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PotS

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Messages by PotS

    

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
    

Re: DBS Vegeta SSJ Blue!(New Transformation!)1.1

 March 28, 2024, 12:45:07 pm View in topic context
 Posted by PotS  in DBS Vegeta SSJ( New Transformation) (Started by DarkZemX February 24, 2024, 06:14:04 pm
 Board: Your Releases, 1.0+

The char is already pretty heavy but you also have about 400MB of backups in the archive.
    

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

 March 25, 2024, 04:36:05 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+

- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.
    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 March 25, 2024, 04:16:15 pm View in topic context
 Posted by PotS  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.
It takes a while to pick up, but when it does it definitely packs more of a punch than the original, I think. Highly subjective thing, either way.

You could also use the final escape music given the context, but that might be too fast paced. It also would feel weird since Samus isn't escaping ASAP in the stage I guess. Maybe the Crateria main theme would be a good middle ground. Or the credits theme.
    

Re: Active Tag system

 March 24, 2024, 06:44:28 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

ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..

This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"


  Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)

when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine  ;D  ;D ... I don't know if you like this idea

As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.

Greetings!  :)  :goi:
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.
What's the version date in your readme file? And does it happen with any character or specific ones?

I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 24, 2024, 05:12:24 pm 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+

Fantastic job so far. I'm not that familiar with GG but found some stuff:

- Super misses mosts hits when close to KFM
- Uses invalid sound 2,0
- Uses invalid anim F888
- 5S has no counter hit announcer
- 5S (close and far) and 2S have no slash sounds like 5HS does
- State 235 goes under the floor for one frame while having statetype S
- He can combo after 623k (both). Not sure if intentional
- Throw attempt gives him one invincibility frame?