The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: The_None on January 08, 2016, 10:55:16 pm

Title: Thanos
Post by: The_None on January 08, 2016, 10:55:16 pm
On one hand, I have failed to deliver a certain original sprited remake of an earlier character I hoped to do so for a looong time (and maaan 2015 was a very slow year when it comes to stuff I've put out). On the other hand.....
(http://justnopoint.com/lbends/mugen/thanos_large0.png)
Here's a Marvel supervillain to make up for my slow previous year. He's been based on his Marvel vs. Capcom 2 appearance with the few attacks from Marvel Super Heroes attacks brought back, making him one hell of a galactic madman who earned his place as a MSH boss. As a change of pace from the custom creations I am known for, this time I've aimed to make him as source-acurate as I could have mustered, which took me longer than I've expected. This means carrying over a number of dirty tricks he had in his appearances (including at least one thing some may not have expected me to bring over to this conversion, maybe few have tho', knowing me). I may have missed a few possible things by a few miles, but the few folks I let them test before release have said he feels pretty close to the source, so..... yeah I'd say that's quite a relatively special infinity gem I've carved here. (Considering how many of my habits/subsystems/tricks that I was employing in my custom characters I had to eschew while dveloping this conversion, I do mean it.)
Spoiler: More Screenshots (click to see content)
Get bubble trap loop'd on at Logical Bends (http://justnopoint.com/lbends/)
Spoiler, click to toggle visibilty
If you still use winmugen and downloaded this character before 09.01.2016, I've updated this character so his crouching MK would no longer crash winmugen (while it worked fine in future mugen versions). Why do I keep botching things. I'd guess I'm glad most people these days stick with 1.0+ mugen versions
Title: Re: Thanos
Post by: GTOAkira on January 08, 2016, 11:05:17 pm
nice always wanted a good thanos
Title: Re: Thanos
Post by: Laharl on January 08, 2016, 11:18:27 pm
Nice to see another char from you. Tried him and love it finally a good Thanos.
Title: Re: Thanos
Post by: mpower on January 08, 2016, 11:27:08 pm
I impressed your Thanos!!
I like your characters.Thanks for sharing!!
Title: Re: Thanos
Post by: -Whiplash- on January 09, 2016, 12:12:53 am
Nice to see another char from you. Tried him and love it finally a good Thanos.

;_;

Anyway yeah this feels pretty accurate but why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.

Nice work on the time gem BTW.
Title: Re: Thanos
Post by: Laharl on January 09, 2016, 12:15:57 am
uh did you make one? I wasn't aware?
Title: Re: Thanos
Post by: -Whiplash- on January 09, 2016, 12:19:30 am
uh did you make one? I wasn't aware?

Yeah I did but you know it wasn't as good as it could've been since it was mostly guesswork outside of animations and hitboxes, and it was my first character.

This one's better (if a bit fast IMO) and it has the extra stuff from MSH.
Title: Re: Thanos
Post by: TheFclass97 on January 09, 2016, 12:50:01 am
It's a solid ass character from a solid ass creator...







but.....


Get bubble trap loop'd on at


You weren't kidding with the Bubble trap loops...

(http://puu.sh/moEjs/cf8104e238.png)
(I could continue this combo, but I didn't want to kill him before i grabbed the snapshot)
(Combo: LP > MP > HP > Bubble)

But still, I really like him. I'll test more of him later (as a Thanos main in MvC2).

Edit: Also, his damage is high as FUCK, but that could be excused since it's kinda source (plus I can fix that no prob).

And Cr. MK cannot chain to Cr. HK cause Cr. MK sweeps. 
Title: Re: Thanos
Post by: Lucasmic on January 09, 2016, 02:09:02 am
Best Thanos for mugen by far.
One thing i did find so far, quite a bit of debug floods (mostly truncated to integer type)
Most noticable when doing his hypers. During some combo's as well.
Title: Re: Thanos
Post by: Staubhold on January 09, 2016, 03:05:46 am
Dunno who´s fault it is, but (tested in MUGEN 1.0)...

Frank West helicopter and Thanos spotlight intro together creates another Thanos hovering above Frank till the spotlight intro is over.

Spoiler, click to toggle visibilty
Title: Re: Thanos
Post by: The_None on January 09, 2016, 11:05:57 am
....why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.
Yes, I based him off the Turbo2 timings as Jesuszilla (whose MVC2 CheatEngine table made accuracy possible) told me that setting is a standard, as far as I know.
Bubble trap stuff
The 'best' part is that bubble trap loops were very much part of his arsenal in MVC2 and MSH (https://www.youtube.com/watch?v=Ryd_uJ5kgFY), so I carried that over. Keep in mind that we're talking about a guy who - without his projectile S.HK/Cr.HP/Cr.HK basic moves from MSH that he lost in MVC2 - was considered one of the lower-tier characters in the game.
And Cr. MK cannot chain to Cr. HK cause Cr. MK sweeps.
That's also accurate to the source. In MVC2 characters that are swept (who are not Dhalsim) are invincible while falling down before hitting the ground.
One thing i did find so far, quite a bit of debug floods (mostly truncated to integer type)
Most noticable when doing his hypers. During some combo's as well.
The strange thing was that when I tested in Mugen 1.1 the same things never much sprout of a bit of debug floods but they do in previous Mugen versions. For the sake of the previous versions I have rectified that and updated the archive tho'.
Frank West bug stuff
That bug - which happens only in Mugen 1.0 by the way, never had it happen in 1.1 - happens regardless of whatever intro Frank or Thanos is doing. And considering that these exact sprites that pop up in the bug are not used in any of Thanos's own animations yet (I just haven't implemented the pre-"FIGHT!" walking yet, maybe I'll do by whenever I end up updating him tho'), this definately sounds like a bug on Frank's end.

