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PotS

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Messages by PotS

    

Re: Burmecia Throne Room (Final Fantasy IX)

 December 09, 2023, 12:49:37 PM View in topic context
 Posted by PotS  in Burmecia Throne Room (Final Fantasy IX) (HR version added) (Started by PotS April 23, 2022, 03:06:11 PM
 Board: Your Releases, 1.0+

Thanks. I remembered that I still had the original work files for the rain effects so yesterday I went back and "remastered" them. Previously I had upscaled the low resolution rain.
    

Re: Edi E.'s Office (mugen Stage)

 December 07, 2023, 01:40:11 PM View in topic context
 Posted by PotS  in Edi E.'s Office (mugen Stage) (Started by Rabano December 06, 2023, 06:02:09 PM
 Board: Your Releases, 1.0+

You know my intuition tells me Edi E. might be taking some bribes.
    

Re: Using AI to aid in Mugen/Ikemen creations

 December 07, 2023, 12:25:20 PM View in topic context
 Posted by PotS  in Using AI to aid in Mugen/Ikemen creations (Started by PotS November 27, 2023, 06:10:43 PM
 Board: Development

But I can say the portrait doesn't fit this topic because it's about stages and not portraits. (if that's what you meant, then you should've worded it better)
You're right so I updated the thread title to include all sorts of AI usage.

I just did some stage upscaling here. Used Pixelcut.

Another thing I did recently was use ChatGPT to add win quote variety to some characters. You tell it what the character is like (sometimes it even already knows the character), maybe supply some existing win quotes for inspiration then you just pick the better ones it creates.
    

Re: Darkstarkers Anita W.I.P.

 December 07, 2023, 12:05:25 PM View in topic context
 Posted by PotS  in Darkstarkers Anita W.I.P. (Started by spidergoku December 06, 2023, 07:08:49 PM
 Board: Projects

The fire summon looks too plain compared to the other ones. Where are those from by the way? Also a zombie doesn't seem like something you'd summon (but that's just a matter of changing names).

If this is after she kills Donovan she could have his sword instead. I'm not sure what happens to it canon-wise. But it's better not to reuse that sword you have.
    

Re: Burmecia Throne Room (Final Fantasy IX)

 December 07, 2023, 12:01:50 PM View in topic context
 Posted by PotS  in Burmecia Throne Room (Final Fantasy IX) (HR version added) (Started by PotS April 23, 2022, 03:06:11 PM
 Board: Your Releases, 1.0+

I was experimenting with AI upscaling and ended up making a high resolution version for this stage. Link in the first post. It will only work in Mugen 1.1 and Ikemen GO, however.

I did the same with the Mount Nibel Reactor stage:



DOWNLOAD
    

Re: Weird behavior after custom float hitstate

 December 02, 2023, 03:10:03 PM View in topic context
 Posted by PotS  in Weird behavior after custom float hitstate (Started by TAD December 02, 2023, 01:52:11 PM
 Board: M.U.G.E.N Development Help

It could be that state 240's Hitdef is activated before the other player becomes grounded. So the condition is checked while they're still in the air.
    

Re: Climax Sacrifice Lifebars 2.0

 December 02, 2023, 10:41:36 AM View in topic context
 Posted by PotS  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 AM
 Board: IKEMEN Releases

These are really cool. :thumbsup: A few thoughts (tested 480p):

- Maybe these spaces could be about the same, i.e. move bars a bit up?


- "Round 1", "Ready", "Fight". If you're not going to add a ready voice you should leave out the text IMO and thus make the fight start a little faster
- The lifebar messages like counter hit etc are getting shown on top of the combo counter when there's more than one. You could align it so that the combo is always above and the messages pop up under it
- Dividing the meter indicator by 10 feels a bit arbitrary. If you want 3 digits you could use a decimal indicator (I forget if it's possible already). I mean 750 meter showing up as 0.75
- Team leader portraits and names are a little small IMO
- The dark box that shows on KO does not cover the screen entirely
- Win indicators are a bit hard to see
- Common sound and effects choices are great
- Life starts flashing red a little too soon. Should probably be like when a couple hits will kill you
- Most of all I feel like it's missing stun and guard bars
- During tag you can see the red life bar under the regular life. Seems more like an issue with the engine. Probably worth listing it on GitHub
- Seems a bit weird that level 2 powerbar has a warmer color than level 3 and up

EDIT: Parts of the powerbar are layered incorrectly:
    

Re: Lum Mozz released Llamageddon

 December 01, 2023, 09:51:59 AM View in topic context
 Posted by PotS  in Lum Mozz released Llamageddon (Started by Yagoshi300 December 01, 2023, 02:45:30 AM
 Board: Found Releases 1.0+

You can tell it's a first character in some parts, but this char is still pretty funny. The hot tub super is the funniest thing I've seen in a while.
    

