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WIP: SvC Omega Zero (Read 60228 times)

Started by The Dutch Guy, July 29, 2007, 04:17:02 pm
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WIP: SvC Omega Zero
New #1  July 29, 2007, 04:17:02 pm
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here's my first mugen project



he's based off of N-Mario's svc zero (wich i have permission to use as with his omega), but im still learning to code so i might need some help with that
Last Edit: October 12, 2007, 07:15:41 pm by Sepp
Re: WIP: SvC Omega Zero
#2  July 29, 2007, 04:17:58 pm
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good luck with your project
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Re: WIP: SvC Omega Zero
#3  July 30, 2007, 01:03:57 am
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I remember when I was editing his zero to make him like omega zero long time ago  ;P, but I got bored so I stopped editing his sprites, anyway I wouldn't be able to release him anyways  :D. good luck!
Re: WIP: SvC Omega Zero
#4  July 30, 2007, 09:15:52 am
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im also trying to edit some attacks so he will "feel" a bit like omega (altough not as strong :P )
Re: WIP: SvC Omega Zero
#5  July 30, 2007, 01:41:57 pm
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I was actually going to add Omega Zero mode to my Zero but sadly I didn't know enough about Omega Zero in order to add it...


All I can say is you'll need N64Mario's permission if you're going to do that.
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Re: WIP: SvC Omega Zero
#6  July 30, 2007, 02:11:00 pm
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He said he already have it :P

and what kind of help do u need about the omega zero mode? I can tell you all of his attacks (or record them on VBA movie format), I kicked his ass so many time that's not even funny anymore (on perfect without any chip, etc...)
Re: WIP: SvC Omega Zero
#7  July 30, 2007, 02:14:52 pm
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well... its not that im making an omega zero mode, but just a different character
Re: WIP: SvC Omega Zero
#8  July 30, 2007, 02:19:26 pm
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I was talking to Jesuszilla  ;P

Spoiler, click to toggle visibilty
Re: WIP: SvC Omega Zero
#9  July 30, 2007, 02:26:40 pm
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thanx, ill get back to you when im as far as i can get
Re: WIP: SvC Omega Zero
#10  August 01, 2007, 01:55:53 am
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Don't just change the color of his sabre. Change the color of his suit too. ;)

Ex. Give his arms/legs a blue tone color, and give the hair a more dull color. I'd assume the colors of GBA Omega Zero. ;)

Also, needs a new "I'm the messia" intro, and flashing aura.


Thus is why I never considered SvC Omega Zero. Lack of sprites to do a new intro & ground pound move. Colors aren't fitting as usual.

"You must defeat my flaming
dragon punch to stand a chance."

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Re: WIP: SvC Omega Zero
#11  August 01, 2007, 06:21:23 pm
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playing the actual game where he appears would be a good idea mate, to understand what the charcter actually is

good luck with this, zero fan here
Re: WIP: SvC Omega Zero
#12  August 01, 2007, 11:38:09 pm
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Also, needs a new "I'm the messia" intro, and flashing aura.


Thus is why I never considered SvC Omega Zero. Lack of sprites to do a new intro & ground pound move. Colors aren't fitting as usual.

I was bored so I did this animation.  Would need the Shinespark separate over his forehead jewel.  ( I couldn't find a good one.)

I was going to frankensprite his ground pound, and the rest of his Omega intro anyway.

Getting his backview was extremely tedious because of how tall, and thin Zero is in  SVC.  Ya'll can use that for whatever.  Just message me or credit or whatever.

The ground pound attack would be a hell of a lot easier to sprite out.

(And yes, I know he doesn't have any hair. Omega has none at the beginning of the intro animation.)



Re: WIP: SvC Omega Zero
#13  August 01, 2007, 11:48:20 pm
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Yet another reason I didn't bother adding it either: Too much editing would be involved.


I just hope you'll be removing a lot of his moves regular Zero has and replacing them with O. Zero moves. Otherwise it'd make no sense.
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Re: WIP: SvC Omega Zero
#14  August 02, 2007, 05:40:11 am
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I was bored, and did this palette. It's should be much different from SvC normal Zero, to tell them apart.



If you don't like it, I can try to make up some others. ;)


BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.

So yea, You're going to do a lot of editing to get Omega Zero correct.

