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Valdoll and Shin Valdoll updated 7/14/2008  (Read 5013 times)

Started by Doggiedoo, July 06, 2008, 09:46:54 pm
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Valdoll and Shin Valdoll updated 7/14/2008
#1  July 06, 2008, 09:46:54 pm
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Patch from 1.02 -> 1.03 at Sendspace: http://www.sendspace.com/file/0uybb4

1.03 Downloads at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=108346.0

Valdoll:



Changelog:

Quote
-1.03:
   -Dragons enlarged by 10% when Shin Valdoll mode is
    active.
   -Destruction Rain now stops when Valdoll is struck
    in custom mode. Note that any meteors already
    summoned still pose a threat.
   -New winpose, appears only in custom mode.
   -AI tweaks and minor bugfixes.

Shin Valdoll:



Changelog:

Quote
-1.03:
   -Dragons enlarged by 10%.
   -Destruction Rain now stops when Valdoll is struck
    in custom mode. Note that any meteors already
    summoned still pose a threat.
   -New winpose, appears only in custom mode.
   -Adjusted full intro anim.
   -AI tweaks and minor bugfixes.

1.02 Downloads at RandomSelect: http://randomselect.piiym.net/

Comments, criticism welcome! :)
Last Edit: July 14, 2008, 04:46:56 pm by Doggiedoo
Re: Valdoll and Shin Valdoll updated 7/6/2008
#2  July 06, 2008, 11:56:39 pm
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Really kickass update.

All the previous issues seem to be resolved. Plus the new AI settings seem to help reduce some of the cheap factor.  :D

Top quality as always, great work! ;D

I'll get back to you if I found anything else out ^^
Re: Valdoll and Shin Valdoll updated 7/6/2008
#3  July 07, 2008, 12:30:04 am
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for me the ai was good bfore this, i want to point.
Re: Valdoll and Shin Valdoll updated 7/6/2008
#4  July 07, 2008, 01:13:07 am
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Thanks for all your hard work on the Red Earth characters.  Is that Tao one of yours?
Re: Valdoll and Shin Valdoll updated 7/6/2008
#5  July 07, 2008, 04:52:44 am
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Why in the display name for Shin Valdoll (in his def file) not Shin Valdoll? Other than that these guys are great to play as and against. Great job man! I look forward to you what else you put out.
Re: Valdoll and Shin Valdoll updated 7/6/2008
#6  July 07, 2008, 05:05:38 am
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Well, since MI seems to be hosting you not much need for my services anymore it seems. :\
Re: Valdoll and Shin Valdoll updated 7/6/2008
#7  July 07, 2008, 05:17:14 am
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Wewt and welcomz!  :sugoi:

Tao was made by NHK, site here: http://nhkxx.hp.infoseek.co.jp/. Good quality, though some attack power adjustment is recommended for vs. play.

In Warzard, both forms were known simply as "Valdoll" or "Scion" depending on whether you're plaing the international or Japanese version. The display name tries to be consistant with this, though it should be easily changeable without any side-effects. They even had the same lifebar portrait, but that may be a step too far for Mugen. :P

KFM:
More hosting wouldn't hurt. ;) Always good to have 2-3 sources for availability's sake.
Re: Valdoll and Shin Valdoll updated 7/6/2008
#8  July 07, 2008, 07:32:32 pm
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    • www.youtube.com/user/LaMissFa1ry
Some feedback~


Valdoll:
1- His AI uses the sword move WAY too much right now. Some games he'll do not much else besides that move. Which actually makes him extremely easy to defeat due to the fact he can be knocked out of it before the move goes off with good timing.
He should probably be adjusted so he only uses it if you're a bit further away (he uses it right near you sometimes which is foolish since
he's almost always going to get hit before it goes off).
Obviously this change should apply only to his "normal" Mode. his EX version of the move is different because it has no real startup time, and thus is near impossible to stop.
My suggestion would be keep it as a mid/long range move (similarly to his snakes) or something he cancels to during the dragons. (regardless of location)

2- His AI could swap dragons a little bit more. (he hardly ever does it now)


Shin Valdoll:
I've agonized with suggesting the next two things for a while but.. Hmmm
1- I'd increase the size of his dragons a bit to replicate their growth in warzard. I've done this by adding,
size.xscale (float) = 1
size.yscale (float) = 1.18
to the dragon's helpers (the intro and normal ones) and it came out fine. They don't appear pixelated or anything. They actually look somewhat more imposing IMO.
Here's a reference,

The larger version is on the right (obviously) and the current/normal one is on the left.

