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Messages by kingcharz

    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)

 February 25, 2013, 10:28:01 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Are you talking about when Link is KO'd and he goes into a recovery roll loop instead of falling to the ground? I've seen it a few times, but don't know how to fix it.

     Posted: February 26, 2013, 03:52:12 am
Correction, I think I fixed the roll problem, but I don't know what to do to check it. I just ran Link deaths over and over and it looks good. But I'm not 100% sure how to trigger the bug to see that it's gone. It looks fixed to me though.
    

Re: Hyrule Stage

 February 25, 2013, 08:13:08 pm View in topic context
 Posted by kingcharz  in Hyrule Stage (Started by kingcharz December 14, 2012, 10:43:58 pm
 Board: Your Releases, older Mugen

I know this is a bit of a bump,but is there any chance of a night version of this stage? :dadadadaa:

Unfortunately, I don't think so. I love the idea of it, but I don't know how to turn the colors of everything to make it night time and I don't know if I have the time for all of that. As of now, I don't think it'll happen.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)

 February 25, 2013, 06:24:20 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Check out Link's new update posted today.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 24, 2013, 10:50:13 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Thank you so much! It sounds so beautiful now. I've also fixed the combo triggers you brought up. I believe all I need to do is finish up with cleaning the contact boxes. I only have a few animations left to do for the boxes, so hopefully it doesn't take long, unless there are new bugs found. But as of now, I love how he's turned out with everyones help.  :grin3:
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 24, 2013, 05:22:33 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 23, 2013, 07:14:20 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Thanks! I was able to put in everything, but I'm still having trouble with the bomb sound. I have a sound file that isn't a loop, but it's a combination of the bomb pull out, bomb lit and bomb fuse in one sound. If no one touches it, the sound will be followed by the explosion at the right time. I had that in mind instead of the loop if that's ok. The bomb fuse sound won't stop if the bomb goes off. Should I send you the Link char I have so far so you can see it. I can send you the bomb coding I have, but I think it would be better to give you the sounds also. Or should I go with the the bomb lit and bomb fuse loop separately?
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 23, 2013, 03:05:04 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 23, 2013, 12:24:24 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Thanks Txpot for your help. I'm working on implementing some of your comments, while other comments have been dealt with beforehand. I did have questions though.

1) Where specifically am I suppose to put the "air.hittime = 30" for the launcher hit? On all the standing and crouching attacks? And how can I add the ground.hittime for jumping attacks?

2) You advised to lower the air velocity (y-axis) of the hits so the opponent doesn't fly up to high. I see that most of them are -7 and a few are -2. Is -2 a good value to go with?

3) How do you go about changing the time for the Spin attack (and Megaton Hammer), where the weaker one gets more time priority?

4) Where do I put the NotHitBy in the specials in hypers? Is it in the HitDef section?

5) I managed to fix the bomb problem before I read this, but I was thinking of fixing the bomb lighting up sound like you mentioned. I wanted to program it where the sound would go off when the move begins. The sound would be a long file and I would want the sound to shut off when the bomb explodes (or just moves on to the exploding animation) whether it was hit or not. I tried using StopSnd but I couldn't get it to work right. Is there something you can add to this?

Thanks so much and sorry for all the questions.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 22, 2013, 06:02:43 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

It's not from the bomb hitting the opponent, but rather the opponent landing a hit on the bomb while it's on the ground.

WOOOOW! I just recreated it and it looks so awesome! But obviously it's a bug we need to fix.

I fixed the problem. The bomb was never suppose to have any blue CLSN boxes. Now I will try to fix it so that if an opponent hits it, it'll just explode (similar to the bomb in midair).
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 22, 2013, 02:22:23 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

-I think it's when the bomb is on the ground. Try throwing it, waiting for it to hit the ground and getting a character to kick it.

-Comboing is dealt with in the CMD. Something like "triggerx = stateno = y && Movecontact", where "x" is whatever trigger number you're at, and "y" is the stateno of the move you want the attack to be combo'd from. I'd give you example, but I physically can't at the moment.

Got it. I guess I just need to figure out what moves should come before/after the other to make combos.

And with the bomb bug, you're saying that the Link clone comes from the bomb hitting the opponent, so if a bomb were to be thrown to the ground and explode in front of the opponent, nothing would happen. Is that right?
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)

 February 21, 2013, 07:16:47 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Really need to fix that problem with the bomb, where another Link appears if the bomb is hit.

-Crouching attacks fail at comboing, especially the light punch.
-C SP (uppercut) cannot be blocked in the air.
-C LK and C LP seem a bit too high.
-The Megaton Hammer only hits on the last frame. Intentional?
-D, DB, B, single punch (Sword spin) has the hitbox around the sword, yet the hyper variant has the hitbox covering the whole of Link.

