The Mighty Walrus' WIPs! - Current: MVC SSGSS Goku

Started by lui, September 12, 2015, 02:15:51 PM

Previous topic - Next topic

lui

so hey, hi, sup, i've been reading a bunch of docs and tutorials online and now im gonna take my stab at making (hopefully) un-crappy DBZ EB characters, using Gknux's 18 as a base/template. Right now I'm working on a SSGSS Goku (thank god almighty Ryon for the awesome .sff file) So far, everything is coming along nicely, i'm gonna need suggestions on how his specials should be, I wanna make this guy different from a shoto, I mostly wanna have him be a rush down character that relies on close-ups instead of the usual ki spamming Goku we're all used to seeing.

What's done so far:
Normals, working on specials now
Aerial Raves
a couple custom sprites for crouching normals

so far he's in the early alpha stage, If you wanna test him out once I get to beta status feel free to PM me, but you have to be an actual experienced feedback giver who gives good feedback, I don't wanna give it out to people who just wanna play with it early.

screenies:
Spoiler (click to show)




credits: Ryon - for the .sff file for SSGSS Goku, it's a real time saver
Gknux - For the Android 18 I'm using as a base.
jweezy - for the awesome Xenoverse rips

as always, i'm still learning more about coding, so if you have any suggestions, feel free to leave them here!

have a nice day!

The Answer

In extreme butoden SSGSS Goku has max health with 14000 maybe make his hp 1400?

lui

this is a custom Goku, i won't be taking much from EB (I played it and i dont like the gameplay much anyway, its really broken) plus, that seems like a bit overkill, im trying to make this goku balanced.
i want to make this guy more about his martial arts than about his flashy supers, ill be spriting some custom stuff to reflect that.

The Answer

I feel ya on that, I only have the demo for eb so I can't say how he's balanced with that health or if he's op as fuck becuz lol. for suggestions I'd say have his 1 inch punch move as a counter super, I'd suggest more but I only played base goku and don't know the differences between the two.

lui

Not much is different really.
I plan on using his One Inch Punch Ryon did for sure though.

hatter

NOICE. Can't wait to see how this goes! Good luck! ^_^
This is a generic forum signature.

lui


so the one-inch-punch has been coded in, not sure if i should convert it to a super or keep it as it is

also, i forgot to mention, Goku isn't the ONLY guy i've been working on for the past month, he's just made enough progress to show off.

My next project is also coming along nicely, if I finish HER basics and get her working foundation done expect an announcement soon.

ShinZankuro

Is who I think to be? :P

Anyway, i'm curious to see how your Goku will come, keep it up ;D
- Want to commission me for a artwork? Just come here
- Donations is welcome

lui

no its not :P

also Shin, I have a surprise for you next month, look forward to it!

ShinZankuro

- Want to commission me for a artwork? Just come here
- Donations is welcome

lui

okay, so im having a little problem, I re-inserted the command for the one inch punch into his .cmd file, now it ONLY works after a hit an enemy with any of the kicks, not when hes idle or whenever, can someone help me out with that?

-Whiplash-

#11
Read.

Play MVC2. (and use Jesuszilla's Tool)  Most of the characters have the exact same velocities and damage for their Basics. To calculate damage I use a percentage calculator. Ryu (who is the default with normal health) has 143 point of life, so I find out how much say... 3 is as a percent 148 then multiply it by 10.

Good Luck Man. You need any help you can ask me.

(This all applies to you too ShinZakuro!)

lui

#12
alrighty, I cant play mvc2 or use cheatengine bc when I moved to asia I didn't bring my good laptop with me, now I have a shitty one that barely works. i'll go download kamekaze's ryu and just base my damage off of his velocities, its literally the closest thing I have to source. gaddamn stupid laptop.\

but I do think I have some notes from when I extracted data from mshvsf one time. I don't think theyre completely accurate but theyre better than nothing.

also, seriously, im such a dummy when it comes to coding still. I don't even know how to have a special activate whenever I want, instead of it only activating after I do a normal through movecontact D:

-Whiplash-

#13
trigger1 = ctrl?

about damage values don't worry here you go:

For MVC2 the Damage Values are (both kick and punches, as well as air, Crouching and Heavies):

28 for Lights

49 for Mediums

90 For Heavies

For moves that hit multiple times, both attacks with total up to make that value. For Example, Ruby Heart's Medium kick does two hits, so they each do 28. and this is excluding characters who actually have different values, like Juggernaut.

My velocities are all wrong because I used a different Standing Friction Coefficient (that I didn't realise wasn't default) that I can't fix ATM because of School (but will try soon). When I update them I will let you know the numbers. also, Hitpause times for ALL basics are 11,11. (with some rare exceptions) at least in the pre mvc2 games, didn't check MVC2. if you can emulate MVC1 I would suggest using pause and frame skip on MAME to find out what the slide times and hit times are. I think they're something like 10,12 for lights, 14, 16 for mediums and 18, 20 for heavies. (but don't quote me there)

This sounds like a a lot but when you think about it it's a lot of copy paster so it's actually much less work then guessing until something "feels right". (Which is what I did with Thanos and I'm not pleased with him anymore)

Also using a LUA Script to base your hitboxes on would be nice but is completely up to you, as that does actually take work.


lui

well, heres the command for it

[state -1, one inch punch]
type = changestate
value = 1400
triggerall = command = "OIP"
triggerall = var(59) = 0
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl

i tried using trigger1=ctrl now its not even activating, wtf.

DarkSaibot

Have You Check SSGSS Goku by Ryon's Code and CMD to help with this problem
---Even More Perfect!!!

lui

no, i only took ryon's .sff file, his coding is completely different.

Neocide

#17
You don't need that many triggeralls. you need to simplify your code. Why are you using roundstate? And what is var(59) for?

Put your cmd as triggerall. Use trigger1 for ctrl and statetype != A

So more like this;

Triggerall = (Command ="blah")&&(var(59) =0)
Trigger1 = (ctrl) && (statetype !=a)
Trigger2 = roundstate = 2

lui


Neocide

You had way too many triggeralls. remember triggers go in order, and you had a lot of circumstances before trigger1 could even begin.