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Astraea 0.1 Beta by DNZRX released (Read 4618 times)

Started by DNZRX768, July 05, 2012, 12:20:45 am
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Astraea 0.1 Beta by DNZRX released
#1  July 05, 2012, 12:20:45 am
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Happy Independence Day! We got grills, food, and drinks!  ;D
And the American Flag!
But I do believe that I have something I would like to share now:



Astraea 0.1 Beta by DNZRX released!

----Changed from 0.0 to 0.1 Beta (7/4/2012):

-Added 3 basic moves in all stances.
-Added 3 super moves.
-Added 1 hyper move.
-Added all necessary sprites and sounds
-Removed all unnecessary sprites
-Reconfigured the cmd for simple gameplay with a basic AI.

get her here:

http://www.mediafire.com/?a1d717y3ebx7dlz
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Last Edit: July 05, 2012, 12:31:52 am by DNZRX768
Re: Astraea 0.1 Beta by DNZRX released
#2  July 05, 2012, 01:20:21 am
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Excellent job for you DNZRX!

Add a couple of specials and an air dash and it's good!
Re: Astraea 0.1 Beta by DNZRX released
#3  July 05, 2012, 01:23:13 am
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* 14 frames to trigger the Crouching Medium and 11 to trigger the Crouching strong. It doesn't make much sense.

* Standing Medium has MUCH more recover time than the strong

* I never coded a char with weapons, but wouldn't be better if the hitdef for the Jumping Medium was placed at the 4th and 5th frames, since these ones are the ones that have special effects?

* Some animelems of her stance (0,5 and 0,6) look misaligned. Probably other animations can be better aligned as well.

* The supermove doesn't knock a jumping opponent down.

* All versions of her QCF + punch have the same effect. You can add variety by making some attacks only be blocked high and some low.

* Some gameplay elements found in KFM like being able to attack during backdash are here. Most of time this isn't intended.

The statedef 5210 (air recover) in common1.cns of Mugen has these codes:

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

In other words, the invincibility during the air recover stops after 15 ticks, but your char regains control after 20 ticks. It causes the character to be completely vulnerable without being able to attack or block for 5 ticks. You might want to change this in the future.

* Crouching Y/ B whiffs agains a point-blank KFM.

* Her basic CLSNs in standing / getting hit change all the time and this is a bad habit of Japanese creators. Although some games like SF3 use this method, you might want to make them as simple as possible. It works much better in Mugen.

* Her runfwd has speed of 7.3 and her runjump has speed of 4. Try to make these values similar since she loses all the momentum of her run during a running jump.

* If you modify her aerial gethit CLSNs make sure that the lower part of her legs is invincible.

* Take special care on her CLSNs. Things like leaving gaps like this one in her CLSNs should never happen:



Be sure to read http://mugenguild.com/forumx/index.php?topic=99092.0 in order to find more basic mistakes.
Last Edit: July 05, 2012, 01:43:47 am by Zzyzzyxx
Re: Astraea 0.1 Beta by DNZRX released
#4  July 05, 2012, 02:43:23 am
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* 14 frames to trigger the Crouching Medium and 11 to trigger the Crouching strong. It doesn't make much sense.

* Standing Medium has MUCH more recover time than the strong

* I never coded a char with weapons, but wouldn't be better if the hitdef for the Jumping Medium was placed at the 4th and 5th frames, since these ones are the ones that have special effects?

* Some animelems of her stance (0,5 and 0,6) look misaligned. Probably other animations can be better aligned as well.

* The supermove doesn't knock a jumping opponent down.

* All versions of her QCF + punch have the same effect. You can add variety by making some attacks only be blocked high and some low.

* Some gameplay elements found in KFM like being able to attack during backdash are here. Most of time this isn't intended.

The statedef 5210 (air recover) in common1.cns of Mugen has these codes:

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

In other words, the invincibility during the air recover stops after 15 ticks, but your char regains control after 20 ticks. It causes the character to be completely vulnerable without being able to attack or block for 5 ticks. You might want to change this in the future.

* Crouching Y/ B whiffs agains a point-blank KFM.

* Her basic CLSNs in standing / getting hit change all the time and this is a bad habit of Japanese creators. Although some games like SF3 use this method, you might want to make them as simple as possible. It works much better in Mugen.

* Her runfwd has speed of 7.3 and her runjump has speed of 4. Try to make these values similar since she loses all the momentum of her run during a running jump.

* If you modify her aerial gethit CLSNs make sure that the lower part of her legs is invincible.

* Take special care on her CLSNs. Things like leaving gaps like this one in her CLSNs should never happen:



Be sure to read http://mugenguild.com/forumx/index.php?topic=99092.0 in order to find more basic mistakes.

Noted.

I shall take care of them when I get the chance. Right now, I am kind of busy, so updates might be delayed.
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Re: Astraea 0.1 Beta by DNZRX released
#5  July 05, 2012, 03:26:24 am
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Definitely one to add to my female roster. Very nice release. And I don't know if this is a stupid question or not, but was this hand sprited / original work? Or is she from a game? ~
Re: Astraea 0.1 Beta by DNZRX released
#6  July 05, 2012, 03:43:55 am
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Re: Astraea 0.1 Beta by DNZRX released
#7  July 10, 2012, 05:32:44 pm
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So, it's a edit. Do you have contact with the original author for using the sprites?
-Toshio Tenma
Re: Astraea 0.1 Beta by DNZRX released
#8  July 10, 2012, 08:44:14 pm
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Re: Astraea 0.1 Beta by DNZRX released
#9  July 10, 2012, 08:56:59 pm
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Alright, I thought it should be in edits and add-ons since is edited.
-Toshio Tenma
Re: Astraea 0.1 Beta by DNZRX released
#10  July 10, 2012, 11:34:41 pm
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This is not really an edit since the coding is made mostly from scrap, the commands are made from scrap, and the animations are made from scrap.
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Re: Astraea 0.1 Beta by DNZRX released
#11  July 11, 2012, 12:35:18 am
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Be pretty carefull with the cln boxes since they're to big.
-Toshio Tenma
Re: Astraea 0.1 Beta by DNZRX released
#12  July 11, 2012, 12:37:24 am
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yeah i have to agree idk if this would go in edits or not because he basically just used the sprites and took away the rest lol. its like what zero-sennin does.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
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Re: Astraea 0.1 Beta by DNZRX released
#13  July 11, 2012, 01:01:30 am
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yeah i have to agree idk if this would go in edits or not because he basically just used the sprites and took away the rest lol. its like what zero-sennin does.

If the author originally sprited the sprites himself and made the character beforehand, and you decided to make a new one, then it is an edit since it originally borrows an author's work. Though, I consider it a grey area due to various factors, nonetheless, it is pretty good to use these sprites and make a new character out of it, though the sprites itself are very stiff ._.

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Re: Astraea 0.1 Beta by DNZRX released
#14  July 11, 2012, 12:39:44 pm
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Re: Astraea 0.1 Beta by DNZRX released
#15  July 12, 2012, 02:00:14 am
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Good news people:

I have heeded your feedback to the best of my ability and I have improved Astraea.

More moves will be added in next. However, that could get delayed quite a bit since I have gotten a new job so I would have less time for MUGEN...
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Re: Astraea 0.1 Beta by DNZRX released
#16  July 13, 2012, 02:52:49 pm
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Good job dude... >.< i Love it