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variable geo medley alpha 1.0 release (Read 9643 times)

Started by Bastard Mami, October 12, 2008, 03:45:20 am
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variable geo medley alpha 1.0 release
#1  October 12, 2008, 03:45:20 am
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==============================================================================
   Variable Geo Medley Release Notes ver Alpha 1.0
   by [E]
==============================================================================

   This in an alpha version of the variable geo medley mugen game.
   
   1. Guard crushing has not been implemented yet.
   2. Dizzy system has not been implemented yet.
   3. Visual fx have not been implemented yet.
   4. at the last moment I decided to go with character specific custom anims for all throw, therefore the current grab anims will be reworked later.
   5. No hints of the screenpack yet.
   6. Powered up mode will have an indicator bar, since it has to fit witht the screen pack, I have not designed it yet.
   7. Characters will break in normal mugen, most notably their throws, everything else should work properly, I think.
   8. Juggle system is currently set to infinite; the game's final juggle system will be closer to infinite juggling than to something restrictive, so it's workable as it is.
   9. Some persons are still missing from the credits, just msg me so I put you in there. Most notable are the palette artists, because I have to rework the palettes because of the sharing.
   A. Damage is currently set high, it might get changed to around 70% of the current damage. the current damage values serve very well to test and balacne attack damage.

download link:
http://rapidshare.com/files/153134102/vgm_a1.0.rar

wip topic:

http://mugenguild.com/forumx/index.php?topic=84986.0

recursive link for the people that don't read:

http://mugenguild.com/forumx/index.php?topic=87961.0

preview:

http://www.youtube.com/watch?v=qa5RoCA1n5A


Last Edit: October 12, 2008, 04:50:19 am by Haruhi
Re: variable geo medley alpha 1.0 release
#2  October 12, 2008, 04:41:56 am
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thanks for hooking this up [E] :)
Re: variable geo medley alpha 1.0 release
#3  October 13, 2008, 05:48:22 pm
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Shots look delicious.
Re: variable geo medley alpha 1.0 release
#4  October 13, 2008, 06:00:14 pm
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I tested everything is great...only thing i saw is cornerpush on that projectile Raikou shoots.

also how do you code like that?, i lost my ability to reason looking in the cns at all those spaces. too many spaces. :gonkgoi: lol. just teasing.  ;P
Re: variable geo medley alpha 1.0 release
#5  October 13, 2008, 10:45:03 pm
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Those spaces allow me to easily distinguish between parameters and triggers without having to read, and the way the parameters are lined up make editing htm easier.

Glad to see you did not detect any glaring bug, besides the cornerpush.
Re: variable geo medley alpha 1.0 release
#6  October 13, 2008, 10:55:49 pm
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I also gave this game a go when I came back. Not many complains and everything seems to be alright. Easy on the effects by using the default ones is also cool so nothing to unnessesary and I like that.
Re: variable geo medley alpha 1.0 release
#7  October 14, 2008, 06:41:14 pm
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will give this a try as soon i i get home.
Take a look to my current wips

http://mugenguild.com/forumx/index.php?topic=128494.0
*may the pixels be with you.
*you are crazy, im crazy, so wee are in good company.
*and they shall eat  "Thor till ya com free hall e those"
Re: variable geo medley alpha 1.0 release
#8  October 15, 2008, 04:11:24 am
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General:
-The throws looks strange, especially x+y ones... but you already stated that in release notes :P (about to create custom states and sprites for them)
-And about above, I prefer to avoid SFA3 throw system, girls looks very odd making throw without the enemy
-Girls need more purple/green/orange/etc colors in her palettes :sugoi:
-Some hitsparks looks misaligned

Raiya Mikazuchi:
-She lacks of some requiered sprites (like some 5000s)
-It's very difficult to make cancels on her, maybe for the powers she has
-Her fireball should be performed in the air, too
-Her vels are very strange, but maybe is with a purpose or just my idea :P
-Why during Air Master, Raiya has this big square behind her?

