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Greenskull early Beta release (Read 1912 times)

Started by tenchimuyo4ever, October 20, 2012, 12:19:54 am
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Greenskull early Beta release
#1  October 20, 2012, 12:19:54 am
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I've been on the fence about releasing this for a long time. It's just about finished and I'd figured
it wouldn't take too long to finish up. But certain things have transpired since than and even though this wip is close to completion I think it's time I finally release this beta. I hope everyone enjoys this. :)


http://www.mediafire.com/?3fzoxbopmy7pbqv
Greenskull Sprites by Tenchimuyo4ever
Coding by Sic-1

" This version doesn't represent how much I have finished."
Re: Greenskull early Beta release
#2  October 20, 2012, 02:29:49 am
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this is really cool i saw the sprites a while ago, great to see a beta of him & that hes not another cool, but dead in the water character

Global Mod Of Mugen Free For All, MFFA Elder, Reign of Kreation Member,Pallet Maker And retro stage creator
Re: Greenskull early Beta release
#3  October 20, 2012, 09:00:47 pm
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What the fuck is up with his gethit sprites. Lol. I assume it's because he's a beta.

-Missing author name.
-His walk looks like he's sliding. Raise the velocity a little bit.
-His clsn's are kind of stupid. Crouching clsn is too small. For his standing and taunt, don't use a clsn for each leg. Just use one big one. It's the way its supposed to be and it'll save you the time of placing multiple pointless clsns. Also, try to connect them. Don't leave open spaces. A projectile or something could slip right through him.
-Down forward A's animation turns into the effect used for the down forward X special.
-Some attacks are unaligned. Like his crouching z. Other crouching attacks have little spots of pink around his feet.
-What are the helpers 1152 and 1151? They're not going away. Everytime I use down forward X, it spawns another 1151 helper. You need to add a destroyself to them.

I realize he's a beta so there are going to be a bunch of problems here and there. Anyways, this character has a lot of potential. I hope you finish him.
"There is nothing either good or bad, but thinking makes it so."
Re: Greenskull early Beta release
#4  October 23, 2012, 06:26:01 am
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where is he from
Re: Greenskull early Beta release
#5  October 23, 2012, 07:39:15 am
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  • I Love My Malissa & Our Little Angel Lilly & JbsJr
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    • zombiebrocksmugenwarehouse.webs.com/

Global Mod Of Mugen Free For All, MFFA Elder, Reign of Kreation Member,Pallet Maker And retro stage creator
Re: Greenskull early Beta release
#6  October 23, 2012, 05:27:29 pm
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Here's my feedback.  I tried to exclude the stuff that Noctis already said.

-the intro with the face falling off is really cool.  Nice job on that.
-having both double jump and super jump seems redundant
-infinite priority on projectiles
-can dash forward infinitely in the air
-qcf+weak k has a graphical error.  The Green Skull disappears momentarily and a beam sprite takes his place.  Same thing happens for qcf+k in the air.

-qcf+k can be an infinite if you mash it fast enough and catch the opponent in the air
-his small port is too large
-missing proper large port
-clsn stuff that Noctis mentioned
-walk seems misaligned near the end of the animation loop

I know this is a beta and you mentioned in your readme that you still have a lot of stuff to add, so I am assuming a lot of this is going to be added in the future.  And this might be me nitpicking, but isn't suppose to be "Green Skull" instead of "Greenskull"?  But nice sprite work, I'm looking forward to the update of this character to see where you go with him.
This is how you recognize a character is polished or not : when small details are taken care of to provide the best experience possible.