[size=1pt]I might re-consider programming SvC Omega Zero for mugen, if you want to handle making the sprites, which was the main reason why I never made him.[/size]

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 02, 2007, 05:44:26 am by N-Mario
Re: WIP: SvC Omega Zero
#15  August 02, 2007, 05:55:24 am
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I'm liking that palette, especially since it includes Omega's red eyes, a detail that I find often overlooked.

I can see a number of possibilities for his 7 Hit Assassination animation.


BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.

Didn't Zero have some kind of attack remniscient of Kirby's Final Cutter? Or am I confusing the SvC Zero with Saber Zero?
Last Edit: August 02, 2007, 05:59:56 am by RicePigeon
Re: WIP: SvC Omega Zero
#16  August 02, 2007, 06:22:43 am
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I'm liking that palette, especially since it includes Omega's red eyes, a detail that I find often overlooked.

I can see a number of possibilities for his 7 Hit Assassination animation.


BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.

Didn't Zero have some kind of attack remniscient of Kirby's Final Cutter? Or am I confusing the SvC Zero with Saber Zero?

Oh yea, he did have a rising sabre attack. However, he was facing the screen when he did it. Unless DeathMasterReaper wants to be lazy about it, and use his crouching uppercut animation for that attack. :P

Also want to note that Omega Zero should NOT have any additional weapons, other than his sabre, and his gun/pistol. Whereas SvC Zero has a Rod, and a Shield Boomerang. Omega Zero should not have these, and should get some new moves all together.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 02, 2007, 06:32:41 am by N-Mario
Re: WIP: SvC Omega Zero
#17  August 02, 2007, 12:02:08 pm
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well first i also darkend the body of zero (u should be able to see that:P) second i know that im going to have a lot of editing but i dont give a damn and so ill just do it ^^ btw like your pallet 2 N-Mario
Re: WIP: SvC Omega Zero
#18  August 02, 2007, 12:04:51 pm
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i might also do some attacks he didnt have origanally(cant spell it right i know...) and enscripture could you make more sprites of that opening thing? i like how it looks :sugoi:
Re: WIP: SvC Omega Zero
#19  August 02, 2007, 12:22:03 pm
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I also made a few O. Zero palettes myself. They're in .act format in my Zero. I believe act010.act is the most recent one. You can use it if you want.
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Re: WIP: SvC Omega Zero
#20  August 02, 2007, 12:23:26 pm
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can i see some then plz?
Re: WIP: SvC Omega Zero
#21  August 02, 2007, 12:38:25 pm
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well ill also keep the big blaster shot and 12 combo attack, im currently trying to remove the cyberelf coding
Re: WIP: SvC Omega Zero
#22  August 02, 2007, 01:33:18 pm
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Re: WIP: SvC Omega Zero
#23  August 02, 2007, 01:53:19 pm
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they look nice as well but its a bit bright seeing omega had a darker "armor" then zero also thanks for the sounds
Re: WIP: SvC Omega Zero
#24  August 02, 2007, 02:06:23 pm
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small update: i finally removed the cyber-elf, shield and a bit of the triple rod coding. if someone's willing to edit some kick sprites then i could continue with removing the rest
Re: WIP: SvC Omega Zero
#25  August 02, 2007, 03:00:44 pm
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I thought Zero had knee and kick sprites  ???
Re: WIP: SvC Omega Zero
#26  August 02, 2007, 03:04:59 pm
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He indeed does.
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Re: WIP: SvC Omega Zero
#27  August 02, 2007, 05:57:00 pm
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I would just assume to make SvC Omega Zero from scratch, or base him from my GBA/ZX Omega Zero version (with fixes to play like SvC).

Also, I had ripped his sounds from ZX as well. Thought it could be of use. :)

"You must defeat my flaming
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Re: WIP: SvC Omega Zero
#28  August 02, 2007, 09:19:26 pm
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Also want to note that Omega Zero should NOT have any additional weapons, other than his sabre, and his gun/pistol. Whereas SvC Zero has a Rod, and a Shield Boomerang. Omega Zero should not have these, and should get some new moves all together.

Eh, as far as new moves go, I might as well toss some ideas.

