Preview:VideoPic:A gif:Download:https://sites.google.com/site/thepuppetofthemagus/for the Char:MUGEN> CHARACTERSfor the Stage(s):MUGEN>Stages>Grief Syndrome Stages>"Ghostly Orchestra"WARNING: BOSS CHARACTERI left the 1HKO of the game, and it has a pattern to avoid, follows you forward and then backwards,but I may change this depending on suggestions.Notes: -Use her stage, works better that way.-she's pretty heavily sprited, I may release a lighter version later.feedback welcomed.
I saw the character on your site before you publicly released Oktavia. She is an excellet boss for Mugen, and personally, she works better than Thanatoswho had very unfair benefits that could make him unbeatable for some characters (like the massive pushback for his big sword summoning, or his Scythe form being nigh impossible to hit for a character without projectiles.I'm using a very old computer, and she works great even on it, there's only a little slowdown when she boosts across the arena, but that's it. Hmmm... makes me wonder, do you have plans for any other witches except Charlotte? Perhaps a better working Gertrud?
rukifellth said, April 13, 2012, 09:37:01 pmHmmm... makes me wonder, do you have plans for any other witches except Charlotte? Perhaps a better working Gertrud?Yes, I have Walpurgisnacht in mind after Charlotte.I would make Elsa, but her sprites are an annoyance to rip.
according to the video I noticed that when defeated, she turns into a griefseed, that's cool, but it doesn't look right when she turns into griefseed, and in the next round she's recovered completely.I think you could make her stand still when defeated the first time (or add some kind of animation to indicate that is upset for that), and turn into grief seed only when defeated the secound time.I'll test her later when I get home
I cant wait for Sayaka to be released, so I can use her to fight Oktavia and use this has the BGM http://www.youtube.com/watch?v=q4ja7ycmVLUTime for the feedback, not good at english here by the way -Seem some attacks dont afect Oktavai at allSpoiler, click to toggle visibiltyAlso captain commando's captain corridor don hit Oktaviaeither (I dont post shot because looks pretty messy) -the one hit ko special is kinda cheap, you need a character with good mobility to evade the attack (old school characters has little chances). Also if Oktavia uses such attack in the corner and moves out of the stage limits, the screen dont move if the player try to moves back (due engine limitation) and this attack becomes harder to evade. I think would be better if this attack just case moderate/high damage in place of kill you or casue masive damage.-The blue colision box, I dont feel like is wide enough, for a masive character, constantly I need to get too close to be able to hit her.-There are no much you can do against the wheels attack except block for the follow reasons:The wheels aren't supposed to be hitable right? Trying to hit the wheels make you take damageIf you use projectiles, the wheels are able to take some damage before get disabled, unless you are able to spam several proyectiles in a short time, you can do much against a group of them, except block.Evade is not that easy either, the wheels size are considerable big, the not linear movement pattern and the fact there are several of them at the same time. -At the start and the end of that that attack where Oktavia floats to the background and throw wheels,Oktavia dont have any colission boxes. I understand the elements in the back plane are not supposed to be hitable, but at the start of the movement, Oktavia pauses a moment before moves to the background, also when the attack ends Oktavia returns to the front plane, at these short times she still not hitable even if stay at the same plane has the player.-Probably an engine limitation too but: Whe Oktavia uses the attack where summons several wheels (but stay in air and dont fall until all the wheels are summoned) if you push back the character puts defence and don move back unless you use back jump or double back tap. -A weird bug I only able to reproduce two times. At the very moment Oktavia activate the One Hit KO Special, if you hit her then is Oktavia the one who gets defeated even if she still have a good amount of life. I only been able ot reproduce this two times (one with Slayer by muteki, other with Tao by NHK) -Just personal taste, but the red when Oktavia has low HP kinda annoyme. Can be optional and configurable?-Also personal taste, but the fights with Oktavia takes a lot of time. A code to stop the time count woud be good for let the player finish the fight without change the time configuration for the other arcade battles.Great char indeed
shinzombie said, April 15, 2012, 12:25:02 pm-Seem some attacks dont afect Oktavai at allEngine limitation. You cannot hit hyper armor characters with attacks that put the opponent in a custom state.
