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Hammerin' Harry (2011-08-23 update) (Read 3962 times)

Started by Werewood, August 14, 2011, 11:11:54 am
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Hammerin' Harry (2011-08-23 update)
#1  August 14, 2011, 11:11:54 am
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    • page.freett.com/werewood/mugen.html
MAME Hammerin' Harry by werewood


Whose hammer is bigger?



!!!!!!!!! for best result, please set your MUGEN1.0/winmugen to 640x480 !!!!!!!!!
!!!!!!!!! MUGEN1.0 is highly recommended though !!!!!!!!!

2011-08-23 update:
A non-cheap patch is provided for separate download:
- all damages and priorities decreased
- all invincibility removed
- all semi-infintes removed
- all normal move hitdef pausetime P2 values reduced to same as P1's (no more 10+ normals in a row)
- attack recovery times increased
* Please find the patch here:  http://page.freett.com/werewood/mugen.html

Move List:
- Hammerin' Shock: D, DF, F, x/y/a/b
- Hammerin' Cycle: D, DB, B, x/y/a/b
- Hammerin' Jack: F, D, DF, x/y/a/b
- Hammerin' Fury: D, DF, F, D, DF, F, x/y/a/b

Misc.
1. A.I. available

2. Only 1 palette.........feel free to send your palettes to me
and I will add you in my "Big Thanks" list!

Reference:
- GameFAQs
http://www.gamefaqs.com/arcade/566918-hammerin-harry/data

Big Thanks To:
- MrDream, for a custome MUGEN 1.0 victory portrait 9000,2
- Irem, for making Hammerin' Harry
- MAME, for emulating Hammerin' Harry
- Elecbyte, for making a dream fighting game engine MUGEN

*****************************************************************
Yeah, I suck at making palettes..............
******************************************************************

Download:  http://page.freett.com/werewood/mugen.html

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: August 23, 2011, 01:55:49 pm by Werewood
Re: Hammerin' Harry
#2  August 14, 2011, 11:43:05 am
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Harry's basic attacks has piorities and it drains half of the opponents life.
Re: Hammerin' Harry
#3  August 14, 2011, 11:51:02 am
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  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
Harry's basic attacks has piorities and it drains half of the opponents life.

Harry's standing normal punch statedef 200 HitDef:

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 40, 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 5,Hit               ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8,14                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5000, 90                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air
ID = 200

You mean that priority = 5,Hit thing?  Well, since Harry is using a hammer as a weapon, not his punch so a weapon should have +1 more priority than the human fist's value of 4

And the damage = 40, 0 is too high (Sankuro's starts with 50!)?  Well imagine you get hit by such a hammer..............

Please note that all of Harry's normals/specials/supers don't have version differences  :deal2:

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: August 14, 2011, 12:23:08 pm by Werewood
Re: Hammerin' Harry
#4  August 14, 2011, 01:03:37 pm
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I don't think its normal for a platorming character to have that flaw. Should the damage be toned down a bit or prehaps the priority should be changed?
Re: Hammerin' Harry
#5  August 14, 2011, 02:07:30 pm
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    • page.freett.com/werewood/mugen.html
I don't think its normal for a platorming character to have that flaw. Should the damage be toned down a bit or prehaps the priority should be changed?

An alternated CNS for you:  http://page.freett.com/werewood/hharry_alt.cns  (copy & paste the link to your web browser's address bar)

hharry_alt.cns:
- all standing normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 40, 0 to damage = 20, 0
- all crouching normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0
- all air normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Hammerin' Harry
#6  August 14, 2011, 02:21:38 pm
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Feedback pre-patch since your patch seems to be busted:

- His entire super is invincible. Therefore you cannot punish him if he misses.
- Wow he can spam the hammer spin to no end. Very little recovery time. Though it's no infinite. It's just very abusable.
- Basics alone when not in corner can hit up to 11 times for an Oh Lord nearly 1/2 HP.
- Sound is just terrible.

PS Sankuro was Samurai Showdown accurate. Wherein source had almost all characters hit very hard. Plus Sankuro was a mid-boss/mini-boss which meant he has that excuse for higher than average damage output. This char doesn't have that excuse.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Hammerin' Harry
#7  August 14, 2011, 02:36:32 pm
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  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
Feedback pre-patch since your patch seems to be busted:

- His entire super is invincible. Therefore you cannot punish him if he misses.
- Wow he can spam the hammer spin to no end. Very little recovery time. Though it's no infinite. It's just very abusable.
- Basics alone when not in corner can hit up to 11 times for an Oh Lord nearly 1/2 HP.
- Sound is just terrible.

PS Sankuro was Samurai Showdown accurate. Wherein source had almost all characters hit very hard. Plus Sankuro was a mid-boss/mini-boss which meant he has that excuse for higher than average damage output. This char doesn't have that excuse.

