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Juggernaut released (and updated 01.14.14), Sean updated (Read 33046 times)

Started by Víctorys, December 31, 2013, 04:26:35 pm
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Juggernaut released (and updated 01.14.14), Sean updated
New #1  December 31, 2013, 04:26:35 pm
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Happy holidays :)



Special thanks to DivineWolf who fixed up some important stuff.

As for Sean, I just fixed a few bugs and added the submitted palettes, since I don't plan on updating him anymore because I want to remake him so I'll just leave the update here while I do that.

Get them Here

Last Edit: February 01, 2014, 03:59:40 am by Víctorys
Re: Juggernaut released, Sean updated
#2  December 31, 2013, 04:29:22 pm
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Awesome!! Thanks!!

     Posted: December 31, 2013, 04:52:16 pm
Just tested, Juggys plays great dude, good job

Re: Juggernaut released, Sean updated
#3  December 31, 2013, 04:57:12 pm
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Hell yeah, Its the Juggy Bitch! Time to go Ham!!! Thnx 4 the release & Happy New yr!!!!
Re: Juggernaut released, Sean updated
#4  December 31, 2013, 05:14:12 pm
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Gawd, so much PotS styled characters lately. I'm lovin' it :llama:

Nice release :)
Re: Juggernaut released, Sean updated
#5  December 31, 2013, 05:38:26 pm
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it good pots have legacy in mugen
Re: Juggernaut released, Sean updated
#6  December 31, 2013, 05:39:00 pm
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thx for the release downloading now
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-
Re: Juggernaut released, Sean updated
#7  December 31, 2013, 05:43:46 pm
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Here's a bit of feedback and some suggestions:
-Can't jump over characters without using superjump
-Back arm on Double Fist is still misaligned
-Crouching MP could use "smash" sound (like standing MK)
-Some envshake and sound effects when he hits the ground from falling would be nice

Excellent work on Juggs.  The new Hyper is cool, especially considering what you have to work with, and I'm glad you gave him a "heavier" feel.  Thanks for sharing!
Re: Juggernaut released, Sean updated
#8  December 31, 2013, 06:16:46 pm
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Hell yes!
Re: Juggernaut released, Sean updated
#9  December 31, 2013, 06:21:54 pm
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- The anim 170 (time over) is misaligned

Nice Juggernaut. This is actually one of my favorite chas in that style!
Re: Juggernaut released, Sean updated
#10  December 31, 2013, 06:27:25 pm
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A POTS style buggy!? Am I dreaming!? This is magnificent! o_O

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Juggernaut released, Sean updated
#11  December 31, 2013, 06:42:09 pm
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Re: Juggernaut released, Sean updated
#12  December 31, 2013, 06:59:22 pm
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Lol! My bad!

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Juggernaut released, Sean updated
#13  December 31, 2013, 07:50:53 pm
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Here's a bit of feedback and some suggestions:
-Can't jump over characters without using superjump
-Back arm on Double Fist is still misaligned
-Crouching MP could use "smash" sound (like standing MK)
-Some envshake and sound effects when he hits the ground from falling would be nice

Excellent work on Juggs.  The new Hyper is cool, especially considering what you have to work with, and I'm glad you gave him a "heavier" feel.  Thanks for sharing!
- I made his jumps a little higher.
- I edited the attack sprite with the back arm on it, it should be okay now.
- Done.
- Done.

- The anim 170 (time over) is misaligned

Nice Juggernaut. This is actually one of my favorite chas in that style!
- I'm pretty sure the sprites are aligned, maybe you mean that it looks kinda weird? I changed a little the anim so now it looks smoother.

Thanks for the comments.

Also, updated with this stuff, redownload please.

Re: Juggernaut released, Sean updated
#14  December 31, 2013, 07:56:01 pm
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Couple other small things:
-The crater caused by Juggernaut Punch covers up foreground elements and lifebars
-Palette 8 (Index 11 in FF3) is messed up.
Re: Juggernaut released, Sean updated
#15  December 31, 2013, 08:13:14 pm
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The Apocalypse Palette? I didn't change anything from it, I think Quickfist intended it to be that way:
Spoiler, click to toggle visibilty

Re: Juggernaut released, Sean updated
#16  December 31, 2013, 08:20:12 pm
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I didn't, let me fix that

Re: Juggernaut released, Sean updated
#17  December 31, 2013, 08:50:59 pm
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Thanks for another awesome release. Gonna test him right now!
Re: Juggernaut released, Sean updated
#18  December 31, 2013, 09:06:42 pm
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Well, this is weird, it looks like the last color in the middle suit part shares with the lines in the helmet, don't know how to fix it.
Anyone minds to try?

Re: Juggernaut released, Sean updated
#19  December 31, 2013, 09:15:08 pm
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I think you're right, when I color separated him I didn't touch the middle suit part and the helmet. Apparently, Juggernaut default sprites shared those colors so I'm afraid you'll have to use one color for both parts :(

DW

Re: Juggernaut released, Sean updated
#20  December 31, 2013, 11:10:36 pm
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Feels pretty nice, though still a bit too fast with his dash imo. There's also issues with how you coded his projectiles. Hit p2 with them with debug mode turned on. You'll see they don't add to the hit/juggle count. They're coded wrong. I feel your frame advantages/disadvantages odd as well. Along with certain basic attacking active frames lasting for far too long. s.HK is the most problematic in this case. I also felt it ood that he can't super cancel from Jug Punch. While that may be apparent in his source appearances, I think it'd be a nice option for him to have with this version.

I couldn't help myself, so, I took the liberty of touching/fixing some of these things up myself. Along with putting notations throughout the code as to what I did and why it is important that you do it that way as well. This is more so in the sense of the projectile coding. I tweaked the timings on all his ground basics, y accel and run.jump vels, and tweaked (MAX)Head Crush/Juggernaunt End a bit. Also giving him the ability to SC Jug Punch. I'll PM you this and let you go from there. Overall though, he's pretty solid. Nice job. I encourage you to get some running sprites made for him, along with adding that MB.