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Messages by jaede_

    

Re: Happy Halloween! (2023)

 October 31, 2023, 02:36:25 PM View in topic context
 Posted by jaede_  in Happy Halloween! (2023) (Started by DeathScythe October 31, 2023, 02:06:34 PM
 Board: All That's Left

Hopefully eat all the leftover candy!
    

Re: Azufight Plus! Alpha v0.11 - Updated

 October 28, 2023, 12:26:11 PM View in topic context
 Posted by jaede_  in Azufight Plus! Alpha v0.11 - Updated (Started by jaede_ October 19, 2023, 02:57:53 AM
 Board: IKEMEN Releases

Updated the game minorly to Alpha 0.11

alpha 0.11:
   -Updated to IKEMEN GO 0.99 (Release version)
   -Made the manual code more modular.
   -Damage Combo text should only be generated by root characters (not projectiles)
   -Training Dummy is forced on practice mode.
    

Re: Azufight Plus! Alpha v0.1 - Released

 October 22, 2023, 01:25:47 AM View in topic context
 Posted by jaede_  in Azufight Plus! Alpha v0.11 - Updated (Started by jaede_ October 19, 2023, 02:57:53 AM
 Board: IKEMEN Releases

Had to update the Discord's link as I didn't realize I didn't set up the server to be a community.
    

Azufight Plus! Alpha v0.11 - Updated

 October 19, 2023, 02:57:53 AM View in topic context
 Posted by jaede_  in Azufight Plus! Alpha v0.11 - Updated (Started by jaede_ October 19, 2023, 02:57:53 AM
 Board: IKEMEN Releases

I excitedly announce the first ALPHA release of my new fullgame, Azufight Plus! Powered by I.K.E.M.E.N. GO.

A compilation of (at the moment) 6 M.U.G.E.N. characters on the same gameplay style from fighting games I like.

Features include:
  • Chain combos.
  • Juggles and various ways to extend them.
  • Various ways to cancel moves with meter, offensively or defensively.
  • Guard Breaks.
  • Guard Cancels.
  • Osaka with an alternate moveset. (Hold start when selecting)
  • In-game movelists thanks to IKEMEN GO's built-in system.
  • And much more!

Current Roster:
  • Osaka (+EX Osaka)
  • Ms. Yukari
  • Tamaki
  • Mi Oh (The joke character that was left in)
  • Lucifer
  • Yukari Yakumo

Coming soon are:
  • More characters, particularily those from the actual Azufight! game.
  • Any tweaks to the game system I deem necessary.
  • Fixing up characters further.
  • A more elaborate credits sequence. (Other than being mentioned in the last pages of the Manual)

A video showcasing some key elements of the game:


Download Here.

We also have a Discord!

Have fun!
    

Re: End of an Era (2007-2023)

 September 10, 2023, 07:50:30 PM View in topic context
 Posted by jaede_  in End of an Era (2007-2023) (Started by Ricepigeon September 10, 2023, 01:58:49 AM
 Board: M.U.G.E.N Discussion

I know this has been emotional for both of us and there's some other things we discussed privately that I won't mention here out of respect, unless you're fine with it. But as I already explained to you in private, this has been an emotional rollercoaster for me. I apologize for not having confided this in you sooner since you were really the only person in the community that I considered a close and trustworthy friend, and I regret not having done so out of fear of being ostracized for sticking out like a sore thumb due to having some unpopular opinions.

I think in a situation like this, transparency is a key thing, because as you can see, when certain details are obfuscated all we're left with is our own conclusions. I appreciate that you believe that you can confide in me, and I don't mind you saying the things I've said to you publically.

I do understand what you are trying to do is from a side of concern and care for others, but I believe you have to be careful about how you approach certain things, for instance:

I see it as a similar situation to hiding and/or destroying bottles of alcohol belonging to a person who is clearly an alcoholic; there is no malice behind it, it's an act of love: a desire to will the greater good of the person.

This line of thinking I believe is hamful, because it doesn't take into account things like withdrawal for severe addictions, and withdrawal may be harmful, sometimes more so than slowly stopping someone's intake. It might sound out of left field to mention this and you probably would take it into account, but the thing I want you to make out of that is that the path to hell can be paved with good intentions, and some people DO become quite toxic because in their mind, they think that they're doing the correct thing, so please I implore you to keep this in mind as you thread life with this new leaf.



