Pocket Zangief WIP 80%

Started by Renzo F, January 14, 2007, 11:15:30 PM

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Renzo F

Zangief
Right now he's a complete sparring (anims & req. sprites are there). As expected, he'll play similar to my previous pocket characters and will include all the standard stuff (parrying, ex moves, leap attacks, etc.)

I'm plannig to include a Mech Zangief mode, selectable via palettes with some tweaks that will make him actually playable against other characters.

You can download him from my page; he lacks any attacks, but it's fun to hit him :P

Gouki
Some stuff updated, including:
-Super KO finish for the Shun Goku Satsu (actually, It has been there for months, but I never uploaded the character to my site).
-AI. He's not cheap, but he's able to perform some fine combos and defend himself pretty well. Thanks to Winane for his activation code.
-Some bugs I found.

He's available at my page.

Ken
He's getting a complete rehash on all his code, sparks and sounds, since I don't like how I created him compared to my recent works. He's not available right now, but he'll be up soon.

Kensuke

I know it's not your pocket chars "style" but are you going to include pocket zangief's "napping at the foodtable" throw? Do you know which move i'm talking about?  :-\
~Ultimate Kensuke of the True Lightning~

Real Bout High School Battle

Coming.....soon....

Renzo F

Yes, I know the move. Any ideas for it?
Maybe I can make an edit for it.


Cybaster

Nice little update to Gouki. His AI plays well and not too offensive.
The power higher part of the power effect during the superpause of an hyper is still cropped though.

Concerning Zangief, what moves will you give him, since he wasn't in SF3 ?

Kensuke

Sure I have some ideas ;)

1. Make it into a counter ala Dudley Cross Counter (to keep it sf3, while he's sitting he is in the counter position, if he is hit he throws the table)

2. Add it as a short range projectile with a little start up. (the table is the projectile, when he is sitting at it is the start up.)

3. Make it into a command throw (speaks for it's self)
~Ultimate Kensuke of the True Lightning~

Real Bout High School Battle

Coming.....soon....

Renzo F

@Gin: I'll check the explods again. I think I will request BDI to let me use the super sparks of his Pcoket Chunli. About Zangief's moves, I will try to copy some of Hugos' moves, like the Hammer Mountain.

Kensuke: #1 looks perfect.

Winane

#6
In your Gouki, I just noticed you've got a command out of place, in violation of the command order standard I established.  Please move "holdzc" further down in the command list, to avoid misleading other characters that make use of said standard.  Placing it anywhere below the "holdstart" command is fine.

It'd be good to change IntPersistIndex to 58, unless you're afraid that having the AI reactivated from the get-go would make the start of each round too predictable or something.  (The better solution to that generally being to simply make the AI scripting more varied in that context.)

I see you've got a lot of ChangeStates in State -2.  That's generally a bad idea, as it can screw things up during custom hit states.  Best to move them to State -3, if possible.  But if there really is any reason to leave them in -2 (seems unlikely, but I didn't bother checking what their purposes are), it'd be good to move those last two VarSets in State -2 above all the ChangeStates, especially if those ChangeStates are custom AI scripting, as appears to be the case at a glance.

Also, just to be sure you're aware, using command triggers in State -2 won't work as intended during custom hit states, unless your opponent happens to have the same commands in the same order in the CMD list as yours.

Why did you omit the IsHomeTeam AI activation method?

If you're not going to make use of the 9742 version of the Helper AI activation method, you may as well remove the !NumPartner || !(Partner,SelfAnimExist(9741)) triggers from the remaining AI Helper creation controller (and change the triggeralls to trigger1s, of course).
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )

Renzo F

To be honest, I don't completely understand your method, so I tried to follow the instructions the best I could.

For state -2/-3 I remember putting the AI code in state -3 on the beginning, but for some reason I switched to state -2 (maybe I misunderstood one of your comments). And yes, I know the difference between -2 and -3. Putting trigger commands in -2 can completely f*ck custom hit states...

I find really unlikely for me correcting this stuff because It's one of that times when I get completely bored of mugen.

Winane

#8
Aww.  :'(

Well, for now, could you at least move that "holdzc" command?  That ought to take all of ten seconds, plus upload time.

Anyway, if ever you have any questions about any of my code, do feel free to ask.


Edit:
Urk, whoops, very sorry, I forgot to check your intro states before writing my previous post.  >_<  So, please completely disregard my comment about the IsHomeTeam method.  Also disregard the other comment crossed out above, but please move the "AI Helper (Simul Version)" Helper controller back to State -3 where it belongs.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )

Renzo F

Actually, I started to work again on Pocket Zangief.
He has all the basic stuff (full fledged dummy), normal attacks, intro, winposes, parrying, defensive rolling and some decorative stuff regarding palette #7.

I will post more as soon as I make some progress. You can download him from my site.




Really, I'm forgetting something. After winning a round, press "A" and tell me what do you think about that winpose. Nothing too special, just a bit funny.

walt

Nice Pocket Mech Zangief :P
If he's hit out of the forward dash he'll just stay there floating.
The winpose is funny, and the music should perhaps have a higher volume ^_^

Renzo F

#11
Fixed what walt said. Stupid copy & paste code error.

He has all basic standing/crouching/jumping attacks and normal Lariat. I have to work more on that move , though.




Quote from: Kensuke on January 15, 2007, 04:13:48 AM
I know it's not your pocket chars "style" but are you going to include pocket zangief's "napping at the foodtable" throw? Do you know which move I'm talking about?  :-\
I found one animation featuring Zangief making the exact same move, but Zangs is wearing his wrestling outfit so I will use it to program the move ;)

I plan to include a Mech Zangif features. In that mode he won't be able to parry, his defense will go up a bit and he'll have super armor. Do you think he shouldn't be able to guard, like in MVC?

The updated file is available on my site.

mh777

I say no guard, because there's supposed to be a certain risk when playing in Mech Zangief mode to balance the benefits (i.e. higher attack/defense but no guard in his case).

SpliTT

ill take a look at these updates with versing my Miniryu

My messed up private mugen!

PotS

Quote from: Renzo on May 07, 2007, 05:37:18 AMDo you think he shouldn't be able to guard, like in MVC?
Yes. It's not like he has much need to guard anything anyway, can just stop most attacks with a mighty jab.

Tested him a bit:

- Several moves still connect after being reversed, for example all the standing kicks
- Zangief slides way too much after dashing (if you're going for SF3 he shouldn't slide at all)
- His defence is too high, I think
- His height value is higher than average-sized chars o_O
- His air.width is too big (even causes that thing where the chars shake while being pushed)
- If you jump over the opponent and keep holding that direction, Zangief doesn't turn

- I think that his standing fierce shouldn't move him forward, it already has excellent range without that
- The direction of his standing roundhouse could be controllable, moving forward, backward or neutral (like Guile's medium kick etc)
- Roundhouse again, could stun the opponent for less time but also recover faster. That or make it knock down the opponent
- Taunt could be activated with the Start button as well, no point in leaving it unused.

And that win pose rocks, hehe. But I agree with Walt, the music should be louder.
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.

Renzo F

#15
Quote from: Potikemon on May 08, 2007, 02:52:20 AM
Several moves still connect after being reversed, for example all the standing kicks
I think this issue is related to the double HitDef definition I use to make a custom track of juggle points. Could you tell me against which character did you tested Zangief and which attack you used in order to solve the problem? I just tested his attacks against other of my characters (I enabled a simple ReversalDef on him) and nothing weird happened.

Quote from: Potikemon on May 08, 2007, 02:52:20 AM
His defence is too high, I think
Ok, I lowered it to 105. Mech Zangief mode should have the previous value, I think (120).

Quote from: Potikemon on May 08, 2007, 02:52:20 AM
His height value is higher than average-sized chars o_O
- His air.width is too big (even causes that thing where the chars shake while being pushed)
Corrected (changed to 30 from 34). The width also made some characters couldn't jump over Zangs.

Quote from: Potikemon on May 08, 2007, 02:52:20 AM
If you jump over the opponent and keep holding that direction, Zangief doesn't turn
We learn new things everyday. I didn't know anim 47 should have 3 ticks.

All the other things are in process of being corrected. It's just this week I didn't feel like doing mugen.

Thanks for the feedback. I made some mistakes probably I couldn't ever tell without help.

PotS

Quote from: Renzo on May 14, 2007, 04:06:17 AMI think this issue is related to the double HitDef definition I use to make a custom track of juggle points. Could you tell me against which character did you tested Zangief and which attack you used in order to solve the problem? I just tested his attacks against other of my characters (I enabled a simple ReversalDef on him) and nothing weird happened.
My Karin's counter or parry for instance. Should be because of the !movecontact trigger you're using, it ignores reversals (should be !movecontact && !movereversed).
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.

Renzo F

Yes, I thought of it. I have to change it on Ken, Gouki && Zangief.
Thanks a lot!

Tense

These look fantastic. I am drooling in anticipation. 
Check back later.

My art....

walt

Quote from: Tense on May 15, 2007, 04:27:44 AMThese look fantastic. I am drooling in anticipation. 
Well, you could stop drooling and DL the perso so you can give feedback on it :P