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DeadPool Update 2, 6/2/12 (Read 27573 times)

Started by Flamekyo, May 30, 2012, 07:56:33 pm
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DeadPool Update 2, 6/2/12
#1  May 30, 2012, 07:56:33 pm
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DeadPool by Unlimited and Flamekyo

Enjoy.



-Info-
Gameplay is very similar to that of MvC3.
Ground/Air Combos
Double Jump Capabilities
Supers and Specials from MvC3
Sounds from MvC3
Reset Capabilities
Damage Dampener

-Palettes-



Download Update 2 Here :
http://flamekyo.mugen-infantry.net/characters-2

Update 2 Information
Spoiler, click to toggle visibilty

Please Read The Read Me





Spoiler, click to toggle visibilty

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Last Edit: June 03, 2012, 07:15:17 pm by Flamekyo
Re: DeadPool
#2  May 30, 2012, 08:00:51 pm
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I was lookin forward for this day!! Finally I'm changing this deadpool for a better one :)
Downloadin' right now!

Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?
Spoiler, click to toggle visibilty
Re: DeadPool
#3  May 30, 2012, 08:13:21 pm
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Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Why would this matter if 1.0 is backwards compatible? Unless he wanted to use some functions like pal formats for example, that aren't available in Winmugen, I really don't see the point.

Cool, Deadpool. DLing now. I'll give some feedback after some testing/runs with him. Thanks for the release.  :)
Re: DeadPool
#4  May 30, 2012, 08:14:21 pm
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  • How about I slap yo shit onto the Dark Dimension?
Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Why would this matter if 1.0 is backwards compatible? Unless he wanted to use some functions like pal formats for example, that aren't available in Winmugen, I really don't see the point.

Cool, Deadpool. DLing now. I'll give some feedback after some testing/runs with him. Thanks for the release.  :)

It's just for the winquotes :P
Spoiler, click to toggle visibilty
Re: DeadPool
#5  May 30, 2012, 08:16:51 pm
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Winmugen chars can have winquotes from what I heard from 20S. They just can't be manipulated to be character specific like in 1.0(apply to certain chars only). All you need do is add them yourself.

20S explains it here...

http://mugenguild.com/forumx/index.php?topic=141180.0
Last Edit: May 30, 2012, 08:20:18 pm by DivineWolf
Re: DeadPool
#6  May 30, 2012, 08:23:49 pm
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Very similar to MVC3 you say.  Seeing as how Deadpool is the point character on my team, I'm interested in what you mean by this.  Are you basing him on Vanilla or Ultimate? 
Re: DeadPool
#7  May 30, 2012, 08:27:05 pm
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Very similar to MVC3 you say.  Seeing as how Deadpool is the point character on my team, I'm interested in what you mean by this.  Are you basing him on Vanilla or Ultimate?

More on the side of Ultimate

I was lookin forward for this day!! Finally I'm changing this deadpool for a better one :)
Downloadin' right now!

Btw, this is the "WinMugen" section. Any plans of doing it for 1.0 or something?

Thanks

No plans for 1.0, although i think he'd work fine either way, not sure.
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Re: DeadPool
#8  May 30, 2012, 08:40:06 pm
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Lets see what you got 8)
Re: DeadPool
#9  May 30, 2012, 08:50:06 pm
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I've been looking forward to this. Congrats on the release.
Re: DeadPool
#10  May 30, 2012, 09:01:17 pm
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-The bullets generating an odd shadow in they those the floor, tested in many stages
Spoiler, click to toggle visibilty
- Level 3 misses the 3rd and 4th hit (and with that the 5th one) in execution in the corner

Only this in a quick test
Chilling
Re: DeadPool
#11  May 30, 2012, 09:18:56 pm
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Alright, so here's a quick breakdown....


First off, there's some debug stuff going on there. Don't know if that's a problem or not. Now, when firing his guns and cancelling out of then into something like "Pineapple Surprise", the flare from his guns stay there for awhile before disappearing. As if he's still shooting his guns in that spot. Also, "Pineapple Surprise" just disappears when it hits the ground. It should bounce forward and then explode regardless. His trip is the typical low roundhouse of many chars. However, in MvC3 it's a slide. Which is good for pursuit. Perhaps that can be edited/updated in the future. He doesn't have his overhead flip kick unique attack. This is very useful in MVC3, when cancelling out of his trip if blocked, into said flip kick. Also, no Advancing Guard...?



