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Toriel by MEGA_X released (Read 36133 times)

Started by Ricepigeon, September 20, 2016, 07:43:17 pm
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Toriel by MEGA_X released
#1  September 20, 2016, 07:43:17 pm
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Re: Toriel by MEGA_X released
#2  September 20, 2016, 11:04:17 pm
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Kind of a barebones character, but nice nonetheless.  Sprites are quite nice as well.
Re: Toriel by MEGA_X released
#3  September 21, 2016, 01:48:10 am
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Cool, I'll check it out.
Re: Toriel by MEGA_X released
#4  September 21, 2016, 03:28:10 am
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- Her basic throw is inescapable. Because of that and her AI literally using and abusing it once you're in the corner, it's basically game over when she grabs you.
- No hitbox on her Level 2 fireball barrage.
- DP has seemingly no damage dampener whatsoever, so it's incredibly damaging. Especially EX DP after her sliding kick.

Honestly, it's not a bad character at all. The biggest issue here is obviously the throw abuse but if/when that gets fixed, Goatmom will be a welcome addition to my roster.
Re: Toriel by MEGA_X released
#5  September 21, 2016, 05:23:16 am
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I noticed that the EX shoruken like attack does more than 500 damage which is just plain ubsurd.
Re: Toriel by MEGA_X released
#6  September 21, 2016, 07:17:56 am
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I threw together an attempt at a new default palette that I felt was closer to her color scheme while also following the actual KOF color palettes..  I guess I'm still good at this.  Tell me what you think.

I'm stupid and don't know how .SFF2 works though so I can't release the ACT file.  Please help my stupid ass.
Re: Toriel by MEGA_X released
#7  September 21, 2016, 07:41:39 am
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You can still save it as an ACT file. Just once it's downloaded and turned into an ACT file, you replace a palette and save the SFF file rather than a palette itself. Maybe there's a way to add it instead of replacing another palette, but I've never managed to get it to work.
Re: Toriel by MEGA_X released
#8  September 21, 2016, 01:55:00 pm
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Yeah I changed the palette myself. Mine looks different than yours but yours looks pretty good!

If the sff is not a sff2 you can do the original method of adding a palette through the Def file. But if it is a sff2 you have to import the palette directly into the sff. If your talking about exporting the ACT file you can do that in the Advanced palette editor if your using FF3.

Edit: I decided to make some palettes because why not.
Spoiler, click to toggle visibilty
Download:
Spoiler, click to toggle visibilty
Last Edit: September 21, 2016, 03:25:17 pm by SpazMaster
Re: Toriel by MEGA_X released
#9  September 21, 2016, 10:19:01 pm
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Yours is completely fine and I like it a lot, mine is just the way it is because I wanted KOF colors since this character is attempting something similar to KOF's system.

Spoiler, click to toggle visibilty
Re: Toriel by MEGA_X released
#10  September 23, 2016, 03:39:50 am
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Double post lol.

Does anyone know where I can contact this creator?  I have a lot of things I think they should know.  There are a ton of infinites and just generally weird things going on here.  I'd like to see them update this character to be better and I think I can help.
Re: Toriel by MEGA_X released
#11  September 23, 2016, 03:47:47 am
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Double post lol.

Does anyone know where I can contact this creator?  I have a lot of things I think they should know.  There are a ton of infinites and just generally weird things going on here.  I'd like to see them update this character to be better and I think I can help.

He does have his own youtube account, maybe he'll respond there.
Re: Toriel by MEGA_X released
#12  September 23, 2016, 04:35:15 am
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Took me a bit to find it so to make it easier here is MEGA X's youtube so you don't have to look for it.
Spoiler, click to toggle visibilty

The comment section is kinda big but hopefully you can get a hold of him. Also he is Spanish, just wanted to point that out, because he is. < Man that sounds very rude for some reason.
Last Edit: September 23, 2016, 04:43:23 am by SpazMaster
Re: Toriel by MEGA_X released
#13  September 23, 2016, 08:52:55 am
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Well my Spanish is not so great unfortunately.  Here's what I have so far.

-You can run and immediately act out of the run rather than having to return to stick to neutral.  This means there's basically no reason to ever walk since it covers less distance and there's no risk or drawback to running.  You can also run straight at someone, stop and then throw them immediately.  This is especially bad since the throw is not techable.  In every fighting game with an elongated running dash, you are unable to act immediately after you stop running.  This is why Mugen characters that can crouch during run (which this character can do because of how the run works, and can also go immediately into normals from the run and just stop her momentum) are a problem.  Look at KOF and Guilty Gear for examples of how running works, especially the former since it seems that is what you are going for.

