Cruz said, October 09, 2017, 08:02:53 pmzero7360 said, October 08, 2017, 09:06:44 pm- No one has made these. Thanks man!- I feel that might be a bit much for EX Axle Spin Kick to wall bounce as I think she can already do a lot of damage currently.- I'll make EX Shermie Whip not move back as quickly to hopefully make it easier to combo into.Ah, alright, no worries. Still dig it all the same. ^^Got a few more for yaSpoiler, click to toggle visibiltyAthenaLuong (or at least close enough)MorriganMorrigan (UMVC3-Alt)
Cruz said, October 09, 2017, 08:02:53 pmNedflandeurse said, October 08, 2017, 11:17:39 pm- Just going off of morbidjoe's conversions so if you want to update your palettes then go ahead. Thanks!I'll fix them ASAP.This is not much work.morbidjoe said, October 09, 2017, 10:21:43 pmSorry if i messed up on anythingDon't worry, you already did a great job!
zero7360 said, October 10, 2017, 06:02:40 amSpoiler, click to toggle visibiltyLuong (or at least close enough)MorriganThese Morrigan and Luong
nice pals, guys!!BTW, sorry, I cannot fix the NGBC type regular palette I made for this character.Using the template without compatibility with the character make a problem to me.If someone can fix it, it's OK, otherwise, just keep it buggy like that.As a reminder, the only problem is in the white color type :-jacket is the true white color-skirt is wrong-boots is wrong
L.E.O.N said, October 12, 2017, 03:58:23 amzero7360 said, October 10, 2017, 06:02:40 amSpoiler, click to toggle visibiltyLuong (or at least close enough)MorriganThese Morrigan and Luong Thanks! glad ya like em!
not sure if this is what you guys meant but I took out any extra colors for each of shermies ability sprites that they don't use http://www.mediafire.com/file/q2lgeww04evekwc/shermie_ability_sprites.raredit: p.s. I fixed the mistake i did to Nedflandeurse NGBC pallate sorry for my mistake http://www.mediafire.com/file/p67k1bmq4boa16o/Nedflandeurse_NGBC.act
morbidjoe said, October 14, 2017, 09:13:35 amnot sure if this is what you guys meant but I took out any extra colors for each of shermies ability sprites that they don't use http://www.mediafire.com/file/q2lgeww04evekwc/shermie_ability_sprites.raredit: p.s. I fixed the mistake i did to Nedflandeurse NGBC pallate sorry for my mistake http://www.mediafire.com/file/p67k1bmq4boa16o/Nedflandeurse_NGBC.actThanks for the palette update.I think Cruz will add it to the next update! About lightning effects, as we talked about it, they have to be converted into CVS-pots style.I'm sure people here would know how to do it with photoshop or something.
well least i took out those unnecessary extra colors i do have photoshop myself however its still new to me i usually use painttool SAI (not for my mugen stuff though)
L.E.O.N said, October 09, 2017, 11:58:48 pmzero7360 said, October 10, 2017, 06:02:40 am-Thanks for the palettes!morbidjoe said, October 14, 2017, 09:13:35 am- I'll probably hold these for when I make Orochi Shermie. - The palette fix has been applied. Thanks!The beta has been updated with all moves available. How does Lightning Leg Lariat look?
Nice update!I just want to say combo from close HK to forward MK seems strange visually.It almost give the feeling she "teleport" to another position or something...THis is just my opinion. Lightning leg lariat is cool!but the lightning effect sequence make it strange.I can't remember how the move actually acts in the real game.But making p2 waiting during this sequence is kind of strange.I might be wrong.Anyway, this is still some great job!!
Nedflandeurse said, October 20, 2017, 07:31:46 pmLightning leg lariat is cool!but the lightning effect sequence make it strange.I can't remember how the move actually acts in the real game.But making p2 waiting during this sequence is kind of strange.I might be wrong.Anyway, this is still some great job!!Yeah, pretty much this. In most cases, P2 usually bounces off the wall once at maximum screen distance and runs back at Shermie during the screen flashes. Aside from that, the move looks great!
Made a video with a short combo and her level 3 for Shermie. She's a nice character in her current state i'd say.
Nedflandeurse said, October 20, 2017, 07:31:46 pmzero7360 said, October 20, 2017, 09:42:23 pm- Probably looks odd since she goes from a hop to back on the ground again.- The original version of the move had the opponent run to wall then run back similar to an Irish Whip. I can't really do this since not all characters would have a run state.Memes never die/Manby said, October 20, 2017, 09:48:55 pm- Sick combo! I'm not too worried about the damage since the 3rd count on MAX Shermie Flash is near impossible to achieve in an actual match.Thanks everyone!
For leg lariat, what about giving 2 versions of it.-one for the characters with the run on them (pots-like characters and a lot of mugen characters in general)-one version for the characters without this anim ?Now I'm interested to see how ahuron have fixed the non run characters problem.I'm checking it.Random question : did you have used his move or similar as a base for this super? or coded from scratch?Again, we're talking about small details here, but the overall character is a success! And I'm glad you put so much effort on it + taking the feedbacks in a very good way!
