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Mike Haggars BIG update (Read 20732 times)

Started by RΣDDBRIПK, July 20, 2018, 02:32:08 am
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Re: Mike Haggars BIG update
#41  August 02, 2018, 08:28:51 am
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The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
I could limit the use of the move by adding an OTG stock (Similar to Divinvewolfs Rock)
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Re: Mike Haggars BIG update
#42  August 02, 2018, 08:44:02 am
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Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
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Last Edit: August 02, 2018, 08:50:39 am by Cruz
Re: Mike Haggars BIG update
#43  August 02, 2018, 09:04:46 am
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Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
No worries. Thanks for this man i appreciate it.

EDIT: I just realized that air pipe is a hard knockdown in the air and only ground bounces if the opponent is on the ground. lol sorry my bad.
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Last Edit: August 02, 2018, 09:20:39 am by ReddBrink
Re: Mike Haggars BIG update
#44  August 07, 2018, 06:53:15 am
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Oh yes! i have been waiting to show you guys this!

still needs a lot of work but its coming along great! Any thoughts?

list of goons to be thrown out by haggar in the spoiler below.
Spoiler, click to toggle visibilty
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Re: Mike Haggars BIG update
#45  August 07, 2018, 06:54:56 am
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Im still nerding out over the shark intro, god damn. Good job man.
Re: Mike Haggars BIG update
#46  August 07, 2018, 07:01:41 am
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Re: Mike Haggars BIG update
#47  August 08, 2018, 09:54:31 am
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Added more Mad gear members to the intro.

now to add the dust FX when they land and the sounds for when haggar is running.
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Re: Mike Haggars BIG update
#48  August 08, 2018, 03:15:30 pm
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.
Re: Mike Haggars BIG update
#49  August 08, 2018, 03:32:58 pm
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Interesting concepts you got for Haggar, mate! Looking forward to this update! :2thumbsup:

Spoiler, click to toggle visibilty
Last Edit: August 08, 2018, 03:44:57 pm by NDSilva
Re: Mike Haggars BIG update
#50  August 08, 2018, 03:40:14 pm
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.

Don't forget Kamekaze's Frank West, because MAWvel Infinite
Re: Mike Haggars BIG update
#51  August 09, 2018, 01:34:08 am
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just a question why not use some of the sprites from chars people have released ? I know its a FF intro but in my eyes it would be super fun lets say DW's Poison gets thrown out or Jman's King or Pots Guy or  DW/SA Skullo its an unique twist on an intro fuck why not even put your Rugal in. It will fit in with the POTS rosters people have too.
It already uses sprites from DW's poison. all i did was change the palette to get it as close to the originals as possible.

Also. i understand what your saying but throwing out random characters that are not Mad Gear vs a Mad Gear Member would just feel strange to me. However i can make that into a standard intro. i will keep your idea in mind.
Interesting concepts you got for Haggar, mate! Looking forward to this update! :2thumbsup:

Spoiler, click to toggle visibilty
Thanks man. i'm glad you like it. I plan on adding an intro with your hulk. already have a win quote for him too.
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Re: Mike Haggars BIG update
#52  August 19, 2018, 09:31:11 pm
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time for a progress update!

What do you guys think so far?

PS: I need hyper text for this move. "Final Hammer"
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Re: Mike Haggars BIG update
#53  August 19, 2018, 11:07:29 pm
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I remembet that super from umvc3! But in source game, before the pilediver, haggar spin the enemy and then, trhow to make the pilediver. I think beximus haggar have this move too (at the final of video https://youtu.be/EDKtMk4pgUI)

Will you add that spin to make more accurate to umvc3?

Also, Nice work on this update! I love that new intros!
Last Edit: August 19, 2018, 11:14:31 pm by Mr.Karate JKA
Re: Mike Haggars BIG update
#54  August 20, 2018, 02:04:12 am
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I remembet that super from umvc3! But in source game, before the pilediver, haggar spin the enemy and then, trhow to make the pilediver. I think beximus haggar have this move too (at the final of video https://youtu.be/EDKtMk4pgUI)

Will you add that spin to make more accurate to umvc3?

Also, Nice work on this update! I love that new intros!
The LV3 i made is kind of a mix between Final fight 3 & umvc3. it starts similar to final fight 3 but ends with umvc3 piledriver.
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Re: Mike Haggars BIG update
#55  August 23, 2018, 10:22:05 am
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Final Update for the mad gear intro

Included in this update is...
 -Life bar added for a bit more of a nostalgic feel. (Life bar will change in the future to an actual final fight lifebar. Using the one from strength training for now)
 -Andore Family added to list of mad gear goons to toss out. now the list consists of..
Spoiler, click to toggle visibilty
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Re: Mike Haggars BIG update
#56  August 23, 2018, 01:04:50 pm
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Final Update for the mad gear intro
[youtube]https://www.youtube.com/watch?v=PJV9a-4RBI0&feature=youtu.be[/youtube]
Included in this update is...
 -Life bar added for a bit more of a nostalgic feel. (Life bar will change in the future to an actual final fight lifebar. Using the one from strength training for now)
 -Andore Family added to list of mad gear goons to toss out. now the list consists of..
Spoiler, click to toggle visibilty

Mmmmmm... that's a good add-on. I'm ready.
Re: Mike Haggars BIG update
#57  August 27, 2018, 02:43:05 am
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I need some help with Giant haggar Press.

When haggar lands from the press, the opponent flies over him instead of away from him. how do i change the vels if the opponent is behind him?

Here is the land code
Code:
;------------------------
;MAX Press Land
[StateDef 3320]
type = C
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3320
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,7
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7070
ID = 7080
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 7060

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
movetype = I

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 45
freq = 80
ampl = 6
phase = 90

[State 3320, 1]
type = HitDef
trigger1 = !var(16) && var(15) < 25
trigger1 = AnimElem = 1
attr = S, HA
damage = ceil(ifElse(fvar(11) * 205 < 7, 7, fvar(11) * 205)), 20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 0
sparkno = -1 + 0 * (var(33) := 8014)
sparkxy = -10, -26
guard.sparkNo = -1 + 0 * (var(34) := 8001)
hitsound = s5, 10
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-7
air.hittime = 12
getpower = 0
palFX.time = 44
palFX.color = 32
palFX.mul = 512,256,128
palFX.sinAdd= 80,25,0,8

[State 1025, p2fx]
type=helper
trigger1= movecontact = 1
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, Land]
type= changestate
trigger1 = animtime = 0
value= 0
ctrl = 1
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Re: Mike Haggars BIG update
#58  August 27, 2018, 04:00:27 am
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You can use P2Dist x to determine whether the the opponent is in front or behind you.

Use this for the first value on the velocities:
Code:
ifElse(P2Dist x < 0,5,-5)

In this case, the ifElse will pick 5 if the opponent is behind you and -5 if the opponent is in front of you.
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Last Edit: August 27, 2018, 04:03:58 am by Cruz
Re: Mike Haggars BIG update
#59  August 27, 2018, 04:20:29 am
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You can use P2Dist x to determine whether the the opponent is in front or behind you.

Use this for the first value on the velocities:
Code:
ifElse(P2Dist x < 0,5,-5)

i had just figured it out moments before you posted this. i used this and it worked. what would the difference be between the the code you posted and the code i posted?
Code:
Ifelse((Abs(P2BodyDist X) <= 60),-5,5),-7

EDIT: Forget the last code i posted. the one you posted does the job perfectly. Thanks again man!
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Last Edit: August 27, 2018, 04:25:01 am by ReddBrink
Re: Mike Haggars BIG update
#60  September 05, 2018, 02:22:50 am
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Alrighty guys are you ready for a beta update to Haggar?
well here he is! There is still A LOT that needs to be done but i'm looking for some input mainly on rapid fire fist when hitting opponents in the air.
trying to get it to be like in the video below at 0:20


Anyway here is the link for the beta
http://www.mediafire.com/file/cw1y5c21b4439cu/Mike+Haggar.rar

PS: I forgot to update the readme with all the new info but i will do so during the final release.
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Last Edit: September 05, 2018, 02:32:34 am by ReddBrink