YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
TrasgoSe7en is Offline
Contact TrasgoSe7en:

TrasgoSe7en

Contributor

Messages by TrasgoSe7en

    

Re: GiGi from Warzard

 August 25, 2008, 01:09:48 am View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen

how are you supposed to download from that site?!

It just comes up with pop up windows saying something about a Registry....

You click the "Request Download Ticket" button.

He's also available at Infinity's main site under characters >> Red Earth
    

Re: GiGi from Warzard

 August 04, 2008, 07:38:10 pm View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen

Update in first post (4-AUG-2008)
    

Re: GiGi from Warzard

 July 29, 2008, 06:44:05 pm View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen

Updated 29-JULY-2008
See first post for link and changes
    

Re: GiGi from Warzard

 July 29, 2008, 06:38:46 am View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen

- The hitsounds for his rock fall super are really terrible. (I'm not sure if these are from warzard and just bad quality. I know Nool had them and I had to remove those.) I would ask doggiedoo if you can use his hitsounds or something.

- His AI doesn't seem very smart right now. He should use his upwards stab as an anti air, and make better usage of supers.

- Some of his attacks seem to do very low or no guard damage. Things like his slashing or spinning should inflict quite a bit of guard damage due to the number of times they hit.

- Needs his known bugs dealt with soon since they seemed sort of bad.

- His rockfall super should be unblockable. (Or do very high guard damage) The startup is huge and right now the move is pretty pointless since it's so easily stopped.

- His spear super should be blockable only low.

- his pillar super should inflict guard damage and thrust you backward to the edge of the screen.

- It would be nice if his male side got a perk. Currently there's no real point to it since the female guard is a projectile deflector.
Some ideas would be giving the male side an extra super, maybe an extra move, or maybe his guard would sort of push you back. (think an mvc superpush but weaker)

--> Added official hitsounds for the rock fall
--> AI made to use Specials more
--> Added/Increased guard damage to all moves
--> Working on it :P  I've fixed his block explod problem...
--> rockfall now unblockable
--> spear only blockable by crouch block
--> pillar now pushes P2 back when blocked (and has guard damage)
--> good point; although he didn't have anything special like this in Red Earth, I'll see about adding something special.

These fixes will all be in the next update


is it just me or are some of his basics choppy(frame by frame it seems some frames are skipped...in ripping maybe?)

the intro needs few envshakes, when the wall opens and when Gigi lands(both when he lands right after the wall gets open and when he lands the last time), also make it land (the last time) more violently because/also it stays too long in jumping anim when it is supposed to land

also don't his qcf/qcb specials last more than they are supposed to ?

-->The only basics that might have missing frames are all the jump sprites.  I'll go back and check this for you.
-->Added envshake to the wall opening, GiGi lands faster, and envshake occurs again upon the wall closing (FIX IN NEXT UPDATE)
-->It's not that they last more than they are supposed to, they just animate slower than they're supposed to.  Again, I'll take a look.
    

Re: GiGi from Warzard

 July 29, 2008, 12:23:39 am View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen

Gi Gi's intro causes the opponent's helpers to disappear for some reason, giving problems for characters such as Kung Fu Man's Abyss, doggiedoo's Blade, and y.y's Hol Horse.  I'm not entirely sure about this, but I think it might have something to do with the debug flood that pops up during its intro.

I lowered the sprpriority for GiGi's intro explods so they won't conflict with opponent helpers (fix in next update)
The debug flood has to do with the chair helper having float values instead of integer values...(fix in next update)
    

Re: GiGi from Warzard

 July 28, 2008, 09:59:56 pm View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen



- His wall intro doesn't work properly, it just displays a "normal" One that doesn't involve the background opening. I checked his configure and there seems to be no way of turning this on.


I'll try to address all of the listed issues when I can, but the first one is pretty easy.  If you look at his CONFIG.txt file, this is the text that you should see:

Quote
OFFICIAL INTRO
--------------

In order for GiGi to understand he's in KFM's "Two-Faced Terror" stage, you need to open up
the "wz-gigi.def" file for that stage and change the following lines to appear like this:

p1startz = 77

p2startz = 78

This will not affect any other characters and can easily be changed back. 

Enjoy GiGi's official intro in his official stage!


So, you have to open up the stage's DEF file and make the changes.  The stage is by Kung_Fu_Man and is hosted at RandomSelect.

Thanks for all the feedback!  I'll try to get a patch out sometime later this week or next, personal life is kinda busy atm.
    

