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Axel Gear (Final Update) (Read 7538 times)

Started by Xinos, August 30, 2009, 11:08:48 pm
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Re: Axel Gear (Final Version)
#21  September 07, 2009, 03:30:39 am
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Alright guys, this is the last update on Axel Gear for now, as I want to start focusing on making other characters. I changed a few things as well.

Quote
What's different?

-Altered Axel's Throw Immunity, so it doesn't override any NotHitBy's
-When Axel recovers from his hit state, he has exactly 7 frames of invincibility left to counter attack
-Added 2 seperate CNS and CMD files for Assist settings (See Assist Readme.txt for more details)
-AI altered slightly
-3 new palettes

Palettes



Download Link: http://www.mediafire.com/download.php?mhfzjmmhj1t

If you have an older version, please update to this one, thanks.
Re: Axel Gear (Final Version)
#22  September 07, 2009, 03:32:47 am
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You work incredibly fast.

It's hard to find anything wrong with this update.


Nice Char +1 because Cybaster comes in with 50 problems.
 
Last Edit: September 08, 2009, 10:23:05 pm by Ragiakurusu
Re: Axel Gear (Final Version)
#23  September 07, 2009, 03:40:34 am
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You work incredibly fast.

It's hard to find anything wrong with this update.

Thanks for the comment. I was working on Axel as much as I could to make him just right. All the feedback was a great help as well :)
Re: Axel Gear (Final Version)
#24  September 07, 2009, 06:22:50 pm
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- Basic sword attacks X and Y can link between each other, so you can do an infinite : Maintain Forwards, press X Y X Y X Y X Y ...
- Hitsparks for Energy Slash look misaligned.
- I think Rising spin could get a little more CLSN priority . Having some infinite priority is okay here, since it's a special and an anti-air anyway.
- Laser Blast would be nicer without any shadow on its FX. The beam would be nicer if we could see the opponent through it. Either use transparency, or if you want to do it old style, make it change sprite each tick or two : once it's the beam, once it's an empty sprite.
- I cant perform Rocket Spin, and the CMD says it's only with X, while it should be with Y and Z too.
It should look like that, with the "$" sign :
[mcode]
[Command]
name="Rocket Spin"
command=~15$B, $F, $B, F, x
time=30
[/mcode]
It would be much more user friendly like that... and even like that I can't manage to perform it ???

Other than that, it's a very fine release, and plays really well. :)
Re: Axel Gear (Final Version)
#25  September 07, 2009, 06:33:25 pm
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- Basic sword attacks X and Y can link between each other, so you can do an infinite : Maintain Forwards, press X Y X Y X Y X Y ...
- Hitsparks for Energy Slash look misaligned.
- I think Rising spin could get a little more CLSN priority . Having some infinite priority is okay here, since it's a special and an anti-air anyway.
- Laser Blast would be nicer without any shadow on its FX. The beam would be nicer if we could see the opponent through it. Either use transparency, or if you want to do it old style, make it change sprite each tick or two : once it's the beam, once it's an empty sprite.
- I cant perform Rocket Spin, and the CMD says it's only with X, while it should be with Y and Z too.
It should look like that, with the "$" sign :
[mcode]
[Command]
name="Rocket Spin"
command=~15$B, $F, $B, F, x
time=30
[/mcode]
It would be much more user friendly like that... and even like that I can't manage to perform it ???

Other than that, it's a very fine release, and plays really well. :)

Thanks for the feedback  :). I'll look into these and fix them up.

With Rocket Spin, I was able to perform it, but had to quickly press F, B, F, x after holding Back. I might change the command of this move to something simpler.
Re: Axel Gear (Final Version)
#26  September 07, 2009, 06:38:36 pm
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With Rocket Spin, I was able to perform it, but had to quickly press F, B, F, x after holding Back. I might change the command of this move to something simpler.
I usually have no problems performing this kind of commands, with chars such as Guile or Vega (M. Bison), so it must be a problem in your code concerning priority of the command or something like that.
Re: Axel Gear (Final Version)
#27  September 07, 2009, 10:30:37 pm
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Alrighty then. I've fixed up the issues mentioned, and I think it's all good to go now.

Edit: Fixed a little mistake, where both CNS and CMD files didn't have Sparkster as an Assist.

Download Link: http://www.mediafire.com/download.php?ymltm2dm2fo

The CLSN priority issue, I wasn't too sure about. So I'll be willing to fix that if it's still not too good.
Last Edit: September 07, 2009, 10:57:55 pm by Xinos
Re: Axel Gear (Final Version)
#28  September 08, 2009, 02:17:20 pm
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I can now perform Rocket Spin correctly. :)

One thing though. I think you should provide two versions of the character (just two CNS files in the archive), to propose a version with normal GetHit attributes. I see you coded it to be sort of accurate to the original game, where Axel gets "electrocuted" and set in a state where he's untouchable for a few ticks.

While this is cool, it breaks the gameplay of all the other characters which would be relying on combos to deal damage to Axel, since they can basically deal only one hit before Axel going in his GetHit state. Proposing a normal version would make him blend better with other small characters and mix better in a "fighting game" system.
Re: Axel Gear (Final Version)
#29  September 08, 2009, 05:39:59 pm
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I can now perform Rocket Spin correctly. :)

One thing though. I think you should provide two versions of the character (just two CNS files in the archive), to propose a version with normal GetHit attributes. I see you coded it to be sort of accurate to the original game, where Axel gets "electrocuted" and set in a state where he's untouchable for a few ticks.

While this is cool, it breaks the gameplay of all the other characters which would be relying on combos to deal damage to Axel, since they can basically deal only one hit before Axel going in his GetHit state. Proposing a normal version would make him blend better with other small characters and mix better in a "fighting game" system.

That's actually a good idea, thanks for telling me that. I'll add that in :)
Re: Axel Gear (Final Version)
#30  September 08, 2009, 05:49:10 pm
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Good look making all those hit sprite requirements lol
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#31  September 08, 2009, 05:51:31 pm
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Re: Axel Gear (Final Version)
#32  September 08, 2009, 05:54:02 pm
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Yeah he's a small 16-bit character, doesn't really need SF3 level of detail on the hit animations.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Axel Gear (Final Version)
#33  September 08, 2009, 05:59:40 pm
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You know its easy when pots tells you it is.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#34  September 09, 2009, 03:07:10 am
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Okay then, I got both Hit state and non Hit state versions done. Here's the download link, make sure to read the Style Readme.txt for changing settings.

http://www.mediafire.com/download.php?yzy1ngzaqmy

The hit animations are the same sprite at the moment, i'll let you be the judge on if it's okay or not.
Re: Axel Gear (Final Version)
#35  September 09, 2009, 06:34:45 am
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)
Re: Axel Gear (Final Version)
#36  September 09, 2009, 03:00:39 pm
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)

You mean this?



I'm pretty sure it's the same sprite for the lose action.

Also thanks for your comment :)
Re: Axel Gear (Final Version)
#37  September 09, 2009, 07:03:30 pm
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you can add a cool megaman effect or explosion effect when he loses.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Axel Gear (Final Version)
#38  September 09, 2009, 07:12:53 pm
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Thanks, he's WAY better now being able to combo him, great work.. but his "lose" sprite color is all messed up (like when he was electrocuted & you couldn't hit him) other then that he's fine.  ;)

You mean this?

http://i198.photobucket.com/albums/aa152/Sonic_Evolution_2007/Sprite.gif

I'm pretty sure it's the same sprite for the lose action.

Also thanks for your comment :)

Yeah, looks like shit.. I do like the Mega man effect or explosion idea above.
Re: Axel Gear (Final Version)
#39  September 10, 2009, 06:56:06 pm
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Explosion is indeed a nice idea.

Axel can still be thrown while he's in the air, if the opponent has a air throw or puts an aerial opponent in whatever custom state (eg. Shin Gouki's air throw or Misogi). This results in Axel disappearing.
Re: Axel Gear (Final Version)
#40  September 10, 2009, 07:11:20 pm
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Explosion is indeed a nice idea.

Axel can still be thrown while he's in the air, if the opponent has a air throw or puts an aerial opponent in whatever custom state (eg. Shin Gouki's air throw or Misogi). This results in Axel disappearing.

I knew there was something I forgot >_<

Will release a patch in a few minutes.

The lose animation I have planned may take longer, due to college slowing down my progress  :(