YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
JasonThePhoenix is Offline
Contact JasonThePhoenix:

JasonThePhoenix

User

Messages by JasonThePhoenix

    

In Ikemen Go how do you move during the intro while unable to attack?

 February 09, 2025, 08:51:02 am View in topic context

How do you let your character move but not attack during the intro (After the announcer says "Round one..." but before he says "FIGHT!"), and ensure hitting an attack button won't skip this intro sequence, and ensure the player cannot attack and won't be teleported back to the starting position when "Fight!" is announced?

I googled this but all I could find was decade-old links and dead sites and forum threads with people saying to google this.

Melty Blood has the right idea (skip to 4:56) https://www.youtube.com/watch?v=jtsswyTxH2o

But every Melty Blood character I download can't move at all during the intro, let alone jump or air dash. They just play an intro animation. Some characters prompt the player to pick something during the intro like Melty Blood/Original/ReAct or a Groove but that's not what I'm after.

Also in Jojo's Bizarre Adventure: Heritage For The Future, the game doesn't reset the position of the fighters between rounds. If you lost round one in the corner, you get up in the corner, the other player is still standing where they last stood, and you both get a brief window to move around before the next round starts. Results in great mindgames as you both fight for position. How do you replicate that in Mugen Ikemen Go? None of the JJBA characters I downloaded and looked at have code for that.
    

How do you move during the intro in Ikemen Go?

 February 09, 2025, 08:27:21 am View in topic context
 Posted by JasonThePhoenix  in How do you move during the intro in Ikemen Go? (Started by JasonThePhoenix February 09, 2025, 08:27:21 am
 Board: M.U.G.E.N Development Help

How do you let your character move but not attack during the intro sequence, and ensure hitting an attack button won't skip this intro sequence, and ensure the player won't be teleported back to the starting position when "Fight!" is announced?

I searched for this but all I could find was decade-old links and dead sites.

Melty Blood has the right idea (skip to 4:56) https://www.youtube.com/watch?v=jtsswyTxH2o

But every Melty Blood character I download can't move at all during the intro, let alone jump or air dash. Some characters prompt the player to pick a mode like Melty Blood/Original/ReAct or a Groove but that's not what I'm after.
    

Re: My character shouldnt be able to infinitely forward/backdash! Even AI's stumped!

 February 09, 2025, 07:55:24 am View in topic context

    

Re: How do you solve the Corner Problem in Fighting Games?

 January 04, 2025, 04:23:28 pm View in topic context
 Posted by JasonThePhoenix  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

Generally this problem is solved by the corner being a very dangerous place to be, because it opens up longer and more damaging combos or more threatening mixups because they can't backdash away from the attack.  Usually midscreen combos are shorter and less advantageous on knockdown, and midscreen mixups have more counterplay because there's more screen space to use.

Another thing to consider is that being at close range means the offending player has access to their fastest, safest and cancelable normals for more reward on hit or block.  They don't have to play the neutral game anymore.  In fighting games where running away is a powerful strategy it's usually not so that a player can get their back to the wall in the corner, but so that they have sufficient space to be safe from their opponent and be in range to use their pokes.

In my game I designed combos to be short and being cornered doesn't add anything good to the combos. Maybe I should add a wallbounce or wallsplat against cornered foes hit with the downward launcher or divekick to extend the combo further.

Also in my game backdashes are invincible even if they're in the corner. I could probably add code to disable backdashes in the corner or add a wallsplat to punish anyone who backdashes in the corner or gets pushblocked into the corner. But that might be too much.
    

My character shouldnt be able to infinitely forward/backdash! Even AI's stumped!

 January 04, 2025, 04:16:22 pm View in topic context

Game-ruining bug: If you run through a foe with Forward Dash, the character is permanently able to infinitely cancel forward dashes into forward dashes, back dashes into back dashes, back dashes into forward dashes, and forward dashes into back dashes. This lets you remain invincible forever just by holding back and mashing C. This also lets you fill your power meter near-instantly for no cost with forward dashes and then become invincible forever with backdashes, if you want to hit your foe once with an invincible super and then remain invincible for the rest of the round.

