SFEX2+ Hokuto WIP (Mugen 1.1)

Started by DEMAN, September 15, 2014, 01:08:57 PM

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DEMAN

Actually, she is complete. It just that I'm not really know her combo in her normal mode. (I only play Bloody Hokuto in SFEX1)
It gonna take some time it finish her AI. So in the mean time, I want you guy to test her out, and see if there any bug.

http://www.mediafire.com/download/5wllhgbavz6663e/Hokuto_WIP_15_9_2014.rar



PS. Pal 1~6 is Hokuto, Pal 7~12 is Bloody Hokuto (Bloody Hokuto has 1 extra move)
Spoiler: nsfw (click to show)



† Today you beg for your life, but one day you will beg me for your death †

Niitris

#1
Sure, I'd love to try it out.

- Clsns are too detailed (although I wouldn't be surprised if SFEX's hit detection was actually like this).
- I also recommend reducing the height in constants (130 is too much, 50 would do) so she can jump over herself.

Other details I'll mention later.
For a WIP it's promising, keep up the great work. :)

DEMAN

#2
Quote from: Niitris on September 15, 2014, 02:10:58 PM
Sure, I'd love to try it out.

- Clsns are too detailed (although I wouldn't be surprised if SFEX's hit detection was actually like this).
- I also recommend reducing the height in constants (130 is too much, 50 would do) so she can jump over herself.

Other details I'll mention later.
For a WIP it's promising, keep up the great work. :)

Thx for Reply :D

- SFEX have to be this detailed, or some combo wont work the same way. It my style for SFEX char.
- OK fixed. However, she a char convert from 640*480 solution, so when you said 50, I believe it is 100. (50 is below her knee)

More Fixed
- I increase her jump.back & jump.fwd by 1.
- Also I remove ability to combo Crouching Light Punch into itself.
- And make that Crouching Light Kick can combo into itself only when you using Bloody Hokuto.
So, it's more accurate.

PS. these fixs in this post did not include in the file in the 1st post.


† Today you beg for your life, but one day you will beg me for your death †

AlexSin

A bit off-topic, but how can you rip the sprites/models from the game like that? I know that for some throws the camera moves around so you can't get the character in a 2D view.

By the way I'm downloading the character and perhaps I will give feedback later.

MellyInChains

director mode enables the player to completely disable backgrounds, so most likely that

and so far everything seems to work as they should, very surprised about bloody hokuto being implemented here too

DEMAN

Quote from: 【RTC】MelvanaInChains on September 15, 2014, 06:45:08 PM
director mode enables the player to completely disable backgrounds, so most likely that

and so far everything seems to work as they should, very surprised about bloody hokuto being implemented here too

Yes. However, some move (mostly LV3 super) will alway force camera to change.
That where Bonus mode "Taru" come in. In this mode camera will never move.
But you can't disable the background, so you have to edit it off yourself.


† Today you beg for your life, but one day you will beg me for your death †

Janis L.C.V.

I really can't thank you enough for this.

玉と碎けよ!
Mugen Things I Did/Battle Craze!!

DivineWolf

#7
It's been years since I've played any EX less than 3, though Hokuto is one of my mains from the series. Given the great job you've done with your other EX chars, I'm sure Hokuto will fit in nicely with your other works. You should probably spoiler that image there though with her standing with her alt form(no shirt). As it's NSFW. Also, I can't remember so I want to ask:

I can't remember anything about "Bloody" mode. Is it the same as using her Trance super in EX3? They just changed the name in EX3?

DEMAN

Quote from: DW on September 16, 2014, 03:42:52 PM
It's been years since I've played any EX less than 3, though Hokuto is one of my mains from the series. Given the great job you've done with your other EX chars, I'm sure Hokuto will fit in nicely with your other works. You should probably spoiler that image their though with her standing with her alt form. As it NSFW. Also, I can't remember so I want to ask:

I can't remember anything about "Bloody" mode. Is it the same as using her Trance super in EX3? They just changed the name in EX3?

