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Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Read 17256 times)

Started by kingcharz, February 13, 2013, 11:06:26 pm
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Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)
New #1  February 13, 2013, 11:06:26 pm
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I have released Link, a char from Legend of Zelda that I've been working on for a couple of months. The spritework was originally created by Chaos Dante, whose work is incredible. After some time, he decided to suspend work on him and made his Link work open source. I'm not that great with MUGEN, but I thought I would give it a shot since Legend of Zelda is my favorite game series. I saved all of the sprites he created and drew new sprites based on his style. As I am not that knowledgeable of coding either, I borrowed the char foundation from Young Link, created by EMW and MICROmor, which was also open source. The moves and programming is phenomenal to me. I basically swapped the sprites and fixed the coding to fit with this larger Link. I would say that this char is all of their work; I just happened to put it all together. I give acknowledgment to all of them for this char being created. I hope you guys enjoy it. I also don't know how to make a video, so I have attached some screenshots below. Feedback is much appreciated, but as long as it's something I can understand with my minimal knowledge of coding so I can fix bugs with time allows. Again, thanks to all the creators of these projects, as well as those in the Read Me file.







Video made by Mon-El

http://www.youtube.com/watch?feature=player_embedded&v=0wJJ6yOSwiQ


Download the char using this link (**UPDATED 3/14/13):

https://www.dropbox.com/s/gjnv4hmb5wvymxh/Linkv1.5.rar

If you would like to download the stage I created based on Hyrule I made a while back ago, you can get it here:

http://mugenguild.com/forum/topics/hyrule-stage-146531.0.html


Link from the Legend of Zelda series

By KingCharz
Sprites by Chaos Dante (and KingCharz)
Coding by Ermac Won/EMW (and KingCharz)
Original Link Char by MICROmor

v 1.5 (3/14/13)
-Removed NotGetHits from specials
-Fixed crouching combos
-Fixed sprites

v 1.4 (3/7/13)
-Fixed getting up animation
-Fixed Megaton Hammer hit on grounded enemies
-Added launcher on heavy Megaton Hammer
-Fixed color of ocarina
-Fixed Lie down hit animation
-Added dust animation to ground smash landing
-Added wolf Link intro
-Fixed arrow and boomerang sounds
-Added frozen state sprites
-Fixed infinite priority
-Made hookshot blockable
-Fixed block effects of hookshot and bomb
-Lowered attack default value and adjusted damage of attacks
-Arranged SFF for working palettes on FF
-Slightly tweaked sprites coloring
-Added small portrait by JDM
-Added large portrait by Chaos Dante

v 1.3 (2/25/13)
-Fixed Standing LK
-Fixed Ocarina Win Pose
-Fixed Triforce slash sounds
-Fixed Hookshot attack
-Fixed attack combos
-Fixed bomb attack and sound
-Fixed Hero's Bow attack
-Fixed Downward thrust attack and sound
-Fixed Super Jump effects
-Fixed Air velocities
-Fixed Megaton Hammer and Spin Attack speed priority
-Fixed crouching heavy punch launcher
-Fixed ground and air hit times

v 1.2 (2/20/13)
-Fixed run forward animation
-Fixed Link's shouts for consistency
-Fixed Hookshot as grap and attack
-Fixed Jumping sounds and effects
-Shortened taunt slightly
-Fixed Triforce Slash animation
-Added SSBB Triforce Slash sounds
-Fixed Triforce Slash air bug
-Fixed back flip on Hylian Finale Hyper
-Fixed all CLSN boxes
-Added 2 palettes

v 1.1 (2/14/13)
-Fixed damage of Hypers based on their level
-Fixed Aerial Super Spin Hyper superpause sprites
-Fixed Megaton Hammer in close quarters


Movelist
------------


------------
Basics:
------------
Light Punch (LP) = X
Medium Punch (MP) = Y
Heavy Punch (HP) = Z
Low Kick (LK) = A
Medium Kick (MK) = B
Heavy Kick (HK) = C
Launcher = Crouching HP
Super Jump = D, U
Guard Push = LP + MP (While guarding)
Recovery Roll = L or R (while on floor)

------------
Specials:
------------
Boomerang Throw = D, DF, F, Any P
Spin Attack = D, DB, B, Any P (Also performed in air)
Hero's Bow = D, DF, F, Any K
Hookshot = D, DB, B, Any K
Bomb = LP + LK
Downward Thrust = D + Any K (while in air)
Megaton Hammer = F, D, F, Any P

-------------
Hypers:
-------------
Triforce Slash = D, DF, F, Any Two P
Super Spin Attack = D, DB, B, Any Two P (Also performed in air)
Light Arrow =  D, DF, F, Any Two K
Hidden Skills = D, DB, B, Any Two K
Last Edit: March 15, 2013, 09:22:01 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#2  February 14, 2013, 12:45:42 am
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would have been even more epic if there was a way to switch your shield to the mirror shield
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#3  February 14, 2013, 02:14:50 am
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Dark_light, that would be pretty awesome. I don't know if I would be able to add in a shield to all the spriters, but if I could, I think I'd have something like this.

Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#4  February 14, 2013, 08:44:04 am
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a forward/backwards dodge roll might be good but this is  just a suggestion.


- megaton hammer misses upclose in a corner
- hero's bow doesn't put the character in a get hit state there's basically just a sparkfx and damage don't know if it was intentional but it looks weird.
- aerial super spin attack has a standing state superpause, probably because you just used the ground move with an air command.
- too much damage on most hypers that aren't lvl 3
- triforce slash keeps hitting (except the last strike) on a  opponement laying down if the opponement was caught in the air


Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#5  February 14, 2013, 09:04:39 am
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^ Encountered these as well. Just personal preference but the Dash bugs me. Was really hoping for a run. Overall it's pretty decent. Better than another Link I tried recently. Just fix some stuff up and you have a keeper.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#6  February 14, 2013, 11:34:51 am
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I really enjoy playing him. Great sprites and as usual with a Link for MUGEN a couple moves from Soul Calibur and Smash Bros.

