[Updates - 01.11.12]If you like the current gameplay of Squall, then do not download this update and let me know. I'll do 2 versions or something.Only 1.0 version was updated. WinMugen update will come eventually.Changed a lot of damages, pause times and power costs.Basic attacks were sped up.Damage Dampener added.Removed old combos/chains and turned Mad Rush into CvS's Custom Combo (still have Protect).Fixed some errors created from last update (slash explods, super armor, entire English version, etc.)Fixed Rough Divide spamming._________________________________________________ ____________________________________This character took forever. He has no specific style like the rest of my characters.He has a mix of attacks from Final Fantasy VIII & Dissidia. He comes with Japanese and English voice. The Japanese voice isn't the same as Squall's Dissidia voice, but the voice actors sound very similar. His Japanese voice has not been ripped from Dissidia for some damn reason.He uses the Dissidia versions of Fire and Thunder. The video shows the older version of Fire and Thunder.[Video]http://www.youtube.com/watch?v=VicaLwm73tw[Images]Spoiler, click to toggle visibilty[Download]1.0Sendspace[Alternate]Mediafire[Download]WinMugenSendspace[Alternate]MediafireFeedback.
If taking the sprites and making an entirely new character is an edit, then yes. Otherwise, no. I don't think so. I'm not sure if MugenGuild will agree with me, though.
it's not.you didn't edit anything. you took elements and assembled them. if you took his base/code and edited it THEN it's an edit.don't move it.
I don't know what's better, your Squall or SeanAltly's. Judging by the video, I'm beginning to think yours is more awesome. Great release.
eh I wouldn't compare those 2 if i were you. I like them both honestly this one has dissidia gameplay and seans has his own cvtw gameplay. DO NOT COMPARE THEM. im tell you right now you will start an argument.
comparison is actually a tad disrespectful. arguing is fuel.i know you don't mean it that way but think a bit before you post.we're all ignorant at some point.
I'm not a fan of the forward sliding on every standing and crouching basic, seems weird. Otherwise, pretty great. Most of these FX look like they come straight from FF, and I would have used that kind of stuff for mine if I could have found them. This definitely feels like a Final Fantasy character.I am having an issue when I use Fire (QCF+B), where a bunch of little Squall clones come flying out and don't do any damage. Also, whenever I do Thunder (QCF+C), it doesn't hit. I included a couple of screenshots in a spoiler below. I'm running it in 1.0, btw.Spoiler, click to toggle visibilty
Sean Altly said, October 02, 2012, 03:01:06 amI'm not a fan of the forward sliding on every standing and crouching basic, seems weird. Otherwise, pretty great. Most of these FX look like they come straight from FF, and I would have used that kind of stuff for mine if I could have found them. This definitely feels like a Final Fantasy character.I am having an issue when I use Fire (QCF+B), where a bunch of little Squall clones come flying out and don't do any damage. Also, whenever I do Thunder (QCF+C), it doesn't hit. I included a couple of screenshots in a spoiler below. I'm running it in 1.0, btw.Spoiler, click to toggle visibiltyFuuuuuck. I forgot to add the animations for those to the English animations fire.I actually thought that slidy thing was normal. It was just yesterday where I watched a character preview and I noticed that he wasn't "sliding" which got me to thinking.The FX took a very long time to find. I downloaded so many characters looking for the right FX. I didn't even find most of what I wanted and settled for whatever I had left to use.Also for those comparing, please don't. They're both completely different characters.
I switched to the Japanese file and it worked fine. I also noticed you can juggle with Rough Divide (Regular Version) 3 times in a row, and 4 in the corner. Is that intentional?
technicals:-ko voices should be in statedef -2.-triggers for those are very bland. use a var for this.[State -2]type=nulltrigger1=stateno=5900&&time<=1trigger1=var(11):=0[State -2]type=playsndtrigger1=!life||!alivetrigger1=var(11)!=11trigger1=var(11):=11-volumescale ranges 0-100 ( percentage ). you have it set to 1000.a better idea that i'm going to apply myself to my own stuff is put ko voices in a helper that always exists and haspausemovetime=2147483647supermovetime=2147483647so it triggers during pauses.
I'll be using that as well. Thanks a lot.And it seems like it still works even at 1000. I just set them all too 100 and it's very quiet, now.
also, when i throw squall or knock him down on the ground, or do an air combo, he floats for some reason, your character needs to land on ground, otherwise he'll just float and i won't be able to defeat him
does it really make a significant difference? because docs say valid values are 0-100.maybe it has something to do with the fact that the sound engine is the absolute most incomplete thing about 1.0.
2OS said, October 02, 2012, 03:52:19 amdoes it really make a significant difference? because docs say valid values are 0-100.maybe it has something to do with the fact that the sound engine is the absolute most incomplete thing about 1.0.Haha, it actually does make a huge difference. I can barely hear it when it's set to 100, but at 1000 I can hear it very clearly.Maybe the docs are wrong, because in Fighter Factory it says "set to negative for softer" so I assume this means it can go above the max as well.drewski90 said, October 02, 2012, 03:44:57 amalso, when i throw squall or knock him down on the ground, or do an air combo, he floats for some reason, your character needs to land on ground, otherwise he'll just float and i won't be able to defeat himI know. I'm uploading the him right now. I fixed everything mentioned here and some things I found myself.
Sean Altly said, October 02, 2012, 03:01:06 amAs far as bugs go, this one is hilarious. I know you fixed it, but this made me laugh pretty hard.Anyways, it's very interesting to see the sprites used to construct such a different playing character. Nice release.
Thanks a lot.Your signature is more fucked up than that attack....I considered editing his voice for a chibi sound and playing it during that attack.
that would be actually pretty funny you could even add a randomizer so it only comes up sometimes with that voice XD. othertimes its normal.
Laharl said, October 02, 2012, 02:43:14 ameh I wouldn't compare those 2 if i were you. I like them both honestly this one has dissidia gameplay and seans has his own cvtw gameplay. DO NOT COMPARE THEM. im tell you right now you will start an argument.2OS said, October 02, 2012, 02:51:52 amcomparison is actually a tad disrespectful. arguing is fuel.i know you don't mean it that way but think a bit before you post.we're all ignorant at some point.Yeah, you guys are right. Even though it's the same character with the same sprites but different gameplay, it's still like comparing apples to oranges. My apologies, I'm tired from a full day of midterms and need to take some rest. Doesn't matter if one or the other is better or not, I'm still considering to keep both Squalls on my roster anyway.
Noctis said, October 02, 2012, 09:57:12 pmThanks a lot.Your signature is more fucked up than that attack....I considered editing his voice for a chibi sound and playing it during that attack.You're actually the first one to ever comment on my sig. But Chibi-Squall-Fireball (see what I did there) would be an awesome little easter egg to have in there. Maybe make it on a randomizer like previously mentioned or better yet only available for one palette so it can be disabled by those that don't like it.
-If I hit Squall when doing Blasting Zone, the Blasting helper will play his anim anyway, it won't disappear. Same thing for Aerial Blasting Zone.-The y attack is misaligned, meaning it's not aligned like the x or the z button;-why Meteor doesn't show the lifebars on the start? I would hide it on all the move; also you could darken a bit the last part of Meteor, if you want to follow the source;-Tornado should make the enemy fall, in my opinion and always referring to the game;-if Squall gets hit when doing Renzokuken, the sound will still play.-after Renzokuken, there could be a random finish, a bit like the game (ok, I'll stop here).-what TRUEMicah said about sounds, they're low on volume.A really nice char, I will vote Squall for the next Char of the Month.Tested on Mugen 1.0.
Interesting.....guess I'll have to just work harder now. Warranted my squall will probably play the most different but I will say this has given me more ideas.
G.o.D. said, October 04, 2012, 08:21:18 pm-If I hit Squall when doing Blasting Zone, the Blasting helper will play his anim anyway, it won't disappear. Same thing for Aerial Blasting Zone.-The y attack is misaligned, meaning it's not aligned like the x or the z button;-why Meteor doesn't show the lifebars on the start? I would hide it on all the move; also you could darken a bit the last part of Meteor, if you want to follow the source;-Tornado should make the enemy fall, in my opinion and always referring to the game;-if Squall gets hit when doing Renzokuken, the sound will still play.-after Renzokuken, there could be a random finish, a bit like the game (ok, I'll stop here).-what TRUEMicah said about sounds, they're low on volume.A really nice char, I will vote Squall for the next Char of the Month.Tested on Mugen 1.0.-Fixed.-Fixed.-I had them disappear when the meteors started raining down. It just felt more right that way.-I like Tornado the way it is. And having him fall too much is kind of annoying.-Fixed. Also fixed other sounds that would play when even after you got hit.-It's like Dissidia. Renzokuken and then Lionheart. At least I gave you two different Renzokukens!-I know and I'm not sure what to do. When I play it normally with volumescale of 100, it's like he's whispering. So I put it at 1000 and it plays louder, but only sometimes. Even then it's still quiet. Then I decided to play 2 of the same sounds at once with volumescale of 1000 and it worked perfectly....until it started playing very quietly at random times again. What I'm trying to say is I'm not going to even bother anymore.Will update tomorrow when I can.Thanks a lot everyone.The Big Wang Theory said, October 04, 2012, 11:01:34 pmInteresting.....guess I'll have to just work harder now. Warranted my squall will probably play the most different but I will say this has given me more ideas.Another Squall? And from you? So much for my time in the spotlight.
Did you normalize and then amplify the sounds with Audacity? It does wonders, trust me!Also I can see a different version of Mad Rush in your video: was it your first concept?
G.o.D. said, October 05, 2012, 02:04:23 pmDid you normalize and then amplify the sounds with Audacity? It does wonders, trust me!Also I can see a different version of Mad Rush in your video: was it your first concept?That's way to many sounds to edit. I will try it out on my next character, though.And no, that's the first and only Mad Rush. I just accidentally erased his Statedef -2 when I was trying out some damage display coding because I'm a fucking moron and updated him without realizing what I had done. He's all fixed now.See first post.
2OS said, October 06, 2012, 02:13:11 amset your volumescales to 2147483647:vHow could you?! My ears!!!....It actually didn't change anything. Almost like 1000 is the max. I'll make sure it's not my fault by trying a few other things before using Audacity, but I've always had this problem with the sounds ever since I started using 1.0.
Some other feedback:-with japanese voices, the ko voice is the english one;-if Squall gets a hit when doing Renzokuken, the "trigger" helpers still stays there (for a few seconds), but it should disappear immediately;-when doing Rough Divide (in air) I think (don't remember if it is that state) and gets hit (I forgot to put this one), well he stands in air.-Sean AltLy in the readme .That's all. I'll PM you for the sounds.
Very nice take on the character. Didn't test the very last version.- Can't perform crouching attack by running and holding DF.- Air dash could get some sound.- Meteor could get a noFG assertspecial.
Noctis said, October 05, 2012, 10:54:41 amAnother Squall?Yeah, but he canned it just recently. It's a terrible shame, I was really looking forward to it.
C.A.N said, October 06, 2012, 11:33:26 pmNoctis said, October 05, 2012, 10:54:41 amAnother Squall?Yeah, but he canned it just recently. It's a terrible shame, I was really looking forward to it.That blows. I was actually interested in it. I don't quite understand, though. A couple hours before you posted, he said he was given some ideas for his Squall.(det∇ϕ(x))²-µ(λ+µ/θ)/∂Ω said, October 06, 2012, 11:30:04 pmVery nice take on the character. Didn't test the very last version.- Can't perform crouching attack by running and holding DF.- Air dash could get some sound.- Meteor could get a noFG assertspecial.-It might be because I can't hold down to many buttons at once, but all crouch attacks work when holding down and forward except for my Z and C crouch attacks. I'm not sure why. It did this to me on another project once and I just gave up.-Done.-Done, but with a few other tweaks thrown in.««†ディアブロデルタ †»»«†DIαBۣۜLσ DEۣۜLтᆻ said, October 08, 2012, 04:06:55 amFigures for Exchange of Win and Select Locked?I.....what?WinMugen update. See first post.
Updated (only 1.0 was updated) with CvS style in mind. Not sure if better or worse. I'm still new to this CvS style, but don't forget he's NOT CvS styled. He's just got some similarities.
The CvS Custom Combo ability makes him a bit too cheap, because I can spam Rough Divide up to five times (the one that goes straight down); it deals 500 or more damage.
Hay Noctis,love your Characters that you either made or edited epically your Nastu from fairy tale,and are you going to make Fairy tale mugen characters,cause your nastu was amazing.