The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => MK vs. SF - Fight for the Universe => Topic started by: Chatman on June 07, 2012, 02:24:01 am
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Beta time! ;D
(http://i.imgur.com/Mx1lb.png)
(http://i.imgur.com/ewgtr.png)
What he still needs:
-Sounds. If anyone could help me dig up some mk9, mk trilogy, or mk3 sounds for noob it would be much appreciated.
-Moar palettes. MDD? :P
Hes very juggle based and quite agile and tricky, a good mid boss type.
http://www.mediafire.com/?6ebf37a54n06ybx
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Quite good for a first, but I do have some feedback:
-I think MK3-sprited characters should indeed look towards their oponents in mid-air basics, since this is their nature in their source game.
-The y+b attack looks and acts weird. It intends to be a grapple attack, but comes off as something else. You should make Noob grab his oponent and then have a clone appear from the hole in the ground, grab and pull down the opponent, and then hit him. Speaking of hits, they're not counted in the combo properly and they could use some envshakes.
-Some of the mid-air attack animations look odd. I see what you were trying to do here, but some sprite editing does seem in order, so that he doesn't look like he's literally crouch-attacking in mid-air.
-Unless I'm missing something here, basic combos are way too easy to figure out. Make the combo chain a bit more interesting and satisfying to figure out instead of just L to H chains. Again, I might or might not have investigated the chains enough, but I feel I got a fairly decent combo off of just L to H due to his juggling nature.
-His running speed seems a bit too slow IMO. Then again, it might be because I'm comparing him to the rest of the mkvssf cast. Either way, the run-jumping speed looks unnatural because of this. Either tone down the X velocity in the jump itself or increase the running speed. I myself would do the latter.
-I like the super quite a bit, but I think a super pause is in order. I know I said I didn't think superpauses were necessary for the mk side at one point, since they have no supers in their source game, but I feel the oponent is entitled to be warned if 200-300 damage is about to hit him or not unless he does something about it, so I put them in, as I feel you should too.
-Standing MP looks like he's ice-skating. Just make some posadds, animelem by animelem, where he steps forward and then steps back as the animation progresses. It also seems overdone.
-I feel his red CLSN's should reach out all the way to his axis.
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Quite good for a first, but I do have some feedback:
-I think MK3-sprited characters should indeed look towards their oponents in mid-air basics, since this is their nature in their source game.
-The y+b attack looks and acts weird. It intends to be a grapple attack, but comes off as something else. You should make Noob grab his oponent and then have a clone appear from the hole in the ground, grab and pull down the opponent, and then hit him. Speaking of hits, they're not counted in the combo properly and they could use some envshakes.
-Some of the mid-air attack animations look odd. I see what you were trying to do here, but some sprite editing does seem in order, so that he doesn't look like he's literally crouch-attacking in mid-air.
-Unless I'm missing something here, basic combos are way too easy to figure out. Make the combo chain a bit more interesting and satisfying to figure out instead of just L to H chains. Again, I might or might not have investigated the chains enough, but I feel I got a fairly decent combo off of just L to H due to his juggling nature.
-His running speed seems a bit too slow IMO. Then again, it might be because I'm comparing him to the rest of the mkvssf cast. Either way, the run-jumping speed looks unnatural because of this. Either tone down the X velocity in the jump itself or increase the running speed. I myself would do the latter.
-I like the super quite a bit, but I think a super pause is in order. I know I said I didn't think superpauses were necessary for the mk side at one point, since they have no supers in their source game, but I feel the oponent is entitled to be warned if 200-300 damage is about to hit him or not unless he does something about it, so I put them in, as I feel you should too.
-Standing MP looks like he's ice-skating. Just make some posadds, animelem by animelem, where he steps forward and then steps back as the animation progresses. It also seems overdone.
-I feel his red CLSN's should reach out all the way to his axis.
Alright alright, a good amount of feedback here. :) And from the master himself. Thank you to start.
-I have given this quality back to the air light kick, but the air light punch will remain the same so that it is a crossup.
-I intend to do this, the current grab itself was kind of a placeholder since i hate doing throws. --;
-Yeah i know. Its something tedious that i will eventually handle no doubt.
-I didnt think about that as a problem, but i know you handle it otherwise. What would you suggest as combo strings? You can pm me if you like.
-I will give a buff to his running speed. I was trying to aim for superior space control, but his other movements already give him that.
-Thank you, I intended to put a superpause on all specials but the basic super strings you proposed in the mechanics for the mkvssf thread, i just haven't grabbed the official effect i need from one of your characters yet, and i didnt want to add a superpause without it. I thought the portal opening would be a sufficient warning until then, but i do have that at the top of my priority list.
-I will do this.
