Awesome!!I love the fact your Honda uses moves / animations not from SFAZ3 (cheap KO, some attacks, KOF alternate liedown...)Thanks for it!
Brakmorphman's Dad said, December 26, 2011, 05:52:41 amThe "woosh" sounds sound weird.The jumping, or the long jumping one?Brakmorphman's Dad said, December 26, 2011, 05:52:41 amTawara Nage uses animation 5060, which is not a required anim, so it causes weird behavior on many characters. Additionally, I feel like there should be a voice from Honda (a grunt or something) when he throws the opponent.From the 7th frame on in the standing far heavy punch, the shading for the belly looks pretty weird, IMO.No hitsounds on standing light punch, crouching light punch, and jumping light punch.Fixed.Brakmorphman's Dad said, December 26, 2011, 05:52:41 amDoing a heavy punch during a hop (both neutral and front/backwards) results in the neutral jump heavy punch, it should be the forward/backward one.Ooichou Nage is done using HCB,F+p, not the usual HCB+P. Any reason why? Also, the readme lists the move as done using the latter.These two are personal tastes, I always find that Ooichou Nage to be more than a hcb throw, it feels more powerful, like Daimon's and Yashiro's throws.And the heavy punch on hops, I tried to make it like KOF99 Ryo jumping HK, I always wanted to make them put that back... and, given the animations I had, I code it that way. Jesuszilla said, December 26, 2011, 05:54:48 amEDIT: He has negative edge in the drop. That's a Capcom-only mechanic, not in KoF. Dash back feels a bit too Capcomish as well.FIxed both.NiO KuSaNaGi said, December 27, 2011, 09:58:55 amwhat about our blonde girl? First thing next year, I promise.I did some improvements to some animations and single sprites too and took care of some other details, like a debug flood and missing guard sparks, give me a few hours and I'll upload an update.
I do have a suggestion, the input for the hundred hand slap out of a close C(Strong/Heavy punch) and other normals is strict. Maybe, for cancelling out of normals, you could make it use the 3 button input, but for standard use, the 5 button input. Just a suggestion. Other then that, very solid, a perfect example of great adaptation and spritework : )
AT LAST!Congratulations brother! I know how long you've been working on this, and all I can say is that your progression is always positive. Your skills amaze me, and that's not something I say often. You've truly mastered the art of the SNK spritage.Son I am proud ;_;
This characters fantastic, but I found one major issue.This honda's very addictive, and it made me late for work.
Kick throw sends most other characters into invalid states, resulting in unintentional hilarity:Tested on a good number of characters (about 15-20, including KFM), and all give the same invalid action debug message.EDIT: Just saw JMorphman's post, which included this very issue. DAGNABBIT.
Thedge said, December 27, 2011, 02:35:12 pmThe jumping, or the long jumping one?I meant the whiff sounds for punches/kicks.
Wow this is a great creation, I realy love capcom chars in KOF sprite style, the only thing thats sad about it, is that it took a long time befor someone created a KOF Style Honda.
-Hola thedge checando mi terry me di cuenta que el sistema viejo de Cornerpush de vans tiene un bug si el enemigo salta en la ezquina de la pantalla del lado derecho y lo golpeas estando en facing contrario el enemigo,se queda trabado la velocidad no funciona de ese lado checa la foto.-El problema esta en este parametro de este posadd[State -2, Push]type = PosAddtriggerall = roundstate = 2triggerall = !var(6)triggerall = numtarget >= 1triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)triggerall = ProjContact = 0, < 50triggerall = stateno != [810,849]triggerall = stateno != [860,899]triggerall = enemynear,statetype != Atrigger1 = Statetype != Ax = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,fvar(6),-fvar(6))-Vans lo actualizo en sus ultimos personajes por este:[State -2, Push]type = PosAddtriggerall = roundstate = 2triggerall = !var(6)triggerall = numtarget >= 1triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)triggerall = ProjContact = 0, < 50triggerall = stateno != [810,821]triggerall = stateno != [840,851]triggerall = enemynear,statetype != Atrigger1 = Statetype != Ax =ifelse(facing = -1,fvar(6),-fvar(6));-actualizado en esta versión.-Cambiando ese parametro se corrige ese bug.-Por otra parte note que no pusiste en los hidef basicos el parametro : air.animtype = back ,en consecuencia el hidef toma por defaul el animetype de tierra,y en los personajes estilo kof el animetype es back,saludos.