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Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009 (Read 7875 times)

Started by XsLaught, June 02, 2009, 03:07:05 pm
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Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#1  June 02, 2009, 03:07:05 pm
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Onslaught v 2.1 and Sentinel v 1.1

http://www.youtube.com/watch?v=v359EJ2bvVg
http://www.youtube.com/watch?v=mTbgZbChe9g





The stage is by P.O.T.S. modified to interact with Onslaught's 2nd Form. It's included with the character. I reripped the stage sprites.
Palettes by SeriousCat
Doorhenge's Apocalypse Now! stage has been modified and included to work with Onslaught.

Changes - 06.05.2009 - Update applies to both as they share the same files.
----------------
  • - Removed Onslaught from showing for Sentinel's continue screen - common.st
  • - Removed ability for Sentinel to switch to Onslaught in training mode - onslaught.cmd
  • - Removed cornerpush from MVC2 Plasma Storm. He didn't have it in MVC2. - sentinel.st
  • - Added explosion sound for Sentinel Force and Sentinel Assist upon destruction. Wasn't in the original game. - onslaught1.st
  • - Gave him lower hit priority (3, Miss) for

      - Hyper Rush - onslaught1.st
     - Claw Crush - onslaught2.st
     - Rushing Arm - onslaught2.st
  • - Following moves are improved in terms of speed by removing ownpal = 1

    - Magnetic Shockwave - onslaught1.st
   - Magnetic Tempest - onslaught1.st
   - Sentinel - F+SP - Rocket Explosion. Removed all those unnecessary ownpal = 1 from the explods - sentinel.st
      - Unsure of how much it speeds gameplay up since I do not have a slow computer to test it.
  • - Added ScreenBound for Hyper Grav Orbs - onslaught1.st
  • - Depowered Sentinel's Super Armor a bit. - common.st
  • - Amplified sounds by 10 Db - onslaught.snd

     - all except intro music and EOH template sounds
  • - Fix Statedef 41 (Super Jump) from freezing - common.st
  • - Fix Statedef 452 (MVC2 - Crouching Strong Punch) - sentinel.st
  • - Change Command for Sentinel's U,D,z to hold D+z- onslaught.cmd
  • - Speed up Magnetic Tempest - onslaught1.st - Unsure since I don't have a slow computer

     - Removed the ownpal = 1. Hopefully this will speed things up
  • - Reduce sprites in Sentinel - sentinel.sff
  • - Implemented failsafes for throws - sentinel.st
  • - Medium throws - sentinel.st
  • - Grab - throws - sentinel.st
  • - Strong throws - sentinel.st
  • - Added compatibility for Doorhenge's XMvsSF Apocalypse Now! stage - with permission - included - -2.st, onslaught2.st, onslaught.air, onslaught.sff
  • - Added compatibility for my own MSHvSF Apocalypse Now! stage since I couldn't get in touch with KFM, I made my own.
  • - Realign Sentinel Special Dust - sentinel.st
  • - Fix Onslaught 2nd Form KO Pos Y - common.st
  • - Fixed stage parallax effect for Onslaught's Sentinel Summon move - onslaught1.st

      - For NYC stage, the 2 Apocalypse Now! stage
  • - Wall hit spark and sound for Sentinel himself - 5030 - common.st
  • - Hit ground anim implemented for Sentinel himself - common.st, sentinel.st
  • - Take damage for moves that attempt to put him in a custom state - -2.st
  • - Rocket Punch - Hits "downed" (falling) opponents - sentinel.st
  • - Reduced the frequency of Sentinel Force used by Onslaught's 2nd Form for his AI.

     - Changed Random < 50 to Random < 30 out of 1000. :-/ - onslaught.cmd
  • - Increase Sentine's stun threshold and make it so he can't be stunned right after being stunned.

    - Changed his threshold to 6000 instead of 3000. This is double the amount it takes for him to become dizzy.
     - common.st, -2.st, -3.st
  • - Reduce damage values for XCOTA D A.SK
  • - HitOverride fixed. Weird how NotHitBy accepts value of SCA to work for everything and HitOverride doesn't.

