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Messages by Bannana

    

Re: Best way to handle AI for ABK-style projectile parry

 June 14, 2021, 01:54:18 AM View in topic context
 Posted by Bannana  in Best way to handle AI for ABK-style projectile parry (Started by Dawn de Era June 07, 2021, 06:56:23 PM
 Board: M.U.G.E.N Development Help

Ah no it's fine, I wish I had more experience with that sort of parry to help you out here.
    

Re: Best way to handle AI for ABK-style projectile parry

 June 13, 2021, 07:35:52 AM View in topic context
 Posted by Bannana  in Best way to handle AI for ABK-style projectile parry (Started by Dawn de Era June 07, 2021, 06:56:23 PM
 Board: M.U.G.E.N Development Help

ah no you're right, but there is something else that may of better help.

You're using a parry state, right? Maybe you could use something close to Kn's Just Defend counter. He uses a background var to count the time you press back to confirm a successful JD frame. So if you press back within 6F like in MOTW, then the counter var will confirm it and allow for the guard state to register it as a JD instead of a normal guard.

In MOTW you can mash after a successful JD to JD things like Kain's Ball, and Kn's code can do that pretty well. It's not as exact as how the game works, but how it's implemented could be useful for your multi parry situation


His variables
Code:
; var(7) = ジャストディフェンス受付時間	/ just defense input counter
; var(8) = ジャストディフェンス不能時間 / un-JD-able frame counter
; var(9) = ジャストディフェンス成功 / just defense success

His -2 code
Code:
[State -2, just defense]
type = varSet
trigger1 = command = "JDF"
trigger1 = (command != "release_back") && (command != "release_downback")
trigger2 = StateNo = 52
var(7) = 0

[State -2, just defense]
type = varAdd
trigger1 = 1
var(7) = 1
ignorehitpause = 1

[State -2, just defense]
type = varAdd
trigger1 = var(8) > 0
var(8) = -1
ignorehitpause = 1

[State -2, just defense]
type = varSet
trigger1 = stateNo != [120, 153]
var(9) = 0
ignorehitpause = 1

[State -2, just defense]
type = varSet
trigger1 = moveType = I
trigger1 = (stateNo = 50) || (stateNo = [154, 155])
trigger1 = stateType = A
trigger1 = var(3) = 0
trigger1 = var(8) = 0
trigger1 = var(7) <= 10
var(9) = 1
ignorehitpause = 1

[State -2, just defense]
type = varSet
trigger1 = var(9) = 0
trigger1 = (command = "release_back" || command = "release_downback") && command != "JDF"
var(8) = 4
ignorehitpause = 1

[State -2, no air guard]
type = assertSpecial
trigger1 = 1
flag = NoAirGuard
ignorehitpause = 1

[State -2, hitoverride]
type = hitOverRide
trigger1 = stateType = A
trigger1 = var(9) = 1
attr = SCA, AA, AP
slot = 0
stateNo = 154
time = 1

[State -2, hitoverride]
type = hitOverRide
trigger1 = stateno = [154, 155]
trigger1 = var(9) = 0
attr = SCA, AA, AP
slot = 0
stateNo = 5020
time = 1

The state code
Code:
[State 150, just defense]
type = varSet
trigger1 = time = 0
var(9) = ifelse(((var(7) <= 8) && (var(8) <= 0)), 1, 0)
    

Re: Mr-Popo Download

 June 13, 2021, 07:01:57 AM View in topic context
 Posted by Bannana  in Mr-Popo Download (Started by Bardock Revenge June 12, 2021, 12:09:11 AM
 Board: Your Releases, 1.0+

Just a thought from watching the video, it seems like his moves have too much pushback (or maybe they should move forward) so he can't combo the normal moves together.

I like the aesthetic of your CG by the way!
    