Obviously this should only apply to shin valdoll. I do think this would be a nice alternative to using static colors as a bridge to valdoll morphing to his ex form. Since it would represent the dragons gaining EX properties as well without you having to set up colors manually to indicate it and lose their color changing ability. (I think that made sense?)
This isn't a really big deal, though. Since I've already altered it myself. But I figured it would be worth mentioning in case you liked the idea.

2- His meteors should stop if he's hit during the attack. I've sort of struggled with this for a while since it would defy accuracy. However, I think it would balance him quite a bit. Right now if you hit him during the attack it actually works against you since he can start spamming other spells while the meteors hit, causing 100% combos alot of the time. I think it would make more sense for the move to be "channeled" So hitting him would cause new meteors to stop failing and cancel the attack early. It probably wouldn't negate the threat of it, but it would lower the cheapness of the attack and give you a proper means to escape it besides just blocking and getting guard damage.
If nothing else you could add an option to turn this on/off in the configure although personally I'd say just make it that way since it really isn't going to change him much.

3- His intro currently looks rather choppy. Almost as though frames are missing? Not sure if there's a way to fix this, I think slowing down his convulsing might help make it look more like he's shaking and less like he's flailing.

4- His AI could swap dragons a little bit more. (he hardly ever does it now)

Also note the AI triggers for his sword move are just fine here. So I wouldn't mess with them at all.
Last Edit: July 07, 2008, 07:40:41 pm by La Miss Fairy
Re: Valdoll and Shin Valdoll updated 7/6/2008
#9  July 07, 2008, 11:19:23 pm
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Some feedback~



Shin Valdoll:
I've agonized with suggesting the next two things for a while but.. Hmmm
1- I'd increase the size of his dragons a bit to replicate their growth in warzard. I've done this by adding,
size.xscale (float) = 1
size.yscale (float) = 1.18
to the dragon's helpers (the intro and normal ones) and it came out fine. They don't appear pixelated or anything. They actually look somewhat more imposing IMO.
Here's a reference,

The larger version is on the right (obviously) and the current/normal one is on the left.

I like this suggestion myself, but for some reason, I'm having a hard time figuring out where exactly to put this in Shin Valdoll/Scion's file. I wouldn't mind trying it out if you can be a little more specific as to where to put this. Thanks in advance. :)
Re: Valdoll and Shin Valdoll updated 7/6/2008
#10  July 08, 2008, 09:19:12 am
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Thanks for the feedback!

Noted, will make normal Valdoll's AI use the swords at a distance. He did spam them a lot in Warzard, even up close, so his normal-mode AI was made to reflect that. In the meantime, to make the chance equal to Shin Valdoll, you can replace the following lines in his .cmd file:

Code:
trigger1 = random/fvar(10) < 40*(1 + (var(21) = 0))
trigger2 = random/fvar(10) < (power*(1 + (var(21) = 0)))/50

with:

Code:
trigger1 = random/fvar(10) < 40
trigger2 = random/fvar(10) < power/50

The chance still won't be distance-dependant, but this should help until the next update.

As for Shin Valdoll, maybe the meteors could be interruptable only in custom mode? It's mainly their new homing ability that seems to make attacking him risky. In original mode, if you're able to slip past them, it should be safe to combo him. I'll adjust the intro... might've had frameskip on when recording from Warzard. It did look a bit choppy/spazzy during normal play though... but again, it could be frameskip and/or my LCD monitor :sadgoi:.
Last Edit: July 08, 2008, 09:24:58 am by Doggiedoo
Re: Valdoll and Shin Valdoll updated 7/6/2008
#11  July 09, 2008, 01:15:54 am
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    • www.youtube.com/user/LaMissFa1ry
Thanks for the feedback!

