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Alex (SF_MX) update (Read 5492 times)

Started by lifido9999, July 31, 2010, 06:46:54 am
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Alex (SF_MX) update
#1  July 31, 2010, 06:46:54 am
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Last Edit: August 05, 2010, 05:36:38 pm by lifido9999
Re: Alex (SF_MX)
#2  August 01, 2010, 03:23:52 am
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One time I tested this char when it wasnt full on his function but later i found GM`s version... I FELL IN LOVE! sorry Fido... i love of your works aswel so dont get me wrong! :sugoi:
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alex (SF_MX)
#3  August 01, 2010, 03:27:47 am
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Fido's Characters are moreso a mix of every Street Fighter in existence.

And the movelist image for Alex...
The Ultra Art name and command is completely wrong.

Loving this Alex.

I just wonder if you made anything else other than Alex and Adon.
Re: Alex (SF_MX)
#4  August 01, 2010, 03:31:34 am
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Mixing every SF is just going to turn it into a cluster-hell of moves and defense systems.
Not to mention, these (Adon and Alex) are a bit on the flashy side.
Re: Alex (SF_MX)
#5  August 01, 2010, 03:41:56 am
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Mixing every SF is just going to turn it into a cluster-hell of moves and defense systems.
Techniques...
Not so much. Maybe because Alex was only in the SF3 series.

Systems is a different story.
We've got 2 "grooves" to choose from, which is basically either 4 or 6 button system.
Start brings up an ingame movelist, and Taunt is X+B.

They completely expanded on that short overhead hopping in SF3 by making C+Z an even shorter hop button, and you follow up with a button.

We have Saving or Focus attacks, Guard, Stun, and an Ultra Bar.

And lots of other Focus canceling stuff that I don't even think was in SF4, like pressing C+Z to do the short hop, or X+B to cancel the remaining animation but stand still.

Overall it can't be worse than that one Marilyn Sue.
Re: Alex (SF_MX)
#6  August 01, 2010, 04:13:42 am
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Might I suggest having some mechanics available in one groove and the others in the other groove?
Re: Alex (SF_MX)
#7  August 01, 2010, 04:35:43 am
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I just wonder if you made anything else other than Alex and Adon.

He has, he has Rose, Gen and Yang to name a few and quite alot more iirc. Will test this Alex when I get back later tonight. Thanks for sharing your works again.
Re: Alex (SF_MX)
#8  August 01, 2010, 04:45:28 am
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Might I suggest having some mechanics available in one groove and the others in the other groove?
Some mechanics are only available on certain grooves.
For example, the short(er) hop is only available on A groove, which is the 6 button setup.
I just wonder if you made anything else other than Alex and Adon.

He has, he has Rose, Gen and Yang to name a few and quite alot more iirc. Will test this Alex when I get back later tonight. Thanks for sharing your works again.
Orly?
I can't seem to find them.
Re: Alex (SF_MX)
#9  August 01, 2010, 04:53:55 am
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Re: Alex (SF_MX)
#10  August 01, 2010, 05:31:01 am
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Might I suggest having some mechanics available in one groove and the others in the other groove?
Some mechanics are only available on certain grooves.
For example, the short(er) hop is only available on A groove, which is the 6 button setup.
I just wonder if you made anything else other than Alex and Adon.

He has, he has Rose, Gen and Yang to name a few and quite alot more iirc. Will test this Alex when I get back later tonight. Thanks for sharing your works again.
Orly?
I can't seem to find them.
There was one time when he had them all unfinished (without the grove selects) on his website, during that time i download it a few, later on he maked them offline to work on them again so now he is bringing them back again but this time with more work done, im currently using his Q, Elena, sodom, rolento, mika and makoto on my roster...
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alex (SF_MX)
#11  August 01, 2010, 06:24:37 am
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Tho the only problems i got with this characters are their palettes... mmmm not a big fan of those colors kind of gaysh but hey its  just a comment dont take it too serous...  ;D :sugoi:
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alex (SF_MX)
#12  August 01, 2010, 08:52:52 am
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I hope he makes Yun in MX style soon. *just sneezed so that means I am telling the truth* That would be really chill. Yang was really nice in MX form.

GT

Re: Alex (SF_MX)
#13  August 01, 2010, 08:59:48 am
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He already made a Yun.
Yeah Titiln, in fact, You Made Him
Re: Alex (SF_MX)
#14  August 01, 2010, 10:44:03 am
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This char was good. But I found some flaws.

-Whats with these sprites?


-Theres a typo in the moveslist.

                                                                                           /\
                                                                                            |
You have to pull off 360 PP to do Hyper Jaguar Revolver.
-The Land spark is misaligned and also when he's lieing down.

He's slighty levatating over Mr Bears feet.
-Theres a problem with the Super BG.

Maybe MUGEN 1.0 caused it or IDK.
Re: Alex (SF_MX)
#15  August 01, 2010, 11:30:42 am
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I like some of the effects, I like that he has a focus attack and he can FADC, and I like that MP can combo into MP slash.

I like some of the concepts, but the gameplay of Alex just isn't appealing to me.

I Still like GM's a whole lot better.
No
Re: Alex (SF_MX)
#16  August 01, 2010, 12:20:31 pm
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So you're going in alphabetical order with the updates?

That means, unless I'm forgetting anyone...Birdie is next?

: D
Re: Alex (SF_MX)
#17  August 01, 2010, 02:26:38 pm
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oh well, people will never learn that a movelist menu in a char totally breaks other mugen chars :(
Re: Alex (SF_MX)
#18  August 01, 2010, 03:12:20 pm
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well i think this is meant to be a fullgame type of thing
Re: Alex (SF_MX)
#19  August 01, 2010, 04:57:40 pm
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Here I thought he made only Yang MX will seek out Yun when I get back. Thanks for the heads up Yzan.
Re: Alex (SF_MX)
#20  August 02, 2010, 04:51:26 am
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I hope he makes Yun in MX style soon. *just sneezed so that means I am telling the truth* That would be really chill. Yang was really nice in MX form.

Yan will very late to upload. Since need to debug and add new move. (UC). and
I will upload by the name a to z. a is most raely and z is last.
Re: Alex (SF_MX)
#21  August 02, 2010, 04:56:26 am
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This char was good. But I found some flaws.

-Whats with these sprites?


-Theres a typo in the moveslist.

                                                                                           /\
                                                                                            |
You have to pull off 360 PP to do Hyper Jaguar Revolver.
-The Land spark is misaligned and also when he's lieing down.

He's slighty levatating over Mr Bears feet.
-Theres a problem with the Super BG.

Maybe MUGEN 1.0 caused it or IDK.

thanks your report. will fix later. before Friday.
Re: Alex (SF_MX)
#22  August 02, 2010, 05:54:24 am
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Ak you scaled the sprites on top of .cns (I change it to 1/1 on my end it looks much better) and I noticed also that crouching hp twitches to crouching anim if you hold down. Basicaly I would make the attack ChangeState to 0 instead of 11 and problem solved.

Is anybody else having problems doing Ultras? I am pressing double kicks/punches and nothing. :-\
Re: Alex (SF_MX)
#23  August 02, 2010, 06:52:20 am
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The only problem i have is that the focus attack doesnt crumble the opponent

great char fido!!!
Re: Alex (SF_MX)
#24  August 02, 2010, 11:39:50 pm
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To do the ultra, in A groove, the third bar must be full.


Last Edit: August 03, 2010, 08:06:01 am by Garuda
Re: Alex (SF_MX)
#25  August 03, 2010, 04:13:51 am
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Even if his chars behave more like fullgame stuff (in which case i dont see why this is even released as chars to put in your mugen) you must create a command buffering, the other chars must share the same system and every state you go on roundstate must have ctrl 0. if anybody wanna try what im talking about do the next: leave both chars on state 0, pause with p1, check p2 state with debug mode, now u will see that pressing any direction will change p2 state even during the pause.
Re: Alex (SF_MX)
#26  August 04, 2010, 06:36:18 pm
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Too different for me. I just know you are talking about the "pause"
Re: Alex (SF_MX)
#27  August 05, 2010, 05:39:11 pm
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Even if his chars behave more like fullgame stuff (in which case i dont see why this is even released as chars to put in your mugen) you must create a command buffering, the other chars must share the same system and every state you go on roundstate must have ctrl 0. if anybody wanna try what im talking about do the next: leave both chars on state 0, pause with p1, check p2 state with debug mode, now u will see that pressing any direction will change p2 state even during the pause.

I had fixed the channel problem and action problem. thank you!
Re: Alex (SF_MX)
#28  August 08, 2010, 07:02:35 pm
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Re: Alex (SF_MX)
#29  August 09, 2010, 09:21:45 am
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Re: Alex (SF_MX)
#30  August 09, 2010, 01:37:39 pm
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oh well, people will never learn that a movelist menu in a char totally breaks other mugen chars :(
Can you please tell me how do you disable it?
:( any botton but S  :-\

??? not sure what you mean, but the problem im having is with some of my characters the the movelist menu will just pop up for no reason and lock up the game, and all i can do is hit esc to end the game. Im looking for the code to delete, but im not sure what im looking for.

GT

Re: Alex (SF_MX) update
#31  August 09, 2010, 02:00:07 pm
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You need to open up the CMD and comment this out :

[State -1 ,    pause]
Type = Helper
Trigger1 = NumHelper(10001) = 0
trigger1 =command = "start"
trigger1 = var(25) = 0 || var(26) = 0
Name = "Pause"
ID = 10001
Pos = 0, -600
PosType = Back
StateNo = 10001
KeyCtrl = 1
OwnPal = 1

:)
I think. XD
Yeah Titiln, in fact, You Made Him
Re: Alex (SF_MX) update
#32  August 10, 2010, 03:05:56 am
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You need to open up the CMD and comment this out :

[State -1 ,    pause]
Type = Helper
Trigger1 = NumHelper(10001) = 0
trigger1 =command = "start"
trigger1 = var(25) = 0 || var(26) = 0
Name = "Pause"
ID = 10001
Pos = 0, -600
PosType = Back
StateNo = 10001
KeyCtrl = 1
OwnPal = 1

:)
I think. XD

Thanks, but i dont see anything like that. This is what it looks like:

[Command]
Name = "waza1_light"
Command = ~D, F, x
Time = 9
[Command]
Name = "waza1_middle"
Command = ~D, F, y
Time = 9
[Command]
Name = "waza1_hard"
Command = ~D, F, z
Time = 9

[Command]
Name = "waza2_light"
Command = F, ~D, DF, x
Time = 20
[Command]
Name = "waza2_middle"
Command = F, ~D, DF, y
Time = 20
[Command]
Name = "waza2_hard"
Command = F, ~D, DF, z
Time = 20

[Command]
Name = "waza3_light"
Command = ~D, B, a
[Command]
Name = "waza3_middle"
Command = ~D, B, b
[Command]
Name = "waza3_hard"
Command = ~D, B, c

[Command]
Name = "FF"
Command = F, F
[Command]
Name = "BB"
Command = B, B

[Command]
Name = "a"
Command = a
Time = 1
[Command]
Name = "b"
Command = b
Time = 1
[Command]
Name = "c"
Command = c
Time = 1
[Command]
Name = "x"
Command = x
Time = 1
[Command]
Name = "y"
Command = y
Time = 1
[Command]
Name = "z"
Command = z
Time = 1

[Command]
Name = "start"
Command = s
Time = 1

[Command]
Name = "fwd"
Command = F
Time = 1
[Command]
Name = "back"
Command = B
Time = 1
[Command]
Name = "up"
Command = U
Time = 1
[Command]
Name = "down"
Command = D
Time = 1

[Command]
Name = "holda"
Command = /$a
Time = 1
[Command]
Name = "holdb"
Command = /$b
Time = 1
[Command]
Name = "holdc"
Command = /$c
Time = 1

[Command]
Name = "holdfwd"
Command = /$F
Time = 1
[Command]
Name = "holdback"
Command = /$B
Time = 1
[Command]
Name = "holdup"
Command = /$U
Time = 1
[Command]
Name = "holddown"
Command = /$D
Time = 1

[Command]
Name = "recovery"
Command = a+b+c+x+y+z+s
Time = 0

[StateDef -1]
[State -1];—³Šªù•—‹r
Type = ChangeState
Trigger1 = (Command="waza3_light"||Command="waza3_middle"||Command="waza3_hard") && (StateType!=A||(Var(13)&&!Var(10))) && (Ctrl||(Time<2&&StateNo=[200,399])||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="waza3_light", 1200, IFelse(Command="waza3_middle", 1201, 1202))
[State -1];‹ó’†—³Šªù•—‹r
Type = ChangeState
Trigger1 = (Command="waza3_light"||Command="waza3_middle"||Command="waza3_hard")&&StateType=A&&(Ctrl||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0))&&Pos Y<-55&&Var(10)&&Var(30)!=1&&RoundState=2
Value = IFelse(Command="waza3_light", 1203, IFelse(Command="waza3_middle", 1204, 1205))

[State -1];¸—´Œ
Type = ChangeState
Trigger1 = (Command="waza2_light"||Command="waza2_middle"||Command="waza2_hard") && (StateType!=A||Var(13)) && (Ctrl||(Time<2&&StateNo=[200,399])||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="waza2_light", 1100, IFelse(Command="waza2_middle", 1101, 1102))

[State -1];”g“®Œ
Type = ChangeState
Trigger1=(Command="waza1_light"||Command="waza1_middle"||Command="waza1_hard")&&!NumProjID(1)&&(StateType!=A||Var(13))&&(Ctrl||(Time<2&&StateNo=[200,399])||Var(6)>0||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0))&&Var(30)!=1&&RoundState=2
Value = IFelse(Command="waza1_light", 1000, IFelse(Command="waza1_middle", 1001, 1002))

[State -1];“Š‚°
Type = ChangeState
Trigger1 = StateNo = 20 && (Command = "y" || Command = "z" || Command = "b" || Command = "c" || (Var(10) = 2 && Command = "a")) && P2BodyDist X<(65*Const(Size.XScale)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command = "y", 504, IFelse(Command = "z", 500, IFelse(Command = "b", 510, 514)))

[State -1];—§‚¿ƒpƒ“ƒ`ŒnUŒ‚
Type = ChangeState
Trigger1 = (Command = "x" || Command = "y" || Command = "z") && StateType = S && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x", 200+(P2BodyDist X<(35*Const(Size.XScale))), IFelse(Command="y", 210+(P2BodyDist X<(42*Const(Size.XScale))), 220+(P2BodyDist X<(46*Const(Size.XScale)))))
[State -1];—§‚¿ƒLƒbƒNŒnUŒ‚
Type = ChangeState
Trigger1 = (Command = "a" || Command = "b" || Command = "c") && StateType = S && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(P2BodyDist X>(29*Const(Size.XScale)), IFelse(Command = "a", 230, IFelse(Command = "b", 240, IFelse(P2BodyDist X<(45*Const(Size.XScale)), 251, 250))), IFelse(Command = "a", 231, IFelse(Command = "b", 241, 251)))
[State -1];‚µ‚Ⴊ‚ݍUŒ‚
Type = ChangeState
Trigger1 = (Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c") && StateType = C && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command = "x", 300, IFelse(Command = "y", 310, IFelse(Command = "z", 320, IFelse(Command = "a", 330, IFelse(Command = "b", 340, 350)))))
[State -1];‹ó’†ƒpƒ“ƒ`
Type = ChangeState
Trigger1 = (Command = "x" || Command = "y" || Command = "z") && StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Command = "x", 400, IFelse(Command = "y", 410, 420))
[State -1];‹ó’†ƒLƒbƒN
Type = ChangeState
Trigger1 = (Command = "a" || Command = "b" || Command = "c") && StateType = A && (Ctrl||(Var(12)=-2&&MoveType=H&&HitShakeOver&&Pos Y<=0)) && Var(30) != 1 && RoundState = 2
Value = IFelse(Vel X = 0, IFelse(Command = "a", 430, IFelse(Command = "b", 440, 450)), IFelse(Command = "a", 431, IFelse(Command = "b", 441, 451)))
[State -1];“¯Žž‰Ÿ‚µƒXƒyƒVƒƒƒ‹
Type = ChangeState
Trigger1 = Command = "a" && AnimElem = 2,>1 && (Command="x"||Command="y"||Command="z"||Command="holdup") && ((StateNo=231&&Command="holddown") || (Command!="holddown"&&StateNo=330)) && RoundState = 2
Value=IFelse(Command="holdup",40,IFelse(Command="holddown",IFelse(Command="x",300,IFelse(Command="y",310,320)),IFelse(P2Dist X<60*Const(Size.XScale),IFelse(Command="x",201,IFelse(Command="y",211,221)),IFelse(Command="x",200,IFelse(Command="y",210,220)))))
[State -1];ŽãUŒ‚˜A‘ŏˆ—
Type = ChangeState
Trigger1 = (Command="x"&&((StateNo=[200,201])||StateNo=300)&&AnimElem=2,>1) || ((Command = "holddown" || P2Dist X < 60*Const(Size.XScale)) && Command = "a" && ((StateNo = 231 && AnimElem = 2,>1) || (StateNo = 330 && AnimElem = 2,>1)))&&RoundState=2
Value = IFelse(Command="x", IFelse(Command="holddown", 300, IFelse(P2Dist X>59*Const(Size.XScale),200,201)), IFelse(Command="holddown", 330, IFelse(StateNo=330||P2Dist X<60*Const(Size.XScale), 231, 230)))