Quotemaking a sarcastic reference to how the kick move crashes the game, but i'm not entirely sure how When he does that kick,make the screen gi black,and a message Mugen.exe has crashed with send or dont send at the bottom.You know that screen,right?
haha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me thoughthe original makes black scanline-esque bars appear on the screen as the game freezes (with the music still playing), then the window suddenly closes. might have to record it sometime since he is not the only character to make the game crash
Quotehaha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me though Play with winmugen,when it crashes take a pic,and then delete Win using photoshop,so it just says Mugen.exe
so i'm still sorta 'out of it' but i made a few silly blueprints for the ideas i have for his supersSpoiler, click to toggle visibiltyA - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterwardB- dashing punch ending with an uppercut. not very imaginative but w/eC - floats up as a bunch of clones of himself start popping up from the skyand the level 3 is a secret (not really)so yeah gonna continue fumbling around with code sometime tomorrow probably
I like all of those ideas, they seem fitting for the character, especially the simplicity of mockup B given the retro nature of the character. And idea A really makes great use of what an expanded Diba moveset would likely venture towards.
MelvanaInChains said, January 06, 2013, 12:20:09 amA - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterwardB- dashing punch ending with an uppercut. not very imaginative but w/eC - floats up as a bunch of clones of himself start popping up from the skyand the level 3 is a secret (not really)I'm assuming B will be the Level 1 then?A and C sound really cool, with A sounding like something that can be one of those "hold button" type of supers.
Erroratu said, January 06, 2013, 12:31:50 amthe first one can make his opponent go up,and then Diba shoots a clone at him?i was thinking that, but it would kinda go on for too long. i think C would utilize his clone abilities well enough tbhDcat said, January 06, 2013, 04:09:06 amI like all of those ideas, they seem fitting for the character, especially the simplicity of mockup B given the retro nature of the character. And idea A really makes great use of what an expanded Diba moveset would likely venture towards.thanks man, means a bunch from you seeing how you know your retro stuff (skate is still friggin' amazing)now that you mention it like that B sorta makes sense in that way...i can see that being a super in a random ms-dos fighter. just fooled around with another one called 'the great fighter' and there's a few...erm...'supers' that are simply really long strings of normal attacks. didn't seem like most of them had the coding experience to do much else lolRoman55 said, January 06, 2013, 04:17:51 amMelvanaInChains said, January 06, 2013, 12:20:09 amA - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterwardB- dashing punch ending with an uppercut. not very imaginative but w/eC - floats up as a bunch of clones of himself start popping up from the skyand the level 3 is a secret (not really)I'm assuming B will be the Level 1 then?A and C sound really cool, with A sounding like something that can be one of those "hold button" type of supers.yeah it will. as well as Aand...huh, now that you mention the hold button idea could work a lot, actually. might have to have it affect damage maybe? or maybe distance? never really experimented with thosethanks again for all the support, people. i must admit i'm not used to it much lol. will fumble around with code tomorrow with the simplest supers first
admittedly not MUCH stuff has been done over this much time... but like i said i'm not getting rid of him. it's just that, on top of my total lack of confidence when it comes to coding, i can't decide on any super ideas. but i am SERIOUSLY going to try to get serious help and progress in finishing this character this weekend, at least. might be a bit looser with balance because, again, he is a final bossalso more super ideas: his loss animation from the original is his armored arm splitting off, so maybe a super where he floats around (being able to be controlled) and keeps repeatedly ripping off his limbs as projectiles? maybe go so far as to freakin rip off 'the thing' and have the limbs crawl on the ground and leap at the opponent? who knows...and piotobich isn't gonna be worked on until i get my ms-dos fighter kick back. but i do have my sights on something again. that, of course, is secret for now, but ermacwon was an inspiration...
that ripping arm super idea sounds quite cool, is there any animation of him sticking a rival with that blade?, i think a grappling supper in which he stick an opponent repeatedly could be nice
there is, sorta. all of his heavy punches look like stabs with that giant arm lol. once i have grapples down i'm considering that ideai went ahead and coded a super last night where he shoots all of his ribs as a bunch of projectiles. there's my 'serious progress' for the weekendalso regarding the limbs super, i did some more really bad sprite editsthese aren't the first sprite edits, i did some with his taunt and his dizzy animation (which looks horrendous but whatever)
okay! so due to...yeah...i'm gonna be finishing this up soon. he's probably gonna be a bit half-assed since i'm gonna rush through making the supers and such, might not have AI, etc, but i do have to patch a corner infinite and such. just little things and he should be done, although i probably need loads of feedback for when he comes out. stay tuned cuz i will probably post a beta or something a day before he's released
sounds good! i'll contact you if i need anything, which i might (at least for the dizzy animation, it's really awkward looking so far)then again i STILL am not totally sure what supers i want, but i'll decide on a final list tonight and start wrapping those up tomorrow. if i need ya for those i'll totally send you a PM. thanks much
guess what i diiiiid~i finally coded a throwwww~so glad to finally figure out this throw coding bullshit (well, sorta. most of it was throw creator...), but THAT'S fuckin out of the waynow i just gotta figure out how to disable his anti-air projectile from easily juggling the opponent infinitely. that i still have no idea how to do. unless somebody else can help me with this? it's been bugging me ever since i started making him
so nobody will see this, but i've been having problems with his lvl2 clone super. now that i think about it though, is making them hittable really a good idea anyway? he's supposed to be a boss so i think i could let this slide?
hahah definitely not, his throwing code is in a separate .cns called 'ifuckinghatethrows.cns'thanks for the opinions though, will get on that. now's just figuring out this damn air projectile...
MelvanaInChains said, December 31, 2012, 04:57:05 pmhaha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me thoughIf im good at something,its fucking shit up.Here,if you're gonna still do it that isSpoiler, click to toggle visibilty