Here's what i don't like though: sometimes when I get hit a clone of Link appears out of nowhere and stays there for the rest of the fight. I lose health when he gets hurt, so that's really annoying. I'm not entirely sure what triggers that bug aside from getting hurt.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#7  February 14, 2013, 02:15:31 pm
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I liked it, you could improve the combination of blows in the air is very difficult to make it work
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#8  February 14, 2013, 07:30:46 pm
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.
Last Edit: February 14, 2013, 08:12:45 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#9  February 14, 2013, 08:13:00 pm
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Updated Link. New download link and details are on the first post.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#10  February 15, 2013, 01:26:08 am
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#11  February 15, 2013, 03:10:44 am
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno

I_Cry, not to sound dumb, but could you specify what you mean by either custom state or change state.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#12  February 15, 2013, 05:54:10 am
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Wow... this Link came outta nowhere. Looks and plays good! But how come his K.O and rolling voiceclips are from Twilight Princess and the others are from Ocarina of Time? You should make it more consistent.
http://mugenguild.com/forum/topics/quacks-fighting-gameish-spriteland-129571.0.html
My art thread ^

LunchPolice is my name on other forums. You can still call me Quack here, though.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#13  February 15, 2013, 08:12:26 am
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Link has massive potential, excellent work gentlemen. :yes:

However, Link has TONS of problems:
-  The angle of his shield during his standing stance is wrong, it should face forward.
-  Left shoulder remains unmoved during his standing stance.  It looks weird.
-  The sprites are beautiful but have questionable shading everywhere IMO.
   -  The sprites could use more depth also.
-  Standing stance CLSN is very wide... :S
-  MvC gameplay is COMPLETELY broken (Cannot link normal > special > super), cannot combo in the air with ease, etc...
-  No sound on jump.
-  No grab...?
-  Some moves (IMO) need more frames to look fluid (S. MP for example).
-  Guard push moves Link forward?
-  His CLSNs are EVERYWHERE and are God awful.  They absolutely MUST be fixed.
-  Infinite priority on almost all attacks...
-  C. LP his almost no hitstun at all...Wtf? :???:
   -  Can not combo from C. LP into C. MP or anything else.
-  All moves have timings that are virtually EVERYWHERE...
   -  C LK is much slower than C MP, etc.
-  Many normal attacks go behind opponent.
-  Specials go behind opponent as well.
-  There is very little startups on almost all special moves.
-  Damage difference for specials are a bit of everywhere...
   - LP = Fastest startup, lowest damage.  HP = Slowest startup, most damage.
-  The hookshot is useless and allows the opponent to punish Link EASILY.
   -  It needs more hitstun and should stun the opponent to be safe ( A' la Scorpion from MK).
-  The Bomb special seems pointless and poorly incorporated into Link. 
   -  Give them a purpose (traps, setups, etc.)
-  IMO all hypers look extremely clunky.
-  All hypers do too much damage.
-  Taunt is long.

This was a quick test.  I'm sure there are other bits that are off within Link. 
However, Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#14  February 15, 2013, 10:53:39 am
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Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:
This!

It has a lot of problems for now, but nothing unsavable, so continue working on him, ask questions in the Dev Help section if needed, and bring us a new good Link for Mugen. :)
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#15  February 15, 2013, 01:10:53 pm
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno

I_Cry, not to sound dumb, but could you specify what you mean by either custom state or change state.


A custom state is a state defined in your char's cns or st by using "Statedef" that could be literally anything from a different stance to a wall bounce or a get hit/stun state.  You can then use p2stateno= "insert number of custom state" during the gethit of the first slash of triforce slash to put p2 in a stun state or standing stance or even bind p2 to link so all the hits are accounted for in a somewhat decent manner.

You could also use the changestate command to achieve the same thing.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#16  February 15, 2013, 08:17:58 pm
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Wow... this Link came outta nowhere. Looks and plays good! But how come his K.O and rolling voiceclips are from Twilight Princess and the others are from Ocarina of Time? You should make it more consistent.

I really liked the voiceclips from TP for specific moves since there were some in the game that were not offered in OOT or sounded better than OOT, so I tried to change to pitch to be better. I'll look into how I can make that better


Link has massive potential, excellent work gentlemen. :yes:

However, Link has TONS of problems:
-  The angle of his shield during his standing stance is wrong, it should face forward.
-  Left shoulder remains unmoved during his standing stance.  It looks weird.
-  The sprites are beautiful but have questionable shading everywhere IMO.
   -  The sprites could use more depth also.
-  Standing stance CLSN is very wide... :S
-  MvC gameplay is COMPLETELY broken (Cannot link normal > special > super), cannot combo in the air with ease, etc...
-  No sound on jump.
-  No grab...?
-  Some moves (IMO) need more frames to look fluid (S. MP for example).
-  Guard push moves Link forward?
-  His CLSNs are EVERYWHERE and are God awful.  They absolutely MUST be fixed.
-  Infinite priority on almost all attacks...
-  C. LP his almost no hitstun at all...Wtf? :???:
   -  Can not combo from C. LP into C. MP or anything else.
-  All moves have timings that are virtually EVERYWHERE...
   -  C LK is much slower than C MP, etc.
-  Many normal attacks go behind opponent.
-  Specials go behind opponent as well.
-  There is very little startups on almost all special moves.
-  Damage difference for specials are a bit of everywhere...
   - LP = Fastest startup, lowest damage.  HP = Slowest startup, most damage.
-  The hookshot is useless and allows the opponent to punish Link EASILY.
   -  It needs more hitstun and should stun the opponent to be safe ( A' la Scorpion from MK).
-  The Bomb special seems pointless and poorly incorporated into Link. 
   -  Give them a purpose (traps, setups, etc.)
-  IMO all hypers look extremely clunky.
-  All hypers do too much damage.
-  Taunt is long.

This was a quick test.  I'm sure there are other bits that are off within Link. 
However, Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:

All I can say is YIKES. I don't know much about coding but I can try some stuff. I am working on the boxes, but I don't know how to work with priorities, startups etc. I did fix the hookshot where he gives a large kick after the hook similar to that of Super Smash. I don't know how I would do a lot of that other stuff Lol. Thanks for the feedback. :)
Last Edit: February 20, 2013, 11:05:36 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#17  February 20, 2013, 11:06:02 pm
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Updated Link again. Check out the first post.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#18  February 21, 2013, 02:49:19 pm
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Really need to fix that problem with the bomb, where another Link appears if the bomb is hit.

