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Re: Blaze Fielding Edited

 August 02, 2010, 08:58:47 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Great work! She's even better than I expected.

Sometimes the voices don't seem to match up, but that's a minor point. Keep on rocking!

Thank you. If you can be more precise I could change that.
    

Re: Blaze Fielding Edited

 August 01, 2010, 11:10:53 am View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Well all my palettes seems ok, with different names. So I don't understand. In the .def file it's seems ok too.
    

Re: Blaze Fielding Edited

 July 31, 2010, 05:36:57 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Thanks too. It was a pleasure.

I made my first steps in character editing with her. There's lot more to learn but I'm satisfied to have been able to produce something decent, i think, by testing a lot. I checked a lot other's characters and sometime used same coding. Thanks to all of them.

There's few basic things I would like to change. If people can help ^^

How can I make to have to different color while using same selection button ? It should be easy but i can't find where to change this.
    

Re: Blaze Fielding Edited

 July 28, 2010, 02:39:23 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Re all ^^ I'm back (internet is back at last).

So I Reupdated the character. I think it's done now. Hope you ll like it.
    

Re: Blaze Fielding Edited

 July 18, 2010, 10:25:42 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Yes I removed the old version. I lost internet connexion since few months and I hope have it again in few weeks, maybe 3. I'll update the latest version. I think that it ll please you.

I brought numerous ameliorations and better looking. See ya next time !
    

Re: Blaze Fielding Edited

 May 04, 2010, 12:53:58 am View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Updated.

I use a commonfile.cns. I hope it ll be ok.

+ 2 new moves
+ some minor ameliorations
+ more combo possibilities on juggle opponent.
    

Re: Blaze Fielding Edited

 May 02, 2010, 09:53:20 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Ok thank you zero.

I understand for the witdh even if i don't really see what ll be the purpose of this command :x

For the sparkxy I don't understand. You wrote that the first number is x position of the sparkhit relative to p2, and second is y position relative to p1... But how can y then change the x position relative to p1 ? and y position relative to p2 ? lol
    

Re: Blaze Fielding Edited

 May 02, 2010, 12:54:02 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

hello all,

Thanks for the feedbacks and comments.

As I said I just began to "learn" how does character's creation works by myself and few times ago. So there's a lot of things for me to discover and understand. I took the broken and unfinished Blaze and tried to repair and ameliorate her as much as i could. I ll still do much mistakes but I trully hope that, at the end, I ll be able to finish this character and make it working with no more bugs and problems.

For the problems in the common1.cns file just try to delete the same named file in the Blaze's file
. So I think that MUGEN ll use the basic and unbroken commonfile. When i compared the actual common1.cns file that were present in the original Blaze with a good working common.cns file I saw that many command lines were missing, not only the 5071.

I have few questions that ll help me to improve the character (And spare me some time ^^) :

- How can I make hitsparks appears on p2 or depending of the position of p2 when p2 gets hit ?
- what is the "width" type ? ex : "type=width" as a state command.

Thank you
    

Re: CVS style looking Blaze Fielding Edited

 April 30, 2010, 10:45:29 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Hi delweynes. Here's a bug I found:



When you "jump into" her qcbx2 + P hyper. You keep gettin hit even if the animation of "beam" is over and Blaze already jumpec backward.  I hope you understand what I mean. Keep up your great work with Blaze. :sugoi:

Well the bug exited in the previous version but not in the latest version. I try by looking with the ctrl+C option and the collision boxes disapears at the right time. And if P2 jump at the end of the animation he get just hit 1 time.

For the 5000 sounf problem, just check that in her .def file, she has : "stcommon = common1.cns" and not "stcommon = common.cns" or something like this. She must use the common1.cns in all cases.
    

Re: CVS style looking Blaze Fielding Edited

 April 30, 2010, 06:33:21 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Lol well, i think that it's ok to propose 2 versions of the character. So everyone ll be happy.*

Im' ok with the conversion of her in full cvs style.

But i'm not finisede with upgrading her. There are numerous bugs here and there and there are ameliorations to be done too.
    

Re: CVS style looking Blaze Fielding Edited

 April 24, 2010, 07:48:17 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

To Blacksaiyen : sorry. I didn't noticed before ^^.

