Author Topic: Juggernaut - Project X  (Read 3805 times)

Offline zvitor

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Juggernaut - Project X
« on: March 02, 2010, 01:48:02 PM »

Offline x_mad

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Re: Juggernaut - Project X
« Reply #1 on: March 02, 2010, 02:42:19 PM »
cool  8)




Online Orochi Gill

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Re: Juggernaut - Project X
« Reply #2 on: March 02, 2010, 03:27:22 PM »
- In many spots you really should shrink the number of blue CLSNs down. Many anims, like his walk back, have like 8.
- I can do up to 360 life with QCF+2K
- I can do 300 or so with QCF+2P, but the final hit misses 65% of the time or so.
- The mix of voices seems a little odd.
- All 3 versions of QCB+K do 60 damage, which doesn't hold true to the other specials.

Otherwise, this isn't bad, honestly.

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Offline zvitor

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Re: Juggernaut - Project X
« Reply #3 on: March 02, 2010, 03:55:04 PM »
- In many spots you really should shrink the number of blue CLSNs down. Many anims, like his walk back, have like 8.
- I can do up to 360 life with QCF+2K
- I can do 300 or so with QCF+2P, but the final hit misses 65% of the time or so.
- The mix of voices seems a little odd.
- All 3 versions of QCB+K do 60 damage, which doesn't hold true to the other specials.

Otherwise, this isn't bad, honestly.

thanks.
blue box is a problem from first version, remove all box to aply it correctly is painfull, maybe in future.
damage will be more balanced at px demo.

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Re: Juggernaut - Project X
« Reply #4 on: March 02, 2010, 03:58:08 PM »
The super earthquake move doesnt look that good, the earth fx causes it.. it makes me think tho, that he could have a move where he punches the enemy up, starts headbutting the enemy repeatedly into the ground then uses that same double handed punching animation to finish off by sending them atop an earthquake.

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Re: Juggernaut - Project X
« Reply #5 on: March 02, 2010, 06:35:34 PM »
Quote
blue box is a problem from first version, remove all box to aply it correctly is painfull, maybe in future.


Fighter Factoru Ultimate has a tool to do it, for a frame or for the entire AIR>



Re: Juggernaut - Project X
« Reply #6 on: March 03, 2010, 10:22:42 AM »
Good project.
I can(t wait to see Psylocke in action

Offline Cybaster

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Re: Juggernaut - Project X
« Reply #7 on: March 03, 2010, 04:12:31 PM »
- His supers still give back power to him. You have to put "getpower=0" in each hitdef of his supers.
- You may want to limit juggling for the supers, in case the opponent can't recover. I found some nasty combos such as s.MP -> s.HP -> qcf+HP -> qcf+2P -> qcf+2P = 587 damage.
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Offline MaxBeta

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Re: Juggernaut - Project X
« Reply #8 on: March 03, 2010, 04:26:53 PM »
Nice job. I like this Juggernaut a lot, even with its current coding faults....on to the visual ones, shall we?

The new Sprite stance is awesome and really fits his huge perspective well. A few things:


Looking closely at the old stance, you can see that you are missing some colors from the palette set in the new stance. These are the Darkest color (gauntlets and pads bottom edge) and the lightest color which provides shine to the armour. Without these two colors the new sprite looks kind of plain. I suggest you add these to the new sprite since they are already in your palette and will give more detail to the sprite.

Secondly, is it just me or does anyone else notice misaligned sprites in the stance anim? Its barely noticeable but even if you look to the gif on your thread opening message you will see at least three frames are one pixel off to the right. This of course can be easily corrected.

Thirdly...why not use Hires MVC2 effects better?

Hence all the mentioned, this Juggernaut is very refreshing and cool. I look forward to updates.

Sprite in my Avi is open source. :D

Offline zvitor

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Re: Juggernaut - Project X
« Reply #9 on: March 03, 2010, 04:48:46 PM »
- His supers still give back power to him. You have to put "getpower=0" in each hitdef of his supers.

forgot that, just removed power to statedefs :(

Thirdly...why not use Hires MVC2 effects better?

Hence all the mentioned, this Juggernaut is very refreshing and cool. I look forward to updates.

thanks will check colors, about effects, he use scrennpack ones.
his upgrade should come with px demo release.

Offline Sky79

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Re: Juggernaut - Project X
« Reply #10 on: March 03, 2010, 11:33:20 PM »
Well done, that's what I like to see, new moves, wins and intros.

Big thanks.

Offtopic:
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Offline GUASANAGI

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Re: Juggernaut - Project X
« Reply #11 on: March 11, 2010, 06:22:17 PM »
Its just a Juggy with hulk hypers  :P
but is an original idea , zvitor u rocks anyway


Offline Lord-Zelgoto

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Re: Juggernaut - Project X
« Reply #12 on: March 11, 2010, 07:56:26 PM »
FINISH OMEGA RED!

Online Orochi Gill

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Re: Juggernaut - Project X
« Reply #13 on: March 11, 2010, 08:01:04 PM »
How about not demanding in allcaps?

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Offline Lord-Zelgoto

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Re: Juggernaut - Project X
« Reply #14 on: March 11, 2010, 09:02:43 PM »
Its an inside joke.

Relax  --;

Online Orochi Gill

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Re: Juggernaut - Project X
« Reply #15 on: March 11, 2010, 09:03:15 PM »
How is yelling at him to finish a char a joke?

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Offline sYZygy

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Re: Juggernaut - Project X
« Reply #16 on: March 11, 2010, 09:20:21 PM »
cuz' he was playin' around.


Ooooho, it's an inside joke so you're probably not gonna get it.
Spoiler (click to show/hide)
Quote
n ur mom has dix so go sux them, lolololol


Offline MaxBeta

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Re: Juggernaut - Project X
« Reply #17 on: March 12, 2010, 03:07:46 PM »
Here's something I noticed today while testing a char.

When I jumped over him...I can't put my finger on it, but the sprite frames on his turn anim are very odd. He turns the other cheek for a split second, then fully turns. Top that with his new Rednecky voice reference and you've got one retarded looking and sounding Juggernaut. Please fix.


"Uuuuuuuhhhh...Which way did he go??? Which way did he go???"
« Last Edit: March 12, 2010, 03:11:01 PM by MaxBeta »

Sprite in my Avi is open source. :D

Offline Lord-Zelgoto

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Re: Juggernaut - Project X
« Reply #18 on: March 13, 2010, 02:56:49 PM »
cuz' he was playin' around.


Ooooho, it's an inside joke so you're probably not gonna get it.
Spoiler (click to show/hide)


Yeah  X_X
Guy can't joke around anymore...

Here's something I noticed today while testing a char.

When I jumped over him...I can't put my finger on it, but the sprite frames on his turn anim are very odd. He turns the other cheek for a split second, then fully turns. Top that with his new Rednecky voice reference and you've got one retarded looking and sounding Juggernaut. Please fix.


"Uuuuuuuhhhh...Which way did he go??? Which way did he go???"


Lmfao, I'm ganna go try that one

Offline ecthelionv2

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Re: Juggernaut - Project X
« Reply #19 on: March 23, 2010, 12:50:54 AM »
Hi. I found this one:

Spoiler (click to show/hide)

I was doing the charging special and then got countered at the last blow. Then he got stuck at this state.