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Tager Released, all my Blazblue chars updated (Read 18747 times)

Started by Speedy9199, May 29, 2011, 06:21:29 pm
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Tager Released, all my Blazblue chars updated
#1  May 29, 2011, 06:21:29 pm
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If you are new to my characters, you must know that they are NOT accurate to Blazblue!

In the past my characters lacked combos. In this update you should be able to combo a BIT better with all my characters.

Anyways I release Tager

These characters are now open source



What's UPDATED:

HAKUMEN:
-Uses LocalCoord of 1280X720
-Big and small portrait much much better
-added damage dampener
-added air grapple
-added air Z

JIN:
-Uses localcoord of 1280X720
-big and small portrai much much bette
-added damage dampener
-fixed controls

RAGNA:
-Uses localCoord of 1280X720
-big and small portraits much much better
-added damage dampener
-added air grapple
-added "Not over Yet" attack

Tsubaki:
-better small portrait
-adjusted combos
-added unlimited mode(see readme)
-strengthened damage dampener
-tweaked other attacks

HAKUMEN:123 Megabytes
JIN:84 Megabytes
RAGNA:82 Megabytes
TSUBAKI:106 Megabytes
TAGER: 117 Megabytes

DOWNLOAD: http://www.mediafire.com/Speedy9199
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Last Edit: May 29, 2011, 11:23:42 pm by Speedy9199
Re: Tager Released, all my Blazblue chars updated
#2  May 29, 2011, 07:02:46 pm
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I have to do a quick fix to Hakumen if you don't see the link to Hakumen wait awhile.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#3  May 29, 2011, 07:06:11 pm
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I'm going to test this Tager. I know it's not source accurate but I expect some resemblance of source material in there.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Tager Released, all my Blazblue chars updated
#4  May 29, 2011, 07:11:06 pm
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I'm going to test this Tager. I know it's not source accurate but I expect some resemblance of source material in there.

Yeah the basic moves and button config is some what the same except for super commands.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#5  May 29, 2011, 07:25:26 pm
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Wrong. Some commands have been changed. Anyway...

-Tager's got some weird head.pos. This easily shows up when he's being grabbed;
Spoiler, click to toggle visibilty
-Why does he have Super Armor? Plus, it has weird priorities on when to activate, since it usually activates against normal attacks, but that screws up my character's damage dampener.
-Grab commands are hard to do.
-Needs more cooldown on his crouching C.
-I dont like how you worked the Magnetism feature in here. It's supposed to pull the opponent, not put the opponent into a hitstate while they cant do anything about it.
-Okay, Tager is extremely slow. I mean, he's slow in source, but come on! Tager cant even jump over KFM, and his Jumping C moves him to the ground, so Tager cant get around that much.
-Walking animations are mis-aligned
-Jumping D has no Magnetic Animation. It looks just like a normal punch.
-Atomic Collider is extremely slow.
-Spark Bolt is useless IMO. It can go through projectiles in source, but here, it's stopped by any projectiles.
-D, DF, F + B/C is supposed to go through projectiles. As of right now, they are kinda useless.
-Tager Buster's sound effect is really corny. Also, it doesnt look right at all.
-The animation speed on his crouching D is really bad. It looks too quick.
-He's actually pretty silent.
-Jumping C moves him down. Because of this, you can use this for a quick overhead, making this move pretty cheap.
-His Astral has him move through clouds. And a banging noise keeps on playing while he's soaring through the clouds. Please re-do this.

I'm just gonna say what JZ said for Mugen Blazblue characters; Characters with Blazblue sprites.

uguu
Re: Tager Released, all my Blazblue chars updated
#6  May 29, 2011, 07:41:12 pm
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Wrong. Some commands have been changed. Anyway...

-Tager's got some weird head.pos. This easily shows up when he's being grabbed;
Spoiler, click to toggle visibilty
-Why does he have Super Armor? Plus, it has weird priorities on when to activate, since it usually activates against normal attacks, but that screws up my character's damage dampener.
-Grab commands are hard to do.
-Needs more cooldown on his crouching C.
-I dont like how you worked the Magnetism feature in here. It's supposed to pull the opponent, not put the opponent into a hitstate while they cant do anything about it.
-Okay, Tager is extremely slow. I mean, he's slow in source, but come on! Tager cant even jump over KFM, and his Jumping C moves him to the ground, so Tager cant get around that much.
-Walking animations are mis-aligned
-Jumping D has no Magnetic Animation. It looks just like a normal punch.
-Atomic Collider is extremely slow.
-Spark Bolt is useless IMO. It can go through projectiles in source, but here, it's stopped by any projectiles.
-D, DF, F + B/C is supposed to go through projectiles. As of right now, they are kinda useless.
-Tager Buster's sound effect is really corny. Also, it doesnt look right at all.
-The animation speed on his crouching D is really bad. It looks too quick.
-He's actually pretty silent.
-Jumping C moves him down. Because of this, you can use this for a quick overhead, making this move pretty cheap.
-His Astral has him move through clouds. And a banging noise keeps on playing while he's soaring through the clouds. Please re-do this.

I'm just gonna say what JZ said for Mugen Blazblue characters; Characters with Blazblue sprites.

Thx for the feedback...

-I'll fix the head position later

-I coded the super armor to activate in his 0,20 states and to only activate in 2 or less combo hits

-What's wrong with the grabs? I can do them perfectly

-What do you mean Tager can't jump over KFM? He has a double jump.

-Jumping D has a magnet but it only effects your opponent in the air.

-D,DF,F b and C CAN break through projectiles. Work on your timing.

-What do you mean there is a noise during the astral finish? I don'y hear anything...
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#7  May 29, 2011, 07:46:54 pm
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  • Put 'er there.
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Re: Tager Released, all my Blazblue chars updated
#8  May 29, 2011, 07:50:57 pm
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-What's wrong with the grabs? I can do them perfectly

First thing, you have to be extremely close to the opponent. Like REALLY close. Second, the command time is really lenient (30 ticks to do a QCB motion)

Quote
-What do you mean Tager can't jump over KFM? He has a double jump.

He cant double jump.

Quote
-Jumping D has a magnet but it only effects your opponent in the air.

What I mean is that you coded the Magnetism helper to bring the opponent into a custom hitstate so it acts like a Magnet. So it's even way more cheap


Quote
-D,DF,F b and C CAN break through projectiles. Work on your timing.

It should be on STARTUP, not when Tager's doing the attack.


