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Pupa: Public Beta-Test! (Read 18322 times)

Started by Jango Hakamichi, April 28, 2013, 12:35:19 pm
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Re: Pupa: Public Beta-Test!
#101  May 07, 2014, 04:59:38 pm
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Moves are still jump-cancelable on hit after a run (except for 6A)
Still can't cancel anything into Queixada
Re: Pupa: Public Beta-Test!
#102  May 07, 2014, 08:06:48 pm
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- Her standing light punch (anim 200) doesn't have collision boxes on the animation elements 4 and 5;
- maybe you already know this, anim 5210 misses some sprites at the end;
- I don't know if you're going to use it, but anyway anim 142 shouldn't repeat...

Re: Pupa: Public Beta-Test!
#103  May 08, 2014, 10:05:14 am
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Updates for 05/08/14

- Fixed being able to cancel moves into short jump.
- Removed an old winquote that didn't need to be there.
- Added more missing CLSN2. Goddammit.
- Updated the fall recovery animation.
- All basics can now be cancelled into Queixada on contact (doesn't combo but that didn't happen in the game either so whatevs)
- Au and Au Frenzy now have invincibility frames on startup

Same link as last time
Last Edit: May 08, 2014, 10:23:34 am by Jango Pyrope
Re: Pupa: Public Beta-Test!
#104  May 08, 2014, 11:07:34 am
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- All basics can now be cancelled into Queixada on contact (doesn't combo but that didn't happen in the game either so whatevs)

True, except for overhead -> Queixada (It connects). Intentional?

Speaking of Queixada, I can tell it's still being worked on (Holding Heavy kick for around 2-3 seconds apparently gives Queixada the same properties if held for 10-20 seconds, despite the fact that I haven't held it that long at all).

However, there was another problem that I encountered, though it's minor: When I heavy parafuso on a crouching opponent (and if I'm too close to them), this happened:

(Don't mind the lifebar power bar. It's what happens when I use a 720 res lifebar/mugen on a 480 res screen..)

It's character specific though (only happened on KFM so far. Tried it on Byakko's Jin, and it didn't happened), so idk if it's the move's fault, or just the char's hitboxes.
Re: Pupa: Public Beta-Test!
#105  May 08, 2014, 12:26:05 pm
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True, except for overhead -> Queixada (It connects). Intentional?
Yeah, you can combo that. Pardon the wording.

* Jango Pyrope revels in knowing that his attempt to cover up the fact that he didn't know about this until tonight is successful.

Speaking of Queixada, I can tell it's still being worked on (Holding Heavy kick for around 2-3 seconds apparently gives Queixada the same properties if held for 10-20 seconds, despite the fact that I haven't held it that long at all).
Technically speaking, anything over 10 seconds should do more damage than anything under, but checking it out made me realize that I forgot to remove the overhead properties for the lightest version so there's that. Will update that tomorrow.

However, there was another problem that I encountered, though it's minor: When I heavy parafuso on a crouching opponent (and if I'm too close to them), this happened:
Ugh, found out what it was (it's not a hitbox issue, it's a playerpush one). Surprised I missed that, but like you said, it doesn't pop up a whole lot. Will be in tomorrow's update.
Last Edit: May 08, 2014, 12:29:48 pm by Jango Pyrope
Re: Pupa: Public Beta-Test!
#106  May 09, 2014, 07:39:16 am
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- Fixed the white flashes in Au flashing when they weren't supposed to
- Fixed playerpush in Parafuso so that Pupa can now hit crouching opponents properly.
- Fixed F+LP being able to chain into itself.
- Removed overhead ability in Lv. 1 Queixada. Oops.
- Added in three palettes by Kirishima

Alright, so what are these palettes?


This is a touch-up of her default palette, and as it looks very sexy, I've replaced her default palette with this. You can still access the official one in the .sff if you so please.


An original set of colors. Dunno what they are, but it looks nice!


Finally, a palette known only as The Masuda Method. He got the idea from the Shiny anim I gave to his Pupa. Shinyception!

* Jango Pyrope apologizes for that horrible joke and is ready to commit seppuku for it.

