YesNoOk
avatar

Synn 1.02c from D&D: SoM (+ other characters patched) (Read 21064 times)

Started by Doggiedoo, December 29, 2008, 11:55:06 am
Share this topic:
Synn 1.02c from D&D: SoM (+ other characters patched)
#1  December 29, 2008, 11:55:06 am
  • avatar
  • **
Download link at SendSpace
1.02c Patch at SendSpace




VERSION HISTORY:

Spoiler, click to toggle visibilty

An experiment with one of those giant boss types; she's not designed to be especially accurate (mainly because she's from a beat 'em up), but those who've played Shadow over Mystara will know roughly what to expect. She has a couple of new tricks to look out for, as well.

She needs to be fought on her own stage to function properly. Her stage w/ music is included in the archive, inside her directory. The stage can be used alone, but it has no camera vertical movement.

Most of her attacks (except for her eye shots and falling rocks) are unblockable, but all are avoidable once their pattern is recognised. Difficulty can be adjusted either by tweaking her aggression setting in the config.txt file, or the usual setting of Life, Attack and Defence values in synn.cns.

No hitsparks yet, unless they're wanted; most the sparks from her source game are too small/too simple for Mugen.


Plus a patch for all Warzard chars at Sendspace: .:PATCH:.

Patch readme and changelogs:

Spoiler, click to toggle visibilty


Next WIP will be Kongou. I haven't heard anything from Kung_Fu_Man regarding his Kongou, so I'm assuming he's moved on to something else. It may take a couple of months, though... next year starting mid-January could leave very little time for Mugen. *crosses fingers*
Last Edit: January 15, 2009, 11:08:08 am by Doggiedoo
Re: Synn from D&D: SoM (+ other characters Patched)
#2  December 29, 2008, 12:18:38 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Just tested him, and he works magnificently. I didn't come across any bugs for now.

It's like the period for big bosses nowadays. It's great. :)
Thanks a lot.
Re: Synn from D&D: SoM (+ other characters Patched)
#3  December 29, 2008, 05:37:20 pm
  • ***
  • Kikou Shou
THX Doggiedoo I love this boss.  I cant find anything wrong with it.  However, I would recommend that you change the biting somehow.  It takes really low damage and it looks like she is nibbling instead of biting, doesn't really look threating IMO.  Good work though!
Re: Synn from D&D: SoM (+ other characters Patched)
#4  December 29, 2008, 06:12:31 pm
  • ******
  • Just... Ask the question
    • Panama
ohhhh looks amazing good work man in this boss char I like it no bugs pretty clean btw this month is like boss chars month or something  :P
Re: Synn from D&D: SoM (+ other characters Patched)
#5  December 30, 2008, 02:26:42 am
  • avatar
  • **
Thankyee... will consider spicing up the chomp attack. It's difficult to make her chew on the victim's whole body (like she did in her source game) without looking strange for fat/tall characters, but see if something else can be improvised.
Re: Synn from D&D: SoM (+ other characters Patched)
#6  December 30, 2008, 02:39:41 am
  • *****
  • Mang Of Steel
    • Canada
    • network.mugenguild.com/cybaster/hosted.html
well doggiedoo this an awesome release... played a little with her and havent found a bug yet...ill keep playing...
ive always been a D&D fan so this is like a christmas gift for me :)
hit sparks arent necessary but it sure looks wierd as im pretty much used to see them usually in mugen
Re: Synn from D&D: SoM (+ other characters Patched)
#7  December 30, 2008, 04:32:32 am
  • avatar
  • *
I honestly can't tell you how much I hoped that someone might take a crack at making this character, or at least one of the Red Dragons from D&D for Mugen. Just wanted to thank you for doing this. Synn will definitely be a keeper in my roster. Keep up the awesome work.   :)
Re: Synn from D&D: SoM (+ other characters Patched)
#8  December 30, 2008, 05:05:49 am
  • ***
  • Cthulhu fhtagn !
Quote
I honestly can't tell you how much I hoped that someone might take a crack at making this character. Just wanted to thank you for doing this. Synn will definitely be a keeper in my roster. Keep up the awesome work.
Quote
I've always been a D&D fan so this is like a christmas gift for me.

