YesNoOk
avatar

David (BFDI) BETA RELEASE v0.93 (Read 9083 times)

Started by Dawn de Era, July 19, 2019, 09:55:49 pm
Share this topic:
David (BFDI) BETA RELEASE v0.93
#1  July 19, 2019, 09:55:49 pm
  • ***
  • Come On You Know LGx
  • biblical (yea)
    • USA
    • Skype - eddsworldtrash
    • remixsparta.wix.com/mugensdawn
Last Edit: July 27, 2019, 06:41:47 pm by Dawn de Era
Re: David (BFDI) BETA RELEASE v0.9
#2  July 19, 2019, 10:28:33 pm
  • **
  • The Sweet One
  • let’s get scratchin’!
    • USA
    • superscratchkat.neocities.org
SO EXCITING!! i hope you all enjoy it!! dawn and i worked real hard on david!!
grumble grumble

N_N

Re: David (BFDI) BETA RELEASE v0.9
#3  July 22, 2019, 08:28:42 pm
  • **
  • ViktorVaughN_N
    • USA
Various things I was able to find:

- Hitboxes are alright, but can be improved in some areas; a more specific example would be the standing and air medium kick, all of which have too little range on his CLSN1.
 - Because you reused the standing light punch animation for his "little bugger" special, David gains a CLSN1 near his head which I assume is not supposed to be there. His hitboxes also fluctuate weirdly shortly after he summons the bugger.

- No cooldown on Air Hard Punch?
 - If you jump to the left before performing it you barely move forward, in contrast to his neutral and forward jumps. Was this intentional?

- Debug error whenever I use the super jump - "changed to invalid action 4001"

- Unicycle special is too safe (nearly +20 frames on block). I don't know how exactly you could nerf this but maybe not giving David any control when he jumps off the unicycle would help.
- Divekick specials should have more cooldown than just 1 frame.
 - Which brings me to another point about his hitboxes; the air version of this special has the CLSN1 disappear and reappear for whatever reason.
- IMO you should be able to hit Rocky's projectile.

- Nearly all of the hypers share a flaw, which would be giving David a good amount of his power back. They could also use more cooldown.
- Debug flood on "Big Ol' Hammer" - "has no helper 3001".
- Debug flood on "The BEEP! Plane" - "expression trunucated to integer"
- Debug flood on "Cloudy's Jawbreaker" - "expression trunucated to integer"
- Why is there no CLSN during the startup on "Angery Rushdown"? Unlike the other hypers there is no cooldown at all, which is strange.

A very minor note, but the .txt file says "v0.8". Otherwise, this is a rather decent effort.
Re: David (BFDI) BETA RELEASE v0.9
#4  July 23, 2019, 07:31:01 pm
  • ***
  • Come On You Know LGx
  • biblical (yea)
    • USA
    • Skype - eddsworldtrash
    • remixsparta.wix.com/mugensdawn
Thank you for the feedback. Unfortunately, I am currently away from a computer, and will not be able to properly assess these bugs at the current time. Fear not, however. I’ll get these sorted out ASAP.

The lack of movement in the Standing Strong Punch after a backwards jump was indeed intentional. It was intended to be able to combat a charging opponent. Now that I think about it, it could have been handled better.
Re: David (BFDI) BETA RELEASE v0.9
#5  July 27, 2019, 06:44:23 pm
  • ***
  • Come On You Know LGx
  • biblical (yea)
    • USA
    • Skype - eddsworldtrash
    • remixsparta.wix.com/mugensdawn
David has been updated to v0.93!

Changelog:
* Added cooldown and startup to several attacks
* Fixed debug flood in Big Ol' Hammer
* Fixed debug message in Super Jump
* Rocky's projectile now has a hitbox
* Fixed Air Strong Punch's velocities
* Made fixes to certain CLSNs
* Fixed readme file

Get it here!: https://www.mediafire.com/file/r1u7lvhtyoesywk/David_v0.93.zip/file