As Jones has won the Community Update poll (by a margin of ONE VOTE), I'm going to present the general direction of the character. But first, mandatory WIP screenshot.Will be inAll ROTD common system features (including First Impact a.k.a. "that auto-combo thing")In important matters (Physics, Damage values, etc), as accurate to ROTD as I can get it.Redone Sparks/effects and new SFX to go with them. This is partly because I hate the way ROTD's sparks/sounds are, and also because I suck at ripping the latter, lol.In short, gameplay-wise he'll feel like Jones, but he'll get a facelift.Might be inHis Lv. 2 Super "King Kang" from Power Instinct Matrimelee. Debating on this since it was pretty useless, although it could always be revamped if I so pleaseAn original super somewhere, since one super with two levels per character feels boring IMO.Not really a huge thing, but a redone small portrait would be nice. Currently using the ROTD lifebar portrait, but it won't change colors with palette.Reverse GANKBANKWON'T be inCvS sparks/sfx. They look and sound bad IMOSystem mechanics that weren't in ROTD, although if you have any ideas I'll at least listen to them.The so-called "PotS-Style" everyone and their dog seems to be doing these days. Nothing against PotS of course (he's a cool guy that literally helps me every time I ask him a question, and his chars are fun to mess around with), but the term really pisses me off since it's just another way of getting fame by namedropping a well-known creator, and also because nowdays it's just a cop-out term for a converter to just make things up as they go along without an regards to either accuracy or what plays good.Questions and Comments are welcome
Cyan Paul said, June 29, 2010, 08:33:45 amReverse GANKBANK?I really don't want to give out what I have in mind, but I'll give you one hint: People that enjoy Kuromaru/Haruhi/etc appreciate GANKBANK on male characters since they don't want to watch them doing the nasty. Therefore...Cybaster said, June 29, 2010, 09:57:28 amYeah, I want a super involving dance, rasta, disco and lights!Good luck with the project.Surprisingly (?) you're the SECOND person who requested that. Dunno about making Jones dance, per se, but something like Gloomy Puppet show might be fun.Cyanide said, June 29, 2010, 09:58:21 amNot the double team super from RotD? That would involve Kang and possibly be less stupidThe problem with that one is that it's really fucking long and is really just Kang and Jones alternating with various attacks.EDIT: On a side-note, adapting some of the palettes I received over, and I made a Heita outfit palette.
As far as an original super goes, you could always take the easy way out and just have Kang come in to do some other moves. But maybe you'd want something a little more creative than that.
Original super : a counter move a la Fei Long second ultra would be cool since he is a Bruce Lee wanna be!
MC TWOOZLE THA REAL MOOGAN G said, June 29, 2010, 10:12:20 amAs far as an original super goes, you could always take the easy way out and just have Kang come in to do some other moves. But maybe you'd want something a little more creative than that.Yeah, probably something more creative like them attacking the opponent at the same time, but eh.Running Wild said, June 29, 2010, 11:51:07 amGive him a move involving the KFC Double Down.PFFFFFFFFHAHAHAHAHAHAHAGaruda said, June 29, 2010, 11:54:47 amOriginal super : a counter move a la Fei Long second ultra would be cool since he is a Bruce Lee wanna be!Maybe not that particular ultra, but now you just gave me another character to draw from for ideas!
地狱的花 said, June 29, 2010, 12:11:01 pmwill he have these taunts?http://www.youtube.com/watch?v=tBmff63rIXQNo but now I have a new win quote!lolmechy the mistakes man said, June 29, 2010, 01:10:18 pmsuper idea: he punches the enemy REEAL fast and ends with that qcf+punch special. does 100 hits Oh god.On a side note, was thinking maybe the second super could be like Yun's Gen'ei Jin, but less broken.
lolmechy the mistakes man said, June 29, 2010, 01:54:15 pmthat bad? D:Should I wait to send you a boot to the head, or should I do it now ? Jango said, June 29, 2010, 01:46:21 pmOn a side note, was thinking maybe the second super could be like Yun's Gen'ei Jin, but less broken.I've never been a big fan of this type of move as super. I usually prefer a real attack for a super - Custom Combo, Max Mode and the such being more like system stuff. My tastes though.
I liked it, but I've got other ideas that I'll try out first.In the meantime, minor progress report, Evade and Rolls are done. Yes, PotS, you can throw him out of them.After-images for that roll are temporary, hopefully I can get something closer to the source game.
