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Batsu Updated! 19 MAR 2014 (Read 51377 times)

Started by Memo, January 13, 2014, 04:59:43 am
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Re: Batsu Updated! 14 FEB 2014
#41  February 15, 2014, 04:13:35 am
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Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does
Re: Batsu Updated! 14 FEB 2014
#42  February 15, 2014, 04:22:43 am
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Damn I forgot to remove the pause menu im working on, im gonna replace it
With his taunt for now until I finish it.  Im gonna read all this feed back now
And get to work!
Thanks guys for the feedback.
I totally forgot about the start button pause..damn
Re: Batsu Updated! 14 FEB 2014
#43  February 15, 2014, 04:44:47 am
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why doesnt he have an air s attack?
launcher should be higher
confirming after a launcher should be a super jump animation and whats up with the white fx roll?
why are his only 2 unique supers both qcf+2 punches motions? why didnt you make one  atleast different like qcb? this was a bad choice imo
combos dont feel mvc3(for example, you should be able to do 2 normal attacks that can chain into each other ll,mm,h, s or some type of variety like that )
why cant you launch after crouching heavy?
you should be able to whiff cancel normals into specials
no second hit version of his medium attack
why does the superjump sound come out when he does his launcher attack?
speaking of super jump..you dont have a mvc style super jump at all, no sound, has afterimage effects and does go high enough
no throws why is z his throw command? not mvc3 at all, should be close/back heavy
his air kick special sound should come out naturally and not the way you have it now where it comes out fully when it connects
flame effects last for to long for all flames moves except for his uppercut
if you want to go for mvc style his projectile should be bigger like the way it looks when it fades away
imo his light version of projectile should go farther in the air
his lows arent codes as low hits except for his low heavy
lol what the hell za warudo when you press start
he should immediately be able to cancel his dash into crouching(you did this for his backdash but not normal dash)

this character needs alot of work but i can see the amount of hardwork you put into it, i also see that amount of potential it has to be very good.

I dont know what you mean by s attack(special,super?)
he does Guts bullet, Hyper Guts bullet, and shooting star kick from the air.

im useing the launcher system from CvTW because i don't really like super jump.

His Hypers are QCFx+y, QCFy+b, i could mix it up tho.

I originaly had the combos set up like that but it felt a little over kill and i wasnt trying to
do Batsu full MvC3 style, just the control set up..BUT im gonna work with it again.

Crouching heavy is a trip move and i didnt want Batsu to be able to launch enemy from it
you CAN do it....but not from a combo, it doesnt link to crouching heavy...yet..gave me another idea.

i wanted that sound effect on is launcher attack.  but i could change it to only activate when
he jumps up after his launch attack.

z button was empty,  and i like to be able to press z for a trow.

ill see what i can do about the sound

flames i will tweak

i didnt want to emulate MvC style entirely but im gonna experiment with
making his projectiles bigger.

i made his light projectile short because it hits harder than medium and heavy

WOW, i missed that will fix.

I KNOW! i forgot about that, when i finish it, its gonna be a move list.

i thought it did cancel into a crouch?  ill check it out.

THIS is what i like, some bug reports and feed back.  I needed this so i can
improve Batsu.  Thanks!
Re: Batsu Updated! 14 FEB 2014
#44  February 15, 2014, 04:52:08 am
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Quote
I dont know what you mean by s attack
s is his launcher move, he doesnt have an air move for this button
Re: Batsu Updated! 14 FEB 2014
#45  February 15, 2014, 04:57:09 am
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Re: Batsu Updated! 14 FEB 2014
#46  February 15, 2014, 05:07:45 am
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z is just a throw button so naturally he wouldn't have an air or standing normal for it but im referring to his launch attack which is s/a that doesnt have an air move for it
Re: Batsu Updated! 14 FEB 2014
#47  February 15, 2014, 05:49:22 am
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Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.
z is just a throw button so naturally he wouldn't have an air or standing normal for it but im referring to his launch attack which is s/a that doesnt have an air move for it

Thats the attack that launches the char back to the ground right?
If so I can include one and change up his heavy air attack to
Link into it.

Re: Batsu Updated! 14 FEB 2014
#48  February 15, 2014, 06:02:45 am
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Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.

I never said you raped my character lol   I dont care even if you did use my coding or anything.

And you did use some of my coding cus I'm looking at it right now lol But its cool that you did.

Trust me bro I'm not like that. :-) I just want you to understand how they work because I just might have a flaw in somethin I coded and  I wouldnt want you to carry it over into your own creation so you would have the same problem.
Last Edit: March 08, 2014, 02:38:22 pm by ~R@CE AKIR@~
Re: Batsu Updated! 14 FEB 2014
#49  February 15, 2014, 06:22:35 am
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Nice update!

I see you took some of my coding...I hope it helps but don't just copy and paste it in there.

Learn what it means and does

Hell yeah I used some, I like your Batsu,  but I didnt completely rape him...yet lol
I just took some FX's and other stuff I didnt put to use.

I never said you raped my character lol   I dont care even if you did use my coding or anything.

And you did use some of my coding cus I'm looking at it right now lol But its cool that you did.

Trust me bro I'm not like that. :-) I just want you to understand whats how they work because I just might have a flaw in somethin I coded and  I wouldnt want you to carry it over into your own creation so you would have the same problem.

Dude I didnt mean it like that,  the only codes im really
useing is Fx based and his constants movement.

There is your z counter and super ryuusei kick in there also but
Its not activated.

I know somewhat how your coding is working, the only thing
I cant  figure out yet is how to include the counter system.
I want the counter explode to appear during counters.
I coded everything exact except I didnt include all the vars
Your normal attacks use because im not using that gameplay system
and It never worked for me.
Re: Batsu Updated! 16 FEB 2014
#50  February 17, 2014, 03:46:50 am
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I updated batsu again.