Re: Garou: Mark of the Wolves AutoHitdef

 June 09, 2021, 11:26:48 PM View in topic context
 Posted by Bannana  in Garou: Mark of the Wolves AutoHitdef (Started by Bannana March 08, 2021, 02:17:25 AM
 Board: Code Library

Correct, which is why I think this is best used for normals because they always have a proper startup time, and are usually built according to the same rules/data. Generally I would not use an autohitdef for anything specific, such as a special attack and would instead opt to make a unique hitdef.
    

Re: Best way to handle AI for ABK-style projectile parry

 June 09, 2021, 11:19:31 PM View in topic context
 Posted by Bannana  in Best way to handle AI for ABK-style projectile parry (Started by Dawn de Era June 07, 2021, 06:56:23 PM
 Board: M.U.G.E.N Development Help

You have it attempting to parry on "movetype=A", yeah?

If so, this is part of why people are very adamant about having a "movetypeset=I" to return to idle in every attack state, not only because it's how the games work for proper guardstate timing, but because the AI is dumb and wants to read it as an attack even during the recovery frames.

Imo best way around it is to have a variable to confirm the parry window, like

Trigger1 = p2movetype = A
Trigger1 = enemy, time = 0

and reset it to 0 with

Trigger1 = p2movetype != A
Trigger1 = enemy, time = 0
Trigger2 = [parry state/parry confirm variable]
    

Re: POTS chars Custom Combos should absolutely use full meter, not 1 bar

 June 09, 2021, 09:49:56 AM View in topic context
 Posted by Bannana  in POTS chars Custom Combos should absolutely use full meter, not 1 bar (Started by extravagant June 04, 2021, 11:01:51 AM
 Board: M.U.G.E.N Discussion

CCvid-21 shot (or perhaps an anal swab test, whatever floats your boat)
lmao



It's a interesting point to make, A groove is equivalent to 2 stocks like V-ism, isn't it? Does being hit in CC end it like in Alpha 2? (I only played K groove so I have no idea). To have a 3 stock CC seems broken assuming the rate the bar drains is equivalent to a 2 bar A groove in CvS2 conversions (i.e. JZ and Waru).



Man you capcom/pots people have a harder time than the SNK people lol

    

Re: Gato- [Public beta]

 June 09, 2021, 09:34:37 AM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

Spoiler: 6/9/21 (click to see content)
    

Re: Gato- [Public beta]

 May 17, 2021, 12:40:01 PM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

Some bug fixes here. Going to be working on Sokaku next, which will give me an idea of any major system flaws.
Spoiler: 5/17/21 (click to see content)
    

Re: All Fatal Fury Stages with proper transitions and music

 May 12, 2021, 09:07:11 AM View in topic context
 Posted by Bannana  in All Fatal Fury Stages with proper transitions and music (Started by Lasombra Demon May 11, 2021, 09:39:24 PM
 Board: IKEMEN Releases

Even if it was just an edit, it's more than I would attempt!

I can't tell you how much I hated that Abuhachi's Yamazaki's FF3 stage had the final round version only, because it gave me a headache due to the envshake.
    

Re: Gato- [Public beta]

 May 12, 2021, 05:41:32 AM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

some updates, added in escalation mode chains, some cancel changes, fixed various bugs caused by gravity, and tweaked some code to fix the mirror match rai-ga issues.

Spoiler: 5/11/21 (click to see content)

chains are expected to be altered at some point, don't see these as final
    

Re: All Fatal Fury Stages with proper transitions and music

 May 11, 2021, 10:34:39 PM View in topic context
 Posted by Bannana  in All Fatal Fury Stages with proper transitions and music (Started by Lasombra Demon May 11, 2021, 09:39:24 PM
 Board: IKEMEN Releases

Excellent! This is something we've missed out on for years with mugen, thanks for putting in the effort to do this for all of them.
    

Re: Gato- [Public beta]

 May 07, 2021, 11:28:31 AM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

1. For sure normals have been a mixed bag, I'm still not sure about them myself. I keep going back and forth on chains like Real Bout, but I think if I double down on long pausetimes I should just bite the bullet and put them in.
2. hmm, this is a hitbox issue. I'm not sure what to say, my gravity caused the first issue, so removing it during the move just leaves the y velocities that were from the original, where it works. I'll look into this, but it it works in the corner lol!


