Alright here's the second preview/beta/test/whateverthefuck[.7Z][.ZIP]I did try using a SSFv1 so the palettes could be swapped through ACT files instead of in Fighter Factory but it was giving me some problems with fx.
This is REALLY nice. Wonderful modelling, nice animations, with lots of fluidity, cool gameplay. Debug flood :- in state 190, changed to invalid action 190- In state 5000, changed to invalid action 50011- in state 1300, has no helper 1310- Lava Plume could get more startup, seems really fast. May just be me though.- Typo in the readme for Psycho Cutter's command. It's F,D,DF.- Missing sound for run (the jump sound is not fitting).- Missing FX for jump, land, run, dash back, etc., but you already know that I guess. - Supers could really get some envshake (specials too, BTW).
The 100 Mega Shock! said, October 25, 2012, 11:43:25 amAlright here's the second preview/beta/test/whateverthefuck[.7Z][.ZIP][youtube]DVXsOTguYNA[/youtube]I did try using a SSFv1 so the palettes could be swapped through ACT files instead of in Fighter Factory but it was giving me some problems with fx.That looks neato! As for the SSF, I "think" I can help with that. How have you place the fx sprites? Among the common sprites, or after all the common sprites? For things like SSFv1 you must place FX sprites AFTER the common sprites so the common sprites palettes can work properly.
Why does the shadow ball have like, no push back whatsoever. No matter how strong it gets the opponent barely budges at all. It makes it look like the opponent was hit with a weak little foam ball. Mewtwo can even combo off it if close enough which is weird to me.Also, the shadow ball needs more recovery time. It looks like Mewtwo can recover from launching a shadow ball quickly enough to punish people with lava plume (Mewtwo can learn lava plume?) that were trying to punish Mewtwo for throwing a shadow ball by jumping over it to attack Mewtwo.In short, more force and recovery time for the shadow ball would be nice.
(det∇ϕ(x))²-µ(λ+µ/θ)/∂Ω said, October 25, 2012, 07:35:46 pmDebug flood :- in state 190, changed to invalid action 190A total brainfart when using the intro code.Quote- In state 5000, changed to invalid action 50011Just a typo in the AIR.Quote- in state 1300, has no helper 1310I thought I fixed that, it must have rolled back after a FF crash. no, I only fixed it for the electro ball that appears at the end of his super, not the regular one.Quote- Lava Plume could get more startup, seems really fast. May just be me though.I'm inclined to agree. I just went and looked at the real data for closest comparison, Kyosuke's lighting upper in CvS2 - that takes 11 frames to start up, while Lava Plume takes 8 to hit a standing opponent. I've also gone and given him a generous CLSN on his arm that I neglected to do earlier, and made the attack vanish when Mewtwo is hurt.Quote- Typo in the readme for Psycho Cutter's command. It's F,D,DF.I ought to just make a fancy HTML movelist.Quote- Supers could really get some envshake (specials too, BTW).There's some weak envshake on his supers that probably should be inceased, but I'm not much of a fan of doing it for specials.Alpa-San said, October 25, 2012, 08:26:45 pmIn short, more force and recovery time for the shadow ball would be nice.Oh, he was supposed to have recovery on par with a hadouken, but I added more frames to the firing animation and forgot about when the ctrlset should trigger. More pushback sounds like a good idea too.
Are you able to upload the fixed version of the test?I would like to test out the fixed version soon.
DNZRX768 said, October 25, 2012, 09:45:50 pmAre you able to upload the fixed version of the test?I would like to test out the fixed version soon.Done
The character is coming along nicely!I just briefly tested it and I like what I saw.But I noticed some graphical glitches here and there:I know that I can do this myself after the final character is released, but could you fix these glitches in the .sff file? Just run it over with an eraser in the Fighters Factory.
DNZRX768 said, October 26, 2012, 05:40:13 amThe character is coming along nicely!I just briefly tested it and I like what I saw.But I noticed some graphical glitches here and there:I know that I can do this myself after the final character is released, but could you fix these glitches in the .sff file? Just run it over with an eraser in the Fighters Factory.I haven't testem him yet, but that screenshot piked my interest in the palettes you made. That looks awesome! It's as if he decided to become a mercenary of war or something.
DNZRX768 said, October 26, 2012, 05:40:13 amI know that I can do this myself after the final character is released, but could you fix these glitches in the .sff file? Just run it over with an eraser in the Fighters Factory.Yeah I mentioned those a couple of weeks ago, sometimes the renderer spazzes out. These aren't the final sprites - several animations need to be adjusted because the position of his foot changed on the stance, there's still a few shadow alignment issues and his entire crouching set is waiting to be rerendered to match the new stance that's in the files but not used. After that I'll run them through Photoshop to colour in the black lines, and tidy up any stray ones.
one of mewtwo tail whip move every time he does it seems to miss all the time you use it to attack ill take a pic of the move and post it as soon as i canalso every time he is being thrown he seem to disappear at times
DNZRX768 said, October 29, 2012, 01:22:25 amSay, I have noticed you changed your avatar.Is Zangoose your new project?Just like Garchomp must be mine 'cause my avatar is of his character select portrait BUT IT ISN'T :O
* Opponent can use air recover after supermoves.* He can't perform crouching attacks while running, even if you hold before pressing the attackThe command for Lava Plume should be D, D, x, not ~D, D, x. Otherwise he can hold D, then press D only once more and the move will come out. It feels wrong.