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Messages by jaede_

    

Re: RELEASE: Gumball Watterson and a CVS/POTS makeover.

 November 10, 2022, 06:03:11 AM View in topic context
 Posted by jaede_  in RELEASE: Gumball Watterson and a CVS/POTS makeover. (Started by JStudios2k November 09, 2022, 11:08:10 AM
 Board: Your Releases, 1.0+

Haha it's alright, sometimes I also get some stuff wrong every now and then, QCBx2 + 2P is fine in that case, but I'm glad you could work it out, I'll test the patch some other time, but no problem, glad you enjoy my stuff!
    

Re: RELEASE: Gumball Watterson and a CVS/POTS makeover.

 November 10, 2022, 04:11:30 AM View in topic context
 Posted by jaede_  in RELEASE: Gumball Watterson and a CVS/POTS makeover. (Started by JStudios2k November 09, 2022, 11:08:10 AM
 Board: Your Releases, 1.0+

-Can't seem to high jump very easily (it requires a very noticeable pause between down and up)
-5LP is an infinite (or at least extremely suspect) if combined with walking, I can get 21 hits https://cdn.discordapp.com/attachments/319049781798240256/1039870192941010964/2022-11-09_08-52-24.mp4
-Extremely stubby range, I know it's intentional and this one is not really your fault either since his limbs were sprited very very small.
   On the subject of range, his 5HP should probably posadd him forward on the 3rd animelem so not only it boosts his range, but also so the alignment of the sprites is consistent
since it's designed so the viewer's left foot is the pivot point of the animation. No idea what you can do for his other normals however. 2MK is perfect as is. maybe repurpose his target
combo to replace some of his normals. I know you were trying to base it off of Ryu's own target combo but it would be more fun if Gumball had more boosted range.
-I'm very unsure about his frame data overall, not only he has short range, some of his normals are in the slow startup side, and while if he makes contact he has a lot of time to do
whatever he wants, the thing is at close range most other characters would have the advantage (they could grab which tends to be very fast, or just throw jabs at him which tend to be quick), the only
real option Gumball has at closer ranges is to jab which I feel makes him very linear. At the same time though his jab has enough hitstun to link onto other normals and he has heavier buttons
with much more range, so take this point with a grain of salt.
-Maybe the first hit of his overhead (6MP) should not have pushback so the second hit connects better, since the hitbox grows for the second hit and p2 can be pushed out of range because of it.
-Not much damage variation across the different versions of his DP. Neither any variation on the invincibility, it could also use a little more horizontal priority, since the point of the
move is to beat air moves.
-QCB+K has too much frame data on block (6, 14 and 12 for L, M and H versions), this causes several problems such as 5LK cancel into QCB+MK link 5LK cancel into QCB+MK link 5LK ... being a true
blockstring infinite that's very easy to do.
   >On the subject of that, Tiger Knee'd aerial QCB+LK is a blockstring infinite on its own as a result.
-Can't fire a new hadouken immediately after one makes contact, the fizzle out animation must completely play out before I can throw another one. It makes zoning with him weaker.
-HCF+K's P2 custom animation could use some work, there's frames where my training copy is going through the floor or is completely misaligned:
   >I do like that H version is unblockable, however 17 frames of startup might be too good for an unblockable moves AND that hits on the ground AND the air, Maybe slow it down enough so it
can be reacted to, or make it an unblockable grounded grab.
-I think some moves of his do too much damage even during custom combo, might want to check: https://cdn.discordapp.com/attachments/319049781798240256/1039872122559922246/2022-11-09_08-59-34.mp4
-Most EX moves and Super moves give back meter on hit/block.
-EX QCB+2K does too much chip damage and it's does insane damage on block if you spend several bars to do it over and over again.
-His going to crouch animation gets frozen if I kept tapping down.
-QCFx2 + P: does too much chip damage
-QCFx2 + 2P: should not be unblockable, and I dont think it should have that startup for a fullscreen.
-D,D + C+Z does too much chip damage.
-QCBx2 + 2P: I dont think it should be unblockable.
    

Re: Mugen Programing/coding Academy

 November 01, 2022, 11:17:09 PM View in topic context
 Posted by jaede_  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 PM
 Board: M.U.G.E.N Discussion


Im sure most people interested learning programing /coding is looking to use their skill to make games like my KOF XI Or my Remake of MVC2 and not to use it program flying 2d midget Women/children..... GOOD BYE


Hey don't talk shit about Rice, he has made a full game with 30 characters and has over 15 years of coding experience and skills that far surpass yours and has helped others and me for no money at all.
    

Re: Mugen Programing/coding Academy

 October 29, 2022, 12:27:20 AM View in topic context
 Posted by jaede_  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 PM
 Board: M.U.G.E.N Discussion

There's several things I need to point out here:

1.- While there is a demand for MUGEN help, there's places where people can ask for help on specifics for free: This very forum, and advanced coders generally hang out on the MUGEN Guild Discord, and answer relatively frequently.

2.- Who are the teachers of this academy and what have they made? (This is important, you don't want people to learn bad habits or learn bad techniques!)

3.- Hands on explanations on MUGEN is a great idea, since sometimes the best way to create and understand certain things is seeing what changes, however this can be more or less learned on your own, which is why I think charging 30 dollars just for a group hang out where you can do this with a bunch of unknown people is excessive and even laughable. You can get the same experience with  your own group of friends all coding at the same time during 3 hours or just doing it on your own and asking people who are more knowledgeable.
    

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

 October 21, 2022, 10:17:24 PM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Now I remembered you, I like your characters (especially Tamaki). lol

Thank you, I wanted to make Tamaki for the longest time, I'm fairly glad I could and that you like her.



I have updated Mi Oh. Update focuses on a few minor quality of life fixes, and a glaring infinite getting addressed. I had shelved this update because I got extremely busy from that day onward, but now that I have a bit of free time I could get myself to release it. Here's the changelist:

1.5 (10.08.2022):
   -Double Tomahawk?: Second hit was not juggle checked.
   -Ground Bounce Custom State: Uses a different hit anim when characters bounce up, this should make hitconfirms easier. (Expect this fix to be retroactively added to all characters)
   -Height raised to 80 pixels, corrected variable height in the air from 35 pixels from the bottom to 45 pixels from the bottom.
   -St. M: Startup decreased by a few frames, recovery increased by a few frames.
   -Karate Kick: Increased projectile invulnerability just a tiny bit for M and H versions.

I forgot to mention something important but Karate Kick's projectile invincibility had to be recoded so it would not leak into hitstates in case she got hit out of it.
    

Re: Ryuko718 - Custom Ryuko

 October 11, 2022, 09:24:58 AM View in topic context
 Posted by jaede_  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

Managed to snag her before the original link went off, some quick feedback since there's some issues:

-Newly added super-jump conflicts with the existing high jump code.
which also causes a problem if you Tiger Knee her Aerial QCF + K special. It makes it always trigger.
-The super jump you added only comes out if you are in a standing statetype. It also does not detect UB and UF on its command.
-A lot of her specials have frames of invuln that she doesn't really benefit off of, I feel her QCF+P special and QCF+K special don't need them.
-Her Tatsumaki Super gives back meter on hit, chip damage is very high.
-Her Chun-Li super bugs out on a guarding opponent.
-Her super moves have inconsistent damage, Some of them are okay for the meter use (around 200 or so), some are too low (Her Level 3 and the weird robot like thingy).
-Speaking of that one, it has about 30 frames of no hitboxes at the end of it.
    

Re: MUGEN Video thread

 October 06, 2022, 05:48:33 PM View in topic context
 Posted by jaede_  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion



Me am also revisiting old mugen chars
    

Re: Shinryuken code moving pushing back P1 on the left or right side of the wall

 September 28, 2022, 09:22:25 AM View in topic context
 Posted by jaede_  in Shinryuken code moving pushing back P1 on the left or right side of the wall (Started by Walruso September 27, 2022, 02:42:57 AM
 Board: M.U.G.E.N Development Help

I see the problem, the hitdefs are attributed as Standing Hyper Attacks instead of Aerial Hyper Attacks, causing them to automatically obtain cornerpush as if they were grounded. maybe change the attrs to attr = A, HA

    

Re: P2Dist Y and P2BodyDist Y. Is there a difference?

 September 27, 2022, 03:07:03 PM View in topic context
 Posted by jaede_  in P2Dist Y and P2BodyDist Y. Is there a difference? (Started by WastedCoder September 27, 2022, 12:47:43 PM
 Board: M.U.G.E.N Development Help

they're basically interchangeable, you use P2dist Y to just save yourself some typing. I have no idea why both of them exist, my guess is maybe there were plans for elecbyte to add variable height push boxes. But considering it didn't change up to 1.1b1 that's just wishful thinking lol.
    

