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DeadPool Update 2, 6/2/12 (Read 13755 times)

Started by Flamekyo, May 30, 2012, 07:56:33 pm
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DeadPool Update 2, 6/2/12
#1  May 30, 2012, 07:56:33 pm
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DeadPool by Unlimited and Flamekyo

Enjoy.



-Info-
Gameplay is very similar to that of MvC3.
Ground/Air Combos
Double Jump Capabilities
Supers and Specials from MvC3
Sounds from MvC3
Reset Capabilities
Damage Dampener

-Palettes-



Download Update 2 Here :
http://flamekyo.mugen-infantry.net/characters-2

Update 2 Information
Spoiler, click to toggle visibilty

Please Read The Read Me





Spoiler, click to toggle visibilty

[/center]

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Last Edit: June 03, 2012, 07:15:17 pm by Flamekyo
Re: DeadPool
#2  May 30, 2012, 08:00:51 pm
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I was lookin forward for this day!! Finally I'm changing this deadpool for a better one :)
Downloadin' right now!

Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?
Spoiler, click to toggle visibilty

DW

Re: DeadPool
#3  May 30, 2012, 08:13:21 pm
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Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Why would this matter if 1.0 is backwards compatible? Unless he wanted to use some functions like pal formats for example, that aren't available in Winmugen, I really don't see the point.

Cool, Deadpool. DLing now. I'll give some feedback after some testing/runs with him. Thanks for the release.  :)
Re: DeadPool
#4  May 30, 2012, 08:14:21 pm
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  • How about I slap yo shit onto the Dark Dimension?
Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Why would this matter if 1.0 is backwards compatible? Unless he wanted to use some functions like pal formats for example, that aren't available in Winmugen, I really don't see the point.

Cool, Deadpool. DLing now. I'll give some feedback after some testing/runs with him. Thanks for the release.  :)

It's just for the winquotes :P
Spoiler, click to toggle visibilty

DW

Re: DeadPool
#5  May 30, 2012, 08:16:51 pm
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Winmugen chars can have winquotes from what I heard from 20S. They just can't be manipulated to be character specific like in 1.0(apply to certain chars only). All you need do is add them yourself.

20S explains it here...

http://mugenguild.com/forumx/index.php?topic=141180.0
Last Edit: May 30, 2012, 08:20:18 pm by DivineWolf
Re: DeadPool
#6  May 30, 2012, 08:23:49 pm
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Very similar to MVC3 you say.  Seeing as how Deadpool is the point character on my team, I'm interested in what you mean by this.  Are you basing him on Vanilla or Ultimate? 
Re: DeadPool
#7  May 30, 2012, 08:27:05 pm
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Very similar to MVC3 you say.  Seeing as how Deadpool is the point character on my team, I'm interested in what you mean by this.  Are you basing him on Vanilla or Ultimate?

More on the side of Ultimate

I was lookin forward for this day!! Finally I'm changing this deadpool for a better one :)
Downloadin' right now!

Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Thanks

No plans for 1.0, although i think he'd work fine either way, not sure.
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NoZ

Re: DeadPool
#8  May 30, 2012, 08:40:06 pm
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Lets see what you got 8)
Re: DeadPool
#9  May 30, 2012, 08:50:06 pm
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I've been looking forward to this. Congrats on the release.
Re: DeadPool
#10  May 30, 2012, 09:01:17 pm
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-The bullets generating an odd shadow in they those the floor, tested in many stages
Spoiler, click to toggle visibilty
- Level 3 misses the 3rd and 4th hit (and with that the 5th one) in execution in the corner

Only this in a quick test

DW

Re: DeadPool
#11  May 30, 2012, 09:18:56 pm
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Alright, so here's a quick breakdown....


First off, there's some debug stuff going on there. Don't know if that's a problem or not. Now, when firing his guns and cancelling out of then into something like "Pineapple Surprise", the flare from his guns stay there for awhile before disappearing. As if he's still shooting his guns in that spot. Also, "Pineapple Surprise" just disappears when it hits the ground. It should bounce forward and then explode regardless. His trip is the typical low roundhouse of many chars. However, in MvC3 it's a slide. Which is good for pursuit. Perhaps that can be edited/updated in the future. He doesn't have his overhead flip kick unique attack. This is very useful in MVC3, when cancelling out of his trip if blocked, into said flip kick. Also, no Advancing Guard...?



These black "shades" or whatever appear whenever you shoot the ground while in the air. Notice it next to KFM.



When you hold back and grab, this happens. It looks weird. Also, there's no slash sounds for when DeadPool sticks his katanas into the opponents feet. And there's no slash hitspark for this.



The slash fx on this move seem to broad/big to me. Also, the opponent isn't supposed to move around while getting hit by this move. They should just stand in the middle, as DeadPool slashes them.

Supers can only be performed with x+y, when variants should be there (x+b, b+y). Also, you could make use of either c or z, making one of them x+y+b(all 3 atks) like in MvC3. Advancing Guard is very much needed. Perhaps add a counter as well. He feels pretty solid overall though. Isn't his counter Hyper supposed to be a Lv3? Feels extremely nerfed the way you have it currently. Still, thanks for the release and share.
Re: DeadPool
#12  May 30, 2012, 09:36:34 pm
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ive had a horrible day today so this is going to help quite a bit AWESOME.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool
#13  May 30, 2012, 09:40:30 pm
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In addition to what DivineWolf said, I have this to offer you.

