Started this a year ago, was debating on releasing it. It's just a beta and I barely know how to code I just pieced together what I could make out from tutorials and other creators. I hope you at least enjoy this demo, when I can figure out more on coding I can fully finish em.https://www.sendspace.com/file/im9ka1see ya
also Quetzalcoatl88 gave the okay for the edits of sprites awhile ago, just gotta find the actual msg to print screen cap
Feedback-His taunt and some of his animations have no CLSNs-Air Teleporting is another example as he can spam it in the air-His EX moves and Supers give a little power back-His Za Warudo is poorly coded. For example, the opponent can guard the first hit (even in their idle stance) and there's no infinite juggling.-KFM's Kung Fu Knee and Kung Fu Upper is left intact, along with KFM's sprites-His SGS command super leaves him invincible after the final hit-Oh and did you take some code from other creations?
Rotten Meldo said, November 22, 2014, 06:47:17 pm-Oh and did you take some code from other creations?There's nothing wrong with that unless no credit is given.
I just said that because there's some code that I thought were familiar to other characters.And he has no readme anyway so...
Idk if that still counts as a problem (besides some people are lazy to do readmes anyway). I mean hey, people could do readmes at either the last second or any time before a char's completion. So... yeah.Getting back to the char, there's also 2 more things I need to address (Adding to Meldo's feedback, since he found most of the stuff I noticed):-This crouch HK (or breakdancing) Hitbox doesn't look right.I'm seeing too many hitboxes dis-connecting here and there during frames.-Out of most of his taunts (4 in total, 3 of which doesn't even have a hitbox in themselves), this one here is the only one that does:However, I noticed it's also shares KFM's taunt in terms of hitboxes, so it kind of looks weird with the "head" part moving out of the sprite. But it's a beta anyway, so it's kind of understandable.
tis a beta so please forgive the clsns I know that they are horrid and will eventually fix.I am working out as much as I can as well as getting rid of unnecessary code.The readme will mention all credit which is needed Also I was messing around with his SGS 'cause he would get hit in team battles and accidentally forgot to change time = -1 to: time = 420 ;DO YOU SEE WHAT HAPPENS (Connect)[Statedef 11000]type = Smovetype= Aphysics = Spoweradd= 200ctrl = 0velset = 0anim = 11000[State 860, 1]type = NotHitBytrigger1 = Time = 0value = SCAtime = 420[State 10999,1]type = Explodtrigger1 =AnimElem = 184anim = 12000id = 12000pos = 0,0postype = leftscale = 0.4,0.6bindtime = 150removetime = 197supermovetime = 350ownpal = 1[State 10999, 1]type = SuperPausetrigger1 = AnimElem = 184pos = -20, -106anim = 100time = 200sound = s12000, 0poweradd = -5000[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 1value = S11000,0volume =9999channel = 1[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 30value = S11000,1volume =9999channel = 1[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 39value = S11000,2volume =9999channel = 1[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 70value = S11000,3volume =9999channel = 1[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 144value = S11000,4volume =9999channel = 1[State 11000, PlaySnd]type = PlaySndtrigger1 = AnimElem = 160value = S11000,5volume =9999channel = 1[State 11000, 1]type = assertspecialtrigger1 = anim = 11000time = 650flag = nomusicflag2 = nobgflag3 = nobardisplay[State 11000, 1]type = PlaySndtrigger1 = Time = 2value = S3000,0[State 11000, 1]type = HitDeftrigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186attr = A, NAanimtype = Heavyguardflag = HAsparkno = 3sparkxy = 0, -76hitsound = S6,11priority = 7p2stateno = 11001pausetime = 0, 0[State 99999, EnvColor]type = EnvColortrigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186value = 255,255,255time = 5[State 11000, Explod]type = Helpertrigger1 = AnimElem = 186helpertype = normal ;playername = "HSDM"ID = 11000stateno = 11002pos = 0, -90postype = p2 ;p2,front,back,left,rightfacing = 1size.xscale = 1size.yscale = 1[State 11000, 1]type = HitDeftrigger1 = AnimElem = 186attr = S, NA ;Attributes: Standing, Normal Throwhitflag = MAFP ;Affect only ground people who are not being hitdamage = 420animtype = Heavyguardflag = MAhitflag = MLFpriority = 7, Hitpausetime = 8, 8sparkno = 0sparkxy = -10, -76hitsound = s4010, 2guardsound = 6, 0ground.type = Lowground.cornerpush.veloff = 0guard.cornerpush.veloff = 0air.cornerpush.veloff = 0ground.slidetime = 20ground.hittime = 20ground.velocity = 8,-7guard.velocity = -7air.velocity = 8,-7airguard.velocity = -5, -4fall = 1p2stateno = 1025 ;Make p2 go to state 1025 on hit[State 11000, 6]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1