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MvC Peter Alpha 3 (Read 9536 times)

Started by Luigi Master, November 19, 2008, 05:04:34 am
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MvC Peter Alpha 3
#1  November 19, 2008, 05:04:34 am
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WIP topic for info and pics:  http://mugenguild.com/forumx/index.php?topic=88410.0

Copy Pasted from readme:

Spoiler, click to toggle visibilty

Anything whatsoever is welcome, I particularly await Jango's and AoK's feedback/pointers.

Speaking of which, here are the known issues:

Win Screen font is horrible, this is just for a test.
Projectiles are helpers, and forgot to make them destroyable by other helpers/projectiles, and the like.
Some characters, especially the LOL MELTY BLOOD ones, will break out of his Steroid Man and A.N.N.A. Collider.
His Mudkip counter doesn't display a super KO BG nor displays said move's name.
He can summon an infinite amount of Brians, I forgot to edit his CMD.

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

Enjoy and happy criticism!
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Last Edit: November 19, 2008, 06:29:08 am by Gardeadvoir
Re: MvC Peter Alpha 3
#2  November 23, 2008, 10:54:42 pm
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I like this version !  ;D

It's quite better than the JS one.

Thanks for using my peter's sprites to make this.   :sugoi:
....
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Re: MvC Peter Alpha 3
#3  November 23, 2008, 11:24:39 pm
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Why the hell would you use EvilSlayerX5's push block code?
Re: MvC Peter Alpha 3
#4  November 24, 2008, 05:04:59 am
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@ Warner:  Hey, thank you for being open source.  :P

@ The Man:  Because I didn't feel like making one from scratch, besides, I didn't know how to make one.

Since you're the pro on fighting games, how is his version different than the real MvC Pushblock?  It acts basically the same...
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Last Edit: November 24, 2008, 06:06:17 am by Gardeadvoir
Re: MvC Peter Alpha 3
#5  November 24, 2008, 09:17:45 pm
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Re: MvC Peter Alpha 3
#6  November 25, 2008, 03:24:51 am
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you're right on this one WildTengu...that push block is bad  --;

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Last Edit: November 25, 2008, 03:29:06 am by kpt25

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Re: MvC Peter Alpha 3
#7  November 25, 2008, 03:31:24 am
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Stop! You've violated the law! Now pay the court a fine or serve your sentence. Your stolen goods are now forfeit!
Re: MvC Peter Alpha 3
#8  November 25, 2008, 05:35:36 am
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WTF?  Did YouTube go "widescreen"?  Anyway, you didn't answer my question:  How should it behave?  This was only here because SURPRISE!  THIS IS AN ALPHA!
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Re: MvC Peter Alpha 3
#9  November 25, 2008, 10:17:07 am
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Maybe I'm imagining things, but I think this Peter's AI is doing inhuman stuff.  Plus, it's too brutal; dash dash dash, Nausea if opponent even so much as blinks.

Also about half the time, his winpose is still chosen randomly even while holding down a button.

Hmm, about the supers.  JudgeSpear probably meant well, but I think the starting time stop (i.e., the pause) in all his supers should be removed completely; leaving them in means all his supers basically have zero startup time which makes them overpowered.  This'll probably make the Nausea super useless again since it takes forever to start up without the pause; I'll leave it up to you to decide how to deal with that.

I think you can get rid of Peter's automatic air recover at the end of Anal Torch and Steroid Man if they were done on the ground... or better yet, just turn it into a falling state; he'll land right away if he does them on the ground so there'll hardly be a difference.  And as for characters recovering out of Steroid Man and ANNA Collider, I only suggest this: "fall.recover = 0".

That's about it for now.
Re: MvC Peter Alpha 3
#10  November 25, 2008, 07:23:36 pm
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Quote
Maybe I'm imagining things, but I think this Peter's AI is doing inhuman stuff.  Plus, it's too brutal; dash dash dash, Nausea if opponent even so much as blinks.

