs him.
https://streamable.com/5dq27
If possible could you shed some light on this DW ?
Is this some custom state shenanignas causing it ?

Spoiler, click to toggle visibilty
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on February 02, 2020, 11:48:50 PM
I honestly have no clue what's causing that... o_O Ryuko Ranbu doesn't actually send p2 to a custom state. It just re-stands(forces them to the ground) them on the initial hit. Zetsu Ryuko is the one that custom states p2 through it's entirety. That's very interesting. Robert moves forward during the move, but the hits seem to be having a negative vel effect on Jugs. Pulling him towards Robert, instead of pushing him away. That has to be something with Jugs.

I don't have him, but I'll DL and give it a look over. If for no other reason, other than I'm genuinely curious.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: Project.13 on February 03, 2020, 12:13:15 AM
I can confirm both that this happens with other characters than Jugs and even Robert. I have no idea what the case could be on either side, but I do remember this kind of thing happening with [I believe] Ahuron's Hwa Jai during his Dragon Kick super against various characters.

Edit: Same deal happens with Robert against Xslaught's Sentinel and Gladiacloud's E-123 Omega. I'd say the common factor is super armor, but I dont think Omega has standard super armor...
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on February 03, 2020, 12:14:54 AM
I remember testing this against my entire roster when I found it. (Yes im that  big of a nerd)
From what I remember it only happened against juggie.

Roster snippet.
Spoiler, click to toggle visibilty
Select def
Spoiler, click to toggle visibilty
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: RagingRowen on February 05, 2020, 07:38:58 PM
Another bump, but is there plans to make your Morrigan vs Demitri Intro compatible with Jmm's Demitri?
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on February 05, 2020, 09:57:28 PM
No. That's a custom bond thing between Kojiro and myself. It's not so much the chars, rather it's the authors collaborating.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on March 05, 2020, 04:53:41 PM
Yuka has been updated with AI made by Zzyzzyxx. Along with other miscellaneous stuff that's mostly inconsequential. A "DW" version of her is there as well that retains her compatibility with Win, though no AI.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on March 07, 2020, 11:24:45 PM
Just tried Yuka's AI against couple of AI's and she did very well.

She uses her moveset very well.
I even saw her super cancel from a level 1 to a level 2 which was cool. She uses her projectile to try and make space.
Good job on the AI Zzyzzyxx.

Here's one of the fights I had with her.

The diff for me atleast is great. She's not too hard and she ain't no slouch either. I cant autopilot her.
I tend to use King's EX trap shoot to cover myself after a combo and she blocks it which is a rarity.
There's no need for Chars to be some terminator skynet shit to be fun.
Really happy with her AI.

Thank you to the both of you.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: DW on March 08, 2020, 01:36:15 AM
Yes, that is the aim for AI difficulty. Although with boss/mid-boss chars, it's only right if they're a bit "terminator-ish" eh? :P All the credit goes to Zzyzzyxx. Though I appreciate the support.
Title: Re: All Chars Update(2018-19) Careful what you wish for...
Post by: PeXXeR on March 08, 2020, 01:42:44 AM
Bosses to be harder sounds fair, as it should be.
I hope Zzyzzyxx comes back for another AI. If that is the case, I cant wait to see what you guys do with Mai and Rock and ofc the rest of the cast.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DW on March 20, 2020, 03:08:42 PM
KFM, KFG, Skullo, and Yuka have all had their AI updated by Zzyzzyxx. Along with now, Mai has been updated with AI from Zzyzzyxx as well. A "DW" version of Mai has been added as well that retains her compatibility with Win. The only difference is AI applied. I also did various miscellaneous tweaks with Mai and applied a new j.MP made by @Nedflandeurse:
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: RagingRowen on March 20, 2020, 03:38:06 PM
Obviously not forcing it but, I'd recommend going for Japanese names for her moves for extra flavor. Names like Deadly Ninja Bees or Flying Squirrel Furiante are weird when written next to Kacho Sen or Hishou Ryuu'en Jin, especially when she chants the original move names. Official SNK games do the same thing (e.g. Samurai Shodown '19 or the KOF UMs).
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: PeXXeR on March 20, 2020, 05:51:30 PM
Yes ! Mai got the crouching rapid jab !!!!!!!
You don't know the pain... You dont know how many combos ive dropped T_T

Awesome updates thanks !
Gonna test out Mai's AI more.

Thanks to the both of you.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DW on April 23, 2020, 05:22:43 PM
I really didn't plan on this, but Lilith has been updated. Her updates are as follows:

-"Pursuit Stomp" special added
-Air throw added
-(EX)Merry Spin can now be performed in the air
-True s.LK added
-Various new outfits for her "change clothes" winpose added
-New winpose added
-AI added(Thanks Zzyzzyxx)
-Color Separation optimized and pals updated
-Miscellaneous tweaks and ReadMe updated

As with the others with AI added to them, there is a "DW" version that retains her compatibility with Winmugen. The only difference is AI. This took longer than I wanted it to.... Mainly due to optimizing her CS. I suppose my sanity is a small price to pay...  :rolleyes4:
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: PeXXeR on April 23, 2020, 11:07:04 PM
Cant wait to try her out.
Thanks for the update.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: Good_Wall533 on April 24, 2020, 12:01:34 AM
I'm having a problem with Mai's AI. When her AI's activated, she doesn't attack for some reason. She moves and defends but she doesn't attack strangely enough. I'm using MUGEN 1.1 btw.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: Zzyzzyxx on April 24, 2020, 12:19:45 AM
You're probably using DWMai, the WinMugen version. Download DivineMai instead.

