The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: R@CE AKIR@ on January 21, 2013, 03:53:38 am

Title: R@CE STYLE TMNT LEONARDO Updated 1/27/13
Post by: R@CE AKIR@ on January 21, 2013, 03:53:38 am
TMNT Leonardo



CHECK IT OUT!  :)

Leonardo UPDATED
Bug Fixes :
Spoiler, click to toggle visibilty

Download TMNT Leonardo here : http://www.mediafire.com/?g1czaoty6ayoa3m

Anything that needs to be fixed should be of course pointed out in a respectable manner. Please respect that, and thank you :-)

Read me inside here :
Spoiler, click to toggle visibilty
Title: Re: TMNT LEONARDO
Post by: Dcat on January 21, 2013, 04:05:38 am
checking this guy out now!
Title: Re: TMNT LEONARDO
Post by: ViBeZ on January 21, 2013, 04:09:35 am
R@ce my Friend you are Badass for creating my Favorite Turtle
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Noside on January 21, 2013, 04:31:06 am
Fantastic! can't wait to test Ralph as well. :suttrox:
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Ness on January 21, 2013, 04:32:21 am
Ready for the hate, but I have to ask ... WinMugen compatible?

EDIT:  Just checked the WIP thread, so no; thanks anways ... they look awesome!
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Sinnesloschen on January 21, 2013, 04:34:41 am
* Long boring rant about 1.0's superiority and how easy it is to upgrade. *
Title: Re: TMNT LEONARDO
Post by: Dcat on January 21, 2013, 04:41:07 am
-Attack and GetHit CLSN could be improved in general.
-Blue CLSN on his gethit animations seems really skimpy, Leo can easily break out of juggles because of this. Sometimes he completely switches sides when being air juggled which is frustrating when I've finally caught him in one of his rare openings.
-Recovery time for some his moves could be increased, it seems almost nonexistent right now.
-Some required gethit sprites could be better aligned. Sometimes Leo's sprite alignment can jump around a bit in his hit states and it can be pretty jarring.

+ Love the voice and effects
+ Nice move progression.
+ Aggressive AI, but beatable :D
+ I like what you've done with the Super BG transitions, really smooth
+ Cool ice effects on his attacks although his Endless Ice Screw special slows my PC down, maybe remove an explod here or there,or have a single explod binded for a longer duration. This might just be my personal issue though.
+ Really cool take on the character, looking forward to the rest of the gang.
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Ness on January 21, 2013, 04:52:15 am
* Long boring rant about 1.0's superiority and how easy it is to upgrade. *

PISS :P
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Skeletor-E.X. on January 21, 2013, 05:02:50 am
Thanks for the shout out man! Bout to test him out! :sugoi:
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 21, 2013, 05:23:33 am
Thanks guys! I appreciate you guys for supporting me through this

-Attack and GetHit CLSN could be improved in general.
-Blue CLSN on his gethit animations seems really skimpy, Leo can easily break out of juggles because of this. Sometimes he completely switches sides when being air juggled which is frustrating when I've finally caught him in one of his rare openings.
-Recovery time for some his moves could be increased, it seems almost nonexistent right now.
-Some required gethit sprites could be better aligned. Sometimes Leo's sprite alignment can jump around a bit in his hit states and it can be pretty jarring.

+ Love the voice and effects
+ Nice move progression.
+ Aggressive AI, but beatable :D
+ I like what you've done with the Super BG transitions, really smooth
+ Cool ice effects on his attacks although his Endless Ice Screw special slows my PC down, maybe remove an explod here or there,or have a single explod binded for a longer duration. This might just be my personal issue though.
+ Really cool take on the character, looking forward to the rest of the gang.

Thanks alot Dcat! This is exaxctly what I needed.

-About those Clns boxes, I wont even lie dude, when I started him and the other turtles, I was being very lazy when it came to them. Using Auto Clns FF classic can make you lazy.... But yeah I do need to go back and fix those.

-Recovery time will be adjusted as you said. Thanks man

-Those gethits are off a lil I noticed when I used Byte Zero's sff I tried to fix most that I could, but I see that I need to go back in and fix the remaining ones. Thanks for letting me know about that

Title: Re: R@CE STYLE TMNT LEONARDO
Post by: senorfro on January 21, 2013, 06:15:13 am
Jebus Cripes, he's powerful.  MvC style combos, parry, dodge, and power charge (whistles) okay.

- Forward and Back dash evade attacks
- Can combo all 6 basics (LP, LK, MP, MK, HP, HK)
- Rotto Ice Cutter, Ice Impaler, Super Rotto Cutter, and Super Ice Cutter do no chip damage
- Versatile Raid and Apprentice's Revenge should not have the same command
- Holding Forward (or backward) and HK near an opponent does...nothing
- Being able to combo into Apprentice's Revenge is too much as it's already over-powered as is (834 damage?!?)
- Catching an air-borne opponent with Apprentice's Revenge gives the opponent enough of a window to block the rest of the super
- damage for lvl1 supers and lvl2 supers are too similar
- Having the last hit of Super Ice Impaler auto aim and un-blockable is a bit much
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 21, 2013, 07:51:29 am
Jebus Cripes, he's powerful.  MvC style combos, parry, dodge, and power charge (whistles) okay.

- Forward and Back dash evade attacks
- Can combo all 6 basics (LP, LK, MP, MK, HP, HK)
- Rotto Ice Cutter, Ice Impaler, Super Rotto Cutter, and Super Ice Cutter do no chip damage
- Versatile Raid and Apprentice's Revenge should not have the same command
- Holding Forward (or backward) and HK near an opponent does...nothing
- Being able to combo into Apprentice's Revenge is too much as it's already over-powered as is (834 damage?!?)
- Catching an air-borne opponent with Apprentice's Revenge gives the opponent enough of a window to block the rest of the super
- damage for lvl1 supers and lvl2 supers are too similar
- Having the last hit of Super Ice Impaler auto aim and un-blockable is a bit much


Ummm...MVC isnt the only game with chain combos but anyway,

Chain combos, yes.
Parry, yes.
Dodge, yes
Power charge yes.  (Whistles back)

Now back to the bugs pointed out

- I made the dashes like that so that can avoid things like how Vega does. (They do this same thing in from the original TMNT tournament fighters and i liked so i put it in like that. ) I could change it, but i dunno mostly likely I will.....

- There is nothing wrong wit his chaining at all. I have tested it and everything is fine. Everything in that department is as it should be.

- I will look into the chip damage not being on those.

- Versatile Raid and Apprentice's Revenge share the same command because if you life is low instead doing Versatile Raid, you will do Apprentice's Revenge because its a kind of Desperation hyper. That is why they share the same button lay out but its certain conditions that have to be met in order for you to do that. (Life being low and must have a level 3 power bar)

- Yeah i just tried that out, and your right, it doesn't Thanks for that.

- Thanks for that, I didnt catch that, will adjust.

- I will check the damage on the hyper, but i have never known it to do that much damage. I will tone it down. But however I will still keep it so that he can chain into it. Damage will be adjusted

- Sorry I disagree, Lvl 1 and Lvl 2 supers damage is fine to me and are not similar.

-I see the problem with the kick at the end of the Ice Impaler, will fix.

Thanks for taking the time to give some feedback. It was helpful, cus i didn't catch some of those bugs.

Title: Re: R@CE STYLE TMNT LEONARDO
Post by: senorfro on January 21, 2013, 09:00:42 am
- I made the dashes like that so that can avoid things like how Vega does. (They do this same thing in from the original TMNT tournament fighters and i liked so i put it in like that. ) I could change it, but i dunno mostly likely I will.....
I suppose.  It just seems redundant to have a roll and a dash that act the same way.  I also brought this up due being able to cancel forward dash into an attack.  I can forward dash to dodge an attack from an opponent and while they are recovering, cancel into my own attack (it's almost like an odd version of parry which you also already have).  If that's intentional, then it is what it is
[/quote]

- There is nothing wrong wit his chaining at all. I have tested it and everything is fine. Everything in that department is as it should be.
It just seemed a little loose, but if that's how you want it.

- Versatile Raid and Apprentice's Revenge share the same command because if you life is low instead doing Versatile Raid, you will do Apprentice's Revenge because its a kind of Desperation hyper. That is why they share the same button lay out but its certain conditions that have to be met in order for you to do that. (Life being low and must have a level 3 power bar)
Then can you please specify in the readme, as when my life is low enough, doing QCB LP+LK/MP+MK doesn't do anything not Versatile Raid nor Apprentice's Revenge

- Sorry I disagree, Lvl 1 and Lvl 2 supers damage is fine to me and are not similar.

Super Ice Impaler Lvl 1 - 263 damage
Super Endless Screw Lvl 2 - 252 damage
Super Ice Cutter  Lvl 2 - 308 damage (against the wall 196 damage)
Super Shining Cutter Lvl 1  - 246 damage

Considering what the levels and damage are, it's pretty close
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: readytofight on January 21, 2013, 09:05:10 am
just imagine how cool he would be with capcom sprites, sorry i was dreaming awake
thanks for the release
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Cybaster on January 21, 2013, 09:30:52 am
- Superpause screen is missing a noFG assertspecial.
- Most supers give back power to Leonardo.
- The Warning screen during Apprentice's Revenge could be made bigger Y-wise by extending the green part, because as it is now, we can see the BG during the envshake at the bottom of the screen.

Will try to give more feedback later, something more gameplay oriented. :P
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 21, 2013, 09:47:38 am
- I made the dashes like that so that can avoid things like how Vega does. (They do this same thing in from the original TMNT tournament fighters and i liked so i put it in like that. ) I could change it, but i dunno mostly likely I will.....
I suppose.  It just seems redundant to have a roll and a dash that act the same way.  I also brought this up due being able to cancel forward dash into an attack.  I can forward dash to dodge an attack from an opponent and while they are recovering, cancel into my own attack (it's almost like an odd version of parry which you also already have).  If that's intentional, then it is what it is

- There is nothing wrong wit his chaining at all. I have tested it and everything is fine. Everything in that department is as it should be.
It just seemed a little loose, but if that's how you want it.

- Versatile Raid and Apprentice's Revenge share the same command because if you life is low instead doing Versatile Raid, you will do Apprentice's Revenge because its a kind of Desperation hyper. That is why they share the same button lay out but its certain conditions that have to be met in order for you to do that. (Life being low and must have a level 3 power bar)
Then can you please specify in the readme, as when my life is low enough, doing QCB LP+LK/MP+MK doesn't do anything not Versatile Raid nor Apprentice's Revenge

- Sorry I disagree, Lvl 1 and Lvl 2 supers damage is fine to me and are not similar.

Super Ice Impaler Lvl 1 - 263 damage
Super Endless Screw Lvl 2 - 252 damage
Super Ice Cutter  Lvl 2 - 308 damage (against the wall 196 damage)
Super Shining Cutter Lvl 1  - 246 damage

Ok well, i guess you have a point. Will adjust the damage in those

As for the read me.....  I could have sworn i said "When your life is low" but i see what the problem is, i forgot to make it so that you can press those commands to do the move in the cmd. Will Fix


- Superpause screen is missing a noFG assertspecial.
- Most supers give back power to Leonardo.
- The Warning screen during Apprentice's Revenge could be made bigger Y-wise by extending the green part, because as it is now, we can see the BG during the envshake at the bottom of the screen.

Will try to give more feedback later, something more gameplay oriented. :P

- Already been told about that on Mugenfreeforall by Ryon but thanks still for pointing that out
- You know what man, i knew i forgot to do something on him . The rest of the turtles have this correct but since he was the oldest, i forgot to adjust that. will fix

- Good find dude, will fix

Thanks Cybaster!  Will work on these things tomorrow


Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Zingo on January 21, 2013, 05:57:13 pm
I only tried him out for a bit, and I really like what you have done here!  I hope you do the other turtles as well!  I will post if I find a problem, after I play with him for a bit more.
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Diablo Delta on January 21, 2013, 06:59:32 pm
Showw =3 FOdão !!!
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Two-Tone Dearly on January 21, 2013, 09:26:36 pm
R@CE your Leonardo is pretty badass, I can't wait for the rest of the fab four to be released
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: dark_light on January 21, 2013, 11:48:18 pm
i know this is a bit off topic but i was wondering if you had any plans on doing anything else as far as tmnt is concern
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Sir Lord Alpyne on January 21, 2013, 11:50:18 pm
good chizz my dude (http://www.cute-factor.com/images/smilies/onion/d5f02ecd.gif)

EDIT: his monkey flip grab with HK is missin', & tha f/b + HK when close issue also causes him to "stutter" his standing & crouching anim sometimes when goin' for a sweep if you hit df + HK.

Noside said:
Fantastic! can't wait to test Ralph as well.  :suttrox:
i 2nd this  ;D
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Memo on January 22, 2013, 12:26:13 am
nice i like what you did with leonardo, master spinter would be awsome like this too
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Noside on January 22, 2013, 02:16:54 am
Hey R@ce, just to let you know, i enjoy playing with Leo a lot, you did a great job man, can't wait to test the rest of the turtles, keep it up! :suttrox:
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: Kunai20 on January 23, 2013, 08:22:55 pm
"Ultra Combooooooooooooooooooooooooooooo!!!!!!!!!"

i just had to get that out of my system..........nice character
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 25, 2013, 04:46:20 pm
I only tried him out for a bit, and I really like what you have done here!  I hope you do the other turtles as well!  I will post if I find a problem, after I play with him for a bit more.

R@CE your Leonardo is pretty badass, I can't wait for the rest of the fab four to be released

nice i like what you did with leonardo, master spinter would be awsome like this too

Hey R@ce, just to let you know, i enjoy playing with Leo a lot, you did a great job man, can't wait to test the rest of the turtles, keep it up! :suttrox:

"Ultra Combooooooooooooooooooooooooooooo!!!!!!!!!"

i just had to get that out of my system..........nice character

Thanks alot guys! I'm glad you all enjoy playing with Leonardo because it took alot of time and patience to make him play this way. :-)

good chizz my dude (http://www.cute-factor.com/images/smilies/onion/d5f02ecd.gif)

EDIT: his monkey flip grab with HK is missin', & tha f/b + HK when close issue also causes him to "stutter" his standing & crouching anim sometimes when goin' for a sweep if you hit df + HK.

Noside said:
Fantastic! can't wait to test Ralph as well.  :suttrox:
i 2nd this  ;D

I fixed it and added the monkey flip throw in on the update that I'm about to upload.
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: The Real Niko on January 27, 2013, 01:24:13 pm
Did you ever upload the update? I wouldn't know just wondering.
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 27, 2013, 03:18:54 pm
Did you ever upload the update? I wouldn't know just wondering.

No, sorry I didn't man..., I was going to but I found some more stuff I needed to go back and fix plus I have been away from home. But I will upload an updated version today for sure. 
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: The Real Niko on January 27, 2013, 11:32:40 pm
Sounds awesome!
Title: Re: R@CE STYLE TMNT LEONARDO
Post by: R@CE AKIR@ on January 28, 2013, 03:11:36 am
1/27/2013 Leonardo updated check first post

NOTE : CHECK FIRST POST FOR THE NEW DOWNLOAD LINK
Title: Re: R@CE STYLE TMNT LEONARDO Updated 1/27/13
Post by: Noside on February 12, 2013, 04:58:52 am
Hey R@CE what's up man, was just wondering if you're going to release another jewel soon. :dio:
Title: Re: R@CE STYLE TMNT LEONARDO Updated 1/27/13
Post by: R@CE AKIR@ on February 12, 2013, 05:07:28 am
Hey R@CE what's up man, was just wondering if you're going to release another jewel soon. :dio:

As soon as I get some stuff in order.... Got somethings I ran into that caused for me to fall behind schedule. Anyway please send me a PM next time ok? Because people will think somethin new has been done or expecting somethin else but will see that its only someone asking a simple question. No disrespect intended just saying....I'm in school, I have a job, and a girlfriend plus its near Valentine's Day so....just please bare with me and be patient.
Title: Re: R@CE STYLE TMNT LEONARDO Updated 1/27/13
Post by: Noside on February 12, 2013, 05:59:28 pm
Ok gotcha, no problem dude, thanks for the advice.