You know what, just look at the video posted above. There's your feedback.



uguu
Re: Tager Released, all my Blazblue chars updated
#9  May 29, 2011, 07:54:27 pm
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    • www.justnopoint.com/lbends
You have learned nothing.


j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A


j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C
Last Edit: May 29, 2011, 07:58:33 pm by JaySeeVeeDee
Re: Tager Released, all my Blazblue chars updated
#10  May 29, 2011, 07:56:09 pm
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Localcoord scale is incorrect. Blazblue runs at 768p not 720p.
Twitter: @vans1belmont
1.1 AZRAEL #GDLK
amazon, pls
Re: Tager Released, all my Blazblue chars updated
#11  May 29, 2011, 07:56:53 pm
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Do you even playtest your stuff and ask yourself if it makes the least bit of sense?

Dude are you even playing it on a 1280X720 screen? If you are not then the sprites will be misaligned just like in the vid. About the super.... if you mean the "sound" that plays during Tager Buster it's suppose to be a bomb drop sound. ALSO I had to make the Tager Buster like that in order for it to work on as many stages as possible. All stages in mugen have different heights and it effects the super.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#12  May 29, 2011, 07:58:43 pm
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  • Put 'er there.
  • y u free doe
    • Canada
    • Skype - shwacgl
Screen resolution has nothing. To do. With gameplay issues.
EDIT: And overall aesthetic and feel. Clashy clashy, feels wrong, not talking about accuracy or someshit.

It stiiiiiiinks.
Re: Tager Released, all my Blazblue chars updated
#13  May 29, 2011, 08:02:27 pm
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Ugh.  2C Atomic Collider doesn't even work out of the corner, what's the point.
Re: Tager Released, all my Blazblue chars updated
#14  May 29, 2011, 08:03:01 pm
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I'm just going to wait til' real Blazblue characters are released.
Re: Tager Released, all my Blazblue chars updated
#15  May 29, 2011, 08:04:47 pm
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    • speedy9199.webs.com/index.htm
You have learned nothing.


j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A j.A


j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C j.C

WHAT I thought I added a dampener? What do you mean I learn "Nothing" it's not like I MAKE it like that on purpose. How the hell are you timing the attacks to get that high of combos? I can't do the same...

EDIT: AT Navana, YOU DON'T NEED AN ACCURATE(if that's what you mean) BLAZBLUE CHARACTER TO FIGHT HOMER SIMPSON
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Last Edit: May 29, 2011, 08:10:25 pm by Speedy9199
Re: Tager Released, all my Blazblue chars updated
#16  May 29, 2011, 08:20:28 pm
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    • www.justnopoint.com/lbends
Re: Tager Released, all my Blazblue chars updated
#17  May 29, 2011, 08:23:48 pm
  • ***
  • Make her whiter! Make her whiter!
    • USA
    • speedy9199.webs.com/index.htm
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
YOU DON'T NEED AN ACCURATE BLAZBLUE CHARACTER TO FIGHT HOMER SIMPSON
#18  May 29, 2011, 08:35:59 pm
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regardless of how difficult infinites are infinites and hsould be fixed; I don't think tht one is that difficult either, cnsidering it only involves one button press and one direction so with little practice you can get it down to perfection.
Re: Tager Released, all my Blazblue chars updated
#19  May 29, 2011, 08:57:07 pm
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I don't get why you guys can't double jump. Are you guys using mugen 1.0 or 1.1?
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#20  May 29, 2011, 09:16:49 pm
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Feedback:

- Wtf with the superarmor? Hit him once, he gains invincibility for some time and can't move or do anything else. When he stops being invincible, he has superarmor again :gonk:

- If I hit him while crouching, he gets stuck for some moments in a weird animation (between standing and crouching).

- There's no double jump, or at least it doesn't work, which I'm glad. Why would you want to have it for this character? Also, I'm using MUGEN 1.0, so yeah, it's a problem of your character.

- The effects for the powercharge clashes a lot. Seriously, you use a yellow thunder, then switch to green? Also, it doesn't disappear inmediately after you stop charging, it stays for a little time.

- OMG, if I hit him while he's in the air he gets launched really far (in fact, he's send to the corner). And it happens with all characters, so the problem is yours.

- The way you made all the normal moves is horrible. Such long hitstuns are unforgivable. Seriously, you didn't get a lot of invincibles by pure miracle. Rework it, it's impossible that a weak hit is able to have such long hitstuns. He's a grappler, for God's sake. Because of your system, I'm able to combo 5 weak attacks for damage equal to a super attack, which is ridiculous.

- Your hitboxes are terrible, or at least the ones for attack. Seriously, they go inside the character where there's no way it can hit someone. Also, "F,c" makes the entire character be covered with red hitboxes, which is even worse. Also, aerial "c" attack is quite hard to make it connect since the own character's blue hitboxes stops him from doing that. Also, seriously, you can reduce the standing pose blue hitboxes a little, so he doesn't fill that much space.

- All your crouch attacks can be blocked while standing. All aerial attacks can be blocked while crouching. In short, all your attacks can be blocked regardless of your position, making him quite useless.

- "F,a" and "F,b" having invincibility frames is wrong. More if he has that stupid superarmor that I don't know why you put it. Remove them.

- "c" attack juggle is ridiculous. She falls, then bounces from the ground like if there was a spring there. Hitting the opponent while it's on the air makes it even more ridiculous. Work this a little more.

- "z" attack... well, ignoring how bad the animation of the thunder looks like, I didn't remember the magnet effect to hit like if it was an attack. It's supposed to drag you, not hit you. And that thing is unblockable with the normal version (standing only).

- Roll.... it clashes so bad with this character that I can't look at him while doing it. Remove it, seriously. He's supposed to have low mobility, so that thing is terrible there.

- The grabs are bad. Apart that I'm sure no attack hitboxes nor blue hitboxes should appear (at least it should appear only the ones that shows invincibility), they are bounced so high on the sky that makes me wonder again if there are springs in the floor of the stage.

- "D,F,b" has invincibility frames, both the first and the attack that follows up if you do that command again. And again, it makes the opponent bounce really high to the sky.

- For "D,F,c", there's two things that I'm perplexed. First, you said there's a "hold c" version there, but I tried and there isn't one. Or at least one that any human can notice. Second thing, I can't do the follow up move. Is there really one there?

