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Leo from Warzard/Red Earth 1.00c (Read 18581 times)

Started by Doggiedoo, August 23, 2008, 06:34:36 pm
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Leo from Warzard/Red Earth 1.00c
#1  August 23, 2008, 06:34:36 pm
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1.00 -> 1.00c patch at SendSpace

1.00c full download at SendSpace

1.00c full download at Mugen Infantry, download link in opening post





============================================================

VERSION HISTORY:

-1.00c:
   -Fixed some graphical issues with Mercury Stride
    and Achilles Revenge.
   -Fixed AI being able to spam Neptune Spike.

-1.00b:
   -Fixed Perseus Charge/Tackle glitches.
   -Fixed Mercury Stride liedown anim.
   -Fixed juggling from Bite grab.

-1.00:
   -Trails added to Perseus Charge/Tackle.
   -Advanced FX setting added, see Config.txt for
    details.
   -AI uses weapon specific attacks.
   -Heavy Ulysses Vault has a slightly longer
    projectile evasion window.
   -Minor AI and cosmetic tweaks.

-0.99:
   -Perseus Charge/Tackle added.
   -Weapon specific attacks added, all done with QCB+P:
    Ulysses Vault, Hades Scorcher, Neptune Spike,
    Mercury Stride, Atlas Quake.
   -Level adjustment menu is available at the start of
    a game. Holding up or down changes levels faster,
    as well.
   -Minor AI and cosmetic tweaks.

-0.97:
   -Experience system (called Quest Mode) added, see
    level_readme.txt andlevel_config.txt for details.
    Includes all of Leo's remaining weapons.
   -Fixed attack hit behaviour against certain reversals
    (thank God for MoveReversed :P).
   -AI readjusted to have more variety and less insta-
    reactions. Default aggression is 0.7 now, due to
    increased difficulty.
   -Mars Slash now has brief startup vulnerability
    (was in Warzard, but didn't confirm it until
    recently... thought it was me being too slow).
   -Ice Mystic Break now resist projectiles while still
    in formation (custom mode only).
   -Damage dampening reworked.
   -Many minor fixes and tweaks.

============================================================

KNOWN ISSUES:

-Certain attacks, will pass right through the normal
 Ultimate Guard without any contact. This is largely
 unavoidable due to the limitations of Mugen. Against these
 moves, use Ultimate Repel instead.
-Haven't been able to find a way to retain Ultimate Guard's
 functionality without making enemy hitsparks appear on
 contact. Ultimate Repel doesn't have this problem, but
 isn't quite as flexible.
-There's no way to avoid Leo dropping his weapons when
 thrown, again due to Mugen's limits.

============================================================

TO-DO LIST:

-Bug fixes/tweaks

============================================================

CREDITS:

-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Capcom for Warzard
-All who gave feedback and bug reports

============================================================

Comments, bug reports, constructive criticism welcome!
Last Edit: October 20, 2008, 09:40:43 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.90
#2  August 23, 2008, 06:37:26 pm
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oooohh daamnn!

time for him to battle Lion-O for supremacy
Re: Leo from Warzard/Red Earth 0.90
#3  August 23, 2008, 06:40:44 pm
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Weapon changing seems messed up... Ah so you changed it.
Re: Leo from Warzard/Red Earth 0.90
#4  August 23, 2008, 06:46:37 pm
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Yeah, got pretty annoying cycling through all 5 weapons, so figured shortcuts would be useful. I might need to make it clearer in the readme though... it'll prolly make quite a few people go ???

P.S: The strengths/weaknesses of each weapon are rough guesses. Please do mention any tweaks they need for the sake of balance.
Last Edit: August 23, 2008, 06:52:09 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 0.90
#5  August 23, 2008, 10:07:06 pm
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Outstanding Release! Love the 5 weapon thing. So far I love the Ice Sword the most. Adds a new angle to fighting.
Re: Leo from Warzard/Red Earth 0.90
#6  August 24, 2008, 04:38:15 am
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Great work Doggiedoo!  Thanks so much for this character.  Here is a bug I found.  He had this in the preview 4 version as well. In the middle of the fight mugen will just freeze, not crash, with bgm still playing and will not come out with escape just ctrl-alt-dlte.  It seems to have something to do with state 140.  I have had it happen with Karin by pots, Remy by Homura and Sandman by McCready and Loganir.  I'm sure other characters will cause this too.  The freeze has occurred with different attacks by each.


