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POTS Kotaro custom, Ryu's Shimo... (Read 83113 times)

Started by Momotaro, March 06, 2021, 02:43:57 pm
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POTS Kotaro custom, Ryu's Shimo...
#1  March 06, 2021, 02:43:57 pm
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First of all, I'm a spriter, not much into coding.
But sometime getting a bit "jaded", I decided to try something in POTS style. But definitely not the usual character that anyone would take on.
I'm slow, very slow, I cannot code effectively, but have help of great people in the mugen community.

So let me introduce you one of my WIPS:
KOTARO from Yatagarasu in POTS like style (my base is the great Jmorphman's Benimaru)

This Kotaro is not acurate to anything.
-Not exactly the rules of gameplay of usual POTS characters (she can cancel and juggle a bit more with some moves)
-Not acurate to Yatagarasu gameplay (a bit too much cancels and rules there)
-Not exactly the design she have in Yatagarasu
-Same base of moves as Yatagarasu, but with some new moves as well.


I did some custom portrait to start. Heavily based on the god Styleos artwork.
As you can see She have now a different haircut. different body proportions etc.
I love Styleos sprites on her, but I didn't liked the kiddish style, so I gave her a young woman body.

I needed a protrait to match my more "mature" vision of her.

Ingame, I also slighly scalled down her head to match other CVS girls Mai, Yuri, Chun Li
Some captures.
Spoiler, click to toggle visibilty

Again, I'm not like high quality creators here.
I'm slow, more like an artist. I have very small time to code. And I usually get stucked with one special move for several months.


So, don't expect the release for soon.
But with the help and support of great people here, I might complete my first decent character.
Last Edit: January 26, 2022, 09:53:16 pm by Momotaro
Re: POTS Kotaro custom (Ned trying...)
#2  March 06, 2021, 05:39:32 pm
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Re: POTS Kotaro custom (Ned trying...)
#3  March 06, 2021, 08:47:27 pm
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I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.
Re: POTS Kotaro custom (Ned trying...)
#4  March 06, 2021, 09:47:09 pm
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This is nice here have some reference https://wiki.gbl.gg/w/Yatagarasu/Kotaro

Thanks! Actually I already used it a lot to make the hitboxes and understand how certain moves works.
Even if again, I took a lot of liberty in how I interprete Kotaro.

I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.

Yes, Styleos did awesome work by spriting them all.
As a reminder he's the one who sprited characters like KOF Angel...

Don't worry. I'm pretty good for animating, working with frame data, hitboxes etc.
What is hard for me is advanced coding.
Variables, gameplay system, cancel rules etc. I can take several months for coding one special move.

Right now, my problem is her special jump, because it uses specific conditions to allow cheap gameplay.
Right now, I still have no idea how to fix this move I started around November...
I ask for help there https://mugenguild.com/forum/msg.2502802
Re: POTS Kotaro custom (Ned trying...)
#5  March 07, 2021, 12:56:13 am
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I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: POTS Kotaro custom (Ned trying...)
#6  March 07, 2021, 09:29:37 am
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I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.

Oh! Nice!
I would be curious to see what you have done for her to adapt her gameplay, new moves etc.
Re: POTS Kotaro custom (Ned trying...)
#7  March 08, 2021, 01:41:56 am
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Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!
I swear there was something cool here!!
Re: POTS Kotaro custom (Ned trying...)
#8  March 08, 2021, 01:49:16 am
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prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.
Re: POTS Kotaro custom (Ned trying...)
#9  March 08, 2021, 03:00:23 am
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Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!
Re: POTS Kotaro custom (Ned trying...)
#10  March 08, 2021, 08:04:58 pm
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Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!

Haha, merci ! :)
Most of them are just small edits, but I'm also making custom animations.
Styleos base is a so high quality work! A pleasure to use his base!

prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.

Yes ! Yatagarasu is great!


Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!

Yes ! And thanks.
Actually coding regular characters with Mugen is not a problem.
I did it many times as characters experiments from 2000 to nearly 2009/2010. I have pretty good coding bases.

But trying something with an existing system (like POTS) is something absolutely too hard for me to handle.
I cannot understand many advanced coding stuff.


To all.
Thanks for the support.
again, I liked Kotaro's design and Styleos's sprites quality.
I felt a bit frustrated such a great designed character cannot fight with 6 buttons against other similar characters.
Also, I knew no one would be so interested into converting her since there is so many unconverted SNK and Capcom characters to POTS style.
Last Edit: August 10, 2021, 02:29:35 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#11  August 10, 2021, 02:44:10 pm
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OK, some news.
I went back to coding after a long break and format of my PC. Hopefully nothing lost!

Back to Kotaro.
I can show a bit of progress. Again, I'm very slow.
I can code moves, but every time It goes into POTS mechanics/advanced coding, I depend on support of skilled creators here.

With some help on how to import graphics and keep offset, I managed to give Kotaro all the needed Blood sparks.


I lately updated her EX version of Roll jump and EX Air Roll jump.
Now, it will be kind of homing to P2 position in x.


