The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: TheFclass97 on October 02, 2019, 07:45:45 pm

Title: REV 2 Wesker (ver.1.4)
Post by: TheFclass97 on October 02, 2019, 07:45:45 pm
Albert Wesker (アルバート・ウェスカー)
From Resident Evil/Biohazard by Capcom

(https://i.imgur.com/t5wSbzN.png)

The only god has arrived to play...




DOWNLOAD (https://drive.google.com/open?id=1orzYibegm1_MN_VonsYXwBlDqB_ZBAck)


Spoiler, click to toggle visibilty
Title: Re: REV 2 Wesker (ver.1.0)
Post by: BXR on October 03, 2019, 06:11:07 am
This Wesker looks cool, the effects are  lacking  tho ,
Title: Re: REV 2 Wesker (ver.1.0)
Post by: necro_rk on October 03, 2019, 04:30:40 pm
great!, good job.
Title: Re: REV 2 Wesker (ver.1.0)
Post by: AlexSin on October 03, 2019, 06:57:43 pm
This is a problem that Kamekaze characters have.
Kill the enemy with the aerial heavy kick. The character will bounce on the ground then will bounce again.

The problem comes from here (state 6200)

Code:
[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=623
value =ifelse(alive,5120,5110)
ctrl=1

why should it go to state 5110 if he's dead? Send him directly to state 5150.

I told Kamekaze this bug should be fixed this way, so it shouldn't happen in his new characters, right?
Title: REV 2 Wesker (ver.1.1)
Post by: TheFclass97 on October 03, 2019, 08:25:08 pm
Wekser has been updated! Here's the patch notes:

1.1: Oct-3-2019
   - Removed Debug Floods
   - Added a damage scale to regular throws
   - Adjusted hitbox and velocity for Phantom Dance to hit more consistently
   - Added missing required sprites
   - Fixed dead hard knockdown (p2 would flinch after death)
   - Fixed Forward Throw
   - Made Teleport after Samurai Edge easier

Download link is updated, check first post!

Thanks to those who sent feedback! Hope you enjoy.


This Wesker looks cool, the effects are  lacking  tho ,


That's tough.
Title: Re: REV 2 Wesker (ver.1.0)
Post by: Macaulyn97 on October 03, 2019, 08:35:43 pm
I really like the effects, hell I'd use them as the fightfx for my MUGEN if there were files of them.
Title: Re: REV 2 Wesker (ver.1.0)
Post by: jenngra505 on October 03, 2019, 08:59:22 pm
Some minor feedback:
The sprites could be cropped to save filesize.
9000,1 doesn't follow the default 120x140 pixel size.
Title: Re: REV 2 Wesker (ver.1.1)
Post by: TheFclass97 on October 03, 2019, 09:03:45 pm
Some minor feedback:
The sprites could be cropped to save filesize.
9000,1 doesn't follow the default 120x140 pixel size.

- FUCK, that sounds like it could take forever x_x. maybe sometime idk (or in the future chars Ill pay attention to that).

- Lol, I accidentally put 150 instead of 140, my b. I'll get to that at least when I can.
Title: Re: REV 2 Wesker (ver.1.1)
Post by: AlexSin on October 03, 2019, 09:13:15 pm
It doesn't take much time, just go to Sprites - Crop Image and in the Range window select All. It'll take a bit of time, sure, but not much.
Title: Re: REV 2 Wesker (ver.1.1)
Post by: TheFclass97 on October 03, 2019, 09:25:57 pm
It doesn't take much time, just go to Sprites - Crop Image and in the Range window select All. It'll take a bit of time, sure, but not much.

LOL, I thought it was gonna be a longer process. Ok, updated it, link in first post!

- Optimized sprite size (by 1 mb lol)
- Fixed portrait to fit 120 x 140
Title: Re: REV 2 Wesker (ver.1.1)
Post by: Carlosman668 on October 05, 2019, 09:36:32 pm
I did not expect this to happen, cant wait to try him out.
Title: Re: REV 2 Wesker (ver.1.1)
Post by: TheFclass97 on October 06, 2019, 06:31:55 am
I did not expect this to happen, cant wait to try him out.

