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Valdoll/Scion from Warzard/Red Earth (Read 2776 times)

Started by Doggiedoo, February 09, 2008, 05:58:34 pm
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Valdoll/Scion from Warzard/Red Earth
#1  February 09, 2008, 05:58:34 pm
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Intended Movelist:

Quote

NOTES:
-He'll have no jumping attacks, unless someone knows otherwise and can give a detailed description.
-No crouching animation, though he's technically considered crouching under the usual conditions.

BASIC MOVEMENT:

   f,f = forward dash
   -complete invincibility

   b,b = backward dash
   -complete invincibility

   start = swap dragon elements

   NOTE: After an air or fall recovery, hold back of forward to control the teleport.

MAGILIS SENTINEL (dragon attacks):

   General Notes: use a/b/c to control the foreground dragon, and x/y/z for the
   background dragon. If the indicated dragon is busy, the other dragon will be
   used if possible. You may press another button after the first dragon
   responds to issue a command to the remaining dragon.

   All Magilis Sentinel moves may be cancelled into the following:
      Perish Lightning (both types)
      Forbidden Viper
      Teleport
      Souls Soliton
      Destruction Rain

   In addition, you may cancel them into this forward/backward dash, and his guard.

   a/x: Dragon Bite
   -Dragons will bite forward/down/up automatically depending on whether enemy
    is standing/crouching/jumping.
   -Downward bite is an overhead.

   d + a/x: Dragon Sweep
   -Uses both dragons at the same time, if both are available. Uses only one
    otherwise.
   -Can be blocked standing, despite appearances.

   b/y: Dragon Dive (down)
   -Dragons rise into the air, then dive downwards and forwards at opponent.
   -Less damage than Dragon Bite, but more difficult to evade.

   d + b/y: Dragon Dive (up)
   -Dragons drop to the floor, then dive upwards and forwards.
   -Less damage than Dragon Bite, but more difficult to evade.

   c/z: Dragon Breath
   -Dragons will use their respective elemental breaths.
   -Fire and Thunder (when implemented) will guard crush.
   -Ice and Poison (when implemented) stun the opponent.

SPECIAL ATTACKS:

   d,df,f, x/y/z: Perish Lightning (diagonal laser)
   -Negates projectiles.

   d,df,f, a/b/c: Perish Lightning (horizontal laser)
   -Negates projectiles.

   d,db,b, x/y/z: Emnity Malice (spit projectile)
   -Dizzies opponent for 2 seconds.
   -Must wait until ghosts dissappear before it can be repeated.

   d,db,b, a/b/c: Forbidden Viper (snake attack)
   -Most of the time, only 1 snake hits for low damage. However, just like in Warzard,
    there's a chance for 2-3 snakes to hit, especially against foes waking up/dodging.
   -Must be crouch or air blocked.
   -Negates projectiles.

   d,d + a/b/c/x/y/z: Teleport (button determines position)
   -a/b/c teleport in front of opponent, close/near/far respectively.
   -x/y/z teleport behind opponent, close/near/far respectively.
   -Complete invincibility. Also, you can buffer his tele-dashes as the move ends to dash
    as soon as he recovers (not cancelling per se, just easier input).

   d,df,f, a+b/b+c/a+c: Souls Soliton (giant swords)
   -A series of giant swords sprout from the floor/ceiling (when pressing a+c).
   -Use a+b for standard formation, b+c for reverse, and a+c for ceiling formation.
   -Negates projectiles.
   -May be buffed up and changed into a Super in Custom mode.

   d,db,b, x+y/y+z/x+z: Destruction Rain (meteor storm)
   -5 meteors targeted at where the opponent was at the start of the move.
   -Quite random, damage varies from moderate to high depending on number of hits.
   -Negates projectiles.
   -May be buffed up and changed into a Super in Custom mode.

SUPER ATTACK:

   d,df,f, x+y/y+z/x+z: Chaos Destiny (chibi transformation)
   -Dragons home in on an opponent and grab them if they hit, transforming the victim
    into a helpless baby animal for a few moments.
   -Level 2 super move.
   -Will be a super to prevent abuse. An unblockable, quick, long-range attack that leads
    to massive damage is probably something to restrict, even if certain characters can
    crouch under it. He only uses it at intervals in Warzard anyway.


To be completed for public Beta:
-Last minute fixes/tweaks
-4 pallettes total


To be completed for full release:
-Bug fixes/tweaks
-Thunder and Poison dragons
-Dragon switching (config.txt/in game)
-Mukuro and Tabasa chibi transformations
-Basic AI
-Custom mode (just balancing, no new content)
-Switches for hitsparks, AI difficulty
-6 pallettes total


CREDITS:
-Kung_Fu_Man for primary sprites
-[E] for mame builds for ripping sprites
-Winane for AI activation method
-Mugenguild for support and advice


Not much left to do till the public beta, but Chaos Destiny will be difficult to code. He's a lot more complex than Blade too, so expect quite a few bugs in the initial release.