Thanks for the feedback. I can't seem to find the problem with the bomb or I should say recreate it, so I'm thinking about possible disabling the move altogether.
For the crouch attacks, can you tell me how I can make things better at comboing. I've been trying to compare codes, but I can't seem to see anything that's different. And also what do you mean when you say the crouch hits are a bit too high? The sprites or the hit boxes?
The Megaton Hammer hits on the last frame are intentional because I didn't like how it looked with a hit earlier and the swordspin hitboxes are the same as the ones in the Young Link char. I didn't see a problem with it so I didn't want to change the hyper hitbox. The move looked good to me so I didn't touch it. Thanks again for your input and I'm working on fix it with some other bugs.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 20, 2013, 11:06:02 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Updated Link again. Check out the first post.
    

Hyper problem

 February 19, 2013, 07:39:20 pm View in topic context
 Posted by kingcharz  in Hyper problem (Started by kingcharz February 19, 2013, 07:39:20 pm
 Board: M.U.G.E.N Development Help

Hey guys,

I've been working on a problem with a char (Link) I made seen in the link below.

http://mugenguild.com/forum/topics/link-kingcharz-chaosdante-emw-micromor-148259.0.html

One of his hypers (Triforce Slash) seems to have a problem. The hyper starts out with the char attacking from long range in the beginning of the animation, immobilizing the opponent into a frozen phase where the attacking char just pummels the enemy. Afterwards, the attack finishes. The problem I have seen is that if the opponent is in the air during the beginning long range attack (in order to immobilize the opponent), the opponent is hit and falls to the ground normally as if it were hit by a regular attack. So the attack wont immobilize if hit in the air. I was told I can add a P2 custom stage or a change state to work this out. It seems easy to understand, but I don't know where to start. Please help me out with the coding because I'm not really familiar with writing code, just editing. Let me know if you would like me to copy/paste the piece of code that correlates to this. Thanks.

Update.
I fixed the problem. But I don't know how to delete this post, so don't mind this.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 15, 2013, 08:17:58 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Wow... this Link came outta nowhere. Looks and plays good! But how come his K.O and rolling voiceclips are from Twilight Princess and the others are from Ocarina of Time? You should make it more consistent.

I really liked the voiceclips from TP for specific moves since there were some in the game that were not offered in OOT or sounded better than OOT, so I tried to change to pitch to be better. I'll look into how I can make that better


Link has massive potential, excellent work gentlemen. :yes:

However, Link has TONS of problems:
-  The angle of his shield during his standing stance is wrong, it should face forward.
-  Left shoulder remains unmoved during his standing stance.  It looks weird.
-  The sprites are beautiful but have questionable shading everywhere IMO.
   -  The sprites could use more depth also.
-  Standing stance CLSN is very wide... :S
-  MvC gameplay is COMPLETELY broken (Cannot link normal > special > super), cannot combo in the air with ease, etc...
-  No sound on jump.
-  No grab...?
-  Some moves (IMO) need more frames to look fluid (S. MP for example).
-  Guard push moves Link forward?
-  His CLSNs are EVERYWHERE and are God awful.  They absolutely MUST be fixed.
-  Infinite priority on almost all attacks...
-  C. LP his almost no hitstun at all...Wtf? :???:
   -  Can not combo from C. LP into C. MP or anything else.
-  All moves have timings that are virtually EVERYWHERE...
   -  C LK is much slower than C MP, etc.
-  Many normal attacks go behind opponent.
-  Specials go behind opponent as well.
-  There is very little startups on almost all special moves.
-  Damage difference for specials are a bit of everywhere...
   - LP = Fastest startup, lowest damage.  HP = Slowest startup, most damage.
-  The hookshot is useless and allows the opponent to punish Link EASILY.
   -  It needs more hitstun and should stun the opponent to be safe ( A' la Scorpion from MK).
-  The Bomb special seems pointless and poorly incorporated into Link. 
   -  Give them a purpose (traps, setups, etc.)
-  IMO all hypers look extremely clunky.
-  All hypers do too much damage.
-  Taunt is long.

This was a quick test.  I'm sure there are other bits that are off within Link. 
However, Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:

All I can say is YIKES. I don't know much about coding but I can try some stuff. I am working on the boxes, but I don't know how to work with priorities, startups etc. I did fix the hookshot where he gives a large kick after the hook similar to that of Super Smash. I don't know how I would do a lot of that other stuff Lol. Thanks for the feedback. :)
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 15, 2013, 03:10:44 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno

I_Cry, not to sound dumb, but could you specify what you mean by either custom state or change state.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 14, 2013, 08:13:00 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Updated Link. New download link and details are on the first post.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 14, 2013, 07:30:46 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.
    

Re: Link by KingCharz, ChaosDante, EMW & MICROmor

 February 14, 2013, 02:14:50 am View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

Dark_light, that would be pretty awesome. I don't know if I would be able to add in a shield to all the spriters, but if I could, I think I'd have something like this.

