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gouken NOV update released (Read 83130 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
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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
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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
Re: gouken patch# 2 released
#21  October 28, 2008, 10:04:30 PM
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Alright Alexlexus, you want feedback? You got it!

- His collision boxes are yuck.

Warning: Tons of images ahead.
Spoiler, click to toggle visibilty


- First hit of QCF+K has old hit spark.

- Why does he have a power charge? Gouken already gains power insanely fast as it is.

- Shun Goku Satsu is still way overpowered. Gouken can't be hit or grabbed out of it, he's completely invulnerable, and the hit box on it is huge.

- He can have more than one "Horizontal Aerial Hadouken's" on screen at once.

- Aura Blast does no damage and you can't juggle after it... pretty useless.

In my opinion, he has WAY too many moves, especially supers. Ryu and Ken only have 3-4 moves, why the hell does Gouken have so fucking many?

And while your at it, come up with some better names for his moves. Shin Phoenix? Goutetsu's Heavens Rush? Shun Phoenix Satsu? Blitzkrieg?  Wtf... I also noticed in his movelists he has alot of moves that don't even work anymore. But then he's probably better off without them anyways.
Re: gouken patch# 2 released
#22  October 28, 2008, 11:56:12 PM
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Wild Tengu, I thought you were doing great there for a second up until you came off with the "f*in' this f*in' that" rap.

To quote you; "Ryu and Ken only have 3-4 moves, why the hell does Gouken have so fucking many?" Get this straight, Gouken is the Master, so it's pretty obvious he should know more than just the 3-4 moves he taught Ryu and Ken  ;)

In the first place, I've seen many people post "Final" and "100%" releases before when they were far from finished and never got this type of rant from you or anyone. If the creator thinks it's final, then it's final.

Secondly, I don't know where you're from, but somebody obviously forgot to show you some manners growing up...When something is put up for free grabs, such as Most mugen creations you take it, give feedback then give thanks...Simple as Cake...and listen man, it's great that you point out obvious bugs and mistakes that alex has yet to fix...Yes, it really helps!!! ...but being all negative like that, to the point were you're insulting his creativity (you're actually insulting him) is not gonna fly no more with me.

So now I'm gonna make it plain and simple for you and ask you to fuck off this thread for good. If you don't like the way Gouken is done, either don't bother with it or simply deal with it. There's no real reason why you should be insulting to anyone here (much less alexlexus) because your childhood gaming fantasies are not made the way YOU want them.

So do us all a favor and go jack-off to a goat and rant about elsewhere, bitch-ass.

@ Alexlexus...You've really got to get on those collision boxes, and it's true about him not needing that power charge, but it's your call. Also, I would deal with the damage inflicted by the supers individually one by one so that way the bugs can be sorted out quicker. Best of luck on your next update, man...You're getting there.
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Last Edit: October 29, 2008, 12:06:01 AM by MaxBeta
Re: gouken patch# 2 released
#23  October 29, 2008, 12:01:28 AM
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Alright Alexlexus, you want feedback? You got it!

- His collision boxes are yuck.

Warning: Tons of images ahead.
Spoiler, click to toggle visibilty


- First hit of QCF+K has old hit spark.

- Why does he have a power charge? Gouken already gains power insanely fast as it is.

- Shun Goku Satsu is still way overpowered. Gouken can't be hit or grabbed out of it, he's completely invulnerable, and the hit box on it is huge.

- He can have more than one "Horizontal Aerial Hadouken's" on screen at once.

- Aura Blast does no damage and you can't juggle after it... pretty useless.

In my opinion, he has WAY too many moves, especially supers. Ryu and Ken only have 3-4 moves, why the hell does Gouken have so fucking many?