Just wanted to echo these sentiments...your work is greatly appreciated, thank you for sharing it with us.
Re: Synn from D&D: SoM (+ other characters Patched)
#9  December 30, 2008, 11:52:05 pm
  • ******
    • www.mugenguild.com/pots/
I think she has too much HP for a boss that gives you such a hard time to hit (air attacks only + dealing with all the projectiles), but man this is excellent, great job.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Synn from D&D: SoM (+ other characters Patched)
#10  December 31, 2008, 08:18:33 am
  • avatar
  • **
Wow, thanks! Yeah, I assumed players would pick characters with strong ground/air-to-air, but overcompensated. :P Anyway, one can always reduce her Defence if it's too high for their roster. Might change her default life to about 1500-1800 if there's an update.
Last Edit: December 31, 2008, 08:30:52 am by Doggiedoo
Re: Synn from D&D: SoM (+ other characters Patched)
#11  December 31, 2008, 08:41:40 am
  • **
  • Haz lo que te gusta para que te guste lo que haces
    • Mexico
    • www.omegapsycho.webs.com
hoooo.... my godness I LOVE IT...  :iloveyou:
this is a revolution of chars for mugen... whos next?...  :suttrox:
Re: Synn from D&D: SoM (+ other characters Patched)
#12  December 31, 2008, 09:58:05 am
  • avatar
  • **
At the moment I'm starting early work on Kongou from Warzard/Red Earth; something that I said I'd do, but delayed for the better part of a year. Better late than never. :ninja:

Your creations are really fun too! All that classic platforming juiciness in Mugen! :D
Last Edit: December 31, 2008, 10:02:02 am by Doggiedoo
Re: Synn from D&D: SoM (+ other characters Patched)
#13  December 31, 2008, 10:28:25 am
  • ***
  • this be some serious mugen shit
omg this boss is so epic I mean seriously I love her, when her hp is like 1/3 of it she starts her death move which really tells me to get the hell out of there, but seriously splendid job doggiedoo :sugoi:
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#14  December 31, 2008, 01:51:18 pm
  • avatar
  • **
Small update; health/damage adjustment and cosmetic fixes. Patch at the top of the thread for the bandwidth-conscious.

Glad to hear ppl are enjoying her. :)

EDIT: Bleh, patch re-uploaded with one more (tiny) cosmetic fix. Re-download at your discretion.
Last Edit: December 31, 2008, 03:56:22 pm by Doggiedoo
Re: Synn from D&D: SoM (+ other characters Patched)
#15  January 01, 2009, 03:54:30 am
  • ****
omg this boss is so epic I mean seriously I love her, when her hp is like 1/3 of it she starts her death move which really tells me to get the hell out of there, but seriously splendid job doggiedoo :sugoi:

it was so easy in d&d:som..... evem the other red dragon was easier. With the fighter, alone... well there are always tricks.... but....

there was done a good d´raven conversion, why not a good one crassus or jarred???. they would kick ass as leo have done.


we need a crassus, an accurate crassus, to make a difference on mugen.
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#16  January 01, 2009, 05:13:12 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
Very nice! good char and stage
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#17  January 01, 2009, 05:38:17 am
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Really amazing! I never thought anyone would make a boss like this O_O (Much nicer than my old WIP, too!)

A bit of feedback,

1- Give a option to make it so she'll use her fire breath as a normal special throughout the match instead of only once when at low health.
2- Her side fire breath sometimes appears on the opposite side of the stage (not corner) thus making the move have zero chance to hit.
3- Her side fire breath doesn't seem to blow you back like it should. I'd have this move appear at the corner nearest where you're at when she leaves to prevent it from having no chance of hitting you. (You might need to have her come out of the corner instead of the side of the stage, too)

Very amazing overall. Did you consider making the Red Dragon (Flamestrike was his name, I think?) before kongou? You'd have a perfect template for him with Synn since they're basically the same boss.
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#18  January 01, 2009, 03:49:12 pm
  • avatar
  • **
Deoxyan:

I'm a bit worried that Crassus may have limited gameplay if converted; compared to D'Raven's spells, Crassus improved attacks may not be enough to make him a fun character in a 2d fighting environment, at least not without a lot of custom additions and modifications. I'll think about it, but he'll probably wait until after Kongou is done if I do attempt him.

Plus, I'll need to contact Ihoo to use D'Raven's item system, for consistency's sake. And my Japanese begins with 'konnichiwa' and ends at 'hadouken'. ;P


la;MISS~FairY-!:

Hi, welcome back!

1- Can do. Would her fire breaths work better as super attacks, given their execution time?

