Looking good. Your medium and strong attacks lack impact though. Use different hit sounds, hit sparks, and hit stuns to make the moves look better. Also more recoil on harder attacks.
-Cr.Mk comes out 1 frame after Cr.Hk, which it should not
-Cr.Mp comes out 1 frame after Cr.Hp, dont know why you did it like that
-The bandana in the Donkey kick move stays in the air
-Why is the Air light kick a punch?
-One of his intros doesnt have the correct palette
-the hadoken sprite appears behind his hands, move it forward a lil bit
-I dont get the point of the limit breaks using 1 bar but doing more or less hits, depending on what strength punch you press, 3 hits on light, 5 on heavy. But both cost the same amount of power is weird.
What liki123 is talking about is the ticks, start up time of the attack, I forgot to add that to my post
Edit. 1 frame = 1 tick of game time
No, what i meant is that Cr.Hk comes out tick 3 while Cr.Mk comes out tick 4, when it should be the opposite.-Cr.Mk comes out 1 frame after Cr.Hk, which it should not
-Cr.Mp comes out 1 frame after Cr.Hp, dont know why you did it like that
Can you elaborate a bit on what that means? I'm not sure if I understood anything. :/
Do you mean like, when you perform the Cr. HK, Cr.MK skips a frame??? Or is there something I'm missing?
Oh, seems like a strange choice. But if capcom did it like that then its fine-Why is the Air light kick a punch?
-??? I'm dead certain that the a.LK in the SFA/MvC games is like that for Ryu.
Ok wait theres some confusion here, in mugen its frames of animation, it don't matterNo, what i meant is that Cr.Hk comes out tick 3 while Cr.Mk comes out tick 4, when it should be the opposite.-Cr.Mk comes out 1 frame after Cr.Hk, which it should not
-Cr.Mp comes out 1 frame after Cr.Hp, dont know why you did it like that
Can you elaborate a bit on what that means? I'm not sure if I understood anything. :/
Do you mean like, when you perform the Cr. HK, Cr.MK skips a frame??? Or is there something I'm missing?
Which makes Heavy kick come out too fast and medium kick come out too slow
same goes for the punch
(Didnt realize it was called tick instead of frames :sweatdrop:)Oh, seems like a strange choice. But if capcom did it like that then its fine-Why is the Air light kick a punch?
-??? I'm dead certain that the a.LK in the SFA/MvC games is like that for Ryu.
-Why does the St.HP feel faster than the medium punch
-Cr.Mk comes out 1 frame after Cr.Hk, which it should not
-Cr.Mp comes out 1 frame after Cr.Hp, dont know why you did it like that
-The effect for the shinku hadouken looks very strange just sitting right infront of the opponent instead of feeling like it has any impact
-St.Hp doesnt feel like a Heavy Punch
-One of his intros doesnt have the correct palette
-The shoryuken feels off, the vels could use some work and he comes down too fast
-the hadoken sprite appears behind his hands, move it forward a lil bit
It's really nice. Although I think you could edit her walk animation a little bit, since now it reminds too much Athena's.
Lifebars have a nice design (would probably look better if it had color instead of grey, maybe add color to the darker grey shades), but the gradient doesn't look very good... it's not the colors itself, more so the dithering going on there that gives it an off putting aesthetic.
File download got blocked over some dmca bullshit
I'd highly appreciate that, I'm really not in the mood for editing any more Ryu sprites.I finished it, the hands on frame 1 look kinda odd but since it goes fast it aint that hard to tell
The FF7 Limit Break bar seems very bland in comparison to what DatKofguy did. :/
That looks great. There's also a bit of a bounce when he lands the punch, and a sudden change of color, but I can fix that easily. :)Oh woops :sweatdrop:
Nice effects :)
as for the update ryu, the only bug im seeing right now is the fact that if you get hit at the beginning of tatsu you stay in the air. other than that great job!
I'll record a video tonight
-Began to swap out the P.o.T.S juggle system I took from Lost_Avenger in for one described by JnP as used for his Piccolo. I was going to originally go and read P.o.T.S and try to understand how he did it, but once I saw the former's and how compact it was, I couldn't help but go "hey, let's use it". So far, I need to implement it on the Limit Breaks, helpers, and special moves, but it works marvelously so far thus.Can you link me to where he described it? I'm working on something in my free time, and I'm interested in using that juggle system in case MUGEN's rubbish default one starts giving me trouble.
Spoiler: POTS Juggle (click to see content)
So MUGEN's default juggle system is pretty much worthless. POTS left this behind to replace it.This is related to juggling but it's not actually PotS's juggle system. It's also a bit outdated because 1.0 now allows this to be produced with a HitDef parameter; PotS's last big update for his characters for 1.0 removed the old way and added in the new.Spoiler: POTS Juggle (click to see content)
Instead of using a target state to force P2 recover, the new HitDef parameter, ForceNoFall, can be used to well... force P2 to not fall. All of the normals in PotS's characters have ForceNoFall = 1 in their respective HitDef's (technically, they have ForceNoFall = !var(20); var(20) is the custom combo timer, and it will disable ForceNoFall if active).This however is still in use, after a fashion. It's simplified down to a juggle flag variable (0 = off/can juggle; 1 = flag on/can't juggle). It should be noted that the juggle flag is distinct from the juggle points in PotS characters, though!Spoiler: Juggle "resets" - invulnerability (click to see content)
For Piccolo I made a simple one that is kinda similar to MUGEN's default
This is in my attacks
[State 0, VarAdd]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
var(18) = 7; adjust to determine how many juggle points it should have
Hitdef
type = HitDef
triggerall = Var(18) <= 15; adjust for how many points it'll allow
place the below in your -2 so the var resets when P2 is no longer in hit state
[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType != H
var(18) = 0
to apply to helpers remember to do this
This is in my attacks
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
var(18) = 7; adjust to determine how many juggle points it should have
Hitdef
type = HitDef
triggerall = root,Var(18) <= 15; adjust for how many points it'll allow
Posting to report that Ryu's been released, so go check him out:
CvSE Release Thread riight over here, matey. (http://CvSE Release Thread riight over here, matey.)
Nope.
;Reset Juggle
[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType != H || P2StateNo = (insert Dizzy State # here)
var(7) = 0
Hm. Now I wonder what changed the roster this time.A lot of cuts, but necessary cuts.
Anywho, good to see that you're making some progress with this, if even a little. The mechanics with the crystals sounds interesting though and could easily work if you know how to handle the way infinity stones worked.
I'll have that taken care of soon.
Taking a slightly small break from character coding to work on the Training Stage. I'm using the Dong Dong Never Die training stage (-Whiplash-'s edit of MaxBeta's stage) as a basis.
(https://imgur.com/CfeUJLw.png)
Damn dude, that looks interesting. Also that alena is looking pretty good as well! Keep up the good work dude. :)
Dropping by to say that Alena's now ready for beta-testing. I'll drop a video and a download link in the release thread tomorrow.