3. It wasn't meant to work much like the source Fuu-ga, but I wasn't sure if it would overcomplicate it to allow you free use of all air moves. I agree with you though.
4. Hmm, this is something to think more about.
5. Yeah, a line of code was left out :p

Quick update to fix that EX issues and the fuu-ga followups now include all possible air moves
    

Re: Gato- [Public beta]

 May 07, 2021, 07:31:52 AM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

Updates today covering everything brought up so far as well as extra tweaks.
Spoiler: 5/6/21 (thanks Rowen!) (click to see content)
    

Re: Gato- [Public beta]

 May 05, 2021, 09:31:52 PM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+

1. Hit pause is 10,5 outside of escalation and 5,5 during. I see the dilemma though, I was thinking of tweaking my formula too. As far envshake, I understand what you mean, I haven't totally gone though extra fluff like that so it's good to keep in mind.

2. Hmm, it's the exact same states, animations, and hitboxes as my other Gato. I was having trouble with this on certain characters but it just put it down to their hitboxes. I did some velocity tweaks prior to uploading, so perhaps that might be a side effect.

3-4. Yeah, just spitballing here for the moment lol

5. Oh this move was broken like I expected it would be! I should check my cancel var, I might not have reset it in the state. Are you using the j.2A command move prior to canceling? It's probably because I left a ctrl=1 sitting around somewhere.

6. This is a sentiment I completely understand. It overriding the move was one of two options, the other being BC. I do think you might be right here.


I appreciate the feedback! My normal testers are far too busy at the moment so things like these I would normally know about prior to release haven't been cleaned up.
    

Gato- [Public beta]

 May 05, 2021, 08:49:12 AM View in topic context
 Posted by Bannana  in Gato- [Public beta] (Started by Bannana May 05, 2021, 08:49:12 AM
 Board: Your Releases, 1.0+


Spoiler: extra images (click to see content)

YEAH It's Gato AGAIN, I know; but, new system, new look, new moves. Total beta, so any feedback would be welcome. Tweaks to damage and heat scaling won't really be undertaken until I have a few more characters done. Probably more FX on the way, I dunno.

Unlike the last Gato, which is much more like MotW+, this is a totally "new" thing based somewhat upon mechanics from Wild Ambition+other Real Bout stuff. For more than a cursory explanation of the system info, check out the project thread, which I'll be updating as time goes on.

A - Punch
B - Kick
C - Strong
6/4C - Redirect
   (Instead of a normal throw, characters have redirects that turn the opponent around and leave them open)
AB - Avoid
5AB - Anti-high attack anti-high attack with a low profile hitbox
   (Can be used in hitstun during max Heat)
6/4AB - Passing move each character will have a unique passing move that has invul between startup and cool down.
   (All passing moves can be canceled out of into any move on landing)
AC - Feint
ABC - Escalation mode changes the properties of special moves, and how hittimes are calculated

Break A special with two levels of power mapped to A and B, can be canceled early by breaking with AB
Rai-ga - DP A/B

Escalation Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.
Air rekka - j.QCF A > D A
⮩ E. faster speed for D A rekka
Air throw - j.QCB B
⮩ E. Bounce on ground, faster land recovery animation

Heat A special mapped to C, when heat is full this move becomes an alternate overdrive version of itself.
Fuu-gaaa - QCB C (only hits downed opponent, launches)
EX - QCB BC
Free jump outside of heat, can be canceled with A/B/C

Heat fills during neutral--movement, whiffing, and so on. It fills based on your velocity; therefore, a faster character will gain heat faster.
Filling it up drops proration modifiers, giving full damage no matter what, allows for the overdrive form of the heat move, and the use of avoid during hitstun. At max heat escalation mode can be activated.

Upon successful Just Defend, a cardinal can be pressed, which allows for the player to set up options during the hit pause where they would otherwise be in block stun.