These black "shades" or whatever appear whenever you shoot the ground while in the air. Notice it next to KFM.



When you hold back and grab, this happens. It looks weird. Also, there's no slash sounds for when DeadPool sticks his katanas into the opponents feet. And there's no slash hitspark for this.



The slash fx on this move seem to broad/big to me. Also, the opponent isn't supposed to move around while getting hit by this move. They should just stand in the middle, as DeadPool slashes them.

Supers can only be performed with x+y, when variants should be there (x+b, b+y). Also, you could make use of either c or z, making one of them x+y+b(all 3 atks) like in MvC3. Advancing Guard is very much needed. Perhaps add a counter as well. He feels pretty solid overall though. Isn't his counter Hyper supposed to be a Lv3? Feels extremely nerfed the way you have it currently. Still, thanks for the release and share.
Re: DeadPool
#12  May 30, 2012, 09:36:34 pm
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ive had a horrible day today so this is going to help quite a bit AWESOME.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: DeadPool
#13  May 30, 2012, 09:40:30 pm
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In addition to what DivineWolf said, I have this to offer you.

-Your normal animations should be switched around. .  What you have for s.M should be s.H, and should have knock the opponent backwards more.
-What you have for c.M should be c.L.
-Your c.H needs a velocity so it will emulate the slide.
-Deadpool's S has too much velocity, it should not travel as much as you have it.
-The H version of Trigger Happy (both ground and air) is supposed to be an anti air.  What you have is a horizontal gun blast.
-Aerial L Trigger Happy should OTG.  It does not on yours.
-However, L Ninja Gift does, when it should not.
-H Ninja Gift is supposed to be a bolo that temporarily stuns the opponent.  It's a pretty essential part of Deadpool's BNB so I was a little surprised you changed it.
-When performing Ninja Gifts, Deapdool's HAVE GUN WILL SHOOT or STINGS DON'T IT voice clip should stop before beginning the voice clip for Ninja Gifts.
-I don't know how to describe it, but your Ninja Gifts cancelling feels.....strange.  All you should have to do is press the attack button while Trigger Happy is active.  I also notice you cannot perform Ninja Gift before the gunfire is active, which you should be able to do.
-Quick Work has WAYYYYYY too much startup time, and all versions seem identical.  The L is supposed to be a fast low hitting version, for instance.
-You are not meant to be able to cancel the L version of Katanarama into Chimichangas.  That is exclusive to the M and H versions.
-Chimichangas does not function properly in the corner.  Instead of sending them bouncing across behind Deadpool as he turns around, it merely relaunches them.  This creates an infinite/loop in that Deadpool can jump up to do an air combo and H Katanarama to Chimichangas until their health is completely gone.
-Happy Happy Trigger the way you have it functions slightly improperly because Deadpool switches to only one gun in the middle of the move.  This may seem cosmetic, but it also reduces the vertical range.
-Deadpool recovers far too soon after Guttin' Time, allowing him to combo after the move when he shouldn't be able to.
-His taunt only has one voice clip, while it is supposed to alternate.  There's also the lack of a speech bubble, which is kind of important as his taunt is also an attack.
-"How did anyone ever enjoy these games without me in em?"  That's a special intro against Dante.  In yours it's a normal intro.
-Your timer over clip is wrong too.  It's supposed to be "Takes a lickin' and keeps on....eh, guess not."
Re: DeadPool
#14  May 30, 2012, 09:45:02 pm
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Considering how the sprites have been resized quite poorly, Deadpool doesn't even have a Deadpool palette and his gameplay is... While sufficient, I suppose, not really even that fun, plus the use of those ridiculously sized hitsparks on an already worried and distorted sprite set...

I'll be sticking with the classic.

