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Lab Monster Toolkit

Fighting game training mode enhancement tool designed to help players of all skill levels improve faster. · By erebuswolf

Issues with game Pause and Negative Edge inputs

A topic by ssoftie created Nov 20, 2022 Views: 181 Replies: 6
Viewing posts 1 to 4

Whenever i hit Pause while holding a button down for a move (umvc3 zero buster specifically) it drops the held input and just releases buster on the paused frame

Not sure if there is a work around for this? If there is i cant find it

great tool overall, enjoying using it, just cant TAS zero combos with it lol

Developer

Very interesting issue. In the short term I recommend either using the slow down modes instead of pause for that use case or building a combo by hand in the input editor (this is how I do most TAS stuff). I will look into this after the holiday. I'm not particularly good at umvc3. If you could give me a zero input sequence with some times where you want pause and unpause to work it would help me look into it. Did you try using the keyboard hotkey for the pause and unpause? Not alt/tabbing to swap the game in and out of the foreground may work.

Developer (2 edits) (+1)

I had a moment to look into this. As it turns out, the issue is that when you use F9 and F10 to pause and unpause the game with Lab Monster Toolkit, the game swaps player 1's input to use the keyboard. This causes the buster drop. The simplest work around I found was to have Lab Monster Toolkit be the forward most application, and let UMVC3 read inputs while in the background. Then use the mouse to click pause and unpause as needed instead of using the hotkeys. Here is a youtube video showing the pause and unpause working by using the mouse:


If you prefer to use the hotkeys there is another option. It is possible to just do the combo on player 2 side by setting up the toolkit to control the dummy. Here is a youtube video showing that approach instead.

Thanks for the work arounds! that makes sense that using the hotkeys would make the game focus on the keyboard

Developer

No problem! Let me know if you have other issues. Tell your friends about the tool too! Every tweet and word of mouth helps!

Something else did come up: with trying to have the toolkit being the front program, the game would stop taking inputs/UI inputs after a few seconds 

its probably settings on my end but i think i have everything setup right, recorded my screen here: 

And I have told a few friends about the toolkit, I was really surprised i had never heard of it before I saw Hayd3nplz use it, and then i realized it released just a few weeks ago
Developer (2 edits)

So, I can't reproduce that issue unfortunately.  When I set the UI to have both chars walk at each other they do it forever regardless of what window is on top. I worry it may be a config issue that will be hard to reproduce on my end. I'm not sure what your current workflow is, but I personally recommend using a workflow similar to what I do in this video (timestamped start at 8:46, or I tried to, the embed doesn't like to use the timestamps).

Basically, create a recording sequence that starts with a training reset button press, do the inputs you want to have in the combo, then fiddle with the timings in the editor and press play to test if your timings work. I've never considered a workflow where you pause and step every frame or use the UI to set your inputs every frame. The UI input was mainly to have a dummy hold block or crouch block while trying to record a sequence, and the frame stepping was intended to break down and data mine moves, not input them one frame at a time. Let me know what your intended workflow is for what you are doing.