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Samus Aran by Varia31 Patch 3.2 Released! (Read 32875 times)

Started by Varia31, September 11, 2013, 10:28:12 pm
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Re: RELEASE: Samus Aran by Varia31
#61  November 12, 2013, 07:11:38 pm
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Wow, many thanks for releasing Samus Varia31, what a great surprise :o I didnt expect her to be released today :D :yippi: I just tried her out as well and aside from some of the things that have been mentioned already like the issues with the throw etc I think she is Awesome and easily the best version of Samus in her suit for mugen yet personally, well done Varia31 8) :)

and many thanks again for the release I've been waiting for and really looking forward to this character as you know :2thumbsup:

definitley going to enjoy using her in my mugen personally :D
Re: RELEASE: Samus Aran by Varia31
#62  November 12, 2013, 07:17:34 pm
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Good to hear, Galactus. Have fun!
Re: RELEASE: Samus Aran by Varia31
#63  November 13, 2013, 08:29:58 pm
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Definitley, I like her a lot personally :2thumbsup: this Samus is Amazing 8) ....I think samus
will easily be perfect once her throw is fixed etc sometime in the future as well 8)

but for now enjoy your break Varia31, you have definitley earned it in my opinion :)

Im loving this Samus personally :2thumbsup:
Re: RELEASE: Samus Aran by Varia31
#64  November 23, 2013, 01:30:36 pm
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Samus has been updated! MAJOR thanks and credit to BaganSmashBros, he offered to fix the throw and add running sounds, and did so! He also took some creative liberties and added flashier, fancier beam effects and explosions, and a couple easter eggs. When you have the Super Metroid on your team as a CPU in a team match, there's the chance that the Metroid will merge with Samus, making her ultra powerful and giving her a new Super attack! Samus now also has a third win animation that is triggered by defeating Mother Brain. Samus feels much more complete now, thanks to him!
Enjoy the changes!

-> DOWNLOAD HERE <-

I also made a few last tweaks. One being reducing her health to 1800, so that it isn't TOO much, but still enough to give her a better chance against tougher enemies. You also no longer need to double press her Super commands to activate them. It was a simple fix for those!
Last Edit: November 23, 2013, 02:10:08 pm by Varia31
Re: RELEASE: Samus Aran by Varia31
#65  November 23, 2013, 01:33:38 pm
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NICE....downloading now! nice idea for teammate move. cant wait to try

      Posted: November 23, 2013, 01:38:16 pm
love how u ripped the 3d sprites....my only thing is the overall speed of samus...it seems like she needs to be faster...movement-wise & attack-wise.
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Last Edit: November 23, 2013, 01:39:22 pm by DJ_HANNIBALROYCE
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#66  November 23, 2013, 01:46:17 pm
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One being reducing her health to 1800, so that it isn't TOO much...
:stare:

I'll give feedback later, but having the health 1800 is too much (the default is 1000), at least you could put it at 1400 or 1300.
I didn't even notice that the health was 2500 in the other release!
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#67  November 23, 2013, 02:09:23 pm
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My whole reasoning for giving her more health in the first place was because of some enemies that were much faster than her and could demolish her in test runs. Some even having more health than her. She has a better chance this way. You could always edit her health by opening her CNS with notepad and then changing it. Or do you want me to do it and reupload?
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#68  November 23, 2013, 02:49:09 pm
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I know how to do it, thanks.
1000 is the default bit if you chose to keep it at 1800, it's ok. Weird but ok.

Feedback:
- misalignment in the crouch turning animation;
- there is the sprite 5000,0 that is still a transparent pixel then there is another 5000,0 (that should be the correct sprite); why?
- stand recover light medium and hard animations do not have CLSNs;
- crouch recover light medium and hard animations do not have CLSNs;
- anim 5050 uses the wrong sprites (if she is going up, why does she use sprites for falling down?);
- anim 5120 does not have CLSNs in the first frames (and she has a nothitby, so she wouldn't get hit anyway);
- anim 9999 is a full screen (the one you would perform with Super Metroid); make the CLSN smaller, to match the energy blast; the input is also too simple (just "a"?)
- state 9200 (pressing "x" when with Super Metroid) can't be performed if you put it after the state 200 (pressing "x" normally); specials and supers first, basics second in the .cmd.
You did this error (similair to the other one I reported for the other release):
Code:
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl
I tested it by commenting (with ";") the triggeralls; pressing "x" did nothing but shoot the normal beam (the one with value = 200)
So you can fix it by doing this:
Code:
[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl
you move the one you could perform with Super Metroid above the one you would do normally.
- Speaking of which, that attack ("x" when teamed with S.M.) deals the same damage both when guarding and when standing.
Edit this:
Code:
damage = 160,160
in the second projectile; one value is for the damage you would take if standing; the other when guarding; I would edit the second value to something smaller, eg 80 or 70.

