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jade_midori

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Messages by jade_midori

    

Re: jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated... AGAIN!

 March 25, 2022, 02:49:20 AM View in topic context
 Posted by jade_midori  in jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated... AGAIN! (Started by jade_midori February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

All 3 characters in this thread updated! Check master post for changelist.
    

Re: TargetLifeAdd (SCTRL)

 March 04, 2022, 10:48:29 PM View in topic context
 Posted by jade_midori  in TargetLifeAdd (SCTRL) (Started by Ricepigeon October 19, 2015, 05:18:17 PM
 Board: MUGEN Class

I was screwing around with the engine trying to find ways to crash the game with this and I am starting to think it's specifically the target controllers' parameters because:

This doesn't crash the game:
Code:
[State Trip]
type = ChangeState
triggerall = (stateno = 420) || (prevstateno = 420 && (time = [0,1]))
triggerall = movehit = 1 && hitpausetime = var(2)
trigger1 = numtarget(420)
trigger1 = !target(420),ishelper || playeridexist(target(420),id)
value = 470 + 0*(target(420),ctrl)
;ID = 420
ignorehitpause = 1

This does:
Code:
[State Trip]
type = TargetState
triggerall = (stateno = 420) || (prevstateno = 420 && (time = [0,1]))
triggerall = movehit = 1 && hitpausetime = var(2)
trigger1 = numtarget(420)
trigger1 = !target(420),ishelper || playeridexist(target(420),id)
value = 470 + 0*(target(420),ctrl)
ID = 420
ignorehitpause = 1

I'll continue to post my findings about this in this thread as I experiment
    

Re: jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated

 February 10, 2022, 03:17:04 AM View in topic context
 Posted by jade_midori  in jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated... AGAIN! (Started by jade_midori February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

All characters updated today, most fixes centered into reworking how combos into super work.
    

Re: Does anyone know this character?

 February 06, 2022, 07:52:24 PM View in topic context
 Posted by jade_midori  in Does anyone know this character? (Started by Taizo Stimpy February 06, 2022, 07:06:58 PM
 Board: Requests

I am just going to take a shot in the dark here was that D4Miku?

    

jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated... AGAIN!

 February 02, 2022, 11:57:12 PM View in topic context
 Posted by jade_midori  in jade_midori Character "Mega" Thread, Newest: All 3 Characters Updated... AGAIN! (Started by jade_midori February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

I have decided to merge all threads into one just to reduce clutter that can be seen as annoying and to get more concentrated, unified feedback into all of the characters that are intended to go into a game, onto the characters:

Osaka_JM:
From Azumanga Daioh! and converted from the original A! Taisen Shiyou game, she sports an arsenal of keep away moves, and extremely deadly combos. Also has an alternate mode, by selecting her holding the Start Button.

Video:


Download: Osaka

Spoiler: Changelist (click to see content)



Mio_JM (Mi Oh):
A silly half joke half remake of this Mio character by Dissidia, with the ocassional wacky move or property.

Video:


Download: Mi Oh

Spoiler: Changelist (click to see content)



Tamaki_JM:
Tamaki Kousaka, Aquaplaza's grappler of choice and that one girl from ToHeart 2 that you might have seen out there once or twice. Slightly retooled to fit with my game's system.

Video:


Download: Tamaki

Spoiler: Changelist (click to see content)



Feedback is very appreciated and neccessary, as we have 3 characters as of now and putting them into a single package game is coming very soon! Thank you for at least taking a look.
    

Re: Mi oh v1.1 for MUGEN 1.0+ by jade_midori

 January 27, 2022, 01:45:39 AM View in topic context
 Posted by jade_midori  in Mi oh v1.15 for MUGEN 1.0+ by jade_midori (Started by jade_midori January 11, 2022, 10:18:53 PM
 Board: Your Releases, 1.0+

Mi Oh has been updated to version 1.1, the changes being:

1.1 (01.26.2022):
   -Corrected version dates because this character is from 2022!!!!
   -Extended invulnerability to projectiles period on Karate Kick
   -Added Wire Damage animation compatibility (anim and code)
   -Added support for end stagger animation (anim and code)
   -Guard Cancels should be less difficult to do at the cost of them being easier to bait (can do them during guard slide)
   -A few more frames of invulnerability on her QCBx2 + C super
   -I must had been drunk, but i did not implement the burst extra defence properly, fixed also some readme errata about it.
   -Just readme errata has been fixed in general i hope.
   -Extended bounce states' hitbox on the bottom more to make all conversions work as I intended them.
   -Charge sound for F+MP stops when Mio is hurt.
    

Re: Tamaki Kousaka v1.1 by jade_midori (for 1.0+)

 January 27, 2022, 01:42:48 AM View in topic context
 Posted by jade_midori  in Tamaki Kousaka v1.15 by jade_midori (for 1.0+) (Started by jade_midori May 01, 2021, 01:05:41 AM
 Board: Your Releases, 1.0+

Tamaki has been Updated to version 1.1 today, changelist:

1.1 (01.26.2022):
   -Added all the system changes from Mi Oh to Tamaki, including, but not limited to:
      Animation standards
      Defence increase in Burst Mode (about 25% less damage)
      Dragging the OTG hitboxes down
      Wire damage anims, stagger extra frame
      Guard Cancel fixes
      Recovery state fixes
      Counterhits gives a 20% damage increase
      Fixes to some effects
      Added air-combo vels to Tamaki
   -Life increased from 1050 to 1100
   -Given a taunt (can be held)
   -Blood Curling Punishment: "Soft-Hard Knockdowns" stay as Hard Knockdowns for the whole duration.
   -Blood Curling Punishment: Increased Length to 720 frames (12 seconds)
   -"Reorganized" the juggle groups to give her more options. (Smackaway and 2C no longer share the same group)
    

Re: Holding back during guard stun causes a change in speed?

 January 19, 2022, 12:30:35 AM View in topic context
 Posted by jade_midori  in Holding back during guard stun causes a change in speed? (Started by SaltAddict January 18, 2022, 11:36:37 PM
 Board: M.U.G.E.N Development Help

I'm going on a bit of an assumption here, but I think this is caused by the nonintuitive way the guard parameters work, guard.ctrltime (which would allow you to move while guarding) defaults to the value set by guard.slidetime. guard.hittime, guard.slidetime and guard.ctrltime are all set to the same value in your hitdefs right?
    

Re: TargetBind Issue

 January 16, 2022, 09:19:34 PM View in topic context
 Posted by jade_midori  in TargetBind Issue (Started by All-Star Platinum January 16, 2022, 08:54:39 PM
 Board: M.U.G.E.N Development Help

Both characters might be pushing each other, use the playerpush controller to turn it off.
    

Re: [SPANISH ONLY] Español solamente V2

 January 12, 2022, 06:26:42 AM View in topic context
 Posted by jade_midori  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Creo que en todo chile estamos baneados de esa pagina
    

Mi oh v1.15 for MUGEN 1.0+ by jade_midori

 January 11, 2022, 10:18:53 PM View in topic context
 Posted by jade_midori  in Mi oh v1.15 for MUGEN 1.0+ by jade_midori (Started by jade_midori January 11, 2022, 10:18:53 PM
 Board: Your Releases, 1.0+

After what seems an eternity without trying anything slightly humorous or just anything MUGEN at all, I am back to deliver a new character for you people:

MI OH
A strange significant edit of Mio Akiyama for MUGEN 1.0+

After a long slump of inactivity, seeking to polish my game system further up, I decided to see if I could give this character my own spin, my take differs on the properties of the moves, how they behave in hit/block, and trying to see if I can get something funny out of the character just like the old days, if you liked previous chars of mine like Clone Koa, Patoelietoe or Hong Miling, this might be for you.

A small video showcase showing a few things to come out of downloading this:



Download: Right here!

Spoiler: Changelist, Spoilered for convenience (click to see content)


Special thanks to Dissidia for making the character this is based on.

Until the next project, have fun! Don't forget to send your input/feedback/etc. here!
    

Re: What are these and where can I find more details?

 January 09, 2022, 12:18:04 PM View in topic context
 Posted by jade_midori  in What are these and where can I find more details? (Started by WastedCoder January 09, 2022, 12:06:22 PM
 Board: M.U.G.E.N Development Help

For specific names Left to right I call them:

Bitwise Or, Or, Modulo, And.

As a whole they are often called binary operators, arithmetic operators, etc. In the forum we have a thread where you can find detailed information for each one: https://mugenguild.com/forum/msg.1971235
    

Re: time doesn't increment properly in custom states

 December 01, 2021, 02:39:09 AM View in topic context
 Posted by jade_midori  in time doesn't increment properly in custom states (Started by lipidking December 01, 2021, 02:08:24 AM
 Board: M.U.G.E.N Development Help

Those target states are being applied every frame, which make the target change state every frame, and therefore, reset their time back to 0 every frame. Make sure to apply the targetstate for only one frame.
    

Re: ground.velocity = -1 does nothing?

 October 04, 2021, 09:33:36 PM View in topic context
 Posted by jade_midori  in ground.velocity = -1 does nothing? (Started by SaltAddict October 03, 2021, 10:57:44 PM
 Board: M.U.G.E.N Development Help

Oops, I think I realized why that was happenning, I was testing these behaviors with the friction removal code disabled at that point, that piece of code actually compensates for the friction applied in the 1 frame delay between the negative states, however since that 1 frame delay still stands, with a velocity of -1, by the end of the first frame they will indeed move 1 pixel back, then the engine will multiply the value by 0.85 because of the standing friction, by the way it's hardcoded realize it's less than 1 and then stop the movement, and yeah by practice it seems any value above around 1.179 will not cause this to happen.
    

Re: ground.velocity = -1 does nothing?

 October 04, 2021, 07:15:25 PM View in topic context
 Posted by jade_midori  in ground.velocity = -1 does nothing? (Started by SaltAddict October 03, 2021, 10:57:44 PM
 Board: M.U.G.E.N Development Help

Is this delay affecting other values too (I.e I put in -2 and the actual velocity is -1.7)?

Yeah, It does delay the other values from what I tested, so it should at least mantain the velocity of -1.7.
    

Re: ground.velocity = -1 does nothing?

 October 04, 2021, 03:03:04 PM View in topic context
 Posted by jade_midori  in ground.velocity = -1 does nothing? (Started by SaltAddict October 03, 2021, 10:57:44 PM
 Board: M.U.G.E.N Development Help

So I decided to take a more thorough look at the velocities via displaytoclipboard and I think I came across a nasty engine quirk with hit velocities. I was hitting Training by Stupa and KFM to test this.

If by any chance the absolute value of the velocity of an imparted hitdef becomes less than 1 (haven't tested this with positive values) it will just set it to zero regardless of what happens. Notice i said less than 1, however I assume there is a bit of a frame delay in the code capturing the value of enemynear,vel x (A thing that happens with negative states), since by that point the friction multiplier will be applied to the velocity and 0.85 is less than 1, the value of the targetveladd gets set to 0.

Why -1.18 works is because 1.18*0.85 = 1.003, barely enough to pass 1, and that's the value that's being read by the targetvelset, effectively working, but with the wrong value (1.003 instead of 1.18) because of the 1 frame delay (with the code in -2).

This doesn't happen if the opponent is hit with a crouching attack, they perfectly slide backwards as you'd expect, the full distance.

My bad if this explanation isn't clear, hope somebody can explain this more clearly if needed. The characters were only moving a single pixel as a result of this with the -1 value.
    

