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Thanos - Marvel Super Heroes Boss (Updated 16 Apr 2014) (Read 21672 times)

Started by BoyBoyz, March 23, 2014, 03:50:59 pm
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Thanos - Marvel Super Heroes Boss (Updated 16 Apr 2014)
#1  March 23, 2014, 03:50:59 pm
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Out of the 4 Thanos (including Whiplash's), there is not a single one that is very accurate to the boss version in Marvel Super Heroes. The closest one is by CPoC and Splode, but it has a lot of extra stuff. My version, though with 3 bugs and still slightly incomplete (see below), adds these changes (some aren't listed), on top of a beastly AI:



Note that the win portrait is slightly wider than usual, but you can easily edit that yourself.

http://www.mediafire.com/download/7fbkew4p4ybncej/Thanos_MSH_16-04-14.zip   -   File
https://www.mediafire.com/folder/5gsem6412qcw4//Mugen    -    Folder

Super/Special Move Changes

Pillar super:
Removed backgrounds 6090,6091,6092.
Lowered superpause time, pillar appear time, pillar start moving time.
Remade Gem floating anims, positions, and speed.
Made 1st pillar appear nearer to thanos.
Pillar's first hit does not throw p2 up, but now pushes him inward towards the center.
Lowered number of hits.
fixed pillar bug when at corner, due to cornerpush veloff.
fixed huge bug where when p1 gets hit, walls dont clash together and destroyself.
*fixed walls destroying immediately when enemy dies or p1 gets hit.

Soul steal:
Removed backgrounds 6090,6091,6092.
reduce superpause.
lowered duration. scaled damage accordingly.
Remade Gem floating anims, positions, and speed.
raised y pos of p2 when beam first hits.
fixed incorrect sounds and timings.
fixed incorrect animations.
Added electric sparks on p2.
soul steal minuses enemy powerbar too.

Portal super:
Removed backgrounds 6090,6091,6092.
reduce superpause.
Remade Gem floating anims, positions, and speed.
2nd portal appears earlier, but rock come down same timing.
rocks dump down spread out abit (incomplete).
first portal had missing explods.
portal positions and appear timing all tweaked.
portal suction sounds amended.
Bug fixed when portal killed p2.

Powerball super:
Removed backgrounds 6090,6091,6092.
reduce superpause.
floating gem removetime lowered due to lowered superpause.
Remade Gem floating anims, positions, and speed.
Added flashing palfx purple.
corrected flames not appearing when enemy get hit.
added more flames and longer duration.
fixed number of hits on enemy.
fixed floating upward when at corner and enemy not hit.

Time super totally changed:
Slows enemy when projectile hits. Slow and palfx refreshes when hit repeatedly by this move.
Remade Gem floating anims, positions, and speed.
Added flashing palfx Red.
Removed time gem super KO finish text, as it deals no damage and cannot kill.

Bubble:
Added bubble move. chain combo into bubble.
Fixed bubble envelope/break sound 1,9.
Enemy wont be trapped in bubble if bubble deals killing blow.
When enemy trapped in bubble, you cannot use supers.
Fixed p2state when bubble kills on ground/in air.
Lots of small things about bubble's position, activation time, stun time, etc, tweaked.

Dash:
Dash move throws enemy with appropriate distance behind Thanos.
Slower recovery time, with different state and anim, also different anim for landing from air version.
Can only juggle 2 times.

D+c:
In air D+c move's velset tweaked to stop sliding forward when pos y >= 0, and come down at a smaller angle. Now can only combo 4x when at corner. Modified trigger1 = pos y <= -60 into triggerall.