-Your normal animations should be switched around. .  What you have for s.M should be s.H, and should have knock the opponent backwards more.
-What you have for c.M should be c.L.
-Your c.H needs a velocity so it will emulate the slide.
-Deadpool's S has too much velocity, it should not travel as much as you have it.
-The H version of Trigger Happy (both ground and air) is supposed to be an anti air.  What you have is a horizontal gun blast.
-Aerial L Trigger Happy should OTG.  It does not on yours.
-However, L Ninja Gift does, when it should not.
-H Ninja Gift is supposed to be a bolo that temporarily stuns the opponent.  It's a pretty essential part of Deadpool's BNB so I was a little surprised you changed it.
-When performing Ninja Gifts, Deapdool's HAVE GUN WILL SHOOT or STINGS DON'T IT voice clip should stop before beginning the voice clip for Ninja Gifts.
-I don't know how to describe it, but your Ninja Gifts cancelling feels.....strange.  All you should have to do is press the attack button while Trigger Happy is active.  I also notice you cannot perform Ninja Gift before the gunfire is active, which you should be able to do.
-Quick Work has WAYYYYYY too much startup time, and all versions seem identical.  The L is supposed to be a fast low hitting version, for instance.
-You are not meant to be able to cancel the L version of Katanarama into Chimichangas.  That is exclusive to the M and H versions.
-Chimichangas does not function properly in the corner.  Instead of sending them bouncing across behind Deadpool as he turns around, it merely relaunches them.  This creates an infinite/loop in that Deadpool can jump up to do an air combo and H Katanarama to Chimichangas until their health is completely gone.
-Happy Happy Trigger the way you have it functions slightly improperly because Deadpool switches to only one gun in the middle of the move.  This may seem cosmetic, but it also reduces the vertical range.
-Deadpool recovers far too soon after Guttin' Time, allowing him to combo after the move when he shouldn't be able to.
-His taunt only has one voice clip, while it is supposed to alternate.  There's also the lack of a speech bubble, which is kind of important as his taunt is also an attack.
-"How did anyone ever enjoy these games without me in em?"  That's a special intro against Dante.  In yours it's a normal intro.
-Your timer over clip is wrong too.  It's supposed to be "Takes a lickin' and keeps on....eh, guess not."
Re: DeadPool
#14  May 30, 2012, 09:45:02 pm
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Considering how the sprites have been resized quite poorly, Deadpool doesn't even have a Deadpool palette and his gameplay is... While sufficient, I suppose, not really even that fun, plus the use of those ridiculously sized hitsparks on an already worried and distorted sprite set...

I'll be sticking with the classic.

GT

Re: DeadPool
#15  May 30, 2012, 09:51:02 pm
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-IMO, you should consider adding StopSnd state controllers at the start of the Gun Trigger (and its follow up) attacks. It's really easy to spam its sound clips.
-The follow up system for the Gun Trigger moves doesn't make sense to me... I can cancel into a new move by letting go of the attack button used to start the Gun Trigger attack, but I can also press that button to achieve the follow up as well? Why isn't it one or the other?
-Two sounds play when landing.
-Quickwork uses the hitsound of LP.
-Why are p1's pausetimes lower than p2's in some of the normal hitdefs?
-C.LP's ground velocity is higher than C.MP.

-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
 
Quote
ground.slidetime = 5 ,ground.hittime  = 12

Slidetime and hittime should [usually] be the same.  :yes:


Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%2)+(random%3)
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

:grrr:

Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%3)
volume = 200
channel = -1
freqmul = 1.0


-Lingering FX


-Throw in the corner


-Katana-Rama 1 -> Chimichanga is an infinite in the corner. This infinite can also be initiated from mid screen by dashing after Chimichanga because the dash goes so far.
Yeah Titiln, in fact, You Made Him
Re: DeadPool
#16  May 30, 2012, 09:53:19 pm
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Awesome i was waiting for this deadpool.
I dont think he should be able to do a 23 or more hit combo just by pressing his punch button while your opponent is in mid air.
Also his Happy-Happy Trigger super if he gets hit when he does it his super background does not disappear.
If you want i can post a quick video of it to show you.
Last Edit: May 30, 2012, 10:28:50 pm by xX-Nero-Xx
Re: DeadPool
#17  May 30, 2012, 10:01:10 pm
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the pinapple surprise and present for yah, creates clones when hit.
Re: DeadPool
#18  May 30, 2012, 10:19:52 pm
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- Why isn't the default palette on X or A ?
- Intro voice could get a stopsnd if the intro is skipped in the middle.
- Forward dash has no dash sounds.
- F+y throw has cornerpush which looks strange.
- Remove shadows from Gun specials effects please.
- Deadpool is standing slightly in the air after 4th Wall Crisis.

