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The Rumble Fish Reimu [1.0]

Started by Zzyzzyxx, June 21, 2013, 03:59:16 AM

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Zzyzzyxx

A Reimu Hakurei with a gameplay inspired by The Rumble Fish series. She's around 30% complete.

She still needs some mechanics from Rumble Fish like Advanced Recovery, Defensive Art, Critical Art and improvements in the visual effects.


Download:

http://www.mediafire.com/download/qpuxnf13m92b5g1/reimu_z_beta_07012015.rar

No Offense and Defense gauges, though. All of her supermoves and mechanics are gonna share the same power gauge, to simplify her gameplay.




-- Advanced Attack --




-- Dodge button -- (high. low and aerial dodge (from TRF2) are coded already)




-- Impact Break --




-- Jolt Attack -- (based on TRF2, only the ground version is ready so far)


Do not even ask

No individually animated limbs!? No buys.

Just kidding. If I had my computer, I'd totally beg to beta test it but alas. Good luck nonetheless.

Aldo

Rumble Fish gameplay?? even it´s a Touhou character this already caught my interest.
Chilling

Zzyzzyxx

Despite the fact that not all of her moves and techniques are coded, she plays nicely and reliably at her current state.

I'm confident enough to send a beta to people interested in sharing opinions about her.

I'm still not making a public beta because her visual effects aren't coded yet. At the current state I'm focusing solely in her gameplay.




tl;dr. If you're interested just post here showing your interest and I'll send a beta.

Ricepigeon

I guess I got time to kill, curious to see another non-projectile spamfest Reimu besides my own.

Zzyzzyxx

Sent. I started coding Dimensional Rift yesterday, hence it's incomplete.

Keku

Now as the resident TRF fanboy here you do realize I'll be super critical when trying this out.
Sounds pretty hype though so I'll get back to you once I have the time to test. :D

If you need TRF sounds, I think I can supply them as I've managed to rip the voices before.

Ricepigeon

Tested for like 5 minutes, heres what found so far (havent played TRF so if theres anything below thats system specific that I'm not aware of, let me know):


  • Is she supposed to be able to cancel her dodges into her normals?
  • Yin Yang Orb has a shadow on the FX
  • Yin Yang Orb is +1 on hit. Intentional?
  • Hard Rain Dance is safer than the Light version on block by 1 frame.
  • Her throw feels a bit odd to have her move like half the screen's distance afterward
  • Her jab is -2 on hit
  • Her jab is +585 (?!?!) on block. Tested on stupa's training
  • Advanced Attack's FX seems to lack transparencies (see pic below)


Zzyzzyxx

#8
Sorry for not being able to reply to everything, I'm writing from the phone.

The correct values of guard hittime and slidetime for the state 200 are in her cns. I used the value of 600 to test how her shield should spin when she blocked an attack.

The dodge is cancellable into normal attacks like Rumble Fish 2.

I'll comment about the rest later.

      Posted: June 28, 2013, 02:43:45 AM
Quote from: [Dropped] on June 27, 2013, 11:42:36 PM
Now as the resident TRF fanboy here you do realize I'll be super critical when trying this out.
You might get a little disappointed with the fact that I intend to remove one or other mechanic from TRF, in order to keep her balance.

Impact Recover, for example, won't be added. I tested it to some extent in her and it felt really cheap and prone to bugs.

Don'tr worry, though. I don't want to disappoint TRF fans. I still want to keep the core of TRF gameplay intact.

Quote from: [Dropped] on June 27, 2013, 11:42:36 PM
If you need TRF sounds, I think I can supply them as I've managed to rip the voices before.
It's too soon to preview anything. As long as the process of coding goes on I might accept your help. Thanks for now.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PM
Yin Yang Orb has a shadow on the FX
Ok, gonna fix it.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PMYin Yang Orb is +1 on hit. Intentional?
On hit? Yin Yang Orb knocks opponent down on hit. I didn't understand you.

However I noticed that Yin Yang Orb is too safe on block. I'm gonna fix it in a next beta.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PMHard Rain Dance is safer than the Light version on block by 1 frame.
Since both versions are supposed to be punishable on block, and the guard hittimes of all hits of both versions is 16 frames this isn't a big deal. I'll fix it nonetheless.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PMHer throw feels a bit odd to have her move like half the screen's distance afterward
I believe that you're gonna like more if you remove this sctrl in Reimu's state 810

[State 810, Hurt 11]
type = VelSet
trigger1 = AnimElemtime(16) = 0
x = 4.75


and replace it with these ones:

[State 810, Hurt 11]
type = VelSet
trigger1 = AnimElemtime(16) >= 0 && animelemtime(17) < 0
x = 4.25

[State 810, Hurt 11]
type = VelSet
trigger1 = AnimElemtime(17) = 0
x = 2.125


They're gonna help to make the throw feel more like her Auto Combo in Touhou fighting games.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PMHer jab is -2 on hit
I'm gonna study TRF hittimes and guard hittimes more. Many of her values still don't feel 100% right, probably because of slidetimes.

But basic moves being unsafe on block and on hit aren't an uncommon thing in TRF, because they tend to have large recovery times in order to prevent long corner juggles, and the hittime tends to be small as well.

Quote from: Ricepigeon on June 27, 2013, 11:57:28 PMAdvanced Attack's FX seems to lack transparencies (see pic below)

You might be refering to the red beam appearing over Training's explods. It seems to be the case in TRF as well:



I don't know why the effect appears over the numbers, because I set the priority of the effect to -4.




That's it for now. I might make a new beta for those who are interested, but not before I finish the Dimensional Rift and adjust the guard and hittimes of her attacks.

TrinitroRoy

Quote from: Zzyzzyxx on June 28, 2013, 12:27:16 AM

Sorry to go off-topic, but what kind of emulator do you use to make such High Quality Pics?
With this emulator, and a code that removes the background, I can finally rip Rumble Fish sprites.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

Zzyzzyxx

Demul 0.57 . It's the only one that can run Rumble Fish series, but it's a really unreliable emulator.

TrinitroRoy

Quote from: Zzyzzyxx on June 28, 2013, 09:03:51 AM
Demul 0.57 . It's the only one that can run Rumble Fish series, but it's a really unreliable emulator.
Uhm, what do you mean?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

Zzyzzyxx

It tends to crash often, and functions like save and load states don't work properly.

TrinitroRoy

Well, that is not much of an problem for me, since I'm only going to rip the sprites.
Does there exist any code or way to remove the background, though?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

DivineWolf

Quote from: Zzyzzyxx on June 25, 2013, 06:01:20 AM
If you're interested just post here showing your interest and I'll send a beta.

I feel obligated to test her, because of all the testing/feedback you given to me with my chars. However, since I've never play Rumble Fish before(barely even heard of it...), I feel my testing would be mostly useless as a result... Still, I may be able to find a bug or two if apparent. So, I'll test her if you don't mind.

Zzyzzyxx

#15
Quote from: Trinitronity on June 28, 2013, 07:56:48 PM
Does there exist any code or way to remove the background, though?
If it exists, I will definitely like to know as well.

Quote from: DivineWolf on June 28, 2013, 07:58:22 PM
I've never play Rumble Fish before.
I'm prepared to hear these words a lot. Hardly anybody knows about this game. Don't worry about it.




A beta was sent to a few members.

* Finished coding Dimensional Rift (but I didn't add visual effects, and I still didn't test fully that move in Arcade Mode).

* Standing LK and Standing HK (far version) have more range.

* Fixed a bug where she could hit multiple Amulets on a downed opponent. In TRF, if the opponent hits the floor twice, the combo ends. Reimu's projectiles didn't trigger the var that detects opponent's number of falls properly.

Reviewing Ricepigeon's comments:


Is she supposed to be able to cancel her dodges into her normals?
Accurate to TRF2.

Yin Yang Orb has a shadow on the FX.
Fixed.

Yin Yang Orb is +1 on hit. Intentional?
At least I fixed on block. Yin Yang Orb is supposed to have fast recovery time.

Hard Rain Dance is safer than the Light version on block by 1 frame.
Fixed.

Her throw feels a bit odd to have her move like half the screen's distance afterward.
Fixed, hopefully.

Her jab is -2 on hit.
I can't give too much hittime for her moves in particular. I like link combos and things like that but hittimes are small in TRF.

Her jab is +585 (?!?!) on block. Tested on stupa's training.
Fixed.

Advanced Attack's FX seems to lack transparencies (see pic below).
Source-accuracy, I think.

EDIT: as usual there's a debug code that I didn't delete.

Please remove the lines

[State 50, 1]
type = Turn
triggerall = teamside = 2
trigger1 = !Time

from her statedef 50 in her reimu_z_common1.cns . I used that code to test the cornerpush system if the opponent is facing the wall.

DivineWolf

I haven't gotten a chance to play her in Arcade mode just yet, but I have practiced with her a bit. I have to say if she's only 30% complete, then I definitely look forward to when you really incorporate everything in. She feels very solid. You're probably one of the only people who add the Messatsu char trait anims in the char's air. >_< I was surprised when my KFM hit on her during the intro state. IDK how Rumble Fish works fully, so, this may be the way it's supposed to be. If so, then disregard. My only gripe now is that her negative edging seems a bit strict. A lot of times when I do her heavy flip kick special(F,D,DF,+B) and just try to input another QCF motion to super cancel, it doesn't come out. I usually end up having to do the double QCF motion to super cancel. Same goes for her Talisman Throw special. I'll get around to some Arcade play today. Very solid job so far.

Zzyzzyxx

#17
If you try to use Dimensional Rift in Arcade Mode you'll see that it isn't a solid move, yet.

I finshed the core of the move but I didn't test it in Arcade. So you'll see that

* it doesn't have invincibility moments when it should

* it gives power when it shouldn't

* it has movetype = A in moments when it should be movetype = I

All these flaws happen because I rushed the new beta. I was way too tired to play anything after I coded that move, unfortunately.

Quote from: DivineWolf on June 29, 2013, 07:42:05 PM
I have to say if she's only 30% complete, then I definitely look forward to when you really incorporate everything in.
Most of her moves are complete. But 50% of the work necessary for making a Touhou char involves the gameplay, and 50% involves the visual effects. Flashy and abundant effects are a trademark of them, after all.

That's why she plays well at 30%. Brcause she doesn't have any visual effect yet.

Quote from: DivineWolf on June 29, 2013, 07:42:05 PM
My only gripe now is that her negative edging seems a bit strict. A lot of times when I do her heavy flip kick special(F,D,DF,+B) and just try to input another QCF motion to super cancel, it doesn't come out.
For me is the other way around, it comes after a sommersault when I don't intend and I tend to waste 1000 power often.

In her cmd, the command for her supermoves is D DF QCF + attack, SF3-like. Maybe I should try the SF4 method of QCF  D DF + attack. Or maybe increasing the buffer time to 5 frames.

Quote from: DivineWolf on June 29, 2013, 07:42:05 PM
Very solid job so far.
Thanks. I'm gonna polish her more.

EDIT: another bug noticed. She's receiving power during Jolt Attack and after Advanced Attack. I'll fix it.

DivineWolf

Quote from: Zzyzzyxx on June 29, 2013, 08:14:45 PM
In her cmd, the command for her supermoves is D DF QCF + attack, SF3-like. Maybe I should try the SF4 method of QCF  D DF + attack.

Yeah, I think that'd give it a smoother feel imo. Your choice of course. It's not that I can't negative edge, it's just it feels a bit strict at times. I think the SF4 method will smooth it out.

Aldo

Pretty neat so far, is a beta so is completely understandable that it feels more like Touhou with the effects and stuff but the TRB mechanics work very nicely :)

- I´m just curious about something. In TRB, it´s possible to dodge inmediately after doing a dash?? I´m curious

Overall, it´s pretty solid and seeing the important functioning well (TRB mechanics) is pretty gratifying.
Chilling