Maybe Dark Pulse? The black orb push O. Zero does in MMZ3 after the battle when he repels the guardians away from him. I think I included that in the Shadow Omega edit on youtube some time ago:

http://youtube.com/watch?v=t4948J_cEKM

Something like that, only not as glitchy and no, I'm not going to distribute that unless NMario gives the okay (which I doubt he will anyway and even if he did, I still want to keep it private only because SOZ was a coding experiment I did before I actually started MUGEN coding)
Re: WIP: SvC Omega Zero
#29  August 02, 2007, 09:33:39 pm
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My Omega Zero's twitching white Aura needs to be fixed anyway. As I noticed in the games, it does TWO things. First thing is does is twitch. The second thing is does is grow, and shrink.

I'm also thinking about toning down my Omega Zero. Although some had complaint he was too cheap, so might as well tone him down while I'm fixing him up.  ::)

"You must defeat my flaming
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Re: WIP: SvC Omega Zero
#30  August 02, 2007, 09:45:17 pm
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He's still fun to fight even if he is cheap. To be honest, I actually like his current difficulty.

Just a thought, maybe give Omega an adjustable AI? That way he's not that cheap for those who complained, but still a challenge to those who want one.

Also yeah, his aura does need to be fixed.
Re: WIP: SvC Omega Zero
#31  August 02, 2007, 10:06:07 pm
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Somebody had requested for me to re-upload Omega Zero hates Homer (for that old fad) which is one reason why I'm bringing back up Omega Zero. Also had plans on having a new custom intro against Childre Inrarabbita (WIP) at one point.

Also, if it helps, here's an update to his Aura Shadow code.
Code:
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 9999]
sprpriority = -10
movetype = I
ctrl = 0

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = !AnimExist(Root, Anim)
trigger2 = Time <= 0
flag = Invisible

[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -10

[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 250,250,250
mul = 250,250,250

;----- Set Animation -----
[State 9999, VarSet] ; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 9999, Anim]
type = ChangeAnim
trigger1 = AnimExist(Root, Anim)
value = Root, Anim
elem = Var(0)

[State 9999, Anim]
type = ChangeAnim
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------

;----- Scale Timer -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(10) >= 230
var(10) = 0

[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = Root, StateNo != 190
var(10) = 1
;-------------------------

;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.20
fvar(0) = 1.30

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.20
fvar(0) = -0.05
;-------------------------

;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.10
fvar(1) = 1.20

[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.10
fvar(1) = -0.05
;-------------------------

;----- Resize X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(10) = 0.05

; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(10) = 0.025

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(10) = -0.025
;-------------------------

;----- Resize Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(11) = 0.025

; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(11) = 0.025

; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(11) = -0.025
;-------------------------

;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo = 190
scale = (FVar(0) + FVar(10)) - 0.1, (FVar(1) + FVar(11)) - 0.1

[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo != 190
scale = FVar(0) + FVar(10), FVar(1) + FVar(11)
;-------------------------

[State 9999, Trans]
type = null ;Trans
trigger1 = 1
trans = addalpha
alpha = 200,200

[State 9999, 1]
type = null ;AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 5
PalBright = 100,100,100
PalContrast = 100,100,100
Trans = addalpha

[State 9999, AfterImage]
type = null ;AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2

[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Size X: %f     Size Y: %f     Timer: %d"
params = FVar(0), FVar(1), Var(10)

[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = Root, StateType = L
trigger3 = Root, Anim >= 5110
trigger3 = Root, Alive = 0

Works on my current Omega Zero (with the MMZ/ZX sprites).

Although, if DeathMasterReaper wishes to use the aura, he'll might have to add this in statedef -2.
Code:
;--------------------
; Aura Shadow
[State -2, Helper]
type = Helper
triggerall = Alive
triggerall = NumHelper(9999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger2 = StateNo = 190
trigger2 = Anim = 191
trigger2 = AnimElem = 9
helpertype = normal
name = "Aura Shadow"
pausemovetime = 100000000
supermovetime = 100000000
id = 9999
pos = 0,0
postype = p1
stateno = 9999
keyctrl = 0
ownpal = 1
;--------------------



EDIT: Ju$t F0r t3h LuLZ!  ;D

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 02, 2007, 10:21:29 pm by N-Mario
Re: WIP: SvC Omega Zero
#32  August 02, 2007, 10:32:46 pm
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Wow, that's my favorite screenshot, nice one N-Mario! ;D First post, yay!

