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Trunks Released (Arcade 2 Sprites) (UPDATED!) (Read 5589 times)

Started by Sammyboi, December 01, 2008, 11:39:10 pm
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Trunks Released (Arcade 2 Sprites) (UPDATED!)
#1  December 01, 2008, 11:39:10 pm
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This is a balanced super saiyan trunks

Hes in my own style, edited from the mvc base

Ai yet to be created for this one expect patch soon

Super Saiyan Trunks By Sammy
sammymugen.synthasite.com

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Overview

This is my trunks and the first character for my new mugen project.
This character is based off the mvc template, however many things have been changed.
I mainly used that template for the fx it has and it includes many essential basics like
super jump.

------------------------------------------------------------------------------------------
Thanks to

Majita - Sprites and FX
Supermystery - FX and Sound
Acey,Kong,Redhot,Scar - Mvc Base
Silver Flame + Colosse - Helping me acuire some sounds

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Move list

X- Light punch
Y- Hard punch
A- Light kick
B- Hard kick
(have close range attacks)
z - charge
c - ki blasts

x+y - Guard Push(During Guard)
z+C - Hyper Mode(3000 ki)
D,U - Super Jump

QCF X - Sword Slash (Can in Air)
QCB X - Sword Sweep
QCF Y - Finish Buster (Can in air)(Uses 500 ki)
QCB Y - Double Buster (Can in air)(Uses 500 ki)
QCF A - Dash Flurry
QCB A - Dash Kick
QCF B - Sword Combo
QCB B - Launcher

2QCF Y - Burning Attack(Can in air)(Uses 1000 ki)
2QCB Y - Burning Attack Alt.(Air Only)(Uses 1000 ki)
2QCB A - Burning Heat Attack(Uses 2000 ki)
z - Hyper Shining Sword(Must be in hyper mode)



http://sammymugen.synthasite.com/downloads.php

Please let me know what you think and if you want to use somthing from this character ask me.

Enjoy!

WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Last Edit: December 03, 2008, 10:33:21 pm by Sammyboi
Re: Trunks Released (Arcade 2 Sprites)
#2  December 01, 2008, 11:42:03 pm
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Looks cool! Downloading right now, expect a comment shortly.  ::)
Re: Trunks Released (Arcade 2 Sprites)
#3  December 01, 2008, 11:45:14 pm
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Wow! Nice job on this character, I like it. (Toldja you'd see a comment shortly)

Only two tiny minor complaints (And there not even a small deal so ingore this if you want) It's the taunt, Smiling when saying something firecely and the explosions need to be faster.
Re: Trunks Released (Arcade 2 Sprites)
#4  December 01, 2008, 11:47:12 pm
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Wow! Nice job on this character, I like it. (Toldja you'd see a comment shortly)

Only one tiny minor complaint (And its not even a small deal so ingore this if you want) It's the taunt, Why does he smile when he says whats wrong?

because hes taunthing the oppenent taking the piss outta them by saying whats wrong?

Lol if you get it and thanks
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites)
#5  December 02, 2008, 04:08:59 am
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Pretty good man. I'll show off a video of me fighting him soon. I'll pm you

PSN: Cashman1242
Gamertag: Cashman124
Re: Trunks Released (Arcade 2 Sprites)
#6  December 02, 2008, 05:47:57 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • mugenfreeforall.com/index.php?/forum/119-rces-creations/
 Edit : Sorry i wrote the wrong name  Hey man, just wanted to come by and tell ya, i luv what do, cus u always do it so well... 

I was wondering, it would be awesome f u made another character just like this trunks but use the acrade 2 goku... i just wonder how that would turn out?....  ;D

Edit: nevermind i see that u have thought about it on your page cus i looked at the wip section, anyway, i hope u do decide to make one
Last Edit: December 02, 2008, 07:25:27 am by R@CE 45
Re: Trunks Released (Arcade 2 Sprites)
#7  December 02, 2008, 05:51:27 am
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Super mystery, hey man, just wanted to come by and tell ya, i luv what do, cus u always do it so well... 

