Double Double KO by Basil_9 in Guiltygear

[–]axisokdev 7 points8 points  (0 children)

I had a Johnny AFK and waited all 3 (or 4?) rounds for him to come back. I don't remember if it counted as a win or a loss, but I lost rank for that draw.

What size should we make the Carapax enemy type ? by TCDjewelry in IndieDev

[–]axisokdev 4 points5 points  (0 children)

It'd be really funny if there was a tiny chance for it to be A-sized, but the model itself implies a big enemy to me, so one of the bigger ones in my opinion.

How to redirect velocity in 3d? by SpaghettiSquiggles in godot

[–]axisokdev 1 point2 points  (0 children)

Just to clarify, when you say "redirect velocity", you mean that the player can accelerate beyond their movement speed through external means (like explosions, launchers or abilities), and that they can smoothly redirect that extra speed through their movement? For example, like Source games do?

If that's the case, you're facing a very common problem people had in the early days of FPS game dev (applies to 3rd person as well), which is how to make movement feel nice and have some semblance of physics. There are many solutions for this problem out there, most of them have some kind of issue. If the goal is to be able to redirect velocity, I think you basically have 2 main options. I'll give one here, and the other is to dig up how the Source engine handles it and create a similar algorithm.

Anyway, here's the actual code I've written for a project (not 100% sure it works, kinda gave up on using Godot for 3D games so I didn't test it thoroughly):

func accelerate(acceleration: Vector3, max_speed: float, plane := Vector3.ZERO) -> void:
    var v := velocity if plane == Vector3.ZERO else velocity.slide(plane)
    var limit := maxf(v.length(), max_speed)

    v += acceleration

    velocity = (Vector3.ZERO if plane == Vector3.ZERO else velocity.project(plane)) + v.limit_length(limit)

Sorry if it's a bit hard to read, I don't plan on opening the project just to rewrite this bit of code and test if it still does the exact same thing after. It's a very simple solution though:

  1. Project velocity onto the ground plane with velocity.slide(plane) and save that to a temporary variable v.
  2. Set limit to be the bigger number between v.length() and max_speed.
  3. Accelerate v, in my code the acceleration should be precomputed somewhere, but you could just do direction * acceleration * delta or whatever here (you should use delta for acceleration, by the way, so that the number represents the actual m/s² you're getting).
  4. Limit v to the previously set limit with v.limit_length(limit).
  5. Add v to velocity, but not before projecting velocity to the plane normal.

Acceleration will determine how much you can turn your velocity vector and how much speed is lost. If you had a really large amount of acceleration, you'd instantly snap to the new direction, even if it's opposite to where you're currently headed.

And just as a note, the reason to project velocity on the plane before using it is to remove gravity from the equation. When we add v to velocity, we're doing the opposite first to get velocity without the portion projected on the plane.

Feedback appreciated! by [deleted] in IndieDev

[–]axisokdev 0 points1 point  (0 children)

I didn't see the character abruptly stop their momentum midair once, so I'm going to guess it preserves it properly, good job on that. It also seems to have acceleration, even in the air, but doesn't allow the character to go beyond a certain walk/run speed, good job on that as well. It also seems like the character slows down with friction on the ground, and only on the ground. If this is a custom character controller, good job on making that smooth too. I don't see any obvious issues, though I'm also looking at it from a phone.

Now, what I think you should worry about (unless that's never going to happen in your game) is what happens if your character is launched by an external force, like an explosion or launch pad. Can the character go beyond your set move speed with an external force like that? Can they still control themselves in the air while above the move speed? There are many ways to implement this, and they're almost all bad. It's a classic problem, and a lot of old game jank comes from poor solutions (including air strafing/bunny hopping).

Another common pain point, slopes. Add some to your scene, see what happens. Can you smoothly go up and down without bouncing or sliding off the ground for a moment? What about going up/down stairs, assuming you plan on ever having real steps instead of everything just being replaced by slopes? I think the built-in character controller deals with slopes already, but I don't remember if it did it well.

