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Doggiedoo

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Messages by Doggiedoo

    

Re: Valdoll (1st form) 1.00 released

 April 27, 2008, 04:12:46 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

Whoops, it's because the option to disable dragon selection in the intro (by pressing a direction button) doesn't work. >_<

If you want a quick fix before the next version, you can find [State -2, Dragon 1 Element Selection] and [State -2, Dragon 2 Element Selection] and add a "triggerall = var(15)" to them.

About the alternate Soul Soliton and Forbidden Viper moves... would it be better for them to be included in the Extra Attacks setting, or have another setting on their own? Config.txt might be getting a bit convoluted.  :S
    

Re: Valdoll (1st form) 1.00 released

 April 26, 2008, 04:12:41 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

Thankiees!  ;D

Borrowing Anakaris' RJ anims is possible... will have to get permission from the author. I'ma try to give Valdoll his own anims too, once I figure out how to make an old wizard look cute.

Will try to add transparencies as a toggleable option. I'm a bit more inexperienced there, and so will need some time to tweak for the best eye-candy.
    

Valdoll (1st form) 1.01 released

 April 25, 2008, 08:25:54 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

Downloads:

1.01 at Mugen History: http://www.mugenhistory.com/
Characters > Other

1.01 at Sendspace: http://www.sendspace.com/file/7x8k9w


Screens:








Past Versions:

1.00 at RandomSelect: http://randomselect.piiym.net/
Hosted > Hosted Characters > Doggiedoo


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

VERSION HISTORY:

-1.01:
   -Replaced Extra Attacks Setting with Shin Valdoll
    Mode (now it also upgrades Forbidden Viper and
    Souls Soliton)
   -Added Advanced FX setting.
   -AI Tweaks.
   -In-Game Dragon Selection setting should work now.
   -Added 2 palettes by wicked1one11!!
   -Adjusted standing width.
-1.00:
   -First public release.

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

TO-DO LIST:
-Bug fixes/tweaks
-More custom mode tweaks/moves (if needed)
-Colour seperation
-More palettes
-Better portrait (one that's different from Shin Valdoll's)

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

CREDITS:
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Mugenguild for support and advice
-NRF for Dhalsims (coded Chaos Destiny transformation with
 Yoga Evolution as a reference)
-Palettes by wicked1one11!!

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

NOTES:

He's restricted to his regular Warzard movelist by default, but you can allow him to use moves from his second form in the Config.txt file. His AI is also less aggressive by default, but can potentially be as difficult at Shin Valdoll's with the appropriate settings. Releasing him at 1.00 since he's basically a patch of Shin Valdoll, and should be relatively bug-free.
    

Re: Blade/Jihad from Red Earth/Warzard 1.01

 March 30, 2008, 01:03:52 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad from Red Earth/Warzard 1.01 (fixed .def) (Started by Doggiedoo January 02, 2008, 09:56:20 am
 Board: Your Releases, older Mugen

Whoops... was testing Internet Jesus' palette and forgot to remove it from the def. >_<

Re-uploading with the correct .def file. Anyone who's already downloaded should follow missfairy's advice or download and add Internet Jesus' palette themselves. Doi. :-X
    

Re: Blade/Jihad from Red Earth/Warzard 1.01

 March 29, 2008, 03:42:43 pm View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad from Red Earth/Warzard 1.01 (fixed .def) (Started by Doggiedoo January 02, 2008, 09:56:20 am
 Board: Your Releases, older Mugen

New version released, 1.01. Changelog as follows:

Quote
   -Fixed (hopefully) accidentally activating other
    characters' AIs.
   -Fixed a hyper armour issue during supers.
   -Added proper dizzy anim.
   -Added Japanese win quote.

Not sure if bumping this is the right protocol, but a small patch like this probably isn't worth a new thread. *tosses phoenix down*
    

Re: Valdoll/Scion from Warzard/Red Earth 1.00

 March 09, 2008, 07:39:30 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Updated... a small one, despite the version jump. Just wanted to indicate it's out of beta. Sorry for the delay, kinda busy with college atm. >_<

Changelog as follows, see first post for download:

Quote
-1.00:
   -Improved select portrait (thanks, malisiousjoe).
   -Minor fixes on Chaos Destiny when it's cancelled.
   -Chaos Destiny now classed as a throw.
   -Added option to turn hitsparks on/off.

I hope to release regular Valdoll next, but it'll take at least another 3 months for results to show, given that the semester is well underway.
    

Re: Lavia (Red Earth / Warzard)

 February 27, 2008, 06:11:51 am View in topic context
avatar  Posted by Doggiedoo  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Must've been a nightmare ripping her sprites without clipping.  o_O

If it's any help, feel free to lift the remaining hitsparks and elemental effects from Blade and Valdoll.

She does have a dizzy anim, btw... saw it in a preview vid. Seems really difficult to dizzy bosses under emulation, though (haven't been able to do so at all before they die). Don't know if dizzy is affected by dipswitches, but the violence and voice type switches don't seem to change this (so far).
    

Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta

 February 19, 2008, 06:05:00 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Thanks, first post updated.

Just a heads up, though. The next version's gonna be uploaded tomorrow, after a bit more testing of the AI. :P Default AI is now much more difficult (at least in watch mode, where he seems to defeat most other accurately made Capcom/SNK bosses), but aggressiveness can be lowered via Config.txt like with Blade.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta

 February 19, 2008, 10:31:28 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Getting stuck in a custom state, AFAIK, is a common problem in Mugen, and may not be solvable on Valdoll's end. It has to do with other characters not making contingencies in their custom states (throwee) for when the thrower is interrupted. Long story short, this can happen quite often with Valdoll due to his dragons, while it may be extremely unlikely or impossible for more conventional characters. Any character that uses offensive helpers or projectiles could suffer this, though.

...Assuming it IS a custom state he's stuck in, and not one of his own.  o_O If it's his own that's bugged, it'd be helpful to point out which one it is via debug mode. Done a fair bit of meddling in his common states, so something may have broke.

The poison dragon slowdown may me some sort of memory issue... in any case, there's no way to avoid duplicating the dragon sprites unless they're all made the same colour, so we'll have to live with it (maybe put a disclaimer in the readme). It was the .air file. :P Seems to be fixed now... new version should be out by this weekend. May not be able to implement all the AI changes in time, but wanna get the bugfixes out, at least.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta

 February 19, 2008, 07:00:17 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

<3 at feedback! ;D

Animal form/Souls Soliton bug noted and fixed... needed some HitFallSet triggers.

Will add a trigger that makes him more likely to teleport based on how long he's been stunlocked, and/or when stuck in the corner. Forgot about the diagonal laser (disabled it when AI is on to stop him using it at random, forgot to re-enable)... will plug that in too, plus the other AI adjustments.

Fire/lightning breaths need 3 hits to guard crush, and the CLSNs (my weakest link >_<) aren't uniform for every frame, so yeah, it's intended that you can escape if it just clips you. That might not be consistant with Warzard though, so that can be changed if desired.

There's also an issue where the dragon's colours don't update if you swap elements (using the start button) while walking forward. The elements DO properly change, but the new animations fail to play. Fixing that for next version.

Unfortunately, the thunder/poison slowdown is a mystery to me, though it only seems to be the poison dragon that's the culprit on my comp. I was hoping it was just Windows acting funny, since the sprites for all the dragons are identical except for the pallette of sprite 1X000, 0 (they all come from the same set of .pcx files). Furthermore, it's just a particular few frames of the hovering animation that cause lag... when doing anything else, gameplay is normal. If anyone can open up the .sff file and spot anything wrong with those sprites, it'd help immensely. The only thing unique about the poison dragon is it has a comment on sprite 13000, 0. I'll remove it and see if it helps. EDIT: Nope. :( Still choppy when it flaps downward.

Haven't been able to replicate interrupting the dragons as they attack... about how long is the window? Does it depend on the particular attack?
    

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta

 February 17, 2008, 10:22:54 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Sorry for the late reply.  Maybe see what he plays like once his AI is added before considering a custom throw... exceptionally fast characters (those that can cross a full screen before he recovers from teleport) will still be strong against him, but the AI should still be enough to present a challenge to most. In any case, I wanna sort out his original content before adding custom moves.

For the Super Destruction Rain... would giving it better tracking also work (i.e. each new meteor targets the enemy's current position, not his position at the start of the move)? Reason being it already uses quite a few helpers, so it could go haywire against other helper-intensive characters if many more meteors were added.

Human Valdoll (or whatever he's called) can easily be done, if there's enough demand. Difficult to say how long he'll take compared to Ravange (which seems much simpler to code than Valdoll). Either may take some time, though... going to get caught up in college studies soon, and this semester's a bit rough.

He's also hosted at Mugen History and Mugen Infantry now... updating the links in a sec.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta

 February 15, 2008, 04:34:27 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Is 20 ticks (plus '~') a more reasonable window for the teleport command? Was worried it could fire accidentally if execution wasn't tight, but might've gone too far.

I'm assuming Souls Soliton and Destruction Rain are just regular moves despite the flash, since I've seen Valdoll chain them more than three times in a row in Warzard. Especially Souls Soliton... he once spent the whole match using that move near exclusively until he chipped Mukuro to death.

If they are made into proper supers, how much of a buff (if any) do you think is needed for them cost 1/3 of a bar (SS) and 1 bar (DR) respectively? SS is difficult to evade, but doesn't deal too much damage. DR can deal monstrous damage, but is somewhat unreliable and can be easily evaded by quick dashers/teleporters. Both the swords and the meteors are guaranteed to come out after the flash. Both moves are highly telegraphed, but still do a fair bit of chip damage.

About chaining the dragon moves into SS and DR... both were observed only rarely, and usually while lacking sleep. ;P If someone with more experience can confirm they're not actually chainable (or might as well not be), they can be made stand-alone only.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta

 February 14, 2008, 07:02:22 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Kung_Fu_Man: It would be possible to use built-in anims over the Warzard one's if they exist, but as you said, there'll have to be a standard (with stand/crouch/walk/jump/gethit anims). Has a relatively common one been established that doesn't conflict with too many other chars?

OrochiWeapon2000: *Blushes*  :o Noted, it'll be made to work only after Valdoll's finished giving the order. Just to mention that there are other times when he can gesture w/o the dragons doing anything, e.g. just after turning around. These are intentional... it's part of his Warzard gameplay. It could be adjusted so you can hold down the button until they respond, though.

SpaikMax: That'd be lovely, though he's a bit tricky to work with. Since Capcom designed him to have only one pallette, there are quite a few shared pixels in odd places. He probably won't receive new moves or anything, but some measures will be taken to balance him a bit.

missfairy: Yeah, his moves are made to be spammed. Perfect for Mugen's default routines. o_O In Warzard, a good tactic is to repeatedly superjump behind him and throw (he can't teleport away from instant throws). Without a Versus-esque superjump or a good forward dodge, most characters stand little chance.

Cybaster: Thankies! He should be able to do it in theory (unless that instance of him cancelling into Destruction Rain in Warzard was an animation glitch/imagined), but the AI rarely seemed to take advantage of stuns/dizzies (and always too late to land either DR or Souls Soliton). One thing I haven't tested for yet is whether you can mash out of the frozen state. Might need to double-check the base freeze time as well. In any case, boths moves will probably be supers, so you'll know when to be extra careful around those dragons.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta

 February 13, 2008, 02:59:16 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Ta, first post updated w/ link.
    

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta

 February 13, 2008, 12:32:29 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

I take that as a kudos. XD

Any recommendations for free hosts? It needs to support very, very slow connections (16.8 kbps on a good day). By the same token, I can't upload directly to people's e-mail... hotmail times out on me before the attachment can be made. :(
    

Valdoll/Scion from Warzard/Red Earth 1.00

 February 13, 2008, 09:12:22 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth 1.00 (Started by Doggiedoo February 13, 2008, 09:12:22 am
 Board: Your Releases, older Mugen

Changelog:

1.00 at Randomselect: http://randomselect.piiym.net
Hosted Creations > Hosted Characters > Doggiedoo

1.00 at Sendspace: http://www.sendspace.com/file/u8t3xr

Quote
-1.00:
   -Improved select portrait (thanks, malisiousjoe).
   -Minor fixes on Chaos Destiny when it's cancelled.
   -Chaos Destiny now classed as a throw.
   -2 more pallettes. (left this out of the readme :P)
   -Added option to turn hitsparks on/off.





0.94 at Mugen History: http://www.mugenhistory.com/
Characters -> Other

0.94 at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=96629.0

Final boss of Warzard, and as such is very powerful/cheap compared to most characters. Comments and constructive criticism welcome.

TO-DO LIST:
-Bug fixes/tweaks
-More custom mode tweaks/moves (if needed)
-Colour seperation
-More palettes

CREDITS:
-Kung_Fu_Man for primary sprites
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Mugenguild for support and advice
-NRF for Dhalsims (coded Chaos Destiny transformation with Yoga Evolution as a reference)
-malisiousjoe for the new portrait
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 12, 2008, 11:56:23 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

It'll be random by default, chosen from Leo/Tao/Mukuro/Tabasa's forms as they're implemented. Will have a look at the curse transformations towards the end of beta, though they might need some touching up to match Warzard style.
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 12, 2008, 05:34:51 am View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

Shouldn't be any problem with Chaos Destiny now, since NRF's technique seems solid (grab is performed by a seperate helper, and all transformed states are movetype = H so the helper can track and re-transform the affected target as needed). Again, the only problem is that the grab may not register on the combo counter under certain circumstances. I didn't think it possible at first because the player (Valdoll) loses the target after another helper attacks it, but turns out helpers retain their targets regardless.

For the initial release, there'll only be the Fire and Ice dragons anyway... the swap button just changes which is in the foreground and which is in the background. Reason being that adding extra dragons requires duplicating all their sprites and animations, and I wanna make sure all the major issues are worked out before doing that. Once the other dragons are added, there will be a method of selecting specifically which set you want (Fire/Ice, Fire/Poison, Thunder/Ice, Thunder/Poison). Whether in-game or in the config file (or both) hasn't been decided yet.

The Ice/Poison (and all other elemental effects) will look similar to Blade's Dragonfire effects (meaning yeah, they get turned all icey and covered in goop), except that the target is frozen in place/dizzied. It's as close as I can get to the Warzard effects at the moment without support for that funky palette-cycling effect.



One last query... would you prefer me to add all four Chaos Destiny transformations before release, or just Tao/Mai Ling and Leo's for now, adding the other two later?
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 11, 2008, 04:41:51 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

Just had a look... seems like it'd work nicely. Only minor problem may be some hiccups registering as a combo, but in this context (and Dhalsims' context), it's no issue.

He'll probably be out by the end of the week, barring massive disaster. *crosses fingers*
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 11, 2008, 12:59:58 pm View in topic context
avatar  Posted by Doggiedoo  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

Thanks!

Yeah, he'll be getting a simple AI that at least stops him from looking silly, though the default aggression level will be lower than Blade's.


Looks like compromises will have to be made regarding Chaos Destiny. There are three four options right now (please mention if you know of any others):

1. Have a fully functional Chaos Destiny at the expense of breaking Simul mode (if one enemy is caught and gets morphed into chibi form, the other enemy will also morph if hit by ANY of Valdolls other attacks).

2. Have a more compatible Chaos Destiny that wears off when the chibi-fied enemy is hit. Will likely change the move to a level 1 super, in this case.

3. Have #1 during Single mode and #2 during Simul mode, at the expense of taking that much longer before release.

4. Do #2 for now (it's the easiest one), and consider the others for later versions.

Thoughts on this would be appreciated... wanna wait till there's some consensus before finishing him off.