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Rugal_E version 2 released (Read 16505 times)

Started by EvilSlayerX, May 30, 2008, 02:15:35 am
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Rugal_E version 2 released
#1  May 30, 2008, 02:15:35 am
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Hello, I am new here.  I am EvilSlayerX5.  Some of you may know me, others may not, and other people simply don't care either way.  I am here to annouce the latest version of my first character, Rugal_E.

Here are some things to remember about him:

1.  He plays nothing like his CvS2, or Warusaki3's Rugal.
2.  His combo ability is much better than most CvS and KoF characters.
3.  Rugal_E is probably a little cheap.
4.  This is my first actual character, and I did this basically all by myself, so there are plenty of things I didn't not notice.
5.  And finally, although feedback is welcome, I don't need to listen to, let alone implement any of it.
6.  And if there is something wrong, try to explain in detail so I know exactly what you mean, okay?

Where do you find him?  At my freewebs site, which is found here: http://www.freewebs.com/evilslayerx5/downloads.htm

Just remember that the download speed of freewebs.com is terrible(Like 26ish KB/s) so the download might take awhile.  Maybe for the next update I'll put the link on Mediafire.

Enjoy.
Last Edit: June 23, 2008, 01:14:45 am by EvilSlayerX
Re: Rugal_E version 1.5
#2  May 30, 2008, 02:20:04 am
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pics/vids for the people who don't know, do know or simply don't care either way
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Re: Rugal_E version 1.5
#3  May 30, 2008, 02:21:15 am
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Last Edit: May 30, 2008, 02:32:29 am by EvilSlayerX
Re: Rugal_E version 1.5
#4  May 30, 2008, 03:04:04 am
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i like the combos!!
but need to look at it technically:P

and video is good, but screenshots are nice too :sugoi:

Re: Rugal_E version 1.5
#5  May 30, 2008, 03:34:54 am
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i like the combos!!
but need to look at it technically:P

and video is good, but screenshots are nice too :sugoi:



Thanks, I did those combos personally by the way.  Most people think an AI will show them how to combo with said character, that or only play as said character for only 5 minutes and judge him/her by that.  Most people don't actually play as said character.
Re: Rugal_E version 1.5
#6  May 30, 2008, 03:54:13 am
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i like the combos!!
but need to look at it technically:P

and video is good, but screenshots are nice too :sugoi:



Thanks, I did those combos personally by the way.  Most people think an AI will show them how to combo with said character, that or only play as said character for only 5 minutes and judge him/her by that.  Most people don't actually play as said character.

Exacately right on the money my man. I like your thought proccess. I personaly enjoy the comboing. The taunting in the middle is so so because I rather just go at it but it seems to suit your Rugal while adding insult to injury persay.

I like what you've done with the combos. You said you did them personaly how you though they should look and I totaly agree with that. You're more then allowed with Mugen. If people dont like custom, Arcade emulators and/or consoles provide different style of gameplay.

From one aggresive fighter to another, all I have to say is good job :)
Re: Rugal_E version 1.5
#7  May 30, 2008, 03:58:14 am
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-Waaaaay too many NotHitBy codes. I can see Supers and maybe Counters, but the actual Specials? He also has it during his blocking state, which is a big no-no as you can't grab him, a tactic used against turtles.

-Intro for round 2 is unnesscary, to me at least, as he's not activating an anti-cheap mode or gaining anything special. Might be me though.

-Projectile shield's effect looks ugly, at least to me. I like the Reppuken's sprite though, very crisp looking.

-AI is a nice touch, but with the NotHitBy coding in his specials and blocking state, makes it nigh unbeatable as he always cancels out of his dodge into a blocking state.

-Pause time isn't nessecary when he activates his counters, as they always hit the opponent as the fireball tracks the opponent while the throw is unblockable.

-Fireball counter can "errupt" in mid-air, which is very weird looking. Might make it "track" the opponent on just the ground when activated.

-Combo system is nice, but you can deal 1/2 life with a single combo. Might consider a damage dampener.

-Some animations are nice (ground recovery) while some are weird (back-hop). Might work on them a bit more.

Overall, a decent first creation, but could use quite a bit more polish.
Coming soon

Something maybe possibly related to possible maybe Mugen WIP.
Re: Rugal_E version 1.5
#8  May 30, 2008, 04:12:25 am
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-Waaaaay too many NotHitBy codes. I can see Supers and maybe Counters, but the actual Specials? He also has it during his blocking state, which is a big no-no as you can't grab him, a tactic used against turtles.

-Intro for round 2 is unnesscary, to me at least, as he's not activating an anti-cheap mode or gaining anything special. Might be me though.

-Projectile shield's effect looks ugly, at least to me. I like the Reppuken's sprite though, very crisp looking.

-AI is a nice touch, but with the NotHitBy coding in his specials and blocking state, makes it nigh unbeatable as he always cancels out of his dodge into a blocking state.

-Pause time isn't nessecary when he activates his counters, as they always hit the opponent as the fireball tracks the opponent while the throw is unblockable.

-Fireball counter can "errupt" in mid-air, which is very weird looking. Might make it "track" the opponent on just the ground when activated.

-Combo system is nice, but you can deal 1/2 life with a single combo. Might consider a damage dampener.

-Some animations are nice (ground recovery) while some are weird (back-hop). Might work on them a bit more.

Overall, a decent first creation, but could use quite a bit more polish.

Ah, did you get version 1.5 or version .95?  Version .95 is the broken one, I'm not working on that version anymore actually, should I remove that link or not?  I mean the nothitby's on block for states 150-154 to prevent being thrown while in blockstun, I might have done it for states 120-160 instead.

Thats the Dark Barrier recolored actually, and I'm not a very good graphics guy at all, so I might have done a bad done at that.

Never thought of adding anything special for the second mode or a true boss mode actually.

In version 1.5, one of the versions of the Flame Barrier sends a projectile on contact with a projectile or a player, just to let you know. 

He does have a damage dampener actually, but one of the aerial specials deals a ton of damage to aerial foes, which makes the combo that strong.

I'm not a spriter, but what did you have in mind for the back hop?

Polish?  What do you mean by that?


Exacately right on the money my man. I like your thought proccess. I personaly enjoy the comboing. The taunting in the middle is so so because I rather just go at it but it seems to suit your Rugal while adding insult to injury persay.

I like what you've done with the combos. You said you did them personaly how you though they should look and I totaly agree with that. You're more then allowed with Mugen. If people dont like custom, Arcade emulators and/or consoles provide different style of gameplay.