Like I mentioned, I won't stop being friends with you or try to cut all contact, my biggest fears was that you would change so drastically, so much as to be irrecognizable from the person I knew (which doesn't seem the case), and would abandon everything you worked hard for (which you did, but c'est la vie).

However, I must state to you that since my project thrives in recycled content from people I will most likely never be in touch with, I will ask you to respect my wishes to keep going with it, and I don't want you to police others to do the same.
    

Re: End of an Era (2007-2023)

 September 10, 2023, 02:45:02 AM View in topic context
 Posted by jaede_  in End of an Era (2007-2023) (Started by Ricepigeon September 10, 2023, 01:58:49 AM
 Board: M.U.G.E.N Discussion

I am sorry, but I cannot stay silent with this.

I do not know the circumstances that lead to this decision, they are probably very life changing ones, but based on certain things you wrote in this post, I genuinely believe you are extrapolating your faith to apply to MUGEN, and I think that you have been mislead and you may have been manipulated when you were at your worst.

I extremely disagree with your beliefs you are displaying here. However, it's your choice, and I will not interfere.
    

Re: jade_midori Character "Mega" Thread, Newest: Lucifer Updated

 September 10, 2023, 12:23:55 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

After a bunch of feedback on the MFG Discord by PotS, I have finally decided this update for Lucifer is cooked for public release.

Spoiler: Lucifer v1.3 (click to see content)

We also have a website!



All other characters will be updated when the time comes, this update was a long time coming and I wanna focus on new projects for the time being.
    

Re: jade_midori Character "Mega" Thread, Newest: All Azufight Chars Updated!!!!

 August 26, 2023, 03:28:27 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

I took my time to do a bunch of quality fixes for all 4 Azufight styled chars. The changelists at this point are getting ridiculous, so I will not disclose them in the main post, however overall the update centers on a bunch of fixes to specific characters to make them play a little better, here's the changelist for each, however you'll quickly notice a lot of them are fairly similar, save for a few specifics:

Spoiler: Lucifer v1.2 (click to see content)

Spoiler: Mio 1.8 (click to see content)

Spoiler: Osaka 1.7 (click to see content)

Spoiler: Tamaki 1.7 (click to see content)

Downloads on the first post, hopefully that should be good for a while.
    

Re: A Modern CvS with 3 Grooves

 August 22, 2023, 03:19:59 AM View in topic context
 Posted by jaede_  in A Modern CvS with 3 Grooves (Started by RagingRowen August 22, 2023, 02:14:02 AM
 Board: Idea Engineering

The main reason why just defend usually works is primarily because it's usually there when there's no other way to gain meter

Just to let you know, just defending originates in Garou: Mark of the Wolves, that has traditional meter gain WITH JD giving life and meter back too, even lets you airblock things you normally wouldn't. And that game also is the game where Kevin can do rotor cancels to gain incredible meter.
    

Re: jade_midori Character "Mega" Thread, Newest: Lucifer Updated

 August 21, 2023, 03:06:10 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Something about the move just feels off. I can't tell if it's too good or too bad. It reminds me of Dio's 623 with stand on for some reason, which people only used on accident or for kicks. It's kind of like a knowledge check after which it becomes a free punish.

Duly noted, I will touch the move at some point in case it becomes that one meme move one terrorizes beginners with and nothing else :p



Since I had some free time today, I decided to update Lucifer with a lot of changes based on suggestions given and some I found on my own, for anyone curious here's the changelist:

Spoiler: Changelist for v1.1 (click to see content)

As always the link has been updated in the first post.
    

Re: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated

 August 19, 2023, 12:16:06 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Thank you for the feedback PotS, here's my responses, I'll work on addressing them once I get some more free time.

- Normal throw sprite layering seems wrong when she circles around P2

I'll take a closer look at the game again, there is a chance I screwed something up here.

- Insignificant but this description in the readme is confusing: "B + B it's Back Plus B". I mean the description itself is clear, but you could probably use lower case for buttons (or numbers for directions)

You know while writing the readmes that thought came to my head sometimes, I think I may go and rewrite the readmes with numpad notation.

- Butt Attack seems a bit stacked in terms of special properties. Overhead + Stagger + Forces stand

Yeah it is a very powerful move, I was thinking about nerfing it a couple of times before release, the only reason I kept it that way is the stagger property being a once per kinda thing, but even without that it is really good. It also can corpse hop. Though the intention was mostly letting players start their combo off of the overhead, I'm not too sure if just make the stagger an aesthetic (though it does force stand) or just make it a regular hit since I do feel like it may be too much, though 6C is also a strong command normal on its own as it's meaty and also induces stagger.

