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Re: Valdoll/Scion from Warzard/Red Earth

 February 10, 2008, 04:54:40 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

They could be scaled up, but it makes them look kinda pixellated. Given a choice (unlike, for example, with the meteor sprites), I'd rather keep them small unless there's a significant change to gameplay.

Destruction Rain on the other hand is based on it's max level form, with 5 meteors. Do any other things change with level?


Thanks for the comments! <3


EDIT: BTW, does anyone know what moves, if any, he has while jumping? I've seen him send one of his dragons down to bite, but only once, and I'm not sure if that was a ground move that he jump-cancelled out of.

EDIT2: Couple of things to note. In case anyone reading this is unaware, Valdoll is a final boss. In his original incarnation, he is absurdly cheap, except that his AI plays lazily. All his Magilis Sentinel (dragon) moves can be cancelled (after startup) into most of his other moves, including his invincible teleport, invincible dash, and even his guard. Chaos Destiny is fast, unblockable, has full screen range, hits jumping opponents, and looks similar to his other Magilis Sentinel moves until it hits. It can also lead to an instant KO on most characters, if followed up effectively. In Warzard, there's no restriction on when he can use it, but in Mugen it will be a level 2 (possibly 3) super for the sake of some form of fairness.

Secondly, his sprite is aligned closer into the foreground (i.e. lower on the screen) than most others. This has been preserved in Mugen to prevent too many characters from crouching under his attacks, and to make it look like they're actually hitting something when they use a low attack against Valdoll. His shadow has been adjusted accordingly, so it shouldn't look too bad (observe the reflections underneath him and Blade in the screenshots).

After letting him loose in watch mode, I'm wondering if an AI should be added at all... he does well enough with just random spam.  :-\
    

Valdoll/Scion from Warzard/Red Earth

 February 09, 2008, 05:58:34 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







Intended Movelist:

Quote

NOTES:
-He'll have no jumping attacks, unless someone knows otherwise and can give a detailed description.
-No crouching animation, though he's technically considered crouching under the usual conditions.

BASIC MOVEMENT:

   f,f = forward dash
   -complete invincibility

   b,b = backward dash
   -complete invincibility

   start = swap dragon elements

   NOTE: After an air or fall recovery, hold back of forward to control the teleport.

MAGILIS SENTINEL (dragon attacks):

   General Notes: use a/b/c to control the foreground dragon, and x/y/z for the
   background dragon. If the indicated dragon is busy, the other dragon will be
   used if possible. You may press another button after the first dragon
   responds to issue a command to the remaining dragon.

   All Magilis Sentinel moves may be cancelled into the following:
      Perish Lightning (both types)
      Forbidden Viper
      Teleport
      Souls Soliton
      Destruction Rain

   In addition, you may cancel them into this forward/backward dash, and his guard.

   a/x: Dragon Bite
   -Dragons will bite forward/down/up automatically depending on whether enemy
    is standing/crouching/jumping.
   -Downward bite is an overhead.

   d + a/x: Dragon Sweep
   -Uses both dragons at the same time, if both are available. Uses only one
    otherwise.
   -Can be blocked standing, despite appearances.

   b/y: Dragon Dive (down)
   -Dragons rise into the air, then dive downwards and forwards at opponent.
   -Less damage than Dragon Bite, but more difficult to evade.

   d + b/y: Dragon Dive (up)
   -Dragons drop to the floor, then dive upwards and forwards.
   -Less damage than Dragon Bite, but more difficult to evade.

   c/z: Dragon Breath
   -Dragons will use their respective elemental breaths.
   -Fire and Thunder (when implemented) will guard crush.
   -Ice and Poison (when implemented) stun the opponent.

