Lavia (Luan) from Red Earth (Warzard)Thanks, Laspacho for the screenies!UPDATE (3-MARCH-2008)Code: Fixed the cloning bug with the air pushAdded missing sprite in the flip animationsFixed falling animation that occurs after an uppercutAdded missing sprite into the Swoop&Slam (with a fake hitpause)UPDATE (2-MARCH-2008)Code: The air push was recoded as a helper to avoid having P2 in a hitstateCoded in the backdash and dizzy animationsAdded PalFX to hitdefs for Phoenix hypersTrimmed all spritesRipped the official backdash animationRipped the dizzy animationFeather Attack is now at different angles...Adjusted damage in MP and HP versions of Swoop&SlamAdjusted attack radius and added more clsn2s over the clsn1sReduced the damage done by the Phoenix HypersDid some minor cleaning of the introAdjusted the CLSNs so Lavia can be hit by low attacksAdjusted the timing on the swooop&slam so that it doesn't take as longAdded an envshake to the end of the swoop&slamwalk forward animation in the air is no longer the same as on the groundLavia falls back to the ground after doing a spinning uppercutAdded move: Kick Down -- it's the first part of the swoop, just no slamGet her here:http://www.sendspace.com/file/zafkoohttp://www.mediafire.com/?v0mnxxbtkwihttp://rapidshare.com/files/96809542/Lavia-3MAR2008.rar.htmlCheck out the readme and the movelist...Enjoy!
Attack hit radius is far too large. She's attacking with her body too: the attacks should have some clsn2 over the clsn1. In fact ALL her attacks could use that, even the projectiles.Her super does WAYYYYY too much damage. It takes off over half the opponent's life. The background addition looks a bit silly too I have to say.Should be easy enough to edit up the crouching states so that walking can happen uninterrupted.Some of her attacks will miss entirely against cornered opponents.Intro isn't very smooth.While she flies, in the original game she actually hovers and can jump. Looks silly to just fly around DBZ style even for a bird.Backdash...I'm pretty sure she had unique sprites for it.Because of CLSN placement, she can't be hit by many crouching attacks even when on the ground.
wow, thanks for the character. she is very beautiful, but like the buddy above me said, she is ineed of a pretty bad update. but i do thank you for your coding and time to make this char...amazing
Kung_Fu_Man said:Attack hit radius is far too large. She's attacking with her body too: the attacks should have some clsn2 over the clsn1. In fact ALL her attacks could use that, even the projectiles.I'll address this and make it easier to attack Lavia while she's attacking youQuoteHer super does WAYYYYY too much damage. It takes off over half the opponent's life. The background addition looks a bit silly too I have to say.Her Phoenix move does take off alot of damage, but that's only if you get hit by the entire attack. If you get hit by just the firebird (as opposed to the fireball), you won't lose so much of your life, but it is something that I will address. I may adjust how much power she needs to pull off the move considering she only had one level of it in the original game.QuoteShould be easy enough to edit up the crouching states so that walking can happen uninterrupted.She has no crouch animation in the original game. I coded her such that if you hold down when walking, you'll stop her forward (or backward) motion. Walking should be uninterrupted as long as you stay away from holding the down button.QuoteSome of her attacks will miss entirely against cornered opponents.I'll take a look at this; without a screenshot of what you mean, I'll see if it's because her attack boxes are too far in front, or do not go low enough.QuoteIntro isn't very smooth.I know... I tried to cheat by modifying the same feather animation. I'll make a more canon intro for her in the future.QuoteWhile she flies, in the original game she actually hovers and can jump. Looks silly to just fly around DBZ style even for a bird.She can jump in this version as well, but you have to be on the ground (to activate state 0 to get statetype S). I've not seen her jump while in mid-air in the original game, so I did not allow her to do so here either.QuoteBackdash...I'm pretty sure she had unique sprites for it.And you see them here, I just increased the speed of the animation for the back dash to distinguish it from just walking backward.QuoteBecause of CLSN placement, she can't be hit by many crouching attacks even when on the ground.I'll address this. Even Leo's tripping move hits her in the original game, so the CLSNs will be modified.THANKS FOR YOUR GREAT FEEDBACK, KFM!
QuoteShe has no crouch animation in the original game. I coded her such that if you hold down when walking, you'll stop her forward (or backward) motion. Walking should be uninterrupted as long as you stay away from holding the down button.I'm well aware of her lacking a crouch anim, all Warzard bosses do. What I meant was that you could code the state so that pressing down doesn't interrupt walking if the character is holding forward or back.
Kung_Fu_Man said, February 26, 2008, 09:17:40 pmQuoteShe has no crouch animation in the original game. I coded her such that if you hold down when walking, you'll stop her forward (or backward) motion. Walking should be uninterrupted as long as you stay away from holding the down button.I'm well aware of her lacking a crouch anim, all Warzard bosses do. What I meant was that you could code the state so that pressing down doesn't interrupt walking if the character is holding forward or back.Oh, I see what you're saying now. If someone is flying forward/backward AND down at the same time, you don't want the animation to hiccup when she gets to ground level. I'll take a closer look at the coding.
