YesNoOk
avatar

Ivan Ooze released (Read 6269 times)

Started by O Ilusionista, February 27, 2011, 12:01:13 am
Share this topic:
Ivan Ooze released
#1  February 27, 2011, 12:01:13 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Here comes the custom Ivan Ooze, in beta format
Bear in mind that is a beta, so bug will occur. If you find one, please report me




Download: http://www.brazilmugenteam.com

GT

Re: Ivan Ooze released
#2  February 27, 2011, 12:50:52 am
  • *****
  • Don't fuck with me, Jack!
    • USA
I understand that he's an aerial fighter and all but It seems a bit unfair to have nearly everything use a guardflag of HA.
Yeah Titiln, in fact, You Made Him
Re: Ivan Ooze released
#3  February 27, 2011, 01:09:40 am
  • *****
    • Puerto Rico
    • www.youtube.com/user/Darkflares
Is he as retardedly broken as he was in the source game?

Send me a PM if you decide to add me on PSN, so I don't mistake you for a random Friend whore.
Re: Ivan Ooze released
#4  February 27, 2011, 01:19:16 am
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
He better be. That's the only way to have it.


Gotta check this out.
Re: Ivan Ooze released
#5  February 27, 2011, 01:22:04 am
  • ******
  • Put molly all in her champagne, she don een kno it
    • http://khumass.tumblr.com/
He needs to be broken. Otherwise he's crap.

Oh, and I noticed I never made any palettes for him other than that Dracula one I may or may not have sent you.  HOHOHOHOHO, LOOKS LIKE IT'S TIME TO CHANGE THAT.

If you still want them, that is.
Re: Ivan Ooze released
#6  February 27, 2011, 01:22:53 am
  • **
Is he as retardedly broken as he was in the source game?

yea, I remember how broken THIS guy is from the source game, one of the most UNfair characters in the game. I think it's time for me to get some payback for the trouble he gave me in the power rangers game
Re: Ivan Ooze released
#7  February 27, 2011, 01:23:34 am
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
  • Hitbox is too large. He can be hit by low attacks, when in the original game, he was able to avoid ALL of them because his hitbox didn't reach the axis.
  • No CLSN2 on projectiles. I know he's supposed to be cheap, but you should at least put CLSN2 there so the projectiles can be canceled out.
  • Something is up with the gethits.... can't seem to get a combo on him at all because there's some point where he's completely invincible. Use a multi-hit move and you'll see what I mean.
  • He flies out of the stage range when hit in the air.

The presentation is fucking cool though.
Last Edit: February 27, 2011, 01:30:16 am by Jesuszilla
Re: Ivan Ooze released
#8  February 27, 2011, 02:01:02 am
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
  • He flies out of the stage range when hit in the air.

This. In addition, his shadow appears in midair on some stages because of this.

- Flaming Death, considering its a level 1 super, don't you think it lasts a bit too long? I know he was cheap in source but still.

Which reminds me, I'm surprised you didn't add Ivan's invincibility strike from the source game (although I suppose the fireball attack is its replacement considering how its trajectory is identical).

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Ivan Ooze released
#9  February 27, 2011, 02:26:01 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Thanx everyone for the feedback.

Quote
I understand that he's an aerial fighter and all but It seems a bit unfair to have nearly everything use a guardflag of HA.

What do you suggest?

Quote
Is he as retardedly broken as he was in the source game?

heheh its his trademark. But on the original game he is even worse.

Quote
He needs to be broken. Otherwise he's crap.

Oh, and I noticed I never made any palettes for him other than that Dracula one I may or may not have sent you.  HOHOHOHOHO, LOOKS LIKE IT'S TIME TO CHANGE THAT.

If you still want them, that is.

:)

Sure, if you wanna make more paletes, go ahead. BTW, I forgot to put your name at the credits :(

Quote
yea, I remember how broken THIS guy is from the source game, one of the most UNfair characters in the game. I think it's time for me to get some payback for the trouble he gave me in the power rangers game

Seams that you have some old bussiness to set with this guy, hehe.

