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Axel Gear (Final Update) (Read 7538 times)

Started by Xinos, August 30, 2009, 11:08:48 pm
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Axel Gear (Final Update)
New #1  August 30, 2009, 11:08:48 pm
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Last Edit: September 15, 2009, 07:08:39 am by Xinos
Re: Axel Gear (First beta)
#2  August 30, 2009, 11:16:38 pm
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A walk animation needs to be sprited. Use Sparksters sprites for referance.

More later.

I'm gonna steal Cybaster's format.

-Needs a standard small portrait. Or any portrait, for that matter. But you knew that.
-Hell, it just needs more sprites in general. Four animations does not a good character make.
-The base sprites have more then what you're using. Take advantage of that. Sheet you're using, includes some form of walk sprite./Sheet that involves him moving VIA Jet Pack. Will require some editing, but it'll help.

Some ideas; due to the lack of sprites:

-Sparkster as a helper.
-Mech Boss from Stage 5 As a Hyper.
-Giant Beam From Stage Six (while inside the floating mech) as a hyper.

 
Last Edit: August 30, 2009, 11:43:17 pm by Navaldeus
Re: Axel Gear (First beta)
#3  August 30, 2009, 11:25:25 pm
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A walk animation needs to be sprited. Use Sparksters sprites for referance.

More later.

I'm gonna steal Cybaster's format.

-Needs a standard small portrait. Or any portrait, for that matter. But you knew that.
-Hell, it just needs more sprites in general. Four animations does not a good character make.


Yeah, the walk animation is one of the things I need to work on, that will be included in the next update.

With the small portrait, I was having trouble getting one to work without getting weird colors.

And yes, it does need more sprites, I admit. I will certainly work on getting more sprites.

Edit: Thanks for the sprites, they'll come in great use.
Last Edit: August 30, 2009, 11:34:23 pm by Xinos
Re: Axel Gear (First beta)
#4  August 31, 2009, 06:16:53 pm
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Not bad, glad to see you decided to make Sparkster's rival.  Can't wait to see how he shapes over the next updates.
Re: Axel Gear (Second beta)
#5  September 04, 2009, 02:38:38 am
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Last Edit: September 04, 2009, 11:46:10 pm by Xinos
Re: Axel Gear (Second beta)
#6  September 04, 2009, 02:40:37 am
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A thousand times more valid a character.

More feedback in a bit.
 
Re: Axel Gear (Second beta)
#7  September 04, 2009, 03:59:45 am
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downlading right now, feedback in a few.

hes a pretty solid character my man, only found debug spam when you do his projectile super.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Last Edit: September 04, 2009, 04:07:04 am by Luis Alejandro
Re: Axel Gear (Second beta)
#8  September 04, 2009, 04:13:01 am
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downlading right now, feedback in a few.

hes a pretty solid character my man, only found debug spam when you do his projectile super.

Checking back at it, it's to do with the angledraw (I think) of the projectile super. I'll see what I can do to fix it.
Re: Axel Gear (Second beta)
#9  September 04, 2009, 03:07:52 pm
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I have to say, this is quite a vast improvement over the first beta you made.  I love the supers, not to mention the helper.  Great progress!  I'd have to say he's ready for my VG-themed mugen now!
Re: Axel Gear (Second beta)
#10  September 04, 2009, 04:27:33 pm
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I have to say, this is quite a vast improvement over the first beta you made.  I love the supers, not to mention the helper.  Great progress!  I'd have to say he's ready for my VG-themed mugen now!

Thanks, i'm glad you like it!  :)
Re: Axel Gear (Second beta)
#11  September 04, 2009, 05:21:10 pm
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That doesnt look right
Welcome to the House of Fighting.
Re: Axel Gear (Second beta)
#12  September 04, 2009, 05:30:56 pm
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Re: Axel Gear (Second beta)
#13  September 04, 2009, 05:34:05 pm
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Welcome to the House of Fighting.
Re: Axel Gear (Second beta)
#14  September 04, 2009, 05:34:21 pm
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I agree, remove the hitsparks for the laser beam

EDIT: okay, colours too then xD

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Re: Axel Gear (Second beta)
#15  September 04, 2009, 05:40:28 pm
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I can remove the hitsparks, no problem.

If you meant colors by the laser beam, that's how the laser looked like in Rocket Knight Adventures.
Re: Axel Gear (Third Beta)
#16  September 04, 2009, 10:17:52 pm
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Alright guys, third beta is out, and this time, Axel has AI!

This is purely experimental as i've never handled AI before, so let me know how you think of the AI.

