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Ivan Ooze released (Read 6269 times)

Started by O Ilusionista, February 27, 2011, 12:01:13 am
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Re: Ivan Ooze released
#21  February 28, 2011, 03:59:26 pm
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have him detect the corner, if he remains more than X seconds on the corner, have him port out into the center of the stage, no matter if he is being hit.

That way he will be unable to be cornered without having to gain a lot of height.
Re: Ivan Ooze released
#22  February 28, 2011, 04:02:50 pm
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have him detect the corner, if he remains more than X seconds on the corner, have him port out into the center of the stage, no matter if he is being hit.

That way he will be unable to be cornered without having to gain a lot of height.

This could work, but iirc, Ivan could just use his Invincible Strike in source after being hit in the corner. Given that IS allowed you to control Ivan's flight while the move was charging, this could work.

Also, I know how the edited sprites change his face to make it look more like it did in the movie, but are there plans for an alternate SFF using the original unaltered game sprites?

And while I'm at it, any plans to add any moves from MMPR: The Movie on the SNES? (ie: the throwing knives, ground shockwave, etc). Here's a reference vid.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: February 28, 2011, 07:32:17 pm by Dreysnaught
Re: Ivan Ooze released
#23  February 28, 2011, 08:25:49 pm
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He travels too far because the way I coded the hitstate. He uses the x and y vels given at the move which hits it, but no accel (or friction) is applied.

I will change it, making it not travel that far, not based on the hit vel, but a fixed vel. And to avoid him beeing cornered, I will make Teleport and Invincible Strike beeing able to be executed from the hitstates.

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Also, I know how the edited sprites change his face to make it look more like it did in the movie, but are there plans for an alternate SFF using the original unaltered game sprites?

There was a sff using the game sprites (I've ripped it), but I trashed it. So, sorry :(

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And while I'm at it, any plans to add any moves from MMPR: The Movie on the SNES? (ie: the throwing knives, ground shockwave, etc).

Yes, but this depends on Felp_Lop (right name this time, LOL). He gently edited this char to me, so any new move depends to his edits and free time.

And Ooze will have Lord Zedd as striker, so there will be 2 or 3 moves with him
Re: Ivan Ooze released
#24  February 28, 2011, 08:33:49 pm
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Felp_lop?
Re: Ivan Ooze released
#25  February 28, 2011, 08:43:15 pm
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;P
Re: Ivan Ooze released
#26  February 28, 2011, 10:33:12 pm
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One thing I just found that I should make note of:




Yukari's gap is coded to only absorb normal and special projectiles, not supers. Flaming Death's hitdef has it set as a special move. Not sure if this was intentional or not.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Ivan Ooze released
#27  March 01, 2011, 03:50:19 am
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Felp_lop?

hahahaha, at least this time was a keyboard error not my mistake :)

thanx for poiting me that.


What is done:

- Fixed some minor bugs
- Ooze won't fly high when hit anymore. If its hit with a position Y <-80, he goes to the air, but not that much anymore. If he is high on the air, whenever you hit him, he will goes down on the screen.
- new hyper bg fx:


Re: Ivan Ooze released
#28  March 03, 2011, 05:30:16 am
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Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.
\"So you have chosen....death.\"-Saruman.
Last Edit: March 03, 2011, 05:35:08 am by Bloodly
Re: Ivan Ooze released
#29  March 03, 2011, 06:09:22 am
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Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.
He's the final boss of the game, he's meant to be OP'ed.


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Re: Ivan Ooze released
#30  March 04, 2011, 12:14:05 am
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Quote
Why 1500 health?  Why 150 defence(effectively 2250 health)?  He didn't seem to have more than anyone else in source...You can do what you wnt, I'm just asking why you felt he needed that.

Quote
He's the final boss of the game, he's meant to be OP'ed.