-Performing a crouching normal will keep the stick "locked" downwards.  For example, you cannot do crouch LP into stand LP, even if you stop holding down after the first one, it will just become two crouch LPs.

-If you try to input crouch HK by holding down forward, you'll get a glitchy version of her kick throw.

-Speaking of kick throw, it's identical to the punch one, instead of sending the opponent behind her like it should. 

-It seems that human players cannot perform the dragon punch outside of a combo or cancel.  This is not an issue for the AI.

-The EX dragon punch cancels into itself infinitely as long as you have meter, 

-In the corner, you can get a very long juggle by just mashing light punch (or the jump version) which I don't think is an infinite but at the very least can be repeated enough to kill or to build enough meter for a super that will kill.

-The jumping and hopping velocities are very awkward, especially the hop, which lets you perform instant overheads with all of her air normals because of how low the hopping distance is. 

Since I'm not sure what kind of gameplay style this character is supposed to use, it makes it a bit difficult for how I should word myself.  The use of running and hops makes me think KOF (along with the visual FX) but it's also missing very crucial things that make up the KOF system so at the same time I assume it is meant to be the creator's own style that just happens to use some KOF things?  I really need to know what they're going for with the gameplay style before I can elaborate. 

I'm happy to provide a video of any of the bugs or infinite/100% combos I've mentioned, if asked.  I will also be posting more as I discover it.  I'm very interested in this character and I'd like to see it improved with updates, and I'd like to do what I can to help with that.
Last Edit: September 23, 2016, 09:00:21 am by Duos.act
Re: Toriel by MEGA_X released
#14  September 23, 2016, 02:43:45 pm
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He also stated that setting the health of this character to 2000 was a mistake.

Quote: "I forgot to lower the damage, I use more than 2000 characters with life, so does much harm ... then I fix that detail in the next version."

So apparently he is still working on it?
Re: Toriel by MEGA_X released
#15  September 25, 2016, 09:07:02 pm
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I threw together an attempt at a new default palette that I felt was closer to her color scheme while also following the actual KOF color palettes..  I guess I'm still good at this.  Tell me what you think.

I'm stupid and don't know how .SFF2 works though so I can't release the ACT file.  Please help my stupid ass.

can i ask you? is it possible to make a sprite like  Melty Blood look like an UNIB one with just palettes? eyes are out of the question i know that
Re: Toriel by MEGA_X released
#16  September 27, 2016, 02:24:56 am
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A palette alone cannot make one sprite style resemble another.  If a character is in multiple games with the same style but uses a different palette that's one thing (often the case in Neo Geo style games) but Melty Blood and UNIEL sprites are completely different.

If you're asking what I did, well the original sprite work for this character resembles old KOF style sprite work shading, but did not use KOF specific tones or contrast, so I simply changed the colors to ones that would follow the rules of KOF palettes.
Re: Toriel by MEGA_X released
#17  September 27, 2016, 04:06:02 am
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-It seems that human players cannot perform the dragon punch outside of a combo or cancel.  This is not an issue for the AI.

That's an issue related to her CMD file, actually. She has the DP changestates below the QCF changestates.

After fixing that myself, I found that light DP is an infinite as well.
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Re: Toriel by MEGA_X released
#18  September 27, 2016, 06:14:42 am
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It cancels infinitely into itself or you can juggle with it infinitely?
Re: Toriel by MEGA_X released
#19  September 27, 2016, 09:02:00 am
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Re: Toriel by MEGA_X released
#20  September 28, 2016, 11:03:01 am
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A palette alone cannot make one sprite style resemble another.  If a character is in multiple games with the same style but uses a different palette that's one thing (often the case in Neo Geo style games) but Melty Blood and UNIEL sprites are completely different.

If you're asking what I did, well the original sprite work for this character resembles old KOF style sprite work shading, but did not use KOF specific tones or contrast, so I simply changed the colors to ones that would follow the rules of KOF palettes.

oh i see, thanks for the tip, sorry but i'm still kinda new to spriting and stuff, so i wanted to know as much as i could. thoose god damned Melty Blood sprites would look perfect in UNIB style tho