YesNoOk
avatar

Viewtiful Joe [Alpha Release 1] (Read 27509 times)

Started by Nestor, November 15, 2009, 10:17:14 pm
Share this topic:
Viewtiful Joe [Alpha Release 1]
#1  November 15, 2009, 10:17:14 pm
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
Last Edit: November 16, 2009, 06:32:07 am by Nestor
Re: Viewtiful Joe [Alpha Release 1]
#2  November 15, 2009, 10:26:10 pm
  • ****
    • Argentina
    • sites.google.com/view/senseiyoda/sensei-yodas-mugen
heheheh finally!  ;D
Re: Viewtiful Joe [Alpha Release 1]
#3  November 15, 2009, 10:32:04 pm
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
 ;D
All the feedback is welcome Yoda, thanks for watching this project since sooooooo long  :D.

See you.

GLB

Re: Viewtiful Joe [Alpha Release 1]
#4  November 15, 2009, 10:32:56 pm
  • avatar
  • *****
    • network.mugenguild.com/glb/
Viewtiful joe :o 


FOREAL Thats sick lol
Re: Viewtiful Joe [Alpha Release 1]
#5  November 15, 2009, 10:36:10 pm
  • ******
  • JoJo is boring
    • USA
Hmm, let's download and try it out.
Re: Viewtiful Joe [Alpha Release 1]
#6  November 16, 2009, 12:09:42 am
  • ***
  • 我が名は 「ハクメン」、押して参る!
whoa, this looks promising, downloading now  :D
Re: Viewtiful Joe [Alpha Release 1]
#7  November 16, 2009, 12:16:28 am
  • ***
  • Why are pokemon being mistreated?
ive been waiting for this one! seeing joe inspires me to make a Viewtiful joe sig >:D

NoZ

Re: Viewtiful Joe [Alpha Release 1]
#8  November 16, 2009, 12:27:56 am
  • ****
  • pain is weakness leaving the body
    • Puerto Rico
    • phantomgs.forumotion.net/
viewtiful joe :o
Re: Viewtiful Joe [Alpha Release 1]
#9  November 16, 2009, 12:29:12 am
  • ****
  • Aka ShadesTeam/Zeckle
crouching light and mid punch missing some clsns
standing light punch needs clsns as well
throwing his projectile thing next to an opponent makes em miss, more to come if i find anything else
can keep the opponent in air by spamming the launcher or using it in a timely manner. 
[State -1, Voomerang Z]
type = ChangeState
value = 1020
triggerall = NumProjID(1060) = 0
triggerall = command = "QCF_z"
trigger1= var(1)


is missing a statetype =  S otherwise ai can perfor it in the air (least it did for me)
Shades 2 site:Shades of Manhattan
Last Edit: November 16, 2009, 12:36:40 am by Laxxe23

JNi

Re: Viewtiful Joe [Alpha Release 1]
#10  November 16, 2009, 01:15:19 am
  • avatar
  • ***
    • JonathanAM.webs.com
Oh nice. i like Viewtiful Joe  ;D more screenshots



Need more specials for example stop the time and stuff like that, and the Mvc combo system need more work

«latest release on: December,25,2009,»
Last Edit: November 16, 2009, 01:23:39 am by JonathanAM
Re: Viewtiful Joe [Alpha Release 1]
#11  November 16, 2009, 02:53:00 am
  • ***
  • show me a sane man and i will cure him =)
    • Mexico
    • davidlinkanimestages.webs.com/index.htm
for this good release goin to test this char today

anime stage maker since 2009
I want no blood from that girl doctor--not until we're both sweaty and naked and shes  screaming my name. >_<
Re: Viewtiful Joe [Alpha Release 1]
#12  November 16, 2009, 03:09:13 am
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
crouching light and mid punch missing some clsns
standing light punch needs clsns as well
throwing his projectile thing next to an opponent makes em miss, more to come if i find anything else
can keep the opponent in air by spamming the launcher or using it in a timely manner. 
[State -1, Voomerang Z]
type = ChangeState
value = 1020
triggerall = NumProjID(1060) = 0
triggerall = command = "QCF_z"
trigger1= var(1)


is missing a statetype =  S otherwise ai can perfor it in the air (least it did for me)
Thanks Laxxe, I'll fix those things ASAP  :). Although I remember I take a good time with the CLSN from the normal hits, I'll check this, looks like it's something related with the standard CLSN from Fighter Factory.
The projectile was made with that in mind (miss while goes throught it's way), however, I'll reconsider it give attack properties while going through the air  :). The launcher and the statetype of the Voomerang will be corrected too ASAP.

