http://network.mugenguild.com/kamekaze/I've been relatively quiet and I'm sure none of you cared whatsoever about that. But in any case I started this project because of a video that really made me go "man that game was cool I've never seen it before and I'm a scrub". So I fixed one of those things and decided to port the cast. However, unlike my standard ports I've actually included 2 other modes via a config.txt that I cannot stress enough that you should look at. Because the original mode has some things that most of you would consider "fucking stupid". That mode is the default because it's accurate. To explain the other two I've decided to just copypasta the readme:Original-Faithful to the source-only LP and C.LP can be canceled at a certain frame-Cornerpush activates 5 frames after a move hits from an air attack-Throws can occur regardless of block or hitstun-opponent regains control to block while dizzy if a special is used.Rebalanced-Throw glitch removed-Opponent cannot block while dizzy-all Light normals can be canceled -LP/LK/MP/MK special cancelable-specials have variation and adjusted advantage-gains despiration move on low life-number of attacks needed to stun higher-damage output loweredCustom-Rebalanced changes-opponent can be juggled for 2 hits-despiration becomes super move-number of attacks needed to stun lowered But before this I was working with a fellow contributer here on a full game that's wrapped up and we've began work on a crossover sequel. This thread isn't about that so that's all that needs to be said. Hope you all enjoy this forgotten (no seriously almost no conversions of the game exist in mugen) gem!
ohohooooa new 16bit project...great!!!Spoiler, click to toggle visibiltyeverytime that you start one, the same shiver runs through my body
The opponent is still in a juggle state after being dizzied during a juggle in both Rebalanced and Custom. Like hitting them with any normal that doesn't knockdown after they are dizzied during juggle will cause them to fall into a knockdown instead of being in a standing hitstun.
Filthy Casual said, May 31, 2017, 08:45:18 amThe opponent is still in a juggle state after being dizzied during a juggle in both Rebalanced and Custom. Like hitting them with any normal that doesn't knockdown after they are dizzied during juggle will cause them to fall into a knockdown instead of being in a standing hitstun.fixed. redownload
Simple corner combo into dizzy using Custom Aquaman. Interested on how you approach the others if you do keep the same scheme of Source/Rebalanced/Custom.
Filthy Casual said, May 31, 2017, 08:17:59 pmSimple corner combo into dizzy using Custom Aquaman. Interested on how you approach the others if you do keep the same scheme of Source/Rebalanced/Custom.s.hk wasn't supposed to be that + on hit lol for anything but original mode. So that combo isn't 100% anymore but it is cool to look at! updated
Another simple dizzy combo, styled a bit towards the end. Was only able to get the dizzy without st.HK by doing st.LP xx cr.MK, cr.MK instead. And another note, I tried to combo 236LP into 41236HK but it doesn't register as a combo even though it does combo.
I was doing a test with Mr. Satan against your Aquaman, and I noticed that whenever Satan throws out a capsule, his items would disappear whenever he did a regular attack afterwards if the item was still onscreen. While I would normally chalk this up as a bug with Mr. Satan, I noticed that this ONLY happens when fighting your Aquaman. I dunno if this is a bug on your end or mine, however.
Didn't check it with Aquaman on yet, but Satan's hitboxes seem to be in order. Especially since the item that this is most noticeable on doesn't have any hitboxes at all.
Well aquaman is probably one of the more basic characters I've made and is built on the framework of my TMNT chars. There's nothing changed but vels and physics here and there so see if its a thing on them too or even batman in the other thread. I really can't think of anything that would cause it on my end especially if there's no debug error
I did a quick test. The bug indeed also occurs on both Michaelangelo AND Armaggon. As a control, I tested it against Dudley and Amingo, and everything is fine.
Oh also as a test I deleted everything in Aquaman's Statedef -2 and Statedef -3 and the bug stops happening so maybe it's there?
Jango said, June 08, 2017, 12:16:51 amOh also as a test I deleted everything in Aquaman's Statedef -2 and Statedef -3 and the bug stops happening so maybe it's there?It's in the -2, specifically a helper call that is immediately killed by the fact that its roundstate=2. I guess this can cause a glitch because of something being called and killed in the same tick infinitely. My guess would be mugen's shitty approach to handling helpers and bad code etc etc. That being said it's strange I never came across this glitch in all the chars I've made because I test AI against almost all of the others I make for this reason lol. In any case it's fixed and uploaded.