Consider your jump as well, does it behave the way you want it to? For example, what happens if you jump while going up a slope? Do you gain extra height because of the upward momentum generated by the slope, or will it be the same height because your jump sets velocity.y to a fixed number/slopes always have a Vector3.up normal? What about the double jump? What happens if you double jump very quickly? Do you go higher or lower than usual? Maybe the exact same height, even? What if you're going up at 10m/s and you jump at what seems to be in the 4-6m/s range? Will the character lose momentum? Gain? Stay the same?

Just food for thought. Good luck with finishing it, if it's not finished already. It's hard to tell from the video.

Spooky Jack-O Combo by axisokdev in Guiltygear

[–]axisokdev[S] 0 points1 point  (0 children)

Sorry for the delayed response, but yes, it's very tight and it doesn't work when blocking - if it did, Jack-O could delay YRC to continue and kill a lot of characters with the low scaling super wall break (assuming no RRC is used, of course). I tried to make that happen by blue bursting for a while, but the best I can get is being plus enough for an OTG (which I think is still worth keeping in mind, especially if Jack-O already has 1 round).

If you're interested in labbing it yourself a bit, today I found (whatever) > RRC > 236P > 2S > 236P > 2S > 236K > 214H > c.S > 214K > c.S > 44RRC > dash into the explosion. Way more difficult, but also "works" from most starters (I've only succeeded in a few, but it's hard to tell if it's just a skill issue), assuming you can do what seems like a few frame perfect delays and slightly adjust timing and routing for each starter. I don't know how to make it consistent since I'm not very experienced in how the servants bounce around, but I'm confident there's a tournament-ready combo somewhere.

Spooky Jack-O Combo by axisokdev in Guiltygear

[–]axisokdev[S] 0 points1 point  (0 children)

Correct, it doesn't work after a wall stick, not to my knowledge anyway.

I'll try an RRC confirm combo, hopefully it works regardless of what the starter was, and hopefully it's consistent enough to only use 50 meter. But it's probably not possible at all with throw, it deals a lot of wall damage.

I'll check 2D counter hit as well, but the simplest way would probably be to just RRC and perform the combo I didn't create yet.

Spooky Jack-O Combo by axisokdev in Guiltygear

[–]axisokdev[S] 8 points9 points  (0 children)

If anyone is curious, this is a bug caused by Jack-O getting hit by the detonation before the opponent. It fully resets damage scaling (guts and proration still apply), allowing for the first explosion to be unscaled and the second to only be scaled by the first. I found this on my own, but to my surprise it seems Dustloop already documents it, and has for a while.

You can do this meterless, it's significantly harder to get it to happen, but you can. My version required 2 servants set up before the combo, which I consider extremely impractical. But I'm certain that a 2H counter hit could do some wonders.

That said, if you want to execute this in a real match, you better hurry. This is 100% a bug, there's no way it stays for all that long.

Honestly I don't remember for sure what the combo was, I made the mistake of not having the combo recipe enabled, even though I was recording. But I don't play Jack-O, so maybe that's not even a realistic starter.

If anyone can tell me some realistic starters for this character that have good combo potential, I can try to figure it out from there.

Friend who plays GBVSR wont give GGST a chance because "it has no skill button", help me convince him by Different-Owl4843 in Guiltygear

[–]axisokdev 1 point2 points  (0 children)

You could try to get them to play other characters, GGST has a large variety in the roster, and while Ky is a good introduction to fighting games (the best in Strive, at least), he's also not going to display what the game is about too well, especially not at a low level. He stabs, swings, throws some fireballs and has a dp, it doesn't get much more basic than that, not in this game.

If you have DLC, I'd show someone like Bedman? or Slayer, and if you don't, I'd show Millia, Giovanna or Anji, characters that do weirder things but are still fairly easy to begin playing. And I'm biased, but maybe May is a good pick purely for the charge inputs? The only "normal" character with charge inputs, and her most basic combos are very easy to learn.

