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Lami the fox(Original) release ver 1.06 (Read 13966 times)

Started by Y5ha, September 04, 2022, 05:10:36 pm
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Lami the fox(Original) release ver 1.06
#1  September 04, 2022, 05:10:36 pm
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[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
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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
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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
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[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
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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
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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
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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
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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
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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
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Re: Lami the fox(Original) release ver 1.03
#11  September 13, 2022, 04:48:29 pm
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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
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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
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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
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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
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[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
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[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
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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
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- 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
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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
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[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.
Re: Lami the fox(Original) release ver 1.06
#21  September 24, 2022, 05:30:50 pm
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Tested a bit more:

- Several supers give back a small amount of power
- Either the large fireball Clsn1 is a bit too big or the movement speed is too slow. I usually say that Kung Fu Man should be able to neutral jump over fireballs
- Back dash is a bit useless. You could allow attacking during it
- I noticed this before, but after fighting her AI now I'm sure of it: the draw walking and dashing speeds are too fast. The dash is very hard to deal with because it's like a teleport. If you want to keep the dash speed you could balance it by removing ctrl during it
- QCB (214) commands are backwards in the readme
- Suppressor Ray (I missed this move earlier) is very overpowered. The animation should be slower and/or the beam position could be fixed instead of tracking
- B version Shocker Thrust is already slow so I think you shouldn't need gauge to use it in combos
- B Double slash doesn't look like a move that should be invincible. I'm not sure how else to explain it but it's not intuitive. You could make it safer on block instead
- Flux happens a bit too fast. Not in terms of game balance but in terms of animation/visuals. Maybe add a slow motion effect after the explosion?
- Flux Clsn1 is a bit too long. Range could be about half screen instead of full screen
- One time I jumped over the AI and then it got stuck in state 0 and didn't turn around to face me
- Palettes 1, 6 and 12 are too similar (can be confusing if there's more than one Lami)
- I think the fireballs should also "explode" when they are blocked. It's a bit confusing to keep them in the screen

About this:
Quote
(WARNING : If you parry an helper, it destroys itself. It can put some characters into critical errors.(ex : jjba character's stand attacks))
You can make the attribute of the ReversalDef be a throw to minimize the problem ("attr = S, NT" like if it were a Hitdef). And then instead of using ReversalDef against projectiles, use HitOverride.
Although I think I'd personally make her unable to reflect projectiles since the non draw mode can throw fireballs
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.
Last Edit: September 24, 2022, 05:41:41 pm by PotS
Re: Lami the fox(Original) release ver 1.06
#22  September 24, 2022, 06:12:14 pm
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Thanks! I'm kinda busy working on the next character(+preparing for Korean SAT) so maybe the next update will take place after release of it.
- B version Shocker Thrust is already slow so I think you shouldn't need gauge to use it in combos
Although the gauge used for this is to prevent Infinite combos. Removing this may allow infinite combos such as "Ground LP HP - Thrust - Air LP HP."  I could have made velocity dampning for each hits, but I'm worried that if it makes the special gauge seem pretty useless.(Making it seem useful again may change the combos and the gameplay pretty much. I don't wanna change the system or combo routes too much,  too. :l)
Last Edit: September 24, 2022, 06:20:26 pm by Y5ha
Re: Lami the fox(Original) release ver 1.06
#23  September 24, 2022, 08:36:17 pm
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I know what you mean but "Ground LP HP - Thrust" doesn't combo because B Thrust is slow, so it's already balanced without consuming gauge, I think.

Speaking of that move, maybe add "movecamera = 0, 1" to the wall bounce custom state. It makes the camera move around a lot if the stage has zooming.
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 1.06
#24  September 24, 2022, 08:42:35 pm
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I know what you mean but "Ground LP HP - Thrust" doesn't combo because B Thrust is slow, so it's
Oops, Looks I didn't mentioned 'when opponent is air'. What I meant was juggling enemy to the air through that combo allows infinite combo. Sorry for the mistakes.(maybe I had to wrote 'ground' to 'Stand'.xD)
+Thanks again for the cameras!
Last Edit: September 24, 2022, 08:47:18 pm by Y5ha
Re: Lami the fox(Original) release ver 1.06
#25  September 24, 2022, 08:47:59 pm
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Oh, you're right, it does loop when you are juggling the opponent. Makes sense. I do like the way it only wall bounces if you have special guage.
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 1.06
#26  September 25, 2022, 05:35:24 am
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Best of luck on your SATs, thank you for the constant stream of updates on Lami using POTS' feedback.