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Leo from Warzard/Red Earth [Alpha 4 (last one)] (Read 7950 times)

Started by Doggiedoo, August 16, 2008, 04:04:46 pm
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Leo from Warzard/Red Earth [Alpha 4 (last one)]
#1  August 16, 2008, 04:04:46 pm
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Download at Sendspace: http://www.sendspace.com/file/aj5ojk





The rest of the weapons are currently being implemented, and since they're quite tedious to do, it'd be nice to get some feedback to see if the current system is acceptable. He IS still alpha though, so expect some roughness around the edges.


Currently available:
-All regulars, specials, hypers, etc.
-Diamond and Fire swords, Battle Axe
-Ultimate Guard/Counters
-Guard Crushing (currently similar to Warzard, may be toned down in future)

To-do before first full release:
-Extra palletes
-Ice and Thunder swords

Planned stuff for updates:
-Mystic Breaks
-Extra attacks, depending on chosen weapon
-Experience system (for arcade/survival mode)
-Other non-elemental swords, shields
-AI


Some notes:
-Damage values may not be 100% accurate... there's some damage dampening in Warzard that makes things difficult. Most importantly, different attacks do not improve at the same rate as Leo levels up. For example, with the normal (rusty?) sword, Jump C deals more damage than Jump Down+C, whereas with the Diamond sword, it's the other way round. Most tests were performed on Kenji, since he seems to have the 'average' health of all the characters (less than Leo, more than Mai Ling and Tessa).

-The CLSN1s on jump A and C are supposed to be that far from Leo's weapon, at least from gameplay tests in Warzard.

-In Warzard, all version of Mars Slash (light/medium/heavy) all deal the same damage. Some small difference has been added to the Mugen version, since that seemed like a possible oversight. Also, Leo does 'twirl' his weapon as he begins to stand up in Warzard as well, but again, that sprite'll probably be replaced in the full release.

-Conversely, there was no reason in Warzard not to use the heavy Gaia Driver... it had the same speed, longer range, and higher damage than the light and medium versions. Thus, the medium and heavy versions have been slowed down in Mugen for the sake of variety.

-The heavy version of Chronos/Achilles Rush is even MORE painful in Warzard, taking well over a third of the life bar if it connects fully.

-Haven't found a safe way of getting rid of the hit sparks/sounds on Ultimate Guard (reversals lose vital hitdef info), but at least it's functional.

-Damage is toned down from Warzard. To bump it back up, set data.attack to 100.

-Standing C must be blocked standing, yet misses many crouching opponents anyway. Yes, that's how it was originally. ::)


Known Issues:
-Gaia/Gigas Driver STILL have wrong sounds :P
-Body/weapon/shield graphics can glitch under specific conditions
-Position shifts at start of 2nd round onwards
-Normal attacks w/ Fire Sword still kill on guard
-Light/medium Rushes have 1 hit too many (recent bug)
-Axe jump land anim bugged when not facing opponent
Last Edit: August 22, 2008, 09:48:23 am by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha]
#2  August 16, 2008, 06:02:18 pm
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YUSSSS!

Doggie, you're one of my favorite creators!  Keep it up, man!  ;D
Re: Leo from Warzard/Red Earth [Alpha]
#3  August 17, 2008, 01:47:09 am
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Can't say I see anything wrong with him so far.

He plays fairly accurate to Warzard from what I can tell. 

The system feels great too.  Love the dropping of weapons you implemented during his throw. =P  Very nice workaround for mugen's limitations.  Only thing is that start button simply switches his weapon rather than having a taunt.  I don't think it's necessary as qcb + kick = weapon switch.

 
Re: Leo from Warzard/Red Earth [Alpha]
#4  August 17, 2008, 02:38:47 am
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That's a leftover from an early testing phase. Oopsie. :P He still may not end up having a taunt after Mystic Breaks are added, since the start button will be used to select which element to cast.
Re: Leo from Warzard/Red Earth [Alpha]
#5  August 17, 2008, 01:29:02 pm
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Having never had the chance to play Warzard, I can't give you any feedback pertaining to accuracy, but I would just like to say that due to the way you handled his CLSNs, many of his sword attacks miss the enemy when performed up close. It feels awkward.

He seems to be shaping up very nicely overall though. Good luck on him.
Re: Leo from Warzard/Red Earth [Alpha]
#6  August 17, 2008, 03:47:14 pm
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Currently working on a compromise on the CLSNs. In Warzard, the characters were much wider than many from Mugen, plus their hitboxes extend a fair distance past their sprites. It means some extra tweaking'll have to be done to avoid close-misses w/o making them look odd.

Having said that, it's sort of a tradeoff for Leo's massive range... his standing kicks, standing X, and crouching A are the attacks to use close up. Stand X, A and B can be canceled out of, to boot.

EDIT: Made some tweaks, with slightly fancier sparkxy's to emulate Warzard a bit more. Looks and feels more solid, but very thin/small characters can still get inside his weapon range. It's pretty difficult to swing a weapon in real life at someone who's nigh glomping you, anyway.
Last Edit: August 17, 2008, 04:31:56 pm by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha]
#7  August 17, 2008, 05:59:50 pm
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Fix your head.pos.


EDIT: OH GOD HIS CLSNs TOO MANY OF THEM!!! Keep it to 3 CLSN2s at maximum, and 2 CLSN2s are really all that are needed for the stance.
EDIT2: I don't know how I did it, but somehow I was able to regain control after I had won the round.
Last Edit: August 17, 2008, 06:09:47 pm by [Kira]
Re: Leo from Warzard/Red Earth [Alpha]
#8  August 17, 2008, 07:53:54 pm
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Thanks, headpos fixed. It does move around alot in his required sprites though, so there'll prolly still be some quirkiness.

The CLSNs on the stance, at least, are there to match Warzard hitboxes. Unless there's a significant reason to cut down, it'd be better for accuracy's sake if they stay.

No such excuse for most of the other moves, though. Some of the collisions in Warzard do seem a bit strange, anyway. Still, it'd be sad to see them go.

The end of round ctrl was due to some recovery anim code. Fixing. :P

EDIT: Is the head pos supposed to match his stance, or his gethit sprites, btw?

EDIT: File updated. Changelog:

-Tweaks to avoid close misses
-Regains weapon/shield if left standing after a custom anim
-Guard crushing added (based on Warzard vs. play at the moment, may be weakened if too over the top for general play)
-Hercules Rush Added
-Previously mentioned bugs fixed (hopefully)
-Minor tweaks/fixes
Last Edit: August 17, 2008, 08:21:47 pm by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha 2]
#9  August 18, 2008, 05:54:41 am
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You could still simplify those two CLSNs in his upper body to just one.
Re: Leo from Warzard/Red Earth [Alpha 2]
#10  August 18, 2008, 06:17:01 am
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Eh, his rear shoulder in Warzard was a bit easier to hit overhead than his forward one. Would it be worth readjusting the stand and all stand transition anims?

Leos memory requirements will be quite high (for a Mugen character) regardless, as his .sff will be huge due to all the sprites for multiple weapons. Plus the Mystic Break backgrounds. Those take up over a meg uncompressed each.  :-X

EDIT: Might need a max of 4 CLSNs on the attacks, at least those involving diagonals... 3 to reasonably match Warzard's hit regions on the body, and 1 more to cover a portion of the weapon.
Last Edit: August 18, 2008, 06:21:33 am by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha 2]
#11  August 18, 2008, 07:21:03 am
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I'm just saying 4 isn't really necessary when 3 is more than enough to adequately cover his body.
Re: Leo from Warzard/Red Earth [Alpha 2]
#12  August 18, 2008, 07:34:44 am
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Just a minor thing, but in the cmd file, you should post his Mar Slash command above Achilles Rush.  It gives the F,QCF command priority over the QCF command.   

and taunt for the fire sword looks strange, but probably not an issue since you'll replace this with the mystic break anyway.
Re: Leo from Warzard/Red Earth [Alpha 2]
#13  August 18, 2008, 08:05:04 am
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Will keep the CLSNs in mind for the future... it WAS tedious making smooth transitions with all those boxes, but since they're already implemented, would it be tragic if they stayed that way for a few versions?

