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Mike Haggars BIG update (Read 20991 times)

Started by RΣDDBRIПK, July 20, 2018, 02:32:08 am
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Mike Haggars BIG update
#1  July 20, 2018, 02:32:08 am
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As all of you know, Mike Haggar was my first character ever for mugen. however since then i have learned quite a bit and believe he more than deserves an update.


First off, How do i make a walking/Running in intro? Looking to make some accurate(if possible) Final fight style intros.
Also,any ideas On what i could do with this?

Lets make mike Haggar GREAT Again
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Re: Mike Haggars BIG update
#2  July 20, 2018, 03:50:36 am
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You can make that an intro, nothing more intimidating than piledriving a shark in front of your enemy.
Re: Mike Haggars BIG update
#3  July 20, 2018, 03:52:09 am
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You can make that an intro, nothing more intimidating than piledriving a shark in front of your enemy.

An intro would be fantastic. should the shark explode upon landing?
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Re: Mike Haggars BIG update
#4  July 20, 2018, 04:15:39 am
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Re: Mike Haggars BIG update
#5  July 20, 2018, 04:44:40 am
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Re: Mike Haggars BIG update
#6  July 20, 2018, 05:08:50 am
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You can make that an intro, nothing more intimidating than piledriving a shark in front of your enemy.

An intro would be fantastic. should the shark explode upon landing?

Yeah, like a good explosion to mask the slam, and him saying a good line to his opponent.

Sounds like like a plan!
another intro idea i have for haggar is he could throw a random gang member from off screen finishing them off, the "GO!" symbol appears and haggar comes running in on screen.
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Re: Mike Haggars BIG update
#7  July 20, 2018, 05:26:59 am
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You can make that an intro, nothing more intimidating than piledriving a shark in front of your enemy.

An intro would be fantastic. should the shark explode upon landing?

Yeah, like a good explosion to mask the slam, and him saying a good line to his opponent.

Sounds like like a plan!
another intro idea i have for haggar is he could throw a random gang member from off screen finishing them off, the "GO!" symbol appears and haggar comes running in on screen.

That sounds really good!
Re: Mike Haggars BIG update
#8  July 20, 2018, 05:50:13 am
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Have an intro with him breaking oil drums with a spinning lariat versus Cody and Guy, it'll be easy to add on the other end provided they have the intro with each other

Have him do the spinning lariat for an intro with Zangief and Eagle as well for that matter for the same reason

I'll concur with piledriving random things with a large explosion, that's a quick minimal fuss thing to do that will give a lot of variety

And as always, no matter what you do make sure it feels beefy
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Re: Mike Haggars BIG update
#9  July 20, 2018, 06:13:37 am
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Have an intro with him breaking oil drums with a spinning lariat versus Cody and Guy, it'll be easy to add on the other end provided they have the intro with each other

Have him do the spinning lariat for an intro with Zangief and Eagle as well for that matter for the same reason

I'll concur with piledriving random things with a large explosion, that's a quick minimal fuss thing to do that will give a lot of variety

And as always, no matter what you do make sure it feels beefy
Thanks for the suggestions Speedpreacher. i will make sure everything feels as beefy as it can possibly be lol!
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Re: Mike Haggars BIG update
#10  July 22, 2018, 07:25:17 am
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What i have done so far.
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Re: Mike Haggars BIG update
#11  July 22, 2018, 07:41:08 am
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That's excellent!

lui

Re: Mike Haggars BIG update
#12  July 22, 2018, 08:52:13 am
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you can have the shark's tail bounce off when the explosion happens via seperate helper
Re: Mike Haggars BIG update
#13  July 22, 2018, 09:28:17 am
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sickk
Re: Mike Haggars BIG update
#14  July 22, 2018, 10:11:53 am
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Re: Mike Haggars BIG update
#15  July 23, 2018, 03:12:21 am
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That intro is fire. Love the creativity.
Re: Mike Haggars BIG update
#16  July 23, 2018, 05:11:02 am
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Re: Mike Haggars BIG update
#17  July 26, 2018, 05:17:13 am
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Couldn't wait to show you this!

any Thoughts?

Notice how haggar and eagle shift a tiny bit before the round begins. Trying to get them to return to the starting position before the round starts. not sure if the shift is stage related.
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Re: Mike Haggars BIG update
#18  July 26, 2018, 07:02:32 am
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I used this code for my Raiden vs Zangief when he lands from the jump.

[State 194, Camera]
type = Helper
trigger1 = !numHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1
pos = 0, 0
facing = 1

[State 194, VelSet]
type = PosSet
trigger1 = Numhelper(8999)
trigger1 = Time = 0
x = helper(8999),pos x
y = 0

Try it in yours and Eagle's to see if they get in the correct position.

Hope to see some quotes from UMvC3 (and maybe MvC:I if possible) :P
Re: Mike Haggars BIG update
#19  July 26, 2018, 09:21:22 am
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I used this code for my Raiden vs Zangief when he lands from the jump.

[State 194, Camera]
type = Helper
trigger1 = !numHelper(8999)
helperType = Normal
stateNo = 8999
ID = 8999
name = "Camera"
posType = P1
pos = 0, 0
facing = 1

[State 194, VelSet]
type = PosSet
trigger1 = Numhelper(8999)
trigger1 = Time = 0
x = helper(8999),pos x
y = 0

Try it in yours and Eagle's to see if they get in the correct position.

Hope to see some quotes from UMvC3 (and maybe MvC:I if possible) :P
it worked! thanks knuckles.
Quotes from UMvC3 are already in. Haven't found any for MvC:I yet.
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Re: Mike Haggars BIG update
#20  July 26, 2018, 09:43:25 am
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I figured you guys would appreciate this.

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Re: Mike Haggars BIG update
#21  July 26, 2018, 09:44:50 am
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Perfection!   :sugoi:
Re: Mike Haggars BIG update
#22  July 26, 2018, 10:06:15 am
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lui

Re: Mike Haggars BIG update
#23  July 26, 2018, 12:30:35 pm
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hell yeah, love the little eye thing from his umvc3 level 3

you'll add it on to his level 3 too right? :D
Re: Mike Haggars BIG update
#24  July 26, 2018, 01:55:14 pm
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I think you add the eye twinkle it should last longer on the pause with the twinkle then go into the combo
Re: Mike Haggars BIG update
#25  July 27, 2018, 01:40:19 am
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Was playing some Final Fight 3 and came up with some planned changes.

-The headbutt throw will be replaced with his throw from FF3
-His level 3 super will be redone to be a mix of FF3+UMvC3
-adding his clothesline punch from FF3
-adding an x velset to EX piledriver so that he can move during it. just like in FF3

hell yeah, love the little eye thing from his umvc3 level 3

you'll add it on to his level 3 too right? :D
Yes he will definitely have the twinkle effect for his level 3!
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Last Edit: July 27, 2018, 01:46:54 am by ReddBrink
Re: Mike Haggars BIG update
#26  July 27, 2018, 08:27:00 am
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Another Intro. This also works with Guy.

I had to resize the oil drum as haggar was a bit too tall to hit it.
Any thoughts?
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Re: Mike Haggars BIG update
#27  July 27, 2018, 08:31:51 am
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add more barrells.

1 seems a bit tiny
Re: Mike Haggars BIG update
#28  July 27, 2018, 08:32:21 am
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Maybe you could add more barrels that he breaks? Sort of like the beginning of Stage 1 from Final Fight 1.
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Re: Mike Haggars BIG update
#29  July 27, 2018, 08:42:12 am
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Re: Mike Haggars BIG update
#30  July 28, 2018, 10:09:53 am
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Another Update to Rapid Fire Fist

Almost got the MVC3 accuracy down.
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Re: Mike Haggars BIG update
#31  July 29, 2018, 10:43:16 am
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More barrels you say? how bout a little extra! Final Fight 1 Intro!

Oil Drum Placement is weird i know. Usually it depends on the stage you are using. looking for an alternative method of drum placement while keeping the arcade feel of Final fight.
Any Thoughts?
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Re: Mike Haggars BIG update
#32  July 29, 2018, 11:19:08 am
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Try using the Final Fight bad guys (Simon, Jake, J, Axl, etc) make them sit down or chilling like how they are in the 1st Stage of FF1 and Haggar should just walk and lariat all of them lol
Re: Mike Haggars BIG update
#33  July 29, 2018, 12:32:47 pm
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Try using the Final Fight bad guys (Simon, Jake, J, Axl, etc) make them sit down or chilling like how they are in the 1st Stage of FF1 and Haggar should just walk and lariat all of them lol
Already have a mad gear intro planned for haggar. when he is up against certain mad gear characters(Rolento, Poison, Sodom, etc.) he throws a mad gear Goon from off screen into the battle, Defeating the goon in the process. Then the classic FF1 "GO!" Symbol appears, haggar runs in to the frame and takes his spot ready to Kick some mad gear ass and save jessica!

