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Burnin' Leo and Bonkers Updated (Read 7750 times)

Started by Jango Hakamichi, January 16, 2008, 07:16:42 am
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Burnin' Leo and Bonkers Updated
#1  January 16, 2008, 07:16:42 am
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Yeah I know I posted about him on other boards yesterday, but Guild wasn't working yesterday, and when it came up, I decided to fix some bugs.

Bonkers also has some fixed poweradds and now knocks down on the last hit of Hammer Swing/Tornado.

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Last Edit: January 17, 2008, 05:05:02 am by Jango Patch Yagami
Re: Burnin' Leo Released!
#2  January 16, 2008, 06:59:02 pm
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wow nice  ;) tank you for the post.
Re: Burnin' Leo Released!
#3  January 17, 2008, 01:14:04 am
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I was SOOO expecting the Viewtiful Joe Boss

But this still suffices.  Fireballs seem kinda weird looking
Re: Burnin' Leo Released!
#4  January 17, 2008, 01:30:58 am
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I swear I recognise him but I can't tell which game he's from, anyone care to enlighten me?
Re: Burnin' Leo Released!
#5  January 17, 2008, 01:49:48 am
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Seems to be Kirby

mauricio1gonzalez

Re: Burnin' Leo Released!
#6  January 17, 2008, 01:57:45 am
Re: Burnin' Leo Released!
#7  January 17, 2008, 02:03:33 am
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Seems to be Kirby

I thought it looked like kirby after swallowing some fire enemy, it was just the name made me think it was the title of a boss in one of the games or something  :)

oniberserker

Re: Burnin' Leo Released!
#8  January 17, 2008, 02:33:20 am
Re: Burnin' Leo Released!
#9  January 17, 2008, 03:24:16 am
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It's not Capcom. It's Nintendo. Kirby Super Star helper to be exact.

And definitely Kung Fu Approved. Now, how about you lugs give the guy some feedback and thoughts so he can make this character rock, eh?
Re: Burnin' Leo Released!
#10  January 17, 2008, 03:51:21 am
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god I have to stop making Kirby characters whose names resemble other characters. Happened when I released Bonkers.

But this still suffices.  Fireballs seem kinda weird looking

If you're talking about the Fire Shot, that's exactly how it looks in the game, and I ripped all of its frames. All two of them :(
As far as the fireballs in Fire Breath, I may end up ripping the enemy fireballs (they're literally the kanji for "fire"), but I have to manually edit them to fit the palette.
Re: Burnin' Leo Released!
#11  January 17, 2008, 05:02:11 am
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Burnin' Leo reuploaded with an optimized SND, so his filesize is DRASTICALLY smaller than before.

And on a sidenote, updated Bonkers with an optimized SND plus fixes to his poweradds and Hammer Swing/Tornado properties.
Re: Burnin' Leo and Bonkers Updated
#12  January 17, 2008, 07:08:43 am
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Not too bad. The thing that's most noticeably missing is sparks. Not big ones but say, a removal spark for the big fireball (a hitspark would be good too)

Ditto for fire breath, this just turns p2 orrange. You don't get any sense of the fireballs hitting. Lacks drama.

In some ways i was hoping the become fireball and fly thingy would be a running move (FF+attack)

Aerial B, seems to drop suddenly. Partial control of this would be fun, say a bit of X vel if you hold a direction.

As before, i hate running jump. It seems like a waste of time as it doesn't seem to give much of a benefit. This is personal preference though and i wouldn't expect you to change it.

Now to pit him against kirby  ;P


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Re: Burnin' Leo and Bonkers Updated
#13  January 17, 2008, 08:07:03 am
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No real bugs from what I can see. I really like the large portrait style you've chosen for your characters. Here's a couple of minor things that could use some looking into:

- (In the corner) Standing B, Fire Shot, walk forward a little, standing B, Fire Shot repeat = Infinite.
- (In the corner) Standing B, Fire Shot, Fire Shot, (repeat Fire Shot) = Infinite. Oddly enough, Fire Shots don't combo into each other unless the opponent is hit with a standing B attack first.
- Damages seem a bit high in some cases. In just 4 hits of Infinite Combo #2, the damage came out to 300. I've performed combos with Bonkers that do more hits than that yet take less damage. IINM isn't Bonkers supposed to be stronger?

Just a couple of questions:

- Do you intend to make it so that you can combo from Jumping A to Jumping B in mid-air?
- His Jumping B is a knockdown attack which, while not exactly a bad thing, reduces the characters comboability. Is the knockdown there to stay or is it subject to change?
- How in the world did you reduce the size of the SND file by so much? o_O

Nice work as usual. ;D
Last Edit: January 17, 2008, 09:35:45 am by OrochiWeapon2000
Re: Burnin' Leo and Bonkers Updated
#14  January 17, 2008, 09:24:57 am
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Not too bad. The thing that's most noticeably missing is sparks. Not big ones but say, a removal spark for the big fireball (a hitspark would be good too)

Ditto for fire breath, this just turns p2 orrange. You don't get any sense of the fireballs hitting. Lacks drama.;

Yeah, I really should add hitsparks (dammit), consider that an oversight. As far as any other big explosion stuff, maybe recycle the "bomb explosion" animation I used for Bonkers' coconuts?

In some ways i was hoping the become fireball and fly thingy would be a running move (FF+attack)

Yeah because that's how it was in the game. Was trying to adapt it to a fighting game, and I figured it might work out best as a firey Blanka ball XD .

Aerial B, seems to drop suddenly. Partial control of this would be fun, say a bit of X vel if you hold a direction.

That's actually a fun idea that I will look into.

As before, i hate running jump. It seems like a waste of time as it doesn't seem to give much of a benefit. This is personal preference though and i wouldn't expect you to change it.

Believe that's the system, I'll see if I can make compromises or something.

- (In the corner) Standing B, Fireball, walk forward a little, standing B, Fireball repeat = Infinite.
- (In the corner) Standing B, Fireball, Fireball, (repeat Fireball) = Infinite. Oddly enough, Fireballs don't combo into each other unless the opponent is hit with a standing B attack first.

Bugger. I'll check that out, hopefully it's just a matter of adding in juggle points.

- Damages seem a bit high in some cases. In just 4 hits of Infinite Combo #2, the damage came out to 300. I've performed combos with Bonkers that do more hits than that yet take less damage. IINM isn't Bonkers supposed to be stronger?

Yeah he's supposed to. I'll tweak the values a bit more, since he is technically faster than Bonkers, so he should do less damage, (mumble mumble)

- Do you intend to make it so that you can combo from Jumping A to Jumping B in mid-air?

Didn't originally consider that, but it might be fun to do.

- His Jumping B is a knockdown attack which, while not exactly a bad thing, reduces the characters comboability. Is the knockdown there to stay or is it subject to change?

Maybe I'll change it to push the opponent back or something.

- How in the world did you reduce the size of the SND file by so much? o_O

Originally I recorded everything in Stereo. P.o.t.S. told me that Kirby sounds (and all voices/sfx in Fighting games) are mono, and when I did a test with Kirby sounds, lo and behold, it is indeed mono. Also I accidentally left in some sounds from Bonkers that Leo never used, so I ended up deleting those.

------------------------------------------------
And now UGH time for another fix. Hopefully I'll have it ready tomorrow.
Re: Burnin' Leo and Bonkers Updated
#15  January 17, 2008, 09:40:46 am
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I made a tiny mistake in my report. In those infinites I mentioned, it was the Fire Shot that I used and not the Fireball attack. I forgot to double check the move names in the readme before posting.

Sorry for the confusion.
Re: Burnin' Leo and Bonkers Updated
#16  January 17, 2008, 10:39:59 am
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Updated.

-Made the Fire Shot knock down because that's how I originally had it and it makes less problems in the long run.
-Added sparks for Fire Shot and Fire Breath. Fire Shot in particular has the explosion effect I had in Bonkers as well as the accompanying sound now.
- Mid-Air A can chain into Mid-Air B
- Modified damage values so he does less for most of his attacks.

Yeah I fixed everything mentioned so far except for velocities for Mid-Air B.
Last Edit: January 18, 2008, 11:05:09 pm by Jango Patch Yagami
Re: Burnin' Leo and Bonkers Updated
#17  January 17, 2008, 10:13:32 pm
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damn..your fast Jango. ;P.lol..good update :sugoi: :sugoi: :sugoi:

Been Through Worse....

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Re: Burnin' Leo and Bonkers Updated
#18  January 17, 2008, 10:57:34 pm
Really nice update! I wasnt expecting one so early...
Anyway, I love the simplicity of your characters!
I hope to see another KSS character soon! :sugoi:
Re: Burnin' Leo and Bonkers Updated
#19  January 18, 2008, 11:00:31 pm
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damn..your fast Jango. ;P.lol..good update :sugoi: :sugoi: :sugoi:

Yeah if I get bug reports I usually can't concentrate on other stuff until I fix them, dunno why that is  :suttrox:

I hope to see another KSS character soon! :sugoi:

I have a few plans for other Kirby chars (Metaknight and Poppy Bros. Jr. are the first that come to mind), but I really want to make my next character be something normal-sized and not Kirby related, because it gets boring doing the same thing over and over again.

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Re: Burnin' Leo and Bonkers Updated
#20  January 20, 2008, 09:08:00 pm
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another update for BOnkers..yeah.,.I like Bonkers..downloading again.. ;D
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since he is inactive,I follow Spinicci Giacomo(King Star) legacy.!!!