SPECIAL ATTACKS:

   d,df,f, x/y/z: Perish Lightning (diagonal laser)
   -Negates projectiles.

   d,df,f, a/b/c: Perish Lightning (horizontal laser)
   -Negates projectiles.

   d,db,b, x/y/z: Emnity Malice (spit projectile)
   -Dizzies opponent for 2 seconds.
   -Must wait until ghosts dissappear before it can be repeated.

   d,db,b, a/b/c: Forbidden Viper (snake attack)
   -Most of the time, only 1 snake hits for low damage. However, just like in Warzard,
    there's a chance for 2-3 snakes to hit, especially against foes waking up/dodging.
   -Must be crouch or air blocked.
   -Negates projectiles.

   d,d + a/b/c/x/y/z: Teleport (button determines position)
   -a/b/c teleport in front of opponent, close/near/far respectively.
   -x/y/z teleport behind opponent, close/near/far respectively.
   -Complete invincibility. Also, you can buffer his tele-dashes as the move ends to dash
    as soon as he recovers (not cancelling per se, just easier input).

   d,df,f, a+b/b+c/a+c: Souls Soliton (giant swords)
   -A series of giant swords sprout from the floor/ceiling (when pressing a+c).
   -Use a+b for standard formation, b+c for reverse, and a+c for ceiling formation.
   -Negates projectiles.
   -May be buffed up and changed into a Super in Custom mode.

   d,db,b, x+y/y+z/x+z: Destruction Rain (meteor storm)
   -5 meteors targeted at where the opponent was at the start of the move.
   -Quite random, damage varies from moderate to high depending on number of hits.
   -Negates projectiles.
   -May be buffed up and changed into a Super in Custom mode.

SUPER ATTACK:

   d,df,f, x+y/y+z/x+z: Chaos Destiny (chibi transformation)
   -Dragons home in on an opponent and grab them if they hit, transforming the victim
    into a helpless baby animal for a few moments.
   -Level 2 super move.
   -Will be a super to prevent abuse. An unblockable, quick, long-range attack that leads
    to massive damage is probably something to restrict, even if certain characters can
    crouch under it. He only uses it at intervals in Warzard anyway.


To be completed for public Beta:
-Last minute fixes/tweaks
-4 pallettes total


To be completed for full release:
-Bug fixes/tweaks
-Thunder and Poison dragons
-Dragon switching (config.txt/in game)
-Mukuro and Tabasa chibi transformations
-Basic AI
-Custom mode (just balancing, no new content)
-Switches for hitsparks, AI difficulty
-6 pallettes total


CREDITS:
-Kung_Fu_Man for primary sprites
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Mugenguild for support and advice


Not much left to do till the public beta, but Chaos Destiny will be difficult to code. He's a lot more complex than Blade too, so expect quite a few bugs in the initial release.

EDIT: Gadzooks, the heck happened to the formatting? o_0
EDIT2: Trying to fix text bomb...
    

Re: Blade/Jihad from Red Earth/Warzard 1.00

 January 18, 2008, 08:43:10 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

KFM: Is cool, thanks for the upload. :) 1st post updated. Thanks for aligning Valdoll's sprites as well, it's been nice and easy getting his essentials in place.

mauricio: You can change the commands to single buttons if you want... in blade.cmd, find the line that reads:
Code:
triggerall = command = "Split1" || command = "Split2" || command = "Split3"
and replace it with:
Code:
triggerall = command = "x"

Similarly, find:
Code:
triggerall = command = "Mirror1" || command = "Mirror2" || command = "Mirror3"
and replace that with:
Code:
triggerall = command = "y"
    

Re: Blade/Jihad from Red Earth/Warzard 1.00

 January 18, 2008, 02:11:29 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, link reverted for now. Anyone who got a file called "blade 092 beta.zip", please re-download. Latest file is named "blade v1.zip".

Thanks for the support! Leo is by Gal129... there should be a link somewhere up on mugen-wiki.com.
    

Re: Blade/Jihad from Red Earth/Warzard 0.95 beta

 January 13, 2008, 02:00:07 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

Further info on the mirror attack/AI activation bug... it seems to only happen if you mash the controls while stuck in the mirror (i.e. during the superpause). For now, try to avoid making too many inputs during the sequence until a more stable workaround can be found.

It seems that while command inputs continue to be buffered during a hostile superpause, as far as paused character(s) are concerned, it's all happening in a single frame, hence it becoming possible to enter in CPU-only commands. Will try to experiment with regular pauses and constant short pauses.


EDIT: Neither solution seems to solve things. :( So it's either no pause, meaning partners can still fight and helpers still move in the background, or the risk of errant AI activation when button mashing. Should a switch between the two be added, or is one preferred over the other? (Config.txt getting kinda bloated, have to be wary of adding new options now)

Still looking at Shadow Dio's code to see how O. Herman made The World without this bug... it seems to be the constant 2-tick pause method, but it didn't fix things for me.
    

Re: Blade/Jihad from Red Earth/Warzard 0.95 beta

 January 12, 2008, 07:28:35 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

Could the AI issue also be something between CPU-only commands and superpauses? The mirror attack uses a long superpause to freeze time while it hits, which is cancelled by a short one as it ends. I haven't run into any problems in testing, but that could be the source of some wierdness. There's also 0-length superpauses in the armour split attack used to weaken successive hits from the flying segments.

There's also been one report that the mirror attack (from the video provided) sometimes halts all helper and enemy horizontal movement even after it ends (subsequent dragon and mirror projectiles just hover in place afterwards with their anims playing, and the enemy can be knocked upwards, but not backwards). It was in WinMugen Plus, which I haven't upgraded to yet. Has anyone else run into this/know any possible causes?

EDIT: 1st post updated for hosting. w00t.  ;P
    

Re: Blade/Jihad from Red Earth/Warzard 0.95 beta

 January 11, 2008, 03:35:43 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

Thanks, I'll probably be starting on him Tuesday or Wednesday, so no rush.

Version 0.95 up, see first post for details.

If you'll excuse me, I'ma go and be stunned that the guest characters for Soul Calibur IV are Darth Vader and Yoda. o_0
    

Re: Blade/Jihad from Red Earth/Warzard 0.92 beta

 January 11, 2008, 05:37:14 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

Ohsky: Eh, don't feel like registering just to bump an old thread with inane questions. I'll have a guess at the names, and if someone else has that Warzard book or otherwise happens to know better, hopefully they'll pipe up.

Snake: That'd be lovely, though you might want to wait for the next version (it's almost ready, pending some more tests) before proceeding further... some extra colours were added to all palettes for the intro and ko anim.

missfairy: The dragon system'll depend on how many colours they use up in the palette... if too many, then yeah, it'll just be red and blue moonlighting as the others occasionally. The chibi curse can be done, and as you said, it'll be random (except for existing Leos, Taos/Mai Lings, Tabasas/Tessas, Mukuros/Kenjis). AFAIK, simultaneous high/low isn't possible in Mugen without compromising guard sparks. Best that can be done is to make all his guard anims the same. Haven't tested if the dragons themselves can be hit at all... they do stagger if Valdoll himself gets hit, and they can't be attacked while idle, but haven't tried hitting them during their attacks yet. Normal Valdoll will, unfortunately, have to be a seperate character due to his vulnerability to throws and custom states (which would cause his Shin sprites to appear), another limitation of Mugen. He could appear normal in his intro, or transform back in his victory pose though.

[E]: The current method of using zoom to raise the screen + highjump in the enlarged display build should be adequate, so don't sweat it. Anyway, there's still the tile viewer if something remains elusive.
    

Re: Blade/Jihad from Red Earth/Warzard 0.92 beta

 January 09, 2008, 03:09:12 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

Well, they sound fancy enough, at least. Is the thread still up? Maybe I can ask for details.
    

Re: Blade/Jihad from Red Earth/Warzard 0.92 beta

 January 09, 2008, 01:48:48 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

If all goes well, the final Blade beta will be out by this weekend, and work on Valdoll will start next week.

Help with the dragons would be much appreciated, Kensuke. Maybe aim to rip one of them completely, then have a sampling of comparision shots so alternate pallettes can be made for the others.

Also, if anyone happens to see him jump, a rough description of it's movement properties would be helpful.

