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
Board: Projects
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.
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.
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 usAlso I forgot to reply to you but I appreciate it.
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’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.
Im guessing this is what I should change ? I just have to set it to 1 I guess ?Right.
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.
Here is how the intros look for meOh yeah I remember fixing that one. Guess I really should update stuff.
https://streamable.com/8c1yob
Hi PotS,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).
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 ? ]
One more thing, the vels on that QCF EX Evil Ryu fire ball are kinda mad, maybe slow it down just a tad bitIt's still very telegraphed though. You need a hard read to land it.
Speaking of projectiles something about this exchange does not look alright to me, however I forgotten a lot of mechanics and how shit works :/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.
Was expecting Ken's EX fireball to eat up that [i forgot the name of it] Hadouken.
https://streamable.com/qc06gu
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.
Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windowsYou 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.
This happens ONLY after the last updatesI believe you and it seems like a big issue, so for the time being I just rolled back the changes.
I can't tell you exactly which characters causes thisDo you have a roster of chars all in the same style or a random assortment of them?
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.- He can be throw looped since you bypass Mugen's wakeup invincibilityInteresting. How exactly does it work?
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.- 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.
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.- 22C has the same statetype bugBoth 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
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.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.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)