Quote
-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
Nope. :P
min(random%2) = 0, max(random%2) = 1
min(random%3) = 0, max(random%3) = 2
min(random%4) = 0, max(random%2) = 3
So min[ (random%2)+(random%3)+(random%4) ] = 0 , max[ (random%2)+(random%3)+(random%4) ] = 1+2+3 = 6
Hence it can be written s200,1+random%7 if you're only talking about the min and max values.
But this code doesn't make any sense anyway to begin with ...
Re: DeadPool
#19  May 30, 2012, 10:23:30 pm
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the air combo with the basic punch is pretty broken.

why do i have to hold down the gun button to keep firing or it goes into pineapple surprise?

katana rama looks really weird to say the least id change the hitsparks to something like blood and slashes related not sideways stuff, also keep p2 in that spot during the move.

why doesn't TAUNT BUTTON still damage that was in the original of this character as well why get rid of it? its in mvc3. theres not even a comic box for it.

remove shadows on your helpers/projectiles.

not to sure why you turned katana rama into another throw it should be a slash with his sword

you need hitoverides on your helpers to prevent clones from appearing if they are hit before they explode.

he needs some work thats for sure. his combo system also feels weird and not like mvc3 at all.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool
#20  May 30, 2012, 10:55:18 pm
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I've been looking forward to this. Congrats on the release.

Thanks


-IMO, you should consider adding StopSnd state controllers at the start of the Gun Trigger (and its follow up) attacks. It's really easy to spam its sound clips.
-The follow up system for the Gun Trigger moves doesn't make sense to me... I can cancel into a new move by letting go of the attack button used to start the Gun Trigger attack, but I can also press that button to achieve the follow up as well? Why isn't it one or the other?
-Two sounds play when landing.
-Quickwork uses the hitsound of LP.
-Why are p1's pausetimes lower than p2's in some of the normal hitdefs?
-C.LP's ground velocity is higher than C.MP.

-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
 
Quote
ground.slidetime = 5 ,ground.hittime  = 12

Slidetime and hittime should [usually] be the same.  :yes:


Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%2)+(random%3)
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

:grrr:

Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%3)
volume = 200
channel = -1
freqmul = 1.0


-Lingering FX


-Throw in the corner


-Katana-Rama 1 -> Chimichanga is an infinite in the corner. This infinite can also be initiated from mid screen by dashing after Chimichanga because the dash goes so far.


Stopsnd controllers are being added.

As for the Gun Trigger follow, that has been fixed.

Thanks for the feedback Bro.


Considering how the sprites have been resized quite poorly, Deadpool doesn't even have a Deadpool palette and his gameplay is... While sufficient, I suppose, not really even that fun, plus the use of those ridiculously sized hitsparks on an already worried and distorted sprite set...

I'll be sticking with the classic.

Resized?

I didn't resize any sprites bro, and you said "DeadPool palette", he has 4 palettes that look similar to that of MvC3.

The hit sparks looked OK, size wise IMO


Alright, so here's a quick breakdown....


First off, there's some debug stuff going on there. Don't know if that's a problem or not. Now, when firing his guns and cancelling out of then into something like "Pineapple Surprise", the flare from his guns stay there for awhile before disappearing. As if he's still shooting his guns in that spot. Also, "Pineapple Surprise" just disappears when it hits the ground. It should bounce forward and then explode regardless. His trip is the typical low roundhouse of many chars. However, in MvC3 it's a slide. Which is good for pursuit. Perhaps that can be edited/updated in the future. He doesn't have his overhead flip kick unique attack. This is very useful in MVC3, when cancelling out of his trip if blocked, into said flip kick. Also, no Advancing Guard...?



These black "shades" or whatever appear whenever you shoot the ground while in the air. Notice it next to KFM.



When you hold back and grab, this happens. It looks weird. Also, there's no slash sounds for when DeadPool sticks his katanas into the opponents feet. And there's no slash hitspark for this.



The slash fx on this move seem to broad/big to me. Also, the opponent isn't supposed to move around while getting hit by this move. They should just stand in the middle, as DeadPool slashes them.

Supers can only be performed with x+y, when variants should be there (x+b, b+y). Also, you could make use of either c or z, making one of them x+y+b(all 3 atks) like in MvC3. Advancing Guard is very much needed. Perhaps add a counter as well. He feels pretty solid overall though. Isn't his counter Hyper supposed to be a Lv3? Feels extremely nerfed the way you have it currently. Still, thanks for the release and share.

The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,  ;P    my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   ;)

Thanks for the Info Bro, really helpful


In addition to what DivineWolf said, I have this to offer you.

-Your normal animations should be switched around. .  What you have for s.M should be s.H, and should have knock the opponent backwards more.
-What you have for c.M should be c.L.
-Your c.H needs a velocity so it will emulate the slide.
-Deadpool's S has too much velocity, it should not travel as much as you have it.
-The H version of Trigger Happy (both ground and air) is supposed to be an anti air.  What you have is a horizontal gun blast.
-Aerial L Trigger Happy should OTG.  It does not on yours.
-However, L Ninja Gift does, when it should not.
-H Ninja Gift is supposed to be a bolo that temporarily stuns the opponent.  It's a pretty essential part of Deadpool's BNB so I was a little surprised you changed it.
-When performing Ninja Gifts, Deapdool's HAVE GUN WILL SHOOT or STINGS DON'T IT voice clip should stop before beginning the voice clip for Ninja Gifts.
-I don't know how to describe it, but your Ninja Gifts cancelling feels.....strange.  All you should have to do is press the attack button while Trigger Happy is active.  I also notice you cannot perform Ninja Gift before the gunfire is active, which you should be able to do.
-Quick Work has WAYYYYYY too much startup time, and all versions seem identical.  The L is supposed to be a fast low hitting version, for instance.
-You are not meant to be able to cancel the L version of Katanarama into Chimichangas.  That is exclusive to the M and H versions.
-Chimichangas does not function properly in the corner.  Instead of sending them bouncing across behind Deadpool as he turns around, it merely relaunches them.  This creates an infinite/loop in that Deadpool can jump up to do an air combo and H Katanarama to Chimichangas until their health is completely gone.
-Happy Happy Trigger the way you have it functions slightly improperly because Deadpool switches to only one gun in the middle of the move.  This may seem cosmetic, but it also reduces the vertical range.
-Deadpool recovers far too soon after Guttin' Time, allowing him to combo after the move when he shouldn't be able to.
-His taunt only has one voice clip, while it is supposed to alternate.  There's also the lack of a speech bubble, which is kind of important as his taunt is also an attack.
-"How did anyone ever enjoy these games without me in em?"  That's a special intro against Dante.  In yours it's a normal intro.
-Your timer over clip is wrong too.  It's supposed to be "Takes a lickin' and keeps on....eh, guess not."