Blair Dame:
-Looks very strange the enemy anim for her Sliding Arrow
-It's difficult to make a second and a third Shoot Kick

Apart of those things, I like a lot your game, it's good to see new stuff from you, [E] ;)
Re: variable geo medley alpha 1.0 release
#9  October 15, 2008, 06:03:04 pm
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General:
1-The throws looks strange, especially x+y ones... but you already stated that in release notes :P (about to create custom states and sprites for them)
2-And about above, I prefer to avoid SFA3 throw system, girls looks very odd making throw without the enemy
3-Girls need more purple/green/orange/etc colors in her palettes :sugoi:
4-Some hitsparks looks misaligned

Raiya Mikazuchi:
5-She lacks of some requiered sprites (like some 5000s)
6-It's very difficult to make cancels on her, maybe for the powers she has
7-Her fireball should be performed in the air, too
8-Her vels are very strange, but maybe is with a purpose or just my idea :P
9-Why during Air Master, Raiya has this big square behind her?

Blair Dame:
a-Looks very strange the enemy anim for her Sliding Arrow
b-It's difficult to make a second and a third Shoot Kick

Apart of those things, I like a lot your game, it's good to see new stuff from you, [E] ;)

1 yep already stated, they are only tests for timing.
2 I kept it like that to eliminate option select.
3 yeah, I am going to use tha palettes that were donated for blair and raiya in their topics, though I am not done updating them, and with the addition of skirt-wearing chars for the next version I will have to update even the current pals.
4 oh, I will search for those.
5 I noticed she disapears in the video, but debug info tells me alla re them, I will look into that.
6 probably, besides her hadouken-shoryuken, her airmaster series is relatively technical, I think I will add a buffer to it.
7 I will consider it.
8 which moves, exactly? most of her vels follow actual physics.
9 dunno.
a same thing about throws.
b and I even added a buffer to it.

note that for special attacks I used the kof-cvs system inwhich the special won't come out if you hold down or the oposite direction. holding the last direction or just going neutral will trigger the special.

Re: variable geo medley alpha 1.0 release
#10  October 15, 2008, 09:05:59 pm
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sexy ko's?
Re: variable geo medley alpha 1.0 release
#11  October 15, 2008, 09:24:35 pm
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She looks a bit like Zero Suit Samus :P hehe, *downloads* will test out and let you know what I think :)
R.I.P. +MW.PMI
Re: variable geo medley alpha 1.0 release
#12  October 15, 2008, 10:38:36 pm
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Re: variable geo medley alpha 1.0 release
#13  October 15, 2008, 11:27:29 pm
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will get to this sometime this week.

besides sexy kos, are there sexy supers too?
 ;P
Re: variable geo medley alpha 1.0 release
#14  October 16, 2008, 06:07:25 pm
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First strike of feedback only concerns Blair Dame :

1- During shoot upper, when Blair Dame strikes for the 1st time, her feet goes one pixel in the ground, ie misalignment.
2- flip kick's last red CLSN is huge ! o_O For gameplay purpose I guess, but it doesn't even follow the char's sprites.
3- Why does Blair's taunt have a red CLSN on it ?
4- Blair's stance CLSN is strange IMO. Her front leg is not covered at all.
5- mirage combo kick gives back power to Blair Dame.
6- On crouch light punch, we can see some strange pixels appear on the front foot.
7- fairy gift looks quite strange IMO in terms of physics.
8- Light kick on an airborn opponent is an infinite. Example [opponent in the corner] : send the opponent in the air with flip kick, then juggle him to death with light kick.
9- Crouch light kick can juggle quite a lot too (same as precedent combo, can go up to 9 hit combo).
10- I think it would look more natural if flip kick's vels depended on Blai's actual vels when she does it. It looks like it is for now, but strangely done. When she jumps forward and performs it, she gets a huge acceleration for example, which looks quite strange.

