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Zangief Released (Read 6380 times)

Started by Koop, July 28, 2008, 06:26:48 pm
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Zangief Released
#1  July 28, 2008, 06:26:48 pm
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First character and all that. Download, give feedback and have fun.



Download
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Last Edit: July 31, 2008, 03:16:54 pm by KoopaKoot
Re: Zangief Released
#2  July 28, 2008, 06:28:59 pm
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You don't sound to ecstatic, how do you think that makes us feel? ::)

I will give as much feedback as i will find.
Re: Zangief Released
#3  July 28, 2008, 06:34:07 pm
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It's my avatar.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Zangief Released
#4  July 28, 2008, 06:39:29 pm
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Made him yourself?

Very good Zangief, plays really well.
Re: Zangief Released
#5  July 28, 2008, 06:46:15 pm
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He's awesome. I can't find a single bug.

I just suck at 720 moves. V_V
Re: Zangief Released
#6  July 28, 2008, 07:01:13 pm
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this Znagief is Awesome The moves comeout Smoothly as they should nice readme

Here are some Not so much as Bugs but things to conisder and something you missed.

Zangief is a Big guy try increasing the ground front, althoght that may mean changing the distance of your moves ???




During the 360 move with the A button is missing Custom state sprites , thats animation 1152, no sprites there.



This move has Infinite priority and has an Unbelievable Grab rang in my opinion. maybe just ixing he priority hitboxes would be enough to even that out


Overall this is a nice Zangief and those small issues are nothing. but Quick Fixes Nice Character. Congrats on you very excellent first release.

117dmage on heavy punch o_O just joking :P Zangief is huge and powerful thats normal.

Cheers,Rajaboy

Re: Zangief Released
#7  July 28, 2008, 07:17:57 pm
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Grabs are suppose to have very high priority, that's why Waru's Gief's grabs sometimes get out prioritized by a LP, which shouldn't happen, ever.
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Re: Zangief Released
#8  July 28, 2008, 07:22:07 pm
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Grabs are suppose to have very high priority, that's why Waru's Gief's grabs sometimes get out prioritized by a LP, which shouldn't happen, ever.

Oh i though grabs were suppused to have a  3,miss so if the opponent hits the person using a grab, they get instead of grabbing, in this grabs hitdef priority is 1,miss thats a bit low

maybe 6,miss would be appropriate.

or maybe that number doesn't matter when it comes to grab snever really tested that out. oh well.

Cheers,Rajaboy
Last Edit: July 28, 2008, 07:25:39 pm by RajaaBoy
Re: Zangief Released
#9  July 28, 2008, 07:51:19 pm
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4,Miss...same crap. Grabs is ok like that but yeah the box is quite big and I agree on chaning up the Width bar.
Re: Zangief Released
#10  July 29, 2008, 09:15:44 am
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Thanks guys. There's a patch in the first post.  :) I fixed the missing anim, and nerfed fixed the grab range of that throw. I increased the ground and air fronts.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Zangief Released
#11  July 29, 2008, 03:02:59 pm
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Grabs are suppose to have very high priority, that's why Waru's Gief's grabs sometimes get out prioritized by a LP, which shouldn't happen, ever.
o_O
I have little to no experience playing Zangief in any game, I didn't know his throw was THAT good.
You shouldn't be able to toss out command throws for free just because your opponent is close enough, that's why grabs are supposed to have NO priority.  That's why people use tick-throwing and yomi.
Last Edit: July 29, 2008, 03:06:11 pm by Zangief
Re: Zangief Released
#12  July 29, 2008, 03:50:41 pm
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If MvC is at all valid for Zangief experience, then I can confidently say that his throws were generally given good priority because they were almost his only method of offense outside of a little spinny fist thing. They'd give him partial super armor when he went for a throw; hits would slow him down, but it'd take a special or super to knock him out of the animation; during his super throw, he got hyper armor so he couldn't be knocked out of the animation unless one of the hits K.O.ed him.
Re: Zangief Released
#13  July 29, 2008, 04:09:23 pm
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that is very true as his only method of defense and everything a liability the priorities should be higher than all the rest of the other characters. especially since the method of doing them is not easy.
Re: Zangief Released
#14  July 29, 2008, 04:15:01 pm
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If there's a good reason for it then I'm all for it.  Not all games are made alike, after all.
Re: Zangief Released
#15  July 29, 2008, 11:16:59 pm
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Wow.