Thanks for your fast feedback and:

>> your patch seems to be busted:
(copy & paste the link to your web browser's address bar) don't just click on it here..........

>> His entire super is invincible. Therefore you cannot punish him if he misses.
Not entirely invincible.  Harry is not invincible right after he stops moving forward.  Please try to punish him after you block/guard his super

>> Wow he can spam the hammer spin to no end. Very little recovery time. Though it's no infinite. It's just very abusable.
Perhaps I can make the ending anim frame tick time longer to increase its recovery time...........stay tuned!

>> Basics alone when not in corner can hit up to 11 times for an Oh Lord nearly 1/2 HP.
Perhaps I can restrict the number of hits allowable..............................stay tuned!

>> Sound is just terrible.
Sorry this is what I hear in MAME.................... --;

>> ..........average damage output. This char doesn't have that excuse.
That's why I quickly provided an alternated CNS  ;D

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: August 14, 2011, 02:39:54 pm by Werewood
Re: Hammerin' Harry
#8  August 14, 2011, 02:42:12 pm
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Dude, it's no excuse that if he misses he gets full invincibility. Yes, I can punish him at the end of it. But it's no excuse if I can punish him if he misses farther than it should. It's like a free invincible teleport. Not even Ken's Shoryureppa had invincibility if it whiffed. He already has invincible start up. He doesn't need the invincible everything else till the end.

Also basics should not hit more than 3-4 times. Yours still hits up to 10-11 times and does as much damage as your one super. And this is post patch.



I made this sig. :ninja:

Props to a friend for my avvie
Last Edit: August 14, 2011, 02:47:03 pm by ecthelionv2
Re: Hammerin' Harry
#9  August 14, 2011, 02:47:01 pm
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  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
Dude, it's no excuse that if he misses he gets full invincibility. Yes, I can punish him at the end of it. But it's no excuse if I can punish him if he misses farther than it should. It's like a free invincible teleport. Not even Ken's Shoryureppa had invincibility if it whiffed.

Also basics should not hit more than 3-4 times. Yours still hits up to 10-11 times and does as much damage as your one super. And this is post patch.

If you read more carefully, the patch is just doing this and it was made before you posted:
hharry_alt.cns:
- all standing normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 40, 0 to damage = 20, 0
- all crouching normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0
- all air normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0

And please be patient, I will fix your issues later on.  ;)

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Hammerin' Harry
#10  August 14, 2011, 02:51:42 pm
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  • Loading....Loading.....Error
If you read more carefully, the patch is just doing this and it was made before you posted:
hharry_alt.cns:
- all standing normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 40, 0 to damage = 20, 0
- all crouching normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0
- all air normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0

And please be patient, I will fix your issues later on.  ;)

Dude. I applied the patch. The hammer still hits up to 15 times at most with a minimum of 11 times. At least it's not 1/2 HP. :/


I made this sig. :ninja:

Props to a friend for my avvie
Re: Hammerin' Harry
#11  August 14, 2011, 02:55:28 pm
  • ****
  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
If you read more carefully, the patch is just doing this and it was made before you posted:
hharry_alt.cns:
- all standing normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 40, 0 to damage = 20, 0
- all crouching normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0
- all air normals HitDef:  changed from priority = 5,Hit to priority = 4,Hit and from damage = 60, 0 to damage = 20, 0

And please be patient, I will fix your issues later on.  ;)

Dude. I applied the patch. The hammer still hits up to 15 times at most with a minimum of 11 times. At least it's not 1/2 HP. :/

No you don't get it.  The alternated CNS was made for "Ken is already disturbing"s feedback, not yours.  And the next patch/update will include your concern (hits up to 15 times).  I need time to do that next patch/update.

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Hammerin' Harry
#12  August 14, 2011, 03:58:27 pm
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Werewood, everyone can download the cns patch. Not just me.
Last Edit: August 14, 2011, 07:59:53 pm by Ken is already disturbing
Re: Hammerin' Harry
#13  August 15, 2011, 08:06:39 am
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saiki's voice for the attacks? LOL!
Re: Hammerin' Harry
#14  August 15, 2011, 11:41:14 pm
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The problem doesn't come from the damage, but from the way you set up the HitDef in its whole :
- pausetime = 8,14 > the difference between both is too large, set it to 12,12 or 10,12 at max.
- ground.slidetime = 5 > put a higher number, higher than 10 even.
- ground.velocity = -4 > can possibly be lower.
 
