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Samus Aran by Varia31 Patch 3.2 Released! (Read 32864 times)

Started by Varia31, September 11, 2013, 10:28:12 pm
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Re: Samus Aran by Varia31
#41  November 09, 2013, 10:54:10 am
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Projremove = 0

Oh, I want a diagram. I fucking love diagrams.
Re: Samus Aran by Varia31
#42  November 09, 2013, 02:08:34 pm
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Okay, what about freezing an enemy with a projectile? I assume TargetBind, but I'm not sure how to apply it to a projectile.

EDIT
Nevermind, figured it out. Now I just need to apply any touch-ups, and she'll be finished!
Last Edit: November 09, 2013, 07:46:00 pm by Varia31
Re: Samus Aran by Varia31
#43  November 10, 2013, 06:36:00 pm
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Wow, thats great news, I cant wait personally :D and good luck with the remaining
things on Samus Varia31, your doing well :)
Re: Samus Aran by Varia31
#44  November 11, 2013, 03:27:31 am
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Aaaaand, she's finished!!! :D There were only two things I couldn't figure out, and that was the opponent vanishing when thrown (which I couldn't seem to resolve no matter what), and I was having issues adding footstep sounds to her run. She does have footstep sounds on her walk and backwards walk, so it isn't too big of a deal.

*whew* I need a break. lol After I release her, I have a video ready to show her off, which I will put up along with her. I will see what I can do about the throw thing, but I'm sure if someone wants to, they'll fix it as well, and maybe add extra color schemes, which I sadly didn't add since I'm no good at it. However, I did add an alternate idle state and intro animation. They are triggered by selecting what would be her second palette, so I added that little extra at least, for those who want to choose what idle pose they like better.

She'll be released very soon. Hope y'all look forward to her!

And as a bonus for your awesome support, here's her alternate idle pose to look at!
Re: Samus Aran by Varia31 (Awaiting release)
#45  November 11, 2013, 01:13:08 pm
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Reminds me of Cable :)

Oh, I want a diagram. I fucking love diagrams.
Re: Samus Aran by Varia31 (Awaiting release)
#46  November 11, 2013, 05:14:01 pm
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Yeah, I kinda took inspiration from Cable's pose. But I like "mighty" poses anyways. lol
Re: Samus Aran by Varia31 (Awaiting release)
#47  November 11, 2013, 08:51:55 pm
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Wow, Samus is finished, thats really great news, many thanks for letting us know Varia31 :2thumbsup:

and really looking forward to Samus :yippi: 8) :D

(I like the alternate Idle pose as well :) )
Re: Samus Aran by Varia31 (Awaiting release)
#48  November 12, 2013, 05:39:52 pm
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EDIT: Moved to original post.
Last Edit: November 12, 2013, 06:42:49 pm by Varia31
Re: Samus Aran by Varia31 (Awaiting release)
#49  November 12, 2013, 05:46:27 pm
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Post in Releases.