GiGi from Warzard

 July 28, 2008, 08:33:21 pm View in topic context
 Posted by TrasgoSe7en  in GiGi from Warzard (Started by TrasgoSe7en July 28, 2008, 08:33:21 pm
 Board: Your Releases, older Mugen




30-JULY-2008 (posted on 4-AUG-2008)

DOWNLOAD HERE (until he gets uploaded to the IMT site):
http://ifile.it/4trsbm6

UPDATES

30-JULY-2008 (4-AUG-2008)
Quote
Tweaks and Fixes:

Increased damage of Pichikikan 3
Increased guard.velocity of Pichikikan 1
Reduced the amount of time before the pillars rise in Pichikikan 1
AI modified to be more aggressive
Fixed several variable issues with the Pabugado
Changed some global parameters: health@1100, defense@105, airjuggle@10

Previous Updates

29-JULY-2008
Quote
Fixes from feedback at IMT and MFG:

Modified coding for GiGi's "fading chair" intro to get rid of the debug flood (IronFist)
Modified GiGi's official intro so the explods have a lower sprpriority (COMMUNITY ETHNICS MAN)
Guard Damage added/increased for all moves (missfairy)
Pichikikan 3 is now unblockable (missfairy)
Pichikikan 2 is now only blockable by a crouch block (missfairy)
Pichikikan 1 now has guard.velocity to push back a blocking opponent (missfairy)
Lowered the sprpriority for the guard explods so that they will not appear above P2 (IronFist)
Guard explods no longer stay on screen when in a custom state
AI should now make better use of "Hypers"
Official Intro has envshake, faster landing, and better timed sounds (Relinquished)
Added Pabugado sound
Added proper sounds to Pichikikan 1,2, and 3



Please check out the README.txt , CONFIG.txt , and MOVELIST.txt files...

Enjoy!

    

Re: Unbanned from Infinity Mugen Team forum

 July 08, 2008, 06:10:08 pm View in topic context
 Posted by TrasgoSe7en  in Unbanned from Infinity Mugen Team forum (Started by karl_eichholtz_13 July 03, 2008, 04:16:29 am
 Board: Hall of Fame

Option A:Someone gives Trasgo7 a call and tells him to unban me from IMT
Option B:Someone gives Trasgo7 a call and Trasgo says "I'm not letting Karl come back to my forum.", I hunt him down i kill him, i kill his team and i kill his mother

*sigh*

Karl... where should I begin?  Although I am a member at IMT, I am not a forum admin and hold no control over who gets banned or unbanned.  If you are serious about getting unbanned at IMT, you need to send a sincere apology for threatening to kill one (and now me too apparently) of us.  I'm not talking about a one-liner either, you need to explain yourself BIG TIME. The afterlife comment was enough to get warned because it was inappropriate and was not constructive.  You have an interesting sense of humor, but you crossed the line from "interesting" to "intolerable" when you made your death threat comment in the White Queen WIP thread. 

As for progress on GiGi, the WIP thread only exists at IMT.  Some recent progress can be found on YouTube, just search for it; there aren't many videos with a "Gigi" tag.  I will post another video once I've hit another progress milestone.  When I eventually release the character, I will do so (as I have done before) across multiple forums.  As such, you would benefit from some patience.

I will ignore the death threat from Option B of your ever so well crafted plan because you lack the means for which to carry out such a task, in addition to the fact that I'm a forgiving person.  However, if you threaten me or any of my fellow IMT members again, I will personally see to it that you do not get any second chances at IMT.
    

Re: Ravange from Warzard/Red Earth 0.90 beta

 June 17, 2008, 08:40:05 pm View in topic context
 Posted by TrasgoSe7en  in Ravange from Warzard/Red Earth 1.00 (06/30/08) (Started by Doggiedoo June 17, 2008, 06:02:20 pm
 Board: Your Releases, older Mugen



TO-DO LIST:

-Walking back animation... Ravange never seems to walk back
 far enough to play the whole anim for capture.


:D :D :D
    

Re: Hydron - ReRelease

 March 07, 2008, 04:37:29 am View in topic context
 Posted by TrasgoSe7en  in Hydron - ReRelease (Started by TrasgoSe7en March 03, 2008, 05:46:12 am
 Board: Your Releases, older Mugen

I replaced the Nool.cns in the .def file, however the AI still uses strikers. Is this meant to be?  ???
Also, Mugen slows down extremely during his power charge like it does with no other char, maybe there is some flaw in the coding?
Nevertheless, a great char and def. keeper.  :sugoi:
Problems like that usually seem to be caused by the AIR file.

The AIR file would have nothing to do with it...

The problem is in the CMD file, where I should have added a triggerall to the strikers command in the AI to search for the trigger that's only in Nool.cns and NOT in Nool2.cns

I've updated the first post with the link for the corrected version.