   - This fixes the opponent attempting to throw and failed.
  • - Added missing "whiff" sound for Onslaught (2nd Form)'s punch
  • - Added option for resurrection for whoever wants him to be cheaper :/

Giving the player his life back for resurrection is still in test. It's worked for me so far.
Go to Statedef 15000 - common.st

in common.st
remove the Null

[State 15000, Resurrection]   ; Remove to remove resurrection
type = Null;ChangeState
trigger1 = !Var(50)
trigger1 = !Time
trigger1 = Life < (Floor(GetHitVar(damage)))
value = 15150
ignorehitpause = 1

  • - By popular demand, separating his form has been implemented if you looked in the code.

in common.st

To play as only his 2nd form

Remove the Null for
[State 190, Onslaught (2nd Form) - Debug]
type = Null;VarSet
trigger1 = 1
var(50) = 1

To play as only his 1st form:

Remove the Null for
[State 190, Onslaught (1st Form) - Debug]
type = Null;VarSet
trigger1 = 1
var(50) = 0

Sentinel

Sentinel has every move he's ever had. It's a combination of both X-men: Children of the Atom and Marvel vs Capcom 2.
He has super armor.
You can also charge his Plasma Storm.
He has his blue fire when flying. I used separate sprites for each of the aerial attacks for this.
All throws and the grab move from X-Men: Children of the Atom.

Get them both at http://www.codejin.com
Last Edit: June 05, 2009, 11:55:42 am by XsLaught
Re: Onslaught v 2.0 and Sentinel
#2  June 02, 2009, 03:20:20 pm
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Woot. I was glad to help, Xslaught.

Now whats this nonsense with Anims and States?

Fail.
Re: Onslaught v 2.0 and Sentinel
#3  June 02, 2009, 04:57:56 pm
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Thank you very much.
Re: Onslaught v 2.0 and Sentinel
#4  June 02, 2009, 07:42:51 pm
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Can I just say THANK YOU FOR THESE!!
Re: Onslaught v 2.0 and Sentinel
#5  June 02, 2009, 07:55:53 pm
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yay for mvc2 onslaught

now to change teh super portraits :P

Spoiler, click to toggle visibilty
Re: Onslaught v 2.0 and Sentinel
#6  June 02, 2009, 08:55:58 pm
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Great characters, but here are some bugs.

-For both of them, the hitsparks seem to be all over the place.
-The sound for both characters seem to be really low.

Sentinel
-When he does his HP throw on some characters, he freezes. Try it on Ryu-X by Limited Moon. The animation just freezes.
-Sometimes when he's about to super jump he freezes.
-When he's crouching and doing his HP beam or missile, after he does the attack he goes back into the standing animation and then back to crouching which he's not supposed to do. He's supposed to stay in crouching after doing the beam and missile attack.
-Sometimes it's really hard to do the D+HP attack in the air when he comes down from above spinning. It just doesn't seem to work always.
-I'm not sure if the super armor was THAT powerful in MvC2. I might be wrong.

Onslaught
-The intro seems to be really short in comparison to the actual game.
-The music for his second form doesn't play like it does in your videos.
-The magnetic tempest hyper seems to slow everything down.
-Onslaught didn't have a super meter in the original game. He could do every move at will.
Last Edit: June 02, 2009, 09:30:23 pm by Lord Vader
Re: Onslaught v 2.0 and Sentinel
#7  June 03, 2009, 04:11:21 am
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Thanks for the report.

I'll amplify the sounds in the next update. I thought they were a bit soft myself at first but I thought nothing of it since they were direct rips from Nebula Jukebox at max volume.

For the Ryu-X problem. I was wondering why it happened. The problem is within Ryu himself.

[mcode][State -2, Ryu's Rave (Can't be hit)]
type = Nothitby
triggerall = stateno = [923,959]
trigger1 = 1
value = SCA, AA, AT, AP, HA, HT, HP, SA, ST, SP
time = 1
ignorehitpause = 1[/mcode]

The state should be in Statedef -3, triggering only in his own state [923, 959].
I also use these states for Sentinel's throw.

The crouching beam is a minor fix. Something I forgot to do when copying and pasting. I can fix it in the next update or you can fix it yourself.
In sentinel.st
[mcode]
[State 425, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0 ; Change to 11
ctrl = 1[/mcode]

The freezing when doing a Super Jump is also a minor fix. Something I also forgot.
It's within Statedef 41.

