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Jailbot for M.U.G.E.N. 1.0 **UPDATED 11/16/2016** (Read 43031 times)

Started by altoiddealer, October 30, 2016, 12:00:04 am
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Jailbot for M.U.G.E.N. 1.0 **UPDATED 11/16/2016**
#1  October 30, 2016, 12:00:04 am
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Disclaimer: Not affiliated with or endorsed by Augenblick Studios Inc. (the creators of Superjail!) or Cartoon Network.

MUGEN version 1.0
Custom sprited
Original ideas and custom coding throughout
Includes AI (Easy to Medium/Hard)

This is the result of over 3 years of developing in my spare time.

I hope you enjoy playing this character, as much as I have had constructing him.

VERSION 1.1 (11/16/2016)
DOWNLOAD LINK
MIRROR
Spoiler: Changelog (click to see content)

Be sure to also grab his home stage Superjail! Prison Riot (use link above)
More info on the stage here

Feel free to also check out his dedicated website

Video Preview



ENJOY!!!

Please report any issues here.



**Pac-Man Optional Animation Standard**

Creators may include a "Pac-Man" animation in their character for Jailbot's "Arcade" hyper:

Spoiler: Simple Instructions (click to see content)

Last Edit: November 17, 2016, 01:59:11 am by altoiddealer
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#2  October 30, 2016, 12:03:28 am
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!!! It's finally here! I'm SOOOOOO going to download this character right NOW!!! You are the best MUGEN creator ever!!
Last Edit: October 30, 2016, 12:10:51 am by RoySquadRocks
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#3  October 30, 2016, 12:05:39 am
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Shit just got real
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#4  October 30, 2016, 12:09:32 am
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Altoiddealer...
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#5  October 30, 2016, 12:10:34 am
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I don't know what Superjail is, but I'm hype
aaaand shit.... anyone got a mirror?
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#6  October 30, 2016, 12:11:13 am
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Hey Memo, sorry man but I didn't use your awesome hitsparks.

Not that I wouldn't have preferred them - I just was so busy taking care of too many other things to get around to testing those ones out.

I'm hosting a party so probably won't be available for comment tonight!  Enjoy all!

Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#7  October 30, 2016, 12:12:30 am
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Hey Memo, sorry man but I didn't use your awesome hitsparks.

Not that I wouldn't have preferred them - I just was so busy taking care of too many other things to get around to testing those ones out.

I'm hosting a party so probably won't be available for comment tonight!  Enjoy all!

its cool I'm excited he was finally finished
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#8  October 30, 2016, 12:18:31 am
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Bug in his winpose. I use 960p. (hit printscreen instead of F12 like I should have but oh well)
Last Edit: October 30, 2016, 12:27:32 am by Jesuszilla
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#9  October 30, 2016, 12:20:32 am
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- HK is -5 frames on hit.
- HP is +5 frames on block. A little too safe.
- Minigun special misses when really close up.
- Everything is the same on block and on hit framewise.
- I find it kinda odd that the minigun fakeout is done with QCF+HP. QCF+Start sounds better to me. Maybe QCF+HP could be replaced with an anti air version of the long arm punch or something. This is just personal preference.

I've just started testing this character, so I'll let you know if I find more stuff. You definitely had a lot of fun making this guy.

Edit:
- The turbines hyper does pretty low damage for a level 2.
- The throw being blockable seems kind of odd. Throws should only be blockable if they have ridiculous range, like Hulk's Gamma Tornado. The Level 1 throw being blockable makes a bit more sense since he gets a running start, but with the other versions, it kinda sticks out.
Last Edit: October 30, 2016, 12:44:44 am by BrawlTheMan
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#10  October 30, 2016, 12:29:31 am
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CLSNs are pretty bad, too. Not punishable enough.

GLB

Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#11  October 30, 2016, 12:30:47 am
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Really awesome to see this! It's a really incredible thing to see, especially because we've watched you work on it over the years! Congrats on the release, can't wait to try this out!
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#12  October 30, 2016, 12:33:27 am
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Awesome character you made, so far! I tried him now and it feels like he's the best character come to Mugen!