Some things I noticed:

- Head.pos is wrong. (Checked using Clark)
- Lack of small dust trail in jumps?
- I can crouch by holding DF while running.
- I can juggle more than once with his basic moves.
- His close LP sometimes misses the opponent, making the CLSN1 cover a bit more of his arm can fix this.
- The aerial command moves are too easy to pull off, IINM you need to release up and press the direction of the command move in order to pull it off. (For example, Jumping Lariat would only trigger with F + Z instead of UF + Z)
- Invalid changeanims for opponent in Atomic Suplex.
- Misaligned effect for Banishing Flat.
- He sinks in the final throw of Ultra Atomic Buster.

EXCELLENT job for first character, congratulations.  :)

In addition, I hate mediafire, need some hosting? :P
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Re: Zangief Released
#16  July 29, 2008, 11:37:34 pm
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In addition to what Vans said:
  • Walk forward and back anims look a bit slow.
  • Atomic Buster "landing" vel for Zangief looks a bit much, and in addition, it looks like he sinks (use trigger1 = Pos Y + Vel Y >= 0 to fix all landing triggers)
  • No jump sound or land sounds?
  • Roll and dodge timings look way off.



Other than that.... This is a damn good result of a first character. Grapplers are hard to get correct.



I, too, would like to offer hosting, even though Vans just did so.
Last Edit: July 29, 2008, 11:48:34 pm by [Kira]
Re: Zangief Released
#17  July 30, 2008, 04:01:28 pm
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Yes please. I would like you to host.  :) But before I upload the fixes there are a few things I need help on.

- Head.pos is wrong. (Checked using Clark) Fixed. Clark's Frankensteiner right?
- Lack of small dust trail in jumps? Waiting for some high quality rips
- I can crouch by holding DF while running. But lots of chars can...how do i fix this?
- I can juggle more than once with his basic moves. Not sure how to fix this. Fixed
- His close LP sometimes misses the opponent, making the CLSN1 cover a bit more of his arm can fix this. Fixed
- The aerial command moves are too easy to pull off, IINM you need to release up and press the direction of the command move in order to pull it off. (For example, Jumping Lariat would only trigger with F + Z instead of UF + Z) *plays SFZ3* It's pretty simple in that game, I think, the simpler, the better, to put less strain on players who use keyboards.
- Invalid changeanims for opponent in Atomic Suplex. Fixed
- Misaligned effect for Banishing Flat. I could have sworn I got it right, my eyes can't see it, could you post a screenshot?
- He sinks in the final throw of Ultra Atomic Buster. Fixed (Finally)

  • Walk forward and back anims look a bit slow. Fixed
  • Atomic Buster "landing" vel for Zangief looks a bit much, and in addition, it looks like he sinks (use trigger1 = Pos Y + Vel Y >= 0 to fix all landing triggers) That trigger makes him sink forever  :sugoi:
  • No jump sound or land sounds? Whenever I did a 360 command, it would make a jump sound.  o_O
  • Roll and dodge timings look way off. Damn, I haven't played CVS2 in a while, will fix after I do.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Last Edit: July 30, 2008, 04:20:52 pm by KoopaKoot
Re: Zangief Released
#18  July 30, 2008, 06:45:16 pm
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<= 0 is the correct one.
Re: Zangief Released
#19  July 30, 2008, 09:41:45 pm
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- I can crouch by holding DF while running. But lots of chars can...how do i fix this?

Well, it's simple but it requires a workaround.

You need to make the actual run state have ctrl = 0 and make the moves and jumps cancelable from said state.
A good example of this code is in Iron's/Kira's and my characters.
 
- Misaligned effect for Banishing Flat. I could have sworn I got it right, my eyes can't see it, could you post a screenshot?



Atomic Buster "landing" vel for Zangief looks a bit much, and in addition, it looks like he sinks (use trigger1 = Pos Y + Vel Y >= 0 to fix all landing triggers) That trigger makes him sink forever  :sugoi:

The trigger is correct. o_O

Yes please. I would like you to host.  :) But before I upload the fixes there are a few things I need help on.

Alright, drop me or Kira a line when you are ready.  :)
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Re: Zangief Released
#20  July 31, 2008, 01:15:03 am
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Yeah that trigger SHOULD work. I use it all the time.


As for timings, the best way would be to get the PS2 version of CvS2 and use PCSX2 to record a 60 FPS video of it. Vans knows more about this than I do, though.