EDIT:I'll try to help with the project if that's okay. ;)
Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166

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Re: WIP: SvC Omega Zero
#33  August 02, 2007, 10:49:58 pm
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But... Omega's SUPPOSED to be a cheap bastard! It's his thing! It's what he does!
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Re: WIP: SvC Omega Zero
#34  August 03, 2007, 12:57:25 am
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Well..... What I may end up doing is, removing that hit override system that makes him either stay in his attack state, or go into a custom hit state (like it does in the actual game). And just have him use the default Mugen hit system to make other players/opponents attack him easily.

Other than that, other changes may include balancing issues, power levels, etc. The AI will still be the same.

Hell, guess I'm somewhat invading DeathMasterReaper's SvC Omega Zero topic. :XD:

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Re: WIP: SvC Omega Zero
#35  August 03, 2007, 03:29:39 am
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I'll kinda miss O. Zero being a challenge if his armor code is removed.

Seeing as we're straying off topic, I might as well ask. The fact that the Light Beam recovery can literally rape chars with Hyper/Super armor in under 5 seconds, was that intentional, or just something unavoidable? I'm assuming the later after looking at LBR's coding as well as various armor codes.
Re: WIP: SvC Omega Zero
#36  August 03, 2007, 03:46:39 am
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I'll kinda miss O. Zero being a challenge if his armor code is removed.

Seeing as we're straying off topic, I might as well ask. The fact that the Light Beam recovery can literally rape chars with Hyper/Super armor in under 5 seconds, was that intentional, or just something unavoidable? I'm assuming the later after looking at LBR's coding as well as various armor codes.

I wish I knew, or if possible to split topics from this one, and my Omega Zero.  ;P


To answer your question. If the light beam move is being hit by opponents with an armor code, that may very well be the problem. Ex. O.Zero vs Apocalypse, or something. I tried to fix this, but still does somewhat good damage.  The beams should only be able to hit opponents if they are not in any hit state. ::)


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dragon punch to stand a chance."
Re: WIP: SvC Omega Zero
#37  August 03, 2007, 04:42:44 am
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Which is the problem with chars with an armor code: They get hit, spend like 1 tick in their hitstate, and go back to their old state, allowing them to be raped by the LBR. Hence why I was leaning towards it being something unavoidable.
Re: WIP: SvC Omega Zero
#38  August 03, 2007, 06:23:49 am
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Here's a pallette I made not too long ago, the skin and hair are Violent Ken's normal costume.


I made the saber color the same as N-Mario's pallette, maybe I should of made it light blue, but I'm getting kicked off the computer so I'll do more later. Any suggestions for more pallettes?

Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166
Re: WIP: SvC Omega Zero
#39  August 03, 2007, 06:42:58 am
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I actually want to see more of these Omega Zero specific animations before thinking of doing SvC Zero.  ::)

- Intro (generating hair, etc)
- Rising Sabre (facing screen) - Optional?
- Ground Sabre Uppercut (The animation that shoots the blade cutter during his double shot + blade move)
- Ground Pound Attack (for the shockwave, and light beam move)

Also would be nice to get some better projectile graphics, that look stronger than SvC Zero's. ;)

"You must defeat my flaming
dragon punch to stand a chance."
Re: WIP: SvC Omega Zero
#40  August 03, 2007, 07:47:23 am
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srry for late reply, i got disconnected for a while. i think ill get lazy and just use the crouching attack for the blade uppercut and the intro and all will come in a later update. i might also do a dodge move(where he teleports from 1 side to another), but that'll come later. i intentionly went for a weaker omega without the armor code(as i want this one to be more like a mid boss char). also, white armor FTW im really gonna use that one^^
Quote
Hell, guess I'm somewhat invading DeathMasterReaper's SvC Omega Zero topic.
well i dont rlly mind since its also about an omega zero ;)
Re: WIP: SvC Omega Zero
#41  August 03, 2007, 07:53:59 am
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Re: WIP: SvC Omega Zero
#42  August 03, 2007, 08:51:47 am
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Here's my try at the Rising Sabre, in my opinion, it looks terrible,  but I'm still learning.

Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166
Re: WIP: SvC Omega Zero
#43  August 03, 2007, 08:57:17 am
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dunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it


also, well... your rising sabre looks better then you think  :)
Re: WIP: SvC Omega Zero
#44  August 03, 2007, 09:00:40 am
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Thanks, maybe I'll try again later, but about the air kick sprites. Can you say what kind of air kick you want?
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Re: WIP: SvC Omega Zero
#45  August 03, 2007, 09:12:04 am
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just a kick you'd normally do in the air :P
Re: WIP: SvC Omega Zero
#46  August 03, 2007, 09:16:17 am
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Okay, I'll give it a shot.
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Re: WIP: SvC Omega Zero
#47  August 03, 2007, 09:42:20 am
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Okay, here's my try at an air kick based on Zero's hard kick, sort of reminds me of Chun-Li's kick on Edit1, but Edit2 makes me think of Ryu's air hard kick. Edit3 is after the kick, obviously.
Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166
Re: WIP: SvC Omega Zero
#48  August 03, 2007, 10:54:32 am
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looks good
Re: WIP: SvC Omega Zero
#49  August 03, 2007, 11:27:19 am
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Are you planning on using it for your WIP?
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Re: WIP: SvC Omega Zero
#50  August 03, 2007, 11:33:52 am
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sure am   ;)
Re: WIP: SvC Omega Zero
#51  August 03, 2007, 11:36:46 am
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Awsome thanks, what about Omega Zero's ground pound? Have you made any attempts? I haven't tried yet, but I might start later.
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Re: WIP: SvC Omega Zero
#52  August 03, 2007, 11:47:45 am
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havent yet im trying to implement your air kick animation
Re: WIP: SvC Omega Zero
#53  August 03, 2007, 11:53:32 am
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Good luck with that and your attempt for the ground pound, I'm going to bed for now, I tried a few attempts but I could never get the right arm (the one he pounds the ground with) right. :omg:
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Re: WIP: SvC Omega Zero
#54  August 03, 2007, 05:22:54 pm
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dunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it
[url=http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg]http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg[/URL]

also, well... your rising sabre looks better then you think  :)

I've sent Orochi_Hadou my SvC Omega Zero patch. Although kind of worthless, since it only changes palette, name, & adds white aura (no new special moves added). If you want I can send you an updated copy or something. :P

EDIT: Although, on further testing, the white aura does screw up if you are being thrown. As shown below.

I'll try and see if I can fix these things. >_<



EDIT 2: - Ahh the hell with it. It'll probably be popular anyway, despite that he would play exactly like SvC Copy Zero.
http://gcnmario.free.fr/mugen/zero-svc.html - For the Omega Zero patch.
Feel free to bitch it up. Also, the strange bug shown above has been fixed in the patch. :P

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: August 03, 2007, 07:40:32 pm by N-Mario
Re: WIP: SvC Omega Zero
#55  August 03, 2007, 07:31:16 pm
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Okay, here's my try at an air kick based on Zero's hard kick, sort of reminds me of Chun-Li's kick on Edit1, but Edit2 makes me think of Ryu's air hard kick. Edit3 is after the kick, obviously.


His leg looks BROKEN, not to mention too long.
I ate my mother's cat...
Re: WIP: SvC Omega Zero
#56  August 03, 2007, 07:46:53 pm
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I was already thinking the same thing but I just didn't know what to do with it, which edit and leg looks broken?
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Re: WIP: SvC Omega Zero
#57  August 03, 2007, 10:39:36 pm
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For the ground pound, I was thinking maybe using the following sprites as found in NMario's SvC Zero:

211,0
211,1
211,2
211,3 <--- Would need arm point downward instead of upward

And these 4, but with the Triple Rod removed, and an extension of the arm.

236,0
236,1
236,1
236,2

I could try editing an animation myself to see how it comes out. And just for the record, here's a quick hair toss animation for his intro (using SvC Zero palette):

Last Edit: August 03, 2007, 11:08:22 pm by RicePigeon
Re: WIP: SvC Omega Zero
#58  August 04, 2007, 12:29:54 am
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Re: WIP: SvC Omega Zero
#59  August 04, 2007, 01:01:22 am
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For the ground pound, I was thinking maybe using the following sprites as found in NMario's SvC Zero:

211,0
211,1
211,2
211,3 <--- Would need arm point downward instead of upward

And these 4, but with the Triple Rod removed, and an extension of the arm.