The two palettes that aren't the retooled default one were added as extra palettes in the .SFF so all you need to do is modify your .def file if you want to have them in-game.

FINALLY if you have a sharp eye, you may have noticed that Pupa's small portrait is the custom one that Sire Hyogo and walt collabed on. While it's not on like that by default, all you have to do is look for sprite 9001,0 and swap group numbers with the default portrait.

EDIT: I doubt any of you downloaded it in the last 20 minutes, but I goofed on her overhead being able to chain into itself, so I fixed that.
Last Edit: May 09, 2014, 07:59:05 am by Jango Pyrope
Re: Pupa: Public Beta-Test!
#107  May 09, 2014, 07:42:11 am
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The skin on the new default is kind of too orange IMO but the yellow and green colors are really nice. Character got some pretty good looking colors, so there´s that :)
Re: Pupa: Public Beta-Test!
#108  May 09, 2014, 08:15:27 am
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- Removed overhead ability in Lv. 1 Queixada. Oops.

I actually forgot to mention that Lv. 1 Queixada is apparently has the same effect as if held for around 20-greater seconds (As in, it's an unblockable). ^^' Whoops. Nevermind, this new update fixed it.

Starting to like Pupa so far, though. Will note you more if there's anything else.
Last Edit: May 09, 2014, 08:35:00 am by Uesugi Kenshin
Re: Pupa: Public Beta-Test!
#109  May 09, 2014, 08:29:03 am
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http://network.mugenguild.com/jango/loadsamoney/patchadams.zip

Found a serious issue with Au and Au Frenzy, but since I'm not gonna make people download the whole character over and over again, here's a fix

EDIT: Also fixed Lv. 2 Queixada (the one that's >10 seconds but <20 seconds) by typing everything out longhand. No more messing around with ifelse's for a single hitdef, nosir. Both patch and main archive were updated.
Last Edit: May 09, 2014, 08:42:41 am by Jango Pyrope
Re: Pupa: Public Beta-Test!
#110  May 09, 2014, 12:01:22 pm
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- The player width for standing needs to be adjusted such that the it's covered by a hitbox. Otherwise when Pupa walks into and pushes player 2, it will appear jagged
- Far Standing Hard punch (state 210) will not hit on 2nd active frame onward because you specified statetypeset = I on that frame
- Close Hard kick needs a width adjustment to match the sprite
- Crouch Hard Kick appears to not have enough guard pushback

- When you do Flying Dance (any version) if the first kick does not hit, but you get by the 2nd one, if it was not the last active frame you will still get 2 hits
- After doing a Queixada (any version) if the attack does not connect and you hold any directional button afterward, you will go immediately into another one (until it connects).

I only suspect these are unintended behavior and you may not need to change these:
- When you land Au after a juggle move (e.g. Light Flying Dance) they will enter the grounded state, but juggle as if they were airborne. Compared with when you hit them out of the air and they do not juggle and get hit from a standing state.
- There are no "air resets" in your character. Meaning after being hit in the air by a normal, the opponent should not be hittable until they touch the ground
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Re: Pupa: Public Beta-Test!
#111  May 09, 2014, 03:02:04 pm
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Found some more:

-When I took a look at the standing animation hitbox, they don't align when Pupa "moves". Idk if it's intentional or not (since Killer Instinct kind of did the same, but only difference is just the hitbox not covering the whole body), but I find it amusing that  situations like this can happened:

And she doesn't get hit from it.

-Speaking of hitbox mis-aligment (through probably minor):


-There's a weird behavior going on with her (what I like to call) "alpha" counter. If an opponent gets too close, does a super on Pupa, and she blocks/counters it, this happens:


Idk if it's intentional, or a simple mistake.

-Speaking of intentional, idk if her "alpha" counter is invincible to projectile-like moves in source. Though I find it amusing that when I did counter a projectile, situations like this happened:


That's all from me. (And I apologize if I unintentionally turned my feedback into a gallery. But hey, gotta have some kind of evidence)
Re: Pupa: Public Beta-Test!
#112  May 10, 2014, 12:46:49 am
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Seeing this reminds me that I need to finish that CS I did for her. It's prolly won't be for a minute tho.
Click my Sig if you want a CS commission!
Re: Pupa: Public Beta-Test!
#113  May 10, 2014, 02:51:36 am
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Didn't upload any updates yet because of the staggering amount of bugs I'm fixing right now* (you guys have been doing awesome with the feedback. Thanks!), but I just wanted to address Mr. I and Uesugi Kenshin on a very big change coming up regarding her stance and the ramifications around it:

I dunno how long it took but I ended up overhauling how her stance works. Hitboxes follow her movements, and her width changes as well based on what frame she's on. While this has the unfortunate side-effect of an attack possibly whiffing on certain frames if you're not close enough, it's also now much more accurate to the source and less awkward for everything else.

Due to this, I'm going to update the standing gethit hitboxes. Originally, they were all based on the stance's hitboxes to avoid inconsistencies in combos, but now that we're not doing that any more, I can make something that's actually probably more feasible and not stupid. So I'm thinking for all of her standing gethits, I'm going to make one for the light gethit, then use it for the rest.

Alright, back to getting this other stuff fixed**.

Hopefully I'll have something up by tonight.

Spoiler, click to toggle visibilty
Re: Pupa: Public Beta-Test!
#114  May 10, 2014, 06:59:52 am
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Getting your hunger fixed
Re: Pupa: Public Beta-Test!
#115  May 10, 2014, 12:22:28 pm
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After two burritos, a trip to the library, and a viewing of a pretty good vampire romance movie, I have returned to update Pupa. And boy howdy was this a long, involved update. Codes were tweaked, entire states were recoded, cute girls who were asking me out for coffee got turned down. All so that this beta would come out in a decent state at some point before I went to bed. Now you all know the depth of my love for you.

UPDATES (05/10/14):
------------------------
- Fixed a looping animation that Alex S. pointed out a long time ago. Sorry!
- Updated Pupa's Stance so that hitboxes and width change based on appearance.
- Updated standing gethits now that they no longer follow the stance.
- Added Width controllers to a few of Pupa's kick attacks like Close s.HK and Queixada
- Fixed a bug in Queixada where holding a direction on whiff caused her to loop the attack
- Fixed Flying Dance hitting twice if the first hit whiffed
- Fixed a bug regarding Far s.HP going to an Idle statetype too quickly
- Fixed Au and Au Frenzy not grounding opponents getting juggled
- All basics cannot hit an opponent that was already hit in mid-air until they land.
- Adjusted guard velocities for c.HK
- Fixed a bug where Counterhit sent the opponent flying into you instead of flying away from you, and streamlined the coding.
- Counterhit now requires the opponent to be close by in order to activate. Hitbox was also adjusted.

Both Main Download and Patch archives have been updated, and the OP has the links to them now. However I forgot to update the silly phrase in today's Readme update, so bear with me.
Last Edit: May 10, 2014, 12:27:56 pm by Jango Pyrope
Re: Pupa: Public Beta-Test!
#116  May 15, 2014, 09:38:18 am
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Wow, no bugs from anyone from the last few days. Either it's ready for public release, or nobody cares any more :(

Anyway, small, crucial updates today. Unfortunately, I didn't put out a patch file because most of the changes were to the .sff, meaning that at that point the patch would only be missing the .snd file &gt;_&gt;

UPDATES (5/14/14):
-----------------------
- Removed a bunch of extra sprites in the .SFF (these were mostly just duplicates of existing sprites)
- Added in two palettes because I was bored.

- Added in hitboxes for Realbeat on her leg. Because the move was just way too good without them.
- Added in a custom winquote


Wait that's... that's not the winquote I was going to show. I meant to show the winquote that triggers against Warusaki3's Dio characters. Oh well.
Last Edit: May 15, 2014, 09:45:00 am by Jango Pyrope
Re: Pupa: Public Beta-Test!
#117  May 16, 2014, 11:56:54 am
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Wow, no bugs from anyone from the last few days. Either it's ready for public release, or nobody cares any more :(

Not really. I was just a bit busy, with school work and all (along with finals coming up). Sorry.

