YesNoOk
avatar

Response to DBK (Read 6928 times)

Started by All-Star Platinum, November 21, 2014, 01:19:54 am
Share this topic:
Response to DBK
#1  November 21, 2014, 01:19:54 am
  • ***
  • Future Funk Punk
    • Canada
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/im9ka1

see ya


Last Edit: November 22, 2014, 02:28:51 am by All-Star Platinum
Re: Rick Renalds Beta
#2  November 21, 2014, 01:53:01 am
  • ****
  • Vae Victus!
    • USA
    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html
Why spoiling the youtube link?
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Rick Renalds Beta
#3  November 21, 2014, 01:56:30 am
  • ***
  • Future Funk Punk
    • Canada
wanted to make it clickable but frigged up
Re: Rick Renalds Beta
#4  November 21, 2014, 05:24:41 am
  • *****
    • tehwii@gmail.com
fixed for you
Re: Rick Renalds Beta
#5  November 22, 2014, 12:21:05 am
  • ***
  • Future Funk Punk
    • Canada
also Quetzalcoatl88 gave the okay for the edits of sprites awhile ago, just gotta find the actual msg to print screen cap
Re: Response to DBK
#6  November 22, 2014, 06:47:17 pm
  • ****
  • the strongest motherfucker on the planet
    • UK
    • meldo.neocities.org
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?
Re: Response to DBK
#7  November 22, 2014, 07:13:59 pm
  • ****
  • For honor!
Iroha stripped for me
Re: Response to DBK
#8  November 22, 2014, 07:29:36 pm
  • ****
  • the strongest motherfucker on the planet
    • UK
    • meldo.neocities.org
I just said that because there's some code that I thought were familiar to other characters.

And he has no readme anyway so...
Re: Response to DBK
#9  November 22, 2014, 10:49:18 pm
  • ****
    • USA
    • Skype - TatariZane2009
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.
Re: Response to DBK
New #10  November 25, 2014, 04:20:54 am
  • ***
  • Future Funk Punk
    • Canada
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    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
velset = 0
anim = 11000

[State 860, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 420

[State 10999,1]
type = Explod
trigger1 =AnimElem = 184
anim = 12000
id = 12000
pos = 0,0
postype = left
scale = 0.4,0.6
bindtime = 150
removetime = 197
supermovetime = 350
ownpal = 1

[State 10999, 1]
type = SuperPause
trigger1 = AnimElem = 184
pos = -20, -106
anim = 100
time = 200
sound = s12000, 0
poweradd = -5000

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S11000,0
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S11000,1
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39
value = S11000,2
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 70
value = S11000,3
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 144
value = S11000,4
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 160
value = S11000,5
volume =9999
channel = 1

[State 11000, 1]
type = assertspecial
trigger1 = anim = 11000
time = 650
flag = nomusic
flag2 = nobg
flag3 = nobardisplay

[State 11000, 1]
type = PlaySnd
trigger1 = Time = 2
value = S3000,0

[State 11000, 1]
type = HitDef
trigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186
attr = A, NA
animtype  = Heavy
guardflag = HA
sparkno = 3
sparkxy = 0, -76
hitsound   = S6,11
priority = 7
p2stateno = 11001
pausetime = 0, 0

[State 99999, EnvColor]
type = EnvColor
trigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186
value = 255,255,255
time = 5

[State 11000, Explod]
type = Helper
trigger1 = AnimElem = 186
helpertype = normal ;player
name = "HSDM"
ID = 11000
stateno = 11002
pos = 0, -90
postype = p2    ;p2,front,back,left,right
facing = 1
size.xscale = 1
size.yscale = 1


[State 11000, 1]
type = HitDef
trigger1 = AnimElem = 186
attr = S, NA          ;Attributes: Standing, Normal Throw
hitflag = MAFP          ;Affect only ground people who are not being hit
damage = 420
animtype = Heavy
guardflag = MA
hitflag = MLF
priority = 7, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = s4010, 2
guardsound = 6, 0
ground.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 8,-7
guard.velocity = -7
air.velocity = 8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025    ;Make p2 go to state 1025 on hit


[State 11000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Last Edit: November 26, 2014, 05:20:10 am by All-Star Platinum