For those of you that don't want to download the whole character again, open the CMD file and go to the AI section...
Add the bolded line below-->


;---Call Strikers, the friendly version
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = var(21) = 1
    

Re: Lavia (Red Earth) [3-March-2008]

 March 04, 2008, 07:31:19 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

    

Re: Lavia (Red Earth / Warzard)

 March 03, 2008, 09:10:22 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

This occurs when she gets hit while performing the wind push move.
Your throw move is also missing the following frames.

-I remember when she performed the knockdown kick move, she did a backflip if she hits the ground.  If it contacts the opponent, she'll perform the walk animation in place with a small hop.
-Her landing from the spin uppercut looks odd.  It looks like she lands kinda abruptly.  Also, the anim from landing to -stand isn't that nice of a transition.  Perhaps adjusting the stand anim to begin when her wings are down would -make for a better transition.
-Her blocking anim needs some tweaks/inbetween frames.  As of now, it looks like it's one frame.  Regardless, it looks like you already have them setting in your sff.

EDIT: Also, the hovering effect you gave her by positioning her sprites, would probably be more suitable if you aligned them perfectly and gave her the hover effect from varsets and veladds.  You could use code from my Judgment character if that helps any.  Also, when flying forward or backward, she shouldn't have that hovering effect.  Only while standing still.

The missing frames are now included and the air push problem is fixed.  Also, the animation for falling after the uppercut has been cleaned up.  Apparently, I had too many frames of animation last time.

UPDATE IN FIRST POST (3-March-2008)
    

Hydron - ReRelease

 March 03, 2008, 05:46:12 am View in topic context
 Posted by TrasgoSe7en  in Hydron - ReRelease (Started by TrasgoSe7en March 03, 2008, 05:46:12 am
 Board: Your Releases, older Mugen

    

Re: Lavia (Red Earth / Warzard)

 March 03, 2008, 05:28:01 am View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Just curious. Was this meant to be a somewhat accurate conversion, or is it some other style of gameplay?

For the most part, this is supposed to be a Warzard-styled character, no CVS or MVC style added.
    

Re: Lavia (Red Earth / Warzard)

 March 03, 2008, 01:10:55 am View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

UPDATE-- March 2, 2008

(See first post)
    

Re: Lavia (Red Earth / Warzard)

 February 29, 2008, 10:30:25 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Hey Violen Ken!

What did you do to get Lavia to dizzy?  Doggiedoo and I have been trying all kinds of combos but have not been able to reproduce this.

Also, thank you for the screenshots of her feathers being at different angles.  I'll definitely address this in the next update!

To [E] and Violen Ken (Corntortillas?):
As for the wind push move, I'll see about coding an unhittable helper that pushes the opponent back.


Thank you both for your feedback!  The A.I. coding ought to be fun once I get all the moves to work properly. :sugoi:



ADDITIONALLY:

I apologize to KFM, Lavia DOES have a unique backdash animation.  I ripped it and will put it in the next update.
    

Re: Lavia (Red Earth / Warzard)

 February 28, 2008, 04:49:00 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

One thing is her slam throw has you off screen way too long. I would simply make it so she goes up and slams you down right away, not have a long delay of you and her off screen. (it really dampers the tension of the fight, IMO)

I'll change this.  I originally had the timing this way to account for extremely tall stages, but it does take too long.

Feedback
-Her throw needs some sort of envshake to give more of an impact
-For her throw, the anim where she slams the opponent to the ground is incorrect, and should also have more of a hitpause upon landing.  The correct anim looks similar to sprite 810, 4, except her legs are more extended.
-I haven't been able to perform her jump when debug indicates that she is in state 0
-She should only walk forward when close to the ground.  Walking forward while in the air should use the forward dash animation.
-She really needs to come back down to ground level after her spinning uppercut


Recommendations
-I noticed in Warzard, she has the ability to shoot her feathers at different angles (downward or straight ahead)  Perhaps instead of making LP, and MP simply 2 and 4 feathers respectively, have her shoot 6 feathers at different angles.
-Perhaps for her super move, you should consider making the direction she flies based on commands inputted, similar to Psylocke's Psy-thrust super move.  Perhaps inputting up while she rolls into a fireball would indicate that she will fly upwards.
-Perhaps different strengths/distances for her air throw would be a good idea? (LP = short range, MP = middle, etc)
-I also noticed she has a move that looks similar to the air throw, except it knocks the opponent down.  Maybe implementing a command switch (like Jedah's air throw that could change into an attack

I've been working on addressing all of your feedback and the next update will DEFINITELY include:
*EnvShake at the end of the Swoop&Slam
*The walking animation will be corrected for being in the air
*She will fall back to ground level after a spinning uppercut
*The knockdown move (the swoop without the slam) will be added.  It'll take the place of the LP version of the Swoop&Slam.