Thanks Ohsky, official move names at last... though Ales is described as a throw...? :o Never seen him perform one, and it's not mentioned on GameFaqs either (at least the faqs I read). Also not clear on Alukutos, whether it's his horizontal swing (standing B in Mugen) or his uppercut (standing A).

賢人㿮王 (hope that shows up right... I don't have Japanese encoding  :S), if you mean that Blade's opponent starts going haywire, and not Blade himself, it's probably a bug in his opponent's AI activation code. Don't think it's possible for Blade to start up another character's AI without causing additional, massive glitching. However, if it consistantly happens against Blade and Blade alone, then it needs looking at.

EDIT: [E], that mame_toggles file is enough for wide-screen ripping for now. Just that it didn't come with a readme, so I didn't know it could do layering as well until re-reading that thread on Randomselect. It would, however, be useful to extend the display upwards too... unless it can and I missed that. :P
    

Re: Blade/Jihad from Red Earth/Warzard 0.92 beta

 January 08, 2008, 10:26:50 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

Ooh, those sprites are worth at least a good week of labour on him. Considering this, how'd you guys feel if Shin Valdoll was the next project, instead of Ravange?


BTW, hitsparks are in, as are 2.5 out of 5 elemental effects (poison and petrification left, fire needs one more random anim and checking for completeness). Kinda tedious, but only needs to be done this once.
    

Re: Blade/Jihad from Red Earth/Warzard 0.92 beta

 January 07, 2008, 06:26:58 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

Thanks KFM, first post updated. :D

Ravange it is, once the last cosmetics on Blade are finished up.  ;P Just wanna add the hitsparks at least, since those can be shared between characters. I won't be able to build him as fast as Blade though, since Blade was the result of sleepless nights due to being in a summer heatwave without any decent form of cooling. :S

It's not actually that difficult to create new anims for blade, given how his sprite consists of multiple recycled segments, some of which are seperated into different tiles. Because of this, consistancy can be maintained with the usual frankenspriting editing techniques.

In any case, custom stuff can always be added after more of the bosses have been released, if there's still any demand. My reasons for a close range anti-air was that characters from certain series (e.g. Big Bang Beat, Guilty Gear, Melty Blood) can stunlock him with short-jumps due to his lack of a crouch and the slowness of his uppercut. It would've dealt average damage (same as his current throw), have short range, lousy recovery, and a bit of air-invulnerable startup. The AI would only use it after being pressured too long (something that can be done for his regular throw, if it's found to make him too tough). Not to mention his damage/health can be reduced while in custom mode.

Custom moves were only planned for Blade in particular anyway, due to the nature of his sprites and straightforward gameplay. Ravange, Lavia, and Scion (at least his 2nd form) have enough options to cover their bases and be interesting to play. Can't say for Gi Gi or Kongou yet, but they're last in the queue. All have alternate modes planned that at least balance out their movelists a bit (e.g. weakening Blade's Dragonfire and strengthening his standing B).

EDIT: for spelling.  :-\
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 06, 2008, 05:12:11 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

:o Thank you so much for getting those! XD The sprites are scaled in Mugen by default, hence the size difference.

Yeah, the cape and the rest of the sprites should be no problem (at worst, they can be found in other anims). Only thing is, for stage compatibility, the gem won't be able to zoom in from the background like that (probably just pop in like it currently does).

To take advantage of spinning Adrayer, we could also be use the portrait sprites in a brief intro/ending storyboard. This will probably wait 'till 1.0 though... will have to learn how to create fonts, etc. He'll probably go on about cleansing the weak/seeking worthy foes and Adrayer thirsting for blood. :P

EDIT: Could you send over the .PSD files? Don't have a program to convert from .GIF. :-\


Sffextract/Sprmaker did things nice and clean. Sff is down to just under 7 megs now. :D



EDIT2: ...Just found out one of the Mame builds [E] provided COULD have ripped the intro tiles completely... If I bothered to read the instructions.  :(   RTFM, guys. Always remember, RTFM.


