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Re: Weird behavior after custom float hitstate

 December 03, 2023, 01:26:05 pm View in topic context
 Posted by TAD  in Weird behavior after custom float hitstate (Started by TAD December 02, 2023, 01:52:11 pm
 Board: M.U.G.E.N Development Help

It works. Thanks for replying!

Although it's weird that the HitDef works this way. Well, whatever works, I guess.
    

Weird behavior after custom float hitstate

 December 02, 2023, 01:52:11 pm View in topic context
 Posted by TAD  in Weird behavior after custom float hitstate (Started by TAD December 02, 2023, 01:52:11 pm
 Board: M.U.G.E.N Development Help

Hello everyone,
I am currently programming a custom hit state that causes the opponent to float slightly (only applicable on grounded hits).
In other words, the opponent will float into the air, allowing for moves hitting in that state will be treated as an air hit. On the other hand, after some frames, the opponent will land, and moves hitting in that state will be treated as a grounded hit. (This is similar to the one in Guilty Gear -Strive-, if you understand what I mean)

Spoiler, click to toggle visibilty

So the code itself is fine (I guess). However, I get unfavorable results when used in tandem with moves that put the opponent in conditional state depending on which state the opponent is in before getting hit by them (for example, a move that ground bounces on air hit, and gives normal hit behavior otherwise).

Spoiler, click to toggle visibilty

For instance, I give State 220 the floating property, and State 240 the conditional property. When I hit the opponent with State 220, then time it so that the opponent lands when State 240 hits, in theory, the opponent should be in a generic standing hit state, right? But turns out, the opponent ground bounces, and the opponent receives grounded hit velocities. Weird, isn't it? If I remove the p2stateno line above, the opponent behaves as expected, but that's not what I desire.

I tried different measures, like editing the custom states, or replacing IfElse with Cond, but none of them work. So I want to ask if you have any clue as to why this happened?

Thanks in advance.
    

Honjoji Akira (TAD edit)

 December 13, 2022, 09:45:59 am View in topic context
 Posted by TAD  in Honjoji Akira (TAD edit) (Started by TAD December 13, 2022, 09:45:59 am
 Board: Edits & Addons 1.0+

Hello, TAD's here.
Someone messaged me, asked me if I can make other Guilty Gear edits. I don't make promises for this, I only do what I feel like doing. So it's no guarantee that I will do it; I will get to it if I have the motivation.

Back to the topic. I have done another experiment with an edit of Honjoji Akira (or Akira Honjoji, if you are not on the East Asia cultural sphere). This time, she will force the opponent to air recover if the untechable time runs out (the fall.recovertime parameter deems unreliable, so I used air.hittime parameter instead).

Akira here uses three attack buttons and a Power Up mechanic, where she does an animation and level up. All of her specials (aside from the Power Up special itself) has three levels. Akira starts with Level 1, and the specials get better properties the higher the level.

Preview:


Character Link: https://drive.google.com/file/d/1Ou0-eBGkg6kDug1JbAW5TAHR0kqfyWBd/view?usp=sharing

Thank you for your attention.
    

Re: Anji Mito editted by me

 December 13, 2022, 08:49:15 am View in topic context
 Posted by TAD  in Anji Mito editted by me (Started by TAD July 14, 2022, 01:15:11 pm
 Board: Edits & Addons 1.0+

No. I didn't include Negative Penalty due to laz-- time constrains.
    

Anji Mito editted by me

 July 14, 2022, 01:15:11 pm View in topic context
 Posted by TAD  in Anji Mito editted by me (Started by TAD July 14, 2022, 01:15:11 pm
 Board: Edits & Addons 1.0+

It's finally here!
My own edit of one of my favourite Guilty Gear character, Anji Mito, is now available for download.

Gameplay:
- Anji uses five buttons, Punch, Kick, Slash. Heavy Slash and Dust for attacking. His style is revised as a mix between XX and Strive.
- The gatling options used are identical to the ones of XX, and is written in the FrameData.xlsx file.
- The moves are mostly identical to the ones of Strive, but with numerous minor changes oriented to XX; added 3P, 6K as two new command normals, On is added as a followup from Fuujin, and Shin: Nishiki as his only air special. Refer to the FrameData.xlsx for more details.
- His attacks are not techable in the air; the opponent automatically recovers as soon as they land. The Roman Cancel also follows the Strive formula. The Dead Angle Attack, however, keeps the properties of XX.
- Counter Hit does not follow either of the iterations. Instead, I made it simply as that it freezes the opponent and reddens the screen for double the hitstop of the move.

Character link: https://drive.google.com/file/d/1ERttAjkPUe-hWwUF4_hIio7OlXiESrMP/view?usp=sharing

Here is the character trailer, all of which are still intact:


Thank you for your attendance!
    