Quote
1- Hitbox is too large. He can be hit by low attacks, when in the original game, he was able to avoid ALL of them because his hitbox didn't reach the axis.
2- No CLSN2 on projectiles. I know he's supposed to be cheap, but you should at least put CLSN2 there so the projectiles can be canceled out.
3- Something is up with the gethits.... can't seem to get a combo on him at all because there's some point where he's completely invincible. Use a multi-hit move and you'll see what I mean.
4- He flies out of the stage range when hit in the air.

5- The presentation is fucking cool though.

1- Really? So the lower part shouldn't have clsn, right? Well, this will render him ever more cheap.
2- On the original game, his projectiles eats your projectile and still hits you. Should I do the same?
3- that is intentional. Ooze can't guard, so if I made him a normal char, you just need to corner him and...KO.
4- This will occur thanks to the question above. But I will see what I can do.
5- thanx :)


Quote
This. In addition, his shadow appears in midair on some stages because of this.

- Flaming Death, considering its a level 1 super, don't you think it lasts a bit too long? I know he was cheap in source but still.

Which reminds me, I'm surprised you didn't add Ivan's invincibility strike from the source game (although I suppose the fireball attack is its replacement considering how its trajectory is identical).

I will put a no shadow based on its air position.
Flamming Death: its intended to be cheap and to last long, but Ooze can't hit p2. But on a co-op game...he is the partner you will love to have :)

invincivle strike: I didn't included it because there is no edit for it yet. When Fel_Lop finish it, I will add. Dunno if I make it to cost power or not.

Thanx everyone for the feedback.
Re: Ivan Ooze released
#10  February 27, 2011, 02:32:16 am
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
1. Yeah I know it will make him more cheap, but that was one of his trademark factors of cheapness, not being able to be hit by most crouching attacks due to hitboxes.
2. Still, some CLSN2 on the projectiles would be a good idea. Just as long as you code it so it absorbs hits and that multi-hit super projectiles aren't TOTALLY canceled out by special or normal projectiles.
3. Makes sense.
4. Cool.

You should probably also make sure that he doesn't ever go below Pos Y = 0, or that would kind of defeat the purpose of not being able to be hit low as that would just put him lower. Plus, if I had the ability to hover, I wouldn't be able to hover below the floor :P
Re: Ivan Ooze released
#11  February 27, 2011, 02:35:01 am
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
I also forgot to mention, Ivan can also attack before the round begins. I doubt this was intentional though, but no character should have this, cheap or not.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Ivan Ooze released
#12  February 27, 2011, 03:47:41 pm
  • **
Quote
yea, I remember how broken THIS guy is from the source game, one of the most UNfair characters in the game. I think it's time for me to get some payback for the trouble he gave me in the power rangers game
Quote
Seams that you have some old bussiness to set with this guy, hehe.

you bet, expecally with a netplay battle with a friend of mine who keeps using him in a vs match.
I wonder if someone has made lord zedd's castle from the source game.
and I think some people needs to check this video to see just how broken he is in the source game...
http://www.youtube.com/watch?v=O-g4TqMFemY
Re: Ivan Ooze released
#13  February 27, 2011, 05:30:49 pm
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
1. Yeah I know it will make him more cheap, but that was one of his trademark factors of cheapness, not being able to be hit by most crouching attacks due to hitboxes.
2. Still, some CLSN2 on the projectiles would be a good idea. Just as long as you code it so it absorbs hits and that multi-hit super projectiles aren't TOTALLY canceled out by special or normal projectiles.
3. Makes sense.
4. Cool.

You should probably also make sure that he doesn't ever go below Pos Y = 0, or that would kind of defeat the purpose of not being able to be hit low as that would just put him lower. Plus, if I had the ability to hover, I wouldn't be able to hover below the floor :P

I will fix it. That issue with the position below the floor was a fault from the lazy creator :)
I also forgot to mention, Ivan can also attack before the round begins. I doubt this was intentional though, but no character should have this, cheap or not.