(Please, ignore the life bar - I did the capture in several tries)
I almost completed at 100% her Command throw from roll jump. (similar to hooligan combination)
But I need some help to make the EX version of the move offering the possibility to juggle after... (I really need HELP here !)
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html
You can see it's not possible to juggle right now.


As a way to compare, I show how after another launcher type move (a command move) It offer the possibility to juggle perfectly.


Again, I know I can stop coding for several months when I feel helpless. (before I feel like coding again)
I want to complete this move once for all. And go ahead.
I can understand the lack of interest for such a character, but I would appreciate any support.

My juggle problem, that stops me in my progression.
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html
Last Edit: August 10, 2021, 08:48:09 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#12  August 10, 2021, 05:35:48 pm
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Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.
Re: POTS Kotaro custom (Ned trying...)
#13  August 10, 2021, 08:44:43 pm
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Don'tgive up man! Keep trying and don't ne afraid to ask for help
"Such Heroic Nonsense!"

Re: POTS Kotaro custom (Ned trying...)
#14  August 16, 2021, 06:47:42 pm
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Don'tgive up man! Keep trying and don't ne afraid to ask for help

Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.

Thanks for your words guys.
We have the chance to have a great community with active members.
It encourage all of us to continue.

With the help of many members/creators here I finally fixed the throw juggle problem.
It works perfectly now.

I'm also cooking a new WIP special move to Kotaro.
Some Huricane Kick... (EX version in the picture)
Yes, she is no more accurate to Yatagarasu for a long time now ^^;


NOW, I will go back to this move.
The special thow part.


I hate when some throws that aim to head are misaligned because in the CNS, "head.pos" is wrong.
And I'm not going to patch any single character to have to move working.
So, I will try to use another way... still cooking it.
Last Edit: August 16, 2021, 06:53:19 pm by Nedflandeurse
Re: POTS Kotaro custom (Ned trying...)
#15  August 16, 2021, 10:46:41 pm
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To be fair,if they cant even  get head pos right,that char is probably trash lol.dont go that hard
Re: POTS Kotaro custom (Ned trying...)
#16  August 17, 2021, 01:29:14 am
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Naw you keep going, we make errors into master peace’s around sir.
Re: POTS Kotaro custom (Ned trying...)
#17  August 17, 2021, 10:47:22 pm
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Thanks, yes, I will try to do on the effective way.

NOW, I'm trying to understand more about the hitcount system in POTS characters.

My problem is After the special throw attempt, and slam part, I have a total count of 2 hits.

Seems like the attempt counts as a hit.
I would like the move to do only 1 hit.

The hitdef of attempt
Code:
[State 1449, Throw 1]
type=Hitdef
trigger1= animelem=1 && numenemy
;;;trigger1=1;;;;;;;;;;;;;;AnimElem=2
;trigger1=!var(38)
attr=A, ST
priority=1,Miss
getpower=35 * !var(20);;;;;;;;;;;;<----------cammy
givepower=0
hitflag=M-
numhits=0
sparkNo = -1 + 0 * (var(33) := 0);;;;;;;;sparkno=-1;;;;;NO SPARK conseil par JMorphman. Thanks
hitSound = -1 + 0 * (var(31) := 800);;;;;;;;;;;;hitsound=s2,800;;;;;NO SOUND conseil par JMorphman. Thanks
;p1facing=ifelse (command="holdfwd", 1, -1)
p2facing=1
p1stateno=1455;855
p2stateno=1457;858
fall=1
fall.recover=1
ID = 1450;--------------------ajout pour pouvoir aller chercher les constants du P2 hit par ce coup

THis part on success hit ground of slam is OK.
Code:
[State 1456, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

I don't know how to make the attempt not counting a hit.
Of course, this element is not enough.
Code:
numhits=0
Re: POTS Kotaro custom (Ned trying...)
#18  August 17, 2021, 11:00:21 pm
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make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
Re: POTS Kotaro custom (Ned trying...)
#19  August 18, 2021, 02:04:50 pm
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Thanks for your suggestion!

make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7

Done.
In my case, it's immediately in the first frame of hitground part of throw.

and also use var(13) on p1stateno 1455

I'm not sure to understand what should I do exactly here...

if there is any var(13) on throw hitdef state remove it

I posted the hitdef (attempt)
And there is no var(13) presence.

I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well

So I should remove it.
Re: POTS Kotaro custom (Ned trying...)
#20  August 19, 2021, 11:22:10 pm
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make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
I still don't understand this part.

EDIT, ok, the problem seems to be on this part :
;[State 1456, Hit];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; I DELETED THIS, the problem seems to be fixed... it now counts only one hit.
;type=hitadd
;trigger1= numtarget && !time
;value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1








Also, I got ahead to avoid getting into one more 3-months hiatus/break.

Trying to tweak her hurricane kick damages.
It's based on JMorphman's Ken hurricane kick, with many adjustements... She give less kicks than Ken.
Light : 1 kick
Medium : 2 kicks
Strong : 3 kicks
----> so the total damage of each move is absolutely ricuculous

I would like to tweak the damage a bit higher, since she give less kicks...

But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...
Last Edit: August 19, 2021, 11:39:54 pm by Nedflandeurse