I was wondering, it would be awesome f u made another character just like this trunks but use the acrade 2 goku... i just wonder how that would turn out?....  ;D

Wait what that's not supermystery  ::)

and why are you asking supermystery here  :o

Pm him if you think its such a good idea  :-\

Re: Trunks Released (Arcade 2 Sprites)
#8  December 02, 2008, 07:54:17 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • mugenfreeforall.com/index.php?/forum/119-rces-creations/
I meant to say sammy boi,

Sorry Sammyboi, dude i dont kno how i got u mixed up with supermystery, dont ask me, i guess i was tired cus i had got off of work and was kinda sleepy and still am and hell my eyes might be playing tricks on me hahahah....

Last Edit: December 02, 2008, 08:58:22 am by R@CE 45
Re: Trunks Released (Arcade 2 Sprites)
#9  December 02, 2008, 08:31:37 am
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  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
You're just overreacting ... --;
Re: Trunks Released (Arcade 2 Sprites)
#10  December 02, 2008, 08:53:00 am
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aw he looks really good but i couldn't download, gave me an error when i tried :( could you possibly send me another link in a PM to get him from? i really wanna try this guy out.
Re: Trunks Released (Arcade 2 Sprites)
#11  December 02, 2008, 08:53:47 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • mugenfreeforall.com/index.php?/forum/119-rces-creations/
Well maybe i mis took what u said as u being a smart ass.....

Come on, u kno with all of the faces and stuff......

But i can see now that maybe i ddi over react, but i thought u were trying to be a smart ass.....
Re: Trunks Released (Arcade 2 Sprites)
#12  December 02, 2008, 08:54:33 am
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Well maybe i mis took what u said as u being a smart ass.....

Come on, u kno with all of the faces and stuff......

But i can see now that maybe i ddi over react, but i thought u were trying to be a smart ass.....

I wasn't i was only correcting the error you made
Re: Trunks Released (Arcade 2 Sprites)
#13  December 02, 2008, 08:57:42 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • mugenfreeforall.com/index.php?/forum/119-rces-creations/
yeah i kno, but see i thought u were trying to be a smart ass, and tell me what i should be doin and what i shouldnt be

I'm sorry man, really i am, but u have to understand that, here at guild, people try to come at u all the time with smart stuff to say....

And me, well i dont like asswholes so... i guess thats why i got on the defensive.....

so i apologize.....
Re: Trunks Released (Arcade 2 Sprites)
#14  December 02, 2008, 10:41:27 am
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there is a mirror link on my site if yourfilehost doesnt work for you

cmon guys lets stop the arguing i want some real feedback in this topic

and yes i am now working on goku
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites)
#15  December 02, 2008, 12:53:22 pm
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  • I'm Happy

PSN: Cashman1242
Gamertag: Cashman124
Re: Trunks Released (Arcade 2 Sprites)
#16  December 02, 2008, 07:56:50 pm
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ok dude, i got the link you sent, thank you ^_^  i tested him out a bit and here's just off the top of my head what i've found:

+ EPIC voice rips, great job on getting such clear voices, i wish i could do such a think with sf4 voices heh.

+ Hyper Shining Sword, i really got a feel for when trunks cut up freeza and then blasted him away :)

+ You don't see alot of mvc style dbz chars, this one plays very smooth and nice:

now for the "bad" parts:

- i can literally hit you forever with his standing weak punch and kick, especially if i hold forward and get you into a corner.

- REALLY high damage output, maybe it's cause i'm used to 300% life, but even just a standing lp,lk,hp,hk chain does a ton of damage.

- both dash flurry and sword combo can chain infinitely into themselves before the move is complete, i can just spam either of those combos over and over till you're dead.

-i can NOT do his burning heat attack, it simply won't come out.

- while not quite infinites, i can spam his crouching weak punch and weak kick up to the point that there's no need to even hit other buttons, when i can just do a fwe of those and kill you each match.

- i can also inifinitely repeat the basic ki blast over and over till i'm out of power.  I understand that it takes power to do, but it shouldn't be able to be used till you're dead or i'm out of power lol.  Maybe go about it budokai style, where you can hit it up to 4 times in a row before it causes you to stop, that'd give him some variety and also balance that out.  It also does quite a bit of damage for an attack that only takes 1 button to do and travels the whole screen.

- i PERSONALLY (this is just a personal preference) don't like the fact that his standing close hard kick auto knocks down every time you do it. I PERSONALLY would like to see it maybe only do that if done as a combo finish, that way you don't HAVE to knock them down but you then have a way to do so if you wish.

