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SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED) (Read 4546 times)

Started by M206, December 15, 2018, 05:24:51 pm
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SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#1  December 15, 2018, 05:24:51 pm
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Hello everyone, I open a new 3d to keep the things clearer.

Finally After a YEAR of work here you are the new version of my sagat!!

Adedd a lot of SFV Moves, super, stance, ecc.
There are a loooooot of improvements from the last year release, new moves, timings, sprites, ect..
New clinch system.
I've added 3 different stances based on the distance, + the crouching sf3style one , and fixed the focus attack problem.
The main one is SFV one.
I've added a loooot of new moves, and improved the old ones. The main style is again tekken-ish.

Designed to be played on Mugen 1.0 or Mugen 1.1

What you have:

- A.I. by me
- 260 palettes (i think i've added every original color possible, and every palette for dw sagat i found on the net, + much more custom colors);
- max mode
- variuos styles included, but it's more similar to a tekken-style combo system.
- since i'm not a code master, you'll find this project coding far from perfect, please be patient.. :) :)

here you are a showcase with 99% of the things i've done:









what's left to do.

bug fixes
Adding more different sounds from other games.

Commands:

Too long to write here, check the readme :P

to make long story short, to perform most of the new moves, you have to act like with a tekken char (mainly bruce irvin), with forward/backward commands included.

link:

http://www.mediafire.com/file/swdwx3gnd2pd2xw/__M206_SAGAT_beta_3.6.rar/file

Credits:

- Electbyte (Creators of Mugen)
- VirtuallTeck (creators of Fighter Factory)
- @Divinewolf: = For great char which I used as base for my one.
- every sagat author out there, i took something from every sagat i found: @dw: , @Odb718: , @sepp: , @chuchoryu:, zamtong: , @o ilusionista:, Infinite/dragoon316:, fido, @memo:, felicity, @trololo:, @varo_hades:, @byakko:, zion(m.t.m) etc. etc.
-@Jadeeye: for his AI base and help
- aldo:, leon:, @Meldo Wiseau:, s jetstream:,@KOF_HERO_77: for their palettes.
- trololo, Odb718, chuchoryu,memo for their help, support, and suggestion on forum and on youtube.
- @sabockee: for his wonderful sprites (sf4 high kick)
- @ReduxMercenaryT:, @warecus:,  for the tips and suggestion to improve things.
- All those who accompanied the project in the forums MFG even with only a single post or reply, all without exception.
- Surely i'm forgetting someone, let me know if i forgot to credit some of you, i'll upgrade this post.

enjoy, and all feedbacks are more than appreciated. ;) ;)
Last Edit: December 19, 2018, 11:56:13 pm by M206
Re: SFV SUPREME SAGAT 3.6
#2  December 15, 2018, 06:06:07 pm
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I thank for your hard work.
Last Edit: December 15, 2018, 06:52:26 pm by Adnan
Re: SFV SUPREME SAGAT 3.6
#3  December 15, 2018, 06:09:07 pm
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  • The Illusionary Wanderer
  • I have a dream
    • Vietnam
Well done! I'm not fond of POTS-styled chars most of time but this caught my attention. I don't know much about POTS stuffs and Sagat himself but the authentic atmosphere is clearly presented in this release. That being said, 2100 Hyper has a glitch which makes wall-bounce effects appear non-stop during the last hit so you might want to check it.
Re: SFV SUPREME SAGAT 3.6
#4  December 15, 2018, 09:11:28 pm
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I thank for your hard work.

Thanks to you!

Well done! I'm not fond of POTS-styled chars most of time but this caught my attention. I don't know much about POTS stuffs and Sagat himself but the authentic atmosphere is clearly presented in this release. That being said, 2100 Hyper has a glitch which makes wall-bounce effects appear non-stop during the last hit so you might want to check it.


Thanks for the feedback, i well know that bug, i spent so many hours to try to solve it but without luck.. can you help me?

thanks ;) ;) ;)
Re: SFV SUPREME SAGAT 3.6
#5  December 16, 2018, 12:52:36 am
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  • The Illusionary Wanderer
  • I have a dream
    • Vietnam
I thank for your hard work.

Thanks to you!

Well done! I'm not fond of POTS-styled chars most of time but this caught my attention. I don't know much about POTS stuffs and Sagat himself but the authentic atmosphere is clearly presented in this release. That being said, 2100 Hyper has a glitch which makes wall-bounce effects appear non-stop during the last hit so you might want to check it.


Thanks for the feedback, i well know that bug, i spent so many hours to try to solve it but without luck.. can you help me?

thanks ;) ;) ;)


Sure, all you need to do is replacing your statedef 2114 with this:

Spoiler, click to toggle visibilty

By doing so, you will allow opponent in statedef 2114 in 1 frame (which then will trigger the effect) and changestate to the new statedef (which will stop triggering the said problem).
Re: SFV SUPREME SAGAT 3.6
#6  December 16, 2018, 03:30:14 am
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Feedback:
Taunting makes him use his counter hyper.
Skipping the intro in a mirror match makes weird things happen.
Level 1 Tiger Cross assumes the enemys 5170 anim is under 30 frames long and breaks if that isn't the case.
Walking and going from x to b is a corner infinite.
Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)
Last Edit: December 16, 2018, 03:38:21 am by jenngra505
Re: SFV SUPREME SAGAT 3.6
#7  December 16, 2018, 09:32:45 am
  • ***
I thank for your hard work.

Thanks to you!

Well done! I'm not fond of POTS-styled chars most of time but this caught my attention. I don't know much about POTS stuffs and Sagat himself but the authentic atmosphere is clearly presented in this release. That being said, 2100 Hyper has a glitch which makes wall-bounce effects appear non-stop during the last hit so you might want to check it.


Thanks for the feedback, i well know that bug, i spent so many hours to try to solve it but without luck.. can you help me?

thanks ;) ;) ;)


Sure, all you need to do is replacing your statedef 2114 with this:

Spoiler, click to toggle visibilty

By doing so, you will allow opponent in statedef 2114 in 1 frame (which then will trigger the effect) and changestate to the new statedef (which will stop triggering the said problem).

great, many many thanks, now it's perfect!! :) :)

Feedback:
Taunting makes him use his counter hyper.
Skipping the intro in a mirror match makes weird things happen.
Level 1 Tiger Cross assumes the enemys 5170 anim is under 30 frames long and breaks if that isn't the case.
Walking and going from x to b is a corner infinite.

thanks
-fixed,
-never happened to me, can you show me a video?
-uhm, don't understand what you mean, can you show me a video?
-yes, maybe there are some infinities here and there, i've to try to fix them.


Re: SFV SUPREME SAGAT 3.6
#8  December 16, 2018, 09:54:51 am
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No Screenshots/Preview Video?
Re: SFV SUPREME SAGAT 3.6
#9  December 16, 2018, 10:16:39 am
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  • jai ho
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^screenshots and video is mandatory for release threads, please add them
youtube
●▬▬▬▬▬▬▬▬▬▬▬▬▬♥๑۩۩๑♥▬▬▬▬▬▬▬▬▬▬▬▬▬●
Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
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- courtesy of Iced
Re: SFV SUPREME SAGAT 3.6
#10  December 18, 2018, 04:46:21 am
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    • nanasarpong30655@gmail.com
Does anyone know how to change the palettes
Re: SFV SUPREME SAGAT 3.6
#11  December 18, 2018, 09:01:51 am
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Well, Congratulations on release, Pal!
Re: SFV SUPREME SAGAT 3.6
#12  December 18, 2018, 01:29:15 pm
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  • I must continue my training...

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: SFV SUPREME SAGAT 3.6
#13  December 19, 2018, 01:10:49 am
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Well, Congratulations on release, Pal!

