Hauzer: Red Earth/Warzard + Capcom Fighting Jam

Started by Mature4evr, June 21, 2008, 01:57:39 AM

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Mature4evr

Prepare yourself for the definitive version of Hauzer, as I plan to produce a culmination of both game appearances.  Basically, this melded gameplay will broaden the use of the character, and shall consist of the following:


  • a CFJ-faithful, combo system.
  • special moves (with the exception of a particular maneuver) will be primarily derived from his Warzard days.
  • techs (of each, respective title), AI, new palettes, etc.





I had considered holding an impromptu poll, to collect opinions regarding the inclusion of Mystic Magic (ie. the ability to cast elemental spells), but alas, I fear that may be overkill.  Thoughts, questions, mind-swaying complaints...they're all welcome. :tongue2:

Note: Progress on Mature hasn't halted, but I wanted to post this, so people didn't feel I was avoiding a necessary rehaul.

Additional Information
Latest Release: Here / Current Projects: The Penguin & Stage Rectifications (2nd Set)

Ohsky


LaQuak


Dr. H

QuoteI had considered holding an impromptu poll, to collect opinions regarding the inclusion of Mystic Magic(...)

Considering that Hauzer's gameplay seems to rely only in standalone moves (not quite the combo happy character), that's actually a pretty good idea.
It's all up to how you would implement the idea, Mystic Magic itself would'nt turn him into a cheap fighter.

Definitely waiting for this character, wish you all the luck. :)

Spidercide


Iced

Elemental magic? Cast or summon?
he could produce a variety of small clouds to remain in one place and create lightining or spit out a fireball that could slowly drag itself through the ground, hitting several times to create opportunities to combo into.

la;MISS~FairY-!

Quote from: LaQuak on June 21, 2008, 02:05:02 AM
Miss Fairy is going to love this thread. :-*
xD<33


Some notes

1- Give him a Warzard accurate mode. With his hyper armor and proper timings and stuff. I'd really love this personally! Most would, I think. Since CFJ Hauzer sucked. (He's missing a few moves from warzard, I think. So I'd love to see those at the very least)
2- His flame super works incorrectly. Currently it only hits you one time then you fall and the rest of the fire doesn't hit. It should hit you the entire time the flames are touching you. (I currently have a fixed version with this included. It's much nicer I think)
3- I strongly suggest things like custom moves be set in a way so they can be turned off. (think doggiedoo's characters) Ideally he could have three modes,
1- Warzard. (fully accurate to the game, boss obviously)
2- CFJ (accurate)
3- custom. you could add things like that aforementioned magic system and stuff.

He's nice right now so I'd be weary of going crazy with custom stuff. I think a warzard mode would be a far better investment of time personally. But that's just me!

bluesilver

That's good news! I was waiting for your Hauzer being updated for so long  :D.
I have to agree with you concerning the magic system, it might be just a bit "over the top". So maybe, like some people here already said, a customizable version might be a way?
And I am curious how the AI will turn out :).

Mature4evr

#8
Quote from: Don Corleone
It's all up to how you would implement the idea, Mystic Magic itself would'nt turn him into a cheap fighter.

...hadn't thought so either, but my concern lies in giving Hauzer a technique that was strictly available to the heroes of Warzard.  If worse comes to worse, I'll simply implement it as suggested.

Quote from: Demonlord IcedCast or summon?

I apologize for the misinterpretation.  Summon was the intended term.

@Miss Fairy:
1 - Some concepts for separate modes are brewing in the old noggin.  The missing moves (several command throws, and whatnot) are guaranteed attractions.
2 - Hauzer's first, public release was 10/17/2006, and until today, nobody has reported Gust Flame functioning improperly.  Feel free to post the code (pre-modification), and I'll gladly explain the culprit(s).
3 - As it stands, I've got no custom attacks in mind (other than a new super).

@bluesilver:
What can I say...at last, an excuse has presented itself. ;D
Latest Release: Here / Current Projects: The Penguin & Stage Rectifications (2nd Set)

la;MISS~FairY-!

Quote from: Mature4evr on June 22, 2008, 03:37:26 AM
@Miss Fairy:
1 - Some concepts for separate modes are brewing in the old noggin.  The missing moves (several command throws, and whatnot) are guaranteed attractions.
2 - Hauzer's first, public release was 10/17/2006, and until today, nobody has reported Gust Flame functioning improperly.  Feel free to post the code (pre-modification), and I'll gladly explain the culprit(s).
3 - As it stands, I've got no custom attacks in mind (other than a new super).
1- I'm glad to hear it! ^.^ I think a warzard mode might be ideal personally. Since he had different functioning basics (and less of them) and some hyper armor which I'm not sure you'd want in the "regular" Version.
2- I'll post both the original and fixed coding. (just for clarity and any interested)- Credit @ Laquak for helping me figure this out before.
3- -nod- I think warzard >>> customs is the way to go.
If you need any help (outside sprite ripping) please feel free to let me know. I'm sure you're more than able to handle things but I REALLY want a warzard Hauzer so I'd be delighted to lend a hand if it's needed. ^.^

Cheers & goodluck, can't wait for updates ;D

Original Gust Flame
;----------------------------------------------------------------------
;--Gust Flame--
;----------------------------------------------------------------------

[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,47]
value = SCA, AA, AT, AP

[State 3100, NoFG]
type = AssertSpecial
trigger1 = Time = [0,47]
flag = NoFG

[State 3100, Pause]
type = SuperPause
trigger1 = AnimElem = 1, =1
time = 47
movetime = 47
anim = S9500
pos = 36, -150
poweradd = -2000
unhittable = 1

[State 3100, Super BG]
type = Explod
trigger1 = Time = 0
anim = 975
ID = 21
pos = 0,0
postype = back
facing = 1
bindtime = -1
removetime = 47
supermove = 1
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3100, Warzard_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3100, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0
channel = 0

[State 3100, Change]
type = ChangeState
trigger1 = Time = 52
value = 3102
ctrl = 0

[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
velset = 0,0
ctrl = 0

[State 3102, SprPriority]
type = SprPriority
trigger1 = StateNo = 3102
value = 2

[State 3102, VelSet]
type = VelSet
trigger1 = Anim = 3102
x = -1.8

[State 3102, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "h.flame"
id = 3101
postype = p1
pos = 0,0
stateno = 3101
keyctrl = 0
ownpal = 1

[State 3102, Change]
type = ChangeState
trigger1 = Time = 93
value = 0
ctrl = 1

[Statedef 3101]
type = S
movetype = A
physics = S
anim = 3101
velset = 0,0
ctrl = 0

[State 3101, SprPriority]
type = SprPriority
trigger1 = Anim = 3101
value = 1

[State 3101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3101, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3100,0

[State 3101, Bind]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
ignorehitpause = 1

[State 3101, Fire_Effect]
type = Explod
trigger1 = AnimElem = 6 && !MoveGuarded
anim = 9800
pos = 0,-55
postype = p2
facing = 1
bindtime = -1
removetime = 68
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[State 3101, Hit 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
forcestand = 1
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-85
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-100
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-115
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, Hit 5]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 95,35
;pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-130
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, DestroySelf]
type = DestroySelf
trigger1 = root, Time = 79
trigger2 = root, MoveType = H


Revised Gust Flame
;----------------------------------------------------------------------
;--Gust Flame--
;----------------------------------------------------------------------

[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,47]
value = SCA, AA, AT, AP

[State 3100, NoFG]
type = AssertSpecial
trigger1 = Time = [0,47]
flag = NoFG

[State 3100, Pause]
type = SuperPause
trigger1 = AnimElem = 1, =1
time = 47
movetime = 47
anim = S9500
pos = 36, -150
poweradd = -1000
unhittable = 1

[State 3100, Super BG]
type = Explod
trigger1 = Time = 0
anim = 975
ID = 21
pos = 0,0
postype = back
facing = 1
bindtime = -1
removetime = 47
supermove = 1
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3100, Warzard_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3100, Hauzer_SFX]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0
channel = 0

[State 3100, Change]
type = ChangeState
trigger1 = Time = 52
value = 3102
ctrl = 0

[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
velset = 0,0
ctrl = 0

[State 3102, SprPriority]
type = SprPriority
trigger1 = StateNo = 3102
value = 2

[State 3102, VelSet]
type = VelSet
trigger1 = Anim = 3102
x = -1.8

[State 3102, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "h.flame"
id = 3101
postype = p1
pos = 0,0
stateno = 3101
keyctrl = 0
ownpal = 1

[State 3102, Change]
type = ChangeState
trigger1 = Time = 93
value = 0
ctrl = 1

[Statedef 3101]
type = S
movetype = A
physics = S
anim = 3101
velset = 0,0
ctrl = 0