Here are two freeze screens







Good luck with the further features and future projects.  Great work so far on all your characters!! Thanks again.
Last Edit: August 24, 2008, 04:49:34 am by darkmoon766
Re: Leo from Warzard/Red Earth 0.90
#7  August 24, 2008, 02:08:31 pm
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Hmm, haven't been able to replicate that bug so far, beyond Mugen's typical freezeups. Even reducing the max. helper count in mugen.cfg doesn't seem to cause freezes (thought it causes many, many other problems D:). Does it happen repeatedly under those conditions? The shield layering has been fixed, at least.
Re: Leo from Warzard/Red Earth 0.90
#8  August 24, 2008, 03:44:06 pm
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Updated my freeze bug issue at mugen-infantry in detail.
Re: Leo from Warzard/Red Earth 0.90
#9  August 24, 2008, 06:01:31 pm
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Thanks, posted the reply over there.

As an aside, for a partial fix for custom state attacks (such as Leo's own Mars Slash with the Ice Sword) passing right through Ultimate Guard, how about a special "gold" Ultimate Guard that acts more like a plain reversal (automatically does Ultimate Counter on contact). It may be a bit cheap, since some of the challenge is in timing the Counters, but it does effectively allow Leo to Counter all non-throws as he's supposed to.
Last Edit: August 24, 2008, 06:59:04 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 0.90
#10  August 24, 2008, 08:27:34 pm
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Just got through playing around with Leo a bit. Quite awesome IMO, especially the weapon switch system.

If you were to make Tessa, I might become the happiest Red Earth nerd in the world. :kugoi:
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Re: Leo from Warzard/Red Earth 0.90b
#11  August 24, 2008, 08:55:13 pm
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Glad you like! He's just been updated btw, mostly for fixing that freeze bug.

EDIT: If you downloaded in the past half hour or so, please grab the patch again... the previous one had some old files.
Last Edit: August 24, 2008, 09:23:12 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 0.90b
#12  August 25, 2008, 12:11:35 am
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Hello.

Can you make alternative CMD with simplifed comands (like P.o.t.S did with his Nash) for 720 stuff ? I'm not advaced player and I always have problems with that stuff (I've been using keyboard which make  it even harder). I'm suyre the'yre others like me and they'll be happy with easier comands for that moves.
"If our lives are indeed the sum total of the choices we've made, then we cannot change who we are. But with every new choice we're given, we can change who we're going to be." The Outer Limits S04E04

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Re: Leo from Warzard/Red Earth 0.90b
#13  August 25, 2008, 12:20:00 am
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Hello.

Can you make alternative CMD with simplifed comands (like P.o.t.S did with his Nash) for 720 stuff ? I'm not advaced player and I always have problems with that stuff (I've been using keyboard which make  it even harder). I'm suyre the'yre others like me and they'll be happy with easier comands for that moves.

you can edit the cmd file
Re: Leo from Warzard/Red Earth 0.90b
#14  August 25, 2008, 02:03:39 am
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Great Char! I like the weapon change.
Specially the Ice Sword.
Thanks, Doggiedoo  :sugoi:
Re: Leo from Warzard/Red Earth 0.90c
#15  August 25, 2008, 05:07:56 am
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Thankyees!

Since the 720/360 commands are read by helpers (so that Leo's facing doesn't matter), it may not be enough to edit the .cmd file alone. In any case, the recent update adds a leo_quick.cmd that changes the 720 + p motion into 360 + pp. The command reading helper has also been moved to the .cmd file, for anyone interested in fiddling with it.
Re: Leo from Warzard/Red Earth 0.90c
#16  August 25, 2008, 05:16:17 am
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What are you doing that made you make a helper read 360-type commands?  Can you post the snippet here?


Many people risk their lives everyday by having Mugen.
Re: Leo from Warzard/Red Earth 0.90c
#17  August 25, 2008, 05:50:27 am
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It's mainly so that turning around doesn't mess up a 360 motion half-way, making it easier to do when getting up facing backwards, jumping over the opponent, etc. as well as saving vars (Leo uses a lot, and I'd like to save some for possible AI flags). It was extended to handle command buffering, since Leo's -2 is bloated enough as is.

State code (on a helper with keyctrl = 1):

Spoiler, click to toggle visibilty

EDIT: Not all the keypress combinations are used at the moment. And yes, the first Gaia Driver controller only works for single button presses at the moment. :P Double presses were only just introduced for that new alternate .cmd file, plus use with mystic breaks later on.
Last Edit: August 25, 2008, 05:59:53 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.90c
#18  August 25, 2008, 06:38:01 am
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I didn't think facing would be an issue. :P  Can't really see a different or more practical way to do it.


Many people risk their lives everyday by having Mugen.
Re: Leo from Warzard/Red Earth 0.91
#19  August 30, 2008, 10:06:57 am
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Updated again to 0.91, see first post for details.
Last Edit: September 13, 2008, 07:02:53 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.92
#20  September 13, 2008, 07:02:27 am
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Sorry for the double post, but he's been updated again to 0.92. Changelog:
Quote
   -Legendary Sword and Shield added (as an EX attack,
    for now).
   -Apollo Slam (custom anti-air) added.
   -Jupiter Rave (custom super) added.
   -Wind, Earth, Poison Mystic Breaks added.
   -Custom Gameplay setting added.
   -Warzard Hitsparks setting added.
   -Damage dampening setting added.
   -Tweaks to combo damage on Mystic Breaks.
   -Aerial guard breaks should behave more accurately.   
   -Other minor tweaks and fixes.

The new moves may still need some balancing, especially Jupiter Rave. It's very damaging for a level 2 (plus whatever power is used by the Legendary equipment), but Leo is slower at gaining power than many characters.

Next goal will be the experience system. Gaining XP will be like Warzard (coins and an end of round bonus). There probably won't be a password system (especially not one that accepts all Warzard passwords, way too many to test+list  :o), but you can directly set Leo's starting level using Config.txt. Possibly in game as well, at the start of the first match. You'll also be able to control how much xp is needed per level, in case you want to go from 1 to 32 in a single session.
Re: Leo from Warzard/Red Earth 0.92
#21  September 13, 2008, 08:04:34 pm
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put in watch mode 2 leos vs 2 leos, you will see that the guard crush hitspark appears a lot of times when they shouldn´t.

That is not the only occasion it happens, seems it happens with certain chars or something.
Re: Leo from Warzard/Red Earth 0.92
#22  September 14, 2008, 07:16:33 am
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Eep, thanks. A patch will be up in a couple hours to fix that, plus some oddities when the Legendary equipment runs out of power. Speaking of which, how is the power drain rate? Too fast? Slow? Should it be able to recover power like it does?
Last Edit: September 14, 2008, 07:21:10 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.92
#23  September 14, 2008, 08:31:41 am
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Eep, thanks. A patch will be up in a couple hours to fix that, plus some oddities when the Legendary equipment runs out of power. Speaking of which, how is the power drain rate? Too fast? Slow? Should it be able to recover power like it does?

for me seems right, i use it only when i have 3 power bars because it seems the only moment when it´s worht to use (you know, to make the new super). I don´t even notice the difference of those legendary things compared to the diamond sword, for example. But the speed and power recovery seems well put for me, seems good put because the more agressive you are the more you get legendary weapons "online"  :sugoi:
Re: Leo from Warzard/Red Earth 0.92b
#24  September 14, 2008, 09:16:43 am
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Thanks! I'll play around with boosting the Legendary weapons' stats.

Patch is up, btw. Hopefully fixes those spark problems.

EDIT: Minor update, just some tweaks and fixes.
Last Edit: September 19, 2008, 05:43:19 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.93
#25  September 22, 2008, 01:44:29 pm
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One more update before leveling up is added; it might take longer than expected to complete. Main new features are AI and improvements to control.

Also, a question about the upcoming XP system... a big problem with it is that data on Leo's level is lost after losing a match and continuing. In this case, would it be a good idea to let the player select a new starting level when continuing?

It'd basically work like this... say you've done quite well and have reached level 30 by the 7th match. You lose this match, and choose to continue. Mugen won't know for certain what your actual level used to be, but it guesses it was 24. During the match intro, you can tap Up to raise it back to 30.

The only issue is that this allows for easy cheating. But, well, there's always F1 anyway. :P What do you guys think?
Re: Leo from Warzard/Red Earth 0.93
#26  September 22, 2008, 10:40:30 pm
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I just put this AI level at 2.0 and cant kick his ass  :sugoi:
Re: Leo from Warzard/Red Earth 0.93a
#27  September 23, 2008, 11:51:34 am
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Minor update... helpers.cns wasn't updated correctly, causing some cosmetic bugs. Please re-download the patch.

DoA Fan: I'm assuming thats a good thing, so... thanks! ;)

EDIT: helpers.cns was the only file (apart from the readme) changed from 0.93 to 0.93a, so no need to overwrite the other files if you have 0.93 already.
Last Edit: September 23, 2008, 11:55:16 am by Doggiedoo
Re: Leo from Warzard/Red Earth 0.93a
#28  September 24, 2008, 01:39:01 pm
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Let the player chose the level. If players want to cheat, let it be. :)
Re: Leo from Warzard/Red Earth 0.93a
#29  September 25, 2008, 06:21:46 am
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Just a new move suggestion.

Maybe implementing something similiar to Chronos Rush, except the ending attack will end with his uppercut (D + Hard Punch). 

Great character!  I'm happy with him as is.  Don't really think the leveling would really make me like him much more than his current state. 
Re: Leo from Warzard/Red Earth 0.97
#30  September 29, 2008, 02:31:28 pm
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Updated to 0.97. The experience system has finally been added. :) Hold Start when choosing Leo to enable it. Bear in mind it may need tweaking for your current Mugen setup. For example, if you have really powerful bosses, you might want to raise the Attack and Defence bonuses to 0.02 (2%) per level.

AI's been given bit of an overhaul. It should use a greater variety of attacks and seem a bit less robotic, if all goes well.

Please do mention anything that may be a bug... I tried to do some extra testing, but there may still be a few hiccups that were missed.

Violin Ken: How about having this new Rush attack have some kind of autoguard, using the shield for defence instead of attack (what a novel idea :P)? Something like, hold back for 1 sec then forward + punch or kick, punch makes him guard his body, kick guards his legs. When he's close enough to the enemy (or at the end of the dash), he'll do his crouching hard punch. IIRC, such attacks don't appear very often in fighting games... is it an ok concept? Sorry for the late reply, btw.

ATM, I'm also considering what the weapon specific moves will be. They'll all be performed using QCB + X/Y/Z. Current ideas:

Spoiler, click to toggle visibilty
Last Edit: September 29, 2008, 07:32:59 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 0.97
#31  September 30, 2008, 07:04:48 am
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That sounds like a great idea for the new move!  Indeed, it would add more variety to his rush attacks.   Just make sure you can follow up with Apollo Slam. :sugoi:  My only question is will there be different sprites while he's defending with his shield to guard his legs?  Not sure how you could edit it to look natural.   :S

Another suggestion, but I'm not sure if this would overpower him.   Would it be a good idea to add a command while performing the rush (punch) to deflect fireballs?  Perhaps the sprite can look like he's knocking the fireball/projectile back at the opponent with his shield (like a backhand slap motion). 

BTW, the weapon specific moves sound really great!
Re: Leo from Warzard/Red Earth 0.97
#32  September 30, 2008, 07:08:46 am
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I skimmed through the posts here looking for it, but what "limitations" are there in mugen that doesn't allow for "certain attacks" to make contact with Ultimate Guard?
Good news for all of you.

I'm banned forever.

Please, just let the ban quietly pass and whatever you do, I beg you, DO NOT CHEER. Do not celebrate that you've won about the fact that I'm banned forever. Let it slide, PLEASE DO NOT CHEER. Don't cause me to shitpost again. I didn't even recall making a shitty post before I got perma'd. I hated this forum anyway. It doesn't even feel I'm taking part in a MUGEN forum.

Well, ungoodbye to you all and I hope you all burn in hell.

- Peter
Re: Leo from Warzard/Red Earth 0.97
#33  September 30, 2008, 09:36:53 am
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Violin Ken: Thankfully, 2 of his existing Rush sprites (1000,2 and 1000,3) have him covering his legs, so he'll use one of those for the kick version. His punch version will have an edited one with his shield held up. Projectile reflection will be tricky, though... as far as I know, the only way to reflect a projectile in Mugen is to replace it entirely, e.g. when Warusaki's CVS Rugal reflects anything, it turns into a mini-Kaiser Wave regardless of what the original projectile was. I'll need to pick a generic-looking projectile that fits the Warzard art style.

