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Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ (Read 5663 times)

Started by volzzilla, December 28, 2009, 03:00:28 am
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Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#1  December 28, 2009, 03:00:28 am
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Download at: http://cvgunited.com/index.php?action=downloads;sa=view;down=133

Download File will contain both characters as they share certain files. This is how the creators intended, and that is why the file is so big.

Message from ALEXZIQ
"Combined file containing both Batmen. (sorry we are late)

Happy Holiday, once again

Just unzip twice, and name your folder Batman, and another Beyond.

Check out the normal pals, and start button and various pals on both charater to unveil Spiderbats awesome modes of Batman through the ages, and Joker, and stealth mode in Batman Beyond!

Please keep in mind that depite leaks, and private releases this is technically a beta. We know there is much left to do, but we wanted to share this with you as we go along. There are some unfinished moves, and some hitboxes are off due to sprite improvements. Next release we will fix all these issues.

Enjoy, I luv Spiderbats vision, hope you do to."




Download at: http://cvgunited.com/index.php?action=downloads;sa=view;down=133

Last Edit: January 31, 2010, 01:21:16 am by volzzilla
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#2  December 28, 2009, 03:26:28 am
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BATMAN:
- Improperly sized portrait
- No CLSN on backdash
- Infinite priority on basics (and B and C have some ugly CLSNs)
- Dark Knight Destroyer (F, D, F+2P) does too much damage (278 for a level 1 is way too much)
- At a certain distance (2-6 steps from fullscreen), Batarang (QCF+2P) does 475 damage (which for a level 1 is very bad)
- Damage values on QCF+2K.....are actually acceptable!
- Why can I do a combo that does 165 damage just by mashing start?
- QCB+2P does 386 damage, which is too much.
- For a level 2, QCF+Z+C is too weak (only 150 life?) and the TAS clips don't fit with the other voiceacting.
- Shadow of the Bat (QCF+X+A) could use a buff for being a level 3 (only does 270 damage atm)
- Batmobile (QCF+Y+B) too (only 210 damage for a level 2?) and explosions could use better sounds.

BATMAN BEYOND:
- Infinite priority on basics.
- Infinite priority on Batarangs.
- Stun too long on ice Batarangs.
- QCF+2K is too loud and can use a buff for being a level 2 (only does 204 damage)
- Same thing with QCB+2K (I've gotten a max of 315 life off with it, could use a slight buff, 325 should be the max life it should do).
- Why are all of his supers except for QCB+2P (a level 3) level 2s?
- B, F+X could use a slight buff for being a level 2 (~245 damage is a bit too low)
- QCF+X+A only does 125 damage for being a level 2.
- Why is start a spin kick?
- Many of these supers could use damage reduction and be used as level 1s.

To be totally fair, these two are MUCH better than Joker (who had too many stun moves, too many projectiles, too many unblockables, very weird looking bomb toss, spammy AI, and bad damage values), but still really flawed. Damage is too low or too high in many spots, start is for taunting not attacking, and CLSNs could use some work.
Last Edit: December 28, 2009, 03:32:59 am by Orochi Gill
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#3  December 28, 2009, 03:30:23 am
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lol batman was going to be my next project lol oh well
Remember people
Yes! Life is unfair, people will cry you down
but don't ever give up, keep reaching for the stars
Doesn't matter whether you crawl, drag or limp to your goals
prove a dropout can beat a genius

Love and Peace

p.s 4M
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#4  December 28, 2009, 03:56:06 am
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Message from ALEXZIQ
...this is technically a beta. We know there is much left to do, but we wanted to share this with you as we go along. There are some unfinished moves, and some hitboxes are off due to sprite improvements. Next release we will fix all these issues.


also, start has attack functions (i havent tested yet due to time constraints, i'm just quoting alex)

Why are their taunts attacks?

its a 7 button character

There is no taunt, theres specials out of the S button too, even a wall cling.

