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Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13) (Read 43535 times)

Started by kingcharz, February 13, 2013, 11:06:26 pm
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Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (3/14/13)
New #1  February 13, 2013, 11:06:26 pm
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I have released Link, a char from Legend of Zelda that I've been working on for a couple of months. The spritework was originally created by Chaos Dante, whose work is incredible. After some time, he decided to suspend work on him and made his Link work open source. I'm not that great with MUGEN, but I thought I would give it a shot since Legend of Zelda is my favorite game series. I saved all of the sprites he created and drew new sprites based on his style. As I am not that knowledgeable of coding either, I borrowed the char foundation from Young Link, created by EMW and MICROmor, which was also open source. The moves and programming is phenomenal to me. I basically swapped the sprites and fixed the coding to fit with this larger Link. I would say that this char is all of their work; I just happened to put it all together. I give acknowledgment to all of them for this char being created. I hope you guys enjoy it. I also don't know how to make a video, so I have attached some screenshots below. Feedback is much appreciated, but as long as it's something I can understand with my minimal knowledge of coding so I can fix bugs with time allows. Again, thanks to all the creators of these projects, as well as those in the Read Me file.







Video made by Mon-El

http://www.youtube.com/watch?feature=player_embedded&v=0wJJ6yOSwiQ


Download the char using this link (**UPDATED 3/14/13):

https://www.dropbox.com/s/gjnv4hmb5wvymxh/Linkv1.5.rar

If you would like to download the stage I created based on Hyrule I made a while back ago, you can get it here:

http://mugenguild.com/forum/topics/hyrule-stage-146531.0.html


Link from the Legend of Zelda series

By KingCharz
Sprites by Chaos Dante (and KingCharz)
Coding by Ermac Won/EMW (and KingCharz)
Original Link Char by MICROmor

v 1.5 (3/14/13)
-Removed NotGetHits from specials
-Fixed crouching combos
-Fixed sprites

v 1.4 (3/7/13)
-Fixed getting up animation
-Fixed Megaton Hammer hit on grounded enemies
-Added launcher on heavy Megaton Hammer
-Fixed color of ocarina
-Fixed Lie down hit animation
-Added dust animation to ground smash landing
-Added wolf Link intro
-Fixed arrow and boomerang sounds
-Added frozen state sprites
-Fixed infinite priority
-Made hookshot blockable
-Fixed block effects of hookshot and bomb
-Lowered attack default value and adjusted damage of attacks
-Arranged SFF for working palettes on FF
-Slightly tweaked sprites coloring
-Added small portrait by JDM
-Added large portrait by Chaos Dante

v 1.3 (2/25/13)
-Fixed Standing LK
-Fixed Ocarina Win Pose
-Fixed Triforce slash sounds
-Fixed Hookshot attack
-Fixed attack combos
-Fixed bomb attack and sound
-Fixed Hero's Bow attack
-Fixed Downward thrust attack and sound
-Fixed Super Jump effects
-Fixed Air velocities
-Fixed Megaton Hammer and Spin Attack speed priority
-Fixed crouching heavy punch launcher
-Fixed ground and air hit times

v 1.2 (2/20/13)
-Fixed run forward animation
-Fixed Link's shouts for consistency
-Fixed Hookshot as grap and attack
-Fixed Jumping sounds and effects
-Shortened taunt slightly
-Fixed Triforce Slash animation
-Added SSBB Triforce Slash sounds
-Fixed Triforce Slash air bug
-Fixed back flip on Hylian Finale Hyper
-Fixed all CLSN boxes
-Added 2 palettes

v 1.1 (2/14/13)
-Fixed damage of Hypers based on their level
-Fixed Aerial Super Spin Hyper superpause sprites
-Fixed Megaton Hammer in close quarters


Movelist
------------


------------
Basics:
------------
Light Punch (LP) = X
Medium Punch (MP) = Y
Heavy Punch (HP) = Z
Low Kick (LK) = A
Medium Kick (MK) = B
Heavy Kick (HK) = C
Launcher = Crouching HP
Super Jump = D, U
Guard Push = LP + MP (While guarding)
Recovery Roll = L or R (while on floor)

------------
Specials:
------------
Boomerang Throw = D, DF, F, Any P
Spin Attack = D, DB, B, Any P (Also performed in air)
Hero's Bow = D, DF, F, Any K
Hookshot = D, DB, B, Any K
Bomb = LP + LK
Downward Thrust = D + Any K (while in air)
Megaton Hammer = F, D, F, Any P

-------------
Hypers:
-------------
Triforce Slash = D, DF, F, Any Two P
Super Spin Attack = D, DB, B, Any Two P (Also performed in air)
Light Arrow =  D, DF, F, Any Two K
Hidden Skills = D, DB, B, Any Two K
Last Edit: March 15, 2013, 09:22:01 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#2  February 14, 2013, 12:45:42 am
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would have been even more epic if there was a way to switch your shield to the mirror shield
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#3  February 14, 2013, 02:14:50 am
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Dark_light, that would be pretty awesome. I don't know if I would be able to add in a shield to all the spriters, but if I could, I think I'd have something like this.

Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#4  February 14, 2013, 08:44:04 am
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a forward/backwards dodge roll might be good but this is  just a suggestion.


- megaton hammer misses upclose in a corner
- hero's bow doesn't put the character in a get hit state there's basically just a sparkfx and damage don't know if it was intentional but it looks weird.
- aerial super spin attack has a standing state superpause, probably because you just used the ground move with an air command.
- too much damage on most hypers that aren't lvl 3
- triforce slash keeps hitting (except the last strike) on a  opponement laying down if the opponement was caught in the air


Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#5  February 14, 2013, 09:04:39 am
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^ Encountered these as well. Just personal preference but the Dash bugs me. Was really hoping for a run. Overall it's pretty decent. Better than another Link I tried recently. Just fix some stuff up and you have a keeper.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#6  February 14, 2013, 11:34:51 am
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I really enjoy playing him. Great sprites and as usual with a Link for MUGEN a couple moves from Soul Calibur and Smash Bros.

Here's what i don't like though: sometimes when I get hit a clone of Link appears out of nowhere and stays there for the rest of the fight. I lose health when he gets hurt, so that's really annoying. I'm not entirely sure what triggers that bug aside from getting hurt.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#7  February 14, 2013, 02:15:31 pm
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I liked it, you could improve the combination of blows in the air is very difficult to make it work
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#8  February 14, 2013, 07:30:46 pm
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.
Last Edit: February 14, 2013, 08:12:45 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#9  February 14, 2013, 08:13:00 pm
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Updated Link. New download link and details are on the first post.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#10  February 15, 2013, 01:26:08 am
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#11  February 15, 2013, 03:10:44 am
  • **
Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno

I_Cry, not to sound dumb, but could you specify what you mean by either custom state or change state.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#12  February 15, 2013, 05:54:10 am
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Wow... this Link came outta nowhere. Looks and plays good! But how come his K.O and rolling voiceclips are from Twilight Princess and the others are from Ocarina of Time? You should make it more consistent.
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Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#13  February 15, 2013, 08:12:26 am
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Link has massive potential, excellent work gentlemen. :yes:

However, Link has TONS of problems:
-  The angle of his shield during his standing stance is wrong, it should face forward.
-  Left shoulder remains unmoved during his standing stance.  It looks weird.
-  The sprites are beautiful but have questionable shading everywhere IMO.
   -  The sprites could use more depth also.
-  Standing stance CLSN is very wide... :S
-  MvC gameplay is COMPLETELY broken (Cannot link normal > special > super), cannot combo in the air with ease, etc...
-  No sound on jump.
-  No grab...?
-  Some moves (IMO) need more frames to look fluid (S. MP for example).
-  Guard push moves Link forward?
-  His CLSNs are EVERYWHERE and are God awful.  They absolutely MUST be fixed.
-  Infinite priority on almost all attacks...
-  C. LP his almost no hitstun at all...Wtf? :???:
   -  Can not combo from C. LP into C. MP or anything else.
-  All moves have timings that are virtually EVERYWHERE...
   -  C LK is much slower than C MP, etc.
-  Many normal attacks go behind opponent.
-  Specials go behind opponent as well.
-  There is very little startups on almost all special moves.
-  Damage difference for specials are a bit of everywhere...
   - LP = Fastest startup, lowest damage.  HP = Slowest startup, most damage.
-  The hookshot is useless and allows the opponent to punish Link EASILY.
   -  It needs more hitstun and should stun the opponent to be safe ( A' la Scorpion from MK).
-  The Bomb special seems pointless and poorly incorporated into Link. 
   -  Give them a purpose (traps, setups, etc.)
-  IMO all hypers look extremely clunky.
-  All hypers do too much damage.
-  Taunt is long.

This was a quick test.  I'm sure there are other bits that are off within Link. 
However, Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#14  February 15, 2013, 10:53:39 am
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Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:
This!

It has a lot of problems for now, but nothing unsavable, so continue working on him, ask questions in the Dev Help section if needed, and bring us a new good Link for Mugen. :)
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#15  February 15, 2013, 01:10:53 pm
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Hey guys,

Thanks for the feedback so far. So as of now, I fixed the Megaton Hammer problem and I changed the damage from the Hypers based on their level.

I don't really know what to do about the Hero's bow. I've tried it with different characters, and they all seem to show a hit animation.

I am trying to see how I can fix the superpause for the aerial Super Spin so it doesn't look like he's walking on air.  :grin2:

I did recreate the situation where the opponent transports right to the ground after he is it by the Triforce Slash in the air. I don't know where to start with that, but I keep working on it.


for the triforce slash problem either put p2 in a custom state or changestate with movehit and p2stateno

I_Cry, not to sound dumb, but could you specify what you mean by either custom state or change state.


A custom state is a state defined in your char's cns or st by using "Statedef" that could be literally anything from a different stance to a wall bounce or a get hit/stun state.  You can then use p2stateno= "insert number of custom state" during the gethit of the first slash of triforce slash to put p2 in a stun state or standing stance or even bind p2 to link so all the hits are accounted for in a somewhat decent manner.

You could also use the changestate command to achieve the same thing.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#16  February 15, 2013, 08:17:58 pm
  • **
Wow... this Link came outta nowhere. Looks and plays good! But how come his K.O and rolling voiceclips are from Twilight Princess and the others are from Ocarina of Time? You should make it more consistent.

I really liked the voiceclips from TP for specific moves since there were some in the game that were not offered in OOT or sounded better than OOT, so I tried to change to pitch to be better. I'll look into how I can make that better


Link has massive potential, excellent work gentlemen. :yes:

However, Link has TONS of problems:
-  The angle of his shield during his standing stance is wrong, it should face forward.
-  Left shoulder remains unmoved during his standing stance.  It looks weird.
-  The sprites are beautiful but have questionable shading everywhere IMO.
   -  The sprites could use more depth also.
-  Standing stance CLSN is very wide... :S
-  MvC gameplay is COMPLETELY broken (Cannot link normal > special > super), cannot combo in the air with ease, etc...
-  No sound on jump.
-  No grab...?
-  Some moves (IMO) need more frames to look fluid (S. MP for example).
-  Guard push moves Link forward?
-  His CLSNs are EVERYWHERE and are God awful.  They absolutely MUST be fixed.
-  Infinite priority on almost all attacks...
-  C. LP his almost no hitstun at all...Wtf? :???:
   -  Can not combo from C. LP into C. MP or anything else.
-  All moves have timings that are virtually EVERYWHERE...
   -  C LK is much slower than C MP, etc.
-  Many normal attacks go behind opponent.
-  Specials go behind opponent as well.
-  There is very little startups on almost all special moves.
-  Damage difference for specials are a bit of everywhere...
   - LP = Fastest startup, lowest damage.  HP = Slowest startup, most damage.
-  The hookshot is useless and allows the opponent to punish Link EASILY.
   -  It needs more hitstun and should stun the opponent to be safe ( A' la Scorpion from MK).
-  The Bomb special seems pointless and poorly incorporated into Link. 
   -  Give them a purpose (traps, setups, etc.)
-  IMO all hypers look extremely clunky.
-  All hypers do too much damage.
-  Taunt is long.

This was a quick test.  I'm sure there are other bits that are off within Link. 
However, Link's off too a great start guys.  Please do not stop working on him.
This character has mad potential. :yes:

All I can say is YIKES. I don't know much about coding but I can try some stuff. I am working on the boxes, but I don't know how to work with priorities, startups etc. I did fix the hookshot where he gives a large kick after the hook similar to that of Super Smash. I don't know how I would do a lot of that other stuff Lol. Thanks for the feedback. :)
Last Edit: February 20, 2013, 11:05:36 pm by kingcharz
Re: Link by KingCharz, ChaosDante, EMW & MICROmor
#17  February 20, 2013, 11:06:02 pm
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Updated Link again. Check out the first post.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#18  February 21, 2013, 02:49:19 pm
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Really need to fix that problem with the bomb, where another Link appears if the bomb is hit.

-Crouching attacks fail at comboing, especially the light punch.
-C SP (uppercut) cannot be blocked in the air.
-C LK and C LP seem a bit too high.
-The Megaton Hammer only hits on the last frame. Intentional?
-D, DB, B, single punch (Sword spin) has the hitbox around the sword, yet the hyper variant has the hitbox covering the whole of Link.

Oh, I want a diagram. I fucking love diagrams.
Last Edit: February 21, 2013, 03:31:38 pm by GarchompMatt
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#19  February 21, 2013, 07:16:47 pm
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Really need to fix that problem with the bomb, where another Link appears if the bomb is hit.

-Crouching attacks fail at comboing, especially the light punch.
-C SP (uppercut) cannot be blocked in the air.
-C LK and C LP seem a bit too high.
-The Megaton Hammer only hits on the last frame. Intentional?
-D, DB, B, single punch (Sword spin) has the hitbox around the sword, yet the hyper variant has the hitbox covering the whole of Link.

Thanks for the feedback. I can't seem to find the problem with the bomb or I should say recreate it, so I'm thinking about possible disabling the move altogether.
For the crouch attacks, can you tell me how I can make things better at comboing. I've been trying to compare codes, but I can't seem to see anything that's different. And also what do you mean when you say the crouch hits are a bit too high? The sprites or the hit boxes?
The Megaton Hammer hits on the last frame are intentional because I didn't like how it looked with a hit earlier and the swordspin hitboxes are the same as the ones in the Young Link char. I didn't see a problem with it so I didn't want to change the hyper hitbox. The move looked good to me so I didn't touch it. Thanks again for your input and I'm working on fix it with some other bugs.
Re: Link by KingCharz, ChaosDante, EMW & MICROmor UPDATED (2/20/13)
#20  February 21, 2013, 11:58:36 pm
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-I think it's when the bomb is on the ground. Try throwing it, waiting for it to hit the ground and getting a character to kick it.

-Comboing is dealt with in the CMD. Something like "triggerx = stateno = y && Movecontact", where "x" is whatever trigger number you're at, and "y" is the stateno of the move you want the attack to be combo'd from. I'd give you example, but I physically can't at the moment.

Oh, I want a diagram. I fucking love diagrams.
Last Edit: February 22, 2013, 12:02:58 am by GarchompMatt