Can do for the Mars Slash... it having precedence is how it worked in Warzard anyway. Still, maybe tweaking the current commands may be more intuitive; there's a 'quick' version of the command (F, D, F in 10 ticks) that already does get checked before the Rushes, for when Mars Slash is being used on reaction. Chronos/Achilles Rush gets precedence over the slow input because it interferes with combos. In Warzard, walking forward, doing stand B, and trying to combo into Chronos Rush tends to end up as Mars Slash instead, which doesn't chain properly nor do as much damage. Maybe increase the command window for Mars' quick input?

EDIT: About the fire sword taunt... if you want, you can look for the second 40195 anim (with all the sprites ending in 6000+) and rename it to 60195 to fix it early.

EDIT: Another update:

Gaia/Gigas Driver added
Fixes for aforementioned bugs
Chronos/Achilles/Hercules Rush weakened slightly
Command buffer for Mars Slash, Hercules Rush, and Gaia/Gigas Driver
Last Edit: August 18, 2008, 08:57:07 pm by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha 3]
#14  August 20, 2008, 02:07:54 am
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Great stuff so far, very fun to play, I just tried him out.  Do you have any plans on giving him the MVC 6 button air combo's by chance?
Re: Leo from Warzard/Red Earth [Alpha 3]
#15  August 20, 2008, 03:08:53 am
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Probably not, since there's already an MvC-style Leo out there. Still, wouldn't mind if someone released patches for him if it helps make him viable against more gameplay styles.


Regarding the extra weapons... this is the current plan for their properties, in lieu of actual elemental resistances/weaknesses. No extra moves until after the first release, but still looking for ideas on how they'd affect existing sword strikes.

Diamond Sword: Default weapon, longest range
Fire Sword: Increased damage on guard (guard damage from normal attacks won't kill, though), reduced damage otherwise
Ice Sword: Increased damage + extra stun time (frozen) on counterhit, reduced damage otherwise
Thunder Sword: Reduced overall damage, increased speed
Battle Axe: Increased damage on normal attacks (tied with Legendary Sword for highest normal damage), increased guard crush strength, shortest range


EDIT: Has anybody been able to acces Mugen-Infantry for the past few days ??? ? If so, could they post in my Beta thread there and direct them to this topic? Thanks in advance. (The thread and MI still links to the Alpha 2 release)
Re: Leo from Warzard/Red Earth [Alpha 3]
#16  August 20, 2008, 03:31:11 am
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Mi been down , dont fret over them, its nothing on your side.
Re: Leo from Warzard/Red Earth [Alpha 3]
#17  August 20, 2008, 08:21:20 am
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Re: Leo from Warzard/Red Earth [Alpha 3]
#18  August 20, 2008, 01:21:30 pm
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Thanks Iced! Was worried due to having a new ISP.

Eventually yes, as well as the other 3 (his starting one (the Rusted Sword?), the Bronze Sword, and the Iron Sword), along with their matching shields. It won't be available immediately; as his ultimate weapon, it kinda overshadows all the others (longest range of all, highest overall attack damage).

Summoning it may end up being a hyper attack if the experience system is switched off (for versus play), and will only be earned permanently by reaching his maximum experience level.


EDIT: Come to think of it, once the experience system is added, would it be a good idea to toggle it on/off at the start of a match like Groove Select? That way, Leo could be played as in Arcade/Survival mode with XP enabled, but could still be used in versus play or as a CPU opponent without changing his config file.
Last Edit: August 20, 2008, 01:26:56 pm by Doggiedoo
Re: Leo from Warzard/Red Earth [Alpha 3]
#19  August 20, 2008, 06:49:53 pm
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Thanks Iced! Was worried due to having a new ISP.

Eventually yes, as well as the other 3 (his starting one (the Rusted Sword?), the Bronze Sword, and the Iron Sword), along with their matching shields. It won't be available immediately; as his ultimate weapon, it kinda overshadows all the others (longest range of all, highest overall attack damage).

Summoning it may end up being a hyper attack if the experience system is switched off (for versus play), and will only be earned permanently by reaching his maximum experience level.