2-3- Sticking to the corner of the screen may have to be implemented as an option, as well: at the moment, she comes out of the ends of the stage (w/ free camera movement to the other side) to allow extremely large characters a chance to escape; if they're too large to hide next to her, they may still try and jump backwards away from the flame. Changing this may make her impossible to defeat with such characters if she uses this attack. Having said that, not even the likes of Ravange and Juggernaught are that wide, so it's probably an unnecessary measure. Will increase the horizontal knockback as well.

For Flamestrike, not sure how many would be interested in what is essentialy a toned-down version of Synn... in hindsight, it might've been better for me to work on him first and then Synn as an 'upgrade'. It can certainly be done, if there's demand, but otherwise Kongou gets priority by virtue of being an overdue promise.
Last Edit: January 01, 2009, 03:52:37 pm by Doggiedoo
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#19  January 01, 2009, 06:53:20 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
la;MISS~FairY-!:

Hi, welcome back!

1- Can do. Would her fire breaths work better as super attacks, given their execution time?

2-3- Sticking to the corner of the screen may have to be implemented as an option, as well: at the moment, she comes out of the ends of the stage (w/ free camera movement to the other side) to allow extremely large characters a chance to escape; if they're too large to hide next to her, they may still try and jump backwards away from the flame. Changing this may make her impossible to defeat with such characters if she uses this attack. Having said that, not even the likes of Ravange and Juggernaught are that wide, so it's probably an unnecessary measure. Will increase the horizontal knockback as well.

For Flamestrike, not sure how many would be interested in what is essentialy a toned-down version of Synn... in hindsight, it might've been better for me to work on him first and then Synn as an 'upgrade'. It can certainly be done, if there's demand, but otherwise Kongou gets priority by virtue of being an overdue promise.
:D Thanks! Still need to test your Leo more. I was loving what I got to use of him. :P

1- I don't think so. Honestly her fire isn't really a "dangerous" Move by itself. Since it's so obvious and easy to avoid (the worst one was her side version without a doubt, which is why I'd make the pull more like d&d was). I'd make it so it's just a normal special to generally raise that "oh snap" Kind of feeling when fighting her.
If you want you could give the option to make them a special or a super, though. It would probably be easy?

2- -nod- That would probably fix it.

Honestly Flamestrike might be overkill, might not. In some ways Synn is probably better since you can get away with giving her magical based attacks and her sprites had a bit more variation. (Mainly the third eye movements, which you made good usage of) I think Flamestrike would be a nice thing, though.
Personally I would much rather see you make Nagpa. (Not sure how well he'd turn out, though. Given the way you fought him) Even more so than Kongou I think >.>"

I did have two ideas for custom moves. Synn holds her hand out and sends a blast of lightning which causes a flash of electricity along the floor, and has to be jumped or it does pretty good damage and causes you to become dizzy. Think Nevan's lightning in DMC3.
The other would be her flying into the background and her face appear like for her full screen fire. But instead of using her fire maybe having her roar and shake the landing your on, and causing rocks/meteors whatever to fall in the corners where you'd normally evade her full screen fire. This would really make the fire alot more dangerous, IMO. Since you'd have to be very quick to react to avoid the fake or true version and not know it was coming ages before it actually happened like now. (Which isn't your fault, since unfortunately that mode though extremely visually pleasing was painfully easy to avoid due to being so obvious)
Last Edit: January 01, 2009, 07:25:10 pm by la;MISS~FairY-!
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#20  January 02, 2009, 03:30:03 am
  • avatar
  • **
Anyone who updated using the patch might want to redownload it; I forgot to include the .air file. Only effects the Fire Bolt. I need to stop multitasking while updating stuff. :(

Will work on those extra moves; the lightning one may take some time to find appropriate sprites for, but the avalanche-roar should be simple.
Last Edit: January 02, 2009, 03:42:45 am by Doggiedoo
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#21  January 02, 2009, 03:53:44 am
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Anyone who updated using the patch might want to redownload it; I forgot to include the .air file. Only effects the Fire Bolt. I need to stop multitasking while updating stuff. :(

Will work on those extra moves; the lightning one may take some time to find appropriate sprites for, but the avalanche-roar should be simple.
The lightning would be pretty easy.

Just use one of the D&D thunder spell sprites. The dark elf boss used that attack. Like, she fires a flashing sphere of her hand (you could probably use a color swap of the flare spell for that), and alot of those lightning effects go around on the floor for a minute. It should work, I think.
I would go for a sphere or something before the lightning appears on the floor, though. Otherwise it might make the attack seem too static.

Another thing you might want to consider is giving her a boss health bar at the bottom of the screen like D&D had. Since she pretty much blocks the normal bars for most packs, it might be a nice touch. I would make it removable, though. Since it wouldn't look right with a pack that uses powerbars at the bottom of the screen.

Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#22  January 02, 2009, 07:13:53 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Some other feedback.

1- The pull on her side fire breath (I haven't noticed the being off screen/it not pulling issue anymore, weird) is currently too powerful. I can literally stand there and the air flow will yank me under her chin to safety.
This move should just pull you slowly toward her face to prevent you from being able to stand far away, but not with such force you'd go under her chin before the fire hits you.
2- Her mid screen fire breath could use some pull a few ticks after the fire gets unleashed to punish people who try to simply hop to the side and then stand. (You could also add it for the duration of the move so the player has to keep moving away to avoid being dragged in. I think D&D might have had that? Can't remember for the life of me)

For her rockslide you could spice it up a bit if you wanted. By giving her a few different patterns, like you'll see shadows on the floor, and need to move to an area without shadows to avoid being smashed by the smoldering debris crumbling down from the ceiling. (Although I'd still be sure to have the side "safe" Zones always get hit to avoid you being able to linger in that area to easily avoid her inferno)

I would add the dazed effect she and flamestrike had from D&D. In the game once you hit them enough to cause the daze (which you currently have) their head would fall downward a bit (sort of at the height of the initial strike of the bite move) which allowed you to combo them for a few seconds and really beat the shit out of them. Although, don't allow the daze to trigger when she's already dazed like D&D did. In game you could literally keep beating the shit out of her face for almost an entire healthbar before she'd finally escape. I would add some sort of invincibility time starting from the second she gets dazed to about 8/10 seconds after she recovers in which she can't be dazed again to prevent high damage combo/super spam to keep her unable to fight back.
This would help volumes, because right now Synn is never weak to assault at all. Which makes fighting her extremely length and difficult. If you added ther head falling down a bit it would bridge the gap a little bit. IMO
With her new moves and the fact her AI can be turned up rather high she still should be pretty difficult, though. So I don't think it would over balance her in the wrong direction.
You also could allow the option to turn that off for those who aren't interested. Since some might prefer the style it is currently.
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#23  January 02, 2009, 10:21:44 pm
  • ****
  • PSN: Cloudius12
    • www.twitter.com/Cloudius12
This is a nice character. Couldn't find anything wrong with it.  :)
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#24  January 03, 2009, 07:43:39 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Even more feedback!

I hope this is OK to give so much.. Don't want you to bite my face >.>"

1- I'd REALLY consider giving her a option to change her to Flamestrike. I've checked a few videos and a few sprite rips of Flamestrike a friend got for me a while back and it would be pretty easy to do it I think.
Every sprite Synn uses is the same sprite for Flamestrike except for the head sprites (which is only about 10 sprites or so I think?). So technically you could use all the SSF just with the new head sprites included. You could give two palettes (A flamestrike one and a Synn one) Which would cover color issues. And that would be it.
Otherwise, the only differences would be Flamestrike would use the cave floor from SOM presumably, and have a solid black background. Also, Flamestrike had rocks and not meteors for his "fly up" Attack. And his hand spell was just a flare/fireburst type spell instead of the meteors Synn used. (It was a slightly different animation, but it wouldn't need to be changed since Synn had a nicer one, IMO)

For move adjustments it could be,

Bite > Same
Claw Swipe > Same
Fly up > Rocks instead of meteors
Meteor spell from hand > He slams the floor with a clenched fist and tries to smash you. Seen in the video below. (He can slam with either fist or both at once)
Third eye fireball > Fire swirls in his palm and he sends it for the same effect (he had this in tower of doom) http://www.youtube.com/watch?v=ql8GCgq8k44 - this video shows it.
Rockslide > Same thing if rocks, if not replace meteors for rocks.
Electricity on floor > None, since he was the "easier" Boss. (You could give an option to let him have it, though)
Middle fire breath > Same
Side fire breath > Same
bg fire breath > Same as Synn. In SOM his version was slow and the animation looked awkward since he'd turn his head from side to side for some strange reason. Synn's looked much better IMO
Synn ghost move > Removed. (Not really sure what he could have to equal this except a generic enrage more damage thing which he wouldn't need.)