Under Statedef 41, remove any + 30000 * Var(33). I forgot to remove it.

In common.st
[mcode][State 41, Sentinel - VelSet]
type = VelSet
trigger1 = Anim = 40 + (1500 - (SysVar(1) = -1)) * Var(40) [remove]+ 30000 * Var(33)[/remove]
trigger1 = !AnimTime
x = 3 * (SysVar(1) = 1) - 2 * (SysVar(1) = -1)
y = IfElse(PrevStateNo = 240 || PrevStateNo = 251, -14, -16)

[State 41, Sentinel - PlaySnd]
type = PlaySnd
trigger1 = Anim = 40 + (1500 - (SysVar(1) = -1)) * Var(40) [remove]+ 30000 * Var(33)[/remove]
trigger1 = !AnimTime
value = 41, 0

[State 41, Explod]
type = Explod
trigger1 = Anim = 40 + (1500 - (SysVar(1) = -1)) * Var(40) [remove]+ 30000 * Var(33)[/remove]
trigger1 = !AnimTime
ID = 7140
anim = 7140
postype = p1
pos = 12, 60
bindtime = 1
removetime = -2
ownpal = 1
scale = Const(size.xscale), Const(size.yscale)
sprpriority = 2
;scale = 1.20 - (Time * 0.15), 1.54 - (Time * 0.15)

[State 41, Sentinel - ChangeState]
type = ChangeState
trigger1 = Anim = 40 + (1500 - (SysVar(1) = -1)) * Var(40) [remove]+ 30000 * Var(33)[/remove]
trigger1 = !AnimTime
value = 50
ctrl = 1[/mcode]

To perform the aerial body slam attack. The command is U+D+HP. I think that's what it was in XCOTA. I may be wrong.

I don't know what you mean by hitsparks all over the place? They just appear when there's a hit?
The slowdown of Magnetic Tempest depends on the computer. My computer shows no slowdown.

However, this will probably speed things up for anyone with a slow computer

In onslaught1.st
[mcode][State 11301, Projectile]
type = Helper
trigger1 = AnimElemTime(131) < 0
trigger1 = !(GameTime % 4)
name = "Magnetic Tempest - Projectile Generator"
id = 11310
pos = 0, 0
stateno = 11310
ownpal = 1[/mcode]

remove ownpal = 1

Again these fixes are minor and will be in the next update or a patch.

Onslaught has 2 intros.
- One against those not from MVC1 - shorter intro since there's no textbox
- One against those from MVC1 - longer intro since there's conversation.

If it's the one with special intros I'll take a look at it.

Onslaught was given a power bar limitations in the playstation version of MVC1. We wouldn't want him to perform his D,DB,B+K+K (Sentinel Summon) move constantly...or perform the other overpowered moves constantly. Mind Blast Hyper, Magnetic Shockwave, and the Partner Change moves were changed to Hypers in the playstation version.

The music is only for the video :P. To have 2 different BGMs for a character would require it being implemented within the SND file. I didn't put it in since some people may prefer not to have it on or have their own BGM playing.
Re: Onslaught v 2.0 and Sentinel
#8  June 03, 2009, 06:10:24 am
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Thanks. For the spinning dive, it's only D+FP, not U+P+FP.
Last Edit: June 03, 2009, 08:10:50 am by Lord Vader
Re: Onslaught v 2.0 and Sentinel
#9  June 03, 2009, 06:18:36 am
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one of the OG creators back in the dev days  :o good stuff keep it up old man
Re: Onslaught v 2.0 and Sentinel
#10  June 03, 2009, 06:32:26 am
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I found another bug. When you pick a character up by pressing D+FP and then try to throw them, it gets messed up. The character being thrown gets stuck in one animation. Here are pics.





MDI

Re: Onslaught v 2.0 and Sentinel
#11  June 03, 2009, 07:08:42 am
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Wow..this Onslaught is just perfect! The compatibility with the NYC stage is pretty damn awesome as well! I played a few matches against him and he pretty much destroyed me several times. Haha.

