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Re: Leo from Warzard/Red Earth [Alpha 3]

 August 20, 2008, 03:08:53 am View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Probably not, since there's already an MvC-style Leo out there. Still, wouldn't mind if someone released patches for him if it helps make him viable against more gameplay styles.


Regarding the extra weapons... this is the current plan for their properties, in lieu of actual elemental resistances/weaknesses. No extra moves until after the first release, but still looking for ideas on how they'd affect existing sword strikes.

Diamond Sword: Default weapon, longest range
Fire Sword: Increased damage on guard (guard damage from normal attacks won't kill, though), reduced damage otherwise
Ice Sword: Increased damage + extra stun time (frozen) on counterhit, reduced damage otherwise
Thunder Sword: Reduced overall damage, increased speed
Battle Axe: Increased damage on normal attacks (tied with Legendary Sword for highest normal damage), increased guard crush strength, shortest range


EDIT: Has anybody been able to acces Mugen-Infantry for the past few days ??? ? If so, could they post in my Beta thread there and direct them to this topic? Thanks in advance. (The thread and MI still links to the Alpha 2 release)
    

Re: Leo from Warzard/Red Earth [Alpha 2]

 August 18, 2008, 08:05:04 am View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Will keep the CLSNs in mind for the future... it WAS tedious making smooth transitions with all those boxes, but since they're already implemented, would it be tragic if they stayed that way for a few versions?

Can do for the Mars Slash... it having precedence is how it worked in Warzard anyway. Still, maybe tweaking the current commands may be more intuitive; there's a 'quick' version of the command (F, D, F in 10 ticks) that already does get checked before the Rushes, for when Mars Slash is being used on reaction. Chronos/Achilles Rush gets precedence over the slow input because it interferes with combos. In Warzard, walking forward, doing stand B, and trying to combo into Chronos Rush tends to end up as Mars Slash instead, which doesn't chain properly nor do as much damage. Maybe increase the command window for Mars' quick input?

EDIT: About the fire sword taunt... if you want, you can look for the second 40195 anim (with all the sprites ending in 6000+) and rename it to 60195 to fix it early.

EDIT: Another update:

Gaia/Gigas Driver added
Fixes for aforementioned bugs
Chronos/Achilles/Hercules Rush weakened slightly
Command buffer for Mars Slash, Hercules Rush, and Gaia/Gigas Driver
    

Re: Leo from Warzard/Red Earth [Alpha 2]

 August 18, 2008, 06:17:01 am View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Eh, his rear shoulder in Warzard was a bit easier to hit overhead than his forward one. Would it be worth readjusting the stand and all stand transition anims?

Leos memory requirements will be quite high (for a Mugen character) regardless, as his .sff will be huge due to all the sprites for multiple weapons. Plus the Mystic Break backgrounds. Those take up over a meg uncompressed each.  :-X

EDIT: Might need a max of 4 CLSNs on the attacks, at least those involving diagonals... 3 to reasonably match Warzard's hit regions on the body, and 1 more to cover a portion of the weapon.
    

Re: Leo from Warzard/Red Earth [Alpha]

 August 17, 2008, 07:53:54 pm View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Thanks, headpos fixed. It does move around alot in his required sprites though, so there'll prolly still be some quirkiness.

The CLSNs on the stance, at least, are there to match Warzard hitboxes. Unless there's a significant reason to cut down, it'd be better for accuracy's sake if they stay.

No such excuse for most of the other moves, though. Some of the collisions in Warzard do seem a bit strange, anyway. Still, it'd be sad to see them go.

The end of round ctrl was due to some recovery anim code. Fixing. :P

EDIT: Is the head pos supposed to match his stance, or his gethit sprites, btw?

EDIT: File updated. Changelog:

-Tweaks to avoid close misses
-Regains weapon/shield if left standing after a custom anim
-Guard crushing added (based on Warzard vs. play at the moment, may be weakened if too over the top for general play)
-Hercules Rush Added
-Previously mentioned bugs fixed (hopefully)
-Minor tweaks/fixes
    

Re: Leo from Warzard/Red Earth [Alpha]

 August 17, 2008, 03:47:14 pm View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Currently working on a compromise on the CLSNs. In Warzard, the characters were much wider than many from Mugen, plus their hitboxes extend a fair distance past their sprites. It means some extra tweaking'll have to be done to avoid close-misses w/o making them look odd.

Having said that, it's sort of a tradeoff for Leo's massive range... his standing kicks, standing X, and crouching A are the attacks to use close up. Stand X, A and B can be canceled out of, to boot.

