The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Memo on January 13, 2014, 04:59:43 am

Title: Batsu Updated! 19 MAR 2014
Post by: Memo on January 13, 2014, 04:59:43 am
BATSU    Rival Shcools

SENDSPACE
http://www.sendspace.com/file/likjui
MEDIAFIRE
http://www.mediafire.com/download/5wh1vviagg7rdd4/Batsu_MEMO.7z

PICS
Spoiler, click to toggle visibilty

MOVE LIST IN READ ME
OR ON PAUSE SCREEN

control layout like MvC3, Low, medium,and heavy attack buttons
mapped to x, y, and b.  The launcher is a, and trow is z.

Theres basic combo chaining, Basics chain into specials and hypers, specials into hypers
Custom super jump system.
Short and long jumping, dash, push guard, Negative edge
Try him out, give me some tips and ideas.

CREDITS
Spoiler, click to toggle visibilty
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: QuickFist on January 13, 2014, 05:15:11 am
Some screens would be nice Memo
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 13, 2014, 05:30:02 am
Some screens would be nice Memo

Ok i put one up. Im on crappy net book, its missing some keys, kinda hard to get good picks of the action.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 14, 2014, 04:32:20 am
I almost got guy finished in this style, just need to add his hyper explodes and sparks so it matches batsus.
I also fixed an infinite batsu had and changed his animation for his fireball, I removed the part where he raises
His hands before he throws it, he only does it on his hyper.

I will make 2 more chars like this, probably morrigan and skullo before I start trying to find extra gameplay mechanics
To add to them for the full game.  Or should I do a shoto? Ken or ryu? Akuma?

PS. I cant code any A.I., I didnt learn that yet so sorry if the chars act retarded.  There really for feedback so I can find
What will work with them gameplay wise.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Keku on January 14, 2014, 04:39:24 am
why did you scale him down horizontally when that was unnecessary given the sprite style he's aimed to be in
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 14, 2014, 04:44:07 am
why did you scale him down horizontally when that was unnecessary given the sprite style he's aimed to be in

I used a template I use for cvtw to edit him thats why hes like that,  I might keep it , it wont look bad with all
My chars like that in the full game.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Keku on January 14, 2014, 04:53:14 am
But it does look bad.

It's like seeing the CVS/post-CPS styled characters in Beximus' full game with the rest of the roster. Nobody in there is scaled appropriately in that Chun-Li and Eagle are the same as they were in CVS yet Yang, Megaman, Rose, etc., they haven't been scaled down and look much, much larger by comparison.

But here, where Jill seems appropriately scaled in the screenshot, Batsu is squished and it looks really, really weird.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 14, 2014, 05:03:06 am
But it does look bad.

It's like seeing the CVS/post-CPS styled characters in Beximus' full game with the rest of the roster. Nobody in there is scaled appropriately in that Chun-Li and Eagle are the same as they were in CVS yet Yang, Megaman, Rose, etc., they haven't been scaled down and look much, much larger by comparison.

But here, where Jill seems appropriately scaled in the screenshot, Batsu is squished and it looks really, really weird.

Does he look wierd?  I think he looks fine next to jill, I'll experiment a little with the scaling for the update
I will post tommorow.

Thats jill from cvtw not a regular char, I think shes scaled too.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Keku on January 14, 2014, 05:06:23 am
Yeah but the point is Jill is meant to be scaled at 0.833333333... at a 4:3 screen resolution like 640*480.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 14, 2014, 06:38:03 am
Yeah but the point is Jill is meant to be scaled at 0.833333333... at a 4:3 screen resolution like 640*480.

You think I should use his regular scale?  Or scale him to 0.955?  Hes 0.833 now.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Chazzanova on January 14, 2014, 11:53:56 am
In any case, scale him with the same xscale and yscale.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 22, 2014, 01:00:48 am
Thanks to Chazzanova, he did some hi res FX's for batsu. Im
In the process of adding color back to them using gimp so when
Im finished tonite I will post some screen shots.  I also did a prototype
of Guy and Ryu that are done for now, for Batsu im gonna recode all his
basic attacks like I did Guy and Ryu and when im finished with him
I will release them all together so you guys have more than one char
with my system to play around with and give me feedback on it.

Im thinking of adding a CD attack like in king of fighters to break combos,
but it will cost 500 power like EX moves, what do yall think?
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: SOLIDUS SNAKE on January 22, 2014, 02:21:26 am
I like the direction of your style but, please focus on one fighter at a time. Not saying you can't handle them all together, just don't want a rush product or delayed one. Also, Batsu would be awesome in your style and very defined. Please consider what I'm saying from a creator stand point. Keep up the hard work and keep it rocking in 2014. Peace my man.
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 22, 2014, 02:57:44 am
I like the direction of your style but, please focus on one fighter at a time. Not saying you can't handle them all together, just don't want a rush product or delayed one. Also, Batsu would be awesome in your style and very defined. Please consider what I'm saying from a creator stand point. Keep up the hard work and keep it rocking in 2014. Peace my man.

Thanks for the advice, im just trying to get as much as I can done in the mean time
since I dont have my own pc yet.  Ive been speed coding these characters together
Pretty fast.  I made a template so far with everything the chars will share,  Its a blend
of stuff from Infinite, Sean, Pots and Mouser.  In the end I will probally recode it all
so it looks neater, and to reduce file size I will remove unwanted code and sprites.
What I will release in these upcoming days will serve more as prototypes for feedback
and suggestions because im not yet decided on what gameplay mechanics I want to
Include.  I want something different from whats cooming soon from other creators.
my game wont have super jump but it will have some MVC mechanics and if I can figure
out how to do tag properly with out debug keys thats being inculded too.

Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 22, 2014, 09:26:14 pm
Here some pics of batsu's new FX's Chazzanova made me
Im still not done coloring them all yet and i did it for 6
hours yesterday taking a couple smoke breaks here and there.

(http://i.imgur.com/2VeZn60.png)
(http://i.imgur.com/UJTYY1K.png)
(http://i.imgur.com/qPOUyOf.png)
(http://i.imgur.com/cqDukGe.png)
(http://i.imgur.com/TsRAAOE.png)
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 24, 2014, 02:59:18 am
Dammit!  I think A.S.A.P buckus bad luck rub off on me.
His computer crashed and today I finished coloring
Batsu's FXs and doing some work on Ryu, I was super
Happy with how my chars where turning out,  I took
A smoke break and left mugen running, I come back to
A black screen saying BOOTMRG is missing?
The pc wont boot up for shit!
Now I have to go find another pc and create a
Start up recovery disk for usb since theres no
Cd drive on the laptop. I dont even really have
Friends who have a computer!  Im gonna have to
Make friends with the guy next door to see if I can
Make this boot usb on his pc..f$uck I hope I didnt lose anything..
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 24, 2014, 10:49:55 am
Hell yeah! I recovered all my files, (im happy) now im installing win7
to fix the pc since i couldnt fix the BOOTMGR is missing issue. 
Now im gonna upload all my mugen projects,  just in case
...shit happens again...
Title: Re: Batsu prototype from MEMo Full game Project (no name yet)
Post by: Memo on January 29, 2014, 06:14:26 am
I updated Batsu, if you got my old one...delete that shit and get this one.
Its got alot of changes, Hi res FX's, bug fixes. If you find bugs please report them.
Next char will be Guy, then Ryu if i can hurry and fix some bugs in him or
Jill since i have her almost done in my style.

I included a read me with details about the Gameplay system and a move list.
I hope you all enjoy my take on Batsu!
Title: Re: Batsu Updated! 28JAN2014
Post by: Memo on January 29, 2014, 09:08:35 pm
Some Pics of Batsu.

(http://i.imgur.com/30M6gTm.png)
(http://i.imgur.com/FfyHJkU.png)
(http://i.imgur.com/WCJs50r.png)
(http://i.imgur.com/uFzrT8U.png)
(http://i.imgur.com/nRz4U9b.png)
(http://i.imgur.com/HwxTEVf.png)
(http://i.imgur.com/ywJ3swC.png)
(http://i.imgur.com/9BQlM6o.png)
(http://i.imgur.com/qkjFWPO.png)
Title: Re: Batsu Updated! 28JAN2014
Post by: Cybaster on January 29, 2014, 10:48:59 pm
From a very quick test, the ground FX needs to be separated into foreground and background parts, because it looks pretty bad as is.
Also, it's too high Y-wise, while it should be placed on the ground.
Finally, it should have bindtime=1 or something like that, so it doesn't follow Batsu as he moves.
Title: Re: Batsu Updated! 28JAN2014
Post by: Memo on January 29, 2014, 10:57:40 pm
From a very quick test, the ground FX needs to be separated into foreground and background parts, because it looks pretty bad as is.
Also, it's too high Y-wise, while it should be placed on the ground.
Finally, it should have bindtime=1 or something like that, so it doesn't follow Batsu as he moves.

Im gonna change it for a hi res version I found, and I will lower it closer to the ground also.
To Separate the ground FX, do you mean cut it into 2 parts and have one behind Batsu?
If so I have gimp and I will see what I can come up with.
Thanks for the feedback!
Title: Re: Batsu Another Update! 30JAN2014
Post by: Memo on January 30, 2014, 08:04:43 pm
Batsu is updated again, this time i changed the ground FX
and put it in the background instead of in front of Batsu.
I didnt need to separate it since this FX blends well.
I also fixed the placement of some hit sparks,
added some more damage on the Guts Bullet Hypers,
added more recovery frames on his standing Guts Bullet Hyper,
and added his over head kick, Medium attack hold FWD.
The Guts Uppercut also got modified.
Light version does 1 hit, medium 2 hits, heavy 3 hits.

