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Bringing Reu's characters to the new Mugen (Read 49718 times)

Started by PotS, October 09, 2009, 09:54:12 pm
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Re: Bringing Reu's characters to the new Mugen
#61  October 12, 2009, 08:29:56 am
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Re: Bringing Reu's characters to the new Mugen
#62  October 12, 2009, 11:53:32 am
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as usual i didnt read the whole thing,

...

i guess a more detailed explanation on what gameplay changes are to be made would clear this out and improve the discussion
...
Theres one, read the whole thing, at least the pots bits.
Unless you mean going into even greater detail, but hes asking for suggestions as well.
Re: Bringing Reu's characters to the new Mugen
#63  October 12, 2009, 02:48:35 pm
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Not a whole lot to tweak beyond what I've seen mentioned here:

- since it's for the latest version, clean up the code to replace the AI activation code with the new AI trigger

- color separation would be nice - I once tried to give EK a "Shadow-like" palette (think MvC Shadow/Charlie), but it was a mess with the existing palette (especially when it came to the sprites with blur effects, like the one for the Skuiachi or whatever the dash super's called). It just seems natural to give EK a palette like that since what little plot Reu gave him was Bison-related, but the color separation as it was didn't make it any easier.

- MSSM's randomness only activating when the characters' life bar is under half LifeMax would be a decent way to keep the original intent o a random chance factor, make up for the new AI trigger making "waiting for the AI trigger to activate" issues of previous Mugen versions obsolete (so the evil duo's already pretty aggressive from the get-go) and create a little difficulty curve that actually lets human opponents get used to his regular stuff before a random damage peak breaks them near the start or a match.
Re: Bringing Reu's characters to the new Mugen
#64  October 12, 2009, 02:58:14 pm
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Even if it's a sort of update for 1.0, I'd rather see them still working entirely on old Winmugen (yeah, as everybody, I'm waiting for stable release to switch). This means keeping the old AI activation system (or change it to Winane's if Reu used the "impossible commands" outdated system).

Update to 1.0 would be adding quotes to them, which wouldn't break them for old winmugen anyway.

And yeah, color separation is a must-have IMO. At least separating the sprites from all the effects.
Re: Bringing Reu's characters to the new Mugen
#65  October 12, 2009, 03:05:20 pm
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Two changes;

Make the A.I not use teleport QUITE so much(They do it in response to everything, meaning you can hardly hit them.  You can imagine the characters going 'STAND STILL, dammit!").

Check their pushing.  Though it may only with a problem with Souther, I've notived they get pushed back far further than they 'should' after some attacks.
\"So you have chosen....death.\"-Saruman.
Re: Bringing Reu's characters to the new Mugen
#66  October 12, 2009, 05:29:40 pm
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As far as Evil Ken's KO voice, how about using the KO/Uppercut Launcher-type voice from Jago from Killer Instinct 2?

Win Quotes

Evil Ken: "Pathetic!"
             "My Fist Thirsts For More Blood!"
             "Get Up And Fight Me!"

Evil Ryu: "You Damned Fool!"
            "Die!"
            "Weak!"

vyn

Re: Bringing Reu's characters to the new Mugen
#67  October 12, 2009, 06:59:43 pm
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as usual i didnt read the whole thing,

...

i guess a more detailed explanation on what gameplay changes are to be made would clear this out and improve the discussion
...
Theres one, read the whole thing, at least the pots bits.
Unless you mean going into even greater detail, but hes asking for suggestions as well.

greater detail indeed and my whole comment is itself a suggestion not to edit the char beyond the late creator original intent unless the permssion request included these subjects, waiting for pots to reply and state his view here

also there was this bug i remember during shinku senpuu kyaku creating a clone of ryu sometmes, helper issues i suppose, remembered this morning
Re: Bringing Reu's characters to the new Mugen
#68  October 13, 2009, 12:19:31 am
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Fuck CvS and everything related to SNK. Stop posting all of these stupid suggestions to change the way his characters react and play. Hell, if your so stuck up about the CvS shit, import the stuff into the character yourself.
Re: Bringing Reu's characters to the new Mugen
#69  October 13, 2009, 08:14:47 am
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Fuck CvS and everything related to SNK. Stop posting all of these stupid suggestions to change the way his characters react and play. Hell, if your so stuck up about the CvS shit, import the stuff into the character yourself.

Dude what's your problem?
I don't think this is the right attitude. And it's not even up to you decide/answer, so just leave your suggestion, without insulting other's.


Re: Bringing Reu's characters to the new Mugen
#70  October 13, 2009, 03:57:31 pm
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Fuck CvS and everything related to SNK. Stop posting all of these stupid suggestions to change the way his characters react and play. Hell, if your so stuck up about the CvS shit, import the stuff into the character yourself.

