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Mery White updated (09/05/13) (Read 30467 times)

Started by e510, March 04, 2013, 02:33:43 am
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Mery White updated (09/05/13)
New #1  March 04, 2013, 02:33:43 am
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Last Edit: May 09, 2013, 03:06:11 am by e510
Re: Mery White updated (13/03/04)
#2  March 04, 2013, 06:38:14 am
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-By infinite priority, I'm referring to the red CLSNs/hitboxes that aren't covered up by blue ones(or at least within blue CLSNs). You don't need to adjust the juggle any higher.
http://kod.trinitymugen.net/K.O.D's_Basic_CLSN_Tutorial.html

-Pausetime does matter. For example, when I tested your character for the first time, I noticed the enemy couldn't counteratrack her moves.(Especially her normals.) Hopefully you took my recommendation and added "guard.pausetime".
The usual numbers are:
Light 10-12 for both Mery and her opponent
Medium 12-14 for Mery and opponent
Heavy 14-16 for Mery and opponent.

Equal pausetime values(along fixing the infinite priorities) will help with making her more balanced.
Hittime can also play a factor in this too.
-Final Shot is unblockable, regardless. All super moves should be blockable.
-CLSNs for gethit states need some work.
-People will look down upon on your character a bit for ignoring the debug flood.

My own character, Scarlet has pausetime values similar to what I posted above for all of her normals, but she's able to put decent combos together since I use the triggers "stateno = *insert number *" or "stateno = [*insert two numbers here*]" and "movecontact = 1" in the command.
With move cancels, you can still give Mery combobility, even if the pausetime values(excluding guard.pausetime) are equal and long.
Re: Mery White updated (13/03/04)
#3  March 04, 2013, 07:10:53 am
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-By infinite priority, I'm referring to the red CLSNs/hitboxes that aren't covered up by blue ones(or at least within blue CLSNs). You don't need to adjust the juggle any higher.
http://kod.trinitymugen.net/K.O.D's_Basic_CLSN_Tutorial.html

-Pausetime does matter. For example, when I tested your character for the first time, I noticed the enemy couldn't counteratrack her moves.(Especially her normals.) Hopefully you took my recommendation and added "guard.pausetime".
The usual numbers are:
Light 10-12 for both Mery and her opponent
Medium 12-14 for Mery and opponent
Heavy 14-16 for Mery and opponent.

Equal pausetime values(along fixing the infinite priorities) will help with making her more balanced.
Hittime can also play a factor in this too.
-Final Shot is unblockable, regardless. All super moves should be blockable.
-CLSNs for gethit states need some work.
-People will look down upon on your character a bit for ignoring the debug flood.

My own character, Scarlet has pausetime values similar to what I posted above for all of her normals, but she's able to put decent combos together since I use the triggers "stateno = *insert number *" or "stateno = [*insert two numbers here*]" and "movecontact = 1" in the command.
With move cancels, you can still give Mery combobility, even if the pausetime values(excluding guard.pausetime) are equal and long.

- Now I see. I will add clsn2 boxes in each attack motions on next update. :)

- I'll try to adjust pausetime... But I'm not sure it would be better.
(Of course I know that 'trigger = movecontact' is very useful for coding combo,
and giving enemy a counter chance is important...)
And I'll add guard.pausetime in each basic attacks.
Super attacks will be next if I have more time.

- 'Unguardable' is the most important point of Final Shot...
So I made it more difficult to use.(Requires 3 power, means max power)
But maybe it would be okay to make at least projectiles guardable.

- I'll check 5000~5210 animations once more. :)

- I'll adjust AI not to reveal debug messages as I can.
But I'm not sure whether I have enough ability to do it or not.
(It'll take more time... I suppose. :()



* UPDATE *

All right. It seems I fixed Mery without any trouble. :)

- Debug flood removed.
Still "Can't map palette" message is given, though.
(Only way to remove it is fixing all sprites to share one palette.)

- Equal pausetime & guard.pausetime are set.
(And some triggers in cmd and AI part are adjusted.)

- Added clsn2 boxes in each attack motions.
And some other motions, too.

- Clsn2 boxes in gethit motions are modified.
But as I tried to fit them to sprite, it is still small a little bit.

- Adjusted Final Shot.
When Mery is holding the ball, it is still unguardable.
but after Mery throw it, enemy can block it on the ground.
(Air guard is still impossible. And same as projectiles.)



Before I release updated one, I want to ask if there is another problem.
Feedback is always welcome. :)
Last Edit: March 04, 2013, 04:09:48 pm by e510
Re: Mery White updated (13/03/04)
#4  March 04, 2013, 03:50:01 pm
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The updated version crashes winmugen for some reason, something about malformed something or other.
First I was like: -_-
Then I was like: FUUUUUUU
Re: Mery White updated (13/03/04)
#5  March 04, 2013, 03:53:56 pm
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The updated version crashes winmugen for some reason, something about malformed something or other.

I didn't use any 1.0 parameters at all... -_-
Do you mind if I ask what error message says?
Re: Mery White updated (13/03/04)
#6  March 04, 2013, 04:55:06 pm
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error parsing triggerall
error parsing [state -3]
error in [statedef-]
error in mery_-2-3.cns
Character needs to be updated
blah blah blah

after completely clearing the directory and re-extracting the character, winmugen simply stops working with no reason being given as to why.
First I was like: -_-
Then I was like: FUUUUUUU
Re: Mery White updated (13/03/04)
#7  March 04, 2013, 05:47:18 pm
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Still "Can't map palette" message is given, though.
(Only way to remove it is fixing all sprites to share one palette.)

I'm assuming the reason why this pops up is because she's using her own common1.cns file and/or her own version of statedef 5900. If state 5900 is missing a remappal controller (like it does in mugen 1.0's default common1.cns file) then that error tends to pop up. Adding that should fix the issue, but it'll remove any compatibility the character has with WinMUGEN (unless you make two separate files which seems kind of redundant).
Re: Mery White updated (13/03/04)
#8  March 04, 2013, 05:55:59 pm
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To Hiroshi : Gee... It seems I have to check AI once more. -_-

To RicePigeon : Um... After read your post, I got an idea...
But I don't know if it works.
Re: Mery White updated (13/03/04)
#9  March 04, 2013, 07:29:47 pm
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Perhaps you haven't updated the link yet, because I re-downloaded her and don't see any changes.

Since the infinite priorities haven't been fixed yet, I'll just provide you with some visual aid.

For example, these are the current CLSNs for Mery's light punch:


As another example, here's what a better CLSN would look like:


So I took the liberty of editing the CLSN for Mery's light punch:


As the palettes, ask RF if he can take some time to color separate the sprites, so you can have one single palette. There's also a few inconsistencies I've noticed, like her panties are gray in some sprites, while blue in others.

Last Edit: March 04, 2013, 07:33:10 pm by Hubert Oswell
Re: Mery White updated (13/03/04)
#10  March 04, 2013, 07:48:13 pm
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In regards to Saohc's post above about hitboxes, some moves are meant to have priority and thus, only a portion of the hitbox is actually covered with CLSN2. I recommend reading this:

http://www.eventhubs.com/guides/2009/sep/18/guide-understanding-hit-boxes-street-fighter/

General rule of thumb is that is a character comes from a commerical game with a hitbox viewer, it's best to simply use that game's hitboxes (this mostly applies to stuff like Street Fighter, King of Fighters, etc. Blazblue's hitboxes can be quite... debatable)
Re: Mery White updated (13/03/04)
#11  March 04, 2013, 07:49:22 pm
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Just downloaded the latest update and i got a list of errors that my Mugen gives me when i try to play her.

Error Parsing Triggerall
Error parsing [State-3]
Error in [Statedef -3]
Error in mery_-2-3.cns
Character needs to be updated. See docs/incompt*.txt
Error loading chars/mery/mery.def
Error while precaching
then it repeats these 7 errors two more times in the list.
Other then that i was trying her out before the update and she was good despite the collisions.
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Re: Mery White updated (13/03/04)
#12  March 04, 2013, 10:56:36 pm
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Re: Mery White updated (13/03/04)
#13  March 04, 2013, 11:02:39 pm
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I always referred the red over blue rule myself.
Unless a move has some sort of unique property or utility, my CLSN's are usually pink.
Re: Mery White updated (13/03/04)
#14  March 05, 2013, 01:54:51 am
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Not quite. This just flips the problem, now it basically has no priority at all. It's better to have red CLSN stick out a bit of the blue CLSN. The blue CLSN is too big in both of these shots making it too easy to get hit out of the attack without trading.

There's also a few inconsistencies I've noticed, like her panties are gray in some sprites, while blue in others.
:stare:
Alright, I would say more, but I'd rather save it for when I re-release Scarlet(and eventually release Funny Shin.)
Mery White updated (13/03/07)
#15  March 07, 2013, 02:02:27 am
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Last Edit: March 07, 2013, 02:16:17 am by e510
Re: Mery White updated (13/03/07)
#16  March 07, 2013, 02:27:19 am
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She could use more palettes.  Might be hard to do in her case considering how her SFF file is built, but she only has around 200 sprites so it might not take long.
Re: Mery White updated (13/03/07)
#17  March 07, 2013, 02:28:36 am
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She only have Super Move!!!!
But i`m like he sit(>_<)
Re: Mery White updated (13/03/07)
#18  March 07, 2013, 07:49:13 am
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Where is this character from, anyway?  All I can find out is that the sprites are by Ibukah, yet I see no mention of her on Ibukah's site.
Re: Mery White updated (13/03/07)
#19  March 07, 2013, 07:54:08 am
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Barasuishou from Rozenmaiden?
Re: Mery White updated (13/03/07)
#20  March 07, 2013, 08:07:23 am
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