Posted by YochiThMaster333
in Lifebars won't work on EVE 1.1 (Started by gothmoneytrooper May 09, 2024, 03:50:09 am
Board: M.U.G.E.N Configuration Help
Board: M.U.G.E.N Configuration Help
- Not a big deal but pressing LP right after P2 gets up will still trigger a throw attempt despite Mugen making chars unthrowableWill fix that one.
- Cryo Bomb could use a freeze effect rather than blue flamesI've could to use the effects seen in Borg117's Mortal Kombat Project, but doing so without asking would make him know my location, so I went for the way how it was somehow represented by UMK3 v0.71 Genesis ROM hack.
- If you do Dive Kick close to the ground the char lands before it can hitMight fix that one.
- Shouldn't dial combo 1 knock down? On that note all of those combos end the same wayThe original combo (of Unmasked!Sub-Zero from MK3) did not knock the opponent down, that's why I kept in that way.
- Fatalities make the camera zoom out if availableBecause opponent's (not their leftovers) position is set to 9999, this usually happens. Will change to a bit different thing like OMEGAPSYCHO did to not mess with the camera.
- Shouldn't a double freeze freeze yourself?Will implement the Double Ice Backfire later.
- His fireballs don't interact with other fireballs (I forget if that's a thing in MK)Correction: Ice Balls. In UMK3, Sub-Zero's Ice Ball cannot interact with other projectiles.
- Freeze fireball hitbox doesn't need to be that bigHow the hitboxes should be sized anyway?
- The super's pause effect is misplacedWill fix that as well.
- The super's freeze status lasts way too longBecause Ice Beam in MK9 freezes the opponent longer than before. Maybe I should make the frozen status time shorter.
- The AI sometimes "runs while already running"There's the reason why readme file has "The AI code is not perfect, but I tried." in "Things I'm really aware of".
- He has a human KO screamThis is because all cyber ninjas in (U)MK3 share the same voice clip as Kano, Jax, Shang Tsung and Ermac, so I kept it that way.
- Some debug messages about trying to use sounds 5,0 and 5,1 which don't existAll cyber ninjas in (U)MK3 don't have any of the attacking voice lines, but I forgot to remove leftovers of it.
- One time I got behind him while he was doing the super and it froze me from behindMight shorten the hitboxes of it.
- You're blocked from using some freezing moves while P2 is frozen but not othersAre you playing in Simul (or Tag in IKEMEN's case) mode? Simul mode is normally not designed for many characters, which even The_None warns you about that. Will remove restrictions by adding Double Ice Backfire.
Something else I have found while playing as him:It won't be the case if I implement Double Ice Backfire.
- When the opponent is frozen by Ice Ball, you can use Ice Beam to freeze the opponent without problem, but when you try to hit frozen opponents with Ice Ball again, they will be no longer frozen.
Another one: If you kill P2 with a freezing move (namely the super) you have to wait a pretty long time for them to unfreeze before the round ends.Will fix that one.
I've removed its shadows by replacing the "Helper" coding with a regular projectile coding, but there's a problem - it now only hits one opponent instead of two at once. I tried to remove the projectiles from Flamethrower's shadows when it was still a helper-based move, but I couldn't do it, so despite the regular projectile coding fixing it, I broke it by making it hit only one opponent instead of two.You don't need to swap the flamethrower's helper code. You can put AssertSpecial state controller into flamethrower's helper code and use noshadows flag, while also turning on ignorehitpause in the same AssertSpecial state controller.
I'll still try fixing it though.
Just tested him out, he's pretty fun! Some feedback after playing a few matches:Will definitely fix that one.
-Explosion effects on his projectile casts shadows
Two big problems gameplay-wise: his jumping punch doesn't chain into a ground combo and he cannot cancel his jabs into specials.
-As has been said, he can't go into his strings from air attacks and he can't cancel his jabs into specialsWill be definitely implemented in the update.
-Are the close normals (elbow and knee) supposed to be able to hit airborne opponents? They whiff completely on falling enemies and are the only attacks that force an airborne enemy into fall recovery.Nope. Will fix that one as well.
-Missing corner pushback when juggling an enemy with jabsWill implement that one as well.