-Hmm...if you feel its worth doing ill look into it, i am trying to imitate a style after all. :P
Thank you, ill address all of your points.
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Oh and another thing, I think p2 in his state doesn't have an H (Hurt) movetype while the y+b grapple is in progress. I think that's what's making the damage counter reset itself.
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If thats it im going to feel really dumb, lol.
Edit: Im an idiot. :sweatdrop:
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Don't worry, the first mkvssf character I released (Ryu) had missing additive transparency and ex hadoukens that were aligned on the ground. You're fine. :P
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Don't worry, the first mkvssf character I released (Ryu) had missing additive transparency and ex hadoukens that were aligned on the ground. You're fine. :P
It was still pretty fun though. :P i have finished adding the shadow clones to the y+b throw, and the hitcount functions perfectly.
5 hit basic combo special is near done as well.
Super ideas?
I already have a super throw planned, and i know i want to use the shadow clones in the supers, i just dont know how.
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hmm ever think of MK9 special move? seems legit to be a super mpve
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You mean the x-ray move?
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uh yea
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That would require alot of custom sprites, unless you cheat it. Example, making a "pop-up" of a certain bone breaking so that it won't need character specific sprites but that'll look cheap. For me though.
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That would require alot of custom sprites, unless you cheat it. Example, making a "pop-up" of a certain bone breaking so that it won't need character specific sprites but that'll look cheap. For me though.
Yeah i know, i saw someone do that and i dont like it at all. Im just going to draw inspiration from there, youll see. ;)
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Bump:
Upperdater.
http://www.mediafire.com/?2ziw9zarq3u12l2
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-Now none of the air moves seem to turn towards the opponent. :( Your call though. :)
-The QCB+P grapple is pretty good concept-wise, but I feel Noob here likes to defy the laws of physics by teleporting himself during the grapple. He moves instantly backwards when he starts going down. Also, when I uppercut the opponent, and do the move when he's high up, Noob grapples him, does his thing, and then teleports to the ground. My suggestion: Don't do this move with constant velocities and don't simply time it. Add some veladd in there for y, have him change the animation when vel y < 0, add some vel x instead of posadd, and have the slam occur when pos y >= 0. Feel free to check out mkvssf Reptile's y+b grapple to see what I mean (ignore the angledraws and targetbinds, just focus on the velocities and positioning).
-QCF+2K super is also pretty good in concept, but if I do this super when the opponent is barely at my reach, or when the opponent is very close to the edge of the screen behind him, he'll get out of it and the two Noobs will start wiffing at each other. Kinda funny, but needs fixing. There are several ways you could try fixing this. Try tweaking the velocities of the hits. If that doesn't work, I suggest you make the opponent go into a custom gethit state. Just copy statedef 5000 into a new statedef, add a screenbound controller, and set movecamera to 0,0, with trigger=1, (meaning this will happen as long as he's in that state) and make every hit Noob and the Noob helper dish out get the opponent into that custom state.
-HCB+P super has the same teleporting problem QCB+P has, but I like it very much. Still, needs fixing.
-All his supers give him back power when they hit the enemy. Tisk, tisk. :P
-a+b 2level ex move or whatever wiffs the last roundhouse if the opponent is against a corner. Just play around with the ground.cornerpush.veloff value in the hitdef. If it's not there, add it. They should be negative.
-Combos are awkward to perform. x,x,y,y,z,z is complicated for me, mainly because every hit is synchronized differently. My advice to you is to have 8 tics before reaching the frame that has the red clsn's. After this, make the time condition for the combo in the cmd to be greater or equal to 10. Pausetime for the opponent should be 12, unless he's in mid-air.
-Speaking of pausetimes, it looks awkward to me to add pausetimes for the enemy if he's falling from the hit. Especially if Noob himself doesn't have a pausetime in the hit.
Overall, he's shaping up to be a good mkvssf character, but he's still pretty rough around the edges.
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Hey man. :)
-The air LK does, i just thought in a mixed environment with sf, that may give an unfair advantage.
-Just did it, ill send it to you in a sec.
-Darn, thought i axed that problem. Ill look into it.
-Also done. :P
-...I honestly forgot to handle that. Will be taken care of.
-Okay, i will.
-Okay, ill handle both problems.
Thanks, im hoping to get him there soon. :)
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Uhm, the SF cast also seeks the enemy in mid-air in mkvssf.
Also, just a little nitpick, but his advancing while doing the mp is insane. Tone it down, just make it so his left foot keeps its position and the rest of the body moves back and forth.
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Uhm, the SF cast also seeks the enemy in mid-air in mkvssf.
Also, just a little nitpick, but his advancing while doing the mp is insane. Tone it down, just make it so his left foot keeps its position and the rest of the body moves back and forth.
Oh...and will do. Expect a new copy in a few minutes.