Infinite,the smallport folder has shingo portraitsremoved
- Magnetic Hold doesn't seem to play the landing effect or sound when done in the Air. Also it could maybe use a sound when the debris breaks.fixed/added
- He has an extra voice sample during his MAX Magnetic Tempest that doesn't play for the normal version.Yeah, I did that on purpose to make the Max seem more dramatic/stronger than the normal but it does seem pretty empty without him saying anything at the beginning.
- Is it normal that his Magnetic Shockwave movement pattern slows down in the middle of it?I originally had it coded where it would not with as much in corner positions like most Magnetos, but it was making it look weird so I changed it to be similar to how Magneto normally does it.
- You didn't mention that Magnetic Tempsest was an Air Also in the readme.added
https://www.dropbox.com/s/kgetvuelpntuqsd/magneto.snd?dl=0Thanks RagingRowen. Added
Here ya go.
Also his select port ain't got the default color.fixed
upon landing after an aerial combo, you cannot control Magneto abput a second, maybe something to do with the landing anim?Ok, I tweaked I forgot he has a much longer landing animation than regular characters
and when connecting hyper grav mid combo, seems to reset the counter.most likely the hyper grav didn't connect to the combo because they have pretty long startup time, doing it in a custom combo or EX version is the best/really only way to connect it into a combo.
-Crouching HP has a heavy kick hit sound instead of a heavy punch one.fixed
-One of the taunts has no voice clip when the voice is set to MvC3.fixed
-The Magnetic Shockwave effect gets misaligned if the opponent is launched to the side of the stage.fixed
-Hyper Grav has a default hitspark when hit or blocked.fixed
-Hyper Grav disappears by a frame instead of using the remove FX if it hits the opponent.I didn't quite see it disappear, I know it positions itself on the target center.
-The guard spark is misaligned if Hyper Grav is blocked in the air.yeah the spark position was based off the target mid pos in their cns so if they are not correct it would appear off, but I changed it so that it should appear where the actual grav y positioing is now.
[youtube]https://youtu.be/AtHQKEWUYDM[/youtube]Thanks GUI for the awesome video
Such great version of the Master of Magnetism. Thanks Infinite! :)
Thanks Infinite for being around to make this happen. It's been a long time coming but he is now officially in the style I've been wanting for years and you added everything I asked for. Thanks for being so open to listen and execute. I appreciate that so much in a human being and that deserves honor. I might post feedback later if I run into something.Thanks Redux, I always wanted/wanted to do a Magneto but I highly doubt without you commissioning me to make him, that I would have ever completed him.
;------------------------------------------------------------------------
[State -1, Force Field]
type=ChangeState
value=Ifelse((power >= 500 && var(20)<=60 && random < 250), 1350, 1300)
triggerall=AILevel && numenemy && RoundState=2 && StateType != A && random < (200 * (AIlevel ** 2 / 64.0))
triggerall=(enemynear,movetype=A) && !Numhelper(1305) && (enemynear,statetype != L) && !(enemynear, hitfall) && (p2stateno != [120, 155]) && (enemynear,stateno!=[5100,5220]) && (p2bodydist y =[-120,5])
triggerall=(enemynear, stateno = [200, 1999]) || (enemynear, hitdefattr = , NA, SA) || (enemynear, hitdefattr = , NP, SP)&& inguarddist && (enemynear, vel x >= 0||enemynear, vel y >= 0)
trigger1=ctrl
;------------------------------------------------------------------------
[State -1, Air Force Field]
type=ChangeState
value=Ifelse((power >= 500 && var(20)<=60 && random < 250), 1375, 1325)
triggerall=AILevel && numenemy && RoundState=2 && StateType = A && pos y<-20 && (var(3) != [1, 2]) && random < (200 * (AIlevel ** 2 / 64.0))
triggerall=(enemynear,movetype=A) && !Numhelper(1305) && (enemynear,statetype != L) && !(enemynear, hitfall) && (p2stateno != [120, 155]) && (enemynear,stateno!=[5100,5220]) && (p2bodydist y =[-150,205])
triggerall=(enemynear, stateno = [200, 1999]) || (enemynear, hitdefattr = , NA, SA) || (enemynear, hitdefattr = , NP, SP)&& inguarddist && (enemynear, vel x >= 0||enemynear, vel y >= 0)
trigger1=ctrl
Feedbackit was but I had a little to much vel on the custom state which made it go to far in front of the shockwave. tweaked it
Is this suppose to happen when using magnetic shockwave.Spoiler, click to toggle visibilty
Also when using Air Ex hyper grav he does this.Spoiler, click to toggle visibilty
EX Hyper Grav in the air doesn't function properlyfixed
https://streamable.com/o6gjx (https://streamable.com/o6gjx)
Shoudn't force field also knock opponent down like this or atleast make it hit opponent during activation.yeah I had it coded more like the traditional version but I tweaked it to be more like this version now.Spoiler, click to toggle visibilty
I noticed that all your characters can't attack or guard during ground back dash but they can attack during forward dash is that on purpose.no attacking until landing on back dash if not this could be very cheap especially while fighting against someone with short attack ranges, you could just back dash and attack and not have to worry about getting hit.
shouldn't it be like this.Spoiler, click to toggle visibilty
I decided to check out the AI Force Fields.It was for the AI to not have to worry about the Enemy attribute for the reversal found that it was much more responsive without the attr but I'll just add the attribute.Spoiler, click to toggle visibilty
Is it intentional that lines 7 and 15 are life that? It's not registered in FF.
I missed one more little detail regarding the Hyper Grav special. I feel like you should put envshake when the move connects.added
Also a minor issue, Magneto's quote with Wolverine has an extra space near the word "bones." That should be all of it.fixed
Thanks GUI for the awesome video
You should have made it an own separated thread in Edit section than hijacking Infinite's thread. PRing your edit in the original release literally means telling people: "Hey, this sucks, use mine, it's better". That's a pretty snarky move to me.
You should make hyper grav follow opponent like a homing projectile and opponent recovers too fast from force field.Ok tweaked
Also hyper grav projectile sphere should'nt be destroyable until hit 4 times since you only have 1 sphere instead of 4 remember magneto is a boss character.
https://streamable.com/c7900
Air Ex hyper grav he lands before the opponent comes back to him and Air Ex force field lightning effects stays in air when landing.fixed
https://streamable.com/dg8di
Hi Infinite,Maybe try changing the remappal source from 1,0 to 1,1
for some reason when I am trying to convert your character to sff 1.1 to use my custom lifebar and big potrait,
the pal selector doesnt work anymore,
I ve done such thing with every other chars of you, but this is the first time I encounter this.
Thanks in advance for your feedback
When I remove the pallete select via config and choosing his primary color, all his special attacks are pink, shouldnt some of them be purple?Tweaked
I dont know if its impression, but his power bar seems to be slow when compared to others characters
AI may still need tweaking, after seeing the vids in the Video thread, for example.Tweaked, haven't seen any videos though.
Thanks for the updates infinite, theres only 2 more issues and he will be perfect.not really a problem, it's called attack cool down/recovery most specials and supers should have it or else they would be cheap, expecially on a move like hyper grav which sends targets into a blank custom state and grants him free hits. The Light version is the safest, the hard is the least safe but is the fastest and travels the farthest it's a little bit of balancing moves out..
The first is when using hyper grave he's vulnerable because if you block or destroy the hyper grav ball, he's still in the hyper grav state which causes Him to lose a lot of matches.Spoiler, click to toggle visibilty
the second is hyper grav ball goes pass opponent sometimes instead of hitting on contact.Tweaked, let me know if it persisit
just like dr. doom plasma beam and deadpool's grenade.Spoiler, click to toggle visibilty
-The default palette of the lifebar portrait in the select screen is not the exact one (It's using (1,0) instead of (1,1) as Magneto's skin is sightly pink). I've been noticing that on WBPA's videos.Pal 1,0 is now pal 1,1
-The Magnetic Blast projectile sound effect can barely be heard and doesn't fade if it makes contact (Since it's a projectile, the CvS2 projectile sound would be better).tweked
-Hyper Grav projectile doesn't explode when it's blocked.I tested this but it exploded every time someone blocked on my end, so I don't know...
-The hitspark on the 2nd hit of standing HK could be adjusted to be a little higher.tweaked