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PotS

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Messages by PotS

    

Re: How to add custom hitsparks to hitdef?

 August 04, 2022, 07:48:50 PM View in topic context
 Posted by PotS  in How to add custom hitsparks to hitdef? (Started by NEX August 04, 2022, 05:13:20 AM
 Board: M.U.G.E.N Configuration Help

Pretty sure that's my spark code. All the Hitdef spark parameters are essentially blanks used to set the variables that replace them. It's just a way to keep the code readable.
    

Re: [XRD-R2] Answer

 August 03, 2022, 12:05:02 PM View in topic context
 Posted by PotS  in [XRD-R2] Answer (Started by Hexioum July 25, 2022, 06:42:55 AM
 Board: Projects

I don't know the character but that looks like something that only shows for 1 or 2 frames. I think you should focus on key frames (basics, hitpause frames and some others) before you burn yourself out.
    

Re: Demongorne's sprites

 July 31, 2022, 02:03:32 PM View in topic context
 Posted by PotS  in Demongorne's sprites (Started by demongorne July 20, 2022, 06:57:49 PM
 Board: Graphics

That looks really good but his feet aren't quite aligned with his legs. Most noticeably his right one (our left).
    

Re: jade_midori Character "Mega" Thread, Newest: Rudy (OC) Properly Released!

 July 31, 2022, 01:58:44 PM View in topic context
 Posted by PotS  in jade_midori Character "Mega" Thread, Newest: Patoelietoe II and Rudy Updated (Started by jade_midori February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Feedback for Rowdy Rudy:

- The intro where he drops the stick (?) hitting P2 really surprised me ;D
- 2C hitbox is really long reaching for what it is (it's also kind of refreshing to see a crouching overhead)
- Same thing about 4B (also command is wrong in the readme)
- Maybe make the standing part of 2C a statetype = S? Just in case he's hit out of it
- I think the throw should be techable with more buttons other than Y
- Throw whiff hurtbox is really mismatched with the animation
- The fact Paper Fan Smack is safer the more invulnerability it has seems a bit backward
- Seems like there's no reason to use any version other than weak Paper Fan Smack: invulnerability, safest and the best air combos
- Dodge should be under System in the readme
- Let's Rock! could reset corner push (I actually had this suggestion for your other chars but never ended up posting)
- Invalid action 2401 debug message
- Jumping B crossups are a bit too easy. I think only the first hit should do it. Or relegate that function to A
- I think the counter effect would look better behind the characters (bgpalfx instead of allpalfx)
- It's a pity that you can't juggle with Paper Fan Smack. I guess it's because of infinites but you could allow it and apply scaling to fall.recovertime
- Paper Fan Smack can't kill
- HCB, F is a weird input for Big Arc Slam (if you're not an SNK apologist)
- Best time over pose ever

Also Patoelietoe's new air super still uses the ground version's dust effects.
    

Re: [XRD-R2] Answer

 July 26, 2022, 10:01:54 PM View in topic context
 Posted by PotS  in [XRD-R2] Answer (Started by Hexioum July 25, 2022, 06:42:55 AM
 Board: Projects

Those sprites are fantastic. :o How long does it take you to tweak each one?
    

Re: Character - Okusu Kasumi

 July 26, 2022, 09:57:06 PM View in topic context
 Posted by PotS  in Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 PM
 Board: Another Blade

A transition frame would help I guess, but I mean the issue is that the pose seems more suited for stabbing attacks (as a first attack). Haohmaru uses a similar stance in Capcom vs SNK 2 so maybe you could look there for inspiration.
    

Re: Move cancelling itself from initial button press.

