Also, needs a new "I'm the messia" intro, and flashing aura.
Thus is why I never considered SvC Omega Zero. Lack of sprites to do a new intro & ground pound move. Colors aren't fitting as usual.
BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.
I'm liking that palette, especially since it includes Omega's red eyes, a detail that I find often overlooked.
I can see a number of possibilities for his 7 Hit Assassination animation.
BTW, what sabre blade slash animation are you going to use, to make up for his double shot + sabre move? In that attack, he makes an uppercut movement of his sabre. And I don't recall seeing that animation in SvC Zero.
Didn't Zero have some kind of attack remniscient of Kirby's Final Cutter? Or am I confusing the SvC Zero with Saber Zero?
Also want to note that Omega Zero should NOT have any additional weapons, other than his sabre, and his gun/pistol. Whereas SvC Zero has a Rod, and a Shield Boomerang. Omega Zero should not have these, and should get some new moves all together.
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 9999]
sprpriority = -10
movetype = I
ctrl = 0
[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = !AnimExist(Root, Anim)
trigger2 = Time <= 0
flag = Invisible
[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -10
[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1
[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 250,250,250
mul = 250,250,250
;----- Set Animation -----
[State 9999, VarSet] ; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)
[State 9999, Anim]
type = ChangeAnim
trigger1 = AnimExist(Root, Anim)
value = Root, Anim
elem = Var(0)
[State 9999, Anim]
type = ChangeAnim
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------
;----- Scale Timer -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(10) >= 230
var(10) = 0
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = Root, StateNo != 190
var(10) = 1
;-------------------------
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.20
fvar(0) = 1.30
[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.20
fvar(0) = -0.05
;-------------------------
;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.10
fvar(1) = 1.20
[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.10
fvar(1) = -0.05
;-------------------------
;----- Resize X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(10) = 0.05
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(10) = 0.025
; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(10) = -0.025
;-------------------------
;----- Resize Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(11) = 0.025
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(11) = 0.025
; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(11) = -0.025
;-------------------------
;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo = 190
scale = (FVar(0) + FVar(10)) - 0.1, (FVar(1) + FVar(11)) - 0.1
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo != 190
scale = FVar(0) + FVar(10), FVar(1) + FVar(11)
;-------------------------
[State 9999, Trans]
type = null ;Trans
trigger1 = 1
trans = addalpha
alpha = 200,200
[State 9999, 1]
type = null ;AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 5
PalBright = 100,100,100
PalContrast = 100,100,100
Trans = addalpha
[State 9999, AfterImage]
type = null ;AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2
[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Size X: %f Size Y: %f Timer: %d"
params = FVar(0), FVar(1), Var(10)
[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = Root, StateType = L
trigger3 = Root, Anim >= 5110
trigger3 = Root, Alive = 0
;--------------------
; Aura Shadow
[State -2, Helper]
type = Helper
triggerall = Alive
triggerall = NumHelper(9999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger2 = StateNo = 190
trigger2 = Anim = 191
trigger2 = AnimElem = 9
helpertype = normal
name = "Aura Shadow"
pausemovetime = 100000000
supermovetime = 100000000
id = 9999
pos = 0,0
postype = p1
stateno = 9999
keyctrl = 0
ownpal = 1
;--------------------
I'll kinda miss O. Zero being a challenge if his armor code is removed.
Seeing as we're straying off topic, I might as well ask. The fact that the Light Beam recovery can literally rape chars with Hyper/Super armor in under 5 seconds, was that intentional, or just something unavoidable? I'm assuming the later after looking at LBR's coding as well as various armor codes.
Hell, guess I'm somewhat invading DeathMasterReaper's SvC Omega Zero topic.well i dont rlly mind since its also about an omega zero ;)
I thought Zero had knee and kick sprites ???he does but i also meant airial kick sprites, but ill try what i can do with those myself
dunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it
[url=http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg]http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg (http://img515.imageshack.us/my.php?image=mugen0fk7.jpg)[/URL]
also, well... your rising sabre looks better then you think :)
Okay, here's my try at an air kick based on Zero's hard kick, sort of reminds me of Chun-Li's kick on Edit1, but Edit2 makes me think of Ryu's air hard kick. Edit3 is after the kick, obviously.
(http://i9.tinypic.com/5zgk6ef.gif)
I was already thinking the same thing but I just didn't know what to do with it, which edit and leg looks broken?