I'd almost say make her have limited flight or something. (Not free style like she has now) It sucks but characters like that are so difficult to make any kind of AI for. I was going to patch her but I'm almost afraid to try Otherwise she seems pretty nice, though. Although I couldn't seem to trigger her QCB 2x super, I'll need to take a closer look at what's going on and get back to you.Edit:One thing is her slam throw has you off screen way too long. I would simply make it so she goes up and slams you down right away, not have a long delay of you and her off screen. (it really dampers the tension of the fight, IMO)
Must've been a nightmare ripping her sprites without clipping. If it's any help, feel free to lift the remaining hitsparks and elemental effects from Blade and Valdoll.She does have a dizzy anim, btw... saw it in a preview vid. Seems really difficult to dizzy bosses under emulation, though (haven't been able to do so at all before they die). Don't know if dizzy is affected by dipswitches, but the violence and voice type switches don't seem to change this (so far).
Feedback-Her throw needs some sort of envshake to give more of an impact-For her throw, the anim where she slams the opponent to the ground is incorrect, and should also have more of a hitpause upon landing. The correct anim looks similar to sprite 810, 4, except her legs are more extended.-I haven't been able to perform her jump when debug indicates that she is in state 0-She should only walk forward when close to the ground. Walking forward while in the air should use the forward dash animation.-She really needs to come back down to ground level after her spinning uppercutRecommendations-I noticed in Warzard, she has the ability to shoot her feathers at different angles (downward or straight ahead) Perhaps instead of making LP, and MP simply 2 and 4 feathers respectively, have her shoot 6 feathers at different angles.-Perhaps for her super move, you should consider making the direction she flies based on commands inputted, similar to Psylocke's Psy-thrust super move. Perhaps inputting up while she rolls into a fireball would indicate that she will fly upwards.-Perhaps different strengths/distances for her air throw would be a good idea? (LP = short range, MP = middle, etc)-I also noticed she has a move that looks similar to the air throw, except it knocks the opponent down. Maybe implementing a command switch (like Jedah's air throw that could change into an attack)
missfairy said, February 27, 2008, 02:32:25 amOne thing is her slam throw has you off screen way too long. I would simply make it so she goes up and slams you down right away, not have a long delay of you and her off screen. (it really dampers the tension of the fight, IMO)I'll change this. I originally had the timing this way to account for extremely tall stages, but it does take too long.Violin Ken said, February 27, 2008, 08:10:57 amFeedback-Her throw needs some sort of envshake to give more of an impact-For her throw, the anim where she slams the opponent to the ground is incorrect, and should also have more of a hitpause upon landing. The correct anim looks similar to sprite 810, 4, except her legs are more extended.-I haven't been able to perform her jump when debug indicates that she is in state 0-She should only walk forward when close to the ground. Walking forward while in the air should use the forward dash animation.-She really needs to come back down to ground level after her spinning uppercutRecommendations-I noticed in Warzard, she has the ability to shoot her feathers at different angles (downward or straight ahead) Perhaps instead of making LP, and MP simply 2 and 4 feathers respectively, have her shoot 6 feathers at different angles.-Perhaps for her super move, you should consider making the direction she flies based on commands inputted, similar to Psylocke's Psy-thrust super move. Perhaps inputting up while she rolls into a fireball would indicate that she will fly upwards.-Perhaps different strengths/distances for her air throw would be a good idea? (LP = short range, MP = middle, etc)-I also noticed she has a move that looks similar to the air throw, except it knocks the opponent down. Maybe implementing a command switch (like Jedah's air throw that could change into an attackI've been working on addressing all of your feedback and the next update will DEFINITELY include:*EnvShake at the end of the Swoop&Slam*The walking animation will be corrected for being in the air*She will fall back to ground level after a spinning uppercut*The knockdown move (the swoop without the slam) will be added. It'll take the place of the LP version of the Swoop&Slam.I checked the original game, and Lavia does not throw her feathers at different angles. Her feathers always are thrown to the bottom right (from P1's perspective); it's just more noticeable when she does the move in the air. I'm still working on the other suggestions as well as the ones from KFM. This is why I post releases at the Guild, I get a lot of feedback.
3 different angles And just for kicks... Dizzy state.Further feedback:-Her wind push move should not effect the opponent like a hit state. P2 should continue doing what they're doing only while being pushed back. Similar to a guardpush.-I also noticed her AI in Warzard did dodging backflips to avoid "Shoryuken" style moves.
The feathers don't look like they're being shot at different angles. It looks like her velocity is different..Maybe it's just me? ???
it has the saem effect, because a different velociti gives you a different angle.alsoQuote-Her wind push move should not effect the opponent like a hit state. P2 should continue doing what they're doing only while being pushed back. Similar to a guardpush.you can use an unhittable helper for that.
missfairy said, February 29, 2008, 06:24:20 pmThe feathers don't look like they're being shot at different angles. It looks like her velocity is different..Maybe it's just me? ???The sprites for the feathers are angled differently
Violin Ken said, February 29, 2008, 06:42:48 pmmissfairy said, February 29, 2008, 06:24:20 pmThe feathers don't look like they're being shot at different angles. It looks like her velocity is different..Maybe it's just me? ???The sprites for the feathers are angled differentlyI think that's because of where lunann is on the screen. If her feathers were pointing downward when she was at the ground it would probably look stupid, so they made them tilted slightly.The angling on the attack seems exactly the same, though. Just her being in the air creates the illusion it's different somehow.
Has the concept of AI ever crossed your mind? If Mai Ling is far, her AI is programmed to throw the feathers far. If Mai Ling is close, she'll throw them closer. Also, look at the first two screenshots. She's on the ground for both of them and the angles of the feathers are slightly different.The freakin screenshots prove there are different angles she can throw the feathers. Hell, Iceman's groudn weak punch icebeam shoots straight into the ground. Capcom didn't thank that would be stupid.