The way you set up the High-Res hitsparks won't work, as several creators have experienced the problem : if you just display an explod at scale=.5,.5 triggered by movehit in the attack's state, then the hitspark won't appear if Harry is hit the exact same tick he hits the opponent, because the explod won't be triggered as Harry won't be in his attack state anymore, but in a gethit state.
There are several ways to fix this :
- The old hard way, à la POTS : you code the hitsparks as helpers triggered in state -2. You'll have to take a look at POTS' code and copy it, because it's very clever yet very tricky too.
- The easy way but that will only work on Mugen 1.0 and still requires some work : In the DEF file, change localcoord to 640,480 and double the scale of the character in the constants. Set the hitsparks in the hitdefs normally (no explod), and they'll appear in HR, since you set the localcoord to be like this. however, this implies you'll have to change ALL the velsets, veladds, vel parameters/sctrls, even in the hitdefs and all, since the char won't have the same localcoord anymore, so pixels aren't considered the same size anymore.
 
The super can be chained 3 times in a row, dunno if that was done on purpose. Deals 500 damage though, so it doesn't seem too bad.
 
The first point with the 11 hit combo by just smashing buttons also shows the character needs damage dampening.
 
The stage almost looks like it was generated with my stage tool, seeing the indentation, but something makes it hilarious :
[mcode]
autoturn     = 0
[/mcode]
Yeah, so basically, when you jump over the opponent, you won't turn to face him automatically. Makes out for hilarious fights. ::)
Re: Hammerin' Harry
#15  August 16, 2011, 08:34:03 am
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  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
The problem doesn't come from the damage, but from the way you set up the HitDef in its whole :
- pausetime = 8,14 > the difference between both is too large, set it to 12,12 or 10,12 at max.
- ground.slidetime = 5 > put a higher number, higher than 10 even.
- ground.velocity = -4 > can possibly be lower.
 
The way you set up the High-Res hitsparks won't work, as several creators have experienced the problem : if you just display an explod at scale=.5,.5 triggered by movehit in the attack's state, then the hitspark won't appear if Harry is hit the exact same tick he hits the opponent, because the explod won't be triggered as Harry won't be in his attack state anymore, but in a gethit state.
There are several ways to fix this :
- The old hard way, à la POTS : you code the hitsparks as helpers triggered in state -2. You'll have to take a look at POTS' code and copy it, because it's very clever yet very tricky too.
- The easy way but that will only work on Mugen 1.0 and still requires some work : In the DEF file, change localcoord to 640,480 and double the scale of the character in the constants. Set the hitsparks in the hitdefs normally (no explod), and they'll appear in HR, since you set the localcoord to be like this. however, this implies you'll have to change ALL the velsets, veladds, vel parameters/sctrls, even in the hitdefs and all, since the char won't have the same localcoord anymore, so pixels aren't considered the same size anymore.
 
The super can be chained 3 times in a row, dunno if that was done on purpose. Deals 500 damage though, so it doesn't seem too bad.
 
The first point with the 11 hit combo by just smashing buttons also shows the character needs damage dampening.
 
The stage almost looks like it was generated with my stage tool, seeing the indentation, but something makes it hilarious :
[mcode]
autoturn     = 0
[/mcode]
Yeah, so basically, when you jump over the opponent, you won't turn to face him automatically. Makes out for hilarious fights. ::)

Cybaster, thanks for your feedback, I will follow your advice for my next update!  :D

Yes, Harry's stage is based on your stage tool result, but not made from that.
I mean..........some time ago I used your stage tool to make a stage.  But for Harry's your stage tool returned a Java error so I had to copy the previous cybaster's stage tool resultant stage code to Harry's stage code................hope you understand what I am writing.........

About autoturn = 0 oh it may be due to my typo when copying and pasting stage code.  I will fix this one in my next update! :D

@BoyBoyz:
>> saiki's voice for the attacks? LOL!
LOL x 2!

@Ken is already disturbing:
I was just trying to point out to ecthelionv2 that the alternated CNS was made before I saw ecthelionv2's replies  ;P

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Hammerin' Harry (2011-08-23 update)
#16  August 23, 2011, 01:56:18 pm
  • ****
  • "Go to the woods....with me!"
    • page.freett.com/werewood/mugen.html
2011-08-23 update:
A non-cheap patch is provided for separate download:
- all damages and priorities decreased
- all invincibility removed
- all semi-infintes removed
- all normal move hitdef pausetime P2 values reduced to same as P1's (no more 10+ normals in a row)
- attack recovery times increased
* Please find the patch here:  http://page.freett.com/werewood/mugen.html

It's supper time!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: Hammerin' Harry (2011-08-23 update)
New #17  August 23, 2011, 07:32:47 pm
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  • My ass feels great today...
    • UK
    • Skype - meldoobscure
    • http://meldowiseau.tumblr.com/
Oh, I forgot one thing, the crouch attack has no cooldown and it has no damage.
Last Edit: August 23, 2011, 07:36:55 pm by Ken is already disturbing