More palettes are in this version too.

http://www.mediafire.com/download.php?illqnt2zix2

You could say this is a pre-release to the final version.
Last Edit: September 04, 2009, 11:43:20 pm by Xinos
Re: Axel Gear (Third Beta)
#17  September 04, 2009, 10:30:14 pm
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Perhaps you should add some color seperation: Yellow eyes look a little odd.

The Ai tends to spam the ground projectile; and it barely uses any hypers.

I don't think I've ever seen it actually use a normal attack.

But it's pretty damn good.
 
Re: Axel Gear (Third Beta)
#18  September 04, 2009, 10:44:31 pm
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Perhaps you should add some color seperation: Yellow eyes look a little odd.

The Ai tends to spam the ground projectile; and it barely uses any hypers.

I don't think I've ever seen it actually use a normal attack.

But it's pretty damn good.

Right, i'll take that into account, and i'll see what I can do, thanks for your feedback.
Re: Axel Gear (Third Beta)
#19  September 04, 2009, 11:35:10 pm
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looks like an interesting char. i'll try him out

also, maybe you should edit the first post to include the latest version so people don't have to scroll down just to get it

Re: Axel Gear (Third Beta)
#20  September 04, 2009, 11:42:43 pm
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looks like an interesting char. i'll try him out

also, maybe you should edit the first post to include the latest version so people don't have to scroll down just to get it

Ah yes, good idea, thanks for that  :)
Re: Axel Gear (Final Version)
#21  September 07, 2009, 03:30:39 am
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Alright guys, this is the last update on Axel Gear for now, as I want to start focusing on making other characters. I changed a few things as well.

Quote
What's different?

-Altered Axel's Throw Immunity, so it doesn't override any NotHitBy's
-When Axel recovers from his hit state, he has exactly 7 frames of invincibility left to counter attack
-Added 2 seperate CNS and CMD files for Assist settings (See Assist Readme.txt for more details)
-AI altered slightly
-3 new palettes

Palettes



Download Link: http://www.mediafire.com/download.php?mhfzjmmhj1t

If you have an older version, please update to this one, thanks.
Re: Axel Gear (Final Version)
#22  September 07, 2009, 03:32:47 am
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You work incredibly fast.

It's hard to find anything wrong with this update.


Nice Char +1 because Cybaster comes in with 50 problems.
 
Last Edit: September 08, 2009, 10:23:05 pm by Ragiakurusu
Re: Axel Gear (Final Version)
#23  September 07, 2009, 03:40:34 am
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You work incredibly fast.

It's hard to find anything wrong with this update.

Thanks for the comment. I was working on Axel as much as I could to make him just right. All the feedback was a great help as well :)
Re: Axel Gear (Final Version)
#24  September 07, 2009, 06:22:50 pm
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- Basic sword attacks X and Y can link between each other, so you can do an infinite : Maintain Forwards, press X Y X Y X Y X Y ...
- Hitsparks for Energy Slash look misaligned.
- I think Rising spin could get a little more CLSN priority . Having some infinite priority is okay here, since it's a special and an anti-air anyway.
- Laser Blast would be nicer without any shadow on its FX. The beam would be nicer if we could see the opponent through it. Either use transparency, or if you want to do it old style, make it change sprite each tick or two : once it's the beam, once it's an empty sprite.
- I cant perform Rocket Spin, and the CMD says it's only with X, while it should be with Y and Z too.
It should look like that, with the "$" sign :
[mcode]
[Command]
name="Rocket Spin"
command=~15$B, $F, $B, F, x
time=30
[/mcode]
It would be much more user friendly like that... and even like that I can't manage to perform it ???

Other than that, it's a very fine release, and plays really well. :)
Re: Axel Gear (Final Version)
#25  September 07, 2009, 06:33:25 pm
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- Basic sword attacks X and Y can link between each other, so you can do an infinite : Maintain Forwards, press X Y X Y X Y X Y ...
- Hitsparks for Energy Slash look misaligned.
- I think Rising spin could get a little more CLSN priority . Having some infinite priority is okay here, since it's a special and an anti-air anyway.
- Laser Blast would be nicer without any shadow on its FX. The beam would be nicer if we could see the opponent through it. Either use transparency, or if you want to do it old style, make it change sprite each tick or two : once it's the beam, once it's an empty sprite.
- I cant perform Rocket Spin, and the CMD says it's only with X, while it should be with Y and Z too.
It should look like that, with the "$" sign :
[mcode]
[Command]
name="Rocket Spin"
command=~15$B, $F, $B, F, x
time=30
[/mcode]
It would be much more user friendly like that... and even like that I can't manage to perform it ???