GT

Re: DeadPool
#15  May 30, 2012, 09:51:02 pm
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-IMO, you should consider adding StopSnd state controllers at the start of the Gun Trigger (and its follow up) attacks. It's really easy to spam its sound clips.
-The follow up system for the Gun Trigger moves doesn't make sense to me... I can cancel into a new move by letting go of the attack button used to start the Gun Trigger attack, but I can also press that button to achieve the follow up as well? Why isn't it one or the other?
-Two sounds play when landing.
-Quickwork uses the hitsound of LP.
-Why are p1's pausetimes lower than p2's in some of the normal hitdefs?
-C.LP's ground velocity is higher than C.MP.

-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
 
Quote
ground.slidetime = 5 ,ground.hittime  = 12

Slidetime and hittime should [usually] be the same.  :yes:


Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%2)+(random%3)
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

:grrr:

Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%3)
volume = 200
channel = -1
freqmul = 1.0


-Lingering FX


-Throw in the corner


-Katana-Rama 1 -> Chimichanga is an infinite in the corner. This infinite can also be initiated from mid screen by dashing after Chimichanga because the dash goes so far.
Yeah Titiln, in fact, You Made Him
Re: DeadPool
#16  May 30, 2012, 09:53:19 pm
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Awesome i was waiting for this deadpool.
I dont think he should be able to do a 23 or more hit combo just by pressing his punch button while your opponent is in mid air.
Also his Happy-Happy Trigger super if he gets hit when he does it his super background does not disappear.
If you want i can post a quick video of it to show you.
Last Edit: May 30, 2012, 10:28:50 pm by xX-Nero-Xx
Re: DeadPool
#17  May 30, 2012, 10:01:10 pm
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the pinapple surprise and present for yah, creates clones when hit.
Re: DeadPool
#18  May 30, 2012, 10:19:52 pm
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- Why isn't the default palette on X or A ?
- Intro voice could get a stopsnd if the intro is skipped in the middle.
- Forward dash has no dash sounds.
- F+y throw has cornerpush which looks strange.
- Remove shadows from Gun specials effects please.
- Deadpool is standing slightly in the air after 4th Wall Crisis.

Quote
-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
Nope. :P
min(random%2) = 0, max(random%2) = 1
min(random%3) = 0, max(random%3) = 2
min(random%4) = 0, max(random%2) = 3
So min[ (random%2)+(random%3)+(random%4) ] = 0 , max[ (random%2)+(random%3)+(random%4) ] = 1+2+3 = 6
Hence it can be written s200,1+random%7 if you're only talking about the min and max values.
But this code doesn't make any sense anyway to begin with ...
Re: DeadPool
#19  May 30, 2012, 10:23:30 pm
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the air combo with the basic punch is pretty broken.

why do i have to hold down the gun button to keep firing or it goes into pineapple surprise?

katana rama looks really weird to say the least id change the hitsparks to something like blood and slashes related not sideways stuff, also keep p2 in that spot during the move.

why doesn't TAUNT BUTTON still damage that was in the original of this character as well why get rid of it? its in mvc3. theres not even a comic box for it.

remove shadows on your helpers/projectiles.

not to sure why you turned katana rama into another throw it should be a slash with his sword

you need hitoverides on your helpers to prevent clones from appearing if they are hit before they explode.

he needs some work thats for sure. his combo system also feels weird and not like mvc3 at all.


You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: DeadPool
#20  May 30, 2012, 10:55:18 pm
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I've been looking forward to this. Congrats on the release.

Thanks


-IMO, you should consider adding StopSnd state controllers at the start of the Gun Trigger (and its follow up) attacks. It's really easy to spam its sound clips.
-The follow up system for the Gun Trigger moves doesn't make sense to me... I can cancel into a new move by letting go of the attack button used to start the Gun Trigger attack, but I can also press that button to achieve the follow up as well? Why isn't it one or the other?
-Two sounds play when landing.
-Quickwork uses the hitsound of LP.
-Why are p1's pausetimes lower than p2's in some of the normal hitdefs?
-C.LP's ground velocity is higher than C.MP.

