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Ancient Ogre POTS style edit Version 1.3.4 (Read 342018 times)

Started by Diek Stiekem, July 13, 2021, 02:54:12 pm
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Ancient Ogre POTS style edit Version 1.3.4
#1  July 13, 2021, 02:54:12 pm
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Some time ago I thought I would try and contribute to get some more Tekken reps POTS style.
Now here we are with Ancient Ogre's POTS style version 1.3.4

Keep in mind this is my first time coding anything, and it is one big learning process.
Big shoutouts to RagingRowen's excellent coding work on Kazuya which I used as a coding base.
The original sprites were done by Chuchoryu.

Tbh, I feel like I just frankensteined something together, using existing assets and code, while altering were needed..
but I guess everyone starts somewhere ^^;

Anyway, here's some screenshots
















=====<Known Issues>=====
  - None

=====<What's Missing>=====
 - Better AI.
 - Cleaned up and Updated Sprites

Download link (Version 1.3.4):
https://www.mediafire.com/file/jewbbbl8zmq89py/Ogre.rar/file

Feedback is very welcome.
"Such Heroic Nonsense!"

Last Edit: May 15, 2022, 04:45:27 pm by Diek Stiekem
Re: Ancient Ogre POTS style edit Beta release
#2  July 13, 2021, 04:33:01 pm
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Thanks for the beta release. He seems to function well enough and I haven't seen any proper bugs.

But, here comes my feedback, which mostly includes basic mistakes:

1. Most of his normals are very advantageous (or Plus if you're into fighting game terminology) on contact due to
2. No Hitsparks for Ancient Power and Owl's Hunting.
3. His EX Moves, namely the Ancient Power and Infinite Kick give power when they shouldn't.
4. His Non-Level 3 supers start attacking during the superpause, making them unblockable.
5. Super Commands:
- Waning Moon can't be done with b+c.
- Infinite Kick can't be done with x+z.
- The super commands also seem to be swapped in the readme.
- Aztec Warfare is done with x+y, y+z and z. z should probably be x+z to complete the 2p set.
- I know it's your command choice, but it's jarring for those with the traditional command style in their muscle memory like me.

Zero Counter also doesn't work because you haven't assigned anything to state 2900.
 
On a sidenote, why the Edits and Addons section? It's not an edit when you make a different character from another, at least by this site's rules.

I'm tempted to assist with this. If you'll allow me to make changes and help, I most definitely will.
It's fine if you want full control over your char though. I'll be awaiting the final version when it drops.
Not bad for a newcomer.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Beta release
#3  July 13, 2021, 06:44:29 pm
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Thanks for the release, seems like with some tweakings it can be a solid character.
I will test as well.

Fast feedback.
First thing, you should really calm down the giant hitboxes stuff.
One of them takes 2/3 of the screen ^^;

also, try to give hurt boxes to the actual limbs when he's punching/kicking...

His throw arm holding stuff, opponent shoul use different hurt sprites


For the hitboxes, I suggest you to have a look at RR's edits, so you can have a good reference.
And for the thros P2 anim, have a look at any good Sagat version or Urien to see wich hurt sprites to use when Ogre hold the opponent.
Last Edit: July 13, 2021, 06:57:47 pm by Nedflandeurse
Re: Ancient Ogre POTS style edit Beta release
#4  July 13, 2021, 08:49:55 pm
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Thanks for the beta release. He seems to function well enough and I haven't seen any proper bugs.

But, here comes my feedback, which mostly includes basic mistakes:

1. Most of his normals are very advantageous (or Plus if you're into fighting game terminology) on contact due to
2. No Hitsparks for Ancient Power and Owl's Hunting.
3. His EX Moves, namely the Ancient Power and Infinite Kick give power when they shouldn't.
4. His Non-Level 3 supers start attacking during the superpause, making them unblockable.
5. Super Commands:
- Waning Moon can't be done with b+c.
- Infinite Kick can't be done with x+z.
- The super commands also seem to be swapped in the readme.
- Aztec Warfare is done with x+y, y+z and z. z should probably be x+z to complete the 2p set.
- I know it's your command choice, but it's jarring for those with the traditional command style in their muscle memory like me.

Zero Counter also doesn't work because you haven't assigned anything to state 2900.
 
On a sidenote, why the Edits and Addons section? It's not an edit when you make a different character from another, at least by this site's rules.

I'm tempted to assist with this. If you'll allow me to make changes and help, I most definitely will.
It's fine if you want full control over your char though. I'll be awaiting the final version when it drops.
Not bad for a newcomer.

Thanks RR!

1. I haven't properly checked his framedata in terms of plus on block etc. since he still in beta.
    For now he gets away with it since he's technically a boss character ;p

2. Added Hitsparks on Owl's Hunting, for some reason I'm unable to add them on Ancient Power (since it's technically a projectile, same with Waning Moon)
    I haven't properly worked out hitsparks on projectiles yet ^^;

3. Fixed, I mixed up "getpower" with "givepower" lol.

4. Fixed.

5. All Super Commands have been changed towards the universal POTS style input buttons

Thanks for the heads up on Zero Counter! It works properly now.
I might call upon your help a bit later, first I want to try and fix some things myself, so I can learn from it.
I definitely appreciate the offer!

Thanks for the release, seems like with some tweakings it can be a solid character.
I will test as well.

Fast feedback.
First thing, you should really calm down the giant hitboxes stuff.
One of them takes 2/3 of the screen ^^;

also, try to give hurt boxes to the actual limbs when he's punching/kicking...

His throw arm holding stuff, opponent should use different hurt sprites


For the hitboxes, I suggest you to have a look at RR's edits, so you can have a good reference.
And for the thros P2 anim, have a look at any good Sagat version or Urien to see wich hurt sprites to use when Ogre hold the opponent.

Thank you Ned.
I'll definitely sort some of those hitboxes out.
The ones on the his supers are quite big XD

His 2P throw is supposed to be a telekinetic thing (homage to Tekken) or do you just mean the way P2 takes the pain in terms of animation?


Uploaded update, redownload from original post please
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Re: Ancient Ogre POTS style edit Beta release
#5  July 13, 2021, 10:13:29 pm
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Thanks for letting know, but I'll help anyways.
Have a Level 3 Port:


I'll share some more feedback when the time comes.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Beta release
#6  July 13, 2021, 11:53:05 pm
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His 2P throw is supposed to be a telekinetic thing (homage to Tekken) or do you just mean the way P2 takes the pain in terms of animation?

Yes, how p2 takes the pain, his animation.
Re: Ancient Ogre POTS style edit Beta release
#7  July 14, 2021, 02:08:41 pm
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"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Beta release
#8  July 14, 2021, 04:55:12 pm
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New Version 0.7 Uploaded, redownload please!

Change Notes:
 - Added new Level 3 Super portrait courtesy of RagingRowen
 - Added more hurtboxes on Infinite Kick, tweaked some hurtboxes overall
 - Changed hit animation of Telekenetic Strangle for P2 to make it look better
 - Slightly nerfed Standing MP & MK, crouching MP, MK & HP to make them less advantagous on block and hit.
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Re: Ancient Ogre POTS style edit Beta release
#9  July 15, 2021, 01:15:39 am
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Not sure how this is gonna work out but maybe you can ask Lessard to collab on this as he likes improving fixing Chucho's stuff,like heihachi,not sure how he would respond but maybe this can be greater then before if it works out.
Re: Ancient Ogre POTS style edit Beta release
#10  July 15, 2021, 03:18:57 pm
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Minor update Version 0.75 Uploaded, redownload please!

Change Notes:
 - Added new win pose

I'm kinda lost concerning his faulty palettes and the hitbox on Ancient Power.
If someone feels like looking into it, feel free to do so.
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Beta release
#11  July 16, 2021, 04:48:54 pm
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Very minor update (tweaks and such), redownload.
Last beta update for now until the palette problem is fixed.
"Such Heroic Nonsense!"

Re: Ancient Ogre POTS style edit Beta release
#12  July 16, 2021, 08:01:09 pm
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Version 1.0 is up, redownload please!

 - Palettes added and fixed thanks to RagingRowen!
 - Some minor tweaks to winpose 3
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Re: Ancient Ogre POTS style edit Version 1.0
#13  July 16, 2021, 10:44:10 pm
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Thank you for your participation. I'll be delivering critical feedback soon, so be prepared.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Version 1.0
#14  July 17, 2021, 03:53:50 pm
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Finally a decent ogre. Thanks.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Ancient Ogre POTS style edit Version 1.0
#15  July 17, 2021, 04:03:33 pm
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Re: Ancient Ogre POTS style edit Version 1.0
#16  July 17, 2021, 07:53:44 pm
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Alright, here I go:

1. His Level 3 Port's axis should be 320,240.
2. Telekenetic Struggle's hitsounds cut-off due to channel issues.
3. Double Clothesline could use Punch hitsounds instead.
4. Most of his specials lack Juggle Limits (e.g. !var(16) && var(15) < 2).
5. Indigo Punch could definitely use some new Fire FX along with a Flame Sound. EX Indigo Punch should also wall-bounce instead of stunning.
6. Owl's Hunting's Hitspark is too high up.
7. Blazing Kick looks like it can juggle but you can't follow-up from it.
8. Super Animations should preferably be in the 3000s.
9. Infinite Kick hitboxes are pretty huge, especially the high kick one. I feel like the Level 1 should be MAX-Cancellable.
10. The opponent can fall recover from Waning Moon.
11. Aztec Warfare's first hitspark is mispositioned.

Correct Move Names:

Owl's Hunting = Owl's Hunt
Aztec Warfare = Hell Inferno
Waning Moon is the name of the special throw where he goes behind the opponent. The current super could use a name like Unlimited Power.

Correct Move Commands:

Ancient Power = F,D,DF,p
Owl's Hunt = F,D,DF,k
I also feel as if the Infinite Kick and the other normal super's command could be swapped.

I could go on but I think I've already overdone it. I hope this all doesn't sound too tasking for ya'. Good luck and good start, as already stated.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ancient Ogre POTS style edit Version 1.0
#17  July 18, 2021, 08:11:42 am
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When throws clash, Ogre goes off screen. Tested against Shin Akuma by mwryly and against RagingRowen's version as well.
Re: Ancient Ogre POTS style edit Version 1.01
#18  July 18, 2021, 06:25:32 pm
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Alright, here I go:

1. His Level 3 Port's axis should be 320,240.
2. Telekenetic Struggle's hitsounds cut-off due to channel issues.
3. Double Clothesline could use Punch hitsounds instead.
6. Owl's Hunting's Hitspark is too high up.
9. Infinite Kick hitboxes are pretty huge, especially the high kick one. I feel like the Level 1 should be MAX-Cancellable.
11. Aztec Warfare's first hitspark is mispositioned.

Correct Move Names:

Owl's Hunting = Owl's Hunt
Aztec Warfare = Hell Inferno
Waning Moon is the name of the special throw where he goes behind the opponent. The current super could use a name like Unlimited Power.

All fixed.
Infinite Kick lvl 1 is cancelable btw on the first 5 hits.

Quote
8. Super Animations should preferably be in the 3000s.

Yeah, I was unaware of that when I started this project, next project will be more streamlined ^^:


Quote
Correct Move Commands:

Ancient Power = F,D,DF,p
Owl's Hunt = F,D,DF,k

You are entirely correct, I went for the different commands because I didn't want potential overlap in button inputs (qcf / dp) for the
keyboard players out there.

Quote
4. Most of his specials lack Juggle Limits (e.g. !var(16) && var(15) < 2).
5. Indigo Punch could definitely use some new Fire FX along with a Flame Sound. EX Indigo Punch should also wall-bounce instead of stunning.
7. Blazing Kick looks like it can juggle but you can't follow-up from it.
10. The opponent can fall recover from Waning Moon

I'll look into these in a future update.

Quote
I could go on but I think I've already overdone it. I hope this all doesn't sound too tasking for ya'. Good luck and good start, as already stated.

No worries! Thanks for your feedback RR.
I'll take things one step at a time ;)



When throws clash, Ogre goes off screen. Tested against Shin Akuma by mwryly and against RagingRowen's version as well.

Thank you for your feedback.
I took me a few tries to replicate this but... hmmm.. interesting..
Sometimes throw break will occur but the player sides will be switched.
I'll try and fix this in a future update as well.





Meanwhile version 1.01 is up, redownload please!

<Version 1.01>
 - Corrected multiple hitspark positions
 - Corrected Level 3 Port's axis
 - Corrected sounds on Double Clothesline throw
 - Corrected sound issue on Telekenetic Struggle throw
 - Nerfed Infinite Kick's hitboxes
 - Move names corrections
 - Added 3 new palettes
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Re: Ancient Ogre POTS style edit Version 1.01
#19  July 18, 2021, 11:51:28 pm
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Now we have a proper POTS Style Ogre. You did great Diek.
Re: Ancient Ogre POTS style edit Version 1.01
#20  July 19, 2021, 12:12:38 am
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