Great job.  :D
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Actually you racist ass, rap was a good choice for that particular trailer.
Re: Onslaught v 2.0 and Sentinel
#12  June 03, 2009, 10:01:48 am
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I just want to thank you for these characters. Only tested Onslaught for now, but you did a damn good job, with all the interactivity, 2 chars in 1 (or rather 3 with Sentinel), the music, etc. :)
Re: Onslaught v 2.0 and Sentinel
#13  June 03, 2009, 08:14:43 pm
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Here is a video review of Sentinel

http://www.youtube.com/watch?v=ybNYAX3VZoY

In the video you will see most of his unique moves, first in AI Watch mode, then later for a better look in Training mode.

The video has video annotations throughout it, as well as a more detailed discussion at the main YouTube link.

Here is the feedback portion of that discussion:
There are a couple minor issues with him, but that does not take away from the enjoyment of this character. As I said before, if you are looking for a boss version of him, the AI will not fit. Also like I said before, I had a few control responsiveness issues here and there. The readme is a little bit lacking, as I could not figure out the fire a missile from your mouth move and would have liked a little more on the unique moves you can do in the air. The thing that stands out the most will only hit those of us with weaker computers, as he is so large he can lag a little, due to some effects thrown in the file that are for future use in an open source capacity. XSlaught has said he plans to optimize the file a little more, so look for an update on all that. Like I said, very fun to play with and you will love the conversion from MvC2.
Last Edit: June 05, 2009, 09:13:23 pm by volzzilla
Re: Onslaught v 2.0 and Sentinel
#14  June 03, 2009, 09:34:58 pm
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I'll have an update out soon to fix all current issues and add compatibility to Apocalypse's stage. All the throw issues have been fixed. I added a fail safe in case the throws does fail at first try so it'll work with characters like Ryu-X. ALso fixed this bug where he shows Sentinel for 1-2 ticks upon KO and going to ground level when KOed for his 2nd form.

Hopefully KFM won't mind me adding compatibility for his MSHvsSF Apocalypse stage. He has the Pos Z ID set already for it so no need for me to do anything with it.

I just need to find an opensource XMvsSF Apocalypse stage or make one before releasing the update.
Last Edit: June 03, 2009, 09:38:06 pm by XsLaught
Re: Onslaught v 2.0 and Sentinel
#15  June 04, 2009, 12:55:01 am
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Well, I've been waiting for a good Sentinel, and this one... comes close, actually. I'm not used to pressing back for the X-Men COTA moves to work, but okay.
However, his normal moves are insanely powerful. His jumping d+HK takes more damage than even his supers. I actually had to severly depower him in order to have some fun playing as him, else each fight would only take seconds (and I'm not sure, but POTS's Geese for example shouldn't be beaten within seconds).
What else... his LP Rocketpunch doesn't hit downed opponents when it should (at least that's how it worked in X-Men). Once Sentinel starts flying he usually won't stop. And even if he does (or is made to) a simple jump is enough to make him fly again (and I'm not sure, but shouldn't flying reduce his powerlevel somewhat?). During his bubble-prison winpose, the bubble will at times move to the wrong side of the Sentinel. Oh, and Onslaught appears in the continue screen (apparantly, Sentinel has still got a lot of Onslaught's stuff, as he can transform into Onslaught's second form in training mode by pressing taunt while jumping).
Still, it's the best Sentinel I've seen so far. Nice job. :)

About Onslaught... I'm not sure how it would work in Mugen, but can't you prevent characters from grabbing him?
Last Edit: June 04, 2009, 12:58:52 am by Toni
Re: Onslaught v 2.0 and Sentinel
#16  June 04, 2009, 01:20:38 am
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this it nice but

Sentinel is too weak... because his keep get stun too easy, after he get stun by a combo he will get stun again and again with the same combo. it is to say if he get stun just one, he alrady lose  --;

he shouldn't get stun again untill he regain control.

stun shouldn't use as a safety to get away from combo, it should be a weakness that you try to avoid not try to get stun just to break of combo.



and for Onslaught he movement a little fast and with those power it a little overpower but I don't mind if you like it this way.

Also "All the throw issues have been fixed" is it include issuses about other try to throw and custom state Onslaught ?
because you don't use hitoverride many attack don't make any damage at all.
exsample "Misogi" lv3 super of ShinGouki of PotS this move will put you in custom state when it hit.
but your Onslaught just selfstate (that what i think) out of it so it take 0 damage.
and that include many other attack that not a throw but use targetstate.