Dude what's your problem?
I don't think this is the right attitude. And it's not even up to you decide/answer, so just leave your suggestion, without insulting other's.
And CVS is capcom stuff, not SNK

 
Thanks, Buckus.
Re: Bringing Reu's characters to the new Mugen
#71  October 13, 2009, 10:22:42 pm
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reducing damage output and maybe comboability (not sure about the plans there), the stuff u want to change to make them more "fair" sounds wrong, i dont know what original agreement was between the two of you but if these kind of things were never discussed i say leave as they are, these two guys were his babies as any other creators first attempts and may not have edited them to be more fair on purpose (i feel the same way with my early crappy dudes being the later a bit better yet not uppdating the frst ones which is the reason im bitching now)
Damage output is hardly something worth protecting in any character, stuff doesn't need to do high damage to look cool.
Comboability, I'm not taking away any cancels, if anything they'll end up with more of it by other means (e.g. shortening recovery of Ryu's KKZ made follow-ups possible).  Though on that note, I might give them a juggling system similar to SFA3 as the points at which the opponent can air recover from them seem rather random.

And Reu didn't continue editing them for the same reason most people don't go back and remake everything they do, there are more productive ways to spend one's time than that.  In addition he recognized that they were overpowered on several occasions, and used to justify it with how they were made in a time where everything around them was also overpowered.

I think u should make them charge more cause i never see them use that
Already said I won't change the AI, but anyway I think they are too aggressive to even need to step back and charge power.

- MSSM's randomness only activating when the characters' life bar is under half LifeMax would be a decent way to keep the original intent o a random chance factor, make up for the new AI trigger making "waiting for the AI trigger to activate" issues of previous Mugen versions obsolete (so the evil duo's already pretty aggressive from the get-go) and create a little difficulty curve that actually lets human opponents get used to his regular stuff before a random damage peak breaks them near the start or a match.
Changing MSSM versions to do 25% extra damage instead of 50% total was already a great help toning them down.  Now there's only one or two that screw up the player when they come out accidentaly as they're sometimes less practical than the normal versions, and that I should be taking care of.

Even if it's a sort of update for 1.0, I'd rather see them still working entirely on old Winmugen (yeah, as everybody, I'm waiting for stable release to switch). This means keeping the old AI activation system (or change it to Winane's if Reu used the "impossible commands" outdated system).
Hm the stable release feels right around the corner already...
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vyn

Re: Bringing Reu's characters to the new Mugen
#72  October 13, 2009, 10:30:54 pm
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"look cool" ?? cmon man..., neways a mind made up i guess, with those comments u said he made we can only guess what would be ok with him and is what you are already doing, u probably saw more of him than i did so ill stop biatching, just during the process keep the word tribute in mind instead of improving, fixing or whatever

a bit out of topic, what AI activation will u use for them now that winane and ur edit of it are not working
Re: Bringing Reu's characters to the new Mugen
#73  October 13, 2009, 10:34:02 pm
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keep the word tribute in mind instead of improving, fixing or whatever
Hm I doubt most people will even notice there were any changes... outside this or that guy raging because of damage/defense.

Quote
a bit out of topic, what AI activation will u use for them now that winane and ur edit of it are not working
The new built-in trigger of course.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#74  October 14, 2009, 01:03:38 am
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Will you be adding any moves? (eg:Normals, Specials, Supers)

Or is this just a conversion process with minimum tweaking?

I should have asked this before making those suggestions.
Re: Bringing Reu's characters to the new Mugen
#75  October 14, 2009, 05:11:53 am
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Or ... maybe you could have read the very first post of this topic before asking ...
Re: Bringing Reu's characters to the new Mugen
#76  October 14, 2009, 02:11:27 pm
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Or ... maybe you could have read the very first post of this topic before asking ...


Well now I know... and knowing is half the battle!

If all you plan to do is tweaking then I just suggest toning down attack power and those Nothitby Defs.
Re: Bringing Reu's characters to the new Mugen
#77  October 15, 2009, 12:15:36 am
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lol, you really are lazy to read the whole thing..  ::)

 
Thanks, Buckus.
Re: Bringing Reu's characters to the new Mugen
#78  October 15, 2009, 05:30:33 am
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^^^
Just over-looked it a bit because of the excitement.
Re: Bringing Reu's characters to the new Mugen
#79  October 15, 2009, 08:39:36 am
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PotS, Are you still looking for someone that can do some color separation for Evil Ryu/Ken?
I can help you with that, It would spare you alot of time :)
where there is a will,there is a way。
Sounds like you're just jealous that Duke Nukem has a bigger dick and gets ALL the bitches.

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Re: Bringing Reu's characters to the new Mugen
#80  October 15, 2009, 11:37:39 am
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 ??? Sad what's wanted here...
As for a few others here, the evil duo was pretty early in my dos-mugen...

Don't change the way they brawl, that's what these two got famous for.
(cheap @$%, merely untouchable fast f§$§!)

Despite that, I'd prefer to keep the original look, no different sprite-set, hitsparks.
Everybody wanting such "editing" can make private versions of both characters, or play EvilHomer.

Evil Duo:
- colour separation (would be a great service)
- debugging (codewise)
- toned down damage (minimum 35% for the mssm - otherwise untouched, please - these are thrilling)
- Win Quotes (the ones in this thread are fine with me)

DragonClaw:
- debugging (codewise + the overhead kick-throw - Cyanide is right, it comes rather quickly)
- spriterevision
- Win Quotes (as they are necessary in 1.0)

The "..." - Quote is the best solution...

 ;D ...but this beeing a "wishlist"...

What always nagged me was, that EK won easily against ER.
If the Duo was nearly balanced in itself, that would be hot.
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