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Re: Valdoll and Shin Valdoll updated 7/6/2008

 July 09, 2008, 03:42:27 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll and Shin Valdoll updated 7/14/2008  (Started by Doggiedoo July 06, 2008, 09:46:54 pm
 Board: Your Releases, older Mugen

Is no prob about the edits.  :) These chars are made to be personalised, after all.
    

Re: Valdoll and Shin Valdoll updated 7/6/2008

 July 08, 2008, 09:19:12 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll and Shin Valdoll updated 7/14/2008  (Started by Doggiedoo July 06, 2008, 09:46:54 pm
 Board: Your Releases, older Mugen

Thanks for the feedback!

Noted, will make normal Valdoll's AI use the swords at a distance. He did spam them a lot in Warzard, even up close, so his normal-mode AI was made to reflect that. In the meantime, to make the chance equal to Shin Valdoll, you can replace the following lines in his .cmd file:

Code:
trigger1 = random/fvar(10) < 40*(1 + (var(21) = 0))
trigger2 = random/fvar(10) < (power*(1 + (var(21) = 0)))/50

with:

Code:
trigger1 = random/fvar(10) < 40
trigger2 = random/fvar(10) < power/50

The chance still won't be distance-dependant, but this should help until the next update.

As for Shin Valdoll, maybe the meteors could be interruptable only in custom mode? It's mainly their new homing ability that seems to make attacking him risky. In original mode, if you're able to slip past them, it should be safe to combo him. I'll adjust the intro... might've had frameskip on when recording from Warzard. It did look a bit choppy/spazzy during normal play though... but again, it could be frameskip and/or my LCD monitor :sadgoi:.
    

Re: Valdoll and Shin Valdoll updated 7/6/2008

 July 07, 2008, 05:17:14 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll and Shin Valdoll updated 7/14/2008  (Started by Doggiedoo July 06, 2008, 09:46:54 pm
 Board: Your Releases, older Mugen

Wewt and welcomz!  :sugoi:

Tao was made by NHK, site here: http://nhkxx.hp.infoseek.co.jp/. Good quality, though some attack power adjustment is recommended for vs. play.

In Warzard, both forms were known simply as "Valdoll" or "Scion" depending on whether you're plaing the international or Japanese version. The display name tries to be consistant with this, though it should be easily changeable without any side-effects. They even had the same lifebar portrait, but that may be a step too far for Mugen. :P

KFM:
More hosting wouldn't hurt. ;) Always good to have 2-3 sources for availability's sake.
    

Valdoll and Shin Valdoll updated 7/14/2008

 July 06, 2008, 09:46:54 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll and Shin Valdoll updated 7/14/2008  (Started by Doggiedoo July 06, 2008, 09:46:54 pm
 Board: Your Releases, older Mugen

Patch from 1.02 -> 1.03 at Sendspace: http://www.sendspace.com/file/0uybb4

1.03 Downloads at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=108346.0

Valdoll:



Changelog:

Quote
-1.03:
   -Dragons enlarged by 10% when Shin Valdoll mode is
    active.
   -Destruction Rain now stops when Valdoll is struck
    in custom mode. Note that any meteors already
    summoned still pose a threat.
   -New winpose, appears only in custom mode.
   -AI tweaks and minor bugfixes.

Shin Valdoll:



Changelog:

Quote
-1.03:
   -Dragons enlarged by 10%.
   -Destruction Rain now stops when Valdoll is struck
    in custom mode. Note that any meteors already
    summoned still pose a threat.
   -New winpose, appears only in custom mode.
   -Adjusted full intro anim.
   -AI tweaks and minor bugfixes.

1.02 Downloads at RandomSelect: http://randomselect.piiym.net/

Comments, criticism welcome! :)
    

Re: Ravange from Warzard/Red Earth 1.00 (06/30/08)

 July 01, 2008, 09:20:40 am View in topic context
avatar  Posted by Doggiedoo  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

The problem basically involves Blade's buffered high-jump command and characters who have a command in the corresponding position which activates AI. The solution would be to take out the AIhighjump and highjump commands and replace them with a timer, something that's lined up for the next patch on him.

So currently, planned changes for Blade are:

-Switch to Winane AI activation.
-Fix activating opponent's AI completely.
-Make his throw available in non-custom mode.
-Tweaks to his armour-split super in custom mode.
-Add his walking back anim (should have been done LONG ago >_<).
-Cosmetic tweak to standing anim (Adrayer spins faster when Blade flexes).

Also, some of Kong's sprite rips suggest he may be able to do the armour-split in mid-air. I've yet to see him pull this off, but it's a possibility.