EDIT: Gadzooks, the heck happened to the formatting? o_0
EDIT2: Trying to fix text bomb...
Last Edit: February 12, 2008, 01:43:11 pm by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth
#2  February 09, 2008, 10:07:50 pm
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the dragons, seems smaller than in Warzard
Re: Valdoll/Scion from Warzard/Red Earth
#3  February 09, 2008, 11:30:11 pm
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    • www.youtube.com/user/corntortillas
The dragon's increase in size depending on how high of a level you are when you reach Valdoll.

[/offtopic]

Looks good.  Looking forward to Valdoll!  :D

Wallman

Re: Valdoll/Scion from Warzard/Red Earth
#4  February 09, 2008, 11:57:21 pm
I Love your Characters! I Also Love Red Earth (Looks like hitting 1 bird with 2 stones! :sugoi:)

I wonder whos gonna be next? (Hopefully Ravange ;P)
Re: Valdoll/Scion from Warzard/Red Earth
#5  February 10, 2008, 12:06:38 am
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The dragon's increase in size depending on how high of a level you are when you reach Valdoll.

[/offtopic]

Looks good.  Looking forward to Valdoll!  :D

didn´t know that, so it depended on the lvl u had on warzard: 32 biggest , 1 smallest?. Now seems like little pets.

BulletSaint

Re: Valdoll/Scion from Warzard/Red Earth
#6  February 10, 2008, 12:12:26 am
 Looks sweet!
Re: Valdoll/Scion from Warzard/Red Earth
#7  February 10, 2008, 04:54:40 am
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They could be scaled up, but it makes them look kinda pixellated. Given a choice (unlike, for example, with the meteor sprites), I'd rather keep them small unless there's a significant change to gameplay.

Destruction Rain on the other hand is based on it's max level form, with 5 meteors. Do any other things change with level?


Thanks for the comments! <3


EDIT: BTW, does anyone know what moves, if any, he has while jumping? I've seen him send one of his dragons down to bite, but only once, and I'm not sure if that was a ground move that he jump-cancelled out of.

EDIT2: Couple of things to note. In case anyone reading this is unaware, Valdoll is a final boss. In his original incarnation, he is absurdly cheap, except that his AI plays lazily. All his Magilis Sentinel (dragon) moves can be cancelled (after startup) into most of his other moves, including his invincible teleport, invincible dash, and even his guard. Chaos Destiny is fast, unblockable, has full screen range, hits jumping opponents, and looks similar to his other Magilis Sentinel moves until it hits. It can also lead to an instant KO on most characters, if followed up effectively. In Warzard, there's no restriction on when he can use it, but in Mugen it will be a level 2 (possibly 3) super for the sake of some form of fairness.

Secondly, his sprite is aligned closer into the foreground (i.e. lower on the screen) than most others. This has been preserved in Mugen to prevent too many characters from crouching under his attacks, and to make it look like they're actually hitting something when they use a low attack against Valdoll. His shadow has been adjusted accordingly, so it shouldn't look too bad (observe the reflections underneath him and Blade in the screenshots).

After letting him loose in watch mode, I'm wondering if an AI should be added at all... he does well enough with just random spam.  :-\
Last Edit: February 10, 2008, 03:38:12 pm by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth
#8  February 10, 2008, 05:39:10 pm
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I've just tried playing against Shin Valdoll in Warzard.  I haven't seen him jump nor move back or forward once.  :S
Re: Valdoll/Scion from Warzard/Red Earth
#9  February 10, 2008, 06:41:53 pm
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Maybe a very simple ai does well.
Re: Valdoll/Scion from Warzard/Red Earth
#10  February 11, 2008, 05:26:03 am
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  • I´m Onslaught...
so this one will be the final version,and not the one you beat at first?Awesome!
Keep up fellow! :sugoi:
Have you thought of making him with 2 phases(one for first rounds,2nd one when defeated)??
Just like OnslaughtX`s Onslaught to give you the idea...his moveset doesn`t vary at all almost :ninja:

Spoiler: Tribute (click to see content)
Re: Valdoll/Scion from Warzard/Red Earth
#11  February 11, 2008, 05:34:31 am
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  • Master of the palm and foot.
    • randomselect.piiym-net.com/
kpt, don't be a bother. Valdoll's first form hasn't been ripped yet, and including both forms in one character would hurt throws against it.
Re: Valdoll/Scion from Warzard/Red Earth
#12  February 11, 2008, 11:01:53 am
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I already like this character. 8) (do I sound like a leecher ? :P)

Is he already insanely strong without any AI ? I small one would be nice anyway.

Good luck with him.
Re: Valdoll/Scion from Warzard/Red Earth
#13  February 11, 2008, 12:59:58 pm
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Thanks!

Yeah, he'll be getting a simple AI that at least stops him from looking silly, though the default aggression level will be lower than Blade's.