The mad gear bonus character has some goons. should i use them and are the more available? All i need are the falling and lie down sprites of the goons
Example in the spoiler below
Jake, Dug, Bred & Simmons
Spoiler, click to toggle visibilty


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Re: Mike Haggars BIG update
#34  July 29, 2018, 12:40:52 pm
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Oil Drum Placement is weird i know. Usually it depends on the stage you are using. looking for an alternative method of drum placement while keeping the arcade feel of Final fight.
Any Thoughts?

I'd say either bring them all the barrels down more, or use Guy and Cody's intros as a guideline on how the barrel's are placed.
Re: Mike Haggars BIG update
#35  July 29, 2018, 11:25:10 pm
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Re: Mike Haggars BIG update
#36  July 30, 2018, 08:28:59 am
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Rapid fire fist is done!

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Re: Mike Haggars BIG update
#37  August 02, 2018, 06:05:54 am
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Went ahead and redid both throws

Still gotta finish adding the rest of the sounds and they will be good.
Next video will show progress of the intro vs Mad Gear characters.

And now some questions. How do i go about adding a ground bounce to a certain attack? Looking to add it to the air pipe.
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Re: Mike Haggars BIG update
#38  August 02, 2018, 07:00:20 am
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I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
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Last Edit: August 02, 2018, 07:18:48 am by Cruz
Re: Mike Haggars BIG update
#39  August 02, 2018, 08:03:10 am
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I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
It worked. 1 more thing, how do i get this to work when the opponent is in the air? it works when the opponent is standing on the ground but not when he jumps in the air.

And yes i was listening to CPS2 haggar theme by Wizzy. Didn't think Bandicam was gonna record that lol
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Re: Mike Haggars BIG update
#40  August 02, 2018, 08:08:27 am
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The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
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Last Edit: August 02, 2018, 08:43:35 am by Cruz
Re: Mike Haggars BIG update
#41  August 02, 2018, 08:28:51 am
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The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
I could limit the use of the move by adding an OTG stock (Similar to Divinvewolfs Rock)
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Re: Mike Haggars BIG update
#42  August 02, 2018, 08:44:02 am
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Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
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Last Edit: August 02, 2018, 08:50:39 am by Cruz
Re: Mike Haggars BIG update
#43  August 02, 2018, 09:04:46 am
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Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
No worries. Thanks for this man i appreciate it.

EDIT: I just realized that air pipe is a hard knockdown in the air and only ground bounces if the opponent is on the ground. lol sorry my bad.
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Last Edit: August 02, 2018, 09:20:39 am by ReddBrink
Re: Mike Haggars BIG update
#44  August 07, 2018, 06:53:15 am
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Oh yes! i have been waiting to show you guys this!

still needs a lot of work but its coming along great! Any thoughts?

list of goons to be thrown out by haggar in the spoiler below.
Spoiler, click to toggle visibilty
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Re: Mike Haggars BIG update
#45  August 07, 2018, 06:54:56 am
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Im still nerding out over the shark intro, god damn. Good job man.
Re: Mike Haggars BIG update
#46  August 07, 2018, 07:01:41 am
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Re: Mike Haggars BIG update
#47  August 08, 2018, 09:54:31 am
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Added more Mad gear members to the intro.

now to add the dust FX when they land and the sounds for when haggar is running.
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Re: Mike Haggars BIG update
#48  August 08, 2018, 03:15:30 pm
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.
Re: Mike Haggars BIG update
#49  August 08, 2018, 03:32:58 pm
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Interesting concepts you got for Haggar, mate! Looking forward to this update! :2thumbsup:

Spoiler, click to toggle visibilty
Last Edit: August 08, 2018, 03:44:57 pm by NDSilva
Re: Mike Haggars BIG update
#50  August 08, 2018, 03:40:14 pm
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.

Don't forget Kamekaze's Frank West, because MAWvel Infinite
Re: Mike Haggars BIG update
#51  August 09, 2018, 01:34:08 am
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.
It already uses sprites from DW's poison. all i did was change the palette to get it as close to the originals as possible.

Also. i understand what your saying but throwing out random characters that are not Mad Gear vs a Mad Gear Member would just feel strange to me. However i can make that into a standard intro. i will keep your idea in mind.
Interesting concepts you got for Haggar, mate! Looking forward to this update! :2thumbsup:

Spoiler, click to toggle visibilty
Thanks man. i'm glad you like it. I plan on adding an intro with your hulk. already have a win quote for him too.
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Re: Mike Haggars BIG update
#52  August 19, 2018, 09:31:11 pm
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time for a progress update!

What do you guys think so far?

PS: I need hyper text for this move. "Final Hammer"
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Re: Mike Haggars BIG update
#53  August 19, 2018, 11:07:29 pm
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I remembet that super from umvc3! But in source game, before the pilediver, haggar spin the enemy and then, trhow to make the pilediver. I think beximus haggar have this move too (at the final of video https://youtu.be/EDKtMk4pgUI)

Will you add that spin to make more accurate to umvc3?

Also, Nice work on this update! I love that new intros!
Last Edit: August 19, 2018, 11:14:31 pm by Mr.Karate JKA
Re: Mike Haggars BIG update
#54  August 20, 2018, 02:04:12 am
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I remembet that super from umvc3! But in source game, before the pilediver, haggar spin the enemy and then, trhow to make the pilediver. I think beximus haggar have this move too (at the final of video https://youtu.be/EDKtMk4pgUI)

Will you add that spin to make more accurate to umvc3?

Also, Nice work on this update! I love that new intros!
The LV3 i made is kind of a mix between Final fight 3 & umvc3. it starts similar to final fight 3 but ends with umvc3 piledriver.
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Re: Mike Haggars BIG update
#55  August 23, 2018, 10:22:05 am
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Final Update for the mad gear intro

Included in this update is...
 -Life bar added for a bit more of a nostalgic feel. (Life bar will change in the future to an actual final fight lifebar. Using the one from strength training for now)
 -Andore Family added to list of mad gear goons to toss out. now the list consists of..
Spoiler, click to toggle visibilty
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Re: Mike Haggars BIG update
#56  August 23, 2018, 01:04:50 pm
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Final Update for the mad gear intro
[youtube]https://www.youtube.com/watch?v=PJV9a-4RBI0&feature=youtu.be[/youtube]
Included in this update is...
 -Life bar added for a bit more of a nostalgic feel. (Life bar will change in the future to an actual final fight lifebar. Using the one from strength training for now)
 -Andore Family added to list of mad gear goons to toss out. now the list consists of..
Spoiler, click to toggle visibilty

Mmmmmm... that's a good add-on. I'm ready.
Re: Mike Haggars BIG update
#57  August 27, 2018, 02:43:05 am
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I need some help with Giant haggar Press.

When haggar lands from the press, the opponent flies over him instead of away from him. how do i change the vels if the opponent is behind him?

Here is the land code
Code:
;------------------------
;MAX Press Land
[StateDef 3320]
type = C
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3320
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,7
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7070
ID = 7080
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 7060

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
movetype = I

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 45
freq = 80
ampl = 6
phase = 90

[State 3320, 1]
type = HitDef
trigger1 = !var(16) && var(15) < 25
trigger1 = AnimElem = 1
attr = S, HA
damage = ceil(ifElse(fvar(11) * 205 < 7, 7, fvar(11) * 205)), 20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 0
sparkno = -1 + 0 * (var(33) := 8014)
sparkxy = -10, -26
guard.sparkNo = -1 + 0 * (var(34) := 8001)
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-7
air.hittime = 12
getpower = 0
palFX.time = 44
palFX.color = 32
palFX.mul = 512,256,128
palFX.sinAdd= 80,25,0,8

[State 1025, p2fx]
type=helper
trigger1= movecontact = 1
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, Land]
type= changestate
trigger1 = animtime = 0
value= 0
ctrl = 1
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Mike Haggars BIG update
#58  August 27, 2018, 04:00:27 am
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You can use P2Dist x to determine whether the the opponent is in front or behind you.