When I made the AI, I aimed to make it emulate a human's reflexes.  Not to be like "HAI I IS STOOPID I CAN'T COUNTRATAK", but on the higher spectrum/tourney level player style.  The only thing I see to be "inhuman" would be the push guard, sometimes, opponents don't even go back.  And his AI Super Jump is the old Super Jump he used to have, so there's another "inhuman" trait.  Remember, there are 6 AI levels to choose from.  Level 5, the hardest, is still flawed, he still falls prey to projectiles and quick low jabs.  I'm not leaving that it, fyi. >>

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Also about half the time, his winpose is still chosen randomly even while holding down a button.

It always was like that, so I might as well remove it.

Quote
Hmm, about the supers.  JudgeSpear probably meant well, but I think the starting time stop (i.e., the pause) in all his supers should be removed completely; leaving them in means all his supers basically have zero startup time which makes them overpowered.  This'll probably make the Nausea super useless again since it takes forever to start up without the pause; I'll leave it up to you to decide how to deal with that.

I always noticed that his Supers have little startup time.  Maybe I'll modify them so that the pause takes place when the super pause does.  Then again, I think they were there to make him combo better, because chances are, the opponent will no longer be in a stunned state once the super starts.  As for the N. Nightmare, I really don't know what I could do about it.

Quote
I think you can get rid of Peter's automatic air recover at the end of Anal Torch and Steroid Man if they were done on the ground... or better yet, just turn it into a falling state; he'll land right away if he does them on the ground so there'll hardly be a difference.  And as for characters recovering out of Steroid Man and ANNA Collider, I only suggest this: "fall.recover = 0".

I tried that already, couldn't get it to work right.  The ANNA already had fall.recover = 0, but I applied it to the Steroid Man now.

Thanks for the heads ups.
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Trivial knowledge: Anime sucks.
Re: MvC Peter Alpha 3
#11  November 26, 2008, 06:25:50 am
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I forgot to mention that ANNA also needs "fall = 1" on the starting attack.  "Fall.recover = 0" should work fine; and if it doesn't, then maybe the opponent's just cheating by recovering out without checking for it anyway.

As for the Nausea, it's pretty much a beam super for all intents and purposes.  You could make it like Ryu's Beamdouken.

Overall, I have to say this edit's pretty good.  Keep up the good work :)
Re: MvC Peter Alpha 3
#12  November 26, 2008, 07:37:31 pm
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Okay, thanks for your help and compliments!
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Trivial knowledge: Anime sucks.
Re: MvC Peter Alpha 3
#13  November 27, 2008, 02:08:26 am
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1. Removing the second fall.recover in A.N.N.A collider and adding fall=1 works perfectly, problem solved.

2. Please fix the bottle throw at point blank range.
Spoiler, click to toggle visibilty

3. The pushblock just looks plain wrong.  I don't know how it works in MvC, but I'm pretty sure there's supposed to be some cornerpush if your opponent is at the edge of the screen.

4. Sometimes the pushblock doesn't even push the opponent away.  Frequently when this happens, Peter cancels into a grab.

5. A good number of normal attacks have clsn1 that stick out for far too long, allowing for moves to hit well after you've supposedly missed.

6. As mentioned earlier, supers are way too safe.  Except Nausea Nightmare, which is punishable with a good projectile even if it does hit. (And it usually will since it hits 100% of the time off of any normal)  Case in point: Your AI typically punishes Nausea Nightmare with Nausea Nightmare.

7. Is it just me or does Peter Air Kick have way too many invincibility frames?
Re: MvC Peter Alpha 3
#14  November 27, 2008, 05:04:58 am
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1.  Hmm, I will try that.

2.  Okay, just adding a hitdef at his arm will fix it.  Or would a width adjuster be better?

3.  You mean if I cornered my opponent, Peter should move back?  I suppose cornerpush would work.  Or a velset.

4.  I think this is due because the enemy uses "posset/posadd" when they move.  I haven't thoroughly tested it.

5.  Hmm, I really haven't seen anything except for his aerial attacks.  Care to elaborate?

6.  Well, he was originally like that, so that he could combo into said supers.  If I changed the pausetime, chances are that the opponent would be able to block said supers.  And countering Nausea with Nausea, I'm pretty sure you would throw up if you were thrown up on, right?   ;)

7.  You mean his anti-air?  Yeah, he's supposed to be invulnerable until he comes down.  How should I change this?  Just one frame?

