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RicePigeon

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Everything posted by RicePigeon

  1. To be fair, kai did falsely accuse darkflare of deliberately altering the collision boxes and properties of Terry's attacks before recording the video feedback. Had this not happened, DF's "effort to antagonize" him probably wouldn't have lastest as long as it did.
  2. Einstein technically said it first and I have yet to find an instance that disproves that claim. I do believe he also said something along the lines of that human stupidity is the only thing that rivals man's capacity for intelligence, unless I'm mistaken. Either way, we're both simultaneously the least and most intelligent species, a living contradiction in a way.
  3. it doesnt get crazier than the Vyx incident. He tried to countersue Elecbyte after they made their return because they tried to sue him for copyright infringement for selling a winmugen mod that enabled compatability with HD stages. Vyx's argument was that winmugen was abandonware and thus public domain, and that Elecbyte stole Mugen 1.0's HD support from his winmugen hack. When that failed, he then tried spewing some bullshit argument that the current Elecbyte wasn't the same Elecbyte that released winmugen 10 years ago, and that they had no legal right to claim anything. This is the same Vyx that suckerpunched MFG's Byakko in the back of the head after they met in real life, btw. If it wasn't already obvious that the guy was out of his fucking mind, then that should convinced you.
  4. From what I do know, it had something to do with a Fairy Tail screenpack that was made. Ryon recieved a "cease and desist" notice from someone claiming to be the copyright holders. Turns out it was just the author of the screenpack who sent him the email. Thats the story in a nutshell from what I understand. Under US law (as well as others I'm sure), the moment you create something, you own the copyright to that work. That includes the exclusive rights to reproduction, distribution, derivative works, AND public performance/display. That copyright and its associated rights last until one of the following conditions are met: 70 years after you die (single authors only). 95 years after first published (corporate/businesses only). 125 years after first creation (corporate/businesses only). The copyrights are sold/transferred to someone else. You explicitly relinquish yourself of all copyrights and release the work into the public domain (not valid for derivative works of works still under copyright). The work was created prior to January 1st, 1923. So yeah, technically speaking we're all breaking copyright. The only issue is which cases the copyright holder decides to enforce the copyrights. Companies like Capcom and SNK (the latter required some convincing from the community) more or less promised not to do anything about MUGEN unless money was exchanging hands. Companies like Hasbro, Sega, and Square-Enix have already taken down fan-created projects and games regardless of wether money exchanged hands or not. Its frustrating because there is no clear cut line between black and white. Its more of a case-by-case scenario. Its not a topic I like to talk about but your post prompted me to clear up those misunderstandings.
  5. Stopped using all of the modes. I only set up matches through command line now. Much faster and more efficient than having to edit the select file every time I download a character that I'm not even sure I'm going to keep. Only instance I'll ever use one of the ingame modes is to test to make sure victory quotes and small portraits are working properly.
  6. If I can find someone who'd be willing to resprite Yuugi or at least provide additional sprites to the ones Minoo originally had I'll consider it. Especially given it would make certain attacks I had in mind fit her better.
  7. Alternatively, use stupa's training. Simplier, provides much more detailed data, and doesn't require any modifications to your character.
  8. No plans to update Yuugi. Minoo's stuff is hard to work with. That and I'd rather be focusing my attention on a new character that isn't an update, of which I'm already in the process of doing.
  9. The same can be said of all mugen stuff, not just those related to Touhou
  10. If you're referring to that C&D notice, it was confirmed to be fake. Also might as well post these while I'm at it: Known Issues (Both): Trip guard not enabled Standing Medium cannot be done from a dash Jump land can be cancelled into specials and supers, but not normals Hitdefs and damage scaling are only calculated on the first possible frame of attacks Resets in the corner can cause a psuedo-infinite Known Issues (Lie): Four Star Sword can cause large amounts of frame advanatage if done close to ground Axe Kick can can cause more than one ground bounce per combo, leading to infinites Raging Youkai can hit in instances where it shouldn't Dive kick lacks a height restriction Command for Ultraviolet Flip takes precedence over Axe Kick where it shouldn't Known Issues (Hong): Scarlet Cannon doesn't apply juggle points correctly, causing an infinite P2 animation on throw causes an extra bounce that shouldnt happen
  11. http://ricepigeon.webs.com 04/27/13: Meiling Duo updated. Changelog: Lie Meiling: Hong Meiling:
  12. Considering Laharl went and dragged me into this...... So Piccolo... - Why does the zip file for Piccolo have the mugen executable and all associated files in it? - mugenversion is left blank - Width doesn't match his Idle CLSN boxes - Walking CLSN box is inconsistent with that of his idle stance - Standing Jab give +6 on hit, but -5 on block? - Standing Hard punch has the same startup and frame advantage as his jab? - In fact, all three of his standing normals have the exact same damage and frame advantage, including his autocombo attacks. - Speaking of which, why can he only do an autocombo on hit, but not on block? - None of his normals have any type of cornerpush due to their velocities. - Why does his aerial kick cause him to teleport? - His crouching stance is just him standing in a different pose. - Why does his teleport leave a pushbox behind him to restrict enemy movement if he does it close to them? - Why do all of his normals have afterimages on them? - Getting hit out of a flying attack makes him reappear immediately on the ground. - Crouching button layout is inconsistent. Standing X is his kick, Y is projectile, and Z is teleport, but the moment he crouches, Y becomes kick and Z becomes projectile while X does nothing? - Readme lists flying multiball blast as Z+Z+Z yet all that happens is his teleport. - He is able to cancel his teleport into itself as long as he has meter to do so. - Crouching & Standing attacks should use Statetype != A with command =/!= "holddown" as a trigger instead of S or C. - Pausetime for non-projectile attacks should be the same for both P1 and P2. - Recovery frames for his attacks aren't flagged using Statetypeset so Counterhits can function properly on characters that use them.
