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Kenpachi beta update 12/9/2007 (Read 9461 times)

Started by DMK, December 10, 2007, 04:56:51 am
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DMK

Kenpachi beta update 12/9/2007
#1  December 10, 2007, 04:56:51 am
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Kenpachi Beta as of 12/9/2007:







Updated:

-Added flashing lighting FX to special B
-Fixed some CLSN2 and CLSN2 problems with moves includeing Special E
-Death's Grimace fixed
-Special E fixed
-Opponent shouldn't go higher then Kenpachi when launcher is used allowing you to do more aerial attacks
-Fixed dde-bug info from flashstep due to wrong value numbers

What still needs to be done?

-Still re-code entire CNS file(GRAH FUCKING HATED STARTING A CHARACTER THE WAY HE WAS!)
-Fix .SFF from the missing sprite groups (I SWEAR ILL DO IT SOON)
-Still need to add special modes but those will come much later...
-Add rest of specials and EX special moves
-Add the newer Bleach DS turning system and etc.

What I know about bugwise?

-Damn missing sprite groups( I DIDNT KNOW DELETEING THEM WAS BAD WHEN I WAS A NEWB! ILL FUCKING FIX IT ALRIGHT COCKSHIT)

Download link:

http://www.sendspace.com/file/pgdd68
Last Edit: December 10, 2007, 05:55:36 am by Dee Emm Kay
Re: Kenpachi beta update 12/9/2007
#2  December 10, 2007, 05:31:32 am
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Looks like a great update DMK...i´ll test him out as soon as possible(needs to split between watching bleach and programming ::))

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Re: Kenpachi beta update 12/9/2007
#3  December 10, 2007, 05:33:25 am
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You probably already know this.....

- Special E: D, DB, B, x



If this move is performed up close, the first attack misses.

- Death's Grimace(Hyper B): D, DF, F, D, DF, F, b

This move needs to be stronger.

- His CLSN boxes...




Some of the boxes are too big.



^ Oooops on that one DMK.  ;P

For a beta, he's pretty good.
Last Edit: December 10, 2007, 05:36:26 am by anthonygamer
Re: Kenpachi beta update 12/9/2007
#4  December 10, 2007, 05:35:34 am
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Spoiler, click to toggle visibilty

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i was playing FFVII and I accidently named Red XIII Cyanide D:

DMK

Re: Kenpachi beta update 12/9/2007
#5  December 10, 2007, 05:38:15 am
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- faceplam. -

I know what happened on the last one.

I got stupid on the CLSN's.

I started doing some over.

Like stance, a few attacks...

I'm a dumb ass.  ;P

I think I'll use what Fong said yesterday in that Snow topic..the sctrl.

That should fix the problems with that Special E not hitting up close...

About the Death's Grimace I'll bump up it's power level to do more damage.(OVER 9000)

Thanks.

use a width controller for that dee emm kay

- double faceplam. -

THATS IT LOL

Yeah, these kinda things make me look really bad especialy after preaching it in feedbacks.

I'll fix'em right away thanks all.
Re: Kenpachi beta update 12/9/2007
#6  December 10, 2007, 09:57:09 am
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If you care, the BDS accurate width is 18 front, 18 back, and height is 60. And I'd say just move the CLSN1 more into his body, no one should be able to push through his back during it and get hit, so it'll only help solve the current problem.
Also I'm pretty sure the axis is a bit far down (4-6 pixels), his feet are a good deal below other characters, and that makes him look shorter than he should.
I'm making exact as possible Bleach DS 2nd characters. Contact me if you have any ideas, suggestions, or whatever.
http://www.bwdyeti.com/mugen

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2. Byakuya 90%
3. Ikkaku 80%
4. Ukitake 0% Uki was always here and did not steal Kanonji's spot. >__>
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(ahahaha this sig is 5 million years old just pretend it doesn't exist)

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Re: Kenpachi beta update 12/9/2007
#7  December 10, 2007, 12:35:41 pm
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Quote
If you care, the BDS accurate width is 18 front, 18 back, and height is 60. And I'd say just move the CLSN1 more into his body, no one should be able to push through his back during it and get hit, so it'll only help solve the current problem.