Re: Werid Helper HitPause behavior

 June 28, 2022, 05:28:26 pm View in topic context
 Posted by TAD  in Werid Helper HitPause behavior (Started by TAD June 28, 2022, 07:24:09 am
 Board: M.U.G.E.N Development Help

I use no Target Bind.

Edit: I have found the cause of the problem. The culprit is this:

Spoiler, click to toggle visibilty

So I implemented this code to decrease the vertical velocity of the opponent the longer the combo. However, somehow it screws over how the helpers exerts hitpause on the opponent and causes the "slide down" as mentioned.
If I remove the code, the pause works properly.

Thank you for replying to my question, anyway!
    

Werid Helper HitPause behavior

 June 28, 2022, 07:24:09 am View in topic context
 Posted by TAD  in Werid Helper HitPause behavior (Started by TAD June 28, 2022, 07:24:09 am
 Board: M.U.G.E.N Development Help

Hello everyone, I am having a problem with Helpers when they hits the opponent.
So whenever I code a HitDef in a helper state, it has this same problem with the hitpause:

- If there are no preceding hits before that of the Helper, the hitpause works normally.

- But if I include the move with a Helper in a combo, the hitpause will not work properly. The opponent will slide down during hitstop before the HitDef's velocity kicks in.

I have one example here:

https://youtu.be/Q5ru8uzxhTw?t=162

You can see clearly that when the 2nd part of the super hits, the Sol getting hit slides down during the hitstop before the HitDef's velocity kicks in, making him "bounce".

Have you got any idea why this happpens and whether there is any way around it?
    

Reimu (TAD edit)

 December 08, 2021, 11:56:59 am View in topic context
 Posted by TAD  in Reimu (TAD edit) (Started by TAD December 08, 2021, 11:56:59 am
 Board: Edits & Addons 1.0+

Greetings people, long time no see (although I'm sure no one knows who I am anyway).
After a long hiatus from the first character release, I've finally come to release my own edit of Reimu Hakurei (among like 9000 other Reimu edits out there :)) )
Changes to the gameplay:
- Reimu fights with three attack buttons (Light, Medium and Heavy) and one button that shoots bullets (Shot).
- Reimu has a Ground Throw and Air Throw, which will both make her totally invulnerable for a short period of time on successful throw. However, she cannot make another throw until the invul period ends.
- She has an Emergency Bomb (costs 1 bar), which acts like Guard Cancel in various fighting games.
- Supers costs one bar and a half.
- Movement: Her forward dash allows her to graze bullets, but she takes a while to take a base before she propels herself forward. Her airdash is also graze-able and is a flight-type, which takes time getting used to, but gives her some gimmicks.
Her AI is more intelligent than the default MUGEN AI, but can still be easily beaten if you can read her pattern.

Trailer Link:

Character Link: https://drive.google.com/file/d/1c-RCU2MqDL3NcRukNjAK1myLsOsxquPG/view?usp=sharing

I have no promises to updated her due to how I think I deserted my first edit posted in the forum, but no promising might turn out to give me a better mindset.
I hope you enjoy the character.
    

Sol Badguy (TAD)

 July 29, 2021, 09:18:19 am View in topic context
 Posted by TAD  in Sol Badguy (TAD)  (Started by TAD July 29, 2021, 09:18:19 am
 Board: Your Releases, 1.0+

Hi everyone!
I am TAD, new member in MFG, but I have known M.U.G.E.N and tried to contribute some edits to the community for a few years.
This here, is my very first release in the site: Sol Badguy (TAD edit). The sprites and sounds are ripped from Muteki's Sol Badguy, but I created him on KFM's template.

Changes (compared to XX's Sol Badguy):
- Redefined movelist and move properties.
- Removal: Several mechanics known in Guilty Gear (Burst, Bear Stun, Instant Block, Faultless Defense, Air Tech, Roman Cancel) are scrapped out of my creation.
- No Counter Hit.
- Added special to special "gatlings", in which you can cancel the recovery of certain specials into certain other specials (you can find the special "gatling" table in the Excel file attached in the .rar file). Each special to special "gatling" costs 1000 Power.
- Added dash cancel to certain grounded and air moves. Dash cancelling cancellable normals are free, while dash cancelling corresponding specials costs 1000 Power each.
- Added Air Safety, in which Sol will do a small animation and blink white, and he will turn invulnerable after blinking. This can only be done in the air (hence the name), and is my replacement for the disappearance of Faultless Defense.

Preview Video (the Counter Hit announcements are outdated, but the rest are still intact):
https://youtu.be/Q5ru8uzxhTw

Download Link: https://drive.google.com/file/d/1C3zhU0EtScTiK1PcW5Gi6BwuqUbo25PZ/view?usp=sharing

I'm open to feedback and questions, so feel free to do so.
And if possible, I will continue to update the character.