-Crouching attacks fail at comboing, especially the light punch.
-C SP (uppercut) cannot be blocked in the air.
-C LK and C LP seem a bit too high.
-The Megaton Hammer only hits on the last frame. Intentional?
-D, DB, B, single punch (Sword spin) has the hitbox around the sword, yet the hyper variant has the hitbox covering the whole of Link.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Last Edit: February 21, 2013, 03:31:38 pm by GarchompMatt
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#19  February 21, 2013, 07:16:47 pm
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Really need to fix that problem with the bomb, where another Link appears if the bomb is hit.

-Crouching attacks fail at comboing, especially the light punch.
-C SP (uppercut) cannot be blocked in the air.
-C LK and C LP seem a bit too high.
-The Megaton Hammer only hits on the last frame. Intentional?
-D, DB, B, single punch (Sword spin) has the hitbox around the sword, yet the hyper variant has the hitbox covering the whole of Link.

Thanks for the feedback. I can't seem to find the problem with the bomb or I should say recreate it, so I'm thinking about possible disabling the move altogether.
For the crouch attacks, can you tell me how I can make things better at comboing. I've been trying to compare codes, but I can't seem to see anything that's different. And also what do you mean when you say the crouch hits are a bit too high? The sprites or the hit boxes?
The Megaton Hammer hits on the last frame are intentional because I didn't like how it looked with a hit earlier and the swordspin hitboxes are the same as the ones in the Young Link char. I didn't see a problem with it so I didn't want to change the hyper hitbox. The move looked good to me so I didn't touch it. Thanks again for your input and I'm working on fix it with some other bugs.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#20  February 21, 2013, 11:58:36 pm
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-I think it's when the bomb is on the ground. Try throwing it, waiting for it to hit the ground and getting a character to kick it.

-Comboing is dealt with in the CMD. Something like "triggerx = stateno = y && Movecontact", where "x" is whatever trigger number you're at, and "y" is the stateno of the move you want the attack to be combo'd from. I'd give you example, but I physically can't at the moment.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Last Edit: February 22, 2013, 12:02:58 am by GarchompMatt
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#21  February 22, 2013, 02:22:23 am
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-I think it's when the bomb is on the ground. Try throwing it, waiting for it to hit the ground and getting a character to kick it.

-Comboing is dealt with in the CMD. Something like "triggerx = stateno = y && Movecontact", where "x" is whatever trigger number you're at, and "y" is the stateno of the move you want the attack to be combo'd from. I'd give you example, but I physically can't at the moment.

Got it. I guess I just need to figure out what moves should come before/after the other to make combos.

And with the bomb bug, you're saying that the Link clone comes from the bomb hitting the opponent, so if a bomb were to be thrown to the ground and explode in front of the opponent, nothing would happen. Is that right?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#22  February 22, 2013, 09:30:59 am
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It's not from the bomb hitting the opponent, but rather the opponent landing a hit on the bomb while it's on the ground.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#23  February 22, 2013, 06:02:43 pm
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It's not from the bomb hitting the opponent, but rather the opponent landing a hit on the bomb while it's on the ground.

WOOOOW! I just recreated it and it looks so awesome! But obviously it's a bug we need to fix.

I fixed the problem. The bomb was never suppose to have any blue CLSN boxes. Now I will try to fix it so that if an opponent hits it, it'll just explode (similar to the bomb in midair).
Last Edit: February 22, 2013, 06:19:24 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#24  February 22, 2013, 09:56:29 pm
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Here's my feedback on this. As the others say, it does have potential to be a great character. I will try to keep the feedback as simple and as non-clashing with other feedback as possible.

NOTE: Comparing this to both the 1.2 update and the feedback I would've put in, because I have posted this too slowly.

*Big Problems (High priority):

1. Collisions are a mixed bag. They are either too big, are not big enough to cover the attack/character, are too many, or outright disappear on some animations. However, almost all attack collisions have infinite priority. Some examples:

Spoiler, click to toggle visibilty
Stand Weak Punch, Air strong Punch, and Crouch Medium Punch Respectively.

You'll have to cover those up with blue collisions so that you'll have a fair trade of hits between you and your opponent, but not too much. Try to aim for 3 or less collisions of each type for the frame in the animation. I wouldn't bother using green collisions unless you're sure that the sprite won't move during the animation, because it means you'll have to use blue collisions with the green in the same frames of the animation, causing some problems to occur. The standing animation you did is a good example, but the collisions there are too much. I'd say somewhere like this:

Spoiler, click to toggle visibilty
Left is yours, Right is mine.

2. Crouch Weak and Medium Punch cannot be chained together without the opponent being able to recover. This also happens with the launcher > any air attack. You may need to add extra time for "ground.hittime" for the first two, and set the time of the launcher using "air.hittime = 30" to make it easier to combo.

3. Every basic ground attack other than Stand Medium Kick cannot be blocked to air opponents because the "guardflag" part is missing the "A". Use "guardflag = MA" to make it blockable in any state.
a. Using basic stand Weak attacks makes an air opponent bounce really high, making it easy to juggle the opponent. Used with the above problem and you can win easily with those attacks. Reduce the Y velocity part of "air.velocity" to prevent this.

4. The Super Jump is hard to perform. Within the command file (.cmd), the super jump "changestate" has "StateType = S", meaning you can only perform this if you are only standing and not crouching. Change this to "StateType != A" to make it easier to perform, since it checks whether you're NOT in the air.

5. [Downward Thrust] cannot be blocked because the "guardflag" part is missing. (Add in the "guardflag" part of the "Hitdef" code.)
a. You can repeat the command up to 4 times on the opponent within a combo of this attack alone because you can jump after you land, as well as perform this move at any height, making the recovery time between each attack very fast. Increast the time it takes for link to get to the "stab" part of the state.
b. This is also a very easy way to gain lots of power, since you gain power right before the attack. Reduce the power you get upon being within the state.

6. The Boomerang should have blue collisions so that it can be hit during flight. As it stands, it can interrupt opponent attacks as it has infinite priority.
a. The enemy is not being pushed back enough from being hit by the Boomerang. You should add more to the "ground.velocity" of the "Hitdef" state.

7. Spin Attack cannot hit the opponent from behind, as there are no attack collisions for behind.
a. It deals multiple hits, but each attack has the same time used on the "statedef" as every other spin attack. It's rather pointless to use the weak version, when you have the strong version that deals more damage, so you need to adjust the time taken on the "statedef" so that weaker versions come out of this with a quick recovery time. Think of this as what you did for the air versions.

