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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

Phantom input during playback

A topic by ITNoetic created 71 days ago Views: 67 Replies: 8
Viewing posts 1 to 3
(1 edit)

I'm trying to record a combo in MvCI. I started with a recording of just pressing the buttons, not with correct timing, with the goal of getting the combo to work in the script, then maybe doing a midi thing or slowing the game down. But right now, the script is causing a super jump at a certain point in the combo that is programmed to just hold neutral. And the super jump input does not appear in the input history in-game...


https://pastebin.com/rWXDYhJE

Also, is it possible to bind a hotkey for stopping the training window? If I get my inputs wrong, I don't need to compare my inputs, I just wanna hit reset and try again, but I have to manually go back to the training window and hit stop every time.

Developer (1 edit)

Thank you for the feedback. A few questions.

Are you using frame locked mode or the raw timing mode?

Are you starting the playback with the gamepad hotkey or with the keyboard or with the mouse button on the toolkit?

What character are you selecting? What character is being hit?

It would help me if you could record what you see as playback on the recording so I can see what the failure case looks like.

Regarding a reset hotkey for the training mode. This does not exist currently, but is an excellent suggestion. I'll look into adding it soon.

Frame mode.

Starting playback with the gamepad hotkey.

Captain America is the dummy and player. Spawning in the corner.


Also, while I'm remembering things, it would be great if, in the editor window, pressing the Delete key on the keyboard could delete the currently selected inputs.

Developer

You have auto super jump turned on. It's in the extra control settings in mvci.

Developer

I'll look into making  delete function that way. There are many hotkeys I'd like to add as well.

Thank you! Another bit of feedback I have is, the editor window would be a lot more usable if button inputs had default colors that made them easier to discern from directions when editing a recorded sequence.

Developer

Can you explain this idea further? I don't know that I understand it fully.

After recording a sequence, looking at it in the editor results in many gray input nodes. You have to squint to find the ones that have checkmarks in the buttons.

Instead, each instance of the A button should be green by default, B should be red, X blue, Y yellow, and so on, for all of the buttons, to make them easier to differentiate from the directional inputs when making adjustments.