Nedflandeurse said, October 21, 2017, 01:28:06 pmFor leg lariat, what about giving 2 versions of it.-one for the characters with the run on them (pots-like characters and a lot of mugen characters in general)-one version for the characters without this anim ?No. There's no need for this. It functions as it should and looks fine as is. In order for him to do this, off the top of my head, he'd have to either make a state that uses run sprites and hope any other chars uses the same SFF numbers for it(in which case it doesn't, he would have to omit to the current state of the move anyway). Or others would have to add the state to their char, so he could just automatically add it(similar to a special state like Midnight Bliss, though obviously not nearly as popular, so none will bother really.) Why add that, when the majority of chars(and by majority, I mean 98%) will omit to the current state of the move anyway? It's fine as is.Quick rundown:-Lv3 causes debug flood with the lightning fx.-Get a new small pic. Preferably one based off her NGBC port you just added. Tell @morbidjoe: to separate her teeth from her clothes(in the small pic) or w/e it shares with. Maybe @Hades: will be willing to make a better small port for you.-A lot of her throws... Honestly her specials in general, cause too much damage. All of her special grapples combo. The QCB + P special performed fully(w/ the otg follow up) causes a whopping 147 dmg. That's super territory. Or at least someone like Zangief's SPD(med or heavy) type dmg. The move is easy to perform and can combo AND can SC from it as shown in the above vid. Her Axle Kick(ground) should honestly just do the same dmg as her stand far HK(70, air version prolly the same I suppose), with the EX version doing like 91-98(+21-28 is something I normally do with EX specials). Her special grapples should be around 112 when fully performed(including the otg) and follow suit from there.Zangief can't combo into his throw and they're more complex commands as well. And he can't SC from them. This is the case with a lot of grapplers, though in Shermie's case, she's more of a luchador type, stringing throws together and combo'ing into them. Something to consider.-Close normals should do less dmg than far.-Where's the special sfx Shermie has for Shermie Spiral? Why don't you have that?-A lot of your winposes get cut off early, add more time to the roundover function.-Maybe see if you can find an lightning FX to go on her knee for her LV3? Also having p2 get a static discharge(lightning fx).Overall though, I like her very much. You make me proud. Great job.
Nedflandeurse said, October 21, 2017, 01:28:06 pm- I don't really like ahuron's version of the move because I felt that the move was handled way too differently.- From scratch? (I don't know how to classify it) Overall, kind of like how I handled Clark's Rolling Sphere.If you want, here's a detailed explanation:Spoiler, click to toggle visibiltyI wanted to see if I could somehow recreate the actual 2002UM version or at least get close to it.The startup during SuperPause is from Shermie Flash with the rest of the it being from Diamond Dust.The throw sequence is just using the special throws that I have already coded since it's just: Diamond Dust -> (Shermie Whip -> Shermie Flash Original). Good thing I thought of that sequence in "()" when making EX Shermie Whip.The "Irish Whip" toss was based on ahuron's version but edited to be more like 2002UM.For the final hit sequence, I made the lightning FX out of the Zero Counter FX and made it kind of reflect the version in 2002UM. (Also didn't like the "flashing" FX in 2002UM)DW said, October 21, 2017, 04:10:32 pm- Fixed. Also should I allow the lightning to also be in the foreground? (In front of the characters)- I was about to use this but haven't gotten around to converting it to the palette:SOLIDUS SNAKE said, June 08, 2017, 01:28:05 amB. - Fixed the special damage. I assume Clark should also follow these rules?- Fixed (I'll assume characters with ground normal chaining ignore this rule)- Which SFX? The SFX they added in NGFC?- Doesn't seem to be an issue for me but I increased the roundnotover time. I believe the blow kisses winpose (Winpose 2) also cuts a bit early in the source game.- I kind of left it out for move consistency. It's for a similar reason why I didn't give Clark's Napalm Strike an explosion FX since there would just be one move with an element. I might add it when I make Orochi Shermie though.The beta has been updated with these changes.Thanks everyone!
Cruz said, October 21, 2017, 07:50:41 pm- Fixed. Also should I allow the lightning to also be in the foreground? (In front of the characters)- I was about to use this but haven't gotten around to converting it to the palette:SOLIDUS SNAKE said, June 08, 2017, 01:28:05 amB. - Fixed the special damage. I assume Clark should also follow these rules?- Fixed (I'll assume characters with ground normal chaining ignore this rule)- Which SFX? The SFX they added in NGFC?- Doesn't seem to be an issue for me but I increased the roundnotover time. I believe the blow kisses winpose (Winpose 2) also cuts a bit early in the source game.- I kind of left it out for move consistency. It's for a similar reason why I didn't give Clark's Napalm Strike an explosion FX since there would just be one move with an element. I might add it when I make Orochi Shermie though.-Sure I guess. W/e you decide is cool on that front.-Meh... There's more hair than face lol, but ok.-Yeah, though being male, he should cause a bit more dmg.-No.-I'm not sure when it was added, God knows it's been years since I've played any source game with Shermie in it. I personally use the Shermie hosted here by Anjel I believe the author's name is? Though I have used others, and I can't remember playing one that didn't have the sfx for it. Y'know which one I'm talking about. -Fine.-IDK. I can kinda see what you mean, though I see it a different way. If there's only one move with elemental properties, especially a LV3 such a s this, it emphasises the power they're putting into the tech imo. Though it's fine either way.
DW said, October 22, 2017, 11:40:29 pm-No.-I'm not sure when it was added, God knows it's been years since I've played any source game with Shermie in it. I personally use the Shermie hosted here by Anjel I believe the author's name is? Though I have used others, and I can't remember playing one that didn't have the sfx for it. Y'know which one I'm talking about. - Odd, Morrigan and Lilith seem to ignore that rule.- Still don't know what you're talking about. I'll just add all the SFX's that I know of.