  13. Copypasta from Guild: - Stopping any movement will cause her to keep moving in that direction (albeit very slowly) - Light attack does +6 frame advantage on hit but -9 on block? - She still have Kung Fu Man's sounds - CLSNs on flying up & down animations need serious overhaul - Where exactly did you get your frame data from? I've noticed the following (startup, active,recovery): - Light attack: 8,3,12 / Adv hit: +5 Adv Block: -9 - Medium attack: 8,6,25 / Adv hit: -10 Adv Block: -25 - Heavy attack: 9,12,15 / Adv hit: -6 Adv Block: -21 - Fwd + Light: 14,6,19 / -4 on hit, -19 on block - Fwd + Medium: 12,6,21 / -6 on hit, -21 on block - Fwd + Heavy: 12,9,12 / +0 on hit, -15 on block It seems odd for her heavy attacks to be safer than her Medium attack. I doubt it's like this in source? - X projectile (at close range): +2 on hit, -21 on block. - Y projectile (at point blank): +16 on hit, -17 on block. - Z projectile (at point blank): +1 on hit, -22 on block. - Due to the way you implemented her spirit meter and super bar, you can just fly in the corner and spam Fantasy Seal - All of her normals can OTG - guard.pausetime = 0,0 ;<-- why is this in every hitdef? - None of her attacks have their recovery frames flagged so counterhits can function properly. - Shes completely immune to throws, even when on the ground - She disappears during her get up animation - Every ground normal performed on Reimu uses its aerial properties even while close to ground. - Friction is wonky, it causes Reimu to get knocked back half a screen even by jabs. - She is completely immune to low attacks while on ground - On the ground, the Y velocity of hitdefs are ignored.
  14. http://www.sendspace.com/file/6qavks ------------------------------------- Lie Meiling for MUGEN ------------------------------------- Author: RicePigeon Edits by: Darkflare Additional Edits by: Ricepigeon NOTE: This patch requires Darkflare's version 1.0.6 ======================================= Version 1.0.6.1 ======================================= Changes from Darkflare's version 1.0.6: - Violet Aura re-added - Added tick fix - Added invulnerability frames to backdash startup - Adjusted frame advantage on all ground normals. - Aerial Strong no longer causes groundbounce. - Corrected Throws. Lie now throws opponents in the proper direction - Removed AI's ability to immediately link a throw into Dichromatic Spark - Asura Warp redone. Command changed to DP/623 and RDP/412 as follows: RDP + x: half screen backward RDP + Y: full screen backward DP + X: half screen forward DP + Y: full screen forward - Asura Warp: Lie now turns to face opponent if she passes them. - Trial of the Dragon: Removed. Replaced with Seven-Star Sword. - Seven-Star Sword: Renamed from Dichromatic Aura Sphere. Differences are as follows: QCF/236 + X: Stationary QCF/236 + Y: Half Screen + No Heat Seeking QCF/236 + Z: Full Screen + Heat Seeking - Seven-Star Sword: All versions no longer cause knockdown - Seven-Star Sword: Overall damage decrease - Seven-Star Sword: Removed Projectile and Aerial invincibility during Y and Z versions - Monochromatic Hurricane: Command changed back to QCB/214 + X/Y - Axe Kick: Command changed to HCF/41236 + x/y/z - Axe Kick: Only Z version causes ground bounce now - Axe Kick: Altered startup and frame advantage for all 3 versions - Dichromatic Spark: Frame Advantage on block reduced. - Dichromatic Spark: Charge-up effect fixed/re-added. - Dichromatic Spark: Startup frames decreased. - Adjusted hitspark alignment on Crouching Strong. - Hell's Instantaneous Murder: made into a 0-frame grab to be more accurate to SSF4AE - Hell's Instantaneous Murder: Removed invincibility on active frames - Hell's Instantaneous Murder: Added Throw invincibility to startup frames - Hell's Instantaneous Murder: Reduced number of active frames from 40 to 36 - Hell's Instantaneous Murder: Added 13 frames of recovery on whiff. - Hell's Instantaneous Murder: Velocity increased.