Sol Badguy Z: Any (non-projectile) attack that has p2stateno in its hitdefs will fail to make contact against an active HitOverride flag.  U.G. uses HitOverride so that it can retain data on shake/stun time and gethit velocities upon impact. This is a problem against attacks such as the launchers of Splode's Juggernaught and Kyoko's Magneto.

An alternative solution is to use a ReversalDef instead of HitOverride, but for Ultimate Guard, this means that hit properties must be guessed. This is what Ultimate Repel was added for - a version of Ultimate Guard whose behavior doesn't really depend on the type of incoming attack. In other words, it's a lazy quick-fix. ;P

I've tried experimenting with things like overlapping helpers, but so far, nothing's produced useful results.
Re: Leo from Warzard/Red Earth 0.97
#34  September 30, 2008, 02:46:13 pm
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one thing i dont get is why is needed 2 ultimate guards. If ultimate repel does what ultimate guard doesn´t, then ultimate guard does what ultimate repel doesn´t?  o_O

ultimate repel works for attacks wich puts the char in custom states i read, but ultimate repel blocks all attacks ultimate guard blocks, also?
Last Edit: September 30, 2008, 02:50:15 pm by Racsóuran
Re: Leo from Warzard/Red Earth 0.99
#35  October 14, 2008, 07:15:31 pm
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Updated to 0.99:
   -Perseus Charge/Tackle added.
   -Weapon specific attacks added, all done with QCB+P:
    Ulysses Vault, Hades Scorcher, Neptune Spike,
    Mercury Stride, Atlas Quake.
   -Level adjustment menu is available at the start of
    a game. Holding up or down changes levels faster,
    as well.
   -Minor AI and cosmetic tweaks.

Not quite as final as I'd hoped this version would be, but I really need to catch up on studies for now. With so many new moves added, some quality may have been lost for quantity... please mention any bugs, balance issues and/or strangeness that turns up.

Also, Mugen Infantry seemed to go down just as I was posting this... if it comes up again while I'm offline, could someone direct posters from http://mugenguild.com/forumx/index.php?topic=85645.0 to this thread? Thanks in advance.
Last Edit: October 14, 2008, 07:48:22 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 0.99
#36  October 16, 2008, 05:27:03 am
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Nice additions.  I love the new moves!  They all fit Leo very well!  Only issue is that the other moves (charge back, forward + punch/kick) doesn't have any effects from the different swords or the green swipe trail.  (mainly a cosmetic issue)  Regardless, he plays very well and I haven't uncovered any issues yet. 

Great job and good luck on your studies!
Re: Leo from Warzard/Red Earth 1.00
#37  October 18, 2008, 09:01:44 pm
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So much for studies. ;P

Didn't think to add the trails/elemental fx to the Perseus moves... good idea, makes them fit better with his original attacks.

Updated to 1.00:
   -Trails (and elemental effects) added to Perseus Charge/Tackle.
   -Advanced FX setting added, see Config.txt for
    details.
   -AI uses weapon specific attacks.
   -Heavy Ulysses Vault has a slightly longer
    projectile evasion window.
   -Minor AI and cosmetic tweaks.

He's now considered complete, as far as his planned feature set goes. There'll always be room for refinements and fixes, but for now, it's time to apply some of Leo's improvements to older characters.
Re: Leo from Warzard/Red Earth 1.00
#38  October 18, 2008, 10:15:07 pm
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Nothing much to say, except that this character is near perfection. :D

Very nice gameplay. Useful, imaginative and numerous custom moves. Plus nice effects, good AI, XP mode, etc.
This character is full of epicness and win, thank you very much. ;)
Re: Leo from Warzard/Red Earth 1.00b
#39  October 19, 2008, 02:51:45 pm
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Not quite watertight yet, though. ;P Patch to 1.00b up, fixing some glitches with Perseus Charge/Tackle and some other minor issues.