Hope you all enjoy, let me know of any bugs or issues.

PICS
Spoiler, click to toggle visibilty
Title: Re: Batsu Another Update! 30JAN2014
Post by: JudaiZX on January 30, 2014, 08:36:19 pm
I'll try this out later today, it looks very nice (bout time we got a good Batsu)
Title: Re: Batsu Another Update! 30JAN2014
Post by: Memo on January 30, 2014, 08:43:46 pm
I'll try this out later today, it looks very nice (bout time we got a good Batsu)

He's ok,  this Batsu's not like Mouser's version, he has a custom gameplay system
im working on.  Kinda like TvC, MvC3, and some extra stuff.
Hope you enjoy him I will be releasing more chars like him soon.
Title: Re: Batsu Another Update! 30JAN2014
Post by: Lord Kain on January 30, 2014, 08:57:25 pm
So memo didn't  you wanted to do another cvtw version of this character?... just wondering what happened to that, anyways don't mind me much just a dumb question
Title: Re: Batsu Another Update! 30JAN2014
Post by: Memo on January 30, 2014, 09:05:40 pm
So memo didn't  you wanted to do another cvtw version of this character?... just wondering what happened to that, don't mind me much thos just a dumb question

I do want him in CvTW but since he was already comfirmed to make it by Sean (I think?)
I figured he might want to code him.  I still got some stuff to finish for CvTW but im taking
a little break for now while Sean works on Shades 3. 

What I did with Batsu is something Ive been planning for a while and decided to start the
new year with something fresh.
Title: Re: Batsu Another Update! 30JAN2014
Post by: JudaiZX on January 31, 2014, 09:51:28 am
I'll try this out later today, it looks very nice (bout time we got a good Batsu)

He's ok,  this Batsu's not like Mouser's version, he has a custom gameplay system

Mouser made a Batsu too?
Dafaq did I miss while I was gone?
Title: Re: Batsu Another Update! 30JAN2014
Post by: Memo on January 31, 2014, 05:05:22 pm
I'll try this out later today, it looks very nice (bout time we got a good Batsu)

He's ok,  this Batsu's not like Mouser's version, he has a custom gameplay system

Mouser made a Batsu too?
Dafaq did I miss while I was gone?

Mouser made a MvC2 Batsu a couple months ago
Title: Re: Guy Released! 3FEB2014
Post by: Memo on February 03, 2014, 08:45:59 pm
I just released Guy, he has the same system as Batsu.
Soon i will post an updated Batsu with Ryu now that i have to redo
his projectiles since i know how to do them as helpers now
thanks to Jmorphman.  And i fixed problems with his
damage dampener also.

Theres a read me included with his move list
Hope you all enjoy!
Title: Re: Guy Released! 3FEB2014
Post by: Memo on February 03, 2014, 09:25:38 pm
Oh shit!  I released Guy to early I forgot to finish
Implementing the buffer system to his commands, damn..
I guess I will update later and post.
Title: Re: Guy Released! 3FEB2014
Post by: Memo on February 03, 2014, 10:12:27 pm
Sorry about the mix up earlier with Guy.
I just finished his buffer system and updated the link.
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 14, 2014, 09:55:00 pm
Batsu got updated, I tweaked just about everything. A bunch of
velocitys and different values were changed, FX's where updated.
His hypers got updated also. Made some new palettes.
I need to keep track of everything i update i cant remember
everything i did.  Hope you all enjoy!

Now i need to update Guy to match batsu's system.

NEW pals.
Spoiler, click to toggle visibilty
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Legendary DeMoNk@I on February 15, 2014, 12:49:12 am
Groovy....time to dowload
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 01:17:07 am
Groovy....time to dowload

Hope you enjoy,  leave some feedback if you can for future updates.
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Legendary DeMoNk@I on February 15, 2014, 02:16:53 am
Will do man...i want to rock with him for a while before saying something. if any breakers come up ill definitely post the bug find ;)
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 03:01:19 am
Preview of whats coming soon in my gameplay style.
Spoiler, click to toggle visibilty
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Legendary DeMoNk@I on February 15, 2014, 03:05:48 am
Hmm that ryu is looking cool there
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 03:14:43 am
Hmm that ryu is looking cool there

He's almost done,i just have to redo all the velocitys and pausetimes to
match batsu's  gameplay.  He also has all his MvC3 basic attacks and
im still working out some bugs  in his baku hadoken. Glad you think
he looks cool,  he's been a fun char to play with hopefully i release
him in a couple days so guild members can try him out too.
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Legendary DeMoNk@I on February 15, 2014, 03:56:52 am
Sounds good man. thats a good idea rolling with the MVC3 moves too. Take your time with the build man

The Batsu seemed fine when i was using him. i used him for a good hour to see if anything odd happens with the debug mode on but nothing yet.
im still using him. im about to put him through the gauntlet versus some characters to see how his AI holds up and ifany new bugs pop up


But so far i saw this when i pressed the start button. a mega debug flood

Spoiler, click to toggle visibilty


For a 4 button character hes pretty cool. i usually dig on 6 buttons but you did a good job with his moves and gameplay so far with just 4.
Combos felt fine so far too....

keep it rockin man
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Luis Alejandro on February 15, 2014, 04:08:22 am
why doesnt he have an air s attack?
launcher should be higher
confirming after a launcher should be a super jump animation and whats up with the white fx roll?
why are his only 2 unique supers both qcf+2 punches motions? why didnt you make one  atleast different like qcb? this was a bad choice imo
combos dont feel mvc3(for example, you should be able to do 2 normal attacks that can chain into each other ll,mm,h, s or some type of variety like that )
why cant you launch after crouching heavy?
you should be able to whiff cancel normals into specials
no second hit version of his medium attack
why does the superjump sound come out when he does his launcher attack?
speaking of super jump..you dont have a mvc style super jump at all, no sound, has afterimage effects and does go high enough
no throws why is z his throw command? not mvc3 at all, should be close/back heavy
his air kick special sound should come out naturally and not the way you have it now where it comes out fully when it connects
flame effects last for to long for all flames moves except for his uppercut
if you want to go for mvc style his projectile should be bigger like the way it looks when it fades away
imo his light version of projectile should go farther in the air
his lows arent codes as low hits except for his low heavy
lol what the hell za warudo when you press start
he should immediately be able to cancel his dash into crouching(you did this for his backdash but not normal dash)

this character needs alot of work but i can see the amount of hardwork you put into it, i also see that amount of potential it has to be very good.
Title: Re: Batsu Updated! 14 FEB 2014
Post by: R@CE AKIR@ on February 15, 2014, 04:13:35 am
Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 04:22:43 am
Damn I forgot to remove the pause menu im working on, im gonna replace it
With his taunt for now until I finish it.  Im gonna read all this feed back now
And get to work!
Thanks guys for the feedback.
I totally forgot about the start button pause..damn
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 04:44:47 am
why doesnt he have an air s attack?
launcher should be higher
confirming after a launcher should be a super jump animation and whats up with the white fx roll?
why are his only 2 unique supers both qcf+2 punches motions? why didnt you make one  atleast different like qcb? this was a bad choice imo
combos dont feel mvc3(for example, you should be able to do 2 normal attacks that can chain into each other ll,mm,h, s or some type of variety like that )
why cant you launch after crouching heavy?
you should be able to whiff cancel normals into specials
no second hit version of his medium attack
why does the superjump sound come out when he does his launcher attack?
speaking of super jump..you dont have a mvc style super jump at all, no sound, has afterimage effects and does go high enough
no throws why is z his throw command? not mvc3 at all, should be close/back heavy
his air kick special sound should come out naturally and not the way you have it now where it comes out fully when it connects
flame effects last for to long for all flames moves except for his uppercut
if you want to go for mvc style his projectile should be bigger like the way it looks when it fades away
imo his light version of projectile should go farther in the air
his lows arent codes as low hits except for his low heavy
lol what the hell za warudo when you press start
he should immediately be able to cancel his dash into crouching(you did this for his backdash but not normal dash)

this character needs alot of work but i can see the amount of hardwork you put into it, i also see that amount of potential it has to be very good.

I dont know what you mean by s attack(special,super?)
he does Guts bullet, Hyper Guts bullet, and shooting star kick from the air.

im useing the launcher system from CvTW because i don't really like super jump.

His Hypers are QCFx+y, QCFy+b, i could mix it up tho.

I originaly had the combos set up like that but it felt a little over kill and i wasnt trying to
do Batsu full MvC3 style, just the control set up..BUT im gonna work with it again.

Crouching heavy is a trip move and i didnt want Batsu to be able to launch enemy from it
you CAN do it....but not from a combo, it doesnt link to crouching heavy...yet..gave me another idea.

i wanted that sound effect on is launcher attack.  but i could change it to only activate when
he jumps up after his launch attack.

z button was empty,  and i like to be able to press z for a trow.

ill see what i can do about the sound

flames i will tweak

i didnt want to emulate MvC style entirely but im gonna experiment with
making his projectiles bigger.

i made his light projectile short because it hits harder than medium and heavy

WOW, i missed that will fix.

I KNOW! i forgot about that, when i finish it, its gonna be a move list.

i thought it did cancel into a crouch?  ill check it out.

