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WIP: SvC Omega Zero (Read 60807 times)

Started by The Dutch Guy, July 29, 2007, 04:17:02 pm
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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.
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
dragon punch to stand a chance."
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:

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


"You must defeat my flaming
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 ;)