That is a bug on my chars that I don't understand why it happens.
Re: Ivan Ooze released
#14  February 28, 2011, 01:18:41 am
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
I also forgot to mention, Ivan can also attack before the round begins. I doubt this was intentional though, but no character should have this, cheap or not.

That is a bug on my chars that I don't understand why it happens.

I think I found the problem. Its in your State 0:

[mcode]
[State 0, CtrlSet]
type = CtrlSet
trigger1 = RoundState >= 2
value = 1[/mcode]

This sets ctrl as soon as roundstate = 2, which can happen when the lifebars have the post-intro/pre-battle phase, ie: "ROUND 1, FIGHT!", hence enabling control as soon as possible. IIRC, Mugen is hardcoded to set control in state 0 as soon as this pre-battle phase of roundstate 2 is over. This code segment, however, enables control before that phase is over, hence allowing Ivan to attack before the round begins.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: February 28, 2011, 01:21:44 am by Dreysnaught
Re: Ivan Ooze released
#15  February 28, 2011, 01:25:54 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
plus I was setting ctrl = 0 on the beginning of the state.

Thanx for pointing me this bug.

Btw, I'm still working on it. I've added a teleport move

Re: Ivan Ooze released
#16  February 28, 2011, 06:17:07 am
  • ******
  • Si monumentum requires, circumspice
    • USA
    • Skype - TheToxicAvenger666
- His floating should probably be less erratic.
- Moving upward when hit seems a bit unfair (though he is a boss).
- Sparks, though nice, clash a bit.

Really, it's a nicely made boss (my feedback basically supplements Jesuszilla's).
Re: Ivan Ooze released
#17  February 28, 2011, 10:48:24 am
  • *****
  • Kiss me, I'm famous!!
Downloaded + I'll check as soon as I arrive home(I hope). About the comments, it seems it was another great job :)!

I'll try to do those missing sprites along this week.

Have a nice day!

PS: It's FeLo_Llop, not Fel_Llop :P!! You always miss the O!! XD!

Re: Ivan Ooze released
#18  February 28, 2011, 11:03:56 am
  • ****
  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
plus I was setting ctrl = 0 on the beginning of the state.

Thanx for pointing me this bug.

Btw, I'm still working on it. I've added a teleport move


Oh is that the Altered Beast dude to the right????????  :o

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Ivan Ooze released
#19  February 28, 2011, 02:21:39 pm
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Quote
- His floating should probably be less erratic.
- Moving upward when hit seems a bit unfair (though he is a boss).
- Sparks, though nice, clash a bit.

- you mean that his floating is too random?
- I've explained this above. Its to avoid him being cornered, since he doesn't blocks
- hum, I don't think so. Its CVS style sprites and the sparks comes mainly from CVS.

Quote
PS: It's FeLo_Llop, not Fel_Llop !! You always miss the O!! XD!

Damn! I ALWAYS write your name wrong, hehehe

Quote
Oh is that the Altered Beast dude to the right????????

Hell yes. Its was beeing made by a friend of mine and I have to do somethings to it.
The coolest thing about this char is he has every transformation from every game (including the GBA one).
The power pills are present too.
Re: Ivan Ooze released
#20  February 28, 2011, 03:54:39 pm
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
Still, the floating upwards and offstage is not only shoddy imo, but can also be abused to create a safe zone. For example, I can use an attack with alot of vertical hitvelocity (ie: Kanako's pillars) to deliberately knock Ivan off stage and give me plenty of time to power charge to max power, wait for Ivan to come down, unleash a level 3, then repeat the process. Imo, giving Ivan invulnerability time after hit (ie: Megaman bosses) would provide the same effect, and still put pressure on the opponent as they would still be in Ivan's direct line of fire since most of his attacks aside from his Flaming Death will miss the opponent from that height.

