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Response to DBK (Read 2330 times)

Started by All-Star Platinum, November 21, 2014, 01:19:54 am
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Response to DBK
#1  November 21, 2014, 01:19:54 am
  • The White Indian
    • Canada
    • greenranger420@hotmail.com
Started this a year ago, was debating on releasing it. It's just a beta and I barely know how to code I just pieced together what I could make out from tutorials and other creators.  I hope you at least enjoy this demo, when I can figure out more on coding I can fully finish em.

https://www.sendspace.com/file/im9ka1

see ya


Last Edit: November 22, 2014, 02:28:51 am by All-Star Platinum
Re: Rick Renalds Beta
#2  November 21, 2014, 01:53:01 am
  • ****
  • Vae Victus!
    • USA
    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html
Why spoiling the youtube link?
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Rick Renalds Beta
#3  November 21, 2014, 01:56:30 am
  • The White Indian
    • Canada
    • greenranger420@hotmail.com
wanted to make it clickable but frigged up
Re: Rick Renalds Beta
#4  November 21, 2014, 05:24:41 am
  • *****
  • i will meditate and then write a really epic post
  • jai ho
    • Skype - executivepetrel
    • kawaiikings.net

  • Online
fixed for you
Kawaii Kingdom (visit our forums
My character reviews!
twitch (I have restarted my AI tournaments, check them out.)
youtube
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Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
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- courtesy of Iced
Re: Rick Renalds Beta
#5  November 22, 2014, 12:21:05 am
  • The White Indian
    • Canada
    • greenranger420@hotmail.com
also Quetzalcoatl88 gave the okay for the edits of sprites awhile ago, just gotta find the actual msg to print screen cap
Re: Response to DBK
#6  November 22, 2014, 06:47:17 pm
  • ****
  • My ass feels great today...
    • UK
    • Skype - meldoobscure
    • http://meldowiseau.tumblr.com/
Feedback

-His taunt and some of his animations have no CLSNs
-Air Teleporting is another example as he can spam it in the air
-His EX moves and Supers give a little power back
-His Za Warudo is poorly coded. For example, the opponent can guard the first hit (even in their idle stance) and there's no infinite juggling.
-KFM's Kung Fu Knee and Kung Fu Upper is left intact, along with KFM's sprites
-His SGS command super leaves him invincible after the final hit
-Oh and did you take some code from other creations?
Re: Response to DBK
#7  November 22, 2014, 07:13:59 pm
  • ****
  • I bite the faces of people who don't wanna be cool

  • Online

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Response to DBK
#8  November 22, 2014, 07:29:36 pm
  • ****
  • My ass feels great today...
    • UK
    • Skype - meldoobscure
    • http://meldowiseau.tumblr.com/
I just said that because there's some code that I thought were familiar to other characters.

And he has no readme anyway so...
Re: Response to DBK
#9  November 22, 2014, 10:49:18 pm
  • ***
  • Just hanging around
    • USA
    • Skype - TatariZane2009
Idk if that still counts as a problem (besides some people are lazy to do readmes anyway). I mean hey, people could do readmes at either the last second or any time before a char's completion. So... yeah.

Getting back to the char, there's also 2 more things I need to address (Adding to Meldo's feedback, since he found most of the stuff I noticed):

-This crouch HK (or breakdancing) Hitbox doesn't look right.

I'm seeing too many hitboxes dis-connecting here and there during frames.

-Out of most of his taunts (4 in total, 3 of which doesn't even have a hitbox in themselves), this one here is the only one that does:

However, I noticed it's also shares KFM's taunt in terms of hitboxes, so it kind of looks weird with the "head" part moving out of the sprite. But it's a beta anyway, so it's kind of understandable.
Re: Response to DBK
New #10  November 25, 2014, 04:20:54 am
  • The White Indian
    • Canada
    • greenranger420@hotmail.com
tis a beta so please forgive the clsns I know that they are horrid and will eventually fix.
I am working out as much as I can as well as getting rid of unnecessary code.
The readme will mention all credit which is needed

Also I was messing around with his SGS 'cause he would get hit in team battles and accidentally forgot to change time = -1 to: time = 420
 
;DO YOU SEE WHAT HAPPENS (Connect)
[Statedef 11000]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
velset = 0
anim = 11000

[State 860, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 420

[State 10999,1]
type = Explod
trigger1 =AnimElem = 184
anim = 12000
id = 12000
pos = 0,0
postype = left
scale = 0.4,0.6
bindtime = 150
removetime = 197
supermovetime = 350
ownpal = 1

[State 10999, 1]
type = SuperPause
trigger1 = AnimElem = 184
pos = -20, -106
anim = 100
time = 200
sound = s12000, 0
poweradd = -5000

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S11000,0
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S11000,1
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39
value = S11000,2
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 70
value = S11000,3
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 144
value = S11000,4
volume =9999
channel = 1

[State 11000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 160
value = S11000,5
volume =9999
channel = 1

[State 11000, 1]
type = assertspecial
trigger1 = anim = 11000
time = 650
flag = nomusic
flag2 = nobg
flag3 = nobardisplay

[State 11000, 1]
type = PlaySnd
trigger1 = Time = 2
value = S3000,0

[State 11000, 1]
type = HitDef
trigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186
attr = A, NA
animtype  = Heavy
guardflag = HA
sparkno = 3
sparkxy = 0, -76
hitsound   = S6,11
priority = 7
p2stateno = 11001
pausetime = 0, 0

[State 99999, EnvColor]
type = EnvColor
trigger1 = AnimElem = 26 || AnimElem = 66 || AnimElem = 124 || AnimElem = 141 || AnimElem = 157|| AnimElem = 186
value = 255,255,255
time = 5

[State 11000, Explod]
type = Helper
trigger1 = AnimElem = 186
helpertype = normal ;player
name = "HSDM"
ID = 11000
stateno = 11002
pos = 0, -90
postype = p2    ;p2,front,back,left,right
facing = 1
size.xscale = 1
size.yscale = 1


[State 11000, 1]
type = HitDef
trigger1 = AnimElem = 186
attr = S, NA          ;Attributes: Standing, Normal Throw
hitflag = MAFP          ;Affect only ground people who are not being hit
damage = 420
animtype = Heavy
guardflag = MA
hitflag = MLF
priority = 7, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = s4010, 2
guardsound = 6, 0
ground.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 8,-7
guard.velocity = -7
air.velocity = 8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025    ;Make p2 go to state 1025 on hit


[State 11000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Last Edit: November 26, 2014, 05:20:10 am by All-Star Platinum