Mind explaining a bit more Yeti? I do want to get him as good as possibley but I didn't quite understand all what you meant. The 18 front, back and height being for what?

The pixels part was again my fault. I noticed it with the Hitsugaya pic up there. <_<
Re: Kenpachi beta update 12/9/2007
#8  December 10, 2007, 01:17:42 pm
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He's talking about the constants you set at the beginning of the CNS of the char (after life, power, attack adn stuff like that)

DMK

Re: Kenpachi beta update 12/9/2007
#9  December 10, 2007, 01:37:30 pm
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Oh I see. Thanks.  :sugoi:
Re: Kenpachi beta update 12/9/2007
#10  December 17, 2007, 09:32:10 am
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Before giving my feedback, I'd like to say that I have no knowledge about Bleach DS (outside of the accurate versions from BwdYeti), so some of it may not be revelant.
Also, yeah, some of it has already been said...

- qcb+X doesn't touch the opponent if you perform it very close to him.
- Is it normal that Kenpachi can jump at the end of qcb+X ? Plus, the opponent doesn't fall, seems strange.
- CLSNs on run seem strange.
- Super move deals very few damage.
- hcb+B doesn't hit the opponent. Oh wait, that's because the only red CLSN you've defined is below the feet of the opponent. Aren't red CLSNs missing on some frames ?
- This leads to some little thing : the CLSN for a character shouldn't go below his feet, which means in debug mode below the yellow line.
- Small portrait is the wrong size.
- Big portrait is misaligned.
- The sprites for the crouching moves seem to be misaligned.
- The special gauge in the bottom of the screen seem badly ripped : the bottom part is missing, and we can see two red dots at the left and the right of them. A little fix is needed.
- Commands such as X+Y shouldn't have time=15 but rather 1.
- The "powering up" command is missing the "~" in front of it.

Will you make the character accurate to Bleach DS (BwdYeti style) ?

He's decent enough for a 1st character AND an alpha release. Continue working on him and he'll become a good character. :)

DMK

Re: Kenpachi beta update 12/9/2007
#11  December 17, 2007, 04:33:02 pm
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I plan to. Already fixed the CLSN2 problems.

I started and got lazy on the rest. <_<

The dash in sword attack I added the width controller like Luffy said so it'll connect alot better.

And when I re-did his hit-def for the qcb+X attack I guess I deleted his air fall ability.

As far as jumping out of it..never noticed it before...

Well the supers as they're called in Bleach DS arn't much like those of the other characters. With no real use of projectiles. And due to them useing no power in this case right now I left them weak. I suppose I'll make them alot more powerful and ahve them use 1 bar each.

Quote
- hcb+B doesn't hit the opponent. Oh wait, that's because the only red CLSN you've defined is below the feet of the opponent. Aren't red CLSNs missing on some frames ?

Well, I'm sure you nhoticed most of the green on him for other attacks. I was going to add them as an expolde along with all the other attacks that use it so them have transparancy. Like Alchemist, Yeti.

When I properly add them he'll have a better chance to attack but for the time being I'll add a larger hitbox until I effectivly do so he'll be able to hit the oppseing player.

Quote
- Small portrait is the wrong size.
- Big portrait is misaligned.

K.  :sugoi: I also have been meaning to move the small port a few pixels down.

Quote
- The sprites for the crouching moves seem to be misaligned.

Fixing.

Quote
- Commands such as X+Y shouldn't have time=15 but rather 1.

- faceplam. - What the fuck did I do that for... o_O

Quote
- The "powering up" command is missing the "~" in front of it.

Oh. If you mean in the hitdef we no longer have it at all. I have that and another entire move to remove in the update from the CMD.

Quote
Will you make the character accurate to Bleach DS (BwdYeti style) ?

Not entirely but our characters like Lightmatt's, Alchemist and mine will be close to it. When I release Hitsugaya and update Kenpachi with the new system you'll notice alot more smiliarties.

Sorry about it being so..lol right now. I started this over and I did alot of stupid mistakes where as now I've learned what not to do and you'll see a huge diffrence in the update and Hitsugaya's release.

Thank you Cybaster for the great feedback.