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PotS

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Messages by PotS

    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 28, 2024, 03:12:40 pm View in topic context
 Posted by PotS  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Tried Taokaka. The char is good but has a couple fundamental flaws that hold it back (first two points):

- She has no mediums. Dancing Edge seems like it should be a special or the C button
- Her fastest ground normal is 11 frames?
- When you stop crouch walking she slides forward a bit
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
- 4B seems like it was meant to be invincible against air attacks rather than everything
- Her normal grab has like half screen range
- Sticky Kitty slides down too fast for you to use most normals
- Sticky Kitty is backwards when you do it in the front corner
- "I'mma beat the crap out of you" is completely invincible
- Uses sound 1100,3 which doesn't exist
- She can rapid cancel out of her throw jump followup even though she can also act freely
    

Re: DBS Vegeta SSJ Blue!(New Transformation!)1.1

 March 28, 2024, 12:45:07 pm View in topic context
 Posted by PotS  in DBS Vegeta SSJ Blue!(New Transformation!)1.1 (Started by DarkZemX March 24, 2024, 01:22:17 pm
 Board: Your Releases, 1.0+

The char is already pretty heavy but you also have about 400MB of backups in the archive.
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 25, 2024, 04:36:05 pm View in topic context
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.
    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 March 25, 2024, 04:16:15 pm View in topic context
 Posted by PotS  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.
It takes a while to pick up, but when it does it definitely packs more of a punch than the original, I think. Highly subjective thing, either way.

You could also use the final escape music given the context, but that might be too fast paced. It also would feel weird since Samus isn't escaping ASAP in the stage I guess. Maybe the Crateria main theme would be a good middle ground. Or the credits theme.
    

Re: Active Tag system

 March 24, 2024, 06:44:28 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

ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..

This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"


  Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)

when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine  ;D  ;D ... I don't know if you like this idea

As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.

Greetings!  :)  :goi:
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.
What's the version date in your readme file? And does it happen with any character or specific ones?

I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
    

Re: Answer from Guilty Gear Xrd (Beta)

 March 24, 2024, 05:12:24 pm View in topic context
 Posted by PotS  in Answer from Guilty Gear Xrd (Beta) (Started by Hexioum March 23, 2024, 10:37:40 pm
 Board: Your Releases, 1.0+

Fantastic job so far. I'm not that familiar with GG but found some stuff:

- Super misses mosts hits when close to KFM
- Uses invalid sound 2,0
- Uses invalid anim F888
- 5S has no counter hit announcer
- 5S (close and far) and 2S have no slash sounds like 5HS does
- State 235 goes under the floor for one frame while having statetype S
- He can combo after 623k (both). Not sure if intentional
- Throw attempt gives him one invincibility frame?
    

Re: Socks the Cat - Foreign Fur Follies

 March 23, 2024, 08:09:51 pm View in topic context
 Posted by PotS  in Socks the Cat - Foreign Fur Follies (Started by Carmell March 23, 2024, 12:06:29 am
 Board: Your Releases, 1.0+

Realistically it's probably too long. 2D fighters need corners. But it looks cool. I like the foreground spiderwebs.
    

Re: Active Tag system

 March 23, 2024, 11:12:10 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

I updated the code today. Nothing major but if you use it regularly you may want to keep it updated.

*Would it be possible to add options similar to Ikemen's to add bar sprites, as well as indicators to replace the percentages?
The objective would be like the DBZ Fighters sprite indicators and also the "OK" one that appears
This would make installation more complicated than I want it to be, and the tag bar would not look good with every lifebar anyway.

Quote
*Also if it were possible that in the configuration you could add "cooldown" between normal changes
You can increase "TagSwitchCooldown" in the common.const file. The code doesn't need it but I made it compatible with that just in case.

Quote
*such as the options for how frequently the "CounterTag" charge
Implemented in today's update.

Quote
Thanks for this great addition to Ikemen
:thumbsup:

    

Re: Save The Animals! (Super Metroid 30th Anniversary Stage)

 March 22, 2024, 04:24:12 pm View in topic context
 Posted by PotS  in Save The Animals! (Super Metroid 30th Anniversary Stage) (Started by ShiroTori March 19, 2024, 11:37:01 pm
 Board: Your Releases, 1.0+

Nice work as always. I like how it's all original assets (right?) but still looking like the original games.

For feedback I think the ship could use a subtle SinY movement (and maybe an even subtler SinX). I also personally like to make rain slowly scroll horizontally so it doesn't always fall in the same places. The BGM could be faster paced too (although your choice makes it a pretty cool training stage also).
    

Re: Tree Of Erebus Stage 1.1 & 1.0

 March 22, 2024, 03:30:16 pm View in topic context
 Posted by PotS  in Tree Of Erebus Stage 1.1 & 1.0 (Started by MatreroG March 22, 2024, 01:12:23 pm
 Board: Your Releases, 1.0+

Those are some great colors. :2thumbsup:
    

Re: NoAirGuard no longer works correctly

 March 21, 2024, 08:11:56 pm View in topic context
 Posted by PotS  in NoAirGuard no longer works correctly (Started by DosKillerFighterTrue March 21, 2024, 06:05:41 pm
 Board: M.U.G.E.N Development Help

It won't disable custom AI guarding instructions. You need to edit the AI to stop guarding in the air.
    

