To Xgargoyle, Balthazar and Just no point for their feedbackTo Walruslui for the support and overall shaping of what the character is now from the beta. To Team Z2 for their sprites and codesThank you guys for all the help for my first character, you guys are awesome.Semester is about to start, There are still alot of balancing I would like to be done but realistically I won't have time to do it so before that. I would like to have him playable for the public. Enjoy !VIDEOSCREENSHOTSSpoiler, click to toggle visibiltyDOWNLOADUPDATE LOG 6/20/17 -Changed pos y code from air teleport on emo mode causing loop -Widen the special mode from 30 ticks to 60 6/12/17 -Added fierces hitstun to connect better with specials and supers -Edited and tweaked velset, veladd and edited the pos y with Jango's code 6/5/17 10:40 PM -Added juggle points to normals -Adjusted anim times for fierces and some normals hitstuns -Changed p2stateno to targetstate -Reduced Father-son kamehameha damage -Added bgpal and exclamation to soaring dragon strike lvl2 and evil whirlwind -Changed win portrait and alternate portrait -Added friendly movelist6/3/17 7:49 PM -Fixed overall normals damage 6/2/17 8:06 PM -Fixed LP corner loop -Fixed not able to do HK while running -Removed Dragon Rush - Dragon Spear infinite by removing bounce during silent rage -Fixed Run HP. infinite -Fixed dash cross up of 610/640 -Fixed meter bug from soaring dragon strike -Fixed Dragon Rush EX spam5/31/2017 10:11 - Reduced EX moves damage - Added bar for the special mode -Added p2facing on throw -Fixed bounce sound effect5/30/2017 6:45 AM - Added submitted palettes and alt def file5/29/2017 10:03 PM - Fixed 240/241 not hitting
Ooooh i've been waiting for this. Been following your progress for him for a while. Can't wait to try him out, great work : D
i feel real good knowing this is finally released, it was a great experience helping you shape and refine the character together, look forward to the next character guys! it's a doozy!
Walruslui, thanks for all your help man. Once I have the time, I'll code again but for now I need to focus on my priorities.Spoiler, click to toggle visibiltyAlso updated the link with the submitted palettes.
6/2/17 8:06 PM -Fixed LP corner loop -Fixed not able to do HK while running -Removed Dragon Rush - Dragon Spear infinite by removing bounce during silent rage -Fixed Run HP. infinite -Fixed dash cross up of 610/640 -Fixed meter bug from soaring dragon strike -Fixed Dragon Rush EX spam5/31/2017 10:11 - Reduced EX moves damage - Added bar for the special mode - Added p2facing on throw - Fixed bounce sound effectSpoiler, click to toggle visibilty
UPDATE LOG 6/3/17 7:49 PM -Fixed overall normals damageSpoiler, click to toggle visibiltysorry for the triple post, It's just for an update. I'll just keep editing this message for more
Just No Point said, June 03, 2017, 01:59:53 amYou can update daily without it being a huge issue if you like Ok man, but I'll just go with every other day with more progress. People seeing the same topic on top everyday will just annoy them. UPDATE LOG 6/5/17 4:15 PM -Changed p2stateno to targetstate -Reduced Father-son kamehameha damage -Added bgpal and exclamation to soaring dragon strike lvl2 and evil whirlwind -Changed win portrait and alternate portrait -Added friendly movelist
It's a decent release, but he feels way too button mash-y- The combos are extremely easy to execute.- A lot of the same moves can be repeatedly chained mid-combo. Example: Crouch HP > Crouch HK > Crouch HP.- The kicks can be repeated mid-combo too.I don't know. He feels a little bit clunky tbh.Hoping for a combo chain fix.But again, it's not a bad chararacter.
6/5/17 10:40 PM-Added juggle points to normals-Adjusted anim times for fierces and some normals also hitstunsAlso remember that some mp-mp and mk-mk are combos*COMBOS*MP.MPMK.MKJMP.JMP
One quick thing i wanna point out with Teen Gohan. The vels feel a little unnatural because they don't feel like there's any sort of resistance. This can easily be mitigated with a veladdSo for example Light Dragon Fang's velset looks like this:Code: [State 0, VelSet]type = VelSettriggerall = anim = 1083trigger1 = animelem = 1x = 4y = -4;ignorehitpause =;persistent =Here's my edit of it:Code: [State 0, VelSet]type = VelSettriggerall = anim = 1083trigger1 = animelemtime(1) = 1x = 4y = -6[State 0, VelAdd]type = VelAddtrigger1 = animelemtime(1) >= 1 && animelemtime(4) <= 0x = -0.125y = 0.33While this does affect gameplay to an extent (I tried to make it have kind of the same trajectory), this give it a little more of an arch and it feels like there's gravity and wind resistance to the move.Also for your landing state, don't use pos y >= 0, as your character will fall through the floor for one tick. It tends to work better if you useCode: [State 1005, End]type = changestatetrigger1 = time >= 15trigger1= vel y > 0trigger1= pos y > -vel yvalue = 1105ignorehitpause = 1The effects will need tweaking after that but that's easy Anyway, not too sold on the gameplay since it feels very auto-combo-y, but hopefully there will be more adjustments in the future!
UPDATED6/12/17-Added fierces hitstun to connect better with specials and supers-Edited and tweaked velset, veladd and edited the pos y with thanks to Jango's code P.S. About the auto combo I agreeQuick question, how did you guys limit the hits properly ? I tried to add the limiter helper but the juggle points of MUGEN are really weird and sometimes doesn't work at all.
Jango, thanks on the pm6/20/17-Changed pos y code from air teleport on emo mode causing loop-Widen the special mode from 30 ticks to 60