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Two releases from dragoon316?! (Read 10404 times)

Started by dragoon316, September 03, 2007, 08:06:50 pm
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Re: Two releases from dragoon316?!
#21  September 04, 2007, 10:01:36 am
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For the denjin hadoken, you could ask POTS. His Ryu has it, and is open-source, so you could gather lightning sprites..
Concerning the lightning effect, you could also check my nxc_Ryu, it has one made by Bloodstorm. Just contact me if you want the full version of it.
Re: Two releases from dragoon316?!
#22  September 04, 2007, 11:21:08 am
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Also noticed another thing for both.  When charging, the dust effect is misaligned.
Re: Two releases from dragoon316?!
#23  September 05, 2007, 01:36:58 am
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If you jam on all the attack buttons at the same time, the characters just sit still.  After you stop hitting all the buttons, the characters will then do the auto-dizzy move.
This might only happen with a keyboard. I tried it with my PS2 joypad and nothing happen.  ???

After your characters are knocked down, during the flip-up animation, the opponent can walk through your character.
:oops: Missing collisions...

Just played SFIII again, which is the only series to use Denjin Hadouken.  No lightning from the sky; just an electrical charge effect in his palms.  Your Ryu even makes the sound fx, but just looks strange without the actual charge fx.
It's a good thing I had that electric SFX. I might have a ki effect stored away that might help.

I forgot you made M.B. Shotoman as well, but, it just looks odd if you can make the hurricane kick go lower than it usually does.
Mostly against short characters. Of course, you're screwed if they crouch lower than his kick.  :S

Also noticed another thing for both.  When charging, the dust effect is misaligned.
All my characters (thus far) use the same axis, unfortunately. It's mostly based on my custom (and unreleased) motif and spark set.

For the denjin hadoken, you could ask POTS. His Ryu has it, and is open-source, so you could gather lightning sprites..
Concerning the lightning effect, you could also check my nxc_Ryu, it has one made by Bloodstorm. Just contact me if you want the full version of it.
I was gonna ask P.o.t.S if I can use his Ryu's Joudan Sokutou Geri sprites instead. As for the lightning effect, I let you know if I need it.  ;)

BTW, thanks for all the feedback thus far, everyone.  :2thumbsup:

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Re: Two releases from dragoon316?!
#24  September 05, 2007, 01:47:37 am
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For the button jam, I'm using a ps2 controller.  I think if you hit a few other attack buttons and C+Z at the same time repeatedly, this results in a pause.  I noticed this mainly with Ken's shinryuken.  I'd jam on the buttons to get more hits, but after he lands, he pauses and then does the auto-dizzy.
Re: Two releases from dragoon316?!
#25  September 05, 2007, 01:57:35 am
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Strange, I'm doing just that and still nothing bad happens. This is one glitch even I can't figure out. ::)

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Re: Two releases from dragoon316?!
#26  September 05, 2007, 08:50:23 am
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Sorry, I'm too lazy to read the previous feedback, so there may be some repetitions. :P

Ryu :
- ES Hadoken : the palfx also affects the fireballs, which is weird. I believe you should therefore rely on a helper and not on projectiles. Note that this is a winmugen graphical glitch which isn't present in the dosmugen version.
- If too close to the opponent, the hadoken may go through him. You may want to review his width during the move.
- Dragon punch doesn't lift the opponent high enough, in none of its variations.
- Dragon punch lacks a fall.recover=0 parameter.
- ES moves would look nicer if you gave them some afterimage.
- palfx on the opponent during shakunetsu hadoken is horrible.
- WTF is this ugly huge ES air hadoken ? o_O Try some photoshop on it please, or stick to a double version as the ground one. Plus, same story applies concerning the palfx.
- The opponent should fall when hit by shakunetsu hadoken, at least when Ryu is close to him.
- Shinkuu Hadoken has the same horrible palfx as shakunetsu hadoken.
- The air version of shinkuu hadoken doesn't give any palfx. Plus, it doesn't make the opponent fall when he's on the ground. Finally, if the opponent gets hit while he's jumping, he can recover (lack of fall.recover=0)
- Shinkuu Hadoken is a bit fast IMO (not enough pauses between each hit), but it's a matter of personal preference.
- Shin Shinkuu Hadouken is a lame name. Whatever...
- Shin Shinkuu Hadouken lacks fall.recover=0
- Shin Shinkuu Hadouken is usually an Evil Ryu move... are you planning on adding this kind of mode ?
- The denjin hadoken is useless because it takes too long to charge (and Ryu can't move) and you have to charge it a very long time to actually make the opponent dizzy.
- Plus, I believe the opponent should fall on the ground before becoming dizzy.
- Why in hell does he disappear from the ground when he loses ? :S Strange lose anim...
- The stance CLSN boxes shouldn't move. Please, stop using FF's auto-box tool if it's what you're doing (just for the sake of following 2D fighting game rules, it doesn't really affect gameplay).
- I once performed two air hadokens while being in the air. Couldn't reproduce it though.
- The AI sometimes slides on the ground before actually running.
- No special effects during guard push or alpha counter ?
- Superpause sparks are misaligned, but you know that. :P
- The big portrait doesn't match CVS style, but that's really a minor detail.
- The AI once jumped out of Shinkuu Tatsumaki. During superpause, he just performed a jump and continue the fight.


