YesNoOk

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.

**
mr_bourrepalestick is Offline
Contact mr_bourrepalestick:

mr_bourrepalestick

Contributor

Messages by mr_bourrepalestick

    

Re: Another Blade - presenting the cast

 April 06, 2024, 12:28:21 pm View in topic context
 Posted by mr_bourrepalestick  in Another Blade - presenting the cast (Started by mr_bourrepalestick January 14, 2024, 09:15:19 pm
 Board: Another Blade

KAEDE

At a glance : a young sailor, agile and versatile.
Where do his thunder abilities come from ?


Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Special move command list (click to see content)


    

Re: Playable alpha - the release thread

 April 06, 2024, 10:52:34 am View in topic context
 Posted by mr_bourrepalestick  in Playable alpha - the release thread  (Started by mr_bourrepalestick May 07, 2017, 12:43:49 pm
 Board: Another Blade

I just looked into this and it seems interesting. I think I'll be playing Kaede.

I'm very glad the game got your interest !
I hope you'll have fun with Kaede. Me's got many combo routes. I'll post a chart in the character topic (after i'm done some cleaning in it).
    

Re: General gameplay discussion

 February 03, 2024, 11:35:51 am View in topic context
 Posted by mr_bourrepalestick  in General gameplay discussion (Started by mr_bourrepalestick May 08, 2017, 09:44:00 am
 Board: Another Blade

Talking about presenting game mechanics, give a preview of a new character, WIP stuff etc.
I was wondering what gets more attention from the community : pictures ? videos ? text ?
So i made a poll on this section to get your feedback on this.

Reminder : i'll be closing the poll tomorrow.
Let me know what kind of content you prefer.
    

Re: Some Help with Hitflags.

 February 03, 2024, 07:40:39 am View in topic context
 Posted by mr_bourrepalestick  in Some Help with Hitflags. (Started by Momotaro January 30, 2024, 07:29:04 pm
 Board: M.U.G.E.N Development Help

Glad to hear it worked out !
But watch out for your guardflags .


code
;stand
[State 1240, 3]
type = HitDef
trigger1 = animelem = 5
...
guardflag = MAFD
...
...


guardflag should be H, L, M, or A
check hitdef documentation in sctrl file (docs folder)

Quote
guardflag = hit_flags (string)
This determines how P2 may guard the attack. hit_flags is a string containing a combination of the following characters:

"H" for "high", "L" for "low" or "A" for air. "M" (mid) is equivalent to saying "HL". If omitted, defaults to an empty string, meaning P2 cannot guard the attack.
    

Re: Some Help with Hitflags.

 January 30, 2024, 09:34:36 pm View in topic context
 Posted by mr_bourrepalestick  in Some Help with Hitflags. (Started by Momotaro January 30, 2024, 07:29:04 pm
 Board: M.U.G.E.N Development Help

or you could use another technique
here an example with different damage outputs :
10 for OTG
20 for falling
30 for standing or crouching opponent

damage = 10*(P2StateType=L) + 20*(P2StateType=F) + 30*(P2StateType=S||C)

    

Re: Some Help with Hitflags.

 January 30, 2024, 08:38:11 pm View in topic context
 Posted by mr_bourrepalestick  in Some Help with Hitflags. (Started by Momotaro January 30, 2024, 07:29:04 pm
 Board: M.U.G.E.N Development Help

I'm not sure how to have this result :
I would like a certain move to have different hitdefs (hitpause, velocity, damage...) depending on P2 pose.

The settings I used doesn't seems to work anymore.

I used

hitflag =  D for OTG move

hitflag = AF for air opponent or falling one (juggle etc)

hitflag = M for standing states

All these hitdefs use the same frame of animation and the same conditions.

What should I do ?
Thanks.


