Will she be a separate release?Not as yet, she will be an exclusive of the project.
FUUUUUUUUUUUUUUUUUUUUUUUUUUCKWill she be a separate release?Not as yet, she will be an exclusive of the project.
So, i cant wait to see her in action! Crhistmas gift??? LOL
Awesome! Can't wait to see how CAPCOM steals FeLo's work, stamp a "CAPCOM aproved" seal on it and include her on a future game. (Street Fighter X MegaMan anyone...?)
Kudos to you, guys.
Just a question.
- Are you going to add new moves to Viper, because her current moveset is a little impractical(weak/disadvantageous) from a competitive (AI) Mugen standpoint?
No fool. Read the quote again.- Are you going to add new moves to Viper, because her current moveset is a little impractical(weak/disadvantageous) from a competitive (AI) Mugen standpoint?Spoken like somebody who has never played a game she's in. Viper is high/top tier in BOTH SSF4AE AND Ultimate Marvel vs Capcom 3.
- Are you going to add new moves to Viper, because her current moveset is a little impractical(weak/disadvantageous) from a competitive (AI) Mugen standpoint?
her current moveset is a little impractical(weak/disadvantageous) from a competitive (AI) Mugen standpoint?
Yes, Viper will have new moves. how many depend on how much Felo "approves" seeing he is making the sprites. I have alot of things planned for her but we will have to see how it comes to light. As for the AI, we haven't discussed that from the project standpoint but as for my stand alone C. Viper, her AI will be up to par with all my releases.Yes, you did. Thank you.
Hope i answered your questions
MGMURROW
Thanks for the response. I'll provide more detailed feedback in a few days.- Are you going to add new moves to Viper, because her current moveset is a little impractical(weak/disadvantageous) from a competitive (AI) Mugen standpoint?It was something I wanted to give her, but then I realized that:Spoiler, click to toggle visibiltySpoiler, click to toggle visibiltySpoiler, click to toggle visibiltyAside that, I'm open to any ideas, so feel free to comment. I would include her EYEBEAM! from MvC3 only if I find a vid where it's shown, but no luck ATM.
- MGMURROW: tell me your ideas!
No fool. Read the quote again.this claim is kind of ridiculous - saying viper's moveset doesn't hold up in mugen is completely useless information. a mugen select screen can have characters that are way overpowered compared to viper. this, however, is a full game with some sense of balance.
I know about her SSF4 tier standing... that's not going to hold up well in Mugen aka, I was planning on making an AI patch for her, but I have enough insight to recognize that her SSF4 movelist isn't going to cut it.
First I'll say I was reacting to this post by Felo:No fool. Read the quote again.this claim is kind of ridiculous - saying viper's moveset doesn't hold up in mugen is completely useless information. a mugen select screen can have characters that are way overpowered compared to viper. this, however, is a full game with some sense of balance.
I know about her SSF4 tier standing... that's not going to hold up well in Mugen aka, I was planning on making an AI patch for her, but I have enough insight to recognize that her SSF4 movelist isn't going to cut it.
Aside CFAS, there will be at least 2 versions more... Anyway, CFAS demo has the character folders available, so I guess it will be possible to play with her in regular mugen.
If Felo plans to keep things accurate and I was to apply a fair AI to the character, trust me when I say that I wouldn't be able to do jack 'ish (in terms of fighting other AIs).who cares? changing a character's moveset because the ai might not be able to use it properly is a terrible design decision
Did I say that? I asked for one move to have knockdown properties, which imo, it should have had in the game in the first place.QuoteIf Felo plans to keep things accurate and I was to apply a fair AI to the character, trust me when I say that I wouldn't be able to do jack 'ish (in terms of fighting other AIs).who cares? changing a character's moveset because the ai might not be able to use it properly is a terrible design decision
And the whole "make it competitive with other AI" is terrible thinking.Why? Why would that be terrible thinking? I REALLY want you to explain this...
The primary purpose of a Mugen character (or fighting game character in general for that matter) is to be used by the player. The AI being able to do do this or whatever is irrelevant unless it's a boss.Honestly, I've been trying not to offend you, but you piss me off a lot. Dude, shut up. There have been countless times where I've given feedback on characters that lack AI. If you don't have the forethought to understand WHY I posted what I did (i.e. my plan to help with coding her AI so I can do something similar to Ultimate Terry minus the parts where I broke him) then seriously, shut the fuck up, because you always sound like a presumptious assinine little idiot and you do it consistently. God MC2, just THINK before you make posts because you're intolerably annoying.
Because of the way AIs trigger their basics and their guards(which I barely if ever code because it's naturally broken)The standard practice amongst AI coders is to trigger your close ranged basics immediately, especially if p2 is idle. So if Burning Kick gets blocked and Viper is within range during her minimal landing recovery frames (should Felo choose to add them), she is going to get attacked and hit by basics which often lead to broken BS combos.
Can you explain the issue?
Why? Why would that be terrible thinking? I REALLY want you to explain this...because, like mc2 said, fighting games are primarily meant to be played by human beings against human beings. changing a move's properties just for the sake of competitive AI is bad
I'll technically take that point, but I have to leave you with this:Why? Why would that be terrible thinking? I REALLY want you to explain this...because, like mc2 said, fighting games are primarily meant to be played by human beings against human beings. changing a move's properties just for the sake of competitive AI is bad
And, let me be clear. Felo has teh right to simply deny my earlier request. I can't force it down his throught. It's his creation and he's putting in the hard work for it... which I'll back end.Technically ... It's MgMurrow's call as he is lead programmer. That being said, the current level of AI implemented is competitive, but not the point of SNK Boss syndrome, as the design aspect was for the game to be fun to play and a frustrating experience, as many mugen players aren't hardcore fighting gamers. Yes, this is catering to the more casual crowd, but that's just the route we are going right now. Furthermore, as far as I know, when the game is released, all files will probably be available, at that time you are free to add your AI version.
You say this, and then I seem to recall a lot of 'standard' fighting games do this sort of thing also(Even though I can't recall direct examples)-blocking the unblockable, impossible combos and so on. There's probably a lot of examples out there, not just in MUGEN. Hmm. It'd be an interesting videoThe AI coders whom I'm talking about are those who claim their AIs aren't broken and additionally claim that their AIs are humanlike, when this presents a glaring example of a contradiction. I'd say like 100% of the AIs I'd end up testing would fall into this category, except maybe Cyanide's because he recognized it as well.
Technically ... It's MgMurrow's call as he is lead programmer. That being said, the current level of AI implemented is competitive, but not the point of SNK Boss syndrome, as the design aspect was for the game to be fun to play and a frustrating experience, as many mugen players aren't hardcore fighting gamers. Yes, this is catering to the more casual crowd, but that's just the route we are going right now. Furthermore, as far as I know, when the game is released, all files will probably be available, at that time you are free to add your AI version.Thanks for the correction.
And I kind of have to agree with MC2 on this case, the characters are being made to play with, not to watch it play itself.That's not the point I'm making. I was merely trying to offer some help if you guys wanted it. Two; I'm just pointing this out, but you can't necessarily make a character that is suited to the player because TONs of players have different preferences. What you're doing in reality is making characters that are suited to your preferences that hopefully match up to what most players want.
- Thunder Knuckle has different properties depending on which button you hit: Light has the abbility to cross through projectiles, but it can be easily blocked. Mid it's the same as light, but not that easy to block, and can break a defense. And finally, her Hard one has the properties of a juggle/uppercut where you can easily go for an air strategy(if timed correctly). It also has the property of a reversal. Both Mid and hard hs the properties to be cancelled, so combo strategies can go from them.
The upward knuckle was a useful anti-air, don't remove it, please.