As he is right now it kinda like a broken cheap char. so try to use hitoverride.
what more.. I don't know what did you do but some attack of other char deal less damage that it should. when your char deal this must damage you shouldn't give him to must extra defence.


for now it no fun to fight Onslaught at all. most of the attack seem to cause no damage. it feel like fighting RareAkuma, a joke char that to have fun but can't get fair fight out of him.


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Re: Onslaught v 2.0 and Sentinel
#17  June 04, 2009, 03:03:50 am
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The damage values were all taken using Artmoney. Whatever they were in game, I divided by 144 or 145 then multiplied them by 999 to convert them to Mugen values. Sentinel's XCOTA moves does more damage than his MVC2 moves so I reduced some of them. I'll look into some of the other moves.

Onslaught's defense is set to 135 like how he was in the original game.
http://randomselect.piiym.net/forum/index.php?topic=1974.0
all damage taken is multiplied by 100/135.
In the original game, you could use both characters and recover life against him which made fighting him a bit easier. Not to mention starting off with a full power bar.

As for disabling throws from the opponent, I'll try to implement a reversaldef. It wouldn't feel right though since it's not a counter move. It should really be coded in the character trying to throw...if the target selfstates himself then the thrower should know it failed within his or her code.

Onslaught should never be put in a custom state which is why I selfstate everything. I did use hitoverride for both of Onslaught's forms. However, I've just added a way for him to take damage for moves that attempt to put him in a custom state if they have damage values set for the 1st hit. Thanks :).

For the flying meter. I tested it out in MVC2's training mode. It doesn't drain his powerbar. I counted the amount of seconds he stayed flying in XCOTA and that's how long he stays flying each time he uses fly.

I'll be removing Onslaught's stuff for the next update of Sentinel. I left them in there in case someone felt like coding switching to Onslaught as a hidden character by selecting Sentinel.

Onslaught's velocities were taken using Artmoney. His 2nd form's flying movement should be a bit faster according to Artmoney, but it just didn't feel right when playing.

I don't know why his LP Rocket Punch isn't hitting downed opponents. I have D for downed opponents in the hitflag. I'll look into it.
Last Edit: June 04, 2009, 03:35:31 am by XsLaught
Re: Onslaught v 2.0 and Sentinel
#18  June 04, 2009, 04:19:43 am
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uh your hitoverride really aren't working  --;

Code:
[State -2, Super Armor - HitOverride]
type = HitOverride
trigger1 = Var(50) = [0, 1]
time = 1
attr = SCA
stateno = 15000

it not gonna work it not like nothitby

Code:
[State -2, Super Armor - HitOverride]
type = HitOverride
trigger1 = Var(50) = [0, 1]
time = 1
attr = SCA,AA,AP,AT
stateno = 15000
ignorehitpause=1

try this it work perfect and it also fix the grab and throw issue


one more thing don't forget about Sentinal's stun issue.


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Re: Onslaught v 2.0 and Sentinel
#19  June 04, 2009, 06:33:00 am
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Would you consider swapping his fierce and roundhouse with his middle kick and punch? What I mean is that the way hes set up now its kind of awkward to execute combos. You have to skip over the middle punch and kick to do certain combos. I think it would make for more fluid game play to swap them around. That might take awhile since you'd have to do it for all the variations (standing, crouching, air) but I think it would improve game play. Other than that this is great stuff. I was around when you were first posting stuff. Glad to see your still at it!
Re: Onslaught v 2.0 and Sentinel
#20  June 04, 2009, 10:33:24 am
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Second Form causes mugen to crash sometimes.

I don't know what's causing it.
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Last Edit: June 04, 2009, 06:13:26 pm by Gate Man
Re: Onslaught v 2.0 and Sentinel
#21  June 04, 2009, 10:45:27 am
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yeeeeah Xslaught, excellent releases!! couldn't wait for this since you told me in PM ;)

ill surely test them when i ll have time
Re: Onslaught v 2.0 and Sentinel
#22  June 04, 2009, 06:42:46 pm
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Would you consider swapping his fierce and roundhouse with his middle kick and punch? What I mean is that the way hes set up now its kind of awkward to execute combos. You have to skip over the middle punch and kick to do certain combos. I think it would make for more fluid game play to swap them around. That might take awhile since you'd have to do it for all the variations (standing, crouching, air) but I think it would improve game play. Other than that this is great stuff. I was around when you were first posting stuff. Glad to see your still at it!