From one aggresive fighter to another, all I have to say is good job :)

Thanks.  And if people want accurate stuff, they shouldn't expect it from me, nor should they attack me for such a thing.

Rugal_E actually has some of Heidern's voice clips in too(Like the basic attack grunt sounds), since they are voiced by the same person.  And I think the taunt means in English: "Your next".
Last Edit: May 30, 2008, 04:20:50 am by EvilSlayerX
Re: Rugal_E version 1.5
#9  May 30, 2008, 04:46:32 am
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Excesively cheap char  :ninja:
Re: Rugal_E version 1.5
#10  May 30, 2008, 04:50:41 am
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Excesively cheap char  :ninja:

Um, right...  Care to elaborate without trying to attack me?  Version .95 is terribly broken, but version 1.5 is not.  Or, better idea: Give me one reason why(without flaming) I shouldn't just completely ignore you Ohsky.
Re: Rugal_E version 1.5
#11  May 30, 2008, 05:27:02 am
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-Waaaaay too many NotHitBy codes. I can see Supers and maybe Counters, but the actual Specials? He also has it during his blocking state, which is a big no-no as you can't grab him, a tactic used against turtles.

-Intro for round 2 is unnesscary, to me at least, as he's not activating an anti-cheap mode or gaining anything special. Might be me though.

-Projectile shield's effect looks ugly, at least to me. I like the Reppuken's sprite though, very crisp looking.

-AI is a nice touch, but with the NotHitBy coding in his specials and blocking state, makes it nigh unbeatable as he always cancels out of his dodge into a blocking state.

-Pause time isn't nessecary when he activates his counters, as they always hit the opponent as the fireball tracks the opponent while the throw is unblockable.

-Fireball counter can "errupt" in mid-air, which is very weird looking. Might make it "track" the opponent on just the ground when activated.

-Combo system is nice, but you can deal 1/2 life with a single combo. Might consider a damage dampener.

-Some animations are nice (ground recovery) while some are weird (back-hop). Might work on them a bit more.

Overall, a decent first creation, but could use quite a bit more polish.

Ah, did you get version 1.5 or version .95?  Version .95 is the broken one, I'm not working on that version anymore actually, should I remove that link or not?  I mean the nothitby's on block for states 150-154 to prevent being thrown while in blockstun, I might have done it for states 120-160 instead.

Thats the Dark Barrier recolored actually, and I'm not a very good graphics guy at all, so I might have done a bad done at that.

Never thought of adding anything special for the second mode or a true boss mode actually.

In version 1.5, one of the versions of the Flame Barrier sends a projectile on contact with a projectile or a player, just to let you know. 

He does have a damage dampener actually, but one of the aerial specials deals a ton of damage to aerial foes, which makes the combo that strong.

I'm not a spriter, but what did you have in mind for the back hop?

Polish?  What do you mean by that?

-I got version 1.5, as it's obviously the newest version out. :P
-Yeah I noticed it was just a recolored Dark Barrier with a few tweaks, but the color makes it look ugly, in comparision to the CvS2 version.
-I noticed he has a damage dampener, but comboing the God Press (by the AI) seemed to do a huge amount of damage. Might have been a one-time thing however.
-I think the main thing about backhop is he has after images in his dash, but not in his backhop. You might consider his backflip/ground recover sprites though, as some characters in various games have a "backflip" instead of "backhop"
-What I meant by polish was he was a solid character, lacked a significant amount of balancing. With the right balancing, it'd be a worthy addition to most peoples rosters, but that's just me.
Coming soon

Something maybe possibly related to possible maybe Mugen WIP.
Re: Rugal_E version 1.5
#12  May 30, 2008, 05:43:32 am
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Overall, I'd say it's looking pretty good. I agree with LaQuak about his comboing potential, but I think some more damage reduction is in order. The higher the combo chain goes, the less damage each attack does. On a personal note, the ability to catch a juggled opponent with a Gigantic Pressure special strikes as a little odd. Perhaps a little too close to the realms of - "Oh hi there exploitable!"

One other thing I noticed - His F+HK appears to be an infinite when the opponent is in the corner. I was easily able to pull off a 40+ combo using only this attack.
Re: Rugal_E version 1.5
#13  May 30, 2008, 05:54:52 am
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Okay, just want to make sure.  How would I recolor the Fire Barrier so it doesn't look so weird?  Look closely at the super meter, the AI can and will use supers in combos, the AI can deal like around 60% of your life with a full super meter.  Which backdash, air or ground, or both of them?  I can try to balance the character out as well.

I'm thinking of giving him a groove system now as well by the way.

The God Press hits aerial foes so that it can be used in combos, it's air blockable too.

And I believe the foe can recover before the next F+HK attack hits.
Re: Rugal_E version 1.5
#14  May 30, 2008, 12:10:27 pm
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Excesively cheap char  :ninja:

Um, right...  Care to elaborate without trying to attack me?  Version .95 is terribly broken, but version 1.5 is not.  Or, better idea: Give me one reason why(without flaming) I shouldn't just completely ignore you Ohsky.

i see you wat too oversensitive, im not attacking you. A cheap char usually means too overpowered. This one u have done is by far the one of the most overpowered chars i have ever seen. So i can´t use it for anything....

What that means is that my suggestion is that you can make it as normal powered, as the other Rugals out there, but with your style, nothing more. Understood, or not?.
Re: Rugal_E version 1.5
#15  May 30, 2008, 03:36:21 pm
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Will test the character later, but just from the video :

- palette is too bright.
- power charge lacks effects.
- you mixed CVS and KOF effects, try to stick to only one style.
- From the video, the combos seem unbalanced because the damage dampener is not efficient enough on the first hits I guess.

Of course, I'd have to test all that to confirm, and add some reall feedback.
Re: Rugal_E version 1.5
#16  May 30, 2008, 03:40:56 pm
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Using the sf sparks (dunno witch game) just looks wrong on a char that is original from a snk game :gonkgoi:
My shitty mugen stuff:
Re: Rugal_E version 1.5
#17  May 30, 2008, 06:07:07 pm
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Ohsky- I believe you are overreacting to a character that is able to do 50% combos, you seem to be hypocritical since you like Ascended Mugen characters, but dislike what I do.

Cybaster- How is a bright palette such a bad thing anyways?  And where would I get CvS2 power charge effects anyways?  That logic that mixing effects should be avoided at all costs seems to be really silly if you ask me, I don't get how that is bad at all.  Actually the problem actually is the fact that one of his aerial specials is very overpowered if used against foes in midair, resulting in a higher than normal damage combo.

