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Raging Shingo 0.90 (Read 7717 times)

Started by Ryon, February 05, 2012, 04:21:19 am
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Raging Shingo 0.90
#1  February 05, 2012, 04:21:19 am
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[Preview]
http://www.youtube.com/watch?v=f0Q9XrUOT7c


[Download]
http://www.mugenfreeforall.com/Ryon/Raging%20Shingo%200.90.zip

[Comment]
RAGING SHINGO HAS 1 MAJOR PROBLEM!
HE CAN STILL DO HIS MOVES WHILE BEING IN HURT STATE.
HOW CAN I PREVENT HIM FROM BEING ABLE TO MOVE DURING HIS HURT STATES?
I'VE NEVER HAD THIS PROBLEM BEFORE.
PLEASE HELP.


Name : Shingo Yabuki
Creator : Ryon
Fighting Style : Incomplete Kusanagi Ancient Arts (Taught by Kyo and Saisyu)

[Information]
I decided to make shingo when i was looking for sprites, His looked really good  and I wanted to do something amazing to him so i color seperated him, Which turned out really good.

R. Shingo has Light and Heavy attacks, Several Special Attacks, EX versions of the Special Attacks, and 3 Supers at the moment.

[Move List]
Wild Bite - D, DF, F, x
Poison Bite - D, DF, F, y
Incomplete Demon Scorcher - F, D, F, x or y
Incomplete Crescent Moon Crunch - F, D, B, a or b
Shingo Kick - B, D, F, a or b
Aerial Shingo Kick - D, DF, F, a or b
Shingo's Metal Malleator - F, D, F, a or b

[Super Move List]
Burning Shingo - D, F, D, F x or y
Ge Shiki Kake Hourin - D, F, D, F a or b
Orochinagi - D, F, D, F x or y (AIR ONLY)

[Coming Soon]
FIXING HIM,HE HAS A ERROR WHERE HE CAN BREAK OUT OF ANY ATTACK.
1 MORE SUPER
A.I.

Iam releasing this here on Guild in hopes that some of you guys could point out errors to me that i should fix, while i try to fix his move cancellation error.

GT

Re: Raging Shingo 0.90
#2  February 05, 2012, 04:57:07 am
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His headpos is wrong.
Yeah Titiln, in fact, You Made Him
Last Edit: February 05, 2012, 05:08:43 am by Yzan
Re: Raging Shingo 0.90
#3  February 05, 2012, 05:05:56 am
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ok, i tested him and here's some feedback:

-shingo's ex d,df,f x+y move goes a bit fast for some reason
-he's missing his throw sprites, it could be either this or the other character
-there's no dodge roll (weak kick+weak punch)
-there's no blowback attack (strong kick+strong punch)

overall, this character is good i'll give it that, but you miss 2 things about your character on kof-blowback attack and dodge roll, that's it
Re: Raging Shingo 0.90
#4  February 05, 2012, 05:29:34 am
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His headpos is wrong.

explain? in the SFF or in the CNS?

ok, i tested him and here's some feedback:

-shingo's ex d,df,f x+y move goes a bit fast for some reason
-he's missing his throw sprites, it could be either this or the other character
-there's no dodge roll (weak kick+weak punch)
-there's no blowback attack (strong kick+strong punch)

overall, this character is good i'll give it that, but you miss 2 things about your character on kof-blowback attack and dodge roll, that's it

-... yeah.. it is a EX.
- yes the throw is missing.
- will add eventually.
- will add eventually.

thank you for feedback.

GT

Re: Raging Shingo 0.90
#5  February 05, 2012, 05:46:11 am
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Yeah Titiln, in fact, You Made Him
Re: Raging Shingo 0.90
#6  February 05, 2012, 06:47:23 am
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Hooo boy.
- Can't link Cr.LK to Cr.LP
- No Close HP?
- Some of the velocities and animations don't....flow. EX QCF+P just looks wrong
- His physics feel floaty compared to KOF honestly.
- Can't combo from a light attack into a special?
- If his aerial orochinagi is like a DM, maybe it should work like a DM Orochinagi and hit once
- Can't go Cr. LP into Cr. LP, Cr. LK into Cr.LK.
- A lot of the animations feel really guessed as well. Maybe you could play some KOF games(I recommend KOF98 for a good shingo experience, as well as XI) to look for frames in his animation and try to recreate that. It'll make it flow better I promise.
...meh.