- For "D,B,b"... it's a special. Meaning, the moment I input the command, I should be able to use the move. Yet I can only use it while I'm at the correct range. I can understand you do that for a normal grab, but for a special one? Also, the animation is wrong. He goes way too fast compared to how slow he moves, and the opponent suddenly is moved to his hands when he grabs him on the air. Couldn't you make this move launch him on top of Tager, instead of making this?

- "F,D,DF,c" doesn't attract the enemy even if it's magnetized (which makes me wonder why you can hold up the "c" button). And I'm unable to combo it with any move. Even with moves that launches the opponent to the air, which would be the best way to use it. Also, If I connect it successfuly, it looks like Tager's hitboxes completely misaligned (they're positioned on top of the grabbed opponent). Also, the bounce effect after that is bad.

- 250 damage for the "D,F,z" super, which is a level 1 (it's the one that makes him shoot an electric ball)? I don't like this. Also, why didn't you make it like with the other supers, with effects that shows it as a super? Also, no hitsparks appear at all if this is blocked.

- 572 damage if I use "D,F,D,F,b" (level 2), then "D,F,b" (level 1). 429 if I only use the first one. Damage is way too high. Also, second part has no push if it hits a blocking enemy.

- The "D,F,c" move... :gonk: Anyway, ignoring how it turns out like, 520 damage is way too much for a level 2. And again, I should be able to use it regardless of my distance between my opponent. Let us decide when to use it, do not make it so when you're in the range to grab you can use it.

- The Astral Finish... :gonk: Also, it misses even if I'm close, which is a mistery for me, since you did the same with the move above, only possible to do while in range.

I can't accept this. I normally didn't have a problem with your other releases, but this one is impossible to accept. It doesn't play/feel like a grappler at all. It doesn't feel like if it was Tager. I need a drink to calm myself down after using this thing.
Last Edit: May 29, 2011, 09:22:24 pm by Nanashi_1337
Re: Tager Released, all my Blazblue chars updated
#21  May 29, 2011, 10:11:52 pm
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Tsubaki still doesn't feel like Tsubaki. : \

And why is it that none of these characters can double Jump?
Re: Tager Released, all my Blazblue chars updated
#22  May 29, 2011, 11:23:00 pm
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OK PEOPLE LISTEN UP

With so MANY complaints about people wanting my characters accurate and/or to be made to perfection,

I GO OPEN SOURCE

Think my character sucks? Think my coding sucks? My characters are playing like shit? Think you can do better?

USE MY CHARACTERS AND EDIT THEM.

Want to make your own Blazblue vs Guilty Gear Mugen game HERE IS YOUR CHANCE!

All I ask is that you give me at least SOME credit.

Anyone can use any sprite, sound, or code.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Last Edit: May 29, 2011, 11:47:18 pm by Speedy9199
Re: Tager Released, all my Blazblue chars updated
#23  May 29, 2011, 11:25:16 pm
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ever thought that maybe your base is unusable as well
Re: Tager Released, all my Blazblue chars updated
#24  May 29, 2011, 11:32:49 pm
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  • Make her whiter! Make her whiter!
    • USA
    • speedy9199.webs.com/index.htm
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#25  May 29, 2011, 11:41:19 pm
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  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
No reason at all to work with a terrible base. It would honestly be better to start from zero than to use these.
Re: Tager Released, all my Blazblue chars updated
#26  May 29, 2011, 11:45:04 pm
  • ***
  • Make her whiter! Make her whiter!
    • USA
    • speedy9199.webs.com/index.htm
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#27  May 29, 2011, 11:50:27 pm
  • *****
  • Put 'er there.
  • y u free doe
    • Canada
    • Skype - shwacgl
He's right, though.
Even Kong's shit is salvageable.

Instead of going all "I'D LIKE TO SEE YOU DO ANY BETTER" or seemingly giving up on improvement, I suggest you learn.
Let this teach you that you need to polish your stuff a lot more. Do you even have any testers?
If so, through dem niggas out the window, you need folk who know their shit.
Re: Tager Released, all my Blazblue chars updated
#28  May 30, 2011, 12:02:44 am
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He's right, though.
Even Kong's shit is salvageable.

Instead of going all "I'D LIKE TO SEE YOU DO ANY BETTER" or seemingly giving up on improvement, I suggest you learn.
Let this teach you that you need to polish your stuff a lot more. Do you even have any testers?
If so, through dem niggas out the window, you need folk who know their shit.

I'm just tired of hearing the "I can do better than you" phrase over and over again and again. I think it's best if I go open source and have other people finish my work.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#29  May 30, 2011, 12:22:14 am
  • *****
  • Put 'er there.
  • y u free doe
    • Canada
    • Skype - shwacgl
But no one's said that. At least, not in here.
Re: Tager Released, all my Blazblue chars updated
#30  May 30, 2011, 12:24:02 am
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  • Maker of obscurity.
    • http://tetsuwanatom.b1.jcink.com/
I'm not a greater maker myself and I neither get much feedback... However, you need to consider to improve your characters according to the feedback. If people feel the need of something accurate, then give a try and also give grooves for something custom if possible. Try do not get yourself with riots, they're useless... I don't understand anything about Blazblue, however, try to not waste your effort.
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#31  May 30, 2011, 12:32:31 am
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  • DAT SAX
Stop resisting help and asking people to fix your junk for you and LEARN HOW TO FIX YOUR MISTAKES.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Tager Released, all my Blazblue chars updated
#32  May 30, 2011, 12:46:38 am
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Stop resisting help and asking people to fix your junk for you and LEARN HOW TO FIX YOUR MISTAKES.
Please, avoid saying something which may cause more riots. Let's him answer my reply and let him decide what he need to do next. We should not push anyone violently and cause more riots here, please understand.
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#33  May 30, 2011, 02:28:14 am
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Instead of going all "I'D LIKE TO SEE YOU DO ANY BETTER" or seemingly giving up on improvement, I suggest you learn.
Let this teach you that you need to polish your stuff a lot more. Do you even have any testers?
If so, through dem niggas out the window, you need folk who know their shit.