- he needs a damage dampener badly imo, even if you fix these infinites, he'll still be extremely easy to spam combos with.  If you like i can set you up with a pretty good one, but i suggest finding one that works best for your tastes.  That's one thing i hate about MVC chars, is the absurdly high juggle counts and lack of real damage dampening ;)

Well all in all i really like this character and i think he has quite a bit of potential, he just needs alot of tuning.  Hopefully my feedback has been helpful and will help you to improve him in the areas he needs :)  It's mainly fixing all the infinites that he has, that alone would improve him quite a bit. If you need anything else don't hesitate to ask.
Re: Trunks Released (Arcade 2 Sprites)
#17  December 03, 2008, 06:56:44 pm
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ok dude, i got the link you sent, thank you ^_^  i tested him out a bit and here's just off the top of my head what i've found:

+ EPIC voice rips, great job on getting such clear voices, i wish i could do such a think with sf4 voices heh.

+ Hyper Shining Sword, i really got a feel for when trunks cut up freeza and then blasted him away :)

+ You don't see alot of mvc style dbz chars, this one plays very smooth and nice:

now for the "bad" parts:

- i can literally hit you forever with his standing weak punch and kick, especially if i hold forward and get you into a corner.

- REALLY high damage output, maybe it's cause i'm used to 300% life, but even just a standing lp,lk,hp,hk chain does a ton of damage.

- both dash flurry and sword combo can chain infinitely into themselves before the move is complete, i can just spam either of those combos over and over till you're dead.

-i can NOT do his burning heat attack, it simply won't come out.

- while not quite infinites, i can spam his crouching weak punch and weak kick up to the point that there's no need to even hit other buttons, when i can just do a fwe of those and kill you each match.

- i can also inifinitely repeat the basic ki blast over and over till i'm out of power.  I understand that it takes power to do, but it shouldn't be able to be used till you're dead or i'm out of power lol.  Maybe go about it budokai style, where you can hit it up to 4 times in a row before it causes you to stop, that'd give him some variety and also balance that out.  It also does quite a bit of damage for an attack that only takes 1 button to do and travels the whole screen.

- i PERSONALLY (this is just a personal preference) don't like the fact that his standing close hard kick auto knocks down every time you do it. I PERSONALLY would like to see it maybe only do that if done as a combo finish, that way you don't HAVE to knock them down but you then have a way to do so if you wish.

- he needs a damage dampener badly imo, even if you fix these infinites, he'll still be extremely easy to spam combos with.  If you like i can set you up with a pretty good one, but i suggest finding one that works best for your tastes.  That's one thing i hate about MVC chars, is the absurdly high juggle counts and lack of real damage dampening ;)

Well all in all i really like this character and i think he has quite a bit of potential, he just needs alot of tuning.  Hopefully my feedback has been helpful and will help you to improve him in the areas he needs :)  It's mainly fixing all the infinites that he has, that alone would improve him quite a bit. If you need anything else don't hesitate to ask.

thanks for feedback expect updated release shortly
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites)
#18  December 03, 2008, 07:25:50 pm
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  • I'mma Luigi, numbara one!
Awesome, a new MvC DBZ character!  Downloading and expect feedback soon.

Feedback:

First thing's first, get rid of the huge purple box around him by using the crop button.  This will take off some memory, making the file smaller.

The dust explods are binded to him, and when he moves, they follow him.  It doesn't look very good.

The hitsparks should always be randomized, IE 1 out of the 6 orange hitsparks, etc.

If he's supposed to be MvC style, he should be able to super jump after his launcher hits, but he doesn't.  Likewise, he should also super jump freely with control outside of a launcher.

Another thing, his Super input for an MvC character isn't very MvCish, it's supposed to be D/F/KK, etc, when he does his supers, it should show his portrait like the way it does in MvC, and during his supers, it should display the MvC2 super BGs (I wouldn't suggest using these as they suck, and I have a better one).  Since you used the Infinity MvC: EoH template, it should've already had these, but you must've removed them.

Also, the guard push effects are missing.

No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Last Edit: December 03, 2008, 08:03:49 pm by Luigi Master
Re: Trunks Released (Arcade 2 Sprites)
#19  December 03, 2008, 08:34:48 pm
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Awesome, a new MvC DBZ character!  Downloading and expect feedback soon.

