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C.Viper by Megamaze - Edit (Update 3.5) (Read 39224 times)

Started by NDSilva, June 28, 2017, 03:29:43 AM
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C.Viper by Megamaze - Edit (Update 3.5)
New #1  June 28, 2017, 03:29:43 AM
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Just my bump to the cool work made by FeLo to the best SFIV character, to approach her from the source game a bit more.
This is a edit upon Megamaze's work, with the palettes made by Speedster that are in Chuchoryu's version.



Spoiler: more screens (click to see content)


Video preview:



Changelog & Updates
Spoiler, click to toggle visibilty

Update 3
  • adjust on gameplay and damage values
  • adjust on animations and special effects
  • new palettes added (thanks Hades)
  • specials canceling ability implemented

Update3.5
  • new sound effect for intro & victory pose
  • tweaks on medium kick and hard kick hitdef


Palette template:



DOWNLOAD

Last Edit: July 28, 2017, 12:59:00 AM by NDSilva

lui

Re: C. Viper by Megamaze (Edit)
#2  June 28, 2017, 03:35:11 AM
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Oh my God. Finally someone did good with the sprites
Re: C. Viper by Megamaze (Edit)
#3  June 28, 2017, 03:42:00 AM
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Damn, way to shoot down mazes original work, nice upgrade I like it a lot feels more complete.
Re: C. Viper by Megamaze (Edit)
#4  June 28, 2017, 03:47:27 AM
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It's a nice character besides the lightning and fire effects but that's just cosmetic.
The gameplay is fine so far to me.
Re: C. Viper by Megamaze (Edit)
#5  June 28, 2017, 03:49:10 AM
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you upgraded my old work lol
interesting edit.
I'm not done making her yet
Re: C. Viper by Megamaze (Edit)
#6  June 28, 2017, 04:14:42 AM
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She is a fun character for someone that never play Viper and use to hate her in 4 but my complain is how bad some of her effect look. Hope that get fix. Also hope to see more edits like this in the future

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Re: C. Viper by Megamaze (Edit)
#7  June 28, 2017, 08:04:44 AM
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Damn, way to shoot down mazes original work, nice upgrade I like it a lot feels more complete.

I'm free to not like things dude. I didn't like his original one because it felt a bit rushed after taking a long look at it. Its not like I insulted him as a person :/

Actually I don't know if he was replying to my comment since the way he worded it was weird. If so than the above applies, if not theeeeeeeen whoops my bad, ignore pls
Last Edit: June 28, 2017, 08:14:40 AM by Walruslui
Re: C. Viper by Megamaze (Edit)
#8  June 28, 2017, 09:08:56 AM
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i wasn't really rushing to make C.Viper i was still learning how to code and trying to challenge my self
wasn't really trying to rush if people thought so i still like to refine the updated version of her when the times comes
i'm always getting better every time i keep going

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Re: C. Viper by Megamaze (Edit)
#9  June 28, 2017, 09:38:00 AM
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Yeah that's fine. I personally felt that she felt rushed, that's it really.

Also note to the op, she can't cancel any of her specials or normals to her supers at all which makes her feel very limited
Re: C. Viper by Megamaze (Edit)
#10  June 28, 2017, 09:45:20 AM
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yeah someone did tell me that but i didn't update her again because i was thinking of more supers for her to do but now i do have some ideas so when i do have time i will update her and add those in
Re: C. Viper by Megamaze (Edit)
#11  June 28, 2017, 01:37:48 PM
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Thanks for the comments folks, I hope I got to something with these tweaks.