Ken will be faster too write, since I can obviously quote some of my other feedback. :P
Quote
- ES Hadoken : the palfx also affects the fireballs, which is weird. I believe you should therefore rely on a helper and not on projectiles. Note that this is a winmugen graphical glitch which isn't present in the dosmugen version.
- Dragon punch doesn't lift the opponent high enough, in none of its variations.
- Dragon punch lacks a fall.recover=0 parameter.
- ES moves would look nicer if you gave them some afterimage.
- WTF is this ugly huge ES air hadoken ? o_O Try some photoshop on it please, or stick to a double version as the ground one. Plus, same story applies concerning the palfx.
- Why in hell does he disappear from the ground when he loses ? :S Strange lose anim...
- The stance CLSN boxes shouldn't move. Please, stop using FF's auto-box tool if it's what you're doing (just for the sake of following 2D fighting game rules, it doesn't really affect gameplay).
- The AI sometimes slides on the ground before actually running.
- The big portrait doesn't match CVS style, but that's really a minor detail.
- I actually managed to perform 3 air hadoken in a row.
- Almost all the super arts are lacking the mendatory air.recover=0.
- If you perform the kick throw near the border of the stage, instead of Ken being corner pushed, the opponent passes on the other side.
- The last kick of ES Tatsumaki sempuu kyaku feels wrong. Bad velocities IMO : the opponent doesn't go in the right direction when hit by the final kick.

IMO, Ryu could have also taken benefit of the diagonal air hadoken because, after all, he's the one who mastered it the best.

Despite the huge quantity of feedback I've just written, these characters were quite fun too play, as all your creations. Too bad you didn't include any totally new move, as you did with some of your other chars, even though I know it's kinda hard to create something new for good old Ryu and Ken. :)
Re: Two releases from dragoon316?!
#27  September 06, 2007, 01:17:24 am
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*looks at Demitri Maximoff's (a.k.a. Cybaster) list*
That's... alot. :o

Honestly, I don't know where to begin.  :P

The one thing I hated about WINMugen was that PalFX glitch, but I've kept the old "Projectile" codes since I'm used to them.

I had the same problem with Sagat DX concerning the corner fireball at one time. To be fixed.

I'll fix the velocities on the DP for the next update.

I haven't used afterimages on ES moves since my failed unreleased character (sorry for not mentioning this characters name, BTW).

I was thinking about changing the burn FX anyway. (Both Shakunetsu Hadouken and L3 Shinkuu Hadouken)

I screwed up on the scaling. It should've matched Ken ES Hadoukens. I didn't plan on making his ES Kuuchuu Hadouken a double, unfortunatley.

EX Moves under DX-groove weren't meant to have fall.recovery = 0. I don't know why...  :-\

I was trying to avoid something like *insert random words and/or phrases follow by of doom/of terror/etc. for his Shinkuu Hadou-BEAM.  :sugoi:

I am thinking of creating Evil Ryu as a seperate character.

I'll reduce the charge time for his Denjin Hadouken.

I used the "death" animation as a tribute to how a character loses (if his/her partner is still alive) in MSHvSF and above.

Actually, I used MCM for my *.air files.