Feedback:

First thing's first, get rid of the huge purple box around him by using the crop button.  This will take off some memory, making the file smaller.

The dust explods are binded to him, and when he moves, they follow him.  It doesn't look very good.

The hitsparks should always be randomized, IE 1 out of the 6 orange hitsparks, etc.

If he's supposed to be MvC style, he should be able to super jump after his launcher hits, but he doesn't.  Likewise, he should also super jump freely with control outside of a launcher.

Another thing, his Super input for an MvC character isn't very MvCish, it's supposed to be D/F/KK, etc, when he does his supers, it should show his portrait like the way it does in MvC, and during his supers, it should display the MvC2 super BGs (I wouldn't suggest using these as they suck, and I have a better one).  Since you used the Infinity MvC: EoH template, it should've already had these, but you must've removed them.

Also, the guard push effects are missing.



Firstly can i say he IS NOT MVC

He is based off MVC for my own personal style

So yes i removed all that stuff

I will add the quick super jump on launcher i forgot, he can super jump normally as well ill make the command time longer for ease.

dust explods will be fixed

and the hitsparks shouldnt always be randomized, they wernt in this template they were set to light medium and hard

For the last time he ISNT AN MVC CHARACTER LOL otherwise i would have left him 6 attack button

And thanks for your feedback

And shittt the reason you may not pull off burnign heat is because the command is supposed to be qcb b not qcb a as the command list states. Sorry about that one!
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites)
#20  December 03, 2008, 08:47:19 pm
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  • I'mma Luigi, numbara one!
Well, I see you didn't aim for MvC style.

The hitsparks, last time I checked, should be randomized, and should be arranged as orange = basic attacks, blue = specials, purple = supers, and they are arranged like that.

Last I checked, I can't superjump outside of a launcher...

And that's it.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites)
#21  December 03, 2008, 08:51:57 pm
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Well, I see you didn't aim for MvC style.

The hitsparks, last time I checked, should be randomized, and should be arranged as orange = basic attacks, blue = specials, purple = supers, and they are arranged like that.

Last I checked, I can't superjump outside of a launcher...

And that's it.

well i arranged the hitsparkss as your have stated , but i didnt do them randomized as in the mvc template is wasnt randomized. I dont see it as a big thing anyway.

As for superjump i will fix it you can do it but the command time is very dodgy at the moment

thanks
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites)
#22  December 03, 2008, 10:30:28 pm
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UPDATED:

Version 1.2

Fixes From orignal version

Infinites removed

Specials now cant combo into another special half way through a move only at end

Intro sound stops if intro is skipped

Ki blasts fixed

Some get hitsprites realigned(i noticed this was messed up on certain character throws)

Super Jump command now easier

Special Laucnher move now launches higher and can chain into super jump

Super Moves No longer give power

Please redownload

http://sammymugen.synthasite.com/
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#23  December 04, 2008, 01:43:18 am
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  • I'm Happy
Ah! He's alot better. About time. I'll maybe show a video update for him. But If you really want to. then tell me

PSN: Cashman1242
Gamertag: Cashman124
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#24  December 04, 2008, 07:11:12 am
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  • I'mma Luigi, numbara one!
Feedback part II:

While he can now Super Jump, the commands are very jerky.  Here's the problem:

Spoiler, click to toggle visibilty

It would work much better if the statetype was "! = A".

Since we're still at the super jump, he should also be able to super jump back or forward if a direction is held down, cause super jumping only when still is pretty awkward.

His D/B/a move works like a launcher to some extent, so maybe he should cancel into the superjump when needed.

Why does he have a width controller in his super jump?

The super jump could use some effects to make it more dynamic, like those dust waves and an enlarged shockwave.  Likewise, the afterimages are kinda funky, as they appear periodically instead of continuously.

The dust wave's animation is to slow, 1 tick per frame makes it look better.

Dust waves are still stuck to him.

His ki blasts (and anything else that yields an explosion) doesn't have a block sound.  I suggest using the hit sound for the block sound as well in this case, as an explosion is still an explosion.

His double fireball move, considering he is shooting 2 ki blasts, should require twice the power as the regular one.

For filesize's sake, I suggest taking out all unused sprites/animations and sounds, as they add more useless weight.