I noticed that you came across these with an AI vs AI match.  Very good observation.

Thanks for your help!
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Trivial knowledge: Anime sucks.
Last Edit: November 27, 2008, 07:05:35 am by Luigi Master
Re: MvC Peter Alpha 3
#15  November 27, 2008, 07:40:19 am
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5.  Hmm, I really haven't seen anything except for his aerial attacks.  Care to elaborate?
Basically, there are a number of his moves (mostly kicks) that can hit for many frames after the move misses.
Worst offenders:

Standing LK - 8 frames
Standing MK - 10 frames
Standing HK - 10 Frames
Crouching MP - 6 Frames
Crouching HP - 9 Frames
Crouching LK - 6 Frames
Crouching HK - 20 Frames

It occurs to me that the entire AIR file could use an overhaul.  Most if not all of the attack animations are set up to look right but don't function correctly.  More specifically, if you'll look at it the anims are set up so that Peter hits during a recovery frame, not the attack frame. (When his leg or arm is fully outstretched)
Last Edit: November 27, 2008, 07:44:19 am by Dr. Peter Venkman
Re: MvC Peter Alpha 3
#16  November 27, 2008, 08:03:48 am
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By frame you mean ticks, right?  How many ticks should the CLSN1 be active, then?

As for the recovery thing, I think that was there on purpose, kinda like how WarMachine stretches his arm all the way but the attack takes place on the next, more relaxed frame.  But it's not something that I can't fix.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Last Edit: November 27, 2008, 08:07:40 am by Luigi Master
Re: MvC Peter Alpha 3
#17  November 27, 2008, 05:14:32 pm
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actualy in mvc several attacks miss during the last tick of the hit frame.
Re: MvC Peter Alpha 3
#18  December 23, 2008, 05:16:58 am
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Couple things. You could ask Judgespear for the peter with the NBC victory pose.Add a strike limt code to the brians to prevent them from going insaine.Shorten the the music limt after Hokuto Hyakuretsu Ken and if you want I can code some strikers.Just tell me who you want and I'm trying to add the player 1 icons.
Re: MvC Peter Alpha 3
#19  December 23, 2008, 05:19:45 pm
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NBC victory?  Never seen it, and as such, never exists.

The Brian thing has already been mentioned,  and I was fully aware of that.

For the strikers, I was thinking more of the Family Guy cast as having other characters would be awkward.
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Trivial knowledge: Anime sucks.
Re: MvC Peter Alpha 3
#20  December 24, 2008, 12:07:39 am
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it was in one of the few videos of peter JS posted.Well to do the strikers I will need them added in his SFF fille the rest I can do from there.
Re: MvC Peter Alpha 3
#21  December 24, 2008, 02:24:00 am
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Ask yourself, does he really need more strikers?  The answer to that question is yours alone, but it never hurts to ask.
Re: MvC Peter Alpha 3
#22  December 24, 2008, 05:08:37 am
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He dosen't
Re: MvC Peter Alpha 3
#23  December 24, 2008, 05:25:00 pm
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Ask yourself, does he really need more strikers?  The answer to that question is yours alone, but it never hurts to ask.

He doesn't have any as of now, except for Brian, Quagmire, and the Big Chicken, but like the goggles, they do nothing.

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Trivial knowledge: Anime sucks.
Re: MvC Peter Alpha 3
#24  March 11, 2009, 08:04:35 pm
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i just had to comment here. good character works well and stuff, but the one thing i had to bring up is.. whats with teh lead up time on peter's nausea special? Time freezes up and everybody gets to look around and do nothing for a good 5-10 seconds. if the AI uses it a lot in a fight... its horrificly annoying.

i dunno if luigi master is still editing/making this stuff, or if this problem is even fixable... but it seems to me like you would just be able to cut out the extra frames of lead up or something. since evertything freezes up anyway.
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Re: MvC Peter Alpha 3
#25  March 11, 2009, 10:02:56 pm
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I'm no coding junkie, but you could probably cut the startup time yourself by going into the CNS or CMD or something, finding that super, and cut the startup time.