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Samus Aran by Varia31 Patch 3.2 Released! (Read 21465 times)

Started by Varia31, September 11, 2013, 10:28:12 pm
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Samus Aran by Varia31 Patch 3.2 Released!
New #1  September 11, 2013, 10:28:12 pm
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Aaaand, here we go! A VERY special thanks to BaganSmashBros for the AI patch, The bug where she could move before the round begins has been remedied. Enjoy! See below for changes. I do not plan on working on her again otherwise.

Video preview.
http://www.youtube.com/v/waChIwVfguM

UPDATED 8/6/2014

->DOWNLOAD UPDATE 3.2 HERE!<-

***

NEW
-Now has two guard push options! Pressing y+z when getting hit while guarding will initiate a Plasma Beam shot to ward off or knock down the enemy. Pressing x+y while guarding when the enemy is close will trigger a one handed grab where Samus will lift the opponent into the air, and then toss them across the stage.
-Range on standard grab has been increased a bit, so grabbing should be a little easier.
-Numerous attack property tweaks! Crouching Cannon Exploder now launches straight up, so you can follow up with attacks like Shinespark and Screw Attack. If you want to see combos like this in action, the AI can show them off for you. ;)
-Fixed the length of Samus' "jump start" frame, so she jumps immediately now. Previously, it took her half a second, making her jump rather sluggish.
-Jump height is slightly higher now.
-Run speed is faster.
-In addition to hitflag/guardflag and damage tweaks, attacks such as the Grapple Beam trip are a bit faster, and more reliable. So pretty much all of her attacks can be pretty useful in their own way now.

Enjoy the changes!

NOTE: Alternate Idle stances or intros are activated by using an alternate palette.
Last Edit: August 13, 2014, 01:28:28 pm by Varia31
Re: Samus Aran by Varia31
#2  September 12, 2013, 03:38:31 am
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It's great to see another Samus being made for Mugen.  :yes:

The edited texture that you've added is a tad too pixelated IMO.  Judging from the video, she has white pixels outside of many sprites as well.  Perhaps you should clean her sprites and simplify/index her colors better.  You could also maybe tinker with your previously mentioned texture method.  As of now, her sprites remind me of Doom Guy from the Doom series.

Her animations are actually pretty well done.  Sure, they could use some work here and there but I applaud you on the smoothness of her anims.  ^_^

I'm really looking forward to seeing how your project shapes up man.
Good luck!  :2thumbsup:
Re: Samus Aran by Varia31
#3  September 12, 2013, 05:05:02 am
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Have to agree with micah here, the project looks promising. A minor nitpick, but you should think about getting different explosion fx for the morph ball and arm cannon attack. In my opinion it seems a bit unappealing. Also what did you have in mind in terms of her moveset? Are you gonna be mixing different weapons and abilities from the metroid games, or are you sticking to one game?

I wish you luck on the project!
Re: Samus Aran by Varia31
#4  September 12, 2013, 05:22:34 am
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I'd love to see this in CvS style.


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Re: Samus Aran by Varia31
#5  September 12, 2013, 05:37:55 am
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Oh a Samus character :yippi: As Samus, she has a lot variety in terms of arsenal. You can try adding the best of her moveset. Good luck on your proyect
Re: Samus Aran by Varia31
#6  September 12, 2013, 10:50:18 am
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Thank you for the feedback and critiques guys, it means a lot knowing I'm on the right track, and I could use all the help and tips I can get.

@TRUEMicah Her edited texture is part of the 3D model itself. I didn't edit the coloring of the sprites. And it does look a bit pixelated, but that's to blame for having to resize the snapshots I took. Honestly this was the look I was going for though: a pre-rendered sprite look similar to Donkey Kong Country. I've done too much on her sprites to want to change anything by now. I have also cleaned up the extra white stuff you mentioned. Thank you though!

@Cryonemisis Her arm cannon explosion attacks I may leave as is, since when I first started this it was one of her earliest attacks and I didn't know about separating the effect at the time. The explosion frames are part of the sprites themselves. Now, maybe I could see about overlapping the sprites with better looking effects, but I'll see. The Morph Ball bomb explosion is an easy replacement though, I could probably find a blue one, like a call back to the Metroid Prime trilogy. ;)

Her weapons will mainly be from one game, as more of just her iconic weapons. She has her missile and Power Beam, as you can see in the video, but she will also have her Super Missile, Wave Beam, and Plasma Beam. Those will be performed with directional command inputs. I'm wanting to do her charge shot for her Power Beam for at least her standing and crouch positions. Perhaps I'll see about her Light and Dark Beams too, but I didn't consider those originally. She will also have her Ice Beam, but it'll be reserved for her level 2 Super attack.

Planned Supers as follows:
Level 1 - Counter Attack: Think Alucard Batman's counter Super. Samus will stand in a ready position, and of struck, will retaliate with a Lethal Strike, pinning the enemy down for a point blank shot.

Level 2 - Speed Booster Barrage: She'll freeze her enemy with the Ice Beam, then run off screen, then run back and forth ramming with the Speed Booster, then finish by grabbing her enemy, shinesparking upwards, then hurling the enemy down to the ground.

Level 3 - Power Bomb: Speaks for itself. She lays a Power Bomb that covers a large portion of the screen, doing a large amount of damage.

