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Clayface by JMAXXIMUS & ALEXZIQ (Read 5632 times)

Started by Makurayami, October 01, 2012, 04:54:10 pm
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Re: Clayface by JMAXXIMUS & ALEXZIQ
#21  October 05, 2012, 04:05:03 pm
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Saying he plays nothing like clayface is not accurate. The clay tomb, Steam Roller, and Clay wave are all directly from different comics over the years.

I suppose I'm only familiar with the DCAU incarnation of him, so the moves do feel a little off to me in terms of characterization (the steam roller especially seems off to me, but that's my opinion).  He honestly almost feels like a big symbiote character to me.  But again, that's opinion, the only thing that should be fixed in him is the flawed mechanics that have been mentioned.
This is how you recognize a character is polished or not : when small details are taken care of to provide the best experience possible.
Re: Clayface by JMAXXIMUS & ALEXZIQ
#22  October 05, 2012, 10:55:50 pm
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with much respect. no disrespect intended. Some of the moves come from this

Re: Clayface by JMAXXIMUS & ALEXZIQ
#23  October 06, 2012, 12:56:01 am
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# Jumping animation is slightly misaligned and the frames need moving around within it, his actions while jumping do not look natural.
# Walk speed is incorrect for animation, this involves sliding feet  and is that it looks wrong rather than any innaccuracy coming from the Hulk sprites
# Width is well off. Width should match clsn's. This also exposes an alignment issue in your walk animation. Take 2 clayfaces and walk them at each other. Watch how the animation acts. He's not centered properly.
# Aside from the twirling special, all other specials act pretty much exactly the same in terms of damage and what they do.
Ball at all levels, same damage, same distance, nothing differs. Shadow blob, same thing. Geyser, well it does vary it's distance, but no change in damage, I actually suggest you base on Blackheart for that move. Always close, always between the 2 opponents, and homing with close doing the most damage and homing doing the least.
# Jump land utterly does not work, that squelch is terrible. With the walk THUMP it should really be a land THUMP as well. Squelch doesn't fit.
# Still rather a lot of superman in the .sff file.
# Crouch makes him back off and the axis winds up well off center
# clsnboxes really aren't good. Use clsndefault, especially for static things like stand. If i punch it should not matter what FRAME of stand you're on for me to actually hit
# Fire Hydrant intro, axis is broken, he teleports, place the hydrant off center of the axis and make him spill out of it to the CORRECT place, don't teleport him there. Fading out the hydrant would also be a nice idea.
# Combo system is broken. Your launcher is c.HP, but i can't get into that from s.MP
# Although i'm now pretty sure it's what you're going for, every single character you guys seem to make uses the hunter chain. Due to clayface's size he would be more suited to weak>strong where you cannot combo from one light to another but must combo from light to med to strong, or light to strong along either side of the chain. Super jump comboing of course would stay hunter chain. Hulk for example uses kick to punch.
# air QCF+P, freezes in animation before hitting the ground, you sit there for a good 3-4 ticks before changing your looks and landing. As you sit about 40 pixels up this is VERY noticeable
# Animations are all the same speed and a bit too fast. There is no sense of impact on any of the heavy moves. Launcher for example, For the sake of it, time out hulks version (you're using the same sprites really) see how it improves the LOOK of the animation.
# Sound effect quality is a bit iffy. If you could re-rip the TV stuff from a better source that would e a good plan
# His throw bindings vs p2 are not friendly, nor is the distance he can do it at, it's REALLY close range.
# You get a debug error to invalid anim on the punch throw.
# I don't know if you're imitating the Vs games or what but throws are normally on the med and hard buttons, or JUST on the hard, they are not on just the medium.
# Runspeed is wtf fast compared to anything else he does. And doesn't fit with the animation either. He's going at hyper speed before he even finishes getting into blob shape. When he has finished, he has easily crossed the screen. Most Vs dashes are shorter than this and very rarely do they let you cross the screen like that and still have enough to cross most of a second screen.
# Recovery roll on get up. My god, you go like a bullet. And much too far. and you keep going even when you should have stopped.

The template i believe is a flawed. Lots of this shouldn't be in your basis (cos they're honestly silly things)

I like the editing, it's consistent and mostly fluent for the detail of it. I think you have too many supers vs specials but that's a bit by the by. I have no problem with any of the moves, i can see various characters in there. Can i suggest Shigen from LB2 as a possibly body you may want to take some things off. Maybe Twelve as well.

Minor gripe. Download page. The download link is actually LESS obvious than the "next download | previous download" links. Those need to be shifted to the bottom and the actual DL enlarged a bit.


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Re: Clayface by JMAXXIMUS & ALEXZIQ
#24  October 08, 2012, 03:22:51 pm
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That's awesome.

I have to thank you for that detailed breakdown. That's exactly why I am greatful to MFG. I wouldve actually put up my own release here, I just got beat to it.

Most of these I think I can correct pretty quick. The jump land, and walking speed, and alignement issues are easy, and I think the combos got messed up by a last minute change I did based on some feedback without thinking it through.

Yeah the Template has some flaws. As the "mysterious" Mr. Henderson pointed out a ways back the Template was stolen from the Scruffy Dragon Template. (not sure how you can steal a creation tool, but I digress) So I cant really take credit for their flaws, however I do own up to not fixing those.  I think replacing the dash, and recovery rolls with more mechanically sound versions needs to be a priority.

Many teams have a habit of using "mystic blaze's" flawed recover roll so this is something we need to be aware of because it's already used in dozens of characters. I really must eat crow because Toni pointed this flaw out to me a year ago, and I decided to keep it because so many other characters use it, and well comic fans will tell you their stuff is great so I let it go in one ear and out the other. I even replaced it at one point and changed it back (DOH!)

Can I ask a question? Do you guys have a recovery roll, or dash that is generally a little more suited for a template?

I really would like to see these issues addressed. While I am aware these things need customized for every character theres gotta be better examples for newbs. I am not much of gameplay guy, and am more of a button masher so suggestions would be greatly appreciated

Thank you so much!
Last Edit: October 08, 2012, 03:27:28 pm by alexziq
Re: Clayface by JMAXXIMUS & ALEXZIQ
#25  October 08, 2012, 03:26:56 pm
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The sprite resources are an interesting concept and I can see how you incorporated them.  He's an interesting character and I look forward to the next update.
This is how you recognize a character is polished or not : when small details are taken care of to provide the best experience possible.