Anjei- The sparks are from SFIII actually, but again I don't get the reason why that is so bad I should avoid it at all costs.
Re: Rugal_E version 1.5
#18  May 30, 2008, 07:39:14 pm
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mmkay so some of my honest to goodness feedback:

- this is very minor anyway = Ugly large portrait is ugly

- The Palette has a HUGE lack of shading, making it look ugly and eye hurtingly bright.

- Backdash has too much Backdash (HALF THE SCREEN)

- REppuken needs lag and a longer recovery time... its really cheap with how it is as of now. I can easily kill any char with Corner reppuken spam, kinda like SSF2T Hadouken spam but worse..

- You don't need that LONG super pauses for a super pause. Something like half a second or less super pause is often enough..

- Whats with having to tap 2 buttons after a command motion just for a super that costs only 1 energy stock? it just doesn't feel right and it makes it a little more hassling to do combos with supers...

- also, GG based combos are a GATLING based, basically its p.k.s.hs thing... in this case, a proper GG esque gatling based chain combo system can be lp,lk,strong punch/strong kick or lk,lp, strong punch/strong kick. Also, if you want the combo system to be more GG-ish, add Jump cancelling to certain normal attacks and aerial attacks. (Hopefully you know what Jump cancelling is).

Will comeback with MOAR feedback after further play testing
Re: Rugal_E version 1.5
#19  May 30, 2008, 07:41:10 pm
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guys, guys, it's his first character. Be more gentle please  --;
"If our lives are indeed the sum total of the choices we've made, then we cannot change who we are. But with every new choice we're given, we can change who we're going to be." The Outer Limits S04E04

"If knowledge is power and power corrupts... how will human kind ever survive?" The Outer Limits S04E16
Re: Rugal_E version 1.5
#20  May 30, 2008, 09:16:38 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.
Re: Rugal_E version 1.5
#21  May 30, 2008, 09:28:03 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.

Yeah, I realize that actually.  I actually like the SFIII sparks myself, and they weren't hard to get from zweifuss' site at all, nor to put on my character, although I'm not the best at aligning such things though.

I see, and I already know a number of people here who will automatically dislike my character.  Because if you haven't known, it seems the JS Mugen forums doesn't like what I do at all.  And the fact that version .95 was insanely broken probably made someone popular on Youtube think I was completely incapable of fixing such problems, and thus that entire section of people said person controls will think that way.

What I was implying is that alot of people hated my character because the AI was broken, most people never check the gameplay at all, and if they do, not for very long at all.
Re: Rugal_E version 1.5
#22  May 30, 2008, 09:42:55 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.

Yeah, I realize that actually.  I actually like the SFIII sparks myself, and they weren't hard to get from zweifuss' site at all, nor to put on my character, although I'm not the best at aligning such things though.

I see, and I already know a number of people here who will automatically dislike my character.  Because if you haven't known, it seems the JS Mugen forums doesn't like what I do at all.  And the fact that version .95 was insanely broken probably made someone popular on Youtube think I was completely incapable of fixing such problems, and thus that entire section of people said person controls will think that way.

What I was implying is that alot of people hated my character because the AI was broken, most people never check the gameplay at all, and if they do, not for very long at all.


Personaly you can take it how you want. A character in mugen can never be finished because of the possibilities you can do, but it can be pretty complete nonetheless. Providing betas and different versions before hand will probably leave many people disliking your character because its not finished you know. Also giving a character AI right away is stupid because I've noticed people judge a character by AI right away almost all the time.

What I would do is take time, screw releasing stupid betas and alphas and just try to make as a complete job as possible, then releasing. Try to eliminate as many problems by your self as you can. Accurate people will catch your mistakes w/o a doubt.

I like this Rugal. Im offensive and aggresive and I do things with your Rugal that I cant do with others thats why I like it. If I want more accurate Rugal play ill go play with Warusaki's. But in Mugen you're allowed to do everything and anything you want. But somethings you should follow and abide by to have less hassle and even save some feedback from people who are looking to tear you up.

Try that on your next work you will see the difference.
Re: Rugal_E version 1.5
#23  May 30, 2008, 09:43:29 pm
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Not bad for a first character. Besides the obvious technical issues, an easy fix to make him more enjoyable gameplay wise is to add a bit more pause time (more so for P1 when executing a launcher) and use the correct hitsparks and positioning. I personally don't like the pause between hypers to taunt or whatever. Try to remember that P2 would rather not sit through a long wait and it takes away from the flow of a battle (unless you have DBZ style cutscene animations for them....but I digress...) The update is much better in comparison though. I'm sure with each new creation you will only get better. Good job. :)

Quote
But somethings you should follow and abide by to have less hassle and even save some feedback from people who are looking to tear you up.

That's good advice. IMO
Re: Rugal_E version 1.5
#24  May 30, 2008, 09:55:08 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.

Yeah, I realize that actually.  I actually like the SFIII sparks myself, and they weren't hard to get from zweifuss' site at all, nor to put on my character, although I'm not the best at aligning such things though.

I see, and I already know a number of people here who will automatically dislike my character.  Because if you haven't known, it seems the JS Mugen forums doesn't like what I do at all.  And the fact that version .95 was insanely broken probably made someone popular on Youtube think I was completely incapable of fixing such problems, and thus that entire section of people said person controls will think that way.

What I was implying is that alot of people hated my character because the AI was broken, most people never check the gameplay at all, and if they do, not for very long at all.


Personaly you can take it how you want. A character in mugen can never be finished because of the possibilities you can do, but it can be pretty complete nonetheless. Providing betas and different versions before hand will probably leave many people disliking your character because its not finished you know. Also giving a character AI right away is stupid because I've noticed people judge a character by AI right away almost all the time.

What I would do is take time, screw releasing stupid betas and alphas and just try to make as a complete job as possible, then releasing. Try to eliminate as many problems by your self as you can. Accurate people will catch your mistakes w/o a doubt.

I like this Rugal. Im offensive and aggresive and I do things with your Rugal that I cant do with others thats why I like it. If I want more accurate Rugal play ill go play with Warusaki's. But in Mugen you're allowed to do everything and anything you want. But somethings you should follow and abide by to have less hassle and even save some feedback from people who are looking to tear you up.

Try that on your next work you will see the difference.

Yeah, I know.  Why do you think people like P.o.t.s and Warusaki3 and 9 update their characters even now.  The only reason I release betas is to see if I'm messing up too much.  I do eliminate alot of problems, I don't like people who attempt to insult my character(Robertthesmall and WildTengu are just a few examples), but I know that I can't catch everything myself.

My character was for those who like Rugal, but don't like the countless accruate versions of him that currently exist.  And I usually put what I should do on a notepad text document so I don't forget.