Misc Changes

Combo into dash/bubble/super from all 19 normal moves without the need for movecontact.
Run forward and hop back distances tweaked. Run continuous ticks reduced to 160. Additional changestate added to end of run. Thanos can walk forward to end the dashback prematurely, vice versa. He can now jump up while dashing back.
Infinity counter implemented.
Fixed intro, winpose, voices for intro and winposes, winquotes. Removed all the non-source stuff. Removed 2 non-source supers.
Ground/air/guard.cornerpush.veloff added/adjusted for all normal moves.
Fixed all normal moves cooldown between next usage, ground/air velocities.
Tweaked height, ground.back/front, and jump values.
Added 3p = dash, 3k = superjump.
Added MSH hit/guardsparks/slammed on ground sparks.
Added powerbar full fx on p1 + voice announcing "level up".
Lessened time for after-hit electric sound (statedef 730) of ball punch (statedef 220).
Super command motions change to B, D, DB.
Statedef 420 rock wave increased to 5 hits.
Statedef 450 flame snake hitsound changed.
Certain helpers etc now destroyself when parent is hit.
Red clsn of air punches stay longer.
Lessened throw (stone jab)'s time between grab and hit.
Removed taunt.
Deleted all but the main palette, till someone can help port his authentic .=2nd palette over. This thanos's palette is different as his gloves have the gems.
Rocks (pillar super, power ball super) can now negate projectiles.
Dizzy state + voice for player. But, player cannot force an enemy into dizzy state, yet.
Changed 5210 anims.
Changed recover from hard hit high (standing).
Recover in midair, recovery roll, air recover, fixed and adjusted.
Added 2 more anims for 5040.
Added a p2stateno for the crouching launcher (statedef 410), so that p2 has a standard rise/fall animation and cannot block.
Changed launcher to have ground velocity x = 0,-12.
Changed superjump after launch velset to 3.5 from 3.2.
Fixed get thrown statedef 820.
Fixed coming down from jumping up to have time -1 at last anim.
Standing strong punch can hit falling opponents, but not tripped opponents (state 5070 or 5071)
D+z rock wave air.velocity modified to push airborne enemy far away.
Defence increased to 150 from 100.
Electricity and flames only appear on p2 when p2movetype = H.
*fixed crouch+c bug where when player died while casting it, the pausemovetime would screw up the images.
*now can use any move and crouch while dashing backwards.

Bugs:
Flame fx time on p2 wont reset when D+c move is spammed and hits again shortly.
P2 palfx of Time Gem will get overlapped by flame palfx.
Portal A freezes when enemy is killed, and no rocks appear for the duration of the freeze.

Inaccuracies:
Damages are not super accurate as I don't use Artmoney. If anyone can help...
Mind Gem super missing - can't implement reverse enemy controls, and useless to do so on AI.
Wall and rock portal supers guardspark different from source.
No 'infinity counter' sign.
Soul steal chain suction inaccurate.
P1 get hit during wall super, wall not supposed to destroy immediately when walls clash.
No alternate palette
No Gem system like the Captain American you see in the pic.
Last Edit: April 16, 2014, 04:49:00 pm by BoyBoyz
Re: Thanos - Marvel Super Heroes Boss
#2  March 23, 2014, 07:46:16 pm
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Wow, definitely didn't see that you gonna make Thanos. I have to try this!
Re: Thanos - Marvel Super Heroes Boss
#3  March 23, 2014, 08:24:24 pm
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hmm
Re: Thanos - Marvel Super Heroes Boss
#4  March 23, 2014, 09:05:08 pm
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Tried to play Thanos in mugen 1.0 and got the following error message:

Error message: Invalid trigger camerapos
Error parsing [State 5110, 7]
Error in [Statedef 5110, 7]
Error in Thanos.cns
Error loading chars/Thanos/Thanos.def
Error loading p2
Library error message: Died parsing pos x + camerpos x,o
Re: Thanos - Marvel Super Heroes Boss
#5  March 23, 2014, 09:17:27 pm
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Fixed. Playable in Mugen 1.0
Last Edit: March 23, 2014, 09:24:50 pm by BoyBoyz
Re: Thanos - Marvel Super Heroes Boss
#6  March 23, 2014, 10:13:01 pm
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Sorry for this question but is this an edit of an existing character (Splode or Whiplash or others)?

I know this topic is in this section but I just want to make sure.
Re: Thanos - Marvel Super Heroes Boss
#7  March 23, 2014, 10:16:43 pm
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Yes, it is:
The closest one is by CPoC and Splode, but it has a lot of extra stuff. My version, though with 3 bugs and still slightly incomplete (see below), adds these changes (some aren't listed), on top of a beastly AI:

Rest in peace, Toriyama-san...
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Re: Thanos - Marvel Super Heroes Boss
#8  March 23, 2014, 10:32:57 pm
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I'll give a try to this Thanos, but in the meantime, I have a suggestion for Mind Gem, due to it will be the only Gem you must code inaccurately.

Why not give Thanos an attack boost of 20% for a limited time? (10-15 seconds)
PotS said:
That they don't just restrict themselves to my style.

