And Kirishima wins with a grand slam home run (I wasn't expecting anyone to figure out that last one)!@Kirishima: Please PM me the name you'd like for Pupa to have.
Okay, Pupa is now officially beta-testing, release is imminent!Also I just want to make this public: I unfortunately had to back out of my agreement with Kirishima to change the name parameter to whatever he wanted. It's not that he picked a raunchy name or what have you, but I came to the realization that the custom name parameter would probably be more trouble than it's worth further down the line.However, I *did* give him a special customization in Pupa that no one else will be getting on release. It was pretty easy to add in, too, so in the future I might do little fun things like this for contests and stuff.
I was toying with the idea of Unusual sparks for contests years ago before I even touched Pupa, but I didn't want to make anything too obtrusive. Since both Kirishima and I are Pokemon fans, it seemed like a logical thing to include that shows "Hey, this Pupa is special," but nothing too distracting.
You should include that intro in the normal version with this trigger:Code: ifelse( random < 875, normal, ifelse( random < 875, normal, ifelse ( random < 875, normal, ifelse( random < 875, normal, ifelse( random < 500, normal, shiny)))))Like GSC (where the effect was from) it has a 1/8192 chance of happening.
hahaha holy shitMy only concern with that is that if it's in the main archive, someone can just change the value and make it happen all the time (and Kirishima loses his awesome reward). At least as of now, while some of the assets are available in the files (SFF and SND, anyway), you'd have to work to code it in.Would be fun to see tho lol Posted: April 18, 2014, 09:20:45 amStill fixing stuff up and adding new things. My beta-testers have been VERY helpful. Side note, I replaced the Super Finish BG I was using from SSFII:TR with the good ol' ROTD one which I shamelessly stole from H' while he wasn't looking:It's slightly distorted because the combined image for the entire BG is 320x224, so I'm currently using MUGEN's in-system scaling to correct the size. HOWEVER, I just got the okay to use an edit that XCB used in his old version of Tetsu Yatogi (fun fact: Titiln made it), so I'll probably switch them out.Not pictured, however, is damage dampening. Like Mr. Jones, I've included a config file that you can change your system (however I don't have anything cool like Qwantz's T-Rex popping out of the corner whenever you exceed a certain number of hits). You can either set it to none (because you're a man), ROTD-style (because LOL THIS SYSTEM IS HORRIBLE), or your standard that resembles what you see in most fighting games (because you're a boring poopy-head).Whether or not I throw in some Easter eggs depends on if I think they're worth it and how much longer I want to stall Balthazar for Dragon Tank progress
Hey boys and girls, it's your man Jango, comin' at ya. Summer's almost here, and I'm ready to smash my new char down your mouth:sourceOkay this is the first time I've ever done a public beta in my life, so fat dog bear with me. This is pretty much a finished character, but I want to make sure I got enough shit down before I put it on my site (yes, I have hosting).THINGS I ALREADY KNOW ABOUT:- The dash back sound is the same as the jump sound. Placeholder for now, gonna replace it later.- I didn't document it in the readme, but Pupa has Guard Crush anims and compatibility with DrKelexo's DeathMask.DOWNLOAD
I haven't played the game this character comes from. Here's some feedback, if the things I listed are like that in the game then ignore them:- in the readme there is: "Rearranging the sounds" so I list here what I found: - state 215 and state 217 play a KFM sound; - state 205 plays the sound 0,0 (even if she doesn't hit the enemy) which should be a hitsound; - some of Parafuso's (both light and strong) hitdefs use KFM/default guardsounds;- Collision Boxes: - anim 440 has one frame where she doesn't have any CLSN2 boxes; - anim 1310 doesn't have any CLSN2 boxes.
Ack. Well, I'll get on the sounds later, but in the meantime, here's an updated .air file. I also updated the main archive.EDIT: obsolete, it's in the main archive
Updated the main archive up there, here's a list of the changes:- Fixed wrong sounds playing for certain attacks- Fixed ground.hittimes for all of Pupa's aerial attacks- Fixed a bug where Pupa would go through an opponent during Au or Au Frenzy- Fixed a bug in 1.1 where wall slam moves wouldn't take the camera into consideration- Fixed missing CLSN2 on anims 440 and 1310- Fixed her overhead not being able to chain into specials
Chrome throws up a malicious file warning thing. Then again its Chrome and I don't really trust Sendspace myself.
Don't know if I'm really helping out on this (thought I'd volunteer), but just in case the malicious file thing happened on Chrome, made an alt. link for the .air file.Anyway, I might give this Pupa a try. Though admittingly, I have to do this blind, since I never used her in Rage of the Dragons (Used the Lewis brothers anyway), and never got too deep into the system as well. This might be fun.
her hitstun times seem a little low, she can get punished on hit for a couple of different things (i'll ask arpa to tell me where in the video i did it happened, cause he's the one who caught it). otherwise really fun char
Umezono said, May 06, 2014, 03:11:09 pmher hitstun times seem a little low, she can get punished on hit for a couple of different things (i'll ask arpa to tell me where in the video i did it happened, cause he's the one who caught it). otherwise really fun charSee on 0:22 where she appears to have been punished off of hitting with a jumping light kick the moment she enters her landing state and something like that happens again with the jump jab at 0:30. Also does Rage of the Dragons really spike people you hit in the air straight down to a standing position where they could possibly punish you off hit before they recover? It could be just what the video looks like and I never played Rage of the Dragons but I assume it's at least decently designed enough to not have people punishable on hit so I dunno.
Yeah, someone on IRC linked me to that video which led to me updating the archive last night. Try downloading it again, do they still recover too quickly? As of this last update according to my tests, the opponent's hittimes for all of her aerial attacks allow her to land on the ground and still have a few ticks to do *something* before the opponent recovers.@Uesugi Kenshin: Thanks, I think it might be problem with Sendspace or something (it's happened before with them), so next update I'll probably stop using Sendspace.Alpaca-San said, May 06, 2014, 08:01:46 pmAlso does Rage of the Dragons really spike people you hit in the air straight down to a standing position where they could possibly punish you off hit before they recover? It could be just what the video looks like and I never played Rage of the Dragons but I assume it's at least decently designed enough to not have people punishable on hit so I dunno.Depending on when you hit your opponent in mid-air, yes it is possible for them to regain control before you land in ROTD.
much better, i can connect her crouch basics of the jump attacks now. will continue testing, new vid maybe soon
Updated 05/07/14:- Deleted obsolete Super BG from the .sff file, as well as its corresponding palette- Deleted extra sounds in the .snd file, mostly leftover MUGEN default sounds- Increased hittimes for each hit of DF+K so that it's possible to cancel either into Bencao (Light)- It should be easier to do close attacks now.- You can now buffer kicks in mid-air for Real Beat- Fixed bug where you could grab during a crouch- Fixed bug where trying to grab a downed opponent transitioning to standing made her whiff (she now does her close HP)- (1.1 only) Fixed bug where Bencao's wrench just disappears at a certain point in a zoomed out stage. Now it at least animates out before it does.- (1.1 only) Fixed another bug with AU that prevented some characters from getting hit.NOW THE BIG CHANGE, due to me actually trying out this wildly popular TRAINING character y'all kids seem to yammer on about:- Updated some of her basics to at least have neutral or a slight frame advantage. Most of them were in the opponent's favor all along (ROTD is really stupid about this), so I made a few slight tweaks in some of the hittimes. So far, I've tackled most of the standing basics, haven't done anything for crouching yet but I'll get to that. If the tweaks affect your ability to do certain combos/attacks, please let me know!DOWNLOAD from my hosting because Sendspace blows