Another thing is that I don't entirely know what correct positioning is at all, all I can do is guess.  Pause for the basic attacks, or everything?  And the pause is so the super sound can play completely before the attack starts.

I know I'm learning something actually, although some people will never think that way of me at all.
Re: Rugal_E version 1.5
#25  May 30, 2008, 10:12:52 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.

Yeah, I realize that actually.  I actually like the SFIII sparks myself, and they weren't hard to get from zweifuss' site at all, nor to put on my character, although I'm not the best at aligning such things though.

I see, and I already know a number of people here who will automatically dislike my character.  Because if you haven't known, it seems the JS Mugen forums doesn't like what I do at all.  And the fact that version .95 was insanely broken probably made someone popular on Youtube think I was completely incapable of fixing such problems, and thus that entire section of people said person controls will think that way.

What I was implying is that alot of people hated my character because the AI was broken, most people never check the gameplay at all, and if they do, not for very long at all.


Personaly you can take it how you want. A character in mugen can never be finished because of the possibilities you can do, but it can be pretty complete nonetheless. Providing betas and different versions before hand will probably leave many people disliking your character because its not finished you know. Also giving a character AI right away is stupid because I've noticed people judge a character by AI right away almost all the time.

What I would do is take time, screw releasing stupid betas and alphas and just try to make as a complete job as possible, then releasing. Try to eliminate as many problems by your self as you can. Accurate people will catch your mistakes w/o a doubt.

I like this Rugal. Im offensive and aggresive and I do things with your Rugal that I cant do with others thats why I like it. If I want more accurate Rugal play ill go play with Warusaki's. But in Mugen you're allowed to do everything and anything you want. But somethings you should follow and abide by to have less hassle and even save some feedback from people who are looking to tear you up.

Try that on your next work you will see the difference.

Yeah, I know.  Why do you think people like P.o.t.s and Warusaki3 and 9 update their characters even now.  The only reason I release betas is to see if I'm messing up too much.  I do eliminate alot of problems, I don't like people who attempt to insult my character(Robertthesmall and WildTengu are just a few examples), but I know that I can't catch everything myself.

My character was for those who like Rugal, but don't like the countless accruate versions of him that currently exist.  And I usually put what I should do on a notepad text document so I don't forget.

Another thing is that I don't entirely know what correct positioning is at all, all I can do is guess.  Pause for the basic attacks, or everything?  And the pause is so the super sound can play completely before the attack starts.

I know I'm learning something actually, although some people will never think that way of me at all.


Who cares about what people think? If you're after the title of being known in Mugen then thats failure in my book. Make something you want w/o worried about what people will think. A more rewarding feeling comes from making something in Mugen for yourself. Creators who try to stimulate the crowd by flashy sparks and shet like that are fails and might never improve. Those who just chill about will produce better end product. Thats all im going to say in this matter and this thread as well.

This is my opinion that is all. Good work and good luck.
Re: Rugal_E version 1.5
#26  May 30, 2008, 10:42:32 pm
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Only change things that really need changing. Feedback is great from other people because 3rd person perspective is great but as far as things like sparks and all that and its just a matter of personal choice.

Dont revamp the character fully because someone dislikes something about, because then it becomes not your character get it. Can't please everybody and never will thats why make something you truly want to.

But again fixing things up that they guys mentioned would be good and improve overall gameplay.

Yeah, I realize that actually.  I actually like the SFIII sparks myself, and they weren't hard to get from zweifuss' site at all, nor to put on my character, although I'm not the best at aligning such things though.

I see, and I already know a number of people here who will automatically dislike my character.  Because if you haven't known, it seems the JS Mugen forums doesn't like what I do at all.  And the fact that version .95 was insanely broken probably made someone popular on Youtube think I was completely incapable of fixing such problems, and thus that entire section of people said person controls will think that way.

What I was implying is that alot of people hated my character because the AI was broken, most people never check the gameplay at all, and if they do, not for very long at all.


Personaly you can take it how you want. A character in mugen can never be finished because of the possibilities you can do, but it can be pretty complete nonetheless. Providing betas and different versions before hand will probably leave many people disliking your character because its not finished you know. Also giving a character AI right away is stupid because I've noticed people judge a character by AI right away almost all the time.

What I would do is take time, screw releasing stupid betas and alphas and just try to make as a complete job as possible, then releasing. Try to eliminate as many problems by your self as you can. Accurate people will catch your mistakes w/o a doubt.

I like this Rugal. Im offensive and aggresive and I do things with your Rugal that I cant do with others thats why I like it. If I want more accurate Rugal play ill go play with Warusaki's. But in Mugen you're allowed to do everything and anything you want. But somethings you should follow and abide by to have less hassle and even save some feedback from people who are looking to tear you up.

Try that on your next work you will see the difference.

Yeah, I know.  Why do you think people like P.o.t.s and Warusaki3 and 9 update their characters even now.  The only reason I release betas is to see if I'm messing up too much.  I do eliminate alot of problems, I don't like people who attempt to insult my character(Robertthesmall and WildTengu are just a few examples), but I know that I can't catch everything myself.

My character was for those who like Rugal, but don't like the countless accruate versions of him that currently exist.  And I usually put what I should do on a notepad text document so I don't forget.

Another thing is that I don't entirely know what correct positioning is at all, all I can do is guess.  Pause for the basic attacks, or everything?  And the pause is so the super sound can play completely before the attack starts.

I know I'm learning something actually, although some people will never think that way of me at all.


Who cares about what people think? If you're after the title of being known in Mugen then thats failure in my book. Make something you want w/o worried about what people will think. A more rewarding feeling comes from making something in Mugen for yourself. Creators who try to stimulate the crowd by flashy sparks and shet like that are fails and might never improve. Those who just chill about will produce better end product. Thats all im going to say in this matter and this thread as well.

This is my opinion that is all. Good work and good luck.