Re: Ikemen GO bug reports

 September 15, 2022, 11:10:59 PM View in topic context
 Posted by jaede_  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

I believe I found a bug in IKEMEN GO (v0.98.2)'s tag mode, that's character non-specific, But I use my character Satsukong vs Clippit by The_None as an example, I left the debug text in:

https://streamable.com/ie270w

I believe I know the context of the bug as well:

Some characters abuse a programming quirk in MUGEN relating to characters being in State 5150. For example for the round to transition into winposes, the characters must be in State 5150 OR some abnormal amount of time must have passed, MUGEN does not distinguish whether this State 5150 is the character's own or another char's (a custom state). This trick allows for hiding characters through fatalities and prevents them from doing dead anims or similar tricks. (Basically making them actually seem like they have dissapeared)

IKEMEN GO replicates this quirk fine, except during tag mode, in which if the lead character is KO'd and never goes into their OWN 5150 State, the other character will never tag in.
    

Re: jade_midori Character "Mega" Thread, Newest: Satsukong Updated

 September 14, 2022, 02:14:08 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

- I forgot to mention this on discord but you might want to recolor Satsukong's small portrait. The hair actually uses color that match the shoes and some of the skin tone are off too.

Code:
[Palette Keymap]
x = 13 ;Press button X to select palette 1, etc.

Fixed these two things as well as few others in an update that hopefully should be the ultimate update in terms of content and minor tidbits being all good. At least for now. Grab her and sneak around the changelist in the first post.
    

Re: jade_midori Character "Mega" Thread, Newest: Satsukong Updated

 September 10, 2022, 01:41:20 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

are you interesed in updating Clone koa and put her on this thread?

I would definitely update her, however as of now I think she's in a very solid state that doesn't warrant any changes. For now haha



I have updated Satsukong, A few tidbits I missed like gaining power on QCB + 2P, also added: palettes from Foobs, a palette selector, switching between Giant Punch modes for your convenience, amongst other minor things. Hope you enjoy! Update's on the masterpost.



EDIT: Really should have checked before uploading, the pal selector shows up on rounds 2 and up on the first match of arcade or on VS. I have uploaded a quickfix right now for it over the same link, my bad everybody lol.
    

Re: jade_midori Character "Mega" Thread, Newest: Satsukong

 September 06, 2022, 03:30:19 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

I think you earned your place as one my favourite modern creators. Your characters are funny, original and well thought out.

Thank you for your input PotS, I'm very glad to hear such kind words from you!

I have some feedback, but other than the first point it's just me making stuff up:

- 236A plays the "voice" repeatedly on block

OOPS MY BAD LOL

- I think Giant Punch input would be more intuitive if you held to charge and released to punch

Funnily enough I did have it like that at some point during development, but both ways have their strengths and weaknesses to tell you the truth, I did decide making it like Melee DK's Giant Punch does, but I can see it being confusing since she's in a traditional 2D fighter, I think that might warrant a config, haven't done one of those in a while haha.

- 236B tick throws feel too strong. A, B, C, 236B is great regardless of whether it hits or is blocked. Well at least until it becomes predictable anyway, so this is more of a first impression

Yeah if anything carried over from Satsuki was the extremely strong grabs, if it gets too overbearing when I get to play with a couple of friends I might make the prejump frames immune regardless of them being hitgrabs or not, just to make it easier to escape that way (I made them intentionally not meaty for that reason).

- The 2 seconds to throw randomly seem like an eternity since P2 can't mash out. Maybe half?

I can definitely do something about that, I can see it being annoying.

- The invincility popup is innovative, but also annoying after a couple times, heh. Unless that's some Donkey Kong reference I don't get (since I didn't play those games)

Nope that was entirely on me, I added the popup since the new Melty Blood game has it and I think it's always nice to be able to tell when a character is invincible or not to reduce confusion on the opponent. I can definitely randomize whether the associated sound plays though, since it does so every time as of now.

- Hand Slap pushback on block could increase with strength (with the current one being the C version)

I like that idea, I implemented it right now

- Valiant Vacuuming Vortex and Conundrum Causing Clutch are more or less the same visually but one is a grab and the other is a hit. Not wrong but feels inconsistent

Yeah that was a tidbit from Satsuki herself that also is a bit confusing, the best I could do is add the preemptive grab box to the latter to make them more similar in some way, haha.