Thanks my friend!! :) :)

I've added the showcase video in first post. ;) ;)

in the video i forgot the taunt system and the ex cancel system, i hope to remember it in the next one. ;) ;)
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#14  December 19, 2018, 01:35:18 am
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  • I must continue my training...
Wow...this guy is sick. But that's based on the vid. I don't know if he has infinites' bad hit boxes and such.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#15  December 19, 2018, 08:24:26 am
  • ***
thanks. ;)

unfortunately i'm sure you'll find a lot of bugs/things to be improved, i'll try to polish it when i'll get enough feedbacks. ;) ;)
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#16  December 19, 2018, 12:31:58 pm
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  • Online
Man this kicks ass.Awsome job mate
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#17  December 19, 2018, 04:12:53 pm
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Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#18  December 21, 2018, 11:57:09 pm
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    • USA
    • sites.google.com/site/dissidiamugen
I think you should retest this character further... I normally don't post here., but I'd best start off posting most of the problems your Supreme Sagat has. I'll try to elaborate as much as I can:


- Tapping DF, then punch (repeat) triggers an easy infinite.

- There is a problem with your pal selector (truncated interger).

- Palette 1,177 is missing.
- Mostly all attacks triggers debug flooding (Change to Invalid Action 0).

- Sparks and parries also trigger debug flooding (Change to Invalid Action 0).
- "Tiger Counter"' command is "s" instead of "QCB2X,s"
- His weak kick (Hold Forward) has a ton of cornerpush velocity.




- Regarding "Tiger Counter", P2 tends to break for most characters and create clones when jumping. (Could be due to P2's pos, or Sagat's hitbox. Also, likely due to usage of ChangeState instead of SelfState while being hit). This also happens when a ongoing projectile also hits Sagat while in the middle of the move.


- Okay, I don't think that's how it should work for his "Tiger Counter" when P2 is behind him...
- His hyper Tiger Shots for some reason have a temporary startup pause.

- "Tiger Counter" is invulnerable to grabs and projectiles?
- His head.pos is placed on his chest.


Video: https://streamable.com/bol2x
- You cannot get out of Tiger Clinch when grabbed from what' I've tested, and if Sagat drags you around, you lose damage, making it an easy win for him...
- Quick jump has no sound effect.
- Some of his EX moves do not trigger the startup sound effect.

Video: https://streamable.com/3fl3x
- "Tiger Assault" also triggers the issue "Tiger Counter" has. (Likely due to usage of ChangeState instead of SelfState for P2 while being hit.)
- Sagat's normal intro pose doesn't seem to trigger, however, his special intros do trigger when facing himself or against special characters.
- What's with Sagat having too much invicibility frames?

- "Tiger Shot (Air/EX)" does not hit when too close to P2, though his hyper version does.
- "Tiger Tooth" seems to be missing a CLSN.

Video: https://streamable.com/tsv45
- "Tiger Assault" should not take this long to finish when missed...

- "Tiger Assault" also tends to miss his final kick, also huge hitbox.
- "Tiger Bazooka" uses custom sprites that most characters do not have. (May need a SelfAnimExist for that).

Video https://streamable.com/rzvvu
- QCF,s triggers this... Is this an unfinished taunt or what?...

Video: https://streamable.com/ic02d
- You can easily auto-cancel "Tiger Raid (Air)".

Video: https://streamable.com/itjiq
- This is why having 6 levels or using mininal power can be problematic. There should be some sort of limit or use more power when auto-canceling Tiger Shots.

- Last but not least, Sagat crashes MUGEN!

That's all the problems I can name for now, though there are still a lot more going on with your Sagat. I know someone else is going to apply more to my feedback sooner or later. But yeah, I understand it took you a year of hard work, but like I said, you really should've thought about retesting your character further before releasing it, or have beta testers who would like to test him out...
Last Edit: December 22, 2018, 01:38:06 am by Dissidia
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#19  January 07, 2019, 01:47:06 pm
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  • 15 years of MFG, geez...
    • Brazil
    • www.brazilmugenteam.com
@M206 Thanks for letting me know. I hope you have included a MB-02 palette for him :)
I will take something back from your version when I update MB-02.