I will probably need help with the Supers though. I have a few more attacks I need to give her, aside from more weapons, but just last night I added the ability to shoot diagonally downward in the air. She does a triple Power Beam Shot, and with the missile, a single one.

Again, thank you for getting back to me on this. I appreciate it! I do have a question though, would any of you be able to help me with a couple of the problems I mentioned in the second video? The one with Samus not getting up, and her "Lie Dead" animation not playing?
Re: Samus Aran by Varia31
#7  September 12, 2013, 03:13:22 pm
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For coding advice, your best bet would be visiting the Mugen Development Help section.
There are a few coding Gods experts there that would love to assist you.  :yes:
Re: Samus Aran by Varia31
#8  September 12, 2013, 04:23:01 pm
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Okay, thanks!

The jumping downward missile is now functional. I must say it makes for good techniques with hopping backwards and launching a missile at someone's foot real quick. Good for keeping enemies guessing and working as a bit of a keep away move. She's starting to tank some serious firepower! Good thing I made her projectiles relatively weak. It pays off better to use her melee.
Re: Samus Aran by Varia31
#9  September 12, 2013, 05:12:41 pm
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In a future when I will have lots of free time I will convert these to CVS lol -dreams
Re: Samus Aran by Varia31
#10  September 15, 2013, 02:14:02 pm
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Okay, quick update! Samus' Wave Beam and Plasma Beam are now working. To fire the Wave Beam, you hold away from your opponent when you press the beam fire key , and then keep on pressing, but she has a slow start up before firing. Same with the Plasma Beam, which is stronger, but has a slower start-up, and you hold forward instead. For some reason the Wave Beam won't play it's sound effect when fired, despite being coded to use the sound, which is a WAV format, as per the recommended format. There must be something I missed, or a problem, and I'll just have to find a different sound or change its index.

Now I need to work on her last two air attacks, her last two crouch attacks, her throw, and then her Super Missile. Once I do those and I iron out the problem with her not getting back up, she should be about ready for a Beta release! Oddly enough, it seems to depend on the type or strength of attack she gets hit with that decides whether she stays down or not. Sometimes it's possible to trigger her recovering by hitting her while she's down, but sometimes her CLSN box doesn't function properly, making her untouchable. I should probably check and make sure all CLSN boxes are placed correctly.
Re: Samus Aran by Varia31
#11  September 15, 2013, 05:32:24 pm
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Wow, this samus looks beautiful and easily the best mugen version of her that I have ever seen, I love the super smash Bro's version of her as well its my fave of them all personally  8) :) and I would definitley replace any samus in my roster at the moment with this one when it gets released, it already looks Awesome and I am really looking forward to this character personally :yippi: 

well done Varia31 and good luck with samus as well I think you are definitley on the right track as well by the way and I think she will be really Awesome when she's finished  :2thumbsup: :D

and just one question: will she be released for winmugen or mugen 1.0 just so I know which section of the site to look out for her as I am really excited about this character personally so just wondered

and again good luck with her Varia31.... she's looking great so far :)
Re: Samus Aran by Varia31
#12  September 15, 2013, 07:06:36 pm
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@galactus Thank you! She is my very first character for MUGEN, so I'm hoping to leave a good first impression my making Samus to the best of my ability. The MUGEN version she is going to released for (and is being being developed in), is MUGEN 1.0.

I still need to finish some more of her moves and fix a problem with her getting back up, and I should release a beta. I have some Super attacks for her too, but I'll probably do those after I've released the beta (and I've taken a bit of a break lol). I may do at least one Super, but we'll see.
Re: Samus Aran by Varia31
#13  September 16, 2013, 07:22:02 pm
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Dont Worry Varia31 I am sure that this samus will make a great impression especially for your first character, I know Im impressed :) I think your Samus looks like the Best version of her for mugen yet personally ;)  .......and thanks for letting me know which mugen she will be released for as I am definitley looking forward to this character and will keep an eye out for her release :yippi:

I dont blame you for wanting to take a break after releasing a beta either, looks like there's a lot of work involved....... and I think the beta will be Awesome anyway :D

and good luck with fixing her getting up problem as well by the way :)
Re: Samus Aran by Varia31
#14  September 17, 2013, 06:37:08 pm
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Okay, quick update. I fixed the issue with Samus being stuck in the lie down position. It was a simple mistake. Apparently I had her "Lie Down" animation set to -1. I have no idea why I did that, that was just plain stupid. Looking back, I did that when I was still early into this. Thankfully I'm getting a better understanding as to how some things like that work. Now I can finally work on the rest of her without having to worry about that! lol
Re: Samus Aran by Varia31
#15  September 18, 2013, 04:08:39 am
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Great, well done Varia31 :2thumbsup: I for one am really glad that you managed to fix that problem personally :yippi: :) (it was a bit worrying :( )
Re: Samus Aran by Varia31
#16  September 18, 2013, 11:17:08 am
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Oh, believe me, it was worrying me too. Whenever I would take Samus through a test run in arcade, it was proving to be a crippling problem. I'm so glad it's fixed now. I was thinking it was something wrong with the coding, but it was just the easy to overlook little mistake (it always is!). lol

I have also sped up her melee attacks so that she can somewhat combo, and she just generally moves a bit more like a MvC character in terms of speed. So add that to that problem being fixed, and she has a much better fighting chance now. I've also given her a throw, but it needs fixing up.
Re: Samus Aran by Varia31
#17  September 18, 2013, 07:51:42 pm
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Sounds Great Varia31, your doing really well with her :2thumbsup: 8) :)
and I wish you the Best of Luck with finishing the remaining things that
need doing on her as well ;) :)
Re: Samus Aran by Varia31
#18  September 18, 2013, 11:53:55 pm
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Thank you. Right now I'm having trouble getting her dash attack to work, but I also plan on giving her the Charge Beam to use. After I finish her attacks, I'll try to do at least one Super attack, and then she'll be ready for a beta!

EDIT
Her dash attack works now, and it's pretty awesome! It's a short burst of her Speed Booster to ram enemies with!
Last Edit: September 20, 2013, 12:25:43 am by Varia31
Re: Samus Aran by Varia31
#19  September 20, 2013, 12:46:46 am
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Wow the dash attack sounds Awesome really glad that you managed to get it to work 8)
love the sound of the Charge Beam as well :D good luck with finishing her attacks and with the
super move as well :)  and really looking forward to the Beta  :yippi: :2thumbsup:
Re: Samus Aran by Varia31
#20  September 24, 2013, 01:58:42 pm
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Re: Samus Aran by Varia31
#21  September 24, 2013, 05:10:51 pm
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Wow great update Varia31 that is a really big improvement she's looking great now 8) :2thumbsup:, well done and good luck with the remaining stuff that needs doing on her :)

and really looking forward to her as well :yippi: :D
Re: Samus Aran by Varia31
#22  September 29, 2013, 07:07:07 pm
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Okay, I made some more progress, mainly in the way of special effects. There are now PalFX for each of Samus' weapons for when they hit, save for the Speed Booster and Screw Attack, which I didn't feel needed them. Her Speed Booster now has actual PalFX instead of transparency, and after image effects to make it feel more like the original games.

I also finally got around to using a Morph Ball model I got to replace the Morph Ball sprites I already had, and it looks WAAAAAY better than how it did previously, if I do say so myself, as it's much cleaner and nicer. I'll confess that the Morph Ball was previously an edited and cropped image from the Smash Bros Wii U website, but now that's been completely changed.

Lastly, her Charge Beam attack is now functional. To use it you simply double tap the Power Beam button and she'll quickly charge up and fire. And I forgot to show in the previous video update, she does have two other crouching attacks: a palm strike, and a backhand swing with her cannon arm to trip with. The only attack I need to add now is her Super Missile, fix her throw, and then she'll be done except for Supers!
Re: Samus Aran by Varia31
#23  September 30, 2013, 09:37:14 pm
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Sounds great Varia31 looking forward to seeing more progress and good luck with her ;)

your doing well :2thumbsup:  :)
Re: Samus Aran by Varia31
#24  October 01, 2013, 10:46:13 am
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This Samus looks promising from what I've seen here and on the videos.

Question, will she have the Ice Beam? Also to suggest a LV3 super could be the Hyper Beam from Super Metroid.

Perhaps intros against some of the other Metroid characters out there?
Re: Samus Aran by Varia31
#25  October 01, 2013, 02:53:48 pm
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Perhaps intros against some of the other Metroid characters out there?

There isn't exactly a whole lot of Metroid characters out there, and most of them are Samus anyway. Still, so long as she doesn't break down in front of Ridley, I say why not? ;)
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Re: Samus Aran by Varia31
#26  October 01, 2013, 07:57:57 pm
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This Samus looks promising from what I've seen here and on the videos.

Question, will she have the Ice Beam? Also to suggest a LV3 super could be the Hyper Beam from Super Metroid.

Perhaps intros against some of the other Metroid characters out there?

I had planned the Ice Beam for her level 2 Super/Hyper, where she'll freeze her enemy, and then proceed to ram them several times with the Speed Booster. As for Hyper Beam, I was actually going to use Phazon Beam for her level 1 Super. I may do the Hyper Beam instead though. Her level 3 was going to be the Power Bomb, but do you think I should switch those two around?

As for intros, I was maybe going to give her one other, and probably two other win poses as well.
Re: Samus Aran by Varia31
#27  October 07, 2013, 06:07:05 pm
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Sounds great Varia31 :) .....your doing really well with her in my opinion and Im not sure about swapping the moves around personally but I am sure that samus will turn out great no matter which order you decide to put them in 8) :2thumbsup:

and good luck with finishing her as well Varia31.....she's looking great so far :)  ;)

(sorry about the late reply as well)
Re: Samus Aran by Varia31
#28  October 10, 2013, 02:40:46 am
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Okay, new idea for her Super attack setup. For level 1, it'll be Hyper Beam, level 2 will be Power Bomb, and as much as I wanted to do the Speed Booster Barrage as her level 3, I don't know if I have the know-how to create something so advanced and over-the-top right now. So instead, I have a new Super in mind that should be a bit simpler, yet still be awesome and, in this case, a bit funny. My idea is for her to freeze her opponent with the Ice Beam, then call in her ship; once she signals it, she will backflip out of the way, allowing her ship to pass underneath her and then ram her opponent at full speed. Think of Batman's Super from "Injustice: Gods Among Us" when he has the batmobile ram the enemy. I think this would make Samus slightly more fun to use. ;)