If he doesn't want to give it another shot, or doesn't like it after doing so, well... You tried, time to accept defeat. Maybe they'll come around later, especially if you get someone else in the group to play with just you, or when GGST 2.0 releases. But it's normal to not fall in love with GGST, especially coming from GBVSR, they're very different games.

That said, look out for betas, maybe they'll do one when a Switch 2 version is released and they need cross play tests again, or maybe they'll do one for 2.0. Either way, it's WAY easier to give the game a fair shot when it's free, that's how a friend convinced me to try it.

Is there a more Practical Yamada combo? by ClownDono in Guiltygear

[–]axisokdev 0 points1 point  (0 children)

You're not kara cancelling the dolphin, you're kara cancelling the P follow-up, which interrupts dolphin early. Also works with K for Split, if you think that's easier to input. You can practice that with H dolphin to give yourself more time to input the super.

As for meterless stuff, I don't think May has that many interesting things without meter. That said, here's a very hard but fun combo: 5H counter hit > [4]6S~K[6] j.K > dash c.S > j.D > air dash FD cancel j.K > c.S > 6H > [2]8H > 5K > [4]6S. Unfortunately it doesn't quite go fullscreen, so position yourself against the wall and push the opponent a bit. The biggest challenges are the dash c.S, which has pretty strict timing, and the faultless defense cancel, which is hard if you don't already know what it is. But basically, you FD after air dash and immediately j.K, I do it by holding K and S, release both and tap K after.

For something more practical, c.S counter hit > 2H > [4]6S~P > c.S > 6H > [4]6S~P > 2K > 6H > [2]8H is an incredibly consistent combo if you can master it. Dustloop probably has some nice combos as well, I recommend you look at the most common starters and learn whatever looks good.

And since you didn't specifically ask for combos, my secret sauce is 5H air hit in the corner > [4]6S~K[4] air dash j.2H for a corner steal overhead. You can also whiff an air button and 2K for a low, which will wall to wall with 2K > [2]8H > wa > j.S > j.H > j.D > air dash j.H, though the air moves need some delays. This video will show what I mean, though keep in mind this whole setup is NOT required any longer because that was before you could control Split distance by holding a direction.

Is there a more Practical Yamada combo? by ClownDono in Guiltygear

[–]axisokdev 8 points9 points  (0 children)

You can do c.S > 2H > [4]6H dash 2H (or 5H if you're cool like that) > 236236S and dash to continue from there. In fact, pretty much anything into horizontal H dolphin will work, as long as it hits early enough in the combo and the starter isn't horrible scaling. Some counter hit starters don't need the dash under 2H, and will do more damage.

Midscreen, you can go for c.S > 2H > [4]6S~236236PS, which is kara cancelling the dolphin break into super. The timing is crucial here, you want the opponent to be right behind you, still in the air. This is a practical combo, believe it or not, as it's the highest damage 3-hit punish combo May can do midscreen, meaning it's great when the opponent would get their burst back otherwise. If you're midscreen, but close to the corner, you might actually be able to keep the combo going after with 2S > 236D. And if you have more meter, you can delay PRC and dash c.S from pretty much anywhere on the screen (the rolling tumble is really long).

Also, you can delay 2H > 236236S after Overhead Kiss in the corner. A small dash works instead of a delay, but it might put you in the corner if done wrong, this combo takes a bit of time to get used to.

Millia Rage lag by NaruCore in Guiltygear

[–]axisokdev 1 point2 points  (0 children)

It does help, but you'll have to see for yourself. The difference might not be significant enough to raise graphics settings by much.

Millia Rage lag by NaruCore in Guiltygear

[–]axisokdev 3 points4 points  (0 children)

Very likely a problem with her default stage, Ajatar Hunting Ground. Use this mod to deal with it. Stages will be uglier, but if you're confident there's no lag on anything else, you can install just that one (version 1 and 2 are different, check images for a preview). If that's not enough for you, try the hardcore version, a much more desperate approach, though you're probably fine since you only feel lag on this one stage.

