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Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Read 17256 times)

Started by kingcharz, February 13, 2013, 11:06:26 pm
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#41  February 26, 2013, 11:14:27 pm
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Yeah, normally when an OTG attack is used, the opponent just squirms about when hit. I'd say it's good.

Thanks GarchompMatt. ;D I fixed up the squirm animation to look smoother since I was looking at it a lot while testing the megaton hammer. I've been told that the standard attacks are comboing very well, but still having problems comboing into Link's specials (im guessing the megaton hammer, boomerang, spin attack, hero's bow, hook shot), so I'll still be working on that. I feel like that might be the last thing to do.....hopefully.  :sweatdrop: :pleased:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#42  February 27, 2013, 08:33:16 am
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I hope you add AI too.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#43  February 27, 2013, 10:40:16 pm
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Hey TxPot,

I fixed the Megaton Hammer to hit opponents while on the ground, which you mentioned a while back ago. However, the opponent doesn't bounce from the ground, but just squirms on the ground using the Lie Down Hit (stay down) animation. Can you suggest anything, or is it fine on it's own. It looks good, but you did talk about another launcher for comboing.

Replying to your question about the Megaton Hammer:

To make a launcher out of the attack, you add the following to the current "Hitdef" for the attack, as well as the relavent hitflags to hit grounded opponents. Using Strong version as an example:

Code:
down.velocity = -5,-11; After hitting the floored opponent, makes them bounce high in the air. 

You may want to play around with it. The end result should be this:

Spoiler, click to toggle visibilty

You may want to add a trigger to the command of the Super Jump to make it so that you can super jump after hitting the opponent with the Strong Megaton Hammer, like this:

Spoiler, click to toggle visibilty

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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#44  February 28, 2013, 01:27:08 am
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Thank you again. You guys are incredible with coding.

As a side note, I don't think I'll be adding AI to Link, as I personally don't like AI on my chars and I have no clue how to write it.

      Posted: February 28, 2013, 02:10:00 am
Added an intro inspired by Twilight Princess since it's my favorite game in the series and there isn't a lot from TP in the character and I was curious to use the wolf sprites in the file. It'll be in the next update. Tell me what you guys think.
Last Edit: February 28, 2013, 08:14:40 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#45  February 28, 2013, 03:35:25 pm
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Thank you again. You guys are incredible with coding.

As a side note, I don't think I'll be adding AI to Link, as I personally don't like AI on my chars and I have no clue how to write it.

      Posted: February 28, 2013, 02:10:00 am
Added an intro inspired by Twilight Princess since it's my favorite game in the series and there isn't a lot from TP in the character and I was curious to use the wolf sprites in the file. It'll be in the next update. Tell me what you guys think.


Looks good....Wolf form should be a bit larger...keep it up
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#46  February 28, 2013, 08:17:02 pm
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The size thing is something I noticed too. I enlarged the wolf to what I thought was better. Before and After.

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#47  February 28, 2013, 08:45:30 pm
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much better...thats more like a wolf's size  :beatnik:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#48  February 28, 2013, 09:54:29 pm
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The size thing is something I noticed too. I enlarged the wolf to what I thought was better. Before and After.



Could do with a bit of a cleanup. Some of the pixels are thicker than others, and that ruins the quality - note WlanmaniaX's characters on this one.
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#49  February 28, 2013, 10:50:08 pm
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I had cleaned it up after making the GIF. I made it real fast just for size comparison.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#50  March 01, 2013, 12:47:59 am
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That's good to know :)
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#51  March 04, 2013, 07:26:11 pm
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I must say. I like where this is going... However. It needs some work.

As others have already stated. He has infinite priority. You should add at least much more blue collisions to the sword area. Heck, even some kicks have it... Plus, his collisions seem sloppy in places. You should look at other swordsmen characters for reference with collisions. Like Infinity's Cloud, or Sean Alty's Squall. Or even other weapon based characters. Like P.O.T.S' Lei-Lei.

