Dudley by Buckus

Started by BurningSoul, July 07, 2019, 05:21:36 PM

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Retro Respecter

It's nice to see this revised.

Inactive user


Virtua Richie (kenmasters2812)

I'm not sure if you've updated your download link because...

https://streamable.com/73tcgi

- Debug Flood
- His legs spaz out during Run Stop animation because it has a few frames of run animation in it.
- You should probably use Run Stop states/animations for the ducking specials because his legs spaz out.
- Dudley feels slippery and slidey because he still has friction in his jump start and jump land states. You should velset = 0,0 at the statedefs

BurningSoul

Quote from: kenmasters2812 on July 23, 2020, 07:46:20 AM
I'm not sure if you've updated your download link because...

https://streamable.com/73tcgi

- Debug Flood
- His legs spaz out during Run Stop animation because it has a few frames of run animation in it.
- You should probably use Run Stop states/animations for the ducking specials because his legs spaz out.
- Dudley feels slippery and slidey because he still has friction in his jump start and jump land states. You should velset = 0,0 at the statedefs

Mr.giang did fix the debug flood for me at some point,but I suppose Gui's version was old so when I used his to update,it all came back
Also Dudley's updated fixed those issues you mentioned

_e.

he still has the debug flood on all his hypers, even the lv3.

it also happens in 1.1 too.
.

【MFG】gui0007

#45
Quote from: Mark85 on July 23, 2020, 11:13:33 AM
Mr.giang did fix the debug flood for me at some point,but I suppose Gui's version was old so when I used his to update,it all came back

Wrong, i did the fixes with your edit and the debug flood wasn't fixed at all. :v
Now it got fixed in this new update, at least for me, strange that with EM00 still have it.

- Again the order of the sounds are wrong, specially Dudley's grunts. You forgot to change the values on his states.
- The Air Parry got messed up again because the anim value is wrong. The right one is "anim=99".
- Rolling Thunder is consuming 3 Power Bars instead of 2 again.

XANDERAC

Downloaded the current version and in both ikemen/ Mugen 1.1 he has this happen if you execute his qcb+k move in the air

BurningSoul

I'm sorry for not testing stuff properly and leaving those issues in,didnt want to make you guys constantly redownload him,updated for last time(I literally copy pasted fixes from gui's edit)

【MFG】gui0007

Quote from: Mark85 on July 23, 2020, 10:24:48 PM
I'm sorry for not testing stuff properly and leaving those issues in,didnt want to make you guys constantly redownload him,updated for last time(I literally copy pasted fixes from gui's edit)

No worries bro. I'll check this out, thanks. ;)

XANDERAC



redownloaded him and it fixed the previous issue but I noticed he has this with the light version of this move specifically

Virtua Richie (kenmasters2812)

#50
Quote from: XANDERAC on July 24, 2020, 04:06:29 AM
redownloaded him and it fixed the previous issue but I noticed he has this with the light version of this move specifically

+ In Command.cmd statetype != A is missing from Light ducking triggers

;---------------------------------------------------------------------------
;Light Ducking
[State -1, Light Ducking]
type = ChangeState
value = 1150
triggerall = statetype != A ; <<<----- Oops this line is missing
triggerall = var(7) != 1
triggerall = command = "HCF_a"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2=var(5)


+ Not all of the hits on Cork screw cross connect because of corner push, doesn't combo after 7th hit...
https://streamable.com/0dcvq7

+ Super cancelling doesn't work (not sure if intentional) because the cancel check vars in statedef -3 are disabled,

[State -3, MAX Cancel Reset] ;<------ uncomment these
type=VarSet
trigger1=1
var(11)=0
ignoreHitPause=1

[State -3, MAX Cancel Check]
type=VarSet
trigger1 = stateno = 3000  && movecontact
trigger2 = stateno = 3010  && movecontact
trigger3= stateno=3050  && movecontact
var(11)=1
ignoreHitPause=1