Sorry to seem pushy. I just think it could be nice since with the update Synn is pretty much going to be as perfect as she can get. And adding Flamestrike would be really nice for those (like myself) who would enjoy a "stereotype" Dragon boss since Synn is sort of demonic. Not to mention the fact Flamestrike probably won't get made otherwise. :(

(You could also just make a "New" Character using the same files but replaced sprites/moves if doing the 2 in 1 wouldn't work for one reason or another)
Last Edit: January 03, 2009, 08:02:49 pm by la;MISS~FairY-!
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#25  January 04, 2009, 01:17:05 am
  • avatar
  • **
No prob, thought it's going to take a fair while to implement all of that. o_O

Didn't know the Tower of Doom dragon was so different. Yeah, taking some of its attacks and giving to the Red Dragon would justify adding it. Having both dragons in one character should be possible, but they may need individual .defs if the size of their stages are different.
Last Edit: January 04, 2009, 06:21:02 am by Doggiedoo
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#26  January 04, 2009, 02:04:49 am
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
No prob, thought it's going to take a fair while to impliment all of that. o_O

Didn't know the Tower of Doom dragon was so different. Yeah, taking some of its attacks and giving to the Red Dragon would justify adding it. Having both dragons in one character should be possible, but they may need individual .defs if the size of their stages are different.

(Will edit post later; need to go out)
The TOD Red Dragon was more unique yeah. It's weird. (I would use the palette for SOM, since had nicer contrasting and wasn't as darkly colored)

In SOM he gained the bg fire blast and side fire blast. But I think he lost his fist slam move, and I don't remember if his middle fire moved anymore. (the moving probably wouldn't be such a good idea in mugen since larger bodied characters would be screwed if he used it)

I figured, I'm pretty sure the overlap only becomes a problem with things who have throw animations and stuff. (Could be wrong, though)
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#27  January 04, 2009, 06:41:28 am
  • avatar
  • **
One idea for the fullscreen breath/rockfall; combine them into one attack where Synn strikes the ceiling on the way up, then rocks fall until the fire is almost upon the player. Players could choose to play safe and simply block in the corner for significant chip damage, or try to dodge as many as possible, with the risk that an unblocked rock may (apart from dealing more damage) leave them in the path of Synn's breath. This'll keep the breath interesting while retaining eye-candy for players who still want once-a-round breath.

EDIT: Just to ask, is it ok to discuss such changes here, or should talk be moved to the Projects sub-forum?
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#28  January 04, 2009, 07:04:44 am
  • ******
    • www.mugenguild.com/pots/
It's alright unless you're planning to keep at it for weeks. ;P

And IMO Red Dragon is worthy of being a separate character altogether.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#29  January 04, 2009, 07:10:59 am
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
One idea for the fullscreen breath/rockfall; combine them into one attack where Synn strikes the ceiling on the way up, then rocks fall until the fire is almost upon the player. Players could choose to play safe and simply block in the corner for significant chip damage, or try to dodge as many as possible, with the risk that an unblocked rock may (apart from dealing more damage) leave them in the path of Synn's breath. This'll keep the breath interesting while retaining eye-candy for players who still want once-a-round breath.

EDIT: Just to ask, is it ok to discuss such changes here, or should talk be moved to the Projects sub-forum?
That idea seems interesting. Although I'll be honest, that would be grossly broken if she could use her fire without any limitation. Personally I always sort of hated bosses that have attacks you can't avoid or force you to take damage somehow. And in the case of a boss like Synn that could make her borderline impossible for alot of stuff since she's already a very challenging boss. I've primarily fought her with bastard characters as that game had similar gameplay to KOD/D&D and even though I can consistently beat her with a few different characters she still pretty much slaughters me if I slack off. And with her anti ground move and presumably enhanced fire I'd be horrified at the idea of her having anything I couldn't avoid. (Her claw swipe is almost there right now sometimes)
This would be moot if the rocks weren't "that" Hard to avoid, though. But instead the type of move where you either that to,
A- keep cool and avoid everything and die if you fuck it up
B- just take alot of damage but not risk death
If that were the case I LOVE that idea myself. It's much better than the random appearing floor or the alternate rockfall ideas, IMO.

You could also try something like,
Synn flies up and doesn't appear for a bit, during this time rocks would fall down at random and you'd have to keep moving all around to avoid them. Then as she appeared in the background they'd stop falling just before the wave of fire went past, so you'd have to make a mad dash for the corner.
Personally this idea doesn't strike my own fancy too highly. Something about it seems like it would be one of those moves where it would end up having too much going on and being too difficult to avoid for it's own good. (Or the former and too easy, depending on how fast the rocks fell, how early they stopped falling in comparison to the fire coming out, and how randomly they fell)

You could also make the wall to avoid it appear at a random location like the actual game. (you could probably have like 4 or 5 variations of the attack with proper gaps in the hitbox for the fire at the wall which would be selected at random any time she preformed the attack). That way when she used the move you'd have no idea where to go to hide until just before the fire went past. (I would make the wall only appear just before her fire is unleashed unlike D&D which had it appear as she was flying away, giving you ample time to evade the attack)

If you were going to go for random walls you should probably exclude her rockslide entirely and give that move to flamestrike.(It might make a bit more sense for him, anyway. Since his fly up move already had rocks and he's fought inside his lair which is presumably rock, too. Whereas Synn is confronted in a palace) Since it would probably be somewhat redundant for her to have another move like the meteors and it would no longer be serving as a buff by proxy for her background fire breath anyway.

If her fire is going to become more dangerous you'd probably want to give the option to limit the usage on it.
I'd suggest giving two options,
1- She uses her fire 3 times per round (accurate to the game) - in place of the once per right now. You could go further and make it at 75%, 50%, 25% health to prevent her using them one after another, as the round starts, as she's about to die, ect. The actual angle of the attack remaining random, though.
2- She can use her fire normally as a special (custom)
Last Edit: January 04, 2009, 07:20:22 am by la;MISS~FairY-!
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#30  January 04, 2009, 12:09:43 pm
  • avatar
  • **
Cool, thanks PotS! I'll try to make this (one of) my last posts until new content is released.

I'm probably going for the blockable rocks/breath combo, with a number of rocks that doesn't make it much more dangerous than the other breath types. Most of the rocks will be in the corners to discourage players going in and turtling immediately, but failing to block a hit outside the corners may make it impossible to reach them in time. So players can either A: stay in the corners blocking (highest chip damage but easiest option), B: stay in the middle blocking, and then head to the corners (lower chip damage, need some timing and speed), or C: dodge as many rocks as possible, attempting to block the undodgeable ones (lowest/zero chip damage, need significant skill and an agile character).

Plenty of ideas; time to get cracking. ;)
Last Edit: January 04, 2009, 12:13:35 pm by Doggiedoo
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#31  January 09, 2009, 01:04:33 am
  • ***
  • from a bayou somewhere in Louisiana...
what needs to be said that hasn't been already; except thank you for your timeless effort. if only all of us could dedicate such time to this wonderful hobby. your skill is inspiring and Synn is fantastic, begging the idea of the Red dragon. Man, you got me wanting to do some sprite rips,...... i need more time in the day.....Peace.
Re: Synn 1.00b from D&D: SoM (+ other characters Patched)
#32  January 09, 2009, 04:40:51 am
  • avatar
  • **
Fairy and others already gave awesome critiques and suggestions, all I can say is thanks for making an awesome character.  This dragon goes well with the other "monster" chars you've done, so it's real nice to see stuff in mugen being made besides "the usual".
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#33  January 09, 2009, 10:32:41 am
  • avatar
  • **
Synn updated to 1.02, see first post for changelog (it's quite large).

No Flamestrike yet (that's still WIP), but most of the suggested changes have been implemented in some way. An exception was locking the side breath to the corner of the screen; dodging it (for most characters) is a simple matter of following her breath, and it turned out there were some characters (such as Hauzer) that couldn't dodge it at all if not allowed to move off screen. Instead, the vacuum effect was adjusted (stronger at long range, weaker close) and falling rocks were added to both the side and full screen breaths.

Speaking of which, the rocks still have room for improvement; unless you have machine-like reflexes, it's too difficult to dodge them all on reaction. Their tick damage has been lowered in light of this, and it is still possible to escape unharmed, but attempts to make them more easily evadable (slowing them down, adding shadows) made them feel unnatural. May consider replacing them entirely with a different projectile type.
Last Edit: January 09, 2009, 11:14:54 am by Doggiedoo
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#34  January 09, 2009, 07:21:39 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Synn is much, much nicer now. It's so nice to see her freely use her fire! (like the dragons should have in game ~_~ ) I also LOVE what you did with her lightning.

I have only two suggestions,

1- Give the ability to disable her ghost attack in round 2. In addition, that move should be altered so after she breathes fire the spirit simply returns without her having to cast the move again.(You could either give the option to change to this or just adjust the move across the board, I don't think it would make much difference either way) Right now in round two if you have the fire available as a special, she'll be stuck recasting that move quite a bit exposing her to take alot of damage. I found that beating her in round two was actually easier because of this.
Instead, I'd have her cast the move only at the start of the round and then again when it's duration expires,

2- I admit something about the rocks on her fire feels a bit "off". I'm not entirely sure what it is, though. Unfortunately I have no idea what a better way of including that would be since as you said the alternatives don't sound all that amazing, either.
I can say I like them alot more than the game version, though. I died several times because the rocks knocked me into her fire breath, and afterward I was sort of nervous seeing the attack because of that. (Unlike in game where I wasn't remotely intimidated at all)
I think it's probably best to leave that move alone. Since the rock feature can be turned off, anyway.

What do you think the timeframe for the Red Dragon will be? I presume he's coming soon/next? :)


I'd also like to note, this character is another example of why you're absolutely my favorite authors in mugen. I really hope people reading this and enjoying your works are grateful for what you do. Because you absolutely deserve every bit of it. (Even more so now with how stale alot of the releases have become)
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#35  January 10, 2009, 01:16:39 am
  • avatar
  • **
<3 :sugoi: I was lucky to find some good niches is all, especially given how long Mugen's been around.


Red should be done in a week (hopefully sooner); there's been a few unexpected commitments lately (+ on and off work on Kongou, to break tedium), so I'm assuming there'll be further interruptions.

For now, the spirit can be disabled by changing [State AI, Simulacrum] to type = null in Synn.cmd removing the [State AI, Simulacrum] controller completely. :P Next version will have extra options to control it as described, to will be released beside Flamestrike if he stays on schedule.
Last Edit: January 10, 2009, 07:51:32 am by Doggiedoo
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#36  January 10, 2009, 08:54:43 am
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
;)

Awesome. I hope so!

Quick suggestion for the moveset for the red one (did a bit more research),

Bite - same as synn
Swipe - same as synn
flame breath stuff - same as synn
rockslide - like synn's meteor fall but with rocks
SOM flare - functions similarly to synn's meteor hand spell. The difference would be judging from videos,
The one handed version would release a small fireball which ignites on the floor, then grows into a moderate sized flame pillar which would move to the left (left hand version) or right (right hand version) then disappear. With both hands the pillars would move to the right and left respectively, forcing you to either be far away or stand directly under his face to avoid the attack.
TOD flare - fire swirls around in his palm and then flies toward you. (the same thing as synn's third eye flare basically)
Slam (from tod, slightly altered) - he slams his fist on the ground and shakes the screen a bit, this causes you to fall and isn't blockable. It's basically synn's shock floor attack except quite a bit faster, and would look almost like he's going to swipe you in the first couple frames of animation.
In TOD he'd slowly raise his fist, which I'd change because it looked goofy and made the attack too easily avoided. (You could also give him a slower and faster version which would perhaps be the most dangerous choice)

I'd also give his original text intro and winpose from TOD. (the winpose being for round two only)

Think I posted the same in thing for a concept, but I figured this was much less cluttered sooo. :P

Can't wait for him, and if I can help let me know. :]
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#37  January 10, 2009, 03:18:35 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Wow, after the first release, I didn't think this character could get so much better. Thank you Doggiedoo for such a nice work, and thank you La Miss Fairy for al these ideas. :)

I came across a little bug though. Synn's hands both go blocked (they weren't moving at all anymore), while Synn continued moving and fighting :
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#38  January 10, 2009, 03:42:53 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
Just posting to say, that this is a very enjoyable character to fight. Very wlel put together; the Ai knows how to keep you on and off you feet when it nees to, without doing an extreme amount of damage.Great work DoogieDoo Very! great work.
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#39  January 10, 2009, 04:15:09 pm
  • avatar
  • **
Developers note: when a helper's movetype = A, it processes before the root player in a given tick, not after. Whoops. :P

Bug is caused by hitting her with a super attack in the middle of her claw swipe. Fixing asap.

EDIT: Update released:

Quote
-1.02b:
   -Fixed arms freezing if Synn is hit with a super
    attack during her claw swipe.
   -Simulacrum now returns automatically after breaths.
   -NOTE: There were also some minor sprite issues
    fixed, but these are not included in the patch
    since they're hardly noticeable. To get this fix,
    download the 1.02b full archive and replace her
    synn.sff file

Her .cmd still needs to be modified to remove the 2nd round simulacrum, for now; didn't feel it fair to overwrite everyone's config.txt for that setting alone, when there's another viable way to go about it.

For the curious, the sprite issue is that the upper part of one of her arm sprites is slightly miscoloured; it only became apparent when rebuilding the palette for the Red Dragon.
Last Edit: January 10, 2009, 05:39:39 pm by Doggiedoo
Re: Synn 1.02 from D&D: SoM (+ other characters patched)
#40  January 10, 2009, 07:12:29 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Some more Red Dragon move ideas!
1- He summons three skeleton warriors (presumably slain warriors who failed in defeating him) who walk around and attack you. They can be killed, though. (Alien queen had a similar move where she'd summon young aliens, you could probably check her code if interested), This would be in round two. (probably should only happen once to keep it more climatic, probably during his intro)
2- In round 2 just before he loses (at low health) he'd roar and begin to inhale and shake the screen, rocks would begin to fall in the background. After enough time passed (probably about 5 seconds or so) he'd unleash a fire attack and quickly move back and fourth from side to side, killing you.
Basically this would be an attack to destroy you for taking too long to defeat him. So at the very end you'd have to win very quickly or be killed.

Another thing is I'd discard the notion he has to be weaker than Synn in some way. In all honestly the SOM "Red Dragon" was a shitty, shitty boss.(The two new flame attacks were nice, although they were so easy to avoid. Luckily your version will lack that problem hm? :P) The TOD version (Flamestrike/flamewing I forget Hm - anywho) was actually quite a bit more difficult than Synn was IMO. (He also boasted better sprite shading, I thought it was the SOM version as mentioned in earlier posts but I was wrong, - and music) Although, I would use his SOM stage which was quite a bit nicer IMO.
If anything he'd probably should be harder than Synn is. Because he's a normal classic dragon and pays homage to other bosses like Gildiss.

Wow, after the first release, I didn't think this character could get so much better. Thank you Doggiedoo for such a nice work, and thank you La Miss Fairy for al these ideas. :)
<3
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#41  January 16, 2009, 07:09:28 am
  • **
  • So Zetta slow!
Whoa, great character. Very nice boss, though the wind gust pushing you to the death fires could be weakened slightly. Other than that, great work.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#42  January 19, 2009, 05:06:23 pm
  • ******
  • Does this looks like the face of mercy?
Yeah when Synn is preparing to roast you from above is very hard to escape from the it.

Found something. When I'm using Vans Iori I can only hit Synn once and then he becomes invincible (haven't tried with other Vans characters because I'm lazy).
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#43  January 19, 2009, 06:35:42 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
I wouldn't reduce the pull on her middle fire, though. Right now it's about perfect in terms of difficulty to avoid, IMO.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#44  January 20, 2009, 02:25:33 am
  • avatar
  • **
Is the invincibility permanent, and does it happen only after certain attacks?  She does gain brief invincibility after certain types of hits (mostly projectiles) due to some stuff under the hood, but it should last no more than a split second. It also triggers in training mode once for each time her life refills, as a side-effect. Haven't been able to replicate the bug so far on my end, but I'm using an old version of his Iori until Trinity Mugen is back up.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#45  January 20, 2009, 04:09:03 am
  • ******
  • Does this looks like the face of mercy?
The problem happens with all recnetly updated/released characters by Vans. After receiving the first hit (deosn't matter what the hit is) Synn will become invulnerable to any of their attacks for the rest of the match.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
New #46  January 20, 2009, 06:28:07 am
  • avatar
  • **
Looks like an incompatibility with their take on the KoF juggle system. From what I can observe, once any airborne opponent is hit with a non-juggling attack, they cannot be hit again until they've landed even if they recover and/or counterattack in mid-air. This is a problem with Synn/Red Dragon, because they never go into a Standing state unless they've been staggered. In Simul mode, Van's characters' partner is able to hit Synn/Red even after Van's characters cannot (unless the partner is also using that juggle system).

A workaround for this would be for Synn/Red to always be considered Standing (even when their heads are high off the ground), but this will confuse other characters into attempting ground-based throws even when it's clearly impossible. The other option would be for the KoF juggle system to be updated, making exceptions for characters that can regain control/parry/counterattack after being hit out of the air (which, IIRC, doesn't happen in KoF).

I'll look for other options on my end, but it's prolly best not to pit these characters against each other for the time being.


tl;dr version: gameplay mechanics not compatible, use other characters against Synn. Problem may not be completely fixable on my end without side effects.
Last Edit: January 20, 2009, 11:49:00 am by Doggiedoo