THIS is what i like, some bug reports and feed back.  I needed this so i can
improve Batsu.  Thanks!
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Luis Alejandro on February 15, 2014, 04:52:08 am
Quote
I dont know what you mean by s attack
s is his launcher move, he doesnt have an air move for this button
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Legendary DeMoNk@I on February 15, 2014, 04:57:09 am
Quote
I dont know what you mean by s attack
s is his launcher move, he doesnt have an air move for this button

you mean Z   LUIS?
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Luis Alejandro on February 15, 2014, 05:07:45 am
z is just a throw button so naturally he wouldn't have an air or standing normal for it but im referring to his launch attack which is s/a that doesnt have an air move for it
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 05:49:22 am
Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.
z is just a throw button so naturally he wouldn't have an air or standing normal for it but im referring to his launch attack which is s/a that doesnt have an air move for it

Thats the attack that launches the char back to the ground right?
If so I can include one and change up his heavy air attack to
Link into it.

Title: Re: Batsu Updated! 14 FEB 2014
Post by: R@CE AKIR@ on February 15, 2014, 06:02:45 am
Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.

I never said you raped my character lol   I dont care even if you did use my coding or anything.

And you did use some of my coding cus I'm looking at it right now lol But its cool that you did.

Trust me bro I'm not like that. :-) I just want you to understand how they work because I just might have a flaw in somethin I coded and  I wouldnt want you to carry it over into your own creation so you would have the same problem.
Title: Re: Batsu Updated! 14 FEB 2014
Post by: Memo on February 15, 2014, 06:22:35 am
Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.

I never said you raped my character lol   I dont care even if you did use my coding or anything.

And you did use some of my coding cus I'm looking at it right now lol But its cool that you did.

Trust me bro I'm not like that. :-) I just want you to understand whats how they work because I just might have a flaw in somethin I coded and  I wouldnt want you to carry it over into your own creation so you would have the same problem.

Dude I didnt mean it like that,  the only codes im really
useing is Fx based and his constants movement.

There is your z counter and super ryuusei kick in there also but
Its not activated.

I know somewhat how your coding is working, the only thing
I cant  figure out yet is how to include the counter system.
I want the counter explode to appear during counters.
I coded everything exact except I didnt include all the vars
Your normal attacks use because im not using that gameplay system
and It never worked for me.
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Memo on February 17, 2014, 03:46:50 am
I updated batsu again.

-first thing i did was remove the start button pause.
-Added a 4th air attack(z attack) a button in air
-Removed a wrong effect on the recovery roll.
-Removed launch sound from his launcher.
-Changed his LvL 3 hyper command to QCB Y+B.
-I experimented with adding a second medium attack
like MVC3 but i didnt like it, felt too hectic and i dont
want his gameplay too combo crazy
-Crouching heavy attack (trip) can now cancel into launcher.
-normals now whiff cancel into specials and hypers, specials
also whiff into hypers.
-shooting star kick sound plays at begining of attack now.
-flame effects duration got shorten.
-light and medium guts bullet travel a little farther.
-His fwd dash now cancels into crouch.
-created a new trow, just z button no holding fwd or back.
-cresent kick now cancels into air guts bullet.
-air guts bullet whiff cancels into hyper guts bullet.
-Tweak his damage dampeners a bit, removed the dampener for hypers.

probably some more stuff i cant remember it all damn.
Hope y'all enjoy Batsu, leave me some feed back or bug
reports if any
 

Title: Re: Batsu Updated! 16 FEB 2014
Post by: Legendary DeMoNk@I on February 17, 2014, 04:08:24 am
Good stuff there man. keep chippin at it when ya can
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Memo on February 17, 2014, 04:36:48 am
Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Legendary DeMoNk@I on February 17, 2014, 04:44:00 am
Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.


sure ill give you some pointers behind the scenes on the kinds of methods i used to make him aggressive like that ;)
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Memo on February 17, 2014, 04:46:28 am
Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.


sure ill give you some pointers behind the scenes on the kinds of methods i used to make him aggressive like that ;)

Im looking foward to it I really want him to utilise his combos,
and whoop some ass with them!
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Legendary DeMoNk@I on February 17, 2014, 04:53:23 am
haha i hear ya man. i like an AI with some Bite to it :devilish:

EDIT:

oh i forgot to tell you that a good amount of your FX need cutting. Your SFF file size will be smaller when you do that. just go to sprites and go to cut.....something to consider doing when you get the chance
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Lost_Avenger on February 23, 2014, 08:51:15 pm
I can't promise anything, but Ill try to get some more feedback for you in a couple days. I have been so busy lately. Downloading now
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Lost_Avenger on February 25, 2014, 09:32:20 am
The fx look awesome!
X,y,z xx crescent kick - x,y,z is an infinite(I'm using a broken keyboard so its kind of hard for me
-Whiff canceling z into super guts bullet seems to keep him moving forward on the start up, but that could just be me being tired
-taunt menu thing already mentioned
-launcher gives you a lot of power. I'm assuming this was intentional
-afterimages linger on supers
-the super pause fx on super guts lingers in the air for a tick after he moves his arms down.

Ill need to test some more. He has potential. I wish they would finish the Batsu set. Some of his normals look odd(esp his jump kick)
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Memo on February 25, 2014, 04:52:32 pm
The fx look awesome!
X,y,z xx crescent kick - x,y,z is an infinite(I'm using a broken keyboard so its kind of hard for me
-Whiff canceling z into super guts bullet seems to keep him moving forward on the start up, but that could just be me being tired
-taunt menu thing already mentioned
-launcher gives you a lot of power. I'm assuming this was intentional
-afterimages linger on supers
-the super pause fx on super guts lingers in the air for a tick after he moves his arms down.

Ill need to test some more. He has potential. I wish they would finish the Batsu set. Some of his normals look odd(esp his jump kick)

Thanks for the feedback,  did you mean b instead of z? B is heavy and z is trow.
The cresent kick should only link 2 times in a combo,  ill check it out.
Ill check that out
I fixed the taunt menu did u use the latest version?
Launcher powe is intentional.
Ill fix the afterimage
I did  that intentionally ive been playin a lot of rival schools
and when he does his super guts the super pause
Continues until the projectile is released.
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Lost_Avenger on February 25, 2014, 05:45:57 pm
Yeah, I meant B. sorry lol.

The light cresent was like a +8 or something. I can try it with my other computer later. Does it have a hittime decrease after multiple uses?

Ill try to test more in the future, but can't promise. I tried Guy and most of the issues I had were about his sounds. Good luck
Title: Re: Batsu Updated! 16 FEB 2014
Post by: Memo on February 25, 2014, 06:31:08 pm
Yeah, I meant B. sorry lol.

The light cresent was like a +8 or something. I can try it with my other computer later. Does it have a hittime decrease after multiple uses?

Ill try to test more in the future, but can't promise. I tried Guy and most of the issues I had were about his sounds. Good luck

I confused cresent kick for his guts uppercut, guts upper can only be
Used 2 times in a combo,  now that I look at it I never added juggle points
To his cresent kick.
If you got time can you record that infinite I cant replicate it im using a dualshock 3.

For guy, you dont like his sf4 sounds? Or is it something else?
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on February 26, 2014, 08:26:36 pm
I updated batsu again,fixed some bugs with his trow, improved the A.I. a little
with some help from DEMONKAI and some other stuff i cant remember right now.
Changed his super pause F.X's also

I also released Ryu but i consider him as a beta char because he's missing some
specials i want to include and he feels sort of incomplete to me, maybe you guys
can help with some feedback for him, ENJOI!
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Legendary DeMoNk@I on February 26, 2014, 08:34:15 pm
Cool. ill check out that Ryu and see what up....keep going memo!
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on February 26, 2014, 08:44:09 pm
Cool. ill check out that Ryu and see what up....keep going memo!

Cool let me know what you think,  he kind of feels off to me I just dont know where.
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Legendary DeMoNk@I on February 26, 2014, 10:20:18 pm
-Ryu Plays pretty well from what i tested so far. you have your own way of how that combat system is so ill accept it from the versus norm (er more "popular" 6 button character play). when folks play with your characters long enough i think they will to get used to what you have done with more so the 4 button gameplay. I didnt see no bugs pop up on screen so far while throwing down.....so thats a plus...Ryu seemed smooth. i didnt compare it with pots, infinite or mousers. im trying to accept it for how it is.....not bad IMO though.


Batsu looks even better now with the lil AI push there....he feels a lot better on the handle of gameplay too...well so far..

Only gripe i have with both characters is you shouldnt need two ways to dash forward and back. for example: You have FF for dash and also X+B for that same action. Same for Back dash i notice. Hold Back and press X+B. One way should be fine.

How about this idea (just a suggestion)

For example:

Batsu already has this heavy punch haymaker animation with the "b" button
Spoiler, click to toggle visibilty


Well i was thinking how about you code him to have that same punch animation also with X+B this time BUT with a wall hit effect with maybe a little bounce back to it? He would flash like you have him with his launcher punch when doing that power hit. FF and BB is fine enough for forward & back dash i feel.Its easy to hit FF  & BB already for those movements. Back with X+B can be removed or changed also into a different attack maybe a throw....This would let your character cover a bit more space with his combat system.


