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SFV Seth updated 5/5/2022 by Mr. I and Violin Ken (Read 16266 times)

Started by Violin Ken, January 18, 2022, 07:06:07 AM
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SFV Seth updated 5/5/2022 by Mr. I and Violin Ken
#1  January 18, 2022, 07:06:07 AM
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Last Edit: May 05, 2022, 06:11:04 PM by Violin Ken
Re: SFV Seth by Mr. I and Violin Ken
#2  January 19, 2022, 01:12:22 AM
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I really wanted to try this out but I keep getting a .sff error when it loads for the fight.
Re: SFV Seth by Mr. I and Violin Ken
#3  January 19, 2022, 03:39:03 AM
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Re: SFV Seth by Mr. I and Violin Ken
#4  January 19, 2022, 01:31:03 PM
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Same happened to me, so I guess is my mugen version, no major drama on this.

Also, are we able to have a lighter .sff version? I like to watch the animations of the characters for sprite references too.

Thanks!
I swear there was something cool here!!
Re: SFV Seth by Mr. I and Violin Ken
#5  January 19, 2022, 06:21:25 PM
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Same happened to me, so I guess is my mugen version, no major drama on this.

Also, are we able to have a lighter .sff version? I like to watch the animations of the characters for sprite references too.

Thanks!

Unfortunately, I don't have time to produce a light version.  You might have better luck running the character in Ikemen Go.

Re: SFV Seth by Mr. I and Violin Ken
#6  January 19, 2022, 06:51:30 PM
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I haven't played SFV, but have watched a lot of it and I really like the way the character feels.

Some things:

- What does the "empty" V-Skill and V-Trigger selection do, if intentional?
- Fatal Rush, Cruel Disaster, Tanden Install have the wrong command in the Readme.
- The way you implemented the Install is a nice compromise. I would just have the move be selected when you do the second input (any punch) instead of holding a direction throughout the animation. I mean MP+MK, B+P gets Sonic Boom, and so on. Or have a different button for each, since you have 5 options and 6 buttons available.
- Crumple custom anim from Crush Counters seems a bit jittery. Especially when the opponent hits the ground.
- Tanden Engine projectile invulnerablility feels just a tad too short. Noticeable against weak (slow) Hadouken and such.
- There are no hitsparks when you trade hits
- Would be nice to have infinite V-Gauge in training mode. I never really did something like that so I don't know if training mode detection is feasible.
- Voice samples volume seems low compared to hitsounds.
- Tanden Maneuver has no hitsparks.
Last Edit: January 19, 2022, 06:55:47 PM by PotS
Re: SFV Seth by Mr. I and Violin Ken
#7  January 21, 2022, 06:42:19 AM
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Amazing.. thank you for the effort with 3D characters!
Re: SFV Seth by Mr. I and Violin Ken
#8  January 21, 2022, 06:10:21 PM
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Wonderful work, Seth feels pretty great, congrats on the release
Re: SFV Seth by Mr. I and Violin Ken
#9  January 24, 2022, 06:49:21 PM
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- empty vs and vt = both.  Seems we didnt fix this in the cmd file.  Will provide an update soon.
- incorrect commands in readme, noted.
- interesting idea for addtl tanden installs.  Will consider perhaps in future iteration. 
-crumple anim - will take a look.
-tanden engine invulnerability - this should be accurate to sfvdiff. 
-vgauge in training.  Unsure how to implement this.  Weve just been using ctrl + f1 to get full meter during training.
-hitsparks, noted.  Maybe ill rip them someday. It's a big pain modding the game to rip them properly. 

Re: SFV Seth by Mr. I and Violin Ken
#10  January 24, 2022, 08:52:13 PM
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Man, the sprites look amazing! Can't knock that effort!
Re: SFV Seth by Mr. I and Violin Ken
New #11  May 05, 2022, 01:21:37 PM
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Seth was updated to the Definitive Update ver. 7.001.

His changelog was relatively small.

https://mega.nz/file/GNs2ERII#yCkM8ciS8xINRtSivvD1WeXS7dmzx3LqzIDPHaSlz-Q

Some issues were addressed:

- What does the "empty" V-Skill and V-Trigger selection do, if intentional?

By holding down before inputting the V-Skill or V-Trigger, you can perform the second one.
An issue was fixed where V-Skill II could not be performed in neutral with both Skills Selected.
Another Issue was fixed where if both Triggers are selected, the 3rd bar fills up automatically when 2 bars are filled


- Fatal Rush, Cruel Disaster, Tanden Install have the wrong command in the Readme.

The readme was corrected

- The way you implemented the Install is a nice compromise. I would just have the move be selected when you do the second input (any punch) instead of holding a direction throughout the animation. I mean MP+MK, B+P gets Sonic Boom, and so on. Or have a different button for each, since you have 5 options and 6 buttons available.

This was considered, but there's no visual or audible way to confirm the button press stores the move. Holding a direction makes the install less ambiguous. The directions are intentionally mapped so that:

Back (defensive): Sonic Boom
Down (utility): Ryodansatsu
Forward (offensive): Abigail Punch
Up (grappling): Screw PIle Driver
Neutral (default): Brutal Impact


- Crumple custom anim from Crush Counters seems a bit jittery. Especially when the opponent hits the ground.

The last part of the animation was smoothened out.

- Tanden Engine projectile invulnerablility feels just a tad too short. Noticeable against weak (slow) Hadouken and such.

Projectile invulnerability corrected to 28F after the move connects

- There are no hitsparks when you trade hits

I have no solution to this at the moment.

- Would be nice to have infinite V-Gauge in training mode. I never really did something like that so I don't know if training mode detection is feasible.

It will be considered for a future update

- Voice samples volume seems low compared to hitsounds.

The samples will be re-ripped in the future

- Tanden Maneuver has no hitsparks.

Placeholder hitsparks have been added

Ok, one more to go for now.
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Last Edit: May 12, 2022, 06:07:37 PM by Mr. I
Re: SFV Seth by Mr. I and Violin Ken
#12  May 05, 2022, 02:32:32 PM
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thanks.good chars.
Re: SFV Seth updated 5/5/2022 by Mr. I and Violin Ken
#13  May 07, 2022, 11:56:41 AM
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Any plan on adding a good ai?
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