But are there truly grown men in this world?!
Last Edit: February 05, 2012, 06:56:11 am by Christmas Asia
Re: Raging Shingo 0.90
#7  February 05, 2012, 07:37:12 am
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i'll give you a proper response tomorrow.

I do not code my characters for accuracy in any form.
Re: Raging Shingo 0.90
#8  February 05, 2012, 07:48:51 am
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OH so they shouldn't feel at all like their counterparts? Gotcha. Accuracy is one thing, but when you're using sprites and animations from a game, a reference should be used.

But are there truly grown men in this world?!
Re: Raging Shingo 0.90
#9  February 05, 2012, 10:46:33 am
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Ryon, u can prevent ur char from doing moves in the hurt state by adding triggerall = movetype != H in the cmd file, i think. Or if it's the AI problem then add it in the AI section etc.
Re: Raging Shingo 0.90
#10  February 05, 2012, 03:30:58 pm
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Proper Response Time

Hooo boy.
- Can't link Cr.LK to Cr.LP
- No Close HP?
- Some of the velocities and animations don't....flow. EX QCF+P just looks wrong
- His physics feel floaty compared to KOF honestly.
- Can't combo from a light attack into a special?
- If his aerial orochinagi is like a DM, maybe it should work like a DM Orochinagi and hit once
- Can't go Cr. LP into Cr. LP, Cr. LK into Cr.LK.
- A lot of the animations feel really guessed as well. Maybe you could play some KOF games(I recommend KOF98 for a good shingo experience, as well as XI) to look for frames in his animation and try to recreate that. It'll make it flow better I promise.
...meh.

- Ok, Will add.
- I for lazy with the ripping.
- well for moves similar to a shoryuken i could never get to look right anyways, but as i said im not for accuracy.
- its not really his physics but rather the way i positioned the sprites.
- Not sure why you cant do that cause all basics can be comboed into a special.
- I Don't do DM's or HDM's or any of that KOF stuff. My gameplay is a mix of SF and KOF and various other games.
- Will fix.

and to the last one like i said I dont aim for accuracy.
My "Raging" characters as of the past couple months (from Akuma onwards) will have a certain set gameplay depending on there original base.
4 buttons for KOF, 6 for SF
Near accurate all moves.
EX moves.
about 3~5 Lv1 Supers depending.
1. Level 3 super.
and If i find the time I do color seperation on the character.

Ryon, u can prevent ur char from doing moves in the hurt state by adding triggerall = movetype != H in the cmd file, i think. Or if it's the AI problem then add it in the AI section etc.

YES! Thank you, Thats the code i was looking for, but I couldnt remember it at all, i thought it was statetype or something. I'll try it buddy.
Re: Raging Shingo 0.90
#11  February 05, 2012, 03:49:32 pm
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Alright there we go, that's a response. AS for the animations what I meant was, just as a reference. Some stuff DOES look choppy IMO and it'd smoothen it out a bit. Not neccesarily ACCURATE frame data, but the closer it looks the better the feel. Either way, thank you. Also rather than movetype != H, check to see if your hitstates have ctrl = 0 on them, and make sure ctrl = 1 is a trigger for Shingo's stuff in his CMD

But are there truly grown men in this world?!
Last Edit: February 05, 2012, 04:28:00 pm by Christmas Asia
Re: Raging Shingo 0.90
#12  February 05, 2012, 07:04:05 pm
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all the states have ctrl = 0.

and the cmd has trigger1 = ctrl , but ALL of my characters have that i checked it to be sure. and its only acting up with him.

And i added the movetype != H and it fixed the problem.

as for the strange choppiness, it could be the way i aligned the sprites. BUT THEN AGIAN!
Shingo uses ALOT of posadd coding, more than i've EVER used in the past.