8. Hero's Bow feels unnatual. Your opponent should be reeling from being shot with an arrow (like the Boomerang), but they instead brush it off like its a mosquito.
a. It can also be used with the Boomerang to make an unstoppable projectile combo using Boomerang > Hero's Bow > Boomerang > Hero's Bow > Boomerang... You may need to use the same recovery time method used on the Boomerang for this (i.e using a variable to prevent the player from abusing the boomerang).

9. The strong version of Hookshot doesn't have a limiter for using this, but the weaker versions do. You might as well follow suit and add the limiter for the strong version.

10. The Bomb's gravity feels unnatual. It goes up, but then comes down like it hit a ceiling and it angles its approach to the ground. It's like shooting a bullet and the bullet bounces around the room. The "Gravity" state will help you achieve good results. There is also no sound playing after the initial "lit bomb" sound.
a. The bomb doesn't explode when the opponent guards it. Also, the bomb can be used over and over because the bomb doesn't have any recovery time between bombs, other than if it lands on the ground.
b. The bomb can be hit while on the ground. If this happens, a clone of Link appears, and you won't be able to summon another bomb again for the rest of the round unless the clone is destroyed. The "Hitoverride" state will help you there.

11. Megaton Hammer doesn't deal any damage through guard, which is strange.
a. Like the Spin Attack, it has the same time used on the "statedef" as every other hammer attack. It's rather pointless to use the weak version, when you have the strong version that deals more damage.
b. Megaton Hammer (Medium) > Megaton Hammer (Strong), Megaton Hammer (Medium)x2, and Megaton Hammer (Strong)x2 with both hitting the opponent is possible, but you need good reflexes. Your reward is between 242-270 damage, more damage than most supers.

12. Speaking of which, every super can be interrupted by the opponent. You should stick a "Nothitby" state in there for the duration of the Triforce Slash and Hidden Skills, and after Super Spin Attack activates that lasts about 20 ticks.

13. There was a little glitch that happened with Link dying and his roll state. I somehow managed to get into a recovery roll right when Link hit the floor once, and Link basically got stuck in the state, constantly rolling backwards even after the round ended. It may have something to do with the way the Backward Recovery Roll was coded, with the commands "~B, DB, D, any kick".

*Small Problems (Low priority):

1. The SFF file has alignment issues. Lots of Link's sprites are aligned to the right and needs moving to the center. This can (and will, according to the .AIR file) give you hell when it comes to the animation file, because you have to correct each and every alignment before you get to adding your collisions. Move the sprites to the center of the axis cross (but just on top of it to where Link's feet should be) within the SFF so that each sprite flows smoothly with the animation you're trying to achieve, and you'll have no problems with alignment issues, although it's a different story if it's like that for special effects.

2. One sprite looks rather weird to me:



Peak and coming down from Jumping. With the way it looks, its like Link has shorts on, and they've been crushed. You may need to get rid of the diagonal shadow below the belt, as you won't need it because there's nothing there to cause a shadow. Also, the alignment is off by a few pixels, as if it was based on Link's sword. It makes him seem like he moves forward a bit and backwards a bit as his chest is growing/shrinking by a few pixels.

3. I feel that the animation for Crouch Weak Kick and Crouch Medium Kick should be switched around instead. As it stands, Weak Kick comes out slower than Medium Kick, and it feels weird when using it within a combo.

4. I don't like the Spin Attack in general. It does have good potential; It could be a single hit move that slashes the opponent away from your face, as well as push the opponent back when they're not being hit anyway. It could be used to draw the opponent in as a vacuume to acompany the multiple hits from it. It could even be used as a guard-breaking move.

5. Megaton Hammer doesn't hit the opponent while they're lying on the floor. While it is a minor issue, I always think of this situation whenever I use it: "I've run out of standard launchers for the current combo, but I want to juggle the opponent more, so I should use Megaton Hammer to knock the opponent up in the air!".

6. Instead of the arrow piercing the opponent (which seems rather boring), the Light Arrow could be used as a bomb effect so that when it hits the opponent, it explodes around the opponent with light magic.

7. The character is lacking a bit in effects, both graphical and code-wise. For example, Rapid Slash should have an "Afterimage" within the state so that it represents the speed within the attack, otherwise it looks like link's arm is being pulled off and then relocated somewhere near his arm. Standing Hard Punch is another, where the sword should have some "melting" effects so that the sword is shown being swung at a high velocity. Nothing a bit of pixeling can't handle though.

8. In the [Size] part of the .cns, head.pos and mid.pos are the wrong values. You may need to correct them, otherwise it looks weird when being grabbed by a character that uses those positions.

9. You have a power rangers sprite as a custom "Frozen" animation/sprite. You may want to change that so it represents Link.

Overall, the character is good but there is room for improvement everywhere. I know the character has used a template/base because the combo system is hard to use, especially launchers > any air attack without the opponent recovering. The sprites give way for many concept attacks. People will be itching to make their own version of this character, especially the unused wolf sprite within the SFF for a Wolf-Link-based attack. If all these issues are fixed, this character could be one of the best Link out there.

Spoiler, click to toggle visibilty

Every character needs the shun goku satsu because you can do the sacred death art any day of the week, akuma won't be pissed at all
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#25  February 22, 2013, 11:22:25 pm
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I know infinite priority moves are "unfair", but think logically here: if your sword got hit, would you take damage? No. You may feel recoil through the sword, but not direct damage.
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#26  February 23, 2013, 12:07:24 am
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You're still supposed to balance it. Apart from a fullgame environment, this is usually done by putting red CLSNs on the whole sword and a blue one on half of the sword, covering more than just the arm and hand, just for the sake of fairness and not too much priority.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#27  February 23, 2013, 12:24:24 am
  • *
Thanks Txpot for your help. I'm working on implementing some of your comments, while other comments have been dealt with beforehand. I did have questions though.

1) Where specifically am I suppose to put the "air.hittime = 30" for the launcher hit? On all the standing and crouching attacks? And how can I add the ground.hittime for jumping attacks?

2) You advised to lower the air velocity (y-axis) of the hits so the opponent doesn't fly up to high. I see that most of them are -7 and a few are -2. Is -2 a good value to go with?