Damn, way to shoot down mazes original work, nice upgrade I like it a lot feels more complete.
Hey don't get me wrong! In fact this would be just a CNS patch for Megamaze's Viper, and I would link it to the original topic. But then I figured Megamaze/Nexus Games would eventually do more updates himself, and the patch wouldn't work out the same way. :tongue3:


you upgraded my old work lol
interesting edit.
I'm not done making her yet
Thanks for the support, I just shared this edit as someone who plays her a lot in SFIV, and tried to make her feel some more like the original game. You still rock because you built up everything else.
Good luck with your works, and I will keep an eye for your updates. :)


Also note to the op, she can't cancel any of her specials or normals to her supers at all which makes her feel very limited
Alright, gonna see what's up.
Re: C. Viper by Megamaze (Edit)
#12  June 30, 2017, 04:03:11 AM
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Also any chance you could do something for her run? She look really weird during that animation
Re: C. Viper by Megamaze (Edit)
#13  July 01, 2017, 06:42:58 AM
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Alright people, just found time to polish this edit a little more. The updated link offers:
  • addition of victory quotes (thanks Pseudonymous)
  • some hitsound change and volume rescaling
  • tweaks on Thunder Knuckle velocity
  • custom TargetState if one is hit by Thunder Knuckle EX (code from Vyn's Rugal)
  • improved chain combo
  • new boost FX for the running animation
  • resync between Emergy Combination and Burst Time fire FX
  • fixed ability to cancel into supers
  • new readme file with movelist



Check the 1st post :gouki:


As for the complains about the FX style, I personally don't mind them. But I still kinda understand your point, so a revamp of them might be considered...
Re: C. Viper by Megamaze (Edit)
#14  July 05, 2017, 02:51:20 AM
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Another great edit by yours fella.
Re: C. Viper by Megamaze (Edit)
#15  July 07, 2017, 08:14:26 PM
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Alright, some great news. Hades was a brave person and managed to remake all of C.Viper special effects, and as he sent it to me I felt motivated to study Viper mechanics a bit and do some more updates to this edit. So besides the huge revamp on her SFF, this update also features:

  • readjust in some damage values
  • readjust on some animations
  • nerfed Burning Kick(s)
  • buffed Beam Laser EX
  • added Forward Dash (just activaded, interestingly it was already coded)
  • new normal attacks
  • new voice clips




1st post updated with more images.

Last Edit: July 07, 2017, 08:44:19 PM by NDSilva
Re: C. Viper by Megamaze (Edit)
#16  July 07, 2017, 08:47:56 PM
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Thank you for the new update and using my effects! She looks and plays awesome now! :D


Spoiler, click to toggle visibilty
Last Edit: July 07, 2017, 08:54:43 PM by HadeS
Re: C. Viper by Megamaze (Edit)
#17  July 07, 2017, 09:21:42 PM
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Thank you for reworking on all the FX, that surely helps making C.Viper to look even more badass.

Spoiler, click to toggle visibilty
Re: C. Viper by Megamaze (Edit)
#18  July 07, 2017, 10:20:20 PM
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You're very welcome! Thank you for making it possible too :D! You know I wouldn't have done it if I hadn't seen your update.


I made a template btw. So people can mess with her and make palettes! If you want to put it in the first post, I think it'd work too!

I resized the effects because they were too big and I didn't want a huge template.

Spoiler, click to toggle visibilty

Re: C. Viper by Megamaze (Edit)
#19  July 07, 2017, 11:16:18 PM
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Hell to tha motha fockin yes, finally somebody did her fx.
Are you gonna update her using SFIV frame data?
Re: C. Viper by Megamaze (Edit)
#20  July 07, 2017, 11:50:19 PM
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she don't need no sf4 frame data for this cvs esque style
Re: C. Viper by Megamaze (Edit)
#21  July 08, 2017, 12:06:26 AM
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she don't need no sf4 frame data for this cvs esque style

you don't know what you talking bout



super jump dont work, and statedef 1013 (EX attack) looks
Kind of weird in motion when it hits.

ROS

Re: C. Viper by Megamaze (Edit)
#22  July 08, 2017, 12:23:33 AM
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There needs to be some sort of damage scaling implemented, 4 reps of the EX Thunder Knuckle loop almost killed. Also Super Jump works fine.



