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zvitor releases (Read 28638 times)

Started by zvitor, December 12, 2010, 07:29:59 am
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zvitor releases
#1  December 12, 2010, 07:29:59 am
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Last Edit: December 13, 2010, 06:13:53 pm by zvitor
Re: X-Men: Second Coming - v0.9
#2  December 13, 2010, 02:41:04 am
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Where did all the posts go?   :???:
Re: X-Men: Second Coming - v0.9
#3  December 13, 2010, 03:09:23 am
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Quicksilver by ZVitor and JETthePHOENIX
#4  December 13, 2010, 05:29:04 pm
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Iceman by ZVitor and Kong
#5  December 14, 2010, 06:05:33 am
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Genosha Entrance by ZVitor
#6  December 15, 2010, 01:41:59 am
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Sabretooth by ZVitor and Sei
#7  December 15, 2010, 04:39:54 pm
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Re: zvitor releases
#8  December 15, 2010, 09:59:28 pm
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please keep it in one thread from now on
Re: zvitor releases
#9  December 16, 2010, 04:28:01 am
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These characters are outstanding.

I find that the voices are a bit low volume wise, but I just raise the volume of them myself, so it's all good.
Re: zvitor releases
#10  December 16, 2010, 04:49:15 am
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Re: zvitor releases
#11  December 16, 2010, 11:37:39 am
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Re: zvitor releases
#12  December 16, 2010, 07:22:40 pm
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Love your work man. That game is too awesome. Can't wait until you release your characters separately. 
Re: zvitor releases
#13  December 17, 2010, 02:55:03 am
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I downloaded ur full game and it was awesome and while playing I notice the xmen first episode title nights of the sentinel stage and let me tell u I wanned to included in my roster, and there later on u release it!!! Love the stage good work there!
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: zvitor releases
#14  December 17, 2010, 03:28:01 am
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Mystique by ZVitor v0.7



Download:
http://www.projectx.infinitymugenteam.com/

Shapeshift compatibility:

- Mystique use enemy anim 17229 to do this move
- If enemy dont have anim 17229, she use anim 220
- If enemy dont have anim 17229 and 220, she will do nothing and enemy will stun for few time
- If she use some of this anims, and that anim have less then 10 ticks, she will shapeshift back before attack.
- If she use some of this anims, and it have some frame with time "-1", it will bug, she will be stuck in that frame.

If you dont like the way Mystique peform this attack against some char, example at char x anim 220 is a win pose, then you can create anim 17229 to this chars, Attack moment must be time = 10, dont need CLSN boxs, dont make it so long because enemy cant hit her in that state. 17229 is a rare anim number, if some char already have it, probably it will not works fine against him.

Re: zvitor releases
#15  December 17, 2010, 03:44:32 am
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I like the Mystique stage but the blob and pyro should not be there... they look like statues or are they?
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: zvitor releases
#16  December 17, 2010, 06:31:16 am
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Download:
htt.... you know where....
Re: zvitor releases
#17  December 17, 2010, 09:06:29 am
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you are an impossible man
your chars rules
 you are the best in making super hero mugen chars

quicksilver,new wolvie,powerful juggernaut,best colossus ever made,and many new other chars
what a great christmas

PS :I hope you will back to work to hawkman after finishing this game ::)


Re: zvitor releases
#18  December 17, 2010, 11:20:08 am
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Your chars are great!
I like the full game concept too.
Very interesting select screen etc.

Keep up the good work!! ;)
Re: zvitor releases
#19  December 17, 2010, 02:04:48 pm
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Are planning on updating your characters or are these releases final?
Re: zvitor releases
#20  December 18, 2010, 06:53:11 am
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  • Vae Victus!
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    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html
Your atonishing wolverine its nice man thanks!
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: zvitor releases
#21  December 19, 2010, 11:18:43 am
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Iceman :
- qcf+P misses at close range.
- F+z throw uses non standard sprites, which make some other chars disappear when catched, such as SPO Ryu by Rikard.
- qcf+2P can be chained after, which is odd, such as qcf+2P, x, y, z. Why not making it make the opponent fall ?

Sabretooth :
- qcf+Z can be chained 4 or 5 times in a row for massive damage.
- qcb+2P should put the opponent in a custom state. If he hits an aerial opponent on the 1st hit, and the opponent falls on the ground, Sabretooth will continue hitting the air, and the opponent will get control.

Quicksilver :
- Invincible backdash.
- D+c misses at close range.
- qcf+2P has cornerpush, so the move behaves very badly in the corner.
- It's impossible to make jump-in combos seeing how his CLSNs and timings are setup.
- The taunt ... doesn't make sense to me, FX wise.
Last Edit: December 19, 2010, 12:11:38 pm by ΞΎ Bastard
Re: zvitor releases
#22  December 19, 2010, 06:20:33 pm
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Back on topic, people.
Re: zvitor releases
#23  December 24, 2010, 05:36:00 pm
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Back on topic, people.
Aren't people supposed to give feedback?

Screenpack is good. Nice Training idea.
Stages are generally good. Some are plain and too disassociated. I agree about Blob and Pyro. The Dance stage starts off far to the right with some characters.
The music is OK.
So far, of your characters I've played Cyclops and Iceman. I guess you recorded the sounds at a low volume? Not really an issue, but noticeable when playing against other characters. I can't figure out the taunt on my keyboard.

Cyclops:
QCB+p doesn't hit a downed opponent?
Normal punches come out way too slow.
DP+P only hits at very close range, and it looks very mechanical (slide forward, then up). What's up with only one throw?
QCF+pp leaves opponent standing, but QCF+p knocks down.
QCB+kk doesn't stun long enough.
Forward walk looks like he has a limp; he should rise as he fully extends either leg downward, lower when either leg is farthest forward or back.
Same thing with run.
Needs some work, but not bad.

Iceman:
Is his forward jump supposed to look like that? It seems those sprites are only suitable for jumping back. I have no idea what it looked like in the arcade.
Ice Beam comes out too slow, IMO.
What's supposed to happen when he turns the stage to ice?
I still think he should have bulky ice armor for a time.
Plus whatever Bastard said before.
I like this char. It's a more recent-looking Iceman (spiky hair) with classic elements (ice slide).

I'm assuming all the characters have this issue: they get knocked out of their Supers too easily, especially when the opponent is waking up. I'll give more feedback as soon as I play your other chars. So far, I like these better than your non-X-men chars. Good job.