If you have some problems, ask.
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#69  November 23, 2013, 03:23:07 pm
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Okay, I'll see what I can do to edit them. Extras like the Super move that's triggered by merging with the Super Metroid were not done by me, but I'll see what I can do to edit. Like I said, an acquaintance of mine made these edits, and I thought he did a great job.

EDIT
I will mention though, that on some of those animations where she lacks CLSN boxes, I left them out for a reason. The Morph Ball roll, for example, is intended to double as a dodge maneuver. I don't know how to code everything, I'm still learning. That's why I was using shortcuts in areas like that for the time being. And as for things like the "damage = 160, 160", I already know what the second value is for, I did apply that to all my other attacks. That was put in with the edits. I didn't notice it, that's all.
Last Edit: November 23, 2013, 03:57:16 pm by Varia31
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#70  November 23, 2013, 05:05:06 pm
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I Just tried out the Updated Samus and personally I like the improvements a lot, the
throw looks great now, and I love her new Beam, Explosion effects etc I thought Samus
was Awesome before but the new stuff has Actually made Samus even better,
its Amazing how much better she is now, Wow just Wow :o

Well Done Varia31 :2thumbsup: :)

and many thanks for updating Samus and for the release very much appreciated :yippi: :D

cheers Varia31 8) :2thumbsup: :)

(Definitley going to enjoy using this Samus Personally...thanks again :D)
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#71  November 23, 2013, 07:19:12 pm
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Okay, Alex, or anybody that can help, I've addressed the issues that were left in the feedback to the best of my ability. Things seem to be running smooth now. However, before I release, something odd is going on. Sometimes, some enemies seem to spawn a miniature Samus clone , and I'm not sure why. I'm assuming something I'm doing is triggering this. I've tested and it seems to happen when an opponent's attack clashes with my Plasma Beam, spawning a mini Samus. It's actually kinda funny, but annoying.
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#72  November 23, 2013, 07:34:12 pm
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that sounds like a helper error....i had that before...look at ur helper states...:)
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Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#73  November 23, 2013, 07:47:53 pm
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Thanks for this release!
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#74  November 24, 2013, 04:02:59 pm
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Okay, Alex, or anybody that can help, I've addressed the issues that were left in the feedback to the best of my ability. Things seem to be running smooth now. However, before I release, something odd is going on. Sometimes, some enemies seem to spawn a miniature Samus clone , and I'm not sure why. I'm assuming something I'm doing is triggering this. I've tested and it seems to happen when an opponent's attack clashes with my Plasma Beam, spawning a mini Samus. It's actually kinda funny, but annoying.
Try to remove green/blue CLNS box if you want or add this:

To State 664:
[State 664, HitOverride]
type = HitOverride
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9664
time = -1

And add this somewhere in the СТЫЖ
[StateDef 9664]
type = S
movetype = A
physics = N
juggle = 1
velset = 8, 0
anim = 664

[State 211, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1
Re: RELEASE: Samus Aran by Varia31 (UPDATED!)
#75  November 24, 2013, 06:26:10 pm
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UPDATE 11/24/2013

NOTE: Changes are based on feedback, and from my own opinion of what could make Samus feel better to use.

NEW
-Added classic spinning sounds when Samus somersaults in the air
-Samus moves faster and jumps a bit higher
-Some attacks have been sped up
-A few improved animations: "hop back" now has two new frames of movement, making it look much smoother. Aerial Ax Kick has the last two animation frames changed, and the overall positioning of the sprites has been altered, as well as the frames being sped up. It looks MUCH better than it used to.
-Health reduced to 1255 instead of 1800 due to feedback of it being to much (health is also a reference to how many missiles Samus can carry, "255" ;))
-Extra sounds added where needed
-More refinements and fixed coding errors

-> DOWNLOAD 2.0 HERE <-

(original post reflects this one now)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#76  November 24, 2013, 07:19:19 pm
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Awesome, I cant wait to try her out :yippi: many thanks for the updated release Varia31
very much appreciated :)

Cheers Varia31 :2thumbsup:

(and I will let you know what I think once I get round to trying her out as well ;) )

     Posted: November 26, 2013, 07:20:57 pm
Just managed to try the updated Samus out today and personally
I like her a lot, and the new things added make her a lot better :D

this is the best Samus (in her suit) for mugen yet in my opinion 8)

well done Varia31 :2thumbsup: :)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#77  November 27, 2013, 02:10:28 am
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Glad you like her, Galactus. Have fun!
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#78  November 27, 2013, 05:20:49 pm
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I like her a lot and am definitley having fun with her, she's a great character 8) :D

and I always wanted a good version of Suited Samus in my roster personally
 it feels great to finally have one at last :yippi:

many thanks again for making this Awesome version of Samus
for mugen Varia31 my friend, very much appreciated :2thumbsup: :)
Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#79  November 27, 2013, 05:27:37 pm
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yay update! time to test! btw, i agree with galactus...a good version of her was needed.
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Re: RELEASE: Samus Aran by Varia31 (Version 2.0 RELEASED!)
#80  November 27, 2013, 06:29:39 pm
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Well then, I hope you like her!

And you're welcome, Galactus!