All this could be a sweet deal for Ryu also^^

Think about it ;)
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on February 26, 2014, 10:37:27 pm
-Ryu Plays pretty well from what i tested so far. you have your own way of how that combat system is so ill accept it from the versus norm (er more "popular" 6 button character play). when folks play with your characters long enough i think they will to get used to what you have done with more so the 4 button gameplay. I didnt see no bugs pop up on screen so far while throwing down.....so thats a plus...Ryu seemed smooth. i didnt compare it with pots, infinite or mousers. im trying to accept it for how it is.....not bad IMO though.


Batsu looks even better now with the lil AI push there....he feels a lot better on the handle of gameplay too...well so far..

Only gripe i have with both characters is you shouldnt need two ways to dash forward and back. for example: You have FF for dash and also X+B for that same action. Same for Back dash i notice. Hold Back and press X+B. One way should be fine.

How about this idea (just a suggestion)

For example:

Batsu already has this heavy punch haymaker animation with the "b" button
Spoiler, click to toggle visibilty


Well i was thinking how about you code him to have that same punch animation also with X+B this time BUT with a wall hit effect with maybe a little bounce back to it? He would flash like you have him with his launcher punch when doing that power hit. FF and BB is fine enough for forward & back dash i feel.Its easy to hit FF  & BB already for those movements. Back with X+B can be removed or changed also into a different attack maybe a throw....This would let your character cover a bit more space with his combat system.


All this could be a sweet deal for Ryu also^^

Think about it ;)

I did the dash like that because its set up that way in the vs games, by the way
You can dash using a 2 button combination of x, y, or b with a direction
Not just x+b,  the wall bounce sounds like a good idea,  I dont really want to remove
the dash commands (plus c button is empty) but im gonna experiment with your
Idea and check it out.  Thanks for the feedback!
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Legendary DeMoNk@I on February 26, 2014, 11:32:43 pm
cool No problem I got you! ;)
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: ArtistofLegacy on February 27, 2014, 10:24:00 pm
Tried out Batsu and so far I really like him. My only gripe is that the second part of Super Guts Uppercut misses in the corner against certain characters.
Also, is his air medium supposed to not normally chain into his air heavy because every time I try to do so, the opponent recovers before the air heavy can connect.

EDIT - Nevermind about the air heavy thing. It's a Training only issue apparently.
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on March 01, 2014, 08:48:21 pm
Tried out Batsu and so far I really like him. My only gripe is that the second part of Super Guts Uppercut misses in the corner against certain characters.
Also, is his air medium supposed to not normally chain into his air heavy because every time I try to do so, the opponent recovers before the air heavy can connect.

EDIT - Nevermind about the air heavy thing. It's a Training only issue apparently.

Im working on fixing those bugs right now, im glad you like him!

Im working on some updates right now,  first thing I did was ditch the old launcher
System I was useing for a mvc style one.
I said on my first post that I hate super jump, because I hate activating it by accident.
But im experimenting with having it activate automatic only when the launch attack hits
and the enemy wont be launched to far up like in the vs games, just a little higher than
In CvTW.  Any ideas or tips on this leave some feedback!
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on March 02, 2014, 12:08:45 am
im thinking of changing Batsu's lvl 3 hyper, making it more how it is
in project justice, no flames and only 3 hits.  opinions?

Oh and ~R@CE AKIR@~, i hope you dont mind or get mad
but i have to include this.  Im gonna tweak it to be more similar
to the Rivals Schools version and make it a 7 hit move
Spoiler, click to toggle visibilty
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Luis Alejandro on March 02, 2014, 12:32:41 am
I had a lot of fun playing with your ryu last night. Though there are many faults this character is fun as hell to play with

Ill be sure to give feedback with a video soon, just wanted to give you my thoughts on your new character
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on March 02, 2014, 01:24:37 am
I had a lot of fun playing with your ryu last night. Though there are many faults this character is fun as hell to play with

Ill be sure to give feedback with a video soon, just wanted to give you my thoughts on your new character

Thanks for stoping by and leaving feedback,  glad you like ryu I know
Hes a little rough right now so any feedback would be great so I can improve
Him more.
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: Memo on March 03, 2014, 08:10:48 pm
I got an update coming soon for Batsu, change and tweaked alot of stuff.
-Air guts bullet and shooting star kick got some velocity changes
-added some extra F.X's to guts bullet, air guts bullet, and hyper version
-Changed the lvl 3 hyper, it hits 3 times last hit is an explosion for now
because if i ever find sprites to make it look similar to how it is in
project justice its getting changed!
-I used code from Duracelleur's Ryuuken (stateno=3500) to create
Batsu a shooting star hyper move
-I added a wall bounce attack, right now im messing with it, trying
to find a way to make it not spam because juggle points are not working
for it, only if i wall bounce then basic attack to wall bounce do the juggle points work!
but if i keep hitting with wall bounce i can link them until it kills the enemy.
-Changed his launcher and super jump, enemy is launched a lil bit higher
and the super jump is automatic so you dont pull it off by accident.

Ryu updates
-NADA, NOTHING YET,  still waiting for feedback
-but i need to add a wall bounce attack as well, and change his launcher/super jump

Guy updates
-same as Ryu

Baby Commando....baby will be the last char i release from my full game
then i will start working exclusively for the full game,  i got some sick ideas
for the screenpack, character select screen and vs screen, i want to start working
on it ASAP.

in the meantime heres some random picks of baby vs batsu
Spoiler, click to toggle visibilty
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 03, 2014, 10:26:52 pm
Batsu and Ryu got Updates,

Ryu
- only changed his super jump/ launcher
-Made a big port for him too.

Batsu
-Everything in my last post but i deactivated the
wall bounce attack, and the LvL 3
hyper with kyosuke and Hinata  because of bugs im working out.
If you want to check them out remove the semi colons from
state 491 and state 3600 in the command file.

I would like some feedback on the changes i made to Batsu,
and some for Ryu also if anybody got time to test them out.

Enjoi!
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: GTOAkira on March 04, 2014, 12:18:21 am
cool also hades maded a small port for batsu
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 04, 2014, 12:41:52 am
cool also hades maded a small port for batsu

i actually want one based of this image,(http://i.imgur.com/KDNGrAB.png)
i tried to but i dont know how to apply
the char palette or how to put more detail
so he doesn't look like a kid
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 04, 2014, 12:54:49 am
My bad i had to re-upload Batsu,  His Lvl 3 Hyper was only
costing 1000 power not 3000, i fixed and re-uploaded him.
Sorry!
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 06, 2014, 02:29:56 am
Hey i found this dope animation in DEMONKAIS Legendary Terry Bogard
and thought it looked close to Batsu's super guts upper cut FX from
project justice, any opinions? im looking for somthing similar to
exchange with the explosion i currently have in place.
sorry i cant find a screen shot of him performing it in PJ for comparision
and the reicast emulator on android cant take screen shots dammit,
before the update it did!

(http://i.imgur.com/ENQZltT.gif)
(http://i.imgur.com/qeG9EjY.png)
(http://i.imgur.com/Jz6jiXq.png)
Title: Re: Ryu released! Batsu Updated! 26 FEB 2014
Post by: R@CE AKIR@ on March 06, 2014, 07:17:25 am
im thinking of changing Batsu's lvl 3 hyper, making it more how it is
in project justice, no flames and only 3 hits.  opinions?

Oh and ~R@CE AKIR@~, i hope you dont mind or get mad
but i have to include this.  Im gonna tweak it to be more similar
to the Rivals Schools version and make it a 7 hit move
Spoiler, click to toggle visibilty

Um... no... You could have just put in the same amount of effort and coded him a newer original level 3 of your own like I did...

And although I am not too fond of this,  I hope you credited me for that move cus in your read me I dont see it any where, not even in your first post....

And I think you should have given your Batsu his own level 3 Instead of the one I used. In TVC he has like 2 other ones you could have used....

That move is what made my Batsu great.

Being more creative would have separated yours from others

I'd hate to update mine with them and make yours seem a little lacking....

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Saikoro on March 06, 2014, 07:53:42 am
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 06, 2014, 04:04:13 pm
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??

That lvl 3 super is getting redone,  its still gonna include hinata and kyosuke,
But revamped and re-hyped.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 06:35:53 pm
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??

That lvl 3 super is getting redone,  its still gonna include hinata and kyosuke,
But revamped and re-hyped.

I still think you should have came up with your own idea for a lvl3 move. Its kinda doesnt make since to take a move from another Batsu that was  just made and put things that made him tight in your own character.

You should come up with your own ideas.

Its not exciting to play with your version of Batsu if you got the same move as mine Memo....

There is nothing you can do to change that move around.

And I checked the read me, you didnt credit me either.... SMH

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 06, 2014, 06:59:59 pm
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??

That lvl 3 super is getting redone,  its still gonna include hinata and kyosuke,
But revamped and re-hyped.

I still think you should have came up with your own idea for a lvl3 move. Its kinda doesnt make since to take a move from another Batsu that was  just made and put things that made him tight in your own character.

You should come up with your own ideas.

Its not exciting to play with your version of Batsu if you got the same move as mine Memo....

There is nothing you can do to change that move around.