His Hook Shot. This move needs reworking. Because as of right now. It is it an unblockable move that comes out fast. AND travels all the way across the stage... But you can use it in the middle of block strings. Creating a guard breaker... Though I guess it's meant to be balanced out by not being able to grab jumping foes... But still, this seems like way too good of a move. It move should be blockable. And he should have a normal grab that is unblockable...

Also, why is he invincible during all his special moves? Including the mentioned Hook Shot? He can pretty much use all his specials as a counter dodge... Granted. I'm not beating CPU easily with Link. But I can imagine a good player being nearly untouchable with this character. Like for example. If you use his bomb throw (A+X), if you hit the foe with the bomb directly. Guarded or not. If you press it in the right rhythm, you're completely invincible. Look at it in Debug mode's collision viewer. You'll see what I mean.

Also, I think his combo strings are somewhat off... He can chain 3 crouching heavy kicks into each other.

Well... There's probably more issues that need pointing out. But this is what I've gathered from a few minutes of play testing.

I hope this is useful feedback.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#52  March 04, 2013, 10:12:34 pm
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I have heard about the infinite priority of Link, but since I didn't really know what to do with it, I've left it in the back burner. I understand that Link's attacks are protected by the red hitbox space, giving him great advantage, but I've heard the argument about hitting someone's weapon shouldn't cause a player damage. That said, how would I add blue boxes to remove the infinite priority while still keeping the weaponry distance in tact? I've read about implementing boxes half the size of weapons, and I think that's what it looks like with Sean Alty's Squall. Attacks with swords look like half boxes and attacks with arms and legs are full boxes. Would that be a good idea?

With Link's red hitboxes, since his base is based off Hayato, I used the hitboxes from Vyn's char. I thought it would be appropriate for his size and also Vyn's Hayato plays well. Other than that, I've kept the hitboxes that EM had on Young Link and just adjusted to them to Link's new height.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#53  March 05, 2013, 12:16:06 am
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That would be a good idea in my opinion. This would keep him balanced.

Just make sure you also consider the other things I, and others have brought up too. With that feedback all implemented. This should be a pretty good addition to a roster.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#54  March 05, 2013, 03:06:05 am
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Thanks Data Drain. If I may ask you another question... What do you think would be an appropriate collision box for his hookshot? I'm deciding between either up to the end of the hootshot mechanism box thing, where the chain comes from or up the chain, half way from the tip of the hook. Do you have another suggestion?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#55  March 05, 2013, 04:39:04 am
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The hit box should be at the hook itself.

This way, the foe could roll to avoid it. But still. It should probably be blockable. However it could be used as an anti projectile spam move. And drag your foe over to you.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#56  March 05, 2013, 05:43:52 am
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So I should have the collision box surrounding just the hook, exactly like the red hitboxes? And nothing on the chain itself?
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#57  March 05, 2013, 06:20:49 am
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So I should have the collision box surrounding just the hook, exactly like the red hitboxes? And nothing on the chain itself?

Yeah. Just on the hook. Not on the chain. Not only is this more fair gameplay wise.

But also think of it this way. How would a Hook Shot be able to grab someone... With the chain touching them? The hook has to catch the foe, then reel them in.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#58  March 05, 2013, 01:35:06 pm
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Looking Very good man :) cant wait to see whats coming up!
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#59  March 05, 2013, 10:57:13 pm
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Thanks rob1the1dob for the encouragement.  :)

I finished fixing up the collision boxes to deal with the infinite priority. All the attacks (normals, supers and hypers) have been fixed. You guys know how to keep me busy. Let me know if there's anything else.

Last Edit: March 06, 2013, 01:03:10 am by kingcharz

JDM

Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/25/13)
#60  March 06, 2013, 03:16:37 am
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Not sure if this has been already addressed, but his palette doesn't work on a lot of his sprites. His small portrait and get-hits will have it, but everything else is just his default colours.
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