Author Topic: Blade/Jihad from Red Earth/Warzard 1.01 (fixed .def)  (Read 24234 times)

Offline Doggiedoo

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Blade/Jihad from Red Earth/Warzard 1.01 (fixed .def)
« on: January 02, 2008, 02:56:20 AM »
1.01 Hosted at Randomselect: http://randomselect.piiym-net.com/
Hosted -> Hosted Characters -> Doggiedoo

1.01 Hosted at Before3D: http://www.before3d.com

1.01 at Sendspace: http://www.sendspace.com/file/teuw8m

Changelog:

Code: [Select]
-1.01:
-Fixed (hopefully) accidentally activating other
characters' AIs.
-Fixed a hyper armour issue during supers.
-Added proper dizzy anim.
-Added Japanese win quote.




0.92 Hosted at Mugen History: http://www.mugenhistory.com/
Characters -> Other


Comments and constructive criticism welcome. His gameplay is a bit limited in his original incarnation, but he should still be effective as a (sub-)boss.

Note that you can switch between arranged and original gameplay modes in the config.txt file.

Things planned after other bosses are released:
-Intro/ending storyboards
-More moves for custom mode
-Any tweaks/bug fixes needed

Credits:
-[E] for mame builds for ripping sprites
-Kensuke for testing, advice and ideas
-Sorrowedge for super armour code
-Winane for XOR AI activation method
-Kung_Fu_Man and Ruben for hosting
-Snake for seperating colours on Adrayer and the rings
« Last Edit: March 30, 2008, 07:27:03 PM by Doggiedoo »

Offline ink

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Re: Blade/Jihad from Red Earth/Warzard 0.9a beta
« Reply #1 on: January 02, 2008, 03:45:52 AM »
awesome beta! keep it up!! :sugoi:
You won't be forgotten Reu

Offline Doggiedoo

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Re: Blade/Jihad from Red Earth/Warzard 0.9a beta
« Reply #2 on: January 02, 2008, 03:58:29 AM »
Dankyee. :) Wish I'd spent 10 more seconds testing before starting the topic, though. >_<

Offline Kensuke

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #3 on: January 02, 2008, 08:13:04 AM »
So far seems the super armor only works some of the time., my only complaint. Oh and the clsns for the dragonfire need to be longer.
 ;P still not at its right length.

Solid release however... I see what you mean about the hitsparks however, those might need to be added...
~Ultimate Kensuke of the True Lightning~

Real Bout High School Battle

Coming.....soon....

Offline Violin Ken

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #4 on: January 02, 2008, 08:13:48 AM »
Wow, this is really beyond my expectations.  Hard to believe this is your first character.  Seems to be very accurate to Warzard.  Really looking forward to seeing what you have in store for custom mode. 

Offline aa250

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #5 on: January 02, 2008, 10:38:13 AM »
Awesome release man he rocks. :sugoi:

Offline Mature4evr

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #6 on: January 02, 2008, 01:39:20 PM »
Gripes are few and far between, however, Blade's AI occasionally falls victim to repetition, while his opponent is cornered.  Plus, the fourth palette could use some work (most notably on Adrayer).  Otherwise, this is an impressive, first release.

Offline Cyanide

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #7 on: January 02, 2008, 02:34:05 PM »
1-2 mirrors could be a good plan here. I got tired of waiting 60 seconds on the 4th try.

It's always wise to do that anyway. Some people can't use certain free file shares.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Offline Taurus Los' Force

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #8 on: January 02, 2008, 02:45:24 PM »
I can't believe your first character release is impressive. I'm hoping for the boss mode , hitsparks and ex update indeedie  ;).
I always be Warusaki3 #1 Fan,? Till this day i'm still waiting for his arrival. When do so, mugen will have love & peace. He be known as Legendary to mugen ! Roy Bromwell From Rival Schools Sprite

Offline CookDaXapper

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #9 on: January 02, 2008, 03:14:30 PM »
an interesting char, but i'm unfamilliar with warzard; so i cannot comment on how "close" it is, but great animation. Thanks for your long and hard work.
my biceps are full of tiger goodness

Offline Ridureyu

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #10 on: January 02, 2008, 03:30:08 PM »
3-button characters are hard to get used to, but I like this one.

Excellent work on a boss-type character, especially considering that Warzard isn't a "normal" fighter.  Good job! He does not look like a "first" character!

Now you can never unsee it.

Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #11 on: January 02, 2008, 04:07:15 PM »
thank god. now i can kick lobo's ass as one of warzard's popular villains.

Offline NUMB

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #12 on: January 02, 2008, 04:51:05 PM »
Great release, I try him and he doesnt look like a Beta(for me) hes  AI is well balance i've try him in some readerth char and he own them all  :sugoi: nice work

looking foward for the updates and i thnk need more sound effects......
I walk I walk alone I fight I fight alone

Offline Anzai

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #13 on: January 02, 2008, 06:00:27 PM »
After some testing I've found him quite solid, however he has some issues.

-"Armor explode" supermove is unblockable, and for the damage it deals (up to 3/4 the opponents life if their right next to him), it should require 2000 or more power, since it can OHKO most opponents (not a bad thing considering it does a lot in Warzard)

-AI sometimes glitches if you continue to combo him, so he can't really recover.

-Super armor works during most moves, but not in his idle stance or other stances.

Otherwise, nice first creation, since Mugen needs more Warzard conversions.
Coming soon

Something maybe possibly related to possible maybe Mugen WIP.

Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #14 on: January 02, 2008, 07:44:00 PM »
Wow another Red Earth char...downloading :o.

Offline Ridureyu

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #15 on: January 02, 2008, 07:51:04 PM »
After some testing I've found him quite solid, however he has some issues.

-"Armor explode" supermove is unblockable, and for the damage it deals (up to 3/4 the opponents life if their right next to him), it should require 2000 or more power, since it can OHKO most opponents (not a bad thing considering it does a lot in Warzard)



It is blockable.  You have to stand and block it - it will nail you on a ducking block.

Now you can never unsee it.

Offline Anzai

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #16 on: January 02, 2008, 08:18:25 PM »
After some testing I've found him quite solid, however he has some issues.

-"Armor explode" supermove is unblockable, and for the damage it deals (up to 3/4 the opponents life if their right next to him), it should require 2000 or more power, since it can OHKO most opponents (not a bad thing considering it does a lot in Warzard)



It is blockable.  You have to stand and block it - it will nail you on a ducking block.


Well, it still stands that the powere required should be increased to offset the damage it could deal. :P
Coming soon

Something maybe possibly related to possible maybe Mugen WIP.

Offline Ohsky

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #17 on: January 02, 2008, 08:27:29 PM »
Awesome work for it to be your first char!!!.


See this video: on it blade was ONLY modified on life (2100, is my idea after playing in the arcade with lvl 32 so many time 7 years ago) and size. It has some bugs but, you must have great skills on this to do this work.

http://www.youtube.com/watch?v=vb9TmHHUOUk


Beating Vyn´s Ryu and Slayer´s Gouken without a lot of cheapness and that degree of accuracy is great!
« Last Edit: January 02, 2008, 08:31:29 PM by Ohsky »

Offline Doggiedoo

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #18 on: January 02, 2008, 08:35:25 PM »
Oops, the armour bits aren't supposed to be standing block only. Will fix for the next version. The reason why it's so damaging are it's slowness (30+ frame startup, not including superpause), and that it drains his life. It can be tweaked to not hit so hard at point-blank, though.

Something odd I'm not sure how to fix is the split doing far more damage to Drownin's Hokuto No Ken characters than it should. It seems to work properly with others in my roster... has anyone experienced further problems?

Superarmour too. You mean it's supposed to work only while he's attacking, right? Which attacks do his superarmour not function with?

Will adjust the AI, but it's partly one of his weaknesses as a character; he has no quick, close-range defensive moves, and can't do much against constant pressure. The first moves I hope to add to his EX mode are a standard throw and an anti-air command throw, both with quick startup and priority but lousy recovery, to give him at least some way of countering blockstun characters.

Been offered hosting at Mugen History, so dl'ing should be easier from now.

<3 the input and encourangement! :D


EDIT: Will enjoy the video... except I'm on 16.8 kbps dailup. It'll take a while. >_<

EDIT2: Those CLSNS on Dragonfire will be fixed too, at least for his Original mode. Didn't know even the trailing bits could make contact. o_0
« Last Edit: January 02, 2008, 09:00:16 PM by Doggiedoo »

Offline Violin Ken

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Re: Blade/Jihad from Red Earth/Warzard 0.9b beta
« Reply #19 on: January 02, 2008, 09:27:47 PM »
Just noticed that his winpose seems to be lacking his emerald centerpiece in certain anims.

And regarding AI, I don't recommend you make him super tough like some characters.  I just F1 them most of the time if they're insanely difficult.