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Mars & Jupiter Updated (2/18/2011) (Read 829 times)

Started by MugenFreak30, February 19, 2011, 02:30:59 am
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MugenFreak30

Mars & Jupiter Updated (2/18/2011)
#1  February 19, 2011, 02:30:59 am
They have been updated!


Mars has had many more changes made, possibly for the better. At this point, I consider her finished (Except for any bugs that may be reported and a possible AI). Jupiter is nearing completion, still have some things to add to her, as well as any bug fixes that may be reported.

Link: http://napoleonjonamite.webs.com/

Keep up with the feedback, or not, whatever.
Re: Mars & Jupiter Updated (2/18/2011)
#2  February 22, 2011, 01:35:35 am
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All right. I just downloaded these.  Here's some quick feedback:

For both of them:

-I think you should get copies of their winquote portraits, cut and adjust them to the right size, and use those as the big portraits instead of what you have for them now--they're much cleaner and nicer looking. If you don't have the tools for it I can easily do it myself and give you the files to add.
-Have you been to this thread yet? It'll cover a lot of things that can help you make a good stand-out character. One thing from there that'll be useful for you is code for a MvC-type damage dampener, which will help you keep high comboability without running into the issue of doing obscene amounts of damage.
-The CLSNs aren't bad and I know you're trying to respect the size of the sprites, but at some point you may want to look at making the CLSN1 boxes on the girls' basics a bit bigger.

Mars:
-Add some sort of sound effect for when the Fire Birds are shot, and the arrow in Mars Flame Igniter. Doesn't have to be loud, but it'll help.
-The charms for Charm Attack disappear before even hitting the ground. I don't know if you know about coding projectiles as helpers, but it's something you could look into, instead of using a Projectile in order to make a better effect when it hits the ground (like fading away). Additionally, since the Charm Attack is a special attack, I would flag the HitDef as A, SP instead of S, NP.
-Anim 5050 needs to have a loop on the last frame or a time of -1 on the last frame.

Jupiter:
-Try speeding up the actual animation for the Thunder Clap sphere (not make it fall faster, I mean speed up the AIR animation) and give it a sound for when it's shot and for when it makes the pillar on the ground, even if it doesn't hit the enemy. Ambient details like that can really help out.
-Add some sound effects to Sparkling Wide Pressure when it misses. Again, ambient details. They help.
 
I have yet to run into any serious problems on my end, personally speaking. These are pretty decent characters, and pretty fun to play with (though I can't speak fully for gameplay style because I don't know MvC in depth).

If you're thinking about developing for/updating to 1.0 standards, AI is substantially easier to do there thanks to the AILevel code. Just something to consider in the future.
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Last Edit: February 22, 2011, 02:17:59 am by Zero Maryam

MugenFreak30

Re: Mars & Jupiter Updated (2/18/2011)
#3  February 22, 2011, 03:28:50 am
Responses for the combined feedback:
-I have the original images that I got off KrisRix's dA gallery on my computer, but I have only been successful implementing them for the winquote portraits as they didn't really require a lot of cropping. I have a fear of substantially screwing them up when making them be the big portraits, so if you want I can send you links to them and you could help make the portraits.
-I will take a look into implementing some of those elements for MVC-style characters into Mars and Jupiter so that they have the proper codes and stuff. I originally didn't implement the damage dampener so that's why all the basics have the same values between standing, crouching, and aerial.
-Will consider the box size changes for CLSN1.

Mars-only responses:
-There was a sound thrown into the character to begin with, but was not implemented, so I may consider using it, or doing a new sound overall.
-Yeah, that was how it was to begin with. Haven't really done the projectiles as helpers coding, and the stuff with Jupiter's Thunder Clap wasn't all my code, it was mostly PoshPsylocke's old code with a simple fix added to the pillar. Will look into learning that for sure.
-Will fix.

Jupiter-only responses:
-Still trying to understand how to have helpers/projectiles make sounds when launched. So far I've done PlaySNDs but they mostly apply to the character animation, and not the projectile. Will look into it and fix.

Also, I have considered 1.0 updates, but I'm not exactly an AI coder, so even with the AILevel code, I have a great fear of messing up the AI to where they just do random stuff and not use the comboability I intended them to have. That, and I would more than likely need to remove the winquote screens they have now since 1.0 has the winquote system that is implemented in all 1.0 screenpacks.

Either way, thanks for the great feedback, and will work on these things immediately.
Re: Mars & Jupiter Updated (2/18/2011)
#4  February 22, 2011, 03:44:06 am
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Well, all right. That's what I like to hear. Winners never quit and all that.

Anyway. I don't need the actual picture links. I made 'em based on the actual winquote pictures in the SFF, like so:




I'm uploading the PCXs so that you can replace them, and you'll have a PM with some relevant information soon.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks