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.

PotS is Offline
Contact PotS:


MFG Network Member

Messages by PotS


Re: Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 05:50:52 PM View in topic context
 Posted by PotS  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

Only tested Jaiden so far. Such a great character. :thumbsup:

- Palette selection goes into auto-scroll mode too fast. You have to deliberately tap the directions to move only one at a time
- I love the idle animation(s)
- I love the throw too. Guess there's a lot I like about this character
- Based on the overall gameplay style I think she could use friction when attacking after a dash, instead of stopping immediately
- Guard Crush seems like a needless handicap
- I think Guard Cancel and Get up attack inputs should be less simple, only to avoid getting them by mistake (maybe all 3 buttons?)
- Feels like Get up attack is available a little too early
- Air Parry mostly only works air to air because of the Clsn1
- The fact X is only used for one air attack is a bit odd. It could be D+c instead or something
- I think This Video? should be more punishable in terms of Clsn2
- Air dashing effects feel misaligned
- Kitty Slash feels overpowered because it's fast and controls half the screen
- I think When it Comes to the Oven could just skip the counter part. Or make it counter fireballs as well

Re: Poll: Which engine version do you use the most?

 July 05, 2022, 05:09:22 PM View in topic context
 Posted by PotS  in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
 Board: M.U.G.E.N Discussion

From the top of my head, if you hit a button and do the QCF afterward, the move still comes out.
Funny this came up because this is a feature inherent to certain SNK games, most notably Garou, where the buffer for inputs and buttons is so wide you can prep a super 23623A and choose to delay the final 6 because the rest of the inputs are still active.
I had no idea about that. I was curious enough to check a couple FF games and indeed it works like that there. Still seems a lot harder to do on purpose than in the afflicted Mugen characters though. I think the button buffers there decrease even during hitpause.

I guess when I talk about inputs it's about how Capcom does it most of the time since that's where my bias lies. Curiously, Mugen's native system is probably closer to KOF than SF, while the one coming to Ikemen Go is the other way around.

For Ikemen Go's new parser that Gacel is working on, at one point I thought of suggesting making the inputs behave like Mugen through some option, but then thought nobody would care about having that option. Might be worth suggesting afterall, if feasible.

For most use cases standardized buffers in mugen are not bad because it's a pretty volatile environment in the first place, but I remember talking to Vans about certain questions of "accurate" conversions also meaning bugs and quirks, where thinks like buffers might matter more.
In my experience, when people talk about buffers what they essentially want is one like SF5, where links and such are 100 times easier.

I am not yet used to PotS's new system but everything comes out as it should from what ive tested.
Just for trivia the code in the Mugen versions is more like a bionic Mugen buffer, with codes to fix most of its issues, whereas the code in the Ikemen versions replaces it entirely.

Re: Sacchin (for 1.1)

 July 05, 2022, 04:53:54 PM View in topic context
 Posted by PotS  in Sacchin (for 1.1) (Started by Bannana July 01, 2022, 06:05:21 AM
 Board: Your Releases, 1.0+

This also means that where mugen identifies the first matching input and executes it, my buffer identifies the last matching pattern at a decay rate of 30 ticks per input, meaning that theoretically the buffer will attempt to match the last intentional input in the context of the values of the previous inputs, as opposed to the first matching command pattern, intentional or not.
My thought reading this was what about doing Shoryuken with F, QCF? In the latest version 421B is extremely hard to pull off.

Redirect works the same as the initial build where pressing forward won't turn you around simply because this was an aspect in source Wild Ambition, so whether or not that was actually a good decision on SNK's part will be determined in the future :p
I still think it's a bit janky, because in order to block P2 has to do anything but hold the block direction. In Wild Ambition, was it meant to turn P2 on his back or to set up (fake) unblockables?

EDIT: I just realized P2 can get around it by holding DB, which is what one would normally do anyway. Then it's not such a big deal.

New thing:
- The custom meters are hidden by stage foreground

Re: Ikemen Go Character Updates

 July 03, 2022, 10:16:11 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

Just messed about with Shin Akuma and he is bonkers :D
He's very fun, a suggestion I have is, why not let him chain those two  (Close HK) and (Fwd MP) so he can then link lets say to a tatsu and start the shenanigans all over again.
You're requesting one of the few things he can't do in terms of combos. :XD: There's no point in having KOF command cancels in a character that already has chain combos, I think.
You know, it's funny by the way because I added those in Geese but for the characters made afterward the code just sits there disabled. He ended up being the only character I made with that.

