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Valdoll/Scion from Warzard/Red Earth 1.00 (Read 17852 times)

Started by Doggiedoo, February 13, 2008, 09:12:22 am
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Valdoll/Scion from Warzard/Red Earth 1.00
New #1  February 13, 2008, 09:12:22 am
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Changelog:

1.00 at Randomselect: http://randomselect.piiym.net
Hosted Creations > Hosted Characters > Doggiedoo

1.00 at Sendspace: http://www.sendspace.com/file/u8t3xr

Quote
-1.00:
   -Improved select portrait (thanks, malisiousjoe).
   -Minor fixes on Chaos Destiny when it's cancelled.
   -Chaos Destiny now classed as a throw.
   -2 more pallettes. (left this out of the readme :P)
   -Added option to turn hitsparks on/off.





0.94 at Mugen History: http://www.mugenhistory.com/
Characters -> Other

0.94 at Mugen Infantry: http://www.mugen-infantry.net/forum/index.php?topic=96629.0

Final boss of Warzard, and as such is very powerful/cheap compared to most characters. Comments and constructive criticism welcome.

TO-DO LIST:
-Bug fixes/tweaks
-More custom mode tweaks/moves (if needed)
-Colour seperation
-More palettes

CREDITS:
-Kung_Fu_Man for primary sprites
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Mugenguild for support and advice
-NRF for Dhalsims (coded Chaos Destiny transformation with Yoga Evolution as a reference)
-malisiousjoe for the new portrait
Last Edit: March 11, 2008, 05:49:38 am by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#2  February 13, 2008, 09:33:54 am
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I must say I enjoyed playing as him even though I dont know him very well.
From what I have seen he seem pretty good, havent found any bugs yet.
All I can say excellent job.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#3  February 13, 2008, 10:38:11 am
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dont go on like this or u will become one of my fav surprising creators.


by the way, there are better sites to host chars than sendspace, PLEASE, upload then to another uploading site!!!!. why all mugenites use that shittiest "Sendshitspace"?¿?¿? arrjrjrjr, it´s simply retarded.
Last Edit: February 13, 2008, 10:41:21 am by Ohsky
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#4  February 13, 2008, 10:46:52 am
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hey, i wanna try him out, but cant even get to the page, can you help? i wanna leave so feed back, but cant if i cant use him. email is clfjmpr@hotmail.com. from what i see, he looks really cool.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#5  February 13, 2008, 12:32:29 pm
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I take that as a kudos. XD

Any recommendations for free hosts? It needs to support very, very slow connections (16.8 kbps on a good day). By the same token, I can't upload directly to people's e-mail... hotmail times out on me before the attachment can be made. :(
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#6  February 13, 2008, 12:36:24 pm
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KFM, where are you ? :P

More seriously, I think sendspace is one of the bests out there. I also use mediafire when needed.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#7  February 13, 2008, 02:47:14 pm
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I'm on it I'm on it, let me get some coffee first and I'll get that guy up in a jiffy.

EDIT: Okay then, Shin Valdoll is good to go and uploaded. Get him at

http://randomselect.piiym.net/
Hosted -> Hosted Characters -> Doggiedoo

Also uploaded Ryu Hayabusa by OrochiWeapon2000 (sorry for the delay man, I lost track of it >_<), get it too on the same page under his name.

And that's the news.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#8  February 13, 2008, 02:59:16 pm
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Ta, first post updated w/ link.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#9  February 13, 2008, 03:06:11 pm
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Yes!!! Yes!!! Yyyeeeesssss!!!!!! New Warzard character came to MUGEN! Hurrah!

Thank you very much for your hard work! I hope it's not last your Warzard character.

PS: Where did you get that Tao on the screenshot? Sorry for off-topic.
Dead again
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#10  February 13, 2008, 03:10:05 pm
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    • randomselect.piiym-net.com/
Btw about the curse attack, not sure how you went about it yet (busy at the college) but you should be able to set up a means so that the target can change to their own in-built minimized anims (a standard which actually hasn't been set up as of yet). That'd give you some real milage given that Darkstalkers and CFJ characters already have anims designed for it too.

