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Falco Lombardi


Falco

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I'll take the sky any day!

 

Hello everyone! Falco here with my first release unto the MUGEN world. I bring to you, Falco Lombardi! (Note that I use the pseudonym Magnazard in this creation.)

 

There are a few Falco versions already, but most have used low-res, chibi sprites, I used Chotto-Komaru's Fox as a base of sorts for my Falco's sprites to make sure that the sprites were at the very least properly sized. The gameplay is based on DarkWolf's Fox, but I've made changes to compliment Falco's character (such as air gatlings and high jumps).

 

It's a first creation so it's nothing particularly amazing, but I'm always looking for constructive feedback to help me the next time I decide to create something. I will be and have been gradually updating this Falco over time, but now it's in a state where (after some consoling from other MUGENites) I'm finally confident to give it a public release.

 

Edits of Falco are welcome. It's a long time coming, but this is hopefully one step closer to having a high quality Falco for MUGEN!

 

Screenshots:
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Features: 

  • 4-button gameplay
    • Uses A, B, C, and Z.

    Air-combo system 
    • j.A chains gatling-style with itself, this was a feature I added to compliment Falco's aerial prowess.

    Aerial backdash
    12 palettes
    • Uses the standard palette system, but people are welcome to make more.

Download link: http://www.mediafire.com/file/u39b9su0bo2co2q/FalcoL.zip

Mirrors will be created at request! Thank you for your time.

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Copypasta from guild;

 

Only did about 5 minutes of testing, so this probably isn't a conclusive list, but here's some of the more glaring problems I was able to find;
 

  • Might wanna remove the backup files, all it does is inflate the size of the zip file
  • Constant debug flood about having no partner
  • Hurtboxes during forward jump's falling animation disappear every frame
  • Speaking of forward jump, the falling animation's sprites jitter during the animation as if they weren't aligned properly
  • There doesnt seem to be any kind of damage scaling to prevent combos, or even his supers, from doing insane amounts of damage. For instance, QCF+PP alone does close to 350 damage.
  • Standing heavy, when timed properly, is a walking corner infinite
  • In a similar fashion, QCF+a is also a corner infinite
  • QCB+a whiffs at point blank range
  • Damage for Fox Fire seems on the low side, considering how long its startup time is.
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