EDIT: Made some tweaks, with slightly fancier sparkxy's to emulate Warzard a bit more. Looks and feels more solid, but very thin/small characters can still get inside his weapon range. It's pretty difficult to swing a weapon in real life at someone who's nigh glomping you, anyway.
    

Re: Leo from Warzard/Red Earth [Alpha]

 August 17, 2008, 02:38:47 am View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

That's a leftover from an early testing phase. Oopsie. :P He still may not end up having a taunt after Mystic Breaks are added, since the start button will be used to select which element to cast.
    

Leo from Warzard/Red Earth [Alpha 4 (last one)]

 August 16, 2008, 04:04:46 pm View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth [Alpha 4 (last one)] (Started by Doggiedoo August 16, 2008, 04:04:46 pm
 Board: Projects

Download at Sendspace: http://www.sendspace.com/file/aj5ojk





The rest of the weapons are currently being implemented, and since they're quite tedious to do, it'd be nice to get some feedback to see if the current system is acceptable. He IS still alpha though, so expect some roughness around the edges.


Currently available:
-All regulars, specials, hypers, etc.
-Diamond and Fire swords, Battle Axe
-Ultimate Guard/Counters
-Guard Crushing (currently similar to Warzard, may be toned down in future)

To-do before first full release:
-Extra palletes
-Ice and Thunder swords

Planned stuff for updates:
-Mystic Breaks
-Extra attacks, depending on chosen weapon
-Experience system (for arcade/survival mode)
-Other non-elemental swords, shields
-AI


Some notes:
-Damage values may not be 100% accurate... there's some damage dampening in Warzard that makes things difficult. Most importantly, different attacks do not improve at the same rate as Leo levels up. For example, with the normal (rusty?) sword, Jump C deals more damage than Jump Down+C, whereas with the Diamond sword, it's the other way round. Most tests were performed on Kenji, since he seems to have the 'average' health of all the characters (less than Leo, more than Mai Ling and Tessa).

-The CLSN1s on jump A and C are supposed to be that far from Leo's weapon, at least from gameplay tests in Warzard.

-In Warzard, all version of Mars Slash (light/medium/heavy) all deal the same damage. Some small difference has been added to the Mugen version, since that seemed like a possible oversight. Also, Leo does 'twirl' his weapon as he begins to stand up in Warzard as well, but again, that sprite'll probably be replaced in the full release.

-Conversely, there was no reason in Warzard not to use the heavy Gaia Driver... it had the same speed, longer range, and higher damage than the light and medium versions. Thus, the medium and heavy versions have been slowed down in Mugen for the sake of variety.

-The heavy version of Chronos/Achilles Rush is even MORE painful in Warzard, taking well over a third of the life bar if it connects fully.

-Haven't found a safe way of getting rid of the hit sparks/sounds on Ultimate Guard (reversals lose vital hitdef info), but at least it's functional.

-Damage is toned down from Warzard. To bump it back up, set data.attack to 100.

-Standing C must be blocked standing, yet misses many crouching opponents anyway. Yes, that's how it was originally. ::)


Known Issues:
-Gaia/Gigas Driver STILL have wrong sounds :P
-Body/weapon/shield graphics can glitch under specific conditions
-Position shifts at start of 2nd round onwards
-Normal attacks w/ Fire Sword still kill on guard
-Light/medium Rushes have 1 hit too many (recent bug)
-Axe jump land anim bugged when not facing opponent
    

Re: Leo from Warzard/Red Earth (Pre-WIP)

 July 16, 2008, 05:57:13 am View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth (Pre-WIP) (Started by Doggiedoo July 15, 2008, 07:15:07 pm
 Board: Projects

The leveling up messages, experience coins and text intros should all be possible. His Intro/ending storyboards can be added too, though they might seem a bit out of place in a non-Warzard themed Mugen setup.

For his early versions, I hope to include the Diamond Sword/Shield, the elemental swords, and the Axe. Once leveling is implemented, his other swords will follow. The elemental swords will be gained by killing an opponent with the matching Mystic Break at level 16 or above (similar to how it's done in Warzard), and both the Axe and the Legendary Sword can be gained simply by leveling up. Note that leveling will be much faster than in Warzard, since there should be a chance of reaching maximum level before the final boss of an Arcade run.

EDIT: As reference, here are the properties of the weapons as they were in Warzard (at least, from what I could test), taking the Diamond Sword as the point of comparision:

Elemental swords: Less overall damage, except on special and hyper attacks against bosses weak to that element (in that case, they do the highest damage of all weapons), and vice versa for resistant bosses.

Axe: Higher damage on normal attacks, weaker damage on special attacks. Same damage on his hyper attack.

Legendary Sword: Highest damage on normal attacks, highest damage on special and hyper attacks if elemental weakness is ignored.

