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PotS

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Messages by PotS

    

Re: Street Fighter 5 & 6 WIP by Mr. I and Violin Ken

 April 23, 2024, 04:51:32 pm View in topic context
 Posted by PotS  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Looking great, both of you. It's nice to see people still pushing the envelope after all these years.
    

Re: Active Tag system

 April 23, 2024, 04:27:31 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.
I'll try this char in a bit. I doubt the tag can be made more compatible, but maybe I'll learn something.

What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...
It's possible but I'm not currently planning to do it. The plug and play aspect was one of the things I was interested in when I chose a MvC:I-ish tag. Doing assists has all the drawbacks you mentioned.

I don't mean to discourage you but doing a tag code requires some experience with ZSS/CNS (preferably ZSS) and the inner workings of chars so it's not something you should try from the start. It'd probably be easier and more reasonable to adapt an existing system like OrochiKyoCR's to your liking.

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You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.
I thought about having it locked behind meter at first, but being able to do it at any time is part of what makes it fun. Besides, a power requirement of say 1000 can be a completely different cost from one char to another. Would need its own meter like how counter tagging currently works.

Regardless, I'm glad you're having fun with it.
    

Re: Ikemen Go Character Updates

 April 22, 2024, 04:39:00 pm View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Updated all the normal chars today.

Note that these versions don't work in Ikemen GO 0.99 anymore. Only in the nightly builds. The 0.99 versions are archived in Mediafire as usual.

It's crazy to see you're still supporting us after all this time. I hope everything in your life is well and thank you for everything that you have done for us
Also I forgot to reply to you but I appreciate it. :)
    

Re: Active Tag system

 April 20, 2024, 06:00:53 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Updated the file again.

I couldn't find any issues so far but let me know if you do.

I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.
The nightly is less stable but it's also more recent. So it may have a new bug once in a while, but overall it has less bugs.

I will always keep my works up-to-date with the latest Ikemen (until I retire again anyway).

I’m still on Ikemen 98.2, so I haven’t been able to download your update patches. I tried to switch to 99 but a lot of stage edits were broken when I moved over. Also a few characters integrated power bars appeared wonky in the new version, so I’m staying put for the time being.
The 0.98.2 file is not as up-to-date so it's missing some compatibility improvements. Maybe that char already works in the 0.99 version of the code.
    

Re: Assorted AI-generated stages

 April 20, 2024, 05:45:36 pm View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Updated "Kung, Susser Tod" with simple layer separation and higher image quality.
    

Re: Ultimate E. Honda + stage

 April 16, 2024, 07:41:27 pm View in topic context
 Posted by PotS  in Ultimate E. Honda + stage (Started by ELECTR0 April 16, 2024, 06:39:26 pm
 Board: Your Releases, 1.0+

I love those intros and win pose with the tub. It took 30 years but it happened. ;D
    

Re: Akatsuki Released

 April 10, 2024, 07:41:25 pm View in topic context
 Posted by PotS  in Akatsuki Released (Started by Walruso July 18, 2023, 04:59:57 am
 Board: Your Releases, 1.0+

I tried Akatsuki for a bit. I have some feedback but keep in mind I know next to nothing about the source game.

- Only 1 default palette in the def file?
- The back dash has no special properties? No invincibility. No control. Is grounded so can be punished with anything
- Why are all normals forbidden to miss against crouching characters?
- He can air dash then air jump for a total of 5 air actions
- He can attempt throws when P2 is in state 5120
- Dashing throw is completely invincible up until recovery frames
- I can do 24 hits just jamming HP in the corner (with P2 set to tech automatically)
- He has a lot of leftover invincibility after Breaker
- Alpha Counter is completely instant, safe and unblockable. Also has leftover invincibility
- Taunt has no hurtboxes
- Damage output without meter is very low overall. I guess it goes up if you're always comboing but still
- All versions of Human Cannon have leftover invincibility
- Lightning Pierce Kick startup seems too fast for its range
- The joke voice in Blitzshot plays so frequently that I wonder if you left it in accidentally
- Thunderbolt also with leftover invincibility
- Lightning Bolt has 1F startup? Also you might as well list its command since it's right there in the cmd file
- He does a "cheese kill" animation even if you kill him with a beefy normal
    

Re: Rare Akuma (With Suicide Bomb)

 April 08, 2024, 07:12:47 pm View in topic context
 Posted by PotS  in Rare Akuma (With Suicide Bomb) (Started by All-Star Platinum April 08, 2024, 04:40:58 pm
 Board: Requests

Sounds like a rare version of the char.

