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Big Bang Beat - Rouga Zanma Custom 1.0 (Updated 08/23/12) (Read 6414 times)

Started by Noctis, March 22, 2012, 08:19:18 am
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Big Bang Beat - Rouga Zanma Custom 1.0 (Updated 08/23/12)
New #1  March 22, 2012, 08:19:18 am
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UPDATE - August 23rd 2012

I thought I'd update Rouga and Ren so I can make another BBB character.
Updated gameplay and AI to match Ren Idegawa's gameplay.

===========================

His gameplay is custom and consist of knocking the opponent up against the wall to continuously chain combos, but to many combos and you get penalized for a little bit. All info is in the "Read Me" text. A lot hittimes and damages are based off of Anjel's Iori.
It's custom because I didn't have any videos to go off of. He's not based off of BBB's Rouga and any similarities are pure coincidence.

Thanks to 2OS and Cyanide for the help. Especially with the Burst.

Feedback.

Images
Spoiler, click to toggle visibilty

Youtube Video
http://www.youtube.com/watch?v=6YRIesRRwR4
Very outdated video.

Download Link
Direct Link
"There is nothing either good or bad, but thinking makes it so."
Last Edit: August 23, 2012, 11:25:29 pm by Noctis
Re: [Big Beat Bang] Rouga Zanma
#2  March 22, 2012, 10:59:18 am
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I don't have time to playtest it now, so all my feedback is based on the video. I'm not going to comment on his specials since you said in the youtube vid that any similarities between him and his BBB incarnation are coincidental since you never played the source. However I need to bring up two important points you may have missed from not playing

- The game is terrible, saved only by its character designs. I didn't play Revolve though, so maybe that game was good?
- Rouga Zanma is the most broken character in the game, due to his ability to counter ANYTHING

With that out of the way, onto the actual feedback

- There a lot of instances of Rouga not facing the player when he should (namely after jumping over an opponent and BURSTING)
- Your p2 hitpauses seem to be especially long, especially whenever Rouga does WOLF FANG (BBB name, dunno what you call it)
- Anim timings for Heavy kick seem really slow.
- A lot of missing sounds.
-

GOH

Re: [Big Beat Bang] Rouga Zanma
#3  March 22, 2012, 11:30:55 am
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Re: [Big Beat Bang] Rouga Zanma
#4  March 22, 2012, 05:20:51 pm
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- The game is terrible, saved only by its character designs. I didn't play Revolve though, so maybe that game was good?
- Rouga Zanma is the most broken character in the game, due to his ability to counter ANYTHING
I heard that a lot so I was reluctant at first, but their was nothing else for me to make on Spriters-Resource and Ougon Musou Kyoku's sprites were just irritating the hell out of me with their crappy transparency backgrounds.
I'm not really sure what you mean by countering his opponents, but the only thing that can stop an opponents attack unfairly is his burst.

- There a lot of instances of Rouga not facing the player when he should (namely after jumping over an opponent and BURSTING)
- Your p2 hitpauses seem to be especially long, especially whenever Rouga does WOLF FANG (BBB name, dunno what you call it)
- Anim timings for Heavy kick seem really slow.
- A lot of missing sounds.
-

-I knew it was going to be about the hitpauses. I kind of did that so it would be easier to combo, but I can lower it. (I just called it Lion Punch)
-I assume you mean the standing kick. I'll make it faster, but it seems good to me. It'd just look really weird doing such a powerful kick so fast.
-No he's not. For some reason my Mugen won't play the sounds correctly, but he has all the sounds he needs. Intro, win, lose and draw sounds. Jump, land and punching sounds. Hitting and blocking sounds. Penalty/burst sounds, special sounds, etc.

Edit:
Updating link, now. So give it a couple minutes before saying it's not working.
"There is nothing either good or bad, but thinking makes it so."
Last Edit: March 22, 2012, 05:48:12 pm by Noctis
Re: [Big Beat Bang] Rouga Zanma
#5  March 22, 2012, 06:01:44 pm
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Try to have different channels for sounds that play at the same time. -1 is default. Try to play around with the channels of the sounds to make sure if the sound works. ->

Example that you have

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = AnimElem = 2
value = S190,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = AnimElem = 2
value = S190,5

-> Only one plays if there is no separate channel for the playsnds (even though it defaults to -1 sometimes one will override the other).

~ Yasogami High Steel President
Re: [Big Beat Bang] Rouga Zanma
#6  March 22, 2012, 06:23:11 pm
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I don't think that's the problem, because the sounds do play, it's just like 80% of the time, it's very quiet, and 20% of the time, it's really loud.

Like his win state. The sound is almost always super quiet, but sometimes I can hear it. Can you tell me if it's quiet or not for you?