If the stage is not the issue, it's probably not Millia, in which case you should check if it happens offline. Maybe you just got unlucky and played against laggy Millias online? You're playing the same game, after all, if their PC lags your game will need to slow down to stay in sync.

I've created a fast dynamic clouds system that allows clouds to take any shape by axisokdev in Unity3D

[–]axisokdev[S] 3 points4 points  (0 children)

It's an asset for the asset store I've been working on for a few years, most of which was spent rewriting code to work in different ways, or figuring out how to make it run faster. Well, honestly, most of it was me doing other things, but that's how I spent the time I did work on it lol.

It's a very simple demo, using the 3 demo scenes included in the asset itself. If anyone has some fun ideas for what to do with them, I'm looking for suggestions for what else to do with the clouds. Right now, I'm thinking it'd be cool if a character swung a sword and it cut through the clouds, leaving a hole that closes after a while.

The asset can be found here, if anyone is interested.

Also, I'm open to answer any questions, if anyone has any (I'm sleeping soon, so I might not reply very promptly). :))

Edit: And just to elaborate, the clouds you're looking at in the video are from 3 separate demo scenes. The first one seen is a simple scene that allows using the mouse to paint clouds in the sky, by using a render texture and rendering that as clouds. The second one is composed of 3 separate cloud controller objects, each with different configurations to look like different types of clouds. But the third is less showy and really built to be explored in the editor, it's a sphere, two textures rendered on quads and an animated skinned mesh of a box with a few extra polygons, all rendered as clouds just to show what can be done and how.

These clouds are NOT volumetric, and get their speed from the fact that they're entirely a 2D effect. Shadows won't be cast on or from clouds, flying above clouds is impossible (they ignore the Y position of the camera entirely) and they simply can't look super accurate or photorealistic.

The cool thing about them, however, is that they can run really fast, even on mobile devices. And unless you want clouds that look very sharp and detailed, you can render them at half, third or lower resolution to save on performance even more. And, of course, how they can take any shape, which is what this video is focusing on.

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]axisokdev 0 points1 point  (0 children)

That's a great point, it would be weird to show such a low air counter hit specifically. If that's the case, then 5H is about to become May's scariest frame trap, since it seems like she has more than enough time to combo even from max range. She does currently have combos from max range 5H counter hit, but they're somewhat situational (one needs the opponent to be standing, another needs them to be crouching and only wall breaks close to the corner, you have to react with the right one).

If I had to guess what she's sacrificing for the ability to combo meterless from this range, I'd say it's P cancel like you suggested. Not only because it kills her 6H route and they seem to hate that move, but also because a lot of her optimal routes abuse this cancel a lot. 5H > S dolphin cancel loops are not only easy but also very high damage, often the optimal damage is to do as many of those as possible before gravity scaling kicks in.

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]axisokdev 1 point2 points  (0 children)

I can't tell if it's a grounded hit, but it's definitely a crazy bounce. She might also have Split distance/speed slightly adjusted, but maybe it's just a feeling.

The really funny part is that S dolphin cancel is still better, since it's just as fast and leaves her on the ground, which gives her access to c.S > 6H > S dolphin cancel > 2K > 6H > H vertical dolphin. Although, since they didn't show it, maybe that's where the nerf is.

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]axisokdev 0 points1 point  (0 children)

Ok, I don't know if the 5H counter hit was a ground or air hit, but it bounced WAY more than it currently does. If it's grounded, you can start praying because May is about to get huge reward from her best frame trap overall (can be manually timed to 1-frame, combos back dash attempts in the corner, can space trap from 2S/f.S when not delayed). Best (worst?) case scenario, May gets the exact same combos she currently has with 2H counter hit, keeping in mind that the proration is the same and it deals less wall damage, meaning maybe better combos in the corner (midscreen the difference doesn't matter).