If you want too there are generic anim to use on a target, check out MvC2 Anakaris's sprite set. He has sprites included of a little green 'doll' that bowed when the attack button was hit, which served as the generic animation for the curse in that game.

@trauer: Go to RS, check the Red Earth chars page under Capcom.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#11  February 13, 2008, 09:19:58 pm
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@KFM - It's ok man. I know you're a busy guy, so I try not to bug you too much.

@DoggieDoo - You should definitely get RandomSelect's "Best Newcomer of 2008" award. ;D The only thing I've noticed is that if you press start when using his basic dragon attacks (just before they actually attack), Valdoll will still go into his attack animation and the dragons won't attack but they'll still swap.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#12  February 13, 2008, 10:24:48 pm
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Odd, did Random Select just go down?

Now you can never unsee it.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#13  February 13, 2008, 10:48:05 pm
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Still up just fine for me.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#14  February 13, 2008, 11:18:03 pm
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This is gonna be interesting.
If you are not going to make the missing palettes for him I will enjoy very much to colour your char, just as I did with your Blade.
By the way, are you going to add him extra-stuff? These Warzard chars really interest me (I'm looking forward for that big troll thing...don't remember the name  :P)
Good luck with your work!
Hope to see Valdoll being a strong boss very soon  :sugoi:
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#15  February 13, 2008, 11:40:47 pm
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Really awesome so far!

the down down commands don';t seem to teleport him but instead cause the dragons to use their sweep attack and divebomb attacks. Maybe if I change the commands it'll fix it?

Edit:

Well after further testing I'm glad to say I didn't see any bugs/glitches/problems with him. You REALLY did a great job, dog!

I also have to comment that I find it pretty terrifying that without AI he's still brutal as hell to beat. >.>""" When you do make AI I'd suggest making alot of his attacks more random, or something. (and having stuff like teleports be a bit smarter) Otherwise I seriously wonder if any normal character would have any hope of beating him. ;_;
Last Edit: February 14, 2008, 06:49:14 pm by missfairy
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#16  February 14, 2008, 05:16:49 pm
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Wow, speaking of abusable characters, I'm pretty sure this is one of them. Is he really supossed to be able to perform z+c -> qcb+x+y and deal 580 damage to the opponent ? o_O

Anyway, I'm sure the custom settings you'll provide to balance him will fix things a bit, making him a hard but beatable boss (because yeah, he's easily beatable because he's dumb for now :P).
Realisation is pretty much perfect, I didn't spot any obvious errors or bugs in the dragons or the chibi transform, and everything seems to run fluently. Good job once again. :)
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#17  February 14, 2008, 07:02:22 pm
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Kung_Fu_Man: It would be possible to use built-in anims over the Warzard one's if they exist, but as you said, there'll have to be a standard (with stand/crouch/walk/jump/gethit anims). Has a relatively common one been established that doesn't conflict with too many other chars?

OrochiWeapon2000: *Blushes*  :o Noted, it'll be made to work only after Valdoll's finished giving the order. Just to mention that there are other times when he can gesture w/o the dragons doing anything, e.g. just after turning around. These are intentional... it's part of his Warzard gameplay. It could be adjusted so you can hold down the button until they respond, though.

SpaikMax: That'd be lovely, though he's a bit tricky to work with. Since Capcom designed him to have only one pallette, there are quite a few shared pixels in odd places. He probably won't receive new moves or anything, but some measures will be taken to balance him a bit.

missfairy: Yeah, his moves are made to be spammed. Perfect for Mugen's default routines. o_O In Warzard, a good tactic is to repeatedly superjump behind him and throw (he can't teleport away from instant throws). Without a Versus-esque superjump or a good forward dodge, most characters stand little chance.

Cybaster: Thankies! He should be able to do it in theory (unless that instance of him cancelling into Destruction Rain in Warzard was an animation glitch/imagined), but the AI rarely seemed to take advantage of stuns/dizzies (and always too late to land either DR or Souls Soliton). One thing I haven't tested for yet is whether you can mash out of the frozen state. Might need to double-check the base freeze time as well. In any case, boths moves will probably be supers, so you'll know when to be extra careful around those dragons.
Last Edit: February 14, 2008, 07:06:34 pm by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#18  February 14, 2008, 09:47:23 pm
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It seems that his teleports don't function at all. (I've seen the AI do them, oddly.  :S )

I've tried changing the commands and they still never trigger. Are they some AI only thing right now?