SURPRISE! Hope you enjoy him tho.
Title: REV 2 Wesker (ver.1.2)
Post by: TheFclass97 on October 06, 2019, 08:17:10 pm
Another update. Just quick changes for now, should be fine this time around. Enjoy :>

Patch notes:
   - Fixed Phantom Dance to hit more consistently (again :P)
   - Added a little envshake and a hitspark to the stomp from his grab

Download link is in first post. Thanks.
Title: Re: REV 2 Wesker (ver.1.2)
Post by: Macaulyn97 on October 06, 2019, 11:18:14 pm
Can't you just upload a zipped file? For whatever reason, Google Drive is taking forever to do so, would be better if I could just download it straight away instead of waiting for that process.
Title: Re: REV 2 Wesker (ver.1.2)
Post by: TheFclass97 on October 06, 2019, 11:23:38 pm
Can't you just upload a zipped file? For whatever reason, Google Drive is taking forever to do so, would be better if I could just download it straight away instead of waiting for that process.

I got you. I hope Mediafire is ok. Check first post, thanks.
Title: Re: REV 2 Wesker (ver.1.2)
Post by: Macaulyn97 on October 07, 2019, 01:08:25 am
MediaFire is great, thanks.
Title: Re: REV 2 Wesker (ver.1.2)
Post by: WizzyWhipitWonderful on October 10, 2019, 10:10:03 pm
LAUNCHER.

Had me sucked in the whole video.
Title: REV 2 Wesker (ver.1.3)
Post by: TheFclass97 on October 18, 2019, 09:39:24 pm
Oh boy, update time!

1.3: Oct-18-2019
   - Added p2defmul = 1 to superpauses
   - Set fall.defence_up to 0 instead of the default 50


Footnote: Unwanted damage scaling duirng supers may be caused due to player 2's fall.defence_up being kept to default, sorry about that (mugen be like that sometimes).

Download link is in the first post, thanks guys.


LAUNCHER.

Had me sucked in the whole video.

Hehe.. glad ya like that little extra detail. I was thinking of having a specific effect or something happen alongside the sound effect, but I didn't know what to do and just left the sound there cause I thought it was funny. :p
Title: Re: REV 2 Wesker (ver.1.3)
Post by: Nep Heart on October 18, 2019, 09:49:48 pm
Footnote: Unwanted damage scaling duirng supers may be caused due to player 2's fall.defence_up being kept to default, sorry about that (mugen be like that sometimes).

 There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.
Title: Re: REV 2 Wesker (ver.1.3)
Post by: TheFclass97 on October 18, 2019, 09:55:37 pm
There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.

So this would apply to another char or somethin'?

Title: Re: REV 2 Wesker (ver.1.3)
Post by: drewski90 on October 18, 2019, 10:38:10 pm
download link not working
Title: Re: REV 2 Wesker (ver.1.3)
Post by: TheFclass97 on October 18, 2019, 11:26:14 pm
download link not working

Try it again? I might have left text in the link by accident.
Title: Re: REV 2 Wesker (ver.1.3)
Post by: Nep Heart on October 18, 2019, 11:51:10 pm
There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.

So this would apply to another char or somethin'?



 Yeah, it would apply to P2, it's basically mimicking MUGEN's default hitfall states, but you can ignore P2's fall.defence_up and make it so they can't ignore fall.recover = 0 either, making OTGs work better in general as a result.
Title: Re: REV 2 Wesker (ver.1.3)
Post by: electrocaid on October 18, 2019, 11:55:52 pm
download link not working

Try it again? I might have left text in the link by accident.

Still not working sorry  :???:
Title: Re: REV 2 Wesker (ver.1.3)
Post by: TheFclass97 on October 19, 2019, 12:14:37 am
PLEASE tell me if the link works.

There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.

So this would apply to another char or somethin'?



 Yeah, it would apply to P2, it's basically mimicking MUGEN's default hitfall states, but you can ignore P2's fall.defence_up and make it so they can't ignore fall.recover = 0 either, making OTGs work better in general as a result.

also oh, ok.
Title: Re: REV 2 Wesker (ver.1.3)
Post by: drewski90 on October 19, 2019, 12:47:48 am
it works now
Title: REV 2 Wesker (ver.1.4)
Post by: TheFclass97 on October 31, 2019, 05:01:03 am
HALLOWEEN UPDATE! OOOOOOOOO!

Patch notes:


1.4: Oct-31-2019
   - Matched meter gain to Lord Ravenous (overall buffed metergain)
   - Fixed bug where p2 couldn't attack after Phantom Dance super
   - Added 1 bar of meter at the start of the round
   - Lvl. 3 NO LONGER damage scaled during combo
   - Nerfed lvl. 3 Damage (326 => 305)
   - Minor hitstun tweaking
   - Fixed a bug when you'd parry a Lvl. 3
   - Removed R/V Act super cancels


Download link in first post!