YesNoOk
avatar

Lami the fox(Original) release ver 1.06 (Read 13494 times)

Started by Y5ha, September 04, 2022, 05:10:36 pm
Share this topic:
Lami the fox(Original) release ver 1.06
#1  September 04, 2022, 05:10:36 pm
  • *
    • South Korea
[Ver1.01]
A character that I made, maybe a week ago?
it's a simple character that can switch between two mods that changes the move entirely.
Basic controls are:
(X) LP |  (Y) HP | (Z) switch mods | (A) Throw/Parry | (S) taunt

moveset demonstration



[Download]:https://drive.google.com/file/d/1yowccJRXgpwMwXN2invnislSg13_7agm/view?usp=sharing

+I'm new to this community, so nice to meet you!

[1.05 update log is below]
Last Edit: September 24, 2022, 01:27:09 pm by Y5ha
Re: Lami the fox(Original) release ver 1.01
#2  September 04, 2022, 05:48:40 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
Congratulations on making an original char. The moveset and sound design actually make him pretty fun to use.

Here are some quick issues I found:

- A lot of debug messages because you refer to helpers that don't exist. You need to use more "numhelper" triggers to avoid that
- The character overall has too much invincibility. For instance forward dash shouldn't have any at all, and when you add invincibility to specials you tend to make it last too long
- The fireball is pretty abusable. Needs more recovery time and/or a limit of 1 fireball on screen
- I think this type of character generally uses ABC buttons instead of XYZ
- Performing jump cancels is a bit inconsistent
- (with sword) 214X, jump, X, (delay) Y, jump, X, (delay) Y... is seemingly an infinite combo. Char needs some way to limit combos. For this style I suppose there are a number of options:
   - Lowering air.velocity as combos go on
   - Llowering hittime
   - Allowing fall recovery
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Lami the fox(Original) release ver 1.01
#3  September 05, 2022, 12:01:49 am
  • *
    • South Korea
Thanks for the advices! I'il adjust these in future updates.
Re: Lami the fox(Original) release ver 1.02
#4  September 07, 2022, 11:52:48 pm
  • *
    • South Korea
[1.02 Update]

some balance/gameplay changes.

button keymap has changed.

(x)(y)> (a)(b)

(z) > (c)

(a) > (y)

-nondraw 214Y & draw 236Y, 46X & dash's invincibility has been removed.
-you can't spam nondraw 236X now while 236Y/236X's projectile exists.
-draw 214Y's invincibility has been changed to 12frame autoguard.
-draw 46Y's after delay has increased about 10 frames.
-overall invincibility frames of super moves have been decreased.
-you get -10% combo damage compensation when you use Hyper move. + hyper move's last hit absolute
  damage has decreased by 100.
-maximum combo damage compensation (30%) has changed to 20%.
-AI's Parry timing learning system now indicates hits by counter/faster attacks.
-Infinite combo by delayed air melees is now unavailable.

[!]2022/9/8 Bug fix - A bug that Stand SP is unblockable is fixed. 

-palettes have been added! (1~7)

Download : https://drive.google.com/file/d/1yowccJRXgpwMwXN2invnislSg13_7agm/view?usp=sharing
(it's the same link above)
Last Edit: September 08, 2022, 09:58:32 am by Y5ha
Re: Lami the fox(Original) release ver 1.02
#5  September 09, 2022, 01:34:34 pm
  • **
    • sites.google.com/view/mugenmultiverse
Nice!
Does this character have a lore story?
Red fox? Male or female? Nationality?
Love original characters.
Re: Lami the fox(Original) release ver 1.02
#6  September 09, 2022, 03:57:05 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
Nice update. I tested a bit more and found more stuff:

- If you're done aligning the sprites, you should optimize the SFF by cropping them. I think every version of Fighter Factory can do this automatically
- You should include a simple readme with the movelist
- Normally one shouldn't be allowed to use throws while running
- His dive kick could have a lot more range. Unless it has some specific purpose I'm missing
- Some debug messages because you use "supermovetime = -1" and "pausemovetime = -1" for some helpers. That's invalid. You should use 0 if you don't want them to move during pauses (as it should be most of the time). Or just omit those lines because 0 is the default value
- Every time you use an attack, a debug message appears because you are using float values for damage. Instead of "damage = 35*(var(15)*0.01)" use "damage = ceil(35 * (var(15)*0.01))
- Hitboxes overall are a bit too big, but it's especially noticeable with the sword. Instead of covering the entire trajectory of the sword with a hitbox, try to imagine where the sword crosses the plane in which the characters are in
- The attacks that make P2 bounce off the wall do so in the wrong direction. Or maybe it's intentional because you want them to stay close to the wall, but it looks weird when the camera zooms out (use 0 velocity if this is the case)
- You forgot to change his [Size] constants (still the same as Kung Fu Man)
- Standing and walking should generally have the same Clsn2
- Clsn2 moves around a lot while crouching. Just make anim 10 the same as 11 and 12 the same as 0
- Clsn2 for get hit animations should be the same as the animation they came from (crouching get hits use anim 11 Clsn2, etc)

Writing a few of these reminded me of an old thread you could check out.