Have you tried adding triggers to your hitdefs that refer to P2MoveType and/or P2StateType and/or P2StateNo ?
Like :
hitflag =  D for OTG move  > means the opponent is in states between 5100 and 5199 (default LYING type state numbers)


>>
Code:
[State .... ]
type=HitDef
trigger1 = AnimElem = ....
trigger1 = P2Stateno = [5100 , 5199]
attr = ...
hitflag = FD

EDIT :  even better, just tried it to make sure : 
"trigger1 = P2StateType = L"  for that one

Code:
[State .... ]
type=HitDef
trigger1 = AnimElem = ....
P2StateType = L
attr = ...
hitflag = FD
    

Re: General gameplay discussion

 January 28, 2024, 10:12:25 am View in topic context
 Posted by mr_bourrepalestick  in General gameplay discussion (Started by mr_bourrepalestick May 08, 2017, 09:44:00 am
 Board: Another Blade

Talking about presenting game mechanics, give a preview of a new character, WIP stuff etc.
I was wondering what gets more attention from the community : pictures ? videos ? text ?
So i made a poll on this section to get your feedback on this.
    

Re: Question about Releasing Projects.

 January 19, 2024, 07:45:46 am View in topic context
 Posted by mr_bourrepalestick  in Question about Releasing Projects. (Started by sipsopdipdop09 January 19, 2024, 04:42:44 am
 Board: M.U.G.E.N Development Help

     Hello!  I'm new to the community and have a question.  If I were to use entirely original assets on a project made in the engine, would I be able to release that project on places like Steam?  This seems like a good engine to make an old school style fighting game in, but I wanted to ask to be safe.

Like 087-B said, surely not with MUGEN engine.
Maybe with IKEMEN as it is on a MIT licence.
Best things to do :
1. Make sure to read and get a general understanding of Policy, Terms of use, License etc.
Check those txt files that come with the engine and/or on the official release website.
Same for steam /any other plateform that might interest you.
2. Check some fighting game indie creators/developpers. Many of them are active on Twitter. Get their vision/feedback.
Game names that come to my mind : Schwartzerblitz. Cronus chroma. A demon's day.
(Have you thought of itch.io?)

Good luck on your project. It sounds promising!!
    

LastBlade2 - Kagami CS (pants // cloak)

 January 14, 2024, 11:00:43 pm View in topic context
 Posted by mr_bourrepalestick  in LastBlade2 - Kagami CS (pants // cloak) (Started by mr_bourrepalestick January 14, 2024, 11:00:43 pm
 Board: Resource Releases

    

Another Blade - presenting the cast

 January 14, 2024, 09:15:19 pm View in topic context
 Posted by mr_bourrepalestick  in Another Blade - presenting the cast (Started by mr_bourrepalestick January 14, 2024, 09:15:19 pm
 Board: Another Blade

HAOHMARU

At a glance : game's shoto character, average all around ... that must be his biggest strenght.

Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Special move command list (click to see content)
    

Re: General gameplay discussion

 January 14, 2024, 07:34:17 pm View in topic context
 Posted by mr_bourrepalestick  in General gameplay discussion (Started by mr_bourrepalestick May 08, 2017, 09:44:00 am
 Board: Another Blade

For your input configurations

------------------------
6 BUTTON GAMEPLAY
------------------------

A - Kick
B - Parry
C - Roll  (or B+any other button)
X - Light Slash
Y - Medium Slash
Z - Heavy Slash  (or X+Y) = overhead & launcher
(Start - Taunt)

A+any slash = grab/throw


Below some layouts that work fine on different controllers that i would recommand


Arcade stick / hitbox
Spoiler, click to toggle visibilty

Xbox and PS basic layout
Spoiler, click to toggle visibilty


Xbox and PS alternative layout
Spoiler, click to toggle visibilty

    

Re: How do you code a Throw Tech?

 January 14, 2024, 06:32:05 pm View in topic context
 Posted by mr_bourrepalestick  in How do you code a Throw Tech? (Started by primordialgunna January 11, 2024, 03:55:56 am
 Board: M.U.G.E.N Development Help

In general, the "reversalDef" controller will help you do it  +  a state with "Selfstate" controller

But it depends on when the character is meant to be able to tech the throw.

