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MVC-Shin-Akuma (Read 8128 times)

Started by Zodiac Uchiha, October 15, 2010, 11:14:06 am
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MVC-Shin-Akuma
#1  October 15, 2010, 11:14:06 am
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Well well, as i promised. Because of the fact, that i am being helped here in this forum when it gets to coding, I am
posting this char here.
This char was originally made by Vyn and Denis-Ninja. the Credits are in the Readme,too. But Since they did most of
the Work, I credit them here, too. they named him Akuma Ultimate. I didnt get the chance to ask them for permission, but if they arent ok with this, I will remove the char of course as soon as i get the message.

I also want to credit DOY and Capcom here, because DOY ripped me some sprites. And Capcom for originally creating such a great Series as Street Fighter ! The Kanjis i used for Wrath of the Raging Demon AND the Picture after that is from Capcoms Street Fighter 4 and Street Fighter Alpha 3.

i totally changed the palettes, added sounds and edited sprites. And I added 3 Supers. but hey...all that is written in the readme. So Download and enjoy =)

a few comments please since this is my very first Char Edit release =) Oh wait !!
 I forgot to mention that i tweaked the AI alittle bit. because i had to add my moves to the AI roster. And the AI Should now also chain supers. this fact i didnt mention in the Readme.

i will post the latest version of the char always in this first post, because of the wish of our admin

http://www.file-upload.net/download-2944206/MvC-Shin-Akuma.7z.html
Spoiler, click to toggle visibilty
Last Edit: November 08, 2010, 11:13:33 am by Zodiac Uchiha
Re: MVC-Shin-Akuma
#2  October 15, 2010, 03:59:56 pm
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This char was originally made by Vyn and Denis-Ninja.
Sounds like an edit, right of the bat.

I didnt get the chance to ask them for permission, but if they arent ok with this, I will remove the char of course as soon as i get the message.
Bad move, since that is the first thing you should've done before going public with this release that you claim yours. You could have just PMed Vyn here...Easy as pickles in a jar.:-\ 

a few comments please since this is my very first Char Edit release
Exactly, so why is this on the main Releases thread and not on Edits, again?

Let's face it...I know you are enthusiastic and proud about the time and work you put to make alterations to this character, and that is good...BUT, it was not your character to begin with and you did not take into consideration the proper protocols before making it public in a forum like this. Also, it would have been MUCH better if you posted it in the right section.

Anyways, I'm gonna check out your edit and post feedback on it later.

Best of luck to you.
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"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
Re: MVC-Shin-Akuma
#3  October 15, 2010, 04:10:51 pm
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oh man. i knew from the start, that it was an edit. it was only a mistake to post it in the wrong section. that happened , because i am still not used to forums and didnt know all of the sections yet.

But in one Thing you are right :  i didnt know Vyn was here in this Forum, since i searched a contact possibility on his site. you see, it was the first thing i did before ever thinking about releasing it. it seems i would have had the possibility to contact him.
And i dont Claim it being my creation. All work that is mine, is stated in the readme. if you think, i want all the fame for making this char, even though i didnt make it, then you are Wrong . of course i am proud of my progress in coding. but that gives no right to Steal the work of others. i think it is a great missunderstanding there
Vyn and Denis-Ninja did most of the work , of course.
All i did was editing him. I Value the work of the authors, since i know exactly how much work it is. And Vyn and Denis did a great Job in Making this char.

but nevertheless : Vyn if you are reading this, then i want to let you know that i am Sorry. But believe me...i went to your site and searched for an email there. if you arent ok with this , i would totally understand this and remove Akuma immediately. It is a great char and i have a high opinion of your coding.
Last Edit: October 15, 2010, 04:16:46 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#4  October 15, 2010, 04:58:37 pm
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Ok, I clearly see you just made a noob mistake like we all do sometime. I retract what I said before.

But dude, just PM Vyn and stop apologizing to thin air waiting for him to read this.

Anyways, this edit of yours is not bad and the additions are quite enjoyable really. Although you need to be aware of a few things.

- Appart from his Shun Goku Satsu, everything else makes him seem like a wimp! He does too little damage!! What is up with that? 
- Burning Opponent Sprite FX clashes horribly, specially coming after a CVS "rendered" semi-transparent fireball FX. Same thing goes for the Misogi Fx.
- if this really is Shin Akuma, then the fireballs should come out much faster...DG's Ryu easily outnumbered me in a fireball spam-off and with Shin Akuma, that is not supposed to happen. :-\
- There's some kind of debug flood when you do the air Tatsu-Maki on the way down from a super jump...I couldn't read it right since the stage BG was too bright but you should check that.
- Pose before QCB burning Hadouken takes too long and leaves him completely open.
- Combos feel stiff and sluggish.
- Overall the timing feels off on many things and not very MVC like.