For the ground pound, I was thinking maybe using the following sprites as found in NMario's SvC Zero:
211,0
211,1
211,2
211,3 <--- Would need arm point downward instead of upward
And these 4, but with the Triple Rod removed, and an extension of the arm.
236,0
236,1
236,1
236,2
I could try editing an animation myself to see how it comes out. And just for the record, here's a quick hair toss animation for his intro (using SvC Zero palette):
http://img513.imageshack.us/img513/8844/oiqn1.gif (http://img513.imageshack.us/img513/8844/oiqn1.gif)
I tried just edit1 and edit2 didn't know what to do with 3, how does it look now? I think it looks better when you save it and zoom in.I was already thinking the same thing but I just didn't know what to do with it, which edit and leg looks broken?
All of them.
First one looks like he's made of rubber (HOW DID THAT HAPPEN?! YO-HO-HO HE TOOK A BITE OF GUM-GUM!); second still looks like he's twisted his ankle.lol, ruber Zero, but I can't seem to get my way around it and fix it, any advice on making it better?
lol never noticed that the legs to long, o well keep trying (i know that i will)Okay, here's my try at an air kick based on Zero's hard kick, sort of reminds me of Chun-Li's kick on Edit1, but Edit2 makes me think of Ryu's air hard kick. Edit3 is after the kick, obviously.
(http://i9.tinypic.com/5zgk6ef.gif)
His leg looks BROKEN, not to mention too long.
lol srry tho say this but judging by the .def file it looks like its for your CvS zero instead of SvC zero :Pdunno if the white aura code was for svc zero(so to speak --; ) or n-mario's omega cuz this is what happend when i was using it
[url=http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg]http://img515.imageshack.us/img515/6129/mugen0fk7.th.jpg (http://img515.imageshack.us/my.php?image=mugen0fk7.jpg)[/URL]
also, well... your rising sabre looks better then you think :)
I've sent Orochi_Hadou my SvC Omega Zero patch. Although kind of worthless, since it only changes palette, name, & adds white aura (no new special moves added). If you want I can send you an updated copy or something. :P
EDIT: Although, on further testing, the white aura does screw up if you are being thrown. As shown below.
(http://img339.imageshack.us/img339/5435/svcozerobugbd4.gif)
I'll try and see if I can fix these things. >_<
EDIT 2: - Ahh the hell with it. It'll probably be popular anyway, despite that he would play exactly like SvC Copy Zero.
http://gcnmario.free.fr/mugen/zero-svc.html - For the Omega Zero patch.
Feel free to bitch it up. Also, the strange bug shown above has been fixed in the patch. :P
true but he still has the moveset of cvs zero
true but he still has the moveset of cvs zero
Probably Intentional. All you have to do is change a certain variable in his def to use the SvC move set. ;)
Advice: Try to get homework done during school hours so you won't have to work on it (as much) at home.that's how i've been doing my homework :sugoi:
Dammit don't tell me they're going to do that in ZX and have Zero copies....:o
Advice: Try to get homework done during school hours so you won't have to work on it (as much) at home.that's how i've been doing my homework :sugoi:
you would not believe how true THAT is ;PAdvice: Try to get homework done during school hours so you won't have to work on it (as much) at home.that's how i've been doing my homework :sugoi:
And that's how it is done. ;) Believe me - it spares so much trouble. Still, studying further helps A LOT.
Or other solution : don't do your homework, since the stuff they give is actually too easy if you're smart enough in the subjects you're studying. 8) Understand what the teacher tells at school, and you'll have 95% of the work done. :yes:
I almost never did my homework in mathematics nor physics before having my baccalaureate, seeing the simplicity of the whole thing. Engineering school is something else. :-X
Anyways back on topic:
So how do you know Omega Zero doesn't have a wall jump if there are no walls and only the AI plays him?
I always saw Omega Zero as an upgraded version of zero.
Like computers, just because you upgrade your video card that doesn't mean you take out all of your old ram.
People who play zero like his wall jump - that's one of the reasons to play zero.
It's like taking the wall-jump off chun-li - every chun li player would be pissed.
If you want to GIMP your zero at least do it to the AI instead of messing up the player's ability to use him.
im trying to make him as close to "original"(the gba version) Omega as i can get, where he doesn't have a wall jump and where he does have a double jump
Well, here's my try at Zero's ground punch, sorry, I didn't know what to do for the left arm, I'll just say it's behind his hair for now. ;)
(http://i14.tinypic.com/6b4jyb8.gif)