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PotS

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Messages by PotS

    

Re: NEOs Sprite Work (CPS2/CPS3)

 March 24, 2023, 06:14:53 PM View in topic context
 Posted by PotS  in NEOs Sprite Work (CPS2/CPS3) (Started by yatta.Neo March 23, 2023, 08:12:54 AM
 Board: Graphics

Great work. That Giorno portrait in particular could fool anyone.
    

Re: Warlock (1.1 Only) by Vegaz and GDM

 March 24, 2023, 06:11:32 PM View in topic context
 Posted by PotS  in Warlock (1.1 Only) by Vegaz and GDM (Started by Vegaz_Parrelli March 24, 2023, 02:31:57 PM
 Board: Your Releases, 1.0+

I like this one a lot. Too bad it's widescreen only. My only gripe with it is that all layers have similar colors so it looks a bit flatter than it should.

You forgot to adapt screenleft and screenright to the localcoord.
    

Re: SSJ3 Gokou 2.0

 March 21, 2023, 07:06:20 PM View in topic context
 Posted by PotS  in SSJ3 Gokou 2.0 (Started by gabe555 August 24, 2016, 07:27:42 PM
 Board: Your Releases, 1.0+

Nice character. Here's some quick feedback:

- You forgot to remove the backup folder before sharing the archive
- He creates lightning effects in the first frame of every intro
- I like the subtitles, but maybe they should appear closer to the ground, where subtitles usually are
- His face looks derpy when charging ki
- The throw does too much damage and he takes too long to follow after P2
- Several super moves have the wrong command in the readme
- The Genki Dama is really easy to avoid, unless I'm missing something
- He can fly outside the screen by continuously using the forward and back air dashes
- His taunt voices don't use channel 0, so they're not interrupted if he gets hit. Maybe other voices as well
    

Re: Ikemen Go Character Updates

 March 19, 2023, 07:09:16 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

Updated everyone again. Also threw in Rare Akuma.

These updates only work in Ikemen GO 0.99, which is currently in testing phase. If you're still using 0.98.2 you should skip these.
    

Re: How to rip parallax floor sprites?

 March 19, 2023, 08:49:16 AM View in topic context
 Posted by PotS  in How to rip parallax floor sprites? (Started by DeathScythe March 18, 2023, 07:45:04 PM
 Board: Off-Topic Help

Actually it looks like I lied about my stages. I probably went back at some point and reripped the sprites when I found out about Nebula.

Anyway here's the old, old tutorial by Shadow Dragon-X4:

https://imgur.com/a/v8Feu6y

Even if you don't rip the floor like this, doing it for the first and last lines will help you with the math to get the parallax parameters right.
    

Re: How to rip parallax floor sprites?

 March 18, 2023, 08:32:34 PM View in topic context
 Posted by PotS  in How to rip parallax floor sprites? (Started by DeathScythe March 18, 2023, 07:45:04 PM
 Board: Off-Topic Help

For the CPS-1 and 2 games you can disable the parallax effect in Nebula and capture the sprites raw.

I made my stages either before I knew about that or that feature was added to the emulator, though. The old method was to take screenshots of the floor at several points of the stage, like in the middle and in each corner, then rebuild the sprite line by line. This method should work for any game.

Here's an ancient tutorial:
http://www.justnopoint.com/Dev/index28.php.htm

I think I have the even older tutorial Winane mentions somewhere in my backups, if you need it. Unless people have already made newer ones.
    

Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]

 March 17, 2023, 05:35:57 PM View in topic context
 Posted by PotS  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

It's fun to see old characters revisited with new gameplay. Here's some feedback:

- Walking, blocking, getting hit etc Clsn2 should be the same as the respective idle animations
- Jumping Clsn2 probably should not cover the feet
- Dodge hurtbox is really big
- The normal throw has a lot of startup
- Run stop hurtbox does not reach the ground level
- The Rapid Cancel sound is barely audible on top of the hit sounds
- Round Wave fireball looks misaligned after it connects
- Power Wave is +13 on hit and +5 on block. That's a lot especially for a fireball. On the other hand it might be dealing too little damage
- Burn Knuckle's input is wrong in the readme
- Burn Knuckle has several frames where Terry is airborne but statetype is S
- Crack Shoot (ground and air) seems too safe on block. Especially since it's a free combo on hit
- He says "power charge" during Rising Tackle. Is that a thing?
- Light Rising Tackle is +10 on block
- It's odd that hard Rising Tackle is invincible but EX isn't. Probably either both should be or only the EX version
- Power Geyser is +28 on block. Seeing a pattern here
- Power Geyser should use a projectile or helper to hit the opponent. Or at the very least have the Hitdef flagged as a projectile. As it stands it can be grabbed by Geese's counters and similar moves
- Buster Wolf has a lot of invulnerable frames. Against apparently everything
- Some super hits have their Hitdefs flagged as normal or special attacks
- Trading fireballs still shows hit sparks and plays hit sounds. Even against another Terry
    

Re: Active Tag system

 March 17, 2023, 04:46:58 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

It looks like you're missing the common commands file. Which version of Ikemen are you using?
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 15, 2023, 07:09:03 PM View in topic context
 Posted by PotS  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

They were the only sprite rips that were available when I made the character. Then I guess people just edited that character a lot.

Also it's just the SFA3 animation, of course.
    

Re: Actual SFIV Damage Scaling

 March 15, 2023, 07:03:24 PM View in topic context
 Posted by PotS  in Actual SFIV Damage Scaling (Started by Yoshin222 October 09, 2017, 09:46:38 PM
 Board: Code Library

At first glance there's a major issue with this code in that it's based on the current number of hits, when the main point of SF4 (and SF5's) damage scaling is that all moves are treated the same, no matter how many hits they do. It's not that the third hit should do 80% damage, but that the third attack should.

Also how do fireballs work with this code?

Other random observations that may help people who are learning how to code for Mugen:

Code:
[State -2, Hit Count] 
type = VarAdd
trigger1 = !IsHelper
This check only makes a difference for player type helpers, which generally shouldn't be used anyway.

Code:
trigger1 = !HitPauseTime 
trigger1 = !(HitDefAttr = SCA, AT)
var(3) = 1
ignoreHitPause = 1
If you removed the ignorehitpause line you wouldn't need to check if the hitpause was over.

Code:
triggerall = (EnemyNear, MoveType != H) && (EnemyNear, StateNo != 5300)
It's better to use the P2 triggers when possible (P2movetype and P2stateno), as Enemynear also checks dead enemies while P2 ignores them.

Also it's just easier to use an AttackMulSet than making expressions for all Hitdef damages. The only reason I did the latter at one point was to implement minimum damage in each Hitdef, which SF4 doesn't do.

Sorry if this all comes out the wrong way. I personally learned a lot when people first picked apart my codes (hello Winane).
    

Re: All stages by Scepter and I updated!

 March 05, 2023, 05:42:08 PM View in topic context
 Posted by PotS  in All stages by Scepter and I updated! (Started by ShiroTori February 22, 2023, 06:32:15 AM
 Board: Your Releases, 1.0+

The post could probably use some screenshots or video timestamps to show which stage is which file. But nice work. I like how they all have proper super jump camera.

I hadn't tried the Ouroboros one yet and I'm really liking it. The deltas really pop with the zoom. One issue with the stage, though, is that the intro lasts longer than most chars' intros, so they start fighting before you can see them.
    

Re: Circus Charlie's Circus

 March 05, 2023, 05:34:02 PM View in topic context
 Posted by PotS  in Circus Charlie's Circus (Started by Lord-Enemil March 05, 2023, 02:40:17 AM
 Board: Your Releases, 1.0+

Nice stage. Like you said I'm more familiar with the NES port. The BGM part starting at 1:40 is particularly nostalgic.

One thing I noticed is that you're using "bgvolume = 0" instead of "bgmvolume = 100". That changed in Mugen 1.0, but most people use it incorrectly because Elecbyte didn't document it properly. I also think the stage is a bit too wide, but it's not a big deal.
    

Re: How can I add a zoom in during a super pause?

 March 05, 2023, 05:19:08 PM View in topic context
 Posted by PotS  in How can I add a zoom in during a super pause? (Started by Rabano February 23, 2023, 11:22:20 PM
 Board: M.U.G.E.N Development Help

    

Re: Vs Style Debuts characters not detecting FightFX

 March 05, 2023, 05:17:06 PM View in topic context
 Posted by PotS  in Vs Style Debuts characters not detecting FightFX (Started by Macaulyn97 February 27, 2023, 09:08:35 PM
 Board: M.U.G.E.N Development Help

You'll have to change every instance of the FightFX numbers in Explods, Hitdefs, PlaySnd, etc. Once you figure out what each number should be replaced with, it should be easy to replace them all with a decent text editor (like Notepad++ and the likes).
    

Re: Active Tag system

 March 05, 2023, 05:12:31 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

Most things are possible with Ikemen, but that's a big detour from this code. The system would have to be made with that in mind.
    

Re: How do I rip Genesis music?

 February 19, 2023, 07:02:08 PM View in topic context
 Posted by PotS  in How do I rip Genesis music? (Started by snowy997 February 19, 2023, 06:35:56 PM
 Board: Off-Topic Help

I don't think there are any tools to extract something like that. So either the emulator's sound recorder or any other plain sound recorder.
Normally you'd use a sound test menu but I doubt that game has one.
    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina

 February 19, 2023, 04:14:37 PM View in topic context
 Posted by PotS  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12) (Started by Eiton February 19, 2023, 05:56:03 AM
 Board: IKEMEN Releases

That happens to me too. Just that for some reason it only happens when the opponent is rapidly switching attacks. Not sure if that's the fault of Akiha or action.zss.


A couple more things:

- She bounces really low to the ground


- When getting up, she sometimes plays a get hit sound instead of a voice quote
    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina

 February 19, 2023, 03:50:48 PM View in topic context
 Posted by PotS  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12) (Started by Eiton February 19, 2023, 05:56:03 AM
 Board: IKEMEN Releases

I guess it's mostly a problem with older characters. ReversalDef became a lot more common in recent years. I don't have a big roster to test, but I noticed it also happens with GM's characters, for instance.
But yeah, it's not your fault.

Regarding the system messages in the lifebar, I think you could make them use the "top" parameter. And maybe limit the "Shield" one to the initial shield, because of this:

    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina

 February 19, 2023, 02:21:45 PM View in topic context
 Posted by PotS  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12) (Started by Eiton February 19, 2023, 05:56:03 AM
 Board: IKEMEN Releases

Thanks for the feedback but I think it is not my fault... I had a look at Evil Ryu's code. The fireball is having a hitdef which triggers every frame and it won't change to dissipate state when movereversed... Ideally the fireball should handle the situation where it's hitdef is reversed and play the dissipate animation.
Actually I was mostly curious about your reply. Fireballs changing state upon movereversed was something I considered way back but did not implement because it was not "standard", and I think MB chars used to use HitOverride for shielding projectiles. I'll make this compatibility change when I update my chars.
That still leaves many chars incompatible with this shield though. Would be nice if Ikemen allowed us to manipulate the MoveContact triggers (like a reverse MoveHitReset).

Quote
Some are engine limitations.
In MB, the character will enter guard state (with more stun than normal guard) when it tries to use crouch shield against stand attacks. I don't think it is possible to do this in Ikemen GO.
Maybe you could use a ReversalDef for crouching attacks and a HitOverride for standing attacks. Then have the char stay in that guard state for gethitvar(hittime) + X frames. Food for thought.
    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina

 February 19, 2023, 12:30:46 PM View in topic context
 Posted by PotS  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12) (Started by Eiton February 19, 2023, 05:56:03 AM
 Board: IKEMEN Releases

It's nice to not only see more characters made in ZSS, but masterfully done at that. I know barely anything about MB but didn't finid much wrong with this character in the general terms. It's really good. :2thumbsup:

It's a bit early to release 0.99 chars, but I guess you grabbed the opportunity with the rollback alpha.

A little feedback:

- Shielding a helper fireball does this:

(On that note I like that the system messages use the lifebar fonts.)

- If you hit her out of the shield teleport, she'll be standing midair:


- You could give pause and supermovetime to the system helper to allow inputs to be buffered during the opponent's pauses (or move input buffering to state -4)

Readme said:
Here are some noticable differences:
- Crouch Shield can shield stand attacks
- Shielding projectile and helper attacks during blood heat will not activate Last Arc
- No hitbox clash
- Rising jump attacks are mid
- No throw tech

Any reason for these limitations or are they WIP?