
Board: Your Releases, 1.0+
Nice character. Here's some quick feedback:Done
- You forgot to remove the backup folder before sharing the archive
- He creates lightning effects in the first frame of every introI gave up on fixing that but Ill check it out again
- I like the subtitles, but maybe they should appear closer to the ground, where subtitles usually areFixing
- The throw does too much damage and he takes too long to follow after P2Ill cut some damage, I wasnt focused on that since I need to establish some damage table to balance the team characters. And regarding to the p2 part I think I get what you are reffering to, is it about to go back to the screen?, I havent noticed but youre right.
- Several super moves have the wrong command in the readmeI totally forgot that
- The Genki Dama is really easy to avoid, unless I'm missing somethingyou mean by air dashing? Yeah I think it is but hey lets give them a chance to survive LOL whats your suggestion?
- He can fly outside the screen by continuously using the forward and back air dashesI´ll check that out
- His taunt voices don't use channel 0, so they're not interrupted if he gets hit. Maybe other voices as well
I didnt have any feedback but was gonna ask if Midnight Fighters Team was alive(like its still a thing)
http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss
and to some degree
http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard
Vegito 2.0 by MFT is good too but he just always spams instant transmission ki change and Specials or hyper's
and you can't even get near him.
Adaptable, much like DMC3's Vergil: He changes his fight patterns two times after your first fight with him. Also challenging but fun at the same time like Infinite's KainThta's interesting, I'll check that out.
Bosses aren't supposed to be unbeatable, if you're playing against an unbeatable character thats called a "time-waster"
[Statedef 4032]
type = S
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 7750
poweradd = 0
sprpriority = 5
[State 4032, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 4034
ignorehitpause = 1
[State 4032, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype= heavy
priority = 6, Hit
damage = 120,45
pausetime = 4,80;4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = s-1
ground.type = high
air.type = high
ground.velocity = 0,0;-4,-8
guard.velocity = -1
ground.slidetime = 0;10
ground.hittime= 35
air.hittime = 35
air.velocity = 0,0;-4,-8
airguard.velocity= -1,-4
ground.cornerpush.veloff = 0
down.velocity = -1,-2
fall = 0
forcestand = 1
envshake.time = 30
envshake.ampl = -4
envshake.freq = 100
palfx.time = 45
palfx.add = 100,100,0
palfx.sinadd = -100,-100,-0, 120
getpower = 0,0
givepower = 40,40
id = 4032
[State 4032, TargetState]
type = TargetState
trigger1 = numtarget(4032)
trigger1 = time>80
value = 4036
ID = 4032
ignorehitpause = 1
[State 4032, TargetBind]
type = TargetBind
trigger1 = movecontact
time = 1
id = 4032
pos = pos x+(-0.1*time),58
[State 4032, ChangeState]
type = ChangeState
trigger1 = time >135
value = 4033
ctrl = 0
;Helper state
[State ****, TargetBind]
type = TargetBind
trigger1 = movecontact
time = 1
id = -1
pos = pos x+(-0.1*time),58 ; I need something like this, but this line refers to parent position I think, that's why it doesnt work
[State ****, VarSet]
type = VarSet
trigger1 = !time
var(17) = 0
[State ****, VarAdd]
type = VarAdd
trigger1 = time > 84 && power > 0 && timemod = 20,1 && var(17) < 10
var(17) = 1; 1 per second
[State ****, ChangeState]
type = ChangeState
triggerall = time > 84; releases after my character finish his charging movements
trigger1 = (var(17) = 10) ; when the variable is at its maximun value
trigger2 = Command != "hold_c" when I release the button
value = 4501
Buen laburo, campeón!
I'm glad to see more DBZ chars. It's never enough with them.
Keep it up and I'll be looking forward for the AI updates.
Saludos y gracias!
;---------------------------------------------------------------------------
;The character creating the reflector
[StateDef 1030]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 1030
poweradd = 20
sprpriority = 2
facep2 = 1
;The reflector
[State 1030, Helper]
type = Helper
trigger1 = ANIMELEM = 2
helpertype = normal
name = "Portal"
id = 1032
pos = 68,-58
stateno = 1032
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
size.yscale = 1
size.xscale = .5
[State 1030, ChangeState]
type = ChangeState
triggerall = time > 10
trigger1 = numhelper(1032)=0
value = 0
ctrl = 1
;-----------------------
;- Reflector State
[Statedef 1032]
type = S
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
anim = 1032 ;animation with red and blue boxes
poweradd = 0
[State 1032, ReversalDef]
type = ReversalDef
trigger1 = !movehit
reversal.attr = SCA, AP
p2stateno = 1033 ;this is the custom state that the attacking helper will change to
[State 1032, HitDef] ;I want to use this reflector as attack too
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype= heavy
priority = 6, Hit
damage = 120,45
pausetime = 4,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s780,1
guardsound = s780,1
ground.type = high
air.type = high
ground.velocity = -5,-6
guard.velocity = -1
ground.slidetime = 10
ground.hittime= 35
air.hittime = 35
air.velocity = -5,-6
airguard.velocity= -1,-4
ground.cornerpush.veloff = 0
down.velocity = -1,-2
fall = 1
envshake.time = 30
envshake.ampl = -4
envshake.freq = 100
palfx.time = 45
palfx.add = 100,100,0
palfx.sinadd = -100,-100,-0, 120
getpower = 0,0
givepower = 40,40
[State 1032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1032, Destroyself]
type = Destroyself
trigger1 = time >120
;------------------------------
;- Reflected p2 projectile
[Statedef 1033]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 5
;Turn the projectile the opposite direction
[State 1033, Turn]
type = turn
trigger1 = !time
;Return the Projectile to its original state
[State 1033, SelfState]
type = SelfState
trigger1 = 1
value = prevstateno
ignorehitpause = 1
[State 1033, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1033, Destroyself]
type = Destroyself
trigger1 = movecontact;time > 240; I don't know what trigger to use here yet since I couldn't make the p2 projectile to revert