I've taken a bit of a break from working on her lately, but I should be picking back up very soon.
Re: Samus Aran by Varia31
#29  October 10, 2013, 08:38:09 pm
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I love the sound of the new move Varia31, that does sound funny and looking forward to seeing it
if you decide to add it to her 8)

I wish you good luck with Samus as well :2thumbsup: :)
Re: Samus Aran by Varia31
#30  October 12, 2013, 12:40:34 am
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Hyper Beam is finished! Samus takes four shots and then finishes with a Super Missile that has a bit more of a kick to it as compared to when you would use it regularly. Her level 2 is pretty much ready too, I just need to actually add the Power Bomb to it. Forget beta release, if I can finish her third Super successfully, fix her throw, and then add finishing touches, she'll be completely done! :)
Re: Samus Aran by Varia31
#31  October 12, 2013, 10:52:43 am
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...until you get feedback from people regarding balance fixes, etc. :P
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Re: Samus Aran by Varia31
#32  October 12, 2013, 06:03:47 pm
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lol Well I'm hoping that she'll be decent enough to not need too many tweaks. Once she's finished, I have other projects in life that I need to get back to as well. I've spent a ton of time working on her. I'm ready to be done. :P
Re: Samus Aran by Varia31
#33  October 12, 2013, 07:05:29 pm
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Wow, you are doing really well with Samus, well done Varia31 :D ....and good luck
with those remaining moves etc :)

and really looking forward to Samus as well :yippi: ....sounds like she will be a great
character when she's finished 8)  :2thumbsup:
Re: Samus Aran by Varia31
#34  October 15, 2013, 12:07:01 am
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Power Bomb done! Samus can now blow enemies sky high.  >:D One more Super, then on to her other tweaks.
Here's a video with the two completed Supers. I'll probably re-adjust the positioning of the Power Bomb's explosion.
http://www.youtube.com/watch?v=3fNu9FDuVPQ
Last Edit: October 15, 2013, 04:35:25 am by Varia31
Re: Samus Aran by Varia31
#35  October 15, 2013, 07:27:17 pm
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Wow, I love her new super attacks they look great :D  well done Varia 31 and
good luck with her remaining moves etc as well :)

and your doing well with her by the way :2thumbsup: :)
Re: Samus Aran by Varia31
#36  November 03, 2013, 10:38:02 pm
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Okay, bit of an update. Progress is slow, sadly, but she now has an alternate win pose where she nonchalantly dusts off her cannon. I also have an alternate idle pose, but I'm trying to implement that properly.

     Posted: November 06, 2013, 03:01:53 am
Okay, throw FIXED! Finally got around to that. Only thing is, now everyone seems to vanish upon being thrown, and only pop up again after landing. This doesn't happen when my Samus gets thrown by herself though. Am I guessing that people commonly don't use 820 as the "thrown" state?
Re: Samus Aran by Varia31
#37  November 06, 2013, 07:45:02 pm
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many thanks for the news Varia31 much appreciated, its nice to know that Samus is
still being worked on  :) ....good luck with fixing the throw error as well

and Im really looking forward to this Samus personally :2thumbsup: :)
Re: Samus Aran by Varia31
#38  November 07, 2013, 04:10:03 am
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Thanks for the support galactus, I'm really hoping to make something that MUGEN and Metroid fans alike can enjoy.
Re: Samus Aran by Varia31
#39  November 07, 2013, 06:21:52 pm
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No problem Varia31 Im glad to give my support to this Great project ;)
and I think your Samus will be Awesome when she's finished personally 8)

keep up the good work my friend :2thumbsup: good luck with Samus as well

and I for one will support you all the way with Samus ;)  :)
Re: Samus Aran by Varia31
#40  November 08, 2013, 09:35:38 pm
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Okay, her level 3 Super is nearly ready, but I need a bit of help. Can somebody please tell me how to make a projectile pass through an enemy? I don't want her ship to disappear when it hits. And also, what do I need to apply to the Ice Beam code to freeze an enemy?
Re: Samus Aran by Varia31
#41  November 09, 2013, 10:54:10 am
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Projremove = 0
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Re: Samus Aran by Varia31
#42  November 09, 2013, 02:08:34 pm
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Okay, what about freezing an enemy with a projectile? I assume TargetBind, but I'm not sure how to apply it to a projectile.

EDIT
Nevermind, figured it out. Now I just need to apply any touch-ups, and she'll be finished!
Last Edit: November 09, 2013, 07:46:00 pm by Varia31
Re: Samus Aran by Varia31
#43  November 10, 2013, 06:36:00 pm
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Wow, thats great news, I cant wait personally :D and good luck with the remaining
things on Samus Varia31, your doing well :)
Re: Samus Aran by Varia31
#44  November 11, 2013, 03:27:31 am
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Aaaaand, she's finished!!! :D There were only two things I couldn't figure out, and that was the opponent vanishing when thrown (which I couldn't seem to resolve no matter what), and I was having issues adding footstep sounds to her run. She does have footstep sounds on her walk and backwards walk, so it isn't too big of a deal.

*whew* I need a break. lol After I release her, I have a video ready to show her off, which I will put up along with her. I will see what I can do about the throw thing, but I'm sure if someone wants to, they'll fix it as well, and maybe add extra color schemes, which I sadly didn't add since I'm no good at it. However, I did add an alternate idle state and intro animation. They are triggered by selecting what would be her second palette, so I added that little extra at least, for those who want to choose what idle pose they like better.

She'll be released very soon. Hope y'all look forward to her!

And as a bonus for your awesome support, here's her alternate idle pose to look at!
Re: Samus Aran by Varia31 (Awaiting release)
#45  November 11, 2013, 01:13:08 pm
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Reminds me of Cable :)
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Re: Samus Aran by Varia31 (Awaiting release)
#46  November 11, 2013, 05:14:01 pm
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Yeah, I kinda took inspiration from Cable's pose. But I like "mighty" poses anyways. lol
Re: Samus Aran by Varia31 (Awaiting release)
#47  November 11, 2013, 08:51:55 pm
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Wow, Samus is finished, thats really great news, many thanks for letting us know Varia31 :2thumbsup:

and really looking forward to Samus :yippi: 8) :D

(I like the alternate Idle pose as well :) )
Re: Samus Aran by Varia31 (Awaiting release)
#48  November 12, 2013, 05:39:52 pm
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EDIT: Moved to original post.
Last Edit: November 12, 2013, 06:42:49 pm by Varia31
Re: Samus Aran by Varia31 (Awaiting release)
#49  November 12, 2013, 05:46:27 pm
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Post in Releases.
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Re: Samus Aran by Varia31 (Awaiting release)
#50  November 12, 2013, 05:49:25 pm
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Also, there's no [flash] bracket function here from what I know. For Youtube vids, put YT in the brackets. [*youtube]-vid link here-[*/youtube]
Re: Samus Aran by Varia31 (Awaiting release)
#51  November 12, 2013, 06:21:53 pm
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Well I already got some feedback and pictures. Should I wait for a release thread.
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Re: Samus Aran by Varia31 (Awaiting release)
#52  November 12, 2013, 06:28:43 pm
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Moving to releases now.
Re: Samus Aran by Varia31 (Awaiting release)
#53  November 12, 2013, 06:29:30 pm
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Feedback:
- that's not how you put the required sprites (don't put a transparent pixel instead of the required sprites, it's wrong and your character will have custom state bugs if thrown by all other characters, like KFM); follow the docs to organize your .sff better, because the sprites have a weird organization too;
- the throw you made for Samus doesn't use required sprites causing other characters to "disappear" (5000,32? Why?);
- no running sounds (I saw you put crouching, walking, jumping sound, why not for the running?)
- some anims don't have CLSNs like 5120, 5005, 5006, 5007, 5015, 5016, 5017...
- misalignment in the .sff, but you managed to align them in the .air;
- in some effects there's not transparency (eg crouch+b bomb, jump+b bomb etc.)
- these codes:
Code:
;---------------------------------------------------------------------------
; Super Level 1 Hyper Beam
[State -1, Super Level 1 Hyper Beam]
type = ChangeState
value = 3300
triggerall = command = "HyperBeam"
triggerall = power >= 1000
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Super Level 2 Power Bomb
[State -1, Super Level 2 Power Bomb]
type = ChangeState
value = 3400
triggerall = command = "PowerBomb"
triggerall = power >= 2000
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Super Level 3 Gunship Ram
[State -1, Super Level 3 Gunship Ram]
type = ChangeState
value = 3500
triggerall = command = "Gunship"
triggerall = power >= 3000
trigger1 = statetype = S
mustn't be in the end of the cmd, that's why you have to double press the x+a or y+b or z+c; put them before the other commands (even before the taunt one) and then you don't have to double press anymore;
- the rocket that you shoot pressing "a" has both the smoke effect and the default hitspark (shouldn't there be one or the other? I would suggest removing the hitspark); same thing for the other rocket (like the one that you shoot holding back + "a").

This for now.

Also, now that you moved your topic here, you ought to edit the first post with the link. So that the others can find the char easily.

Last Edit: November 12, 2013, 06:34:32 pm by Alex Sinigaglia
Re: Samus Aran by Varia31 (Awaiting release)
#54  November 12, 2013, 06:36:26 pm
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I'm sorry about the issues. I'm really not the greatest at coding, and I was using shortcuts on some parts. That is why some parts don't have CLSN boxes. I couldn't put running sounds because I couldn't figure it out, as whenever I coded the running state, it would mess up and not work. Please understand, I don't fully understand how everything works, just the basics, really.
Re: Samus Aran by Varia31 (Awaiting release)
#55  November 12, 2013, 06:37:35 pm
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Your character disappears when thrown.

Spoiler, click to toggle visibilty

Also I'm not sure this is true but I'm pretty sure that that d+B (or d+mk if that makes more sense) infinites in the corner if you maintain the spacing.
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Re: RELEASE: Samus Aran by Varia31
#56  November 12, 2013, 06:41:27 pm
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Odd, I guess I never occurred to me to test how she is thrown by others, because whenever I tested the throw with Samus vs Samus it worked fine.
Re: RELEASE: Samus Aran by Varia31
#57  November 12, 2013, 06:43:47 pm
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Feedback:
- that's not how you put the required sprites (don't put a transparent pixel instead of the required sprites, it's wrong and your character will have custom state bugs if thrown by all other characters, like KFM); follow the docs to organize your .sff better, because the sprites have a weird organization too;
It's all in here.

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Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
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Re: RELEASE: Samus Aran by Varia31
#58  November 12, 2013, 06:48:54 pm
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I'll see about messing with it later, or if someone would like to help me out, that's okay too. I'm really sorry about some of the issues, I'm just not as experienced at coding as most of you are, and I also tend to overlook things.

I mainly wanted to create a first time character that players could at least enjoy. Is she at least somewhat decent overall in your opinion?
Re: RELEASE: Samus Aran by Varia31
#59  November 12, 2013, 06:51:39 pm
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I can't code for shit lol, I'm just throwing out what I saw.

Gameplay wise its got some issues, like that supposed infinite (though again, I could be wrong) but overall I appreciate what you got going here. It's important you listen to the seasoned guys here on the coding issues cause the coding is what makes the character enjoyable to play
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Put this on the profile of people who are known/wanted terrorists
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Re: RELEASE: Samus Aran by Varia31
#60  November 12, 2013, 06:59:19 pm
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Ah, okay. lol

Well, I hadn't planned on any other characters in the future, but in time I will try to resolve some of these issues that Samus has (if someone else doesn't take the initiative that is). And I will try to learn from my mistakes. Right now, I need a break. I spent a great deal of time on her. lol
Re: RELEASE: Samus Aran by Varia31
#61  November 12, 2013, 07:11:38 pm
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Wow, many thanks for releasing Samus Varia31, what a great surprise :o I didnt expect her to be released today :D :yippi: I just tried her out as well and aside from some of the things that have been mentioned already like the issues with the throw etc I think she is Awesome and easily the best version of Samus in her suit for mugen yet personally, well done Varia31 8) :)

and many thanks again for the release I've been waiting for and really looking forward to this character as you know :2thumbsup:

definitley going to enjoy using her in my mugen personally :D
Re: RELEASE: Samus Aran by Varia31
#62  November 12, 2013, 07:17:34 pm
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Good to hear, Galactus. Have fun!
Re: RELEASE: Samus Aran by Varia31
#63  November 13, 2013, 08:29:58 pm
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Definitley, I like her a lot personally :2thumbsup: this Samus is Amazing 8) ....I think samus
will easily be perfect once her throw is fixed etc sometime in the future as well 8)

but for now enjoy your break Varia31, you have definitley earned it in my opinion :)

Im loving this Samus personally :2thumbsup:
Re: RELEASE: Samus Aran by Varia31
#64  November 23, 2013, 01:30:36 pm
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Samus has been updated! MAJOR thanks and credit to BaganSmashBros, he offered to fix the throw and add running sounds, and did so! He also took some creative liberties and added flashier, fancier beam effects and explosions, and a couple easter eggs. When you have the Super Metroid on your team as a CPU in a team match, there's the chance that the Metroid will merge with Samus, making her ultra powerful and giving her a new Super attack! Samus now also has a third win animation that is triggered by defeating Mother Brain. Samus feels much more complete now, thanks to him!
Enjoy the changes!

-> DOWNLOAD HERE <-

I also made a few last tweaks. One being reducing her health to 1800, so that it isn't TOO much, but still enough to give her a better chance against tougher enemies. You also no longer need to double press her Super commands to activate them. It was a simple fix for those!
Last Edit: November 23, 2013, 02:10:08 pm by Varia31
Re: RELEASE: Samus Aran by Varia31
#65  November 23, 2013, 01:33:38 pm
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NICE....downloading now! nice idea for teammate move. cant wait to try

      Posted: November 23, 2013, 01:38:16 pm
love how u ripped the 3d sprites....my only thing is the overall speed of samus...it seems like she needs to be faster...movement-wise & attack-wise.
Last Edit: November 23, 2013, 01:39:22 pm by DJ_HANNIBALROYCE
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#66  November 23, 2013, 01:46:17 pm
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One being reducing her health to 1800, so that it isn't TOO much...
:stare:

I'll give feedback later, but having the health 1800 is too much (the default is 1000), at least you could put it at 1400 or 1300.
I didn't even notice that the health was 2500 in the other release!

Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#67  November 23, 2013, 02:09:23 pm
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My whole reasoning for giving her more health in the first place was because of some enemies that were much faster than her and could demolish her in test runs. Some even having more health than her. She has a better chance this way. You could always edit her health by opening her CNS with notepad and then changing it. Or do you want me to do it and reupload?
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#68  November 23, 2013, 02:49:09 pm
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I know how to do it, thanks.
1000 is the default bit if you chose to keep it at 1800, it's ok. Weird but ok.

Feedback:
- misalignment in the crouch turning animation;
- there is the sprite 5000,0 that is still a transparent pixel then there is another 5000,0 (that should be the correct sprite); why?
- stand recover light medium and hard animations do not have CLSNs;
- crouch recover light medium and hard animations do not have CLSNs;
- anim 5050 uses the wrong sprites (if she is going up, why does she use sprites for falling down?);
- anim 5120 does not have CLSNs in the first frames (and she has a nothitby, so she wouldn't get hit anyway);
- anim 9999 is a full screen (the one you would perform with Super Metroid); make the CLSN smaller, to match the energy blast; the input is also too simple (just "a"?)
- state 9200 (pressing "x" when with Super Metroid) can't be performed if you put it after the state 200 (pressing "x" normally); specials and supers first, basics second in the .cmd.
You did this error (similair to the other one I reported for the other release):
Code:
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl
I tested it by commenting (with ";") the triggeralls; pressing "x" did nothing but shoot the normal beam (the one with value = 200)
So you can fix it by doing this:
Code:
[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl
you move the one you could perform with Super Metroid above the one you would do normally.
- Speaking of which, that attack ("x" when teamed with S.M.) deals the same damage both when guarding and when standing.
Edit this:
Code:
damage = 160,160
in the second projectile; one value is for the damage you would take if standing; the other when guarding; I would edit the second value to something smaller, eg 80 or 70.

If you have some problems, ask.

Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#69  November 23, 2013, 03:23:07 pm
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Okay, I'll see what I can do to edit them. Extras like the Super move that's triggered by merging with the Super Metroid were not done by me, but I'll see what I can do to edit. Like I said, an acquaintance of mine made these edits, and I thought he did a great job.

EDIT
I will mention though, that on some of those animations where she lacks CLSN boxes, I left them out for a reason. The Morph Ball roll, for example, is intended to double as a dodge maneuver. I don't know how to code everything, I'm still learning. That's why I was using shortcuts in areas like that for the time being. And as for things like the "damage = 160, 160", I already know what the second value is for, I did apply that to all my other attacks. That was put in with the edits. I didn't notice it, that's all.
Last Edit: November 23, 2013, 03:57:16 pm by Varia31
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#70  November 23, 2013, 05:05:06 pm
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I Just tried out the Updated Samus and personally I like the improvements a lot, the
throw looks great now, and I love her new Beam, Explosion effects etc I thought Samus
was Awesome before but the new stuff has Actually made Samus even better,
its Amazing how much better she is now, Wow just Wow :o

Well Done Varia31 :2thumbsup: :)

and many thanks for updating Samus and for the release very much appreciated :yippi: :D

cheers Varia31 8) :2thumbsup: :)

(Definitley going to enjoy using this Samus Personally...thanks again :D)
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#71  November 23, 2013, 07:19:12 pm
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Okay, Alex, or anybody that can help, I've addressed the issues that were left in the feedback to the best of my ability. Things seem to be running smooth now. However, before I release, something odd is going on. Sometimes, some enemies seem to spawn a miniature Samus clone , and I'm not sure why. I'm assuming something I'm doing is triggering this. I've tested and it seems to happen when an opponent's attack clashes with my Plasma Beam, spawning a mini Samus. It's actually kinda funny, but annoying.
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#72  November 23, 2013, 07:34:12 pm
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that sounds like a helper error....i had that before...look at ur helper states...:)
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#73  November 23, 2013, 07:47:53 pm
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Thanks for this release!
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#74  November 24, 2013, 04:02:59 pm
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Okay, Alex, or anybody that can help, I've addressed the issues that were left in the feedback to the best of my ability. Things seem to be running smooth now. However, before I release, something odd is going on. Sometimes, some enemies seem to spawn a miniature Samus clone , and I'm not sure why. I'm assuming something I'm doing is triggering this. I've tested and it seems to happen when an opponent's attack clashes with my Plasma Beam, spawning a mini Samus. It's actually kinda funny, but annoying.
Try to remove green/blue CLNS box if you want or add this:

To State 664:
[State 664, HitOverride]
type = HitOverride
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9664
time = -1

And add this somewhere in the СТЫЖ
[StateDef 9664]
type = S
movetype = A
physics = N
juggle = 1
velset = 8, 0
anim = 664

[State 211, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#75  November 24, 2013, 06:26:10 pm
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UPDATE 11/24/2013

NOTE: Changes are based on feedback, and from my own opinion of what could make Samus feel better to use.

NEW
-Added classic spinning sounds when Samus somersaults in the air
-Samus moves faster and jumps a bit higher
-Some attacks have been sped up
-A few improved animations: "hop back" now has two new frames of movement, making it look much smoother. Aerial Ax Kick has the last two animation frames changed, and the overall positioning of the sprites has been altered, as well as the frames being sped up. It looks MUCH better than it used to.
-Health reduced to 1255 instead of 1800 due to feedback of it being to much (health is also a reference to how many missiles Samus can carry, "255" ;))
-Extra sounds added where needed
-More refinements and fixed coding errors

-> DOWNLOAD 2.0 HERE <-

(original post reflects this one now)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#76  November 24, 2013, 07:19:19 pm
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Awesome, I cant wait to try her out :yippi: many thanks for the updated release Varia31
very much appreciated :)

Cheers Varia31 :2thumbsup:

(and I will let you know what I think once I get round to trying her out as well ;) )

     Posted: November 26, 2013, 07:20:57 pm
Just managed to try the updated Samus out today and personally
I like her a lot, and the new things added make her a lot better :D

this is the best Samus (in her suit) for mugen yet in my opinion 8)

well done Varia31 :2thumbsup: :)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#77  November 27, 2013, 02:10:28 am
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Glad you like her, Galactus. Have fun!
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#78  November 27, 2013, 05:20:49 pm
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I like her a lot and am definitley having fun with her, she's a great character 8) :D

and I always wanted a good version of Suited Samus in my roster personally
 it feels great to finally have one at last :yippi:

many thanks again for making this Awesome version of Samus
for mugen Varia31 my friend, very much appreciated :2thumbsup: :)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#79  November 27, 2013, 05:27:37 pm
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yay update! time to test! btw, i agree with galactus...a good version of her was needed.
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#80  November 27, 2013, 06:29:39 pm
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Well then, I hope you like her!

And you're welcome, Galactus!
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#81  November 27, 2013, 10:12:42 pm
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some feedback:

Massive debug spam from her gun shot special and i guess thats why it glitches when you keep pressing it(also in the air)
you can cancel any attack into her gunshot, which like i stated leaves massive debug and glitches her in place
why does she move forward when she gets up?
her missile attack is wayyy to slow which makes the move pretty much useless
her standing b is an infinite, also why does it send the opponent up in the air a bit?
her screw attack is also an infinite and looks awkward because it looks like you misaligned the sprites
her a+x super doesnt combo and shes also completly invincible during the move, since she has no clsn boxes what so ever
same with her b+y super
her bomb move just doesn't feel right(vels, hit boxes etc)..i suggest looking back at the games where she has the move and try to copy the feel for the move
you can low block all of her airs moves, which universally in every fighting game you're not suppose to able to
you can stand block her trip move(crouching z)
i think her first frame on her cheese ko is out of place(its samus upside down) check your mugen standard get hit sprites to see what im talking about



This character has soooo much potential my friend some suggestions:
make her missile attacks quicker so you can combo from air missiles into standing missiles
custom animation when being hit by screw attack like brawl
maybe chargeable crouching z like in brawl too
give her a chargeable gun shot that she has in every game





I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#82  November 27, 2013, 11:36:35 pm
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I'll see about speeding up the missile, but I made it like that so that she couldn't spam fire an explosive projectile. Her projectiles can be strong, but not too strong. Her melee, while limited, is meant to be stronger and more rewarding in damage. Also, she does have a charge shot, just double tap the fire button. Also, I don't seem to be running into the "debug" issue with the gun that you mention, or maybe I don't know what exactly you mean?

Last I checked on the Screw Attack, the sprites weren't too misaligned to me. I also did add after image effects to it, so that may be part of what's making it look strange to you. Also, some of the melee attacks are supposed to give the impression that Samus is strong (which she is). They're also a bit of "back off" type moves, that's why they knock enemies away, and a bit upwards.

Please understand that, while I do what I can about things listed in feedback, I don't have the know-how to address everything. I'm still new at this, and don't have a full understanding of how everything works. So while I did what I could, some of the nicer polish that seems commonplace around here isn't going to be up to standards. :/ So I apologize if I couldn't do better. There are some things I just don't know how to fix right now.
Last Edit: November 27, 2013, 11:41:52 pm by Varia31
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#83  November 28, 2013, 12:08:43 am
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Also, I don't seem to be running into the "debug" issue with the gun that you mention, or maybe I don't know what exactly you mean?
ctrl+d, there seems to some error in your coding when doing her power shot move
Quote
Last I checked on the Screw Attack, the sprites weren't too misaligned to me. I also did add after image effects to it, so that may be part of what's making it look strange to you
idk i think its because when she does her screw attack her height movemnt just stops and her velocity feels abit off, like shes falling way too fast
Quote
Please understand that, while I do what I can about things listed in feedback, I don't have the know-how to address everything. I'm still new at this, and don't have a full understanding of how everything works. So while I did what I could, some of the nicer polish that seems commonplace around here isn't going to be up to standards. :/ So I apologize if I couldn't do better. There are some things I just don't know how to fix right now.
its all good man, these things take time and with time comes greater knowledge of what to do . If you need any help just ask or make a thread in the mugen development help section.


I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#84  November 28, 2013, 12:34:29 am
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Okay, I think I see what you mean by the Screw Attack looking weird. The Screw Attack state's sprites themselves are fine I think, but it's her sudden lowered position upon activating the attack that looks off. As for it being an infinite, that should be an easy fix.

I'm not sure what to do about the error in the coding when firing, but it doesn't seem game-breaking at least.

Also, forgive the ignorance, but I've never heard the term "cheese KO" before. lol
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#85  November 28, 2013, 12:47:47 am
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I'm not sure what to do about the error in the coding when firing, but it doesn't seem game-breaking at least.
you can track where the error is coming from by accessing the debug menu with ctrl+d. If you're not sure what to do, post the error and see if anyone is willing to help
Also, forgive the ignorance, but I've never heard the term "cheese KO" before. lol
standard animation number 5950(you can see the rest here)
since im sure you dont have that animation one of your required get hit sprites must be off
Spoiler, click to toggle visibilty
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Last Edit: November 28, 2013, 12:51:19 am by Luis Alejandro
Re: Samus Aran by Varia31 Patch 3.1 Released!
New #86  August 06, 2014, 01:22:12 pm
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AI patch released! She has also had quite a bit done to make her all the more better and more fun to use! See PAGE 1 for details on the changes.

->DOWNLOAD PATCH 3.2 HERE!<-
Last Edit: August 13, 2014, 01:27:15 pm by Varia31