I never figured out how to stop the random sliding.  :wall:

ziltama on September 03, 2007, 16:29:50 said:
For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.
dragoon316 said:
It was intentional to match my other characters.

Maybe I should disable the "floater" code for his Heavy Punch and ES Soukuu Hadouken.

I know I forgot to add the width code for his Kick throw. (or at least adjust it.)

It's been a while since I've played MvC2 to get the right velocities. I research it and fix the problem.


Large list I admit. Thanks for the feedback.

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Re: Two releases from dragoon316?!
#28  September 07, 2007, 01:46:16 am
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I just noticed that Ken's air hurricane kick is a knockdown move...only Ryu should be able to do that.
Re: Two releases from dragoon316?!
#29  September 07, 2007, 05:59:24 am
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Well, I played with both characters and they play good, but I found some stuff the other doesn't mentionated in before feedback, just minor stuff I guess:

Both:
-Walk velocities are too fast, IMO
-Air Tatsumaki and Hadoken rest the same with any button
-Shoryuken should have a little more pausetime, IMO

Ryu:
-Lv1 Shinku Hadoken should be rests a little more (rests 120, I think with 150 should be good)

Ken:
-Shinryuuken rests a little bit of energy in all his levels, in lv1&2 rests 105 and lv3 rests 130 (175 pushing buttons)... since just lv1 Shoryureppa and Shippu-Jinraikyaku rest 150 each one
-Medium D,DF,F+kick rests less energy than the other 2 (who rests the same)
-Inazuma Kakoto Geri doesn't hit in some characters
-After Shoryureppa, when you get in the ground, you can hit the opponent with any button and it counts as another hit in the super and can launch him to the other side of the screen
-Other stuff Cybaster and the rest discovered (like PalFX in Hadokens)

In general, good characters, but I still prefer your MB ;)
Re: Two releases from dragoon316?!
#30  September 08, 2007, 03:46:30 pm
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UPDATE: Both RyuDX and KenDX updated and available @ my site.

Both:
-Walk velocities are too fast, IMO
-Air Tatsumaki and Hadoken rest the same with any button
-Shoryuken should have a little more pausetime, IMO

Ryu:
-Lv1 Shinku Hadoken should be rests a little more (rests 120, I think with 150 should be good)

-Shinryuuken rests a little bit of energy in all his levels, in lv1&2 rests 105 and lv3 rests 130 (175 pushing buttons)... since just lv1 Shoryureppa and Shippu-Jinraikyaku rest 150 each one
-Medium D,DF,F+kick rests less energy than the other 2 (who rests the same)
Not sure if the velocities are too fast, compared to Warasaki's Ryu and Ken.
Sorry for my lack of terminoligy (sp?) but what do you mean by "rest". Is that the damage count?  ???
Wasn't sure about the pausetime for the Shouryuken.

Ken:
-Inazuma Kakoto Geri doesn't hit in some characters
-After Shoryureppa, when you get in the ground, you can hit the opponent with any button and it counts as another hit in the super and can launch him to the other side of the screen
-Other stuff Cybaster and the rest discovered (like PalFX in Hadokens)
I check the collision for his "axe-kick"
The last one was on purpose since EX and DX Super don't use JuggleCheck. Subject to change.

In general, good characters, but I still prefer your MB ;)
No surprise. I also perfer Shotoman (and Sagat DX  :sugoi:).


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Re: Two releases from dragoon316?!
#31  September 09, 2007, 02:44:07 am
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Sorry for my lack of terminoligy (sp?) but what do you mean by "rest". Is that the damage count?  ???
Wasn't sure about the pausetime for the Shouryuken.
Well, I'm not very known for being a good english speaker, but yes, I refer to the damage... Ken's Shinryuken makes less damage than the other supers, very less damage, IMO (as I specified you in my last readme :P)
Re: Two releases from dragoon316?!
#32  September 09, 2007, 03:31:28 am
hmmmmm........... i wonder when people are gonna stop making different versions of ryu and ken and make characters that we yet have not seen? oh not sayin your work is bad actually there pretty good .
Re: Two releases from dragoon316?!
#33  September 09, 2007, 04:48:26 am
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hmmmmm........... i wonder when people are gonna stop making different versions of ryu and ken and make characters that we yet have not seen? oh not sayin your work is bad actually there pretty good .
Well, you can do that, too :P