And I checked the read me, you didnt credit me either.... SMH


I didnt credit you because its not done,  its in his code but its deactivated
Did you try the latest update?
This Batsu is gonna be in my full game anyway and a hyper move with
Kyosuke or Hinata is a must, its a iconic rival schools move that any
Char from that series should have a variation of.
I give everybody credit who helps in my Batsu's development wether the help
was voluntary or not.  Like infinite and sean alty,  there in the credits but they didnt
Work on this with me, they didnt recomened or even touch anything on Batsu
but they get credit regardless because i learned something from them or
i did some stuff like they do in there work.
Im the last person who isn't gonna give credit for anything im doing.
Mine and your Batsu are 2 totally different chars you cant compair them or
worry about people not being able to tell the difference because they
Have similar moves,  its Batsu!  That would be like you making a ryu and being mad
Because someone else ryu has a hadouken..
Dont worry because when im done redoing it you will get credits in his read me.
That pic I posted wasnt final it was just me messing with it and implementing it in
My version.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 07:10:40 pm
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??

That lvl 3 super is getting redone,  its still gonna include hinata and kyosuke,
But revamped and re-hyped.

I still think you should have came up with your own idea for a lvl3 move. Its kinda doesnt make since to take a move from another Batsu that was  just made and put things that made him tight in your own character.

You should come up with your own ideas.

Its not exciting to play with your version of Batsu if you got the same move as mine Memo....

There is nothing you can do to change that move around.

And I checked the read me, you didnt credit me either.... SMH


I didnt credit you because its not done,  its in his code but its deactivated
Did you try the latest update?
This Batsu is gonna be in my full game anyway and a hyper move with
Kyosuke or Hinata is a must, its a iconic rival schools move that any
Char from that series should have a variation of.
I give everybody credit who helps in my Batsu's development wether the help
was voluntary or not.  Like infinite and sean alty,  there in the credits but they didnt
Work on this with me, they didnt recomened or even touch anything on Batsu
but they get credit regardless because i learned something from them or
i did some stuff like they do in there work.
Im the last person who isn't gonna give credit for anything im doing.
Mine and your Batsu are 2 totally different chars you cant compair them or
worry about people not being able to tell the difference because they
Have similar moves,  its Batsu!  That would be like you making a ryu and being mad
Because someone else ryu has a hadouken..
Dont worry because when im done redoing it you will get credits in his read me.
That pic I posted wasnt final it was just me messing with it and implementing it in
My version.

No dude your logic is wrong. Both might be Batsu. But the thing is, my character had that move and yours didnt and mine was just released in the middle of February. Plus my character hasn't even been out for a full month yet and you took that move out of him and didnt even try to come up with your own idea for a level three when he has plenty others.

That's my point on the matter. If it were something as simple as his projectile special, then why would i be mad?... But its not.

This may be something you really wanted to have in your character but its not exciting when you just take stuff from others and slap it into your own version of batsu. Your not being creative when you do that, your copying.

If I released mine after yours then why take stuff out of mine to update into yours if I'm still working on mine as we speak and updating my own...

That doesn't even make sense Memo.... Your making it easy for yourself, and I'm the one doing all the hard work.

This character is basically an edit because most of all the coding, you took from other people.....

If I put another level 3 in that Batsu had in TVC, are you gonna take that too?....
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 06, 2014, 07:38:50 pm
Tehnically speaking... shouldn't this go into edits and addons considering you're taking elements from other authors creations to make this Batsu your own version??

That lvl 3 super is getting redone,  its still gonna include hinata and kyosuke,
But revamped and re-hyped.

I still think you should have came up with your own idea for a lvl3 move. Its kinda doesnt make since to take a move from another Batsu that was  just made and put things that made him tight in your own character.

You should come up with your own ideas.

Its not exciting to play with your version of Batsu if you got the same move as mine Memo....

There is nothing you can do to change that move around.

And I checked the read me, you didnt credit me either.... SMH


I didnt credit you because its not done,  its in his code but its deactivated
Did you try the latest update?
This Batsu is gonna be in my full game anyway and a hyper move with
Kyosuke or Hinata is a must, its a iconic rival schools move that any
Char from that series should have a variation of.
I give everybody credit who helps in my Batsu's development wether the help
was voluntary or not.  Like infinite and sean alty,  there in the credits but they didnt
Work on this with me, they didnt recomened or even touch anything on Batsu
but they get credit regardless because i learned something from them or
i did some stuff like they do in there work.
Im the last person who isn't gonna give credit for anything im doing.
Mine and your Batsu are 2 totally different chars you cant compair them or
worry about people not being able to tell the difference because they
Have similar moves,  its Batsu!  That would be like you making a ryu and being mad
Because someone else ryu has a hadouken..
Dont worry because when im done redoing it you will get credits in his read me.
That pic I posted wasnt final it was just me messing with it and implementing it in
My version.

No dude your logic is wrong. Both might be Batsu. But the thing is, my character had that move and yours didnt and mine was just released in the middle of February. Plus my character hasn't even been out for a full month yet and you took that move out of him and didnt even try to come up with your own idea for a level three when he has plenty others.

That's my point on the matter. If it were something as simple as his projectile special, then why would i be mad?... But its not.

This may be something you really wanted to have in your character but its not exciting when you just take stuff from others and slap it into your own version of batsu. Your not being creative when you do that, your copying.

If I released mine after yours then why take stuff out of mine to update into yours if I'm still working on mine as we speak and updating my own...

That doesn't even make sense Memo.... Your making it easy for yourself, and I'm the one doing all the hard work.

If I put another level 3 in that Batsu had in TVC, are you gonna take that too?....

I dont want another lvl 3 just that one, thats the one Batsu needs to have.
Im not gonna take anything you do from TVC (Batsus from rival schools
And thats where im getting my ideas from) plus im trying to get his
Hypers to be more similar to his rival schools/project justice versions.
He technically cant do it unless you edit the cmd file anyway.
Like I said its not gonna be similar to the one in your version of Batsu.
Right now in his code its similar but im gonna change it up its not gonna
Be the same, I didnt do it yet or even announce that he has a new lvl 3
Because im not done with it. Maybe later I'll have something to show you
Im working on baby commando right now and when I get back to batsu
Im working on that.

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 07:49:57 pm
That's fine that you want that version because he has it in TVC, but why couldn't you have coded it yourself....

Not take my own coding and edit it into something else.... that shows no kind of creativeness. Its editing

This character isnt even genuinely yours its an edited version you did of "Mouser's"

But man you know what.... Do what you will because, once a character is released, its out of my hands no matter what I do or say.

You still could have done something else in your own Batsu and not take from mine but whatever......
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Byakko on March 06, 2014, 08:03:09 pm
Excuse me, are you guys talking about the Double Guts Bullet super with Hinata ? The team-up super from the original game when you have Batsu as a partner, that no one other than Capcom invented ? What is it, did Memo straight up copy your code or is he redoing it and just using yours as a basis ? I thought he said he was changing it to behave more like the original (effects, animation timing, number of hits or what else), are you saying you're the first who made the coding of a super fireball and a helper that throws another one at the same time as the character, and that it's not creative of Memo to copy it ?
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 08:12:22 pm
Excuse me, are you guys talking about the Double Guts Bullet super with Hinata ? The team-up super from the original game when you have Batsu as a partner, that no one other than Capcom invented ? What is it, did Memo straight up copy your code or is he redoing it and just using yours as a basis ? I thought he said he was changing it to behave more like the original (effects, animation timing, number of hits or what else), are you saying you're the first who made the coding of a super fireball and a helper that throws another one at the same time as the character, and that it's not creative of Memo to copy it ?

He did just copy it and no I never said I was the first. He said that he is changing it, but if you have the character you'd see what I meant.

Dont just hop into something unless you know what's going on.

I've already just let it go anyway, because if he wants it in there, there is nothing I can do.

If he said he will change it up, then I guess we will have to see

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 06, 2014, 08:16:13 pm
That's fine that you want that version because he has it in TVC, but why couldn't you have coded it yourself....

Not take my own coding and edit it into something else.... that shows no kind of creativeness. Its editing

This character isnt even genuinely yours its and edited version you did of "Mouser's"

But man you know what.... Do what you will because, once a character is released, its out of my hands no matter what I do or say.

You still could have done something else in your own Batsu and not take from mine but whatever......


It started as an edit but I recoded and changed a lot of stuff in Batsu
Projectile attacks where recoded
Hypers recoded
All basic attacks recoded
Shooting star kick recoded
Guts uppercut recoded
Palettes changed
Big port changed
Sound file is the same and the sff thats it but those were edited a little
So my version really is nothing like mousers.
I could say your biting and stealing infinites style because you practically
Made it like he makes his chars..ive look at his chars cns files and your batsu
And its all the same but whatever im not petty to start an argument over that
Nor do I care enough to start shit because I know his style is popular and everybody
Wants a char in his style.

Dont worry dude im not gonna have the same super move as your Batsu
Im gonna use the sprites and animations you got but im gonna do it different
I dont want my Batsu to have the same,  yours is nothing like its rivals schools
Version and thats what im gonna have mine look like ,  so in order for mine to
Be different im gonna have to recode it.

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 08:21:29 pm
It started as an edit but I recoded and changed a lot of stuff in Batsu
I could say your biting and stealing infinites style

I used the template that he himself gave me to use but that's it. That's what templates are for.  And the char was meant to play in the same style that is why it was made to be like that.

But its all good. I have excepted the fact on what your trying to do. If you say your doing yours more close to the game then we will see.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Lord Kain on March 06, 2014, 09:29:05 pm
This should totally be moved to edits and with a tittle named "Batsu by R@ce edited by memo" since it has some of his codings, it is trully an edit... or at least a bit more could be said on the readme about R@ce once this is done instead of just his name, I do see work from R@CE in this version, I like your work memo but you could have come up with something more creative, even if you change codings around it will still be there
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 06, 2014, 09:41:38 pm
This should totally be moved to edits and with a tittle named "Batsu by R@ce edited by memo" since it has some of his codings, it is trully an edit... or at least a bit more could be said on the readme about R@ce once this is done instead of just his name, I do see work from R@CE in this version, I like your work memo but you could have come up with something more creative, even if you change codings around it will still be there

While I see that you see where I was coming from with some things, Memo didn't take all of his codings from me. That I can say without a doubt.