EDIT: Come to think of it, once the experience system is added, would it be a good idea to toggle it on/off at the start of a match like Groove Select? That way, Leo could be played as in Arcade/Survival mode with XP enabled, but could still be used in versus play or as a CPU opponent without changing his config file.

I would say switching on/off at round start would be the best way...or maybe even 2 seperate files for one with switch and one without...or something like that...I dunno the correct terminology here >_<
Re: Leo from Warzard/Red Earth [Alpha 3]
#20  August 20, 2008, 06:53:57 pm
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Pal selection would probably work best. Start+button for RPG mode.
Re: Leo from Warzard/Red Earth [Alpha 3]
#21  August 20, 2008, 06:55:09 pm
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BUT WHAT IF I DON'T WANT TO USE A WRONG COLOR, HUH!?!?! ANSWER ME THAT, ICED!
Re: Leo from Warzard/Red Earth [Alpha 3]
#22  August 20, 2008, 07:03:15 pm
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...You edit the def to put the colors you want in the slots you want them to be?
Re: Leo from Warzard/Red Earth [Alpha 3]
#23  August 20, 2008, 07:06:50 pm
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WHAT IF I DON'T KNOW HOW?! WHAT IF I SPEAK SOME LANGUAGE THAT NOBODY ELSE KNOWS? HOW WOULD I KNOW HOW TO DO IT?!
Re: Leo from Warzard/Red Earth [Alpha 3]
#24  August 21, 2008, 01:39:04 am
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Looks very good!
I will try with him later, but I sure that is good.
Thanks, excellent work.
Re: Leo from Warzard/Red Earth [Alpha 4 (last one)]
#25  August 21, 2008, 07:51:02 am
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Thankyee!

One last alpha update before the full release, though...

Changelog:

-Previous bugs fixed
-CLSNs on kicks cleaned up a bit
-Battle Axe added
-Pounce Attack added
-Remaining voice samples added
-1 palette added (ported from Warzard)
-Weapons have different attack ranges
-Leo regains weapons during air recovery
-Small combo list added to readme
Re: Leo from Warzard/Red Earth [Alpha 4 (last one)]
#26  August 21, 2008, 11:26:37 am
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I noticed that in the second round and above his position shifts slightly when the round starts.


Also why is there CLSN2 on the weapon in some attacks? It shouldn't hurt him if someone hits his weapon.
Re: Leo from Warzard/Red Earth [Alpha 4 (last one)]
#27  August 21, 2008, 03:23:56 pm
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That's how it worked in Warzard, where part of the weapon, if struck, will damage Leo. It does look a bit wierd, but Leo's supposed to be a regular character unlike my other releases, so it might be better to err on the side of fairness. In some attacks, such as crouch y, attacks could overlap all the way to the hilt without connecting, while with crouch x they could barely overlap at all.

In any case, it shouldn't be too hard to make an alternate .air file with the weapon CLSNs cut out at some point.

Will fix the position nudging. Probably a cut-n-paste error somewhere.
Re: Leo from Warzard/Red Earth [Alpha 4 (last one)]
#28  August 22, 2008, 12:19:25 am
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This is Amazing - Thanks for sharing Doggiedoo o_O
Re: Leo from Warzard/Red Earth [Alpha 4 (last one)]
#29  August 23, 2008, 09:18:45 pm
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That's how it worked in Warzard, where part of the weapon, if struck, will damage Leo. It does look a bit wierd, but Leo's supposed to be a regular character unlike my other releases, so it might be better to err on the side of fairness. In some attacks, such as crouch y, attacks could overlap all the way to the hilt without connecting, while with crouch x they could barely overlap at all.

In any case, it shouldn't be too hard to make an alternate .air file with the weapon CLSNs cut out at some point.

Will fix the position nudging. Probably a cut-n-paste error somewhere.

I personally think that trying to fit this LEo with your other Red Earth characters would be the best way to go, for constantence. Anyways, keep up the good characters. Hoping your do the rest of the Red Earth team too. Mugen needs a good Tessa and Mai-Ling (the ones out there so far suck).