[State 3101, SprPriority]
type = SprPriority
trigger1 = Anim = 3101
value = 1

[State 3101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3101, Move_SFX]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3100,0

[State 3101, Bind]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
ignorehitpause = 1

[State 3101, Fire_Effect]
type = Explod
trigger1 = AnimElem = 6 && !MoveGuarded
anim = 9800
pos = 0,-55
postype = p2
facing = 1
bindtime = -1
removetime = 68
sprpriority = 2
ownpal = 1
ignorehitpause = 1

[State 3101, Hit 1]
type = HitDef
trigger1 = AnimElemTime(5) < 79
attr = S, HA
guardflag = MA
animtype = DiagUp
priority = 6, Dodge
damage = 6,5
pausetime = 0, 11
guard.pausetime = 0, 10
sparkno = S9300+(random%8)
guard.sparkno = S9400
sparkxy = 10,-70
hitsound = S0,3
guardsound = S1,0
ground.type = High
air.type = Low
ground.slidetime = 20
air.hittime = 12
yaccel = .3
ground.velocity = -4,-6.5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcestand = 1
fall = 1
fall.recover = 0
forcestand = 1
air.fall = 1
air.recover = 0
down.velocity = 0,4
getpower = 0,0
palfx.time = 55
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3101, DestroySelf]
type = DestroySelf
trigger1 = root, Time = 79
trigger2 = root, MoveType = H




PotS

I'm for super armor actually, without it he's a giant walking Clsn2.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Cybaster

Yeah, I really love the combos you've added to him, which make his gameplay much more interesting than just pressing a button to chose an attack, and adds strategy and variety. But as POTS said, due to his size, the lack of super armor makes him a sort of giant punching bag against fast characters.

Violin Ken

Haha, I'm glad to see my palette still made it through the cut.

Best of luck!
Support me @ ko-fi.com/violinken



Mature4evr

#13
@Miss Fairy:
How peculiar...the older code continues to operate correctly on my end.  By the way, your revision accomplishes its goal, but in turn, skyrockets the hitcount to an abnormally high quantity (outside the versus series).

@Phantom:
Agreed...and duly noted. ;)

@Cybaster:
The gist of his chaining capabilities will remain unchanged, however, I'm compelled to tighten them up.

@Violin Ken:
That palette is, by far, one of the finest submissions I've ever received.  Truth be told, less than a handful of color schemes "made the cut".



Last night, while brainstorming, this idea sprang forth:


  • Warzard Mode: an accurate incarnation, with super armor, his full array of special moves, and some basic techniques.
  • Extra Mode (think CvS): retains the use of most of his specials, but loses super armor...in exchange for combos, advanced techs, and several other features exclusive to CFJ.

Yay or nay?
Latest Release: Here / Current Projects: The Penguin & Stage Rectifications (2nd Set)

Iced

If you want to have a bit of fun as well, you can have a G-mode where all his sounds become Godzilla sounds and all his moves are based of atomic breaths, whilst stomping around.

SNT

Looks great.  Once again, sorry I let you down with those sounds.

Jango

I'm kinda used to Hauzer without Super Armor. You could always do that config.txt thing that all the popular kids are doing nowadays.

la;MISS~FairY-!

Quote from: Mature4evr on June 24, 2008, 01:07:23 AM
@Miss Fairy:
How peculiar...the older code continues to operate correctly on my end.  By the way, your revision accomplishes its goal, but in turn, skyrockets the hitcount to an abnormally high quantity (outside the versus series).


  • Warzard Mode: an accurate incarnation, with super armor, his full array of special moves, and some basic techniques.
  • Extra Mode (think CvS): retains the use of most of his specials, but loses super armor...in exchange for combos, advanced techs, and several other features exclusive to CFJ.

Yay or nay?
Yeah I wanted it really high. =3 I made a boss version of him. xD

And yay yay yay yay!!!

That idea sounds absolutely fantastic! ;D

bluesilver

Quote from: Mature4evr on June 24, 2008, 01:07:23 AM


Last night, while brainstorming, this idea sprang forth:


  • Warzard Mode: an accurate incarnation, with super armor, his full array of special moves, and some basic techniques.
  • Extra Mode (think CvS): retains the use of most of his specials, but loses super armor...in exchange for combos, advanced techs, and several other features exclusive to CFJ.

Yay or nay?

I can totally agree to this  :)!

Cybaster