Other than that, it's a very fine release, and plays really well. :)

Thanks for the feedback  :). I'll look into these and fix them up.

With Rocket Spin, I was able to perform it, but had to quickly press F, B, F, x after holding Back. I might change the command of this move to something simpler.
Re: Axel Gear (Final Version)
#26  September 07, 2009, 06:38:36 pm
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With Rocket Spin, I was able to perform it, but had to quickly press F, B, F, x after holding Back. I might change the command of this move to something simpler.
I usually have no problems performing this kind of commands, with chars such as Guile or Vega (M. Bison), so it must be a problem in your code concerning priority of the command or something like that.
Re: Axel Gear (Final Version)
#27  September 07, 2009, 10:30:37 pm
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Alrighty then. I've fixed up the issues mentioned, and I think it's all good to go now.

Edit: Fixed a little mistake, where both CNS and CMD files didn't have Sparkster as an Assist.

Download Link: http://www.mediafire.com/download.php?ymltm2dm2fo

The CLSN priority issue, I wasn't too sure about. So I'll be willing to fix that if it's still not too good.
Last Edit: September 07, 2009, 10:57:55 pm by Xinos
Re: Axel Gear (Final Version)
#28  September 08, 2009, 02:17:20 pm
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I can now perform Rocket Spin correctly. :)

One thing though. I think you should provide two versions of the character (just two CNS files in the archive), to propose a version with normal GetHit attributes. I see you coded it to be sort of accurate to the original game, where Axel gets "electrocuted" and set in a state where he's untouchable for a few ticks.

While this is cool, it breaks the gameplay of all the other characters which would be relying on combos to deal damage to Axel, since they can basically deal only one hit before Axel going in his GetHit state. Proposing a normal version would make him blend better with other small characters and mix better in a "fighting game" system.
Re: Axel Gear (Final Version)
#29  September 08, 2009, 05:39:59 pm
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I can now perform Rocket Spin correctly. :)

One thing though. I think you should provide two versions of the character (just two CNS files in the archive), to propose a version with normal GetHit attributes. I see you coded it to be sort of accurate to the original game, where Axel gets "electrocuted" and set in a state where he's untouchable for a few ticks.

While this is cool, it breaks the gameplay of all the other characters which would be relying on combos to deal damage to Axel, since they can basically deal only one hit before Axel going in his GetHit state. Proposing a normal version would make him blend better with other small characters and mix better in a "fighting game" system.

That's actually a good idea, thanks for telling me that. I'll add that in :)
Re: Axel Gear (Final Version)
#30  September 08, 2009, 05:49:10 pm
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Good look making all those hit sprite requirements lol
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#31  September 08, 2009, 05:51:31 pm
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Re: Axel Gear (Final Version)
#32  September 08, 2009, 05:54:02 pm
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Yeah he's a small 16-bit character, doesn't really need SF3 level of detail on the hit animations.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Axel Gear (Final Version)
#33  September 08, 2009, 05:59:40 pm
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You know its easy when pots tells you it is.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#34  September 09, 2009, 03:07:10 am
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Okay then, I got both Hit state and non Hit state versions done. Here's the download link, make sure to read the Style Readme.txt for changing settings.

http://www.mediafire.com/download.php?yzy1ngzaqmy

The hit animations are the same sprite at the moment, i'll let you be the judge on if it's okay or not.
Re: Axel Gear (Final Version)
#35  September 09, 2009, 06:34:45 am
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)
Re: Axel Gear (Final Version)
#36  September 09, 2009, 03:00:39 pm
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)

You mean this?



I'm pretty sure it's the same sprite for the lose action.

Also thanks for your comment :)
Re: Axel Gear (Final Version)
#37  September 09, 2009, 07:03:30 pm
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you can add a cool megaman effect or explosion effect when he loses.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#38  September 09, 2009, 07:12:53 pm
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)

You mean this?

http://i198.photobucket.com/albums/aa152/Sonic_Evolution_2007/Sprite.gif

I'm pretty sure it's the same sprite for the lose action.

Also thanks for your comment :)

Yeah, looks like shit.. I do like the Mega man effect or explosion idea above.
Re: Axel Gear (Final Version)
#39  September 10, 2009, 06:56:06 pm
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Explosion is indeed a nice idea.

Axel can still be thrown while he's in the air, if the opponent has a air throw or puts an aerial opponent in whatever custom state (eg. Shin Gouki's air throw or Misogi). This results in Axel disappearing.
Re: Axel Gear (Final Version)
#40  September 10, 2009, 07:11:20 pm
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Explosion is indeed a nice idea.

