YesNoOk
avatar

Character Polishing Discussion for eventual Tutorial Building (Read 53095 times)

Started by RobotMonkeyHead, December 26, 2012, 08:07:39 pm
Share this topic:
Re: Character Polishing Discussion for eventual Tutorial Building
#81  January 06, 2013, 09:55:17 pm
  • ****
  • Shakespear.
Again, Training is probably best to test drive on. I'll get to Frame Advantage writing and probably PM you about it.
Sounds good.  I've started on the Damage Exchange section, so I'll post a draft of that as soon as it's finished.

Re: Character Polishing Discussion for eventual Tutorial Building
#82  January 06, 2013, 11:27:19 pm
  • ****
  • Shakespear.
Ok, here's that.  It still reads clunky, and needs to be refined and added to, but it's a start:

Spoiler: Damage Exchange Draft (click to see content)
Re: Character Polishing Discussion for eventual Tutorial Building
#83  January 06, 2013, 11:29:58 pm
  • ******
  • tired
    • Skype - Istillhasnoname
You'll want to refer to Training's buttons as X, Y, etc. Also, Training's name isn't Training Dummy. :P
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Character Polishing Discussion for eventual Tutorial Building
#84  January 06, 2013, 11:43:19 pm
  • ****
  • Shakespear.
Oops, ma B.  Fixin. Fixed. Thanks.

C.A.N's first draft of the Frame Advantage section:
Spoiler: Frame Advantage (click to see content)
Re: Character Polishing Discussion for eventual Tutorial Building
#85  January 07, 2013, 02:33:54 am
  • ******
  • tired
    • Skype - Istillhasnoname
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: January 07, 2013, 04:33:49 am by Madam CanCan
Re: Character Polishing Discussion for eventual Tutorial Building
#86  January 07, 2013, 02:37:31 am
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
Ah. Good old frame advantages. Vanilla Tekken Tag first taught me about this. And buffering.

Speaking if which, does Mugen even allow for buffering??

I'm really liking where this is going....
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Character Polishing Discussion for eventual Tutorial Building
#87  January 07, 2013, 02:38:53 am
  • ******
  • tired
    • Skype - Istillhasnoname
I'm pretty sure there's something in the CMD that allows buffering. I know Don Drago's chars used it.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Character Polishing Discussion for eventual Tutorial Building
#88  January 07, 2013, 08:03:17 pm
  • ****
  • Shakespear.
I just realized how much research I'm going to have to do to make this damage exchange section the way I want to.  Does anyone know where I can get some good data for damage values in source games?  (MvC, MSH, SFA etc...)   I'm going to make a damage table kinda like this: (in final form it will be a picture of a table in excel or something) Might be a form of self torture, but I may add frame advantage in these if I can find the data.   If I can't get source game, I'm making a list of existing mugen characters to test anyway.  Well balanced ones.  Any suggestions?

__/ Power Houses
                    S.QP  |  S.MP |  S.ST |  S.QK  |  S.MK |  S.SK  |  SPECIAL 1 |   SPECIAL 2 | HYPER 1 |   
Hulk MvC    :          |          |         |           |           |          |                  |                   |              |
Zangief SF2:           |          |         |           |           |          |                  |                   |              |
Zangief SF3:           |          |         |           |           |          |                  |                   |              |
Zangief SFA3:         |          |         |           |           |          |                  |                   |              |
Juggetnaut :           |          |         |           |           |          |                  |                   |              |
AVERAGE:              |          |         |           |           |          |                  |                   |              |



      Posted: January 07, 2013, 08:46:10 pm
References:
http://wiki.shoryuken.com/Street_Fighter_2:_Hyper_Fighting/Vega
http://wiki.shoryuken.com/Sagat_%28HF%29
http://wiki.shoryuken.com/Balrog_%28HF%29
http://www.gamefaqs.com/dreamcast/914427-marvel-vs-capcom-2/faqs/11265
http://www.eventhubs.com/guides/2009/nov/01/character-strength-comparison-street-fighter-4/
http://www.gamefaqs.com/dreamcast/914427-marvel-vs-capcom-2/faqs/14687
http://faqs.ign.com/articles/429/429845p1.html
http://shoryuken.com/forum/index.php?threads/mvc2-damage-scaling.43636/
http://wiki.shoryuken.com/Haohmaru_%28CvS2%29
http://www.gamefaqs.com/ngpc/198682-snk-vs-capcom-match-of-the-millennium/faqs/8450
http://www.gamefaqs.com/ps2/920078-street-fighter-iii-3rd-strike/faqs/29359
http://www.gamefaqs.com/snes/588700-street-fighter-ii/faqs/25190



Re: Character Polishing Discussion for eventual Tutorial Building
#89  January 08, 2013, 12:37:06 am
  • ******
  • tired
    • Skype - Istillhasnoname
I'm pretty sure Koopakoot's Zangief's damage values are accurate to SFA style damage.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Character Polishing Discussion for eventual Tutorial Building
#90  January 08, 2013, 05:05:05 am
  • ****
  • Shakespear.
Ok, got a template table built in spreadsheet form for easy calculating later on:  (click image to enlarge)

Brawler table will act as a template for the other character type tables.
All damage values will be scaled to Mugen's 1000 point standard life bar from their source games.

Reference material:
Shoryuken.com
GameFAQs.com

This table will be filling up slowly, please feel free to suggest characters that you feel should be represented here.  My taste tends to be a bit lopsided toward vs series stuff, and arcade classic fighters, so any suggestions are helpful, and will help provide a wider array of tastes represented overall.
With the table how it is now, each fighter type can have up to 6 'representatives'.  In the tutorial the table will be downloadable in excel format too, so people can customize it if they like. Here's what I've got so far:

Brawlers: Wolverine MvC2
Grapplers: Zangief SFA3
Powerhouses: Hulk MvC 3, Hulk MvC 2, Juggernaut MvC 3
Aerial: Spiderman MvC 3, Vega (Claw) SFA 3
Technical: Haohmaru SS5, Genjuro SS5
Ranged: Ryu Sf2 HF, Ryu MvC 2, Cyclops MvC 2
Combo Happy: ...may just delete this category all together...
Miscellaneous: Shuma Gorath MvC 2


      Posted: January 09, 2013, 11:24:29 am
So I released an empty version of the table here for people to check out, and use to balance their own rosters if they want.  I have yet to add an attack multiplier column to it.  Did consider adding frame advantage data to it, but that more than triples the work load, and it can be explained to useful enough effect without the data.

Re: Character Polishing Discussion for eventual Tutorial Building
New #91  January 29, 2013, 03:05:44 am
  • ****
  • Shakespear.
It lives...
   So I'm just about finished cooking up the balancing chart, calling it Grasshopper.  All that stuff I said about 'fighter types' is basically out the window at this point (unless it ends up being included as an alternate layout to the chart), it seems to work much better broken up by game.  I think someone suggested that...

Here's a link to the Grasshopper WIP topic if you want to check it out.  It's in the 'data gathering' phase at this point, where I'm just trying to load it with characters frame data.  If anyone would like an early copy to help with the inputting or just to have, let me know.  Usually only takes about 10 min or so to add a character's data.