Re: [Vinnie Thread]: Hybrid Nimue Released (03/10/2024)

 March 19, 2024, 05:25:10 pm View in topic context
 Posted by PotS  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Tried Nimue a bit. I don't have much to say but it might be useful:

- 5AAAA (and dashing A) go below floor level before hitting it
- 2B seems like a useless normal. Slower than 2A, less safe, and one of the few normals where she can be hit on the energy blast
- For the throw you could animate P2 being vacuumed with AngleDraw
- Does Remote Control Noise have any special property? Seems a bit underwhelming compared to her other specials and to 5C
    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 16, 2024, 06:35:17 pm View in topic context
 Posted by PotS  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Some feedback for both your new chars:

YAMANEKO:
- 5C startup is movetype I
- 5A is active for 9 frames. The move doesn't seem overpowered but that stuck out to me so I felt like pointing it out
- Air throw has no whiff sound/voice
- Debug errors: invalid actions 6400, 6155, 10012
- Debug errors: invalid sounds 700,1 and S500,8
- 5AAA shots don't quite line up with the gun angle
- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler
- 2C spark misaligned
- 5B can be air teched without an invalid combo message ever showing
- When getting hit, she falls back first but lands on her face
- Some Magic Cannon variations miss KFM at point blank
- Assault Bash is maybe too safe on block (+15)

NERO:
- 5C startup is movetype I
- Air throw has no whiff sound/voice
- Instant j.C might be too good of an overhead. Doesn't seem like you can get that much reward from it but it feels dirty, hehe
- 2C effect appears before she swings the sword
- Debug errors: invalid sounds 215,0 215,2 220,1 220,2 800,2 and S1105,0
- Shield seems to block anything at any height
- 236A effect is visibly cut at the edges
- Fountain of the Saint might be one of the strongest specials I've ever seen in this style
- Fountain of the Saint can't be rapid cancelled. Wonder if intentional
- 5AAAA can't be cancelled
- A common trend in your readmes is having the wrong DP motion (F,D,DF,F)
- Tres Fontaine Claudio hitbox is the opposite of its animation (fatter at the bottom and thinner at the top)
- The standing  throw teleports P2. Even outside the screen if you're in a corner

EDIT:
- Yamaneko 5C has a height restriction for some reason
- Nero's typhoon uses a player type helper, which is really unrecommended
    

Re: Assorted AI-generated stages

 March 16, 2024, 05:08:30 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+

Added a new one today.

Also did a significant update to "Bone the Cook" (the one with the giant skull cook). I think it turned out a lot better than the first version, if I may say so myself.

I'm replacing all shiyo stages for these, they're so beautiful, my main stages will be these from now
I wish some stages could have more animation, but is just little detail
they are amazing, keep up the amazing work
didn't know AI is so awesome
Which one do you like but think could have more animation? I'm no stranger to revisiting older works so I might update some. That said it's all original assets so adding animation isn't that easy.
    

Re: Attack Data Display (Training Mode)

 March 10, 2024, 09:24:31 am View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Ikemen does have a bug with displaying text in some of those stages that use a subtractive layer to darken the characters.

On that note I wonder if I should move the text behind the characters.
    

Re: Sailor Moon & Sailor Mercury beta release

 March 08, 2024, 12:45:34 pm View in topic context
 Posted by PotS  in Sailor Moon & Mercury 1.1 (29/02/24) (Started by Million Miles February 09, 2024, 06:32:26 pm
 Board: Your Releases, 1.0+

EDIT: After playing in VS for a bit it feels like they build meter too fast.
There was a bug in Ikemen that made things gain twice as much meter than they were supposed to. Sorry if I induced you in error because of it.
    

Re: (IKEMEN Only) Command Lists for OHMSBY-styled characters

 March 03, 2024, 01:10:57 pm View in topic context
 Posted by PotS  in (IKEMEN Only) Command Lists for OHMSBY-styled characters (Started by dreadedpotato February 17, 2024, 07:00:26 am
 Board: Resource Releases

I share the same feelings about the QCF glyphs. Using arrows instead also makes everything look consistent.

You could open all the movelists in Notepad++ and replace the arrow patterns you want with the corresponding glyphs in one go. Should take like a minute for each glyph type.
    

Re: 4 Dungeons of Aether Stages Released!

 March 03, 2024, 01:07:00 pm View in topic context
 Posted by PotS  in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
 Board: Your Releases, 1.0+

I think that won't look good here because the areas that need to be transparent are larger than an entire character. They'd probably look like ghosts behind them or something.
    

Re: 4 Dungeons of Aether Stages Released!

 March 02, 2024, 12:04:49 pm View in topic context
 Posted by PotS  in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
 Board: Your Releases, 1.0+

Except for the first one, the way the foreground elements block the chars looks like a big issue. You could try making them transparent but they're so big that I don't think it'd look good. I think they should be edited.
    

Re: Assorted AI-generated stages

 March 02, 2024, 11:33:18 am 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+

Thanks. :neutral:

Added another two.

About the second one (the crypt), Iced made the prompt a good while ago but I've been sitting on the source image since then because, although I liked the composition, I wasn't sure how to make it interesting or less flat. I finally got around to separating the layers and even resizing some of them for a better feeling of depth. The end result is probably one of the best of the bunch.