EDIT3: New version uploaded, see first post for details. Next version will hopefully include his proper intro, effects on Dragonfire, optional hitsparks, and maybe his command throw depending on how long the editing takes.
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 05, 2008, 07:34:33 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

Got it... will fiddle with it in the morning. Or afternoon, depending on when I wake up. x_x
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 05, 2008, 07:04:59 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

Thanks for the warning about MCM... almost lost a fair bit of work, there.

Mugenguild.net seems to be down still. Is there an alternate link to sffextract?
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 05, 2008, 11:17:52 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

Thanks for ripping the intro... how were you able to get the lower-right portion of the armour?  o_O

That'd make a great big portrait. Just that the sky has to be cut out, and I was too lazy to do that.  ;P


Of all things, I'm having trouble cropping the sprites. Cropping in Fighter Factory screws up the palettes for his non-shared sprites. Will try in the newest MCM instead.

Oh, and one more bug to fix; he doesn't get pushed back during his standing guard. Accidentally overwrote the HitVelSet.  --;

Next version will fix that, Dragonfire negation, and add a standard throw to his custom mode.


EDIT: After this, would you guys prefer me to add one more custom move (anti-air command grab), or start on a new Warzard character (most likely Ravange)? The custom stuff would make him more complete as a fighter, but the effort:results ratio isn't as good as standard creation.
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 04, 2008, 07:42:44 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

That's wierd... it used to be cancelleble in older versions, at least by PotS's Shin Gouki and itself. Can't remember offhand what other changes could be breaking it. The implementation needs redoing for accuracy, anyway.

EDIT: Found it... in helpers.cns, if you find [State 1005, NotHitBy] and change 'value = SCA, AA, AT' to 'value = , AA, AT', and delete the second VarSet in state 1006 (the one that has 'var(5) = 1'), it should work as it used to. Bits of old test code I forgot to remove.

Still, it currently gets cancelled based on the damage it sustains from other projectiles (needs 160 or more to be cancelled), and always inflicts full damage on impact regardless of it's 'health'. Not quite the Warzard system, so that's going to be changed.
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 04, 2008, 11:30:00 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

w00t, will update the 1st post with links.

Sprites will be cropped for the next release, which'll hopefully include a simple throw. It may take a while, though... feeling some burnout, and I'd like to take it a bit slower for a while.

Damage values will be refined as Mature indicated. Vels might be a bit trickier on things with gravity, but I'll give it a go.
    

Re: Blade/Jihad from Red Earth/Warzard 0.91 beta

 January 03, 2008, 12:12:08 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

Blargh, the previous file wasn't fully updated: http://www.sendspace.com/file/t1i4di for the real thing.

Doi.  :-X

EDIT: Yeah, it's generally not recommended to use at range, unless your facing someone huge. It's still useful to spam for that last bit of chip damage when at the edge of death, though.

*huggles Yeong Woong* XD
    

Re: Blade/Jihad from Red Earth/Warzard 0.9b beta

 January 03, 2008, 11:47:35 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

New patch available at: *whoops, wrong archive*

Apply over any previous version.

From the readme:

Code:
-0.91:
-Desolate now crouch-blockable.
-Desolate damage toned down... does less damage
overall, especially at a distance, but should have
less chance of dealing obscene damage to certain
characters such as Drownin's HnK characters and
GM's Hugo. Please note that it's damage vary quite
a lot, depending on enemy position, size, and
shape.
-Super Armour only works during attacks now (Full.
Resistance remains unchanged)
-Super Armour default recovery time set to 40 ticks
to compensate.
-Fixed gem not showing during winpose.
-Tweaked palettes 2 and 4, added 5th one.
-Minor cosmetic tweaks.

The Dragonfire CLSN was extended slightly, but I'm still a bit uncomfortable lengthening it further without more testing to find it's exact length.

I'm putting the full archive up for upload to Randomselect and Mugen History, but it'll take a while on this connection.

Nice to hear the AI is generally liked, though at the moment, it's basically "pick a random attack from those that probably won't miss", on top of standard Mugen movement and blocking routines.   :ninja: