Same happened to me, so I guess is my mugen version, no major drama on this.
Also, are we able to have a lighter .sff version? I like to watch the animations of the characters for sprite references too.
Thanks!
Unfortunately, I don't have time to produce a light version. You might have better luck running the character in Ikemen Go.
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: PotS on January 19, 2022, 06:51:30 pm
I haven't played SFV, but have watched a lot of it and I really like the way the character feels.
Some things:
- What does the "empty" V-Skill and V-Trigger selection do, if intentional? - Fatal Rush, Cruel Disaster, Tanden Install have the wrong command in the Readme. - The way you implemented the Install is a nice compromise. I would just have the move be selected when you do the second input (any punch) instead of holding a direction throughout the animation. I mean MP+MK, B+P gets Sonic Boom, and so on. Or have a different button for each, since you have 5 options and 6 buttons available. - Crumple custom anim from Crush Counters seems a bit jittery. Especially when the opponent hits the ground. - Tanden Engine projectile invulnerablility feels just a tad too short. Noticeable against weak (slow) Hadouken and such. - There are no hitsparks when you trade hits - Would be nice to have infinite V-Gauge in training mode. I never really did something like that so I don't know if training mode detection is feasible. - Voice samples volume seems low compared to hitsounds. - Tanden Maneuver has no hitsparks.
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: BoyBoyz on January 21, 2022, 06:42:19 am
Amazing.. thank you for the effort with 3D characters!
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: XANDERAC on January 21, 2022, 06:10:21 pm
Wonderful work, Seth feels pretty great, congrats on the release
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: Violin Ken on January 24, 2022, 06:49:21 pm
- empty vs and vt = both. Seems we didnt fix this in the cmd file. Will provide an update soon. - incorrect commands in readme, noted. - interesting idea for addtl tanden installs. Will consider perhaps in future iteration. -crumple anim - will take a look. -tanden engine invulnerability - this should be accurate to sfvdiff. -vgauge in training. Unsure how to implement this. Weve just been using ctrl + f1 to get full meter during training. -hitsparks, noted. Maybe ill rip them someday. It's a big pain modding the game to rip them properly.
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: D. HoChoy on January 24, 2022, 08:52:13 pm
Man, the sprites look amazing! Can't knock that effort!
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: Mr. I on May 05, 2022, 01:21:37 pm
Seth was updated to the Definitive Update ver. 7.001.
- What does the "empty" V-Skill and V-Trigger selection do, if intentional?
By holding down before inputting the V-Skill or V-Trigger, you can perform the second one. An issue was fixed where V-Skill II could not be performed in neutral with both Skills Selected. Another Issue was fixed where if both Triggers are selected, the 3rd bar fills up automatically when 2 bars are filled
- Fatal Rush, Cruel Disaster, Tanden Install have the wrong command in the Readme.
The readme was corrected
- The way you implemented the Install is a nice compromise. I would just have the move be selected when you do the second input (any punch) instead of holding a direction throughout the animation. I mean MP+MK, B+P gets Sonic Boom, and so on. Or have a different button for each, since you have 5 options and 6 buttons available.
This was considered, but there's no visual or audible way to confirm the button press stores the move. Holding a direction makes the install less ambiguous. The directions are intentionally mapped so that:
Back (defensive): Sonic Boom Down (utility): Ryodansatsu Forward (offensive): Abigail Punch Up (grappling): Screw PIle Driver Neutral (default): Brutal Impact
- Crumple custom anim from Crush Counters seems a bit jittery. Especially when the opponent hits the ground.
The last part of the animation was smoothened out.
- Tanden Engine projectile invulnerablility feels just a tad too short. Noticeable against weak (slow) Hadouken and such.
Projectile invulnerability corrected to 28F after the move connects
- There are no hitsparks when you trade hits
I have no solution to this at the moment.
- Would be nice to have infinite V-Gauge in training mode. I never really did something like that so I don't know if training mode detection is feasible.
It will be considered for a future update
- Voice samples volume seems low compared to hitsounds.
The samples will be re-ripped in the future
- Tanden Maneuver has no hitsparks.
Placeholder hitsparks have been added
Ok, one more to go for now.
Title: Re: SFV Seth by Mr. I and Violin Ken
Post by: oscar123 on May 05, 2022, 02:32:32 pm
thanks.good chars.
Title: Re: SFV Seth updated 5/5/2022 by Mr. I and Violin Ken
Post by: AuMiO VXC on May 07, 2022, 11:56:41 am