Alrighty, i've released a beta of my Ray McDougal. Custom attacks, etc won't be in this version however. Next update willTaken from the readme.QuoteRay McDougal Beta V1 by XinosThis character is undergoing new mode progress. One of the variables in the text config won't work as of yet, don't use it. Next update will provide this new mode.===============================This character has a feature that allows you to change Rays voice. See the config.txt file for more info on this.===============================MovelistRay McDougal is a 4 button character--------------------Specials (More will be available in next update)D,DF,F,x/y: Big Tornado (X is slow, Y is fast)F,F,x/y: Dynamite Tackle (Y makes Ray travel faster than X)D,DB,B,a/b: Round Kick (B covers more distance and height than A) (OK for Air)--------------------Supers (More will be available in next update)Hold Back (80 ticks), F,F,x/y: Super Dynamite Tackle (Y makes Ray travel faster than X)===============================Thanks goes to the following:Data East: For creating Fighter's History DynamiteSNK: For the Neo Geo arcade systemBasara-Kun: For the custom palettesTo doFix any important glitchesFinish up the custom moves modeScreenshotsDownload link: http://www.mediafire.com/?i3ywrnjjaxeIf you find any glitches or bugs, please do inform me, so I can fix them up. Thanks.Special note: He is not quite compatible with 1.0 just yet.
cool character man, gonna test him out now. Feedback in a few This character is great for a beta, couldn't find anything wrong with him. I like his combo set up right now its pretty simple and affective. The only thing i would suggest to change is the time for p2 when is stunned after being knocked down by his grab move.
Thanks for the comment :3Luis Alejandro said, July 05, 2010, 10:37:55 pmThe only thing i would suggest to change is the time for p2 when is stunned after being knocked down by his grab move. I can do that. I'm on it.Edit: Now fixed.
The hit detection box (blue) should overlap the hit box (red). Easy way to do this, take the coordinates from the hit box (red) and -1, -1, +1, +1 to the values of it for overlapping values for the hit detection box (blue). The hit effect for Big Tornado shouldn't have a movement velocity. Whats with the super command, its very weirdU shouldn't have special move cancel on trip since u can't juggle after it.
Too bad you didn't use the sound sample that made his Big Tornado sound like he was yelling "Baked Potato". That was always good for a laugh.BTW, while his throw looks fine against himself, with every other character it causes them to disappear. Make sure you only use universally required sprites for throw states to prevent this.Other than that this is a really nice old school character.
Thanks for the commentsLawenforcementabuser said, July 06, 2010, 04:15:54 amThe hit detection box (blue) should overlap the hit box (red). Easy way to do this, take the coordinates from the hit box (red) and -1, -1, +1, +1 to the values of it for overlapping values for the hit detection box (blue). Fixed, thanks for that.Lawenforcementabuser said, July 06, 2010, 04:15:54 amThe hit effect for Big Tornado shouldn't have a movement velocity. I was trying to make it like how the hit effect worked in the source game. It would move forward when it hits.Lawenforcementabuser said, July 06, 2010, 04:15:54 amWhats with the super command, its very weirdHmmm, not sure why you think it's very weird. It's like the Dynamite tackle command, except you have to hold back for 80 ticks, then do it.Lawenforcementabuser said, July 06, 2010, 04:15:54 amU shouldn't have special move cancel on trip since u can't juggle after it.The source game allows special move cancels on tripping attacks, so i'm not sure why it shouldn't be there now.Amanojaku said, July 06, 2010, 05:15:19 amToo bad you didn't use the sound sample that made his Big Tornado sound like he was yelling "Baked Potato". That was always good for a laugh.You mean the voice Ray had before FH Dynamite? I have added his voices for that, you can enable them in the config.txt file, i've annoted the variables in there.Amanojaku said, July 06, 2010, 05:15:19 amBTW, while his throw looks fine against himself, with every other character it causes them to disappear. Make sure you only use universally required sprites for throw states to prevent this.I've fixed this up now, following your post at Mugen Infantry, thanks for pointing that out.
[size=90pt]GOOD![/size][/b]D'Arby the gambler approves this char!It's good to know someone remembers this game! I still want to see all of it's characters mugenized!
Xinos said, July 06, 2010, 04:26:00 pmI was trying to make it like how the hit effect worked in the source game. It would move forward when it hits.Thats all fine and everything, but it moving while p2 is still in hitpause looks bad.Xinos said, July 06, 2010, 04:26:00 pmLawenforcementabuser said, July 06, 2010, 04:15:54 amU shouldn't have special move cancel on trip since u can't juggle after it.The source game allows special move cancels on tripping attacks, so i'm not sure why it shouldn't be there now.Because u didn't code the special move to hit after tripping. More of useless conversion that making it practical.I've not played the source game, I'm just stating what I would think is functionally practical.
Lawenforcementabuser said, July 06, 2010, 06:20:33 pmXinos said, July 06, 2010, 04:26:00 pmI was trying to make it like how the hit effect worked in the source game. It would move forward when it hits.Thats all fine and everything, but it moving while p2 is still in hitpause looks bad.Hmm, well, i'll see what I can do about that.About the tripping cancel thing. I may make a variable so it can be chosen if you can cancel after a trip or not.
One of my favorite characters so very happy with this version...even though a beta is more complete than others. My onlycomplaint is portrait icon looks weak. Everthing else is great and look forward to updates to come. Many Thanks for the fine release!!
technojojo said, July 06, 2010, 09:18:59 pmOne of my favorite characters so very happy with this version...even though a beta is more complete than others. My onlycomplaint is portrait icon looks weak. Everthing else is great and look forward to updates to come. Many Thanks for the fine release!!Thanks man, about the portrait, I might change it to something different.1983parrothead said, July 07, 2010, 12:31:52 amAdd the "falling on back" sound effect and dust from FHD.Will do, you'll see it in the next update.
I've released a patch for V1. This should address all the issues that have been found. Here's a changelog.Quote---------V1.1---------Fixed up CLSN's where blue CLSN's weren't properly overlapping red CLSN'sAdded dust and thud sounds when falling to the ground after being hitChanged opponent thrown animation, so it should work with every character nowAdded more stun to the throw when hitting the groundRemoved Big Tornado hit effect velocityAdded a variable to determine if trip up cancelling can be performed (See config.txt for more details)Changed the face icon to a different oneNow works properly for Mugen 1.0Download link: http://www.mediafire.com/?mzkxzz0juey
having blue completely overlap red is ok but what you have to realize is now he has no priority. alot of older Neo Geo fighting games thrived on that. yo don't have to cover up all of it but at least 80-90% is the standard. unless you arksys or capcom then its whatever you feel like lol.
kamekaze said, July 07, 2010, 05:26:07 amhaving blue completely overlap red is ok but what you have to realize is now he has no priority. alot of older Neo Geo fighting games thrived on that. yo don't have to cover up all of it but at least 80-90% is the standard. unless you arksys or capcom then its whatever you feel like lol.I would've gotten the source games collisions if I could, but I believe there's no way to view them.
The new portrait looks great! Any chance later on you might do a more complete version of Clown? I love Fighters Historyand every character has been released in good order except Clown...just throwing that out there. God knows Mugen doesn't need another version of Ken and Ryu!
technojojo said, July 07, 2010, 09:56:06 pmThe new portrait looks great! Any chance later on you might do a more complete version of Clown? I love Fighters Historyand every character has been released in good order except Clown...just throwing that out there. God knows Mugen doesn't need another version of Ken and Ryu!I could possibly make Clown. After i've finished Ray, i'll have a think on who to make next.