I'm not after that title, because I clearly don't want to be like those popular elitists like XCB, Kung Fu Man and NeoKamek.  Indeed making it my way is more rewarding, and fun at that.
Re: Rugal_E version 1.5
#27  May 30, 2008, 10:46:30 pm
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My Newly Made GIF
Re: Rugal_E version 1.5
#28  May 30, 2008, 11:03:59 pm
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Hmm, thanks.  I'll use it when I get back to working on Rugal_E.  Right now, I'm just waiting for feedback and listing what changes I am going to do currently.  But not all of them will be in the next version, but most of them will.
Re: Rugal_E version 1.5
#29  May 31, 2008, 01:09:28 am
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guys, guys, it's his first character. Be more gentle please  --;

its called feedback, and good thing Evilslayer is taking them all constructively, not Personally (coughcoughKongcoughcough)

besides, I like the char, thats why i gave all my honest to goodness feedback for it :P

---------------------------------------------------------------------------------

also, if you want CVS2-ish power charge effects, I believe you can ask for POTS or Warusaki3's sprites. Heck, most people who create cvs-ish characters nowadays create their own effects as well.

also, New suggestion for a portrait:


Just for the sake of people who will download an update and for them not to complain LOLWTFUGLYPORTRAIT..
Re: Rugal_E version 1.5
#30  May 31, 2008, 01:50:47 am
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guys, guys, it's his first character. Be more gentle please  --;

its called feedback, and good thing Evilslayer is taking them all constructively, not Personally (coughcoughKongcoughcough)

besides, I like the char, thats why i gave all my honest to goodness feedback for it :P

---------------------------------------------------------------------------------

also, if you want CVS2-ish power charge effects, I believe you can ask for POTS or Warusaki3's sprites. Heck, most people who create cvs-ish characters nowadays create their own effects as well.

also, New suggestion for a portrait:


Just for the sake of people who will download an update and for them not to complain LOLWTFUGLYPORTRAIT..


Well, I'm glad you like it actually.  I could rip one from a KoF game as well.  I might redo all of the palettes(I believe that 12 is too many, only like up to 6 are needed).

Ah yes, thanks.  But there is a two problems with that: The portrait needs to be 120x140 if I'm not mistaken.  And I don't know what program will not only help me resize the image without destroying the image quality, but get rid of the white background as well.
Re: Rugal_E version 1.5
#31  May 31, 2008, 02:23:53 am
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Yeah 120x140. Guys over at Mugen-Infantry can make one for you.
Re: Rugal_E version 1.5
#32  May 31, 2008, 02:37:16 am
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Re: Rugal_E version 1.5
#33  May 31, 2008, 02:55:04 am
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Re: Rugal_E version 1.5
#34  May 31, 2008, 03:10:02 am
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hmm a rushjob, but hope this helps
just save it as pcx
Spoiler, click to toggle visibilty

Quote
Lord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:
Re: Rugal_E version 1.5
#35  May 31, 2008, 03:10:41 am
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Cybaster- How is a bright palette such a bad thing anyways?  And where would I get CvS2 power charge effects anyways?  That logic that mixing effects should be avoided at all costs seems to be really silly if you ask me, I don't get how that is bad at all.

Bright Palettes are bad because they don't look good, and again, Mixing effects isn't a good idea too, because again, it doesn't look good.  If I were to splash bright pink paint all over my room, and throw different colored splotches of paint everywhere, it'd look terrible.

Also, for CvS2 Power charge effects, check the resources forum.  I already gave you feedback on this so...
"With ignorance and arrogance, success is assured."
~Mark Twain
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Re: Rugal_E version 1.5
#36  May 31, 2008, 03:18:21 am
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Eh, Robert, I'll ignore you because you never clarify what you say at all.  And you are one those guys, who along with the purists, completely insulted my character, so there is really no reason to listen to the likes of you or any of your purist friends at all.

[E]-PEN15- Thanks, this should help.
Re: Rugal_E version 1.5
#37  May 31, 2008, 03:19:55 am
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Uh, no need to be a dick, I was just explaining stuff to you, in why bright palettes and mixing effects look bad.   To be honest, Mixing effects ISN'T bad... so long as they fit.  SF3 + CVS + KOF effects don't look too good together, because they don't blend good.
"With ignorance and arrogance, success is assured."
~Mark Twain
Sig by TempesT
Re: Rugal_E version 1.5
#38  May 31, 2008, 03:32:12 am
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Uh, no need to be a dick, I was just explaining stuff to you, in why bright palettes and mixing effects look bad.   To be honest, Mixing effects ISN'T bad... so long as they fit.  SF3 + CVS + KOF effects don't look too good together, because they don't blend good.

You see, thats the problem with you I think:  You say all of these things are bad and need to be avoided like the plague and expect people to completely understand what you are saying, when really, only the "elite" like Cybaster will understand such a thing.  What fits is different to nearly everyone except for people like and the rest of the Mugen elite, just to let you know.
Re: Rugal_E version 1.5
#39  May 31, 2008, 03:44:27 am
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Okay, I'll give you a physical example as of why such things clash.  Look at this.   See how the SF3 Hitsparks and the KoF firesparks don't look alike, and as such, they clash with each other?

Now look at this.  While this DOES have mixing effects (CvS2 and a KOF Super BG), both have been edited to fit.  That's what I'm trying to say.  Unless the effects match, or have been edited to match, they won't look good.
"With ignorance and arrogance, success is assured."
~Mark Twain
Sig by TempesT
Re: Rugal_E version 1.5
#40  May 31, 2008, 03:48:08 am
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Okay, I'll give you a physical example as of why such things clash.  Look at this.   See how the SF3 Hitsparks and the KoF firesparks don't look alike, and as such, they clash with each other?

Now look at this.  While this DOES have mixing effects (CvS2 and a KOF Super BG), both have been edited to fit.  That's what I'm trying to say.  Unless the effects match, or have been edited to match, they won't look good.

My main problem with that is that some attacks for my characters use sprites from completely different games because I can't find a good sprite in the same game.  So I use sprites from different games, knowing that alot of people will try to bash me for that alone.
Re: Rugal_E version 1.5
#41  May 31, 2008, 03:53:51 am
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Just use a custom effect that matches it, or look in another game with similar effects.   Also making stuff because people will complain about it is stupid.  That's like me going into my neighbors VCR, whipping my penis out and jerking off into it.  No logical reasoning behind it.
"With ignorance and arrogance, success is assured."
~Mark Twain
Sig by TempesT
Re: Rugal_E version 1.5
#42  May 31, 2008, 03:58:31 am
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Okay, I'll give you a physical example as of why such things clash.  Look at this.   See how the SF3 Hitsparks and the KoF firesparks don't look alike, and as such, they clash with each other?

Now look at this.  While this DOES have mixing effects (CvS2 and a KOF Super BG), both have been edited to fit.  That's what I'm trying to say.  Unless the effects match, or have been edited to match, they won't look good.

My main problem with that is that some attacks for my characters use sprites from completely different games because I can't find a good sprite in the same game.  So I use sprites from different games, knowing that alot of people will try to bash me for that alone.

You can ask for sprite edits from @ndroide. He made many sprite edits for his Rugal/s like his most current version of God Rugal, which has his SNK attacks, or even his CVS1 Rugal.. I'm sure @ndroide will somehow will lend you a little help with some of his sprite edits.