I checked the original game, and Lavia does not throw her feathers at different angles.  Her feathers always are thrown to the bottom right (from P1's perspective); it's just more noticeable when she does the move in the air.  I'm still working on the other suggestions as well as the ones from KFM.  This is why I post releases at the Guild, I get a lot of feedback.  :sugoi:
    

Re: Lavia (Red Earth / Warzard)

 February 27, 2008, 01:45:00 am View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Quote
She has no crouch animation in the original game.  I coded her such that if you hold down when walking, you'll stop her forward (or backward) motion.  Walking should be uninterrupted as long as you stay away from holding the down button.

I'm well aware of her lacking a crouch anim, all Warzard bosses do. What I meant was that you could code the state so that pressing down doesn't interrupt walking if the character is holding forward or back.

Oh, I see what you're saying now.  If someone is flying forward/backward AND down at the same time, you don't want the animation to hiccup when she gets to ground level.  I'll take a closer look at the coding.
    

Re: Lavia (Red Earth / Warzard)

 February 26, 2008, 07:49:39 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Kung_Fu_Man said:
Attack hit radius is far too large. She's attacking with her body too: the attacks should have some clsn2 over the clsn1. In fact ALL her attacks could use that, even the projectiles.

I'll address this and make it easier to attack Lavia while she's attacking you

Quote
Her super does WAYYYYY too much damage. It takes off over half the opponent's life. The background addition looks a bit silly too I have to say.

Her Phoenix move does take off alot of damage, but that's only if you get hit by the entire attack.  If you get hit by just the firebird (as opposed to the fireball), you won't lose so much of your life, but it is something that I will address.  I may adjust how much power she needs to pull off the move considering she only had one level of it in the original game.

Quote
Should be easy enough to edit up the crouching states so that walking can happen uninterrupted.

She has no crouch animation in the original game.  I coded her such that if you hold down when walking, you'll stop her forward (or backward) motion.  Walking should be uninterrupted as long as you stay away from holding the down button.

Quote
Some of her attacks will miss entirely against cornered opponents.

I'll take a look at this; without a screenshot of what you mean, I'll see if it's because her attack boxes are too far in front, or do not go low enough.

Quote
Intro isn't very smooth.

I know...  I tried to cheat by modifying the same feather animation.  I'll make a more canon intro for her in the future.

Quote
While she flies, in the original game she actually hovers and can jump. Looks silly to just fly around DBZ style even for a bird.

She can jump in this version as well, but you have to be on the ground (to activate state 0 to get statetype S).  I've not seen her jump while in mid-air in the original game, so I did not allow her to do so here either.

Quote
Backdash...I'm pretty sure she had unique sprites for it.

And you see them here, I just increased the speed of the animation for the back dash to distinguish it from just walking backward.

Quote
Because of CLSN placement, she can't be hit by many crouching attacks even when on the ground.

I'll address this.  Even Leo's tripping move hits her in the original game, so the CLSNs will be modified.



THANKS FOR YOUR GREAT FEEDBACK, KFM!
    

Lavia (Red Earth) [3-March-2008]

 February 26, 2008, 06:45:13 pm View in topic context
 Posted by TrasgoSe7en  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Lavia (Luan) from Red Earth (Warzard)



Thanks, Laspacho for the screenies!

UPDATE (3-MARCH-2008)
Code:
Fixed the cloning bug with the air push
Added missing sprite in the flip animations
Fixed falling animation that occurs after an uppercut
Added missing sprite into the Swoop&Slam (with a fake hitpause)

UPDATE (2-MARCH-2008)
Code:
The air push was recoded as a helper to avoid having P2 in a hitstate
Coded in the backdash and dizzy animations
Added PalFX to hitdefs for Phoenix hypers
Trimmed all sprites
Ripped the official backdash animation
Ripped the dizzy animation
Feather Attack is now at different angles...
Adjusted damage in MP and HP versions of Swoop&Slam
Adjusted attack radius and added more clsn2s over the clsn1s
Reduced the damage done by the Phoenix Hypers
Did some minor cleaning of the intro
Adjusted the CLSNs so Lavia can be hit by low attacks
Adjusted the timing on the swooop&slam so that it doesn't take as long
Added an envshake to the end of the swoop&slam
walk forward animation in the air is no longer the same as on the ground
Lavia falls back to the ground after doing a spinning uppercut
Added move: Kick Down -- it's the first part of the swoop, just no slam

Get her here:
http://www.sendspace.com/file/zafkoo
http://www.mediafire.com/?v0mnxxbtkwi
http://rapidshare.com/files/96809542/Lavia-3MAR2008.rar.html

Check out the readme and the movelist...

Enjoy!