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Cruz

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Messages by Cruz

    

Re: Mike Haggars BIG update

 August 27, 2018, 04:00:27 am View in topic context
 Posted by Cruz  in Mike Haggars BIG update (Started by RΣDDBRIПK July 20, 2018, 02:32:08 am
 Board: Projects

You can use P2Dist x to determine whether the the opponent is in front or behind you.

Use this for the first value on the velocities:
Code:
ifElse(P2Dist x < 0,5,-5)

In this case, the ifElse will pick 5 if the opponent is behind you and -5 if the opponent is in front of you.
    

Re: Mike Haggars BIG update

 August 02, 2018, 08:44:02 am View in topic context
 Posted by Cruz  in Mike Haggars BIG update (Started by RΣDDBRIПK July 20, 2018, 02:32:08 am
 Board: Projects

Here's an example of the OTG version:
ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

Just to clear things up:
- This is for ground bounces that result in juggle resets (You can combo off it)
- The other one is for ground bounces that forces a hard knockdown (You can't combo off it)

Sorry if it seemed confusing.
    

Re: Mike Haggars BIG update

 August 02, 2018, 08:08:27 am View in topic context
 Posted by Cruz  in Mike Haggars BIG update (Started by RΣDDBRIПK July 20, 2018, 02:32:08 am
 Board: Projects

The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
    

Re: Mike Haggars BIG update

 August 02, 2018, 07:00:20 am View in topic context
 Posted by Cruz  in Mike Haggars BIG update (Started by RΣDDBRIПK July 20, 2018, 02:32:08 am
 Board: Projects

I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
    

Re: RAINBOW! R. Mika Released!

 July 30, 2018, 06:46:31 pm View in topic context
 Posted by Cruz  in RAINBOW! R. Mika Released! (Update 08/20/2018) (Started by DeathScythe July 30, 2018, 05:00:10 am
 Board: Your Releases, 1.0+

Great work on fixing the feedback!

Found more things:
- c.MP stops moving forwards when next to the opponent (Looks weird. There's a VelSet in the move that does this)
- Heavenly Dynamite still has jab sounds

- This is why I used custom states on MAX version so the opponent can't get up quick. I did it on purpose on lv1 so the opponent can avoid being hit, I thought it was too powerful for a lv1 super, so I did a 100% hit only in MAX version.
- Just give the custom states to the Lvl 1 version as it's not as powerful as you may think. It's a evasive, high/low mixup that does a fair amount of damage but it's very unsafe on block and it can still lose to invincible reversals.

-The intro where's she jumps off the ring, taunt, both win animations, standing MK and standing HK doesn't have the 8102 landing effect when she touches the ground.
- I feel standing MK and standing HK are already okay without landing effects. That might be me though.


    

Re: RAINBOW! R. Mika Released!

 July 30, 2018, 05:44:50 am View in topic context
 Posted by Cruz  in RAINBOW! R. Mika Released! (Update 08/20/2018) (Started by DeathScythe July 30, 2018, 05:00:10 am
 Board: Your Releases, 1.0+

Quite nice for a starting character, good job!

I'll start with feedback that should be easy to fix:
- Step sounds during run sounds off (For your case, set the step sound timings to will be AnimElem 4 and 9)
- Change the slam sounds during throws (Set it to the sound "1,5" the one used for roundhouses)
- Hip Buster's slam FX is too far back
- Change the sound of the mashing hits of Headbutt (Just set it to "1,2" like the last hit)
- Change the sound of the mashing hits of Daydream Headlock (You can find a more appropriate sound to use in Raiden by Knuckles8864 or E.Honda by POTS)
- Shooting Peach doesn't connect on crouching opponents? (Set the "hitflag" from HAF to MAF)
- Paradise Hold and Sardine's Beach Special are completely silent? (Unless it was like that in the source?)
    

Re: Mike Haggars BIG update

 July 27, 2018, 08:32:21 am View in topic context
 Posted by Cruz  in Mike Haggars BIG update (Started by RΣDDBRIПK July 20, 2018, 02:32:08 am
 Board: Projects

Maybe you could add more barrels that he breaks? Sort of like the beginning of Stage 1 from Final Fight 1.
    

Re: Knuckles8864's WiPs - I will surpass that Guy! (And one Crazy Guy too.)

 July 25, 2018, 06:19:10 pm View in topic context
 Posted by Cruz  in Knuckles8864's WiPs - Captaining the Command(o) (Yagami Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Suna Kake: Not entirely sure how to make a good EX-Special out of this one. Any ideas?
Perhaps EX Suna Kake could OTG? I was thinking of a ground bounce but that would probably be better on EX Yakiire.

