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Re: DeathScythe WIPs: Sakura

 January 28, 2023, 04:15:07 PM View in topic context
 Posted by PotS  in DeathScythe WIPs: Sakura (Started by Nintendo DS July 05, 2018, 09:06:25 PM
 Board: Projects

I don't want to make anyone edit any more sprites, haha, but it's a bit weird how she dives facing one direction and lands facing another one.

Re: Maru the Bear(Original Char) release ver 1.01

 January 28, 2023, 04:11:14 PM View in topic context
 Posted by PotS  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 PM
 Board: Your Releases, 1.0+

Added another Command normal "Cross" (↙B).

A couple things about this one:
- I think it could either have no Clsn2 on the lower half of his body of have a NotHitBy against crouching attacks
- Maybe the command could be DF+b instead? I only say this because I think most people already hold DB when they crouch

Minor issue, but I noticed that state 3001 uses S, NP for the hitdefs. I think it should use HA and it may be worth double checking if all super attacks have H in the hitdef. I only noticed this because it does stun damage in Ikemen.

Another thing is the mid and head position constants are wrong.

Re: Sagat and Sentinel - Xmen vs Street Fighter in K_Style by K99

 January 18, 2023, 08:10:07 PM View in topic context
 Posted by PotS  in Sagat and Sentinel - Xmen vs Street Fighter in K_Style by K99 (Started by kenshiro99 December 31, 2022, 10:13:24 PM
 Board: Your Releases, 1.0+

Forward moving normals and chain combos are a really dangerous combination. Especially with low pushback such as this.

Also in that video you can see that P2 recovers before Sagat after the Level 3.

Re: Sagat and Sentinel - Xmen vs Street Fighter in K_Style by K99

 January 18, 2023, 06:21:43 PM View in topic context
 Posted by PotS  in Sagat and Sentinel - Xmen vs Street Fighter in K_Style by K99 (Started by kenshiro99 December 31, 2022, 10:13:24 PM
 Board: Your Releases, 1.0+

To be honest I hadn't tried your characters until now because I'm rarely fond of edits, but it seems like they are completely different from the base characters. They're pretty fun actually.

Here's some feedback for Sentinel (some of which may apply to everyone):

- Not important, but I think you should use "K" or something else to identify the chars rather than XvSF, since they're not meant to be accurate to that game
- Since the char lost the super armor and it's a huge target, I think it could have above average health
- I think you should resize the characters horizontally. Sentinel in particular takes up a lot of screen space
- The standing Clsn2 could be slightly bigger. It also does not reach the ground
- Walking Clsn2 should be the same as standing. Actually you may be interested in this thread:
- Overall the Clsn2 are not too bad, but the Clsn1 tend to be way too dominating
- The standing Z attack has a massive hitbox and invincibility. What's the drawback?
- You're basing damage values around Kung Fu Man, it seems. I think normal attack damage should be higher
- Attack pushback is also very low. It's especially noticeable with a character as massive as this
- I think the dash and super jump shortcuts could be mapped to the unused C button
- Its height could be a bit higher than 60. Just not so high that chars can't jump over it
- Head and mid positions are wrong
- Pushblock is a great mechanic in games with assists but it's a bit too good here. Just food for thought
- Changing the friction constants makes the character behave differently than expected when P2 hits them. If you want custom friction it's better to use physics = N and Velmul
- Air normals make the char automatically face the opponent (mixed feelings about that one) but specials don't. Should be consistent
- The EX startup effect is often poorly centered with the character
- Rocket Arm is a bit dull as a name
- Rocket Arm explosion Clsn1 are massive. Guess I'm repeating myself here
- All 3 Sentinel Force mini sentinels still come out if Sentinel is hit out of the move at the right time, even though they haven't appeared yet
- Mini sentinel Clsn1 and Clsn2 seem backwards
- Human Catapult should be called Mutant Catapult instead, hehe
- Rocket Punch creates debug flood
- Plasma Storm effects are too solid in my opinion
- When Plasma Storm hits, the helper briefly changes sprpriority. You should use the P1sprpriority parameter in the Hitdefs
- You can cancel standing HK into HP, but not crouching
- Maybe standing HP shouldn't deal chip damage since it's a normal attack
- I saw someone else point out that the damage scaling can be a bit erratic

That's it for now. If I were to pick the biggest issue with the char, it'd probably be the Clsn1.