Which reminds me. I also had another problem. The sounds make noise immediately, but when I code them to play in mugen, like his footsteps, they always play to late by like 2 animelems. So most of my sounds I had to play at an early animelem. Just so you guys know in case the sounds are off. If thats the case then I have to update him again.

Edit:
Had sounds playing in the custom states.
I went through everything and made sure there was nothing in my custom states that would interfere with another characters stuff.
I also added more velsets to my attacks because on some characters, they weren't connecting.
Screen no longer moves when dashing after a special to help prevent the enemy from falling instead of not bouncing off the wall.
"There is nothing either good or bad, but thinking makes it so."
Last Edit: March 22, 2012, 11:31:46 pm by Noctis
Re: [Big Beat Bang] Rouga Zanma
#7  March 23, 2012, 08:51:57 am
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Didn't try the update :

- Z throw seems to have priority over qcf+Z, since I end up performing it most of the time at close distance.
- qcf+Z may be an infinite as you can juggle the opponent several times and he can't recover.
- The projectile durin aerial qcf+A/B/C seem to disappear to fast (just talking code wise), since performing s.A afterwards won't register as a combo while the opponent is still in his hit state.
- Why are the command inputs in an image file, TXT would be bette rin this case IMO, since the image brings nothing ?
- No supers ?
Re: [Big Beat Bang] Rouga Zanma
#8  March 23, 2012, 05:48:08 pm
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Didn't try the update :

- Z throw seems to have priority over qcf+Z, since I end up performing it most of the time at close distance.
- qcf+Z may be an infinite as you can juggle the opponent several times and he can't recover.
- The projectile durin aerial qcf+A/B/C seem to disappear to fast (just talking code wise), since performing s.A afterwards won't register as a combo while the opponent is still in his hit state.
- Why are the command inputs in an image file, TXT would be bette rin this case IMO, since the image brings nothing ?
- No supers ?

Doesn't matter. Those problems were still in the update.

-Yeah, I think I got it working now. It hasn't messed me up at all now.
-Thanks for finding that. I can't really change the hitbys or his combos will mess up, so I used cornerpush. It's fixed now.
-That's either because of the custom gethit state or his hittime is to low. I'm messing with it, now. It's the pausetime. I can either leave it as is, or make the helper freeze when it hits. It looks really weird, but it connects.
-I was bored and I actually had fun doing that image, but I'll make a text, too.
-Couldn't think of any. Just a bunch of specials. I'll try to come up with something, though.

I'll try to update within 2-3 hours.
"There is nothing either good or bad, but thinking makes it so."
Last Edit: March 23, 2012, 05:57:51 pm by Noctis
Re: [Big Beat Bang] Rouga Zanma Custom 1.0
#9  March 23, 2012, 06:50:38 pm
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wow looks very promising :D



Just Looking for some Real Fun...
Re: [Big Beat Bang] Rouga Zanma Custom 1.0
#10  March 23, 2012, 08:29:26 pm
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It's the pausetime. I can either leave it as is, or make the helper freeze when it hits. It looks really weird, but it connects.
The helper just needs to stay "alive", which means that at the end of the animation you can just display another empty animation for a few ticks before destroying the helper, this way the helper will still exist and there are chances the combo will register correctly.
Re: [Big Beat Bang] Rouga Zanma Custom 1.0
#11  March 23, 2012, 11:29:38 pm
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Okay, updated. Info on the first post.
Uploading link now, so the link might not work right away.
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Re: [Big Beat Bang] Rouga Zanma Custom 1.0 (Updated 03/26/12)
#12  March 26, 2012, 09:22:30 am
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Updated on March 26th, 3:13 AM EST
Info in first post.
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Re: [Big Beat Bang] Rouga Zanma Custom 1.0 (Updated 03/26/12)
#13  March 26, 2012, 02:17:04 pm
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Hey, I've done a small portrait for your Rouga based in that big portrait, I hope you like it ;) BTW, good char :)
Last Edit: March 26, 2012, 04:22:03 pm by .Hades.
Re: Big Beat Bang - Rouga Zanma Custom 1.0 (Updated 03/26/12)
#14  March 26, 2012, 07:56:49 pm
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Oh, thanks a lot. When I make another update, I'll be using it.
"There is nothing either good or bad, but thinking makes it so."
Re: Big Beat Bang - Rouga Zanma Custom 1.0 (Updated 03/26/12)
#15  March 26, 2012, 08:34:10 pm
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No prob! Thanks you for using it ;)
Re: Big Beat Bang - Rouga Zanma Custom 1.0 (Updated 03/31/12)
#16  April 01, 2012, 09:03:59 am
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"There is nothing either good or bad, but thinking makes it so."