-first thing i did was remove the start button pause.
-Added a 4th air attack(z attack) a button in air
-Removed a wrong effect on the recovery roll.
-Removed launch sound from his launcher.
-Changed his LvL 3 hyper command to QCB Y+B.
-I experimented with adding a second medium attack
like MVC3 but i didnt like it, felt too hectic and i dont
want his gameplay too combo crazy
-Crouching heavy attack (trip) can now cancel into launcher.
-normals now whiff cancel into specials and hypers, specials
also whiff into hypers.
-shooting star kick sound plays at begining of attack now.
-flame effects duration got shorten.
-light and medium guts bullet travel a little farther.
-His fwd dash now cancels into crouch.
-created a new trow, just z button no holding fwd or back.
-cresent kick now cancels into air guts bullet.
-air guts bullet whiff cancels into hyper guts bullet.
-Tweak his damage dampeners a bit, removed the dampener for hypers.

probably some more stuff i cant remember it all damn.
Hope y'all enjoy Batsu, leave me some feed back or bug
reports if any
 

Re: Batsu Updated! 16 FEB 2014
#51  February 17, 2014, 04:08:24 am
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Good stuff there man. keep chippin at it when ya can
Re: Batsu Updated! 16 FEB 2014
#52  February 17, 2014, 04:36:48 am
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Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.
Re: Batsu Updated! 16 FEB 2014
#53  February 17, 2014, 04:44:00 am
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Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.


sure ill give you some pointers behind the scenes on the kinds of methods i used to make him aggressive like that ;)
Re: Batsu Updated! 16 FEB 2014
#54  February 17, 2014, 04:46:28 am
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Good stuff there man. keep chippin at it when ya can

Thanks!  Now I can concentrate on his pause menu
update Guy and finish Ryu.   

Hey Demonkai,  I like your legendary terrys A.I,  if you got time
can you help me with Batsu's?  I cant get him aggresive
enough and in a.I. fights he gets his ass owned a lot.


sure ill give you some pointers behind the scenes on the kinds of methods i used to make him aggressive like that ;)

Im looking foward to it I really want him to utilise his combos,
and whoop some ass with them!
Re: Batsu Updated! 16 FEB 2014
#55  February 17, 2014, 04:53:23 am
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haha i hear ya man. i like an AI with some Bite to it :devilish:

EDIT:

oh i forgot to tell you that a good amount of your FX need cutting. Your SFF file size will be smaller when you do that. just go to sprites and go to cut.....something to consider doing when you get the chance
Last Edit: February 17, 2014, 07:07:20 am by DEMONKAI
Re: Batsu Updated! 16 FEB 2014
#56  February 23, 2014, 08:51:15 pm
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I can't promise anything, but Ill try to get some more feedback for you in a couple days. I have been so busy lately. Downloading now

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Batsu Updated! 16 FEB 2014
#57  February 25, 2014, 09:32:20 am
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The fx look awesome!
X,y,z xx crescent kick - x,y,z is an infinite(I'm using a broken keyboard so its kind of hard for me
-Whiff canceling z into super guts bullet seems to keep him moving forward on the start up, but that could just be me being tired
-taunt menu thing already mentioned
-launcher gives you a lot of power. I'm assuming this was intentional
-afterimages linger on supers
-the super pause fx on super guts lingers in the air for a tick after he moves his arms down.

Ill need to test some more. He has potential. I wish they would finish the Batsu set. Some of his normals look odd(esp his jump kick)

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Last Edit: February 25, 2014, 09:35:47 am by Lost_Avenger
Re: Batsu Updated! 16 FEB 2014
#58  February 25, 2014, 04:52:32 pm
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The fx look awesome!
X,y,z xx crescent kick - x,y,z is an infinite(I'm using a broken keyboard so its kind of hard for me
-Whiff canceling z into super guts bullet seems to keep him moving forward on the start up, but that could just be me being tired
-taunt menu thing already mentioned
-launcher gives you a lot of power. I'm assuming this was intentional
-afterimages linger on supers
-the super pause fx on super guts lingers in the air for a tick after he moves his arms down.

Ill need to test some more. He has potential. I wish they would finish the Batsu set. Some of his normals look odd(esp his jump kick)

Thanks for the feedback,  did you mean b instead of z? B is heavy and z is trow.
The cresent kick should only link 2 times in a combo,  ill check it out.
Ill check that out
I fixed the taunt menu did u use the latest version?
Launcher powe is intentional.
Ill fix the afterimage
I did  that intentionally ive been playin a lot of rival schools
and when he does his super guts the super pause
Continues until the projectile is released.
Re: Batsu Updated! 16 FEB 2014
#59  February 25, 2014, 05:45:57 pm
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Yeah, I meant B. sorry lol.

The light cresent was like a +8 or something. I can try it with my other computer later. Does it have a hittime decrease after multiple uses?

Ill try to test more in the future, but can't promise. I tried Guy and most of the issues I had were about his sounds. Good luck

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Batsu Updated! 16 FEB 2014
#60  February 25, 2014, 06:31:08 pm
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Yeah, I meant B. sorry lol.

The light cresent was like a +8 or something. I can try it with my other computer later. Does it have a hittime decrease after multiple uses?

Ill try to test more in the future, but can't promise. I tried Guy and most of the issues I had were about his sounds. Good luck

I confused cresent kick for his guts uppercut, guts upper can only be
Used 2 times in a combo,  now that I look at it I never added juggle points
To his cresent kick.
If you got time can you record that infinite I cant replicate it im using a dualshock 3.

For guy, you dont like his sf4 sounds? Or is it something else?