-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
 
Quote
ground.slidetime = 5 ,ground.hittime  = 12

Slidetime and hittime should [usually] be the same.  :yes:


Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%2)+(random%3)
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

:grrr:

Quote
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = s220,1+(random%3)
volume = 200
channel = -1
freqmul = 1.0


-Lingering FX


-Throw in the corner


-Katana-Rama 1 -> Chimichanga is an infinite in the corner. This infinite can also be initiated from mid screen by dashing after Chimichanga because the dash goes so far.


Stopsnd controllers are being added.

As for the Gun Trigger follow, that has been fixed.

Thanks for the feedback Bro.


Considering how the sprites have been resized quite poorly, Deadpool doesn't even have a Deadpool palette and his gameplay is... While sufficient, I suppose, not really even that fun, plus the use of those ridiculously sized hitsparks on an already worried and distorted sprite set...

I'll be sticking with the classic.

Resized?

I didn't resize any sprites bro, and you said "DeadPool palette", he has 4 palettes that look similar to that of MvC3.

The hit sparks looked OK, size wise IMO


Alright, so here's a quick breakdown....


First off, there's some debug stuff going on there. Don't know if that's a problem or not. Now, when firing his guns and cancelling out of then into something like "Pineapple Surprise", the flare from his guns stay there for awhile before disappearing. As if he's still shooting his guns in that spot. Also, "Pineapple Surprise" just disappears when it hits the ground. It should bounce forward and then explode regardless. His trip is the typical low roundhouse of many chars. However, in MvC3 it's a slide. Which is good for pursuit. Perhaps that can be edited/updated in the future. He doesn't have his overhead flip kick unique attack. This is very useful in MVC3, when cancelling out of his trip if blocked, into said flip kick. Also, no Advancing Guard...?



These black "shades" or whatever appear whenever you shoot the ground while in the air. Notice it next to KFM.



When you hold back and grab, this happens. It looks weird. Also, there's no slash sounds for when DeadPool sticks his katanas into the opponents feet. And there's no slash hitspark for this.



The slash fx on this move seem to broad/big to me. Also, the opponent isn't supposed to move around while getting hit by this move. They should just stand in the middle, as DeadPool slashes them.

Supers can only be performed with x+y, when variants should be there (x+b, b+y). Also, you could make use of either c or z, making one of them x+y+b(all 3 atks) like in MvC3. Advancing Guard is very much needed. Perhaps add a counter as well. He feels pretty solid overall though. Isn't his counter Hyper supposed to be a Lv3? Feels extremely nerfed the way you have it currently. Still, thanks for the release and share.

The Debug error was a mistake i made before releasing, kinda of a last moment change, that's being fixed.

The shadows of the bullets are also being fixed.

The grab is a simple fix as well, and the cutting time slash FX can be scaled down.

Also, the reason the opponent moves during the cutting time, i wanted to add kind of a "momentum" feeling to the move, giving it variety,  where as just having the enemy stay still seemed a little weird, but of course that can be fixed.   

The variants for the moves like x+b, b+y etc.

I had that set earlier, but while i was getting prepared to release him, i must have mistaken them as useless code,  ;P    my bad, that's being fixed.

As for the Advanced Guard, that is being added as we speak..... type   ;)

Thanks for the Info Bro, really helpful


In addition to what DivineWolf said, I have this to offer you.