That's about it.  This character has lots of potential.  Keep it up.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#25  December 04, 2008, 05:56:29 pm
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  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Oops, I tested the old version before the update, and I saw all the feedback when I was about to post mine. Well, here it is anyway, and only concerns the old version, so feel free to disregard anything which has been fixed.

- Light punch can chain into itself many times, leading to 600 damage or more. F+x is even an infinite in the corner.
- Air light punch can be chained several times into itself too.
- F+a (light kick) in the corner is an infinite.
- Sword slash in the air doesn't feel natural. Maybe give him more X velocity.
- No air dash ?
- What's the point of sending the opponent so far in the air with Sword Sweep if you cannot jump after him to chain ? (see after)
- The super jump should be easy to be done after Launcher and Sword Sweep. Just after these moves (or at the end of them), just pressing up should send you in the air with a super jump.
- Ki blasts can be chained to deal more than 800 damage if you're at full power. That's really too much.
- The pushback during Dash Kick is odd.
- You forgot to say in the readme that dash kick has an air version too.
- The opponent can guard during Sword Combo even if the 1st hits have connected.
- Red CLSN on Burning Attack is really too big.
- All supers give back power to Trunks.
- The FX during Burning Heat Attack is really pixeled.
- Burning Heat Attack isn't dramatic enough, because the opponent is not sent far enough in the air before he's struck by the attack.
- Typo in the readme : Burning Heat Attack is not with A but with B.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#26  December 04, 2008, 06:54:20 pm
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Oops, I tested the old version before the update, and I saw all the feedback when I was about to post mine. Well, here it is anyway, and only concerns the old version, so feel free to disregard anything which has been fixed.

- Light punch can chain into itself many times, leading to 600 damage or more. F+x is even an infinite in the corner.
- Air light punch can be chained several times into itself too.
- F+a (light kick) in the corner is an infinite.
- Sword slash in the air doesn't feel natural. Maybe give him more X velocity.
- No air dash ?
- What's the point of sending the opponent so far in the air with Sword Sweep if you cannot jump after him to chain ? (see after)
- The super jump should be easy to be done after Launcher and Sword Sweep. Just after these moves (or at the end of them), just pressing up should send you in the air with a super jump.
- Ki blasts can be chained to deal more than 800 damage if you're at full power. That's really too much.
- The pushback during Dash Kick is odd.
- You forgot to say in the readme that dash kick has an air version too.
- The opponent can guard during Sword Combo even if the 1st hits have connected.
- Red CLSN on Burning Attack is really too big.
- All supers give back power to Trunks.
- The FX during Burning Heat Attack is really pixeled.
- Burning Heat Attack isn't dramatic enough, because the opponent is not sent far enough in the air before he's struck by the attack.
- Typo in the readme : Burning Heat Attack is not with A but with B.


thanks most of that stuff has been fixed but ill look into some of the other stuff

the burning attacks clsn is nt too big that is probably because its done like that in ff as in the cns i scaled the porjectile and when u scale projectiles it doesnt also scale their clsns. check in actual gameplay

And lugi master he can super jump forward and back

the reason his double fireball doesnt take double power is because its weaker than the single one

thanks for the other feedback ill look into these points
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#27  December 04, 2008, 07:37:26 pm
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  • I'mma Luigi, numbara one!
Hmm, when I try super jumping forward or back, it won't work for me.

If the double ki blast is weaker, then it would make sense that the ki blasts themselves are smaller than the normal ones.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#28  December 04, 2008, 07:45:27 pm
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Hmm, when I try super jumping forward or back, it won't work for me.

If the double ki blast is weaker, then it would make sense that the ki blasts themselves are smaller than the normal ones.

thanks and good idea although i may not change it as they are only 50 damage weaker i will consider it

btw ive just correct these things

-Super jump fix

-super jump after sword upper

-guardsound proj fix

-Super jump dust fx

-dust bindtime

-air sword anim changed

-air sword vel changed

-envshake on burning heat for more drama

ill do some more stuff then ill reupload

thanks for the good feedback

im not changing the dusttime to 1 tick per anim if you have seen it , it looks dodgy

also many of the moves the dust wasnt binded to the character is just the way the animations was. However some moves the dust was binded, i have corrected that

so new download link comign soon

im going to give him air dash as suggested

anythink else before i reupload?
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#29  December 04, 2008, 08:17:20 pm
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  • I'mma Luigi, numbara one!
It looks good to me.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#30  December 04, 2008, 08:32:42 pm
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WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#31  December 04, 2008, 08:49:37 pm
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UPDATED AGAIN!