Good job for now, some physics and alignments look strange, but I guess the missing sounds and effects play a part in that.
Feedback for Raiya soon. :)
Re: variable geo medley alpha 1.0 release
#15  October 16, 2008, 06:18:04 pm
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Re: variable geo medley alpha 1.0 release
#16  October 16, 2008, 10:35:18 pm
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First strike of feedback only concerns Blair Dame :

1- During shoot upper, when Blair Dame strikes for the 1st time, her feet goes one pixel in the ground, ie misalignment.
2- flip kick's last red CLSN is huge ! o_O For gameplay purpose I guess, but it doesn't even follow the char's sprites.
3- Why does Blair's taunt have a red CLSN on it ?
4- Blair's stance CLSN is strange IMO. Her front leg is not covered at all.
5- mirage combo kick gives back power to Blair Dame.
6- On crouch light punch, we can see some strange pixels appear on the front foot.
7- fairy gift looks quite strange IMO in terms of physics.
8- Light kick on an airborn opponent is an infinite. Example [opponent in the corner] : send the opponent in the air with flip kick, then juggle him to death with light kick.
9- Crouch light kick can juggle quite a lot too (same as precedent combo, can go up to 9 hit combo).
10- I think it would look more natural if flip kick's vels depended on Blai's actual vels when she does it. It looks like it is for now, but strangely done. When she jumps forward and performs it, she gets a huge acceleration for example, which looks quite strange.

Good job for now, some physics and alignments look strange, but I guess the missing sounds and effects play a part in that.
Feedback for Raiya soon. :)
1 ok, gonna fix that.
2 yeah, it is for gameplay purposes, as it is already very hard to hit with it.
3 been thinkering around with having smoe of the taunts hit instead of just gaining power.
4 yep, I had it covering her front leg but her punches range was very negatively affected , rather than increasing the range of them, and potentially having to do os for all  the later characters I decided to make her cls smaller instead, you can get closer to her now.
5 ok, gonna fix that.
6 ok, gonna fix that; after editing so many sprites sometimes I could not see the misplaced pixels .
7 humh.. Just the landing part or the whole move ? I think the landing can still be improved, but the jumping part of it pretty much follows regular physics.
8 the oponent should be able to air recover, unless it hits too fast and does not allow him to get out of range/recover; I will look into it.
9 the oponent should be able to air recover, unless it hits too fast and does not allow him to get out of range/recover; I will look into it.
10 it depends, but it just adds, I might instead use 3 fixed vels depending on blari's current vel, as opossed to just adding to it.

Re: variable geo medley alpha 1.0 release
#17  October 17, 2008, 11:56:51 am
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7 - I think it's the fact that she jumps in the air after the superpause that makes it strange. It looks just fine when she hits the opponent, but strange when she does it alone in the air.
8,9 - My fault, I totally missed the fact that you could air recover, and just based my feedback on the fact that the whole lifebar could become red (thus empty) with this combo.
10 - Adding looks strange in the sense that if she's jumping backwards, she will go forward a little. If she does a neutral jumps, she goes forward, and if she jumps forward, the acceleration is huge. Using the current vels as a basis would allow a smoother transition between the jump and the move (tatsumaki style). However, dunno how you want to keep it for backward jump : making her go backwards would make it a defensive escape move in the air.

Raiya currently in test.
EDIT : Feedback for Raiya :

1- Close stand light kick has misaligned hitsparks.
2- Stand light punch is strangely aligned. Her static foot moves a little in the ground.
3- Far strong punch misses if the opponent gets close very fast to Raiya (the time the punch is performed, the opponent is too close and the punch passes though him).

4- Far strong punch is immuned to low attacks ? o_O Plus, the CLSN behind Raiya is really strangely placed (cf. previous image).
5- Crouch light punch has misalgned hitsparks.
6- Crouch hard punch has misaligned hitsparks, and I don't understand why the pushback is so strong.
7- Aerial strong kick has misaligned sparks.
8- The readme doesn't have the commands for the specials and supers.
9- Projectile has no FX (tlking of hard to beta test stuff :P), and the hitspark seems misaligned.
10- During stand light punch, you can see a pixel appear just in front of her face (try several palettes to see it better).
11- Just a question concerning gameplay : during air master, is it normal that the commands are inverted once you pass on the other side of the opponent ?
12- Some sprites during Rolling 1000toon also seem to have this strange pixel in front of her face.
13- Supers are crealy missing envshakes and all, but this will be for futur releases I guess, when you come up with some real FX. :)
Last Edit: October 17, 2008, 01:00:21 pm by Cybaster
Re: variable geo medley alpha 1.0 release
#18  October 17, 2008, 05:03:45 pm
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7 - I think it's the fact that she jumps in the air after the superpause that makes it strange. It looks just fine when she hits the opponent, but strange when she does it alone in the air.
8,9 - My fault, I totally missed the fact that you could air recover, and just based my feedback on the fact that the whole lifebar could become red (thus empty) with this combo.
10 - Adding looks strange in the sense that if she's jumping backwards, she will go forward a little. If she does a neutral jumps, she goes forward, and if she jumps forward, the acceleration is huge. Using the current vels as a basis would allow a smoother transition between the jump and the move (tatsumaki style). However, dunno how you want to keep it for backward jump : making her go backwards would make it a defensive escape move in the air.