Also, I noticed when fighting him he never jumps or uses chaos destiny.. I wonder why? (Maybe just bad luck)
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#19  February 14, 2008, 10:29:15 pm
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I've teleported before, I don't think its AI only but...
"With ignorance and arrogance, success is assured."
~Mark Twain
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Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#20  February 14, 2008, 11:53:26 pm
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I have no trouble teleporting, so long as I'm not getting punched in the face at the time.

And that's Valdoll's weakness - he can't do anything when you're punching him in the face.

Now you can never unsee it.

Wallman

Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#21  February 15, 2008, 12:03:34 am
I have no trouble teleporting, so long as I'm not getting punched in the face at the time.

And that's Valdoll's weakness - he can't do anything when you're punching him in the face.
Well spoken! ;P

Anyway, Love the character so far (Its perfect for a Boss :sugoi:!)
Hope it goes well with future updates!
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#22  February 15, 2008, 12:09:43 am
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It's nice, though.  Many boss characters (as in, perfectly-converted bosses) are more vulnerable to single strong strikes, defensive moves, or at least not weak against combos (Abyss, Onslaught, Eyedol, etc.).  Valdoll is weaker against combo-heavy characters and offensive tactics, not the reverse.

Now you can never unsee it.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#23  February 15, 2008, 01:17:19 am
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Edit 2:

Fixed the teleport. (Increased time and included ~ for the command, it works fine now. ^^) Sorry for all the complaints about it, I didn't wanna seem like a bitch.
Last Edit: February 15, 2008, 02:20:01 am by missfairy
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#24  February 15, 2008, 03:08:57 am
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Nice job!

Little bugs I have found (and you probably know already) : supers have no "super pause" and they don't use any power, so Valdoll can spam them!


Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#25  February 15, 2008, 03:31:27 am
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They're apparently not "supers" yet.

Now you can never unsee it.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#26  February 15, 2008, 03:54:46 am
Wow! Totally unexpected. Never thought I'd see this guy in mugen. Nice :sugoi:
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#27  February 15, 2008, 04:34:27 am
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Is 20 ticks (plus '~') a more reasonable window for the teleport command? Was worried it could fire accidentally if execution wasn't tight, but might've gone too far.

I'm assuming Souls Soliton and Destruction Rain are just regular moves despite the flash, since I've seen Valdoll chain them more than three times in a row in Warzard. Especially Souls Soliton... he once spent the whole match using that move near exclusively until he chipped Mukuro to death.

If they are made into proper supers, how much of a buff (if any) do you think is needed for them cost 1/3 of a bar (SS) and 1 bar (DR) respectively? SS is difficult to evade, but doesn't deal too much damage. DR can deal monstrous damage, but is somewhat unreliable and can be easily evaded by quick dashers/teleporters. Both the swords and the meteors are guaranteed to come out after the flash. Both moves are highly telegraphed, but still do a fair bit of chip damage.

About chaining the dragon moves into SS and DR... both were observed only rarely, and usually while lacking sleep. ;P If someone with more experience can confirm they're not actually chainable (or might as well not be), they can be made stand-alone only.
Last Edit: February 15, 2008, 04:44:06 am by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#28  February 15, 2008, 03:41:39 pm
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He seems to desperately need a throw like the one u implemented on Blade to avoid being beaten seriously in close range by nearly any char that exists on mugen. So the simple AI can perform that throw (amongst other things).  He can spend the entirely round receiving hits from a char like, to put an example of a normal char(not cheap or broken i think), Shingo from Kof. Valdoll was defeated by a shingo recently released that has medium ai (BEPPU) even if i had put Valdoll´s life to 2100.

one idea for a throw on this guy could be some kind of magical one, similar to the one that god orochi does (lifting in the air and hit, etc), or lift in the air and be hit by dragons, etc, or just a normal throw done with the arms, wathever. This thing makes the char less ridiculous for sure in close combat :).
Last Edit: February 15, 2008, 03:51:35 pm by Ohsky
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#29  February 15, 2008, 06:58:30 pm
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He seems to desperately need a throw like the one u implemented on Blade to avoid being beaten seriously in close range by nearly any char that exists on mugen. So the simple AI can perform that throw (amongst other things).  He can spend the entirely round receiving hits from a char like, to put an example of a normal char(not cheap or broken i think), Shingo from Kof. Valdoll was defeated by a shingo recently released that has medium ai (BEPPU) even if i had put Valdoll´s life to 2100.

one idea for a throw on this guy could be some kind of magical one, similar to the one that god orochi does (lifting in the air and hit, etc), or lift in the air and be hit by dragons, etc, or just a normal throw done with the arms, wathever. This thing makes the char less ridiculous for sure in close combat :).
Valdoll doesn't need a throw at all. Honestly his teleporting is so overpowered he can just teleport any time you get near him, anyway. Not to mention the fact that at close range he already has his dragons and the fact you're that much weaker to chaos destiny. So he does NOT need any custom moves. - Besides, Valdoll WAS weak to throws in Warzard and considering how nasty he is I'd say it's good that at least one thing works on him on a regular basis.

For balanced mode, that could be nice, though. (maybe)



@ Dog

Yeah it's way way better. I didn't have any real problems with it going off by mistake. (It might be because it was so hard before now I'm real careful xD)
And for the moves.

I'd increase SS's damage a little bit. And for DR I would make the move full screen instead of just in the area the opponent is at. That would make them fair regular supers, IMO.

One thing I was talking to a friend about the other night ~ It's off the subject a bit. Did you consider making a regular Valdoll out of this character by any chance? (Not a mode like suggested before) But, instead just use this character's template for the original Valdoll. I think you had mentioned wanting to make Ravange next but you could consider doing that, too. (if you want, obviously) Since it would probably involve just changing some code and swapping sprites. (I think Valdoll only had one move his shin version didn't, and it was just a projectile thing. Nothing super fancy)

Anyway, just figured I'd mention that in case you hadn't thought of it due to working so much on him. ^^
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#30  February 15, 2008, 08:38:07 pm
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well, for me it does need a throw, is soe easy to beat that i had to put him 2100 life. in close range he is utterly ridiculously weak against any char that can combo 3 hits, period.

I have been testing Valdoll against many other normal, well done (non generally considered cheap or broken, those simply devastate the poor valdoll), with great AI, chars and that´s what i saw mostly.

In the end this is about personal tastes, conveniences, etc. Depending on the skills of the player and the chars used against this guy. Another example: warusaki´s chars AI often kick the ass of Valdoll, ... with 2100 life. Whenever they get near.... and all chars struggle to get near... :)
Last Edit: February 15, 2008, 08:47:09 pm by Ohsky
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#31  February 15, 2008, 09:06:09 pm
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well, for me it does need a throw, is soe easy to beat that i had to put him 2100 life. in close range he is utterly ridiculously weak against any char that can combo 3 hits, period.

I have been testing Valdoll against many other normal, well done (non generally considered cheap or broken, those simply devastate the poor valdoll), with great AI, chars and that´s what i saw mostly.

In the end this is about personal tastes, conveniences, etc. Depending on the skills of the player and the chars used against this guy. Another example: warusaki´s chars AI often kick the ass of Valdoll, ... with 2100 life. Whenever they get near.... and all chars struggle to get near... :)
You have to remember Valdoll currently has no AI. So obviously stuff like warusaki's characters (who had good AI) are probably going to be able to beat him even with high life.

Once he teleports a bit more and stuff the whole advantage of combos isn't really going to be there anymore.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#32  February 15, 2008, 10:46:00 pm
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that only can happen if a simple ai is put on wich really uses teleport for his wellbeing, i hope it so, in warzard scion succesfully avoids many attacks by that. But i ´ll never consider a char overpowered by the fact it can simple spam teleports, maybe is more like a challenge that my mugen needs.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#33  February 15, 2008, 11:50:38 pm
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Wooow ! great release doggiedoo :o. Hmmmm.... sometimes I wounder have you been doing character converts before  ;D. Excellect job indeedie  :sugoi: !