I started out with this for commands:

[State -1, Back Dash shortcut]
type = ChangeState
value = 105
triggerall = prevstateno !=110
triggerall = prevstateno !=105
triggerall = prevstateno !=100
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = statetype != A
triggerall = ctrl
triggerall = command != "holdfwd"
trigger1 = command = "c"
trigger1 = command = "holdback"
[State -1, Forward Dash shortcut]
type = ChangeState
value = 100
triggerall = prevstateno !=110
triggerall = prevstateno !=105
triggerall = prevstateno !=100
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = statetype != A
triggerall = ctrl
triggerall = command != "holdback"
trigger1 = command = "c"
trigger1 = command = "holdfwd"
;Run Fwd
[State -1, Dash Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
[State -1, Dash Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

And this for my state code:

; Forward Dash - 12F, proj invulnerability

[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = nothitby
trigger1 = Time = [0,12]
value = , AP
time = 1

[State 100, 2]
type = velset
trigger1 = Time = 0
x = 75
y = 0

[State 100, PlayerPush]
type = PlayerPush
trigger1 = Time = [0,10]
value = 0

[State 100, 4]
type = ChangeState
trigger1 = Time = 12
value = 0
ctrl = 1

[State 100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = 250
ignorehitpause = 1
;persistent =

;---------------------------------------------------------------------------
; Backdash - 20F, Invul until 16F.

[Statedef 105]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = hitby
trigger1 = Time = [0,16]
value = A,AT
time = 1

[State 105, 2]
type = velset
trigger1 = Time = 0
x = -45
y = 0

[State 105, 3]
type = ChangeState
trigger1 = Time = 20
value = 0
ctrl = 1

Hours of bugtesting, adding triggerall = ctrl && statetype != A && stateno != 100 && stateno != 105 to the commands to begin dashing, combining the dash triggers, and using all my daily questions on all three ChatGPT accounts later with "that didn't work" message after "that didn't work" message... Nothing worked.

; Dash Trigger: Modified To Prevent Re-entry If Already Dashing
[State -1, Dash Trigger]
type = ChangeState
value = ifelse(command = "FF" || (command = "c" && command = "holdfwd"), 100, 105)
triggerall = ctrl
triggerall = statetype != A
triggerall = stateno != 100 && stateno != 105 ; Prevent dash re-entry if already dashing
trigger1 = command = "FF" || command = "BB" || (command = "c" && (command = "holdfwd" || command = "holdback"))

; Forward Dash - 12F, full proj invulnerability
[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 100
sprpriority = 1

[State 100, Not Hit By]
type = nothitby
trigger1 = Time = [0,12]
value = , AP
time = 1

[State 100, Velocity]
type = velset
trigger1 = Time = 0
x = 75
y = 0

[State 100, Player Push]
type = PlayerPush
trigger1 = Time = [0,10]
value = 0

[State 100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = 250
ignorehitpause = 1

[State 100, Exit State]
type = ChangeState
trigger1 = Time = 12
value = 0
ctrl = 1

; Back Dash - 20F, Invul until 16F
[Statedef 105]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 105
sprpriority = 1

[State 105, Hit By]
type = hitby
trigger1 = Time = [0,16]
value = A,AT
time = 1

[State 105, Velocity]
type = velset
trigger1 = Time = 0
x = -45
y = 0

[State 105, Exit State]
type = ChangeState
trigger1 = Time = 20
value = 0
ctrl = 1

That didn't prevent the bug. And this didn't prevent the bug either.

; Forward Dash and Back Dash Trigger
[State -1, Dash Trigger]
type = ChangeState
value = ifelse((command = "FF" || (command = "c" && command = "holdfwd")) && stateno != 100, 100, ifelse((command = "BB" || (command = "c" && command = "holdback")) && stateno != 105, 105, 0))
triggerall = ctrl && statetype != A && stateno != 100 && stateno != 105
trigger1 = (command = "FF" || (command = "c" && command = "holdfwd") && stateno != 100) || (command = "BB" || (command = "c" && command = "holdback") && stateno != 105)

Nothing anywhere in my character code involves the C or FF commands or enables cancelling anything into or out of dashes, I checked.