EDIT: Patch re-uploaded, fixing a minor anim flicker at the end of Achilles Revenge. Not really worth redownloading over, but this is a heads up just in case, for anyone who downloaded in the past 3 hours.
Last Edit: October 19, 2008, 06:14:26 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 1.00b
#40  October 19, 2008, 08:52:39 pm
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Would someone who gives out awards give Doggiedoo his ...due please?    Seriously, this leo has to be up for character of the year.  Epicness and win indeed.  Thank you for all of your hard work Doggiedoo.  :)
Re: Leo from Warzard/Red Earth 1.00b
#41  October 19, 2008, 09:08:01 pm
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Well, i finally tested out This Leo, and i'm amazed Doggie Doo ALOT!! very nicely put together and smooth, i like the swords and variations of effects they give. I like stuff in that category alot.

 :)
Re: Leo from Warzard/Red Earth 1.00b
#42  October 19, 2008, 10:51:38 pm
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This guy is a master programmer i have to say.

Creator of the year or something :D

What you will make next?.
Re: Leo from Warzard/Red Earth 1.00b
#43  October 20, 2008, 05:39:37 am
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If Kung_Fu_Man is no longer working on Kongou, I'll give him a try. If he is, I'm not sure... might consider characters outside Warzard. In any case, my previous characters are due for updates, so there'll be some time to think things over.

Thanks for the support... it's been a long journey with Leo. o_O

EDIT: One last minor fix. Sorry for all these tiny patches... really wanna squash all the bugs before moving on.

EDIT2: Patch re-uploaded with a missing file. Bleh. Anyone who downloaded in the past 2 hours might want to grab it again. Anyway, this'll be the last one until after other characters are updated, barring some massive oversight.
Last Edit: October 20, 2008, 08:25:03 am by Doggiedoo
Re: Leo from Warzard/Red Earth 1.00c
#44  October 20, 2008, 08:34:20 am
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and what other games or chars outside warzard could make you interested on making?.
Re: Leo from Warzard/Red Earth 1.00c
#45  October 20, 2008, 09:55:21 am
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Maybe Last Blade... There might be some characters from there who are missing a good WinMugen port.

Alternatively, I could try making a customised version of one of those giant boss types, like Synn from Shadow Over Mystara. It certainly wouldn't take as long due to the limited number of sprites needed, and could be a fun diversion.

Dunno, still juggling ideas. ???
Re: Leo from Warzard/Red Earth 1.00c
#46  October 20, 2008, 11:36:40 am
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asura blade isnt represented much so.. a thought perhaps?
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Re: Leo from Warzard/Red Earth 1.00c
#47  October 20, 2008, 11:53:46 am
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A little message to thank you for your great work on Leo, I'm not a fan of Warzard but your conversion is beautiful, everything is at the level of adjustment options, thank you and bravo again  :)

If you love the challenge, closest to convert a character from :
Art of Fighting 3 (Robert, ...) http://www.youtube.com/watch?v=aafIa267iqA
Rabbits (Little Eddy, ...) http://www.youtube.com/watch?v=-eNYbfLkQfI
Asura Buster (Goat, ...) http://www.youtube.com/watch?v=u9TyZE-ucjs
Golden Axe - The Duel (Green, ...) http://www.youtube.com/watch?v=j8p-2zF4dgc
Astrea Superstars (Sakamoto, ...) http://www.youtube.com/watch?v=jUcbJaMNM78
Martial Masters (Drunk Master, ...) http://www.youtube.com/watch?v=eGaXlmYDiHw
The Rumble Fish (Boyd, ...) http://www.youtube.com/watch?v=OOUdQK5-4-w  impossible ... ok :'(

crazy list  ;D

Regards
Last Edit: October 20, 2008, 12:13:20 pm by Lucius Vorenus
Re: Leo from Warzard/Red Earth 1.00c
#48  October 20, 2008, 12:42:34 pm
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Maybe Last Blade... There might be some characters from there who are missing a good WinMugen port.

Alternatively, I could try making a customised version of one of those giant boss types, like Synn from Shadow Over Mystara. It certainly wouldn't take as long due to the limited number of sprites needed, and could be a fun diversion.

Dunno, still juggling ideas. ???

whaat?, ey man i was a legend with crassus/jarred on the arcade!!, more than 3 million exp point on there, lvl 23!!! hahaha (back in 1999 at least; me alone, with 3 others it was different). It was so easy to kill those huge dragons alone, fellow players called me "the killin machine"... back then it had meaning...

An accurate Crassus/Jarred conversion would be awesome.

I saw there was someone who tryed to make one Jarred but the project was abandoned. I have the char but only have the basics and not accurate.