Just kidding. He always had that. Follow the Mediafire link in my signature and search the Mugen or Ikemen chars according to what you use.
    

Re: Ikemen Go Character Updates

 April 07, 2024, 08:50:50 pm View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Im guessing this is what I should change ? I just have to set it to 1 I guess ?
Right.

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As for the updates, that would be cool, maybe keep the 0.99 versions for people that do not use the nightly and have the nightly ones.
Yeah that's the plan. Like how I still have versions up for 0.98.2. Free file hosting sure is nice.

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Here is how the intros look for me
https://streamable.com/8c1yob
Oh yeah I remember fixing that one. Guess I really should update stuff.
    

Re: Ikemen Go Character Updates

 April 07, 2024, 12:19:43 pm View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Hi PotS,

Just testing the chars on the latest nightly build and wanted to ask you have you changed how the inputs work or am I moving mad ? [or am I very rusty ? :P]
I followed in SF6's footsteps and disabled negative edge by default. I feel that it makes less sense nowadays with how tolerant modern inputs already are. If you want it back it can be enabled in inputs.zss (very easy to find).

I will say though that while negative edge can be used for some neat tricks, relying on constantly is a bad habit indeed.

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One more thing, the vels on that QCF EX Evil Ryu fire ball are kinda mad, maybe slow it down just a tad bit :P
It's still very telegraphed though. You need a hard read to land it.

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Speaking of projectiles something about this exchange does not look alright to me, however I forgotten a lot of mechanics and how shit works :/
Was expecting Ken's EX fireball to eat up that [i forgot the name of it] Hadouken.
https://streamable.com/qc06gu
I've noticed that fireball clashes are a common issue in chars made from mine, but it may be deliberate here as in a Ken vs Ken match EX Hadouken also won't go through a regular one.

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Edit: Jman if you are reading this you forgot to add the intro triggers for PotS Evil Ryu, they work vs Normal Ryu when against Ken.
They seem to be working for me.

I should update the chars again one of these days even if the new versions only work on Ikemen nightly. I feel the online versions are falling a bit behind mine.
    

Re: Active Tag system

 April 06, 2024, 04:47:32 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I think I've figured out the issue but I want to run more matches to be sure.

Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windows
You shouldn't be using that one. That's a beta version for 0.99, so just use 0.99.

(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)
You probably don't have enough posts to get past the bot filter or something like that.
    

Re: Active Tag system

 April 03, 2024, 09:37:29 am View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

This happens ONLY after the last updates
I believe you and it seems like a big issue, so for the time being I just rolled back the changes.

Please redownload. Sorry about that. I'll upload the latest code after I sort out that issue.

I can't tell you exactly which characters causes this
Do you have a roster of chars all in the same style or a random assortment of them?


Also are you guys using Ikemen 0.99 or latest "nightly" builds?

I'm still supporting 0.99 with this system but I may move to nightly since some things need to be adjusted in preparation for the Ikemen 1.0 release. The 0.99 version of the file will be archived and still available like the 0.98.2 version.
    

Re: Answer from Guilty Gear Xrd (Beta)

 April 01, 2024, 11:45:42 am View in topic context
 Posted by PotS  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

I keep forgetting to post but I noticed he has above average health. That seems weird for a ninja type. I know converting health from GG can be especially tricky, but such a char would probably never end up being above average.

Edit: 5S (far and close) lack guard sounds.
    