Noted, will make normal Valdoll's AI use the swords at a distance. He did spam them a lot in Warzard, even up close, so his normal-mode AI was made to reflect that. In the meantime, to make the chance equal to Shin Valdoll, you can replace the following lines in his .cmd file:

Code:
trigger1 = random/fvar(10) < 40*(1 + (var(21) = 0))
trigger2 = random/fvar(10) < (power*(1 + (var(21) = 0)))/50

with:

Code:
trigger1 = random/fvar(10) < 40
trigger2 = random/fvar(10) < power/50

The chance still won't be distance-dependant, but this should help until the next update.

As for Shin Valdoll, maybe the meteors could be interruptable only in custom mode? It's mainly their new homing ability that seems to make attacking him risky. In original mode, if you're able to slip past them, it should be safe to combo him. I'll adjust the intro... might've had frameskip on when recording from Warzard. It did look a bit choppy/spazzy during normal play though... but again, it could be frameskip and/or my LCD monitor :sadgoi:.
Well using them alot is fine. It's just the fact right now he uses them so hastily and foolishly it makes him very easy since you can just keep knocking him out of the attack. >_<

I've changed the code and it helped quite a lot. He doesn't use it so much anymore :P

That could work. Maybe I need to try to just avoid them-shrugs- I admit I hated to suggest they be stopable in normal mode since it defies how the game was but blehh. I hate getting slaughtered by those &gt;_&gt;



@ Ben

If doggie is ok with that sure. I respect his creations alot so I don't feel comfortable giving out stuff to edit them unless he's alright with it. <3
Re: Valdoll and Shin Valdoll updated 7/6/2008
#12  July 09, 2008, 03:42:27 am
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Is no prob about the edits.  :) These chars are made to be personalised, after all.
Re: Valdoll and Shin Valdoll updated 7/6/2008
#13  July 09, 2008, 06:24:33 am
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  • this be some serious mugen shit

I love the update but their intro doesn't play in their stage ???
Re: Valdoll and Shin Valdoll updated 7/6/2008
#14  July 09, 2008, 09:43:41 am
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Read the readme, it says that you have to modify the config file.
Re: Valdoll and Shin Valdoll updated 7/6/2008
#15  July 09, 2008, 09:17:49 pm
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  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Ok. To change the size of the dragons to what I'm using. Open the CNS file for valdoll or shin valdoll (whoever you want to change),

you there are four dragon1 helpers in his intro. You need to add

size.xscale (float) = 1
size.yscale (float) = 1.18

to the BOTTOM of each one.

Then in his common1 file there's a pair of dragon helpers at the top somewhere, add

size.xscale (float) = 1
size.yscale (float) = 1.18

to the BOTTOM of those.

Save both and there you go. =]
Re: Valdoll and Shin Valdoll updated 7/14/2008
#16  July 14, 2008, 04:56:34 pm
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Updated. This one's kinda superficial, so there's a patch for those who wish to save on bandwidth.
Re: Valdoll and Shin Valdoll updated 7/14/2008
#17  July 14, 2008, 07:57:44 pm
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but that patch is to be applied to both valdolls?¿ ???
Re: Valdoll and Shin Valdoll updated 7/14/2008
#18  July 14, 2008, 08:03:23 pm
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  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Re: Valdoll and Shin Valdoll updated 7/14/2008
#19  July 14, 2008, 08:39:50 pm
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OOoOOops, thanks
Re: Valdoll and Shin Valdoll updated 7/14/2008
#20  July 14, 2008, 09:31:14 pm
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  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
Valdoll is perfect now. And much harder, I might add.

Shin Valdoll is great! Love the dragons being bigger.

The only thing left that would make Shin Valdoll complete currently (excluding the text for warzard intros which I doubt would be added until the normal characters got made?) would be to give an alternate DEF for my ex valdoll palace stage like with blade. So you can include the door sliding down and the statues exploding for his intro.

Otherwise I'd say he's about as perfect as he'll get, too.