236,0
236,1
236,1
236,2

I could try editing an animation myself to see how it comes out. And just for the record, here's a quick hair toss animation for his intro (using SvC Zero palette):

http://img513.imageshack.us/img513/8844/oiqn1.gif

You forgot his ending intro sequence. While still standing upright, he's supposed to lift his arm up, and 'THEN' generate his hair. Use his GBA/ZX sprites for the exact details & reference to his poses. ;)

"You must defeat my flaming
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Re: WIP: SvC Omega Zero
#60  August 04, 2007, 01:59:06 am
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Yeah, its a bit off. I'll fix it later, but at least theres a general idea.
Re: WIP: SvC Omega Zero
#61  August 04, 2007, 02:06:29 am
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Re: WIP: SvC Omega Zero
#62  August 04, 2007, 02:08:58 am
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First one looks like he's made of rubber (HOW DID THAT HAPPEN?! YO-HO-HO HE TOOK A BITE OF GUM-GUM!); second still looks like he's twisted his ankle.
I ate my mother's cat...
Re: WIP: SvC Omega Zero
#63  August 04, 2007, 02:12:27 am
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First one looks like he's made of rubber (HOW DID THAT HAPPEN?! YO-HO-HO HE TOOK A BITE OF GUM-GUM!); second still looks like he's twisted his ankle.
lol, ruber Zero, but I can't seem to get my way around it and fix it, any advice on making it better?
Check out my palettes guys! Click below in my sig if desired!
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Re: WIP: SvC Omega Zero
#64  August 04, 2007, 12:28:44 pm
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well srry it took a while for me to say, well anything, cuz it has been rather busy yesterday but im back again
Okay, here's my try at an air kick based on Zero's hard kick, sort of reminds me of Chun-Li's kick on Edit1, but Edit2 makes me think of Ryu's air hard kick. Edit3 is after the kick, obviously.


His leg looks BROKEN, not to mention too long.
lol never noticed that the legs to long, o well keep trying (i know that i will)
Re: WIP: SvC Omega Zero
#65  August 04, 2007, 12:42:05 pm
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dunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it
[url=http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg]http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg[/URL]

also, well... your rising sabre looks better then you think  :)

I've sent Orochi_Hadou my SvC Omega Zero patch. Although kind of worthless, since it only changes palette, name, & adds white aura (no new special moves added). If you want I can send you an updated copy or something. :P

EDIT: Although, on further testing, the white aura does screw up if you are being thrown. As shown below.

I'll try and see if I can fix these things. >_<



EDIT 2: - Ahh the hell with it. It'll probably be popular anyway, despite that he would play exactly like SvC Copy Zero.
http://gcnmario.free.fr/mugen/zero-svc.html - For the Omega Zero patch.
Feel free to bitch it up. Also, the strange bug shown above has been fixed in the patch. :P
lol srry tho say this but judging by the .def file it looks like its for your CvS zero instead of SvC zero :P
Re: WIP: SvC Omega Zero
#66  August 04, 2007, 04:47:51 pm
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You can easily change the contents of the .def to whatever you want.  ::)

Also, giving  SvC Omega Zero the CvS sprite SFF set would assume to give him a pale face, and a green sabre afterimage glow.  ;P

"You must defeat my flaming
dragon punch to stand a chance."
Re: WIP: SvC Omega Zero
#67  August 04, 2007, 05:09:44 pm
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true but he still has the moveset of cvs zero
Re: WIP: SvC Omega Zero
#68  August 04, 2007, 11:25:07 pm
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true but he still has the moveset of cvs zero

Probably Intentional. All you have to do is change a certain variable in his def to use the SvC move set. ;)
Although, it seems out of place, and out of character, for someone like Omega Zero, to summon a cyber elf. Which is why I was thinking his moves probably need to be re-done, somehow.   ;D


BTW, I wonder if ZS-User would have any interest in spriting Omega Zero's sprites in SvC style.  :S

"You must defeat my flaming
dragon punch to stand a chance."
Re: WIP: SvC Omega Zero
#69  August 05, 2007, 07:55:35 am
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Re: WIP: SvC Omega Zero
#70  August 12, 2007, 02:34:03 pm
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srry that its taking a while for any update to come, but im still trying to edit the sprites(for the intro and ground slam)
Re: WIP: SvC Omega Zero
#71  August 12, 2007, 03:03:33 pm
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nice char mate he looks like he could be a hit and i bet alot of megaman fans are very excited about ur char so i hope u dont let them down.
Re: WIP: SvC Omega Zero
#72  August 12, 2007, 04:28:32 pm
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i am atm trying RicePigeon's suggestion for the ground slam, but its hard to see what white's from the hand and what white's from the rod
Re: WIP: SvC Omega Zero
#73  August 18, 2007, 10:20:48 pm
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lttle question: should this omega have the double jump aswell or just a single jump?
Re: WIP: SvC Omega Zero
#74  August 18, 2007, 10:27:37 pm
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double jump, but dont make him able to climb like regular zero (he never does, but I gess it's because there are no walls on his stage)
Re: WIP: SvC Omega Zero
#75  August 18, 2007, 10:41:18 pm
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allrighty then, removing wall jump and adding double jump ;P
Re: WIP: SvC Omega Zero
#76  August 22, 2007, 10:24:59 am
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I think he should have wall jump.

If you don't want him to wall jump then I would suggest taking it out of the AI.

I don't know why he would be lacking a simple jump that X and Z have had for years and as a human player that can be frustrating (like megaman's inability to duck when something is about to smash into his head).

My opinion is that the approach to making O.Zero should be to create a character that is more versatile because of added moves, not a cheap char with simply more damage/higher hit priority etc.
Last Edit: August 22, 2007, 10:31:17 am by Ashen_wraith
Re: WIP: SvC Omega Zero
#77  August 22, 2007, 11:36:44 am
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well, im trying to make him as close to "original"(the gba version) Omega as i can get, where he doesn't have a wall jump and where he does have a double jump, but im trying to make him LESS cheap as N-Mario's omega(no offence) so he'll be more fun (and fair) to fight against.
Re: WIP: SvC Omega Zero
#78  August 22, 2007, 12:05:20 pm
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well, dont expect any fast updates anymore, cuz school's starting tomorrow :(
Re: WIP: SvC Omega Zero
#79  August 22, 2007, 12:31:03 pm
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Heh, it starts the upcoming Monday here... Although I know you'll find time somewhere.


Advice: Try to get homework done during school hours so you won't have to work on it (as much) at home.
I ate my mother's cat...
Re: WIP: SvC Omega Zero
#80  August 22, 2007, 12:40:35 pm
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Or other solution : don't do your homework, since the stuff they give is actually too easy if you're smart enough in the subjects you're studying. 8) Understand what the teacher tells at school, and you'll have 95% of the work done. :yes:
I almost never did my homework in mathematics nor physics before having my baccalaureate, seeing the simplicity of the whole thing. Engineering school is something else. :-X
Re: WIP: SvC Omega Zero
#81  August 22, 2007, 01:33:29 pm
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Re: WIP: SvC Omega Zero
#82  August 22, 2007, 04:02:56 pm
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heh together with Orochi_Hadou Omega's pallete pack has been completed(for now ::))
here they are:

(mine, though the first is from N-Mario's Omega patch and the Zero one was just for fun ;P)


(Orochi_Hadou's palletes)
Re: WIP: SvC Omega Zero
#83  August 22, 2007, 04:24:34 pm
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Dammit don't tell me they're going to do that in ZX and have Zero copies....






Personally I like the third one.
I ate my mother's cat...
Re: WIP: SvC Omega Zero
#84  August 22, 2007, 04:27:31 pm
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Re: WIP: SvC Omega Zero
#85  August 22, 2007, 07:17:01 pm
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The key to happiness is not to mourn on the past, or to worry about tomorrow - but to live here and now. In the present. Honestly and earnestly.
Re: WIP: SvC Omega Zero
#86  August 22, 2007, 07:27:20 pm
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Re: WIP: SvC Omega Zero
#87  August 23, 2007, 01:12:53 am
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Or other solution : don't do your homework, since the stuff they give is actually too easy if you're smart enough in the subjects you're studying. 8) Understand what the teacher tells at school, and you'll have 95% of the work done. :yes:
I almost never did my homework in mathematics nor physics before having my baccalaureate, seeing the simplicity of the whole thing. Engineering school is something else. :-X

These days they make it so you HAVE to do homework or you fail regardless of your tests and projects.