- Stagger property might look less static for P2 if you player their animations with a bit different timing
- On that note they should probably cause Light/Medium/Hard animation according to the normal that caused it. Or just Flat out Hard would make more sense than Light

I do think it has always looked stupid on P2's side since the first time I made that state, I just never figured out what to do with it other than maybe loop the 5002 or 5012 animation and play the recovery animations of those briefly on the 3 frames just before regaining control or just do the former alone. That one was almost kinda designed for a special animation.

- Rekkas require deliberately delaying the input because of the super cancel
- You went out of your way to make 236C less safe, but then 236C, 236A makes it much safer. I guess my point is that followup is too safe for a second rekka
- Something about the rekkas makes them feel slow. Not sure if hitpauses or animation timing of the followups

The rekkas I had a lot of trouble implementing to this system, The super (Lucifer Blade 4th) is actually an alternate follow up to 236P > 236P in the source game, however I felt that restricting them to such makes her a bit more linear, furthermore in the original game the input is 236PP, but I have tried my darnest not to have double buttons. I could make the exception since double buttons are less intentional to do than 236236P, the only reason I havent is because under default buffering, GO does not like having multiple buttons a lot of the time unless I do some trickery exploiting the natural buffer.time of my system.

As for the safety that does feel like I caused that by accident, though I am not oppossed to making rekka 2 weaker in that regard since it's meant to get weaker the more you do it.

They rekkas are very slow, on the original game, they have about 14 frames of hitpause (I made it 16 in here) and I know exactly why, not only they're flashier in that game since there's more effects on hit and block, but also as the window to execute the next part is much tighter she ends up not cutting her own voice-clips off. I think the only reason I gave it that hitpause was because it was annoying me that she would say her long sentences the stronger the version and she would end up interrupting herself real bad.

- Light and medium Magic Circle could have faster startup, i.e. spend less time teleporting

That move I left straight as is from the original game, since all versions there have the same startup, though I wouldn't mind buffing light and medium versions and maybe changing the damage to compensate, though I think they were going with ambiguity in that one since you will only know what distance she teleports until she shows back up.

- Ground Stake of Pride being fully invulnerable feels like too much since she spends a long time in that dash. I want to punish her without having to block first
- I think it'd feel a bit better if the back dash was faster and it defaulted to doing nothing, with the attack coming out if you press anything

I do think that move is too much while playing sometimes, in the source game the backflip is a bit more of a set backflip distance with all versions, the projectile invuln during moving was a thing I added, however sometimes I do think of adding more blue area and reducing its prio to compensate. The light version's backflip was more or less how it was with all the versions in the source with some very minor timing differences. I may revise the invincible period or the hitboxes next update to something else, I just feel like this move is threading a fine line between being overpowered and being easily stuffed depending on what changes I make.

- Unpopular opinion maybe but air Stake of Pride hitboxes seem too good. You're kind of forced to block it, and then she's usually very safe after it

Not just you, they're very big both here and in the original game, I can add more blue to the very tip so it can be beaten by DPs and other high prio moves.

- I think Guard Cancel input could be simpler since you already have a sort of dedicated button for it

There's a funny story about this one, so the azumanga characters had this mechanic tied to the SC button (the X button in my system) called show time (in case you dont know, it initiates the ROTD chain thingy), for characters that don't have this mechanic (mostly because those characters don't have many unique animations to fit such thing) having guard cancel mapped to a simple button press is not a problem, but for characters that do, it might be since accidental activation could easily happen, especially if you're trying to GC on reaction. I feel that I might shelf the Show Time despite as much as I like it and coding for the sequence of buttons felt pretty epic, but finding button or special animations to use for it (especially the air version) is a pain, in the case I axe that mechanic, the GC gets remapped to that button only.

- Readme supers should be listed after specials and before system

I think the reason I did that was because some system actions are meter reliant. I could just move the meter ones into some category like Style Actions or something.

- Air light and mediums feel flipped in terms of animations

That one is entirely on the game, particularily the animations for j.neutral A/B and j. diag A/B

- Death Drill does not mention the fact it has to be done in the air

Oops.

- Wallsplat leaves P2 partially outside the screen

Imma try tinkering with that, I realized that the fatter the character is width wise, the more offscreen they become, along with what hit animations they have.

- Sounds 210,1 and 135,47 are called but don't exist. A few others too. Just let her AI fight in Ikemen for a bit and they'll show up as debug messages

That one is pure poor thoughtless copypasta from me :p I used Mi Oh as a base for this one so you can tell which sounds they are.

