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Clark Still (Old) [Divinewolf] UPDATE: 08.01.17 (Read 28503 times)

Started by Cruz, December 05, 2015, 07:55:24 pm
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Clark Still (Old) [Divinewolf] UPDATE: 08.01.17
New #1  December 05, 2015, 07:55:24 pm
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Clark by zzzasd edited by me into Divinewolf Style. This will be my first public release.
I'll will be accepting feedback in order to help my understanding about coding characters for now and the future.
Hope you enjoy this release, there's a palette template for those who want to help.


http://www.mediafire.com/file/bdzdskxu69ccjq9/Clark_%28Old%29.rar
The character works in both 1.0 and 1.1

UPDATE:
<08.01.17>
 - Fixed Meter Issues on:
   - Gatling Attack (EX) and its followups
   - Shining Wizard (EX) and its followups
   - Flashing Elbow during EX moves
   - Ultra Clark Buster
 - Added Air Grab: Death Lake Drive (Not techable) and Forward Dash/Step
 - Mount Tackle followups camera fix
 - Power Charge voice fix
 - Gatling Attack (EX):
   - Works better on characters in the air
   - MP and HP has less end lag
 - Ultra Argentine Backbreaker (MAX)
   - width fixed
 - Roll and Running Pirate
   - roll velocity fixed
 - Running Three/Running Pirate
   - camera fix
 - Ultra Clark Buster
   - Stopping range reduced ("Range increase")
 - Normal hitdefs are a little more like DivineWolf normals
 - S.LK can now cancel
 - S.MK has less end lag
 - S.HK causes knockdown
 - C.MP does more damage
 - C.MK does less damage, has less end lag, and can now cancel
 - C.HP has more startup and less end lag
 - Stomping is an overhead (KOF XIV?)
 - Input time for supers is less strict
 - More palettes
 - Both versions are merged, so it will work regardless of MUGEN version
Current Project: ????? ???
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Last Edit: August 08, 2017, 06:33:01 am by Cruz
Re: Clark Still [Divinewolf]
#2  December 05, 2015, 09:13:31 pm
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The shining wizard move doesn't finish he just runs up to the other guy and stops in front of him
Re: Clark Still [Divinewolf]
#3  December 05, 2015, 09:15:10 pm
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Try on someone who's crouching.
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Re: Clark Still [Divinewolf]
#4  December 05, 2015, 09:21:33 pm
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Awe nice this guy's really good for your first character congrats
Re: Clark Still [Divinewolf]
#5  December 05, 2015, 10:01:49 pm
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wont let me extract the files...saying unsupported compression method
Re: Clark Still [Divinewolf]
#6  December 05, 2015, 10:02:56 pm
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I'll make a .rar alternate for those who can't extract .7z
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Re: Clark Still [Divinewolf]
#7  December 05, 2015, 10:13:18 pm
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thanks bro!
Re: Clark Still [Divinewolf]
#8  December 05, 2015, 10:36:20 pm
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Very good, but you forgot to mention he's 1.1 only, due to his sprites &gt;_&gt;
Re: Clark Still [Divinewolf]
#9  December 05, 2015, 10:38:20 pm
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    • morbidjoe666@yahoo.com
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he's in mugen 1.1 D: got my hopes up and i cant even us it in my mugen 1.0
I need more PSN friends
Last Edit: December 05, 2015, 10:51:36 pm by morbidjoe
Re: Clark Still [Divinewolf]
#10  December 05, 2015, 11:00:17 pm
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Would re-saving the .sff to MUGEN 1.0 fix this? Or is there a catch?
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Re: Clark Still [Divinewolf]
#11  December 05, 2015, 11:12:52 pm
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I opened the sff in a empty file and saved it in 1.0........it worked with no issues
Re: Clark Still [Divinewolf]
#12  December 05, 2015, 11:38:22 pm
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naw I tried doing the save think with Fighter Factory didnt work for me I see you added a patch I'll try using that
I need more PSN friends
Re: Clark Still [Divinewolf]
#13  December 05, 2015, 11:45:37 pm
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If that doesnt work morbidjoe