Re: Maru the Bear(Original Char) release ver 1.00

 January 14, 2023, 06:14:15 PM View in topic context
 Posted by PotS  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 PM
 Board: Your Releases, 1.0+

Noticed a couple of things about the collision boxes:

- The crouching attack Clsn2 often become smaller than in the crouching animation

- This one is a little too good. This move can really dominate the opponent

Re: Active Tag system

 January 14, 2023, 01:31:47 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 the common trend between those is that they lack a running/dashing animation, which is actually one of Mugen's required animations. Try redownloading the tag code because I added a failsafe so that they may still work.

To get them to look right you'll have to add dashing animations though. Even cloning the walking animations will do.

Re: Variabel Geo (CVS arrange)

 January 08, 2023, 11:13:02 AM View in topic context
 Posted by PotS  in Variabel Geo (CVS arrange) (Started by enzopenna October 12, 2021, 10:45:43 PM
 Board: Sprite Projects

Yeah I was about to say she has a threehead. Her left knee is a bit shaky too. Otherwise looks great.

Re: Maru the Bear(Original Char) release ver 1.00

 January 07, 2023, 04:43:38 PM View in topic context
 Posted by PotS  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 PM
 Board: Your Releases, 1.0+

Great work. :2thumbsup: It's much more solid than Lami's first release. Here's what I could find so far:

- Jumping B does a lot of hit/block stun. Especially on block
- Animation 5160 seems misaligned. It goes too far into the ground
- 5A hitbox looks a little too good
- 5A has so little pushback against opponents in the air that you can do it about 10 times before the opponent is out of range
- The Readme says Reinforce enables EX moves but I'm not sure how
- Being thrown doesn't increase the special gauges
- Power Crash is listed as Y + Z in the Readme but it's Y + C. Same for Power Burst
- I think you gain too much MR Gauge from being hit
- You can't use PowerGuard during Reinforce. Not sure if intentional
- PowerGuard makes super moves miss rather than be blocked
- PowerGuard doesn't work correctly against projectiles
- PowerGuard can block one hit if the opponet jumps behind Maru, but the following hits won't be blocked. I think it should work even if P2 is behind him (think of a situation like having The World on one side and Dio on the other)
- He's missing palette 9 because of a typo in the def file
- In the Maru vs Maru special intro, the chars don't end up exactly at their starting positions, which makes Mugen "teleport" them slightly
- The Reinforce gauge could change color when full or something like that. In this screenshot it looks full at first glance but actually isn't:


Re: Izaya Orihara version 1 (Dengeki Bunko/Durarara!!)

 January 07, 2023, 10:24:28 AM View in topic context
 Posted by PotS  in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 AM
 Board: Your Releases, 1.0+

This is really good for a first release, even if it's not your first attempt. Particularly because you started from KFM.

Some impressions:

- The hitboxes in general could've been a bit simpler. It's less work and ironically more functional
- The char uses the small hit sparks most of the time. Could use variety
- I think the "walk" should be a bit slower and the faster run should be activated with 66
- Likewise the faster run in the opposite direction could be removed
- Back dash shouldn't be completely invincible
- The B attack is too good overall. Fast, full screen, solid damage, etc. Maybe it could also be a chain of 3 separate moves (each B press throws one knife)
- Air C is way too fast
- 2C (low) and Z (throw attempt) using the same animation is a big no I think. You could reuse one the autocombo normals for the throw
- The throw takes a really long time to finish. It's longer than most (simple) supers
- The 5AAA, 2C mixup is too fast. It'd also be more interesting if you could do either a high or a low instead of a high then a low, if that makes sense. Essentially I think the mixup should be 5AA going into either a high 5AAA or a low 2C (one of them would have to be a lot slower, too)
- 236A hitting low seems unnecessary
- Instead of making Celty fade in and out she could actually ride by the screen
- 236B hitting high at first is cool, but then hitting low afterwards is too much. This char forces too much guessing. It's already enough that you can follow after Celty with your own low attacks
- His counter reverses throws, which are supposed to be the hard counter to such moves

