The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: DuckSS Farm on July 19, 2013, 03:52:21 pm

Title: Hokuto from snes bootleg game by duck@ss
Post by: DuckSS Farm on July 19, 2013, 03:52:21 pm
for more information read the readme file...
picture:
(http://i.imgur.com/xeEtq7L.png)
http://www.mediafire.com/?cntcpcnvfp8xvjs
Title: Re: Hokuto from snes bootleg game by duck@ss
Post by: Websta on July 19, 2013, 04:09:45 pm
Sweet, another bootleg character.

-hitboxes are a little too detailed
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

Other than that, there isn't much to say.
Title: Re: Hokuto from snes bootleg game by duck@ss
Post by: DuckSS Farm on July 19, 2013, 04:15:19 pm
Sweet, another bootleg character.
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

well for hitboxes,are they have problem when is p2 near to p1 on atack?
I did see that with hitboxes, there no any problem...
jump animation is regular as you can see
special spark?
you mean spark on the ground?

Title: Re: Hokuto from snes bootleg game by duck@ss
Post by: DW on July 22, 2013, 02:21:12 am
Sweet, another bootleg character.
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

well for hitboxes,are they have problem when is p2 near to p1 on atack?
I did see that with hitboxes, there no any problem...
jump animation is regular as you can see
special spark?
you mean spark on the ground?

Hmm... Hokuto was one of my fave chars from the EX series. So, you've peaked my interest of her alone. Being from a hacked/bootleg version of said game series though, I have to admit I'm already skeptical of it... Still, I'm willing to test her out and get back with you in time. In the meantime, let me try and clarify some of the initial feedback given to you.

-In reference to the hitboxes, I'm sure Websta means you're using too many of them in various animations. On average, it's a good rule of thumb to never exceed 3 blue hitboxes and 2 red hitboxes on a char's respective attack frames. More so that's the maximum values though for the respective hitbox colors (3 Max for blue, 2 Max for red). However, overall 2 blues and one red will work fine.

-In reference to the "special spark" comment, I'm gonna assume he meant "super" not "special". The FX that essentially all chars have upon start up of their super attacks. This varies from char to char, style to style of course in terms of cosmetic appeal(look), but the general/basic aspect of it is the same for all chars. I haven't tested her yet though, but that seems like the most logical assumption.

-Finally, in reference to the jumping animation... He's saying she more than likely doesn't finish her jumping animation as she's in the air. Reaching the ground before it's finished.
Title: Re: Hokuto from snes bootleg game by duck@ss
Post by: DuckSS Farm on July 22, 2013, 01:27:53 pm
ok I will update that character...

My means:
For hitboxes most good thing must be that can olsy blue boxes must be with the body of the character,mostly I done on some of my previous characters,I used a lot of clsn's on long atacks of legs and arms...