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C.Viper by Megamaze - Edit (Update 3.5) (Read 45261 times)

Started by NDSilva, June 28, 2017, 03:29:43 am
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Re: C. Viper by Megamaze (Edit)
#21  July 08, 2017, 12:06:26 am
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she don't need no sf4 frame data for this cvs esque style

you don't know what you talking bout



super jump dont work, and statedef 1013 (EX attack) looks
Kind of weird in motion when it hits.

ROS

Re: C. Viper by Megamaze (Edit)
#22  July 08, 2017, 12:23:33 am
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There needs to be some sort of damage scaling implemented, 4 reps of the EX Thunder Knuckle loop almost killed. Also Super Jump works fine.



Re: C. Viper by Megamaze (Edit)
#23  July 08, 2017, 12:29:22 am
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I know cuz I've seen your post about frame data multiple times on like everybody shit lol every character dont need exact frame data for this style atleast
Re: C. Viper by Megamaze (Edit)
#24  July 08, 2017, 12:42:57 am
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I know cuz I've seen your post about frame data multiple times on like everybody shit lol every character dont need exact frame data for this style atleast

I'm just trying to take you rookies to school, try to teach yall something.


That super jump is really low, its just a few pixels higher than a normal jump
Re: C. Viper by Megamaze (Edit)
#25  July 08, 2017, 01:06:10 am
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Well teach on then teacher lol
Re: C. Viper by Megamaze (Edit)
#26  July 08, 2017, 01:18:20 am
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Too bad 100% accuracy don't always equate to fun.
Nice FX Hades & nice updates however nothing can save those sprites, not even a cs.
Excellent improv overall
Re: C. Viper by Megamaze (Edit)
#27  July 08, 2017, 01:47:50 am
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Re: C. Viper by Megamaze (Edit)
#28  July 08, 2017, 02:02:56 am
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What's wrong with taking notes though?

Aside from the infinite, I might test the char later on. Seems interesting I suppose.
Re: C. Viper by Megamaze (Edit)
#29  July 08, 2017, 02:07:30 am
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Yo, dudes. Stop derailing. There's no need to insult one another.

Keep the focus on the character. Suggestions like "hey, maybe you should use frame data" are perfectly normal. Don't derail a topic because of some personal animus, and don't tell people what they can and cannot leave as feedback.
Re: C. Viper by Megamaze (Edit)
#30  July 08, 2017, 02:26:50 am
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I was lowkey just playin but iight mugen policeman.
Re: C. Viper by Megamaze (Edit)
#31  July 08, 2017, 02:30:28 am
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Feedback:

- Her normals seem a little "too" safe. You have Cr.HP that's +8 on block and on hit. Some of these should be checked over
- Ultra 2 is missing (I can understand if it's a thing for sprites)
- Can't cancel specials after heavy's
- The EX Knuckle loop & damage scaling
- Laser is a bit too safe. It's full screen, and its +2 either block or hit (EX being +11 on block).
- Can she have her cancels that she has for Seismic Hammer? You can cancel the move for fake outs in SF4
- Hitboxes are a bit off. Like, not only does priority sometimes not exist, but they just seem... idk.. a little inconsistent?

Hitboxes (examples):

5 MP


5 HP


j. LK



j. HK



- Also, grab whiffed hitbox sticks out a bit too much...



That's what I got. Otherwise, it's ok but needs some better testing and again, research wouldn't hurt.
Last Edit: July 08, 2017, 02:45:39 pm by TheFclass97
Re: C. Viper by Megamaze (Edit)
#32  July 08, 2017, 02:48:53 am
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You should look up the frame data for the advantage on hit and block,
Also theres a clsn sheet, to fix some of those boxes.
Or just do what you want these are just suggestions to improve her some more.
Re: C. Viper by Megamaze (Edit)
#33  July 08, 2017, 07:13:05 am
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People hating on Memo for actually giving good feedback, Im done.
People posting don't even know what frame data is, its easier to grab a DW template or the Infinite one and just run somebodoy else's code through  it isn't it.

Its not even about frame data, Its about making an all around solid char.