For example, let's imagine a throw attempt move (like KFM state #800)
Let's say it active throw HitDef on AnimElem = 2, and I want the character to be able to tech a throw on the beginning of the move (AnimElem 1 and 2)

Here is a code sample for example.
Spoiler, click to toggle visibilty


    

Re: Playable alpha - the release thread

 January 06, 2024, 08:15:08 pm View in topic context
 Posted by mr_bourrepalestick  in Playable alpha - the release thread  (Started by mr_bourrepalestick May 07, 2017, 12:43:49 pm
 Board: Another Blade

It's alive!! And as I tried it feels more refined, indeed. I just hope there will be new versions in future.
(Man, I missed the game, hadn't played for a lot of time, missed how it plays, how it sounds, how it feels. Now refreshing the memory I'd wish more people would be involved with this project for active development and way more people enjoyed it)

Thank you so much for the kind words and the feedback !
I'm so happy that you still enjoy it :)

I was working on polishing things for the last couple years during some sparetime, and there were like 4-5 "intermediate versions" i couldn't find time to publish. Working on the developpement part seemed priority to me. But I promised myself I would publish a stable version at the start of 2024 during my winter leave.

For next steps, i think adding new characters prior to any new mechanic in the game.
    

Re: Hitpause or Ground Hit time?

 January 02, 2024, 10:39:37 pm View in topic context
 Posted by mr_bourrepalestick  in Hitpause or Ground Hit time? (Started by Bruizerhands January 02, 2024, 08:15:48 pm
 Board: M.U.G.E.N Discussion

Here is a chart that helped me a lot while working on hitdefs, especially ground hittime, guard hittime and pause time.

PauseTime will enhance the impact of a hit.
something between 9 to 14 gives nice impacts.

Hope it helps

    

Re: Playable alpha - the release thread

 January 02, 2024, 05:09:18 pm View in topic context
 Posted by mr_bourrepalestick  in Playable alpha - the release thread  (Started by mr_bourrepalestick May 07, 2017, 12:43:49 pm
 Board: Another Blade

Long time no see.

Updated first post with last version of the game on MUGEN 1.0 and IKEMEN 2017.05 engines.

Corrected/adjusted many things after feedback from some IRL sessions.

In general
  • hurtboxes >> made more consistent
  • hitboxes >> many moves were too powerful
  • more recovery on throw & parry attempts

Also, new control layout
A : Kick
B : Parry
C : Roll

X : Light slash
Y : Medium slash
Z : Heavy slash (or X+Y)

A + (any of X/Y/Z) = throw

Sweep = crouching Heavy


New mechanics :
  • normal moves can now be Fwd Roll cancelled by pressing "ROLL" on hit >> need 2 slots of "special meter"
  • last frames of forward roll can be canceled into crouch attacks (and DPs)
  • Roll cancelling on hit resets the damage reduce >> can be very rewarding if you manage to land a nice combo

You still need to have at least 1 slot of "special" meter to perform special moves.
There are now 3 levels of special moves :
X = Light version
Y = Medium version
Z = EX version > consumes 1 "special" meter slot

Added also chip damage :
  • normal slashes deal chip damage but cannot kill
  • special moves deal chip damage and can kill

Air recovery : you'll need to have and spend 2 special meter slots if you want to escape juggle combos

Juggle & special meter mechanics have been made a bit more complex :
some moves are better for juggling but they provide less meter and give more meter to the opponent.

I wanted to implement some changes to the parry mechanic aswell to make it more relevant in the special meter loss/gain game, but it will be for some next update.