And while your at it, come up with some better names for his moves. Shin Phoenix? Goutetsu's Heavens Rush? Shun Phoenix Satsu? Blitzkrieg?  Wtf... I also noticed in his movelists he has alot of moves that don't even work anymore. But then he's probably better off without them anyways.



you did get much better with feedback, still some rough edges with how you come off but much better.
so now i can actually read what you will have to say in the future aside from "why the hell does Gouken have so fucking many?"
a bit too expressive but in any case i will look inot what you said and come to a balance for fixing.

the names of the moves aren't to be even taken seriously when he is really done they are going to be changed.

i removed aot of moves cause there were to many.
people didn;t know waht to dow ith him
so scaling him down is the best thing.

i also forgot to edit the shin sho ryuken voice since
he still sounds like ryu.
 
nMo new generation of mugen exposure
Re: gouken patch# 2 released
#24  October 29, 2008, 02:40:34 PM
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Hes cheap, fast projectiles, that D F + K move is cheap, D B + K looks like theres no gravity law, he should look more natural for a shotokan, would be good if u dont ignore the fact that hes Ken & Ryu Master, I think he could have SF3 gameplay, hit sparks, etc, cause he doesnt fit in any Street Fighter game atm, he only fit into those MvC mugen roster.

I hope someday, you or someone release Gouken with CvS or SF3, or at least Alpha gameplay  :-\
Re: gouken patch# 2 released
#25  October 29, 2008, 08:56:01 PM
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well i havent read the last 4 pages and it was probably mentioned but the big portrait isn't aligned right
also maybe use scale on your air hadokens maybe cause they are kind of big
i think this is a great patch either way though

oh yeah sometimes during training mode he just keeps doing the raging demon non stop
Last Edit: October 29, 2008, 09:22:41 PM by oblivion9794
Re: gouken patch# 2 released
#26  October 29, 2008, 09:50:34 PM
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well i havent read the last 4 pages and it was probably mentioned but the big portrait isn't aligned right
also maybe use scale on your air hadokens maybe cause they are kind of big
i think this is a great patch either way though

oh yeah sometimes during training mode he just keeps doing the raging demon non stop


fixed the jab not hitting.

fixed the hit boxes for the stances and attack boxes.


and trying to remove some cheap links with out making him gay..


nMo new generation of mugen exposure
Re: gouken patch# 2 released
#27  October 30, 2008, 05:13:13 AM
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i need specifics. i can't fix what i don;t know about.
before posting i need full details like tengu did with pictures of the hits boxes(
go figure tegnu helped just comes off nasty which i HATE).


now if a full out combo into a super cause that then we have to look at the fact
that sucessful combos will hurt the opponent.

combos...doing...DAMAGE??!!?  NOWAI!!!

Send me the latest update when you can, i'll test all the remaining cancels and combos and such (i know you removed alot of them since this last update that they're whining about), and see if we can find a happy medium.  Do you play your mugen on 300% health?  That might be why he's seeing such a big damage loss on his if it's at 100%.
Re: gouken patch# 2 released
#28  October 30, 2008, 05:14:15 AM
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Re: gouken patch# 2 released
#29  October 30, 2008, 04:03:18 PM
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Ok, now that technical stuff has been reported, I gotta tell you a thing or two about those palettes...lol

I fixed his gouken2.act palette cuz It's my favorite besides his red garbs.



I'll probably fix the other ones that don't look polished, as well...So if it might save you some work Alex, let me know and I'll send them to you.

Also, I've noticed a lot of these palette problems lie within many mistakes in the spriting, so whenever you weed out the coding part, I advise you to look those sprites over.
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Last Edit: October 30, 2008, 06:53:37 PM by MaxBeta
Re: gouken patch# 2 released
#30  October 30, 2008, 04:40:51 PM
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Yeah...Back on Topic.

I fixed his gouken2.act palette cuz It's my favorite besides his red garbs.



I'll probably fix the other ones that don't look polished, as well...So if it might save you some work Alex, let me know and I'll send them to you.

Holy crap that looks better.
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Re: gouken patch# 2 released
#31  October 30, 2008, 05:21:39 PM
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Bloodriotiori, give it up already. Big Boss owned the shit out of you, so just accept it and move on. Now you're just making yourself look like an asshole. You lost.

ok random mugen guild member that i've never heard of, i'll be sure to do that lol.


On topic:

wow indeed, that does look significantly better, you're welcome to do the other palettes too if you can do that kind of quality, that's really good  :D
Re: gouken patch# 2 released
#32  October 30, 2008, 05:28:27 PM
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That's a very, very good palette. Nice job.
Millie, "Ozy and Millie" said:
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and people who will spit into the glass until that's fixed."
Re: gouken patch# 2 released
#33  October 30, 2008, 06:42:25 PM
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THIS ENDS NOW!!!!!!!!!

I have split all the crap into another topic that will go in all that's left and I will lock that crap.

This is a Forum about Mugen and for Mugen creators and users.

This makes release sections sacred.

No name calling no disrespect will be tolerated in a release.

Feedback is all that should be here.

I don't know about what happens on other forums and don't care don't bring that shit here.

If anyone else shits in a release thread you will get a Ban and I mean a real one. Get it?

On this forum we have made plenty of other places for spam and egos use them.

I also don't care if you people felt authorized because one Mod said that reports won't do anything. Please report this kind of shit this could have been solved a long time ago.

No more, I'm not going to go through a thread line by line again, there will be bans.

Good Luck Alex sorry we didn't do something sooner.
Last Edit: October 30, 2008, 06:56:13 PM by shamrock
Re: gouken patch# 2 released
#34  October 30, 2008, 06:50:10 PM
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not sure if this got removed or not and i don't feel like re-reading what's left but:

- i addressed 3 very noticable cancels with alex, he knows about them now, all of which involve canceling into his dive kick super, all of those should be removed by the next update i would imagine.  Other then dive kick super canceling and dive kick canceling out of certain moves, i can't find any other noticably bad cancels, is there anything else anyone's found?

So other then fixing those things, toning the damage down a bit, and fixing the bug on his dive kick super that for w/e reason lets him sometimes do 8 hits and massive damage, and other times do 17 hits and like NO damage, is there anything else?  Oh and we're also fully aware of the endless fireball spam you can do, i mentioned that to him a while back, hopefully he'll figure out what's causing that for the next one lol :sugoi:
Re: gouken patch# 2 released
#35  October 30, 2008, 07:05:31 PM
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Re: gouken patch# 2 released
#36  October 30, 2008, 07:14:03 PM
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Above user and all thousand of of his IP's Banned for 3 days.

Next person gets a month.

Does anyone else want to test this out?
Re: gouken patch# 2 released
#37  October 30, 2008, 08:07:01 PM
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Above user and all thousand of of his IP's Banned for 3 days.

Next person gets a month.

Does anyone else want to test this out?

I don't wanna get banned or anything but... nicely done.

Anyway, back on topic: Alex, I have tried to help you out a little by fixing this damage variation in heaven's rush, but... for the life of me, IDK what the hell is making him vary his damage and hit amount like that... my recomendation is do it all over again.

I know supers like that are a pain in the ass, but I just can't see another practical way of fixing this. Here's an advice as well: Don't use posadds, it looks weird (too choppy). Use velsets instead. It might be a bit more bothersome to time correctly, but it sure as hell would look better.

Can't wait for the 3rd patch man, good luck.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: gouken patch# 2 released
#38  October 30, 2008, 08:33:00 PM
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Above user and all thousand of of his IP's Banned for 3 days.

Next person gets a month.

Does anyone else want to test this out?

I don't wanna get banned or anything but... nicely done.

Anyway, back on topic: Alex, I have tried to help you out a little by fixing this damage variation in heaven's rush, but... for the life of me, IDK what the hell is making him vary his damage and hit amount like that... my recomendation is do it all over again.

I know supers like that are a pain in the ass, but I just can't see another practical way of fixing this. Here's an advice as well: Don't use posadds, it looks weird (too choppy). Use velsets instead. It might be a bit more bothersome to time correctly, but it sure as hell would look better.