I also felt like making a couple of palettes which you can use if you like:

You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Lami the fox(Original) release ver 1.02
#7  September 09, 2022, 05:41:27 pm
  • *
    • South Korea
Nice update. I tested a bit more and found more stuff:
Thanks a lot again! I  would be able to make the character more polished thanks to your help.
(+nice palettes, thanks :D)
Last Edit: September 09, 2022, 05:53:58 pm by Y5ha
Re: Lami the fox(Original) release ver 1.02
#8  September 09, 2022, 05:52:12 pm
  • *
    • South Korea
Nice!
Does this character have a lore story?
Red fox? Male or female? Nationality?
Love original characters.
I actually didn't made detailed concept exept it's a red fox and a female.  Plus, it's kinda hard to me to make a backstory with only a single char. :/ I'm working on another char sharing same canon, so maybe I'il be able to add some details later when I finish the concept of the next char, i guess?
Re: Lami the fox(Original) release ver 1.02
#9  September 09, 2022, 06:18:57 pm
  • **
    • Colombia
    • arfercon@gmail.com
cool char. what progam did you use to draw the sprites?
Re: Lami the fox(Original) release ver 1.02
#10  September 09, 2022, 06:22:41 pm
  • *
    • South Korea
Re: Lami the fox(Original) release ver 1.03
#11  September 13, 2022, 04:48:29 pm
  • *
    • South Korea
Ver 1.0.3

-modified body/attack hitboxes
-added name of the moves
-fixed some debug message errors
-Air nondraw 214LP/HP is changed to dive kick (increased velocity)
-using throws while running disabled
-added palettes up to 12
-additional hit effects are added
-throwing enemy backward are available
-Draw 236HP(on ground) resets the target's Y position into specific location when the target is in the air.(more stabilized combos)
Re: Lami the fox(Original) release ver 1.03
#12  September 14, 2022, 05:34:12 am
  • *****
  • Super Mario Fighters 3 resurrected.
    • USA
    • doraemariby@yahoo.com
Love this OC so much, feels like something out of an indie game. Do you have any prior game development or art work? This is incredibly high quality for a first Mugen character, very interested to see what you have planned down the line.
Re: Lami the fox(Original) release ver 1.03
#13  September 14, 2022, 04:31:55 pm
  • *
    • South Korea
Love this OC so much, feels like something out of an indie game. Do you have any prior game development or art work? This is incredibly high quality for a first Mugen character, very interested to see what you have planned down the line.

Thanks for liking it! I actually don't have prior game devs or art work posted online yet :l This may be the first complete work I posted online, I guess. (I've just been pilling up practice works on my computer for years  xD) But I do have future plans to develop some games, really.
Re: Lami the fox(Original) release ver 1.03
#14  September 15, 2022, 10:24:50 am
  • *
    • South Korea
Ver 1.0.3

-modified body/attack hitboxes
-added name of the moves
-fixed some debug message errors
-Air nondraw 214LP/HP is changed to dive kick (increased velocity)
-using throws while running disabled
-added palettes up to 12
-additional hit effects are added
-throwing enemy backward are available
-Draw 236HP(on ground) resets the target's Y position into specific location when the target is in the air.(more stabilized combos)
+fixed hit effect bug that hit effect appears on 46LP/HP's first hit even if the enemy is not hit.
Re: Lami the fox(Original) release ver 1.04
#15  September 17, 2022, 08:02:42 am
  • *
    • South Korea
[Ver 1.0.4]

Ai modifications
 -AI Parry Learning list increased to 10 (original 5)
 -AI can learn moves while guarding too.

Super Move 'Flux' Added (read 'readme' in the file for details)

Shock Thrust L(236LP)'s have been modified
Re: Lami the fox(Original) release ver 1.04
#16  September 22, 2022, 04:35:20 pm
  • *
    • South Korea
[Ver 1.0.5]

Very Slight change.

-Added cornerpush to draw 236HP (preventing char going backwards of the enemy while jumping after hit, eventually pulling enemy to other side.)
-AI combo stability for small air hitbox characters fixed.
Re: Lami the fox(Original) release ver 1.05
#17  September 23, 2022, 07:10:53 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I see that you've been adjusting the AI so I fought a few matches against her. I have to give you props because the AI does many cool combos, but I think it's not very fun to fight against because most of the time you're locked in block or hit stun. I think you could at least make difficulty scale according to AIlevel.

Some quick feedback:
- The special gauge fills up during character intros
- If the AI runs under you, it'll just keep running till the end of the stage
- The AI doesn't attack P2 if he's dizzy (Ikemen GO)
- Another member pointed out that the AI is very vulnerable to air attacks and sometimes too passive when the sword is sheathed
- You could add a victory portrait (9000, 2)

This is incredibly high quality for a first Mugen character, very interested to see what you have planned down the line.
I feel the same.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Lami the fox(Original) release ver 1.05
#18  September 23, 2022, 08:16:38 pm
  • *
    • South Korea

- The AI doesn't attack P2 if he's dizzy (Ikemen GO)
Thanks again! I wonder if there's a specific stateno in ikemen go's dizzy state. Is it 5300, the same as the anim number?
Re: Lami the fox(Original) release ver 1.05
#19  September 23, 2022, 08:44:26 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
It can be changed, but the default is 5300, yeah. But rather than just checking the state number, maybe also checking if the animation is 5300 would be more universally compatible. Even in Mugen, the enemy or your partner can have a dizzy system, and while you can't guess what state number they use, it'll use the 5300 anim 99% of the time.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Lami the fox(Original) release ver 1.05
#20  September 24, 2022, 11:19:38 am
  • *
    • South Korea
[Ver 1.0.6]

[☆] added AI difficulty. (Currently set to Mugen's difficulty. for custom difficulty, read "AI setting guide" in the files for custom sets.)
    +hardest(level8) is recommended for AI matches
-guard freeze for melees adjusted
-Some AI's bugs were fixed (running under the opponent, Not guarding against air attacks)
-Some AI behaviors are adjusted
-backdash changed to backstep.
-Horizon launcher(214HP)'s autoguard effect bug fixed
-Flux(214LP+HP)'s facing bug fixed
-draw state's LP - sit LP - LP... combo is now restricted to 4 hits.
-AI can now attack dizzy opponents.