2. Where did you rip the voice clips from ? I'm curious to know.

    I just have reused the old sound file from the original Blaze. I add 3 or 4 sounds coming from aa250 (kicks and maybe some punches sounds if I remember well).

3. The 1st sprite of the QCFx2,K hyper's still the same, however I may be the only one shocked about it, since nobody else seemed to agree with it ; up to you to klet it this way.

I try to put first sprites before the animation but I wasn't satisfied because the move can be performed from the ground and in the air. Well it's not so shocking like this :x

2. Still a problem with QCF,K ; whatever K button you use, there's not any variation in speed and if the actual move's supposed to be the fastest one, it's still a bit too fast.

    Well The 3 have the same speed but the variation is in the move you chain after. Why so fast ? Because you can chain the run after most of the moves from Blaze. As a non fireball user, it's a good way to put pressure on opponent, as she can chain any normal move, even special, or the 3 natural kick moves. And it's the main combo follower after the juggle moves. Ex : dragon punch (first hit) cancel with a kick that makes Blaze running. So you have a lot of possibilites as you can chain another run after and continue combo. If you know tekken with the air combo I'm sure you ll understand what I mean, even if it's a 2D character.

3. I tested as many combos as I could, and here's one which doesn't work whereas it should : LP,MP,HP,HK, the last kick rarely connects.

    There's a lot of chain combo possibilities but some won't work. Sometimes you ll have more (or less) possibilities depending of the character you fight with. Do tests.

4. Couldn't tell how and what's required for it happens, but there's a glitch happening when you combine QCFx2, P to QCF,K : Blaze, whereas she should be running under the falling opponent, jumps from the other side and performs an aerial kick (happens 2 times on 5).

    Ok I ll study the problem. I think it ll be easy as I Had the problem before as Blaze was able to chain a qcf+kick run move after the 2qcf+kick super even in the air ! And she was stuck in the air as long she doesn't use a jump ^^'

5. Did you really want, that you can still hit the opponent with another move, once you performed a lvl3 hyper on him ? As far as I know, lvl3 hypers are definitive, nothing can be done anymore, before the opponent stands up.

    Well I don't see the problem. As I said, 2qcf+punch are super that open air combo possibilities (or do some guaranted damages by leaving the opponent falling on the floor). That's the meaning of this super, do make difference with the 2qcf+kick move (and now the 2qcb+punch super). You have the choice. But I want to change the 2qcf+punch or kick super. One open air combo possibilities and the other ll stay a last move finisher but it ll be a multi moves hit super (like the 2/3 chain dragon punch of ryu/ken).

More to come...
    

Re: CVS style looking Blaze Fielding Edited

 April 24, 2010, 02:22:54 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Updated !

Now she has a power charge.
The collision boxes of the 2qcf+punch are now more accurate in the position, size and duration.
    

Re: CVS style looking Blaze Fielding Edited

 April 23, 2010, 10:31:43 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

yes i know why for the sound. Before blaze was not using the common1.cns. In fact she was using the common.cns and not the common1. I ll try to do something tomorrow.

for the super i know that collision boxe is smaller than the vosual effect and it's not really good but i don't wanted this super to be too strong by catching opponent too far (like a super beam). And it's not a super beam. it's fonctionning more like the super of Chun-Li. But it's not good for sure so i ll make adjustment tomorrow.

Thank for feedback. Continue and i ll improve the character ^^

next step ll be add of a charge and move(s) to hit guard crouching opponent (F+medium punch or kick).
    

Re: CVS style looking Blaze Fielding Edited

 April 23, 2010, 05:33:59 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Ok i wanted to change the problem sound about win pose2 long time ago and i was always on other thing. So it's now at last good working and super gives few power now.
    

Re: CVS style looking Blaze Fielding Edited

 April 23, 2010, 12:23:43 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

O, thank you. I know what's the prob, i use the command to use a blaze sound and, there's not this 5000 sound in other characters ^^ So repaired. I added more palettes (6) for this noobish error !
    

Re: CVS style looking Blaze Fielding Edited

 April 22, 2010, 04:01:21 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Updated ! She now has a third super attack (2qcb+punch).

To Blacksaiyen. Ok no problem thank you.

I ll try do make changes and add another version of her with a gameplay more like CVS, So people ll be able to choice the one they prefer the most. And it ll be easier for people to complete her as a full CVS character.
    

