http://www.mediafire.com/?aqptd7jpi1dxu94Finally got around to it.For those who haven't been following the new project thread for Project LENSMAN, click the link in my sig and read the last item in the first post; here's the TL;DR version for those that don't want to do that either.This is a one-time release of a character from my full game. Bug reports for this character will be used to fix the character for the next release of the game, not this release.I'm color-separating the next release as we speak, but that will probably take another month or so. This thread is for feedback about Kaneda only, please. Anything else, take it to PMs or to the Renamon release thread or the Project LENSMAN one, depending on what the issue is.Also, since I forgot to properly explain this outside of a few specific topics:The blue squares at the bottom of the screen (red if P2) are part of the game's Juke System. If you're attacking and you hit Start/Taunt, you cancel the move you're doing at the cost of one or two of those squares, depending on what move you're canceling. Normal moves take one, special moves take two.You can also hold forward and press Start when not attacking to Dodge Juke, evading an attack for a split second and getting a chance to counter--this takes three stocks.In the spoiler below, you'll find bug corrections that I've already made. Feel free to check this list before reporting any errors.Spoiler, click to toggle visibilty10/30 to 10/31/2010Width controllers added to Heavy Punch/Kick.Pausetime for opponent increased on Medium/Heavy Wind Fist.Break Fist adjusted with longer recovery for stronger versions; also, Break Fist followups work whether it hits or is blocked.Lv. 1 Dragon Charge velocity increase.Dragon Charge taunt only appears if the match has been won, but post-move recovery is a little slower to compensate.Guard damage adjusted for Air Cutting Wind Fist, Dragon Charge.Axe Kick's first hit no longer causes the opponent to fall.Sprites cropped, and some palette/sprite coloring issues fixed.Added "Just For Fun--Japanese Move Names" section to the Readme.Added Movelist image to characater folder.Updated "Juke Configuration" section.That's all I have to say. Feedback as you like.~ZS
Feedback:- Normal "c" attack can miss if opponent is too close, going through him:Spoiler, click to toggle visibilty- Normal "z" attack can miss too if opponent's CLSN are small and it's close to you.- Cooldown for D,F,y/z versions is too big near the corner. You can't block or do anything after hitting, and the hitstun doesn't last too long, allowing a 100% counter from the opponent even if he gets hit with this attack when you hit him near the corner.- IMO the first part of D,B,x/y/z comes too fast. Though that's my opinion.- Wow, chip damage from the super D,F,D,F,x/y/z is too big. Maybe the "x" version is still acceptable, but the others not.- The same for D,B,D,B,x/y/z regarding the chip damage. "x" in this case is bad too. Also, remove that stance after doing the combo, characters that recover fast will punish you easily if you use the "x" and "y" versions, since you are still close to him ("z" version is impossible), or make the attack push the opponent further away.- What are these five blue squares below the character
Oh, damn, forgot to add that part.The blue squares are part of the game's Juke System. If you're attacking and you hit Start, you cancel the move you're doing at the cost of one (or two) of those squares.
Err.... I always consume 2 squares, no matter what I do, so that means I can only cancel two times. The last square is useless.
...I really have to learn how to explain myself better.The best way to put it is that the number of squares it uses is based on what move you're canceling. Normal moves will always take one square. Special moves will always take two. You can't cancel supers at all.Sorry for going around in circles, I've had a long day and I'm not thinking too straight.
Zero-Sennin said, October 30, 2010, 12:57:34 am...I really have to learn how to explain myself better.The best way to put it is that the number of squares it uses is based on what move you're canceling. Normal moves will always take one square. Special moves will always take two. You can't cancel supers at all.Sorry for going around in circles, I've had a long day and I'm not thinking too straight.I figured it out eventually. I have no complains about this system, after looking at this. Sorry for late answer, btw. Maybe somebody can help more to improve this system.
He really really needs a voice to add in to this experience, but other then that, he's pretty damn fun. I hope you can find good talent for him, you deserve it mang
Well I wasn't able to find any bugs.However when I opened up the sprite file I found this.Can I crop or are you going to do it?
Zck said, October 30, 2010, 06:10:02 pmWell I wasn't able to find any bugs.However when I opened up the sprite file I found this.Can I crop or are you going to do it?I left it uncropped to make it easier to place new sprites if/when necessary and never got around to fixing it. I'll take care of it myself; thanks for the reminder.
Here's a summary of changes that I've made so far, I'm adding it to the first post.10/30 to 10/31/2010Width controllers added to Heavy Punch/Kick.Pausetime for opponent increased on Medium/Heavy Wind Fist.Break Fist adjusted with longer recovery for stronger versions; also, Break Fist followups work whether it hits or is blocked.Lv. 1 Dragon Charge velocity increase.Dragon Charge taunt only appears if the match has been won, but post-move recovery is a little slower to compensate.Guard damage adjusted for Air Cutting Wind Fist, Dragon Charge.Axe Kick's first hit no longer causes the opponent to fall.Sprites cropped, and some palette/sprite coloring issues fixed.Added "Just For Fun--Japanese Move Names" section to the Readme.Added Movelist image to characater folder.Updated "Juke Configuration" section.Most of it isn't directly relevant to Kaneda, but I decided that it would be worth the extra effort to make information clearer and put together a nice little bonus for people that don't like to read text files and just want a basic grip on the character:As I receive more reports of bugs, I'll add on to the first post so that people know what I have found and fixed. ~ZS
Medieval Tupac said, October 30, 2010, 02:00:41 pmHe really really needs a voice to add in to this experienceI want in.As soon as I get my computer, I want in.
Imma Whip You Silly said, November 02, 2010, 02:29:04 amI want in.As soon as I get my computer, I want in.If you mean it, then you're in. FLAKE ON ME AND YOU DIE.Also, for those that have played the full game, the Project thread has a three-day poll running. It should close soon if it hasn't already, so post your thoughts in the thread or vote to give your voice on the game.~ZS
- Dragon Charge gives power back.- I think medium wind kick should be an overhead.- Crouching weak punch can't be blocked while standing, only crouching.
Magneto so Pringles said, November 04, 2010, 02:25:01 am- Dragon Charge gives power back.- I think medium wind kick should be an overhead.- Crouching weak punch can't be blocked while standing, only crouching.-Just fixed that, thanks.-Medium version of Spin Kick specifically or both the medium and hard versions? Provide reasoning, I am interested in understanding.-For the record, all crouch attacks in this character and most of my other ones (400-450 usually) have guardflags of LA, meaning that you have to block them low--I thought that was the way it works, you know, block standing attacks high or low, crouches low only. 'Course, if that's wrong, I can fix it no problem.