Re: Dan Hibiki Released, Malin Updated

 March 31, 2024, 07:59:00 pm View in topic context
 Posted by PotS  in Dan Hibiki Released, Malin Updated (Started by Koop March 31, 2024, 05:23:30 pm
 Board: Your Releases, 1.0+

- He can be throw looped since you bypass Mugen's wakeup invincibility
Interesting. How exactly does it work?
The HitBy you have in state 0 clears the throw invincibility that is universally granted by Mugen in state 5120. So you can throw him again as soon as he gets up from a throw (unless of course he does something that beats throws). Not sure if intentional. I only tested 2002 but the throw invincibility is present there.
    

Re: Dan Hibiki Released, Malin Updated

 March 31, 2024, 06:34:43 pm View in topic context
 Posted by PotS  in Dan Hibiki Released, Malin Updated (Started by Koop March 31, 2024, 05:23:30 pm
 Board: Your Releases, 1.0+

Nice work as always. What I found so far for Dan:

- The hard normal kiai voice is overused to the point of getting annoiyng
- Should be "Chouhatsu Densetsu" in the readme
- I think the small portrait doesn't quite look like himself
- He seems to get a lot more shiny DP's than normal. I forget how it was in SvC. But I guess you wanted to buff that regardless
- DP juggles after CD when no other special does
- State 3302 is not at Pos Y 0
- If you do Lv2 Hishou Burai Ken (which by the way is great) with your back against the corner, the fireball reaches P2 but does not hit them

Edit: Disregard the last one. It had to do with my debugging setup (which caught the Pos Y part). It works correctly.

- He can be throw looped since you bypass Mugen's wakeup invincibility
    

Re: Assorted AI-generated stages

 March 31, 2024, 10:07:27 am View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

You can ask it to make pixel art. Or of course just downscale the images.

Updated the "Deep Violet Haze" stage with layer separation.
    

Re: Assorted AI-generated stages

 March 29, 2024, 07:00:55 pm View in topic context
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Added two new ones to the first post.
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 09:41:29 am View in topic context
 Posted by PotS  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
I was using Ikemen's training which directly asserts the "recovery" command. And tried manually too. I think what happens is that they can only actually recover from wall bounce when coming down, but the whole thing is checked for invalids.

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- 22C has the same statetype bug
Both 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
In 22C in particular at time = 0 she has pos y -3.5 and statetype S. That one's not so bad because she's invincible, but you can exploit the same bug in other moves to make her air walk.
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 28, 2024, 04:25:37 pm View in topic context
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 28, 2024, 03:12:40 pm View in topic context
 Posted by PotS  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Tried Taokaka. The char is good but has a couple fundamental flaws that hold it back (first two points):

- She has no mediums. Dancing Edge seems like it should be a special or the C button
- Her fastest ground normal is 11 frames?
- When you stop crouch walking she slides forward a bit
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
- 4B seems like it was meant to be invincible against air attacks rather than everything
- Her normal grab has like half screen range
- Sticky Kitty slides down too fast for you to use most normals
- Sticky Kitty is backwards when you do it in the front corner
- "I'mma beat the crap out of you" is completely invincible
- Uses sound 1100,3 which doesn't exist
- She can rapid cancel out of her throw jump followup even though she can also act freely


Edit for Botan:
- 5C startup is still statetype S during the first jump frames
- 5AAAA has the same problem but for the entire animation
- Uses invalid sounds 105,0 + 105,1 + 800,1 (I love this Ikemen feature)
- Her back dash seems too fast for the invincibility it has
- 5C misses against a crouching KFM. Only hits in a mirror match by a couple pixels
- 5C startup is movetype I (I see this a lot)
- 2B has deceptively long range. Like it's the spark that hurts P2 rather than the knife
- Dashing throw misses against crouching KFM
- Tactical Leap recovery frames can still be cancelled into the follow-ups
- Bullet Rain would be better if it kept her jumping direction I think
- Bullet Rain helper is type player
- 22C has the same statetype bug
- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be huge
- State 3050 also has the statetype thing but very briefly
- You could probably easily tile the stairs from the helicopter to make them reach the top of the screen
- Her KO scream is too quiet/short