Re: CVS style looking Blaze Fielding Edited

 April 20, 2010, 06:56:04 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Small update
    

Re: CVS style looking Blaze Fielding Edited

 April 20, 2010, 05:56:46 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

So she will not be in cvs gameplay anyway.  :(

I prefer more dynamic gameplay with lot of combo possibilities (chain and juggle).

But if someone want to adapt her in cvs mode there's no problem with me. I shoud be easy to do. But i ll continue to "ameliorate" the character with my vision of gameplay.
    

Re: CVS style looking Blaze Fielding Edited

 April 20, 2010, 05:54:15 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

* Standing HK doesn't appear to be canceled in qcb + kick, but it cancels in other special attacks
I don't understand sorry
* Most of her attacks can't be canceled into a qcf + punch, mostly the crouching ones
What is qcf+punch ? qcb+punch you mean ?
* You can trigger a dp + punch during another dp + punch, or during a qcb + kick
It's normal ^^
* You can trigger a qcf + kick during a dp + punch, or during a qcb + kick. Qcf+ LK > LK can cancel after itself.
It's normal... combo combo possibilities.
* Jump HP has a berry low hittime, you can't even connect a standing LP after it
Ok it's repaired.
* Qcf + HK > kick doesn't behave properly when opponent is cornred. It misses hits too often (including in KFM)
I make bigger collision boxe so it's should be ok.
* Qcf + MK > kick can't even hit a cornered KFM
I make bigger collision boxe so it's should be ok.
* It's really hard to make Blaze stop running during QCF + kick, it happens by luck. A nice command to trigger it would be QCF + kick > punch
Normal, you perform the move you can't use it and cancel it too freely or it would be too string i think. When you perform it, you should attacks most of the time. But you can can stop it by pusing any punch bouton. She just doesn't stop immédiately.
* Opponent can use air recover after an air combo finisher
* Infinite combo: standing LK, one step forward, repeat to death.
Hard to do but just in case of i changed the time recovery.

Thank you for the feedback.
    

Re: CVS Blaze Fielding Edited

 April 16, 2010, 10:21:56 pm View in topic context
avatar  Posted by delweynes  in Blaze Fielding Edited (Started by delweynes February 16, 2010, 01:22:07 pm
 Board: Edits & Add-ons

Well thank you for your test and your answer.

1. You are right about the "cvs" in the name. I ll disapoint you as i see that your a street fighter fan but i said it in the introduction that in fact i used the cvs style sprites but i changed the gameplay for a less static one. Cvs one is good but i prefer more combo and quicker moves. you can look at it like Masters from Laquak. Blaze is different too but has combo. That's my choice but i understand people who prefer cvs style. If someone whant adap her to be more cvs it's ok. But i ll change the name.

2. For the running sound you're right. It was the sound used by the original autor. I ll try to find something better. there are other sounds to be changed too, like voice with different tones.

3. I prefer the use of 2 boutons because you can still have choice in contact to hit opponent or do a throw. It's more strategic than people who perform a thow by accident (it's often good for the person but it's maybe not a wanted decision). i prefer full control.

For the stuck problem i ll study it. Thank you fo have found it.

4. specials : i changed so that you can no more perform 3 times the specials with punch in a row. (Only 2 :p i saw that i wanted a comboing character).
But the 3 do different damages and throw opponent in the air at different hight. So you cannot combo after each with the same moves.

I ll change the first sprites of the animation for the 2qcf+kick. You're right.

5. For the 2qcf+kick glith you must have tested her in an old version. I just corrected this problem in my latest update.
Same for the possibillity to move during the intro.

6. I reduced the speed moving of blaze. You're right saying she is moving too fast. It reduces interest of running and back dashing.

7. She can no more move during the first few seconds of the taunt.

8. For the hair effect i ll change it lol. She is abusing of it for sure but i was not my priority has when you play you never leave the character do this animation after each moves. You move. So you must not see it often during fight.

9. I forgot. Fot the qcf+kicks moves it's ok for me. 3 have different properties. lvl1 does not much damages but open to air jungle possibilities easily. lvl 2 does differet jungle and, does a bit more damages so air jungle is harder. lvl 3 does the most damages but no air combo possibilities (so it's go to finish a combo).