Anyway, just some small (actually very small) feedback from me before I head out. It's mostly on her Super (Au/Au Frenzy), though:

-If you do either Au or Au Frenzy, the 1st hit doesn't count as a combo. However, the 2nd hit counts (Example: Au Frenzy is supposed to be around 8 hits. Somehow the combo counter counted up to 7, with the first hit not applying as a combo).

-Speaking of Au/Au Frenzy, if I combo with Au/Au Frenzy as an ender, the combo somehow "resets", even though it's still going as a combo. For instance, let's compare:

Au Frenzy (Raw):


Au Frenzy (If I do a combo.. like let's say; Overhead -> Parafuso -> Au Frenzy):


Unless if I have to download the patch file for her, that's all I can find.

Off-Topic: Read the Read-me about Pupa, and read the part where you contacted Tozani/mrvo (As he goes by in Deviantart). Quite surprised that he's still active, despite Evolga being defunct.
Re: Pupa: Public Beta-Test!
#118  May 16, 2014, 02:36:58 pm
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Oh no, Mr. VO and Tozani are totally different people. I can't remember everything they've done, but I know that Mr. VO did early versions of the select screen art, and Tozani was involved in making the promotional material. It's an understandable mistake though, since this piece that Mr. VO drew was inked by Tozani, and ended up on the latter's account. The game's got a pretty fascinating history if you're willing to dig it up, and in doing so, I ended up liking the game a lot more.

Also Tozani's still active, he does a lot of commissions. I commissioned a sketch of Pupa that I was going to incorporate into the character but I couldn't find an opportunity to put it in. Maybe whenever I get started on that fullgame I keep saying I'm going to do mumblemumblemumble...

ANYWAY

UPDATES (05/16/14):
------------------------
- Fixed a bug where Au and Au Frenzy didn't count the first hit of the attack for the hitcount
- Fixed a bug where Au and Au Frenzy reset the hitcount after comboing in.
- Fixed a bug where Pupa couldn't throw another Pupa. It's fixed now. I think the only character that can't throw her ATM is Kung Fu Man but whatever.

Both the main archive and patch archive got updated. Go go go
Re: Pupa: Public Beta-Test!
#119  May 16, 2014, 04:56:26 pm
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Off-Topic: Read the Read-me about Pupa, and read the part where you contacted Tozani/mrvo (As he goes by in Deviantart). Quite surprised that he's still active, despite Evolga being defunct.
offtopic
mrvo was subcontracted by the asian part of evoga as they wanted an asian artist's work to promote the game. tozani is still involved in graphic design work,including how to draw magazines and drawing stuff for animations, he recently moved to finland to become full time staff for one of the companies that comissioned him.
Re: Pupa: Public Beta-Test!
#120  May 16, 2014, 10:11:30 pm
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One more round.

- When using width, it is a good idea to put ignorehitpause = 1 as width checking does not take place during hitstop/blockstop
- While this may not cause problems, I would also include width adjustments for moves where Pupa steps forward before attacking,
in particular - Standing Light Punch, Standing Hard Punch, Standing Hard Kick
- Overhead misses point blank on KFM. Width needed.
- Crouch Light Punch grunt voice happens after the hitting frame. It also must be blocked low, even though the animation does not suggest it.
- It is difficult to connect Back Throw. I suggest increasing the activation distance.

- The first hit of Light Flying Dance does not cause a knockdown, though it probably should. The first hit of Hard kick version does knockdown.
- The first two hits of Parafuso (Both Versions) does not cause knockdown though it probably should.
- Quiexada is very unsafe on hit (as much as 13 frames negative). Unless this is source accurate you might want to increase the advantage to negative 3 frames or less. The hitbox at the ground (splits) is I feel is a bit large and should be reduced vertically.
- Benção hurtboxes does not follow the animation

- You may have fixed this but if the first hit of Au or Au Frenzy is blocked but does enough meter to chip kill, the opponent will not get ko'd and is  knocked back and lands on their feet.
- It is my opinion that Au Frenzy costing 2 meters should have more utility. Maybe add some more invincible frames or instead projectile invincible frames until the 3rd cartwheel?
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.