A lot of these are simple fix's, and the time over clip, i completely forgot DeadPool had that.... lol

Everything is being fixed.



the pinapple surprise and present for yah, creates clones when hit.

Really?  can you please show me in a screen shot, tested it and it doesnt seem to create clones, unless something else wrong.....?


- Why isn't the default palette on X or A ?
- Intro voice could get a stopsnd if the intro is skipped in the middle.
- Forward dash has no dash sounds.
- F+y throw has cornerpush which looks strange.
- Remove shadows from Gun specials effects please.
- Deadpool is standing slightly in the air after 4th Wall Crisis.

Quote
-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
Nope. :P
min(random%2) = 0, max(random%2) = 1
min(random%3) = 0, max(random%3) = 2
min(random%4) = 0, max(random%2) = 3
So min[ (random%2)+(random%3)+(random%4) ] = 0 , max[ (random%2)+(random%3)+(random%4) ] = 1+2+3 = 6
Hence it can be written s200,1+random%7 if you're only talking about the min and max values.
But this code doesn't make any sense anyway to begin with ...

Again, simple fix's, most of these have been fixed

I think the default palette isn't x or a because of the way i mapped the buttons, not sure though, ill look into it.


the air combo with the basic punch is pretty broken.

why do i have to hold down the gun button to keep firing or it goes into pineapple surprise?

katana rama looks really weird to say the least id change the hitsparks to something like blood and slashes related not sideways stuff, also keep p2 in that spot during the move.

why doesn't TAUNT BUTTON still damage that was in the original of this character as well why get rid of it? its in mvc3. theres not even a comic box for it.

remove shadows on your helpers/projectiles.

not to sure why you turned katana rama into another throw it should be a slash with his sword

you need hitoverides on your helpers to prevent clones from appearing if they are hit before they explode.

he needs some work thats for sure. his combo system also feels weird and not like mvc3 at all.



The air combo can be fixed with either changing the timing of the animation or the pausetime, will fix

You dont need to hold down the gun button, you need to press it twice in order to do the pineapple surprise or any of the other mid air projectiles, not sure why you have to hold it down.

Also, im bit confused at what you said about the Katana Rama, cause you said to keep the enemy in one spot, are you talking about the QuickWork move or the slash move....?

Either way, Im giving the katana rama a slash hitspark similar to that of Hayato.

Shadows have been removed

Taunt button hitdef is being added

Katana rama isnt another throw....... it's a separate move from that of the throw, not sure what you mean by another throw really....





Thanks for Feedback everyone, ill be back with the update soon

 
... Pulse Lifebars Re-Make :twisted:  60%

GT

Re: DeadPool
#21  May 30, 2012, 11:09:44 pm
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Yeah Titiln, in fact, You Made Him
Re: DeadPool
#22  May 30, 2012, 11:19:23 pm
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um toss toss a spinning sword i guess would of been the better word.

my bad i confused myself i am referring to the quick work super where he says its guttin time.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool
#23  May 30, 2012, 11:20:06 pm
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here an image of the clone stuff(in high speed capture)




Re: DeadPool
#24  May 30, 2012, 11:25:08 pm
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um toss toss a spinning sword i guess would of been the better word.

my bad i confused myself i am referring to the quick work super where he says its guttin time.

Ah, gotch ya, being fixed bro.


here an image of the clone stuff(in high speed capture)






Nice, Thanks for the screen shots, really appreciate it, working in it now.
... Pulse Lifebars Re-Make :twisted:  60%

DW

Re: DeadPool
#25  May 30, 2012, 11:43:58 pm
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Quote
The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,      my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   

Thanks for the Info Bro, really helpful

No problem sir. This is a very good char. All he needs is some fine tuning, and he'll be a great char. "Cutting Time" works the same as Sabretooth's "Berserker w/e....." where he dashes back and forth, cutting the opponent. I'm not trying to tell you what to do, sorry if it came off like that. It's fine if you want to keep it that way, it's all about your personal preference sir. Looking forward to his updates.  :)

Re: DeadPool
#26  May 30, 2012, 11:57:39 pm
  • ***
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    • flamekyo.mugen-infantry.net
Quote
The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,      my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   

Thanks for the Info Bro, really helpful

No problem sir. This is a very good char. All he needs is some fine tuning, and he'll be a great char. "Cutting Time" works the same as Sabretooth's "Berserker w/e....." where he dashes back and forth, cutting the opponent. I'm not trying to tell you what to do, sorry if it came off like that. It's fine if you want to keep it that way, it's all about your personal preference sir. Looking forward to his updates.  :)

Thanks Bro, yeah i really appreciate this feedback, i've been working on him for a while and i want him to be good, nonetheless fun to play with.