Bloody Hokuto isnt really in SFEX2+, but that never stop Mugen people like us from making one up :D
She is base of SFEX1 version of her, but include everything that Hokuto in SFEX2+ has too :)


† Today you beg for your life, but one day you will beg me for your death †

DivineWolf

So what is "Bloody" mode based on? Which is my main inquiry. Is it based on her Trance ability?




Just tried her out. she plays pretty nice. I like how you handled her throws. Even myself was curious how that would be handled. The P throw I had the concept like you handled it. Though the K throw, I had no clue how it would be handled.  Though you handled it nicely. There's a frame in her P throw though where p2 sinks below floor level before being flipped away. I'll do some more testing later and get back with you.

DEMAN

#10
Quote from: DW on September 16, 2014, 04:24:08 PM
So what is "Bloody" mode based on? Which is my main inquiry. Is it based on her Trance ability?




Just tried her out. she plays pretty nice. I like how you handled her throws. Even myself was curious how that would be handled. The P throw I had the concept like you handled it. Though the K throw, I had no clue how it would be handled.  Though you handled it nicely. There's a frame in her P throw though where p2 sinks below floor level before being flipped away. I'll do some more testing later and get back with you.

Thx alot. I never notice that one.  :o I'll include the fixed in the release version.

For Bloody Hokuto, I feel like hokuto has so little combo choice unlike her Bloody mode.
She cant combo special from any crouching kick at all, and her 360special throw cant combo to any special for damage. It's never a problem when I play her Bloody mode in SFEX1. So I like to bring those option back to SFEX2+ version, with Shougeki Ha that can be use with out Chuugeki Hou or chain from crouching light kick. (However I buff it a little, now it can combo after there attack are OVER, Standing Strong Kick, Standing Strong Punch, Crouching Medium Kick)


† Today you beg for your life, but one day you will beg me for your death †

Byakko

Quote from: DW on September 16, 2014, 04:24:08 PM
So what is "Bloody" mode based on? Which is my main inquiry. Is it based on her Trance ability?
EX3's "Trance" Hokuto (i.e. performing the Awakening move) was based off EX1's Evil Hokuto ("Hokuto with the blood seal removed"). Same thing with one more move.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

DivineWolf

Well, I can't remember EX1, I'll DL it later. Though for EX3 when she performs Trance, she gains 2 new supers, Chouja(?) Renbu and Rensho-geki, while Shourin-geki is replaced by Shinnku-geki. Her Lv3 is also replaced from Shirasegatana to Tenkyo-satsu. Her special damaged is buffed a bit while in Trance(I think, I'll have to confirm). She also loses her counter ability, Goukyakoku. Last thing is she can perform a Meteor Tag super with Kairi, though only while in Trance. That last bit doesn't really matter though, but, it's more than just gaining the ability to perform Shinnku-geki raw in EX3.

Byakko

Those are all changes that came in EX3, and they're actually splitting up the movelist she had in 1 and 2. Evil Hokuto was nearly identical, except maybe for some values here and there.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

MightyKombat

There was a sig here. Its gone now (thanks photobucket ya fecks)

DivineWolf

Quote from: DKDC on September 16, 2014, 07:39:58 PM
Those are all changes that came in EX3, and they're actually splitting up the movelist she had in 1 and 2. Evil Hokuto was nearly identical, except maybe for some values here and there.

So Evil Hokuto's moveset is the same as Trance Hokuto's moveset. OK, got'cha. Her atk power is buffed in Trance state. Just confirmed it. It isn't a huge buff, but it is there. Not sure about Evil Hokuto. It's not just her specials as I initially thought. It's her atk power period.

DEMAN

SFEX1 and SFEX3, Hokuto and Bloddy Hokuto has splitting up the movelist.

But SFEX2+ there is only 1 Hokuto, in witch she has all the move from both form, except 1.
That why I include that 1 missing move in this Bloody hokuto version of mine. to make her truely a combine form of both.


† Today you beg for your life, but one day you will beg me for your death †

Noside

Great work man! I really mean it, this is not a easy task, I was wondering if we could finally have a EX Ryu? ;)

Kamekaze

how convenient lol. My sakura has a way to shift the camera ala sfex. Feel free to implement that in this char. And the super finish since its based on sfex+a
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DEMAN

#19
Getting crazy with AI right now :D

It getting kinda long but it has to be this way :P

Example
Calculate enemy position in the next 6 frame, for the move will take 6 frame to land a hit.

triggerall = (((p2bodydist X) - (ifelse((enemynear,GetHitVar(hitshaketime)>0),(0-enemynear,GetHitVar(xvel)),(enemynear,Vel X)) * ifelse((Facing != enemynear,Facing),ifelse((enemynear,GetHitVar(hitshaketime)>6),0,6-(enemynear,GetHitVar(hitshaketime))),ifelse((enemynear,GetHitVar(hitshaketime)>6),0,-6+(enemynear,GetHitVar(hitshaketime)))))) = [-20+(-40*(P2statetype != A)),140+(40*(stateno=[430,450]))])
triggerall = (((p2bodydist Y) + (ifelse((P2statetype = C),(enemynear,Const(Size.Mid.Pos.y)),(enemynear,Const(Size.Head.Pos.y)))) + ((ifelse((enemynear,GetHitVar(hitshaketime)>0),(enemynear,GetHitVar(yvel)),(enemynear,Vel Y))) *ifelse((enemynear,GetHitVar(hitshaketime)>6),0,6-(enemynear,GetHitVar(hitshaketime))))+(0.5*(fvar(3)*ifelse((enemynear,GetHitVar(hitshaketime)>6),0,6-(enemynear,GetHitVar(hitshaketime)))*ifelse((enemynear,GetHitVar(hitshaketime)>7),0,7-(enemynear,GetHitVar(hitshaketime)))))) <= -84)
triggerall = (((p2bodydist Y) + (ifelse((P2statetype = A),0.5*(enemynear,Const(Size.Head.Pos.y)),0)) + ((ifelse((enemynear,GetHitVar(hitshaketime)>0),(enemynear,GetHitVar(yvel)),(enemynear,Vel Y))) *ifelse((enemynear,GetHitVar(hitshaketime)>6),0,6-(enemynear,GetHitVar(hitshaketime))))+(0.5*(fvar(3)*ifelse((enemynear,GetHitVar(hitshaketime)>6),0,6-(enemynear,GetHitVar(hitshaketime)))*ifelse((enemynear,GetHitVar(hitshaketime)>7),0,7-(enemynear,GetHitVar(hitshaketime)))))) >= -190)


-Check enemy facing to determine their vel x, is it taking they forward or backward,
-Check enemy vel and multiply by 6 to determine their final position. But 6 will be minus hitshaketime if enemy getting hit, to remove the time enemy can not move. However, if Hitshaketime is greater than 6, then the enemy vel will be ignore, since the move will hit before enemy can move.
-Check to see if they are in hitshaketime, to ignore enemy vel that is 0 when in hitshake, and use GetHitVar(x/yvel) to determine their position after hitshaketime is over.
-Calculate gravity, check their real time yaccel, get enemy true yaccel, use it in fomular and add it in their pos Y. If they are in hitshaketime, do the same as vel.
-Make sure enemy bottom part is not position higher than highest attack box in the next 6 frame, and enemy top part shouldn't be lower than lowest attack box, before execute the attack. So the attack will hit.

Or I can just use these, but any move that take long time before the attack come out, some are over 20 frame, it will never land on target while they moving.
triggerall = (p2bodydist X) = [-40,140]
triggerall = (p2bodydist Y) = [-84,190]


PS. is it me or in Mugen 1.1 enemynear,GetHitVar(xvel) return positive vel x when they are negative and return negative when it's positive?


† Today you beg for your life, but one day you will beg me for your death †