Offtopic ! I love the characters but I wish we had the darminor stages for both characters :idea:
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Last Edit: February 16, 2008, 02:27:25 am by 賢人の王
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#34  February 16, 2008, 02:33:58 am
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could scion break kenshirou?
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#35  February 17, 2008, 10:22:54 am
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Sorry for the late reply.  Maybe see what he plays like once his AI is added before considering a custom throw... exceptionally fast characters (those that can cross a full screen before he recovers from teleport) will still be strong against him, but the AI should still be enough to present a challenge to most. In any case, I wanna sort out his original content before adding custom moves.

For the Super Destruction Rain... would giving it better tracking also work (i.e. each new meteor targets the enemy's current position, not his position at the start of the move)? Reason being it already uses quite a few helpers, so it could go haywire against other helper-intensive characters if many more meteors were added.

Human Valdoll (or whatever he's called) can easily be done, if there's enough demand. Difficult to say how long he'll take compared to Ravange (which seems much simpler to code than Valdoll). Either may take some time, though... going to get caught up in college studies soon, and this semester's a bit rough.

He's also hosted at Mugen History and Mugen Infantry now... updating the links in a sec.
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#36  February 17, 2008, 01:56:17 pm
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Human Valdoll would be very nice!

But take your time!


Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#37  February 17, 2008, 06:42:46 pm
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Really looking forward for human valdoll as also too  8). It would be great in the warzard collection for mugen :sugoi:
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Re: Valdoll/Scion from Warzard/Red Earth 0.9 beta
#38  February 17, 2008, 08:28:23 pm
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Sorry for the late reply.  Maybe see what he plays like once his AI is added before considering a custom throw... exceptionally fast characters (those that can cross a full screen before he recovers from teleport) will still be strong against him, but the AI should still be enough to present a challenge to most. In any case, I wanna sort out his original content before adding custom moves.

For the Super Destruction Rain... would giving it better tracking also work (i.e. each new meteor targets the enemy's current position, not his position at the start of the move)? Reason being it already uses quite a few helpers, so it could go haywire against other helper-intensive characters if many more meteors were added.

Human Valdoll (or whatever he's called) can easily be done, if there's enough demand. Difficult to say how long he'll take compared to Ravange (which seems much simpler to code than Valdoll). Either may take some time, though... going to get caught up in college studies soon, and this semester's a bit rough.

He's also hosted at Mugen History and Mugen Infantry now... updating the links in a sec.
I would say make regular Valdoll first. (Mainly since he'd probably be alot less work due to being so similar to shin valdoll) Alot of people always wanted him, too. So  :P


I would say a tracking meteor shower could work too. Although full screen might be a bit easier to deal with characters who would still be fast enough to outrun it or try to teleport/roll around it somehow. (Full screen pretty much just says block or get hit, no?)
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#39  February 18, 2008, 10:55:56 pm
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Just tested the update and loving it!  - Sorry for the double post, I didn't want to wait for somebody else! :P

A few things I'll note.

1 - Loving how you set your configuration files to let people choose stuff like the dragons and pre fight selection. I REALLY hope people take note of this and add it with their characters. (I can't stress enough how nice that feature is!)
2 - Teleports work fine now.
3 - He plays a bit more smoothly now, too.
4 - I noticed that in animal form you can occasionally walk past his blades from sol soliton. I'm not quite sure why this happens because I can almost never trigger it. I'm also not even sure if it's a glitch since it appears to only occur if the blade is going in the ground already?
5 - his fire/lightning only guard crushes if it hits directly. If a bit of the fire/lightning bolts hit then you sometimes can escape without being guard crushed. (It doesn't appear to be a glitch, though. But I figured I should let you know anyway)
6 - His AI should teleport (and dash, backdash - although he backdashes quite nicely already imo) more. Right now he's pretty nasty to fight, but I noticed with some characters they can really lay into him at close range. I was able to abuse Chang and King in this way for a while. I'd set it so when you're trying to go after him or when he's cornered he'll teleport far away from you - this should get down on being able to abuse any sort of throws or nasty close range stuff against him.
7 - he should use his upward beam when you're jumping + send his draogns up after you. He usually doesn't do either now (In fact I never saw him use the upwards beam once)
8 - he could stand to use his beam, snakes, and ghost moves a bit more often.
9 - he should probably use the ghost projectile to counter your own projectiles. Right now I was able to get a little bit nasty with King's Venom strikes and double strikes (although he'd usually teleport away from projectiles, so maybe you could have him teleport sometimes and counter sometimes?)
10 - one of the best characters I've played in a long, long, long time. You seriously deserve an award for making such a kick ass and bugless character. It's truly amazing!

Notes: The AI stuff is sort of meaningless for me since I can easily just edit yours into my fairy groove AI. But I figured I should make the suggestions in case you wanted them added yourself!  :)

Also, for Valdoll's regular form I'd honestly strongly consider not making him a brand new character. You could probably just fuse him into this character and make it selectable in the configure file, or something. (I'd imagine it's possible since don drago's characters used the same features) But, yeah. I'd REALLY love if you made him next since I always liked the way he looked over the Shin version. (Plus people seem to want him alot!)
Another perk for making him part of shin valdoll is you could also add a second custom mode where regular valdoll has shin valdoll's movelist. For those who dislike shin valdoll's appearance but still want to "fight him".

Hopefully I've been some help! :D
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#40  February 19, 2008, 12:12:50 am
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Sweet update :sugoi: but I have feedback that might been left out by mistake. I notice when you pick the thunder and Poison dragon. It some how glitches the battle to go slow. Thats the only thing that I notice so far.
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Last Edit: February 19, 2008, 12:18:47 am by 賢人の王
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#41  February 19, 2008, 12:26:34 am
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Sweet update :sugoi: but I have feedback that might been left out by mistake. I notice when you pick the thunder and Poison dragon. It some how glitches the battle to go slow. Thats the only thing that I notice so far.
I never noticed this... What do you mean "when you select"? Like, if you select them at the intro or through configure.. What?
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#42  February 19, 2008, 12:38:09 am
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When you select the thunder and poison dragons. After awhile when playin with valdoll. The gameplay start slowing down for some reason. It doesn't do it with the other dragons. Only when you pick the thunder and poison dragons together.
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Last Edit: February 19, 2008, 12:42:39 am by 賢人の王
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#43  February 19, 2008, 01:31:13 am
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When you select the thunder and poison dragons. After awhile when playin with valdoll. The gameplay start slowing down for some reason. It doesn't do it with the other dragons. Only when you pick the thunder and poison dragons together.
That's really weird.

I just tried him with the poison and lightning dragons selected through arcade. I didn't experience any lag/slowdown/delay. 
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#44  February 19, 2008, 01:44:40 am
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Maybe it depends on which mugen i'm using. Even know i'm using the plain winmugen it self but I'm not sure if others experience this problem  ??? .
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#45  February 19, 2008, 02:12:43 am
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I can't believe I forgot about this,s eeing as how I was just playing Warzard last week.

When Valdoll sends his dragons out for ana ttack, there i a brief window in which you can hit them and send them back.

Now you can never unsee it.
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#46  February 19, 2008, 07:00:17 am
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<3 at feedback! ;D

Animal form/Souls Soliton bug noted and fixed... needed some HitFallSet triggers.

Will add a trigger that makes him more likely to teleport based on how long he's been stunlocked, and/or when stuck in the corner. Forgot about the diagonal laser (disabled it when AI is on to stop him using it at random, forgot to re-enable)... will plug that in too, plus the other AI adjustments.

Fire/lightning breaths need 3 hits to guard crush, and the CLSNs (my weakest link >_<) aren't uniform for every frame, so yeah, it's intended that you can escape if it just clips you. That might not be consistant with Warzard though, so that can be changed if desired.

There's also an issue where the dragon's colours don't update if you swap elements (using the start button) while walking forward. The elements DO properly change, but the new animations fail to play. Fixing that for next version.

Unfortunately, the thunder/poison slowdown is a mystery to me, though it only seems to be the poison dragon that's the culprit on my comp. I was hoping it was just Windows acting funny, since the sprites for all the dragons are identical except for the pallette of sprite 1X000, 0 (they all come from the same set of .pcx files). Furthermore, it's just a particular few frames of the hovering animation that cause lag... when doing anything else, gameplay is normal. If anyone can open up the .sff file and spot anything wrong with those sprites, it'd help immensely. The only thing unique about the poison dragon is it has a comment on sprite 13000, 0. I'll remove it and see if it helps. EDIT: Nope. :( Still choppy when it flaps downward.

Haven't been able to replicate interrupting the dragons as they attack... about how long is the window? Does it depend on the particular attack?
Last Edit: February 19, 2008, 07:04:58 am by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#47  February 19, 2008, 07:48:55 am
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Hopefully the updated version is soon! :P

I'd like to note I've still not seen any of this stuff where the poison dragon causes any sort of slowdown.. Am I just real lucky, or what? :S

I noticed one more bug. - If valdoll is being hit in a custom throw state, and the character is knocked out of it he'll remain in a glitched "stunned" State afterward.

Example, I used king's trap kick (the one where you get stunned and she kicks you) and one of his dragons who was already attacking knocked king out of the attack. But valdoll remained stunned in the air as though the attack hadn't finished yet.
Another problem was doing one of Andy's special holds for a friend of mine. Although I think my friend said he floated off screen during it.

Hopefully something can be done about this, since it seems to be the only bug left with him.


Edit:

I'd suggest not making the dragons get hit. Even if it was in warzard it seems quite stupid that they'd be able to get knocked away for a few frames and then maigcally be immune to being hit. (at the very least I'd at least give a option in the settings file to shut that junk off)


Edit 2:

I checked with my friend. He didn't float off the screen. He just remained in that stunned state like what happened with King.
Last Edit: February 19, 2008, 09:54:08 am by missfairy
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#48  February 19, 2008, 08:11:14 am
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That slowdown with the poison dragon reminds me of whenever I play the winmugen eve screenpack. I have to let it sit for a few seconds for it to....catch up/load?
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#49  February 19, 2008, 08:24:07 am
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<3 at feedback! ;D

Unfortunately, the thunder/poison slowdown is a mystery to me, though it only seems to be the poison dragon that's the culprit on my comp. I was hoping it was just Windows acting funny, since the sprites for all the dragons are identical except for the pallette of sprite 1X000, 0 (they all come from the same set of .pcx files). Furthermore, it's just a particular few frames of the hovering animation that cause lag... when doing anything else, gameplay is normal. If anyone can open up the .sff file and spot anything wrong with those sprites, it'd help immensely. The only thing unique about the poison dragon is it has a comment on sprite 13000, 0. I'll remove it and see if it helps. EDIT: Nope. :( Still choppy when it flaps downward.


I notice it only does it when standing and few attacks but jumping it stop lacking slow. @ InterRage ! I also let my winmugen load nice and well. It still do the same for me too. This truly a mystery problem ;).
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#50  February 19, 2008, 09:09:44 am
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Haven't been able to replicate interrupting the dragons as they attack... about how long is the window? Does it depend on the particular attack?


When they dive in but before they actually attack, it's possible to hit them with an extremely well-timed attack.  Some of the time.  Seriously, it's one of those things that can really only be replicated when you're really, really trying, and if you're lucky.

Now you can never unsee it.
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#51  February 19, 2008, 10:31:28 am
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Getting stuck in a custom state, AFAIK, is a common problem in Mugen, and may not be solvable on Valdoll's end. It has to do with other characters not making contingencies in their custom states (throwee) for when the thrower is interrupted. Long story short, this can happen quite often with Valdoll due to his dragons, while it may be extremely unlikely or impossible for more conventional characters. Any character that uses offensive helpers or projectiles could suffer this, though.

...Assuming it IS a custom state he's stuck in, and not one of his own.  o_O If it's his own that's bugged, it'd be helpful to point out which one it is via debug mode. Done a fair bit of meddling in his common states, so something may have broke.

The poison dragon slowdown may me some sort of memory issue... in any case, there's no way to avoid duplicating the dragon sprites unless they're all made the same colour, so we'll have to live with it (maybe put a disclaimer in the readme). It was the .air file. :P Seems to be fixed now... new version should be out by this weekend. May not be able to implement all the AI changes in time, but wanna get the bugfixes out, at least.
Last Edit: February 19, 2008, 10:59:03 am by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#52  February 19, 2008, 04:23:36 pm
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Updated character up on RS (actually been up since last night, just been busy >_<)
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#53  February 19, 2008, 06:05:00 pm
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Thanks, first post updated.