    

Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)

 February 13, 2013, 11:06:26 pm View in topic context
 Posted by kingcharz  in Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Started by kingcharz February 13, 2013, 11:06:26 pm
 Board: Your Releases, older Mugen

I have released Link, a char from Legend of Zelda that I've been working on for a couple of months. The spritework was originally created by Chaos Dante, whose work is incredible. After some time, he decided to suspend work on him and made his Link work open source. I'm not that great with MUGEN, but I thought I would give it a shot since Legend of Zelda is my favorite game series. I saved all of the sprites he created and drew new sprites based on his style. As I am not that knowledgeable of coding either, I borrowed the char foundation from Young Link, created by EMW and MICROmor, which was also open source. The moves and programming is phenomenal to me. I basically swapped the sprites and fixed the coding to fit with this larger Link. I would say that this char is all of their work; I just happened to put it all together. I give acknowledgment to all of them for this char being created. I hope you guys enjoy it. I also don't know how to make a video, so I have attached some screenshots below. Feedback is much appreciated, but as long as it's something I can understand with my minimal knowledge of coding so I can fix bugs with time allows. Again, thanks to all the creators of these projects, as well as those in the Read Me file.







Video made by Mon-El

http://www.youtube.com/watch?feature=player_embedded&v=0wJJ6yOSwiQ


Download the char using this link (**UPDATED 3/14/13):

https://www.dropbox.com/s/gjnv4hmb5wvymxh/Linkv1.5.rar

If you would like to download the stage I created based on Hyrule I made a while back ago, you can get it here:

http://mugenguild.com/forum/topics/hyrule-stage-146531.0.html


Link from the Legend of Zelda series

By KingCharz
Sprites by Chaos Dante (and KingCharz)
Coding by Ermac Won/EMW (and KingCharz)
Original Link Char by MICROmor

v 1.5 (3/14/13)
-Removed NotGetHits from specials
-Fixed crouching combos
-Fixed sprites

v 1.4 (3/7/13)
-Fixed getting up animation
-Fixed Megaton Hammer hit on grounded enemies
-Added launcher on heavy Megaton Hammer
-Fixed color of ocarina
-Fixed Lie down hit animation
-Added dust animation to ground smash landing
-Added wolf Link intro
-Fixed arrow and boomerang sounds
-Added frozen state sprites
-Fixed infinite priority
-Made hookshot blockable
-Fixed block effects of hookshot and bomb
-Lowered attack default value and adjusted damage of attacks
-Arranged SFF for working palettes on FF
-Slightly tweaked sprites coloring
-Added small portrait by JDM
-Added large portrait by Chaos Dante

v 1.3 (2/25/13)
-Fixed Standing LK
-Fixed Ocarina Win Pose
-Fixed Triforce slash sounds
-Fixed Hookshot attack
-Fixed attack combos
-Fixed bomb attack and sound
-Fixed Hero's Bow attack
-Fixed Downward thrust attack and sound
-Fixed Super Jump effects
-Fixed Air velocities
-Fixed Megaton Hammer and Spin Attack speed priority
-Fixed crouching heavy punch launcher
-Fixed ground and air hit times

v 1.2 (2/20/13)
-Fixed run forward animation
-Fixed Link's shouts for consistency
-Fixed Hookshot as grap and attack
-Fixed Jumping sounds and effects
-Shortened taunt slightly
-Fixed Triforce Slash animation
-Added SSBB Triforce Slash sounds
-Fixed Triforce Slash air bug
-Fixed back flip on Hylian Finale Hyper
-Fixed all CLSN boxes
-Added 2 palettes

v 1.1 (2/14/13)
-Fixed damage of Hypers based on their level
-Fixed Aerial Super Spin Hyper superpause sprites
-Fixed Megaton Hammer in close quarters


Movelist
------------


------------
Basics:
------------
Light Punch (LP) = X
Medium Punch (MP) = Y
Heavy Punch (HP) = Z
Low Kick (LK) = A
Medium Kick (MK) = B
Heavy Kick (HK) = C
Launcher = Crouching HP
Super Jump = D, U
Guard Push = LP + MP (While guarding)
Recovery Roll = L or R (while on floor)

------------
Specials:
------------
Boomerang Throw = D, DF, F, Any P
Spin Attack = D, DB, B, Any P (Also performed in air)
Hero's Bow = D, DF, F, Any K
Hookshot = D, DB, B, Any K
Bomb = LP + LK
Downward Thrust = D + Any K (while in air)
Megaton Hammer = F, D, F, Any P

-------------
Hypers:
-------------
Triforce Slash = D, DF, F, Any Two P
Super Spin Attack = D, DB, B, Any Two P (Also performed in air)
Light Arrow =  D, DF, F, Any Two K
Hidden Skills = D, DB, B, Any Two K
    

Re: Hyrule Stage

 December 15, 2012, 09:31:59 pm View in topic context
 Posted by kingcharz  in Hyrule Stage (Started by kingcharz December 14, 2012, 10:43:58 pm
 Board: Your Releases, older Mugen

Another update.

I fixed the boundleft and boundright appropriately, with associating sprites, I fixed the problem with the boundary issue on the far right of the stage and I fixed the p1 and p2 start at 70. This stage is looking better and better. Thank you everyone for all the feedback.

Fixed the link on the first post also.


Here you go:
http://www.sendspace.com/file/7ufn4x