Looks like compromises will have to be made regarding Chaos Destiny. There are three four options right now (please mention if you know of any others):

1. Have a fully functional Chaos Destiny at the expense of breaking Simul mode (if one enemy is caught and gets morphed into chibi form, the other enemy will also morph if hit by ANY of Valdolls other attacks).

2. Have a more compatible Chaos Destiny that wears off when the chibi-fied enemy is hit. Will likely change the move to a level 1 super, in this case.

3. Have #1 during Single mode and #2 during Simul mode, at the expense of taking that much longer before release.

4. Do #2 for now (it's the easiest one), and consider the others for later versions.

Thoughts on this would be appreciated... wanna wait till there's some consensus before finishing him off.

Last Edit: February 11, 2008, 01:03:26 pm by Doggiedoo
Re: Valdoll/Scion from Warzard/Red Earth
#14  February 11, 2008, 01:36:31 pm
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I'd take choice 3, even though it's the most difficult. You could always use choice 4 for now, nothing would be lost in the future.

Speaking of which, this makes me think about Dhalsims by NRF. It would be nice to check how he handled the transformation in simul mode.
Re: Valdoll/Scion from Warzard/Red Earth
#15  February 11, 2008, 04:41:51 pm
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Just had a look... seems like it'd work nicely. Only minor problem may be some hiccups registering as a combo, but in this context (and Dhalsims' context), it's no issue.

He'll probably be out by the end of the week, barring massive disaster. *crosses fingers*
Re: Valdoll/Scion from Warzard/Red Earth
#16  February 11, 2008, 07:16:32 pm
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He looks really great so far! Can't wait until he's out. ^^;


The only thing that sounds disappointing is the dragon swapping system being added in since I never liked that much. :P It's all got, though!

Edit:

Re-read a bit. I'd absolutely go with choice 4. You can always improve it later but it would be better to just stick to that and then move on so he can get released and have any bugs and stuff addressed first. KFM's suggestion would probably work, too. I'm pretty sure Third's Anakaris's chibi thing worked just fine in simu mode. - And it was basically the same type of idea as chaos destiny I think.

Also, maybe consider having his ice breath turn you into a icey statue? (or at least give a blue frozen type look) I'm not sure if he had that in warzard but it might be a bit cooler then you simply being stunned IMO.
(Maybe have the same thing for poison, but instead give toxic rings around you or a black/dark purple/dark green type "sick" Aura.)
Last Edit: February 12, 2008, 12:34:45 am by missfairy
Re: Valdoll/Scion from Warzard/Red Earth
#17  February 11, 2008, 07:44:31 pm
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  • Master of the palm and foot.
    • randomselect.piiym-net.com/
There actual should be a way around that problem...try to find Third's Anakaris. He had a system that locked the characters into in-built shrunken states if they got hit by his Curse, and I don't recall simul being a problem then.
Re: Valdoll/Scion from Warzard/Red Earth
#18  February 12, 2008, 01:06:22 am
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There actual should be a way around that problem...try to find Third's Anakaris. He had a system that locked the characters into in-built shrunken states if they got hit by his Curse, and I don't recall simul being a problem then.
He coded it so that Anakaris cannot perform those moves during Simul team play.
Re: Valdoll/Scion from Warzard/Red Earth
#19  February 12, 2008, 04:45:13 am
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  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
There actual should be a way around that problem...try to find Third's Anakaris. He had a system that locked the characters into in-built shrunken states if they got hit by his Curse, and I don't recall simul being a problem then.
He coded it so that Anakaris cannot perform those moves during Simul team play.
Ah that sucks!


I got another idea on that dragon swap thing, actually.. Maybe you could just give a settings file like you did with Blade and make one of the options to not have that feature but instead pick which two dragons you want or something? -shrugs-
Re: Valdoll/Scion from Warzard/Red Earth
#20  February 12, 2008, 05:34:51 am
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Shouldn't be any problem with Chaos Destiny now, since NRF's technique seems solid (grab is performed by a seperate helper, and all transformed states are movetype = H so the helper can track and re-transform the affected target as needed). Again, the only problem is that the grab may not register on the combo counter under certain circumstances. I didn't think it possible at first because the player (Valdoll) loses the target after another helper attacks it, but turns out helpers retain their targets regardless.

For the initial release, there'll only be the Fire and Ice dragons anyway... the swap button just changes which is in the foreground and which is in the background. Reason being that adding extra dragons requires duplicating all their sprites and animations, and I wanna make sure all the major issues are worked out before doing that. Once the other dragons are added, there will be a method of selecting specifically which set you want (Fire/Ice, Fire/Poison, Thunder/Ice, Thunder/Poison). Whether in-game or in the config file (or both) hasn't been decided yet.

The Ice/Poison (and all other elemental effects) will look similar to Blade's Dragonfire effects (meaning yeah, they get turned all icey and covered in goop), except that the target is frozen in place/dizzied. It's as close as I can get to the Warzard effects at the moment without support for that funky palette-cycling effect.



One last query... would you prefer me to add all four Chaos Destiny transformations before release, or just Tao/Mai Ling and Leo's for now, adding the other two later?