There's no sense in changing the way a character is supposed to be. If you personally are having trouble with your combos, then just use the button remap option in the character's cmd file.
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Re: Onslaught v 2.0 and Sentinel
#23  June 05, 2009, 12:02:16 am
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Spoiler, click to toggle visibilty
I  completely agree with this feedback.  Form 1 randomly takes no dmg from attacks and form 2 is unbelievably overpowered.  I'm glad I kept the preupdate version until you can work out his flaws.  I think the playable sentinal is a great idea though and hope to see a more balanced Onslaught in the future.  Also his charge attack in form 1 can actually cancel opponent's hypers in the middle of being hit and takes off atleast 200-300 dmg.  Maybe umm...fix the priority/number of hits on that
Re: Onslaught v 2.0 and Sentinel
#24  June 05, 2009, 01:33:10 am
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Would you consider swapping his fierce and roundhouse with his middle kick and punch? What I mean is that the way hes set up now its kind of awkward to execute combos. You have to skip over the middle punch and kick to do certain combos. I think it would make for more fluid game play to swap them around. That might take awhile since you'd have to do it for all the variations (standing, crouching, air) but I think it would improve game play. Other than that this is great stuff. I was around when you were first posting stuff. Glad to see your still at it!

There's no sense in changing the way a character is supposed to be. If you personally are having trouble with your combos, then just use the button remap option in the character's cmd file.

I'll agree to disagree.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#25  June 05, 2009, 12:01:48 pm
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Sideways,

I would if Sentinel didn't have so many basic moves. It's hard to decide how the moves should be done.
He wouldn't have the XCOTA feel to his aerial MP and aerial MK where you can control the direction of the kick and also pushing down + MP for slamming down.

Both characters have been updated with all suggestions I've found. The defense value has been kept the same since it's the way it should be. He's beatable. I got him down to 10% of his 2nd form's life with his resurrection enabled using Cyclops before I enabled returning P2's life to max.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#26  June 05, 2009, 01:01:21 pm
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now that is a real nice boss char  :D

but somehow my Bloodbane deal less damage when he fight Onslaught. don't know why but it end up became a good fight because of that  ;D Even I'm controlling Bloodbane myself, i almost die sometime. but if it D.Dragon (Black Bloodbane) it's another story  ;D


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Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#27  June 05, 2009, 02:30:30 pm
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Just a little thing : when Onslaught hits for the first time in a round, the "first attack" explod always displays, even if Onslaught isn't the first one who has hit in this round. May happen with Sentinel too, didn't test.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#28  June 05, 2009, 03:58:27 pm
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Onslaught seems to crash in arcade mode if you win with him in his second form it randomly happens after you win with him. You hear mugen about to show you the next match or you just see a blank screen with the sound of the intros, then mugen closes.

Hope this can be fixed.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#29  June 05, 2009, 07:47:52 pm
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now that is a real nice boss char  :D

but somehow my Bloodbane deal less damage when he fight Onslaught. don't know why but it end up became a good fight because of that  ;D Even I'm controlling Bloodbane myself, i almost die sometime. but if it D.Dragon (Black Bloodbane) it's another story  ;D

I implemented a "fairness" thing for Onslaught. If your life is set above 1000, his defense will be adjusted for it. This was first implemented to make the fight seem more fair against Rare Akuma because his life was 2000 and also against other cheap characters with life above 1000. His 1st form can't handle Rare Akuma but his 2nd form can rarely.

As for the first attack thing, might be a bug with the EOH template. I copied and pasted directly from it. Will look at it.

For crashing, I solved it. The problem is State -3 summons his Head in match 2 before the variables are reset then immediately destroys it along with all of the other body parts. This causes the crash.

