Fighter/*Name Here*

Started by Zephhyr, June 21, 2011, 09:27:37 PM

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Zephhyr

Ok so, I'm not too good at these posts due to my almost shameful inactivity, All of my past works for the engine were edits of other characters, and only one of them showed any originality. Ironically the same one was arguably the worst of them. The only reason my the other 2 (I don't count my butchering of Vyn's Ken) were remotely balanced was because I didn't change all that much.

So I've decided to take a hack at making a character from scratch to see if i'm as bad at this as it would seem. I've been using S.Y.D.'s Fighter sff file and N-Mario's template (not the HSFA one) and so far I think it's gone fairly well.

Screen shots (Mode Select):
Spoiler (click to show)



These show the mode select I've implemented. I probably haven't gone about it in the best of ways but it works so I won't complain. You can also see the effects on the standing animation's fists that differ based on the mode.

Screen shots (Special Moves):
Spoiler (click to show)
So far I've implemented one per mode.

In street fighter mode:


The light version is an anti-air attack mostly and the strong version is more of a "go-to" move that can also end combos. It's stronger and goes further but lacks the important purpose of the light version.

In striker mode:



This one is an overhead and an OTG. It also causes a small earthquake effect if the first hit doesn't make contact, this hits low unless the first hit is blocked. The button strength determines how far it goes.

In nenmaster mode:


A basic projectile attack. Button strength determines speed.

In grappler mode:


An auto-guard move. I'm basing this mode around close range pressure tactics so this seemed appropriate. The light version counters high and air attacks while the strong version counters low attacks.

So yeah, that's what I've done on top of the basics in a nutshell. Just to make sure I'm on the right track here, here's an open pre-pre-alpha:

I feel the character has moved along enough to be considered in it's alpha stage. Link to current alpha: http://www.mediafire.com/?t5f39depofyp8m8

Sheng Long

FIY, the blank template is pretty much from KFM, just everything KFM related removed, everything else stay.

Looking good though. ;)


Spoiler (click to show)
Whenever I see my name, sometimes I just have to post something. I donno, lol.  ;D

"You must defeat my flaming
dragon punch to stand a chance."

GT

ATM everything feels fine. You're missing a couple of sounds tho, (Running, Backdash, Jump) but I'm sure you already know that.

Your attack states need a posadd of 0 and a velset of 0 ( with a !time or time=0 trigger ) in order to prevent sliding when the previous state's vels are greater than 0.

and you need to add a statetypeset that activates when the active attack frames have passed that makes the statetype = I.


IMO you're going in the right direction.  :yes:

Zephhyr

#3
Quote from: GT Yzan on June 21, 2011, 09:55:11 PM
IMO you're going in the right direction.

Good to know. I'll fix the things you mentioned. I don't want to move forward knowing something is wrong so yeah, thanks.

EDIT: Well the sounds you said are missing seem to be there on my end. I'll check the file I uploaded to see what's wrong.
EDIT2: Updated the link, the things GT Yzan mentioned should be fixed.

Zephhyr

Bump

I'm now adding voice clips. I've chosen to use Maki's CVS2 voice.

Zephhyr

Ok so I haven't done anything on this character in a long while, procrastination and whatnot. Anywho, I recently felt like returning to this project and continuing it. So far i've added the dodge roll and updated the mode select so that rather than having a top and bottom it comes full circle. I've also added an animation for moving up and down in the menu. Other than that it looks just as it does in the above screenshots. Hopefully this time I won't lose motivation.

Also I may need help diagnosing a certain issue. When testing the character i've found that is the special move in striker mode hits OTG, the target is unable to attack unless hit again. I'm not sure what causes this but I've only tested with *Name here* Vs herself. If anyone could give me a clues as to what is wrong then I'd be very grateful.

EDIT: after testing against other characters the same problem still applies

GT

Is the target being put in a custom state?

Zephhyr

The target is put in to state 5101 which is in the common1 file I believe so every character should have it, though I can see why this might be the issue.

Zephhyr

Updated the link in the first post. Fixed that bug and added dodge roll and knockback attack while blocking at a cost of one stock each. Added voice clips for everything but being attacked and win poses.

GT

-Close Y & B should be able to cancel into specials ( IMO ).
-Your Y throw asks for an invalid animation.
Spoiler (click to show)
-It's good to see that you've added the Statetype = I into your attacks but you still need to add ;
Quote[State 0]
type = PosSet
trigger1 = !time
y = 0
-pausetime = 10,30
D: Y u did this?!
In most instances the second value of pausetime should not exceed the first. However, sometimes it's okay to let them differ by 1 or 2 intergers.

Overall, it's an excellent improvement. :2thumbsup:

Zephhyr

#10
- Close Y can be cancelled but only after 18 frames, I did this because of the long hitstun which was due to the long animation. Essentially it was to maintain the aesthetics of the attack. I've made the time less strict now so you only have to wait 14 frames.

- I'll look into the Y throw issue.

- I'll make sure to add that code.

- Due to the length of the animation, otherwise assuming the close Y wasn't followed up then the opponent would be able to counter attack even after being hit ala Blanka's rolling attack in SSF4.

Thanks for the input.

EDIT: I'm not getting any problems with the throw, no error message nor does it look wrong.
EDIT2: Added the PosSet code.

Zephhyr

#11
Link in first post updated.

Added another special move to grappler mode, it's not finished yet as it lacks sounds but I'm looking for comments on whether I did what I'd intended correctly. Also when the target is hit by it they kind of spazz out. If someone could help me fix this then that would be great. After further testing the issue only is present vs herself which means I've done something wrong with the being hit animations. Once again help appreciated.

Poemi Watanabe

Hey, Alpha-542, you almost beat me! I was also making her in KoF-styled gameplay, but I may let you do the job.
Current Status: N/A

GT

Good job on the new move. It's been done quite well.

The move does however expose an issue with your gethits (and you've mentioned this. It's not that big of an issue though). Your recovery gethits need to end with -1 or a loopstart in order to correct the odd anims.

Zephhyr

Corrected that issue with the gethits and added an extra special to grappler mode, I'll probably add 1 or 2 more before the next open version so that one mode at least has a set of specials.

mugenload

the best one yet, keep up the good work.

Zephhyr

Link updated, A special move that channels the spirit of a certain Russian grappler we know was added along with a readme that actually explains things, one sound was replaced. It's starting to feel more like an actual character now. Enjoy, as usual feedback is appreciated.

Zephhyr

Fixed an issue with the SPD in the corner, added grappler modes last special move (and it's mid-air variation). I'll be doing stuff with nenmaster mode now.

Yingyay

Nice! A dungeon Fighter mugen character! Will edit when I play her


My none Mugen Project: One Piece Tag Battle
http://gmc.yoyogames.com/index.php?showtopic=510722

Zephhyr

Link updated, grappler mode is now finished with regard to special attacks, projectile attack in nenmaster mode is now chargable, readme fixed with new moves addd and certain properties of moves noted.

@above post
In truth I haven't actually played dungeon fighter on account of myself living in England. My attempt to have played it is why my attention was drawn to the sprites I'm using.