One point of note is that these properties only affect hits that actually use the weapon; they do not affect Leo's kicks or strikes with his shield. Speaking of shield strikes, the type of shield he has doesn't seem to change their damage; they only increase his defence.
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 16, 2008, 05:15:11 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Yeah... the limitation is that there can be only one set of required sprites which will show up during custom state anims, so only one weapon can be shown in them (or no weapon at all) per .sff file. Also, during custom state anims, there are no triggers to find which of the victim's sprites are being used, so you can't even paste a helper on top of him to simulate different weapons being held. Hence why the weapon must either disappear or morph to default when Leo is thrown.

Thanks for the encouragement! At least Leo's gameplay is fairly straightforward. It's the Warzard system that's going to be the most troublesome to implement.
    

Re: Leo from Warzard/Red Earth (Pre-WIP)

 July 15, 2008, 08:46:15 pm View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth (Pre-WIP) (Started by Doggiedoo July 15, 2008, 07:15:07 pm
 Board: Projects

Option 1 seems to be the most popular, so let's go with that. When Leo gets thrown (or whatever), there'll be some kind of elemental *poof* effect, and his weapon disappears. He'll take it out again while getting up, or after recovering.

Unfortunately, it's not possible to merge options 1 and 4... by 'default sword', I meant the sword that appears in his required sprites, not the sword he begins the match with. In order to let him select a weapon to keep for the whole match (including during custom states), each weapon would need it's own .sff file, which would take up too much space and bandwidth. The closest that can be achieved is option 1a, but without in-game switching.

Leveling up seems an interesting idea for arcade and survival mode. Though he can't gain elemental resistances, he can gain health, damage and power capacity. He could also select a new weapon to get at regular intervals. Starting level and rate of improvement would be specified in the Config.txt, like Dark Raven.


About elemental properties... they can be done cosmetically (see the effects on Valdoll's dragons, for example), but making them do bonus/reduced damage to certain characters is tricky (to be complete, every single version of every applicable character needs to be listed for every weapon). An option could be given that instead changes each weapon's general performance. Some ideas:

Default: Increased power gain
Fire: guard damage
Ice: longer stun
Thunder: faster
Axe: more damage on hit
    

Leo from Warzard/Red Earth (Pre-WIP)

 July 15, 2008, 07:15:07 pm View in topic context
avatar  Posted by Doggiedoo  in Leo from Warzard/Red Earth (Pre-WIP) (Started by Doggiedoo July 15, 2008, 07:15:07 pm
 Board: Projects

Might be a bit early to post this, but it'd be useful to hear opinions on how to implement Leo's various weapons before work begins. In Warzard, Leo could gain a collection of weapons which he could switch between mid-battle. He had different shields too, but only the strongest one was used at a time. Unfortunately, due to the limitations of Mugen, compromises will have to be made in either accuracy or presentation. There are several ways to go about this:

1a. Weapons changeable at will, but disappears during custom states:
This option will be the most accurate to Warzard in terms of gameplay, but it isn't be possible to display the currently chosen weapon if Leo is put in a custom state, e.g. during a throw. One way to handle this is to simply have his weapon disappear under these conditions. Ihoo1836's Dark Raven is an example of this approach. Afterwards, it can either magically appear again, or there can be a short (and probably invulnerable) anim of Leo taking it out. Note that if this approach is taken, none of the below options can be done without including an alternate .sff file.

1b. Weapons changeable at will, but morph to default during custom states:
Same as above, but the current weapon suddenly changes into his default sword during custom states. Unlike option 1a, it would be possible to have option 1b implemented parallel to options 2, 3 and 4, with users choosing between them via the Config.txt file.

2. Weapons as temporary power-ups.
Leo magically transforms his sword as a special, EX, or super move, and retains it's new form until he's knocked down, put in a custom state, or a time limit runs out. A variation of option 1b, this one would allow for more exotic and powerful effects on each weapon at the cost of restricting their usage. It'd also make it more believable when the powered-up weapon is forced to revert to his default sword.

3. Weapons appear during special moves:
Gal129's Leo does this; for different strength special attacks, different swords are used. This has the benefit of allowing more visual and gameplay variety between the different versions of each attack, and does not require compromises for custom states.

4. No extra weapons:
The easiest, but plainest solution. :P Fastest to implement, minimal fuss, but lacking in flash and dazzle.


I'm hoping to have a consensus on which option should be the first choice. Bear in mind that, while options 1b, 2, 3 and 4 can all be implemented at once (leaving it up to the player to choose between them), it will take considerable time to add them all, hence it'd be useful to know which option to start with first. Alternative suggestions welcome.

Will follow up on proposed weapon properties later.

