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Annoying Orange update again (Read 20397 times)

Started by a487561, February 12, 2012, 10:17:13 am
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Annoying Orange update again
#1  February 12, 2012, 10:17:13 am
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Last Edit: March 11, 2012, 03:45:39 am by a487561

GOH

Re: Annoying Orange By a487561
#2  February 12, 2012, 12:38:14 pm
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You got my vote in the next COTM.
Re: Annoying Orange By a487561
#3  February 12, 2012, 01:56:14 pm
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Good luck fighting it. HIS AI IS A BEAST.
Re: Annoying Orange By a487561
#4  February 12, 2012, 02:00:50 pm
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Re: Annoying Orange By a487561
#5  February 12, 2012, 02:14:44 pm
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Then how do I delete them?
Re: Annoying Orange By a487561
#6  February 12, 2012, 02:15:45 pm
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I'll see if his AI is as tough as people make it out to be.
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Re: Annoying Orange By a487561
#7  February 12, 2012, 02:29:57 pm
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Then how do I delete them?
delete:

[State -3]
Type = ChangeState
Value = 800
triggerall = RoundState=2
TriggerAll=var(59)
TriggerAll=POS Y=0
triggerall = NumHelper(811) = 0
triggerall = NumHelper(812) = 0
triggerall = NumHelper(813) = 0
triggerall = stateno!=212
TriggerALL =P2STATENO!=[5000,5270]
Trigger1 = PrevStateNo=[120,159]
Trigger1 = p2bodydist x>=30

[State 0, Helper]
type = Helper
TriggerAll=var(59)
triggerall = RoundState=2
triggerall = NumHelper(841) = 0
triggerall = NumHelper(842) = 0
Trigger1 = PrevStateNo=[5000,5090]
helpertype = normal ;player
name ="grape fruit"
ID =841
stateno =841
pos = 0,-240
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;supermove = 0
;pausemove = 0
size.xscale=0.35
size.yscale=0.35
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State -3]
Type = ChangeState
Value = 1300
triggerall = RoundState=2
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<30
Trigger1 = (PrevStateNo=[120,159])
Re: Annoying Orange By a487561
#8  February 12, 2012, 03:21:55 pm
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Thanks
Re: Annoying Orange By a487561
#9  February 12, 2012, 03:25:16 pm
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Re: Annoying Orange By a487561
#10  February 12, 2012, 03:42:49 pm
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Feedback time. This character needs lots of improvement:


Lets start with something that seems to be a reoccurring issue with most characters. Clsns. One of the quickest ways, for me, to see if a character is going to be a good one or not is to open up the character in Fighter Factory and look at his or her clsns.
The Following pictures show that Annoying Orange has failed the first test: Good Clsn placement on even his most basic attacks.





I'm not amused nor happy. Fix these clsns or you will get mocked. If you need help on Clsn placement, here is some nice reading material for you: http://kod.sitesled.com/K.O.D%27s%20Basic%20CLSN%20Tutorial.html

Let's talk about the projectiles. Did you know that I can kill someone by just spamming that turtle shell over and over again? It's true!



The Picture speaks for itself.
First of all, the projectiles are easily spammed. This will cause many problems, with the picture demonstrated one of them: the potential of me or the AI to just spam projectiles at anybody easily. This is caused by the lack of triggers to check if there are any other projectiles in play. Here is a sample code you can use:

Code:
triggerall = numproj = 0

Another issue is that the projectiles lack clsn2's. This is a problem because they cannot be stopped by other projectiles or helpers. This is bad.
Please fix the issues with the projectiles.

Let's talk about the AI. It is bad. It tends to go into spouts of projectile AND helper spamming alot. This does not make a good AI. Instead, it indicates that the AI is rather poorly coded. Sure many AI spam attacks. But the rate Annoying Orange spams them is way above the normal. I suggest you use random triggers to limit the spamming.
Here is an example of a random trigger coding used by my Pikachu.

Code:
; =============================
; AI Attack 10
;=============================
[State -1]
type = ChangeState
triggerall = AiLevel
triggerall = Statetype = S
triggerall = P2StateType != A
triggerall = ctrl = 1
triggerall = roundstate = 2
triggerall = Power >= 1000
trigger1 = P2BodyDist X >= 301
trigger1 = P2StateNo != 120
trigger1 = P2StateNo != 121
trigger1 = P2StateNo != 122
trigger1 = random = [851,875]
value = 1070


There are more issues but these are the biggest. If you fix them, then I can say that Annoying Orange can be one of the best characters I have seen in a while.
Hug the Pikachus!

