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Billy Two Moons (Tattoo Assassins) first version released (Read 3907 times)

Started by MellyInChains, December 21, 2010, 08:56:51 am
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Billy Two Moons (Tattoo Assassins) first version released
#1  December 21, 2010, 08:56:51 am
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All I can say is HOLY SHIT I'M FINALLY DONE

The first Tattoo Assassins character ever to hit MUGEN, guess this was a dream I had to make true myself

There might be a few things I missed but his gameplay is pretty much solid from testing him out (I believe the Fatal KO-ish move has some awkward coding workarounds), it's just that I was getting so anxious I just eventually started throwing the finishing touches on him to complete him

And I finally did, so I'll be willing to patch any bugs in him after settling down a bit on coding obsessively

Here, on a new site no less, hee hee

I might, one day, make a completely 'game-accurate' voicepack for him because seriously, even the hitsounds in that game were gold

Anyway....enjoy your totally non-offensive stereotype character Christmas present and I anxiously await feedback to further improve this character

edit: for fuck's sake, somehow that fighter factory bug regarding CLSN standard is STILL there even though I tried fixing it -- whatever, patching that the hell later
Last Edit: December 21, 2010, 09:10:05 am by MelvanaInChains
Re: Billy Two Moons (Tattoo Assassins) first version released
#2  December 21, 2010, 09:27:45 am
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Initial Feedback:

- The jumping CLSN is pretty silly IMO.
- Arrow Attack blocked hitspark appears behind the opponent.
- Hitbox for the body disappears momentarily in weak punch attack.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Billy Two Moons (Tattoo Assassins) first version released
#3  December 21, 2010, 01:04:24 pm
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- I...really don't know what to do with the CLSN since it doesn't spin with him when he jumps... but I see your point...
- For me it doesn't appear behind them for some reason, but I'll try fixing it anyway
- As stated Fighter Factory fucked that up so I'm gonna have to go fix that as well

Also other careless things I accidentally left in:
- In Indo no Maiso-Chi Kyaku the sounds are totally off
- The projectile can miss at point blank

But I'll just make a new thread if I update him fixing these issues, because why not, seems like I'm allowed to

Generally though, I'm really curious what people think about how he plays because I know I'm pretty much terrible in a technical sense but I want to know if there's anything, like, broken about him or anything
Re: Billy Two Moons (Tattoo Assassins) first version released
#4  December 21, 2010, 06:54:16 pm
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I can't wait for someone to complain that the fart CLSNs aren't accurate enough.
Re: Billy Two Moons (Tattoo Assassins) first version released
#5  December 21, 2010, 08:52:17 pm
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I wasn't sure about actually leaving feedback or posting my thoughts about this character, but might as well.

I'm going to be very honest, but first I will say this character is far from broken. If anything, he's serveraly underpowered and feels gimped.

I don't really have to mention the Hitboxes since you said you are going to fix em up eventually, so no need
to talk about em.

BTM is missing a lot of normals(sprites). sprites for his c.lk and c.hk, b.hk(roundhouse kick), s.lp, the other sprites for his
s.hp, close s.lk/hk(since both are the same).

Missing his lp throw.

Missing his HP and LP tomahawk special move.

Diamondback whip doesn't work like it does in Tattoo assassin's, but thats probably because this is a "custom" style.

His damage output is terrible. 15 damage for a s.hk? thats terrible. Whats even worse is s.lp does more than s.hk,
but thats not saying much. I think his of the result of people in mugen complaining of high damage output and your trying
to cater to them. I'm not sure if thats exactly it, but thats what it seems like when tested BTM. If you gave this damage output to a MK character,
it would serveraly put them at a huge disadvantage. I'm just using MK characters as an example since well tattoo assassin's
is a herp derp MK ripoff. :P

His kick during his teleport kick doesn't use the right sprite, but hey it works I suppose.

BTM's J.hk is supposed to be BTM's neutral j.lk/hk and really as a j.kick, his neutral J.kick looks plain silly.
You should just use the right animation for his j.kick and make sure it knocks down because thats part of his stregth.
It's pretty important.

as for j.punches should be more consistant. like for example, you can just keep mashing j.lp and probably get 2 - 3 hits
depending on your opponents height and j.hp just knocks em down. If j.hp does more damage and also does knock down,
then there is no real use in j.lp. It would be easier just to make them the same like in TA.

Air dash just seems silly. Honestly, it's not really useful. You can't attack while dashing, so offensivly it's useless.
I would be only good in escaping. I don't like the air dash, but thats because the style of BTM is just isn't good, but I'll get to that in a sec.
The best animation to use for an air dash would be his crouching sprite or the first or second sprite on his neutral jump.

Anmations on some his attacks are too fast. Examples, s.lk, c.lk(mising the last part like I already said so it looks silly),
j.lk, c.lp. also, Mash dat J.HK in the air.

I don't know what kind of style you were going for, but to be honest, it ain't great. Whatever this style is, it doesn't
work BTM and it feels sloppy. There is no consistancy, but I gave some examples already though. Coding wise I can't
say whats wrong about anything because I have no knowledge of mugen coding, but the gameplay is pretty bad.

This character is far from complete. If he's missing sprites for his other normal, attacks, and special attacks, it's hard to acknowledge this is
a somewhat completed character, custom or not. You shouldn't have rushed him because BTM feels very rushed to me. ATM, he feels like 60% done...at least to me.

I hope anything I said doesn't offend or demotivate you. I'm just being honest about your BTM. Honestly, I know you
can do better than this. I'm happy that someone actually cared enough to make a character like BTM from a game that
tried to cash in on Mortal Kombat's success like a lot of other games back in the early and mid 90's. I like em
because they are entertaining. XD

I don't care about him not having his fatalities from TA, I look at the gameplay department first. Gameplay is always important.
 
I  hope you take the time to really complete him. I would really like to see that. :{
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Last Edit: December 21, 2010, 08:55:18 pm by MooMaster the SexyBeast 666
Re: Billy Two Moons (Tattoo Assassins) first version released
#6  December 21, 2010, 11:03:40 pm
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Increase the pausetime and hittimes on HP. He is left WAY too open in between hits, even if he IS invincible in some frames... Which I dunno if you should fix or not (turn on clsn viewer and look at HP frame by frame; the CLSN2 disappears) since he's so weak.
Re: Billy Two Moons (Tattoo Assassins) first version released
#7  December 22, 2010, 04:46:53 am
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Believe me, MooMaster, this kinda feedback is what I want and I'm actually really really happy that somebody took the time to analyze it. It's stuff like this that actually motivates me because somebody cared enough and now I have an idea of what to improve on. Your feedback is probably the best I've gotten...well....ever.

Thanks a bunch

Increase the pausetime and hittimes on HP. He is left WAY too open in between hits, even if he IS invincible in some frames... Which I dunno if you should fix or not (turn on clsn viewer and look at HP frame by frame; the CLSN2 disappears) since he's so weak.

Yeah the HP in general is kinda awkward lol, gonna have to fix this eventually
Re: Billy Two Moons (Tattoo Assassins) first version released
#8  December 22, 2010, 02:15:06 pm
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more sprites in next version, please.....