When did any of us say anything about that whenever we gave feedback? Feedback is meat to tell you what's wrong so you can fix it.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Tager Released, all my Blazblue chars updated
#34  May 30, 2011, 09:07:43 am
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>> I GO OPEN SOURCE

How people pushing you to take on this step makes me feel uneasy :ninja:

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Tager Released, all my Blazblue chars updated
#35  May 30, 2011, 11:52:44 am
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I'm not gonna say this Tager is good, it could be sooo much better I can't explain, but.....on the note of going open source, you may as well, but may I add one statement? Do you think any good creator started out good from the beginning magically? Without learning? No, which is why if you want to make good stuff you have to invest time, patience and knowledge into it to come out with a good release. Just my two cents.
Re: Tager Released, all my Blazblue chars updated
#36  May 30, 2011, 01:42:45 pm
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Re: Tager Released, all my Blazblue chars updated
#37  May 30, 2011, 04:07:05 pm
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Uryuu's message is fine. The way he gave it is worthy of causing riots.
Re: Tager Released, all my Blazblue chars updated
#38  May 30, 2011, 09:43:15 pm
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Speedy9199 have done a great work up until now. I can understand that it may be frustrating and that want to give up but hey think it this way Speedy9199"You haved the idea!!! Bad or good it does not matter what it does matter is if you are statisfied of what have you done!!!!"
Re: Tager Released, all my Blazblue chars updated
#39  May 30, 2011, 09:48:55 pm
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You obviously have not played with these or read this thread.
Re: Tager Released, all my Blazblue chars updated
#40  May 30, 2011, 09:50:55 pm
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Uryuu's message is fine. The way he gave it is worthy of causing riots.
Although he want to help, he went so aggressive and it only make things worse. What's the point of being rude with someone who don't know what to do next? Of course, he need to best himself, but we don't need to act like monsters.
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#41  May 30, 2011, 10:04:26 pm
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I Agree with Toshio, there are nicer ways of giving feedback than this.  Considering that not many people are releasing Blazblue characters, because of how difficult it is to work with; give the guy a break.  I can honestly say this is the best Tager on Mugen due to that fact ;)   I do agree this character needs a lot of work though!   

The move where green lightning comes out of his hand misses all the time and should probably be taken away if nothing can be done to fix that.  Although, he could use some more moves as well, this really seems rushed to be honest.

Anyways, don't give up on what you do..seems like the nasty things people have said have made you want to quit instead, of improving your work.  Maybe team up with someone to get ideas and make things easier?  I'll keep Tager on my list of characters..might not pick him, but as a computer opponent to go up against he does alright. 
Re: Tager Released, all my Blazblue chars updated
#42  May 30, 2011, 10:06:35 pm
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You obviously have not played with these or read this thread.

Orochi Gill it would REALLY help if you gave feed back like Nanashi_1337 instead of feedback like that if you want to help me or something like that.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#43  May 30, 2011, 10:16:39 pm
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... It rather seems unclear, but he's just addressing Leonardo_ST on how he doesn't know what he's talking about. Still, like Toshio said, there's no need to be rude. And even if you can't help being rude, you don't need that. Neither does anyone else, especially the newcomers.
Re: Tager Released, all my Blazblue chars updated
#44  May 30, 2011, 10:18:58 pm
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Hey I apologize from the other day by the way, I just don't like to see authors with such potential not take feedback properly, and now I notice you're trying to. Your work really does need improvements, but if you listen to the feedback Nanashi gave you, and others, I bet no doubt the character(s) will get better feedback each time via updates.
Re: Tager Released, all my Blazblue chars updated
#45  May 30, 2011, 10:21:31 pm
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Re: Tager Released, all my Blazblue chars updated
#46  May 30, 2011, 10:24:22 pm
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You obviously have not played with these or read this thread.

Orochi Gill it would REALLY help if you gave feed back like Nanashi_1337 instead of feedback like that if you want to help me or something like that.

I dunno it's not like you took any before.

But with you saying negative things about the character like that and not at ALL giving feedback like Nanashi_1337 you can't help me AT ALL. I know that you HAVE left one feedback during my Ragna release about the Astral Finish text but come on I need more than that.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
An honest question, I'll get somewhere with this.
#47  May 30, 2011, 10:39:35 pm
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What games do you play Speedy?
Re: An honest question, I'll get somewhere with this.
#48  May 30, 2011, 10:43:31 pm
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What games do you play Speedy?

ok....

Blazblue, YES I HAVE THE REAL GAME FOR PS3 PEOPLE.

Tekken 6

Soul Calibur 1,2,3,4 and 5 when it comes out.

Samurai Shodown I & II

Racing games, shooters. etc
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#49  May 30, 2011, 10:45:37 pm
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I demand Hazama. This Tager is the epitome of brilliance in moojin lol.
Re: Tager Released, all my Blazblue chars updated
#50  May 30, 2011, 10:48:31 pm
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I demand Hazama. This Tager is the epitome of brilliance in moojin lol.

No  >:( That is the one character I couldn't stand in Blazblue because of the combos he had and the massive amount of people online that play as him.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#51  May 30, 2011, 11:00:12 pm
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I see.  You have a greater disposition towards 3D fighters and systems.  In a 3d fighter it's not as common to see long strings or rely too much on jumping.  I encourage you to do the following:

  • Play Super Street Fighter 2 Turbo - This game is more about footsies than anything else.  You might hate it.  I don't expect you to like it, but everyone should learn it.  Get an emulator and ROM to play it.
  • Watch Tekken videos - Tekken is ALL ABOUT frame advantage and looking for openings, since you and your opponent are always in close quarters combat.  http://www.youtube.com/watch?v=eifzWcLpEWc look how back and forth these games are, not every solid hit goes into a combo, not every blocked attack is safe.  Go into training mode and ask yourself, what move can beat X move?  What move can punish X move?
  • Play King of Fighters, Any year - You jump a lot in this game.  There are some five different ways to jump, and each one has its uses.  It's a very offense oriented game which also offers good defensive options like guard cancel and rolling.  Again, you might hate the game but you should see what it's about.  The game also features a very basic combo system that's easy to understand.
Re: Tager Released, all my Blazblue chars updated
#52  May 30, 2011, 11:05:43 pm
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I see.  You have a greater disposition towards 3D fighters and systems.  In a 3d fighter it's not as common to see long strings or rely too much on jumping.  I encourage you to do the following:

  • Play Super Street Fighter 2 Turbo - This game is more about footsies than anything else.  You might hate it.  I don't expect you to like it, but everyone should learn it.  Get an emulator and ROM to play it.
  • Watch Tekken videos - Tekken is ALL ABOUT frame advantage and looking for openings, since you and your opponent are always in close quarters combat.  http://www.youtube.com/watch?v=eifzWcLpEWc look how back and forth these games are, not every solid hit goes into a combo, not every blocked attack is safe.  Go into training mode and ask yourself, what move can beat X move?  What move can punish X move?
  • Play King of Fighters, Any year - You jump a lot in this game.  There are some five different ways to jump, and each one has its uses.  It's a very offense oriented game which also offers good defensive options like guard cancel and rolling.  Again, you might hate the game but you should see what it's about.  The game also features a very basic combo system that's easy to understand.

I have and played Street Fighter 2 and KOF 99 but I haven't touched them in awhile unlike the other games I mentioned. At street Fighter 2 I was only good with Dhalsims and in KOF 99 it had a cheesy boss.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#53  May 30, 2011, 11:18:07 pm
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Still, think about trying again. That's pretty good advice.

Here's my two cents, now, if you want to hear it.

1. I know you've probably been doing this, but I have to say it. Boot up the game as you work and try to hash out the animation timings better. It's not going to be perfect, and that's fine, but some of them are just not right. Ragna, for instance, does not do that thing with his hand every time his standing cycle is over. If you can't figure out how to do idle animations, it's fine to leave them out until you learn how.

2. At the very least, try to understand a little bit of the frame data that's available for the game. Go here. Read the System Guide and Notation Guide pages. Pick whatever character you want, then go down to the Revolver Action tables. They tell you how the basic ABCD moves are connected to each other.

Also, the tables contain information about the moves themselves that you might not have known about, like what moves can only be blocked high or low. If you want to do more with what's there, like figure out the damage that moves do, or the movement speeds of characters, you're going to need to do some math and a lot of testing to see what feels right. I know you're not going for accuracy, but this might be helpful in getting some things down.

Look, I know people, myself included, have given you grief over these characters. Personally, I know I should have just shut up on YT and actually tried to help you a lot earlier, and I'm sorry for not doing that until now. The fact is this, though--no one's forcing you to make a Tager that plays like it dropped straight out of Blazblue or anything, but you've got to take some time to polish what you have right now. Accuracy is different from quality.  A character does not have to be accurate to be good, but it helps to try and understand the system you're working from and the character you're working with first.
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Re: Tager Released, all my Blazblue chars updated
#54  May 31, 2011, 12:30:16 am
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Try do several tests in the source game's character and see what you can improve in your own characters. I've did that with Bibin MC and she is closer to the original source. Just needs more fixes^^
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#55  May 31, 2011, 10:23:08 am
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Ok so you did ok with Dhalsim.  What exactly does he have?

Let's examine this vid
http://www.youtube.com/watch?v=GSBTLTEzPC4
  • Yoga Fire - Controls space while it's out, forces opponents to block, jump, or throw out another projectile.  Against someone like Guile who can't spam as fast, Dhalsim can move up a bit every time.
  • Crouching Fierce Punch - Long range attack that goes under fireballs.  It's got decent speed, and great to use when your opponent is backed into a corner.  Again, forces a block or jump.
  • Standing Roundhouse Kick - Another long range attack that goes upwards.  Dhalsim uses this to knock people out of the air in front of him.  If they're on top of him, he uses close fierce punch instead.
  • Yoga Flame - Stays out in front of him for a while, this isn't a move you can really beat usually but you can go under it or reversal through.

What doesn't he have?
  • A reversal move.  -  A move with invulnerability on startup so it can beat other moves, moves like Shoryuken.
  • Quick air movement.  - Dhalsim jumps slowly.  He has a couple of dive moves to get him on the ground faster but these are very easily punished if you're not careful.

Why is this important?  Because what SF2 does is create character archetypes.  Dhalsim for example, is a long range zoning character.  He hits you from far away and forces you into a corner by pinning you down.  He has maybe one or two good moves close up, but overall he can't get away if you rush him down.  Every one of his moves has a particular purpose.  It's not enough to say "here's a move, it hits and does damage" there are good places and bad places to use them.

Let's look at Tager.  He is of the grappler archetype, which means he wants to be up close and personal to use his grabs, but he also has some strong, but slow moves further away.
5A - More of a panic button than anything else.  In BBCS it can start combos but it usually doesn't.  It's his fastest move and hits decently when used as an anti-air.
2A - Same as 5A but you won't be able to go under it.
5B - A really short range low kick that has two purposes:  It can pick people up who are about to hit the ground so you can combo them, or you can throw it out as a mixup (remember it has to be blocked low).
2B - A bit slower than 5B, but it has a bit further reach.  You can also chain into this from 5B (that doesn't mean it will combo!)
6B - This move is slow for a reason.  It can only be blocked high, and it can also pop people up from the ground so you can combo them.  In many games like BB where combos are everywhere and the game is fast, overheads are among the slowest moves in the game.
5C - It's an ok range move and it'll stuff your opponent if they're careless but the speed means you have to predict when it's a good time to use it.
6C - HUUUUUGE overhead, ridiculous range, but still extremely useless outside of a combo because of the speed of the game.
2C - This. Is. Tager's. Best. Move.  It's pretty safe when blocked because you can cancel it without meter, it leads to massive combos even when it's not a counterhit, and it covers the area directly on top of Tager, something none of his other moves do.
3C - Another low attack.  Just another way to get damage at the end of combos really.
5D - It's huge, it does decent damage, but the most important thing about it is that it magnetizes even if it's blocked.
4D - Another panic button for Tager because of its speed.  It only hits a small area in front of him but on a counterhit you get a combo from the wallslam.  Definitely not safe to throw out just whenever though.
2D - This is a really bad idea to use randomly.  The startup takes a while, it's not safe when blocked because of the recovery, and you don't usually get combos from it.  HOWEVER, when the opponent is magnetized, you can hit people across the screen.
jA - Panic button.
jB - Great move to hit people on the ground with, can cross up and lead to combos.
jC - Kinda slow, only useful because it moves Tager further than his jump normally would.
jD - Too slow to be useful unless your opponent is magnetized, ridiculous range otherwise.
j2C - Every grappler has a body splash type move.  Tager's is special because if it's used very low to the ground it recovers instantly, which lets you combo.
Spark Bolt - It's very easy to keep Tager away from you.  When his spark bolt is ready though, he can hit you from anywhere on the screen if you try to do a slow move.
Tager Buster - This is why you want to stay away from Tager.  There is a long recovery on this move if you miss because it's not supposed to be safe to use all the time.  Compare to SSF2 Zangief, who cannot even do his Spinning Pile Driver if it won't hit.  A regular attack will come out instead.
Gadget Finger - If Tager knocks you down and hits you with Gadget Finger, two things happen:  You are forced to make a decision.  Either jump to avoid being thrown again, attack and see if he tried to anti-air, or just block to see if he tries to attack.  This is called an RPS (rock paper scissors)  Any grappler worth its salt tries to get into RPS situations, since it's always in their favor even if they guess wrong.
Last Edit: May 31, 2011, 11:04:54 am by JaySeeVeeDee
Re: Tager Released, all my Blazblue chars updated
#56  May 31, 2011, 11:54:08 am
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That's how we can really help someone, good job for those who decided to help in the correct way. We cannot have a good learning in mugen forums with senseless violence, there is no need for a "truth" which came with a punch in the face, it's discouraging. As I said earlier, study the source character and see what can be improved also check everything necessary before a release and send it to your betatesters, they might find bugs which you never realized before. Also, try test your character in the watch mode, it can show bugs which don't occur in other characters during custom states (for example: Tager may have a required sprite missing while being throw).
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#57  May 31, 2011, 12:00:28 pm
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Guys, if you don't have anything good to say. Don't sa anything at all...
Or at least give constructive feedback. If we help him we can get this arguement over us.
If we don't Things can go really wrong. All you guys say to him is "Worst thing ever" or "It's not an accurate Tager" Seriously, if you don't want to read his first post. I'll show it to you here. He said "NONE of My characters are accurate to the game"
Guys. If you read the first post through this wouldn't have happened.




... are you STILL reading this?
Re: Tager Released, all my Blazblue chars updated
#58  May 31, 2011, 12:04:16 pm
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speaking of reading first posts, i think it's safe to say you didn't read much of the rest of the thread

also no if something sucks, then people are going to say it sucks

lastly i dunno how ishida said anything that amounted to 'a punch to the face', he told the creator to stop ignoring help and fix mistakes, it's not like he said 'you fucking dickface, fix your goddamn problems or you don't have nuts'

sooner or later, everybody puts up with xiangfei
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Re: Tager Released, all my Blazblue chars updated
#59  May 31, 2011, 12:08:32 pm
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If you are new to my characters, you must know that they are NOT accurate to Blazblue!
There you have it people. The part of speedy's thread some of you forgot to read.
Some of you did read it. So you already know that Tager shouldn't be accurate.
And stop complaining about the infinities and telling him to fix it.




... are you STILL reading this?
Re: Tager Released, all my Blazblue chars updated
#60  May 31, 2011, 12:09:09 pm
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sooner or later, everybody puts up with xiangfei
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Re: Tager Released, all my Blazblue chars updated
#61  May 31, 2011, 12:09:45 pm
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... are you STILL reading this?
Re: Tager Released, all my Blazblue chars updated
#62  May 31, 2011, 12:10:21 pm
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sooner or later, everybody puts up with xiangfei
project thread / obscure mugen wiki / tweeter for mugen stuff

GOH

Re: Tager Released, all my Blazblue chars updated
#63  May 31, 2011, 12:21:10 pm
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We shouldn't tell him to fix the infinites? We shouldn't tell him that even though it's not accurate to the source material, it's badly done? Sonicstar you're not making any sense.
Re: Tager Released, all my Blazblue chars updated
#64  May 31, 2011, 12:45:20 pm
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speaking of reading first posts, i think it's safe to say you didn't read much of the rest of the thread

also no if something sucks, then people are going to say it sucks

lastly i dunno how ishida said anything that amounted to 'a punch to the face', he told the creator to stop ignoring help and fix mistakes, it's not like he said 'you fucking dickface, fix your goddamn problems or you don't have nuts'
Is that directed to me? I'm only saying that we don't need to be aggressive, it's not necessary to be aggressive. I see he commited mistakes for not accepting help, but we should not be carried away and act like monsters and making him more discouraged or angered. Just because he don't accepted help, we don't need to say nasty things and make things worse. He is unsure about what to do, please consider that and wait till he answer.
-Toshio Tenma
Re: Tager Released, all my Blazblue chars updated
#65  May 31, 2011, 04:58:16 pm
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Thanks for all the feedback you guys gave me and took the time to do so.

I'm sorry if I sounded like I was "giving up" earlier. However my characters will remain open source.

I update Tager

Added damage Dampener(I thought I already added one)

super armor code changed, it now activates randomly

Infinites should be removed, hopefully, the J.A and J.C

Magnet added to atomic collider HOWEVER this move might look a bit glitchy because when I was adding it mugen was being retarded with the hitdefs. Maybe it was something to do with infinite time or something.

Magnet time reduced.

tweaked z and D.Z
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Last Edit: May 31, 2011, 05:10:36 pm by Speedy9199
Re: Tager Released, all my Blazblue chars updated
#66  May 31, 2011, 06:05:21 pm
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We shouldn't tell him to fix the infinites? We shouldn't tell him that even though it's not accurate to the source material, it's badly done? Sonicstar you're not making any sense.
No, You should stop nagging him to change the infinities. We all know he has to change them. So stop jynxing it.




... are you STILL reading this?
Re: Tager Released, all my Blazblue chars updated
#67  May 31, 2011, 06:20:48 pm
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If you are new to my characters, you must know that they are NOT accurate to Blazblue!
There you have it people. The part of speedy's thread some of you forgot to read.
Some of you did read it. So you already know that Tager shouldn't be accurate.
And stop complaining about the infinities and telling him to fix it.

Just because its not accurate doesnt mean it should play blandly. I kind of learned this the hard way/

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.

GOH

Re: Tager Released, all my Blazblue chars updated
#68  May 31, 2011, 06:25:26 pm
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Re: Tager Released, all my Blazblue chars updated
#69  May 31, 2011, 06:26:11 pm
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Nice to see you are fixing this! :D

super armor code changed, it now activates randomly
Why would you want random super armor? From a gameplay standpoint (accuracy or not) it makes no sense. :S

Re: Tager Released, all my Blazblue chars updated
#70  May 31, 2011, 07:16:35 pm
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Re: Tager Released, all my Blazblue chars updated
#71  May 31, 2011, 07:21:47 pm
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I already say that in my feedback (though I didn't notice the infinites, guess I should have checked better). I thought he would do that :(

Also, I'm sure the "a,F+a" infinite didn't exist in the previous version. I'm trying and trying with the old one, but that one is impossible. And I'm not sure if the "b,jump,b(aerial),a(aerial)" was possible in the old version.