-The "z" button doesn't do anything so it feels weird when its used as part of the fatality commandsRead the answer to the question "Why did you change the blocking input from a separate button to a more conventional input?" in readme file why it is used for fatalities input. However, I might try to change blocking input from what Pneophen did to "hold the block button".
-Unlike every other move, Baton Sweep has no hurtboxes on the attacking limbWill add the hurtboxes to his arm (but not to the weapon because weapons are not limbs)
-Letting the super projectiles hit OTG would make juggling into his super feel a lot better, IMO.Will implement that one as well.
-Speaking of OTG, sweep looks like it should be able to hit lying down opponents, but doesn't.Wait, it should? Other MK characters for normal MUGEN like those of Pneophen (including Juano16's MK2 Ninjas) and OMEGAPSYCHO don't add "D" (downed, i.e. when the opponent is in LieDown states) to their sweep attack's hitflag. Are you playing with Mike Obrecht's characters whose sweep attack can hit lying down opponents?
-The hitdef on his gun special should be attr = S, SP instead of attr = S, SAIn Ultimate Mortal Kombat Trilogy romhack, MK2 Jade is still hit by Stryker's gun despite she is being immune to projectiles. If the player IS the projectile itself, this would cause some problems if fighting against FourthRhyme's The Bully (who negates every projectile move every time) or SM853's Mario edit (who uses his cape to reflect the projectiles in proper way (albeit unblockable reflected projectile that is not actually enemy's projectile, but is actually a projectile in enemy's projectile sprites), unlike OMEGAPSYCHO's Motaro, who, while he is immune to projectiles like in source game, spawns his own projectile instead). Good examples of a character with at least one move misattributed as "projectile" despite it not being a projectile move include Crocok 6's Incineroar and Shazzo's characters like his Super Mugen Bros Mario (who is called as "SMBZ Mario" by fans just because he uses sprites from Mario & Luigi Superstar Saga (the same sprites that were used in actual SMBZ), yet he never had colored hammer)
And some nitpicks:I think I can try to adjust the damage a bit more.
-Damage seems a bit low overall.
-Uppercut recovery should go directly into stand instead of crouching again.Should fix that as well.
-Some collision boxes are a little strange, high jabs and high kick are way too vulnerable to jumping attacks because the blue box covers so much of his attacking limb. And why does the 1st hitbox of his uppercut miss against crouching opponents?For uppercut's hitboxes, I will fix that one, even though it is not supposed to hit crouching opponents in original UMK3. For high punch/jab and high kick hurtboxes, I'll probably fix that one in some kind by decreasing their size (if that doesn't work, probably remove the hurtboxes).
-Long hitpauses look weird without hitsparks2D Mortal Kombat games used blood instead of hitsparks, so only shortening the hitpauses will work.
-Double projectile could use some more recovery time.I forgot that MKT Stryker's Double Grenade special has more recovery time than just a single Grenade
-Baton Toss hit animation looks weird on other MK chars, they end up flying through the air in an awkward position.Because every MK chars creator is different, it is sure looks weird. For Mike Obrecht's Mortal Kombat characters, sprite index 5070 is used when Sub-Zero got hit by a sweep attack, something that I am unable to fix. Pneophen's GOAT MK characters (Sub-Zero, Ermac, and Raiden) from the past, along with Juano's MK2 Ninjas (as they're based on Pneo's Sub-Zero) do not have certain animation frames for a complete throw to use special sprites. For OMEGAPSYCHO's MK characters, this will be fixed as I will use the extra sprites (and that animation will be used when facing against my character as well).
It is official, it's over, nothing to do against a videogame company who still got the rights of a fangame like mine.
Thanks to all for your support and your words, I'll make the announcements in all my social media and my site, then all Infinite Clayfare content will be removed. Maybe that's the way things are, that the good things don't last...
After I get off the IC content, I'll delete the fullgame thread and this one will be locked. Again, thanks for your support, people, it means a lot to me
If I remember, something similar happened with BlazBlue? Either ways, this is absolutely pathetic. MUGEN's ToS literally states that you can not use MUGEN commercially, this is ridiculous.