And like he said he didnt put me in the read me because he hasnt included the move yet. (Or its nulled out in the cmd until he changes it)

I did tell him on one of my posts earlier that i didnt mind if he used some of my coding, just dont copy it and not know what it means.

I guess i got urked because I just assumed he wouldn't use that lvl3 move in his Batsu seeing that it wasn't in there to begin with and he told me that he wasn't going to use any coding except for the FX and also because my character was new.

But After talking with Byakko thru pms. he brought up some good points.

Memo said he is going to do something different in his, so I will take his word on that. Whether he does or not, it doesn't matter at this point.

I don't want this to turn into more than what it already has. I shouldn't have handled all this the way i did. I should have did it thru pm anyway.

So lets just leave it at that and leave Memo be. His character still has its own gameplay style and elements in there that no one else has so I was wrong to say he wasn't creative in that aspect.





Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Legendary DeMoNk@I on March 06, 2014, 10:32:07 pm
There ya go  ;) Both you, memo and mouser got some cool Batsu versions out there. more for the public anyway fellas!
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Lord Kain on March 07, 2014, 01:32:08 am
I think you mean memo and R@ce right?
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Legendary DeMoNk@I on March 07, 2014, 02:27:25 am
Your not a fan of the one mouser made?


@Memo:

Keep the progress going man
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 07, 2014, 03:23:10 am
This should totally be moved to edits and with a tittle named "Batsu by R@ce edited by memo" since it has some of his codings, it is trully an edit... or at least a bit more could be said on the readme about R@ce once this is done instead of just his name, I do see work from R@CE in this version, I like your work memo but you could have come up with something more creative, even if you change codings around it will still be there
Batsu by r@ce edited by memo?  Did you try my Batsu? Try my latest version
And let me know then if mine is anything like his.
It's not an edit of his I was the second member here
To jump on Batsu after Mouser and  r@ce was the 3rd so how would this
Be an edit of his?


Your not a fan of the one mouser made?


@Memo:

Keep the progress going man
Thanks for the positive attitude , the progress is gonna keep improving
And I got some good stuff coming soon. 










And I really hope you guys actually try my stuff out
Before jumping to conclusions and thinking I edited
R@ce batsu.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Lord Kain on March 07, 2014, 05:13:16 am
I did tryed your batsu and I judge you wrong sorry about that, its not completly based from R@ce but I know you got some ideas from R@ce after he released his, I remember you asking to borrow some from him and he approved, I checked previous post about it so I guess its all good but ofcourse always crediting the author on the finished project, don't take me get wrong memo I do like your work specially your CVTW conversions such as Hien, I know you are capable of creativity man, now that I'm clearing this hope you don't put me on the hate list because of an opinion I had
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 07, 2014, 06:13:51 am
I did tryed your batsu and I judge you wrong sorry about that, its not completly based from R@ce but I know you got some ideas from R@ce after he released his, I remember you asking to borrow some from him and he approved, I checked previous post about it so I guess its all good but ofcourse always crediting the author on the finished project, don't take me get wrong memo I do like your work specially your CVTW conversions such as Hien, I know you are capable of creativity man, now that I'm clearing this hope you don't put me on the hate list because of an opinion I had

I always had the idea of giving batsu his Taiyo High team up technique
but i never coded something like that with a helper so i really
didnt know how to do it, now im learning how to do it by looking
at what he did thats how we all learned how to code stuff by learning
from others.

duh dude im creative! who's style am i copying? Im trying
to do my own thing here.

lol i dont have a hate list, its cool.
the comment you said just felt wrong
it seemed like you meant that i took
everything from him and really i only took
some FX and the code for the FX's to
work, i asked about that and i put it in the
read me, and he got credit for the FX.

Its all good, i never had a problem with you Lord Kain
it just sucks when you get accused of stealing ideas.
Plus that Taiyo High team up move was Capcoms idea..

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Lord Kain on March 07, 2014, 07:03:34 am
Its all good, i never had a problem with you Lord Kain
it just sucks when you get accused of stealing ideas.
Plus that Taiyo High team up move was Capcoms idea..
I don't think you were been acussed, R@ce aproved from the start, he just thought that you could do something different on your own... once again bro I'm sorry if my opinions were hurtfull, your a cool dude and all this is because youre trying to learn more, at the end mugen is about sharing but also about thanking
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 08, 2014, 12:03:42 pm
Preview Taiyo High Party Up Technique
(http://i.imgur.com/Hm306Fe.gif)
(http://i.imgur.com/T5LxBPC.gif)
(http://i.imgur.com/A3zg6L3.png)
(http://i.imgur.com/vjgntAC.png)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 08, 2014, 02:18:20 pm
WoW, well there goes the neighborhood.





Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 08, 2014, 04:11:31 pm
WoW, well there goes the neighborhood.







Wait till you see the epic lvl 3 super port...
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: 『レム-レム』 on March 08, 2014, 04:22:34 pm
Memo you are my hero  \( *o*)/
and need your morrigan  good work DOOOD
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R565 on March 08, 2014, 04:46:43 pm
That is just beautiful......you remade the taiyo high super......I.....
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 08, 2014, 05:06:35 pm
you remade the taiyo high super......I.....

WoW..... 

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R565 on March 08, 2014, 05:09:49 pm
Crap, that came out wrong. Sorry i'll just keep my mouth shut....
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 08, 2014, 05:49:24 pm
That is just beautiful......you remade the taiyo high super......I.....

Nope,  me and R@CE remade it.  R@CE is helping out with my full game wip
Weather he knows it or not,  hes on the team too.

He did do the original code,  I disassembled it and remade it to something different.
And I learned some new things too,  stuff that is gonna reflect on my upcoming work.
Now in the future when I release a char with an helper attack, me, and you guys too,
Can say I learned how to do that from R@CE. 

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Legendary DeMoNk@I on March 08, 2014, 06:57:21 pm
Preview Taiyo High Party Up Technique
(http://i.imgur.com/Hm306Fe.gif)
(http://i.imgur.com/T5LxBPC.gif)
(http://i.imgur.com/A3zg6L3.png)
(http://i.imgur.com/vjgntAC.png)

haha There ya go man! I was hoping it looked like that in the end....Nice new choice of FX to use for all 3 characters charging up like that too :D....
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 09, 2014, 05:14:46 am
That is just beautiful......you remade the taiyo high super......I.....

Nope,  me and R@CE remade it.  R@CE is helping out with my full game wip
Weather he knows it or not,  hes on the team too.

He did do the original code,  I disassembled it and remade it to something different.
And I learned some new things too,  stuff that is gonna reflect on my upcoming work.
Now in the future when I release a char with an helper attack, me, and you guys too,
Can say I learned how to do that from R@CE.

Oh no the hell im not lol

Thanks for the recognition Memo. It's about TIME LOL!

But on another note Memo, the only person that is working your game is you buddy... R@CE ain't got nothin to do with that dude SMH lol Nope, Nope, Nope

What I want to truly see, is you make up a move of your own, that you coded by yourself. That would be truly awesome. Because I know you can do it, based on what I seen in other stuff you have done.

And this mugen game of yours, good luck on it. I do wish you the best of luck but please make sure you finish it.



Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 09, 2014, 06:08:50 am
That is just beautiful......you remade the taiyo high super......I.....

Nope,  me and R@CE remade it.  R@CE is helping out with my full game wip
Weather he knows it or not,  hes on the team too.

He did do the original code,  I disassembled it and remade it to something different.
And I learned some new things too,  stuff that is gonna reflect on my upcoming work.
Now in the future when I release a char with an helper attack, me, and you guys too,
Can say I learned how to do that from R@CE.

Oh no the hell im not lol

Thanks for the recognition Memo. It's about TIME LOL!

But on another note Memo, the only person that is working your game is you buddy... R@CE ain't got nothin to do with that dude SMH lol Nope, Nope, Nope

What I want to truly see, is you make up a move of your own, that you coded by yourself. That would be truly awesome. Because I know you can do it, based on what I seen in other stuff you have done.

And this mugen game of yours, good luck on it. I do wish you the best of luck but please make sure you finish it.




You are on the team, you just dont know it.
What until you see the credits in my full game,
You not the only one who dont know thats on the team.
Everybody who helped me in some sort of way since the begining
Of my WIP is on the team.

You late too, I had you in my credits since febuary.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 09, 2014, 07:15:31 am
You are on the team, you just dont know it.
What until you see the credits in my full game,
You not the only one who dont know thats on the team.
Everybody who helped me in some sort of way since the begining
Of my WIP is on the team.

You late too, I had you in my credits since febuary.

And here's where I pull my Phoenix Wright attack...."I OBJECT!"

The only team The R@CE is on, is his own LOL

Don't make up false teams lol. Crediting people should be just fine.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 09, 2014, 09:10:51 pm
This is my Super Port, theres probaly errors since ive never made one before.
i read a tutorial and put this together in a couple of hours, and i used gimp.
let me know what y'all think.
(http://i.imgur.com/YwE9c7g.png)
(http://i.imgur.com/LacTEZC.png)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Chazzanova on March 09, 2014, 09:32:18 pm
That port lacks of Radial Blur.

