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Hokuto from snes bootleg game by duck@ss (Read 1652 times)

Started by DuckSS Farm, July 19, 2013, 03:52:21 pm
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Hokuto from snes bootleg game by duck@ss
#1  July 19, 2013, 03:52:21 pm
  • ****
  • 8-bit - MS Paint spriter and mugen programmer
    • Bosnia and Herzegovina
    • jubinkoduckssbestfriendsevers@gmail.com
    • www.geocities.ws/duckss/
I'm Making someting very fucked up >:)
Extreme Sula Progress:
81 of 100 attacks are created
Re: Hokuto from snes bootleg game by duck@ss
#2  July 19, 2013, 04:09:45 pm
  • ****
  • play more SNK games
    • South Africa
    • www.trinitymugen.net/
Sweet, another bootleg character.

-hitboxes are a little too detailed
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

Other than that, there isn't much to say.
Re: Hokuto from snes bootleg game by duck@ss
#3  July 19, 2013, 04:15:19 pm
  • ****
  • 8-bit - MS Paint spriter and mugen programmer
    • Bosnia and Herzegovina
    • jubinkoduckssbestfriendsevers@gmail.com
    • www.geocities.ws/duckss/
Sweet, another bootleg character.
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

well for hitboxes,are they have problem when is p2 near to p1 on atack?
I did see that with hitboxes, there no any problem...
jump animation is regular as you can see
special spark?
you mean spark on the ground?

I'm Making someting very fucked up >:)
Extreme Sula Progress:
81 of 100 attacks are created

DW

Re: Hokuto from snes bootleg game by duck@ss
#4  July 22, 2013, 02:21:12 am
  • ****
  • I lack discipline.
    • USA
    • www.trinitymugen.net
Sweet, another bootleg character.
-and why doesn't the special move have a special spark upon activation?
-jump animation is a little... Slow maybe?

well for hitboxes,are they have problem when is p2 near to p1 on atack?
I did see that with hitboxes, there no any problem...
jump animation is regular as you can see
special spark?
you mean spark on the ground?

Hmm... Hokuto was one of my fave chars from the EX series. So, you've peaked my interest of her alone. Being from a hacked/bootleg version of said game series though, I have to admit I'm already skeptical of it... Still, I'm willing to test her out and get back with you in time. In the meantime, let me try and clarify some of the initial feedback given to you.

-In reference to the hitboxes, I'm sure Websta means you're using too many of them in various animations. On average, it's a good rule of thumb to never exceed 3 blue hitboxes and 2 red hitboxes on a char's respective attack frames. More so that's the maximum values though for the respective hitbox colors (3 Max for blue, 2 Max for red). However, overall 2 blues and one red will work fine.

-In reference to the "special spark" comment, I'm gonna assume he meant "super" not "special". The FX that essentially all chars have upon start up of their super attacks. This varies from char to char, style to style of course in terms of cosmetic appeal(look), but the general/basic aspect of it is the same for all chars. I haven't tested her yet though, but that seems like the most logical assumption.

-Finally, in reference to the jumping animation... He's saying she more than likely doesn't finish her jumping animation as she's in the air. Reaching the ground before it's finished.
Re: Hokuto from snes bootleg game by duck@ss
#5  July 22, 2013, 01:27:53 pm
  • ****
  • 8-bit - MS Paint spriter and mugen programmer
    • Bosnia and Herzegovina
    • jubinkoduckssbestfriendsevers@gmail.com
    • www.geocities.ws/duckss/
ok I will update that character...

My means:
For hitboxes most good thing must be that can olsy blue boxes must be with the body of the character,mostly I done on some of my previous characters,I used a lot of clsn's on long atacks of legs and arms...
I'm Making someting very fucked up >:)
Extreme Sula Progress:
81 of 100 attacks are created