Also, it would be of great help when you practice more of sprite editing. The way Fong made he KOF2k2 HSDM Hyper BG match well with CVS-ish effects is astounding thanks to good sprite editing.. hopefully you learn and refine that ability.

Also, in terms of damage dealing, I'm surprised that the supers actually deal okay damage (at least the Genocide heaven and the God Press). The real main problem with your damage scaling is that the normal attacks + Special moves seem to have the bad scaling, (A similar problem with LoTF's God Rugal).
Re: Rugal_E version 1.5
#43  May 31, 2008, 04:06:01 am
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Two things about that:  Is he open source?  And is he a member of this forum?

Only thing is that I'm nowhere near that level of sprite editing, and I really wouldn't know what to look for at all either.

Yeah, the scaling isn't the best at all, and one of his specials is overpowered against aerial foes and I forgot to change the hitdefs to make sure the overpoweredness was not there.
Re: Rugal_E version 1.5
#44  June 05, 2008, 03:15:10 am
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Combo system, very original, feels solid and great!
Re: Rugal_E version 1.5
#45  June 05, 2008, 04:46:22 am
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Combo system, very original, feels solid and great!

Well, thanks.  I'm surprised anybody posted in this topic, I was sure this topic was going to rot and die off(I didn't want that to happen though), just as some people really wanted it to(I believe that such people don't want you guys to know that I even exist).
Re: Rugal_E version 1.5
#46  June 06, 2008, 12:43:20 am
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Combo system, very original, feels solid and great!

Well, thanks.  I'm surprised anybody posted in this topic, I was sure this topic was going to rot and die off(I didn't want that to happen though), just as some people really wanted it to(I believe that such people don't want you guys to know that I even exist).

Sadly, I know exactly what your talking about, but this isn't the time for that.

Ontopic: Very good creation. Technically he has a bit of trouble against combo-style characters but overall it's a very solid creation.
one small gripe: I think his G.cutter's range on startup should be a bit longer. by about an 8th of an inch.(I know I'm a little picky, but most of the KOF grugal's I have keep hitting R.E out of his G.cutter at the very tip of the cutter. a little wierd, huh?)
Re: Rugal_E version 1.5
#47  June 06, 2008, 02:13:01 am
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Combo system, very original, feels solid and great!

Well, thanks.  I'm surprised anybody posted in this topic, I was sure this topic was going to rot and die off(I didn't want that to happen though), just as some people really wanted it to(I believe that such people don't want you guys to know that I even exist).

Sadly, I know exactly what your talking about, but this isn't the time for that.

Ontopic: Very good creation. Technically he has a bit of trouble against combo-style characters but overall it's a very solid creation.
one small gripe: I think his G.cutter's range on startup should be a bit longer. by about an 8th of an inch.(I know I'm a little picky, but most of the KOF grugal's I have keep hitting R.E out of his G.cutter at the very tip of the cutter. a little wierd, huh?)

Well, he doesn't have many special mechanics at all really.  Heh, that shouldn't be hard at all to do, the invulnerability times for Rugal_E's G. Cutter aren't at all big either.
Re: Rugal_E version 1.5
#48  June 07, 2008, 03:20:57 am
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  • there r no pretty girls in naruto, just HAWT HAKU
Two things about that:  Is he open source?  And is he a member of this forum?

Only thing is that I'm nowhere near that level of sprite editing, and I really wouldn't know what to look for at all either.

Yeah, the scaling isn't the best at all, and one of his specials is overpowered against aerial foes and I forgot to change the hitdefs to make sure the overpoweredness was not there.


Androide may not be opensource IICR, but some people have already asked permission on using some of his Sprite edits from his chars as part of their own chars...

Also, Androide IS a member of this forum... at least he does have an account here..

Combo system, very original, feels solid and great!

Well, thanks.  I'm surprised anybody posted in this topic, I was sure this topic was going to rot and die off(I didn't want that to happen though), just as some people really wanted it to(I believe that such people don't want you guys to know that I even exist).

Well, maybe because its a potentially good Rugal edit?? (at least for those who don't care much on being a fighting game purist that is)
Re: Rugal_E version 1.5
#49  June 07, 2008, 04:20:53 am
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He might notice this thread since he has made quite a few Rugals.

It is a good edit?  Didn't know that, because most people on the Youtube Community seem to think he is a crap edit of Warusaki3's Rugal.
Re: Rugal_E version 1.5
#50  June 07, 2008, 04:36:26 am
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i like it good combo system sick repuuken sprite ai is nice but beatable cant wait to see the final version.
Sugu raku ni shite yaru.
Re: Rugal_E version 1.5
#51  June 07, 2008, 04:46:57 am
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i like it good combo system sick repuuken sprite ai is nice but beatable cant wait to see the final version.

Eh, I'm not the type of guy to announce final version though lol.

And the AI is what most people would perceive as broken.
Re: Rugal_E version 1.5
#52  June 07, 2008, 04:49:55 am
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@ndroide is opensource, in fact he doesn't even care if you name him on the readme or not  :P
Re: Rugal_E version 1.6
#53  June 08, 2008, 01:44:57 am
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Didn't know that actually.  And also, I like giving people credit if I use things from them that I didn't make on my own.

Rugal_E version 1.6 is now uploaded.  And is now a mediafire link(Freewebs has terrible download speed for your information).  He is found on my freewebs site.
Re: Rugal_E version 1.5
#54  June 08, 2008, 12:05:40 pm
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Yo! I just watched your Rugal_E take me on and his AI is rather tough! I couldn't take him down! He's a worthy opponent! What? You updated Rugal_E? I'm off to check it out! I'll be back and give you some feedback ok!

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.5
#55  June 08, 2008, 03:26:20 pm
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wow well good job i remember hearing of rugal_e before but never saw him till now
Re: Rugal_E version 1.5
#56  June 09, 2008, 02:00:23 am
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wow well good job i remember hearing of rugal_e before but never saw him till now

You didn't look, did you?

I'll say this to the Mugen Elites here and then kin: Stay away from my character, because you just get pissed off when using him because according to you guys too many things will be off.
Re: Rugal_E version 1.5
#57  June 09, 2008, 05:25:29 am
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This rugal is amazing..his combo system is an excellent touch and his ai is very tough..it took me 5 tries to beat him with pots shin gouki
Nothing Is here
Re: Rugal_E version 1.5
#58  June 10, 2008, 08:11:36 pm
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This rugal is amazing..his combo system is an excellent touch and his ai is very tough..it took me 5 tries to beat him with pots shin gouki

Well, to most people the AI is considered quite broken.

