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Mr. Jones (Read 6671 times)

Started by Jango Hakamichi, June 29, 2010, 08:11:53 am
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Re: Mr. Jones
#21  July 04, 2010, 12:27:19 pm
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That's a possibility, but that reminds me of how I could easily add in SPECTACLE ROMANCE.
Re: Mr. Jones Afro-storming
#22  July 04, 2010, 07:26:58 pm
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fucking bad poster asshole that home32 bitch
Re: Mr. Jones
#23  July 05, 2010, 09:59:38 am
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Fourth of July Update



Arc 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.
Last Edit: July 05, 2010, 10:08:58 am by Jango1632
Re: Mr. Jones
#24  July 05, 2010, 05:20:10 pm
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Instead of just using "movehit", create multiple triggers like this:
Code:
trigger1=animelem=X&&movehit
trigger2=animelem=Y&&movehit
Obviously, 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.
Re: Mr. Jones
#25  July 05, 2010, 08:59:15 pm
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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. :(
Re: Mr. Jones
#26  July 05, 2010, 10:14:54 pm
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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.
Re: Mr. Jones
#27  July 05, 2010, 10:23:53 pm
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He has all of his awesome voice sound effects right? Those are freaking awesome. :sugoi:

fucking bad poster asshole that home32 bitch
Re: Mr. Jones
#28  July 06, 2010, 08:29:01 am
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Yeah his voice is going to be unchanged from ROTD. The hitsounds will be different though.
Hokuto Hyakuretsu Ken!
#29  July 06, 2010, 01:54:40 pm
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... 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 lol

Spoiler, click to toggle visibilty
Last Edit: July 06, 2010, 02:10:59 pm by Jango1632
Re: Mr. Jones
#30  July 06, 2010, 02:36:42 pm
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Are you giving him 1.0 coding patch for him when WINMUGEN version is released?
Re: Mr. Jones
#31  July 06, 2010, 02:42:38 pm
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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

Yeah, that works.

No witty quotes though.
Re: Mr. Jones
#32  July 06, 2010, 06:39:38 pm
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Please consider a third super for him, maybe a lv3 only. I really think this character deserve more juice, he is so f amazing!


Re: Mr. Jones
#33  July 06, 2010, 09:19:20 pm
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Are 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.

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
No the ROTD Super has two levels of strength, just like the new super would also have two levels of strength.

Please consider a third super for him, maybe a lv3 only. I really think this character deserve more juice, he is so f amazing!
MAYBE
Re: Mr. Jones
#34  July 07, 2010, 01:07:57 pm
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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.
Re: Mr. Jones
#35  July 07, 2010, 03:10:05 pm
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Your project is coming alone really well, keep going strong and yeah I'm looking forward to playing Mr.Jones.
Re: Mr. Jones
#36  July 11, 2010, 05:06:37 am
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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...
Re: Mr. Jones
#37  July 11, 2010, 11:55:06 am
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Posted a while back in the Community Update thread but I forgot to post it here lol

Re: Mr. Jones
#38  July 11, 2010, 01:10:06 pm
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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 visibilty
Re: Mr. Jones
#39  July 11, 2010, 04:42:31 pm
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Instead of just using "movehit", create multiple triggers like this:
Code:
trigger1=animelem=X&&movehit
trigger2=animelem=Y&&movehit
Obviously, 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, and

Triggerall    = Movehit
Trigger1    = Animelem = x

is 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  :(
Re: Mr. Jones
#40  July 11, 2010, 10:38:11 pm
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Eh, still too much work for a mere cosmetic. The low-res sparks look kinda nice anyway, so whatev.