3) How do you go about changing the time for the Spin attack (and Megaton Hammer), where the weaker one gets more time priority?

4) Where do I put the NotHitBy in the specials in hypers? Is it in the HitDef section?

5) I managed to fix the bomb problem before I read this, but I was thinking of fixing the bomb lighting up sound like you mentioned. I wanted to program it where the sound would go off when the move begins. The sound would be a long file and I would want the sound to shut off when the bomb explodes (or just moves on to the exploding animation) whether it was hit or not. I tried using StopSnd but I couldn't get it to work right. Is there something you can add to this?

Thanks so much and sorry for all the questions.
Last Edit: February 23, 2013, 02:58:36 am by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#28  February 23, 2013, 12:57:37 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#29  February 23, 2013, 03:05:04 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#30  February 23, 2013, 04:49:49 pm
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Replying to your questions:

1. Within "[Statedef 420]" (Crouching Strong Punch, Launcher), there is a "Hitdef" state within the attack:

Spoiler, click to toggle visibilty

You may want to play around with the values, but otherwise you should be able to air combo now. You won't need to put it in any other state definition because the launcher is the one that needs attention for now.

As for the "ground.hittime", its the same principle as the "air.hittime"; you find the value within the statedef, and you change the number to whatever you please.

2. It's ok, but you can change it to a higher or lower number. As it looks, you can get away with -2 in every basic attack state except the launcher, and have an ok feel to combos.

3. The Megaton Hammer's time can be changed by adding time to the first two frames in the animation of the attack (e.g, number 1700), but you need to get rid of the extra collision at the last frame, and then duplicate the whole animation twice before you can do this. After this, you can just change the animation used for the state of the relative numbers in the .CNS.

For example, change the number used in the "anim" code here to the corresponding animation;

Spoiler, click to toggle visibilty


If you don't know what I mean about the animations, you can use the following code for the .AIR file:


Spoiler, click to toggle visibilty



Spoiler, click to toggle visibilty



Spoiler, click to toggle visibilty


The same method applies to the spin attack, but at the 16th frame of the animation for it. For example, find the following frame in the txt editor of the .AIR file:

Code:
168,1, -88,-33, 12

Change the last number to a higher number, like 17, for each spin attack state that uses the animation. When done correctly, Link should be slower on the 16th frame.

5. As I see the .SND file, you only have the "bomb light fuse" sound, and not a "bomb continuous fuse" sound. You'll need to get a sound effect for the latter. Use a website like this: (http://noproblo.dayjo.org/ZeldaSounds/OOT/index.html)

Then you add it in to the .SND file and change the group and sound number respectively. Finally, you add a "PlaySnd" state that uses the "Loop" and "Channel" functions, like this:

Code:
[State Bomb SFX Loop]
type = PlaySnd
trigger1 = time = 0
value = S?,??
Channel = 2
Loop = 1

Add that to the bomb's thrown state. Now use "StopSnd" to turn it off, and put it in the "Bomb explosion" state.

Code:
[State Bomb SFX Stop]
type = StopSnd
trigger1 = time = 0
channel = 2

Sorry if this sounds confusing to you, as I think in a technological way to solve a problem.

Every character needs the shun goku satsu because you can do the sacred death art any day of the week, akuma won't be pissed at all
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#31  February 23, 2013, 07:14:20 pm
  • *
Thanks! I was able to put in everything, but I'm still having trouble with the bomb sound. I have a sound file that isn't a loop, but it's a combination of the bomb pull out, bomb lit and bomb fuse in one sound. If no one touches it, the sound will be followed by the explosion at the right time. I had that in mind instead of the loop if that's ok. The bomb fuse sound won't stop if the bomb goes off. Should I send you the Link char I have so far so you can see it. I can send you the bomb coding I have, but I think it would be better to give you the sounds also. Or should I go with the the bomb lit and bomb fuse loop separately?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#32  February 23, 2013, 09:40:11 pm
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You might as well send me the character, because I have the Link you posted to the public, and it may have different coding.

Every character needs the shun goku satsu because you can do the sacred death art any day of the week, akuma won't be pissed at all
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#33  February 24, 2013, 05:22:33 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#34  February 24, 2013, 04:57:53 pm
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Ok, I've fixed the problem. My previous post about using "Playsnd" and "Stopsnd" still applies here, though you may need to change the channels if you're currently using them for another action/effect. Anyway, take out the "Stopsnd" state from the state where Link throws the bomb (Statedef 1080):

Code:
[State Bomb SFX Stop]
type = StopSnd
trigger1 = stateno = 1083
channel = 2

Put it in "[Statedef -2]" and change the triggers so that it only activates if Link is NOT in the bomb-throwing state (Statedef 1080) and add a trigger that only activates if the bomb helper is NOT on the field, like this:

Code:
[State Bomb SFX Stop]
type = StopSnd
trigger1 = stateno != 1080
trigger1 = numhelper(1080) = 0 ;<<< New trigger.
channel = 2

The only problem with this method is the sound plays until it ends if the player pauses the game via the Pause/Break key on the keyboard or a [Super]Pause state is currently playing.

I've encountered a few problems as well:

1. Some attacks can chain into things they shouldn't. Here are the offenders:

Air Hard Punch can chain into itself. You should get rid of the line shown in this code of the .CMD:

Spoiler, click to toggle visibilty

Afterwards, update the triggers so it then shows this:

Spoiler, click to toggle visibilty

You can chain from Air Hard Punch into Air Medium Kick. You should get rid of the line shown in this code of the .CMD:

Spoiler, click to toggle visibilty

Repeat as the earlier problem to fix this.

Every character needs the shun goku satsu because you can do the sacred death art any day of the week, akuma won't be pissed at all
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#35  February 24, 2013, 10:50:13 pm
  • *
Thank you so much! It sounds so beautiful now. I've also fixed the combo triggers you brought up. I believe all I need to do is finish up with cleaning the contact boxes. I only have a few animations left to do for the boxes, so hopefully it doesn't take long, unless there are new bugs found. But as of now, I love how he's turned out with everyones help.  :grin3:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#36  February 25, 2013, 06:24:20 pm
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Check out Link's new update posted today.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#37  February 25, 2013, 10:06:10 pm
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Liking the update. :D
Plays a lot smoother than before, combos better (especially with the crouching attacks) and feels much more solid.

There's this weird glitch where he won't come out of his recovery roll. It's happened twice, but I've no idea what's causing it.
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#38  February 25, 2013, 10:28:01 pm
  • *
Are you talking about when Link is KO'd and he goes into a recovery roll loop instead of falling to the ground? I've seen it a few times, but don't know how to fix it.

     Posted: February 26, 2013, 03:52:12 am
Correction, I think I fixed the roll problem, but I don't know what to do to check it. I just ran Link deaths over and over and it looks good. But I'm not 100% sure how to trigger the bug to see that it's gone. It looks fixed to me though.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#39  February 26, 2013, 07:56:49 pm
  • *
Hey TxPot,

I fixed the Megaton Hammer to hit opponents while on the ground, which you mentioned a while back ago. However, the opponent doesn't bounce from the ground, but just squirms on the ground using the Lie Down Hit (stay down) animation. Can you suggest anything, or is it fine on it's own. It looks good, but you did talk about another launcher for comboing.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#40  February 26, 2013, 10:12:38 pm
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Yeah, normally when an OTG attack is used, the opponent just squirms about when hit. I'd say it's good.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#41  February 26, 2013, 11:14:27 pm
  • *
Yeah, normally when an OTG attack is used, the opponent just squirms about when hit. I'd say it's good.

Thanks GarchompMatt. ;D I fixed up the squirm animation to look smoother since I was looking at it a lot while testing the megaton hammer. I've been told that the standard attacks are comboing very well, but still having problems comboing into Link's specials (im guessing the megaton hammer, boomerang, spin attack, hero's bow, hook shot), so I'll still be working on that. I feel like that might be the last thing to do.....hopefully.  :sweatdrop: :pleased:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#42  February 27, 2013, 08:33:16 am
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I hope you add AI too.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#43  February 27, 2013, 10:40:16 pm
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Hey TxPot,

I fixed the Megaton Hammer to hit opponents while on the ground, which you mentioned a while back ago. However, the opponent doesn't bounce from the ground, but just squirms on the ground using the Lie Down Hit (stay down) animation. Can you suggest anything, or is it fine on it's own. It looks good, but you did talk about another launcher for comboing.

Replying to your question about the Megaton Hammer:

To make a launcher out of the attack, you add the following to the current "Hitdef" for the attack, as well as the relavent hitflags to hit grounded opponents. Using Strong version as an example:

Code:
down.velocity = -5,-11; After hitting the floored opponent, makes them bounce high in the air. 

You may want to play around with it. The end result should be this:

Spoiler, click to toggle visibilty

You may want to add a trigger to the command of the Super Jump to make it so that you can super jump after hitting the opponent with the Strong Megaton Hammer, like this:

Spoiler, click to toggle visibilty

Every character needs the shun goku satsu because you can do the sacred death art any day of the week, akuma won't be pissed at all
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#44  February 28, 2013, 01:27:08 am
  • *
Thank you again. You guys are incredible with coding.

As a side note, I don't think I'll be adding AI to Link, as I personally don't like AI on my chars and I have no clue how to write it.

      Posted: February 28, 2013, 02:10:00 am
Added an intro inspired by Twilight Princess since it's my favorite game in the series and there isn't a lot from TP in the character and I was curious to use the wolf sprites in the file. It'll be in the next update. Tell me what you guys think.
Last Edit: February 28, 2013, 08:14:40 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#45  February 28, 2013, 03:35:25 pm
  • **
Thank you again. You guys are incredible with coding.

As a side note, I don't think I'll be adding AI to Link, as I personally don't like AI on my chars and I have no clue how to write it.

      Posted: February 28, 2013, 02:10:00 am
Added an intro inspired by Twilight Princess since it's my favorite game in the series and there isn't a lot from TP in the character and I was curious to use the wolf sprites in the file. It'll be in the next update. Tell me what you guys think.


Looks good....Wolf form should be a bit larger...keep it up
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#46  February 28, 2013, 08:17:02 pm
  • *
The size thing is something I noticed too. I enlarged the wolf to what I thought was better. Before and After.

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#47  February 28, 2013, 08:45:30 pm
  • **
much better...thats more like a wolf's size  :beatnik:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#48  February 28, 2013, 09:54:29 pm
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The size thing is something I noticed too. I enlarged the wolf to what I thought was better. Before and After.



Could do with a bit of a cleanup. Some of the pixels are thicker than others, and that ruins the quality - note WlanmaniaX's characters on this one.
3DS FC: 0516 - 7483 - 3564
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#49  February 28, 2013, 10:50:08 pm
  • *
I had cleaned it up after making the GIF. I made it real fast just for size comparison.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#50  March 01, 2013, 12:47:59 am
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That's good to know :)
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#51  March 04, 2013, 07:26:11 pm
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I must say. I like where this is going... However. It needs some work.

As others have already stated. He has infinite priority. You should add at least much more blue collisions to the sword area. Heck, even some kicks have it... Plus, his collisions seem sloppy in places. You should look at other swordsmen characters for reference with collisions. Like Infinity's Cloud, or Sean Alty's Squall. Or even other weapon based characters. Like P.O.T.S' Lei-Lei.

His Hook Shot. This move needs reworking. Because as of right now. It is it an unblockable move that comes out fast. AND travels all the way across the stage... But you can use it in the middle of block strings. Creating a guard breaker... Though I guess it's meant to be balanced out by not being able to grab jumping foes... But still, this seems like way too good of a move. It move should be blockable. And he should have a normal grab that is unblockable...

Also, why is he invincible during all his special moves? Including the mentioned Hook Shot? He can pretty much use all his specials as a counter dodge... Granted. I'm not beating CPU easily with Link. But I can imagine a good player being nearly untouchable with this character. Like for example. If you use his bomb throw (A+X), if you hit the foe with the bomb directly. Guarded or not. If you press it in the right rhythm, you're completely invincible. Look at it in Debug mode's collision viewer. You'll see what I mean.

Also, I think his combo strings are somewhat off... He can chain 3 crouching heavy kicks into each other.

Well... There's probably more issues that need pointing out. But this is what I've gathered from a few minutes of play testing.

