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Blade/Jihad updated to 1.03, 7/14/2008 (Read 7493 times)

Started by Doggiedoo, July 10, 2008, 06:08:57 pm
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Blade/Jihad updated to 1.03, 7/14/2008
#1  July 10, 2008, 06:08:57 pm
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Download 1.03 at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=90409.0



1.02 at RandomSelect: http://randomselect.piiym.net/
Hosted > Hosted Characters > Doggiedoo

Changelog:

Quote
-1.03:
   -AI tweaks and bugfixes.
   -Fixed Pushokuron Purokus' element selection.
   -Plain Trance background replaced with an animated
    one. Again, see config.txt for details. The custom
    background is now the default, assuming most
    players want to fight blade on his own stage.
   -Warzard Intro setting added, for use with an edit
    of La Miss Fairy's 'Darminor Outside' stage. See
    'extras\sextras readme.txt' for details.
Last Edit: July 14, 2008, 10:27:56 am by Doggiedoo
Re: Blade updated to 1.02, 7/10/2008
#2  July 10, 2008, 07:45:23 pm
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He's a great challenge, I will let you know if I find any bugs. Great job man.
Re: Blade updated to 1.02, 7/10/2008
#3  July 10, 2008, 08:23:33 pm
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Re: Blade updated to 1.02, 7/10/2008
#4  July 11, 2008, 03:07:09 am
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Yay! Updating the relevant posts. :)

Mmm... faster internet...  :'(
Re: Blade updated to 1.02, 7/10/2008
#5  July 11, 2008, 08:02:52 pm
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Some feedback.

1 - His AI is fixed, yay!

2 - His AI could use some tweaking with his supers. Right now the activations for them seem kind of weird. I would say he should use his shard super in the following,
A, if his health is higher and you're pressuring him. (Think Sekhmet's medusa curse)
B, if he's low on health and you're closer to him in one last attempt to kill you before losing. (He seems to do this now. Although sometimes he does it even if you're very far away which is a bit of a waste since you take almost no damage at a distance, and he'd be better off waiting till you move in or just saving the energy)
His mirror super should probably be used when you're attacking him as a counter. And then maybe at random on rare occasion to trip you up. Right now he seems to just do it randomly and it tends to miss because of it.

3 - Where is his warzard intro? ??? :( If you're having trouble with time issues I'd suggest maybe adding a few frames to the broken pieces floating around. And maybe slow down the time it takes for them to come together, too. Another thing you could add is slowing the gem appearing and have it sparkle for a second before his armor floats up. With a few delays here and there it should allow enough time for the music to play a bit and not just unexpectedly chop off.

4 - The black super background on his mirror is really, really ugly. Instead of that, I'd say he needs the option to have no super bg at all. Or, have the entire thing removed. The castle super bg looks even more strange on his stage when he isn't in the location that the super bg shows. Since you suddenly see a different part of the stage.
I'm guessing the black bg might have been to attempt some sort of dream effect? If so, I'd suggest doing a psychedelic background like magaki used for his fade to nothingness-like DM in KOF XI. But even still, I really think it needs the option to be removed entirely. If nothing else for the sake of his stage so it can be displayed accurately.

Great update overall, though. He'll be perfect once 3 and 4 get taken care of, IMO ;D
Re: Blade updated to 1.02, 7/10/2008
#6  July 12, 2008, 05:30:22 am
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Thanks!

He does (or should) actually use the mirror super as a counter, but only to attacks that won't recover in time. Given the slowness of the move, not many attacks qualify. :P Will double-check to see if it's working correctly, though Bleh, the trigger WAS broken. Fixing for the next update. His random usage should only be at more than 2500 power, to throw a curveball into the match since he's almost maxed out anyway. It could be refined so that he only does it at high health, and to counter faster moves than he normally would. A distance modifier'll also be added to his armour-split super, though using it as an anti-pressure move may be self-defeating in custom mode, where it draws opponents closer towards him.