What do you think about this?
(http://i811.photobucket.com/albums/zz39/ChazzPrinceton/RivalSchool_zps7682c9fb.png)

Anyway, from my point of view, the Super FXs looks better with more sppriority. You know, FXs over the character. I guess that you has changed that for a more "original" sequence. Correct me if I'm wrong.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 09, 2014, 09:43:29 pm
That port lacks of Radial Blur.

What do you think about this?
(http://i811.photobucket.com/albums/zz39/ChazzPrinceton/RivalSchool_zps7682c9fb.png)

Anyway, from my point of view, the Super FXs looks better with more sppriority. You know, FXs over the character. I guess that you has changed that for a more "original" sequence. Correct me if I'm wrong.

That looks awesome if you dont mind i want to use that one!
I dont think Gimp has Radial blur or maybe its called something else?

you talking about the Super FX?  i like it like that with the sphere behind
and the lines in front i think it looks dope like that.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Chazzanova on March 09, 2014, 09:47:17 pm
That looks awesome if you dont mind i want to use that one!
I dont think Gimp has Radial blur or maybe its called something else?
I don't mind :) I don't know about Gimp, but Photoshop CS4 has Radial Blur. It sucks. I'm using Paint Shop Pro for Radial Blur.

you talking about the Super FX?  i like it like that with the sphere behind
and the lines in front i think it looks dope like that.
Then it's just me :P
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: WizzyWhipitWonderful on March 09, 2014, 11:47:23 pm
Team attacks seem like they could be very unique in your project, MEMO.

I don't know if it would be time consuming....
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 09, 2014, 11:56:26 pm
Team attacks seem like they could be very unique in your project, MEMO.

I don't know if it would be time consuming....

trust me im debating weather i should drop the tag team and give
all the chars assists attacks with chars from there own series.
and use a system like CvTW's UT attacks for it.

Hmmmm....i might make a poll soon..

To everybody else, any opinions?
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Chazzanova on March 10, 2014, 12:09:37 am
Team attacks sounds like a good idea. Especially if they involve three characters per attack. Sounds pretty unique for this fullgame.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 10, 2014, 12:16:22 am
Team attacks sounds like a good idea. Especially if they involve three characters per attack. Sounds pretty unique for this fullgame.

This I gotta see and I'm all for it. But I wonder, can you pull this off Memo? That would be a lot of coding involved, and take time to get it just right. It's not always an easy thing for someone at first. But if you pull it off, it would be tight...
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: XANDERAC on March 10, 2014, 12:33:40 am
That sounds neat, I was wondering something too, what if your game used specific teams, so you actually programmed 2 characters as 1 team/character I think there was a Ryu/Ken I don't remember if the creator was Asccort, there was also a Sol and Ky Kiske similar to this, just a thought at least. I think overall the assists would probably be a cool idea though.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 12:39:08 am
That sounds neat, I was wondering something too, what if your game used specific teams, so you actually programmed 2 characters as 1 team/character I think there was a Ryu/Ken I don't remember if the creator was Asccort, there was also a Sol and Ky Kiske similar to this, just a thought at least. I think overall the assists would probably be a cool idea though.

is this like having 2 versions of a char like an evil version type deal in 1?

Team attacks sounds like a good idea. Especially if they involve three characters per attack. Sounds pretty unique for this fullgame.

This I gotta see and I'm all for it. But I wonder, can you pull this off Memo? That would be a lot of coding involved, and take time to get it just right. It's not always an easy thing for someone at first. But if you pull it off, it would be tight...

I could do it, im gonna code the attacks like you did Batsu's helpers.
You see i learned something new using your Batsu.

Team attacks sounds like a good idea. Especially if they involve three characters per attack. Sounds pretty unique for this fullgame.


BUT, involving 3 chars! I think 1 partner assists attacks should be good and
a lvl three hyper with 3 chars sounds better.
Its gonna be hard to finding sprites for assists partners for chars like Michelle Hart
since i dont know if any other chars from her series made it to MUGEN yet.

Im going to add some assists attacks to Batsu before i release the update as an experiment and
y,all leave feedback on it so i can work it out
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 10, 2014, 12:46:29 am
I could do it, im gonna code the attacks like you did Batsu's helpers.
You see i learned something new using your Batsu.

Yea that may be, but you cant use that on everybody like that Memo, you have to put in more code to do different things depending on whatever the move is.

Don't just get stuck on using that code for assists. Switch it up a little bit and use different codes to make different assists.

Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: XANDERAC on March 10, 2014, 01:18:14 am
is this like having 2 versions of a char like an evil version type deal in 1?

No, they're actually programmed as 1 character so the pair has their team assists and tag abilities as if you were using them in Marvel Super Heroes vs Capcom, so this is basically a single character representing the pair, I don't know how much more complicated this would be though, so I don't know if this would be the best idea.

give it a shot, just get it here (http://www.mediafire.com/download/yefvsjos6njnev1/MVC_Ryu_&_Ken.rar)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 02:07:29 am
Hinata assist
i put this together real quick as an experiment
using R@CE's code

Its still missing effects, sounds, and get hit states for Hinata.

(http://i.imgur.com/e24tWYx.gif)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 05:35:41 am
Well i got 1 assist attack done, i just need to figure out how to add
hit sparks on it since the method i use is not working,
and then i will make 1 more assist with Kyosuke next.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 06:57:49 am
I think im dropping the assist attacks idea.
Im really not gonna be able to find assits partners
for volnutt,  trone bonne,  michelle heart,  strider,  and a couple
of other chars,  unless someone sprites attacks for them helpers
I have no sprites for I cant do it.  Plus I would need two assist for each char.
Name 2 chars in mugen I can use as assist for volnutt and 2 for trone bonne.
Impossible right now because no more chars from that series made it to mugen yet.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: XANDERAC on March 10, 2014, 07:24:20 am
Tron bonne could just have servbot variations maybe. Volnutt might have something from Roll since she had some sprites included in the original version, you could make her drive over the opponent. as for the other...I dunno I can't remember if she had anything different in Project X Zone, or if anyone has even ripped those sprites yet. Maybe just worry about having them same franchise but maybe not same continuity...so just use Zero or Bass for Volnutt, and maybe aside from servbots a random megaman villain for Tron Bonne.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 06:56:55 pm

Baby Jesus can you add the Radial Blur to this image?

(http://i.imgur.com/WZn0Zzh.png)
(http://i.imgur.com/zC8fE2i.png)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Chazzanova on March 10, 2014, 07:30:39 pm
Is Bird Jesus, and yes.

(http://i811.photobucket.com/albums/zz39/ChazzPrinceton/BatsuPort_zpsfd02a43e.png)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 10, 2014, 07:38:12 pm
Memo, that's a nice portrait man!

Where'd you find it?
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 07:43:01 pm
Is Bird Jesus, and yes.

(http://i811.photobucket.com/albums/zz39/ChazzPrinceton/BatsuPort_zpsfd02a43e.png)

Oh shit! Sorry for the name mix up for some reason I must of been
Thinking of old dirty bastard, R.I.P

Thanks that looks great!
Memo, that's a nice portrait man!

Where'd you find it?

I did a google image search of,  Batsu rival schools png
Theres a couple of these, but this is the biggest size one I found.
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 10, 2014, 08:10:48 pm
I want to make another lvl 3 hyper with the team doing
a beat down on the enemy. probably on the next update
after this one coming up

I made a LvL 3 version of the Super Guts Upper cut too.
(http://i.imgur.com/HBJbpcj.gif)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: R@CE AKIR@ on March 10, 2014, 08:25:29 pm
I want to make another lvl 3 hyper with the team doing
a beat down on the enemy. probably on the next update
after this one coming up

I made a LvL 3 version of the Super Guts Upper cut too.
(http://i.imgur.com/HBJbpcj.gif)

Now see that's what I like to see! Good job Memo! Putting something in yours to make it different in how it looks or plays is what will separate your Batsu from others while still retaining his old moves but still spicing it up a bit.

That's what i like to see. Now that's creative!
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Memo on March 11, 2014, 04:00:37 am
Well I got the assists attacks done, just looking for bugs right now
before i release the update.
(http://i.imgur.com/3rwenWR.png)
(http://i.imgur.com/AKX4FU8.png)
Title: Re: Ryu, Batsu Updated! 3 MAR 2014
Post by: Legendary DeMoNk@I on March 11, 2014, 08:41:13 am
slick work man

lol i used to love the sound of the heavy ass hits when Hinata strikered in with the spinning kicks in RS. shit sounded like old hardbody SF2 snes hits haha
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 12:33:39 am
Whats good MFG,  Batsu is updated plus has a couple new attacks n stuff so..

-His standing lite, crouching lite, and crouching medium attacks hit downed enemy

-Air Hyper Guts Bullet hits downed enemy

-standing lite and crouching lite attack only links into itself 2 times.

-Assists attacks!  Hinata(a+b)  Kyousuke(a+x)

-New LvL 3 Hyper Guts Uppercut

-New LvL 3 Taiyo High School Team Up Hyper

-New palettes made by C-G-U!

-Velocity on Air Heavy Attack tweaked, end a air combo with Heavy attack
and Batsu will land before the enemy for a chance to launch enemy again and
continue the COMBO!

Hope you enjoy Batsu!