One more thing I noticed with Vega, when he does hes level 1 right before the last hit a spark or a dust cloud is being placed in the wrong place, im guessing its used where the body lands, check the floor on the left.
Fixed. Also some instances of the same issue in other chars.

Edit more Vega stuff,

Here I am trying to roll in the opposite direction but Vega just does not want to do it most of the time, so im doing the sweep on the left side, im trying to roll to the right but he goes back to the left.
Not fixed yet but I know what must be done. Thanks. That should happen with every char.

Mugen version of Vega does not even want to roll half the time, he just does an standing HP or HK, when he rolls he also does it in the wrong direction.
This is because you can buffer his normals but not the roll, so if you do the input early you get a normal to come out instead of the roll. I knew about this but couldn't be bothered to fix it since I was weaning off the Mugen versions.

Thanks for all the feedback.

Re: Ikemen Go Character Updates

 July 03, 2022, 07:41:12 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


Re: Ikemen GO bug reports

 July 03, 2022, 07:36:32 PM View in topic context
 Posted by PotS  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

1280x1024 isn't a standard resolution, I think. Did you also use that one in Mugen?

Re: Ikemen Go Character Updates

 July 03, 2022, 07:25:08 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

I'm glad you like them. :)


I really dig the new animations, however I would suggest using a stretchy sound and not a "woosh" for her taunt.
Maybe the sound Rock uses while pulling on his gloves ? something like that.
Other than that she feels great, inputs work as they should, smooth as silk.
All credit goes to Potemkill for those new animations.
The sounds I tried so far seem a bit overkill with how effortless the animation looks, but I'll change the current one if I find one I like.

With Dan when I try to roll sometimes I get a standing HK or HP, I played a couple of matches VS the AI and only Dan seems to have that issue, I tried with Cammy  and she was rolling no issues.
Forgot to apply the buffer to his rolls (only his for some reason), so you have to press A and X at exactly the same frame.

Damn do I dig the updates with the EX attacks, I love the fact that I can follow up the EX Scissor kicks with a level 1.
However, I noticed that with the EX projectiles he has not the hyper one the normal ones, he can abuse those a tad bit, using the EX one with the normal ones can cause a wall, yeah I know they are easy to punish if you are close to him however he can do some insane setup, I would suggest when the EX one is out, he should not be able to fire another one until that explodes.
Forgot to add the new EX Field to the fireball flag so he can't do more than one.

Seems fine to me, I can land most anything, only thing I can nitpick on him is that most of your chars have a doge, but he does not, with how speedy he is I miss it.
That's a popular request so I may add it.

Since it's still Sunday I fixed and reuploaded Vega and Dan.

Re: 2022 Character Updates (latest July 3rd)

 July 03, 2022, 05:32:52 PM View in topic context
 Posted by PotS  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

Also, I know I reported this and you gave me a pretty good explanation to why its happening but is there a way to mitigate this ?
Problem is the Super Hadouken connecting when its not supposed to I guess, or maybe just tweak it so all hits connect ?
I don't think it's such a big deal since you're spending meter to get that last hit. It does look a bit janky, though, so I'll see if there's anything that can be done about it without affecting other combos or having to change the system.
To make all hits connect I'd have to nerf the move in other ways, I think.

Edit: One more thing about Ryu.

He leaves Victory's Sean hanging :P  I cant even remember if this intro was actually a thing in 3s
I've forgotten a lot about SF lore, but it's odd that they'd have that intro. Ryu met Sean like once or something. What might be cool in a full game is Ryu and Ken doing the fist bump, and Ken and Sean doing the noogie.

Also, Dictator delays his intro vs Rugal in CVS2 and waits for the panther to grow at him, your Dictator just goes ahead, which is nitpicking at this point but hey.
Might add that later.

Have another consistent update today:

Mugen versions:
- Fixed most of what ZolidSone mentioned

Ikemen versions (might as well mention it here since few people visit that section):
- Same, plus other stuff
- Vega/Bison is the star of this update because he saw a few changes, including the addition of EX moves (I call it the get-PeXXeR-to-try-Ikemen-Go update). They might be tweaked in the future but are already functional and useful

Re: Jiraiya's Forest (Naruto) - Original HD stage (4:3 and 16:9) - Mugen 1.1

 July 03, 2022, 11:19:56 AM View in topic context
 Posted by PotS  in Jiraiya's Forest (Naruto) - Original HD stage (4:3 and 16:9) - Mugen 1.1 (Started by DG July 03, 2022, 02:10:00 AM
 Board: Your Releases, 1.0+

We were essentially kids when we started and now you are making Mugen stages from your own kid's drawings. This definitely has its charm.

