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Deke Cay Released : Updated 4/29/15 (Read 15915 times)

Started by The Magic Toaster, April 12, 2015, 10:29:37 pm
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Deke Cay Released : Updated 4/29/15
#1  April 12, 2015, 10:29:37 pm
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[Preview]

[Download]
http://www.mediafire.com/download/09kxm9c1gofqk34/Deke.rar
[Comment]
This is my 3rd character i have created thats a bit more out of my bounds by trying to infuse the aspects of the JJBA Arcade game, JJBA ASB & my own gameplay into a attempt at making a creative interesting gameplay style.
The inspiration of this charatcer was the orginal creation of MelvanaInChains's Deke Cay who was created on 5/13/2011.
Feedback on this creation would be greatly appreciated as for the fact the JJBA mechanics were done in a more untradiational manner and which i see to improve in future updates if required.

Extras(copied from my ReadMe)
Spoiler, click to toggle visibilty
Last Edit: April 30, 2015, 08:04:48 am by The Magic Toaster
Re: Deke Cay Released
#2  April 12, 2015, 10:35:23 pm
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this is freaking great
nice job he is great and fun to use wish someone could make him a big port similar to the jojo one
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Last Edit: April 12, 2015, 10:49:00 pm by City_Hunter
Re: Deke Cay Released
#3  April 12, 2015, 11:41:45 pm
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Its safe to say that 'Final Resting Place' is one of my new favorite supers. But there is still some stuff that should be looked over.
-He can chain attacks in a very free-form fashion (EX: Hard Kick into Light Kick).
-The hitdefs are a bit light, unlike Jojo's which have a meatier hit. Might want to look in a few Jojo's characters for reference.
-I should have asked for the purpose of 'Ministry Punch' and 'Ministry Kick', as I'm not sure if it is supposed to be a zoning attack (Like Jotaro's Blazing Strike, when Stand is turned off) or like a combo extender (Like Shadow DIO's stand attack)
-Command for 'Meal of a Lifetime' is wrong in the readme. It's QCB+Z.

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Re: Deke Cay Released
#4  April 12, 2015, 11:46:05 pm
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I should probably look into those. Im glad you enjoyed his lvl 3. I'll dig into a couple of other stuff when i get time for it later today or possibly some time next week. Whenever i get a chance to.
Re: Deke Cay Released
#5  April 13, 2015, 12:13:46 am
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i really love this character, a custom tattoo assassins character is awesome
Re: Deke Cay Released
#6  April 13, 2015, 12:30:41 am
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This character feels an awful lot like something The_None would make. Awesome.
Re: Deke Cay Released
#7  April 13, 2015, 04:48:52 pm
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Awesome.
Undertaker as stand char - just superb!

Some feedback...

 - readme doesn´t make clear what move is a super & what is only a special
 - "Germany's Finest" super gives back power
 - so does "Not Today" super
 - would like to see some win animation with the Undertaker, when Deke wins via Undertaker special or super
 - maybe use something like this
Spoiler, click to toggle visibilty
:laugh:
Re: Deke Cay Released
#8  April 13, 2015, 09:21:08 pm
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thank for this
nice job
Re: Deke Cay Released
#9  April 14, 2015, 04:15:40 am
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* Getpower = 0 on super hits (Or generally any move that costs meter). Unless you're converting from Garou or Cyberbots.

* Using non-attacking buttons for super move inputs tends to be counter-intuitive. You have plenty of input space for directions + 2 attack buttons like in JJBA if that's the input feeling you're going for?

* Several attack boxes are too small and literal. It's really bad in his higher normals because they will miss some characters that are simply standing. Don't let your eyes lie to you, the truth is in the design.

* Throw boxes generally come up from the bottom of the character's sprite, not an area in the middle of them.

* The hitstuns for most of his moves are all the same and really short making it difficult to distinguish which attacks are strong and weak. They all look weak.

* You can lock your opponent into air pressure by constantly jumping up to them and doing his Eternity of Heroes chains.

* The Eternity of Heroes style chaining is the only semblance of combo-ability this guy really has thanks mainly to the aforementioned low hit stuns and tiny hitboxes.

* His throw makes it look more like he's dropping the opponent than kicking the opponent away.

* The way each bullet of the gatling gun super knocks the opponent away does what I best describe as a "Super Combo Reset". You might want to take a closer look at how beam/projectile supers work in fighting games. Less vertical knockback and make the thing cause non-recoverable fall like they generally do.
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Re: Deke Cay Released
#10  April 14, 2015, 05:10:23 am
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Too lazy to look but ctrl+F says no one mentioned this

Doing meal of a lifetime at the edges causes a misalignment (im gonna assume it has to do with cornerpush or something, didnt take a look tbh)



For record's sake, I've done it on stages that have no zoom.
Re: Deke Cay Released
#11  April 14, 2015, 08:37:05 am
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-
Awesome.
Undertaker as stand char - just superb!