---

Just in case, aokmaniac, could you test the first infinite I mention with another character? I can't replicate it no matter what. Just in case. The second one doesn't exist in this new version. And I was never able to replicate the third one, so I'm not sure about that one.

But Jesus Christ, right now I'm preparing more feedback because this update was bad.
Last Edit: May 31, 2011, 08:08:14 pm by Nanashi_1337
Re: Tager Released, all my Blazblue chars updated
#72  May 31, 2011, 08:01:22 pm
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Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#73  May 31, 2011, 08:08:02 pm
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Feedback:

- Your new update gives debug problems for everything that implies attacking or forward dashing, when there's none at all. I'm sure this wasn't there before. You seriously rushed here.

- You have not removed that unblockable thing from the "z" attack when you're standing and the opponent is magnetized.

- And more rushed stuff. It's hilarious the way your Atomic Collider works now. If the person is magnetized, it turns out into a full-screen grab. Have you ever thought how stupid this sounds, a full-screen grab? It's just using the move, then you managed to grab the opponent. Also, if I use it then delay it when my opponent is on the floor, when it stands up it doesn't get attracted to it. And this even happened when I grabbed the opponent near the corner (Tager was in the corner) while it was magentized:


- Oh yeah, you removed that problem with the superarmor, but seriously, why do you like to add one to your characters? It's better without one. Specially if it's a grappler, IMO.

- Tager is incompatible with that Blazblue stages released before, since it gives debug problesm. LOL at that.

- LOL at "c" juggle. I can combo it 4-5 times near the corner.

- Yeah, there's damage dampner, but the supers still do way too much damage. More than what a normal grappler would do.

This was a bad update, seriously.
Last Edit: May 31, 2011, 08:20:23 pm by Nanashi_1337
Re: Tager Released, all my Blazblue chars updated
#74  May 31, 2011, 08:12:02 pm
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And stop complaining about the infinities and telling him to fix it.

why WOULDN'T you do this?
He has a life too. He'll fix it when he can.

that's....not a valid excuse at all

in some cases that is kind of a valid excuse. Me, i bet i'd be a damn good creator if i had the time, but there's just WAAAY too much on my plate to expend hours of time on a hobby :/ when people have too much going on, the work just suffers dude :(
Love being a Raider :)

Re: Tager Released, all my Blazblue chars updated
#75  May 31, 2011, 08:13:13 pm
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Feedback:

- Your new update gives debug problems for everything that implies attacking or forward dashing, when there's none at all. I'm sure this wasn't there before. You seriously rushed here.

- You have not removed that unblockable thing from the "z" attack when you're standing and the opponent is magnetized.

- And more rushed stuff. It's hilarious the way your Atomic Collider works now. If the person is magnetized, it turns out into a full-screen grab. Have you ever thought how stupid this sounds, a full-screen grab? It's just using the move, then you managed to grab the opponent. Also, if I use it then delay it when my opponent is on the floor, when it stands up it doesn't get attracted to it. And this even happened when I grabbed the opponent near the corner while it was magentized:


- Oh yeah, you removed that problem with the superarmor, but seriously, why do you like to add one to your characters? It's better without one. Specially if it's a grappler, IMO.

- Tager is incompatible with that Blazblue stages released before, since it gives debug problesm. LOL at that.

- LOL at "c" juggle. I can combo it 4-5 times near the corner.

- Yeah, there's damage dampner, but the supers still do way too much damage. More than what a normal grappler would do.

This was a bad update, seriously.

The Atomic Collider would have been better but there was problems coding it. This is what happened. I want to code the grapple to grab mainly on animelem 7 but if I trigger the hitdef that way only the 8th animelem will grab which is the one with the large collision BUT the 8th animelem is for the magnet. I seriously don't know what happens there...
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Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#76  May 31, 2011, 08:14:01 pm
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And stop complaining about the infinities and telling him to fix it.

why WOULDN'T you do this?
He has a life too. He'll fix it when he can.

that's....not a valid excuse at all

in some cases that is kind of a valid excuse. Me, i bet i'd be a damn good creator if i had the time, but there's just WAAAY too much on my plate to expend hours of time on a hobby :/ when people have too much going on, the work just suffers dude :(



Not really.  All it means is you would take longer to release it.  It has no bearing on the quality of the work.
Re: Tager Released, all my Blazblue chars updated
#77  May 31, 2011, 08:18:51 pm
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I have tested Tager and I've saw several bug messages, I recommend playing in debug mode to see these messages and try to to fix possible errors, ok?
What I've noticed was:
a) Tager have a hop back, however he cannot dash (there is a error message regarding it).
b) He have error messages when he get tripped. Also, if a character like Comet do the "Hoshi No Kou Meki" (it make the enemy trip and usually fall in a prone animation) or a down attack then he'll don't remain in a prone animation:



c) He still can't double jump yet.
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Re: Tager Released, all my Blazblue chars updated
#78  May 31, 2011, 08:21:36 pm
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The Atomic Collider would have been better but there was problems coding it. This is what happened. I want to code the grapple to grab mainly on animelem 7 but if I trigger the hitdef that way only the 8th animelem will grab which is the one with the large collision BUT the 8th animelem is for the magnet. I seriously don't know what happens there...

Sounds to me like either Animelem 7 has no red clsn boxes or you're using an incorrect trigger. Animelemtime(7)=0 SHOULD work.

a) Tager have a hop back, however he cannot dash (there is a error message regarding it).
c) He still can't double jump yet.

Iirc Tager cant do either of those in CT (dunno about CS but I'm assuming the same holds true).


<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: May 31, 2011, 08:27:29 pm by RicePigeon
Re: Tager Released, all my Blazblue chars updated
#79  May 31, 2011, 08:22:51 pm
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a) Tager have a hop back, however he cannot dash (there is a error message regarding it).
c) He still can't double jump yet.

a) That's accurate to source. In source, he cannot dash forwards, but he can dash backwards. That's why I'm confused as to why it gives debug problems if I attempt to do the forward dash.

c) Stop reminding him that. I don't want to see that in Tager. Let's all be quiet in hopes he forgets about it.
Re: Tager Released, all my Blazblue chars updated
#80  May 31, 2011, 08:30:18 pm
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a) Tager have a hop back, however he cannot dash (there is a error message regarding it).
c) He still can't double jump yet.

a) That's accurate to source. In source, he cannot dash forwards, but he can dash backwards. That's why I'm confused as to why it gives debug problems if I attempt to do the forward dash.

c) Stop reminding him that. I don't want to see that in Tager. Let's all be quiet in hopes he forgets about it.

a.) Sounds to me like he just omitted the state instead of rewriting it to return Tager to the stand/walk state, but let in the command and changestate controller to allow going into the state, which is the only explaination for the debug

c.)  unlimited Tager? :)

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Tager Released, all my Blazblue chars updated
#81  May 31, 2011, 08:38:19 pm
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If you are new to my characters, you must know that they are NOT accurate to Blazblue!
There you have it people. The part of speedy's thread some of you forgot to read.
Some of you did read it. So you already know that Tager shouldn't be accurate.
And stop complaining about the infinities and telling him to fix it.

