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VEGA_MX_V04 (NEW UPDATE 02-AUG-2011) (Read 3536 times)

Started by lifido9999, July 26, 2011, 06:44:13 pm
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VEGA_MX_V04 (NEW UPDATE 02-AUG-2011)
#1  July 26, 2011, 06:44:13 pm
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http://www.mugenchina.org/dzbbs/viewthread.php?tid=31822&extra=page%3D1&page=1
hi all, this is VEGA. boss of SF
 VEGA_MX V04

bug 報告: THANKS!
from  MFG: Lost_Avenger & Cybaster & Dazardz
from MC: yefei301

Lost_Avenger
Stuff:
-Light punch fx doesnt fade right. It lingers after the move is done for a few ticks
ans: FIXED!!

-Standing Medium punch has no psycho power sound.
ans: FIXED!!

-Standing Medium punch fx fades in a weird way
ans: FIXED!!

-fx on Standing heavy punch needs to be behind Vega on start up,
then be in front once the move starts going.
ans: FIXED!!

-fx on crouching lp dont line up with the animation
ans: FIXED!!

-crouching mp has no blue clsn lol
ans: FIXED!!

-c.hp is invincible cause it has no blue clsn
ans: FIXED!!

-c.lk has ugly clsn gaps
ans: FIXED!!

-c.hk could maybe use a slide sound, cosmetic
ans: FIXED!!

-Jumping  forward or backward lp fx linkers a tick too long.
ans: FIXED!!

-Jumping Medium punch neutral has no psycho sound
ans: FIXED!!

-fx might linger by maybe 3 ticks or so
-fx linger a bit on jumping forward or backward heavy punch
ans: FIXED!!
-fx linger on psycho crusher
ans: FIXED!! explod move forward and longer.

-sound might be placed wrong on psycho crusher
ans: FIXED!! the LIGHT psycho crusher

-vel looks odd on psycho crusher. Almost like it picks up speed randomly. It might just be how Im
looking at it
ans: the vel. is start up. or when flying. or ending have problem?

-Devil Reverse doesnt home in like that
ans: the idea for Head Press, I can cancel by pressing PUNCH BUTTON to become Devil Reverse.
want Vega more powerful in mid-air.  had fixed! change to original.

-head stomp doesnt home in like that either. You also have the wrong animation for the follow up.
Actually... with the way you coded the moves, there is no point in having both Devil Reverse and
Head Stomp. They arent the same move and shouldnt be coded like that

ans: this just my idea for both move. when using  2.8 K.  in mid-air then can using P for Devil Reverse
and I like the animation of Devil Reverse. dont like the animation of following head stomp.
had fixed this. change animation after head stomp.

-head stomp kick cancel has no clsn on start up
:ans ADDED

-no ex moves
added ex move.

-The new supers look ok. You are probably missing sounds on knee press nightmare though
-2qcf+punch super has the same issue as your hp.
ans: no change.

-walk back clsn look weird
ans: FIXED!! change air file

-close heavy punch has no blue clsn, fx dont line up with the animation at the end for a tick.
ans: FIXED!!

-Command medium kick has ugly clsn
ans: redo the air.

-command heavy punch is pointless. He has a special with the same animation
ans: cancel the FHP.

report from Cybaster
- Bad palettization on walk back, on the pads.
the color of protect pad
ans: fixed!!

- Eye pixel in small portrait doesn't share colors with the sprites.
ans: fixed!!

- Why don't medium basics (stand, air, crouch) give the opponent a palFX as light and strong attacks ?
ans: added. have palfx effect on p2!

- The sprpriority of the FX during standing SP is bad,
it should be behind Vega almost the whole time. You have to change it depending on the animelem.
ans: fixed!!

- I don't like the synchronisation with the FX either (same goes for Psycho Crusher).

- FX during forward dash is not on the ground but in the sky.
ans: fixed!

- During Ultra Head Press, wouldn't it make more sense to put the opponent lying on the ground when Vega
is spinning over him, as Rugal's move ?
ans: will not do this. just my opinion.

- Stage appears over the Super BG at the end of Nightmare Booster.
ans: using assertspecial. (noBG / nooFG ) had changed it.