Re: Poll: Which engine version do you use the most?

 July 02, 2022, 10:43:57 PM View in topic context
 Posted by PotS  in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
 Board: M.U.G.E.N Discussion

From the top of my head, if you hit a button and do the QCF afterward, the move still comes out. Most noticeable during cancels. Another is, during Custom Combo, if you do DP then X, Y, two Shoryukens come out. If there's anything I learned it's that Custom Combos are a great stress test for input buffers.

I don't think any of them are gamebreaking, but they're hard to unsee when you know they are there.

Re: Sacchin (for 1.1)

 July 02, 2022, 10:11:20 PM View in topic context
 Posted by PotS  in Sacchin (for 1.1) (Started by Bannana July 01, 2022, 06:05:21 AM
 Board: Your Releases, 1.0+

Turns out I'm just an idiot. :derp: I saw that she has a slow and a fast version of that move, but forgot they are tied to the Escalation mechanic rather than button strength. Nevermind that one.

While checking that out I just noticed something else: if you're crouching, then walk forward a bit and try to do 2A (very common scenario in fighting games), she will do the ground pound instead of the low. In other words, I think the input should be "D, D" instead of "~D, D"

Re: Poll: Which engine version do you use the most?

 July 02, 2022, 10:03:05 PM View in topic context
 Posted by PotS  in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
 Board: M.U.G.E.N Discussion

I think people should wait and see what Ikemen Go's buffer ends up like being before venturing into modifying existing Mugen characters. There's a few basic features planned that by themselves will already make it better than Mugen's.
I mean, I'll be using mine in my chars regardless, but still.

There is such a thing called Turtlewax, aka JZ & Vans deep buffering system, rewritten specifically for IKEMEN GO. The zss version was rewritten by Jesuszilla and the lua version was more recently remade by kamekaze. Both are which are very good, and fix double press issues. Doing akuma's ashura senkuu has never felt easier!
I've heard about Turtlewax several times but didn't know the history behind it. Thanks for the intro.

triggerall = Map(QCF)
triggerall = Map(a)||Map(b)||Map(c) || Map(r_a)|| Map(r_b)|| Map(r_c)
This is well beyond the scope of this thread, but separating motions from buttons like this causes other issues.

Re: Group numbers for specials

 July 02, 2022, 01:24:32 PM View in topic context
 Posted by PotS  in Group numbers for specials (Started by NikoPalad67140 July 02, 2022, 01:21:14 PM
 Board: Introductions and Guides

This is from Elecbyte themselves:

You do not have to follow this exactly, but it should serve as a guideline. In general, the states in the CNS should have the same numbers as the animation they use, to reduce confusion.

You might want space out your animation and state numbers. This gives room for you to add in more actions as necessary (some attacks can use multiple states and animations). For instance, Standing Light Kick and Standing Strong Kick could have action numbers 200 and 210 respectively.

Number   Description
0-199   reserved
200-299   Standing attacks
300-399   More standing attacks, running attacks
400-499   Crouch attacks
500-599   More crouch attacks
600-699   Air attacks
700-799   More air attacks
800-999   Unused - use if you need more states [Usually throws]
1000-2999   All special attacks
3000-4999   All hyper attacks

5000-5999   reserved

Re: Pegasus Seiya (20th anniversary restyle)

 July 02, 2022, 12:43:03 PM View in topic context
 Posted by PotS  in Pegasus Seiya (20th anniversary restyle) (Started by F0b1aZ June 27, 2022, 09:23:56 PM
 Board: Projects

That's a lot better. Is it CvS Ryu this time? I mean, his running style is completely normal, but yours reminded me of it.

Re: Sacchin (for 1.1)

 July 02, 2022, 12:39:17 PM View in topic context
 Posted by PotS  in Sacchin (for 1.1) (Started by Bannana July 01, 2022, 06:05:21 AM
 Board: Your Releases, 1.0+

I'm not sure I understand how they're bound wrong, unless it's due to an oversight like animelemtime(1)=1 or the bindtime being too short
As for the first, they're bound for 4 animelems and then I released it with some slight vel added hoping for an interesting effect, but maybe it looks a bit weird
The update fixed the first frame thing, which was the most noticeable issue of the two. As for the other, you can see it if you land the throw then pause and use frame stepping. The opponent will slide a bit away from the binding positions. I like to use "animelemtime(x) >= 0 && animelemtime(x + 1) < 0" for this reason.

