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Ravange from Warzard/Red Earth 1.00 (06/30/08) (Read 18732 times)

Started by Doggiedoo, June 17, 2008, 06:02:20 pm
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Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#21  June 20, 2008, 07:02:36 pm
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with the new AI, now i cant even control her  :(

4/27/09 - Nameless V1 Released
*********Current Projects on Temp. Hold*********
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#22  June 20, 2008, 07:22:53 pm
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with the new AI, now i cant even control her  :(
I just used her about 5 times (against different stuff) and her AI never took over/tried to take over. ???


A thought
1- Her AI could stand to use her super a wee bit more. (Preferably when she's cornered or under heavy attack)
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#23  June 20, 2008, 07:29:27 pm
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Miss Fairy:

Hmm. Does the eagle sample play at the same time as either of the roars on the original hardware? Only one voice sample can be playing at a time under Mame and CPS3Emu, explaining why the eagle can't be heard.

Once Ravange is final, I'ma prolly touch up Shin/Normal Valdoll and Blade. Shin Valdoll should inherit Normal Valdoll's fx option, and there are still some issues with all three that could use fixing. After (or during) that, Kongou'll be my last Warzard boss project if no-one else starts on him first. The only one left is GiGi, and IIRC he's already taken.

I'll try the stages at some point... if nothing else, they'll allow fully Warzard-original intros. Not sure how much creating I'll do after that... need to start a career and clear debts, monetary and otherwise. And get a car. Need the car.


Snake:

Are her attacks being completely disabled when you play as her, or does she perform them automatically (or both)? The AI-detection triggers are unchanged from previous versions... will double check and patch tomorrow if necessary. Too sleepy. x_x


Edit: noted on the super usage... will add some sort of panic guage for the next version.

DoubleEdit: About the mummies, there are actually only three that appear before they succesfully grab the opponent. It's after that where there can be up to 9 mummies at once, and given the precarious nature of the coding, it wasn't safe to risk helper overflow. Some of the extras are now explods to allow all of them to be visible without approaching the default helper limit.
Last Edit: June 20, 2008, 07:38:01 pm by Doggiedoo
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#24  June 20, 2008, 07:37:36 pm
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The way her winpose goes is, lion roars, eagle screams, lion roars. So basically you'd want to have the eagle's sound where the second roar is right now. Then have the second roar afterward. - I thought so anyway. Unless I'm confusing her normal winpose with the version when the lion head had fallen? ???

-nod- Hopefully they can get a custom move or two. (Plus I'd love to be able to open Valdoll normally in fighter factory again ;P )

Hopefully I'll be able to get the rips for the stages somehow and make them so you can include the warzard intros if you wanted. (It'd take some stress off you!^^) I just need to figure out why that system insists on being such a royal pain with ripping anything. x_x
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#25  June 20, 2008, 07:41:00 pm
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She would take over the moment i used the command for her Super. if i dont i can use her bout just fine, but the moment i use that super i lose control

4/27/09 - Nameless V1 Released
*********Current Projects on Temp. Hold*********
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#26  June 20, 2008, 07:44:10 pm
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Ah, forgot about her alt-mode winpose. >_< Will look into it. Tomorrow, of course. X_X

BTW, the problem with Valdoll's .air is the line "Clsn2Default: 5, ,AS256D128". It should be just "Clsn2Default: 5". Didn't figure it was worth a new upload/download just for that one line, though. Needless to say it'll be fixed with the next update.

Snake:
Is it a specific button combo? Testing in training/arcade doesn't seem to reveal anything.


Will reply in 8 hours or so. :P
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#27  June 20, 2008, 07:45:54 pm
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no, pretty much only happens when i input command for the super  o_O

4/27/09 - Nameless V1 Released
*********Current Projects on Temp. Hold*********
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#28  June 20, 2008, 07:49:58 pm
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Ah, forgot about her alt-mode winpose. >_< Will look into it. Tomorrow, of course. X_X

BTW, the problem with Valdoll's .air is the line "Clsn2Default: 5, ,AS256D128". It should be just "Clsn2Default: 5". Didn't figure it was worth a new upload/download just for that one line, though. Needless to say it'll be fixed with the next update.

Snake:
Is it a specific button combo? Testing in training/arcade doesn't seem to reveal anything.


Will reply in 8 hours or so. :P
Yay it fixed it! =3

One thing I'd REALLY love for Valdoll is if you attatched his dragons to his palette. I'd love to be able to make custom colors for them on my palettes but right now I can't. It might be fixable but I never tried much, Hmm ~

I just tried Ravange again. Did her super around 20 times, the AI never took over. It must be some weird glitch?
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#29  June 20, 2008, 10:33:35 pm
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Great update Doggiedoo  8). I have only one feedback. I notice when ravange does a taunt in battle. If a opponent hits her doing taunt she doesn't get hit at all but great job on ravange indeedie :sugoi:. I hope to see a Lavia of your version someday  ;).
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Re: Ravange from Warzard/Red Earth 0.95 beta (06/20/08)
#30  June 20, 2008, 11:42:49 pm
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I was watching Ravange vs 9's Akiha Vermillion for a few minutes and I was so impressed with Ravange's technique, I had to hop on and give ya some some props, not only for the creation, but for her DEFENSE!! 9's MB charas are defensive-minded and are very intelligent in the AI deparment - Ravange's AI seems just as technical!! I dunno if it was your intent, but I love what I see with Ravange defensivelly; Akiha was @ her hardest setting while Ravange was at the default setting (1.0) and the two were going back and fourth, like watching a MUGEN chess match or some classic mat wrastlin' (Mmmmm Girl -on- Snake/Goat/Lion/Dragon action with the rollin' around and such ... okay, maybe that was a bit nastayyy). Great job and hopefully the strategic techiques with Ravange improve in the future, because right now, she damned hot with the 'D'!
As already mentioned, she also seems to be misaligned; she stands a tad lower than other characters on the ground. Maybe it's just a MUGEN thing... anyways, great work DoogieDoo!
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#31  June 25, 2008, 05:28:59 pm
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New version, mostly cosmetic stuff. Changelog:

