Here comes the main event. Download: https://drive.google.com/open?id=1-kstfVXmje_0bMUoJA7N5Kh9RY0mY1a2
+New sprites+innovative gameplay-The damage on his command throw decreases with the strength of the attack button used, instead of the other way around-His combo into his throw is infinite if timed right-Move list please-His Flying Hyper otg's. Don't know if it's intentional but by the look of the move it doesn't seem like it. Also it takes full damage when doing so.That's it so far. A nice new addition to the DC roster, bro.
Vegaz_Parrelli said, April 04, 2019, 07:05:25 pm+New sprites+innovative gameplay-The damage on his command throw decreases with the strength of the attack button used, instead of the other way around-His combo into his throw is infinite if timed right-Move list pleaseThat's it so far. A nice new addition to the DC roster, bro.You've gotta go to the video for the Move List, yeah
Thank you good sir! lol This is a breath of fresh air and a very cool, well thought out list of moves!
Vegaz_Parrelli said, April 04, 2019, 07:05:25 pm -The damage on his command throw decreases with the strength of the attack button used, instead of the other way aroundIt is meant to be as Z version has less recovery on missed and I want to keep it consistent with his Achilles' Clutch (the stronger the button, the less damage it deals).Vegaz_Parrelli said, April 04, 2019, 07:05:25 pm -His combo into his throw is infinite if timed right Personally, I'm ok with having niche infinites (which does exist in many fighting games I'm inspired by like JoJo ASB or UMvC3). To perform this infinite, the length of stages, the position of both players, the timing, the size of opponents and human errors are factored. With so many boxes to tick in, I'm gonna keep it. That being said, I'm gonna do more testing to factor the difficulty of that infinite and possibly make it harder to perform.Vegaz_Parrelli said, April 04, 2019, 07:05:25 pm -Move list please Check the video description yo!Vegaz_Parrelli said, April 04, 2019, 07:05:25 pm -His Flying Hyper otg's. Don't know if it's intentional but by the look of the move it doesn't seem like it. Also it takes full damage when doing so.Yes, it was intended. I even did 2 or 3 combos with it hitting OTG opponents in the video. And after some testings, the damage is dampen correctly so I don't see issues here.Also, glad that you enjoy him!
Killin it... finally someone doin their thing with DC char sprites.. interesting you went with the logansam sprites over the trexrell onesWould love to see you take on Bane, Clayface, Martian Manhunter, CVG Robin, Batman Beyond and Superman Beyond 1 day... they all have nice sprite sheets out there and most likely will never be updatedThere’s even a Black Adam that could be remastered one day
I see what you’re saying but Mr. Giang always engages in suggestion discussions similar to him posting Leonardo and ppl bringing up the other turtles. I don’t think I was too far off character discussion but I’ll further leave those comments on YouTube then
dakidbanks said, April 05, 2019, 08:42:50 amKillin it... finally someone doin their thing with DC char sprites.. interesting you went with the logansam sprites over the trexrell onesWould love to see you take on Bane, Clayface, Martian Manhunter, CVG Robin, Batman Beyond and Superman Beyond 1 day... they all have nice sprite sheets out there and most likely will never be updatedThere’s even a Black Adam that could be remastered one dayLate, but Logansam's version has fewer sprite problems and seems to be more friendly for Sky to do more frankensprites, which is why I choose him instead.Might be outside of topic a bit but I did work on those characters before (except Clayface and Superman Beyond). I just happened to lose them in a laptop crash and haven't been motivated enough to rework them.
Mr.Giang said, April 07, 2019, 02:52:35 amLate, but Logansam's version has fewer sprite problems and seems to be more friendly for Sky to do more frankensprites, which is why I choose him instead.The 'get hit' sprites for him clash badly with the rest of the sprite set. They're much smaller and look odd in game when they suddenly shrink.
YugaCurry said, April 07, 2019, 06:06:50 pmThe 'get hit' sprites for him clash badly with the rest of the sprite set. They're much smaller and look odd in game when they suddenly shrink. Got it. I will scale those sprites to make them look better in the next update.
YugaCurry said, April 07, 2019, 06:06:50 pmThe 'get hit' sprites for him clash badly with the rest of the sprite set. They're much smaller and look odd in game when they suddenly shrink. are you using reshade?
junkerde said, April 15, 2019, 01:21:10 amYugaCurry said, April 07, 2019, 06:06:50 pmThe 'get hit' sprites for him clash badly with the rest of the sprite set. They're much smaller and look odd in game when they suddenly shrink. are you using reshade?Yes, with subtle settings.
Update:- Re-scaled some get-hit sprites.- Fixed Bolt of Zeus's misalignment.- Fixed several Tag issues.- Y Target Combo now only applies wallbounce once.- Bolt of Zeus's damage increased from 220/200/180 to 260/230/200.- Successful Bolt of Zeus now juggles opponents much higher.- Achilles' Clutch's damage scaling is adjusted (0.6 to 0.8).
Update: - Fixed a glitch which makes c. Weak losing hurtboxes.- Fixed Mercury Storm's glitched guard sparks.- Reduced push-back of some normals.- Achilles' Clutch is now air-usable.- Achilles' Clutch now has start-up invul.- Achilles' Clutch now causes ground bounce once per combo.- Shazam can act after a successful Achilles' Clutch.- Throw recovery increased by 10f.
Update:- Bolt of Zeus now can hit during opponents during hitstun.- Strength of Hercules now can hit opponents during hitstun.- All normals are now air-blockable. - d. Y now can OTG.- Now has 10% minimum damage scaling.- Now starts a match with 1000 power.