Update will be released, hopefully today, i caught a small cold so i got to go get some medicine and i wont be home for a couples hours.

Please if you find any other bugs that havnt been posted already or if you think something is off.... let me know so i can fix it.
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool
#27  May 31, 2012, 12:13:02 am
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Pineapple/Present/Little Doggy is really sensitive, I hate when it comes out instead of Gun Trigger all the time
Re: DeadPool
#28  May 31, 2012, 12:18:24 am
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Yeah, you basically have to keep the button pressed to get Gun Trigger. As soon as you release the button you get the other one.
Re: DeadPool
#29  May 31, 2012, 12:51:00 am
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I also forgot to mention things concerning the teleport.  After two uses, the teleport is supposed to malfunction, producing an OTG attack that knocks Deadpool down, or can be cancelled to air Happy Happy Trigger before he hits the ground.  Also if he's based on Ultimate, his specials should all be cancellable to the teleport.
Re: DeadPool
#30  May 31, 2012, 01:12:28 am
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Since many have already given you useful feedback I won't rehash what I found, but I am curious..any chance you will give him some a.i.? 
Re: DeadPool
#31  May 31, 2012, 01:30:41 am
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A couple things:

The buttons seem switched around (probaby only for me, as I have ASD for Kicks and ZXC for Punches) In this case, the LMHS combo would be ZXSA
He doesnt do that much damage
Air combos dont work/connect at all with characters (Well, except himself)

Also, there's an infinite with his Air Heavy(?) I'll try to upload a video soon
Re: DeadPool
#32  May 31, 2012, 01:32:34 am
  • **
  • Lets not bash people, be respectful human beings.
 :S Everyone pretty much hit the nail on the feedback. all I can say is I like the idea and look forward to the improvements from the feed back. Its good to see a release from you again bro.
OK class! Now remember, in order to give someone proper feedback, you must BASH them! Because being nice, and or respectful, is frowned upon in the Mugen community... Ok, so what do we do to new creators and patch makers kids?

(Kids yelling) BASH THEM!!!
^lol, not sure why there is so much here. oh well
Re: DeadPool
#33  May 31, 2012, 04:21:40 am
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Deadpool also has a shitton of comboability, and it's pretty rad
Re: DeadPool Update 5/31/12
#34  May 31, 2012, 11:03:02 pm
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DeadPool has been Updated

Check first post.

Update Info
Spoiler, click to toggle visibilty



Air combos dont work/connect at all with characters (Well, except himself)

I tested the combos, ground and air on KFM and they worked OK, if they work on him then they should work OK on other characters as well..... ill look into it if it's still a problem.

Spoiler, click to toggle visibilty



Note - Forgot to mention this in the Update Info, poweradd has been amped up, small update on that, nothing major.



Also, if you find any other bugs or if something still seems wrong, please let me know.

Thanks.
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 5/31/12
#35  May 31, 2012, 11:39:04 pm
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Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?
Re: DeadPool Update 5/31/12
#36  May 31, 2012, 11:44:37 pm
Now if only someone will make a Pheonix Wright character with gameplay, specials and moves from UMVC3, my collection will be half perfect.
Re: DeadPool Update 5/31/12
#37  June 01, 2012, 12:21:39 am
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feedback

after launcher you can just spam the punch attack and take out almost half of the opponents health, i suggest either limitting how much you can hit with that OR adding a damage dampener cause that is just to much.

he does not need envshake in all his basic attacks? that is just a mess why do that. a little is fine (though you need none) but it gets to the point i can see the underlining black on the training stage in mugen. you normally don't need env shake on a characters basics unless its like someone massively big.

his taunt button you should get a more comic looking effecting and make it NOT reverse itself when playing backwards that is to say the word taunt won't be backwards. so essentially 2 different sprites for the anims.

his gutting time messes up in the corner horribly on the last hit he misses and the super BG NEVER goes away. I think you should change the effects on the slash to blood and straight slashes while putting p2 into a custom state that would both look better as well as fix this bug. also if you miss with gutting time he starts floating in the air till you hit again. you should also give the gutting time super a sword sound when it hits rather than a generic punch/kick sound.

thats all i noticed nice update still. a few things were definitely fixed gutting time needs alot fixing though.




You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool Update 5/31/12
#38  June 01, 2012, 12:54:30 am
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    • flamekyo.mugen-infantry.net
Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?

I can change it back if you want, not a big deal really, pretty simple to fix.


feedback

after launcher you can just spam the punch attack and take out almost half of the opponents health, i suggest either limitting how much you can hit with that OR adding a damage dampener cause that is just to much.

he does not need envshake in all his basic attacks? that is just a mess why do that. a little is fine (though you need none) but it gets to the point i can see the underlining black on the training stage in mugen. you normally don't need env shake on a characters basics unless its like someone massively big.

his taunt button you should get a more comic looking effecting and make it NOT reverse itself when playing backwards that is to say the word taunt won't be backwards. so essentially 2 different sprites for the anims.

his gutting time messes up in the corner horribly on the last hit he misses and the super BG NEVER goes away. I think you should change the effects on the slash to blood and straight slashes while putting p2 into a custom state that would both look better as well as fix this bug. also if you miss with gutting time he starts floating in the air till you hit again. you should also give the gutting time super a sword sound when it hits rather than a generic punch/kick sound.

thats all i noticed nice update still. a few things were definitely fixed gutting time needs alot fixing though.



