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Ortega, Tiger & Ghost Kick by Buckus (updated 2/7/10) (Read 17345 times)

Started by A$AP Buckus, January 25, 2010, 06:54:44 am
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Ortega, Tiger & Ghost Kick by Buckus (updated 2/7/10)
#1  January 25, 2010, 06:54:44 am
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Well, I finally got some time to release Ghost Kick. He's my CUSTOM version of the Martial Masters character (notice the emphasis on custom.)

EDIT: Tiger released 1/29/10
EDIT: Ortega released 2/5/10, fixed error in readme's
EDIT: Ortega updated 2/6/10, fixed MORE error in readme's
EDIT: Ghost Kick updated 2/7/10, added MAX Lvl super
EDIT: Updated all 3 2/15/10. Redownload if you already have them

http://www.mediafire.com/mrbuckus
Last Edit: February 15, 2010, 09:01:17 am by buckus
Re: Ghost Kick by Buckus
#2  January 25, 2010, 07:19:04 am
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Finally!!  Been waiting for this one!

I notice the AI kicks serious ass.  Is there a simple way to tone it down?  He's destroying all my SF3 and Martial Masters guys!  hehe

Quick note:  If you want him to be the same size scale as Street Fighter 3 and other MUGEN Martial Masters chars,
change his size to this:

xscale = .87
yscale = 1.02

Last Edit: January 25, 2010, 07:32:33 am by Count Monte
Re: Ghost Kick by Buckus
#3  January 25, 2010, 08:04:10 am
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Yay Buckus finally released his first mugen char.
Man, where have you been?! Can't wait for Tiger 2!
Great released.

MDI

Re: Ghost Kick by Buckus
#4  January 25, 2010, 08:07:25 am
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Yeah, this guy is a beast!

Pretty good character overall though, despite the fact that he seems super fast and powerful. I can't wait for Tiger.. ;D
Anonymous said:
Actually you racist ass, rap was a good choice for that particular trailer.
Re: Ghost Kick by Buckus
#5  January 25, 2010, 08:20:16 am
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Great work, dude. If you need some help with ripped sprites from Artmoney then count on me. Btw, you could help me too^^
Re: Ghost Kick by Buckus
#6  January 25, 2010, 08:32:48 am
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  • Fuck You.
OH MY GOD IT'S THUNDEFOOT!!!! Once Upon a Time in China FTW yeah good stuff.
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/
Re: Ghost Kick by Buckus
#7  January 25, 2010, 08:37:02 am
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Finally!!  Been waiting for this one!

I notice the AI kicks serious ass.  Is there a simple way to tone it down?  He's destroying all my SF3 and Martial Masters guys!  hehe

Quick note:  If you want him to be the same size scale as Street Fighter 3 and other MUGEN Martial Masters chars,
change his size to this:

xscale = .87
yscale = 1.02



Fierce AI is not a very valid complaint at all <_<
Re: Ghost Kick by Buckus
#8  January 25, 2010, 08:40:05 am
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He fight really good and got lots of sprites and other stuff without effects, however it seems that there is a error in his get hit positions:

He´s not supposed to be like this during this special throw of Master Huang which doesn´t give damage, lol
Last Edit: January 25, 2010, 08:46:56 am by KenshinHimura
Re: Ghost Kick by Buckus
#9  January 25, 2010, 09:15:25 am
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I'm not complaining about the A.I. actually -- I think he's amazing and really entertaining to watch fight.  I'm just wondering if there's an option to tone him down without going through each move - a sort of A.I. difficulty setting.

The reason I ask is, I'm putting together a compilation of Martial Masters characters, and none of them are uber-hyper kinetic so they'll get flattened.
Re: Ghost Kick by Buckus
#10  January 25, 2010, 10:03:56 am
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Quote
I'm not complaining about the A.I. actually -- I think he's amazing and really entertaining to watch fight.  I'm just wondering if there's an option to tone him down without going through each move - a sort of A.I. difficulty setting.

Valid question actually.  --;
Re: Ghost Kick by Buckus
#11  January 25, 2010, 03:19:38 pm
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Ghost Leg 7? Translate to cantonese if you know.
Re: Ghost Kick by Buckus
#12  January 25, 2010, 05:00:46 pm
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I really like this char.
Gr8t work Buckus. ;D
Re: Ghost Kick by Buckus
#13  January 25, 2010, 06:35:22 pm
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Finally!!  Been waiting for this one!

I notice the AI kicks serious ass.  Is there a simple way to tone it down?  He's destroying all my SF3 and Martial Masters guys!  hehe

Quick note:  If you want him to be the same size scale as Street Fighter 3 and other MUGEN Martial Masters chars,
change his size to this:

xscale = .87
yscale = 1.02



Fierce AI is not a very valid complaint at all <_<

Besides, that's a simple fix. Stop sucking.

Send me a PM if you decide to add me on PSN, so I don't mistake you for a random Friend whore.
Re: Ghost Kick by Buckus
#14  January 25, 2010, 09:35:32 pm
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LOL - you misunderstand me.  This is for Watch mode - so I can watch two Martial Masters characters have a fight.  If there's a simple adjustment to make for that, please tell me how - I really don't know.

And in general, I want to be clear that I think Buckus did an amazing job here, and the character can definitely hold his own against most other MUGEN chars.  I just have this little Martial Masters private game as a hobby, so I'm trying to get him to fit into it easily.
Re: Ghost Kick by Buckus
#15  January 26, 2010, 02:17:08 am
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Sweet,i'm waiting your tiger too :)
Re: Ghost Kick by Buckus
#16  January 26, 2010, 04:09:43 am
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Hm, feedback.
Re: Ghost Kick by Buckus
#17  January 26, 2010, 04:13:45 am
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LOL - you misunderstand me.  This is for Watch mode - so I can watch two Martial Masters characters have a fight.  If there's a simple adjustment to make for that, please tell me how - I really don't know.

Use characters who's AI can keep up with it.

Problem solved.

Send me a PM if you decide to add me on PSN, so I don't mistake you for a random Friend whore.
Re: Ghost Kick by Buckus
#18  January 26, 2010, 04:47:06 am
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- The parry animations don't have collision boxes on them. Should probably include them, and then use a nothitby state controller.

- Counter animations, guardbreak animation: they're missing collision boxes in the first two frames of the animation, again, might want to reconsider that.

- For the collsion boxes of 5000-5027, make them the same as the standing and crouching collision boxes, each to their correspondent.

- In general, the collision boxes aren't bad, at all, they just need some touching up, and adjusting here and there.

- Some hit definitions have guardflags, but no hitflags, you should probably specify.  :P

- I noticed that some moves can hit downed opponents, which isn't really good in many cases.

- In the attack states, you should use a statetypeset to set the attack to idle so it won't be registered as an attack after the animation is done, this makes it fairer for other AI who are detecting to block, and it won't make human players block while holding back when unnecessary. This is necessary.

- No juggling code? this probably means with all the hitdefs that have no hitflag specified , and the ones that do have them specified will be able to hit more than appropriate, the juggling should be somewhat okay since you're using Mugen's defaut juggle system, Which might not do much if you want to avoid things like hitting recovering opponents... etc, some additional triggers to the hitdefs could be made to make it be more standard to fighting games, although I can remember martial arts masters having plenty juggles in the source.

- But since you want him to play more like Capcom, like the readmes states with exclamation marks, you need to reconsider juggling, and dampening, and many other things considering your attacks.

- Put the statedef -2/-3 in the .cns's  >:( ;P

- I dislike the supercharge effects. &gt;_&gt;

- Flying slam lacks impact when hitting the ground

- The super canceling is like a P.o.t.S character's canceling, accept for the basic combination, and the specials into supers.

It's a good character, like the readme says, some tweaking is needed. Looking forward to an update to see how better it gets. =)
Re: Ghost Kick by Buckus
#19  January 26, 2010, 06:00:37 am
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Okay, I watched the AI play other AI's off all different difficulties.  I think what is making him overpowered against some is just the counters -- he's countering virtually everything, including supers.  And once he counters, he goes into his own supers immediately.

My humble suggestion would be to tone down how often he counters a tad.
Re: Ghost Kick by Buckus
#20  January 26, 2010, 06:16:52 am
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It's best to focus on the characters mechanics and gameplay, first, rather than AI.