- I'm not sure how to put it, but it feels like her 3rd Rekka allowing super cancels anywhere makes her a bit too straightforward

Nah I get what you mean, she is a bit of an easy character and the system buffs overall make her even easier. Don't get me wrong she can be very technical, particularily when you start playing around with 3C both here and in source. Though she would get them almost anywhere anyway since Lucifer Blade 4th exists, and you're meant to go to that one from Blade 2nd. I might not touch it, at least yet.



My bad for the long video essay, I love explaining my thoughts and things that lead to some decisions, I may address some of the things here, but when I have more free time for MUGEN, thanks for your input once again.
    

Re: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated

 August 16, 2023, 06:31:10 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

I'm glad you're happy with the surprise!

I had to update Lucifer very minorly, I noticed her effects in the BURST! Super had shadows so I fixed that, however there's no other fixes with her at the moment, as always first post.
    

Re: jade_midori Character "Mega" Thread, Newest: Lucifer Released!

 August 13, 2023, 04:10:59 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Osaka, Patolitoe II and Satsukong still have the state 5030 bug in their common files.

Duly noted, I will take care of that as I apply fixes to all of my stuff systematically as I have improved the base system once again.



On that note, I have released a new character, Lucifer from Umineko, When They Cry. Character on the first post!
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated

 July 30, 2023, 10:21:55 PM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Any plans on giving Tamaki an AI somewhere in the future?

That's a good question, I'm not really good at it but I may do that at some point myself if push comes to shove if anything to just bully people who blindly mash on wake up
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated

 July 30, 2023, 05:38:28 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Alright so, after a long period of inactivity I ended up playing MUGEN again, and to warm up I released a bunch of updates for 3 of my characters most representative of my dream game's system to make them feel a little better and to keep up with modern fighting game standards. I have updated Mi Oh, Tamaki and Osaka

Here's the changelists:
Spoiler: Osaka (click to see content)
Spoiler: Mi Oh (click to see content)
Spoiler: Tamaki (click to see content)

Links are on the first post.

PS: There's a fix I did not put in the readmes, but fall.defence_up bypass was wrongly coded in Mi Oh, it should now account for projectiles.
    

Re: Describe avatar (and/or signature) on the above user

 July 22, 2023, 02:26:30 AM View in topic context
 Posted by jaede_  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 AM
 Board: All That's Left

my favorite region's favorite character
    

Re: MUGEN Video thread

 July 08, 2023, 11:30:14 PM View in topic context
 Posted by jaede_  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion


    

Re: Describe avatar (and/or signature) on the above user

 July 03, 2023, 09:01:33 AM View in topic context
 Posted by jaede_  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 AM
 Board: All That's Left

wen we fain dat mitiah, well fain docta wawee
    

Re: [SPANISH ONLY] Español solamente V2

 June 06, 2023, 12:01:18 AM View in topic context
 Posted by jaede_  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Recuerdo que la única razón por la que hice la transición a 1.0 fue editar personajes que ya estaban intrínsicamente en 1.0 y haber colaborado con alguien que trabajaba en ese motor. Igual hechaba de menos el motor de sonido que te permitia cambiar la frecuencia de estos, pero creo que el argumento que me convenció más es que en winmugen todo codigo despues del destroyself en un helper corre. Hubiera jugado mas con 1.1 por la forma que hace los efectos de explods y los archivos air pero no me corria en el momento cuando estaba muy activo.
    

Re: Pikachu's helpers abruptly disappearing when stage is at max. zoom.

 May 21, 2023, 07:25:55 AM View in topic context

I think the problem is that you're using screenpos, which returns the position of the character relative to the screen. However when the stage zooms out, it effectively increases the range of values screenpos can take from the screen's width to as long as the view is, potentially causing false positives. Screenpos can also give different results depending on whether you're playing on widescreen or 4:3.

When I found out about this, I switched all screenpos triggers to frontedgedist for when projectiles are going forwards (vel x >= 0) and backedgedist when projectiles are going backwards (vel x < 0). A typical calculation is frontedgedist < -(projectile_width + offscreen_leniency). And Looking at your screenpos triggers you could probably use frontedgedist < -90 and backedgedist < -90. In other words, I would rewrite your destroyself like so:
Code:
[State 9004, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = vel x >= 0
trigger1 = frontedgedist < -90
trigger2 = vel x < 0
trigger2 = backedgedist < -90