I even removed my Roman Cancel code, and everything touching states 105 and 100 and the "c" and "FF" and "BB" code, that didn't work. Removing the state codes for states 100 and 105 meant there would be no forward or back dashes at all so I added those back in, but right now there are no commands for initiating those states as there seems to be no way to actually prevent infinite forward/back dashing.

Nothing should be enabling infinite dashes and infinite meter. I read the whole thing and I don't see anything. AI read the whole thing and doesn't see anything. Is my PC just haunted or something? It has no viruses. And I checked if I'm opening and editing the correct version of the character file and playing it in a real official mugen 1.1 build, and discovered that I am. Has the character file become self-aware and decided after I downloaded one Isekai anime too many it wants to be an invincible cheater now? The only code ANYWHERE involving C or FF/BB right now in the command file is this:

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

[Command]
name = "c"
command = c
time = 1
    

Re: What Grooves do you wish you saw more of?

 December 03, 2024, 06:50:12 pm View in topic context
 Posted by JasonThePhoenix  in What Grooves do you wish you saw more of? (Started by JasonThePhoenix December 01, 2024, 04:53:31 pm
 Board: M.U.G.E.N Discussion

The truth is I don't know how to say it, but I would like for example, a hypothetical CvS3 to add a Groove inspired by the Darkstalkers saga, because the latter has interesting mechanics, such as when you defeat your opponent, he revives and They move on to the next round, and more like that.

You mean Puppet (current character becomes foe's chosen character after winning) and Shadow(mirror matches your foe's current character)? They're cool, every game should have those functions on the character select screen.

I don't see how that could be a groove though. Unless "become foe's character after winning one round" or "swap characters after winning" becomes a groove, or every character is coded to be able to use everyone else's moves with the correct groove copying their foe's moves. Didn't Guilty Gear Isuka let Robo-Ky use anyone's specials? I hear Tekken sometimes lets its characters do that too. Some supernatural/sci-fi excuse could be invented to let a character use a groove/spell/sci-fi device to temporarily shapeshift into another character and use their moves, if the developers don't want to animate everyone doing 60 extra moves.

Imagine the kind of teams that build meter in round one and then swap to the opponent's character and groove using a groove for that. Or the strategy involved in dying to a specific character on the enemy's team so your groove can copy their character and groove.
    

How do you solve the Corner Problem in Fighting Games?

 December 01, 2024, 08:04:32 pm View in topic context
 Posted by JasonThePhoenix  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

I'm making a fighting game and players are behaving undesirably...

Left/right mixups and crossups are so potent in this game, being in the center of the screen is more of a disadvantage than being cornered!

Many players at the start of the round backdash into the corner ASAP to protect themselves from mixups and crossups! People prefer characters with a method to "steal the corner" from a cornered foe and successfully get behind them/move them closer over characters without that ability because the corner is TOO STRONG!

How do I fix this? I want space control to be a big deal in my game. Giving up ground and going closer to the corner should be something nobody wants to do willingly. Sure, I have a "Negative Penalty" mechanic like in Guilty Gear take meter from those who run away from their foe, but I still need more.
    

What Grooves do you wish you saw more of?

 December 01, 2024, 04:53:31 pm View in topic context
 Posted by JasonThePhoenix  in What Grooves do you wish you saw more of? (Started by JasonThePhoenix December 01, 2024, 04:53:31 pm
 Board: M.U.G.E.N Discussion

Capcom VS SNK had such an awesome Groove system. It's a great way for developers to multiply the amount of content and complexity in their game, increase the time it takes to get solved by the players, and experiment. If certain characters or grooves are OP you can just ban them. I wish more games used that. And a Ratio system. But this thread is about Grooves.