Spiderbat wanted this style for his Batman vs Batman project
Last Edit: December 28, 2009, 04:09:33 am by volzzilla
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#5  December 28, 2009, 03:57:19 am
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Classic Batman feedback:
- Small portrait is too large.
- Intro uses invalid animation which causes the explod used to loop well into the 1st round.
- Dashes back and forth slide considerably during and at end of actions. Was he programmed to behave as if he was on ice at all times?
- Dash forward end animation has no clsn, lets players slide right past opponent to the other side.
- Gethit animations have questionable clsn2. Revision strongly suggested.
- Standing lp and lk have infinite priority on the attack frames.
- In general, clsn needs revision. Can be done by simplifying them ala KOF standard.
- QCF+PP Super move can take upwards to nearly 500 life in one toss, and hits give back power.
- In fact, most moves that take away power per usage give back power.
- Statedef 3100 leads to an invalid action
- HCB+lk Bat hook if connecting from point blank range will hook opponent in such a way that they drag both players back, and only the first hit afterwards will connect.
- QCB + hp smoke bomb will set off before bomb actually hits ground, smoke always appears at the center of the screen regardless of position.
- DP+lp version of uppercut never really leaves the ground, can hit up to 6 times as opposed to once like all other versions.
- Air dash back can be spammed to remain in air for some time, air dash forwards can be spammed to remain airborne indefinitely.
- Statedef 291 leads to invalid action.
- Both f+mp and f+hp lead to throw? Unusual.
- Same deal for kick throw, and in the case of kick throw it comes out instantly.
- Both mk and hk trips can allow juggles. Crouch lk and hk can hit grounded opponents.
- I've never seen standing mk have both hits connect. Intentional?
- Second standing hp attack also never connects.
- Standing hk is a bit awkward; 1st attack frame with valid clsn1 can allow hits before the kick even really reaches the opponent.
- D+ any kick when in air is awkward. Attack can hit multiple times, leads to multiple 2 hit combos before landing during testing.
- I'm guessing all hitsparks haven't been dealt with yet if the basics are any indication.
- Air HP when hitting down does not seem to knockdown properly.

Batman Beyond feedback:
- Small portrait is oversized
- Standing mk / follow up to standing lk has hitvel that sucks the opponent back in as opposed to hitting them away.
- Mashable electrocution move can hit multiple times, capable of doing around 180 damage which is around the amount of the super using that theme.
- QCF+PP super if miss or blocked has player bounce back, only to strangely bounce forward around the end.
- Uppercut followup seems to have problems connecting. For example, you cannot hit another Batman Beyond with that attack.
- Probable explanation why on that front; gethit clsn2 needs revision.
- All forms of air dashing can be spammed to keep player in the air indefinitely.
- QCB+KK Super can be followed up by itself to get large amounts of damage. In testing, I could get it to connect 2 - 3 times on average.
- Player can seem to fly indefinitely. Easy to spam projectiles in flight mode
- Position issues when turning on and off flight mode when at higher altitudes. Most noticable when flying offscreen, which is easy to do.
- Basic attacks in flight mode assume velocity being used prior to attack. Not a direct flaw in coding, but in concept perhaps.
- Boot thruster effects do not lineup properly during flight mode when changing direction for several ticks.
- Multiple cases of basic attacks with infinite priority.
- Hitsparks require proper alignment in various cases.
- Air HP when hitting down does not seem to knockdown properly.
- Rolling forwards acts as attack?
- Super that summons suited old Wayne could stand to have a properly coded exit for him. His exit as is can be best described as choppy.
- QCB+mk and QCB+hk are too variable for reliable use. Position when starting the move will greatly affect where the player will end of flying.
- Taunt button currently is assigned to a standing kick it seems.

"The Dark Knight" Batman feedback:
- Small portrait is too large.
- Standing lk's hitvel sucks the opponent in.
- Dash back and both roll moves have no clsn2
- Crouch mk can juggle opponent on its down.
- Standing hp's ability to hit multiple times within the same basic strike is awkward.
- Crouch hp's first hit has a strange velset where it has the opponent get popped up without explanation.
- Robin summon can slide through the opponent; makes it so that he can actually pass through them before his combo actually ends.
- Intro that has the animated series' music has a strangely placed superpause, and one of the frames as needs to be cleaned to remove floating pixel.
- Superman full screen attack is just cheap. Can also summon multiple Supermen at once as long as you have enough power.
- Can spam Robin summon and Superman Summon together.
- Discovery: Some of the earlier errors in the Classic Batman version seem to be present because you didn't set up that def correctly.
- Adam West counter super does not properly align opponent in custom state if the move worked.
- Adam West counter super also does no actual damage.
- Animated series trauma scene counter super is way too drawn out.
- Movie Batman stance doesn't seem to be finished, and walking back reveals some red eyes for some reason.
- Batman Beyond palette's dashing back and forth can be spammed to keep him airborne for some time.
- Shadowed Batman palette's darkened background effect is disabled for several ticks when super moves are done.

More as it is found, which if this third pass is any indication won't be too far behind. Consider finding more adequate bug testers, assuming they even exist.

[Pre-post note: Okay, O.Gill seems to have covered things I hadn't even gotten to yet. Excellent.]
Last Edit: December 28, 2009, 05:33:36 am by Rolento
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#6  December 28, 2009, 04:09:49 am
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Good Ideas, not so good executions, and yeah start as a hit  --;

Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#7  December 28, 2009, 05:02:13 am
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Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#8  December 28, 2009, 05:11:01 am
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In fact isn't that more of a reason to give as much feedback as possible in order to improve the next update.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#9  December 28, 2009, 05:33:41 am
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no where was i saying exempt from feedback. i was just saying whatever being said that is wrong should be taken with a bit of understanding due to that beta status.

in fact, like i do with other things i post here, i'll take what i can back to the creators there. for instance, there was a massive joker update a few days ago. he literally credited MFG for their feedback in the release thread, even though he never posted a thing here.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#10  December 28, 2009, 06:28:20 am
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Beta or no beta, feedback helps.