Just because its not accurate doesnt mean it should play blandly. I kind of learned this the hard way/
I know. It's because nobody read it and complained about accuracy.




... are you STILL reading this?
Re: Tager Released, all my Blazblue chars updated
#82  May 31, 2011, 08:42:21 pm
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The Atomic Collider would have been better but there was problems coding it. This is what happened. I want to code the grapple to grab mainly on animelem 7 but if I trigger the hitdef that way only the 8th animelem will grab which is the one with the large collision BUT the 8th animelem is for the magnet. I seriously don't know what happens there...

Sounds to me like either Animelem 7 has no red clsn boxes or you're using an incorrect trigger. Animelemtime(7)=0 SHOULD work.

a) Tager have a hop back, however he cannot dash (there is a error message regarding it).
c) He still can't double jump yet.

Iirc Tager cant do either of those in CT (dunno about CS but I'm assuming the same holds true).

Tried that trigger.. it still has the problem  :-\

My code works like this:

[State 1200, 1] - this is for the magnet
type = HitDef
triggerall = var(40) >= 1
trigger1 = AnimElem = 8
attr = S, HA         
damage = 0, 0         
animtype = Light         
;guardflag = MA         
hitflag = MAF         
priority = 3, Hit         
               
pausetime = 1, 1         
sparkno = s18001            
guard.sparkno = s18001
sparkxy = -5000, -50004      
               
;hitsound = s900, 0 + (random%3)         
;guardsound = s1000, 0 +(random%2)         
ground.type = High      
ground.slidetime = 35      
ground.hittime  = 22      
ground.velocity = 57 , -35      
airguard.velocity = -1.9,-.8   
air.type = High         
air.velocity = 57,5      
               
air.hittime = 29
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1200, 1] - this is for the grab
type = HitDef
trigger1 = Time >= 14
attr = S, ST         
hitflag = MAF       
priority = 3   
sparkno = -1         
sprpriority = 1       
hitsound = s150,0
p1facing = 1
p2facing = 1         
p1stateno = 1201       
p2stateno = 1210       
fall = 1

I added and double checked that I added a red clsn to animelem 7 if I put any time or animelem lower than 7 it's like mugen reads the code like this:

[State 1200, 1] - this is for the grab
type = HitDef
trigger1 = Animelem = 8
attr = S, ST         
hitflag = MAF       
priority = 3   
sparkno = -1         
sprpriority = 1       
hitsound = s150,0
p1facing = 1
p2facing = 1         
p1stateno = 1201       
p2stateno = 1210       
fall = 1

I can't have the code read like this because animelem 8 is the animation with the large magnet clsn and if it hits my opponent will be grappled from far away.
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#83  May 31, 2011, 08:56:32 pm
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If the grab is on elem 7, then it should be for animelem 7, not 8. Also the first grab hitdef you provided allows it to activate at any time after time 14, which can override the magnet hitdef.

Also I doubt this will have any effect but try placing the grab hitdef first, above the magnet hitdef. Mugen processes state controllers in top-down order (I found some wonky shit that isnt supposed to work, but did in winmugen anyway because of this, mostly in Kohaku's older characters).

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Tager Released, all my Blazblue chars updated
#84  May 31, 2011, 10:26:34 pm
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Re: Tager Released, all my Blazblue chars updated
#85  May 31, 2011, 10:31:24 pm
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The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#86  May 31, 2011, 10:34:22 pm
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It works well enough.
Re: Tager Released, all my Blazblue chars updated
#87  May 31, 2011, 10:40:27 pm
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It works well enough.

I think I found my problem, it's my keyboard. After trying to mimic the infinites you showed in your previous video I had a hard time because I think my keyboard is unresponsive, it's like i have to input the command PERFECTLY without a milisecond to late or soon. Do you use a keyboard or a controller?
The only Mugen creator on this site without a "gay" purple name.  :-X

Little known FACT: If you use the equation, (z)velocity = (((x2-x1)^2 + (y2-y1)^2)^.5) / time and z = a small decimal number in mugen you can get something that follows something else. Useful for heat seeking missiles, black holes, magnet effects, a projectile aimed for an enemy's head... Seriously, try it! It's awesome!
Re: Tager Released, all my Blazblue chars updated
#88  May 31, 2011, 10:43:43 pm
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I believe he's using a fightstick.
Re: Tager Released, all my Blazblue chars updated
#89  May 31, 2011, 10:45:57 pm
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It took me twenty minutes to practice the first combo and record it.  It's not easy at all.
And yes I use a fightstick.

The second and third are very easy.
Re: Tager Released, all my Blazblue chars updated
#90  June 01, 2011, 12:54:18 am
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   Yeah I was never really a fan of the BlazBlue games..... Nothing personal against anyone who does like them, it just isn't really my thing though.
Re: Tager Released, all my Blazblue chars updated
#91  June 01, 2011, 04:06:39 am
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   Yeah I was never really a fan of the BlazBlue games..... Nothing personal against anyone who does like them, it just isn't really my thing though.

How was this constructive in any way?

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Tager Released, all my Blazblue chars updated
#92  June 01, 2011, 04:09:22 am
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Not everything will be constructive RicePigeon, just ignore it
Re: Tager Released, all my Blazblue chars updated
#93  June 12, 2011, 06:23:13 pm
Graphic is wonderful  ^^ ;; But AI is . . . :(
Re: Tager Released, all my Blazblue chars updated
#94  June 12, 2011, 06:28:56 pm
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Graphic is wonderful  ^^ ;; But AI is . . . :(
AI doens't make sense to be a good char....

this tager need alot of fix ups
(if he make all his BB char to accurate source from the game and fix those bugs , glitches , etc i know everyone will be pleased)
Re: Tager Released, all my Blazblue chars updated
#95  June 12, 2011, 07:02:06 pm
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