Fact.
Re: Thanos - Marvel Super Heroes Boss
#9  March 24, 2014, 07:00:16 am
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I'm trying not to stray from accuracy :(

      Posted: March 24, 2014, 01:15:58 pm
Apologies, I overlooked 2 crucial bugs with infinity counter and Reality Gem super (two walls). Fixed.
https://www.mediafire.com/?gxsxgna669br41p
Last Edit: March 24, 2014, 01:22:27 pm by BoyBoyz
Re: Thanos - Marvel Super Heroes Boss
#10  March 25, 2014, 09:50:30 pm
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Not sure if this is still the same bug you mentioned fixing or not, but if you actually manage to superjump away from Reality Gem, the walls will still stay there closed onto each other, and won't go away no matter what. Bastard actually managed to cheese me out that way..

Edit: Upon further looking into this, you have to superjump it and hit him out of it before the walls crumble. Rather situational, but worth mentioning nonetheless.
Last Edit: March 25, 2014, 09:55:52 pm by Project.13
Re: Thanos - Marvel Super Heroes Boss
#11  March 25, 2014, 10:00:50 pm
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Weird... just super jumping out of the walls, when u were between them? The bug doesnt occur for me. Pls tell me how to re-produce the bug. Thanks.

Meanwhile, Thanos's dash (BDF+punch) has been updated to have slower recovery time and different animation when landing from the air version.

https://www.mediafire.com/?t6ccx4refctxpck
Re: Thanos - Marvel Super Heroes Boss
#12  March 25, 2014, 10:28:08 pm
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I had edited my post after looking into it more. You have to superjump it or otherwise escape it and hit him before the walls fall.
Re: Thanos - Marvel Super Heroes Boss
#13  March 26, 2014, 07:00:05 am
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This should be easy to fix. Just some triggers to changestate in statedef 2141 - 2143.. Im at work now so i'll fix it later.
Last Edit: March 26, 2014, 07:04:11 am by BoyBoyz

MDI

Re: Thanos - Marvel Super Heroes Boss
#14  March 26, 2014, 08:32:57 am
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What was Mind Gem again? Was that the super with the distorted background? That'll be interesting to see in Mugen for sure.
ey
Re: Thanos - Marvel Super Heroes Boss
#15  March 26, 2014, 08:40:25 am
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Good to see that you're taking such care in implementing feedback :)
Maybe in the future we will see more cool characters like this from you
Last Edit: March 26, 2014, 08:46:11 am by Dimitri Cameron
Re: Thanos - Marvel Super Heroes Boss
#16  March 26, 2014, 12:06:33 pm
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Yes mind gem is the super where the background goes invertall and enemy's forward and backward controls get reversed.

Thanks. I like to keep improving characters.

The bug where u superjump out of the Reality Gem walls then hit Thanos, causing walls to get stuck, has been fixed:

Pls continue to give feedback! The wall super has potential to be buggy but I hope its fixed for now.
Last Edit: March 26, 2014, 03:50:29 pm by BoyBoyz
Re: Thanos - Marvel Super Heroes Boss
#17  March 26, 2014, 01:13:35 pm
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The update make this Thanos really good. Officially the Thanos that I will continue use in my mugen.
Re: Thanos - Marvel Super Heroes Boss
#18  March 26, 2014, 01:50:58 pm
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Thanks! The latest update fixed the bug mentioned, and added one combo (standing hard punch how can hit falling enemies, but wont hit tripped enemies in stateno = 5070 or 5071).

Had to also nerf the titan rush due to mugen mechanics, as some enemies would float in the air longer making for an infinite combo. Now, titan rush can only juggle 2 times. It can hit lying down opponents for the 2nd juggle.

Crouching medium kick, which trips, no longer has any ground x velocity.

Fixed a bug where if Reality Gem's walls killed p2 after they landed from superjump, walls would be stuck there.
Last Edit: March 26, 2014, 10:32:19 pm by BoyBoyz
Re: Thanos - Marvel Super Heroes Boss
#19  March 26, 2014, 02:49:41 pm
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Just tried him out. Holy shit that AI is a beast @_@
Re: Thanos - Marvel Super Heroes Boss
#20  April 04, 2014, 07:02:12 am
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wooow very cool :)  i'm glad someone is giving some love to that badass!