Sheng Long said, November 18, 2014, 04:17:29 amMy only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_XI do have an idea on how to make the players turn when you want instead of just facing the enemies all the time, although I'm not sure its a good idea because it could mess up guarding attempts, especially when trying to face an enemy that is right next to you. I'll see what I can do.----------Shiva is ready!!! Download here:http://www.mediafire.com/download/dmg8arqrmb4cxcm/Shiva1.zipSome images:Spoiler, click to toggle visibiltyHis moves and abilities are in the file called "ShivaInfo". Please tell me about any problems you encounter. Also tell me if his combo ability and AI is too strong or weak. His plays like a SoR 3 character with a few extra moves thrown in, such as Hyper Attacks. There is also a Config file, but there are just 2 options for now.If you are wondering about the lifebars, I'm trying to make lifebars that take up as little space as possible, because I have a good amount of characters who have extra meters and such near the top of the screen instead of at the bottom.
Love the "Blitz" & "Special" systeme ... and the "Grip" one too. So nice to see the SOR grappling systeme!Needs much more sounds from the source game. maybe a taunt...Again, you could use the "Stage Clear" theme from SOR for a win animation.For another intro, how about the "fake General turn into Shiva" scene Will test further if I have more time.Shiva floats down into the ground after a "time over" lose.
Staubhold said, November 18, 2014, 11:11:07 pmShiva floats down into the ground after a "time over" lose.I thought I fixed that. Open "ShivaMain.cns" and look for this in State 170:Code: [State 170, VelAdd]type = VelAddtrigger1 = Time > 0x = 0y = 0.3Change it to this:Code: [State 170, VelAdd]type = VelAddtrigger1 = Time > 0trigger1 = Anim != 5110x = 0y = 0.3That should stop Shiva from sinking.About the intro, I'll think about it. One intro I want to add is the one from SoR 2 where Shiva and Mr.X are in the "background". Shiva will jump to his spot and Mr.X stays in his chair throughout the fight, laughing if Shiva wins, but simply leaving if Shiva losses.
K-Fox said, November 18, 2014, 10:34:57 pmSheng Long said, November 18, 2014, 04:17:29 amMy only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_XI do have an idea on how to make the players turn when you want instead of just facing the enemies all the time, although I'm not sure its a good idea because it could mess up guarding attempts, especially when trying to face an enemy that is right next to you. I'll see what I can do.I was also going to try to do something for Player to freely turn around for another bonus game i was thinking about doing in a future WIP some day from SF2. I was trying a few things, but no luck really in detecting opposite player commands, just velocity checks.BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?
Sheng Long said, November 19, 2014, 04:51:01 amBTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?All enemies you see in the SFF file are coded. Did you continue playing after winning 1 round? You'll fight different bosses after winning 1 round. To be more specific, the bosses you should fight are:1st Round:BarbonBruce & Roo (Mini-bosses)JetVehelits (Mini-boss)ZamzaAbadede2nd Round:R.BearAsh (Mini-boss)Zamza & JetParticle & MoleculeShivaMr.X
K-Fox said, November 19, 2014, 08:23:07 pmSheng Long said, November 19, 2014, 04:51:01 amBTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?All enemies you see in the SFF file are coded. Did you continue playing after winning 1 round? You'll fight different bosses after winning 1 round. To be more specific, the bosses you should fight are:1st Round:BarbonBruce & Roo (Mini-bosses)JetVehelits (Mini-boss)ZamzaAbadede2nd Round:R.BearAsh (Mini-boss)Zamza & JetParticle & MoleculeShivaMr.XNo, I did not. I usually expect all bonus games can be tested via round 1 plays. But this have round 2 plays as well? Holy MOLY! Is there any chance to have an option to fight all the bosses in round 1? Just for the case someone has rounds = 1 in their fight.def system? Or maybe, perhaps any on screen options instead of manual file configuration before running Mugen?
Some feedback...I really like the black/white/grey effect for Vehelits. The power up objects (chair and such) should be grey too IMO...All special effects should have two distinguishing marks - one icon next to the enemies' lifebar and one effect on the enemy itself.P.e. a green aura on the enemy AND the green + icon next to his lifebar for Regeneration.Make the "on enemy" aura/effect more subtle. The red aura of the Berserk effect is to "strong", make the transparent after effect on Evasion even more transparent/ghostly...Agian, just great work K-Fox!Small suggestion for Shiva...Use his SoR3 portrait.