I agree with both,Memo and Fclass some of the collision boxes need re-working, but I do think its the best viper out there, good job.
Last Edit: July 08, 2017, 07:23:48 am by PeXXeR
Re: C. Viper by Megamaze (Edit)
#34  July 08, 2017, 07:24:44 am
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I agree with PeXXeR here.
Frame data can be important since it shows you took the time to research more about the character to make it as good as you can.
Edit: Oh and I forgot to say that this C.Viper is pretty nice and i'm hoping you can fix the issues that were recently found to make it even better.
Last Edit: July 08, 2017, 07:31:23 am by Memes never die
Re: C. Viper by Megamaze (Edit)
#35  July 08, 2017, 07:28:57 am
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People hating on Memo for actually giving good feedback, Im done.
People posting don't even know what frame data is, its easier to grab a DW template or the Infinite one and just run somebodoy else's code through  it isn't it.

Its not even about frame data, Its about making an all around solid char.

I agree with both,Memo and Fclass some of the collision boxes need re-working, but I do think its the best viper out there, good job.


Didnt I just say I was joking? I know frame data is important, why u sitting there making slick comments. Didnt jmorph just say quit derailing the thread? Admins come get him
Re: C. Viper by Megamaze (Edit)
#36  July 08, 2017, 07:34:54 am
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nigga you just derailed the thread just now lmao
Re: C. Viper by Megamaze (Edit)
#37  July 08, 2017, 08:07:31 am
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Didnt I just say I was joking? I know frame data is important, why u sitting there making slick comments. Didnt jmorph just say quit derailing the thread? Admins come get him
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There's nothing wrong with what your doing bro, but don't give people crap for giving feedback.
Last Edit: July 08, 2017, 08:39:37 am by PeXXeR
Re: C. Viper by Megamaze (Edit)
#38  July 08, 2017, 08:25:21 am
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Everyone, drop it now. All further off-topic posts will be deleted.
Re: C. Viper by Megamaze (Edit)
#39  July 09, 2017, 02:47:21 am
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Wow, thanks for all the feedback I think, it seems that Viper needs even more tweaks from here than I thought.


About the Super Jump part and the infinite, for the former I didn't bother to check how accurate it was due to the adaptation to the new CvS-esque style. And for the latter, well, sorry for not realizing how cheap the Thunder Knuckle hitstate can be on combos. Hopefully both of these are adjusted for now.


@HadeS: Thanks again for revising the special effects, I implemented the new lens flare and fire alignment. And sure, putting a palette template seems like a good idea - altought you forgot the new shocked skeleton slots, but that's my mistake for not updating the remaining palettes with them;


Feedback:

- Her normals seem a little "too" safe. You have Cr.HP that's +8 on block and on hit. Some of these should be checked over
- Ultra 2 is missing (I can understand if it's a thing for sprites)
- Can't cancel specials after heavy's
- The EX Knuckle loop & damage scaling
- Laser is a bit too safe. It's full screen, and its +2 either block or hit (EX being +11 on block).
- Can she have her cancels that she has for Seismic Hammer? You can cancel the move for fake outs in SF4
- Hitboxes are a bit off. Like, not only does priority sometimes not exist, but they just seem... idk.. a little inconsistent?
- Sorry for overlook this, gotta do some research
- Actually, this move is covered in FeLo's spritesheet and the sprites for it are already in the SFF. I just didn't mean to make new moves for now, instead focusing on the moves that already had some base.
- Fixed
- Hopefully fixed
- I made some tweaks, see if they got to something
- The Pros gimmick I know, gonna see it as it's actually a heavy characteristic of C.Viper
- Sorry for overlook this part. Gonna adjust that grab hitbox also


You should look up the frame data for the advantage on hit and block,
Also theres a clsn sheet, to fix some of those boxes.
Or just do what you want these are just suggestions to improve her some more.
You know, I wasn't even aware of the frame data thing before reading your posts. So there's some more technical information that should be got through if we really want to have something close to the SFIV basis. Thanks for pointing out and yea, gonna also make a revision for the hitboxes.



So yeah, updated the link with some fixes regarding whats been pointed out. It seems I need to revise the majority of the coding and animations in order to make a consistent job with C.Viper. So the next updates shall have a optimization of gameplay along with some new moves. :ninja:
Re: C. Viper by Megamaze (Edit)
#40  July 09, 2017, 02:53:37 am
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Quote


You should minimize the number of CLSNs in cases like these. You don't need 3 CLSN1s for an attack like this. The middle CLSN1 would work well for this attack.

There's a good discussion about hitboxes in the MUGEN Class board, give it a look. It helped me a lot, I'm sure it'll help you as well. (EDIT: LINK)
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Last Edit: July 09, 2017, 03:01:05 am by Hatter