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Victorys Wips (Evil Ryu Beta Up) (Read 90287 times)

Started by Víctorys, July 27, 2013, 08:00:39 pm
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Re: Juggernaut (and Sean palettes)
#61  August 08, 2013, 12:02:20 am
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Okay, I need some help here:



It would help me a lot if someone could turn this animation into Hi-res :P
You should save the anim as axised png's (FF3 sprite alignment), that would make it a lot simpler. 
Re: Juggernaut (and Sean palettes)
#62  August 08, 2013, 12:22:17 am
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Last Edit: August 11, 2013, 06:40:09 pm by Víctorys
Re: Juggernaut (and Sean palettes)
#63  August 11, 2013, 06:40:16 pm
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Well, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.

Any suggestions?

Re: Juggernaut (and Sean palettes)
#64  August 11, 2013, 06:47:21 pm
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Well, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.

Any suggestions?

As in Super Armour?? Go for it. And make it take like 1.5 of your power bar so you don't end up spamming it over and over.
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There should be a Saikoro plugin for Photoshop.
Re: Juggernaut (and Sean palettes)
#65  August 11, 2013, 07:11:29 pm
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I believe he's talking about his Cyttorak Power-Up, which increases the damage done by the next hit.  Juggs has Super Armor by default. 

What if you just decreased his potential damage increase for the normal version by half or so?

Xan

Re: Juggernaut (and Sean palettes)
#66  August 11, 2013, 07:13:29 pm
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Well, I was thinking of making Jugg's Power Up move an EX Move only. The animation would last shorter also.
Sounds good to me. We'll just have to see if it can be abused even with its meter requirement.
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Re: Juggernaut (and Sean palettes)
#67  August 12, 2013, 04:56:47 am
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Here's a video showing some progress (ignore the purple boots for now :P)

Xan

Re: Juggernaut (and Sean palettes)
#68  August 12, 2013, 05:02:49 am
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A few things:
-He doesn't seem all that heavy in his jumps from what I could tell.
-Juggernaut Punch not knocking down seems odd.
-Maybe make EX Earthquake knock down as well?
-His dodge seems like it could use better sprites, but there's probably no more fitting candidates.
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Re: Juggernaut (and Sean palettes)
#69  August 12, 2013, 05:09:36 am
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Juggernaut Punch not knocking down seems odd to me as well.  Why not have normal version knockdown, while EX does wall bounce, like Ryu's Joudan Geri.
Re: Juggernaut (and Sean palettes)
#70  August 12, 2013, 05:10:49 am
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Yeah, I guess the EX Version of Juggernaut Punch will be a wall bounce and the normals will knock down. EX Earthquake will knock down too.

About jumps, I haven't lowered his jumps yet so I guess you're right. And about the dodge sprites, yep, those are the best sprites I could find for it, but I'll keep looking for better ones (if there are).

Re: Juggernaut (and Sean palettes)
#71  August 12, 2013, 05:19:05 am
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I think he should have higher pause times as well on some attacks. On some Ex moves I would add some more hits, Max about 2 to 3 on certain ones, just to give it some variation from the normal attacks.

Since he is so big, I suggest IMO to make the hitsparks a bit bigger to help fit him cus he is so big. Change them in your -2 statedef This will come in handy when doing certain moves and not having to position them into odd places because of normal size of them

Seems like you got some good moves coded for him dude! I'm really liking what your doing with him. Your really making me want to do a Marvel character myself lol.

I don't want to sway you too much on what I would do, because I'm curious as to what your gonna do with him so I'll leave it that. Goodluck dude and can't wait till Juggy is ready for download
Re: Juggernaut (and Sean palettes)
#72  August 12, 2013, 05:56:10 am
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Re: Juggernaut (and Sean palettes)
#73  August 12, 2013, 06:51:11 am
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Man I'm hyped for this.
Re: Juggernaut (and Sean palettes)
#74  August 12, 2013, 08:49:05 am
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Lovely progress.
Re: Juggernaut (and Sean palettes)
#75  August 12, 2013, 03:04:19 pm
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Good work!

How about adding some floor breaking, a hole in the ground after every Juggernaut Punch? Could vanish after some time...
Re: Juggernaut (and Sean palettes)
#76  August 14, 2013, 12:02:08 am
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I separated the feet part of the FX from the head part, so it would blur better.
http://www.mediafire.com/download/1iba0ztm04zi6bg/Headcrush.rar

Awesome, thank you very much :)

I think he should have higher pause times as well on some attacks. On some Ex moves I would add some more hits, Max about 2 to 3 on certain ones, just to give it some variation from the normal attacks.

Since he is so big, I suggest IMO to make the hitsparks a bit bigger to help fit him cus he is so big. Change them in your -2 statedef This will come in handy when doing certain moves and not having to position them into odd places because of normal size of them
Okay, I'll check his pausetimes and sparks. About the hits, it's kinda hard to add more hits since most of his attacks don't have so many frames while attacking. I'll try to do something though :P

Good work!

How about adding some floor breaking, a hole in the ground after every Juggernaut Punch? Could vanish after some time...
Well, he makes a hole when he does that attack. However, it ends when he finishes it. I'll consider it though.

Xan

Re: Juggernaut (and Sean palettes)
#77  August 14, 2013, 12:05:55 am
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He doesn't need more hits to his moves. Single, powerful strikes are the Juggernaut's modus operandi as is.
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Re: Juggernaut (and Sean palettes)
#78  August 14, 2013, 12:43:02 am
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Adding more hits can be an easy task with this piece of coding I used on Marco

[State xxxx VarSet]
type = VarSet
trigger1 =!time
var(2)=0 (change the var number to whatever you want and to whatever number is available
ignorehitpause =1

[State xxxx, VarAdd]
type = VarAdd
trigger1=movecontact
var(2)=1

Then on the hit def you add this for the trigger

trigger1= var(2)<=7


Notice it has the same var you just made and also the number 7 is the number of hits you added to the character.
Don't set it too high as you might need to add more attack collision boxes to the anim

But this way with only a few Attack collision boxes on the character it will add another hit to p2 regardless of you not having that many attack collision boxes and also will make it so that when the attack connects it will do those amount of hits no matter what.

He doesn't need more hits to his moves. Single, powerful strikes are the Juggernaut's modus operandi as is.

Well yeah, i can see what you mean about that. But for an ex move most of the time characters have atleast 2 hits tops. But its all about how you want Juggy to be. Like I said, that is what I would do, making him hit one time and it be powerful like CAC said is cool too.

Never the less you do what you feel is best Víctorys.
Last Edit: August 14, 2013, 12:49:46 am by ~R@CE AKIR@~
Re: Juggernaut (and Sean palettes)
#79  August 14, 2013, 01:24:13 am
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Hmm, will you add that running animation from Acey & ZVitor´s Juggernaut Headcrush?
I think that it will look good with that separated Headcrush fx...
Re: Juggernaut (and Sean palettes)
#80  August 14, 2013, 01:36:12 am
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Okay, thanks for the code Race. It will help me with some stuff :P

By the way, I added another frame to EX Juggernaut Punch and I think it looks fine. Here's how it looks:



Hmm, will you add that running animation from Acey & ZVitor´s Juggernaut Headcrush?
I think that it will look good with that separated Headcrush fx...
I'd like to use that animation for the MAX version of Headcrush. I'll see how it turns out.