But hey, you got yourself unto a good start here and the AI is also not that bad.

Maybe one of the mods can move your thread to the right section to avoid further misunderstanding? Nice quick work on this guys. :sugoi:
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Last Edit: October 15, 2010, 07:39:31 pm by MaxBeta
Re: MVC-Shin-Akuma
#5  October 15, 2010, 05:59:48 pm
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ok thank you for testing. i will take the time to fix some things you mentioned.
i am glad that it is ok so far.

as for Vyn. Naturally, i left a PM for him. he hopefully will read it soon. Next time i am going to release something, i will check for the right section first AND will look in this forum if the creator is here, too. then i will ask for permission.
Re: MVC-Shin-Akuma
#6  October 15, 2010, 06:17:22 pm
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Isn't Vyn open source
Re: MVC-Shin-Akuma
#7  October 15, 2010, 10:03:41 pm
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BUT, it was not your character to begin with and you did not take into consideration the proper protocols before making it public in a forum like this.

Ummm.... He didnt need to do anything other then put it in the proper section. "Edits"


He did not need to ask permisson, and he didnt need anyone's concent to release it here in the edits section. Thats how its been for years....
Re: MVC-Shin-Akuma
#8  October 15, 2010, 11:37:02 pm
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aaah thx guys. so if it is open source, then i may edit him as i like ?
of course, its only fair to contact the author. But now i learned much more.
i got permission anyway. so we can just chill out. =) but thx for information.
any improvement suggestions ? i want to evolve in coding. thats why i like to read feedback. and if it is negative, well i am learning from that. so hit me with all you ve got =)
----------------------------------------------------------------------------------------------------------------------------------------------
oh and I cannot see any Debug Flooding in the above told situation . its all right for me at least ^^

i will check on the velocity of the fireballs. i want to make them not too fast, in order for others to be able to avoid them.

the damage was low from the beginning. but its ok I would say because of balance. man should be able to defeat him with any char. The Wrath of the Raging Demon and My Custom Super "Satsui no Hadou" are Hyper Moves that consume max power. but even in those moves i am planning to reduce a VERY tiny bit of damage.

- i am planning to add MVC Background effects for the supers.
Last Edit: October 16, 2010, 12:17:38 am by Zodiac Uchiha
Re: MVC-Shin-Akuma
#9  October 17, 2010, 12:25:42 am
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Hi there !

here is an Update for Shin Akuma.

in the readme "1st Update" i stated all the changes and additions. but i will write them here, too since there arent too many of them

- i added 3 palettes.

- i added Hyper Combo BG animation for the super moves

- i added a super move from midair, made it chainable with other moves AND added it to the AI roster.

comment and feedback pls i f you like






Last Edit: October 18, 2010, 06:14:14 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#10  October 17, 2010, 05:47:42 am
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the first release was better than the first. halfway between the Messastu Gou Hadou, akuma does another hyper. in some hypers, the opponent is able to still move and receives little to no damage. it seems his attack and defense are still too low.
Re: MVC-Shin-Akuma
#11  October 17, 2010, 01:45:04 pm
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@snowman : the damage will be fixed in the next update. but i dont know what you mean by " halfway between the Messastu Gou Hadou, akuma does another hyper."  pls describe it in a little more detail in oder for me to understand where the problem lies and being able to fix it. When i do messatsu gou hadou on the ground, it does it ok.   .....or do you mean the misogi being used in the middle of the custom super ?

@ MaxBeta : first of all, i have to admit that did noob mistake once again xDD. you told me the debug flooding and i wanted to check this. well, i had to put the char in mugen 1.0 to be able to activate debug mode with ctrl + d. I dont know why...thats weird. in the cfg in my winmugen i enabled "allowdebugmode = 1" of course. thats why i dont understand the debug mode not activating in my old winmugen. if you have a solution for this as well, then pls tell me. and if that belongs to the development help section, then ignore this question. after all, i am using the debug mode in 1.0  and can see the problem source now.
 i pressed ctrl + d in winmugen and nothing happened. i didnt use debug mode before. thats why i was thinking the moves come out correctly. but that wasnt the case.

i already fixed many debug issues, but i am not going to release him yet. i want to try  fixing all the debug issues before, and the damage has to be fixed. there was a mistake in the custom state of p2 in my custom super combo. ( or hyper ..name it as you want  xDD but you all know what i mean) i think it could have been problematic with other chars. i am tring to work as fast as possible for you to have a version less bugged. so have a little patience with me, since i started coding the 1 st september =) but with all your help, i could learn much faster. and i already was helped out a lot here.