Quote
-0.97:
   -Colour seperation: highlights on goat/lion heads
    seperated from highlights on main body.
   -2 palettes added.
   -Either the lion or eagle voices can randomly play
    during her win pose and taunt.
   -Full, original Warzard intro added for use with
    Kung_Fu_Man's "Hybrid Nightmare" stage. See
    Config.txt for details. Note that it only works
    (for technical reasons) when she starts on the
    right side of the screen. She also must not have
    a simul mode partner. Currently missing intro
    music.
   -Small cosmetic and AI tweaks.
   -CLSNs added to taunt anim.

Not much more to do before she's considered complete... any remaining bugs, the last set of pallettes, and that should be it.


Leighas:

Yeah, it seems Ravange does surprisingly well against many other AIs due to the odd properties of some of her moves. The emphasis was more on making her fun/interesting to fight rather than especially competitive, which would be pretty difficult anyway without any fool-proof attacks. Randomness ftw?  :sugoi:


EDIT: BTW, the limitations on the new intro are due to camera/enemy/partner conflicts... most characters literally get dragged around the stage by the camera, if they're standing in the wrong spot and they're not specifically coded to allow camera movement.
Last Edit: June 25, 2008, 05:43:57 pm by Doggiedoo
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#32  June 25, 2008, 05:56:33 pm
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Great news on the update! ;D

I'll get back to you if I find any bugs.  :)
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#33  June 26, 2008, 09:47:09 am
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Thanks a lot for the character and its updates. The intro with KFM's stage works wonders, and it's really fun to fight him in arcade mode in this stage. Good challenge with nice graphics against an "intelligent" AI = AWESOME !!!! :D
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#34  June 26, 2008, 10:13:21 am
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Thanks a lot for the character and its updates. The intro with KFM's stage works wonders, and it's really fun to fight him in arcade mode in this stage. Good challenge with nice graphics against an "intelligent" AI = AWESOME !!!! :D

you mean her since a girl takes over a statue :sweatdrop:
About your next release
#35  June 28, 2008, 01:23:11 pm
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Dear Doggiedoo.
We enjoyed your great chars from Red earth.

Please do not stop your plans for Kongou even with that release. What most of us would want is Doggiedoo's Kongou.

You know, you are the greatest Red earth char creator in the world!
We really love your chars, thank you!
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#36  June 28, 2008, 06:11:18 pm
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Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#37  June 28, 2008, 06:39:21 pm
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Please don't give up on Kongu Doggie. Alot of people agree!

Yes, we like your chars because their superior quality.
So I wait for your Kongou, knowing that it will be the best out there  ;)
Re: Ravange from Warzard/Red Earth 0.97 beta (06/25/08)
#38  June 30, 2008, 04:23:05 am
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*blushes at the encouragement*  ;D

And yes, Kongou is still on the cards, though there are some older issues in Blade and (Shin) Valdoll that need patching up first.


Sorry about the late reply btw. 'Net access was cut over the weekend. :-\

EDIT: New version up, should be the last one before moving on to other characters. Barring massive bugs, of course.  :gonkgoi:

Quote
-1.00:
   -Sabaki no Hikari can now be done in the air, as it
    could in Warzard.
   -Optional music added to full intro, see Config.txt
    for details.
   -Fixed enemy facing issue with Sabaki no Hikari,
    plus some supercancel cosmetic tweaks.
   -AI tweaks.
Last Edit: June 30, 2008, 02:30:06 pm by Doggiedoo
Re: Ravange from Warzard/Red Earth 1.00 (06/30/08)
#39  June 30, 2008, 07:35:43 pm
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Yay so glad to hear you're still making Kongu!

Lovely update as usual :D I'll get back if I find anything worth a mention.


About Valdoll and Blade, - I had a few suggestions for both of them. Would you want me to PM them or what? (there's no active thread right now and I didn't think this thread was really suitable?)
Re: Ravange from Warzard/Red Earth 1.00 (06/30/08)
#40  July 01, 2008, 04:49:29 am
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Yep, a PM would be fine.

Things added or planned so far:

Valdoll:
   -Stage intro with La Miss Fairy's "Inner Sanctum"
    stage.
   -Teleport camera smoothened, and doesn't drag other
    players around the stage anymore.
   -Tweaked dragons slightly.
   -Fixed Magilis Sentinel guard cancelling.
   -Fixed .air file crashing Fighter Factory.

Shin Valdoll:
   -Teleport camera smoothened, and doesn't drag other
    players around the stage anymore.
   -Tweaked dragons slightly.
   -Added Advanced FX setting.
   -In-Game Dragon Selection setting should work now.
   -AI Tweaks.