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PotS

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Messages by PotS

    

Re: How do I control a helper?

 September 30, 2023, 08:46:28 PM View in topic context
 Posted by PotS  in How do I control a helper? (Started by primordialgunna September 27, 2023, 08:20:36 PM
 Board: M.U.G.E.N Development Help

That facing check should probably also be made in relation to the root instead of the enemy. Or more like you should compare the helper's facing to the root's facing to decide which way is forward.

Quote
One last thing, does root direct work when adding attacks to the helper?
What do you mean? If it's still about inputs it works the same as this case.
    

Re: CPS2 Gouki / Akuma (PotS Style)

 September 30, 2023, 08:11:38 PM View in topic context
 Posted by PotS  in CPS2 Gouki / Akuma (PotS Style) (Started by Emerie The G.O.A.T January 07, 2022, 06:14:58 PM
 Board: Projects

I think they used that same pose for Alpha Counters.
    

Re: How do I control a helper?

 September 30, 2023, 07:57:41 PM View in topic context
 Posted by PotS  in How do I control a helper? (Started by primordialgunna September 27, 2023, 08:20:36 PM
 Board: M.U.G.E.N Development Help

It's much simpler to use redirects. Try this (without keyctrl):

Code:
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
 
[State 0, VelSet]
type = VelSet
trigger1 = root, command = "holdz"
trigger1 = root, command = "holdfwd" && root, command != "holdback"
x = 5
y = 0
 
[State 0, VelSet]
type = VelSet
trigger1 = root, command = "holdz"
trigger1 = root, command = "holdback" && root, command != "holdfwd"
x = -5
y = 0

Note that you need to add the "holdz" command to the cmd file.
    

Re: Nice boat. [v0.918] (09/18/23)

 September 22, 2023, 05:42:47 PM View in topic context
 Posted by PotS  in Nice boat. [v0.918] (09/18/23) (Started by N_N September 19, 2023, 03:18:19 AM
 Board: Your Releases, older Mugen

This character is a lot better than it needed to be. :laugh: Well done.
    

Re: Improve/Fix Full life code (Turns mode)

 September 22, 2023, 03:04:57 PM View in topic context
 Posted by PotS  in Improve/Fix Full life code (Turns mode) (Started by Charles_2011 September 21, 2023, 03:00:16 AM
 Board: M.U.G.E.N Configuration Help

You can also place it in a negative state, but the amount of work is about the same. State -1 in the command files would be the easiest to find.
    

Re: STREET FIGHTER III 4th Assault - Future of Fighting

 September 22, 2023, 09:22:46 AM View in topic context
 Posted by PotS  in STREET FIGHTER III 4th Assault - Future of Fighting (Started by Mastertkof January 07, 2017, 12:32:10 AM
 Board: Projects

Damn. Zangief looks fantastic. Your work's really starting to pay off.
    

Re: Training Room SF6

 September 19, 2023, 10:09:35 AM View in topic context
 Posted by PotS  in Training Room SF6 (Started by PotS September 17, 2023, 05:45:06 PM
 Board: Your Releases, 1.0+

Thanks guys.

What, Numbers? Why these chartes at numbers?
Ikemen allows you to show life/power as a number. I use it for testing purposes.

Nice stage as always! That lifebar's really caught my eye too; is it also something you made or did you find it somewhere else?
They're the Open Source of Power (WIP) lifebars.

Nice stage conversion!

- The stage width seems a bit small compared to how it feels in SF6.
I made it roughly (not exactly) the width of classic arcade stages, because I dislike having to dash for a few seconds before I can test anything in a corner.

But it's interesting to know SF6 has wider stages. About how many "screens" wide is a SF6 stage? But maybe if I made it wider people could lose track of where the middle is since I didn't add the side walls.

I guess the good news is that it's an infinitely tiled stage, so people can make it any size they want without breaking anything at all.

Quote
- Special moves that darken the screen seem to really showcase the lights on the stage.
This is the price we must pay every time a stage has transparent elements. :skull: I think they're neat and break up the monotony of the stage a little, so considering how rarely or how briefly most chars invert stage colors, they're probably worth it.
    

Re: Ryu26TR's Pixel Art Work

 September 18, 2023, 07:43:31 PM View in topic context
 Posted by PotS  in Ryu26TR's Pixel Art Work (Started by Ryu26TR October 30, 2020, 01:33:35 PM
 Board: Graphics

They look very authentic. Great job.
    

Re: FORTRESS2&3 Hi-res Stages Release&Update

 September 18, 2023, 07:24:20 PM View in topic context
 Posted by PotS  in FORTRESS2&3 Hi-res Stages Release&Update (Started by YUKIHO@P August 30, 2023, 09:16:47 PM
 Board: Your Releases, 1.0+

These stages are really pretty. I think the main issue with them is just that the camera can't follow super jumps. I mean the stages have a lot of vertical scrolling, but the camera is too slow and can't follow them. I think you should increase verticalfollow and add floortension.

Also the zoffset in "single log bridge" could be a lot higher (as in lower on screen).
    

Re: Tiki from The New Zealand Story released!

 September 18, 2023, 07:10:02 PM View in topic context
 Posted by PotS  in Tiki from The New Zealand Story released! (Started by Gêmeos dos Jogos September 04, 2023, 08:17:47 PM
 Board: Your Releases, 1.0+

This character is pretty good. He has some overpowered moves, but it's not like people would select him to fight fairly in the first place. Well done. :thumbsup:
    

Training Room SF6

 September 17, 2023, 05:45:06 PM View in topic context
 Posted by PotS  in Training Room SF6 (Started by PotS September 17, 2023, 05:45:06 PM
 Board: Your Releases, 1.0+

When I made the previous grid stage all I had as reference for SF6 was a low resolution thumbnail. So I felt like revisiting it and making a better version.

Screenshots:





Has super jump and optional zoom. I also took a page out of SF5 and added an inverted colors alternative version.

DOWNLOAD
    

Re: End of an Era (2007-2023)

 September 15, 2023, 07:45:42 PM View in topic context
 Posted by PotS  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 think you're doing the right thing for the wrong reasons. But still the right thing. All the best.
    

Re: I got a C&D mail from Interplay...

 September 15, 2023, 07:33:53 PM View in topic context
 Posted by PotS  in I got a C&D mail from Interplay... (Started by Basara-kun September 05, 2023, 02:25:51 AM
 Board: All That's Left

    

Re: Blaster Master Zero

 September 15, 2023, 07:29:25 PM View in topic context
 Posted by PotS  in Blaster Master Zero (Updated 9/21/23) (Started by ShiroTori September 14, 2023, 08:03:18 PM
 Board: Your Releases, 1.0+

Don't take this the wrong way, but I think you're overusing the cycling background gimmick. It works for some stages like the one with the monitor or Mario's, but in this one here it just makes you lose all sense of space for no reason. This should be 6 separate stages in my opinion.

(I never know which one is the game and which one is the song. ;P)
    

Re: Metal Alien + stage (Super Contra Arcade) for AVP Project

 September 09, 2023, 10:19:40 AM View in topic context
 Posted by PotS  in Metal Alien + stage (Super Contra Arcade) for AVP Project (Started by sergeus September 08, 2023, 11:31:17 PM
 Board: Your Releases, older Mugen

It looks like the char is a few years old already. But no matter. Here's some feedback:

- The character and the background colors are too similar. You could make the stage a bit darker, or give them different hues, or both
- It's too vulnerable to spamming crouching attacks. You could make it like if the char receives X hits or damage, it will retreat with invincibility. Or make every hit push it back
- The eggs take longer to hatch if you skip the intro. You should make them hatch in roundstate 2
- I don't know how it happened but there was one round where it stopped taking damage. I'd hit it but its life would not go below 500
- The helpers could do more damage
- If you stand still and let it come to you, sometimes it will stop at a range where it's not programmed to attack, so it'll just stand there

In a nutshell the char is hard to see but easy to beat.
    

Re: FeLo's Horror Circus

 September 09, 2023, 09:45:23 AM View in topic context
 Posted by PotS  in FeLo's Horror Circus (Started by FeLo_Llop March 22, 2009, 11:40:10 AM
 Board: Graphics

That reminds me of Gill's banned costume, heh. Felicia's great but also looks stiffer than the original.
    

Re: Skullgirls 2nd Encore Frame Dump Fighters is Coming

 September 09, 2023, 09:42:15 AM View in topic context
 Posted by PotS  in Skullgirls 2nd Encore Frame Dump Fighters is Coming (Started by JolarValenflower September 09, 2023, 04:33:40 AM
 Board: Resource Releases

These should probably be ripped with the most contrasting and separated palettes rather than the default ones. I don't know the inner workings of his method but if the palettes are ripped it should be possible.
    

Re: I got a C&D mail from Interplay...

 September 05, 2023, 10:29:39 AM View in topic context
 Posted by PotS  in I got a C&D mail from Interplay... (Started by Basara-kun September 05, 2023, 02:25:51 AM
 Board: All That's Left

I think you're out of luck here. The wisest thing to do is probably what ReSculpted did, sadly. It's probably still OK to release individual characters and stages. You should clarify that you're not involved with the rom hacks, too.
    

Re: 3+5 in 1 Kyo Released!!(& Iori Updated)

 September 03, 2023, 12:24:01 PM View in topic context
 Posted by PotS  in 3+5 in 1 Kyo Released!!(& Iori Updated) (Started by Soy Sauce September 03, 2023, 10:04:54 AM
 Board: Your Releases, older Mugen

This could pretty much be 3 separate characters but I understand the decision. Kyo fans will have a field day. Great job as always.
    

Re: [Dark Ruler Thread] GlumStone The Giant Released

 September 03, 2023, 11:44:58 AM View in topic context
 Posted by PotS  in [Dark Ruler Thread] King Dice(Cuphead) Updated(2023.9.15) (Started by Dark Ruler August 13, 2023, 12:01:45 PM
 Board: Your Releases, 1.0+

Glumstone seems like it is meant to be fought with your Cuphead characters rather than fighting game characters. I can barely make a scratch in his lifebar with a normal char because of the defense. His attacks hurt a lot, too, and the way some things lock you in proximity guard makes it hard to play. Regardless, nice job as always.