+ In the command.cmd, the trigger2's for supers should be:
Max Cancellable:
trigger2=var(5)||var(35)||var(11)
Super Cancellable
trigger2=var(5)||var(35)
+ Also the Power trigger for Max Rolling Thunder should probably just be
triggerall = power >= 3000
otherwise you'll be able to do it when power>=2000

BurningSoul

Max Rolling Thunder is meant to be lv2
I fixed other issues you mentioned,link in first post is updated

Virtua Richie (kenmasters2812)

Quote from: Mark85 on July 24, 2020, 02:33:05 PM
Max Rolling Thunder is meant to be lv2
I fixed other issues you mentioned,link in first post is updated

In that case, you might want to consider making it a level 3, since it's already doing massive damage, and it's using a Level 3 Super Portrait and effects. Also the level 1 version is using level 2 effects

Also level 1 Rocket Uppercut and Rolling Thunder can cancel into itself,  check trigger2 for both commands...
"trigger2=var(5) || var(11)" should be "trigger2=var(5) || var(35)"

https://streamable.com/iigj5l


BurningSoul

I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

XANDERAC

thanks for the quick updates, and help, both of you

Virtua Richie (kenmasters2812)

Quote from: Mark85 on July 24, 2020, 09:25:40 PM
I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

Dudley still can't cancel specials into supers. Also Lv.1 rolling thunder can still cancel into itself
https://streamable.com/k0mwr6

I did my own fixes
- Used var(5) for cancel check
- Assigned var(6) for super cancel checking, and made the triggers less strict
- Kept var(11) for max cancel check

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg 

I suggest you use 3 vars for cancel checking like most authors like Jmorph, DW and Infinite do

One last suggestion. Instead of using CPU commands and a var for AI activation, just use the AILevel trigger.
Anyway, that is enough from me, good luck with Dudley


TheDevil_69

Quote from: kenmasters2812 on July 25, 2020, 08:28:35 AM

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg


Great!
Let's Raise Hell :devil:

_e.

Quote from: kenmasters2812 on July 25, 2020, 08:28:35 AM
Quote from: Mark85 on July 24, 2020, 09:25:40 PM
I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

Dudley still can't cancel specials into supers. Also Lv.1 rolling thunder can still cancel into itself
https://streamable.com/k0mwr6

I did my own fixes
- Used var(5) for cancel check
- Assigned var(6) for super cancel checking, and made the triggers less strict
- Kept var(11) for max cancel check

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg 

I suggest you use 3 vars for cancel checking like most authors like Jmorph, DW and Infinite do

One last suggestion. Instead of using CPU commands and a var for AI activation, just use the AILevel trigger.
Anyway, that is enough from me, good luck with Dudley



Better.
The fact that this dudley doesn't have cancels always bothered me a lot.
.

Virtua Richie (kenmasters2812)

#58
I don't usually post my edits cause they're really not that great, but Mark85/mete asked me to upload it so that the character can be updated. So here it is...

Download here

What's been done:

- Super cancelling
- Small jump, running small jump, running jump, neutral long jump
- Some very sketchy damage and dampener tweaks for specials, supers, and custom combo
- Attack value in Player Data reset back to 100
- Tweaked hit velocities for ground light attacks, specials and supers
- Fix debug flood for supers
- Fixed missing afterimage during backwards roll/evade
- Removed extra gravity in jumping normals
- Fixed wrong sprite in light ducking animation
- Change timing of animation for ground hit / ground bounce
- Corkscrew Cross is now Lv.3. Hit pause times and clsns also tweaked
- Lv.1 Rolling Thunder using correct superpause fx now
- Fixed p2 alignment during punch throw
- Machine gun punch has more rapid hit pause times, like an actual machine gun

Keep in mind this is still pretty much Buckus's Dudley butchered by that weirdo Mr. Ansastsuken, which was further butchered by a bunch of other people including myself, so expect this character to still be gutter trash as my fixes were also quite sketchy.

Edit on 29/07/2020
- fixed issues raised by Gui and other tweaks

【MFG】gui0007

Really appreciate it KM2812. :)

But...
- Dudley's grunts aren't in again. Again, the sound values in the states are wrong.
- Are you remove the parries?