B-  dash
U - hop
F - dash


In addition this can be done during air JD, which gives otherwise unavailable options

F - Air dash
B - Air backdash
U - hop cancel
D - fastfall


In both situations Passing Bonus allows for special/super canceling the moment the recovery animation for the movement begins.

Cancel Chart
All moves that can cancel may be canceled into any move: normal, special, heat, etc.

5A - X
5B - O (contact)
5C - X

2A - O (contact)
2B - X
2C - X

j.A - X
j.B - X
j.C - X

5AB - O (hit)

j.2A - O (contact)

5A and 2A can be freely canceled into all ground B normals, respectively.

Chain Chart
As in Real Bout proper, chain combos are the name of the game, but appear in escalation mode only. Unlike Real Bout, only the standing punch and kick buttons are used to chain, with crouches and strong existing as possible chain enders, making the way the system works much closer to a simplified Ninja Master's. Chains are a series of three inputs made up of combinations of the standing A and B buttons, thus:

AAA
AAB
ABB

These may seem simple, BUT standard canceling rules also apply to them; thus, the generic AB cancel flow can be canceled from an AAA, so it's really not AAA but AAAB. moreover, because special cancel rules also apply, Gato's BA from the chart also works, so a BAAAB is possible inasmuch as you can connect the moves. Moves specific to chains benefit from a free x vel push, as in Real Bout, making them a handy way to close a distance that otherwise might require walking forward.

The flow of the chain adds another layer to the cancel chart, making escalation mode an option just as viable as expending heat on an EX move.

Not on the site, get it here
    

Re: Having multiple CNS files [vs] Having one

 May 05, 2021, 05:01:58 AM View in topic context
 Posted by Bannana  in Having multiple CNS files [vs] Having one (Started by Kolossoni May 05, 2021, 03:27:36 AM
 Board: M.U.G.E.N Discussion

I dislike scrolling through and editing long files, so if a file is going to be edited frequently and isn't simply backend I prefer to keep it around 1000 lines or so, and I generally split up my normals, specials, supers, system, negative states, and extra files.

It makes my workflow much faster, otherwise I'd have to use a table of contents at the top of the file for ease of access.
    

Re: Untitled Fatal Fury project/system/fullgame

 May 01, 2021, 07:11:48 AM View in topic context
 Posted by Bannana  in Untitled Fatal Fury project/system/fullgame (Started by Bannana April 30, 2021, 01:36:50 AM
 Board: Projects

I'm mostly working on gravity and weight modifications at the moment, but here's an example of a Heat move to show some slight progress
https://streamable.com/bp00h0
    

Re: Untitled Fatal Fury project/system/fullgame

 April 30, 2021, 10:02:29 PM View in topic context
 Posted by Bannana  in Untitled Fatal Fury project/system/fullgame (Started by Bannana April 30, 2021, 01:36:50 AM
 Board: Projects

I completely understand the fatigue, and because of that reality I spent a lot of time on my system backends to automate character creation as much as possible. Currently I only have to really code the four special attacks, the rest of the character can be easily built from editing the variables in the backend.
    

Untitled Fatal Fury project/system/fullgame

 April 30, 2021, 01:36:50 AM View in topic context
 Posted by Bannana  in Untitled Fatal Fury project/system/fullgame (Started by Bannana April 30, 2021, 01:36:50 AM
 Board: Projects

As I wrote when I released Gato, he was put together as a testbed for a potential fullgame/system that developed out of my work with Wild Ambition. Since then I've been working hard on developing that, and I've made enough progress to outline my what I'm interested in doing with it.

I'll have more examples and updates in the coming days as I start to finalize some stuff with Gato, but for now I want to leave the basic ideas. This game is heavily influenced by parts of Wild Ambition, more so than other fatal fury games, so keep that in mind as I go through this.

Two levels of proration
Flat health (the less health, the less damage taken)
Combo based

Basics
A - Punch
B - Kick
C - Strong
A+B - Avoid

Avoid moves

5AB - anti-high attack with a low profile hitbox; however, a significant difference between this and previous games is that it does not put the opponent into a normal hitstate, but a stagger instead. Being hit in this state ALSO puts you into stagger.

6/4AB - passing move: each character will have a unique passing move that has invul between startup and cool down. Being hit puts you into stagger.

Specials
There are three types of specials, grouped by what modifies them:

Break moves
A special with two levels of power mapped to A and B, can be canceled early by breaking with A+B

Escalation moves
Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.

Heat move
A special mapped to C, when heat is full this move becomes an alternate overdrive version of itself.

Heat bar

Derived from Wild Ambition, the heat bar acts like a tension meter, filling it up during neutral drops proration modifiers, giving full damage no matter what, allows for the overdrive form of the heat move, and the use of avoid during hitstun. At max heat escalation mode can be activated.

Escalation mode

Taken from Blue Mary's move of the same name, Escalation mode changes the properties of special moves, and how hittimes are calculated, allowing for true combos.

Neutral game

Using a modified version of Vans' buffer system and JZ's deep buffering, I'm hoping this has the most nuanced form of directional buffer of any mugen style, and consequently the deepest and most impactful movement. Because my goal is a successor to Real Bout, a series with very tight, fast, and meaningful movement, I want to make it a major part of the game, dealing with the loss of lineswaying from RB by creating a game that is entirely built around it.

Movement options are the standard Fatal Fury jumps and hops, but to create an interesting neutral game, the properties of all forms of movement can be altered by how the buttons are pressed, and in what order, just like the difference between jump and hop and running jump in kof.

In addition, jump arcs can be altered in mid air by pressing left, right, or down.

Running and super jumps are also available.

Passing Bonus

To keep with the movement based game, Just Defend no longer leads to Guard Cancels, but the Passing Bonus. Upon successful JD, a directional can be pressed, which allows for the player to set up options during the hit pause where they would otherwise be in block stun.

B-  dash
U - hop
F - dash

In addition this can be done during air JD, which gives otherwise unavailable options

F - Air dash
B - Air backdash
U - hop cancel
D - fastfall

In both situations Passing Bonus allows for special/super canceling the moment the recovery animation for the movement begins.

Characters

Because this project is essentially a poor man's version of what I would like to make an original game out of, but lack the time and skill to make original characters, all the characters will play as highly arranged, almost anime-ish versions of themselves. What I mean by anime-ish is that each character will have a highly unique kit (derived from available attacks) that, while stopping short of being gimmicky, will make them play closer to a game like Guilty Gear or Melty Blood than Fatal Fury or Real Bout.

Currently I'm working on Gato, using the three button Gato+ build as my point of departure, and I'm about 50% done, a lot of what I need to do is tweak velocities, timings

I've already teased some Gato tech, but all of that is still WIP and changes can happen at any time.

The main idea is to focus on characters who haven't appeared in any kof games (with the exception of Gato but he's just grandfathered in), making a sort of side or extra story sort of game.
Spoiler: Gato (click to see content)
Spoiler: Sokaku (click to see content)
Spoiler: Franco Bash (click to see content)
Spoiler: Rick Strowd (click to see content)
Spoiler: Bob (click to see content)
Spoiler: Kevin Rian (click to see content)
Spoiler: Grant (click to see content)

The full package

Right now system and characters are the most important part, but with those done I'll being working with ikemen.
I'm hoping to eventually put together the final thing with nearly everything except for the characters new. This includes music, stages, fx, sfx etc. The core idea of my work will be Naomi/dreamcast like in implementation. If you've seen the effects I made for Gato you get a better idea of what I mean.

Classic stages like Pioneer Plaza and Delta Park will reappear for sure, though in what form I can't say at the moment.
    

Re: Random Topic V10

 April 29, 2021, 10:51:00 AM View in topic context
 Posted by Bannana  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 AM
 Board: All That's Left

Ah okay, you're the exact opposite of me lol

I mostly play Fatal Fury/Real Bout