DW

Re: Samus Aran by Varia31 (Awaiting release)
#50  November 12, 2013, 05:49:25 pm
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Also, there's no [flash] bracket function here from what I know. For Youtube vids, put YT in the brackets. [*youtube]-vid link here-[*/youtube]
Re: Samus Aran by Varia31 (Awaiting release)
#51  November 12, 2013, 06:21:53 pm
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Well I already got some feedback and pictures. Should I wait for a release thread.
Re: Samus Aran by Varia31 (Awaiting release)
#52  November 12, 2013, 06:28:43 pm
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Moving to releases now.
Re: Samus Aran by Varia31 (Awaiting release)
#53  November 12, 2013, 06:29:30 pm
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Feedback:
- that's not how you put the required sprites (don't put a transparent pixel instead of the required sprites, it's wrong and your character will have custom state bugs if thrown by all other characters, like KFM); follow the docs to organize your .sff better, because the sprites have a weird organization too;
- the throw you made for Samus doesn't use required sprites causing other characters to "disappear" (5000,32? Why?);
- no running sounds (I saw you put crouching, walking, jumping sound, why not for the running?)
- some anims don't have CLSNs like 5120, 5005, 5006, 5007, 5015, 5016, 5017...
- misalignment in the .sff, but you managed to align them in the .air;
- in some effects there's not transparency (eg crouch+b bomb, jump+b bomb etc.)
- these codes:
Code:
;---------------------------------------------------------------------------
; Super Level 1 Hyper Beam
[State -1, Super Level 1 Hyper Beam]
type = ChangeState
value = 3300
triggerall = command = "HyperBeam"
triggerall = power >= 1000
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Super Level 2 Power Bomb
[State -1, Super Level 2 Power Bomb]
type = ChangeState
value = 3400
triggerall = command = "PowerBomb"
triggerall = power >= 2000
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Super Level 3 Gunship Ram
[State -1, Super Level 3 Gunship Ram]
type = ChangeState
value = 3500
triggerall = command = "Gunship"
triggerall = power >= 3000
trigger1 = statetype = S
mustn't be in the end of the cmd, that's why you have to double press the x+a or y+b or z+c; put them before the other commands (even before the taunt one) and then you don't have to double press anymore;
- the rocket that you shoot pressing "a" has both the smoke effect and the default hitspark (shouldn't there be one or the other? I would suggest removing the hitspark); same thing for the other rocket (like the one that you shoot holding back + "a").

This for now.

Also, now that you moved your topic here, you ought to edit the first post with the link. So that the others can find the char easily.
Last Edit: November 12, 2013, 06:34:32 pm by Alex Sinigaglia
Re: Samus Aran by Varia31 (Awaiting release)
#54  November 12, 2013, 06:36:26 pm
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I'm sorry about the issues. I'm really not the greatest at coding, and I was using shortcuts on some parts. That is why some parts don't have CLSN boxes. I couldn't put running sounds because I couldn't figure it out, as whenever I coded the running state, it would mess up and not work. Please understand, I don't fully understand how everything works, just the basics, really.
Re: Samus Aran by Varia31 (Awaiting release)
#55  November 12, 2013, 06:37:35 pm
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Your character disappears when thrown.

Spoiler, click to toggle visibilty

Also I'm not sure this is true but I'm pretty sure that that d+B (or d+mk if that makes more sense) infinites in the corner if you maintain the spacing.
Re: RELEASE: Samus Aran by Varia31
#56  November 12, 2013, 06:41:27 pm
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Odd, I guess I never occurred to me to test how she is thrown by others, because whenever I tested the throw with Samus vs Samus it worked fine.
Re: RELEASE: Samus Aran by Varia31
#57  November 12, 2013, 06:43:47 pm
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Feedback:
- that's not how you put the required sprites (don't put a transparent pixel instead of the required sprites, it's wrong and your character will have custom state bugs if thrown by all other characters, like KFM); follow the docs to organize your .sff better, because the sprites have a weird organization too;
It's all in here.

Re: RELEASE: Samus Aran by Varia31
#58  November 12, 2013, 06:48:54 pm
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I'll see about messing with it later, or if someone would like to help me out, that's okay too. I'm really sorry about some of the issues, I'm just not as experienced at coding as most of you are, and I also tend to overlook things.

I mainly wanted to create a first time character that players could at least enjoy. Is she at least somewhat decent overall in your opinion?
Re: RELEASE: Samus Aran by Varia31
#59  November 12, 2013, 06:51:39 pm
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I can't code for shit lol, I'm just throwing out what I saw.

Gameplay wise its got some issues, like that supposed infinite (though again, I could be wrong) but overall I appreciate what you got going here. It's important you listen to the seasoned guys here on the coding issues cause the coding is what makes the character enjoyable to play
Re: RELEASE: Samus Aran by Varia31
#60  November 12, 2013, 06:59:19 pm
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Ah, okay. lol

Well, I hadn't planned on any other characters in the future, but in time I will try to resolve some of these issues that Samus has (if someone else doesn't take the initiative that is). And I will try to learn from my mistakes. Right now, I need a break. I spent a great deal of time on her. lol