I hope this is useful feedback.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#52  March 04, 2013, 10:12:34 pm
  • *
I have heard about the infinite priority of Link, but since I didn't really know what to do with it, I've left it in the back burner. I understand that Link's attacks are protected by the red hitbox space, giving him great advantage, but I've heard the argument about hitting someone's weapon shouldn't cause a player damage. That said, how would I add blue boxes to remove the infinite priority while still keeping the weaponry distance in tact? I've read about implementing boxes half the size of weapons, and I think that's what it looks like with Sean Alty's Squall. Attacks with swords look like half boxes and attacks with arms and legs are full boxes. Would that be a good idea?

With Link's red hitboxes, since his base is based off Hayato, I used the hitboxes from Vyn's char. I thought it would be appropriate for his size and also Vyn's Hayato plays well. Other than that, I've kept the hitboxes that EM had on Young Link and just adjusted to them to Link's new height.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#53  March 05, 2013, 12:16:06 am
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That would be a good idea in my opinion. This would keep him balanced.

Just make sure you also consider the other things I, and others have brought up too. With that feedback all implemented. This should be a pretty good addition to a roster.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#54  March 05, 2013, 03:06:05 am
  • *
Thanks Data Drain. If I may ask you another question... What do you think would be an appropriate collision box for his hookshot? I'm deciding between either up to the end of the hootshot mechanism box thing, where the chain comes from or up the chain, half way from the tip of the hook. Do you have another suggestion?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#55  March 05, 2013, 04:39:04 am
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The hit box should be at the hook itself.

This way, the foe could roll to avoid it. But still. It should probably be blockable. However it could be used as an anti projectile spam move. And drag your foe over to you.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#56  March 05, 2013, 05:43:52 am
  • *
So I should have the collision box surrounding just the hook, exactly like the red hitboxes? And nothing on the chain itself?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#57  March 05, 2013, 06:20:49 am
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So I should have the collision box surrounding just the hook, exactly like the red hitboxes? And nothing on the chain itself?

Yeah. Just on the hook. Not on the chain. Not only is this more fair gameplay wise.

But also think of it this way. How would a Hook Shot be able to grab someone... With the chain touching them? The hook has to catch the foe, then reel them in.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#58  March 05, 2013, 01:35:06 pm
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Looking Very good man :) cant wait to see whats coming up!
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#59  March 05, 2013, 10:57:13 pm
  • *
Thanks rob1the1dob for the encouragement.  :)

I finished fixing up the collision boxes to deal with the infinite priority. All the attacks (normals, supers and hypers) have been fixed. You guys know how to keep me busy. Let me know if there's anything else.

Last Edit: March 06, 2013, 01:03:10 am by kingcharz

JDM

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#60  March 06, 2013, 03:16:37 am
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Not sure if this has been already addressed, but his palette doesn't work on a lot of his sprites. His small portrait and get-hits will have it, but everything else is just his default colours.
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#61  March 06, 2013, 04:08:30 pm
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Not sure if this has been already addressed, but his palette doesn't work on a lot of his sprites. His small portrait and get-hits will have it, but everything else is just his default colours.

I always play as palette 3 (red) and have never seen such palette errors.
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Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#62  March 06, 2013, 05:56:42 pm
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Not sure if this has been already addressed, but his palette doesn't work on a lot of his sprites. His small portrait and get-hits will have it, but everything else is just his default colours.

Yeah. I've been dealing with that ever since I've started making Link. The palette assignment doesn't work well when looking at him on FF. I have FF3 on him also when it comes to his palettes so I can see them. I don't know what to do with that, but at least all the colors work on MUGEN, right?  :laugh: **nervous laugh**

Found the problem. I need to rearrange the sprites on his SFF file.
Last Edit: March 06, 2013, 06:01:58 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#63  March 07, 2013, 12:46:34 am
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I fixed the palette problem. Now if you want to look at Link in FF, the palettes will work well. Not a big problem, but I'm happy it's fixed

JDM

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#64  March 07, 2013, 02:09:54 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#65  March 07, 2013, 02:50:13 am
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Good to hear! I'm looking forward to the update.

Also, I made a small portrait for your Link if you'd like to use it.


http://www.mediafire.com/?ltssqll6ta2zymm

It looks really good. I can't put it in the SFF file without the palettes not working if you were to swtich it out with the old on by changing the group/image numbers. I did find something that works though. I will put your small portrait and mine as PCX files in the Link folder. If you would like to use it, you can just open Link in FF and replace the 9000,0 sprite with whichever small portrait. You can replace it over and over and the palettes will still work properly.  :) I really liked what you offered so I wanted to try to have it in the char.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#66  March 07, 2013, 07:26:51 pm
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Updated Link again today. Check the first post.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#67  March 07, 2013, 09:36:03 pm
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Okay... I tested him out.

His collisions seem better. However... He still has some of the problems I mentioned... For one thing, he can do a very odd chain... cLP cLK cMK cMP cHK cHK cHK. (the lower case c means crouching)

Spoiler, click to toggle visibilty

What's odd though is. Marvel VS Capcom's chains don't work that way. It should be LP LK MP MK HP HK. Or if it's crouching, cLP cLK cMP cMK and either cHK, or cHP which launches the foe for further combos. Link can seem to go off order, and even repeat cHK 3 times.


Now then... The other thing... His specials make him semi invincible.

Spoiler, click to toggle visibilty
Now, I say semi, because I believe he can still be grabbed. And some characters are quick enough to punish the end lag... This however still makes NO sense. Why would he be invincible while throwing projectiles? Or using his Claw Shot? This is especially odd with the bombs if they hit the foe, guarding or not. Since if you keep a rhythm going. You'll be nearly untouchable. Since at most, you have one frame where you can be hit during this.

Moves with invincibility are typically Shoryuken type moves. And even those aren't invincible throughout the whole move. It's at the start up. The rest is highly punishable. I'd say his spin attack could have a frame of invincibility at the start.

Anyway... I'll let someone else do more complex feedback. These are just my thoughts as a semi casual Mugen player.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#68  March 07, 2013, 10:59:57 pm
  • *
Now I see what's going on with the specials. I can't remember when, but I was advised to add in NotGetHits to his specials and hypers. I can't seem to find where it was, but you do make a good point once I realized what was going on. I removed them from the specials and now I can see that there are no more green boxes showing up in the specials. I still would like to keep them in the hypers, unless you convince me otherwise.  :)

And I can't seem to find the problem with the crouching heavy kick. Looking at the CMD, it's not programmed to continue after the cHK or cHP is done. So I don't know where to go from that.