All the basics are finished. Moving onto the specials now.Both versions of Retro Knuckle are complete. Debating on how to handle his gethits during this move. In the game, if you hit him out of it, he slides back as if he's standing (even when he's clearly in midair). The effect looks stupid, but from a programming standpoint, I can kinda see why Noise Factory went with that.
No, Jones is Rufus before he turned white and obese.So he should have SPACE OPERA SYMPHONY!!!!!GOODBYE!!!
地狱的花 said, June 29, 2010, 12:11:01 pmwill he have these taunts?http://www.youtube.com/watch?v=tBmff63rIXQMan, you come right out of a comic book.
Fourth of July UpdateArc Fliegan, coding-wise, is pretty much done (aside from damage/power-add tweaking). But a new problem has just come to my attention that I just noticed.Perhaps it's my method of coding, but I'm unable to get a second spark to appear if the first hit of a multi-hitting attack connects. It's probably related to "trigger1 = movehit" (in case anyone didn't know already, the sparks are currently explods) but I can't think of anything else to replace it. Which brings me to the grim reality that I might have to axe the hi-res effects. Granted, they'll still look better than what ROTD has, but they will be low-res.Of course if anyone knows of a way to rectify the problem, I'm all ears.
Instead of just using "movehit", create multiple triggers like this:Code: trigger1=animelem=X&&movehittrigger2=animelem=Y&&movehitObviously, animelem=X and Y should be replaced with the numbers of the frames that have red clsn. Instead of "movehit", "target,movetype=H" might work better. But, someone might have a better suggestion.
Yeah, for my Batman, who uses the same type of system, I used several explods, each triggered by animelem && movehit.However, just something you may want to test : put two Jones face to face, and make them perform the same move so they hit at the same time. Do both hitsparks appear, or none of them appears ? My Batman has this problem for now, and I may have to switch to POTS' style of coding just because of this.
Still having problems with those. Thus, with much much heaviness in my heart, I've decided to make them low-res.IMO doesn't look like *that* much of a difference.
... or maybe it's called "Gaudy Punch," what do I know?In case you're wondering why the damage is so low, my testing in ROTD shows that every hit only removes 1 point of health from the 96-point lifebar. So roughly 10 damage per hit. Might break the rules here, but I dunno.Also for those of you who love tallying things up, here's progress thus far:COMPLETED:- All Basics- All Command Moves- 3/4 of his Specials (Arc Fliegan, Retro Knuckle, and Gaudy Punch)WHAT'S LEFT:- His last Special (Funky Impact which behaves a lot like a Fast Kung Fu Palm with guard breaking and super armor)- His "two" supers (Or technically the same super with two different levels of power)- An original super (most likely Rufus' "Spectacle Romance" at the moment, although with editing, "Space Opera Symphony" might be feasible).- First Impact.- Not really important, but five more palettes lolSpoiler, click to toggle visibiltyOn a sidenote, this is the fastest I've ever made a character
imo it would be better if he had the rotd super as LVL 1 and the original one as lvl 2. but hey, its up to you
Please consider a third super for him, maybe a lv3 only. I really think this character deserve more juice, he is so f amazing!
Spuddyman95 said, July 06, 2010, 02:36:42 pmAre you giving him 1.0 coding patch for him when WINMUGEN version is released?He'll have some compatibility features with 1.0 (read: winquotes), but other than that, he's built for and compatible with Winmugen.lolmechy the mistakes man said, July 06, 2010, 02:42:38 pmimo it would be better if he had the rotd super as LVL 1 and the original one as lvl 2. but hey, its up to youNo the ROTD Super has two levels of strength, just like the new super would also have two levels of strength.Garuda said, July 06, 2010, 06:39:38 pmPlease consider a third super for him, maybe a lv3 only. I really think this character deserve more juice, he is so f amazing!MAYBE
Started coding the level one version of Groove Master. Trying to decide on a new Super BG to go with the updated hitsparks.Also you can blame Iced for my current signature, which may/may not end up in the finished product in some form.
Your project is coming alone really well, keep going strong and yeah I'm looking forward to playing Mr.Jones.
Looks nice so far. Just one question. Do you still have the palette template for him. Might as well make custom palettes for him now rather than waiting until he's releases. Unless you want the palettes I make...
As you all know, I'm a TF2 fan, so when the Engineer Update came out, I slowed down on updating Jones to get some TF2 time in. But I'm back on track, at least until the next big thing distracts me.Groove Master AND Enter the Groove Master are now completed. A bit concerned on how to do the CLSN for the latter since in the original game, he could hit people WITH THE BACK OF HIS AFRO. Right now they're taking that into consideration, but I might redo them later. Also concerned with the damage values since right now, even though it's accurate to ROTD, Groove Master does just 20 points more damage (MUGEN-wise) than a Strong Retro Knuckle.So yeah, now with those out of the way, I can get to the hard stuff: Namely First Impact (the auto-combo thing), Funky Impact (the special move).Spoiler, click to toggle visibiltyAlso the throw but that's only because I hate coding throws in general.
Koldskool said, July 05, 2010, 05:20:10 pmInstead of just using "movehit", create multiple triggers like this:Code: trigger1=animelem=X&&movehittrigger2=animelem=Y&&movehitObviously, animelem=X and Y should be replaced with the numbers of the frames that have red clsn. Instead of "movehit", "target,movetype=H" might work better. But, someone might have a better suggestion.Another option could be setting an ID to each one of the multi-hits, and them use it in the triggers. I don't know if it could improve your code because I didn't test yet.I tried many ways, andTriggerall = MovehitTrigger1 = Animelem = xis a good option during fight, but is glitchy. If a super has 25 hits and you manage to kill the opponent at, let's say, 8-9th hit, the opponent fly towards the screen and hitsparks apeear even though the opponent isn't being hit, until your special move ends
Well, POTS' method is just about adding some lines in state-2, creating a helper and setting some variables in the hitdefs of the attacks. It's nice to use once you understand it.Whatever, since you've gone LR.
HAY GUYS I'M RIPPING OFF FROM BBBTentative Super BG. BTW before you say that the face in the BG is misaligned, it's coded so that it shakes around a little bit.
MC TWOOZLE THA REAL MOOGAN G said, July 12, 2010, 01:20:25 amThat face is...kind of scary actually.It's the inversed portrait from the ROTD intro. He's fortunate enough to have a clear one (Pepe/Pupa, Annie/Radel, Oni/Cassandra. Alice doesn't have one, and neither do Sonia/Lynn). Also just for fun, here are the other solo inversed portraitsLuis Alejandro said, July 12, 2010, 01:22:27 amlooks great so far man just needs better hypersparks then mugen defaultOf course those will be changed in the final version, I'm just hunting around for something atm.Also at Jesuszilla's request, the face now also zooms in ala the JJBA games.
Yeah I know this sucksAlso I thought the RotD super sparks could be used in lieu of the default but that's probably going to be ugly with the new super BG(unless if it was blue, maybe)
Why is his body so brown? The inner shading should be darker than the outer shading. Also, why did you add a B & W gradient?
Try using Fighter Factory to make your palettes (You can even use irfanview!), because you shouldn't have a gradient!
Afroface32 said, July 12, 2010, 06:25:52 amthe separation isn't very large. Not a big fan of color separating, especially since most commercial fighting games (except Blazblue on possibly a few others) don't do it. Of course, after release, if anyone wants to, they are free to.* Jango1632 stares at the MIA Snake.Added Yzan's palette and the collab between him and Home32
LOL @ Joker palette.SoldisSnake said, July 12, 2010, 10:32:44 pmAfro Samurai music for intro would be a blast. Kufu/Gangsta Flavor! Not a big fan of playing music during an intro. Maybe during a specialty super or something, but other than that, most likely not.
What's interesting is that his Funky Impact and Retro Knuckle could be fused to make gato's QCF+P move O_o. Anyways, the progress so far is looking fairly good, and the lo-res sparks aren't that big of a sacrifice, it'll reduce bugs and overall add more polish to how he looks and feels cosmetically. So, good job on the progress so far.
Yet another period of creative bankruptcy (read, procrastinating on coding Funky Impact and First Impact). Coded the super jump and short super jump. No pictures because I seriously doubt it's exciting to look at pictures of Jones jumping with after-images trailing behind him.ANYWAY, for aspiring palette makers, here are the palettes that will be in so far:The Official Game ColorsBy MeHeita Zinnai palette (yeah I know I didn't get the hair right, so sue me)ShoshingoMarvel VS Capcom 3 estilioCyan Paul... Brazil pride? I dunno.YzanZOMBIE GOASTHome32 (with edits by Yzan)Michael Jackson's Thriller suitHoshiPurple... yeah that's it pretty much, but it looks good so whatev... (not everything needs a theme)So if you're going to make a palette, try to make it not look like these.
Nah. Just darken the Afro and the shoes some more.. And it appears that you've increased the color depth.
Yzan said, July 17, 2010, 12:05:36 pmNah. Just darken the Afro and the shoes some more..Does look abit better now DxYzan said, July 17, 2010, 12:05:36 pmAnd it appears that you've increased the color depth. What do you mean? I've gone over some black lines but thats about it, I didn't add any additional Pallet colours if you mean by that
Yeah that palette added on too much colors so it won't work out (I could convert it to 8-bit but I'm too lazy to check if there are any other color mess-ups).Well, shall I up the ante by filling up one of those slots?LOOKS LIKE IT'S TIME TO OIL UPAnd a tentative slot fill-up unless someone can make something better. I recommend you do not click on the spoiler if you are prone to fits of rage.Spoiler: I am a genius (click to see content)Everybody! It's the beginning of Cirno's math class!To become a genius like me, do your best! So if you want Jones to avoid this fate, a better palette is required.
Jango1632 said, July 17, 2010, 01:17:43 pmThat is an interesting palette, but I dunno if it's enough to stop the 12th paletteWell then...
I'm really digging Sho's palette. Lots of style out of it.I didn't do much, though. I just tried to make Jones look like... well, Jones.Thing is, I hated how Noise Factory and Evoga gave their sprites weird ass colors going towards a bluer shade, and their claims were due to console limitations and shared colors and shit.Welp,Spoiler, click to toggle visibiltyor there's alsoSpoiler, click to toggle visibilty
I was going to make palettes, but I got way too lazy. Eh, i'll either make some later or wait for the release so I can get the SFF.
Beware your eyeballsSpoiler, click to toggle visibiltyRainbow JonesAnd this is mostly me taking the piss. Although his hair does look pretty awesome.
Nope, i just went from his head to his shoes following the ROYGBIV thing for a rainbow. Added a couple of extras at the end.
Shwa just saved you all from the wrath of the nine-ball. More than that, his redo of the default Jones palette was so awesome it's going to replace the game's actual default palette (although it will still be available in a spare palettes folder, along with some other palettes that I were kinda cool).We must all bow to this bro's massive palette-making cock.
Just finished coding both versions of "The attack you wouldn't know the name of unless you read an FAQ" and by that I mean Funky Impact.Toying with edited effects for this, although it might clash with the low-res sparks and would render the separation (lol) I did for it totally useless. BTW, for you Jones noobs, that spark doesn't actually hit the opponent, only Jones' fist can.So basically all that's left on my checklist is:1) First Impact2) The Guard Counter (which is essentially Funky Impact with a red palfx)3) His Throw4) Tweaks and stuff.5) Oh yeah and the original shit
Looking great man, keep it up!Jango1632 said, July 18, 2010, 12:28:47 pmJust finished coding both versions of "The attack you wouldn't know the name of unless you read an FAQ" and by that I mean Funky Impact.Pf, I always remembered move names by the sounds he made.
Here comes a new pals! Spoiler, click to toggle visibiltyDaigo: Ibuki: Juri: Shin Jones: Orange: Gray: Military:
oh you are not using my pal. well it kinda sucked anywaybut yeah, this looks badass. keep up the good work
For First Impact, are you planning for it to be like in the game ala the button inputs are randomized or are you going to have them be the same each time?
lolmechy the mistakes man said, July 18, 2010, 05:50:14 pmoh you are not using my pal. well it kinda sucked anywayYeah, sorry. Thanks for the effort though.†Hades† said, July 18, 2010, 04:53:40 pmHere comes a new pals! Spoiler, click to toggle visibiltyDaigo: Ibuki: Juri: Shin Jones: Orange: Gray: Military: Wow, those are awesome! Ibuki, Shin Jones, and Military all make the cut. One of them will be selectable, and the others will go in the extra palettes folder.Do not even ask said, July 18, 2010, 07:01:10 pmFor First Impact, are you planning for it to be like in the game ala the button inputs are randomized or are you going to have them be the same each time?The buttons aren't randomized, it's the same combination every time. It's just that each combination is character unique (Jones' standing one for example is ABCDC, or in MUGEN notation, XAYBY), and every character has two (one for ground juggles and one for air juggles). In Jones' case, however, the air one is pretty useless and can't chain into anything else.
Added teh Guard Counter. Picture omitted since it's basically Funky Impact with a red palfx.After some serious thought, I'm not going to implement First Impact into the character. Unlike the other characters in the game, Jones really doesn't have as many setups for it, and most of them involve the breakaway walls which aren't in MUGEN. Not to mention coding it is a pain in the ass.
OKAY MENNo substantial updates today, been swamped with work, plus trying to iron out the replacement stuff. Everything that was in the game (save for First Impact) is in.Everything here is brainstorming. Your input is greatly appreciated (especially since, well this IS the Community Update).Replace First Impact with Custom ComboBasically while playing around with random games, SFZ2's Custom Combo seems like a viable option to replace First Impact. It's an advancing combo like First Impact, but you have more freedom, speed and combo options, not to mention that unlike First Impact, it's balanced out taking super power.Spoiler, click to toggle visibiltyNot to mention the open source code I could steal for it, mwahahahaha Yes Man KablamA few nights back, me and Iced were groaning about how Gene wasn't going to be in MvC3, when it hit me: he has potential moves that I could very easily replicate with Jones' existing sprites. The idea behind this one is that it would be like Ryu's fake Hadou Ken, but applied to Jones' Funky Impact with some modifications. Unlike Ryu's attack, YMK would do some damage, but it would be very light. In exchange for the extremely small amount of damage it does combined with being completely open before and after the attack (although maybe you'd be able to cancel out of the after part with an evade roll like in Godhand), super meter shoots up like crazy (maybe even an entire level). Naturally, there would be few uses for this move in serious play, similar to Godhand (except when opponents are forced into dizzy, which may be something to toy with).The Second SuperWell right now it's between two options, both of which address the weakness in Jones' Groove Master series, in that the opponent is still relatively close to Jones after he's done:Discombobulator: Another Godhand attack, wherein a series of bicycle kicks is done to the opponent's face, ending with a kick that sends them flying away.Spectacle Romance: Rufus' Super from SFIV, wherein he does a few punches, jumps behind the opponent, then hits them with a two handed attack that sends them flying away. Lv. 2 version might be Space Opera Symphony, but that would involve edits for the "GOODBYE" part.So in short, for the super, it's a battle between ICED and WILD TENGU
I vote Custom Combo and Wild Tengu on this one.I'm not very fond of fake moves, unless they really allow to trick the opponent, which doesn't seem to be the case here.And yeah, the SFZ2 Custom Combo code works well, NxC Ryu can confirm.
Personally I don't really like the idea of putting in a bunch of God Hand stuff :/But I do like the custom combo. That is fun.
Custom Combo all the way!!!And for the additional super : why not both??? I always tought that RotD chars were lacking supers...
I dunno. I like First Impact more, but A2CC does seem interesting. Always prefered that to how it was done in A2G, really.
Quite a lot of fun messing around with this (for a quick laugh, spam Retro Knuckle through-out this move. RETRO RETRO RETRO RETRO RETRO RETRO RETRO etc etc). Still deciding on the damage dampener, at the moment it's set at 0.3 all normal damage values.
0.3 is a good value. Does CC take one powerbar or three in your case ? Or does it decrease until you get hit ? Does it allow the use of a super at the end of it ?
Cybaster said, July 27, 2010, 11:13:11 am0.3 is a good value. Cybaster said, July 27, 2010, 11:13:11 amDoes CC take one powerbar or three in your case ? Or does it decrease until you get hit ?One powerbar atm, although that might change later on.Cybaster said, July 27, 2010, 11:13:11 amDoes it allow the use of a super at the end of it ?You can go into a super, but the moment you do, the mode ends.
Blutarch Jango said, July 27, 2010, 11:22:12 amYou can go into a super, but the moment you do, the mode ends.Good. Also, how does it work exactly ?- You perform the super for free, but it has attackmulset=0.3 and ends the mode.- You perform the super at its normal cost, which means attackmulset=1, and it ends the mode. Of course, dampener would apply, even though it may have to be modified somehow.
Still think you need to call it J groove. Being a take off of A groove, Jones and the fact that he has a move called groove master.
Cybaster said, July 27, 2010, 11:27:04 am- You perform the super at its normal cost, which means attackmulset=1, and it ends the mode. Of course, dampener would apply, even though it may have to be modified somehow.That oneCyanide said, July 28, 2010, 08:06:23 amStill think you need to call it J groove. Being a take off of A groove, Jones and the fact that he has a move called groove master.Alrighty, although I have a stigma against the word "Groove" in that particular context, I guess it applies.
i had the craziest idea of giving him black barons moves from madworld *shot*but uh... ill vote wild tengu on the original super part.great progress btw