the_mike said, April 14, 2012, 08:57:17 pmaccording to the video I noticed that when defeated, she turns into a griefseed, that's cool, but it doesn't look right when she turns into griefseed, and in the next round she's recovered completely.I think you could make her stand still when defeated the first time (or add some kind of animation to indicate that is upset for that), and turn into grief seed only when defeated the secound time.I'll take that into consideration.shinzombie said, April 15, 2012, 12:25:02 pm-Seem some attacks dont afect Oktavai at allSpoiler, click to toggle visibiltyAlso captain commando's captain corridor don hit Oktaviaeither (I dont post shot because looks pretty messy) Armored characters usually aren't affected by custom states(unless they're attacked by a reversal and I forget to add something to break out of the custom state), I can't do much about that.shinzombie said, April 15, 2012, 12:25:02 pm-the one hit ko special is kinda cheap, you need a character with good mobility to evade the attack (old school characters has little chances). Also if Oktavia uses such attack in the corner and moves out of the stage limits, the screen dont move if the player try to moves back (due engine limitation) and this attack becomes harder to evade. I think would be better if this attack just case moderate/high damage in place of kill you or casue masive damage.I'll make her damage output configurable in an options file.shinzombie said, April 15, 2012, 12:25:02 pm-There are no much you can do against the wheels attack except block for the follow reasons:The wheels aren't supposed to be hitable right? Trying to hit the wheels make you take damageIf you use projectiles, the wheels are able to take some damage before get disabled, unless you are able to spam several proyectiles in a short time, you can do much against a group of them, except block.Evade is not that easy either, the wheels size are considerable big, the not linear movement pattern and the fact there are several of them at the same time. I guess all the wheel issues can be solved If I make them hittable by normal attacks.shinzombie said, April 15, 2012, 12:25:02 pm-The blue colision box, I dont feel like is wide enough, for a masive character, constantly I need to get too close to be able to hit her.-At the start and the end of that that attack where Oktavia floats to the background and throw wheels,Oktavia dont have any colission boxes. I understand the elements in the back plane are not supposed to be hitable, but at the start of the movement, Oktavia pauses a moment before moves to the background, also when the attack ends Oktavia returns to the front plane, at these short times she still not hitable even if stay at the same plane has the player.-A weird bug I only able to reproduce two times. At the very moment Oktavia activate the One Hit KO Special, if you hit her then is Oktavia the one who gets defeated even if she still have a good amount of life. I only been able ot reproduce this two times (one with Slayer by muteki, other with Tao by NHK) I'll check this, IDK what can be causing that last bug though. never happened to me.shinzombie said, April 15, 2012, 12:25:02 pm-Just personal taste, but the red when Oktavia has low HP kinda annoyme. Can be optional and configurable?-Also personal taste, but the fights with Oktavia takes a lot of time. A code to stop the time count woud be good for let the player finish the fight without change the time configuration for the other arcade battles.the time thing is easy, yeah I can add that..... if you don't want that "danger" sign you can go to the -2-3.cns file and delete/disable this:Quote[State -2, DangerPalFX]type = PalFXtrigger1 = var(1) = 1 && Life != 0trigger1 = TimeMod = 8, 2add = 128, -64, -64time = 4it will remove the intermittent red when she has low HPshinzombie said, April 15, 2012, 12:25:02 pm-Probably an engine limitation too but: Whe Oktavia uses the attack where summons several wheels (but stay in air and dont fall until all the wheels are summoned) if you push back the character puts defence and don move back unless you use back jump or double back tap. that's because it's coded as attack, so your char automatically goes into the blocking stance.anyway, replying to your YT commentthis was the music I used
Ill wait for the next version, at the moment already got fun experimenting with the Defnce Attack values at the CNS to make Oktavia challenging but beatable.Thanks for the info