furthermore, i am planning to remove the long custom super Combo "Satsui no Hadou". I got Feedback, that this isnt very MVC like, and i have to admit this is true. perhaps i will add MUCH later a less long custom super to replace the command position it has now. regarding this custom super combo, i would like you all to give me feedback. that means, if you want me to
- remove it completely
- replace it with a shorter one
Re: MVC-Shin-Akuma
#12  October 17, 2010, 02:02:04 pm
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Quote
This char was originally made by Vyn and Denis-Ninja. the Credits are in the Readme,too. But Since they did most of
the Work, I credit them here, too

As long as you did that, then there is nothing to be worried about.
My up and coming Strider has Kenshin's Hien in it and of course he will be credited.
Doing that is a form of common courtesy to the original author.

Anyway congrats to your accomplishment. The more you develop for mugen the more you will learn and improve.
I will give this a shot and return with my thoughts on this.
Re: MVC-Shin-Akuma
#13  October 17, 2010, 04:38:09 pm
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hi there !
as i promised, i tried to finish this update quickly and here it is.

debug flooding bugs fixed. at least those i could find.

damage increased for the super moves. they do about 1/3 damage now , if the opponent has the same constants
as Shin-Akuma. i.e. life, defense and attack must be the same. but if it still doesnt match , just tell me. but i think it will be ok.

changed the way of flying for the Zankuu Gou Hadou. it looks better when it flies.

whats to come is in the readme.  and if you have another suggestion , then tell me . i am in for something new if its good.


enjoy
Last Edit: October 18, 2010, 06:14:38 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#14  October 18, 2010, 06:17:26 pm
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Jooo !

here is the newest version of him.

many bugfixes, 2 new palettes. and now, only the most obvious supers are chainable.  the rest is in the readme. the readme is pretty cool this time. i tried to make it easy to handle. whats to come next is also in the readme.

but suggestions are appreciated
Last Edit: October 19, 2010, 11:48:11 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#15  October 19, 2010, 10:25:31 pm
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Hi @ all

for those who are waiting for the next version of this Shin Akuma, here a status report :

i replaced the Satsui no Hadou  Hyper Combo with a shorter one. actually,I think its cooler this way and more MVC Like.

fixed a certain bug, in which the special effect that covers his hands when he shoots the Messatsu Gou Hadou didnt dissapear even after the move. in 1.0 he should work with the actual version, too. because Elecbyte said, that this could happen, when you are relying on helpers, when it comes to supers. but in 1.0 , that bug issue was fixed. but i fixed it now and it works for winmugen plus, too.

and i fixed other few bugs shown in debug mode. i cant find any others right now. but i will keep searching often.

i will add the last 2 palettes, and then i will release the next version. so pls have a little patience.

there are more things i wanna do, but lets wait for the next release for that. sry for keeping you waiting.
Re: MVC-Shin-Akuma
#16  October 19, 2010, 10:28:53 pm
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put the download link in the first post of the thread so i don't have to waste time looking for it thanks
Re: MVC-Shin-Akuma
#17  October 20, 2010, 01:25:42 pm
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ok here is the next update for Shin Akuma.

i added a portrait for Satsui no Hadou.

fixed 2 or 3  bugs in debug mode. cant find others atm. just tell me the issues if you find any.

added and changed sound effects. changed or removed hitsparks that were not needed.

added the remaining palettes. now there are 12 finally. i realized, that i am not sitting at a good enough position in front of my computer, so that i didnt see the color depth clearly. thats why i had a look over all palettes and changed the colors to suitable ones.

changed the standardpalette to the one everybody knows. the one with purple Douji and White Hair.

- perhaps some 1 or 2 things i dont remember. but just look in the readme.

whats to come :
 
 - portrait changes in select and vs screen.
 - coloring the image color of the Image of "Wrath of the Raging Demon" to the color of the standard palette.
 - I will make the AI stronger. ( he is supposed to be a bit Better than this, right?)
 - things i dont know right now, maybe.

And now enjoy the update.  Dont forget, that the Link is now updated in THE FIRST POST every time i release a new version.
Re: MVC-Shin-Akuma
#18  October 22, 2010, 08:54:36 am
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Re: MVC-Shin-Akuma
#19  October 22, 2010, 10:42:55 am
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Quote
My only suggestion atm, is that, since he is Shin Akuma, he should have a double zankuu hadouken in the air.