In State -3 put in this trigger

In
[mcode][State -3, Head]
type = Helper
trigger1 = Var(50) = 1
trigger1 = !NumHelper(20300)
trigger1 = Alive
trigger1 = !Lose
trigger1 = RoundState > 0 || RoundsExisted ; Add this in
name = "Head"
id = 20300
stateno = 20300
keyctrl = 1
ownpal = 1[/mcode]
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#30  June 05, 2009, 10:45:24 pm
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Ok I found some more problems for sentinel. These are mostly accuracy issues.

Sentinel
-His standing medium kick and high kick shouldn't be the same like that. Same thing for his jumping low kick, medium kick, and strong kick. They should all be different. Play COTA to see what I'm talking about.
-This is for the move where if you hold medium punch while in the air sentinel does an overhead arm blow. Based on COTA, if you super jump and do this move, you're supposed to be able to move back and forth while you hold medium punch. Your sentinel doesn't do that.

Onslaught
-How do you exactly make the song for his second form play like you did in the video? You said something about the .snd file? Suppose I am only gonna use him in his own stage, if that makes it easier.

But other than that thanks for fixing the other problems.  :sugoi:
Last Edit: June 05, 2009, 11:03:52 pm by Lord Vader
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#31  June 06, 2009, 12:32:22 am
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    • www.angelfire.com/moon2/ned
Thanks for the fix

Onslaught (2nd form) also has a bug when he does his "behold my mighty hand" move sometimes he goes all the way back to do the move but doesnt go forward again, ive noticed this when i quickly moved onslaught behind the opponent and did the move. At the time the opponent was dashing forward as onslaught was going back and onslaught appeared suck at the end of the stage without returning.

Hope i explained it properly
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#32  June 06, 2009, 02:00:45 am
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This update helps a lot, thank you.  However, I have noticed that you can hit the hyper grab spheres and make them disappear but you can still be caught by an invisible one.  It's kind of hard to explain but hopefully you get what I mean.

Otherwise though the characters are both much improved.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#33  June 06, 2009, 02:26:35 am
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This update helps a lot, thank you.  However, I have noticed that you can hit the hyper grab spheres and make them disappear but you can still be caught by an invisible one.  It's kind of hard to explain but hopefully you get what I mean.

Otherwise though the characters are both much improved.

Yeah I noticed it. It was a small thing I forgot to change.

in onslaught1.st
Find

[mcode]
[State 11214, DestroySelf]
type = DestroySelf
trigger1 = !NumHelper(11210) && !NumHelper(11211) && !NumHelper(11212) && !NumHelper(11213)
trigger1 = Time = 201 ; change to trigger2 = Time = 201[/mcode]

The standing medium kick and standing strong kick are different.
the SMK is from XCOTA where the number of hits depends on the bombs.
the SSK is from MVC2 where it is the launcher.
Jumping LK and SK are all from MVC2. The XCOTA versions are done by holding back then doing the moves.

I'll add the medium punch thing to the list of stuff to check for the next update.
For the 2nd form music, if I were to add any long music like that into him, it'd make the SND file about 20+ MB or so. I would imagine this may slow down gameplay also. I may leave it as an option for users to compile their SND to make their own music play for his 2 forms but that would greatly increase the file size adding all the .wav files.

I'll also look at the "Behold My Mighty Hand Move"...if it happens against various players then it's something within my code.

Next update won't be for awhile. Depends on how much needs to be fixed. I'll also open the opportunity for anyone who wants their stage to be made compatible for Onslaught and a future Apocalypse update/remake before the next update. It has to be implemented in both the character and the stage.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#34  June 06, 2009, 03:07:39 am
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  • Origin of Darkness
    • www.freewebs.com/demandforce/

I implemented a "fairness" thing for Onslaught. If your life is set above 1000, his defense will be adjusted for it. This was first implemented to make the fight seem more fair against Rare Akuma because his life was 2000 and also against other cheap characters with life above 1000. His 1st form can't handle Rare Akuma but his 2nd form can rarely.


the thing is some normal char have they life more than 1000.

exsample

GM's SF3 Gill has 1088
Blade 1100
hauzer 1500
and other more

so I believe you should set it to 2000.