Hmm, getting a little off topic... is there a better place to discuss this stuff, given the old threads are 6' under?
    

Re: Ravange from Warzard/Red Earth 1.00 (06/30/08)

 July 01, 2008, 04:49:29 am View in topic context
avatar  Posted by Doggiedoo  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

Yep, a PM would be fine.

Things added or planned so far:

Valdoll:
   -Stage intro with La Miss Fairy's "Inner Sanctum"
    stage.
   -Teleport camera smoothened, and doesn't drag other
    players around the stage anymore.
   -Tweaked dragons slightly.
   -Fixed Magilis Sentinel guard cancelling.
   -Fixed .air file crashing Fighter Factory.

Shin Valdoll:
   -Teleport camera smoothened, and doesn't drag other
    players around the stage anymore.
   -Tweaked dragons slightly.
   -Added Advanced FX setting.
   -In-Game Dragon Selection setting should work now.
   -AI Tweaks.
    

Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)

 June 30, 2008, 04:23:05 am View in topic context
avatar  Posted by Doggiedoo  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

*blushes at the encouragement*  ;D

And yes, Kongou is still on the cards, though there are some older issues in Blade and (Shin) Valdoll that need patching up first.


Sorry about the late reply btw. 'Net access was cut over the weekend. :-\

EDIT: New version up, should be the last one before moving on to other characters. Barring massive bugs, of course.  :gonkgoi:

Quote
-1.00:
   -Sabaki no Hikari can now be done in the air, as it
    could in Warzard.
   -Optional music added to full intro, see Config.txt
    for details.
   -Fixed enemy facing issue with Sabaki no Hikari,
    plus some supercancel cosmetic tweaks.
   -AI tweaks.
    

Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)

 June 25, 2008, 05:28:59 pm View in topic context
avatar  Posted by Doggiedoo  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

New version, mostly cosmetic stuff. Changelog:

Quote
-0.97:
   -Colour seperation: highlights on goat/lion heads
    seperated from highlights on main body.
   -2 palettes added.
   -Either the lion or eagle voices can randomly play
    during her win pose and taunt.
   -Full, original Warzard intro added for use with
    Kung_Fu_Man's "Hybrid Nightmare" stage. See
    Config.txt for details. Note that it only works
    (for technical reasons) when she starts on the
    right side of the screen. She also must not have
    a simul mode partner. Currently missing intro
    music.
   -Small cosmetic and AI tweaks.
   -CLSNs added to taunt anim.

Not much more to do before she's considered complete... any remaining bugs, the last set of pallettes, and that should be it.


Leighas:

Yeah, it seems Ravange does surprisingly well against many other AIs due to the odd properties of some of her moves. The emphasis was more on making her fun/interesting to fight rather than especially competitive, which would be pretty difficult anyway without any fool-proof attacks. Randomness ftw?  :sugoi:


EDIT: BTW, the limitations on the new intro are due to camera/enemy/partner conflicts... most characters literally get dragged around the stage by the camera, if they're standing in the wrong spot and they're not specifically coded to allow camera movement.
    

Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)

 June 20, 2008, 07:44:10 pm View in topic context
avatar  Posted by Doggiedoo  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

Ah, forgot about her alt-mode winpose. >_< Will look into it. Tomorrow, of course. X_X

BTW, the problem with Valdoll's .air is the line "Clsn2Default: 5, ,AS256D128". It should be just "Clsn2Default: 5". Didn't figure it was worth a new upload/download just for that one line, though. Needless to say it'll be fixed with the next update.

Snake:
Is it a specific button combo? Testing in training/arcade doesn't seem to reveal anything.


Will reply in 8 hours or so. :P
    

Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)

 June 20, 2008, 07:29:27 pm View in topic context
avatar  Posted by Doggiedoo  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

Miss Fairy:

Hmm. Does the eagle sample play at the same time as either of the roars on the original hardware? Only one voice sample can be playing at a time under Mame and CPS3Emu, explaining why the eagle can't be heard.

Once Ravange is final, I'ma prolly touch up Shin/Normal Valdoll and Blade. Shin Valdoll should inherit Normal Valdoll's fx option, and there are still some issues with all three that could use fixing. After (or during) that, Kongou'll be my last Warzard boss project if no-one else starts on him first. The only one left is GiGi, and IIRC he's already taken.

I'll try the stages at some point... if nothing else, they'll allow fully Warzard-original intros. Not sure how much creating I'll do after that... need to start a career and clear debts, monetary and otherwise. And get a car. Need the car.


Snake:

Are her attacks being completely disabled when you play as her, or does she perform them automatically (or both)? The AI-detection triggers are unchanged from previous versions... will double check and patch tomorrow if necessary. Too sleepy. x_x


Edit: noted on the super usage... will add some sort of panic guage for the next version.

DoubleEdit: About the mummies, there are actually only three that appear before they succesfully grab the opponent. It's after that where there can be up to 9 mummies at once, and given the precarious nature of the coding, it wasn't safe to risk helper overflow. Some of the extras are now explods to allow all of them to be visible without approaching the default helper limit.
    

Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)

 June 20, 2008, 04:44:14 pm View in topic context
avatar  Posted by Doggiedoo  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

New version. Wewt.  ;P

Thanks for pointing me to Janne; brief, haughty, and it even shrank the filesize! :sugoi:

Regarding the new AI... ideally, she should be slightly easier than Blade, so it goes Valdoll < Ravange < Blade < Shin Valdoll in terms of difficulty.

Next up (apart from fixes, etc.) will be the full stage-specific intro and colour seperation.
    

Re: Ravange from Warzard/Red Earth 0.92 beta

 June 19, 2008, 01:55:14 am View in topic context
avatar  Posted by Doggiedoo  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

Under emulation, that's how the mummy attack seems to work... i.e. if it hits an airborne opponent, it acts like a normal (blockable, weak) attack and knocks them back, with a chance to grab them on their way down if they land on top of the mummies. It did look a bit odd... maybe in custom mode it could be made to affect standing opponents only/grab aerial opponents as well?

Some leeway can be made for the goat curse if Ravange is still in the first frame of turning... not much, though, since the frame is only 0.1 seconds long. More than that, and it'll either look odd or cut into the start-up time of the move.

Yeah, she's supposed to lose the invincibility on Sky Arc after she leaves the ground. In Warzard, a projectile could pass right through her while she was crouching for the jump, then hit her in the back as soon as she did. It's just that much of her is covered by a hitbox, so it's difficult to attack her without at best trading hits.

Will add the walking in intro w/ Ravange in the background (walk in->laugh->transform->Ravange jumps into foreground) as an option, and will correct the readme. >_<

More comments in a few hours... exam time. :(
    

Re: Ravange from Warzard/Red Earth 0.90 beta

 June 18, 2008, 11:17:40 am View in topic context
avatar  Posted by Doggiedoo  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

Need a bit of help with the new name for the front-facing poison cloud. Original is "Akuma no Toiki", so something similar would be ideal. Currently it's "Oni no Toiki", though I have no idea if that makes any sense, or is thematically appropriate.

The animation is based of the standing A btw, with the lion not biting and a redrawn goat head. Will probably release a version with this new move first to see if it's acceptable before adding AI.
    

Re: Ravange from Warzard/Red Earth 0.90 beta

 June 18, 2008, 03:14:09 am View in topic context
avatar  Posted by Doggiedoo  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

RE: TrasgoSe7en

o_O *grabs the anim anim (lack of proof-reading ftl  --;)*
It was the last three sprites... just three sprites that caused so much frustration. >_<

RE: orochimajin

D'oh about the draw game anim... it's been fixed.

RE: La Miss Fairy

Will add a front-facing version of the poison cloud... it may look awkward if Ravange turns back, then turns forward again, but if so an alternate animation should be doable.

So far under emulation, Ravange has only performed a (weakened, single-hit) version of her beam move after the mummy attack, as an alternative to the belly flop. Even then, they seem to do similar damage. Perhaps the mummy attack can be made supercancelable into the beam?

About Clara (the woman in the intro)... her standing there half the time is intentional, for the sake of variety. Figured the laugh'd quickly get annoying if it happened every time. I'm having difficulty thinking of ways to effectively play her full set of anims without making her introduction take too long (aiming for 4-5 seconds tops), especially since she's a part of Ravange (the snake). She was made to stand on Ravange due to lack of space, and the narrow size of some stages' floors. It could be changed so that Ravange is further away from the opponent, and jumps forward after transforming. Will expand on this more in a while.

Disabling flashing is a nice idea, especially since it was a pain to rip all the sprites in their original colours in the first place.  --;

Yeah, AI is going to be a bit more reactive than Valdoll/Blade. There'll be some of the "pick random attack that will probably hit" behaviour, but not as frequent, with things like using the bite to punish and the sand attack to counter taking higher priority.

Bleh about the Mummy attack bug... forgot VelSet in the enemy's custom state. >_<

RE: Mature4evr

Yeah, Sky Arc automatically hovers over the enemy in Warzard, but for such a long move, it may be more fun to allow a bit more freedom for the player. It can be made more accurate for non-custom mode though.

Thankies for the reports and suggestions!
    

