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Super Smash Bros Brawl Samus Release 0.7 7/10/14 (Read 33177 times)

Started by Odb718, January 19, 2012, 10:49:10 am
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Re: Super Smash Bros Brawl Samus Release 0.5
#81  March 22, 2013, 05:55:32 am
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If I could suggest one thing to round off the fluidity of the animation you have at this point, it would be a walk to stand/stand to walk animation.  Otherwise most of the other critique i have has already been mentioned.  Fucking excellent work man. 

If I find any unique feedback I'll post it. Props to TRUEMicah for the thorough run-through.
Re: Super Smash Bros Brawl Samus Release 0.5
#82  March 22, 2013, 05:59:49 am
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If the colors are organized in a decent manner, I may even take a crack at doing some colors. Hopefully that´s the case.
Re: Super Smash Bros Brawl Samus Release 0.5
#83  March 24, 2013, 05:56:56 pm
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+The hitsparks are misaligned on "purpose". I've created a system of properly placing them based off of P1's Pos Y instead of P2's. I havent gone through and aligned them on the beta build.
+The bomb, and all of it's moves are working 100% except the bomb floats slow to the ground when it nears it. Otherwise it's perfect. I thought I ripped out all of the code. That's why the error occurs.
+The sounds are a major problem right now. I have to redo all of the sounds levels. It's just a ton of work.
+I dont see any slow down from my clsns boxes. I prefer them to be as accurate as possible. I dont like the concept of being able to punch air, so I try to avoid it at all cost.
+The pop up goes high because I want the player to actually delay, or think about which moves to connect with. I feel in the MvC series the characters are in the prime spot for combos. How I've tried to set it up, you pick when to start the attacks and the P2's spot will be in a different spot. So Lp,Lk,Mp,Mk,Fp wont always work. You'll have to mix up the combos.
I am looking for a type of MvC game play. I feel pop ups are needed in mugen. I just prefer them. Same thing with push block. Against moves like the raging demon, push blocks are a must have to survive.
+Samus' jump control comes from SSBB. She's a very "floaty" character. It adds another option. Jump-faking is pretty useful.
+The air High punch knockdown/pop up has always been in the back of my mind. I want it to mimic SSBB.
+The air grab was supposed to be gutted but I forgot. In the working version she floats a little higher and then falls about a body width to the right of the enemy. Right now the problem with the throw is the enemy doesnt bounce. I havent been able to work out WHY that's happening.
+I dont mind having to use the different button, commands for the 3 types of projectiles. I dont see a problem with how it is.
+Homing missiles were made to lock in on the character's chest. Depending on which speed missile is launched the accuracy over distance is changed. But it will always hunt the same exact spot.
+I measured the screw attack and tried to get it to the same height as SSBB. It's supposed to go as high as a standing double jump I believe. It can be performed two different ways to go backwards or forwards. So the diagonal IS there.
Also, Samus is WIDE open for attacks after the screw attack misses. The height of it is a negative attribute at that point. if you use it after a double jump and miss, youre open for anything.
+I agree with the blast wall's lack of priority. I want it to absorb projectiles and still be active against the player. I need to look into how to code it.
You can link the standing blast wall directly after the crouching FP and combo it. It's an extremely tight window.
The blast wall super pop up is my experiment with velocities versus Y position of P2. I want P2 to get locked in and go for all 5 hits no matter where they are when it connects. One of the experiments has very wrong numbers. I plan on ironing out those differences.
+The charge shot comes out the fastest if it's fully charged. it's missiles X, Y, Z<super missiles X, Y, Z<charge shot. I think missile Z = super missile X or they're extremely close if I recall correctly. The damage they do is uniform I think. I plan on making the difference only 5 or 10 points.
I plan on having the charge shot work like it does in SSBB, just reversed for button pressing. SSBB you have to press the button and release it and it charges. The second button press releases it. I plan on having it be a button hold->release for it. Like capcom basically.
+The taunt... totally forgot about it actually.
+The grapple beam is working 60% and has been gutted for the release. The sprites of the whip are terrible and disjoined. I wanted the release to focus on problems with things that are "working".

+A lot of my animations ARE too slow. I totally agree with you ExShadow. The way I rip the sprites, is how long it is in SSBB. I feel a couple just dont work right with Mugen. I've edited out a lot of frames, and extended some frames in different moves. I'll look at her crouching again.
I havent added in the ground check or the sides check code to the homing missiles. The ground missiles use the same code as the air. So both will get fixed :P

Nedflandeurse, I'm not sure what xnalara is. I dont use it for pallets or to capture sprites. The way I got my sprite pallet was to take the Samus 3D model's skin image. The unfolded image of all her body parts. I cut out the individual colorized portions. I reduce those individual images down to the number of colors I want to allow. Then manually built my pallet once I had all the sections.
After the pallet was built with all of the colors in the original image, I use FF3 to force the colors into my sprites. Seems to work pretty solid.
So technically it's Pre and Post processed.

I'm not a fan of the CvS gameplay or look. Although the newest one is pretty beautiful. I dont mind if people want to modify the character's gameplay or sprite. Just include my name in the credits. It's Mugen.

RobotMonkeyHead and to anyone else, PLEASE agree with points people post. I do consider everything people post, but if enough people agree I have no problem making it standard. If one or two people want something I dont really agree with I figure they'll edit it how they like.
I'll take a look at trying to tighten up the animations with what I have. If you want, could you make an animation using the available sprites and post it in this thread?

Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?

As this is my first character I've built from the ground up I was nervous about her release. Thank you guys for the insight and ideas. If you think you have any edits I might like, post them here. I'll cut and paste them in, maybe other users will too.
I've had a ton of personal stuff drop in the last few days. I'm sorry for a couple delays on things I promised a few people.

I plan on working on Samus more in about a month. My main focus right now is my girlfriend. Second is my job. Third is Optimus/Bosstimus Prime and War. I'll be a sprite ripping fool here soon! Then Pit and Maybe Spawn. ;) Depends on who starts to work with my sprites.
           
Re: Super Smash Bros Brawl Samus Release 0.5
#84  March 25, 2013, 08:12:45 am
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Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?

I meant if all the color rows were arranged in a comfortable and ordered way. For example if the 8 first rows of tones belong to the armor it would be fantastic if they were arranged from the lightest tone to the darkest tone. Sincerely I´ll have to take a look on that by myself. Will post if I manage to get something interesting. I´m up for it!

P.S: I think you almost broke the character limit in the post above  :stare:
Re: Super Smash Bros Brawl Samus Release 0.5
#85  March 26, 2013, 07:09:45 am
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I can't download it. Use Mediafire or something.
Re: Super Smash Bros Brawl Samus Release 0.5
#86  March 26, 2013, 09:01:59 am
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This is great but, if possible, you should re-upload it. The effort you have is awesome and Samus Aran deserves to be in Mugen for sure.
Re: Super Smash Bros Brawl Samus Release 0.5
#87  March 27, 2013, 12:40:00 am
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Goodaldo, All of the colors are separated pretty well. The reason they arent from light to dark is to make it easier to see the clusters. If the darkest color was on the outside of the row, next to the default 0,0,0 black it would be a little harder to see where it ends.
Except for the visor/gun colors the darkest color of the sets are in the middles. Pallet 1,1 would have to be the easiest to identify and work with.

The download for Samus should be working again. Didnt think I'd fly through 6gb of bandwidth that fast. I'm uploading to mega right now. will post the link later.

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Edit for the download links
http://host-a.net/u/Odb718/Samus718.rar
https://mega.co.nz/#!UI4iBYxB!BQuMuGOp0n-epgdu5dHnjmnOYChblIG9je0IfXhD30c%20

      Posted: April 30, 2013, 03:13:28 am
Some progress with Samus.

I've added a much nicer Ultra beam for her level 1 ultra. Added/Edited hitsparks for it too.
Gotten rid of an error in her Metroid level 3 ultra.
The ultra's are almost ready for release. I need a life drain effect and a life give effect for the Metroid. The level 1 is 95% ready. Just some timing issues on explodes and bg effects.

I've taken care of some problems with the grapple beam, but it's still no where near release.

I still need to fix the fact that if P2 doesnt have a good intro the Metroid isnt behind her back in her intro. Not sure what causes it.

My current mission is to try different scales for Samus and see if everything's still lined up. I'd like to think everything will work properly but I know I've had to miss something.
When I load up mugen in other resolutions Samus looks completely crazy with her ultras. I'll test that out too.


      Posted: June 02, 2013, 08:55:43 am
I've gotten rid of an error in the Metroid Ultra. Killed a second bug. a third bug
Made it work a little better; Before, if your life was full, and the Metroid was on Samus for over 310 tics, and you got hit, it wouldnt fill your energy. I made it so it will sit and only dispense "310" points if you get back to full health/hit/filled/hit/filled/hit.
I'm working on some different animations for the Metroid so it's not always the same. So far so good.
 Still missing effects for the drain and recharge.
There's a random problem with the Ultra, where if P2 attacks at the moment the Metroid hits, it doesnt sit and drain energy.

I feel that with the Ultras, she's worth uploading an update. Might come soon. The bombs are my next mission to take care of. I'll probably release once the bombs and ultras are ready. The beam and the other stuff will be on the 3rd release I guess. By that time Samus should be out of beta and be official.



      Posted: July 22, 2013, 06:43:40 am
Newer version is uploaded. Samus718.rar
Download from Mega Here 7/10/2014
She has 2 Ultra moves. The giant beam from SSBB and an attack Metroid that will seek out the enemy, drain his health, and add it to Samus.

I've added in the bombs and all the various things involved with that. This is probably still buggy as heck. I _THINK_ I got rid of a bug that kept Samus in a custom state. It may still happen.

I still havent worked out the Grapple Beam so I've edited it out.
I think I added in an additional pallet. Cant remember.
All of the sprites are left in. Was too lazy this time. All of the effect sprites still suck, including the bomb explosion. I think a lot of people will recognize it...
           
Last Edit: July 10, 2014, 11:29:07 pm by Odb718
Re: Super Smash Bros Brawl Samus Release 0.6 7/22/13
#88  July 22, 2013, 07:47:26 am
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Nifty!! I'll certainly get to downloading her and giving you some feedback later today. Good to see progress!! And thanks for the heads up. :lugoi:
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Re: Super Smash Bros Brawl Samus Release 0.6 7/22/13
#89  April 13, 2014, 11:30:56 pm
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Hey, Samus is still alive and kicking.
I had a gpu meltdown on my laptop a while back and got a new one recently. I wasnt comfortable enough with it to start work but now I'm settled in enough.
 
As I'm typing this Samus is open in Fighter Factory and I've made some small changes.

She still needs a ton of work. Sounds are still the biggest thing to do. If someone would like to help me do that, I'm all for it. I have all of her sounds inside but they're not listed in the states to work.
 
           
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#90  July 11, 2014, 02:28:25 am
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By request of the autor itself and a personal need of the char... UP!

Mega link is dead :/ please, reupload.

Greetings!
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In search of SUPER Strip Fighter IV's Amanda
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#91  August 05, 2014, 01:41:42 am
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So I had fixed the download link for MEGA and uploaded a newer version of it at the same time.
Today I got a notice from MEGA that they once again took down the link. I'm not sure why they'd feel the need to take it down.

I almost feel that someone on any of the forums I've posted Samus to is the one complaining.

For now, use
http://host-a.net/u/Odb718/Samus718.rar
It may or may not be the one that's up to date. I'll try to get everything organized a little later.
           
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#92  August 27, 2014, 03:20:41 am
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Mega has once again taken down my character. I'm not exactly sure why.
So I've separated it into 2 parts. I dont think they'll take down both if there's just one thing they dont like. Maybe it was just the name.

Find them here.
Part A

Part B
           
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#93  August 29, 2014, 07:36:50 am
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Looking Good. Keep up the good Work.
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#94  August 30, 2014, 06:08:02 am
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Thanks man. I have enough progress to warrant a new release, but I feel like I'm getting so close to a 1.0 I should just wait.

Right now I'm working on her Charge Shot. I have the sounds working the way they should. It charges up and locks in. She can move around with it charged and can fire it with a button RELEASE.

I've made a small video of how it's working now.

I wanted to get some feedback on how it should actually work. In SSBB the charge shot can be interrupted and go right back to where it left off. As it is now, Samus718 can charge, do the back dash tuck into the ball, pop out, and continue charging.
I'm not sure how I feel about her being able to block or dash forward and resume charging. The blocking seems a little cheap for mugen. I dont know if there's another character that can charge a move and block and it keeps going, besides MvC2 Jill. The Forward dash seems like a cheap way to decrease the distance for a much stronger move.

Another thought about the charge move. Should it be a button hold, or a separate movement each time? Maybe a button hold to charge it, and then a second movement to fire?

Because Samus is scaled I may have to guy all of her hitsparks from the hitdefs and make explods.


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I've fixed the bug that doesnt let her get out of the charge soon enough.  Just had to fineness the changestate and the timings
           
Last Edit: August 30, 2014, 08:07:35 am by Odb718
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#95  August 30, 2014, 03:52:25 pm
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Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#96  August 31, 2014, 05:57:56 pm
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I wanted to get some feedback on how it should actually work. In SSBB the charge shot can be interrupted and go right back to where it left off. As it is now, Samus718 can charge, do the back dash tuck into the ball, pop out, and continue charging.
I'm not sure how I feel about her being able to block or dash forward and resume charging. The blocking seems a little cheap for mugen. I dont know if there's another character that can charge a move and block and it keeps going, besides MvC2 Jill. The Forward dash seems like a cheap way to decrease the distance for a much stronger move.

Another thought about the charge move. Should it be a button hold, or a separate movement each time? Maybe a button hold to charge it, and then a second movement to fire?

Because Samus is scaled I may have to guy all of her hitsparks from the hitdefs and make explods.


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I've fixed the bug that doesnt let her get out of the charge soon enough.  Just had to fineness the changestate and the timings

Well in my opinion i think that its looking like a risky move unless you make her start up charge animation faster, it looks like she is very wide open and would take long to charge in my opinion. If you like it like that then the move should be a bit powerful to balance all that risk and time it takes to charge.

Your other option would be to charge classic style like she and Megaman do it in the original games and llike Megaman does in Marvel vs capcom (along side with what you said about Jill), holding High punch would let her charge and still be able to move, that way you can hold a charge while attacking and lead to better combos however you dont have the use of the high punch while you are currently charging, the power could be regulated the same way, the longer time you hold the charge the stronger the beam could come out. Since she has good kicks it wouldn't be a problem to combo into releasing the High Punch charged beam since a combo could be like lk>mk>hk>release hp.
Last Edit: August 31, 2014, 06:04:57 pm by Kayetayo
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#97  September 01, 2014, 05:52:38 am
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Right now I'm working on the effects for it. I have the white ring and the "ball" is just the temp one I've got in the video. I need to get the shooting sparks and a few other things in there to make it match better. I'm also debating if I want to try and put the spark on the end of the gun for every single animation... would be a LOT of work. Anyone work with Capt. America's shield and got advice??

The speed, damage, and clsn boxes are all scaled to how long you hold the move in. So the risk is definitely rewarded for the move time.

Dont forget Samus also has the Super Missile and the Homing Missiles. She has the options of less risky projectiles. I think the player will be able to pick which one works the best in each situation. You'd probably start it up after a knock down or at the beginning of P2's Super Jump. Something that allows you to get some free time off top.

I was also thinking that if it's fully charged maybe it should blast through other projectiles. Just a 2 hit version or something? Maybe put a helper on it that only hits projectiles so it doesnt 2 hit P2.
I still feel like you should have to hold the button. You can use all 3 punches to activate the move so that also allows the player some freedom. If you're using MP you cant start a second Charge Shot with a second button. It wont work for any combination. 1 Charge Shot at a time.
           
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#98  September 04, 2014, 06:34:38 pm
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Yeah that sounds about right for the charge beam then. You can make it eat through most projectiles at semi full to full charge no problem.
Also quick question, are you going to apply elemental beams or just keep the normal one?
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#99  September 04, 2014, 11:35:41 pm
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I didnt have a plan for elemental beams. I'm not against it at all. Just hadnt thought about it yet.
Right now Samus is, in my classification, a C+ character. She's slow and just cant battle that well yet. I'd LOVE to get her to S class. Dont think she's got the right tools to make it to God type. Elemental beams might help bump her up against the competition so it's something I will consider. I dont know if I'd use a freeze type because of her Ultras. The Metroid ultra is a pretty strong move, and her Beam Final is a little crazy.

Kayetayo, what type of beams would you like to see?

Right now she NEEDS anti-air bad. It doesnt seem like any of her basics do the trick. But I havent implemented the pop-up explosion yet. I dont want to make it cheap. So it might not even fit anti-air once it's done. The Blast Wall move is the only offense she has against a drop in attack. and it's just not fast enough.

I'm going to work on the Catch moves. The poke in the air and the Catch and slap are probably the worst as it stands.

I've come across something crazy in the dev process. I'm making the effects for her and the weirdest thing happened. If anyone is good at fixing problems with explods please look at my thread here. http://mugenguild.com/forum/topics/explod-showing-ff3-test-and-not-mugen-162029.0.html
I dont seem to be getting any help from the dev help regulars.
           
Re: Super Smash Bros Brawl Samus Release 0.7 7/10/14
#100  September 07, 2014, 09:46:38 pm
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Kayetayo, what type of beams would you like to see?

Right now she NEEDS anti-air bad. It doesnt seem like any of her basics do the trick. But I havent implemented the pop-up explosion yet. I dont want to make it cheap. So it might not even fit anti-air once it's done. The Blast Wall move is the only offense she has against a drop in attack. and it's just not fast enough.


Well i have a few ideas.
I was going to suggest to make her taunt also the command for a beam switch and this would change the charge beam:
Plasma -Single Shot, no charge, 3 hits, pierces so gives good chip damage
Wave- 2 shot, no charge, 1 hit, it travels with undulations so the opponent may be caught of guard by its weird traveling arch even in air.
Ice- Single shot, chargeable, Depending how much charge its the time the oponent is frozen (think of it like a stunned state)

The other suggestion is to make her able to shoot diagonally since she has no anti air and that scraps the beam change.

And my last idea is to make her charge beam the LP version, Make her shoot the wave beam diagonally as an anti air with the MP version and put the plasma on the HP. However if you are charging the LP version of the move you cant use the MP or HP versions cause it would be to OP. And that idea scraps the ice beam since it wont be needed or could be used for a Super.