Nevermind. I fixed it. I changed the pausetime slightly higher and he doesn't combo the crouching kick.
Last Edit: March 08, 2013, 12:07:21 am by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#69  March 08, 2013, 11:03:22 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#70  March 08, 2013, 11:07:35 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#71  March 08, 2013, 12:47:34 pm
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Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#72  March 08, 2013, 06:46:09 pm
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It is a really nice stage. Perfect depiction of nostalgia of Metroid Prime.

Fixed up sprites that were bugging me. I hate fixing stuff up right after posting an update. That together with Data Drain's findings, expect a v1.5.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#73  March 08, 2013, 07:58:45 pm
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I hate fixing stuff up right after posting an update.

I know that feel, bro.

Yep, the stage lags like crap on my machine; so much so, I can't even activate hypers. Such as shame, really. I'll just have to stick with ShinRyoga's.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#74  March 09, 2013, 01:21:13 am
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#75  March 09, 2013, 05:12:23 am
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A late response but I have to say this now, I love the new shading you have done for link definetly worth the download. On another note and for future warning, for the download link you might want to use Mediafire or something else because people tend to frown upon using sendspace. I was just telling you not sound like a jerk or anything.

Where you can download my MUGEN stuff
http://mugencoder.com/authors/view/zaibatsu
Back up MUGEN website in progress...
Last Edit: March 09, 2013, 05:23:30 am by Zaibatsu
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#76  March 09, 2013, 10:04:56 pm
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So when you first released this character, I played him, and I just tried his most recent update, you're comming along very well ... I love where this is going!  MUGEN needs a good Link!   :kugoi:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#77  March 10, 2013, 12:18:00 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#78  March 14, 2013, 12:07:05 am
  • *
A late response but I have to say this now, I love the new shading you have done for link definetly worth the download. On another note and for future warning, for the download link you might want to use Mediafire or something else because people tend to frown upon using sendspace. I was just telling you not sound like a jerk or anything.

I really like Mediafire. It's simple from the downloader's POV. But I don't have a profile and don't want to take the time to do all of that, so Sendspace looks more convenient to me.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#79  March 14, 2013, 12:51:55 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#80  March 14, 2013, 01:06:28 am
  • *

Xan

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#81  March 14, 2013, 01:08:13 am
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I say Mediafire. It hasn't failed me yet.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#82  March 14, 2013, 05:10:04 am
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I say Mediafire. It hasn't failed me yet.

Ah, this REALLY depends.

Mediafire's been on some copyright crusade lately. A lot of Brawl files have been deleted. Due to reports of copyrights... I don't see how they can tell a pcs, and pac file infringes copyrights. Granted, this is not a Brawl mod... They still delete Zip/pcs/pac files based on a name alone.

Honestly. I think Dropbox is a safe bet. The problem is the 2 gig limit... It is pretty convenient though otherwise. You could also try Skydrive or whatever.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#83  March 14, 2013, 01:20:17 pm
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MediaFire has ads everywhere, but that's not a problem if you're using a browser with adblock.

Don't you have to sign up to Dropbox to download files?

The biggest gripes I have with SkyDrive is that you can't direct download and you don't know how many people have downloaded your files (I like getting excited by a high number of downloads :3 ), though that's a small price to pay for a non-changing URL (if you replace a file), 25GB of storage, no adverts, no waiting time, no download/upload limits, no deletion of files (afaik), it being completely free (unless you want to upgrade your storage amount) and a pretty snazzy layout.
3DS FC: 0516 - 7483 - 3564
Oh, I want a diagram. I fucking love diagrams.
Last Edit: March 14, 2013, 01:23:20 pm by GarchompMatt
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#84  March 14, 2013, 01:29:59 pm
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#85  March 14, 2013, 04:55:49 pm
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I do have Dropbox. Is there a way I can make a link to just one specific file as a download link?

EDIT: NVM got it.
Last Edit: March 14, 2013, 05:09:59 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/7/13)
#86  March 14, 2013, 05:11:38 pm
  • *
Hey guys. I think this will hopefully be my last update on Link. Thank you to everyone who helped make him better and enjoyed playing with him. Check the first post for the link.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)
#87  March 14, 2013, 06:41:06 pm
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Ah... Much better.

While this may not be the absolute final version. He's at least balanced enough to go through testing by players better then me. :P

a little level 3 combo I found, since the end of Triforce Slash stuns the foe in the corner long enough to keep going. QCF2P c.LP c.LK c.MP c.MK c.HP j.LP j.LK j.MK j.HP j.QCBP j.down HK, this can in some cases be done after landing, jump again, and do j.down HK, then jump and do it one more time. This should do about 29 hits total. However, it's possible this might not work on all characters. Since once I set KFM to AI control, he got up before the last two j.down HKs. It might also be different for each character.

Still, in the corner, you can do a good amount of that combo. If you have no meter, drop the super, and just go from there.

Try it out in training mode.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)
#88  March 14, 2013, 11:13:01 pm
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Better and better each time, loving it!   :kugoi:

Xan

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)
New #89  March 15, 2013, 06:46:12 pm
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While this may not be the absolute final version. He's at least balanced enough to go through testing by players better then me. :P
* C.A.N fights the urge to test Link * I'll try this guy out, see what I can find.

Edit: Here's what I've found:
-Please just keep the folder name Link for all the updates. It's easier to overwrite the older stuff this way.
-Sprites could use some work, they seem kinda robotic.
-Air chaining doesn't seem to work.
-Triforce Slash leaves P2 in way too much blockstun, Link can do pretty much anything while they are blocking.
-Triforce Slash's last hit whiffs if P2's in the corner.
-Pushblock's input isn't labeled correctly in the readme.
-Rapid Slash won't come out for me. :-\
-Hookshot acts funny in combos, check out what happens to P2's lifebar when he uses it during a combo.
-Spin Attack has trouble connecting in air combos.
-P2 can manually air recover out of most of his moves. It's automatic in MvC.
-He has trouble connecting with air combos from his launcher.
-Light Arrow's damage needs a boost.
-Triforce Slash's damage seems a bit weak for a lvl 3.
-You should label how much meter his supers take, I had to find out through trial and error.
Nice stuff so far, but it's unpolished right now.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: March 15, 2013, 07:04:49 pm by C.A.N