YesNoOk

Recent Posts

    

Re: [Theme Thread] CVS Sprite thread

 July 05, 2022, 06:19:57 PM View in topic context
#1
avatar  Posted by demongorne  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Many thanks for your words pals, i dunno if i still able to make another CVS char.
    

Re: Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 05:50:52 PM View in topic context
#2
 Posted by PotS  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

Only tested Jaiden so far. Such a great character. :thumbsup:

Feedback:
- Palette selection goes into auto-scroll mode too fast. You have to deliberately tap the directions to move only one at a time
- I love the idle animation(s)
- I love the throw too. Guess there's a lot I like about this character
- Based on the overall gameplay style I think she could use friction when attacking after a dash, instead of stopping immediately
- Guard Crush seems like a needless handicap
- I think Guard Cancel and Get up attack inputs should be less simple, only to avoid getting them by mistake (maybe all 3 buttons?)
- Feels like Get up attack is available a little too early
- Air Parry mostly only works air to air because of the Clsn1
- The fact X is only used for one air attack is a bit odd. It could be D+c instead or something
- I think This Video? should be more punishable in terms of Clsn2
- Air dashing effects feel misaligned
- Kitty Slash feels overpowered because it's fast and controls half the screen
- I think When it Comes to the Oven could just skip the counter part. Or make it counter fireballs as well
    

Re: Poll: Which engine version do you use the most?

 July 05, 2022, 05:09:22 PM View in topic context
#3
 Posted by PotS  in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
 Board: M.U.G.E.N Discussion

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.
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.

I guess when I talk about inputs it's about how Capcom does it most of the time since that's where my bias lies. Curiously, Mugen's native system is probably closer to KOF than SF, while the one coming to Ikemen Go is the other way around.

For Ikemen Go's new parser that Gacel is working on, at one point I thought of suggesting making the inputs behave like Mugen through some option, but then thought nobody would care about having that option. Might be worth suggesting afterall, if feasible.

Quote
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.
    

Re: [Theme Thread] CVS Sprite thread

 July 05, 2022, 04:59:00 PM View in topic context
#4
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

You can't or you don't want to? Because you definitely could do it with Takuma just fine, and it looked great.
    

Re: Sacchin (for 1.1)

 July 05, 2022, 04:53:54 PM View in topic context
#5
 Posted by PotS  in Sacchin (for 1.1) (Started by Bannana July 01, 2022, 06:05:21 AM
 Board: Your Releases, 1.0+

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.

Quote
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 :p
I 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?

EDIT: I just realized P2 can get around it by holding DB, which is what one would normally do anyway. Then it's not such a big deal.

New thing:
- The custom meters are hidden by stage foreground
    

Re: Where do throws go?

 July 05, 2022, 04:33:26 PM View in topic context
#6
 Posted by Bad Mr. Basara  in Where do throws go? (Started by NikoPalad67140 July 05, 2022, 03:13:50 PM
 Board: M.U.G.E.N Development Help

Throws usually are placed in 800s (and sometimes in 900s), where the standard is 2 throws in 800 and 850 respectively. In the CNS usually go between the normal punches and kicks and the specials (1000s), but in the CMD they go before the punches and kicks

About command moves, they could be placed between the normal punches and kicks in number not used for the character (if a 6-button char uses between 200 and 250, CM could be in 270 to 290, for example). Also, if they're various to use, you can placed in the in-between numbers of the basic ones, like 300s, 500s or 700s

As an advanced advice, look up Kung Fu Man's CNS and CMD to see how the throws and command moves go, the numbers and how to put them in your character ;)
    

Re: Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 04:24:03 PM View in topic context
#7
 Posted by Bad Mr. Basara  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

Awesome, they look so sweet ;D thanks for the release, I love these kind of chars (when they're well done, of course)

Its been eight years since I've planned Nicole and Marceline characters since 2013, and now, they became reality, with spriting help
from Jarquin10.
I know what's like about making a char for long time, it's so satisfactory when it's finished. So, congratulations!! :D
    

Re: Jiraiya's Forest (Naruto) - Original HD stage (4:3 and 16:9) - Mugen 1.1

 July 05, 2022, 04:22:42 PM View in topic context
#8
 Posted by Akito  in Jiraiya's Forest (Naruto) - Original HD stage (4:3 and 16:9) - Mugen 1.1 (Started by DG July 03, 2022, 02:10:00 AM
 Board: Your Releases, 1.0+

I liked very much of this.
    

Where do throws go?

 July 05, 2022, 03:13:50 PM View in topic context
#9
avatar  Posted by NikoPalad67140  in Where do throws go? (Started by NikoPalad67140 July 05, 2022, 03:13:50 PM
 Board: M.U.G.E.N Development Help

Hey guys!
Before I tackle the sprites, I wanna get accustomed to the different components, and once I got to the Commands section, I asked myself: where do throws and command moves go, and what are the latter's group numbers? And also, how can I setup commands that can work with any punch or with any kick?
    

Re: Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 02:05:40 PM View in topic context
#10
 Posted by DJ_HANNIBALROYCE  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

great stuff...gonna try it out on stream
    

Re: [Theme Thread] CVS Sprite thread

 July 05, 2022, 12:16:11 PM View in topic context
#11
avatar  Posted by demongorne  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Yes i get it what you're saying, your solution looks definetlily good, but i still  feel i can't handle too much shading, regardless this is the walking animation i just done - 
    

Re: Fate/Grand Order

 July 05, 2022, 11:40:57 AM View in topic context
#12
 Posted by Miss Pink Maid♪  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 PM
 Board: Gaming

After all these years, I finally have them all...


Also here's my ID: 699,722,371
I have some inactives I can get rid of to make space if you want to add.
    

Re: Scott Pilgrim and Matthew Patel [UltraFatality]

 July 05, 2022, 10:44:18 AM View in topic context
#13
 Posted by F0b1aZ  in Scott Pilgrim and Matthew Patel [UltraFatality] (Started by Ryon July 04, 2022, 10:40:05 PM
 Board: Your Releases, 1.0+

Glad to know the project is going on! ^^ I hope to see Knives and Envy as pc too!
    

Re: Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 08:40:17 AM View in topic context
#14
 Posted by WF4123  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

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...

Nicole Watterson!

Marceline Abadeer!

and...

JAIDEN ANIMATIONS!!



Its been eight years since I've planned Nicole and Marceline characters since 2013, and now, they became reality, with spriting help
from Jarquin10.

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!

Here we go!
    

MOVED: Problem with FFS

 July 05, 2022, 07:44:15 AM View in topic context
#15
avatar  Posted by NikoPalad67140  in MOVED: Problem with FFS (Started by NikoPalad67140 July 05, 2022, 07:44:15 AM
 Board: Feedback

This topic has been moved to M.U.G.E.N Development Help.

[iurl]https://mugenguild.com/forum/topics/problem-ffs-196198.0[/iurl].html
    

Re: Nicole, Marcy and Jaiden Animations RELEASE!

 July 05, 2022, 07:27:40 AM View in topic context
#16
 Posted by シム (Shim)  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

Alongside them, I'm also releasing Marceline and Nicole's home stages!

Super Jump: Yes
Music: No
Resolution: High
Zoom: No
MUGEN version: 1.0+

1. Land of Ooo Forest

Marceline's home stage.

2. The Watterson's House

Nicole's home stage.

No home stage for Jaiden, cus' I don't have any ideas for it...

Get them on the stages section of my website!

    

Nicole, Marcy and Jaiden RELEASE!

 July 05, 2022, 07:08:30 AM View in topic context
#17
 Posted by シム (Shim)  in Nicole, Marcy and Jaiden RELEASE! (Started by シム (Shim) July 05, 2022, 07:08:30 AM
 Board: Your Releases, 1.0+

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...

Nicole Watterson!

Marceline Abadeer!

and...

JAIDEN ANIMATIONS!!



Its been eight years since I've planned Nicole and Marceline characters since 2013, and now, they became reality, with spriting help
from Jarquin10.

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!
    

Re: Death Battle (And sprite fight animations)

 July 05, 2022, 05:59:35 AM View in topic context
#18
 Posted by Seadragon77  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 AM
 Board: Entertainment

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
    

Re: April O'Neil [TMNT Shredders Revenge]

 July 05, 2022, 04:36:24 AM View in topic context
#19
 Posted by Ryon  in April O'Neil [TMNT Shredders Revenge] (Started by Ryon July 04, 2022, 09:17:28 PM
 Board: Your Releases, 1.0+

yo is there a 1.0 version?

She should work in 1.0 , I only put 1.1 because I tested her in 1.1, i'm not using any specific 1.1 codes.

Also she tends to bug out in IKEMEN GO. Her afterimage wont stop lol.

edit: Yo DJ, can you host up April on your google site as well?
    

Re: Poll: Which engine version do you use the most?

 July 05, 2022, 04:14:34 AM View in topic context
#20
 Posted by Bannana  in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
 Board: M.U.G.E.N Discussion

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. Things like hyper hops in Kof are sort of by products of how the game reads the inputs so when we design characters in relationship to sources we have to work around these limitations if we want to recreate a certain experience.

I think personally the way Vans developed Tiny Buffering is very very useful for SNK and especially KOF. when reading through his code through the characters he gave me to study I realized the way he developed it was to deal with how SNK generally designs their input parsing for KOF. This is a problem for me because that team, the team that worked on Real Bout, the team that worked on Garou, and the various teams behind releases by SNK sub companies like ADK, etc. all programmed different input parsers, which cause all of their games to feel different. SO ideally we'd want to have some sort of base reader that we could modify to suit our needs in a very modular fashion.