† Today you beg for your life, but one day you will beg me for your death †
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#35  June 06, 2009, 05:39:49 am
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  • LAUGHING ALBINO CHIPMUNKS. That is all.
I love the work you've done on these characters.  I have not come across a better version of either.  In MUGEN, when creators make a straight-up faithful adaptation of a character, they are said to have done a good job.  You have done a great job.  Each character plays well and contains extra material that looks cool and not out of place, either.  Thank you so much for sharing these with us.   :)
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#36  June 06, 2009, 10:44:59 am
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  • The squirrel. It's that awesome.
Do I need Fighter Factory to make the changes?  I can't seem to find State -3 or the other things.
  Feel the love.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#37  June 06, 2009, 10:47:13 am
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open the following file to make the changes:

-3.st

and be sure to delete or null this:


[mcode][State -3, Head]
type = Helper
trigger1 = Var(50) = 1
trigger1 = !NumHelper(20300)
trigger1 = Alive
trigger1 = !Lose
name = "Head"
id = 20300
stateno = 20300
keyctrl = 1
ownpal = 1
[/mcode]
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#38  June 06, 2009, 11:35:35 am
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You don't want to delete or null it unless you are just making it pure form 1

in -3.st add in
[mcode]trigger1 = RoundState > 0 || RoundsExisted[/mcode]
to the list of triggers to what's posted above right under [state -3, head]

The archive has been reuploaded with that small change earlier in the day so you may not need to make the change.

Just open -3.st with notepad. I use notepad+ which works the same.
The Hyper Grav fix is in onslaught1.st. It'll be in the next update awhile from now.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#39  June 06, 2009, 10:57:24 pm
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A few things:

1) Onslaught is replaced by Sentinel in his own continue screen.
2) Not a big deal, but Onslaught will not die if F1 is pressed.
3) I have DonRamon's Onslaught stage and would like to use that instead of the one provided.  Will it work perfectly if I just change the p1/2startz values to 26 for that stage?
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#40  June 07, 2009, 12:07:25 am
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Thanks XSlaught for the fixes.  It's nice to have feedback addressed so quickly and easily.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#41  June 07, 2009, 07:12:27 am
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A few things:

1) Onslaught is replaced by Sentinel in his own continue screen.
2) Not a big deal, but Onslaught will not die if F1 is pressed.
3) I have DonRamon's Onslaught stage and would like to use that instead of the one provided.  Will it work perfectly if I just change the p1/2startz values to 26 for that stage?

1. I already found the big. On the list of things to fix for the next update. It's only for his 2nd Form.
2. This isn't something that can be fixed without severely interfering with the way he plays. I use a variable to keep track of his life points because of the Sentinel Summon hyper.
3. You can play around with it. The stages I have all have delta 1 for x for the floor. Yes, put in p1/2 startz to 26 and -26 to identify the stage as the NYC stage first. Then you have to reposition the floor in onslaught2.st and also -2.st.
Re: Onslaught v 2.1 and Sentinel v 1.1 Updated 06.05.2009
#42  June 07, 2009, 07:19:01 am
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A few things:

1) Onslaught is replaced by Sentinel in his own continue screen.
2) Not a big deal, but Onslaught will not die if F1 is pressed.
3) I have DonRamon's Onslaught stage and would like to use that instead of the one provided.  Will it work perfectly if I just change the p1/2startz values to 26 for that stage?

1. I already found the big. On the list of things to fix for the next update. It's only for his 2nd Form.
2. This isn't something that can be fixed without severely interfering with the way he plays. I use a variable to keep track of his life points because of the Sentinel Summon hyper.
3. You can play around with it. The stages I have all have delta 1 for x for the floor. Yes, put in p1/2 startz to 26 and -26 to identify the stage as the NYC stage first. Then you have to reposition the floor in onslaught2.st and also -2.st.

Yeah, all I needed to do was raise the floor by 3 pixels and it was perfect.  I just wanted to make sure if I needed to do anything else.

Also, there is a glitch regarding the Sentinel Missiles.  Whenever an opponent creates a helper after they launch their bombs, that helper will appear attached to where the bomb explosions are and can cause the game to crash in some instances.  An example below:

Spoiler, click to toggle visibilty

This happens when a helper is destroyed and a helper of that helper is left without a parent.  You can solve this by making the Sentinel Missiles last longer than the bomb explosions.