- You should put a noFG assertspecial when there's a Super BG on screen, otherwise it looks bad.
ans: add assertspecial. (noBG / nooFG )

- Close standing SP doesn't have any blue CLSNs at some point.
ans: close SHP? had add the clsn2. thanks!

and VDO from Dazardz

Watch my vid of the glitch with this vega and yang. It's basically feedback.

http://www.youtube.com/watch?v=noJXSREr_bw



hi all, this is VEGA. boss of SF
 VEGA_MX V03

Thanks for DL.



Last Edit: August 02, 2011, 05:49:14 pm by lifido9999
Re: VEGA_MX_V03 (27-JULY-2011)
#2  July 26, 2011, 11:55:59 pm
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Woah, nice Vega. I love the new super moves you gave him  :sugoi:
Re: VEGA_MX_V03 (27-JULY-2011)
#3  July 27, 2011, 02:29:07 am
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awe fiddlesticks seem the link is broken...well ill try later on thanks for the release though!
Re: VEGA_MX_V03 (27-JULY-2011)
#4  July 27, 2011, 04:26:18 am
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Fix the link.  :P
Re: VEGA_MX_V03 (27-JULY-2011)
#5  July 27, 2011, 04:55:09 am
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Judge from his screenshots he's has a downward psycho crusher
Re: VEGA_MX_V03 (27-JULY-2011)
#6  July 27, 2011, 04:58:09 am
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SHIT!! the fucking link. SORRY TO EVERYONE!  :-\ :-\ I will fix but now I cannot. I will fix it around 10 hours later. I m in office and cannot do these.
SORRY!! :'( :'( :'(
Re: VEGA_MX_V03 (27-JULY-2011)
#7  July 27, 2011, 09:30:24 am
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YES MAN THANKZ YOUZZZZ!!!!!!!!!!! IVE BEEN WAITING 4 EVER
Re: VEGA_MX_V03 (27-JULY-2011)
#8  July 27, 2011, 11:05:14 am
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I'll look at it. But based on your movelist, you are getting chains and links wrong. C.lp->c.mp is better as a link. A lot of characters had it in SSF4)standing version also) and a lot of people had it in cvs2 in some form. I'll need to look at the character itself though.

Stuff:
-Light punch fx doesnt fade right. It lingers after the move is done for a few ticks
-Standing Medium punch has no psycho power sound.
-Standing Medium punch fx fades in a weird way
-fx on Standing heavy punch needs to be behind Vega on start up, then be in front once the move starts going.
-fx on crouching lp dont line up with the animation
-crouching mp has no blue clsn lol
-c.hp is invincible cause it has no blue clsn
-c.lk has ugly clsn gaps
-c.hk could maybe use a slide sound, cosmetic
-Jumping  forward or backward lp fx linkers a tick too long.
-Jumping Medium punch neutral has no psycho sound
-fx might linger by maybe 3 ticks or so
-fx linger a bit on jumping forward or backward heavy punch
-fx linger on psycho crusher
-sound might be placed wrong on psycho crusher
-vel looks odd on psycho crusher. Almost like it picks up speed randomly. It might just be how Im looking at it
-Devil Reverse doesnt home in like that
-head stomp doesnt home in like that either. You also have the wrong animation for the follow up. Actually... with the way you coded the moves, there is no point in having both Devil Reverse and Head Stomp. They arent the same move and shouldnt be coded like that
-head stomp kick cancel has no clsn on start up
-no ex moves
-The new supers look ok. You are probably missing sounds on knee press nightmare though
-2qcf+punch super has the same issue as your hp.