Version 1.3

Fixes from 1.2

Super Jump Command Fix

Super jump after dash flurry and sword upper

Guardsounds on projectiles

Air sword slash animation change

Air sword slash velocity change

Air dash added

Envshake added on burning heat

Dust no longer binded to trunks

Air light punch can no longer chain into itself

Thanks to those who gave useful feedback!

sammymugen.synthasite.com
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#32  December 05, 2008, 04:39:25 am
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  • I'mma Luigi, numbara one!
More feedback:

He can superjump after these launcher specials, even if the move doesn't hit.  Not very practical, and can get in the way.

Still can't super jump while moving forward or back.

His projectiles yield the lifebar's block sparks when blocked.  Likewise, like I said before, an explosion is an explosion, so the explosion sound should still play whether it's blocked or not.  Likewise, some attacks yield the lifebar's hitsparks.

The double finish buster's ki blasts aren't reduced in size, considering they're half as powerful as the normal one.

When he dashes, a little dash puff appears under him for a split second.  Either fix it so that it appears, which is preferable, or remove it.

That's about it.  Take care.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#33  December 05, 2008, 07:54:12 pm
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More feedback:

He can superjump after these launcher specials, even if the move doesn't hit.  Not very practical, and can get in the way.

Still can't super jump while moving forward or back.

His projectiles yield the lifebar's block sparks when blocked.  Likewise, like I said before, an explosion is an explosion, so the explosion sound should still play whether it's blocked or not.  Likewise, some attacks yield the lifebar's hitsparks.

The double finish buster's ki blasts aren't reduced in size, considering they're half as powerful as the normal one.

When he dashes, a little dash puff appears under him for a split second.  Either fix it so that it appears, which is preferable, or remove it.

That's about it.  Take care.

okay ill look into that in the future

as for superjumping whilst moving i never knew chaarcters could do this anyway

and okay thanks ill change that in the future

im not changing the size of the double ki blasts since they only do a slightly less amount than usual

ive changed a couple of things i dont see any need to re upload just as of yet for these small things, once ive the done the ai ill reupload with the sound fix and the dust on state 100 and 110 and the proj hitspark change

thanks for the feedback along the way its helped alot

WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#34  December 06, 2008, 04:09:22 am
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  • I'mma Luigi, numbara one!
Hey, no problem.  The super jump thing is an issue because if you want to superjump but you press forward or back, you won't do it.  Some people use it as a quick escape, but leaves them wide open.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#35  December 06, 2008, 02:14:42 pm
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Hey, no problem.  The super jump thing is an issue because if you want to superjump but you press forward or back, you won't do it.  Some people use it as a quick escape, but leaves them wide open.

how do u mean because trunks can super jump forward or back by pressing back or forward during his superjump

do you mean making it possible to do whilst walking or dashing?
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#36  December 07, 2008, 04:43:17 am
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  • I'mma Luigi, numbara one!
What I mean is kinda like walking, cause if I am guarding and want to get out of the way with a super jump, he should be able to.  Not sure if this was like that in the real game, but I know it's pretty awkward when you can't super jump unless you do it perfectly.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#37  December 07, 2008, 03:15:27 pm
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What I mean is kinda like walking, cause if I am guarding and want to get out of the way with a super jump, he should be able to.  Not sure if this was like that in the real game, but I know it's pretty awkward when you can't super jump unless you do it perfectly.

so you think it would be good to able to super jump whilst in any basic state?
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#38  December 08, 2008, 04:29:47 am
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  • I'mma Luigi, numbara one!
It's very hard to explain, but it's really quite simple.  Take supermystery's Gogeta for example.  He can super jump in the way I'm suggesting.  Download him and check him out.

Sorry about that.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#39  December 09, 2008, 09:30:12 am
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It's very hard to explain, but it's really quite simple.  Take supermystery's Gogeta for example.  He can super jump in the way I'm suggesting.  Download him and check him out.

Sorry about that.

hmm they super jump in the same way after all we both used the same template

ill look further into it
WIPS:

Vegeta 5%
Goku Update and ai
Trunks Update and ai
Custom Jin Kazama with Roman 3%