What Grooves do you wish you saw more of? Have you ever seen a fighting game and thought "The unique system mechanics of this game would be awesome as a Groove in another game"?
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 August 12, 2024, 03:16:14 pm View in topic context

hitflag = FD                    ;Flags of conditions that move can hit
Have you tried "hitflag = D+"?? D is only for liedown state and + is for being hit when the enemy is in a gethit state (like 5100s) so then you get sure that if the enemy is down, you can hit it with the taunt. Also, just to be sure, add "fall = 1" to the Hitdef so you can be sure the enemy will got down when you hit with this

I changed the hitflag to hitflag = FD+. The taunt's length is still inconsistent and sometimes the foe still doesn't get hit when he should.

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.

If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.


But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.

I apologize but I do not know how to do that. Are there any existing characters that do this, so I can learn from their code?

Considering how the only two attacks that can cause a knockdown are both melee attacks, I need to ask: does the character have any projectile attacks?

If not, you should be able to use a targetpoweradd controller (with triggers set up to detect if the enemy is in a liedown state) during the taunt state instead of a hitdef to achieve the intended effect. This has the benefit of not adding additional hitstun or resetting the opponent's hitstates, since you're not using a hitdef. Just make sure you use a variable as a flag that resets when the opponent is not in a knockdown state so you can't continually spam the Taunt to remove more power than intended.

If your character does have projectile moves, are they based on the projectile state controller or are they helper based? If they're the former, you should be able to use the same method as above; if the latter, you'll need to do the same thing, but add in a few complex workarounds to account for each helper projectile. The reason for this is that, when a projectile spawned by the projectile state controller hits an opponent, the root (that is, the player) owns the target, whereas with helper-based projectiles, the helper gains ownership of the target while the root (player) drops it, so using targetpoweradd won't work from the player's states in these situations unless you add in workarounds. This could involve using the targetpoweradd controller from inside the helper states while using trigger redirects to detect if the root (player) is in the taunt state.

I'm sorry, I don't understand what you're saying. My character has one projectile.
    

My Step Dashes are Infinite and shouldn't be, help!

 July 09, 2024, 04:01:34 am View in topic context
 Posted by JasonThePhoenix  in My Step Dashes are Infinite and shouldn't be, help! (Started by JasonThePhoenix July 09, 2024, 04:01:34 am
 Board: M.U.G.E.N Development Help

How do I fix this bug where if I use my Character's Forward Dash to run through the foe and keep pressing it, my character can cancel forward dash into forward dash forever to fill his meter in seconds, and cancel backdash into backdash to remain invincible forever?

That's not intended behaviour.

I love Sailor Moon as much as the next fighting game fan but this character isn't supposed to hit the foe once and backdash forever. Forward Dash is supposed to reward you with a small amount of meter, plus some extra meter if you Graze through an enemy projectile Touhou style, not fill the whole bar in under a second.

Character code:

; Forward Dash - Meant to last 12 frames and be projectile invulnerable

[Statedef 100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = nothitby
trigger1 = Time = [0,12]
value = , AP
time = 1

[State 100, 2]
type = velset
trigger1 = Time = 0
x = 75
y = 0

[State 100, PlayerPush]
type = PlayerPush
trigger1 = Time = [0,10]
value = 0

[State 100, 4]
type = ChangeState
trigger1 = Time = 12
value = 0
ctrl = 1

[State 100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = 250
ignorehitpause = 1
;persistent =

;why isn't this projectile graze bonus working?
[State 100, PowerAdd]
type = PowerAdd
trigger1 = projcontacttime(1) >= 1
value = 9999
ignorehitpause = 1

;---------------------------------------------------------------------------
; Backdash - 20F, Invul until 16F.