This thing is driving me insane lol. It's meant to selfstate but they have to input as so
[State 800, 2]
type = selfState
triggerall = time > 50
trigger1 = command = "a"||command = "b"||command = "c"||command = "x"||command = "y"||command = "z"||command = "start"
trigger2 = command = "holdback"||command = "holdup"||command = "holddown"
value = 0
ctrl = 1

As for some of the jank about it I'm at an impasse with this and might as well just replace it with a real throw
If you want to keep the throw like that you should add holdfwd to the list and (I think) a 1 or 2 frames NotHitBy so P2 can block when coming out of it.

I can't recreate all of the issues with the canceling
Which ones?

Re: Sacchin (for 1.1)

 July 01, 2022, 02:28:06 PM View in topic context
 Posted by PotS  in Sacchin (for 1.1) (Started by Bannana July 01, 2022, 06:05:21 AM
 Board: Your Releases, 1.0+

I know very little about MB and forgot everything about FF, so this was a refreshing character to try out. ;P

Some feedback for you:

- Training menu should be drawn with lower sprpriority. Currently the dodge goes behind it
- I think state 52 should have velset = 0, 0
- Not your fault but the buffer's: you can input buttons before motions during combos and the specials still come out
- Possibly also the buffer: cancelling B into 214A makes the B version always come out
- Can't cancel 5A into 214B
- Can't cancel crouching attacks
- Her idle legs' hurtbox seems exceptionally fat. Are they accurate? Most of her head is also unhittable
- Crouching Clsn shouldn't be thinner than when standing. It also extends way beyond her head. I get why it's like that but the discrepancy is too big in this case, I think. It also makes her standing and crouching Clsn2 almost the same height
- 6B is an overhead that doesn't hit crouchers?
- C misses KFM at point blank
- C has no guard pushback. Intentional?
- I feel that hop dodge and actual hops overlap too much in function
- There's a lot of debug messages about missing helper parents. Also one about "GRD GUY" with invalid palfx mul value
- If you skip the intro fast enough, training mode isn't detected (not a big deal)
- Palette selection could use a time limit
- "6AA - Simplified chain combo" seems like it's actually 6AAA you listed the wrong battery type
- Sacchin Dunk target binds are weird. On frame 1 P2 is bound wrong, and for the rest of the move it looks like he's sliding
- Sacchin Arm has the same frame 1 bug
- I think her get hit hurtboxes should move less while being juggled
- Diagup anim makes her disappear
- Weak "Don't come near me" is punishable on hit. Is there a catch?
- The throw doesn't selfstate P2 at the end
- If you throw P2 into the corner she overlaps with him (needs edge width)
- If P2 holds forward while being thrown he will slide longer
- If P2 holds forward after being thrown he will keep walking forward. Seems intentional up to there, but that means he can't block unless he does something else beforehand

Re: Gigi's Crypt 3D

 July 01, 2022, 02:21:55 PM View in topic context
 Posted by PotS  in Gigi's Crypt 3D (Started by Arias October 03, 2015, 02:01:45 AM
 Board: Your Releases, 1.0+

Amazing stage. :2thumbsup:
Why no 4:3 support, though? The sprites seem more than tall enough to do it.

Re: 2022 Character Updates (latest June 11th)

 July 01, 2022, 02:19:06 PM View in topic context
 Posted by PotS  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

Not necessarily closed. If you want to help out with Ikemen you could report that issue over at GitHub.

Re: Chess Battle (Shining Force II)

 July 01, 2022, 02:15:44 PM View in topic context
 Posted by PotS  in Chess Battle (Shining Force II) (Started by PotS June 30, 2022, 03:40:17 PM
 Board: Your Releases, 1.0+

I knew there were Shining fans out there, hehe. Thanks.

Re: 2022 Character Updates (latest June 11th)

 June 30, 2022, 08:35:00 PM View in topic context
 Posted by PotS  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

That's weird. Like it's missing the font. Does it happen to my chars only? Can you see Kung Fu Man's movelist? I ask because I didn't do anything out of the ordinary with them.