Spoiler: More Screenshots (click to see content)Bringing new meaning to the word "accuracy"! This character is meant to be accurate. Find stuff and give me feedback; compare him to the original; post "Nice char +1"; whatever you want. I know there's one bug with the hit counter displaying the score without the message, but I think I fixed it because I haven't seen it since I attempted to fix it. Please don't ask me how to remove the bars, making a bar removal patch is not necessary. The configuration file easily allows you to remove anything that could be considered intrusive and you can even remove bars by use of the super selection. Third Strike hit animations only work against Necro, until I make more SF3 characters.I have to make his electricity change to shiny when switching the effect type to custom, and that should come within the next two days. Thank you.Oh. What's that poll about.Download
What a surprise!! I now have good reason to break out my controller tonight and use my Mugen for something other than a portrait testing vehicle. Knowing its from you seals the deal on quality. I also feel a little brush of excitement. Which hasn't happened in quite a while.Thanks for the phenomenal share Rajaa.
I was expecting him in a Rajaa style but heck, good Necro is always good, I will edit it to my standards later. Cheers.
Nice car +1000Loving all the configuration options, you've really outdone yourself with this one.And I do hope most of this 677kb helpers file is for system stuff you won't need to recode. Can't remember how it is in SF3, but it would probably look much better with a noFG assertspecial during super KO screen :Seeing your "Bringing new meaning to the word "accuracy"! This character is meant to be accurate." comment, I could slightly comment on the accuracy of your hitboxes, which are not 100% accurate compared to the http://ensabahnur.free.fr/ data, but they seem to be 94.75349% accurate, which is more than enough for everybody's needs.Was going to comment on the compatibility for certain animations with GM's characters, but then I noticed that GM used name/authorname in his triggers instead of selfanimexist. Stupid stupid stupid...Grade : S
His voices are pitched too high. Play them side-by-side with the source game and you'll see what I mean.
@Cybaster:Cybaster said, April 13, 2013, 01:41:32 pmNice car +1000Loving all the configuration options, you've really outdone yourself with this one.And I do hope most of this 677kb helpers file is for system stuff you won't need to recode. I'll only need to alter the number alphabets, the super art command strings, and the conditions for score increasing, so not really much. Unless there's some character specific stuff!Cybaster said, April 13, 2013, 01:41:32 pmCan't remember how it is in SF3, but it would probably look much better with a noFG assertspecial during super KO screen :http://i.imgur.com/da5uuCR.pngYeah, I have to add a noFG to that.Cybaster said, April 13, 2013, 01:41:32 pmSeeing your "Bringing new meaning to the word "accuracy"! This character is meant to be accurate." comment, I could slightly comment on the accuracy of your hitboxes, which are not 100% accurate compared to the http://ensabahnur.free.fr/ data, but they seem to be 94.75349% accurate, which is more than enough for everybody's needs.OH. Ugh. SF3 hitboxes. Ew. They are SF3 DERIVED, not accurate. My boxes are better than SF3 boxes, I think. This reminds me, the not accurate list:Spoiler: Not Accurate List (click to see content)Not Accurate:- hitboxes are not 100% accurate. SF3 hitboxes are terrible and mine are better.- Hit Velocities for grounded opponents (all other velocities are 100% accurate, including air gethit velocities) cannot be done correctly since position adds are used to move the character at certain values for each tick of a hit. There is no perceivable set algorithm that Capcom uses for friction during the hit "velocities." As such, I have simply just used the highest value a character's position is altered for any given hit. If it were a full game, I would have went full OCD and accounted for each tick during every hit, but I'm not that crazy. The velocities and frictions I've chosen work in a similar effect to the source, though, except for the first increasing the distance a character travels per tick and then decreasing once it reaches its peak, I was gonna do that, but then I decided that that's full game type stuff.Cybaster said, April 13, 2013, 01:41:32 pmWas going to comment on the compatibility for certain animations with GM's characters, but then I noticed that GM used name/authorname in his triggers instead of selfanimexist. Stupid stupid stupid...Grade : SYeah, I was looking at GM's character's when I first started, as per Ink's request, but then I decided that he was wrong with everything he did, so I did everything myself and never looked back. The only compatibility is his throw teching and omission of super bars when his character is player 1 or 2. And my compatibility is not based on custom states, I heavily modified the standard gethit states to incorporate different animations, depending on the IDs of hitdefs.Thanks for the grade! Posted: April 13, 2013, 02:04:42 pm@WaruiGouki:Jango Hakamichi said, April 13, 2013, 01:42:53 pmHis voices are pitched too high. Play them side-by-side with the source game and you'll see what I mean.The sounds are extracted from the PS2 version of the game and they are unaltered.
I return from Prague and I find this! YES!!Will give feedback later.... [This...]Feedback:- voices (already reported); to resolve this problem open them with Audacity, then Change Speed -> -11 or -10 (I think they're correct values, best one is -10, for all the voices).- dead voice (number 11) should play after the KO, not in the same time.
Amazing character Rajaa, I LOVE the customizations that you can do with your config, this is fucking beautiful. I think that his levels of customization could be the future of mugen, or it might just make everyone else look lazy in comparison .-The only problem I'm having is I can't seem to get the basic attack chaining var to come on.
