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Started by eken55, August 03, 2011, 05:04:20 am
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New #1  August 03, 2011, 05:04:20 am
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Last Edit: June 16, 2012, 10:52:02 pm by eken55
Re: Haohmaru released
#2  August 03, 2011, 07:45:28 am
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idk but that cut/hit effect looks too large dling...
Re: Haohmaru released
#3  August 03, 2011, 09:14:14 am
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- Why did you overcomplicate the Hitboxes on his stand and his tornado projectile? All you need is 2-3 hitboxes as your standing and one box for the tornado.
- The second super he has doesn't seem to work with the current command.
- Standing Z doesn't have enough pushback.
- Ok, I've been trying his combos and a few probelsm. The AI can seem to do them properly but it seems if I do it the timing seems to be always off. Please specify which one are we supposed to do. Is it the light or the heavy version? Also, the 5 hit crouching combo doesn't work, only hitting up to the third input.
- Ougi Kogetsu Zan is repeated in the readme.
- x, y, z, z, Ougi Resshin Zan does ridiculous amounts of damage. Defintely no damage dampener.
- Why these weird values again?

life = 1050         ;Amount of life to start with
power = 3800      ;Amount of maximum power
attack = 61      ;attack power (more is stronger)
defence = 110      ;defensive power (more is stronger)

It makes a level one take out about about 1/3 HP on everyone else. What's wrong with 100 atk, 100, def, 1000 HP?

- Oh, you still can't program AI side from blockwhore AI. Heck, I had more fun fighting the easy AI than the Medium AI since it was actually doing something than sitting down and being a wuss.
- Why can he throw me when I'm in the middle of an attack or...I dunno...When I'm crouching!?

Debug flood on Haohmaru:



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Props to a friend for my avvie
Last Edit: August 03, 2011, 06:48:59 pm by ecthelionv2
Re: Haohmaru released
#4  August 03, 2011, 07:43:18 pm
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Re: Haohmaru released
#5  August 03, 2011, 08:31:11 pm
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- Why did you overcomplicate the Hitboxes on his stand and his tornado projectile? All you need is 2-3 hitboxes as your standing and one box for the tornado.
- The second super he has doesn't seem to work with the current command.
- Standing Z doesn't have enough pushback.
- Ok, I've been trying his combos and a few probelsm. The AI can seem to do them properly but it seems if I do it the timing seems to be always off. Please specify which one are we supposed to do. Is it the light or the heavy version? Also, the 5 hit crouching combo doesn't work, only hitting up to the third input.
- Ougi Kogetsu Zan is repeated in the readme.
- x, y, z, z, Ougi Resshin Zan does ridiculous amounts of damage. Defintely no damage dampener.
- Why these weird values again?

life = 1050         ;Amount of life to start with
power = 3800      ;Amount of maximum power
attack = 61      ;attack power (more is stronger)
defence = 110      ;defensive power (more is stronger)

It makes a level one take out about about 1/3 HP on everyone else. What's wrong with 100 atk, 100, def, 1000 HP?

- Oh, you still can't program AI side from blockwhore AI. Heck, I had more fun fighting the easy AI than the Medium AI since it was actually doing something than sitting down and being a wuss.
- Why can he throw me when I'm in the middle of an attack or...I dunno...When I'm crouching!?

Debug flood on Haohmaru:



 I agree the medium AI needs a lot more variety. I will work on the velocities of the supers and everything else that needs fixing.   
Re: Haohmaru released
#6  August 03, 2011, 08:33:17 pm
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You should probably look at ecthelionv2's feedback also.
Looks like he called some pretty noticeable flaws to your attention.

Good luck updating your char in the future, :)

Oh yes Haohmaru is far from complete. And I will take the feedback very seriously. And thanks :)
Re: Haohmaru released
#7  August 04, 2011, 12:09:07 am
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Quick feedback :
- Missing FX on the basic punch attacks. No big deal, but still.
- Woosh sounds for kick basics are really too low. You can barely hear them.
- Debug flood: in state 220 (410, 420, etc.): explod vfacing param must be 1 or -1.
- Can crouch while running.
- Blue CLSN on his hair ? o_O
- No backward roll or static dodge ?
- Ougi Senpu Retsu Zan could go without the shadow on the FX.
- Ougi Senpu Retsu Zan's FX could also get some filtering so that it isn't as pixeled.
- No Ougi Senpu Retsu Zan with LP ?
- No Ougi Kogetsu Zan with LK ?
- Specials lack some envshake IMO.
Re: Haohmaru released
#8  August 04, 2011, 12:24:26 am
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Quick feedback :
- Missing FX on the basic punch attacks. No big deal, but still.
- Woosh sounds for kick basics are really too low. You can barely hear them.
- Debug flood: in state 220 (410, 420, etc.): explod vfacing param must be 1 or -1.
- Can crouch while running.
- Blue CLSN on his hair ? o_O
- No backward roll or static dodge ?
- Ougi Senpu Retsu Zan could go without the shadow on the FX.
- Ougi Senpu Retsu Zan's FX could also get some filtering so that it isn't as pixeled.
- No Ougi Senpu Retsu Zan with LP ?
- No Ougi Kogetsu Zan with LK ?
- Specials lack some envshake IMO.

I'll check on the running bug. and more updates will be coming for Haohmaru.
Re: Haohmaru released
#9  August 04, 2011, 01:46:29 pm
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The topic correct name is CVS Haohmaru Released. Haohmaru only, sound like Samurai Shodown Char o_O.
Re: Haohmaru released
#10  August 04, 2011, 06:43:23 pm
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The only thing CVS about it is the sprites.

