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Steel (Update 8/5/2019) (Read 5551 times)

Started by Mr. Giang, January 12, 2019, 01:17:44 pm
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Steel (Update 8/5/2019)
#1  January 12, 2019, 01:17:44 pm
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This guy's CLSN boxes gave me nightmares.
Featuring:
- New Hypers.
- New Specials.
- Updated with hi-res effects.
- Fixed A LOT of CLSN problems. No more hittable cape!
- Improved guarding states for crossup detection.
- Updated with a better corner push system.
- Fixed crossing-up glitches.
- Fixed underground juggles.
- Normals no longer deal cheap damage on block.
- Fixed all infinite juggling problems.
- Many huge changes to make his playstyle actually have senses.
- Launcher now cancels into Flying instead of Super Jump.
- Flying duration no longer resets whenever Steel attacks.
- Flying duration reduced from 700f to 400f.
- Now has a proper damage dampen system.
- Rivet Cannon's projectile now can be destroyed when hit by other projs.
- Fixed Flying glitches.

Special thanks to:
Bizarro_Toro for the based character.
kairuier, Nep Heart, Kamekaze, SeanAltly, DANIEL LINHARES and RicePigeon for the huge amount of coding works, effects as well as gameplay references.

Download: https://drive.google.com/file/d/1y-mLLfFA_RM84KyQYfxlZlsZNd-sTdVi/view?usp=drive_open
Last Edit: August 05, 2019, 04:44:29 pm by Mr. Giang
Re: Steel (Reign of Supermen 2019 Remaster)
#2  January 24, 2019, 05:46:15 am
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1.0 version has been released! Much inferior compared to 1.1 one so go get MUGEN 1.1 guys.
Last Edit: January 24, 2019, 07:34:29 am by Mr.Giang
Re: Steel (1.0 Release)
#3  January 24, 2019, 07:31:50 am
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Nice job
Re: Steel (1.0 Release)
#4  January 24, 2019, 02:03:44 pm
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Looks pretty good.
Jupp. That's cool alright.
Re: Steel (1.0 Release)
#5  January 26, 2019, 09:04:10 pm
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I really like what you've done with the character. I thought the Bizzaro_Toro version was alright, but you've taken it to the next level.
Re: Steel (Nerf Thread 1/30/2019)
#6  January 29, 2019, 04:14:45 pm
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Thanks for the compliments guys!
Also, making Steel's charge safe on block turned out to be a bad idea it seemed.
Update:
- Fixed some sprite mis-priorities.
- Iron Will now can only hit once per combo.
- Hammer Time's recovery increased by 20f.
- Iron Will's guard time reduced by 11f.
- Ground AmerTek Charge's guard time reduced by 14f.
Re: Steel (Update 3/17/2019)
#7  March 17, 2019, 04:10:48 am
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This is a quite nice read.
Update:
- Fixed debug floods.
- Fixed a glitch that makes AI select weird palletes during Arcade Mode.
- Readjusted all get hit hurtboxes.
- Launcher's damage reduced by 10. Power gain/give is adjusted with the new damage value.
- Iron Will's recovery increased by 5f.
- Smart Hammer's recovery increased by 5f.
- Lower walking speed.
Re: Steel (Update 3/17/2019)
#8  March 17, 2019, 06:13:06 am
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If you parry his arm rockets, they bind to you and the sprite stays there for a few seconds doing nothing.

Spoiler, click to toggle visibilty

Also gets stuck in this state at KO

Spoiler, click to toggle visibilty
Last Edit: March 17, 2019, 07:06:06 am by YugaCurry
Re: Steel (Update 3/17/2019)
#9  March 17, 2019, 09:59:49 am
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I can fix the first problem easily though but not sure what really triggers the second issue. Do you have any clues about which move triggered it?
Re: Steel (Update 5/2/2019)
#10  May 02, 2019, 03:26:14 am
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Update:
- Updated CLSN.
- Fixed all debug floods.
- Fixed several Tag issues.
- Fixed a glitch which makes Superarmor sometimes unable to work properly.
- Fixed a glitch involved Parrying and Rivet Cannon.
- Fixed some weird palette bugs.
Re: Steel (Update 5/2/2019)
#11  May 02, 2019, 04:52:38 am
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it´s really appreciated like you take time to update these chars.

some of them were forgotten into the time and needed to be improved.

thanks!
Re: Steel (Update 5/2/2019)
#12  May 02, 2019, 04:11:22 pm
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Re: Steel (Update 5/2/2019)
#13  May 03, 2019, 01:10:49 am
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it´s really appreciated like you take time to update these chars.

some of them were forgotten into the time and needed to be improved.

thanks!

Much appreciated!


This still happens. The sprites still stay but for a shorter time than before.

This turned out to be harder than I expected. Most of parrying codes use pause sctrl, which is not possible to detect for P2. Combine with 1-frame delay in MUGEN, this is not something I can deal with (unless it was in a full game environment). It's the same thing when you try to parry a Hadouken, the Hadouken anim will pause itself for a short amount of time. I'm afraid this is the best I can come up with until there is some groundbreaking research that can solve the problem.

Re: Steel (Update 5/2/2019)
#14  May 03, 2019, 04:16:26 pm
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Super Duper Ultra Dope.
Re: Steel (Update 5/2/2019)
#15  May 04, 2019, 01:21:20 am
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Awesome!
Spoiler: Not Safe For Work (click to see content)
Re: Steel (Update 6/22/2019)
#16  June 22, 2019, 05:45:02 am
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Update:
- Fixed some Tag issues.
- Fixed some palette data problems.
- Now has 10% minimum damage scaling.
- Now always starts with 1000 power.
Re: Steel (Update 8/5/2019)
#17  August 05, 2019, 04:46:29 pm
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  • The Illusionary Wanderer
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Update:
- Now uses Jmp's Explod Buffer.
- Now uses custom hitfall against opponents to prevent unwanted ground teching.
- Reworked juggle system: Opponents no longer can auto tech from invalid combos.
- Fixed a glitch which makes j.Z sometimes 'cause hard knockdown to floating characters.
- All attacks are now air-blockable.
- Adjusted hittimes, hitboxes and hitpause of a certain normals.
- d.Y now can OTG.