Re: Ryu released, Iori updated (30/11/2023)

 November 30, 2023, 04:40:04 PM View in topic context
 Posted by PotS  in Ryu released, Iori updated (30/11/2023) (Started by KarmaCharmeleon November 29, 2023, 11:08:35 PM
 Board: Your Releases, 1.0+

This movelist is a bit more interesting than the previous incarnation of the char. Not much to point out.

- Big portrait is facing the wrong way
- Shakunetsu line blends poorly with the others (I feel your pain though). The Denjin one turned out better
- For all intents and purposes Lv1 Denjin is an unblockable when you have full meter. MAX Denjin is also a bit nasty but at least you have to be really close to capitalize from it
- Fireball clashes are a bit all over the place (tested in a mirror match). For instance MAX Denjin subtracts 4 hits from a MAX Shinku

I had a couple of inputs about the movelist design but then I figured that the more the char goes off in its own direction the better.

Readme said:
(maybe even more people, feel free to hit me up if I missed you)
I did the donkey kick and electrocution, that I noticed.
    

Re: Ultra Street Fighter IV English Voice Patch for P.o.t.S.' Guy

 November 28, 2023, 07:48:31 PM View in topic context
 Posted by PotS  in Ultra Street Fighter IV English Voice Patch for P.o.t.S.' Guy (Started by Macaulyn97 November 28, 2023, 07:11:32 PM
 Board: Edits & Addons 1.0+

I've wondered before how he'd sound with modern voices. I'm just partial to the old "hiya!" voices. The old VA really nailed those.
    

Using AI to aid in Mugen/Ikemen creations

 November 27, 2023, 06:10:43 PM View in topic context
 Posted by PotS  in Using AI to aid in Mugen/Ikemen creations (Started by PotS November 27, 2023, 06:10:43 PM
 Board: Development

There's probably enough to talk about here to have a thread for it.

To start with you can use AI to generate stages.

Some tools:

Bing Image Creator
Stable Diffusion
Playground AI

The main things to keep in mind when having them generate fighting game stages are probably the floor, which should be flat, and the perspective. The horizon line should be a little above the floor. Often times just asking them to generate a fighting game stage will make them respect those rules, but other times you have to add prompts like "flat floor" etc. To make the results more interesting you can make the prompts more descriptive. The more adjectives, the better.

Currently they only output a single layer. If you want to separate them into several layers you'd probably make your life easier by prompting them to generate in certain art styles that use outlines.

Many examples:

Stages created by myself (with a few colaborations)
Stages created by Kamui_De_Los_Vientos
Stages created by MatreroG
    

Re: Cyber Sub-Zero released

 November 27, 2023, 05:48:34 PM View in topic context
 Posted by PotS  in Cyber Sub-Zero released (Started by YochiThMaster333 November 24, 2023, 10:00:44 AM
 Board: Your Releases, 1.0+

Because opponent's (not their leftovers) position is set to 9999, this usually happens. Will change to a bit different thing like OMEGAPSYCHO did to not mess with the camera.
You could keep it like that but disable movecamera.

Quote
How the hitboxes should be sized anyway?
If you made them 4 times shorter (starting from the front) they'd still have a generous size. However that's just conventional fighting game design. To be sure I checked some MK hitboxes (MK2) and they're also really long there, so I guess yours are good.

Quote
Are you playing in Simul (or Tag in IKEMEN's case) mode? Simul mode is normally not designed for many characters, which even The_None warns you about that. Will remove restrictions by adding Double Ice Backfire.
I only tested 1v1.
    

Re: What fighting game feature do you wish Mugen also had?

 November 27, 2023, 05:41:45 PM View in topic context
 Posted by PotS  in What fighting game feature do you wish Mugen also had? (Started by JasonThePhoenix November 06, 2023, 03:39:25 AM
 Board: Fighting Games

Is there a mugen like engine that implemented multi lane system like Guardian Heroes and Realbout?

A multi lane system with 2vs2 simul would be great I think theres a  Indie Fighted based on that gimmick but has lock-in mode
Ikemen has already implemented Z movement. At least partially I think.

But Mugen can probably also make full games like that. Just not at the same level of craziness as Guardian Heroes.
    

Re: Assorted AI-generated stages

 November 27, 2023, 05:38:54 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+

    

Re: Random animations for practice.