None of the conversions done from that game is accurate, except D´Raven. sadly.
Last Edit: October 20, 2008, 12:48:56 pm by Racsóuran
Re: Leo from Warzard/Red Earth 1.00c
#49  October 20, 2008, 12:46:38 pm
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how bout finding youself a spriter and making up your own creations then working on their ideas? or viceversa
Shades 2 site:Shades of Manhattan
Re: Leo from Warzard/Red Earth 1.00c
#50  October 21, 2008, 05:43:02 am
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For converting existing characters, it depends on how difficult it is to rip their sprites/sounds (or best, if a sprite set is already available) and how accurately their games can be emulated. I'm not sure what methods exist that rip from Saturn games, but I'll explore that, as well as the other games mentioned.

Not sure if I'll have enough time for an original character though, unless whoever works with me is willing to put up with long delays; graduation is near, and we need some stable cashflow ASAP.

^^

Re: Leo from Warzard/Red Earth 1.00c
#51  October 21, 2008, 01:13:24 pm
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Maybe Last Blade... There might be some characters from there who are missing a good WinMugen port.

Alternatively, I could try making a customised version of one of those giant boss types, like Synn from Shadow Over Mystara. It certainly wouldn't take as long due to the limited number of sprites needed, and could be a fun diversion.

Dunno, still juggling ideas. ???
Last Blade character from you would be cool 8)
Re: Leo from Warzard/Red Earth 1.00c
#52  October 22, 2008, 02:59:26 am
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Jojo's Bizarre Adventure is lacking in good ports as well.   :sugoi:  Though I don't think any CPS3 rips are readily available.  Regardless, there is a very useful debug mode built into the game to capture all frames.

Well, anything you create would be worthwhile to see.   8)
Re: Leo from Warzard/Red Earth 1.00c
#53  October 22, 2008, 08:32:33 am
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Cretae a Ryu or a Gouki. ;P

More seriously, HnK and Basara X are lacking good conversions, but they are the new type of over comboed games, maybe not your style.

Last Blade, Mark of the Wolves (Rock or Gato) or Martial Masters would be nice choices. :)
Re: Leo from Warzard/Red Earth 1.00c
#54  October 22, 2008, 08:57:00 am
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Quote
I could try making a customised version of one of those giant boss types, like Synn from Shadow Over Mystara. It certainly wouldn't take as long due to the limited number of sprites needed, and could be a fun diversion.

I, for one, would love to see what you'd do with Synn.
Re: Leo from Warzard/Red Earth 1.00c
#55  October 22, 2008, 05:09:55 pm
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Hm, I know this is probably a bit much to ask seeing as he's pretty much finished, but perhaps for balance, would you be able to make it so that the moves that have invincibility are able to be turned off?  He's able to get out of quite a bit with those (The Electric Dash, and others), and its kinda URGH losing because you'd think he'd be able to get hit.

Otherwise he's really good, I love Warzard and he's a prime example of Warzard stuff done right, like your other characters.
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Re: Leo from Warzard/Red Earth 1.00c
#56  October 22, 2008, 06:27:28 pm
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Yep, that shouldn't be a problem... I can release another patch for Leo along with the updates for one of my other chars. Would you prefer the invicibility be toned down rather than removed entirely (e.g. invincible only to normal attacks)? Either that, or their recovery times could be increased/damage lowered.

Is it a problem with some moves moreso than others? The invincibility in Mars Slash is (supposed to be) Warzard accurate (doesn't mean it couldn't use adjusting), but the custom moves may have been a bit much. They are still vulnerable to reversals, and many of them leave him wide open if jumped over/away from... but maybe not quite open enough, for their benefits.

EDIT: Also, there have been some comments that his default AI Aggression (0.7) is too high. Do you guys think 0.5 is a bit more reasonable? That was the point at which I could manage a 50/50 win rate in a mirror match against him, increased by 0.2 to compensate for my modest skill level. I'm just a bit afraid that those who don't use the config.txt might be dissappointed if he suddenly becomes less challenging.
Last Edit: October 22, 2008, 06:47:03 pm by Doggiedoo
Re: Leo from Warzard/Red Earth 1.00c
#57  October 22, 2008, 07:42:04 pm
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Well, I personally set it to 1.2, but it's true his invincibility makes him quite hard to beat with non-Warzard characters.
For me, the regular 0.7 was fine.