-Your normal animations should be switched around. .  What you have for s.M should be s.H, and should have knock the opponent backwards more.
-What you have for c.M should be c.L.
-Your c.H needs a velocity so it will emulate the slide.
-Deadpool's S has too much velocity, it should not travel as much as you have it.
-The H version of Trigger Happy (both ground and air) is supposed to be an anti air.  What you have is a horizontal gun blast.
-Aerial L Trigger Happy should OTG.  It does not on yours.
-However, L Ninja Gift does, when it should not.
-H Ninja Gift is supposed to be a bolo that temporarily stuns the opponent.  It's a pretty essential part of Deadpool's BNB so I was a little surprised you changed it.
-When performing Ninja Gifts, Deapdool's HAVE GUN WILL SHOOT or STINGS DON'T IT voice clip should stop before beginning the voice clip for Ninja Gifts.
-I don't know how to describe it, but your Ninja Gifts cancelling feels.....strange.  All you should have to do is press the attack button while Trigger Happy is active.  I also notice you cannot perform Ninja Gift before the gunfire is active, which you should be able to do.
-Quick Work has WAYYYYYY too much startup time, and all versions seem identical.  The L is supposed to be a fast low hitting version, for instance.
-You are not meant to be able to cancel the L version of Katanarama into Chimichangas.  That is exclusive to the M and H versions.
-Chimichangas does not function properly in the corner.  Instead of sending them bouncing across behind Deadpool as he turns around, it merely relaunches them.  This creates an infinite/loop in that Deadpool can jump up to do an air combo and H Katanarama to Chimichangas until their health is completely gone.
-Happy Happy Trigger the way you have it functions slightly improperly because Deadpool switches to only one gun in the middle of the move.  This may seem cosmetic, but it also reduces the vertical range.
-Deadpool recovers far too soon after Guttin' Time, allowing him to combo after the move when he shouldn't be able to.
-His taunt only has one voice clip, while it is supposed to alternate.  There's also the lack of a speech bubble, which is kind of important as his taunt is also an attack.
-"How did anyone ever enjoy these games without me in em?"  That's a special intro against Dante.  In yours it's a normal intro.
-Your timer over clip is wrong too.  It's supposed to be "Takes a lickin' and keeps on....eh, guess not."



A lot of these are simple fix's, and the time over clip, i completely forgot DeadPool had that.... lol

Everything is being fixed.



the pinapple surprise and present for yah, creates clones when hit.

Really?  can you please show me in a screen shot, tested it and it doesnt seem to create clones, unless something else wrong.....?


- Why isn't the default palette on X or A ?
- Intro voice could get a stopsnd if the intro is skipped in the middle.
- Forward dash has no dash sounds.
- F+y throw has cornerpush which looks strange.
- Remove shadows from Gun specials effects please.
- Deadpool is standing slightly in the air after 4th Wall Crisis.

Quote
-s200,1+(random%2)+(random%3)+(random%4) can be rewritten as s200,1+(random%4)
Nope. :P
min(random%2) = 0, max(random%2) = 1
min(random%3) = 0, max(random%3) = 2
min(random%4) = 0, max(random%2) = 3
So min[ (random%2)+(random%3)+(random%4) ] = 0 , max[ (random%2)+(random%3)+(random%4) ] = 1+2+3 = 6
Hence it can be written s200,1+random%7 if you're only talking about the min and max values.
But this code doesn't make any sense anyway to begin with ...

Again, simple fix's, most of these have been fixed

I think the default palette isn't x or a because of the way i mapped the buttons, not sure though, ill look into it.


the air combo with the basic punch is pretty broken.

why do i have to hold down the gun button to keep firing or it goes into pineapple surprise?

katana rama looks really weird to say the least id change the hitsparks to something like blood and slashes related not sideways stuff, also keep p2 in that spot during the move.

why doesn't TAUNT BUTTON still damage that was in the original of this character as well why get rid of it? its in mvc3. theres not even a comic box for it.

remove shadows on your helpers/projectiles.

not to sure why you turned katana rama into another throw it should be a slash with his sword

you need hitoverides on your helpers to prevent clones from appearing if they are hit before they explode.

he needs some work thats for sure. his combo system also feels weird and not like mvc3 at all.



The air combo can be fixed with either changing the timing of the animation or the pausetime, will fix

You dont need to hold down the gun button, you need to press it twice in order to do the pineapple surprise or any of the other mid air projectiles, not sure why you have to hold it down.

Also, im bit confused at what you said about the Katana Rama, cause you said to keep the enemy in one spot, are you talking about the QuickWork move or the slash move....?

Either way, Im giving the katana rama a slash hitspark similar to that of Hayato.

Shadows have been removed

Taunt button hitdef is being added

Katana rama isnt another throw....... it's a separate move from that of the throw, not sure what you mean by another throw really....





Thanks for Feedback everyone, ill be back with the update soon

 
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