Iirc, Ivan was still affected by gravity during his hitstates in the source game, and also had the ability to cancel his gethit states into his Invincible Strike (particularly when he was knocked down).

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: February 28, 2011, 04:01:01 pm by Dreysnaught
Re: Ivan Ooze released
#21  February 28, 2011, 03:59:26 pm
  • ******
  • does this look like the face of mercy?
have him detect the corner, if he remains more than X seconds on the corner, have him port out into the center of the stage, no matter if he is being hit.

That way he will be unable to be cornered without having to gain a lot of height.
Re: Ivan Ooze released
#22  February 28, 2011, 04:02:50 pm
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
have him detect the corner, if he remains more than X seconds on the corner, have him port out into the center of the stage, no matter if he is being hit.

That way he will be unable to be cornered without having to gain a lot of height.

This could work, but iirc, Ivan could just use his Invincible Strike in source after being hit in the corner. Given that IS allowed you to control Ivan's flight while the move was charging, this could work.

Also, I know how the edited sprites change his face to make it look more like it did in the movie, but are there plans for an alternate SFF using the original unaltered game sprites?

And while I'm at it, any plans to add any moves from MMPR: The Movie on the SNES? (ie: the throwing knives, ground shockwave, etc). Here's a reference vid.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: February 28, 2011, 07:32:17 pm by Dreysnaught
Re: Ivan Ooze released
#23  February 28, 2011, 08:25:49 pm
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
He travels too far because the way I coded the hitstate. He uses the x and y vels given at the move which hits it, but no accel (or friction) is applied.

I will change it, making it not travel that far, not based on the hit vel, but a fixed vel. And to avoid him beeing cornered, I will make Teleport and Invincible Strike beeing able to be executed from the hitstates.

Quote
Also, I know how the edited sprites change his face to make it look more like it did in the movie, but are there plans for an alternate SFF using the original unaltered game sprites?

There was a sff using the game sprites (I've ripped it), but I trashed it. So, sorry :(

Quote
And while I'm at it, any plans to add any moves from MMPR: The Movie on the SNES? (ie: the throwing knives, ground shockwave, etc).

Yes, but this depends on Felp_Lop (right name this time, LOL). He gently edited this char to me, so any new move depends to his edits and free time.

And Ooze will have Lord Zedd as striker, so there will be 2 or 3 moves with him
Re: Ivan Ooze released
#24  February 28, 2011, 08:33:49 pm
  • ******
  • Si monumentum requires, circumspice
    • USA
    • Skype - TheToxicAvenger666
Felp_lop?
Re: Ivan Ooze released
#25  February 28, 2011, 08:43:15 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
;P
Re: Ivan Ooze released
#26  February 28, 2011, 10:33:12 pm
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com
One thing I just found that I should make note of:




Yukari's gap is coded to only absorb normal and special projectiles, not supers. Flaming Death's hitdef has it set as a special move. Not sure if this was intentional or not.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Ivan Ooze released
#27  March 01, 2011, 03:50:19 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Felp_lop?

hahahaha, at least this time was a keyboard error not my mistake :)

thanx for poiting me that.


What is done:

- Fixed some minor bugs
- Ooze won't fly high when hit anymore. If its hit with a position Y <-80, he goes to the air, but not that much anymore. If he is high on the air, whenever you hit him, he will goes down on the screen.
- new hyper bg fx:


Re: Ivan Ooze released
#28  March 03, 2011, 05:30:16 am
  • avatar
  • ***
  • Foolish, but learning.
Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.
\"So you have chosen....death.\"-Saruman.
Last Edit: March 03, 2011, 05:35:08 am by Bloodly
Re: Ivan Ooze released
#29  March 03, 2011, 06:09:22 am
  • ****
  • Loading....Loading.....Error
Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.
He's the final boss of the game, he's meant to be OP'ed.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Ivan Ooze released
#30  March 04, 2011, 12:14:05 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Quote
Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.

Quote
He's the final boss of the game, he's meant to be OP'ed.