ANY BUGS OR ISSUES LET ME KNOW!!!!!!



PICS
Spoiler, click to toggle visibilty


Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: jaede_ on March 12, 2014, 12:43:02 am
Where Flaffy's help mention at? >:[ Just kidding. Good luck with your current release :P
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 12:44:33 am
Where Flaffy's help mention at? >:[ Just kidding. Good luck with your current release :P

Oh shitz,  dont worry I didnt work on his trip move yet.
Next update I will take care of that and put you down in the credits dude.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Legendary DeMoNk@I on March 12, 2014, 12:53:46 am
groovy. time to give this another go!
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 02:44:25 am
Damn now its time to update Ryu and Guy.
what yall think about this?

Haggar (or cody) and maki for Guy's assists

for Ryu i have no idea!
It cant be Ken or Sakura thats all im sayin.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: R565 on March 12, 2014, 03:05:32 am
Cody for Guy's assist and maybe you can use Gouken for Ryu?
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 03:49:50 am
Cody for Guy's assist and maybe you can use Gouken for Ryu?

Gouken sounds good!
and i was thinking about shun his lil bro also(http://i.imgur.com/0i1nMPR.png)
but its snk style, you think i can get away with it? with some different palettes?
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: XANDERAC on March 12, 2014, 04:07:58 am
Are you adding Chun-Li? Maybe do Gouken and Sagat? Gouken could shoot the diagonal hadouken for anti-air and Sagat maybe just a low tiger shot, or even someone from Street Fighter 1? :S
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 04:13:42 am
Are you adding Chun-Li? Maybe do Gouken and Sagat? Gouken could shoot the diagonal hadouken for anti-air and Sagat maybe just a low tiger shot, or even someone from Street Fighter 1? :S

Chun li is in game,  Sagat sounds good too since there rivals but dont really hate each other.
I like that gouken anti air idea too.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: XANDERAC on March 12, 2014, 04:23:34 am
Palettes probably won't help blending in the SNK sprites with the rest, I'd probably avoid that. I was hoping Ryu had more direct Rivals, the SF wiki just lists a bunch of people, like E. Honda. If you're adding Ken though, you could probably use those sprites of Eliza someone made, and Guile (if he's not in) or if not Sean.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 04:38:02 am
Palettes probably won't help blending in the SNK sprites with the rest, I'd probably avoid that. I was hoping Ryu had more direct Rivals, the SF wiki just lists a bunch of people, like E. Honda. If you're adding Ken though, you could probably use those sprites of Eliza someone made, and Guile (if he's not in) or if not Sean.

Those are some good ideas, thanks for reminding me of Eliza
I forgot someone made some sprites for her,  but Trinitronity is
Doing Ken so I will have to chat with him on Ken and
see what he wants to do.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: WizzyWhipitWonderful on March 12, 2014, 10:58:48 am
Palettes probably won't help blending in the SNK sprites with the rest, I'd probably avoid that. I was hoping Ryu had more direct Rivals, the SF wiki just lists a bunch of people, like E. Honda. If you're adding Ken though, you could probably use those sprites of Eliza someone made, and Guile (if he's not in) or if not Sean.

Those are some good ideas, thanks for reminding me of Eliza
I forgot someone made some sprites for her,  but Trinitronity is
Doing Ken so I will have to chat with him on Ken and
see what he wants to do.

Eliza was created by SilentRipper;
What would you use for Gouken's assist?
Hadouken? Joudan Sokuto Geri? Tatsumaki?
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Legendary DeMoNk@I on March 12, 2014, 07:01:13 pm
Hmm Joudan Sokuto Geri would be nice for the old man :D
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 07:34:52 pm
Hmm Joudan Sokuto Geri would be nice for the old man :D

Palettes probably won't help blending in the SNK sprites with the rest, I'd probably avoid that. I was hoping Ryu had more direct Rivals, the SF wiki just lists a bunch of people, like E. Honda. If you're adding Ken though, you could probably use those sprites of Eliza someone made, and Guile (if he's not in) or if not Sean.

Those are some good ideas, thanks for reminding me of Eliza
I forgot someone made some sprites for her,  but Trinitronity is
Doing Ken so I will have to chat with him on Ken and
see what he wants to do.

Eliza was created by SilentRipper;
What would you use for Gouken's assist?
Hadouken? Joudan Sokuto Geri? Tatsumaki?

Hmmm i was thinking Senkugoshoha (State 1100) could work since it
dashes at the enemy then hits when up close.  I would
need something that can reach the enemy if he is in the corner

For sagat im thinking tiger uppercut for an anti air.
what yall think?

Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: XANDERAC on March 12, 2014, 07:45:19 pm
I think that sounds fine personally, or tiger knee, with armor break capability like SF4. Tiger Knee personally might be different enough from Ryu's hadouken because it doesn't have as much vertical distance and might be a nice thing to incorporate into combos too.
Title: Re: Batsu! Huge Update! 11 MAR 2014
Post by: Memo on March 12, 2014, 08:07:20 pm
I think that sounds fine personally, or tiger knee, with armor break capability like SF4. Tiger Knee personally might be different enough from Ryu's hadouken because it doesn't have as much vertical distance and might be a nice thing to incorporate into combos too.

Hey you just gave me an idea.
What if i randomize it with tiger uppercut and knee?
I can put a random trigger in his helper to pick between
the two

Forget that, because then there really wont be any strategy,
you wont know witch one your getting.
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 19, 2014, 08:51:09 pm
Batsu got updated.

-Electric snd FX added to player 2 during Taiyo High School Team Up.
-Assist/Striker attacks can cancel
-Assist/Striker attack, P1 animation removed. 
-Pause Menu Move List added,  Start button pauses game no taunt.
a little ghetto since im not good with graphics.
-Bug fixes

Enjoy, leave bug reports or feedback.

PAUSE MOVE LIST PIC
(http://i.imgur.com/S0TOtIu.png)
Title: Re: Batsu Updated! 19 MAR 2014
Post by: DJ_HANNIBALROYCE on March 19, 2014, 09:15:53 pm
brilliant idea with pause menu. wow! how did u do it?
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 19, 2014, 09:54:46 pm
brilliant idea with pause menu. wow! how did u do it?

I tweak a little the code Fido used for pausing in his SFmx chars.

Its easy to use with your own chars

Remove taunt state also

CMD
Spoiler, click to toggle visibilty

STATES
Spoiler, click to toggle visibilty
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Legendary DeMoNk@I on March 19, 2014, 10:08:23 pm
Good move with the movelist pause menu. Yeah Fido & Syn was good for that stuff
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 19, 2014, 10:16:39 pm
Good move with the movelist pause menu. Yeah Fido & Syn was good for that stuff

Thanks im glad you guys like the pause menu movelist.
Im just hoping some body who is better at graphics
than me can draw me something up better for batsu's move list.
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Legendary DeMoNk@I on March 19, 2014, 10:39:03 pm
Yeah thats always a good polish with that too. if i had the skill for that id hook you up with that no prob
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Cybaster on March 19, 2014, 11:21:55 pm
Outside a full game where you have full control of everything, ingame pause menu is usually a bad idea.
It can never be a true pause menu because command buffer will still be taken into account and can interfere with gameplay.
Activate debug mode. Press start to show the pause menu, then press down or up. You'll see you have a changestate to state 40 or 10, while in the pause menu. When you remove the pause, the move will be buffered. Ask Rednavi for more explanations about this if you need.

Also, for whatever reason, the pause menu activated during qcf+Y move makes his energy FX disappear.
Title: Re: Batsu Updated! 19 MAR 2014
Post by: li kun on March 20, 2014, 12:19:25 am
Wooo very cool batsu i like it alot! im glad that you use my hinata too! is fun to see the taiyo team together in mugen!
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 20, 2014, 12:48:53 am
Wooo very cool batsu i like it alot! im glad that you use my hinata too! is fun to see the taiyo team together in mugen!

Glad you like him!

Outside a full game where you have full control of everything, ingame pause menu is usually a bad idea.
It can never be a true pause menu because command buffer will still be taken into account and can interfere with gameplay.
Activate debug mode. Press start to show the pause menu, then press down or up. You'll see you have a changestate to state 40 or 10, while in the pause menu. When you remove the pause, the move will be buffered. Ask Rednavi for more explanations about this if you need.

Also, for whatever reason, the pause menu activated during qcf+Y move makes his energy FX disappear.

Thanks for the feedback.
Title: Re: Batsu Updated! 19 MAR 2014
Post by: mikecrazy2004 on March 20, 2014, 10:17:33 pm
can SOMEONE DO A XCOSTUME PATCH ON THIS PLEAASEE
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 21, 2014, 12:01:25 am
can SOMEONE DO A XCOSTUME PATCH ON THIS PLEAASEE

Batsu had one but i removed it because it activated in
every round, maybe later once i figure out that bug.
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Legendary DeMoNk@I on March 21, 2014, 12:08:24 am
I doubt you'd go for this idea for the hell of it for Your ryu and batsu but have you ever thought of adding a midnight bliss custom animation for them?
Title: Re: Batsu Updated! 19 MAR 2014
Post by: Memo on March 21, 2014, 12:20:35 am
I doubt you'd go for this idea for the hell of it for Your ryu and batsu but have you ever thought of adding a midnight bliss custom animation for them?

Would be cool to have them, but for Batsu
someone is gonna have to sprite some.




Anybody planning releases for April fools day?
I got 1 cooking right now, i cant wait until next month!