[Statedef 105]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = hitby
trigger1 = Time = [0,16]
value = A,AT
time = 1

[State 105, 2]
type = velset
trigger1 = Time = 0
x = -45
y = 0

[State 105, 3]
type = ChangeState
trigger1 = Time = 20
value = 0
ctrl = 1

Controls code:

[State -1, Back Dash shortcut]
type = ChangeState
value = 105
triggerall = prevstateno !=110
triggerall = prevstateno !=105
triggerall = prevstateno !=100
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = statetype != A
triggerall = ctrl
triggerall = command != "holdfwd"
trigger1 = command = "c"
trigger1 = command = "holdback"

[State -1, Forward Dash shortcut]
type = ChangeState
value = 100
triggerall = prevstateno !=110
triggerall = prevstateno !=105
triggerall = prevstateno !=100
triggerall = StateNo != 100
triggerall = StateNo != 105
triggerall = statetype != A
triggerall = ctrl
triggerall = command != "holdback"
trigger1 = command = "c"
trigger1 = command = "holdfwd"

[State -1, Dash Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, Dash Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
    

Re: Why did moving to Ikemen break my character?

 July 08, 2024, 06:49:35 pm View in topic context
 Posted by JasonThePhoenix  in Why did moving to Ikemen break my character? (Started by JasonThePhoenix June 16, 2024, 06:33:02 pm
 Board: M.U.G.E.N Development Help

    

Re: Why did moving to Ikemen break my character?

 June 18, 2024, 02:14:08 am View in topic context
 Posted by JasonThePhoenix  in Why did moving to Ikemen break my character? (Started by JasonThePhoenix June 16, 2024, 06:33:02 pm
 Board: M.U.G.E.N Development Help

Try changing the localcoord instead of x and y scale.
About the speed, no idea. Which version of Ikemen are you playing?

Ikemen-Plus-Master. I don't see a version number anywhere in the program.
    

Why did moving to Ikemen break my character?

 June 16, 2024, 06:33:02 pm View in topic context
 Posted by JasonThePhoenix  in Why did moving to Ikemen break my character? (Started by JasonThePhoenix June 16, 2024, 06:33:02 pm
 Board: M.U.G.E.N Development Help

My Mugen character ran into hardcoded mugen limitations, so I tried putting him in Ikemen, but then he ended up WAY too large compared to the screen, and increasing the screen size to 1920x1080 didn't help.

So I shrank the character's xscale and yscale from 1 to 0.1, and that was too small, so I set it to 0.25, and now it's the correct size relative to the Ikemen screen, but the character's movements are wonky and inconsistent and his hitboxes aren't connecting. Attacks that used to move him forwards a little are now moving him forwards way too much. When he jumps forwards or backwards he goes from one end of the stage to the other. The default stage has too much of the screen taken up by floor so he's jumping offscreen. I swear the game speed's been turned up compared to regular Mugen 1.1 but the Ikemen options menu says it's at 100% speed, and turning it down to 80% speed didn't seem to change anything.

How do I fix my character to work inside Ikemen?
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 07:41:15 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.

None of that will make a difference.

It's likely a juggle issue and/or the opponent becoming invulnerable; you can check the latter by viewing collisions with Ctrl+C, which will be cyan if they're inv.

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
    

Re: [Playtest Build] Unfinished Character!

 March 03, 2024, 10:16:07 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Why is there talk for a frame data page if the character is unfinished? I think the focus should be on more important things, like how to fix infinites and stuff...
speaking of, after you used Burst (which doesn't make the enemy fall down), if you get cornered and get hit by a x,x (wait a bit) x,x etc. combo you can be defeated by an infinite.
Also yes, damage output is too high. And velocities are inconsistent, walking speed is too high and the jumps are too slow.

PATCH NOTES:

Damage and walk speed reduced.

Max jumping speed now matches ground movement speed.

I edited Burst and Gold Burst so they will make the enemy fall on hit.

DOWNLOAD LINK: https://www.mediafire.com/file/i3zuamrsecttoy1/kfm.7z/file

Let me know if there are any more infinites to patch out/moves to speed up or slow down before I begin animating the moves.
    

Re: [Playtest Build] Unfinished Character!

 February 29, 2024, 04:09:18 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

The Database has a strict uniform layout that doesn't include frame data, so not there either. It would be documented as a Kung Fu Man edit regardless, not its own character.

Would it need its own name and art to be considered its own character?

Also, why wouldn't the wikis for a fighting game contain frame data? It would be a tremendous undertaking to record the frame data of every character ever but why not let character makers and character fans reveal the frame data of characters they care about?
    

Re: [Playtest Build] Unfinished Character!

 February 27, 2024, 06:58:33 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Dustloop, Supercombo, Mizuumi, etc. document actual games, not random MUGEN characters. You'll need to make your own resource for that.

That makes sense. I noticed there's a "Mugen Database fandom wiki" site, should I go and make a page for my character or should I finish the art assets for my character first?
    

Re: [Playtest Build] Unfinished Character!

 February 26, 2024, 08:17:58 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

use mediafire

Would probably help if the link wasn't dead.

Whoops! I have no idea why the link is dead. I didn't tell the site to delete that.

Now using Mediafire.

https://www.mediafire.com/file/72td4mk2bds6o65/kfm.7z/file

That's the Mediafire link.

Is the character balanced in 1v1 matches? What about matches against the character's gameplay inspirations like Jojo's Bizarre Adventure, Guilty Gear, Sailor Moon, and Marvel VS Capcom characters?

Also how do you get your own fighting game wiki character pages for your character and frame data like on Dustloop and SuperCombo?

Truth be told after a lot of playtesting I think I might have turned the damage too high. Plus his meter gain seems low compared to how quickly matches end. I don't know how to fix the bug where sometimes you can infinitely forward dash for a ton of meter or backdash for permanent invincibility. The counter hit bonus damage activates inconsistently. And I'm not sure about the Burst system. One per 2-5ish battles doesn't seem like enough. A burst meter like in Guilty Gear Xrd would definitely be better, especially if some Burst Meter is refunded when your Burst hits the foe.
    

My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 February 26, 2024, 08:11:44 am View in topic context

This is the Taunt code, it has a fullscreen hitbox. Taunting an opponent who is knocked down is supposed to take their Super Meter away and give them a chance to get up without getting attacked. However, this is inconsistent. Sometimes the taunt attack hits the foe and subtracts meter and lets my character Taunt again and again. Sometimes the taunt attack fails to hit the downed opponent and my character is hit. It's unreliable. Something must be wrong with the code. I wish I knew what.

This is the Taunt code:
; Taunt
[Statedef 195]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 195                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 195, 1]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA     
givepower = -1000,0
damage = 0, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default, Hit/Miss/Dodge type (Def: Hit)
pausetime=0,60
guard.pausetime=0, 0
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2, Y-offset for the spark rel. to p1
hitsound = 0, 0                  ;Sound to play on hit
guardsound = 0, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = 0            ;Velocity at which opponent is pushed
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
airguard.velocity = 0,0    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0          ;X-velocity at which opponent is pushed, Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
guard.dist = 0

These two attacks are my character's only options for Knocking Down the opponent and making Okizeme happen.

;j5H
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 150
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 140*var(42),70
guardflag = HA
priority = 3
pausetime = 18,24;+6
sparkno = 1
sparkxy = -20,-140
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 8
ground.hittime  = 60
ground.velocity = -16
air.velocity = -8,12
air.hittime = 48
guard.dist = 0
fall=1
Fall.Recover = 0

;j2H
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 150
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 25
y = 25

[State 640, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 640, 3]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, NA
damage    = 100*var(42),50
guardflag = HA
priority = 4
pausetime = 18,24;+6
sparkno = 1
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,12
guard.dist = 0

[State 640, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

By the way VirtualTek Fighter Factory Studio has a typo, try loading a character file that doesn't exist any more and you're told it "doesn't exists".
    

Re: [Playtest Build] Unfinished Character!

 February 15, 2024, 07:03:35 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Okay, now this is a funny concept for a joke character.

He isn't intended to be a joke character. He's using unfinished art assets, that's why his fireball is the wooden block from the intro.

I was inspired by some beta Skullgirls footage where some character used unfinished sketches for some of her attacks. I forget which one.