  15. The only thing I can think of was that he was trying to implement some kind of custom cornerpush system, as opposed to mugen's default cornerpush which is buggy as all hell, but mucked it up somehow. I would suggest he read Van's cornerpush tutorial to see how properly implement it.
  16. Copypasta from Guild: A (Combo 1) cannot be blocked at point blank range due to 0 frame startup. A (Combo 1) also has 0 recovery frames. Particle effects on charge are misaligned. Water Gun and Surf both give back power Has no air or crouching normals (I'm going to assume this was intentional for whatever reason but it still feels off) C (Combo 3) pushes Squirtle backward during his startup frames while in the corner. Coupled with its short range, this causes it to whiff entirely. Given the 18 frame startup this attack has and the fact it has ridiculously short range and only does 30 damage, I can't see a practical use for this move at all. The startup frames of C (Combo 3) can be cancelled into his other attacks.[/li]Water Gun and Surf are both unblockable for some reason. Water Gun and Surf both have invincibility frames during the attacking portion (Surf has invincibility on ALL frames) Surf's Projectile has no CLSN2 boxes to allow it to collide with other projectiles Bubble's projectiles are classified as NA (normal attacks) in your hitdef, instead projectiles (NP). Same applies to both Water Gun and Surf's projectiles, only in those cases they should be classified as super projectiles (HP). Bubble, Water Gun, and Surf have no hitsparks B (Combo 2) and Bubble both cause no pushback on hit or block, most likely due to this: ground.slidetime = 0 That should be identical to the value for hittime Overall it needs work
  17. Generally speaking, chains go from L-M-H in that order. Meaning L-M and L-H should both be possible (and M-H if you're implementing magic series), but not the reverse. Of course there are exceptions (Wolverine and a few chars in SF4 can do reverse, but its generally M-L) While possible in mugen, cancels generally cancel out the recovery time of the 1st attack, not the startup of the 2nd.
  18. Also because I promised I would https://www.youtube.com/watch?v=zroLuJSVBFk
  19. You don't have to set all the attack advantages to 0, thats not what I was saying. Having positive frame advantage is fine, in fact all light attacks have some kind of frame advantage. In fact, it's because of positive frame advantage that certain combos are possible, specifically links. But for a light attack, 13 was too much. Anyways, to answer your question I don't recall seeing the ability to cancel/chain Plasma Lance into Plasma Hammer or Wrecker, I'd have to check the cmd file again. If that was intentional, then it has to do with linking the attack rather than cancelling/chaining the attack, which is where the frame advantage comes into play. When this happens, if the startup time (that is, the time it takes before the first CLSN1 box appears on the character) for the next attack is too long compared to the frame advantage, it won't register as a combo. Do keep in mind though that links are not supposed to be easy to do compared to cancels, which are easy to implement. Just to illustrate the difference: Cancel is when P1 hits P2 with one attack, then inputs the command for the next attack, which then cancels the rest of the animation of the first attack immediately into the second attack. This can easily be implemented in the cmd file using the stateno and movecontact triggers. Any time a normal cancels into another normal is called a chain. Link is the hero of Hyrule destined to defeat the evil Ganon is when P1 hits P2 with an attack, waits for the animation to finish, then hits P2 with another attack before P2 can recover from the hittime of the first attack. If you want to see a demonstration of a link versus a cancel, open any mugen character (lets just use Rotom as an example here). In the cmd file, locate the changestate for the move Electroball and add the following triggers below any triggers you may have: trigger2 = stateno = 200 && movecontact In mugen, Perform the Plasma Lance attack and, as soon as the attack hits, perform the command for Electroball. If successful, you will notice the animation for Plasma Lance is interrupted and goes straight into Electroball. That's a cancel. Reverse the edits and go into the hitdef for Electroball. Change the hittime to some ridiculously high value like 200. In mugen, perform Electroball. After the attack hits, proceed to use Plasma Wrecker. Notice if you try to do a cancel like above it wont work. This is an example of a link (albeit an unrealistic one but its just to demonstrate the difference between a cancel and a link)
  20. Considering you've already read my response on guild there's no sense for me to repost it here :p Although I do have to ask, do you plan to add any more specials? Shadow/Electro ball and will-o-wisp can easily be separated into their own special motions.