 November 26, 2023, 06:26:16 PM View in topic context
 Posted by PotS  in Random animations for practice. (Started by Rabano October 29, 2022, 12:22:34 AM
 Board: Graphics

I like all the faces she makes during the uppercut. Nice work.
    

Re: Release - Soldier Joins the Battle!

 November 26, 2023, 06:19:40 PM View in topic context
 Posted by PotS  in Release - Soldier Joins the Battle! (Started by Mialere November 25, 2023, 11:58:59 PM
 Board: IKEMEN Releases

Despite the issues I'm about to post I think the char is off to a great start. :thumbsup:

- Shadow offset could be adjusted or the sprites could be brought a bit lower. One of his feet is usually detached from the shadow when the stage projects it downwards
- His attacks lack whiff sounds
- Jump could be a bit higher and stay airborne a bit longer. He can't jump over KFM
- Many attack sparks are misaligned. For example standing X and jumping Z
- Light attacks do too much damage. About twice as much as they should. On the other hand they could have more frame advantage
- Back dash could hop higher so it looks more natural
- Rolls are typically vulnerable to throws
- The Clsn2 on crouching animations could be lower. He can't crouch under much of anything
- Similarly, jumping Clsn2 should not cover below the knees
- Standing Y has too much frame advantage
- Rockets could go full screen and knock down
- Air rocket could propel him up and back
- Rocket guard sparks are also misaligned
- Shotgun hitbox is a bit too good. It could also use some effect so we have some clue to where the move hits
- Shotgun should have more input priority than rockets (be placed first in the CMD)
- He deals too little guard damage
- Neck snap feels like it could have a little more range. P2's get hit animation could also be a bit better. Maybe use sprite 5000,0 before Soldier puts his hands on them
- Supers could use a little more invincibility. Especially the shovel ones
- Spamming Crocket Launcher deals a lot of stun damage, so you probably forgot to set its attribute to "hyper"
- Spamming Crocket Launcher combos into itself for like 900 damage if you have full meter
- If you shoot rockets on the right edge of the screen with the camera zoomed out, they will vanish immediately
- He could use a physical special move to make the combos more interesting
- 6X is not listed in the readme
- Shotgun launcher, walk then jab is an infinite in the corner
- If Hyper Shovel is done in the corner, Soldier overlaps with P2
    

Re: Cyber Sub-Zero released

 November 26, 2023, 12:24:07 PM View in topic context
 Posted by PotS  in Cyber Sub-Zero released (Started by YochiThMaster333 November 24, 2023, 10:00:44 AM
 Board: Your Releases, 1.0+

Another one: If you kill P2 with a freezing move (namely the super) you have to wait a pretty long time for them to unfreeze before the round ends.
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 26, 2023, 11:04:05 AM View in topic context
 Posted by PotS  in [OHMSBY Thread]: Joker Released (10/31/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

That will be or not be a bug depending on who you're fighting against. I think most chars expect the opponent to have the bug since it's a part of Mugen itself. Ideally those states should just not be overridden at all unless you have a good reason to do it. I had a quick check and yours seem to be exactly the same as those in common1.cns.
    

Re: Throw doesn't push character upwards.

 November 24, 2023, 07:50:38 PM View in topic context
 Posted by PotS  in Throw doesn't push character upwards. (Started by Losky November 24, 2023, 07:11:03 PM
 Board: M.U.G.E.N Development Help

Maybe you're still using a TargetBind when the velocity is applied.
    

Re: Cyber Sub-Zero released

 November 24, 2023, 07:45:07 PM View in topic context
 Posted by PotS  in Cyber Sub-Zero released (Started by YochiThMaster333 November 24, 2023, 10:00:44 AM
 Board: Your Releases, 1.0+

Cool char. I'm not familiar with MK chars but found some stuff:

- Not a big deal but pressing LP right after P2 gets up will still trigger a throw attempt despite Mugen making chars unthrowable
- Cryo Bomb could use a freeze effect rather than blue flames
- If you do Dive Kick close to the ground the char lands before it can hit
- Shouldn't dial combo 1 knock down? On that note all of those combos end the same way
- Fatalities make the camera zoom out if available
- Shouldn't a double freeze freeze yourself?
- His fireballs don't interact with other fireballs (I forget if that's a thing in MK)
- Freeze fireball hitbox doesn't need to be that big
- The super's pause effect is misplaced
- The super's freeze status lasts way too long
- The AI sometimes "runs while already running"
- He has a human KO scream
- Some debug messages about trying to use sounds 5,0 and 5,1 which don't exist
- One time I got behind him while he was doing the super and it froze me from behind
- AI uses freeze too much
- You're blocked from using some freezing moves while P2 is frozen but not others