EDIT: Changed title for clarity.
EDIT2: Another edit for clarity.
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 15, 2008, 06:08:01 pm View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Alright, since Tabasa is well underway and Cray emphasises accuracy, I'ma try Leo. It'd be a nice change of pace from coaxing the bosses into doing their various techniques. Need to plan ahead with him with respect to his weapons though, as changing their implementation half-way could require replacing most of his sprites. There's still some other options to be considered; will make a thread in the projects section to discuss further.

I can help out with testing S.Giest and any problem spots in the coding, but my understanding of Asura Blade's gameplay is quite limited, especially considering how loose it feels. Stuff like verifying hitpauses and anim speeds should be fine, though.
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 14, 2008, 08:07:16 pm View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

For selectable weapons, some compromise will have to be made when Leo is put in a custom state, due to the limitations of Mugen. 2 options: the first is for his weapon to disappear whenever he's put in a custom state, and he'll either either pick it up again as part of his recovery animation, or it simply reappears in his hand the instant he returns to his own states (this is the implementation Dark Raven had). The second is to have a default weapon that his current weapon transforms into, and again it can either instantly turn back or show him replacing the weapon.

Anyway, thanks for the support! Will think on other issues like weapon properties and how to equip them later. For now, zzz. x_x
    

Re: Valdoll and Shin Valdoll updated 7/14/2008

 July 14, 2008, 04:56:34 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

Updated. This one's kinda superficial, so there's a patch for those who wish to save on bandwidth.
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 14, 2008, 04:51:58 pm View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Not sure yet. Since Kung_Fu_Man is already working on Kongou, another version of him would be a bit redundant. That leaves Gi Gi, and TrasgoSe7en may be doing him too. If not, Gi Gi is the next project. If so, then a Warzard-based Tessa/Tabasa has yet to be made... eh, I'll just fish around for whatever character isn't anyone's WIP.
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 14, 2008, 10:30:02 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Updated again... barring massive bugs, this should be the final version before work starts on a new character, plus final updates on Valdoll and Shin Valdoll.

Thread title updated to avoid further confusion, btw. ;P
    

Re: Blade updated to 1.02, 7/10/2008

 July 12, 2008, 07:35:43 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

I could package an alternate .def file for the stage, but leave out the .sff so players can get that from your original files. Would that be ok?
    

Re: Blade updated to 1.02, 7/10/2008

 July 12, 2008, 05:30:22 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Thanks!

He does (or should) actually use the mirror super as a counter, but only to attacks that won't recover in time. Given the slowness of the move, not many attacks qualify. :P Will double-check to see if it's working correctly, though Bleh, the trigger WAS broken. Fixing for the next update. His random usage should only be at more than 2500 power, to throw a curveball into the match since he's almost maxed out anyway. It could be refined so that he only does it at high health, and to counter faster moves than he normally would. A distance modifier'll also be added to his armour-split super, though using it as an anti-pressure move may be self-defeating in custom mode, where it draws opponents closer towards him.

The Warzard intro needs him to start closer to his Warzard location, unfortunately. As it is, the gem anim is mostly offscreen, and the camera cannot be moved sufficiently without also moving his opponent. Can't remove the mirror super bg entirely either; there needs to be some obscuring layer to hide the parts of the enemy that are outside the mirror, but an alternate acid-trip bg is a good idea.

EDIT: Temp fix for the mirror super trigger; in blade.cmd, under the 3rd-last state control, replace:

Code:
trigger1 = enemynear, animtime < -25 && p2bodydist x < 20
trigger1 = p2bodydist x > 0 && enemynear, animtime < -35 - 5*(p2bodydist x - 80)

with:

Code:
trigger1 = (enemynear, animtime < -25 && p2bodydist x < 20) || (p2bodydist x > 0 && enemynear, animtime < -35 - 0.2*(p2bodydist x - 80))
    

Re: Blade updated to 1.02, 7/10/2008

 July 11, 2008, 03:07:09 am View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Yay! Updating the relevant posts. :)

Mmm... faster internet...  :'(
    

Blade/Jihad updated to 1.03, 7/14/2008

 July 10, 2008, 06:08:57 pm View in topic context
avatar  Posted by Doggiedoo  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Download 1.03 at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=90409.0



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

Changelog:

Quote
-1.03:
   -AI tweaks and bugfixes.
   -Fixed Pushokuron Purokus' element selection.
   -Plain Trance background replaced with an animated
    one. Again, see config.txt for details. The custom
    background is now the default, assuming most
    players want to fight blade on his own stage.
   -Warzard Intro setting added, for use with an edit
    of La Miss Fairy's 'Darminor Outside' stage. See
    'extras\sextras readme.txt' for details.