GT

Re: Haohmaru released
#11  August 04, 2011, 07:21:05 pm
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Yes.

-He sinks during his taunt.
-Misplaced FX (Is it behind his leg or is this a problem created because you've mistimed the animelem & the explod anim times?).

-Umm, why is it that in everyone of your releases you use the wrong CvS hitsounds for every attack? LK gives back LP hitsound, and MK gives back the LK hitsound.
-"pausetime = 5, 9" : Why? Why would you do that? What reason would you have to do this? Where did you learn how to do pausetimes???? Pausetimes should usually be the same, In some instances it's okay for them to differ by an interger or in the event that you're using a counter attack var to add to the second value. In this instance it's unnecessary.

Quote
[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,13
volume = 200
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

You don't need all that crap in a PlaySnd

Quote
[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,13

-Your hitdefs have very little definition (You've only included the basic stuff. Velocities, pausetimes, damage, flags, attr, trigger). You should add yaccel, cornerpush, IDs, give and getpower, and animtypes).
-Your codes are arranged in a completely messy manner ( 190, 2101, 220, 685 (Wtf? Why 685?)) but if that works for you it's w/e..
Quote
[State 234, RemoveExplod]
type = RemoveExplod
trigger1 = (enemy, movehit)
id = 2037
-y u did this? Doesn't "removeongethit = 1" work just as well?

-VERY inconsistent damage values.
Quote
damage = 55 ; Standing Medium Punch [ OK ]
damage = 175 ; Standing Heavy Slash [??]
Although this may be acceptable cuz' his Standing Heavy Slash is probably one of the strongest normals in the series (CvS).
Quote
damage = 55 ; Standing Medium Kick [ OK ]
damage = 60 ; Standing Heavy Kick [ ?? ]
Why do they differ by only 5 intergers???

Quote
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 200
Those statedef details have been arranged in the messiest way that I've ever seen... The infuriating thing about this is that all of the statedefs aren't even like this.

-Why are your ground velocities so low??
Quote
ground.velocity = -.70
I know for a fact that ppls have talked to you before about using ground.velocities that low.

-Crouching punches do NOT need to have a guardflag of L. Even tho they retain crouching properties they should be flagged as MA

Quote
ground.hittime  = 38
Omfg...

Quote
ground.slidetime = 3
ground.hittime  = 9
Those values should be the same (Preferably 9).
-Terrible Collisions
Yours -
Mine - 

Lastly... Why on earth did you make the big portrait share colors with the characters palette? You could use those color slots for other things...
Yeah Titiln, in fact, You Made Him
Re: Haohmaru updated (8/22/2011)
#12  August 23, 2011, 04:37:40 am
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More updates were made for Haohmaru. Please see topic for more info.

GT

Re: Haohmaru updated (8/22/2011)
#13  August 23, 2011, 05:02:54 am
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A new super was added.

Why are you adding more supers when the moves you have now feel bad to use?
How much of the feedback from this thread have you applied to your character?
Yeah Titiln, in fact, You Made Him
Re: Haohmaru updated (8/22/2011)
#14  August 23, 2011, 11:09:27 pm
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some of the moves look and feels awkward. missing sprites for his qcb p attack? it looks like he's skipping a frame or 2.
Re: Haohmaru & Dee Jay M. updated (8/24/2011)
#15  August 24, 2011, 11:00:01 pm
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More updates were made for Haohmaru and Dee Jay. Please see topic for more info.
Re: Haohmaru & Dee Jay M. updated (9/6/2011)
#16  September 06, 2011, 06:29:18 am
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More updates made for Haohmaru and Dee Jay. Please see the topic for more info.
Re: Haohmaru & Dee Jay M. updated (9/11/2011)
#17  September 12, 2011, 12:33:26 am
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More updates were made for Haohmaru and Dee Jay. Please see topic for more info.
Re: Haohmaru released
#18  September 15, 2011, 10:20:42 pm
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Tested Haohmaru to the last update and this is my feeback:

Quick feedback :
- Debug flood: in state 220 (410, 420, etc.): explod vfacing param must be 1 or -1.
- Can crouch while running.
- Blue CLSN on his hair ? o_O
- No backward roll or static dodge ?
- No Ougi Senpu Retsu Zan with LP ?
- No Ougi Kogetsu Zan with LK ?
- Specials lack some envshake IMO.
-^ All of this still keeps in this version
-A lot of stuff in Ougi Resshin Zan:
 *Doesn't have hitspark nor hitsound
 *Can't be comboable with other moves (generally after a Retsuzan or Kogetsuzan you can finish with a Resshinzan, that doesn't occurs here)
 *Feels like you just pushed to the ground the enemy instead slashing it
-WHY only 2 versions of specials if you have 6 buttons??
-Almost no vels in ground.velocity in any normal hit, at least it can't be done infinites by that
-Too much damage in various moves, especially the lv1 supers, that make even 350-450
-Very few sounds for normal moves, especially jump

Resuming, this is my final veredict for this character
Re: Haohmaru & Dee Jay M. update (9/26/2011)
#19  September 27, 2011, 02:38:47 am
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A few more updates were made for Haomaru and Dee Jay. Please see topic for more info.
Re: Haohmaru & Dee Jay M. update (9/26/2011)
#20  September 28, 2011, 03:40:57 am
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