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Rugal Bernstein (Back on Track!) (Read 58041 times)

Started by RΣDDBRIПK, January 21, 2018, 08:23:30 am
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Re: Rugal Bernstein (Back on Track!)
#61  June 28, 2018, 09:51:24 am
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Sorry for the late replay here's the sff, NOTE ITS SAVED AS 1.1 just take the statue and axis sprites from it, I  did this a long time ago and I forgot what I used but heres what it looks like
https://streamable.com/41opk
Link.
http://www.mediafire.com/file/8l8zj38kc85expe/sprites.sff
If you want I can pack the whole char.

Edit I just realized I used Jman's patch for this so its all jman's work I just took the sprites from the patch.
Last Edit: June 28, 2018, 10:23:46 am by PeXXeR
Re: Rugal Bernstein (Back on Track!)
#62  June 29, 2018, 08:14:32 am
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Just a concept idea for rugal execution.

Tried to make the end of the move similar to mature's HSDM. The pillar doesn't seem to show because of the video not being 60 fps on youtube.
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Re: Rugal Bernstein (Back on Track!)
#63  June 29, 2018, 06:18:38 pm
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I feel as if the explosion should come earlier into the God End sprites as it just seems too late and off looking.
I also feel like he should also do that arm flick like in 98'.
Re: Rugal Bernstein (Back on Track!)
#64  July 02, 2018, 02:44:36 am
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I feel as if the explosion should come earlier into the God End sprites as it just seems too late and off looking.
I also feel like he should also do that arm flick like in 98'.

The arm flick isn't really possible with his CVS sprites. i could check and see but doubt i could replicate it.
now as for the explosion where do you suggest that the explosion should be on the god end sprites?

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Re: Rugal Bernstein (Back on Track!)
#65  July 02, 2018, 02:48:32 am
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I feel as if the explosion should come earlier into the God End sprites as it just seems too late and off looking.
I also feel like he should also do that arm flick like in 98'.

The arm flick isn't really possible with his CVS sprites. i could check and see but doubt i could replicate it.
now as for the explosion where do you suggest that the explosion should be on the god end sprites?



I want the explosion to occur when the animation starts using God End sprites (The transition from Execution to G End).
Re: Rugal Bernstein (Back on Track!)
#66  July 02, 2018, 03:31:16 am
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Re: Rugal Bernstein (Back on Track!)
#67  July 02, 2018, 03:42:12 am
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Re: Rugal Bernstein (Almost Ready for Release!)
#68  July 04, 2018, 04:44:46 am
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got a few more things to finalize before releasing him.


whats happening in the video above is that the projectile is hitting the opponent during a custom state and ruining the bind/custom state. How do i prevent the projectile from hitting the opponent during this state?

alternatively, is there a way for the projectile to hit the opponent while he/she is in a custom state without changing them from that custom state?
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Re: Rugal Bernstein (Back on Track!)
#69  July 04, 2018, 05:17:38 am
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[State 3230, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

Put this code in the target state of Gigantic Pressure.
Re: Rugal Bernstein (Back on Track!)
#70  July 04, 2018, 05:24:08 am
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dont remember having that problem with my rugal i released. i need to test that myself
Re: Rugal Bernstein (Back on Track!)
#71  July 04, 2018, 06:15:53 am
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[State 3230, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

Put this code in the target state of Gigantic Pressure.

The Nothitby worked but i had to change value =SCA to value = ,AP. Leaving it as SCA would bind the opponent to the wall, leaving him unable to do anything or be hit.

Edit: It was a hitdef i was originally using in gigantic pressure that was causing the perma-bind. changed it to targetlifeadd and re-added the nothitby code to the targetstate and everything works perfectly now! thanks for the help knuckles.
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Last Edit: July 04, 2018, 06:27:29 am by ReddBrink

vyn

Re: Rugal Bernstein (Back on Track!)
#72  July 07, 2018, 03:35:53 am
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got a few more things to finalize before releasing him.
[youtube]https://www.youtube.com/watch?v=a3lLX7jeX-w&feature=youtu.be[/youtube]

whats happening in the video above is that the projectile is hitting the opponent during a custom state and ruining the bind/custom state. How do i prevent the projectile from hitting the opponent during this state?

alternatively, is there a way for the projectile to hit the opponent while he/she is in a custom state without changing them from that custom state?

congrats on testing properly dude
Re: Rugal Bernstein (Back on Track!)
#73  July 07, 2018, 04:21:19 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"