More to come

More stuff:
-walk back clsn look weird
-close heavy punch has no blue clsn, fx dont line up with the animation at the end for a tick.
-Command medium kick has ugly clsn
-command heavy punch is pointless. He has a special with the same animation

Might be more later on him

On Rose:
I didnt get the update yet so I dont know if you fixed this, but her taunt has no clsn.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Last Edit: July 27, 2011, 12:03:09 pm by Lost_Avenger
Re: VEGA_MX_V03 (27-JULY-2011)
#9  July 27, 2011, 11:40:59 am
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you make good characters but i do not like that while i'm playing the move list opens! also before the computer also opened the move list.. has those been fixed?
New MUGEN Forum Opened
Re: VEGA_MX_V03 (27-JULY-2011)
#10  July 27, 2011, 11:53:54 am
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His characters have no AI thus he doesnt have it disabled.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: VEGA_MX_V03 (27-JULY-2011)
#11  July 27, 2011, 12:08:24 pm
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  • Fire needs to be seen more
Re: VEGA_MX_V03 (27-JULY-2011)
#12  July 27, 2011, 01:36:14 pm
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Oh. tell everyone. the movelist I can cancel. when next update add AI.
because I  think difficult movelist for someone dont play SF before. easy for the user easy found the movelist.
Re: VEGA_MX_V03 (27-JULY-2011)
#13  July 27, 2011, 01:40:15 pm
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I'll look at it. But based on your movelist, you are getting chains and links wrong. C.lp->c.mp is better as a link. A lot of characters had it in SSF4)standing version also) and a lot of people had it in cvs2 in some form. I'll need to look at the character itself though.

Stuff:
-Light punch fx doesnt fade right. It lingers after the move is done for a few ticks
-Standing Medium punch has no psycho power sound.
-Standing Medium punch fx fades in a weird way
-fx on Standing heavy punch needs to be behind Vega on start up, then be in front once the move starts going.
-fx on crouching lp dont line up with the animation
-crouching mp has no blue clsn lol
-c.hp is invincible cause it has no blue clsn
-c.lk has ugly clsn gaps
-c.hk could maybe use a slide sound, cosmetic
-Jumping  forward or backward lp fx linkers a tick too long.
-Jumping Medium punch neutral has no psycho sound
-fx might linger by maybe 3 ticks or so
-fx linger a bit on jumping forward or backward heavy punch
-fx linger on psycho crusher
-sound might be placed wrong on psycho crusher
-vel looks odd on psycho crusher. Almost like it picks up speed randomly. It might just be how Im looking at it
-Devil Reverse doesnt home in like that
-head stomp doesnt home in like that either. You also have the wrong animation for the follow up. Actually... with the way you coded the moves, there is no point in having both Devil Reverse and Head Stomp. They arent the same move and shouldnt be coded like that
-head stomp kick cancel has no clsn on start up
-no ex moves
-The new supers look ok. You are probably missing sounds on knee press nightmare though
-2qcf+punch super has the same issue as your hp.

More to come

More stuff:
-walk back clsn look weird
-close heavy punch has no blue clsn, fx dont line up with the animation at the end for a tick.
-Command medium kick has ugly clsn
-command heavy punch is pointless. He has a special with the same animation

Might be more later on him

On Rose:
I didnt get the update yet so I dont know if you fixed this, but her taunt has no clsn.

Thank so much Lost_Avenger.  :S sorry of these. I will fix tonight. or tomorrow. your report I need time to change.
Re: VEGA_MX_V03 (27-JULY-2011)
#14  July 27, 2011, 02:58:14 pm
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Having a move list is a good idea!!! I would open it by using buttons life F1 this is away for the user inputs on controller and keyboards.. Disallow computer from opening move list!

Cheers
New MUGEN Forum Opened
Re: VEGA_MX_V03 (27-JULY-2011)
#15  July 27, 2011, 06:23:42 pm
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Having a move list is a good idea!!! I would open it by using buttons life F1 this is away for the user inputs on controller and keyboards.. Disallow computer from opening move list!

Cheers

F1? how to do this. is better then enter. but I press F1 then P2 die..haha!!
Re: VEGA_MX_V03 (27-JULY-2011)
#16  July 27, 2011, 07:00:37 pm
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Awesome char! Intresting new stance! Waiting for Sodom_MX !!!
Re: VEGA_MX_V03 (27-JULY-2011)
#17  July 27, 2011, 07:47:22 pm
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Played a bit last night and I gotta say this Vega is very cool.

Lost _Avenger pretty much covered all the tiny bits I came across.

@abls1
F1 or any other keys in the keyboard that are not what you have set as default A,B,C,X,Y,Z, START cannot be used for moves or calling up movelist and menu types.

Only the keys configured to play mugen can call character related interactive menus and stuff like that, so I don't know what you are trying to get at here, but try not to confuse Fido and others k?
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Re: VEGA_MX_V03 (27-JULY-2011)
#18  July 27, 2011, 08:07:03 pm
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Sorry i do not mean to confuse anyone!!! thought all key where programmable in mugen, I was trying to keep my fingers from mistankenly pressing a button and opening the Menu Maybe start will be a good idea but not for my type of controller layout as its too easy to press by mistake.
New MUGEN Forum Opened
Re: VEGA_MX_V03 (27-JULY-2011)
#19  July 28, 2011, 12:10:22 am
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- Bad palettization on walk back, on the pads.
- Eye pixel in small portrait doesn't share colors with the sprites.
- Why don't medium basics (stand, air, crouch) give the opponent a palFX as light and strong attacks ?
- The sprpriority of the FX during standing SP is bad, it should be behind Vega almost the whole time. You have to change it depending on the animelem.
- I don't like the synchronisation with the FX either (same goes for Psycho Crusher).
- FX during forward dash is not on the ground but in the sky.
- During Ultra Head Press, wouldn't it make more sense to put the opponent lying on the ground when Vega is spinning over him, as Rugal's move ?
- Stage appears over the Super BG at the end of Nightmare Booster.
- You should put a noFG assertspecial when there's a Super BG on screen, otherwise it looks bad.
- Close standing SP doesn't have any blue CLSNs at some point.
Re: VEGA_MX_V03 (27-JULY-2011)
#20  July 28, 2011, 01:51:00 am
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Do you think you can make a WinMugen version? I'm not drailing the thread tho.
Re: VEGA_MX_V03 (27-JULY-2011)
#21  July 28, 2011, 01:56:29 am
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Yeah, you are, and why should he

You're the one still using pre-HR winmugen

EDIT: Hey Hurricane2s, stop disrupting the fucking flow by deleting your posts
Last Edit: July 28, 2011, 07:18:04 am by Orochi Gill
Re: VEGA_MX_V03 (27-JULY-2011)
#22  July 28, 2011, 01:58:53 am
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Quote
Yeah, you are, and why should he

Be specific on that one.


Re: VEGA_MX_V03 (27-JULY-2011)
#23  July 28, 2011, 07:16:10 am
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Yeah, you are : derailing the topic to ask something futile and irrelevant.
Why should he : convert a character he has decided to create for Mugen 1.0 ? If you're not happy, deal with it.
Re: VEGA_MX_V03 (27-JULY-2011)
#24  July 28, 2011, 10:34:06 am
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Lol, I dont know if that was intentional or not, but fix that. Also, it does something similar to that when they guard or hit with it.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: VEGA_MX_V03 (27-JULY-2011)
#25  July 28, 2011, 12:57:56 pm
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Do you think you can make a WinMugen version? I'm not drailing the thread tho.

Hurricane do not do this. Asking "can you make a WinMugen version of this" in a 1.0 topic or "can you make a Mugen 1.0 version" in a WinMugen topic is rude, derailing, and annoying.

Also, please do not continue this discussion by replying to me about this in this topic. Just let it go.
Re: VEGA_MX_V03 (27-JULY-2011)
#26  July 29, 2011, 07:14:08 pm
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- Bad palettization on walk back, on the pads.
- Eye pixel in small portrait doesn't share colors with the sprites.
- Why don't medium basics (stand, air, crouch) give the opponent a palFX as light and strong attacks ?
- The sprpriority of the FX during standing SP is bad, it should be behind Vega almost the whole time. You have to change it depending on the animelem.
- I don't like the synchronisation with the FX either (same goes for Psycho Crusher).
- FX during forward dash is not on the ground but in the sky.
- During Ultra Head Press, wouldn't it make more sense to put the opponent lying on the ground when Vega is spinning over him, as Rugal's move ?
- Stage appears over the Super BG at the end of Nightmare Booster.
- You should put a noFG assertspecial when there's a Super BG on screen, otherwise it looks bad.
- Close standing SP doesn't have any blue CLSNs at some point.