And tell the Joker author he's better than most.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#11  December 28, 2009, 07:47:03 am
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The Joker update barely fixed him. He still had unblockable Penguin and Bizarro, ugly damage, spammy AI, goofy bomb toss, weird voices, hell the only thing that got fixed was the AI is less spammy and the gas no longer reduces power.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#12  December 28, 2009, 08:52:32 am
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I like this batman. After all he clealy said that this is just A beta and there are allot things to be fix. I haven't even been able to test batman beyond Bc both batmans data are in the same folder. Do I've to remove Batman's Beyond data from this folder and put it in another folder? ??? ???
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#13  December 28, 2009, 09:16:21 am
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I don't really have much to say that hasn't already been said, but I just wanted the creator to know that this is definitely a step in teh right direction altho there are issues.  Also I love Batman Beyond.... the coolest thing is that I just finished revisiting all 3 seasons of Batman Beyond on Dvdizzle, so this is kind of a nice surprise after that.

Keep up.  I'll be excited to see the improvements in the next versions.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#14  December 28, 2009, 09:23:27 am
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The Joker update barely fixed him. He still had unblockable Penguin and Bizarro, ugly damage, spammy AI, goofy bomb toss, weird voices, hell the only thing that got fixed was the AI is less spammy and the gas no longer reduces power.

Meant to say "as in taking feedback". :P Silly me
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#15  December 28, 2009, 09:24:17 am
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you can't pull of the "it's a beta" argument everytime there is a massive amount of feedbacks given: they should always be taken into consideration, every authors should always get ALL the feedbacks provided by the persons who tested the creations (whoever posted them, as long as it is relevant!) and it should never be disregarded as being "not the priority at the moment because, anyway, the AI is much better!"

i hope it somehow makes sense...it seems only natural to me anyway
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#16  December 28, 2009, 07:58:41 pm
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All the feedback is good. I don't disagree with any of it. I knew most of it ahead of time.

The clear outlines given here will make it easier to go through and fix it when we update it in the coming months. I am sure I would forget something otherwise.

I appreciate all the effort put in, and time spent to find the issues, it's extremely helpful.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#17  December 28, 2009, 08:28:46 pm
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nice bats thanks alexziq
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#18  December 28, 2009, 08:42:43 pm
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just found an odd intro bug. When vs one of the supermans.... he comes from above plus comes in by turning off his invisible....
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#19  December 29, 2009, 06:27:49 pm
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Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#20  December 30, 2009, 12:45:54 am
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Well, I guess Rolento and Orochi have covered most feedback I could give. The sprites are really cool, although I really hate these hitsparks. As stated, it still needs a lot of work gameplay-wise, so I'll be waiting for some improvements in this area, to be able to enjoy these characters more, as they don't feel solid for now.

Also, on classic Batman, if you charge Forward and smash A, if you hit the enemy, Batman will loop his kick until he's hit.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
New #21  January 30, 2010, 11:57:16 pm
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Classic Batman feedback:
- Small portrait is too large.
- Intro uses invalid animation which causes the explod used to loop well into the 1st round.
- Dashes back and forth slide considerably during and at end of actions. Was he programmed to behave as if he was on ice at all times?
- Dash forward end animation has no clsn, lets players slide right past opponent to the other side.
- Gethit animations have questionable clsn2. Revision strongly suggested.
- Standing lp and lk have infinite priority on the attack frames.
- In general, clsn needs revision. Can be done by simplifying them ala KOF standard.
- QCF+PP Super move can take upwards to nearly 500 life in one toss, and hits give back power.
- In fact, most moves that take away power per usage give back power.
- Statedef 3100 leads to an invalid action
- HCB+lk Bat hook if connecting from point blank range will hook opponent in such a way that they drag both players back, and only the first hit afterwards will connect.
- QCB + hp smoke bomb will set off before bomb actually hits ground, smoke always appears at the center of the screen regardless of position.
- DP+lp version of uppercut never really leaves the ground, can hit up to 6 times as opposed to once like all other versions.
- Air dash back can be spammed to remain in air for some time, air dash forwards can be spammed to remain airborne indefinitely.
- Statedef 291 leads to invalid action.
- Both f+mp and f+hp lead to throw? Unusual.
- Same deal for kick throw, and in the case of kick throw it comes out instantly.
- Both mk and hk trips can allow juggles. Crouch lk and hk can hit grounded opponents.
- I've never seen standing mk have both hits connect. Intentional?
- Second standing hp attack also never connects.
- Standing hk is a bit awkward; 1st attack frame with valid clsn1 can allow hits before the kick even really reaches the opponent.
- D+ any kick when in air is awkward. Attack can hit multiple times, leads to multiple 2 hit combos before landing during testing.
- I'm guessing all hitsparks haven't been dealt with yet if the basics are any indication.
- Air HP when hitting down does not seem to knockdown properly.