- Instantly cancelled light Giant Punch might turn out to be a nuisance. Startup is almost instant and it's plus on block

Yeah, to tell you the truth even I found it a bit suspect during testing, but I'll get to address it depending on how it goes in matches with friends as well. Satsuki's original move was -5 and I think I put some random base hitstun value and then didn't look back lol, it happens.

- 600 is a lot of damage for Final Smash considering how easy it is to combo into it

I might end up reducing it by at least a hundred next update.



Thank you once again for your input! I will hold off on a public update for the time being just in case something else pops up, but I did already implement some of your suggestions. For now enjoy the machine gun 236A voice lol
    

Re: jade_midori Character "Mega" Thread, Newest: Satsukong

 September 05, 2022, 02:38:09 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

NEW CHARACTER ADDED! Satsukong. Visit the first post for more info.

EDIT: NICE 2000th POST LMAO
    

Re: [STAGES] Friday Night Funkin' stage thread

 August 10, 2022, 12:12:58 AM View in topic context
 Posted by jaede_  in (NEW STAGES 23/10/2022) [STAGES] Friday Night Funkin' stage thread (Started by Mozaico August 09, 2022, 10:48:58 PM
 Board: Your Releases, 1.0+

Cool stages, The only feedback I think I can give you is that in the Zavodila stage maybe you can make the pillars in the foreground transparent, it can obscure the action a bit.
    

jade_midori Character "Mega" Thread: Patoelietoe II and Rudy updated

 August 01, 2022, 12:57:06 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Thank you once again for the feedback! let me address some of it.

- The intro where he drops the stick (?) hitting P2 really surprised me ;D
- Best time over pose ever

I'm glad to hear about that haha

- 2C hitbox is really long reaching for what it is (it's also kind of refreshing to see a crouching overhead)
- Same thing about 4B (also command is wrong in the readme)
- Maybe make the standing part of 2C a statetype = S? Just in case he's hit out of it

Yeah I admit they're very long reaching moves, in general he has a lot of range, and I was always wondering if it was a bit excessive (particularily 2C, the low version). The crouching overhead would be 3C, which I feel has fair range (if not maybe too much priority on its second hitbox) I could probably shrink them by a few pixels, I don't think they would be too nerfed by that I hope. Definitely I can see why 4B would be too much at least, I shrunk that behind the blue hitbox now.

- I think the throw should be techable with more buttons other than Y

Yeah I can see the reason for the suggestion, my intention was to make the throw teching deliberate and not happen by accident by say, them buffering any button and that causes a tech, and that definitely works against my characters, however yeah, this is MUGEN we're talking about. I'll just use the old method I used to have (any button) just in case given MUGEN and button layouts being extremely volatile.

- Throw whiff hurtbox is really mismatched with the animation

Attempted to change the animation for it, hopefully it should look less mismatched, any more range on regular grab and we're gonna start havin problems. ;P

- The fact Paper Fan Smack is safer the more invulnerability it has seems a bit backward
- Seems like there's no reason to use any version other than weak Paper Fan Smack: invulnerability, safest and the best air combos
- It's a pity that you can't juggle with Paper Fan Smack. I guess it's because of infinites but you could allow it and apply scaling to fall.recovertime
- Paper Fan Smack can't kill

There's quite a few oopsies with this move my bad lol, addressed the fact it can't kill and reversed the invuln chain with it, if light still has the best air combos and overall safety then that's all good, after all the hitbox is the same size for all 3. As for the juggling, it is indeed for reasons of potential infinites, however it would be interesting to allow it to hit regardless of the group flag and have it affect the recovery in that case, let me try that.

- Dodge should be under System in the readme

Yeah it's not precisely a special move, let me adjust that.

- Let's Rock! could reset corner push (I actually had this suggestion for your other chars but never ended up posting)

That's a great idea! Let me implement that to him, expect the AzuFight characters to have it as well when I get around to making mantenaince updates on them.

- Invalid action 2401 debug message

OOPS

- Jumping B crossups are a bit too easy. I think only the first hit should do it. Or relegate that function to A

Gotcha, I gave only the first frame the crossup property.

- I think the counter effect would look better behind the characters (bgpalfx instead of allpalfx)

Not a bad idea, I noticed that the color being applied to everything caused certain things to look really weird every now and then, perhaps this should fix that.

- HCB, F is a weird input for Big Arc Slam (if you're not an SNK apologist)

Yeah I was running out of non-conflictive inputs (the one disadvantage of working with 3 buttons), my other option was D,D, which is not a bad choice in all honesty, I just had a history with that particular command not feeling right on my end. I'll keep the HCB, F command till I make sure I have it correct. I just realized just before going to bed Mi Oh has a perfectly functional D, D command, I'll probably put that in if I ever go back to this guy.

Also Patoelietoe's new air super still uses the ground version's dust effects.

Oopsie, I left the ones from the blade jump without realizing. Should be fixed now.



Considering one of the moves not killing is fairly serious to me, I decided to release the things i've fixed by now, should be in the master post. Thank you for all your input! Always appreciated.
    

Rudy, an Original Character Released!

 July 31, 2022, 02:04:28 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

You can find "Rudy", a remake of an ages old creation I made in the first post up for download.
    

Re: Dissidia Release Thread: Azusa Nakano released, All K-ON!/8M characters updated

 July 21, 2022, 09:25:51 PM View in topic context
 Posted by jaede_  in Dissidia Release Thread: Azusa Nakano released, All K-ON!/8M characters updated (Started by Dissidia November 23, 2021, 06:33:22 AM
 Board: Your Releases, 1.0+

I tried Azusa and here's my lengthy and relatively detailed input, I had some of these already written so what's been addressed by now I'll just strike through:

Spoiler: Spoilered for your convenience, hope it's not a pain in the ass to quote or respond to (click to see content)

Sorry if that's an overwhelming list, I tried to be as helpful as possible. I also might have missed some stuff, but I feel that would require more information and player v player testing, which I can't do at the moment.
    

Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe II Updated (v1.7)

 July 12, 2022, 01:27:31 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Thank you very much once again for the input, I'll proceed to address your concerns.

- The first frame when the throw rocket explodes is still using AngleDraw

Fixed that, forgot that AngleDraws have that processing quirk.

- Standing HK could use the cut spark. And maybe function like her jumping MK in terms of hits (even if that's broken hehe)

Did so, I think it is fine, I found a nice little balance with it and it spices her up even more.

- I like that you can listen to the entire ice cream tune if you pause the game haha. I wish there was a trick to make it happen for real

Haha, maybe sometime I'll end up making that happen somehow lol.

- The ice cream layer change makes a huge difference but it made me notice many of her normals have sprpriority = 0. Also the fact that the wheels are under the ground level now sticks out more

Fixed both those things.

- The DP motion feels too lenient. Try doing a late fireball from a dash (not that you'd ever do that)

We discussed that on Discord thankfully, it indeed does seem Ikemen's more strict about those motions.

- Her fireball feels like you got bored in the middle of coding it hehe. It's called The Elementals but fire is there twice

Yeah, I at least gave the HP version a different color now.

- If you combo into a fireball it is drawn behind her

Fixed by means of using the sprpriority controller in the fizzle out state, somehow it did not obey sprpriority = 3, probably because it's movetype = I

- Fireballs shouldn't have air.fall

Yeah, in fact that was actually very suspect, so I addressed it. This also lead to me finding a serious bug with the system states.

- Trading fireballs still triggers their hitsparks

Yeah, this is one of these things that I never liked about using Helper Projectiles, they still are bound by regular character rules, I do have an idea for a fix, but it might be more trouble than it's worth due by a few relatively common cases (mostly hitoverrides, positioning and issues with target info), I will try to have a more unified universal system for this at some point however.

- Somehow I missed Blade Mountain the first time I tested her... Perhaps make the light version not sink under the ground?

I managed to get that to work and also ended up increasing the move's effectiveness as a result.

- If you jump back against the corner and do a normal, it triggers the flying screen dash

Oops, it's surprising how this bug actually happenned, regardless I think I fixed it. Backdashing and ending close to the corner also caused this.

- How about air Sylphywhat?

Went ahead a step further and allowed you to use the super version mid-air as well. I think it's fun and helps her out a bit.

It's remarkable that this funny Touhou character is truer to Marvel style than most of what's out there. Props.

Thank you very much, it means a lot to me. This character is very much made after me and my friends had tons of fun playing and learning about Marvel vs. Capcom 1



I have updated the character once more, it might be excessive to have an update per day, but I think there were a few important issues still left to iron out that gladly should be patched now.
    

Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe II Updated (v1.6)

 July 11, 2022, 04:51:04 AM View in topic context
 Posted by jaede_  in jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

I have updated Patoelietoe with all of the tidbits I was most certain about how to go about fixing, update is in the master post.