Ill fix the punch attack so that it gives off less damage, ill also set it so that you can only do 3 hits maximum with the punch attack to limit any potential spamming.

Adding slash sounds to the cutting time will be an easy fix and adding slash FX is a good idea too.

The envshake could be exclusive to strong attacks and supers, will fix.

As for the Cutting Time problem with the hyper bg, i've been trying to fix it and it will be fixed in the next update, i plan on adding a Combo Announcer as well.


Thanks for the feedback bro, really helpful.

... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 5/31/12
#39  June 01, 2012, 12:58:21 am
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Uploading a video of the infinite soon, youtube is being a butt

Here it is, I like doing the infinite, especially for combos like at the end
http://www.youtube.com/watch?v=FOunp13WSz4&feature=youtu.be

Light, Medium, Heavy, Launcher, Air heavy, Air heavy, double jump, Air heavy, air heavy, jump, Air heavy, Air heavy, repeat

reminds me of MVC2 lol
Last Edit: June 01, 2012, 01:18:37 am by Karasai
Re: DeadPool Update 5/31/12
#40  June 01, 2012, 02:11:08 am
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Nice update hes getting much better but what i said in the first page.

During Deadpool back grab the placement of your opponent needs to be change.
Edit: If you cant just change the placement of the opponent cause im not really sure since i have never made a character then maybe it would look right if he teleports behind your opponent after he stabs your foot then shoot him in the back of the head into that direction.
Also during his happy trigger super if he gets hit when he does it his super background does not disappear.
Also he still can do a 13 hit combo while your opponent is in mid air just by punching him i think that should be lower some more.

Here is the video about the grab and the super.

Last Edit: June 01, 2012, 11:34:56 am by xX-Nero-Xx
Re: DeadPool Update 5/31/12
#41  June 01, 2012, 06:55:59 pm
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Uploading a video of the infinite soon, youtube is being a butt

Here it is, I like doing the infinite, especially for combos like at the end
http://www.youtube.com/watch?v=FOunp13WSz4&feature=youtu.be

Light, Medium, Heavy, Launcher, Air heavy, Air heavy, double jump, Air heavy, air heavy, jump, Air heavy, Air heavy, repeat

reminds me of MVC2 lol

Nice, Thanks for uploading this video, i wasn't aware of this infinite, it's an fix any how.


Nice update hes getting much better but what i said in the first page.

During Deadpool back grab the placement of your opponent needs to be change.
Edit: If you cant just change the placement of the opponent cause im not really sure since i have never made a character then maybe it would look right if he teleports behind your opponent after he stabs your foot then shoot him in the back of the head into that direction.
Also during his happy trigger super if he gets hit when he does it his super background does not disappear.
Also he still can do a 13 hit combo while your opponent is in mid air just by punching him i think that should be lower some more.

Here is the video about the grab and the super.

[Youtube]http://youtu.be/2xMyR3L3cac[/youtube]

I've been trying to the fix the grab, and having him teleport behind the opponent is a good idea, im gonna try that.

Air Punch combo with be lowered like i said earlier.

And the Hyper BG is an easy fix as well.

Thanks for the feedback.

Next update will have a combo announcer as well, still deciding whether to use MvC2 announcer or MvC3 announcer, IDK.
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 5/31/12
#42  June 01, 2012, 10:24:17 pm
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MvC3 announcer is better IMO and MvC2's is overused

Also
Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?
I miss the old layout aswell :(
If I can't be the best, I sure as hell can be the worst.

Re: DeadPool Update 5/31/12
#43  June 01, 2012, 11:38:07 pm
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    • flamekyo.mugen-infantry.net
MvC3 announcer is better IMO and MvC2's is overused

Also
Awww I liked the old button layout, it fit exactly with what I have on my copy of Marvel 3.  Do you by any chance have the original layout as well?
I miss the old layout aswell :(

MvC3 announcer it is then.

Yeah, i like the original layout my self, i only changed it because it seemed more easy when played with on a JoyStick.

I will switch it back.

Thanks
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 5/31/12
#44  June 02, 2012, 05:09:05 am
  • ******
    • USA
A little better....but there are still a couple of things that need to be addressed.

-Quick Work should not have a pose at the end, since Deadpool in Marvel 3 is able to, with proper timing, dash at the target and combo while they are in the air.
-Katanarama L and M should not launch the opponent into the air when done on a standing opponent, instead the should just knock down so that they can't be combod after unless M Katanarama is cancelled to Chimichangas.
-Deadpool should be able to chain from a stand to crouch attack or vice versa.  For instance, your Deadpool cannot combo off crouching L to standing M and H.
-Standing S still has way too much velocity.  Deapdool shouldn't move forward all that much during the move.
-The gun burst on aerial Trigger Happy is misaligned as Deapdool falls.  It should be bound to the gun to look right.
-Aerial L Ninja Gift still OTGs when it shouldn't.
-Deadpool's crouching L in Marvel 3 is his low toe kick thing, what you have here as crouching M.
-He should be able to cancel any of his Trigger Happy specials into any of his Ninja Gifts.  Right now he can only cancel to the one with the corresponding button. 
-I also forgot to mention that L Trigger Happy should have him crouching, to catch short opponents.

Do you own a copy of Ultimate MVC3 yourself?  If you do, I can give you much greater detail of feedback.  It's hard to explain all the other things I see wrong with him.  Much better than the original though, nice update.
Re: DeadPool Update 5/31/12
#45  June 03, 2012, 07:16:43 pm
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    • flamekyo.mugen-infantry.net
A little better....but there are still a couple of things that need to be addressed.

-Quick Work should not have a pose at the end, since Deadpool in Marvel 3 is able to, with proper timing, dash at the target and combo while they are in the air.
-Katanarama L and M should not launch the opponent into the air when done on a standing opponent, instead the should just knock down so that they can't be combod after unless M Katanarama is cancelled to Chimichangas.
-Deadpool should be able to chain from a stand to crouch attack or vice versa.  For instance, your Deadpool cannot combo off crouching L to standing M and H.
-Standing S still has way too much velocity.  Deapdool shouldn't move forward all that much during the move.
-The gun burst on aerial Trigger Happy is misaligned as Deapdool falls.  It should be bound to the gun to look right.
-Aerial L Ninja Gift still OTGs when it shouldn't.
-Deadpool's crouching L in Marvel 3 is his low toe kick thing, what you have here as crouching M.
-He should be able to cancel any of his Trigger Happy specials into any of his Ninja Gifts.  Right now he can only cancel to the one with the corresponding button. 
-I also forgot to mention that L Trigger Happy should have him crouching, to catch short opponents.

Do you own a copy of Ultimate MVC3 yourself?  If you do, I can give you much greater detail of feedback.  It's hard to explain all the other things I see wrong with him.  Much better than the original though, nice update.


Quick Work has been fixed.

Katana Rama L and M knock the opponent down instead of launching them, although i might give Katana Rama M a small Y-Boost.

The crouch attacks chaining to standing attacks and vise versa is an easy fix.

Ill decrease the velocity on standing and crouching S.

The gun burst FX can be fixed with added bindtime or bindtoroot, easy

Aerial L Ninja Gift, no longer OTG's.

Crouch L is being changed to the toe kick.

I can make it so that every Trigger Gun can cancel into any Ninja Gifts.


I have UMvC3, but not at the moment, i lent it to my nephew, hopefully ill get back by the end of this week.

------------------------------



DeadPool Update 2 has been released, check first post :

Update Info
Spoiler, click to toggle visibilty

Note - Button Layout has been switched back.
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 2, 6/2/12
#46  June 03, 2012, 08:30:49 pm
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Is it just me, or do the hypers by themselves seem to be very weak?
"Hey, your beard's so dumb, it sits on the TV and watches the couch. Haha! That's a good one, Jack!" -Si Robertson
Re: DeadPool Update 2, 6/2/12
#47  June 03, 2012, 09:04:02 pm
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They do, especially Cutting Time
Re: DeadPool Update 2, 6/2/12
#48  June 05, 2012, 09:52:02 am
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feedback on update
All  supers seem to do laughable damage just not enough at all i could do more with small combo than i can with them

even the level 3 does way to little damage they need a major buff.

gutting time misses in corner on last hit. again easy way to fix that is put p2 into a custom state and make him slash them as they are stuck in place. I Still dont like the slash waves you used might just be me though. (thats more of an opinion)

if you must have env shake on his heavy hits at least reduce it i should not see the bottom of the stage so i end up seeing black backround instead of the stage looks bad imo.

the symbol that appears and flashes for his gun super if hit just stays floating there, example i was about to do the gun super i started firing opponent jumped in the air kicked me in the face cancelled move but the symbol just floated there like nothing happened normally.

spamming the taunt button the sounds just play over each other sounds really odd if you do it lol.

still an enjoyable char but those are the things i noticed.




You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool Update 2, 6/2/12
#49  June 05, 2012, 04:14:25 pm
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Also you should fix the happy trigger super for short people example: mvc son son deadpool misses his hit when he switches and uses one hand.
Re: DeadPool Update 2, 6/2/12
#50  June 05, 2012, 11:01:26 pm
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lol its going to miss chibis entirely. never even thought of that.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool Update 2, 6/2/12
#51  June 05, 2012, 11:12:49 pm
  • *
  • Megaman/Zero O_o lolwut?
There is ALOT of infinites with Deadpool. H Katana-Rama Chimichangas is its own infinite. L M H Launcher M M H Launcher, H Katana-Rama Chimichangas -Repeats-..
Awesome character, though! :yippi:

Introducing LIGHTNING LOOPS! If you are looking for salt, there is alot of it! :D
Re: DeadPool Update 2, 6/2/12
#52  June 05, 2012, 11:39:16 pm
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    • USA
I think you should remove the machine gun part of Super Trigger Happy, it doesnt work well in combos and also it doesnt hit small opponents
Re: DeadPool Update 2, 6/2/12
#53  June 06, 2012, 12:11:59 am
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if at all possible just do what he does in game holds 2 guns out to fire.

that still doesn't solve the problem of chars who are smaller though.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: DeadPool Update 2, 6/2/12
#54  June 06, 2012, 12:15:36 am
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Last Edit: June 06, 2012, 02:22:36 am by Karasai
Re: DeadPool Update 2, 6/2/12
#55  June 14, 2012, 11:40:33 pm
  • ****
  • .....meh
feedback:
-"Aerial rave" message will appear on any combo containing 4 hits or more along with the heavy version of the Katana-Rama move even if you didnt launch the opponent in the air

-I know the heavy version of Katana-Rama is supposed to OTG, but there should be a limit to the amount of times he can OTG in one combo because if you just spam the Heavy version of Katana-Rama in the corner it becomes an infinite

-is it just me or is the damage dampener too strict?