Need more specials for example stop the time and stuff like that, and the Mvc combo system need more work

This stuff will be added in coming installments of Joe, included with a revamped set of sprites (for his CFAS Final version).

See you, thanks for your comments.
Re: Viewtiful Joe [Alpha Release 1]
#13  November 16, 2009, 03:32:15 am
  • ****
  • stillRetired.
  • Formerly Known As Genesis
    • USA
    • www.mediafire.com/folder/7j1slkpa7lm0w/Public_Works
Bout time.

Besides feedback given I'll give feedback when I can but glad to see someone making joe
Re: Viewtiful Joe [Alpha Release 1]
#14  November 16, 2009, 03:35:14 am
  • ******
  • DCB | Vato
    • Bolivia
    • www.justnopoint.com/dshiznetz
make statetype for the boomerang move s
throw needs to be fixed, add a turn and fix the axis on p2.
hyper spark is misaligned.
no dash/jump sounds
no time over animation
blodia punch would look better behind p2

this character is pretty good for an alpha congrats.
Re: Viewtiful Joe [Alpha Release 1]
#15  November 16, 2009, 04:04:46 am
  • ******
  • This is going to be very entertaining.
    • USA
Alright!  It's about time someone made V. Joe for mugen.  I'm noticing a couple of things that could stand to be fixed, though:

- There's a more detail during his idle stance, than there is on his other anims.  It makes it look sort of weird when it switches back and forth constantly.
-  There's some inconsistency in proportion.  His head shrinks dramatically during his jumping high kick, and his legs seem to get much shorter when he does a crouching mid kick.  Also, during his jumping lk and crouching hk he goes from being buff to practically anorexic.
-  Not sure if this was intentional or not, but standing mk can combo straight into jumping hk or hp.
-  Red Hot Kick needs some sort of landing animation after it.  As it is right now it feels very awkward.  Perhaps you could combine it with his stomp attack?
-  The high and low variations of Voomerang move too slow, and could also do with a bit more range.
-  The Blodia punch looks a bit out of place.  Not sure if you meant that to be a placeholder for now or not, but it would be better to have the Six Machine itself there instead.

Other than that, this is looking pretty sweet.  Good job.  I'll be eagerly awaiting any and all future updates.
Re: Viewtiful Joe [Alpha Release 1]
#16  November 16, 2009, 05:18:33 am
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
Thanks for the feedback!
@Geйesis: Thanks for your comments  :D and hope you can help us to improve with your feedback  ;).

@ Luis Alejandro: I'll address those things. About the sounds, I was planning to use the CFJ ones, I'll add them in the next update.
About the time over anim, I forgot to talk about it with the other members  :P. Hope it will be done for the next update as well.

@ Person Man:
- I'll try to work with Near the details for the next update ;).
- I realized the proportions inconsistency and talk about it with one of the main sprites. Here's his response:
Quote
i know some sprite have to be resized, but there was a problem with the other guy who help us before, Izanagi... the animation sheet before was his work, after some attack done. is left out and i havent make all the air attack and special by myself... hope nestor can fix some. otherwise we can change the moves.
I really like the actual style, so I'll try to fix the anims  ;).
- Yes, it's intentional  :).
- This sounds interesting. What's your idea for it?
- More range of distance or when rolling (range of attack, bigger sprite)?
- We discussed it, we have right now Bloodia as a place holder. I hope we can come with something good for the Six Machine.

See you, and thanks for the feedback guys  ;D.
Re: Viewtiful Joe [Alpha Release 1]
#17  November 16, 2009, 05:29:20 am
  • *****
  • IG @tanooki_ninja
    • Puerto Rico
    • maxbeta.webs.com/mugen.htm
Downloading now.

Does he have any of his moves from Red Hot Rumble? That was a sick game for the PSP...too bad it wasn't THAT popular as his other games. :-\
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
www.instagram.com/tanooki_ninja
Re: Viewtiful Joe [Alpha Release 1]
#18  November 16, 2009, 06:10:21 am
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
I think no (I haven't had the chance to play that game  :-\). However, we'll still add some special moves, so ideas are welcome  ;).

See you.

JNi

Re: Viewtiful Joe [Alpha Release 1]
#19  November 16, 2009, 06:39:04 am
  • avatar
  • ***
    • JonathanAM.webs.com
I make a new portrait for you



I hope you like it ;D

«latest release on: December,25,2009,»
Re: Viewtiful Joe [Alpha Release 1]
#20  November 16, 2009, 06:40:57 am
  • ***
    • Mexico
    • https://nestor-2099.github.io/gamedev/
Thank you Jonathan ;D! I'll add it in the next update for sure!

See you.