Batman Beyond feedback:
- Small portrait is oversized
- Standing mk / follow up to standing lk has hitvel that sucks the opponent back in as opposed to hitting them away.
- Mashable electrocution move can hit multiple times, capable of doing around 180 damage which is around the amount of the super using that theme.
- QCF+PP super if miss or blocked has player bounce back, only to strangely bounce forward around the end.
- Uppercut followup seems to have problems connecting. For example, you cannot hit another Batman Beyond with that attack.
- Probable explanation why on that front; gethit clsn2 needs revision.
- All forms of air dashing can be spammed to keep player in the air indefinitely.
- QCB+KK Super can be followed up by itself to get large amounts of damage. In testing, I could get it to connect 2 - 3 times on average.
- Player can seem to fly indefinitely. Easy to spam projectiles in flight mode
- Position issues when turning on and off flight mode when at higher altitudes. Most noticable when flying offscreen, which is easy to do.
- Basic attacks in flight mode assume velocity being used prior to attack. Not a direct flaw in coding, but in concept perhaps.
- Boot thruster effects do not lineup properly during flight mode when changing direction for several ticks.
- Multiple cases of basic attacks with infinite priority.
- Hitsparks require proper alignment in various cases.
- Air HP when hitting down does not seem to knockdown properly.
- Rolling forwards acts as attack?
- Super that summons suited old Wayne could stand to have a properly coded exit for him. His exit as is can be best described as choppy.
- QCB+mk and QCB+hk are too variable for reliable use. Position when starting the move will greatly affect where the player will end of flying.
- Taunt button currently is assigned to a standing kick it seems.

"The Dark Knight" Batman feedback:
- Small portrait is too large.
- Standing lk's hitvel sucks the opponent in.
- Dash back and both roll moves have no clsn2
- Crouch mk can juggle opponent on its down.
- Standing hp's ability to hit multiple times within the same basic strike is awkward.
- Crouch hp's first hit has a strange velset where it has the opponent get popped up without explanation.
- Robin summon can slide through the opponent; makes it so that he can actually pass through them before his combo actually ends.
- Intro that has the animated series' music has a strangely placed superpause, and one of the frames as needs to be cleaned to remove floating pixel.
- Superman full screen attack is just cheap. Can also summon multiple Supermen at once as long as you have enough power.
- Can spam Robin summon and Superman Summon together.
- Discovery: Some of the earlier errors in the Classic Batman version seem to be present because you didn't set up that def correctly.
- Adam West counter super does not properly align opponent in custom state if the move worked.
- Adam West counter super also does no actual damage.
- Animated series trauma scene counter super is way too drawn out.
- Movie Batman stance doesn't seem to be finished, and walking back reveals some red eyes for some reason.
- Batman Beyond palette's dashing back and forth can be spammed to keep him airborne for some time.
- Shadowed Batman palette's darkened background effect is disabled for several ticks when super moves are done.

More as it is found, which if this third pass is any indication won't be too far behind. Consider finding more adequate bug testers, assuming they even exist.

[Pre-post note: Okay, O.Gill seems to have covered things I hadn't even gotten to yet. Excellent.]









hola

este es un beta

y quisa nunca deje de ser beta
pero la idea es dejar un batman entretenido

intentare reparar la mayoria de errores

gracias por enlistar los errores


Last Edit: January 31, 2010, 03:55:52 pm by spiderbat
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#22  January 30, 2010, 11:59:11 pm
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The errors are already listed in the post you quoted.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#23  January 31, 2010, 12:04:00 am
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Translator. He tried to say :

Hi

This is a beta

And maybe will always be a beta
but the idea is to make an entretaining Batman

I'll try to fix most of the bugs

Thanks for listing the bugs
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
#24  January 31, 2010, 12:07:09 am
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Oh, I apologize, I misunderstood.
Re: Batman and Batman Beyond Beta1 released by spiderbat and ALEXZIQ
New #25  January 31, 2010, 04:13:34 am
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Oh, I apologize, I misunderstood.

no al contrario gracias a ti
por lo de los errores

intentare hacer una mejor version

 y acepto cualquier tipo de ayuda

----------------------------------------
Last Edit: January 31, 2010, 03:55:03 pm by spiderbat