This is especially true with many women teachers who are fond of giving 'coloring' projects (even at high school and college level).


Anyways back on topic:

So how do you know Omega Zero doesn't have a wall jump if there are no walls and only the AI plays him?

I always saw Omega Zero as an upgraded version of zero.

Like computers, just because you upgrade your video card that doesn't mean you take out all of your old ram.

People who play zero like his wall jump - that's one of the reasons to play zero.

It's like taking the wall-jump off chun-li - every chun li player would be pissed.

If you want to GIMP your zero at least do it to the AI instead of messing up the player's ability to use him.
Re: WIP: SvC Omega Zero
#88  August 23, 2007, 02:00:15 pm
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Well, here's my try at Zero's ground punch, sorry, I didn't know what to do for the left arm, I'll just say it's behind his hair for now. ;)
Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166
Re: WIP: SvC Omega Zero
#89  August 23, 2007, 02:22:56 pm
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Anyways back on topic:

So how do you know Omega Zero doesn't have a wall jump if there are no walls and only the AI plays him?

I always saw Omega Zero as an upgraded version of zero.

Like computers, just because you upgrade your video card that doesn't mean you take out all of your old ram.

People who play zero like his wall jump - that's one of the reasons to play zero.

It's like taking the wall-jump off chun-li - every chun li player would be pissed.

If you want to GIMP your zero at least do it to the AI instead of messing up the player's ability to use him.

first of all omega zero isn't an upgrade of zero, instead he's Omega in the original body of zero(i've finished MMZ3 so that's how i know) secondly...
Quote
im trying to make him as close to "original"(the gba version) Omega as i can get, where he doesn't have a wall jump and where he does have a double jump

also i hate the idea of using a wall jump in a fighting game, but i still play as zero
and take note that im making OMEGA ZERO AND NOT CHUN-LI >:((god, things like that always pisses me off)
Re: WIP: SvC Omega Zero
#90  August 23, 2007, 02:26:24 pm
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Well, here's my try at Zero's ground punch, sorry, I didn't know what to do for the left arm, I'll just say it's behind his hair for now. ;)


wait a tic, im kinda lost with that one, is he going to punch the ground with his right arm or his left arm ???
Re: WIP: SvC Omega Zero
#91  August 23, 2007, 02:31:06 pm
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He's going to punch the ground with his right arm, but the left arm (the one that doesn't punch), I didn't know what to do with it, sorry for the confusion.
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Re: WIP: SvC Omega Zero
#92  August 23, 2007, 02:33:20 pm
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ah thanks for the info man ;)
Re: WIP: SvC Omega Zero
#93  August 23, 2007, 02:40:11 pm
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Damnit I'm having trouble making the actual hit to the ground, any suggestions?
Check out my palettes guys! Click below in my sig if desired!
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Re: WIP: SvC Omega Zero
#94  August 23, 2007, 02:46:20 pm
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not yet but atleast i can use the right hand now to hit the ground instead of the left one ;D so im gonna edit it myself to see if i can make it good ;)
Re: WIP: SvC Omega Zero
#95  August 23, 2007, 02:51:23 pm
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Cool, if it's not any trouble can you post the edited sprites when you're done?
Check out my palettes guys! Click below in my sig if desired!
http://mugenguild.com/forumx/index.php?topic=66166
Re: WIP: SvC Omega Zero
#96  August 23, 2007, 02:58:45 pm
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when im with them, then i will(planned that from the start) ;P
Re: WIP: SvC Omega Zero
#97  August 24, 2007, 10:06:10 pm
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here are allready three frames (the first being Orochi_Hadou's one)



heh, i didn't what to do with the left arm aswell (but i'll get there :P) but please tell me what you guys think of them
Re: WIP: SvC Omega Zero
#98  September 04, 2007, 08:04:55 pm
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hehe first post in this thread on the new forum ;P i just wanted to tell you guys that i'm putting omega on hold for now (makin a char just to test my coding skills  ;)) if there's any more news then ill keep you all informed