Chars who use Vans' Tiny Buffering system (like DivineWolf's chars do) have this thing in which they don't attack at all unless they have a custom AI.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DauntlessMonk7 on April 24, 2020, 01:31:38 AM
I really didn't plan on this, but Lilith has been updated.

Just got the update, and it's a pretty good one.
...Though is Shining Blade supposed to have that silver flash during the move?
Please forgive me if it is, but it just looks kind of off to me.
Everything else seems great, though.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DW on April 24, 2020, 05:52:04 PM
That "flash" fx is on the sprites themselves for this set. No, it's not in her DS set I'm pretty sure, but is on these for some reason. I'd imagine it's because the sprites themselves were taken from Morrigan's set. Which is used for her super Silhouette Blade, where Lilith comes out of the ground and then disappears.  As li_kun didn't actually make a full set for Lilith.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DauntlessMonk7 on April 24, 2020, 07:06:15 PM
That "flash" fx is on the sprites themselves for this set. No, it's not in her DS set I'm pretty sure, but is on these for some reason. I'd imagine it's because the sprites themselves were taken from Morrigan's set. Which is used for her super Silhouette Blade, where Lilith comes out of the ground and then disappears.  As li_kun didn't actually make a full set for Lilith.

Ah, i see. Ah well, not a huge deal anyway. I was just wondering.

Anyways, what are you working on now, DW?

EDIT:
That is not, in any way, what a release topic is for.

...Oh. OK. Sorry about that.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: Speedpreacher on April 24, 2020, 08:02:51 PM
Anyways, what are you working on now, DW?

That is not, in any way, what a release topic is for.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: Retro Respecter on April 25, 2020, 02:05:39 AM
^ Good post. May I add something as well?  :omg:
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: PeXXeR on April 25, 2020, 02:46:14 AM
My legit first attempt vs her.
Which tbh I did worse my second time around I actually lost the second fight but wanted to record my first.
She is fun as always uses her range well on her normals (causes me lots of issues)
Great update again.

Can't wait to see what Zyx does with Morrigan. I hope she's an annoying zoner that drives me nuts lol.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: Good_Wall533 on April 25, 2020, 05:33:53 PM
You're probably using DWMai, the WinMugen version. Download DivineMai instead.

Chars who use Vans' Tiny Buffering system (like DivineWolf's chars do) have this thing in which they don't attack at all unless they have a custom AI.

Yeah, that was the case. Now I feel stupid, thanks for clarifying though.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: senorfro on April 26, 2020, 06:04:58 PM
So, I re-downloaded the characters to make sure I have the newest versions, and Kung Fu Man and Kung Fu Girl crash mugen
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: EgyLynx on April 26, 2020, 07:06:46 PM
So, I re-downloaded the characters to make sure I have the newest versions, and Kung Fu Man and Kung Fu Girl crash mugen
Can you read log file or? Any error messages?
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: senorfro on April 26, 2020, 07:58:55 PM
Kung Fu Man:
Error message: Trigger not valid for mugenversion of character: ailevel
Error parsing trigger1, 2
Error parsing [State 700, Attack]
Error in [Statedef 700]
Error in Coding/System.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/DivineKFM/DWKFM.def
Error loading p1
Library error message: Died parsing !ailevel && (helper(10371), var(0)) || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5))

Kung Fu Girl:
Error message: Trigger not valid for mugenversion of character: ailevel
Error parsing trigger1, 2
Error parsing [State 700, Attack]
Error in [Statedef 700]
Error in Coding/System.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/DivineKFG/DWKFG.def
Error loading p1
Library error message: Died parsing !ailevel && (helper(10371), var(0)) || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(3)) || (helper(10371), var(4)) || (helper(10371), var(5))
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: DW on April 27, 2020, 01:48:41 AM
Can't wait to see what Zyx does with Morrigan. I hope she's an annoying zoner that drives me nuts lol.

IDK if Zzy is planning on doing anymore AIs. Up to him. I would very much welcome the addition though.

So, I re-downloaded the characters to make sure I have the newest versions, and Kung Fu Man and Kung Fu Girl crash mugen

Just DL'd both of them and both versions, not having any errors. Looking at the error log, I think you have them defined wrong in your select.def:

Error loading chars/DivineKFM/DWKFM.def
Error loading chars/DivineKFG/DWKFG.def

This is not how these should be defined. The "DW" versions are their own stand alone. You wouldn't put "Divine[char]/DW[char].def". See what I'm saying? There's no need for a "/" def thing, all you have to do is put the same name as the folder there. So, if you're using the "DW" version, you'd just put "DW[char]" in the select.def. Same for the "Divine" versions. Idk why you mixed them together. There's also no need to have the "DW" version, if you're using Mugen 1.0 up.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: senorfro on April 27, 2020, 04:11:08 AM
Oh my God, I can't believe I missed that.  My goof.
Title: Re: All Chars Update(2018-20) Endless Dream...
Post by: EgyLynx on April 27, 2020, 05:46:17 PM
Well... one Naruto game uses lott "/" at select.def (Charatest, stages, and sounds... ) persons Works, put not stages...
(And... if you put that like to collection youre :I ... i think yours know :( )