SSBM/SSBB Hong Meiling (11/20/08 - Final Smash & Smash Ball added)

Started by Ricepigeon, October 31, 2008, 04:29:00 AM

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Ricepigeon

Right, so now we come to the 3rd mugen character pulled out of mr. Ricepigeon's ass, and this time it's not anything to do with Inuyasha (whoopee), but with Touhou (oh fuck yes)



Yeah, shit just hit the fan. Only, she won't be playing like her traditional IaMP self, nor SWR, but rather the Smash Bros series.

Obviously this is going to include stuff like A and B attacks, shield and shield grabs, her Final Smash, and hopefully items.

Of course, I may implement a few Brawl exclusive stuff such as footstool hopping, but I'm going for more of a Melee feel (lol, Hong Melee-ing, I made a funny)

Obvious the toughest part is going to be the items. I might do what I did with Kagura's Enemy Skills and implement those last, with the exception of the Final Smash, which requires the Smash Ball.


As you can see, she'll have a Double Jump as all characters in the Smash series have, as well as her shield and no automatic turning as most MUGEN chars do. I might redo the shield before the first release though.

Right now I'm a bit undecided on a final moveset, although I do have one move in mind for her Final Smash.

Of course for items, I do have a few planned if they ever do make it in:

- Smash Ball (this one's mandatory)
- Fire Flower
- Super Scope
- Metal Box
- Assist Trophies:

  • Sakuya Izayoi
  • Remilia Scarlet
- Pokeballs:

  • Chansey
  • Hitmonlee
  • Electrode

Rajaa Retired

very cool, a smash bros character, that wasn't in it not your traditonal Cvs (insert character name who wasn't in cvs here) sure it's the same concept but not many characters have this system.

How will the items look? will you add the light saber? please add that. hahah

i look fwd to this character, even though i never heard of her or touhou before.

:sugoi:

Ricepigeon

Some of the items like the saber will probably be exclusive to her so the opponent won;t be able to pick those up. Others like the Smash Ball and Assist Trophies will most likely be picked up by both.

But that's my last priority at the moment. Basic stuff first. Speaking of which:

http://www.youtube.com/watch?v=6gWk-VbEhT0

Apparently I'm supposed to press Z or R twice...
ZZ
RR

Hm.. Its not working.

Orochi Gill

Quote from: RicePigeon on November 01, 2008, 05:52:37 AM
Others like the Smash Ball and Assist Trophies will most likely be picked up by both.

Wouldn't that have to be coded into the other characters, seeing as it would be a custom state (I think)?

Titiln

in theory the other characters would just have to hit the smash ball and assist trophies to activate

Liquid Jake


Luigi Master

Boo, D'oh Hoe.  Yay, SSB!

Anyway, I thought her name was "Meiring" all this time.

Though I still get the feeling she can perfect Rare Akuma.
Quote from: ross61 on January 12, 2009, 02:48:34 AMNo  Dark Sean and Gouken are Good characters
Quote from: Tetsuo9999 on January 16, 2009, 01:11:59 AMTrivial knowledge: Anime sucks.

Dishamonpow

didn't see that one coming, maybe she will have this move 
Stuff

Ricepigeon

Get that Landmaster out of my Mugen. :p

Nah, I was thinking more along the lines of a Hokuto Hyakuretsu Ken as her FS. Or something similar.

Ricepigeon

Well China finally has some moves in, namely her basic 1,2,3 combo and her down smash:



The smash charge (right) from Melee and Brawl wasn't as difficult as I thought it would be. Since I haven't really touched Melee in a while I'm not 100% sure what the damage increase from charged smashes are, but right now she has a placeholder damage scaler doing up to x1.8 normal damage when fully charged.

Dishamonpow

I think it was 1.5 but I could be wrong, anyway, wishing you best of luck with her.
Stuff

Ricepigeon

Well all Smash Bros characters are supposed to have a "triple jump" (with the exception of Jigglypuff and Yoshi) as their Up+B, who said China was supposed to be any different?



Ironically, I actually recycled part of the code for Kagura's Dance of the Dragon for this. Obviously the damage is much lower than DotD.

Also say hello to the first of China's 4 specials. Milestones ftw!

Bane84

That's colorful.  :o

Are you coding your own Smash Bros style from scratch, or are you using references?

Luigi Master

The FS should be something that suits the character, not ripping off relatively obscure finishing moves (HHK) to make them the new norm.  I HONESTLY don't want to see Peter do the HHK (haha, he already has it.)
Quote from: ross61 on January 12, 2009, 02:48:34 AMNo  Dark Sean and Gouken are Good characters
Quote from: Tetsuo9999 on January 16, 2009, 01:11:59 AMTrivial knowledge: Anime sucks.

Ricepigeon

Quote from: Bane84 on November 05, 2008, 06:20:17 AM
That's colorful.  :o

Are you coding your own Smash Bros style from scratch, or are you using references?

Most of its from scratch, although there are a few glitches here and there, so I may use some references in the future, most notably her shield. Although I'm sure I can solve the problem on my own.

Also since screenshots don't say as much as a video:

http://www.youtube.com/watch?v=WfEOKaLQ-2A

Bane84

After watching the video, I'm noticing a distinct similarity between your character and N64Mario's NGPC Mario characters.  Did you get permission from him to use his code, or do I stand corrected?

Ricepigeon

Quote from: Bane84 on November 09, 2008, 08:22:50 AM
After watching the video, I'm noticing a distinct similarity between your character and N64Mario's NGPC Mario characters.  Did you get permission from him to use his code, or do I stand corrected?

Not 100% sure how he has his coded, but I'm assuming that it looks something similar to this:

; GUARD (start)
[Statedef 120]
type = U
physics = U
ctrl = 0

[State 120, Shield]
type = Helper
trigger1 = time = 1
trigger1 = numhelper(120) = 0
helpertype = normal
name = "shield"
ID = 120
pos = 0,-40
postype = p1
stateno = 121
ownpal = 1

[State 120, CS]
type = Changestate
trigger1 = command = "forward_roll"
trigger1 = time >= 10
value = 900

[State 120, CS]
type = Changestate
trigger1 = command = "backward_roll"
trigger1 = time >= 10
value = 901

[State 120, CA]
type = ChangeAnim
trigger1 = Time = 0
value = 120

[State 120, PSND]
type = playsnd
trigger1 = time = 0
trigger1 = numhelper(120) = 0
value = 120, 0

[State 120, CS]
type = ChangeState
trigger1 = command != "holdstart"
trigger2 = var(10) <= 0
value = 140
ctrl = 1

;-----------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, CS]
type = ChangeState
trigger1 = 1
value = 120

;------------------------
; CROUCH GUARD (guarding)
[Statedef CS]
type    = C
physics = C

[State 130, CS]
type = ChangeState
trigger1 = 1
value = 120


; Shield
[Statedef 121]
anim = 10120
velset = 0,0
sprpriority = 5

[State 121, Bind]
type = bindtoparent
trigger1 = 1
facing = 1
pos = 0,-40

[State 120, NHB]
type = nothitby
trigger1 = 1
value = SCA

[State 121, CA]
type = changeanim
trigger1 = anim != 10120
value = 10120

[State 121, Trans]
type = trans
trigger1 = 1
trans = add

[State 121, PVA]
type = parentvaradd
trigger1 = parent,var(10) > 0
v = 10
value = -1

[State 121, AD]
type = angledraw
trigger1 = 1
scale = ((300+(parent,var(10)))/600.0),((300+(parent,var(10)))/600.0)

[State 121, Zeeky]
type = destroyself
trigger1 = parent,stateno != 120
trigger2 = parent,stateno != [130,155]
trigger3 = parent,var(10) <= 0


So if there is any similarity in the code it was unintentional.

Bane84

Well, it's not just the code, but it's also the sound effects and the execution in the video.

Ricepigeon

Quote from: Bane84 on November 09, 2008, 10:03:00 AM
Well, it's not just the code, but it's also the sound effects and the execution in the video.

Well you got me with the sound least. Although I did plan on replacing it with the melee sound effects before the actual release (since it sounds out of place). Its more a placeholder right now at the moment.

Bane84

You should download the Smash Bros Brawl soundpacks and use those.  ;)