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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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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
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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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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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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.
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Trivial knowledge: Anime sucks.
Re: Trunks Released (Arcade 2 Sprites) (UPDATED!)
#25  December 04, 2008, 05:56:29 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.
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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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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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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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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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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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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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%