Re: ground.velocity = -1 does nothing?

 October 04, 2021, 01:26:01 AM View in topic context
 Posted by jade_midori  in ground.velocity = -1 does nothing? (Started by SaltAddict October 03, 2021, 10:57:44 PM
 Board: M.U.G.E.N Development Help

I'm using MUGEN 1.0.
I copypasted your hitdef code onto a fresh KFM and replaced the hitdef and the opponent still moves, even with the friction cancel code. It's just really hard to notice the total movement since it's about approximately slightly less than 6-7 pixels at a ground.velocity of -1 in 16 frames.
    

Re: Challenge (not) accepted!

 September 05, 2021, 03:58:36 AM View in topic context
 Posted by jade_midori  in Challenge (not) accepted! (Started by KatsupSpecial September 04, 2021, 01:47:57 AM
 Board: M.U.G.E.N Discussion

I will have to go with Kaz in this one, I remember this one Morrigan was pretty much near TAS level and I could never find a single exploit with the characters in my roster that worked reliably. I have downloaded 2 OHMBSY characters for my roster and the challenge comes from mostly finding what moves you can intercept and how to make them use unsafe moves (Iirc for Heart Aino stay alert for the overhead, for Wagner wait/bait for the dive move and punish with your best combo while staying alert for grabs), and The_None characters might seem to have unpredictable AI, but they also tend to use high risk/high reward moves that leave them unsafe, allowing you to convert, examples: Dee Bee Kaw's maherl bomb, his own bear trap; Segalow with the sucker punch if he doesn't cancel into Dead Ringer; Thanos tends to end several chains with Titan Crush, goes for Mind Gem a lot; Magic Geese leaves himself open with his Krizalid morph move and a few others, but you have to watch for the counter super he can cancel into if he has meter.
    

Re: Throw (Mechanics)

 August 19, 2021, 02:20:14 AM View in topic context
 Posted by jade_midori  in Throw (Mechanics) (Started by Ricepigeon May 12, 2016, 05:14:45 PM
 Board: MUGEN Class

This is my approach for comboable into grounded command grabs based on a few authors' approach. I think it works generally well based on my testing, I generally put this the -2 States:

Code:
[State Throw Limiter]
type = VarSet
triggerall = numenemy
trigger1 = enemynear,stateno = 40
trigger2 = enemynear,stateno = [150,155]
trigger3 = enemynear,hitover && enemynear,movetype = H
var(X) = 4
ignorehitpause = 1
[State Throw Limiter]
type = VarAdd
trigger1 = var(X) > 0
var(X) = -1
ignorehitpause = 1

And then enable or disable the hitdefs (I use the changing movetype between A or I approach) depending if var(X) > 0 (Where X is any free variable index you'd like to use). This will give 4 frames of leniency for characters to be able to escape such grabs. Depending on the game you want to emulate you can change the 4 frames to something else.
    

Re: Throw (Mechanics)

 August 18, 2021, 03:24:40 AM View in topic context
 Posted by jade_midori  in Throw (Mechanics) (Started by Ricepigeon May 12, 2016, 05:14:45 PM
 Board: MUGEN Class

In MUGEN usually grabs are restricted on what they can hit by their hitflag, for grounded grabs it is usually of the type hitflag = M-, where the minus signifies that it cannot affect somebody in hitstun or blockstun. Changing it to hitflag = M would indeed change throws to become comboable into.

However one should exercise caution, as both these simple approaches have a glaring flaw due to the way MUGEN processes the jump start state, since it's considered a standing state, grounded grabs can indeed hit opponents in their jump squat. This can have the bad side effect of making grab frame traps very inescapable, especially comboable command grabs. Therefore it is wiser to make sure that the grab hitdefs are nullified during the jump start state and if you're going by the comboable grab approach, to use a throw limiter variable that counts up from the moment P2 has ended their hitstun/blockstun/etc.