1.) Open a blank template in FF
2.) Open just the SFF files
3.) Save the sff file in 1.0 format
4.) Delete the original SFF and paste the new one in the folder
Re: Clark Still [Divinewolf]
#14  December 06, 2015, 12:00:14 am
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OK I used the patch its working now and ty for the advice Koopa
I need more PSN friends
Re: Clark Still [Divinewolf]
#15  December 06, 2015, 12:55:43 am
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Big Clark fan here. Testing this soon.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Clark Still [Divinewolf]
#16  December 06, 2015, 10:17:08 am
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Nice!! I like Clark.Your Clark is very good!!
Re: Clark Still [Divinewolf]
#17  December 07, 2015, 08:18:16 pm
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I concur. This is well done. Especially for your first char. I'm not much of a Clark player, so IDK all of his 'ins & outs' so to speak. Though I can see and feel that you took your time and put things together well. I haven't tested him fully just yet, though from what I've played, he's put together very well. I haven't run into any serious issues, no debug flood, clsns overall look good. I'll get back with you once I've had a chance to test him fully. Good job.
Re: Clark Still [Divinewolf]
#18  December 07, 2015, 09:30:50 pm
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Hey, what's up? Unfortunately I do not play with this character in the source, but I think Cybaster is indeed a Clark player. You might want to send him a message to receive specific feedback.

- There's a weird frame on his intro. I don't know if it's a pixel problem or an alignment problem.
- You may want to tweak his Velocity constants a little bit.
- His hitboxes aren't terrible, but they can be better. You may want to see this in order to make good hitboxes for his normals and stuff.
- You may want to redesing his frame adv too.
- The sounds on the punch throw are kinda weird but that's probably just me.
- There's this bug:

It happens when the P2 tries to move after Shining Wizard.
- Intro vs Guile please :ninja:
Again, I don't know that much about Clark, but it's not bad for an start. Try to get feedback from Clark players in order to give him the proper cancels and stuff.
Last Edit: December 07, 2015, 09:35:07 pm by Chazzanova
Re: Clark Still [Divinewolf]
#19  December 08, 2015, 12:05:54 am
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- There's a weird frame on his intro. I don't know if it's a pixel problem or an alignment problem.
- You may want to tweak his Velocity constants a little bit.
- His hitboxes aren't terrible, but they can be better. You may want to see this in order to make good hitboxes for his normals and stuff.
- You may want to redesing his frame adv too.
- The sounds on the punch throw are kinda weird but that's probably just me.
- Intro vs Guile please :ninja:
-Which frame in what intro?
-How or where do I do that?
-I'll use this data to fix the hitboxes and frame data, though I may decide to go against some of the things it claims. (frame 1 grab usually or disjoints)
-What moves have questionable frame adv?
-The source character (zzzasd) uses that sound timing
-Done (Should a patch be made for Guile?).
About the Shining Wizard problem, it's fixed.
It's been awhile since I've played KOF, but I have quite the knowledge about grapplers myself being a player of them across many games.
Thanks for your feedback.

Also should I use this?
Spoiler, click to toggle visibilty
Current Project: ????? ???
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Last Edit: December 08, 2015, 12:09:44 am by Cruz
Re: Clark Still [Divinewolf]
#20  December 08, 2015, 02:08:15 am
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-Which frame in what intro?
192,3 or 192,4
-How or where do I do that?
I usually get the values comparing with characters that are in both CvS and KoF games. With 3-simple rule.
-I'll use this data to fix the hitboxes and frame data, though I may decide to go against some of the things it claims. (frame 1 grab usually or disjoints)
-What moves have questionable frame adv?
Especially the normals have questionable frame adv. For the normals what I do is again compare with characters that are in both series. For example., if Ash's s.LP has the same frame data that Terry's s.LP in XIII, I get the frame data from CvS Terry's s.LP. However, for the special moves I go for a different method. I still didn't study the grappler from CvS so I can't say anything :(
-Done (Should a patch be made for Guile?).
Would be pretty cool I think :)!