Rajaa said, April 13, 2013, 02:03:03 pmThe sounds are extracted from the PS2 version of the game and they are unaltered. That explains it, then. You used PSound, right? It's good in a pinch, but stuff can and will come out wrong. If you have a rom of the arcade version, IIRC you should be able to access the sound test from the dev menu, and if your emulator has a "log to wav" option, just do that. I did that when I was into Bootfighter and I was making SF3 pilots and needed voice clips. Additionally, Zweifuss already ripped all of the character voices perfectly for every iteration of SF3, so you can just use that instead.
Alex S. said, April 13, 2013, 02:24:48 pmFeedback:- voices (already reported); to resolve this problem open them with Audacity, then Change Speed -> -11 (I think it's the correct value, for all the voices.Thanks for the tip!Alex S. said, April 13, 2013, 02:24:48 pm- dead voice (number 11) should play after the KO, not in the same time.I thought I made it do that, but it seems to only work for the dramatic KO, so the only explanation is that I'm retarded.BILL.G said, April 13, 2013, 02:27:35 pmAmazing character Rajaa, I LOVE the customizations that you can do with your config, this is fucking beautiful. I think that his levels of customization could be the future of mugen, or it might just make everyone else look lazy in comparison .-The only problem I'm having is I can't seem to get the basic attack chaining var to come on.Thanks! There's still room for more customization! Maybe I should just add some random shit! Hahaha.The canceling works fine for me. For my own preference, only distant attacks and can be chained, and they're not guaranteed to cause a combo. It'll be different for other characters that I make because other characters have different basics.Jango Hakamichi said, April 13, 2013, 02:39:09 pmRajaa said, April 13, 2013, 02:03:03 pmThe sounds are extracted from the PS2 version of the game and they are unaltered. That explains it, then. You used PSound, right? It's good in a pinch, but stuff can and will come out wrong. If you have a rom of the arcade version, IIRC you should be able to access the sound test from the dev menu, and if your emulator has a "log to wav" option, just do that. I did that when I was into Bootfighter and I was making SF3 pilots and needed voice clips. Additionally, Zweifuss already ripped all of the character voices perfectly for every iteration of SF3, so you can just use that instead.Yeah, I used Psound. Don't know how I missed those rips! I'll fix the sounds in a few jiffs! I'll probably try the log to wav thing to get individual rips.Also, poll decides who I make next because I'm gonna make everyone eventually. =/
Rajaa said, April 13, 2013, 02:50:23 pmBILL.G said, April 13, 2013, 02:27:35 pmAmazing character Rajaa, I LOVE the customizations that you can do with your config, this is fucking beautiful. I think that his levels of customization could be the future of mugen, or it might just make everyone else look lazy in comparison .-The only problem I'm having is I can't seem to get the basic attack chaining var to come on.Thanks! There's still room for more customization! Maybe I should just add some random shit! Hahaha.The canceling works fine for me. For my own preference, only distant attacks and can be chained, and they're not guaranteed to cause a combo. It'll be different for other characters that I make because other characters have different basics.OK, my bad. I was trying to do all close chains.
Also, I don't know if you did it in this character, but if you grab the enemy when he is turned, the grab animation is different, with both a+x and B,D,F,kick.I wanted to remember this in case you missed it, I'm trying to check it.But this works so don't care about this.-Remember also, that when you get hit by a super move (be it Electric Snake, Magnetic Storm or Slam Dance) you shouldn't recover fastly (backward roll).-The grab sounds play twice in the back,a+x one.
Damn, all this programmer feedback! Well, for some art feedback...in his jumping weak kick, after the attack animation he goes into a static frame, rather then a fluid jump transition like all the other air attacks.Excellent char from what I've seen !
-The Magnetic Storm doesn't stun that much! (compared it with the Arcade)It actually should stun very little (correct my English!!).-Also, you should be able to do the combo: B+s.HP + s.HPmaybe because the first attack should throw the enemy more upwards.Balthazar said, April 13, 2013, 03:22:06 pmDamn, all this programmer feedback! Well, for some art feedback...in his jumping weak kick, after the attack animation he goes into a static frame, rather then a fluid jump transition like all the other air attacks.Excellent char from what I've seen !It's like that in the game.
Oh, stun is inaccurate because this isn't a full game and I can't account for specific stun damage for every character. I mean, I could make the stun accurate between all my SF3 characters, but I ultimately decided against it.You can do that combo. Please confirm your feedback before you actually post it.@Balthazar:In my defense, that's how it animates in SF3! Glad you think the character is excellent!
Ho HO! What a nice change of pace, I must admit! If you don't mind me humbly suggesting, since you like to technically challenge yourself a lot, would Urien be a candidate? We've lacked a good one since the dinosaurs were made(theoretically.) Anywho, Necro feels and handles pretty solid, like most good SF3 chars, but he even has a score system! Unfortunately I can't help as much here as I wanted to, so beyond that, I'll just suggest customizable hitspark colors(for the 3S ones.) Some people want P1's to be green because they think the green ones look nicer(I might be one of those people, )
Cybaster said, April 13, 2013, 01:41:32 pmNice car +1000Loving all the configuration options, you've really outdone yourself with this one.And I do hope most of this 677kb helpers file is for system stuff you won't need to recode. Can't remember how it is in SF3, but it would probably look much better with a noFG assertspecial during super KO screen :I think having a movetime parameter value in the Pause state controller would remedy this minor Assertspecial cosmetic glitch. Coincidentally been editing Umihei's SF3 works myself, hehe.Nonetheless, good luck with your SF3 Necro~!
Nice char, Rajaa. He's a keeper for sure. Only a couple of gripes:-No custom hitsounds? -The different super sparks for each super art is nice when they're separate, but they're kinda disorienting when I have them all selected.