  21. GCM's responses to the above feedback in bold The following aren't in the same order as your feedback, because this device sucks at stuff. -Answer to most of these: are you sure? I have played through Arcade mode, watched AI matches, etc. and most of what you describe doesn't occur. Both I and the AI can block Roto-spin, as well as Leaf Storm (even in the corner as you say), and Plasma Lance + walking forward doesn't lead to infinite - I've done it enough times to know this. All these were tested on Kung Fu Man. I'll try them again later against someone else when I have the time, as well as provide screenshots and/or video of the plasma lance infinite. -That's no dash, it's an attack! In relation to this, there's no anim 100/105 because certain characters put you into the running animation (or walking if such an animation does not exist, but with the same velocity). Seeing as FF/BB is dat rolling attack...(this isn't stupidity or poor planning, it's deliberate). I wouldn't have a problem with this as an attack if it used a conventional special command, but as it is now it just feels off. Also anim 100 and 105 are required by the mugen engine, hence why it gave the warning about missing required anims, and thus the feedback I gave. -Elec/Shad Ball and the hurricanes are Helpers, so projectile physics don't necessarily apply. They're still projectiles, whether they're being created as a helper or with a projectile controller. -D, DF, F a/b/c is too mainstream :P There's a good reason why: because it works. You wouldn't put a fireball special with a Shoryuken motion because it doesn't work. And considering that all his specials use the same motion, theres no reason why it shouldn't be a QCF motion. -He has 5 formes and Discharge - that's 6 buttons, but because my imagination sucks (and because I didn't necessarily want to include more attacks), his other attacks are a, b and c. That's not really a problem, is it? Considering that his level 2s are, well level 2s, theres no reason why they can't use a slightly more complex command than QCFx2. For example, HCFx2, HCF,QCF, QCB,HCF, amongst other options. This way they can still be condensed to A B and C buttons if thats what your concern was. If a button is only used for a super motion's command then its best to not use that button at all. Your intention for Rotom was to be a 3 button character, theres no reason to add 3 more buttons just for supers, especially when you have super motions other than QCFx2 at your disposal. Speaking from experience, my older Touhou characters were the same way until I eventually scrapped using 3 additional buttons for supers. -Technically, there are blue hitboxes in the Discharge animation for characters such as Zeeky to blow him up. If anyone knows of a way to make the attack destroy projectiles, I'd be very pleased :) The way the attack is now, you have it classified as S,HA (standing hyper attack). Changing it to S,HP (standing Hyper Projectile) would cause it to destroy projectiles, but then you run into other issues since the hitbox itself is attached to Rotom itself. -Originally, wash forme and its effect were all one animation. One day, I decided to make the water transparent, so I split the sprites up. The water is actually an explod, as the red hitbox is still on the wash forme animation. Read the comment above regarding Discharge - Read the previous posts of mine; Blizzard is a pain to balance, as characters are of all shapes and sizes - more damage to bigger characters, bugger all to smaller ones. In relation to this, Electro Ball accelerates, meaning it'll do more damage close-up (intentional). Again, its total damage is down to the width of the opponent. Adding a damage dampener would alleviate part of the problem with Blizzard, as it'll cause each successive hit to deal less and less damage, balancing it out. - Providing +n means power gain, I based mine around Fu Man's (which was probably not the best idea?) You mean when I said Plasma Lance gave +13 and +7? I was actually talking about frame advantage, not powergains. In laymans terms, hitting an opponent with Plasma Lance would put them into a hitstate that, when Rotom is finished with the attack animation, they would still be in the hitstate for 13 more frames/ticks. Considering Plasma Lance has like 4 something frames of startup (can't recall the exact value as I'm not at my usual computer atm), this contributes to causing the infinite I mentioned earlier. The +7 refers to the same thing, but on block instead of hit. These values can be adjusted by altering the hittime values in the hitdefs (not pausetime, pausetime should almost always be equal for both P1 and P2, since inequal values can affect the frame advantage as well) -Going back to the beta days of Rotom (I can give you the file if you wish), Rotom FAILED at comboing. He's not particularly combo-heavy now, but if you want me to include damage-dampening, I will. See comment about Blizzard above. -How was I supposed to know MUGEN's default cornerpush is buggy - is this really a problem? If you're trying to go for a solid fighting game character, it sort of is. Reason why is because moves that push the opponent back don't push them back as much when in the corner. It can also lead to situations where the both P1 and the opponent are pushed back sooner than they are supposed to, which can prevent certain combos from occuring that would otherwise. A perfect example of this can be found in Vans's cornerpush tutorial which can be found here (specifically the part about Terry's Combination Blow)
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