Re: Active Tag system

 January 07, 2023, 09:29:50 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

Thanks. :)

When playing with any of GM's SF3 characters, they don't deal any damage when they land hits in Tag Mode. I think this is definitely an issue with the characters themselves and not the patch, but do you have any idea of why this would happen?
I only have his Akuma right now but he's working fine. Maybe the chars were modified? Does anyone else have this issue?

Edit: Nevermind. It doesn't happen in tag vs single but does happen in tag vs tag. I'll look into it.

Edit 2: OK I figured it out. The same thing happens in the normal tag system. GM's characters use different damage scaling depending on which team mode the enemy is in, and they were obviously not expecting them to be in tag. You can fix it by searching this text in their code:

enemy,teammode = simul

And replacing it with:
(enemy,teammode = simul || enemy,teammode = tag)

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)

 January 07, 2023, 09:27:00 AM View in topic context
 Posted by PotS  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again) (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Yeah it's easy to lose track of meter gain because characters are tested in training mode most of the time.

For P1, isn't that what happens by default if you leave getpower out? I'm not used to doing long combos, but on paper it sounds like P2 may receive so much meter that continuing a combo past a certain point becomes disadvantageous.

Re: Yuri Sakazaki SFZ style

 January 01, 2023, 12:46:05 PM View in topic context
 Posted by PotS  in Yuri Sakazaki SFZ style (Started by Ehnyd January 01, 2023, 02:39:39 AM
 Board: Your Releases, 1.0+

I really like these X character in Y style releases. Here's some feedback:

- The forward dash should either last a shorter time or be cancellable into attacks
- I think the "recovery" input should be different because she doesn't have a roll
- The hitboxes could use some work. I remade most of them in one of the updates. But it's not a big deal
- There are no landing sounds
- States 40 and 52 should reset velocities
- I'm almost certain the normal attack hitsounds are wrong
- The hitpauses feel a bit short
- She can cancel some normal attacks into her butt attack. Not sure if intentional
- Her sweep has corner push
- Using A+X for throws in a SFA character is a bit weird
- I like that you edited some effects for her fireballs, but the ones from AOF might fit better I think
- I think making the fireballs "blink" like SFA would also be a nice touch
- Kououken does way too much damage
- Kououken could maybe be like Chun-Li's Kikouken and travel different distances
- Her jumps are a bit floaty (stay too long in the air). This might be because N-Mario used the Normal speed in his characters
- Light Chou Upper has a weird landing animation
- Raiouken and Saifa have weird choices for their commands
- Saifa should knock down
- You made Hyakuretsu Binta a throw but it usually is a strike. Nothing wrong with that but the way you have it it's inescapable if you cancel into it because P2 can't jump out of the way
- Haou Shoukouken has no invincibility
- Fireball Clsn1's are too big
- Haou Shoukouken moves forward after each hit. Should briefly stay in place
- Haou Shoukouken doesn't trade well with helper projectiles, but not sure if it's your fault or the Projectile Sctrl
- Hien Hou'ou Kyakuu should have slightly more invincility the higher the super level is
- Hien Hou'ou Kyakuu could have a sliding sound when it misses
- Hien Hou'ou Kyakuu has a wrong command in the readme
- Yuri's Demon Rage could have more invincibility. Then again I think Shun Goku Satsu is also like this in SFA
- Yuri's Demon Rage can't be jumped out of if you cancel into it

Re: Kuma One Piece fighting adventure by mikel8888

 January 01, 2023, 12:07:15 PM View in topic context
 Posted by PotS  in  kuma One Piece fighting adventure  (Started by Mikel8888 January 01, 2023, 12:08:41 AM
 Board: Your Releases, 1.0+

I think you should use a better file hosting service if you're sharing your characters for free.