 July 26, 2022, 09:46:25 PM View in topic context
 Posted by PotS  in Move cancelling itself from initial button press. (Started by Nocturnis July 26, 2022, 09:10:14 PM
 Board: M.U.G.E.N Development Help

Sounds like you already figured out the issue. I think there are two solutions:

1- Add anything to trigger2 that prevents it from happening at time = 0. Time > 0 or something

2- Place that changestate in State -1 instead
    

Re: Kof Neowave: All 8 stages full resolution by Caddie release

 July 26, 2022, 09:43:50 PM View in topic context
 Posted by PotS  in Kof Neowave: All 8 stages full resolution by Caddie release(updated 7/26) (Started by Cobra Caddie July 18, 2022, 10:18:20 AM
 Board: Your Releases, 1.0+

Check out this post. Since you doubled localcoord I think you should also (at least) double leftbound  and rightbound.
    

Re: 2022 Character Updates

 July 26, 2022, 09:41:27 PM View in topic context
 Posted by PotS  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

Thanks. :) That sounds like an issue with the stages. I'll let him know.
    

Re: Sailor Sprites

 July 23, 2022, 05:15:08 PM View in topic context
 Posted by PotS  in Sailor Sprites (Started by rgveda99 December 20, 2012, 03:45:20 PM
 Board: Graphics

Looks like you pretty much redraw everything for each new animation. Great job.
    

Re: Group numbers for command moves

 July 23, 2022, 05:10:37 PM View in topic context
 Posted by PotS  in Group numbers for command moves (Started by NikoPalad67140 July 23, 2022, 12:19:58 PM
 Board: M.U.G.E.N Development Help

You're remembering it wrong. Elecbyte recommends putting them close to the respective basic normals.

It's pretty subjective, so I'll just tell you how I usually do it:

Medium punch: 210
Close medium punch: 211
Ryu's Collarbone Breaker: 215

If for some reason I wanted more space between states, I'd probably do it this way:

Medium punch: 210
Close medium punch: 215
Ryu's Collarbone Breaker: 310

Ryu also has a dash kick and punch and those are 102 and 119.
I think those should go somewhere between 200 and 399 as well. In fact Elecbyte recommends 300-399.
    

Re: Dissidia Release Thread: Azusa Nakano released, All K-ON!/8M characters updated

 July 21, 2022, 03:17:31 PM View in topic context
 Posted by PotS  in Dissidia Release Thread: Azusa Nakano released, All K-ON!/8M characters updated (Started by Dissidia November 23, 2021, 06:33:22 AM
 Board: Your Releases, 1.0+

Tested Azusa. I have barely anything to point out in terms of bugs, so this is mostly gameplay suggestions.

- The Guard Cancel seems a little too good, if that matters
- Readme typo: "ode Change"
- Pounce Lariat changes to Statetype A one frame too late
- Both versions of Cat Kick seem about the same. You could make the strong one slower but lift P2 higher to be juggled, for instance
- Light Cat Rush could not switch sides with P2 to make it more different from the strong version
- Feels odd that she can do Cat Kick from both stances
- The move list seems a bit biased towards the cat stance. I think the fireball for instance would be perfect for the normal stance.
- The way Pounce lariat is a safe long range normal with invulnerability seems overpowered
- Pounce Lariat can only be blocked low. Just pointing this out because it looks like an overhead and I'm wondering if that was intentional
- Nyah Nyah Blow as a level 3 could probably be a hard knockdown
- Maybe allow normals to cancel into the stance change?
- The fireball doesn't trigger the special finish screen
    

Re: An attack that sticks to both players and helpers

 July 21, 2022, 09:59:10 AM View in topic context
 Posted by PotS  in An attack that sticks to both players and helpers (Started by darthbirdy3 July 20, 2022, 11:50:16 PM
 Board: M.U.G.E.N Development Help

I think helpers generally won't become your target because they're loaded with Hitoverrides. If it's a sticky bomb you might as well just make it explode upon contact if it hits a helper.
    

Re: Best of a certain creator: PotS (2022 Updates)

 July 20, 2022, 02:50:02 PM View in topic context
 Posted by PotS  in Best of a certain creator: PotS (2022 Updates) (Started by RagingRowen September 25, 2021, 11:59:23 AM
 Board: M.U.G.E.N Discussion

You're spoiling me with attention. :XD: Before I would've easily said Geese, but I think they're all much closer together now. Will be interesting to see if the tiers changed.
    