Re: C. Viper by Megamaze (Edit)
#23  July 08, 2017, 12:29:22 AM
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I know cuz I've seen your post about frame data multiple times on like everybody shit lol every character dont need exact frame data for this style atleast
Re: C. Viper by Megamaze (Edit)
#24  July 08, 2017, 12:42:57 AM
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I know cuz I've seen your post about frame data multiple times on like everybody shit lol every character dont need exact frame data for this style atleast

I'm just trying to take you rookies to school, try to teach yall something.


That super jump is really low, its just a few pixels higher than a normal jump
Re: C. Viper by Megamaze (Edit)
#25  July 08, 2017, 01:06:10 AM
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Well teach on then teacher lol
Re: C. Viper by Megamaze (Edit)
#26  July 08, 2017, 01:18:20 AM
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Too bad 100% accuracy don't always equate to fun.
Nice FX Hades & nice updates however nothing can save those sprites, not even a cs.
Excellent improv overall
Re: C. Viper by Megamaze (Edit)
#27  July 08, 2017, 01:47:50 AM
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Re: C. Viper by Megamaze (Edit)
#28  July 08, 2017, 02:02:56 AM
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What's wrong with taking notes though?

Aside from the infinite, I might test the char later on. Seems interesting I suppose.
Re: C. Viper by Megamaze (Edit)
#29  July 08, 2017, 02:07:30 AM
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Yo, dudes. Stop derailing. There's no need to insult one another.

Keep the focus on the character. Suggestions like "hey, maybe you should use frame data" are perfectly normal. Don't derail a topic because of some personal animus, and don't tell people what they can and cannot leave as feedback.
Re: C. Viper by Megamaze (Edit)
#30  July 08, 2017, 02:26:50 AM
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I was lowkey just playin but iight mugen policeman.
Re: C. Viper by Megamaze (Edit)
#31  July 08, 2017, 02:30:28 AM
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Feedback:

- Her normals seem a little "too" safe. You have Cr.HP that's +8 on block and on hit. Some of these should be checked over
- Ultra 2 is missing (I can understand if it's a thing for sprites)
- Can't cancel specials after heavy's
- The EX Knuckle loop & damage scaling
- Laser is a bit too safe. It's full screen, and its +2 either block or hit (EX being +11 on block).
- Can she have her cancels that she has for Seismic Hammer? You can cancel the move for fake outs in SF4
- Hitboxes are a bit off. Like, not only does priority sometimes not exist, but they just seem... idk.. a little inconsistent?

Hitboxes (examples):

5 MP


5 HP


j. LK



j. HK



- Also, grab whiffed hitbox sticks out a bit too much...



That's what I got. Otherwise, it's ok but needs some better testing and again, research wouldn't hurt.
Last Edit: July 08, 2017, 02:45:39 PM by TheFclass97
Re: C. Viper by Megamaze (Edit)
#32  July 08, 2017, 02:48:53 AM
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You should look up the frame data for the advantage on hit and block,
Also theres a clsn sheet, to fix some of those boxes.
Or just do what you want these are just suggestions to improve her some more.
Re: C. Viper by Megamaze (Edit)
#33  July 08, 2017, 07:13:05 AM
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People hating on Memo for actually giving good feedback, Im done.
People posting don't even know what frame data is, its easier to grab a DW template or the Infinite one and just run somebodoy else's code through  it isn't it.

Its not even about frame data, Its about making an all around solid char.

I agree with both,Memo and Fclass some of the collision boxes need re-working, but I do think its the best viper out there, good job.
Last Edit: July 08, 2017, 07:23:48 AM by PeXXeR
Re: C. Viper by Megamaze (Edit)
#34  July 08, 2017, 07:24:44 AM
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I agree with PeXXeR here.
Frame data can be important since it shows you took the time to research more about the character to make it as good as you can.
Edit: Oh and I forgot to say that this C.Viper is pretty nice and i'm hoping you can fix the issues that were recently found to make it even better.
Last Edit: July 08, 2017, 07:31:23 AM by Memes never die
Re: C. Viper by Megamaze (Edit)
#35  July 08, 2017, 07:28:57 AM
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People hating on Memo for actually giving good feedback, Im done.
People posting don't even know what frame data is, its easier to grab a DW template or the Infinite one and just run somebodoy else's code through  it isn't it.

Its not even about frame data, Its about making an all around solid char.

I agree with both,Memo and Fclass some of the collision boxes need re-working, but I do think its the best viper out there, good job.


Didnt I just say I was joking? I know frame data is important, why u sitting there making slick comments. Didnt jmorph just say quit derailing the thread? Admins come get him
Re: C. Viper by Megamaze (Edit)
#36  July 08, 2017, 07:34:54 AM
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nigga you just derailed the thread just now lmao
Re: C. Viper by Megamaze (Edit)
#37  July 08, 2017, 08:07:31 AM
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Didnt I just say I was joking? I know frame data is important, why u sitting there making slick comments. Didnt jmorph just say quit derailing the thread? Admins come get him
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There's nothing wrong with what your doing bro, but don't give people crap for giving feedback.
Last Edit: July 08, 2017, 08:39:37 AM by PeXXeR
Re: C. Viper by Megamaze (Edit)
#38  July 08, 2017, 08:25:21 AM
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Everyone, drop it now. All further off-topic posts will be deleted.
Re: C. Viper by Megamaze (Edit)
#39  July 09, 2017, 02:47:21 AM
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Wow, thanks for all the feedback I think, it seems that Viper needs even more tweaks from here than I thought.


About the Super Jump part and the infinite, for the former I didn't bother to check how accurate it was due to the adaptation to the new CvS-esque style. And for the latter, well, sorry for not realizing how cheap the Thunder Knuckle hitstate can be on combos. Hopefully both of these are adjusted for now.


@HadeS: Thanks again for revising the special effects, I implemented the new lens flare and fire alignment. And sure, putting a palette template seems like a good idea - altought you forgot the new shocked skeleton slots, but that's my mistake for not updating the remaining palettes with them;


Feedback:

- Her normals seem a little "too" safe. You have Cr.HP that's +8 on block and on hit. Some of these should be checked over
- Ultra 2 is missing (I can understand if it's a thing for sprites)
- Can't cancel specials after heavy's
- The EX Knuckle loop & damage scaling
- Laser is a bit too safe. It's full screen, and its +2 either block or hit (EX being +11 on block).
- Can she have her cancels that she has for Seismic Hammer? You can cancel the move for fake outs in SF4
- Hitboxes are a bit off. Like, not only does priority sometimes not exist, but they just seem... idk.. a little inconsistent?
- Sorry for overlook this, gotta do some research
- Actually, this move is covered in FeLo's spritesheet and the sprites for it are already in the SFF. I just didn't mean to make new moves for now, instead focusing on the moves that already had some base.
- Fixed
- Hopefully fixed
- I made some tweaks, see if they got to something
- The Pros gimmick I know, gonna see it as it's actually a heavy characteristic of C.Viper
- Sorry for overlook this part. Gonna adjust that grab hitbox also


You should look up the frame data for the advantage on hit and block,
Also theres a clsn sheet, to fix some of those boxes.
Or just do what you want these are just suggestions to improve her some more.
You know, I wasn't even aware of the frame data thing before reading your posts. So there's some more technical information that should be got through if we really want to have something close to the SFIV basis. Thanks for pointing out and yea, gonna also make a revision for the hitboxes.



So yeah, updated the link with some fixes regarding whats been pointed out. It seems I need to revise the majority of the coding and animations in order to make a consistent job with C.Viper. So the next updates shall have a optimization of gameplay along with some new moves. :ninja:
Re: C. Viper by Megamaze (Edit)
#40  July 09, 2017, 02:53:37 AM
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Quote


You should minimize the number of CLSNs in cases like these. You don't need 3 CLSN1s for an attack like this. The middle CLSN1 would work well for this attack.

There's a good discussion about hitboxes in the MUGEN Class board, give it a look. It helped me a lot, I'm sure it'll help you as well. (EDIT: LINK)
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Last Edit: July 09, 2017, 03:01:05 AM by Hatter
Re: C. Viper by Megamaze (Edit)
#41  July 09, 2017, 03:00:44 AM
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Oh, the CLSN topics on the Guild, thanks for reminding me that. :mugoi:
Re: C. Viper by Megamaze (Edit)
#42  July 11, 2017, 08:18:30 PM
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nothing can save those sprites, not even a cs.

What's the problem with them? :/ I know there's stuff from MvC3 AND from Omega that may be done(aswell for Rose too), but guess they're not that bad :/.
Not wanting to derail the topic, just wanting to know what's in my hand to update.
I swear there was something cool here!!
Re: C. Viper by Megamaze (Edit)
#43  July 11, 2017, 11:17:57 PM
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I bring palettes!

Spoiler, click to toggle visibilty
Last Edit: July 11, 2017, 11:40:21 PM by HadeS
Re: C. Viper by Megamaze (Edit)
#44  July 11, 2017, 11:41:58 PM
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Those are nice! :lugoi:
Re: C. Viper by Megamaze (Edit)
#45  July 12, 2017, 12:38:00 AM
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Is there no way to fix that infinite?
nothing can save those sprites, not even a cs.

What's the problem with them? :/ I know there's stuff from MvC3 AND from Omega that may be done(aswell for Rose too), but guess they're not that bad :/.
Not wanting to derail the topic, just wanting to know what's in my hand to update.

Number one thing here is the lack of frames in her attacks. Everything about it just feels incomplete, but you already knew that. I've seen you say it before. The sprites aren't terrible, I thought it'd just been said that they were not finished.
Re: C. Viper by Megamaze (Edit)
#46  July 12, 2017, 01:35:04 AM
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Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#47  July 19, 2017, 04:01:53 AM
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Alright, for anyone that was waiting for a new update on this side project, maybe I got something interesting to show. C.Viper was again adjusted to feel closer to the official appearences, this time using frame data from SFIV as a base.

New update has a revamp on the majority of CLSNs, animation timings, hit velocities, as well as some adjust on gameplay and special FX. The screenshot below maybe can show part of the effort I put to reaching for some accuracy -



(yeah, possibly gonna redraw this frame so it doesn't use AngleDraw. Who knows)



For now the revamp apply for the current normal and special moves she already has. But whenever I get some more freetime I gotta also do a final tuning on the super moves, and possibly add some new skills for MAX Mode.




Check 1st post for the update;

Last Edit: July 19, 2017, 04:19:04 AM by NDSilva
Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#48  July 20, 2017, 09:54:55 PM
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impressive job !! but I suggest you to add an A.I . The character will be more interesting to play against or watch her. thanks for all

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Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#49  July 20, 2017, 10:12:30 PM
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What? You used frame data?!?!
hell yeah thanks for this, I will
Try her new update.
Re: C.Viper by Megamaze - Edit (Update 3.5)
#50  July 24, 2017, 12:15:09 AM
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:hyo: Yeah bro, it's fun to see there are lots of information about SF4 frame data. One should take then in consideration when making a SF char at least once;



Yo, Viper got a small update if anyone's interested. I just noticed the intro & win poses were needing some sound effect for the cellphone, and that her s.HK has a way different performance upon jumping enemies.

So this quick update takes care of the facts aforementioned, plus a new feature during MAX Mode that for now only a few players may notice. :curtain:
Re: C.Viper by Megamaze - Edit (Update 3.5)
#51  July 24, 2017, 03:44:25 AM
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Nice update, here is a pic of her knuckle move. I don't know if the fx is properly aligned, don't remember her doing that in game(sf4). Just food for thought, thanks a million for updates.

Re: C.Viper by Megamaze - Edit (Update 3.5)
#52  July 24, 2017, 04:25:34 AM
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she's damn fine to play as, good job NDS, if only the sprites were fully finished.
Her small port is pure sex though.