The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Infinite Daze on September 28, 2019, 03:30:51 pm

Title: Magneto
Post by: Infinite Daze on September 28, 2019, 03:30:51 pm
Magneto

(https://i.imgur.com/RQ5uftm.png)

mediafire (http://www.mediafire.com/file/9qtw8tjc5667upa/Magneto.rar/file)

Onedrive (https://1drv.ms/u/s!Ane85eKDatyyjBike7JaX97PDHAR?e=MGrjpo)
Title: Re: Magneto
Post by: KOFHƎRO77 on September 28, 2019, 03:40:08 pm
Infinite,the smallport folder has shingo portraits
Title: Re: Magneto
Post by: RagingRowen on September 28, 2019, 03:55:18 pm
Yeah besides that, I don't have much except:
- 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.
- He has an extra voice sample during his MAX Magnetic Tempest that doesn't play for the normal version.
- Is it normal that his Magnetic Shockwave movement pattern slows down in the middle of it?
- You didn't mention that Magnetic Tempsest was an Air Also in the readme.

I'll also tweak his voice samples when I can.
Title: Re: Magneto
Post by: germanvasquez on September 28, 2019, 06:37:37 pm
This is like a dream come true

some feedback,

upon landing after an aerial combo, you cannot control Magneto abput a second, maybe something to do with the landing anim?

and when connecting hyper grav mid combo, seems to reset the counter.


regards
and keep up your good work
Title: Re: Magneto
Post by: AVPboy on September 28, 2019, 07:32:56 pm
Oh boy... You are on fire Infinite.
Title: Re: Magneto
Post by: WBPA on September 28, 2019, 08:01:49 pm
Great job infinite but when using hyper grav against cable, deadpool, gouken standing light kick doesn't connect.

Fixed
Its not a magneto problem it's anim 5051 in the Air file of  cable, deadpool, gouken the clsn is not big enough.
Title: Re: Magneto
Post by: RagingRowen on September 28, 2019, 10:01:23 pm
https://www.dropbox.com/s/kgetvuelpntuqsd/magneto.snd?dl=0
Here ya go.

Also his select port ain't got the default color.
And I'd suggest having the AI make better use of the Force Field, the EX one especially.
Title: Re: Magneto
Post by: ZolidSone on September 28, 2019, 10:53:21 pm
Here's my feedback:
-Crouching HP has a heavy kick hit sound instead of a heavy punch one.
-One of the taunts has no voice clip when the voice is set to MvC3.
-The Magnetic Shockwave effect gets misaligned if the opponent is launched to the side of the stage.
-Hyper Grav has a default hitspark when hit or blocked.
-Hyper Grav disappears by a frame instead of using the remove FX if it hits the opponent.
-The guard spark is misaligned if Hyper Grav is blocked in the air.

More if I find anything else.
Title: Re: Magneto
Post by: DeathScythe on September 28, 2019, 11:20:17 pm
:magneto:
Title: Re: Magneto
Post by: 【MFG】gui0007 on September 29, 2019, 03:27:51 am


Such great version of the Master of Magnetism. Thanks Infinite! :)
Title: Re: Magneto
Post by: ReduxMercenaryT on September 29, 2019, 03:48:41 am
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.
Title: Re: Magneto
Post by: Infinite Daze on September 29, 2019, 05:11:00 pm
Infinite,the smallport folder has shingo portraits
removed

- 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=0
Here ya go.
Thanks RagingRowen. Added
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]

Such great version of the Master of Magnetism. Thanks Infinite! :)
Thanks GUI for the awesome video

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.

Thanks Everybody for the comments and feedback.
Title: Re: Magneto
Post by: WBPA on September 29, 2019, 06:39:32 pm
Feedback

Is this suppose to happen when using magnetic shockwave.

https://streamable.com/ar00z


Also when using Air Ex hyper grav he does this.

https://streamable.com/q4yfj


Shoudn't force field also knock opponent down like this or atleast make it hit opponent during activation.

https://streamable.com/u3iym

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.

shouldn't it be like this.

https://streamable.com/k6pcq
Title: Re: Magneto
Post by: RagingRowen on September 29, 2019, 07:45:15 pm
I decided to check out the AI Force Fields.

Code:
;------------------------------------------------------------------------
[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

Is it intentional that lines 7 and 15 are life that? It's not registered in FF.
Title: Re: Magneto
Post by: ZolidSone on September 30, 2019, 12:48:11 am
I missed one more little detail regarding the Hyper Grav special. I feel like you should put envshake when the move connects. Also a minor issue, Magneto's quote with Wolverine has an extra space near the word "bones." That should be all of it.
Title: Re: Magneto
Post by: RΣDDBRIПK on September 30, 2019, 12:56:45 am
EX Hyper Grav in the air doesn't function properly

https://streamable.com/o6gjx (https://streamable.com/o6gjx)
Title: Re: Magneto
Post by: Infinite Daze on September 30, 2019, 05:35:25 pm
Feedback

Is this suppose to happen when using magnetic shockwave.
Spoiler, click to toggle visibilty
it 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

Also when using Air Ex hyper grav he does this.
Spoiler, click to toggle visibilty
EX Hyper Grav in the air doesn't function properly

https://streamable.com/o6gjx (https://streamable.com/o6gjx)
fixed

Shoudn't force field also knock opponent down like this or atleast make it hit opponent during activation.
Spoiler, click to toggle visibilty
yeah I had it coded more like the traditional version but I tweaked it to be more like this version now.

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.

shouldn't it be like this.

Spoiler, click to toggle visibilty
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.

I decided to check out the AI Force Fields.
Spoiler, click to toggle visibilty

Is it intentional that lines 7 and 15 are life that? It's not registered in FF.
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.


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

Title: Re: Magneto
Post by: metamutant on September 30, 2019, 09:23:24 pm
Wow, this Magneto is very awesome.
Title: Re: Magneto
Post by: 【MFG】gui0007 on September 30, 2019, 10:32:52 pm
Thanks GUI for the awesome video

Glad you enjoy it bro. :)
Title: Re: Magneto
Post by: WBPA on October 01, 2019, 12:47:49 am
You should make hyper grav follow opponent like a homing projectile and opponent recovers too fast from force field.

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.

https://streamable.com/dg8di
Title: Re: Magneto
Post by: germanvasquez on October 01, 2019, 01:19:03 am
Hi Infinite,

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
Title: Re: Magneto
Post by: Darkseid DC on October 01, 2019, 05:21:23 am
Thanks for another great release! I really enjoy playing with him

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?
I dont know if its impression, but his power bar seems to be slow when compared to others characters
Title: Re: Magneto
Post by: RagingRowen on October 01, 2019, 11:25:19 am
AI may still need tweaking, after seeing the vids in the Video thread, for example.
Title: Re: Magneto
Post by: Mr. Giang on October 04, 2019, 05:57:30 am
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.
Title: Re: Magneto
Post by: WBPA on October 04, 2019, 06:19:30 am
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.

Sorry about that i was just trying to help i moved to edits section.
Title: Re: Magneto
Post by: Mr. Giang on October 04, 2019, 06:21:52 am
It's cool, np, just some food for thought.
Title: Re: Magneto
Post by: Infinite Daze on October 09, 2019, 08:46:39 pm
You should make hyper grav follow opponent like a homing projectile and opponent recovers too fast from force field.
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
Ok tweaked
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.
https://streamable.com/dg8di
fixed

Hi Infinite,

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
Maybe try changing the remappal source from 1,0 to 1,1

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?
I dont know if its impression, but his power bar seems to be slow when compared to others characters
Tweaked

AI may still need tweaking, after seeing the vids in the Video thread, for example.
Tweaked, haven't seen any videos though.


Also tweaked and fixed a few other things.

Title: Re: Magneto
Post by: RagingRowen on October 09, 2019, 08:54:15 pm
In the mentioned videos, he constantly does his Disruptor and Hyper Grav instead of blocking a likely instant projectile.
Title: Re: Magneto
Post by: WBPA on October 10, 2019, 11:51:41 pm
Thanks for the updates infinite, theres only 2 more issues and he will be perfect.

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.

https://streamable.com/juq5m


the second is hyper grav ball goes pass opponent sometimes instead of hitting on contact.
just like dr. doom plasma beam and deadpool's grenade.

https://streamable.com/556d5

Title: Re: Magneto
Post by: ZolidSone on October 11, 2019, 04:47:27 am
If you plan to update Magneto again, I noticed a few things that could use some tweaking:
-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.
-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).
-Hyper Grav projectile doesn't explode when it's blocked.
-The hitspark on the 2nd hit of standing HK could be adjusted to be a little higher.
Title: Re: Magneto
Post by: Infinite Daze on October 12, 2019, 09:20:34 pm
Thanks for the updates infinite, theres only 2 more issues and he will be perfect.

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
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 second is hyper grav ball goes pass opponent sometimes instead of hitting on contact.
just like dr. doom plasma beam and deadpool's grenade.

Spoiler, click to toggle visibilty
Tweaked, let me know if it persisit

-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
Title: Re: Magneto
Post by: Terry McJarrow on October 12, 2019, 10:06:11 pm
Just came across one specific bug: Magneto's invulnerable to Dormammu's Purification (pillar) the exact moment that Magneto does EM Disruptor at the same time. Just performed it on AI watch on my end. This only happens at a specific moment. May possibly have other characters that are affected by that. Should be looked into it.
Title: Re: Magneto
Post by: XenoCard on October 23, 2019, 04:07:14 am
Ya did well my man, I'm gonna give this Magneto a shot