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Chris Redfield [Public Version] - Release (Read 5827 times)

Started by Nestor, October 31, 2013, 04:13:43 pm
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Chris Redfield [Public Version] - Release
#1  October 31, 2013, 04:13:43 pm
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Last Edit: November 03, 2013, 11:56:19 pm by Nestor
Re: Chris Redfield [Public Version] - Release
#2  October 31, 2013, 05:56:00 pm
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Just teste, I don't like the sprites but the gameplay and the moves are great, really good job
Thanks Watta for the sig and avi.
Re: Chris Redfield [Public Version] - Release
#3  October 31, 2013, 06:17:22 pm
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Thank you very much man :) in the future, we may release another version with a CvS sprite design, maybe you'll like that design:

http://nestor-2099.blogspot.mx/
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Re: Chris Redfield [Public Version] - Release
#4  October 31, 2013, 06:25:45 pm
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Awesome release! Gameplay its nice and solid, are you planning on releasing anymore public versions of your characters?
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Last Edit: October 31, 2013, 07:27:35 pm by Lord Kain
Re: Chris Redfield [Public Version] - Release
#5  October 31, 2013, 06:28:06 pm
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Downloaded, tested and APPROVED!!!

LOVED THIS!!!

My Resident Evil team in my roster gains more one to represent xD
Re: Chris Redfield [Public Version] - Release
#6  October 31, 2013, 06:33:03 pm
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Thanks Watta for the sig and avi.
Re: Chris Redfield [Public Version] - Release
#7  October 31, 2013, 06:46:41 pm
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More character will be releases publically :) we just need to work a bit more on them. About the sprites, riklaionel wanted to release a version with the sprites he did, and I liked the idea. We did our best with both sprites and style, hopefully he'll be a fun character to play with :) however, we'll keep working on him to bring an even more solid character.

Thanks for your comments guys :D!
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Re: Chris Redfield [Public Version] - Release
#8  October 31, 2013, 07:30:03 pm
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This seems to be based on his MVC3 moveset, so I'll be posting accordingly.
*Chris should be able to cancel into F+HP.  For example, Magic series->F+HP->Launcher.
*Chris's magnum in the air should cause a ground bounce, meaning you can do an air series and end with that to dash over and launch them again.
Re: Chris Redfield [Public Version] - Release
#9  October 31, 2013, 07:35:25 pm
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- The animation is very stiff. He barely looks like he's preparing his pistol in his intro, his light kick suffers not only from a lack of animation but also from severely divided attention as multiple competing movements are going on at the same time rather than following the emphasis on the stomping foot, his medium kick is not even a kick it's a leg lift, motion blur for his combination punch animation does little to dress up the lack of animation, and his limbs appear to shift in length a lot. I hope those other sprites also feature more fluid  and better animation.
- Missing required sprites 5002,10 and 5002,20.
- His throw doesn't do any damage.
- No block damage on the combination punch.
- But a large sum of block damage on the machine gun.
- Why does his Combination punch do 105 damage on each hit for a whopping total of 210 damage?
- Why does his weak combination punch hardly have any hit velocity?
- Why doesn't his fierce punch and the stun baton version of his fierce punch have corner push?
- Flamethrower is a corner block stun chip damage infinite.
- If you time it just right, you can do an infinite juggle an on the ground opponent with his crouching medium.
- Why do knife slashes generate hit sounds instead of slashing sounds?
- The file size is huge and that's pretty much all the .snd file. Don't include stereo sound clips into the snd. Make them mono.
- The flamethrower misses on opponents right next to him which strikes me as odd because you did proper width adjustments on other gun based attacks.
- The muzzle flash doesn't seem to be aligned right with the machine gun.

These are the most glaring issues so far. I'm pretty sure that's not even all with this character but I don't have much time to look further right now.


I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Last Edit: October 31, 2013, 07:43:37 pm by WARPra-San
Re: Chris Redfield [Public Version] - Release
#10  October 31, 2013, 07:46:15 pm
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Thanks for the feedback guys :)

MC:
- You can cancel into F+HP from the Light and Medium Attacks. Maybe I could add the HP too, I'll check it.
- Got it, I'll take a look at it. And now that you mention the dash, I'll add a F+PP and B+PP too for the command dash.

WARPra-San:
- I can't do a lot refering to the anims unfortunately, but I'll talk with riklaionel about it and see if he can take a look at these :)
- IIRC I added those the last time I worked on him, but I'll take a look.
- Will check.
- Will check.
- Tried to mimic his MvC3 counterpart (correctly I hope).
- Tried to mimic his MvC3 counterpart (at least for stun baton, will check the fierce punch).
- Will check, any conditions or guidelines to replicate please?
- Will check.
- Will check, I'll see if the SND does have a blade hit fx.
- Thanks for the tip, will do.
- Will check.
- Will check, is it the aerial or standing machine gun?

Thanks for the feedback guys, I'll check everything ASAP :)
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Re: Chris Redfield [Public Version] - Release
#11  October 31, 2013, 07:46:36 pm
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For an effort done from scratch this is really good, but some edges need to be smoothed out.

I was only able to do a quick run-through (because I'm crunched on time), so I didn't find anything that wasn't already mentioned.
Re: Chris Redfield [Public Version] - Release
#12  October 31, 2013, 07:58:41 pm
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Thanks for the feedback guys :)

MC:
- You can cancel into F+HP from the Light and Medium Attacks. Maybe I could add the HP too, I'll check it.
- Got it, I'll take a look at it. And now that you mention the dash, I'll add a F+PP and B+PP too for the command dash.

WARPra-San:
- I can't do a lot refering to the anims unfortunately, but I'll talk with riklaionel about it and see if he can take a look at these :)
- IIRC I added those the last time I worked on him, but I'll take a look.
- Will check.
- Will check.
- Tried to mimic his MvC3 counterpart (correctly I hope).
- Tried to mimic his MvC3 counterpart (at least for stun baton, will check the fierce punch).
- Will check, any conditions or guidelines to replicate please?
- Will check.
- Will check, I'll see if the SND does have a blade hit fx.
- Thanks for the tip, will do.
- Will check.
- Will check, is it the aerial or standing machine gun?

Thanks for the feedback guys, I'll check everything ASAP :)

- Alright good luck.
- The debug says otherwise on my end.
- ok
- ok
- I see
- Yeah I'd check that.
- Increase the flamethrower's cooldown, less block stun I'd imagine.
- ok
- ok
- no probs
- ok
- Standing. Sorry for the lack of specification.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Chris Redfield [Public Version] - Release
#13  October 31, 2013, 09:21:05 pm
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Congrats on the release! You are looking great so far. :)
Re: Chris Redfield [Public Version] - Release
#14  October 31, 2013, 09:22:24 pm
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Yeah you guys are working real diligently on this, it's very exciting to see how much you all care about your work.  I'll be anticipating the update.
Re: Chris Redfield [Public Version] - Release
#15  October 31, 2013, 09:53:43 pm
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you should have just made him a 4 button character. Now you're left with a character with unnecessary normals.

some suggestions::
his dp super doesnt hit normal sized opponents like kungfu man(they pop out, you should put the opponent in a custom animation after the initial hit like in marvel so they never pop out)
idk if you're trying to make it as accurate in marvel, but his qcb super, depending on what button you press determines where the crosshair shows up
his throw sends the opponent to far, make the opponent fall into a crumple state like in marvel
command normal gunshot otg sends the opponent flying way to far and he should have 2 variations, one that reaches almost full screen and one that hits close only.(both otg)
air magnum when hitting a standing opponents should be a hard ground bounce
medium combination punch into magnum should give you enough time to launch your opponent after the wall bounce
launch into heavy kick or punch doesnt immediately send the opponent flying down like it should

i fell like this can potentially be a really good character but right now its broken and not fun to play with at all

     Posted: October 31, 2013, 10:06:47 pm
I'll add a F+PP and B+PP too for the command dash.
just make it 2 attacks.. i mean punches and for back dash just back+ 2 punches. No need for a forward motion
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: Chris Redfield [Public Version] - Release
#16  October 31, 2013, 10:10:32 pm
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YEAH!!! This is really great! Thanks a lot Nestor.

And Happy Halloween for all MugenGuild people! ^^
Re: Chris Redfield [Public Version] - Release
#17  October 31, 2013, 10:14:44 pm
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First thank you for the release Nestor! I`ve been waiting a good version of Chris Redfield for a long time!

I did a rapid test, (during my lunch time lol) and i would like to leave my feedback too!



 - Debug flood;
 - Some helpers does not disapear. You should check the destroyself of the helpers;
 - Missing some required sprites
 - Low kick anim does not look smooth. It wanna be better if you add two or more frames; idk...
 
Well my friend like i said, it was a quick test but i can say that this char is awesome! I can wait to have more free time to play with Chris! If i find more things, i`ll tell you!

Last Edit: October 31, 2013, 11:27:00 pm by Mr.Karate JKA
Re: Chris Redfield [Public Version] - Release
#18  October 31, 2013, 10:59:34 pm
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- Small portrait has bad colors on select screen.
- All the gun shots seem to come out at time=0 in the statedefs, instead of coming out during the actual firing. This is most noticeable during Air Low Shot, when performed close to the ground, Chris won't have time to shoot, but the firing sound will still be displayed.
- Sweep Combo's missile misses when performed on a cornered opponent.
- No FX when landing from a jump ?
- Can't control Chris X-wise by pressing forward/back during a super jump ?
Re: Chris Redfield [Public Version] - Release
#19  November 01, 2013, 04:10:19 am
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Thanks for your comments/feedback/help/support guys :D! Everything will make of Chris and future releases more solid builds. I'm applying all the feedback now, in short I'll upload an update. My intention is to bring some fun material to play, and I really hope with all your help I'll improve. Thanks to everyone :D! And happy halloween too!
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Re: Chris Redfield [Public Version] - Release
#20  November 01, 2013, 04:18:07 am
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And you succesed, Chris is really fun, very nice gameplay, If I may ask, who would be next?
Thanks Watta for the sig and avi.