Can't wait for the 3rd patch man, good luck.

i agree with you here, i think some of these things just need to be redone, alot are still from the original gouken with the bugs, that's part of the problem i think.  I'm gonna sit down with him on AIM tonight (hopefully), and have him tell me exactly what he's aiming for, and see if we can come up with a better, more simple way of coding it.  Remember alexus, sometimes less is more ;)  So hopefully we can get that fixed up for the next patch :D

And way to go on the ban hammer there shamrock, glad to see you're not messin around :)
Re: gouken patch# 2 released
#39  October 30, 2008, 09:32:31 PM
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[Feedback]-When you dash if you hold fwd the after image stays on gouken, don't know if that was intended or not but if it wasn't just add a "afterimagetime" in the negative statedefs or something to make afterimage time=0 when your not in that state, also you should do that and rigger it when your movetype=H because i looks sily for the after images to stay on when gouken is hit. i don't know if the last part is a problem but just saying in general.

-I think the Hit sounds are loud in annoying, i'm not saying change them but i don't feel comfortable hitting my opponent becuase of them.

- why is that little flash there before gouken does the shoryuken? when i saw it i though i was doing a hyper move.

-When doing the low punch shoryuken wouldn't it make more sense for the blue energy to be in a high sprite priority than gouken?

-When doing zanketsu hadouken(air hadouken) it doesn't look like oguken is shooting the hadoukens at all, maybe repositioning them can make it look more natural

-the stance when gouken is at full power is misaligned; he moves a little bit fwd during aone or more frames. i haven't counted how many.

-Charging-  i think the charging is too flashy, i think the charging has to much envshake.

-charging - you have control during the charge animation, meaning you can just hold fwd and walk out of it, or just block an attack with even a little recover. not a problem per say but i don't think it's right.

- you can charge even when his power is at it's limit

-as said before by many others and me now: i think you should definitely take your time and go over every single last hitbox gouken has and reduce the number of them to about 1-3. once that done you'll notice when playing MUGEN with him the frame skip won't suddenly slow down, like it does when i do a few moves that don't even have flashy fx or helpers.

-Again the hit sounds for the shinku hadouken sounds unbearable to me. and whats going on when he starts the shinku hadouken? is th earth exploding? my point is that's it's way too flashy in my eyes, just a simple energy charge animation where his hands are and maybe a background of your choice, but everything i saw, could have easily given me a seizure.

-i could go through the flying kicking moves one by one, but i have the same issues with all of them; that is i think the way he projects himself on all of them seems a little to far fetched...also many of the moves are redundant and some just leave gouken open for no reason

-hadoukens look funny without the fade away animation i won't tell you to put those in because goukens .sff is already about to explode anyways.

-speaking of sff how about going through that and cleaning it up? thee are many miss aligned sprites, and from the looks of it some of the sprite aren't used, but maybe they are used im not sure on that one.

-i got something in the debug, i don't know how i got it as i wasn't paying attention during testing but, it saaid something about

"gouken  in state 360 specified negative hit priority", now i don't know what that means. but maybe you should make sure your hitef is in shape. maybe you need a "ceil" in there somewhere.

-gouken has no hitboxes during aura blast, maybe intended i don't know

-the shungoku satsu is... can only be described as ...Ill in my opinion. also the ending for it is riculously long, maybe if it looked prettier i would like to see it evrytime i finished my enemy with it. but not now.


 i don't know if anything or everything i've typed has been said before but i typed it anyway.

Take your time to go over everything step by step and i think you should lessen the outcome of inputting a ommnd for gouken to reduce redundancy and increase fluidness. IMO[/feedback]

im half dead from a cold and even more so after typing this.

Cheers,RajaaBoy


Re: gouken patch# 2 released
#40  October 31, 2008, 04:41:00 AM
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Message: I must say that i'm sorry and was out of line when I said I would kill you If you continued to update this char, I was basing my knowledge of the char on much earlier versions of gouken not knowing the new, significant edits done in this version, for once I am able to say That I'm looking forward to more updates, anyways Feed back time.

N00bish FeedBack: Although I do not know much of char development or coding here's some easily notable things.

+ I can't tell right off the bat what version I played, but the one I did was very...VERY cheap (countering every single thing I did and sent at him and long hit boxes with overpowered punches/kicks), so it's very nice to see that gouken is now more balanced while still having an impressive A.I.

? You sure It's a good idea to use a tag team system for simul mode?

- Whenever he performs a special move as a finisher, flames will appear and a phoenix will appear, the problem with this is that it goes on for about 10 seconds while he repeats his winning pose/stance about twice before the flames and phoenix dissapears and he does the winning stance again, i'm not sure if this was intended or not but it if it was, then this is one hell of a long finisher.

- As I said before this newer version is much more balanced, however the special where the screen turns black and hit sparks appear everywhere is used by the A.I a bit too much and does way too much damage

- Some custom hitsparks would be very appreciated, Kung fu Man's sparks are just...bleh.

Hope this feedback helps
Re: gouken patch# 2 released
#41  October 31, 2008, 03:08:23 PM
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- Some custom hitsparks would be very appreciated, Kung fu Man's sparks are just...bleh.

Hope this feedback helps
the hitsparks are YOUR mugen default so its going to look like kfm's if u didnt change fightfx
Re: gouken patch# 2 released
#42  October 31, 2008, 05:26:39 PM
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shamrock, alexus asked me to post this, that's why i posted it yesterday, but i'll try to simplify it so it's not so long.

Project will be delayed, alexus got his stuff wiped by a virus he recieved over AIM by a hater that found his s/n, it'll continue when he's able...hopefully.
Re: gouken patch# 2 released
#43  October 31, 2008, 07:02:38 PM
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THIS ENDS NOW!!!!!!!!!

I have split all the crap into another topic that will go in all that's left and I will lock that crap.

This is a Forum about Mugen and for Mugen creators and users.

This makes release sections sacred.

No name calling no disrespect will be tolerated in a release.

Feedback is all that should be here.

I don't know about what happens on other forums and don't care don't bring that shit here.

If anyone else shits in a release thread you will get a Ban and I mean a real one. Get it?

On this forum we have made plenty of other places for spam and egos use them.

I also don't care if you people felt authorized because one Mod said that reports won't do anything. Please report this kind of shit this could have been solved a long time ago.

No more, I'm not going to go through a thread line by line again, there will be bans.

Good Luck Alex sorry we didn't do something sooner.

Off-topic: Wow. Actual accountability. Crime and punishment...modding. I love it. (Where were you in the kong thread???)

On-topic: Thanks for the gouken. Please don't stop working on him, there is great potential. Maybe someone could help you with the AI. When he wins it's because of very powerfull moves, not necessarily good strategies. I'd love to see gouken 'psych out' opponents instead of just spammed moves that occasionally hit. I give you credit because you didn't tag on a game prefix (SFA, MvC, SF3, etc.) to your creation. People tend to impose expectations if you tag on a game prefix. Maybe this 'hater' had issues with what your gouken should be like(according to him). If you find him..... >:D
Re: gouken patch# 2 released
#44  November 04, 2008, 09:37:07 PM
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good news i had some kind beta testers give me backups of my characters and i am ok with my mugen characters for now.
the only thing is that they were out dated versions but it's better than nothing.
nMo new generation of mugen exposure
Re: gouken patch# 2 released
#45  November 09, 2008, 02:55:38 PM
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gouken got alot of code tweaking today.

took out alot more of cancels


and mainly took out the dragon punc into the heavens rusher super cause
of the fact that the damage glitch only occured when doing this. so it's gone.

the huricanne kick into the air misogi cancel is gone too.


the air fireball command is changed for one button and harder command
to do but still easy for those who can take the time to get used to it.

he is almost ready release.

the hit boxes for many frames are fixed. it was alot of work.

almost there guys.
nMo new generation of mugen exposure