#1Posted by demongorne in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
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.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.
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.
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 :pI 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?
Its been eight years since I've planned Nicole and Marceline characters since 2013, and now, they became reality, with spriting helpI know what's like about making a char for long time, it's so satisfactory when it's finished. So, congratulations!!
Happy 4th of July for the America fellas!
Yeah a bit late its just that today I watched Demon Slayer all day... I'm gonna watch more after this post.
Long time no releasing a character... but there were two reasons why I haven't even released the first one...
Say welcome to these three newcomers...
Its been eight years since I've planned Nicole and Marceline characters since 2013, and now, they became reality, with spriting help
As for Jaiden, she's my second commissioned character, and the first to be released cus' the first one is still in the
works, never thought I'd create a YouTuber character for MUGEN, but I still found interesting, and I love her content.
And yep, Nicole and Jaiden were the reasons why Marcy wasn't released, but was still worth it.
With these three, I introduce my own gameplay style, which is inspired by the Senran Kagura games, so its anime-styled
gameplay style... what should I call it... "Shim-style"?
Get them on my new website here!
Found any bugs? Report them here, and I'll fix them!
yo is there a 1.0 version?
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.