Most people don't have seem to realize that Rugal_E does have damage dampening(Mainly because they didn't look at all, good job to those who actually played him for awhile and actually figured that out) at all.
Re: Rugal_E version 1.5
#59  June 10, 2008, 09:53:13 pm
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This rugal is amazing..his combo system is an excellent touch and his ai is very tough..it took me 5 tries to beat him with pots shin gouki

Well, to most people the AI is considered quite broken.

Most people don't have seem to realize that Rugal_E does have damage dampening(Mainly because they didn't look at all, good job to those who actually played him for awhile and actually figured that out) at all.

I say it's tough rater than Broken or Cheap! His AI can even beat Warausaki3's Rugal ith 3 round! Results your one: 2 Warausaki3's: 1

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.5
#60  June 10, 2008, 10:35:41 pm
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Considering how strong Warusaki3's characters are, that means the AI is quite tough.
Re: Rugal_E version 1.5
#61  June 11, 2008, 06:26:28 pm
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I'll see what happens and i'll give you feedback soon!

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.5
#62  June 11, 2008, 08:06:42 pm
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I'll see what happens and i'll give you feedback soon!

Version 1.6 doesn't have AI though(Although you could copy the AI from version 1.5 and it would more than likely still work).

Re: Rugal_E version 1.5
#63  June 12, 2008, 06:59:04 pm
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Spoiler, click to toggle visibilty
Re: Rugal_E version 1.7
#64  June 14, 2008, 05:12:09 am
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Rugal_E version 1.7 is now uploaded, look at the first post of this topic, if you don't know where to get Rugal_E that is.

This long awaited version simply changes the cmd file around so that more combos are possible.  I did this by changing the time = part on all of Rugal_E's special's and super's.
Re: Rugal_E version 1.7 released
#65  June 14, 2008, 09:52:08 am
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Best redownload and play again!

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.7 released
#66  June 16, 2008, 09:46:47 am
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Rugal_E version 1.8 is now uploaded here are the changes:

Changes from version 1.7 to version 1.8:

*Damage values for normal attacks have been adjusted quite a bit.  They follow a format that is somewhat simliar to Robert Dragon's system, where the normals don't do as much against a foe already under attack.
*Adjusted damage dampening on some normal and command attacks
*Aerial backdash changed so that it moves mostly horizontal rather than left or right.
*Adjusted Aerial throw damage a bit so it isn't overpowered, especially in combos
*Both forward dashes moves slightly faster now, but the ground backdash doesn't move as far.
*Adjusted some damage values, also made the Kaiser Buster actually useable now and also slightly nerfed the Majin Raikouken
*Aerial normal attacks aren't useless now, as they do good damage now as well because the new system I used for most of the normal attacks
*Made the Genocide Heaven super not worthless in a combo
*Made the supers much easier to do. Instead of QCFX2,a+b it's just QCFX2,a
*You can now cancel most level 1's into each other, but not in the air
*You can cancel into a God Press from a Gigantic Pressure now as well, and of course into almost any super from the God Press
*The glitch that makes Rugal_E reset to state no 0 has been fixed now

Look at the first post of this topic for the link to where you can download this character.
Re: Rugal_E version 1.8 released
#67  June 16, 2008, 06:18:12 pm
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Redownloading!

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.9 released
#68  June 20, 2008, 11:34:14 am
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mmkay so some of my honest to goodness feedback:

- this is very minor anyway = Ugly large portrait is ugly

- The Palette has a HUGE lack of shading, making it look ugly and eye hurtingly bright.

- Backdash has too much Backdash (HALF THE SCREEN)

- REppuken needs lag and a longer recovery time... its really cheap with how it is as of now. I can easily kill any char with Corner reppuken spam, kinda like SSF2T Hadouken spam but worse..

- You don't need that LONG super pauses for a super pause. Something like half a second or less super pause is often enough..

- Whats with having to tap 2 buttons after a command motion just for a super that costs only 1 energy stock? it just doesn't feel right and it makes it a little more hassling to do combos with supers...

- also, GG based combos are a GATLING based, basically its p.k.s.hs thing... in this case, a proper GG esque gatling based chain combo system can be lp,lk,strong punch/strong kick or lk,lp, strong punch/strong kick. Also, if you want the combo system to be more GG-ish, add Jump cancelling to certain normal attacks and aerial attacks. (Hopefully you know what Jump cancelling is).

Will comeback with MOAR feedback after further play testing


Well, have any suggestions on which portrait I should use then?

I could make the palette start from a really dark version of a color, and stop at a bright version of the exact same color.  How would that sound?

I'm assuming that you are talking about the ground backdash, right?  If so, I think I can fix that pretty easily.

It's not so much the lag time, but the fact that you have 2 of them on screen at a time.

To make supers a bit harder to do, but I think I switch that to one button as well.

I know what jump canceling is, and I think I can do that actually.  And if I remember correctly, if you double jump with a GG character you can't airdash, is that right?  And do you mean that lp and lk can chain into themselves as well?

I now released Version 1.9, and sorry for moving one of the posts by complete accident.  Look at the first post of this topic for the link.
Re: Rugal_E version 1.9 released
#69  June 20, 2008, 06:15:46 pm
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  • I've been Kain for 2009!!!
Mediafire is a good Downloading File I have to say!

Spoiler, click to toggle visibilty
Re: Rugal_E version 1.9 released
#70  June 20, 2008, 08:43:12 pm
  • ****
looks much better as it gets updated  :)
Re: Rugal_E version 2 released
#71  June 23, 2008, 01:15:53 am
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Changelog from the readme:

Changes from version 1.8 to version 1.9:

*Changed the Big Portrait to something cooler
*Changed the normal and command attack grunts
*Added some grunts to when Rugal_E is under attack
*Damage values adjusted some more
*Some normal attacks are faster, and all normal attacks have less stun time
*This infinite doesn't work anymore: Cancel into either Shippuken from the 4th hit of the ground light kick Genocide Cutter or after the 2nd hit of either version of the strong kick Genocide Cutter.  I did this by only allowing the cancellation to occur after the time that the hits could have connected.
*Removed the Power Charge. In it's place, Rugal_E now slowly gains power by moving forward.
*Removed the Evade. In exchange, you just Just Defend now.  Heals 5 life and 50 poewr.
*Haven't changed the hitsparks yet, because I can't find the CvS2 ones and the GG ones seem not to interest me, besides I like the current hitsparks I have at the moment.
*Rugal_E can now be OTG comboed to an extent.
*Rugal_E has only one palette now.  This is because most people are too lazy to choose any other palette aside from the first one.  On the bright side, the palette is much darker, not to mention easier on the eyes.

Version 2 is now uploaded:

Changes from version 1.9 to version 2:

*Removed the just defend after personally finding out how broken it is.
*Rugal_E can now rapid-fire his crouching and standing light punches. This opens up quite a few new combo possibilities, but the rapid fire punches don't do much damage at all though.  They are there to make combo less of a chore.
*Strong Punch animation changed, added a velset as well.  This will make the strong punch actaully useable.
*Increased the power that the forward dash and moving forward give, because I thought it was too small(Tell me if it's too much, I can easily change it).
*Added a new super in the air.  The motion is the same as the Kaiser Blast.  But you can comboing into it from the Genocide Cutter as well. Costs 900 power.  This is an aerial version of the Kaiser Blast.  It's much faster, but it ends the combo though.
*God Press damage adjusted quite a bit, so that the combo isn't worthless to use, but it won't be cheap as well.
*Changed the Genocide Heaven.  The Genocide Heaven acts a bit more like in CvS2.  Hits 6 times now.
*The light kick version of the ground Genocide Cutter hits less times as well now.  Ground versions of the Genocide Cutter got a damage boost though.
*Combo faq will be added.  Simply because most people don't have a clue of how to do Rugal_E's more complex combos.
Re: Rugal_E version 2 released
#72  June 24, 2008, 02:11:39 am
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its aquite fun character .just an idea use 3 cutter than can continue to others combo aswell... ;D and the genocide cytter use rugal 2002 version...just my idea lol  ;D
Re: Rugal_E version 2 released
#73  June 29, 2008, 11:18:04 am
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After playing with him for a bit, I gotta say I love him so far. I'm a huge fan of Rugal, so having a version of him where I can go combo-happy is great. However, there are a few issues I have...

- His super Kaiser Wave DM (dunno its actual name) just looks like a regular Kaiser Wave, and its firing seems sloppy. It just sort of pops up in front of his arms. Maybe this move could be tweaked.

- His God Press has the wrong motion to it, and it really throws me off (and I'm sure other Rugal players as well). It should be HCB + punch, not HCF. This also causes him to launch a Reppuken when I'm trying to do a God Press.

- In the future, perhaps the Rugal Execution could be added. It's always been a great apporach, and could easily set up the opponent for mid-air combos, since this Rugal is capable of that.
Re: Rugal_E version 2 released
#74  July 03, 2008, 02:38:45 pm
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After playing with him for a bit, I gotta say I love him so far. I'm a huge fan of Rugal, so having a version of him where I can go combo-happy is great. However, there are a few issues I have...

- His super Kaiser Wave DM (dunno its actual name) just looks like a regular Kaiser Wave, and its firing seems sloppy. It just sort of pops up in front of his arms. Maybe this move could be tweaked.

- His God Press has the wrong motion to it, and it really throws me off (and I'm sure other Rugal players as well). It should be HCB + punch, not HCF. This also causes him to launch a Reppuken when I'm trying to do a God Press.

- In the future, perhaps the Rugal Execution could be added. It's always been a great apporach, and could easily set up the opponent for mid-air combos, since this Rugal is capable of that.

Well, I'm glad you liked it.

-Hmm, I could change the animation a bit so that it won't be so bad.

-I could change the motion of the God Press, but I will fix that problem though.

-Maybe I could add it, if I had the sprites for it that is.
Re: Rugal_E version 2 released
#75  July 03, 2008, 06:07:43 pm
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  • I've been Kain for 2009!!!
The one thing the old AI Patch I miss is taking Against Kyo XI in Hard AI!

Spoiler, click to toggle visibilty
Re: Rugal_E version 2 released
#76  July 14, 2008, 08:20:38 pm
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The one thing the old AI Patch I miss is taking Against Kyo XI in Hard AI!

I updated Rugal_E to version 2.1.  The AI is now in the characters CMD file, but now there is a AIlevel.st file to configure the level of the AI(I really would advise taking a peek at it by the way, and if you don't,. well.....)

From the Readme(Since the majority is way too lazy to read the damn thing!):

Changes from version 2 to version 2.1:

*Added some more sounds, like another gethit sound, and a recovery sound.
*AI's difficulty level is adjustable through the AILevel.st file, you might want to adjust it before fighting Rugal_E.  Because of this, the AI is now intergrated into the character, rather than just a patch now.
*AI level display enabled to show you what AI Level you are fighting.
*Adjusted the damage of the supers, so that the Inferno Wave isn't useless anymore, and the Gigantic Pressure super needs the God Press chain to deal good damage.  The level 2 supers were toned down as well now.
*The combos shouldn't be too overpowering now, adjusted some other damage values while I was at it.
*The AI should activate very quickly now.

And yes, the Level 7 AI can defeat enemies like Psyqhical.
Re: Rugal_E version 2 released
#77  July 15, 2008, 08:04:55 pm
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  • I've been Kain for 2009!!!
The one thing the old AI Patch I miss is taking Against Kyo XI in Hard AI!

I updated Rugal_E to version 2.1.  The AI is now in the characters CMD file, but now there is a AIlevel.st file to configure the level of the AI(I really would advise taking a peek at it by the way, and if you don't,. well.....)

From the Readme(Since the majority is way too lazy to read the damn thing!):

Changes from version 2 to version 2.1:

*Added some more sounds, like another gethit sound, and a recovery sound.
*AI's difficulty level is adjustable through the AILevel.st file, you might want to adjust it before fighting Rugal_E.  Because of this, the AI is now intergrated into the character, rather than just a patch now.
*AI level display enabled to show you what AI Level you are fighting.
*Adjusted the damage of the supers, so that the Inferno Wave isn't useless anymore, and the Gigantic Pressure super needs the God Press chain to deal good damage.  The level 2 supers were toned down as well now.
*The combos shouldn't be too overpowering now, adjusted some other damage values while I was at it.
*The AI should activate very quickly now.

And yes, the Level 7 AI can defeat enemies like Psyqhical.

Thanks EvilSalyerX! Now Kyo XI in Hard AI better beware Rugal_E!

Spoiler, click to toggle visibilty
Re: Rugal_E version 2 released
#78  July 16, 2008, 02:39:09 pm
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will dl it for sure .. but how bout 3 cutte it will be good if u make it ...just an idea  ;D
Re: Rugal_E version 2 released
#79  July 16, 2008, 03:21:10 pm
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  • Click on my ''earth'' icon
    • animaclone.deviantart.com/
Nice, will try this.