Good work on your Superjail character!
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#13  October 30, 2016, 12:36:30 am
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Cool character. Found some weird stuff though:

- Walking jab can possibly ToD in the corner. (If not, it could still link itself 20+ hits)

- Is Long Double Punch suppose to combo into itself?
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#14  October 30, 2016, 12:47:49 am
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So nice. Love your dedication altoiddealer.

Really enjoy the "special k.o." credits.

 - offline ReadMe version is missing the Minigun fake-out
- I find it kinda odd that the minigun fakeout is done with QCF+HP. QCF+Start sounds better to me.
Yeah, feel the same. Usually feint/fake-out specials are done with Taunt/Start...

 - the shadow grows unnaturally behind Jailbot in the "Deal with it" win animation
Spoiler, click to toggle visibilty

Is the Superjail! Prison Riot stage updated with a standard definition version?
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#15  October 30, 2016, 12:52:07 am
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Yeah, you could/should disable the shadow on the winpose since that's meant to be a comedic zoom anyway.
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#16  October 30, 2016, 01:01:51 am
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Awesome, it's finished. :)

- Walking jab can possibly ToD in the corner. (If not, it could still link itself 20+ hits)

- It's not just in the corner, infinite can be done from anywhere on screen.

- Minigun is unsafe on hit if done too close.
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
New #17  October 30, 2016, 01:03:55 am
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Alright, here I am for some comments :)

I'll be making some adjustments in the next day or so per the comments here.  I had a few beta testers that found a lot of issues that were all addressed, but apparently it's very tough to find and snag everything.

Sounds like everyone at least enjoys the "fake-out" :)  I will adjust the input for that.  I like the idea of QCF Start - I had not thought of that.

Light Punch - I will stop the infinite.  Crap.

I will tweak the frame advantages on some attacks.

I will make only the light Bash n Toss throw blockable.

The shadow on perfect win - I noticed this but failed to fix it right away.  I'll AssertSpecial NoShadow after some time.

Long Punch - I noticed I had it comboable into itself when I was coding the AI.  I fixed it for the AI but forgot to fix this for the player.

The CLSNs are bad? :(  Please one example of how I should adjust.

Minigun misses up close - it was kind of an attempt to nerf it, and make it look more realistic at the same time.

Turbines will do more dmg

Ice Cream cinematic - I'll fix that :)

I haven't had the time to try officially converting the Prison Riot stage to 4:3

I probably won't be dropping in again tonight lol

Last Edit: November 24, 2016, 01:52:52 pm by altoiddealer
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#18  October 30, 2016, 01:23:04 am
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Example can be seen in the jab. Notice how you have two red boxes, yet there's only a blue box in the top-right box.



This isn't much to punish since there's not much blue region there to hit. In fact there's a huge space where some theoretical attacks could miss that look like they should be able to hit.


A better solution would look something like this:


(in hindsight I probably gave too much range to that jab but oh well).

Notice there's very little portion of CLSN1 that isn't covered by CLSN2. Moves can trade out or even punish now if they hit the middle which was blank before.


These mistakes even carry over to the heavier attacks. As it is said, "a weapon is an extension of the body," so hitboxes, even for that gigantic flyswatter, should have far CLSN2 coverage, otherwise you could zone the enemy out all day and the middle won't be as vulnerable to things such as Gouki's Gou-Zankuu.
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#19  October 30, 2016, 01:26:26 am
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Someone I know noticed you could spam QCF LP at an opponent and deal up to 350 damage to them... I seemed to fix it by setting Double Punch's 30 damage to 10 damage.
There's video proof that Marth is a Roy clone
Re: Jailbot for M.U.G.E.N. 1.0 (the wait is over!)
#20  October 30, 2016, 01:28:47 am
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That's not a fix. The problem is being able to perform that move several times in succession with it successfully comboing, not the damage.