Thanks!
Re: SFV SUPREME SAGAT 3.6 (PREVIEW VIDEO INCLUDED)
#20  January 09, 2019, 07:43:26 am
  • ***
I think you should retest this character further... I normally don't post here., but I'd best start off posting most of the problems your Supreme Sagat has. I'll try to elaborate as much as I can:

- Tapping DF, then punch (repeat) triggers an easy infinite.

- There is a problem with your pal selector (truncated interger).

- Palette 1,177 is missing.
- Mostly all attacks triggers debug flooding (Change to Invalid Action 0).

- Sparks and parries also trigger debug flooding (Change to Invalid Action 0).
- "Tiger Counter"' command is "s" instead of "QCB2X,s"
- His weak kick (Hold Forward) has a ton of cornerpush velocity.

- Regarding "Tiger Counter", P2 tends to break for most characters and create clones when jumping. (Could be due to P2's pos, or Sagat's hitbox. Also, likely due to usage of ChangeState instead of SelfState while being hit). This also happens when a ongoing projectile also hits Sagat while in the middle of the move.

- Okay, I don't think that's how it should work for his "Tiger Counter" when P2 is behind him...
- His hyper Tiger Shots for some reason have a temporary startup pause.

- "Tiger Counter" is invulnerable to grabs and projectiles?
- His head.pos is placed on his chest.

- You cannot get out of Tiger Clinch when grabbed from what' I've tested, and if Sagat drags you around, you lose damage, making it an easy win for him...
- Quick jump has no sound effect.
- Some of his EX moves do not trigger the startup sound effect.

Video: https://streamable.com/3fl3x
- "Tiger Assault" also triggers the issue "Tiger Counter" has. (Likely due to usage of ChangeState instead of SelfState for P2 while being hit.)
- Sagat's normal intro pose doesn't seem to trigger, however, his special intros do trigger when facing himself or against special characters.
- What's with Sagat having too much invicibility frames?

- "Tiger Shot (Air/EX)" does not hit when too close to P2, though his hyper version does.
- "Tiger Tooth" seems to be missing a CLSN.

Video: https://streamable.com/tsv45
- "Tiger Assault" should not take this long to finish when missed...

- "Tiger Assault" also tends to miss his final kick, also huge hitbox.
- "Tiger Bazooka" uses custom sprites that most characters do not have. (May need a SelfAnimExist for that).

- QCF,s triggers this... Is this an unfinished taunt or what?...

- You can easily auto-cancel "Tiger Raid (Air)".

- This is why having 6 levels or using mininal power can be problematic. There should be some sort of limit or use more power when auto-canceling Tiger Shots.

- Last but not least, Sagat crashes MUGEN!

That's all the problems I can name for now, though there are still a lot more going on with your Sagat. I know someone else is going to apply more to my feedback sooner or later. But yeah, I understand it took you a year of hard work, but like I said, you really should've thought about retesting your character further before releasing it, or have beta testers who would like to test him out...

thanks for your feedbacks.


- Tapping DF, then punch (repeat) triggers an easy infinite. Ok, solved.

- "Tiger Counter"' command is "s" instead of "QCB2X,s" Ok, solved.

- QCF,s triggers this... Is this an unfinished taunt or what?... yes, it's the cinematic version of SFV sagat vs ryu intro, i'd like to implement it in the future.

- You can easily auto-cancel "Tiger Raid (Air)". Ok, solved.

About all other bugs/issues, few them are intentional (gameplay), most of them instead aren't still solved cause I'm not skilled enough with coding and i didn't found some beta tester to help me.

I hope in the future to find time to polish most of that bugs.. thanks again..