And yeah, just contact me or Vans when you're ready. In case you want to update a few things before you want me to host, that is.
Last Edit: July 31, 2008, 01:23:25 am by [Kira]
Re: Zangief Released
#21  July 31, 2008, 03:16:07 pm
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Updated and Uploaded to Trinitymugen. Link in first post.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Zangief Released
#22  July 31, 2008, 03:55:34 pm
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Looks good in the pictures, and I'll have to check it out when I get home tonight.

I have two questions about him:

- Are those CvS Sprites you used, or Capcom series based? (CvS Sprites make characters look short in comparisson to SFIII sprited Characters...the outcome would be Zangief being the same height as SFIII Ryu :P...that's why I preffer Capcom Series Sprites...but then again, that's just me) I'll probably resize or re-sprite him for my personal tastes, so it's no biggie.

- Does he Super Jump?

I'll probably keep him anyways, as I lack a good Zangief Character in my roster (besides Zangyura...but then again, he's too weird)
Can anyone reccomend a good Zangief based on my credentials?

I look forward to smashing heads with your Creation, KoopaKoot. I reign Supreme when it comes to 720 moves....but only because I have a Joystick  ;)
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Last Edit: July 31, 2008, 03:58:50 pm by MaxBeta
Re: Zangief Released
#23  July 31, 2008, 04:18:04 pm
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The sprites are from Capcom Fighting Jam

He doesn't super jump.

I recommend Sepp's M.M.R's and Warusaki3
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Zangief Released
#24  July 31, 2008, 04:28:37 pm
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Thank's for the quick reply.

But...if he doesn't Superjump, then it makes no sense as to why they posted a link to this thread under MvC Style Characters over at the Infinity Mugen Team Database.  ::)...wow
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Re: Zangief Released
#25  July 31, 2008, 04:34:41 pm
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It's not their fault they don't know what MvC style really is.
Re: Zangief Released
#26  July 31, 2008, 04:38:21 pm
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It's not their fault they don't know what MvC style really is.

lol. Are you being sarcastic? I would say that the whole "Theme" projected over there is based off that particular style. But hey, I think we're getting off-topic as it is already, so that's that.
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Re: Zangief Released
#27  July 31, 2008, 11:23:57 pm
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1) Are you being sarcastic?
2) I would say that the whole "Theme" projected over there is based off that particular style.
1) He wasn't.
2) Doesn't mean they know about it.
Re: Zangief Released
#28  August 01, 2008, 02:47:43 am
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Finally tried out the latest version.
This is definitely a keeper, but I'm concerned that the parry system is "off".
At least once I was able to execute a parry after holding forward for a while, I can't recall the exact conditions under which it happened.

Admittedly it works well enough as it is, so don't lose any sleep over it.
Re: Zangief Released
#29  August 01, 2008, 02:54:06 am
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Yes i must Say this a very well done character, the coding i see inside of the cns is very impressive, it sees you spent your time to learn as much as you can before going on and releasing him, i was never a big Zangief fan because i like Magic/Small agile fighters, but this Zangief is an exception i like to play with him because his moves are easier to do than the normal one and he needs this. Originally when i played with him i'd just punch and kick and say screw the freaking 360 moves.

Nice creation

Cheers,Rajaboy

JNi

Re: Zangief Released
#30  August 01, 2008, 04:03:25 am
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           When you grab it and hits in the ground. seem to need a Sprite

«latest release on: December,25,2009,»
Re: Zangief Released
#31  August 01, 2008, 04:04:03 am
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Whose Kyo is that?

JNi

Re: Zangief Released
#32  August 01, 2008, 04:15:17 am
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«latest release on: December,25,2009,»
Re: Zangief Released
#33  August 01, 2008, 04:18:34 am
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I asked whose it was, not which KoF he was from. Name the AUTHOR.

JNi

Re: Zangief Released
#34  August 01, 2008, 04:32:50 am
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«latest release on: December,25,2009,»
Re: Zangief Released
#35  August 01, 2008, 04:34:07 am
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ZZZASD is a terrible creator who uses sprites that are NOT requireds. OrochiKOF97 has proved this.



In other words, it's Kyo's problem, not Zangief's.


Ditch that piece of crap and get Sander's NeoKyo.

JNi

Re: Zangief Released
#36  August 01, 2008, 04:36:33 am
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ZZZASD is a terrible creator who uses sprites that are NOT requireds. OrochiKOF97 has proved this.



In other words, it's Kyo's problem, not Zangief's.


Ditch that piece of crap and get Sander's NeoKyo.

No thanks i like this kyo

«latest release on: December,25,2009,»
Re: Zangief Released
#37  August 01, 2008, 08:57:06 am
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Your problem then if some of your other chars are buggy.