thanks Cybaster. still change the problem of vega. by all user idea and suggestion. and bug report from Lost_Avenger. will update next monday. sorry to all. :P :P
Last Edit: July 29, 2011, 07:23:05 pm by lifido9999
Re: VEGA_MX_V03 (27-JULY-2011)
#27  August 01, 2011, 06:07:57 pm
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Re: VEGA_MX_V03 (27-JULY-2011)
#28  August 01, 2011, 06:12:30 pm
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Lol, I dont know if that was intentional or not, but fix that. Also, it does something similar to that when they guard or hit with it.

thanks again. I still cannot find the problem of this effect. why he can fly like 3 o'clock but not 4:30.??
so I re=make the sprite. make him 4:30. so no need using the "angledraw"
Re: VEGA_MX_V03 (27-JULY-2011)
#29  August 01, 2011, 09:09:06 pm
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I havent looked at the coding, but maybe its a looping animation and you need the loop to be a frame later?

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: VEGA_MX_V04 (02-AUG-2011)
#30  August 02, 2011, 05:48:44 pm
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NEW UPDATE OF VEGA LET's GO TO DL.
THANKS ALL GIVE COMMENT.
Re: VEGA_MX_V04 (NEW UPDATE 02-AUG-2011)
#31  August 04, 2011, 12:20:36 am
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Quote
- Bad palettization on walk back, on the pads.
This is still present : take any palette, press back to walk back and look at his legs and shoulders : the colors are not correct.
Re: VEGA_MX_V04 (NEW UPDATE 02-AUG-2011)
#32  August 04, 2011, 06:11:08 am
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Quote
- Bad palettization on walk back, on the pads.
This is still present : take any palette, press back to walk back and look at his legs and shoulders : the colors are not correct.

 :-\ :-\ :-\ :-\SO SORRY. I HAD CHANGE IT BUT MAYBE USING THE OLD SFF AND FORGOT USING NEW PCX TO REPLACE..XXXX.....these problem..
I had change at home and will update later.  --; --; --; --; the sff too big. just upload the sff is ok.
Re: VEGA_MX_V04 (NEW UPDATE 02-AUG-2011)
#33  August 04, 2011, 01:32:04 pm
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What character are you making next?..... Unless your sticking with updating your characters. Dunno why but i need to know
Re: VEGA_MX_V04 (NEW UPDATE 02-AUG-2011)
New #34  August 05, 2011, 09:44:40 am
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What character are you making next?..... Unless your sticking with updating your characters. Dunno why but i need to know

next will update ROSE, SEAN and VEGA. some bugs now.
then now write AI of rose.
now making sprite of barlog. using PS
finished the new stand of adon. (yesterday)

after sean, rose and vega. is rose AI. then is urien. (one of difficult chars.) sf3 3rd is hard to make.

in fact, not new chars. Urien is uploaded before. (2 years ago, now just debug and re-releaase.)
like VEGA sean and rose. are re-release. they are uploaded 2 years ago last times. just in mugenchina so less people
know in MFG.
the last ver. of SFMX characters is 4 button. and no A/B groove. U know?
so not next chars. but re-release. but must finished SEAN, VEGA and ROSE first. 1 by 1.
though not want be the best. I know my mugen making is not good. many SF creators very great. like POTS. N64Mario, rei, H', GM...Warusaki3..many many mugen creators..

but I have a standard. if no big problem, bugs. look like original. (not all same, 100% same is impossible for me.) and the new moves. some UC move by my design. if anyone have idea or personal opinoin.
I think I will change if I have time. (the move is not bugs. just personal idea. about the design)
 if OK.  no big problem. bugs. then is OK. but compare with capcom, SF4.. just a toy. I also play SSF4AE at home.
each game tick is professional. so not that things. I think mugen is something FGT game for all. not only for SF fans.

so if start new chars. is not meaning I stop the old chars. if have any bug,or control feeling, timing, game tick ..etc....
I still keep up-date them. for example, URIEN upload. but found YANG have problem. them go to YANG.
In MC many comment too. so they are 1 by 1 debugs. (all are my son. maing chars is not easy thing if making good!)
if found ORO have problem. them re-release ORO. and debug. now I had save all port for forum I seen.
many user give me comment I had saved. so will re-release later.

Last Edit: August 05, 2011, 09:55:25 am by lifido9999