Hug A Pikachu Today!
Re: Annoying Orange By a487561
#11  February 12, 2012, 03:46:36 pm
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One of the quickest ways, for me, to see if a character is going to be a good one or not is to open up the character in Fighter Factory and look at his or her clsns.

No.

No.

NO.

When you look in Fighter Factory, you aren't seeing any scaling, explods, helpers etc or anything that would make the hitbox logical in context. 
Re: Annoying Orange By a487561
#12  February 12, 2012, 03:52:19 pm
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One of the quickest ways, for me, to see if a character is going to be a good one or not is to open up the character in Fighter Factory and look at his or her clsns.

No.

No.

NO.

When you look in Fighter Factory, you aren't seeing any scaling, explods, helpers etc or anything that would make the hitbox logical in context.

Oh, I forgot the picture that shows how large Annoying Orange is. Thanks.



But the issues Are still there: Disproportionally huge clsns, Clsns that causes infinite priority, more clsns in an attack then what was necessary.
Hug the Pikachus!

Hug A Pikachu Today!
Re: Annoying Orange By a487561
#13  February 12, 2012, 04:13:55 pm
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Feedback time. This character needs lots of improvement:


Lets start with something that seems to be a reoccurring issue with most characters. Clsns. One of the quickest ways, for me, to see if a character is going to be a good one or not is to open up the character in Fighter Factory and look at his or her clsns.
The Following pictures show that Annoying Orange has failed the first test: Good Clsn placement on even his most basic attacks.





I'm not amused nor happy. Fix these clsns or you will get mocked. If you need help on Clsn placement, here is some nice reading material for you: http://kod.sitesled.com/K.O.D%27s%20Basic%20CLSN%20Tutorial.html



Well...
I did that because some character is too small to hit...
And keep spit projectiles is because of I want to make him cheap...
Don't be too serious
If you don't like that
I will update it and make AI level
Re: Annoying Orange By a487561
#14  February 12, 2012, 05:31:41 pm
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That's your reasoning? Seriously?
Tiny characters exist. They usually have very short range and very low health to offset their really hard to hit advantage. You DON'T need to put the attack CLSN to ridiculous sizes for a dumb reason.
You want to make him cheap? I guess there's no reason for us to tell you anything that needs to be fixed then.

I think we're done here guys.
Re: Annoying Orange By a487561
#15  February 12, 2012, 05:38:31 pm
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I'm pretty sure annoying orange wasn't' a good character to start with.. you label him as part of the characters like Chuck Norris &gt;_&gt;"
Imo, having a balanced character is good, just fix the clsns and not make them infinite. Having weird clsns make attacks irregular. Smalls chars are meant to be small and it doesn't matter if you can't hit them -_-", thats why you tend to normally have characters of the same size.

If you want to be a good char, just try to listen to feedback =o
Unless you are going to just say "But he's suppose to be OP omg D=", then I don't know what to say about this character...
Re: Annoying Orange By a487561
#16  February 12, 2012, 07:42:09 pm
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Damn hope it is so good like at his videos on You tube, gotta go to make some orange juice  :twisted:
Re: Annoying Orange By a487561
#17  February 14, 2012, 10:46:59 am
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That's your reasoning? Seriously?
Tiny characters exist. They usually have very short range and very low health to offset their really hard to hit advantage. You DON'T need to put the attack CLSN to ridiculous sizes for a dumb reason.
You want to make him cheap? I guess there's no reason for us to tell you anything that needs to be fixed then.

I think we're done here guys.

Sorry for that
Please forgive me...
I just fixed it one day ago...
Re: Annoying Orange By a487561(Update 2012 02 13)
#18  February 14, 2012, 02:53:30 pm
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Rather than feeling sorry, you should take the time to learn basic fighting game elements and apply them.
Re: Annoying Orange By a487561(Update 2012 02 13)
#19  February 15, 2012, 02:53:39 am
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Huh, fighting him is just as annoying as the character himself.
Re: Annoying Orange By a487561(Update 2012 02 16)
#20  February 17, 2012, 07:36:23 am
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This only work on MUGEN 1.0 and Winmugen, right?
Posting my characters, not the OLD ones who is KFM spriteswap. I hate them