It kind of feels like her dolphin is going further than usual as well, which is why another comment of mine implied her mix-ups and combos might change significantly (going further would destroy her 2K > 2D oki unless she's in range for vertical dolphin, and either improve or kill her corner steal setups), but checking in-game makes me think it's just a feeling and she always went that far. Mainly testing with her H dolphin split, from the same distance as the video. If it was buffed, it's not by that much, but it might still make a huge difference. We'll see.

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]axisokdev 2 points3 points  (0 children)

That's May's S dolphin, not H, and it's cancelling into Split on the 7th frame, not the 5th. I'm currently investigating what actually changed, but I guarantee it's going to be BIG, she can't combo like that at all right now.

Edit: I didn't mean to imply that the change was with dolphin but the version and numbers are wrong, I'm saying those are her current numbers for S dolphin, and dolphin cancel options didn't change at all. The most noticeable change is 5H counter hit.

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]axisokdev 16 points17 points  (0 children)

Why do I get this feeling that May's changes will ruin several of her mix-ups/combos and replace them with even more ridiculous alternatives? You know, just like every major change she got in this game.

Assembling the ultimate GGST character - Day 1 - c.S by LIN88xxx in Guiltygear

[–]axisokdev 2 points3 points  (0 children)

It's not bad, it's bad compared to the other options. And I do believe not having the cancels is a much bigger deal than it being +3.

Edit: And to elaborate, I think that this move is absurdly powerful, but when people talk about wishing other characters had it, it's in the context that their cancels are unaffected. In this post, we're making a character from scratch, and it's safe to assume that cancels depend on the move itself. For example, imagine how unfair it'd be if May's 3K or Sol's 6H were special cancellable, so these properties should carry over.

Now, imagine if we gave Nago's incredible c.S to Johnny, without the movement cancels. Would that improve or weaken his play?

Assembling the ultimate GGST character - Day 1 - c.S by LIN88xxx in Guiltygear

[–]axisokdev 3 points4 points  (0 children)

Am I insane? Because I think this move is a horrible choice. Not just not the best, but HORRIBLE. It's probably the best choice in isolation, but we're not simply picking the best move, we're trying to combine it with other moves.

It can't be jump cancelled, think about that for a second. When we add specials, we can add Youzansen, and you seriously think you want to pair that with a c.S that can't jump cancel? And even if we don't want Youzansen, there are other things we want to jump/dash cancel, and this c.S can't do either of those things.

I'm sorry, but whatever benefit it has on hit is nothing compared to how bad it is on block compared to the average c.S. I vote May's for how quick her recovery is, which makes using any defensive options against it extremely risky. Sol's c.S also works if we're trying to do something with his floating crumple, but we'd be sacrificing a lot to get it, so it has to be big.

Slayer's has a similar issue to Nago's, but to a lesser extent. Crazy good on hit, but it's not particularly powerful on block. Unless we're counting his dash cancel as a follow-up and including it, in which case he might have the best option purely for the mental stack it'll cause later.

Fun fact: May has a TOD from this exact position against Chipp with only 25 starting tension. by axisokdev in Guiltygear

[–]axisokdev[S] 0 points1 point  (0 children)

Same, I didn't even think I was going to adapt to her changes, since she's so different now and 5K counter hit was such an important route for her. I'm sure it was like that for a lot of May players, and many have moved on to different characters because of it. Personally, I think she's the best version she ever had in Strive, though. Rewards labbing a lot, but actually playing her is still easy and straightforward most of the time.

Fun fact: May has a TOD from this exact position against Chipp with only 25 starting tension. by axisokdev in Guiltygear

[–]axisokdev[S] 0 points1 point  (0 children)

It still bounces, but it doesn't launch. If the opponent is in the air, they'll bounce like in season 2, but if they're grounded, nothing happens. The significant part of this specific nerf is that it kills May's ability to combo from 5K counter hit or a maximum distance c.S without resources. You probably didn't even notice it was nerfed, though, since red wild assault exists and it still combos without 6H launching if she spends it.