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A Variety of Chars & Stages Smoothed Out {growing list} (Read 125871 times)

Started by RobotMonkeyHead, May 27, 2012, 09:18:31 pm
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Re: Variety of Chars / Stages Smoothed Out (growing list)
#41  June 08, 2012, 04:59:04 am
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many things hes pretty broken honestly.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Variety of Chars / Stages Smoothed Out (growing list)
#42  June 08, 2012, 10:29:47 pm
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Thanks for the Batman update!

Found one more problem. I don't know what the move's called but its the hyper where if it ends the match, the opponent will be left hanging on a roof by a rope on them saying "I am Batman"

After that ending happens, the time of the match just runs out to "Time over" instead of giving him the victory.

Once again thanks man for giving effort in fixing these things. I'm no creator nor knowledgeable of code so I try my best to commend people.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#43  June 09, 2012, 02:38:16 am
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Do you do custom edits too?

Not really.  I just recently got into fixing up some of the busted characters in my roster, that's all.  I'm using ZVitor's Cyclops right now from X-Men Second Coming.  I highly recommend. His Spiderman is bad ass too.
[/quote]

Can you fix Cyclops combos at least? He can't even connect combos. Heck even connecting weak to medium can be a challenge.

If this is fixed im throwing away all my cyclops 


Edit: BTW: Batman update, air combo last strong attack doesn't know them on the floor. Was that attended cause it doesnt make sense :S
Re: Variety of Chars / Stages Smoothed Out (growing list)
#44  June 09, 2012, 09:03:36 am
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Check first post for progress on Duke Nukem's recovery process.  He can actually walk in a straight line.
 
Can you fix Cyclops combos at least? He can't even connect combos. Heck even connecting weak to medium can be a challenge.

If this is fixed im throwing away all my cyclops 

Edit: BTW: Batman update, air combo last strong attack doesn't know them on the floor. Was that attended cause it doesnt make sense :S

I'm not fixing Cyclops.  Sorry.  For starters I don't even know how to fix combos, and secondly, the way I'm handling requests is: if the character is already on my roster, and has some glaring defects that somebody can point out that I'm capable of fixing, I might fix it.  Hence the 'slim chance of requests' in the first post. 

As for Supeman,  I do have that remix on my roster, but I haven't used him much.  If you can point to a specific problem, I'll check it out.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#45  June 09, 2012, 09:09:23 am
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Do you do custom edits too?

Not really.  I just recently got into fixing up some of the busted characters in my roster, that's all.  I'm using ZVitor's Cyclops right now from X-Men Second Coming.  I highly recommend. His Spiderman is bad ass too.

Can you fix Cyclops combos at least? He can't even connect combos. Heck even connecting weak to medium can be a challenge.

If this is fixed im throwing away all my cyclops 


Edit: BTW: Batman update, air combo last strong attack doesn't make the opponent fall on the ground/ they recover. Was that attended cause it doesnt make sense :S
[/quote]

My bad I was speed typing and didn't even double check if it made sense.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#46  June 09, 2012, 09:58:44 am
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Edit: BTW: Batman update, air combo last strong attack doesn't make the opponent fall on the ground/ they recover. Was that attended cause it doesnt make sense :S

Nah, I didn't touch the air combo, just the Batmobile and Crime Alley hypers.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#47  June 09, 2012, 10:00:13 am
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Thank you RobotMonkeyHead. I appreciate the work you´ve done on these edits.

Sorry man, I just realized I didn't reply to you here.  I'm glad you like them, and any feedback is more than welcome.  cheers
Re: Variety of Chars / Stages Smoothed Out (growing list)
#48  June 09, 2012, 03:14:44 pm
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I'm not fixing Cyclops.  Sorry.  For starters I don't even know how to fix combos, and secondly, the way I'm handling requests is: if the character is already on my roster, and has some glaring defects that somebody can point out that I'm capable of fixing, I might fix it.  Hence the 'slim chance of requests' in the first post. 



Oh, I thought you did have Cyclops in your roster since you recommend it for me.

I'm not saying to change the combos but to smooth it out like you did with Spawn:

-Smoothed out all tic counts in anims to make him less choppy and a little quicker.

Not sure if that is the same thing, so correct me if I'm wrong because I aint no coder lol. ;P
Re: Variety of Chars / Stages Smoothed Out (growing list)
#49  June 09, 2012, 06:15:19 pm
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Oh, I thought you did have Cyclops in your roster since you recommend it for me.

I'm not saying to change the combos but to smooth it out like you did with Spawn:

-Smoothed out all tic counts in anims to make him less choppy and a little quicker.

Not sure if that is the same thing, so correct me if I'm wrong because I aint no coder lol. ;P

Ah, I see.  I was recommending Zvitor's Cyclopse, instead of Reza's.  You can find him here: http://www.projectx.infinitymugenteam.com/
Most of the characters are just great, imo.

The difference between speeding up a character and fixing his combos is this:   Combos are done by allowing certain basic punches and kicks to directly to other punches and kicks without waiting for the move's animation to finish.  In this way you can 'chain' them together to form combo's because you can hit the opponent again before they recover from the first hit.

speeding them up may accomplish the same thing here and there, but not in a controlled way.

Re: Variety of Chars / Stages Smoothed Out (growing list)
#50  June 09, 2012, 06:35:59 pm
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Oh, I thought you did have Cyclops in your roster since you recommend it for me.

I'm not saying to change the combos but to smooth it out like you did with Spawn:

-Smoothed out all tic counts in anims to make him less choppy and a little quicker.

Not sure if that is the same thing, so correct me if I'm wrong because I aint no coder lol. ;P

Ah, I see.  I was recommending Zvitor's Cyclopse, instead of Reza's.  You can find him here: http://www.projectx.infinitymugenteam.com/
Most of the characters are just great, imo.

The difference between speeding up a character and fixing his combos is this:   Combos are done by allowing certain basic punches and kicks to directly to other punches and kicks without waiting for the move's animation to finish.  In this way you can 'chain' them together to form combo's because you can hit the opponent again before they recover from the first hit.

speeding them up may accomplish the same thing here and there, but not in a controlled way.

Don't mind doing the speed?
Re: Variety of Chars / Stages Smoothed Out (growing list)
#51  June 09, 2012, 10:40:14 pm
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Re: Variety of Chars / Stages Smoothed Out (growing list)
#52  June 10, 2012, 12:49:53 am
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All of your edits remind me of why I love Mugen. Keep on with the interesting fixes!!  :sugoi:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#53  June 10, 2012, 05:38:44 am
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All of your edits remind me of why I love Mugen. Keep on with the interesting fixes!!  :sugoi:
:tipshat: glad ur liking the edits.
Hey that's a pretty kick ass quote under your picture.  cheers

EDIT

Check first post for Duke Nukem update.  He's almost playable...

Also a question if anyone can help me out with this:  I created a few new sprites, but the parts where
I drew with the pencil too don't seem to be affected by the palette selection in game.  Little bits of his shirt stay the color of palette 1 no matter what palette the player selects...  does anyone know how I can fix this?
Re: Variety of Chars / Stages Smoothed Out (growing list)
#54  June 10, 2012, 04:07:24 pm
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- Redo the CLSNs, they're horrible.
- Blue CLSN during walk is smaller than the width, which results in Duke jiggering against the opponent when walking against him.
- Missing dash sounds and landing sounds.
- Grenade Launcher has shadows when hitting the opponent (missing ignorehitpause on the noshadow).
- Same for Laser Tripmine.
- Fix F+x being an infinite.
- Remove shadows from Freezer FX.
- Supers miss at close range.
- Why doesn't freezer > Shrinker shrink a frozen opponent ?
- Sniper Rifle seems too slow to charge IMO.
- Cross moves too slowly during Plasma Cannon.
- Crouching Y blur effect is horrible.
- I'd actually like if the commands were switched around a bit everywhere, they don't make sense to me. :(
- Debug flood : player Duke in state 210, changed to invalid action 211 (performing s.SP move in Steroids mode).

About your palette question, make sure the color you're using for the bits is EXACTLY the same as the other pixels of the same shade. Then reapply the palette to the sprite.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#55  June 10, 2012, 06:21:02 pm
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1- Redo the CLSNs, they're horrible.
2- Blue CLSN during walk is smaller than the width, which results in Duke jiggering against the opponent when walking against him.
3- Missing dash sounds and landing sounds.
4- Grenade Launcher has shadows when hitting the opponent (missing ignorehitpause on the noshadow).
5- Same for Laser Tripmine.
6- Fix F+x being an infinite.
7- Remove shadows from Freezer FX.
8- Supers miss at close range.
9- Why doesn't freezer > Shrinker shrink a frozen opponent ?
10- Sniper Rifle seems too slow to charge IMO.
11- Cross moves too slowly during Plasma Cannon.
12- Crouching Y blur effect is horrible.
13- I'd actually like if the commands were switched around a bit everywhere, they don't make sense to me. :(
14- Debug flood : player Duke in state 210, changed to invalid action 211 (performing s.SP move in Steroids mode).

15-About your palette question, make sure the color you're using for the bits is EXACTLY the same as the other pixels of the same shade. Then reapply the palette to the sprite.

1 - Yeah I'm on that. It's going to be a long road for those.  Can you give me an example of a character with good collision boxes in your opinion?

2 - So to fix that, I make the walking CLSN boxes the same width in every frame, and the same as the standing boxes?

3 - Will add.

4/ 5/ 7/ 8/9 /10/ 11-Ahhh excellent.  I'm starting in on the supers today.  So far I've only touched the basics.

6 - Will do.

All - Whoever coded him was definitely drunk.

12 - I'll check it out, maybe tone it down a little.  It is a freaking huge streak.

13 -  I could switch C and Z.  He's basically a 4 button character(A,B,X,Y), and his Z & C handle his artillery.  C is his gun and Z switches between whatever the fuck is at the bottom of the screen, I'm not really sure yet, but Taunt activates whatever it is.  My guess is whoever programmed him had a PS2 style joystick (logictech maybe?) the LT and RT set to Z & C.  This would have been similar to the original game if I remember right...

14 - ah, thanks. 


Yeah his coding/animation has more holes than porn, which must have pissed the spriter off big time, because I can tell from the sprites that he actually put a decent amount of time and consideration into them.  He was probably rip shit when he saw what the final product.
 
Thank you so much for the feedback.  Most, if not all of this will be fixed / addressed.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#56  June 10, 2012, 06:24:55 pm
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1 - For CLSNs, it all depends on what kind of gameplay you want to give the character, with more or less priority.
Just look at CLSNs by Rajaa or POTS. They give good ideas of how it should be.

2 - No, you make the width parameter (front/back stuff) in the constants smaller than the blue CLSNs. The stance CLSN has to be remade anyway, it's damn too thin.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#57  June 11, 2012, 02:04:20 am
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1 - For CLSNs, it all depends on what kind of gameplay you want to give the character, with more or less priority.
Just look at CLSNs by Rajaa or POTS. They give good ideas of how it should be.

2 - No, you make the width parameter (front/back stuff) in the constants smaller than the blue CLSNs. The stance CLSN has to be remade anyway, it's damn too thin.

Ok, do All of the CLSN boxes have to be smaller in width than those parameters or just the stand (and probably walk and crouch?)
Yeah I hear both Rajaa and POTS name come up alot.  Good to know where to look to learn. thanx
Re: Variety of Chars / Stages Smoothed Out (growing list)
#58  June 11, 2012, 06:46:45 am
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Check first post for Chief Thunder's Bridge and The Bat Cave.


EDIT:

More work done on Duke, but he might full on check into rehab.  Currently discussing making a wip thread, and removing him till complete.
Re: Variety of Chars / Stages Smoothed Out (growing list)
#59  June 14, 2012, 09:02:44 pm
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__/ Duke Nukem's change log thus far:

-Added sctrl in state 0 to return to anim 0 on time 0
-Realigned Walking forward Anim +hitboxes
-realigned walking back anim +hitboxes
-added new frames and realigned jumping anims
-frankensprited walking sprites, and crouching sprites
-realigned stand to crouch
-frankensprited crouching anim
-realigned all guards
-realigned master chief intro
-realigned intros
-realigned taunts, added turning frames to smooth animation
-frankensprited new frame in strong punch, and completely
 redid the animation for it.
-added in new frames and realigned weak punch
-realigned shooting animation
-named all the animations
-added forward step to knee attack for more range
-made new sprites in weak and strong crouching kicks
-realigned all animations, tic, counts, frankensprited, smoothed
 out, all basic attacks, standing walking crouch jump
-realigned throws +collisions
-added frame to throw
-frankensprited new frame for crouch strong kick
-realigned shotgun special and simplified it's collisions
-realigned pipe bomb toss and detonate, edited sprites to help foot position
 fixed it's collisions, and added new frames
-realigned air pipe bomb toss and detonate, and fixed their collisions
-realigned mini gun special and fixed it's collisions
-realigned chainsaw anims and fixed collisions
-fixed ground.front and .back variables so walk push is smooth.
-realigned all get hit and get hit anims and added frames to recovers
-by the way only about 2% of the anims were labeled, and at this point
 a around 75% are labeled for future modification purposes..
-fixed collisions on jumping shoot and reload, and jumping basics again
-realigned grenade brandish and medic kit use anims
-tweaked the cns file a little so labels show up in FF left column.
-tweaked a little code to get the turning anim to work
-changed turning anim to different sprites, so he passes the gun
 from one hand to the other
-added crouch turning animation by chopping up yet more sprites
 and glueing them together. fun fun fun.


Cybaster, I have not addressed a lot of your feedback yet, but I certainly will.   The walk push jitter is gone tho, thanks for tip. 


CHECK FIRST POST FOR DUKE NUKEM UPDATE
Re: Variety of Chars / Stages Smoothed Out (growing list)
#60  June 14, 2012, 10:13:01 pm
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---Regarding my edits---

   The way I see it there are tons of half finished or unusable characters out there that if they worked would add a lot to the community.  I figure fixing a few of those characters up is a good way for me to both learn coding and contribute something to the community I've take SO much free shit from (like anybody else I guess).  Now if some body sees me take a project, polish it up and make it work, and then decides they want it for themselves?  Go ahead, take it. Host it.  Make your own edit of my edit, I don't care. I support the spread and development of cool shit.  Just give credit where credit is due.  But if you want me to to hand that polished piece of work back over to you so you can keep other people from hosting it and have it all for yourself, well that sucks for you, cause it's not gonna happen.  I support a free community.  If that pisses you off, that's not my intention, but it's also not what my decision is based on.  And I am totally open to reason on this point.  Happy grabbin. 8)


For a more thorough explanation and edification, check out these links kindly provided by rajaa.
http://mugenguild.com/forumx/index.php?topic=62281.0
http://mugenguild.com/forumx/index.php?topic=62282.0
http://mugenguild.com/forumx/index.php?topic=62287.0
They discuss the issue in a bit more depth than I do here.