Axel can still be thrown while he's in the air, if the opponent has a air throw or puts an aerial opponent in whatever custom state (eg. Shin Gouki's air throw or Misogi). This results in Axel disappearing.

I knew there was something I forgot >_<

Will release a patch in a few minutes.

The lose animation I have planned may take longer, due to college slowing down my progress  :(
Re: Axel Gear (Final Version)
#41  September 10, 2009, 10:23:39 pm
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The patch took longer than I expected, due to preparations for college tomorrow. But here it is:

http://www.mediafire.com/download.php?nmfjkgtzzln

This only applies to the Combo-able version, replace the current Const-1 and common1-1 files with the new ones.

Trip state has been altered as well, as I have seemed to have forgot to edit it before this patch.
Last Edit: September 10, 2009, 10:35:36 pm by Xinos
Re: Axel Gear (Final Version)
#42  September 10, 2009, 10:37:22 pm
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mkkay trying him out(btw college is such a bitch  >:( )


idk if it did something wrong but.. nothing happens to axel when hes hit, hes unhittable? wtf..
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Last Edit: September 10, 2009, 10:44:16 pm by Luis Alejandro
Re: Axel Gear (Final Version)
#43  September 10, 2009, 10:47:59 pm
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mkkay trying him out(btw college is such a bitch  >:( )


idk if it did something wrong but.. nothing happens to axel when hes hit, hes unhittable? wtf..

Hmmm..that's weird. So any attack goes straight through him? I'm sure the NotHitBy is set to AT. I'll check through.

Edit: found the problem.

Find this in Statedef -2

Quote
[State gethit]
type = nothitby
trigger1 = 1
value = SAC,AT

Remove the SAC part. Keep the comma in.
Re: Axel Gear (Final Version)
#44  September 10, 2009, 10:56:39 pm
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thats not the problem dude, tho i think it is another lol
i accidently added const-1 to his states and constants directory, when it should just be to his constants

im trying him out right now  :sugoi:

ok hes comboable now but hes still missing required sprites:



who is snorlax crushing lol?
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Last Edit: September 10, 2009, 11:56:08 pm by Luis Alejandro
Re: Axel Gear (Final Version)
#45  September 11, 2009, 12:21:22 am
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Re: Axel Gear
#46  September 11, 2009, 03:05:14 am
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The patch for the lose animation and missing sprites is now ready.

http://www.mediafire.com/download.php?zotuvyv0noz

If by any chance Axel gets into a throw state, I made sure he will work with it.

Right now, it's set to Hit State settings, you'll need to change it to the combo-able version if you wish to choose that.
Re: Axel Gear
#47  September 12, 2009, 10:28:51 pm
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Re: Axel Gear Updated (New Intro)
#48  September 13, 2009, 12:57:58 am
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Re: Axel Gear Updated (New Intro)
#49  September 14, 2009, 01:39:22 pm
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Nice new intro. I see the sound file almost doubled its size because of the intro ! o_O

Concerning the lose animation, just an idea, but maybe you could make him fade out while he explods.

Anyway, this character seems as perfect as it can be. :)
Re: Axel Gear Updated (New Intro)
#50  September 14, 2009, 11:13:49 pm
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Nice new intro. I see the sound file almost doubled its size because of the intro ! o_O

Concerning the lose animation, just an idea, but maybe you could make him fade out while he explods.

Anyway, this character seems as perfect as it can be. :)

Thanks for the comment :)

About the sound file, it's to do with converting the SNES music to WAV, Audacity doesn't seem to have an option to change to Mono (?).

And about the lose animation, consider that done ;)

Download Link: http://www.mediafire.com/download.php?ymzojomtz3i

The AI has also been updated, it will use the weak roll attack at a certain distance, randomly comboing into a special move whenever it can.
Last Edit: September 15, 2009, 01:50:34 am by Xinos
Re: Axel Gear Updated (New Intro)
#51  September 15, 2009, 07:03:50 am
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Alright, this could be the very last update of Axel Gear now. It's been fun making him, and I hope you'll enjoy the last update I have for him.

Download Link: http://www.mediafire.com/download.php?vizjomlt1g1

Quote
What's added?

- Air A/B/C attacks that were missing
- Ability to combo airial kicks
- Added a Launcher, so you can pursuit the knocked up opponent
- AI altered again, this time it's more aggresive
- Intro has been made shorter. I felt it was too long
- New Win animation
- Can link Air X attack, into Heavy Air Kick
- Smaller File Size


Video: http://www.youtube.com/watch?v=E5CB7m5zeCw

Enjoy  :thumbsup: