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gouken NOV update released (Read 83087 times)

Started by alexlexus, October 15, 2008, 04:45:47 PM
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gouken NOV update released
New #1  October 15, 2008, 04:45:47 PM
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http://ascendedmugen.com/index.php?action=tpmod;dl=item163

description is in the link.

enjoy as a year of development has come to a close and time to move on to another project. :) ;)



edit:

gouken patch version 2 (#2 is up)

http://ascendedmugen.com/index.php?action=tpmod;dl=item174


i need feedback so i can finalize the tweaking.

i do need help so if any issues you are more the allowed to
assist in fixing.


done:

new effects cvs

new super screen burst more dramactic sf3 styled

hurricane kicks edited (thanks riot blood)

new animations to him throwing the hadouken

(he had the palm strike but i took it out so that riot blood could use it for our sf4 gouken)

more rebalancing or the AI (he will start off slow then build up to rape mode).

and took out alot of the flashy stuff. sometimes less is more

and seeing as i played old gouken and this one
i now see gouken was jacked up in alot of ways
and now understand that overloading a character can destroy things.

anyways cheack him out i am sure most fans will be pleased this time around.



edit :


read my last post
nMo new generation of mugen exposure
Last Edit: November 10, 2008, 02:34:21 AM by alexlexus
Re: 100% gouken released
#2  October 15, 2008, 07:13:35 PM
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wow, I dint expect 100% just yet, great job.
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Re: 100% gouken released
#3  October 15, 2008, 07:22:11 PM
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Cool. Great to have you back!

I will have to test him tonight. But I have a couple of questions:

I think he had some MvC style gameplay on his last release. What happened to his MvC style commands? (I'd really like this character a lot more if there's a possibility to make him super jump and air chain) ...but that's just me.

Anyways, I've been following you develop him since early on and I just wanna put my two cents in. You've done a heck of a job, corporal. I salute you.
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Re: 100% gouken released
#4  October 15, 2008, 10:14:58 PM
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he is awesome, i really like the one handed hadoken. so far i havent found any bugs. Good job.
Re: 100% gouken released
#5  October 15, 2008, 10:24:48 PM
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awsome job!    8) 8) 8) 8)


small fixes you could do in 10 mins
qcb+Fp looks like its being produced inside of his arm rather then out of his hand and i say switch it to the fireball you have for LP and MP......

qcf+k the last sound he makes is still akuma

Jumping fireball has the same effect as qcb+fp its being produced strangely

Re: 100% gouken released
#6  October 16, 2008, 01:37:38 AM
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> After trying out Gouken for a bit, I found some glitches, some easier to fix than others...

- Portrait is misaligned.
- Overall sound is still too loud.
- The standing light punch misses unless Gouken is very close to his opponent, even though the red collision boxes are making contact with the opponent.
- After Gouken uses his kick throw, his opponent can move but can't attack until hit.
- After Gouken uses his spinning kick, he makes the sound of the spinning kick again when Makoto grabs him.
- Time Over winpose is missing.
- Some Level 1 supers do too much damage for Level 1 supers.

> On the upside, the background effects are great, and I'm glad you fixed Gouken's beard in the lose pose.
That's all for now, hope that helps. :)
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Re: 100% gouken released
#7  October 16, 2008, 05:19:54 AM
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nice job dude
Re: 100% gouken released
#8  October 16, 2008, 07:00:58 AM
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Some helpers are sharing standard mugen animation and state numbers, that makes him clone when in custom states and more, animation numbers and states for helpers shouldn't be the same as in standard ones. o_O

And one can guide by KFM's template to fix it. o_O
Re: 100% gouken released
#9  October 16, 2008, 07:07:11 AM
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i will get right on it.
i can use help if you aim

alexlexus18
nMo new generation of mugen exposure
Re: 100% gouken released
#10  October 16, 2008, 07:45:54 PM
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You can chain his LP fireballs one after another all day long.   

ink

Re: 100% gouken released
#11  October 17, 2008, 04:02:05 AM
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i love your gouken! very nice.
Re: 100% gouken released
#12  October 17, 2008, 07:44:35 AM
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Dont u think he have to many hyper moves?  o_O

And from wich game is those Red/Blue hit sparks?