There's also something that folks haven't noticed before but I did and recently fixed and this is especially important if you're one of the few people out there that still use WinMugen. The crouching sweep - which works perfectly fine in Mugen 1.0 and 1.1 - was crashing Winmugen on hit with an assert failure in array.h error. This was caused by my attempt to have the custom trip state start at a second possible frame (MSH characters like this Thanos have a blur form in the first frame of ground gethits) and have it frozen on that particular frame of animation during the hitpauses. This has been fixed for Winmugen versions (and updated the archive, if you've downloaded this character before this post and still use winmugen, you may want to redownload him again) by changing the elem = animelemtime(0) in the changeanim into elem = animelemno(0). Yeah, I know, I also went "what the hell" at that. Maybe perhaps this would be the last time I'll develop content for Winmugen, it's not like many mugen users still use that particular mugen version anyway.

Why oh why do I keep leaving disastrous oversights (that are unrelated to whatever was present in MVC2 anyway) whenever I initially release anything.....
Title: Re: Thanos
Post by: -Whiplash- on January 09, 2016, 12:08:55 pm
....why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.
Yes, I based him off the Turbo2 timings as Jesuszilla (whose MVC2 CheatEngine table made accuracy possible) told me that setting is a standard, as far as I know.

Strange that he said that because I'm pretty sure the standard is turbo 1. but whatever.
Title: Re: Thanos
Post by: Zemilia on January 09, 2016, 01:30:09 pm
Only thing I noticed so far about this Thanos is that if you do another super immediately after Soul Gem (Ex: Soul Gem -> Mind Gem, Soul Gem -> Space Gem, etc.), the super bg doesn't appear for the rest of the super:
(http://i.imgur.com/RF6A4a0.png)
Title: Re: Thanos
Post by: Violin Ken on January 09, 2016, 05:23:08 pm
....why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.
Yes, I based him off the Turbo2 timings as Jesuszilla (whose MVC2 CheatEngine table made accuracy possible) told me that setting is a standard, as far as I know.

Strange that he said that because I'm pretty sure the standard is turbo 1. but whatever.


Agreed.  He seems too fast to me. Could be that by default, i have mugen set to turbo 2 speed instead of normal, which in effect, makes him feel like he's turbo 4 instead.

Nice release.  Always wanted a Thanos with mvc2 +msh moves.

Title: Re: Thanos
Post by: Jesuszilla on January 09, 2016, 07:07:57 pm
....why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.
Yes, I based him off the Turbo2 timings as Jesuszilla (whose MVC2 CheatEngine table made accuracy possible) told me that setting is a standard, as far as I know.

Strange that he said that because I'm pretty sure the standard is turbo 1. but whatever.

Tournament standard is turbo 2. Ask Kamekaze =P
Title: Re: Thanos
Post by: JustNoPoint on January 09, 2016, 07:16:42 pm
Wait, we now have an accurate way to convert turbo speeds?! Is it a piece of code in conjunction with timing info from CE or something else?

IE how accurate is the turbo? Do certain ticks get dropped to make the speed go faster like source?

I definitely need to take a look at this Thanos!
Title: Re: Thanos
Post by: TheFclass97 on January 09, 2016, 07:49:28 pm
Shit, guess I gotta dust off my old copy of mvc2 then... Thanks for the reply.
Title: Re: Thanos
Post by: Niitris on January 09, 2016, 07:51:29 pm
Also, Turbo in MvC2 and T-2 in MSHvSF have the same pacing and frameskip rate.

I'm interested in knowing how it functions too, I just lazily manipulated the animation timings in the .air with certain edits I did.
Title: Re: Thanos
Post by: -Whiplash- on January 09, 2016, 07:54:34 pm
Also, Turbo in MvC2 and T-2 in MSHvSF have the same pacing and frameskip rate.

I'm interested in knowing how it functions too, I just lazily manipulated the animation timings in the .air with certain edits I did.

Yeah, normal in mvc2 is turbo in mvc1 so turbo 2 is actually like turbo 3.

IDK, it makes a slow character like thanos feel way to fast compared to the other characters in MUGEN.

Tournament standard is turbo 2. Ask Kamekaze =P

Yeah looking at videos now I can see that.  I could never play at that speed I always choose the slowest one. @_@

Title: Re: Thanos
Post by: Meldo on January 09, 2016, 09:32:46 pm
I dunno, he seems pretty fast that his air combos are loose. Or was it like that in MVC2?
Title: Re: Thanos
Post by: Janis L.C.V. on January 09, 2016, 11:15:24 pm
When doing a basic air combo with Thanos, you have to quickly input the attacks, like, really quickly. It was like this in source under Turbo speed.
Title: Re: Thanos
Post by: 【MFG】gui0007 on January 10, 2016, 03:05:43 am
Did a presentation video of him. ;)


Awesome work once again!
Title: Re: Thanos
Post by: BoyBoyz on January 10, 2016, 10:30:42 am
Lol that mind gem super though...
Title: Re: Thanos
Post by: Jesuszilla on January 12, 2016, 05:16:20 am
Wait, we now have an accurate way to convert turbo speeds?! Is it a piece of code in conjunction with timing info from CE or something else?

IE how accurate is the turbo? Do certain ticks get dropped to make the speed go faster like source?

I definitely need to take a look at this Thanos!

It's accurate... but not precise, at least the methods used in Thanos and my CvS2 characters which are the same. They approximate turbo velocities based on a scale factor and use turbo timings.


Because I'm kind of on the spot here, I might as well throw out there that there is a precise way I've been working on, but it requires a lot of testing because it requires you to pay really close attention to the results you get and you have to manipulate your code in just the right way to get it to work. I got it working on neutrals and at least one special so far.
Title: Re: Thanos
Post by: oraora? on January 13, 2016, 02:20:17 pm
Lol that mind gem super though...
His mind gem is hilarious as well as some edited intro and winpose  :yaoming:
Title: Re: Thanos
Post by: Kamekaze on January 13, 2016, 05:23:21 pm
....why does it feel so fast? Something about it is weird like he's running off turbo 2 timings or something.
Yes, I based him off the Turbo2 timings as Jesuszilla (whose MVC2 CheatEngine table made accuracy possible) told me that setting is a standard, as far as I know.

Strange that he said that because I'm pretty sure the standard is turbo 1. but whatever.

Tournament standard is turbo 2. Ask Kamekaze =P

If you've ever seen mvc2 and it seemed really really fast. That's why. Turbo 2 has been the standard for over a decade and my chars use the same timings.
Title: Re: Thanos
Post by: ExShadow on January 15, 2016, 08:11:12 pm
Not sure if this was mentioned already, but isn't the launcher suppose to send the character up farther than it does now?  Having a hard time trying to pull off his aerial raves, because the characters are not launched far enough into the air.

This is as far as the launcher is sending them xp

(http://i.imgur.com/zzl8Az6.png)

Follow up with super jump sends you way over the opponent
Title: Re: Thanos
Post by: -Whiplash- on January 15, 2016, 08:15:46 pm
Thanos' launcher is really low in mvc2...

Try hitting the opponent with medium punch first.
Title: Re: Thanos
Post by: DJ_HANNIBALROYCE on January 15, 2016, 09:42:03 pm
Yes
Title: Re: Thanos
Post by: Andx on January 16, 2016, 07:02:22 am
One of my new favorite chars :D
Title: Re: Thanos
Post by: Handmaiden of the Seascape on January 16, 2016, 08:24:02 am
Not sure if this was mentioned already, but isn't the launcher suppose to send the character up farther than it does now?  Having a hard time trying to pull off his aerial raves, because the characters are not launched far enough into the air.

This is as far as the launcher is sending them xp

http://i.imgur.com/zzl8Az6.png

Follow up with super jump sends you way over the opponent

That was with MSH, in MVC2, the launch requires support from the crouched strong punch to furthen the launcher.
Title: Re: Thanos
Post by: Balthazar on January 16, 2016, 10:12:09 am
Congrats on getting something out again :)
Title: Re: Thanos
Post by: Nakiri on January 16, 2016, 12:35:13 pm
Nice and Mighty Character.
 :neutral:
Title: Re: Thanos
Post by: Harrifra on January 16, 2016, 02:59:34 pm
How about special intros, you got any planned?
Title: Re: Thanos
Post by: DNZRX768 on January 19, 2016, 01:00:55 pm
Nice, a character from the master of fun, wacky, characters!

Maybe I shall look at it!
Title: Re: Thanos
Post by: Volzilla3 on January 24, 2016, 03:18:53 pm
Wow one of the better thanos for sure. Great work, thanks for sharing.
Title: Re: Thanos
Post by: DukeNukem 2417 on January 27, 2016, 10:35:10 pm
Lol that mind gem super though...
His mind gem is hilarious as well as some edited intro and winpose  :yaoming:

For some reason, when I read "His mind gem is hilarious", the next sentence that popped into my mind was "he conquers planets and doesn't afraid of anything".....anyway, this Thanos is just BOSS (pun slightly intended).  The last one I had on my roster was an utter pain to deal with, but this one is worth having. 
Title: Re: Thanos
Post by: Momotaro on February 01, 2016, 10:19:08 am
Great character!