Small feedback on Maki:
- EX sound on EX Hayagake can be cancelled with any of her followups (Sounds in followups share the same channel)
- Doing "x, y, D + z" does Bushin Gokusa Nage? (You can skip "z")
    

Re: Rugal Bernstein Updated (07/22/2018)

 July 24, 2018, 08:22:51 pm View in topic context
 Posted by Cruz  in Rugal Bernstein Updated (06/7/2019) (Started by RΣDDBRIПK July 04, 2018, 11:26:47 am
 Board: Your Releases, 1.0+

The 1st hit of Beads Destructor on an airborne opponent feels funny.
One of two things happen on hit:
- They get launched up where they can block the 3rd hit
- They get launched just far enough for the rest of the move to whiff
The move works okay on block.
    

Re: Rugal Bernstein Updated (07/05/2018)

 July 05, 2018, 03:02:46 pm View in topic context
 Posted by Cruz  in Rugal Bernstein Updated (06/7/2019) (Started by RΣDDBRIПK July 04, 2018, 11:26:47 am
 Board: Your Releases, 1.0+

If it's based on actual frame data I guess it's fine.

- You might want to add more to the Move Details section even if it sounds obvious like Dark Barrier reflects projectiles. Also is Beads Destructor a juggle starter?
- Turns Intro is missing.
    

Re: All Chars Update(2018): Jill Sandwich

 July 04, 2018, 06:35:56 pm View in topic context
 Posted by Cruz  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Would there be a reason behind deciding whether to use 3-chain type or 6-chain type?
    

Re: All Chars Update(2018): Jill Sandwich

 July 04, 2018, 05:33:10 pm View in topic context
 Posted by Cruz  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

So chain combos are not allowed to go from Medium to Medium and from Heavy to Heavy?
    

Re: Happy Independence Day! Rugal Bernstein Released!

 July 04, 2018, 05:26:39 pm View in topic context
 Posted by Cruz  in Rugal Bernstein Updated (06/7/2019) (Started by RΣDDBRIПK July 04, 2018, 11:26:47 am
 Board: Your Releases, 1.0+

This character really does feel nice. Great Job! Though it still might need fixing:

- Weird damage numbers
   Asides from damage is a multiple of 7
   - Lower standing light damages (Bring it to 21 or 28)
   - Lower standing medium damages. It's too close to heavies (-7 to -14 to each)
   - s.HP does the same damage as his mediums (Increase the damage?)
   - Close HP and HK are super cancellable but not special cancellable?
   - c.HP is cancellable (Personal choice? It's not in CvS2)
   - Lvl 3 does too much damage (Damage is usually around 420)
- Scorpion Blow has no throw sound (Unless it's like that in CvS2)
- It feels too daunting to throw normals out due to the disadvantage they have as it's long enough to be punished on hit. I noticed that the "hit" times looked odd.

Adjust the "hit" times:
Code:
;Light
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 12 + 2 * var(9)
guard.hittime = 12

;Medium
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15

;Heavy
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18

You can also help the frame advantage with slight reductions during the recovery of the moves
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18

 July 03, 2018, 06:10:08 pm View in topic context
 Posted by Cruz  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

Haven't really looked into AI since my characters doesn't have it. I was thinking if I did do AI, I'd use a helper if that was a viable approach.
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18

 June 27, 2018, 05:27:52 pm View in topic context
 Posted by Cruz  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

    

Re: Rugal Bernstein (Back on Track!)

 June 27, 2018, 03:11:16 am View in topic context
 Posted by Cruz  in Rugal Bernstein (Back on Track!) (Started by RΣDDBRIПK January 21, 2018, 08:23:30 am
 Board: Projects

This okay? (Edges feel sharp?)

Done with GIMP
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 25.06.18

 June 25, 2018, 04:50:35 pm View in topic context
 Posted by Cruz  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

Thanks Vans for this information!
The buffering system has been updated.
    

Re: All Chars Update(2018): Athena

 June 22, 2018, 04:37:02 pm View in topic context
 Posted by Cruz  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)

This problem didn't exist in the older version.
    

Re: All Chars Update(2018): Athena

 June 21, 2018, 04:40:05 pm View in topic context
 Posted by Cruz  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 18.06.18

 June 19, 2018, 03:30:09 pm View in topic context
 Posted by Cruz  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

Vans's Rugal looks like it's using Step 2 of Tiny Buffering? Also it's overall structure for half circle motions is more forgiving than that of Divinewolf's version.