Re: Omega Weapon

 January 01, 2023, 11:44:59 AM View in topic context
 Posted by PotS  in Omega Weapon (Started by Dr.T December 30, 2022, 04:26:15 PM
 Board: Your Releases, older Mugen

Thanks for the feedback! Like I said in my post, I haven't been into MUGEN  for a long time now. Did you ever finish your version of this boss? Would be neat to see a PotS style metal slug tank  :laugh3:
I didn't. Like so many other things, heh.

-It's lacking a proper AI so that could be one reason why it is easy to beat? Maybe I could also increase the defence value to make it tougher...
I think it's a combination of several things:
- The health, as you said. Usually characters that can't block have higher health or are hard to reach
- It's slow
- Most of its attacks aren't "scary"

-I always struggle on how much chip damage should I use and sometimes forget it altogether lol.
Just make up a rule. I used to use 12,5% of regular damage but now use 25% like several modern games.

Re: Omega Weapon

 December 31, 2022, 01:34:29 PM View in topic context
 Posted by PotS  in Omega Weapon (Started by Dr.T December 30, 2022, 04:26:15 PM
 Board: Your Releases, older Mugen

I was also making a version of this boss at one point a long time ago. ;D A few quick observations:

- Overall it's way too easy to beat it
- It can be thrown, which I think is unintentional
- The animations where it does a "wheelie" are misaligned. The tracks go below the ground level
- The Missiles dust seems misaligned
- The way Machinegun works makes it too slow to come out
- Some supers do no chip damage
- If P2 blocks Wave Cannon, he can then walk through the beam
- Seems like there's not much point in jumping
- Needs more palettes. I also think the default one should be based on the portraits


 December 31, 2022, 01:12:35 PM View in topic context
 Posted by PotS  in GRIM FUTURE Z2i - RELEASE (Started by Bob Lee December 31, 2022, 12:38:11 PM
 Board: Your Releases, 1.0+

Great stage. There's nothing like seeing your ideas coming to life.

I think the smoke velocity is a bit low compared to the intensity of the flames, but that's a really small detail. I think this is one of the best parts in the series, by the way.

Re: Is there a way to make AI aware of how many juggle points it has?

 December 28, 2022, 09:35:42 AM View in topic context
 Posted by PotS  in Is there a way to make AI aware of how many juggle points it has? (Started by WastedCoder December 27, 2022, 08:30:55 PM
 Board: M.U.G.E.N Development Help

If you mean Mugen's default juggle system, you'd have to create a system that duplicates it just so you could read that variable, because Mugen doesn't have a way to check the juggle points.
Alternatively (and easier) you can fake it by making the AI not try to do combos that you know don't work.

Re: Is it possible to detect the distance of a helper in another helper?

 December 28, 2022, 09:22:08 AM View in topic context
 Posted by PotS  in Is it possible to detect the distance of a helper in another helper? (Started by Gêmeos dos Jogos December 28, 2022, 12:59:59 AM
 Board: M.U.G.E.N Development Help

Distance is just the difference between two positions, so you'd check "helper(y), pos x - helper(x), pos x". The helpers must have different ID's to do this.

You may also need to multiply it by the "facing" value of one of the helpers, or putting it all inside an "abs" expression, depending on what you're trying to do.

Re: Is crediting MUGEN code authors bad?

 December 26, 2022, 05:12:59 PM View in topic context
 Posted by PotS  in Is crediting MUGEN code authors bad? (Started by gohkenytp December 26, 2022, 12:06:59 AM
 Board: M.U.G.E.N Discussion

It's the same as anything in life. If you copy a painting to practice and credit the original artist, people will understand. But if you say the painting is yours, you will be ridiculed.

Re: The Last Course

 December 26, 2022, 01:00:46 PM View in topic context
 Posted by PotS  in The Last Course (Started by Duke of Corvus December 26, 2022, 03:34:54 AM
 Board: Your Releases, 1.0+

Lovely stage. I'm not fond of the long shadows, but that's something one can fix in 2 seconds. The only issue I've found so far is this:

The top has a few empty pixels (screenshot has debugbg on).