You have a point there. i totally forgot that xDD. in Street Fighter Alpha 3 he also uses 2 Zankuu Hadokens. I could have seen it myself. .. oh well thats why feedback is important. Thx very much and i am glad that he is enjoyable. and he is not finished yet =)
but his moves are complete of course. the portrait is very cool, really. i was thinking about taking this one :
http://www.fightersgeneration.com/characters3/shinakuma-cfe-portrait.gif

which one do you like better ?
i am waiting for you and maybe for others to answer in this. =)

and i did a little tweaking to the Messatsu Gou Shoryu. I increased the time between all the hits in this super move, in order for us to enjoy the move and the hits a little better =)  I think its ok this way. that much for the status report.
I am currently working on the AI . Thats why it could take a while longer. Ive mever done this before but i will give it my best shot.
Re: MVC-Shin-Akuma
#20  October 22, 2010, 03:59:12 pm
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Hmm, for the portrait I think that also depends on your palettes, so far I haven't seen one of yours in that CVS/CFS style. Considering that he's using the SFA alpha/MVC sprites I'd suggest the red hair/purple gi.
Re: MVC-Shin-Akuma
#21  October 22, 2010, 05:43:38 pm
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yeah..i did a Mistake setting the standard palette. the standard palette with the button "a" is supposed to be the one with purple clothing and White Hair. in the latest version here that palette can be selected with "Hold S" + "z"
i fixed that by now, because that cvs / cfs style is the palette that many people know and its very liked. but i didnt release that fix. it will take some time. i am sry for that.
and remember, that coloring the Portraits isnt an issue. i can do that. what i want to say is, we can choose the image we like the most.
wait....
i have an idea : why dont we just chosse both of them ? we could make yours the Portrait in the select screen. and lets take mine for the versus screen., since he looks in the right direction. what do you say ?
if we do that, we should make the Hair Color the same. the purple clothing is ok in both images. thats what i would say at least
Re: MVC-Shin-Akuma
#22  October 22, 2010, 06:16:48 pm
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Nice edit....

 - SGS ko win animation takes a loooong way to finaly start...
 - errrr...am I wrong? I thought Shin Akuma has the double Zankuu Hadouken...
Re: MVC-Shin-Akuma
#23  October 22, 2010, 06:36:12 pm
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Quote
- errrr...am I wrong? I thought Shin Akuma has the double Zankuu Hadouken...

no you are not.
Things i fixed , but DIDNT Release yet.
--  set the standard palette to the one with purple clothes and White Hair. Should have been with the now available release, but i did a little mistake =) so sry for that i will include this with the next update


--  tweaked the AI a little bit. at least that i am able to do now.
--  added the second Zankuu Gou Hadou

--  Colored the image after Wrath of the Raging Demon with the colors of the standard palette. the one after the kanjis.


Quote
- SGS ko win animation takes a loooong way to finaly start...

yeah . i will fix that, too.


all in one, i dont know when the next update will come. pls be patient with me now =)
Last Edit: October 22, 2010, 06:52:06 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#24  October 22, 2010, 09:00:08 pm
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sounds good, I look forward to your next update :)
Re: MVC-Shin-Akuma
#25  October 23, 2010, 01:37:44 pm
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heres an update for Shin Akuma.
unfortunately, the issue with the k.o. winning animation taking too long to show up, isnt fixed yet. i have to think about it how to fix that. but i want to do this. it will come in later versions.

but the rest i mentioned in the last post, are included.

- I will add extra states for Satsui no Hadou, to prevent the opponent escaping this move once he got hit by the first hit.

- I will tweak the AI much more, but you have to be patient there. I am just learning the AI coding. All that i have done before, was obvious to me and experience wasnt needed. But now it is needed and i will take my time here.

- i will add the portraits for select and vs screen, and then coloring them with the colors of the standard palette.
Last Edit: October 24, 2010, 01:31:52 am by Zodiac Uchiha
Re: MVC-Shin-Akuma
#26  November 01, 2010, 12:51:41 pm
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Good shin akuma. Some things i've noticed:

-with the air zanku hadouken hyper move, the game can slow down (and my pc doesnt usually have these problems). Im guessing this is because the hadouken graphic (which seems to be more detailed/different resolution than the normal standing hadouken) is problematic with so many at once on the screen. Personally i'd prefer a similar hadouken graphic to the standing type..... the two styles seem a bit mismatched anyway.

-also with this move, even when it is blocked, you still get the 'marvellous' statement

-Personally i dont think that the hyper portraits are fitting with the mvc style, and just one attractive one rather than multiple ones would be better.

I like this character a lot though and you have made good progress. With a few more tweaks it's a deffinate keeper in any mvc roster
Last Edit: November 01, 2010, 12:55:01 pm by ultraman
Re: MVC-Shin-Akuma
#27  November 02, 2010, 03:41:21 pm
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Thank you. Glad to hear that.

well, at the moment i am doing a little pausing regarding mugen and coding. i am playing other games. Just to make my head free xDD  then, i will continue to study coding and updating Shin Akuma.
 I am aware of the the Tenma Gou Zankuu not matching with the standing gou hadou in visual matters. i am not good in spriting things, but i will do what i can. maybe i can get help of a buddy of mine...

I think there was an option in the Mugen.cfg (or was it system.def???) which allowed more projectiles or helpers being visible in the game at the same time. if your pc is good enough, and i expect it is, then chosse a higher number. i dont tell you that as an excuse , but as a solution for your slowdown problems. i dont have these problems. if that doesnt work, then pls be patient until i start to work with mugen things again.

i will check the issue with the marvelous sound, too.

as for the portraits, i like them very much. but your right. in the MVC series, there is only one portrait for each character. i will choose the best looking one and add it for all supers and hypers. would look strange if shinakuma had more portraits than the others right ? xDD

again, thanks a lot for your kind feedback !
Re: MVC-Shin-Akuma
#28  November 04, 2010, 02:46:11 pm
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Ok, some circumstances made me work on Shin Akuma lately.
thats why i can present a new Update.

if i told in earlier posts that i already changed something, then thats ok. just dont be irritated if they are posted here
again :

- Added Transparency to the Flames in Wrath of the Raging Demon. now Shin Akuma is visible through them and it looks better in general.  I didnt notice it until yesterday xDD

- I fixed the winning pose , which Showed up too late in Shun Goku Satsu and Wrath of the raging demon. I choosed the second winning pose to be played ALWAYS if this two moves were used for killing P2. I did this because the other winning pose looked very odd being shown after the custom winning state animation. it is nearly the same. thats why i choosed the 2nd win. it looks smoother, or more "flowing". dont know the expression right now xDDD  but with the other moves, i left the random method of course.

- Added palette effects to the hit of Gou Hadou for P2. The same ones as in zankuu Gou Hadou.

- And the one everybody was waiting for : i finally changed the sprites of the Tenma Gou Zankuu and Zankuu Gou Hadou. it is the same fireball as the one used in Gou Hadou. i Rotated it 45 degrees to the right.
i removed unecessary effects and changed hitsounds. also, the Zankuu Gou Hadou doesnt cause P2 to fall anymore. I thought this was a little bit too strong.even with two fireballs. =) but P2 reacts to it better now. because he behaves as if he was get hit in the face or upper body. before, he behaved as if he was hit in the stomach. for the Standing Gou Hadou, thats ok. but for the mid air one , i thought it will be better this way. I adjusted the positions and velocity.
You know, i fixed all the stuff that comes up automatically if you change some sprites. but it works great now.

- perhaps stuff i dont remember. take a look at the readme.


next will be the custom state for Satsui no Hadou. to prevent the opponents from escaping once hit by the first move. but that will take a while.
i also didnt forget the portraits, but that can be done later. first priority is to make him work perfectly in game. the good thing is, i dont have any time limit to finish him. but i think this Update will suffice for the time being.

Enjoy The new things now.
Last Edit: November 04, 2010, 03:03:50 pm by Zodiac Uchiha
Re: MVC-Shin-Akuma
#29  November 06, 2010, 09:11:17 pm
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Much better! I realised that when performing the qcf +2k move, the sparks for the initial combo appear in the wrong place though... much lower down than they should. Are you changing the hyper portraits or leaving them?
Re: MVC-Shin-Akuma
#30  November 06, 2010, 09:34:08 pm
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i will check the hitsparks for Satsui no Hadou. and i will add a custom state for p2 in order to prevent him from escaping this move once he is caught in it.

i dont know about the portraits yet...i still have to choose one. also, i will change the vs screen portrait and the select screen portrait.

Re: MVC-Shin-Akuma (updated with Screenshots)
#31  November 08, 2010, 11:26:54 am
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hi there. at this time, i didnt any work until now.

but i updated the first post with Screenshots, so that you can see a little bit of him. the left one is the standard palette. and the right one is one from the game Alpha 3. i tried to make him as original as possible. i think it matches good.
also, the second Screenshot is the move Zankuu gou Hadou. i made especially this screenshot for you to see the changes of the sprite.
atm, i dont have much time to update him. but i will finish him. thats for sure.
Re: MVC-Shin-Akuma
#32  November 09, 2010, 05:50:33 am
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Still liking it, the improvements only help, so nicely done.