Raiya currently in test.
EDIT : Feedback for Raiya :

1- Close stand light kick has misaligned hitsparks.
2- Stand light punch is strangely aligned. Her static foot moves a little in the ground.
3- Far strong punch misses if the opponent gets close very fast to Raiya (the time the punch is performed, the opponent is too close and the punch passes though him).

4- Far strong punch is immuned to low attacks ? o_O Plus, the CLSN behind Raiya is really strangely placed (cf. previous image).
5- Crouch light punch has misalgned hitsparks.
6- Crouch hard punch has misaligned hitsparks, and I don't understand why the pushback is so strong.
7- Aerial strong kick has misaligned sparks.
8- The readme doesn't have the commands for the specials and supers.
9- Projectile has no FX (tlking of hard to beta test stuff :P), and the hitspark seems misaligned.
10- During stand light punch, you can see a pixel appear just in front of her face (try several palettes to see it better).
11- Just a question concerning gameplay : during air master, is it normal that the commands are inverted once you pass on the other side of the opponent ?
12- Some sprites during Rolling 1000toon also seem to have this strange pixel in front of her face.
13- Supers are crealy missing envshakes and all, but this will be for futur releases I guess, when you come up with some real FX. :)

blair.

7. now that's an idea I would like to play around with. Having her not go up in the air if the first hit miss, though that would ruin one of my favorite supercancels.
8,9. it's ok, after all dummies never air recover.
10. that's about what I had in mind.


raiya.
1. I knew I forgot something.
2. Will realign it, thx.
3. Will add a width sctrl to it, thx.
4. Yah, it looks like the clsn somehow broke up; considering that I did not use the building blocks method for raiya I guess it will be good to take a look at her whole clsns to searhc for that kind of stuff.
5. I knew I forgot something.
6. I knew I forgot something; I will take a look in the push back, though I think it is the actual sprite that is misaligned in X.
7. I knew I forgot something.
8. ah, the actual commands, fixing.
9. I knew I forgot something, yah actually, I am remaking the projectile's gfx.
10. thanks, it's easy to miss stray pixels for me.
11. yep, I will try to keep command inversion consistent between all chars and moves, though..
12. thanks, it's easy to miss stray pixels for me.
13. yah, I will some envshakes later, thx.



besides sexy kos, are there sexy supers too?
 ;P
What do you mean by sexy supers ;P
Last Edit: October 18, 2008, 12:02:42 am by Haruhi
Re: variable geo medley alpha 1.0 release
#19  October 18, 2008, 01:06:26 am
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From our short conversation. Issues i found while messing round

Blair
state 3010, anim 3010, frame 9 bad clsn

Raiya
action 620, frame 7, only has 1 really tiny clsn on her foot
and i think LP needs some realignment too
you also have a random red spot on spr 240,10 for her
crouch LK needs some realignment
frame 6 of 650, blue clsn vanishes
and lol, epileptic buttocks during run
frame 4 action 2010, clsn2 vanishes
also, projectils on QCFx2punch need ground.cornerpush.veloff = 0

Thats it, they're all really picky, but are probably things you'd miss later on and swear at.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: variable geo medley alpha 1.0 release
#20  October 20, 2008, 05:34:57 pm
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fixed blair's clsn.

will realign some of raiya's anims, projectiles' corner push got fixed; and I will recheck all of her clsns.