-he is missing his forward+Medium overhead attack

-The heavy version of gun trigger should aim in an upward angle and the light version should shoot low like in MvC3

-in MvC3 Deadpool's teleport would cause him to selfdestruct and deal a small amount of damage to him if you used the teleport 3 times in a row on the third time.

-if this is supposed to be an "MvC3" deadpool where is his X-Factor?

nitpick:
Y U NO MAKE HIM MOONWALK WHEN WALKING BACKWARDS  D:<



overall not a bad deadpool, Very nice job :)



I will force feed Dark Pit right into your ass if we ever play on wi fi.
Re: DeadPool Update 2, 6/2/12
#56  June 15, 2012, 02:53:39 am
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I can't download D-Pooly...  :(

please re-upload the download link...
"Hard Corps. The Paradise for Reploids and The Hell for Humans." ~Fist Dracon

Re: DeadPool Update 2, 6/2/12
#57  June 15, 2012, 05:26:30 am
  • ***
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    • flamekyo.mugen-infantry.net
feedback:
-"Aerial rave" message will appear on any combo containing 4 hits or more along with the heavy version of the Katana-Rama move even if you didnt launch the opponent in the air

-I know the heavy version of Katana-Rama is supposed to OTG, but there should be a limit to the amount of times he can OTG in one combo because if you just spam the Heavy version of Katana-Rama in the corner it becomes an infinite

-is it just me or is the damage dampener too strict?

-he is missing his forward+Medium overhead attack

-The heavy version of gun trigger should aim in an upward angle and the light version should shoot low like in MvC3

-in MvC3 Deadpool's teleport would cause him to selfdestruct and deal a small amount of damage to him if you used the teleport 3 times in a row on the third time.

-if this is supposed to be an "MvC3" deadpool where is his X-Factor?

nitpick:
Y U NO MAKE HIM MOONWALK WHEN WALKING BACKWARDS  D:<



overall not a bad deadpool, Very nice job :)

Aerial Rave sound shouldn't appear unless you do an air combo, including Air to Ground, to OTG, but ill look into it, i might have missed something.

The Katana Rama Heavy OTG is being fixed, im gonna make it so that the enemy can recover after being OTG'd into Chimichanga

The Damage dampener is being tweaked a bit, and Damage on the Supers have been raised.

About his Forward-OverHead Medium Kick, im trying to edit some sprites to make that move, so hopefully on the next update he will have it.
This also goes for his Diagonal Up Trigger, and MoonWalk ( Well maybe, been having a hard time trying to make his moonwalk  :P )

Im working on making the teleport move so that after he does it three times, his belt explodes and makes him fall down. Again, Hopefully this will be in the next update.

X-Factor wasn't included due to the amount of damage he already gives,( which is also being tweaked )

Also, most of the Feed Back given earlier is also being worked on, especially that : Air to Ground, into OTG Repeat infinite, UMvC3 stated about.

Thanks for the FeedBack.


I can't download D-Pooly...  :(

please re-upload the download link...

The Link works fine for me,  here's the Direct Link, let me know if it still doesn't work.

http://www.sendspace.com/file/kow5r1



Note - Sorry for the delay on DeadPool Update 3, i've been a bit busy working on my Stage Entry for the Stage Competition.


Thanks for the Feedback.
... Pulse Lifebars Re-Make :twisted:  60%
Re: DeadPool Update 2, 6/2/12
#58  June 15, 2012, 10:44:12 am
  • **
  • Half Mutant, Half Saiyan
I really like this Deadpool, despite the lack of AI. Nice job and every update only makes it better.

A couple bugs I found.
  • If you hit Deadpool when performing the aerial gun super, the super background will stay until the end of the round, or until a new super is performed
    Spoiler, click to toggle visibilty
  • If the opponent somehow attacks the pinapple surprise, it becomes a Deadpool clone(happened with more than one character).
    Spoiler, click to toggle visibilty

Also, the exclamation sign in the intros look a little out-of-place in IMO. Maybe you should consider removing it.
Looking forward to and update, good job so far!!!
Re: DeadPool Update 2, 6/2/12
#59  June 15, 2012, 04:45:15 pm
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I really like this Deadpool, despite the lack of AI. Nice job and every update only makes it better.

A couple bugs I found.
  • If you hit Deadpool when performing the aerial gun super, the super background will stay until the end of the round, or until a new super is performed
    Spoiler, click to toggle visibilty
  • If the opponent somehow attacks the pinapple surprise, it becomes a Deadpool clone(happened with more than one character).
    Spoiler, click to toggle visibilty

Also, the exclamation sign in the intros look a little out-of-place in IMO. Maybe you should consider removing it.
Looking forward to and update, good job so far!!!

Lol becomes a clone b/c it really is a pineapple surprise
Re: DeadPool Update 2, 6/2/12
#60  June 25, 2012, 08:47:05 pm
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One thing that bothers me with characters I see when doing supers.....
FG layers still visible from stages.
please use the nobg and nofg flags, it's annoying.

"Sorry its a pet peeve of mines"