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REV 2 Wesker (ver.1.4) (Read 12032 times)

Started by TheFclass97, October 02, 2019, 07:45:45 pm
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REV 2 Wesker (ver.1.4)
#1  October 02, 2019, 07:45:45 pm
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Albert Wesker (アルバート・ウェスカー)
From Resident Evil/Biohazard by Capcom


The only god has arrived to play...






Spoiler, click to toggle visibilty
Last Edit: October 31, 2019, 05:00:30 am by TheFclass97
Re: REV 2 Wesker (ver.1.0)
#2  October 03, 2019, 06:11:07 am
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This Wesker looks cool, the effects are  lacking  tho ,
Re: REV 2 Wesker (ver.1.0)
#3  October 03, 2019, 04:30:40 pm
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great!, good job.
Re: REV 2 Wesker (ver.1.0)
#4  October 03, 2019, 06:57:43 pm
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This is a problem that Kamekaze characters have.
Kill the enemy with the aerial heavy kick. The character will bounce on the ground then will bounce again.

The problem comes from here (state 6200)

Code:
[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=623
value =ifelse(alive,5120,5110)
ctrl=1

why should it go to state 5110 if he's dead? Send him directly to state 5150.

I told Kamekaze this bug should be fixed this way, so it shouldn't happen in his new characters, right?
REV 2 Wesker (ver.1.1)
#5  October 03, 2019, 08:25:08 pm
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Wekser has been updated! Here's the patch notes:

1.1: Oct-3-2019
   - Removed Debug Floods
   - Added a damage scale to regular throws
   - Adjusted hitbox and velocity for Phantom Dance to hit more consistently
   - Added missing required sprites
   - Fixed dead hard knockdown (p2 would flinch after death)
   - Fixed Forward Throw
   - Made Teleport after Samurai Edge easier

Download link is updated, check first post!

Thanks to those who sent feedback! Hope you enjoy.


This Wesker looks cool, the effects are  lacking  tho ,


That's tough.
Re: REV 2 Wesker (ver.1.0)
#6  October 03, 2019, 08:35:43 pm
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I really like the effects, hell I'd use them as the fightfx for my MUGEN if there were files of them.
Re: REV 2 Wesker (ver.1.0)
#7  October 03, 2019, 08:59:22 pm
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Some minor feedback:
The sprites could be cropped to save filesize.
9000,1 doesn't follow the default 120x140 pixel size.
Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)
Re: REV 2 Wesker (ver.1.1)
#8  October 03, 2019, 09:03:45 pm
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Some minor feedback:
The sprites could be cropped to save filesize.
9000,1 doesn't follow the default 120x140 pixel size.

- FUCK, that sounds like it could take forever x_x. maybe sometime idk (or in the future chars Ill pay attention to that).

- Lol, I accidentally put 150 instead of 140, my b. I'll get to that at least when I can.
Re: REV 2 Wesker (ver.1.1)
#9  October 03, 2019, 09:13:15 pm
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It doesn't take much time, just go to Sprites - Crop Image and in the Range window select All. It'll take a bit of time, sure, but not much.
Re: REV 2 Wesker (ver.1.1)
#10  October 03, 2019, 09:25:57 pm
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It doesn't take much time, just go to Sprites - Crop Image and in the Range window select All. It'll take a bit of time, sure, but not much.

LOL, I thought it was gonna be a longer process. Ok, updated it, link in first post!

- Optimized sprite size (by 1 mb lol)
- Fixed portrait to fit 120 x 140
Re: REV 2 Wesker (ver.1.1)
#11  October 05, 2019, 09:36:32 pm
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I did not expect this to happen, cant wait to try him out.
Re: REV 2 Wesker (ver.1.1)
#12  October 06, 2019, 06:31:55 am
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REV 2 Wesker (ver.1.2)
#13  October 06, 2019, 08:17:10 pm
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Another update. Just quick changes for now, should be fine this time around. Enjoy :>

Patch notes:
   - Fixed Phantom Dance to hit more consistently (again :P)
   - Added a little envshake and a hitspark to the stomp from his grab

Download link is in first post. Thanks.
Last Edit: October 06, 2019, 08:41:31 pm by TheFclass97
Re: REV 2 Wesker (ver.1.2)
#14  October 06, 2019, 11:18:14 pm
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Can't you just upload a zipped file? For whatever reason, Google Drive is taking forever to do so, would be better if I could just download it straight away instead of waiting for that process.
Re: REV 2 Wesker (ver.1.2)
#15  October 06, 2019, 11:23:38 pm
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  • Every night fucks every day up
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Can't you just upload a zipped file? For whatever reason, Google Drive is taking forever to do so, would be better if I could just download it straight away instead of waiting for that process.

I got you. I hope Mediafire is ok. Check first post, thanks.
Re: REV 2 Wesker (ver.1.2)
#16  October 07, 2019, 01:08:25 am
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MediaFire is great, thanks.
Re: REV 2 Wesker (ver.1.2)
#17  October 10, 2019, 10:10:03 pm
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LAUNCHER.

Had me sucked in the whole video.
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

Donate Here
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REV 2 Wesker (ver.1.3)
#18  October 18, 2019, 09:39:24 pm
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Oh boy, update time!

1.3: Oct-18-2019
   - Added p2defmul = 1 to superpauses
   - Set fall.defence_up to 0 instead of the default 50


Footnote: Unwanted damage scaling duirng supers may be caused due to player 2's fall.defence_up being kept to default, sorry about that (mugen be like that sometimes).

Download link is in the first post, thanks guys.


LAUNCHER.

Had me sucked in the whole video.

Hehe.. glad ya like that little extra detail. I was thinking of having a specific effect or something happen alongside the sound effect, but I didn't know what to do and just left the sound there cause I thought it was funny. :p
Re: REV 2 Wesker (ver.1.3)
#19  October 18, 2019, 09:49:48 pm
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Footnote: Unwanted damage scaling duirng supers may be caused due to player 2's fall.defence_up being kept to default, sorry about that (mugen be like that sometimes).

 There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.
Re: REV 2 Wesker (ver.1.3)
#20  October 18, 2019, 09:55:37 pm
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There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.

So this would apply to another char or somethin'?