Re: Kof Neowave: All 8 stages full resolution by Caddie release

 July 20, 2022, 11:59:08 AM View in topic context
 Posted by PotS  in Kof Neowave: All 8 stages full resolution by Caddie release(updated 7/26) (Started by Cobra Caddie July 18, 2022, 10:18:20 AM
 Board: Your Releases, 1.0+

When I put them in Mugen 1.0, the only ones that don't drop frame rate below 60 are the greenhouse and the clocktower. It's not your fault that I'm still using a relatively old laptop, but I figured it's worth mentioning since you used the RGB method.

In Mugen 1.1 and Ikemen Go they run perfectly fine.

For some reason Elecbyte removed the option to make colored shadows in 1.1, despite several games having them(SFA3 for example). One of the side effects of that is this, sorry!
That's true? If so, I would have liked to try it. (Of course, I'm moving to Ikemen Go right now, so I'll still try it)
Mugen 1.1 has a lot of "what the hell were they thinking?" aspects. The shadows were one of the reasons I decided to update my entire stage collection.
    

Re: Removing PalFx and sound when hit and thrown

 July 20, 2022, 11:40:59 AM View in topic context
 Posted by PotS  in Removing PalFx and sound when hit and thrown (Started by darthbirdy3 July 06, 2022, 04:36:24 PM
 Board: M.U.G.E.N Development Help

Ah, yeah. When a character gets put into a custom state he still goes through state 5000 (or others depending on statetype) beforehand, so that was messing up your code. Glad you figured it out.
    

Re: Can zoom trigger on HitCount?

 July 20, 2022, 11:38:38 AM View in topic context
 Posted by PotS  in Can zoom trigger on HitCount? (Started by NEX July 20, 2022, 09:27:50 AM
 Board: M.U.G.E.N Development Help

Well the first thing is that you want it to start from the 10th hit, but have "Hitcount > 10". Should be ">=".

The thing with the Hitcount trigger is that it's only valid for the current state (unless you use hitcountpersist everywhere, which I don't recommend). So it's not keeping track of the combo but rather the number of hits in the current state.

There are at least 2 ways to do what you want:

1 - Use enemynear, gethitvar(hitcount) >= 10 instead. Not as accurate but gets the job done. Alternatively "target" instead of "enemynear".

2 - Have a variable that keeps track of the combo counter. You'd add to the variable when movehit, when a fireball hits, and during throws. Some older versions of my chars use var(13) if you want to check for ideas.
    

Re: Character - Okusu Kasumi

 July 17, 2022, 09:08:44 PM View in topic context
 Posted by PotS  in Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 PM
 Board: Another Blade

I don't know the first thing about swordsmanship, but for some reason the first attack he does doesn't feel like a natural movement from that stance.
    

Re: Dragon Memorial Temple Stage 1.1 & 1.0

 July 16, 2022, 04:23:36 PM View in topic context
 Posted by PotS  in Dragon Memorial Temple Stage 1.1 & 1.0 (Started by MatreroG July 16, 2022, 02:09:16 AM
 Board: Your Releases, 1.0+

Very tasteful. I especially like the hanging nunchucks.
    

Re: How to detect if the enemy is in the corner/absolute edge of the stage?

 July 15, 2022, 07:32:57 PM View in topic context
 Posted by PotS  in How to detect if the enemy is in the corner/absolute edge of the stage? (Started by WastedCoder July 14, 2022, 03:59:24 PM
 Board: M.U.G.E.N Development Help

Backedgedist was indeed what you wanted. You may want to try with a lower value because 50 is still a bit far from the corner.

Sadly I don't think there's a way to find the actual corner of the stage instead of the corner of the screen, so you can exploit that combo in Simul if your partner is locking the camera. Not a big deal in my opinion.