The main character specific changes :

HAOHMARU :
QCF + slash : projectile > 3 versions   (and  qcf+kick = fake)
DP + slash : DP > 3 versions


YUMEJI :
adjusted/added some normal moves & combo routes
QCF + slash : 2 versions (light & medium)
then > 3 different followup projectiles : Light / Medium / Heavy

QCB + slash : "100 slashes" >> 3 versions ( qcb+kick = fake)


CHARLOTTE :
adjusted/added some normal moves & combo routes
QCB + slash : "100 slashes" >> 3 versions
DP + slash : DP > 3 versions


KAEDE
adjusted/added some normal moves & combo routes
AIR - qcb + slash : projectile > 3 versions
AIR - qcb+kick = dive kick

QCF + kick : special hop
>> alternative way : hold UP direction on move contact (on hit/on block )
DP + slash : DP > 3 versions


KAGAMI
adjusted/added some normal moves & combo routes
AIR + down + Heavy = dive kick > need no meter , not cancelable from air normals
DP + slash : DP > 3 versions

regular throw can be cancelled into a STAB : hcf + kick (need 1 special meter to perform it, costs 1/2 special meter)
then > 3 different followups :
qcf + kick  or qcb + kick  for 1 more special meter
or do nothing (costs no meter)


Hope you guys enjoy.
    

Re: Character - Okusu Kasumi

 July 17, 2022, 09:44:35 pm View in topic context
 Posted by mr_bourrepalestick  in WIP Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 pm
 Board: Another Blade

I don't know the first thing about swordsmanship, but for some reason the first attack he does doesn't feel like a natural movement from that stance.

Hi !!
Thanks for the feedback.
I guess i'll have to add an anticipation frame to make it look more better.
You do mean between the first 2 images below ? Did I get you right ?



That reminds me that those Gifs can be misleading because of their speed / on which frame the animation will emphasize in game.
I will do my best and improve on my gifs next time !

    

Re: Character - Okusu Kasumi

 July 17, 2022, 08:26:50 pm View in topic context
 Posted by mr_bourrepalestick  in WIP Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 pm
 Board: Another Blade

Also, here are some experimentations i've been doing for his stading normal attacks / strings.
It is still on a WIP state so far, but you can see where I'm going at.


2 attack strings

Spoiler, click to toggle visibilty

3 attack strings

Spoiler, click to toggle visibilty

4 attack strings
Spoiler, click to toggle visibilty



    

Re: Character - Okusu Kasumi

 July 17, 2022, 08:14:34 pm View in topic context
 Posted by mr_bourrepalestick  in WIP Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 pm
 Board: Another Blade

Here are some gifs with the animations/sprites for the first required groups :

Standing / Turning / Crouching / Cr. turning
And below walking forward and backwards.







    

WIP Character - Okusu Kasumi

 July 17, 2022, 08:04:41 pm View in topic context
 Posted by mr_bourrepalestick  in WIP Character - Okusu Kasumi (Started by mr_bourrepalestick July 17, 2022, 08:04:41 pm
 Board: Another Blade

I want to introduce a character I'm working on from scratch, when I find spare time.

His style is straightforward and he uses a single katana.
He is meant to be the "standard" character, average overall.
The Ryu of the game.

His name is Okusu KASUMI.

Kasumi no Kamae is the japanese name of the stance the character uses.
In western fencing, this same stance is called "Ox Guard".

So the character name is a mix and a reference to  both "Ox" and "Kasumi" guard stances.



    

Gethit states & animations - mind map

 July 13, 2022, 10:57:32 am View in topic context
 Posted by mr_bourrepalestick  in Gethit states & animations - mind map (Started by mr_bourrepalestick July 13, 2022, 10:57:32 am
 Board: M.U.G.E.N Development Help

Hi guys !

Wasn't sure if this could fit in Code Library section or Tips/Tutorial.
I have been working on a mindmap on how gethit states work in Mugen, especially regarding animations (which animation is triggered, which triggers are involved etc).
Most of the information come from the Mugen1.0 docs, and some from experimentation.
So basically, it is a lot of info compiled in a single mindmap.
It helped me a lot and i hope it could help someone someday.

in PNG format below
Spoiler, click to toggle visibilty

in PDF format (download link below)
Spoiler, click to toggle visibilty

Cheers !