The Warzard intro needs him to start closer to his Warzard location, unfortunately. As it is, the gem anim is mostly offscreen, and the camera cannot be moved sufficiently without also moving his opponent. Can't remove the mirror super bg entirely either; there needs to be some obscuring layer to hide the parts of the enemy that are outside the mirror, but an alternate acid-trip bg is a good idea.

EDIT: Temp fix for the mirror super trigger; in blade.cmd, under the 3rd-last state control, replace:

Code:
trigger1 = enemynear, animtime < -25 && p2bodydist x < 20
trigger1 = p2bodydist x > 0 && enemynear, animtime < -35 - 5*(p2bodydist x - 80)

with:

Code:
trigger1 = (enemynear, animtime < -25 && p2bodydist x < 20) || (p2bodydist x > 0 && enemynear, animtime < -35 - 0.2*(p2bodydist x - 80))
Last Edit: July 12, 2008, 05:59:44 am by Doggiedoo
Re: Blade updated to 1.02, 7/10/2008
#7  July 12, 2008, 06:30:22 am
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Thanks! ;D

Where do the characters need to start for his warzard intro? If you can get the cords right for it I'd be glad to release an alternative version of my stage for it. Or, you could release it yourself and package it with blade (probably easier) if you wanted.

Re: Blade updated to 1.02, 7/10/2008
#8  July 12, 2008, 07:35:43 am
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I could package an alternate .def file for the stage, but leave out the .sff so players can get that from your original files. Would that be ok?
Last Edit: July 12, 2008, 07:42:46 am by Doggiedoo
Re: Blade updated to 1.02, 7/10/2008
#9  July 12, 2008, 07:53:28 am
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Re: Blade updated to 1.02, 7/10/2008
#10  July 12, 2008, 04:49:44 pm
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This made me depressed, its an okay character but I was expecting a vampire hunter when I clicked the topic :(
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Re: Blade/Jihad updated to 1.03, 7/14/2008
#11  July 14, 2008, 10:30:02 am
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Updated again... barring massive bugs, this should be the final version before work starts on a new character, plus final updates on Valdoll and Shin Valdoll.

Thread title updated to avoid further confusion, btw. ;P
Re: Blade/Jihad updated to 1.03, 7/14/2008
#12  July 14, 2008, 03:58:18 pm
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you should make an accurate version of leo.  :P (seeing what u have done i suppose you can).

what are your plans for your next char?.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#13  July 14, 2008, 04:51:58 pm
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Not sure yet. Since Kung_Fu_Man is already working on Kongou, another version of him would be a bit redundant. That leaves Gi Gi, and TrasgoSe7en may be doing him too. If not, Gi Gi is the next project. If so, then a Warzard-based Tessa/Tabasa has yet to be made... eh, I'll just fish around for whatever character isn't anyone's WIP.
Last Edit: July 14, 2008, 05:01:01 pm by Doggiedoo
Re: Blade/Jihad updated to 1.03, 7/14/2008
#14  July 14, 2008, 05:08:36 pm
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You shouldn't always base your WIPs on what has been made or not. I'm not trying to diss any other creator of Warzard characters, but I believe you're the best Warzard converter to this day, and that your creations top the others.

Gigi is indeed being made by TrasgoSe7en.
Tabasa and Kenji are being made by Cray.
But whatever, pick up what you like, and not in function of the others. Sure, it's nice for people to have access at all the stuff instead of 10 times the same character made differently, but if the char is made by you, it will definitely be top-notch.

If GM had had this way of thinking, we'd never have had any of his wonderful SF3 conversions (and people would still be playing with Slayergatsu's Gill). ^_^

Just my 2 cents. Good luck in whatever next char you do.

On-topic : I just tested Blade with the new background for Trance in the custom stage. NICE :sugoi:
And it gives a small advantage to P1, which is not a bad thing as a matter of fact. :P
Re: Blade/Jihad updated to 1.03, 7/14/2008
#15  July 14, 2008, 06:52:24 pm
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Not sure yet. Since Kung_Fu_Man is already working on Kongou, another version of him would be a bit redundant. That leaves Gi Gi, and TrasgoSe7en may be doing him too. If not, Gi Gi is the next project. If so, then a Warzard-based Tessa/Tabasa has yet to be made... eh, I'll just fish around for whatever character isn't anyone's WIP.
Honestly hun T is right.

I'm not trying to be mean toward other creators but you not making a character because somebody else is making seems like really, really flawed thinking.

Right now we still have no warzard Nool. Tsango7's uses fusion gameplay.
We have no accurate Hauzer. Mature4Ever's is based mostly off CFJ. (Although he was trying to make a warzard hauzer so I could see you not wanting to make that one to avoid redundancy)
We have no accurate Lavia. Tsango7's is custom. (I have a private warzard version but even she isn't as nice as your work is)
Gili is being made although Tsango said it might have some adjusted moves and stuff.
No accurate Keiji.
No accurate Tabasa.
No accurate Leo.
No accurate Kongou. KFM wanted to make him but I don't think he mentioned when he'd be done so you never know if he could get busy or something and then we'd not have Kongou at all.

Just because something got made doesn't mean it was flattering to the creations. I mean, I like Tsango's Nool alot for example. But I also really wish we had a warzard accurate one.

I do hope you reconsider that position since I think it would be a grave waste of your talent to not make something just because somebody else made it previously. (As I mentioned before the only way I could see that is if somebody made an accurate version of something and the version you'd make wouldn't have anything different. But that is far from the case here so it's a whole different thing)


I'll get back to you on Blade and Valdoll. Cheers<3
Re: Blade/Jihad updated to 1.03, 7/14/2008
#16  July 14, 2008, 07:21:55 pm
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Doggiedoo, you should make ALL warzard characters, without discussion. You are the chosen one. >:D


please an accurate leo first!, with leveling, and the different weapons that you can choose (including axe, and elemental swords!).

Leveling maybe is too much to ask but at least those 4 weapons wich can be exchanged in battle. ... maybe.

if you can :P, this is my vote.
Last Edit: July 14, 2008, 07:27:33 pm by Ohsky
Re: Blade/Jihad updated to 1.03, 7/14/2008
#17  July 14, 2008, 07:34:09 pm
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Doggiedoo, you should make ALL warzard characters, without discussion. You are the chosen one. >:D


please an accurate leo first!, with leveling, and the different weapons that you can choose (including axe, and elemental swords!).

Leveling maybe is too much to ask but at least those 4 weapons wich can be exchanged in battle. ... maybe.

if you can :P, this is my vote.
I think a Leo with selectable swords with different attacks/properties would be very interesting indeed.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#18  July 14, 2008, 07:39:16 pm
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there are many options on this but to made a pure accurate leo is a hard work indeed; i saw kong´s ripped sprites and there are two of leo: one set without any sword, and the other with the lvl 32 sword.....

Is not complete. The easy way is to go for the level 32 leo version and nothing more. Not memorable option though.


i don´t really know if there is the need to put an entire new set of sprites for leo with every different weapon it is in the game, or if the weapons can be separately added to the leo without any weapon, so, it could really be made that kind of leo with the huge arsenal of weapons as some kind of custom option, or, at least the elemental ones, i don´t remember what the axe had of special.
Last Edit: July 14, 2008, 07:42:43 pm by Ohsky
Re: Blade/Jihad updated to 1.03, 7/14/2008
#19  July 14, 2008, 07:51:30 pm
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The weapons can be added separately.

The D&D wizard character Dark Raven could use different weapons and gear. So it's absolutely possible.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#20  July 14, 2008, 08:07:16 pm
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For selectable weapons, some compromise will have to be made when Leo is put in a custom state, due to the limitations of Mugen. 2 options: the first is for his weapon to disappear whenever he's put in a custom state, and he'll either either pick it up again as part of his recovery animation, or it simply reappears in his hand the instant he returns to his own states (this is the implementation Dark Raven had). The second is to have a default weapon that his current weapon transforms into, and again it can either instantly turn back or show him replacing the weapon.

Anyway, thanks for the support! Will think on other issues like weapon properties and how to equip them later. For now, zzz. x_x
Re: Blade/Jihad updated to 1.03, 7/14/2008
#21  July 14, 2008, 08:21:12 pm
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I agree with everyone, Kong made blade even though you made him too. Why should it matter if someone else is making a character that you want to make? Make who you want to make! :sugoi:
Re: Blade/Jihad updated to 1.03, 7/14/2008
#22  July 14, 2008, 08:27:11 pm
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+1

good luck with Gigi
"I’m never gonna grab anything by its balls, especially life. especially if life shows up in the incarnation where it would have testicles. if life showed up and had balls, the last thing I would do is grab those balls" - kyle kinane
Re: Blade/Jihad updated to 1.03, 7/14/2008
#23  July 14, 2008, 09:15:49 pm
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I agree with everyone, Kong made blade even though you made him too. Why should it matter if someone else is making a character that you want to make? Make who you want to make! :sugoi:
I agree. You should create any character you want, even if it has been/is being made on, for there's no competition to be the 1st & only one to create a particular character (at least, from me). Whichever ones you choose to create, I wish you luck  ;)
Re: Blade/Jihad updated to 1.03, 7/14/2008
#24  July 14, 2008, 09:28:52 pm
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I think another thing (at least for me) is I also love your work because I like/respect you as a person. So even if something got made "well" By another author I'd still enjoy your version equally at the very least due to that. For me it adds something when I can feel like "Wow, I really love this guy and his work. I can't wait to see what character he releases next!" Because it sort of keeps mugen interesting and fun. I don't feel that way about many authors so I know it would make me sad to see you not make stuff like Nool and Lavia since they'd been done before.

Obviously the most important thing is going with your heart and doing what makes you happy above all else. But as I said before never let other stuff be dictate what you make. Your work is far, far too high quality for that.

Leo:
If you made him I'd suggest having either the weapon disappear or have him pick it up. Picking it up would probably make the most sense by far, though.

I have to be honest I'd sort of rather see you make a Tabasa than Leo. Although, no good leo has been done, either. (just an incomplete mvc one and that cvs2 thing) So -shrug- I'll always prefer the bosses probably so meh.  ;P
(I think Leo could be a potentially nicer character. Provided you wanted to get sort of creative with his weapons, though he'd be harder too I'd imagine)

I do think if you gave him his alternate swords you should change him to make them serve a purpose other than looking fancy. Like for example, his thunder elemental sword could cause thunder to strike. Ice could freeze you, ect.
Plus each could get their own special super attacks or something. You could even go as far as to let a player select their weapon during the intro like how valdoll can select dragons. (optional feature obviously)


Blade:
He seems perfect now! Loving the new super bg. Didn't notice any funny behavior or anything. Lovely work! =D
Re: Blade/Jihad updated to 1.03, 7/14/2008
#25  July 15, 2008, 03:46:49 am
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Hey if you are looking for a char to make.... how bout helping me with S. Giest? i know asura blade isnt your specialty, but i have a feeling you would be great as far as accuracy/feedback.  ;P
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Coming.....soon....
Re: Blade/Jihad updated to 1.03, 7/14/2008
#26  July 15, 2008, 05:11:01 am
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as far as i know leo can change swords in the middle of combat. If not, implementing that should be a must. What i saw in warzard about those swords is that they have those special effects of each one attached and that the bosses were especially more vulnerable to some of them, while others don´t, etc. Example: fire sword was stronger against nool, nearly no effect on hauzer, and so on.

a Blade without the cape and those spiked shoulders is an interesting thing too. With some more customizations to make him unique.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#27  July 15, 2008, 06:08:01 pm
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Alright, since Tabasa is well underway and Cray emphasises accuracy, I'ma try Leo. It'd be a nice change of pace from coaxing the bosses into doing their various techniques. Need to plan ahead with him with respect to his weapons though, as changing their implementation half-way could require replacing most of his sprites. There's still some other options to be considered; will make a thread in the projects section to discuss further.

I can help out with testing S.Giest and any problem spots in the coding, but my understanding of Asura Blade's gameplay is quite limited, especially considering how loose it feels. Stuff like verifying hitpauses and anim speeds should be fine, though.
Last Edit: July 15, 2008, 06:40:12 pm by Doggiedoo

DMX

Re: Blade/Jihad updated to 1.03, 7/14/2008
#28  July 16, 2008, 12:41:14 am
I really do hope that you do plan to make a Tabasa some time in the future. Cray is far from accurate. His Kenji felt nothing like it should.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#29  July 16, 2008, 12:48:31 am
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his kenji was not even finished, he is also updating kenji now, well, we will see when he does a full release of the two.

DMX

Re: Blade/Jihad updated to 1.03, 7/14/2008
#30  July 16, 2008, 12:55:33 am
It's hard to make something accurate when you're adding MVC2 elements.
Re: Blade/Jihad updated to 1.03, 7/14/2008
#31  July 16, 2008, 12:58:02 am
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Especially those that don't even work right, but I digress...





Quote
If you made him I'd suggest having either the weapon disappear or have him pick it up. Picking it up would probably make the most sense by far, though.
If you mean having weapons be able to be knocked off and picked up (like Balrog/Vega and his claw and mask), then you do realize that is impossible to get correct due to throws, right?
Re: Blade/Jihad updated to 1.03, 7/14/2008
#32  July 16, 2008, 02:04:27 am
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I really do hope that you do plan to make a Tabasa some time in the future. Cray is far from accurate. His Kenji felt nothing like it should.
You're right, and I've never claimed accuracy. Will My Tabasa be 100% accurate? Due to the limitations of mugen, no, but I strive to make her VERY close, along with some custom stuff.

It's hard to make something accurate when you're adding MVC2 elements.
Guess you never played with my 1st Kenji I made over 2 years ago ::). The MvC-style Kenji is for a game project, so of course he's NOT supposed to be accurate to Warzard. Anyways, like Ohsky said my 1ST one is being updated and will be VERY close to Warzard style. You can find my WIP thread @ MI and Infinity, for those that are interested. For those who can wait and want a fun character, then you'll be in for a treat in a few months.

@Doggiedoo: Good luck on Leo, for the weapons system is gonna be a tough thing to code. Still, you are talented so I'm sure you will come through. But, if you ever feel like making a Kenji or Tessa in the future, by all means it would be great to see another interpretation of the characters.

Re: Blade/Jihad updated to 1.03, 7/14/2008
#33  July 16, 2008, 02:49:58 am
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so it seems the custom state wich appears in throws are one of those limitations of mugen you talk about?  ???
Re: Blade/Jihad updated to 1.03, 7/14/2008
New #34  July 16, 2008, 05:15:11 am
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Yeah... the limitation is that there can be only one set of required sprites which will show up during custom state anims, so only one weapon can be shown in them (or no weapon at all) per .sff file. Also, during custom state anims, there are no triggers to find which of the victim's sprites are being used, so you can't even paste a helper on top of him to simulate different weapons being held. Hence why the weapon must either disappear or morph to default when Leo is thrown.

Thanks for the encouragement! At least Leo's gameplay is fairly straightforward. It's the Warzard system that's going to be the most troublesome to implement.
Last Edit: July 16, 2008, 06:55:58 am by Doggiedoo