Well, when I first tried him and saw his sprite, Ive said : Omfg SF3 Gouken!
But theres not to much of SF3 gameplay on him  :-\

Anyways, I like him, u made a nice work, hes funny to play even lacking the SF3 style I dreamed for 10 secs  ;P
Re: 100% gouken released
#13  October 17, 2008, 11:25:11 PM
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Hmm Gouken kick super. I think the Heaven Driver Kick.  Is it supposed to kill most characters? I do it in air juggle and it will kill most characters unless they have above average defense or health. I love him though awesome character.
Re: 100% gouken released
#14  October 18, 2008, 03:32:29 AM
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Hmm Gouken kick super. I think the Heaven Driver Kick.  Is it supposed to kill most characters? I do it in air juggle and it will kill most characters unless they have above average defense or health. I love him though awesome character.


see that super doesn;t do so much damage when you hit them on the ground. but when juggle it causes so much damage and i have to lower each hit def to make it lest of a killer. im sorry for not seeing this.
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Re: 100% gouken released
#15  October 19, 2008, 09:08:56 AM
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Just report it to the mods next time. ;)
:rofl:

Like that's going to solve anything  ::)

This coming from a mod... sigh...

Anyway, the main problem with this gouken is that he's overpowered. Period. I like the way he fights, I like the specials, I like the hypers and I like the potential and "nature" he has as a fighter. But dammit alex, I'm sorry, but you can't expect people to remain quiet with a stunning SGS and an ass-raping lvl 2 super (which looks more like a lvl 4 super IMO).

Here's how I figure you should do it (just an advice):

LVL 1 hypers : 250 to 300 damage.
LVL 2 hypers : 450 to 500 damage.

About the SGS, however, I wouldn't know. I'd say remove it, Gouken is not a killer. As flashy and great as it looks, it's just not the right hyper for him.

Now, if this is something you wouldn't like for yourself (because IIRC you wanted Gouken to have the other LVL2 characters sweat it a little), then I advise you to do the following: Copy your .cns and .def, balance the .cns copy and make the .def copy read that .cns copy. When you're done, release away and let every user choose between this and a balanced Gouken. That way, everybody's happy.

I know you want to make it your own as much as possible, so the decision is up to you. One thing I can assure you though, is that you're not gonna get much of a positive fanbase if you keep this as a final release. Meaning less people will want to get their hands on a Dark Sean or an MK vs SF Chun-Li.

With that said, I hope you think it through at least and try it out.

Good luck.
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Re: 100% gouken released
#16  October 19, 2008, 05:30:24 PM
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Anyway, the main problem with this gouken is that he's overpowered. Period. I like the way he fights, I like the specials, I like the hypers and I like the potential and "nature" he has as a fighter. But dammit alex, I'm sorry, but you can't expect people to remain quiet with a stunning SGS and an ass-raping lvl 2 super (which looks more like a lvl 4 super IMO).

Here's how I figure you should do it (just an advice):
LVL 1 hypers : 250 to 300 damage.
LVL 2 hypers : 450 to 500 damage.

About the SGS, however, I wouldn't know. I'd say remove it, Gouken is not a killer. As flashy and great as it looks, it's just not the right hyper for him.
I believe the SGS is supposed to do 666 damage.

So yeah, does not fit Gouken.
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Last Edit: October 31, 2008, 07:34:51 PM by Zombie Dracula [Walter]
Re: 100% gouken released
#17  October 20, 2008, 02:06:28 AM
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well having listen to pms and other advice
i am going to try and come to a middle ground.
on my end i feel as if some want me to make it
they way they want him and not try to make one
of there own and me i feel like i can;t make my
character a stand alone from the rest.

if i conform 100% to the demands i am going to end up with
..... another plain old shoto guy that will be forgotten.

my goal was to try and have an orgianl mix of different shotos
but not be exactly the same.

easfandy and laquack have helped me alot.
so i am trying to make him as requested but not lose what makes gouken
an alexlexus product.

the sgs i have been saying that the one i put in there
isn;t one to kill (reason why victims are dizzy after  the move)

can there be a compromise?
nMo new generation of mugen exposure
Re: 100% gouken released
#18  October 20, 2008, 03:52:17 AM
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can there be a compromise?

If you try to please everybody, you end up pleasing nobody.  Make the character the way you want to, fixing obvious bugs and all, but make it yours. 
Re: 100% gouken released
#19  October 21, 2008, 03:28:11 AM
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when i say he is at 100%
i didnt say he was perfect. i meant the
development was done
and bug fixes would follow.

tengu mis understood and many others.


to those that support gouken rmeber i am doing my best to make him balanced.
nothing more i toned him down shave off combo times and took out alot of
the cancels that made him cheap.

the ai no longer parries so we can say no more complaining there.

anyways two new videos featureing wild tengu as the test subject
showing the new fixes are up plus the patch is out
nMo new generation of mugen exposure
Re: gouken patch# 2 released
#20  October 28, 2008, 07:59:12 PM
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i edited the 1st post so you can see what was changed.


feeback  awaiting.
nMo new generation of mugen exposure