Ravange from Warzard/Red Earth 1.00 (06/30/08)

 June 17, 2008, 06:02:20 pm View in topic context
avatar  Posted by Doggiedoo  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

1.00 at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=106768.0
See first post in the thread for download link.

Screens:






0.92 at Sendspace: http://www.sendspace.com/file/ynsv2i]

0.90 at Mugen History: http://www.mugenhistory.com/
Chars > Other > Warzard

============================================================

VERSION HISTORY:

-1.00:
   -Sabaki no Hikari can now be done in the air, as it
    could in Warzard.
   -Optional music added to full intro, see Config.txt
    for details.
   -Fixed enemy facing issue with Sabaki no Hikari,
    plus some supercancel cosmetic tweaks.
   -AI tweaks.

============================================================

TO-DO LIST:
-Bug fixes/tweaks
-More custom mode tweaks/moves (if needed)
-More palettes (donations welcome, I'm out of ideas :P)

============================================================

CREDITS:
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Capcom for Warzard
-SNK? for Janne's laugh :P

============================================================

Feedback welcome. :)

Some notes:
-Auras of the fireballs from Harubi no Seika might not be accurate... they don't seem to display properly on my emulators, so the current effect is just a guess. It'd be helpful if anyone could describe the original effect in detail.
    

Re: Can someone explain "Omega" Dhalsim(s)'s Yoga Evolution?

 May 02, 2008, 08:33:23 am View in topic context
avatar  Posted by Doggiedoo  in Can someone explain "Omega" Dhalsim(s)'s Yoga Evolution? (Started by SimonMoon5 April 24, 2008, 07:18:44 pm
 Board: M.U.G.E.N Development Help

One key stumbling block is that once the victim is struck by another attack, they'll be knocked out of the custom state. Doing a HitOverride in the custom state doesn't work because it selects from the victim's states rather than the attacker's.

The way NRF solved this problem in Dhalsims was to have a helper perform the actual attack, and make all the custom states movetype = H. That way, the helper could track the victim and force it back into a custom state every time it gets hit by using TargetState.

Other than that, as has been already mentioned, he makes the victim invisible, puts them in anims with the appropriate CLSN boxes, and pastes the helper on top of the victim to provide the sprites.

Hope that helps!
    

Re: Valdoll (1st form) 1.01 released

 April 30, 2008, 12:34:44 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll (1st form) 1.01 released (Started by Doggiedoo April 25, 2008, 08:25:54 am
 Board: Your Releases, older Mugen

The new transparent anims were written by hand, so there's prolly some out-of-place detail that MUGEN is ok with but FF isn't. It doesn't seem to affect gameplay, and prolly isn't worth another full download, but I'll hold the fixed file in case anyone wants to use it.

Thanks for posting this on Mugen Infantry btw... completely forgot to announce it there. >_<
    

Re: Valdoll (1st form) 1.01 released

 April 29, 2008, 09:36:08 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll (1st form) 1.01 released (Started by Doggiedoo April 25, 2008, 08:25:54 am
 Board: Your Releases, older Mugen

wicked1one11!!: Palattes included and credits updated.  >:(

missfairy: Hmm, the intro problem is a bit troubling. Might be worth giving the new v1.01 a try and see if it's still there. Will double-check to see if there's any leaks in the code.

The lack of randomness in the dragons might be due to the spottiness of MUGEN's random number generator (or so I heard)... though it does appear random with a large sample size, it seems to generate similar numbers in sequence more often than it should. Unless it's just in my head, which is quite possible.  ;P

Anywhoo, thanks for the comments and feedback! The new version also has a transparent FX setting, subject to future refinement. It'll be added to Shin Valdoll as well, once it's deemed satisfactory.
    

Re: Valdoll (1st form) 1.00 released

 April 28, 2008, 04:05:09 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll (1st form) 1.01 released (Started by Doggiedoo April 25, 2008, 08:25:54 am
 Board: Your Releases, older Mugen

Thanks! The palettes were in the WIP folder, though... would you mind if they were included in the next version?
    

Re: Valdoll (1st form) 1.00 released

 April 27, 2008, 04:26:07 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll (1st form) 1.01 released (Started by Doggiedoo April 25, 2008, 08:25:54 am
 Board: Your Releases, older Mugen

Yep, that should work.

...also, in case you want to enable it again, you might wanna find the line "State In-Game Dragon Selection];DO NOT EDIT LINE" in Config.txt and replace it with "[State In-Game Dragon Selection];DO NOT EDIT LINE". I missed a square bracket. Sloppiness ftl. --;

And yeah, I hope to at least do Ravange once this is cleared up and exams, etc. are over. After that, prolly Kongou and Gi Gi, if no-one's released them first.