Some feedback...

 - readme doesn´t make clear what move is a super & what is only a special
 - "Germany's Finest" super gives back power
 - so does "Not Today" super
 - would like to see some win animation with the Undertaker, when Deke wins via Undertaker special or super
 - maybe use something like this
Spoiler, click to toggle visibilty
:laugh:
Thanks for the note on that i will look into it.

* Getpower = 0 on super hits (Or generally any move that costs meter). Unless you're converting from Garou or Cyberbots.

* Using non-attacking buttons for super move inputs tends to be counter-intuitive. You have plenty of input space for directions + 2 attack buttons like in JJBA if that's the input feeling you're going for?

* Several attack boxes are too small and literal. It's really bad in his higher normals because they will miss some characters that are simply standing. Don't let your eyes lie to you, the truth is in the design.

* Throw boxes generally come up from the bottom of the character's sprite, not an area in the middle of them.

* The hitstuns for most of his moves are all the same and really short making it difficult to distinguish which attacks are strong and weak. They all look weak.

* You can lock your opponent into air pressure by constantly jumping up to them and doing his Eternity of Heroes chains.

* The Eternity of Heroes style chaining is the only semblance of combo-ability this guy really has thanks mainly to the aforementioned low hit stuns and tiny hitboxes.

* His throw makes it look more like he's dropping the opponent than kicking the opponent away.

* The way each bullet of the gatling gun super knocks the opponent away does what I best describe as a "Super Combo Reset". You might want to take a closer look at how beam/projectile supers work in fighting games. Less vertical knockback and make the thing cause non-recoverable fall like they generally do.
-I'll fix up the supers getting power
-It kind of is the output i was going for. I might revise that later
-I'll check those out and look about with some JJBA conversions as reference. Also, if you could please can you say which ones specfically? It'll help make my job easier and ensure i dont miss any by mistake when im reworking them.
-This goes back to what Ding said about the moves needing to be meatier which i am attending to.
-I'll check out the air pressure issue since thats one of the harder issues i had with him when i was making him
-I'll look into it
-I think some pause and a target veladd should solve that. I'll dig into it.
-I'll also research that a bit more.

Thanks for the feedback

Too lazy to look but ctrl+F says no one mentioned this

Doing meal of a lifetime at the edges causes a misalignment (im gonna assume it has to do with cornerpush or something, didnt take a look tbh)



For record's sake, I've done it on stages that have no zoom.
I dont think i can do much about that Gen. Its indeed more of a cornerpush related issue
Last Edit: April 14, 2015, 09:39:51 am by The Magic Toaster
Re: Deke Cay Released
#12  April 14, 2015, 07:31:32 pm
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The most egregious examples are the roundhouse kick and the high punch. Also I noticed another thing: He has no priority as the blue hitboxes completely eclipse the red. It's best to handle attack priority like an actual fighting game by having some red go past the blue, otherwise Deke's attacks are completely un-tradable.
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Re: Deke Cay Released
#13  April 15, 2015, 03:14:53 am
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Alrighty. Thank you i'll get to these tonight.
Re: Deke Cay Released
#14  April 15, 2015, 09:36:24 am
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I dont think i can do much about that Gen. Its indeed more of a cornerpush related issue

nada. its a screenbound issue. EDIT: actually its both. ill post it here so i dont forget to tell you

in state 1004, find your screenbound controller and replace it with these two

Code:
[State 1004, ScreenBound]
type = ScreenBound
trigger1 = Time < 60
value = 0
movecamera = 0,0
[State 1004, ScreenBound]
type = ScreenBound
trigger1 = Time >= 60
value = 1
movecamera = 1,0

additionally, just flat out remove your velocities in the hitdef in state 1002. they dont do anything but cause cornerpush issues considering your hitdef is an unblockable throw

ROS

Re: Deke Cay Released
#15  April 21, 2015, 02:20:43 am
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- Not sure if anyone has mentioned this to you yet, but Ministry Punch has enough hit stun to where you can combo into it infinitely in the corner.

Awesome release though.
Re: Deke Cay Released
#16  April 30, 2015, 08:03:21 am
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Updates! Please redownload.
-AI Added(Thanks To Kelexo)
-Infintive with "Ministry Punch" Fixed
-Better Clsns
-Better Hittimes
-Postioning issues with "Mal Of A Lifetime" Fixed
-JJBA Death Animation Added
-Special Death State Added
-No Longer Gain Power From Supers
-Improved Visuas On Throw
-"German's Finest" Improved To Be More Reasonable


Re: Deke Cay Released : Updated 4/29/15
#17  May 02, 2015, 02:33:06 am
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Thanks for the update!

Only nitpick...