Just a heads up, though. The next version's gonna be uploaded tomorrow, after a bit more testing of the AI. :P Default AI is now much more difficult (at least in watch mode, where he seems to defeat most other accurately made Capcom/SNK bosses), but aggressiveness can be lowered via Config.txt like with Blade.
Last Edit: February 19, 2008, 06:08:10 pm by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth 0.93 beta
#54  February 19, 2008, 06:30:38 pm
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Getting stuck in a custom state, AFAIK, is a common problem in Mugen, and may not be solvable on Valdoll's end. It has to do with other characters not making contingencies in their custom states (throwee) for when the thrower is interrupted. Long story short, this can happen quite often with Valdoll due to his dragons, while it may be extremely unlikely or impossible for more conventional characters. Any character that uses offensive helpers or projectiles could suffer this, though.

...Assuming it IS a custom state he's stuck in, and not one of his own.  o_O If it's his own that's bugged, it'd be helpful to point out which one it is via debug mode. Done a fair bit of meddling in his common states, so something may have broke.

The poison dragon slowdown may me some sort of memory issue... in any case, there's no way to avoid duplicating the dragon sprites unless they're all made the same colour, so we'll have to live with it (maybe put a disclaimer in the readme). It was the .air file. :P Seems to be fixed now... new version should be out by this weekend. May not be able to implement all the AI changes in time, but wanna get the bugfixes out, at least.
Unfortunately I don't even think I can trigger it. It's really, really tough to actually get it to occur since usually when somebody grabs him like that it just cancels what the dragon's are doing and the attack completes normally. So I'm not quite sure how I'd force it to actually occur for me to check for you.


Can't wait for tomorrow, though!


Edit:

Nevermind. The throw slowdown wasn't caused by Valdoll, the other characters had the problem.
Last Edit: February 19, 2008, 11:46:21 pm by missfairy
Re: Valdoll/Scion from Warzard/Red Earth 0.94 beta
#55  February 21, 2008, 01:59:38 am
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Just a heads up; when his dizzy-inducing cloud thing hits @ndroide's new God Rugal, during his Double Reppuken, it causes MUGEN to instantly freeze up the minute the cloud hits.
Re: Valdoll/Scion from Warzard/Red Earth 0.94 beta
#56  February 21, 2008, 02:09:57 am
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Just a heads up; when his dizzy-inducing cloud thing hits @ndroide's new God Rugal, during his Double Reppuken, it causes MUGEN to instantly freeze up the minute the cloud hits.
That's probably rugal's fault. I've had that cloud done to me during moves a bunch of times and it never caused mugen to crash or anything.

I'll give feedback soon, once I get time to test :p
Re: Valdoll/Scion from Warzard/Red Earth 1.00
#57  March 09, 2008, 07:39:30 am
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Updated... a small one, despite the version jump. Just wanted to indicate it's out of beta. Sorry for the delay, kinda busy with college atm. >_<

Changelog as follows, see first post for download:

Quote
-1.00:
   -Improved select portrait (thanks, malisiousjoe).
   -Minor fixes on Chaos Destiny when it's cancelled.
   -Chaos Destiny now classed as a throw.
   -Added option to turn hitsparks on/off.

I hope to release regular Valdoll next, but it'll take at least another 3 months for results to show, given that the semester is well underway.
Re: Valdoll/Scion from Warzard/Red Earth 1.00
#58  March 09, 2008, 08:03:48 am
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Updated... a small one, despite the version jump. Just wanted to indicate it's out of beta. Sorry for the delay, kinda busy with college atm. >_<

Changelog as follows, see first post for download:

Quote
-1.00:
   -Improved select portrait (thanks, malisiousjoe).
   -Minor fixes on Chaos Destiny when it's cancelled.
   -Chaos Destiny now classed as a throw.
   -Added option to turn hitsparks on/off.

I hope to release regular Valdoll next, but it'll take at least another 3 months for results to show, given that the semester is well underway.
Glad to see another update!

Can't wait for regular Valdoll, either. But I'm sorry it'll take so long, stupid college. *spits at the teachers* >:(