Use this for the first value on the velocities:
Code:
ifElse(P2Dist x < 0,5,-5)

In this case, the ifElse will pick 5 if the opponent is behind you and -5 if the opponent is in front of you.
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Last Edit: August 27, 2018, 04:03:58 am by Cruz
Re: Mike Haggars BIG update
#59  August 27, 2018, 04:20:29 am
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You can use P2Dist x to determine whether the the opponent is in front or behind you.

Use this for the first value on the velocities:
Code:
ifElse(P2Dist x < 0,5,-5)

i had just figured it out moments before you posted this. i used this and it worked. what would the difference be between the the code you posted and the code i posted?
Code:
Ifelse((Abs(P2BodyDist X) <= 60),-5,5),-7

EDIT: Forget the last code i posted. the one you posted does the job perfectly. Thanks again man!
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Last Edit: August 27, 2018, 04:25:01 am by ReddBrink
Re: Mike Haggars BIG update
#60  September 05, 2018, 02:22:50 am
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Alrighty guys are you ready for a beta update to Haggar?
well here he is! There is still A LOT that needs to be done but i'm looking for some input mainly on rapid fire fist when hitting opponents in the air.
trying to get it to be like in the video below at 0:20


Anyway here is the link for the beta
http://www.mediafire.com/file/cw1y5c21b4439cu/Mike+Haggar.rar

PS: I forgot to update the readme with all the new info but i will do so during the final release.
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Last Edit: September 05, 2018, 02:32:34 am by ReddBrink
Re: Mike Haggars BIG update
#61  September 19, 2018, 04:44:54 pm
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haha I loved the classic intro with the hand icon. Awesome idea.
Re: Mike Haggars BIG update
#62  September 19, 2018, 05:27:11 pm
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Mike Haggars BIG update
#63  September 19, 2018, 11:14:44 pm
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Your Haggar is looing good, I can't wait for the final release!

He now appears to be a character with more weight, because his speed now corresponds perfectly to what he is.
Re: Mike Haggars BIG update
#64  September 20, 2018, 12:39:07 am
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Oh yeah, I do have some feedback on the beta of Haggar. I did some testing a couple of days ago, but forgot to post about it.

-Haggar stops glowing yellow if the opponent is successfully grabbed during the EX Sky-High Backdrop.
-Headbutt Slam has ground fx and sounds from the fightfx when the opponent hits the ground (I don't think it's necessary since it's blocks the ground effects from the character's SFF and that other of Haggar's moves don't have it).
-I personally think Giant Haggar Press could use the ground fx where Haggar hits the ground to add a little more impact and oomph alongside the explosion.
-Level 1 Rapid Fire Fist has no swing sounds on the rapid hits, but level 2 does.
-Double Lariat can't seem to be performed even with the correct command (Probably it's a beta and isn't finished yet).

I apologize if this was late, so some of this may be fixed already. Either way, look forward to the final release.
I will still do detail and aesthetic feedback for the rest.
Re: Mike Haggars BIG update
#65  September 20, 2018, 07:07:20 pm
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Oh yeah, I do have some feedback on the beta of Haggar. I did some testing a couple of days ago, but forgot to post about it.

-Haggar stops glowing yellow if the opponent is successfully grabbed during the EX Sky-High Backdrop.
-Headbutt Slam has ground fx and sounds from the fightfx when the opponent hits the ground (I don't think it's necessary since it's blocks the ground effects from the character's SFF and that other of Haggar's moves don't have it).
-I personally think Giant Haggar Press could use the ground fx where Haggar hits the ground to add a little more impact and oomph alongside the explosion.
-Level 1 Rapid Fire Fist has no swing sounds on the rapid hits, but level 2 does.
-Double Lariat can't seem to be performed even with the correct command (Probably it's a beta and isn't finished yet).

I apologize if this was late, so some of this may be fixed already. Either way, look forward to the final release.
The readme in that version is not updated properly. it hasn't been touched since i started to update haggar.
And now to answer some feedback.

-Fixed the EX FX on sky-high backdrop
-Headbutt slam is no longer headbutt slam as it is now the throw from final fight 3. as for the fightfx, Fixed.
-Alrighty i can add the ground fx to giant haggar press.
-Lv1 Rapid Fire Fist or its MAX version is not finished as i'm trying to find some safety for when the opponent is hit in the air.
-Double Lariat was removed.

Thank you for the feedback Solidzone.
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"