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Txpot

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  1. Upvote
    Txpot got a reaction from TheFclass97 in Popeye the Sailor Man   
    Wow, there's a LOT that needs to be done here. Here comes a long list of issues...
    1. The Small Portrait is too big. Needs to be 25x25.
    2. Your choices of animation for all basic things such as attacks and movement are questionable at best. Air Strong Punch looks like it should be a crouch attack, blocking has him just standing there (Air blocking is a better example of a good block), the grab attack makes very little sense, and Air Medium Kick has him transform to kick, with horrible transitions between forms.
    a. With that being said, certain animations make some attacks finish slower than others. Stand Medium Kick takes even longer to finish than every basic attack other than Crouch Strong Punch.
    b. Other animations repeat even if pressed only once, like all the Air Kick attacks. The secret to finding this out is pressing Kick early as soon as you leave the ground into a normal jump.
    3. Collisions need work overall. Standing, walking, blocking, and getting hurt while standing should be about the same length and height for consistency's sake.
    a. Stand Medium Kick is ridiculous in that the attack has ended, but the collision is still there, so the opponent can still get hit by it. Seriously, try walking towards him as soon as Popeye's foot has stomped.
    b. Stand Strong Kick has huge priority, both in front and behind him.
    c. Throw's range needs to be longer for what it's worth. The animation looks like the grab range should be longer, but isn't.
    d. Twister Punch and Sailor Charge are almost half-screen attacks, while Pipe Flame IS A FULL-SCREEN ATTACK!
    4. Some basic attacks need some tweaking for more fluid chain-ability. Stand Strong Kick looks like it could be a launcher, but doesn't actually launch the opponent at all. Air Medium attacks actually do a better job, although they shouldn't be doing it.
    a. All Air attacks cannot chain into each-other.
    b. Air Medium attacks knocks the opponent to the floor, so whatever chain combo you want to perform in the air will be useless.
    c. Air Strong Kick can only knock down the opponent if they're on the ground.
    5. Using Air Strong Punch and Pipe Flame will force the opponent into [50070], then into his own basic states. When that happens, the opponent cannot attack, and jumping causes clones to appear from a helper called "Jump Dust".
    6. I don't like how you can only use stronger, power-hungry specials when performing other specials, instead of on demand like the same command with two punches/kicks.
    a. Said specials need a damage buff. As it stands, Twister Punch, Sailor Charge, and Sailor Counter deal too little damage to be considered, even with XX-Move Versions.
    7. Twister Punch charges too slowly to bother using it to cause unblockable damage. It takes 2.5 seconds to charge to the max, and the opponent can hit you out of it at any time.
    8. Weak and Medium versions of Sailor Uppercut are basically the same. In the same way you made the Strong version, give the Weak and Medium versions a bit more variety.
    a. Get hit out of the move while at the jump part, and Popeye will stand in mid-air!
    9. Sailor Counter takes too long to get out of it. The counter lasts half a second, while you're stuck there for two seconds!
    10. Ultra Anchor is missing effects that DDR had, including one that involved the anchor ripping the floor apart.
    a. The anchor itself moves off-screen but doesn't dissappear at all. Spam enough of these, and no-one will be able to use helpers at all!
    11. Spinach Mode uses a blue-ish colour that makes Popeye invisible after the green colour effects.
    a. Spinach Mode's "Slight HP Nerf" is very drastic and may need nerfing: it makes Popeye take 100% extra damage! It also isn't listed in the readme file.
    12. Sound placements make no sense at all. "Hey, your Pen-knife's there" when charging Twister Punch, the same "Woah" from missing a grab and grabbing the opponent is used for getting hurt, and the "Dancing" Win pose's music keeps repeating itself.
    13. Your win animations needs a lot of work. The "Shirt Rip" win is lacking effects and has him rip his shirt too quickly for what it's worth, and the "Olive and Popeye" win has Olive appear out of nowhere!
    Seriously, almost everything needs work. DDR actually had some effects that you could leave alone and it would be acceptable. Instead, much of the effects were taken out.
  2. Upvote
    Txpot got a reaction from leonlight in Project Catch 'Em All   
    Hey all. For the past several weeks, I have come up with possibly the end-all template for the project, and the end-all wishlist for potential pokemon to exist in the game, as you can now create more than just your own within it. Keep in mind that while the original variables and placement of sprites are mostly intact, this template changes much of the system you know of, including the lack of compatiability with the original characters.

    As this is a beta, I will not deem this complete enough to use as a template, and thus won't do anything to the current system until I get the go-ahead to replace it with this system instead. A help file is included but it's unfinished.

    [Pics]



     
    Download: https://www.mediafire.com/?0gsgy3n4e5q2v8i
    The only problem I have with this is that there is so much to edit that it may overwhelm creators and new players alike, with the biggest problem being the damage formula; Even I am getting a headache from this formula, as it needs a ton of testing to see if I'm doing the right damage. A help guide may be needed to clear some things up.

    Bear in mind that not all abilities and moves can be replicated. This shouldn't stop you from devising your own pokemon's tricks, attacks, and strategies! This is the list of all abilities and moves that cannot be replicated without some overhauling or move changes:

    Moves:




    Abilities:




    *CONTROLS*

    1. Select the character as usual. It is recommended to have Debug Keys on and turn P2's A.I on.
    2. When the fight starts, use directional keys and Start button to choose pokemon.
    3. When you have a full ATB, press START to pause. Use directional keys and Start button to choose options. Items does not work for now.
    4. On the Summary screen, press START to select pokemon, then directional keys to browse moves and stats.
    5. To switch pokemon, pause the game, select "Switch" and select the pokemon you want.
    6. To quit early, have a pokemon faint, then select Exit with start, followed by yes with the prompt.
    7. Don't try to quit in training mode, as the battle will never end. Instead, I will create a dedicated Training Tool to test out pokemon on.

    *CHANGES*




    *BUGS*

    1. Pausing the game won't stop all attacks from being carried out. This can be fixed by using the "Pause" state, but this causes Mugen to crash later on.
    2. The damage formula doesn't take into account multiple hits. Therefore, the damage of a multi-hitting attack will be greater than if the attack was condensed to only one hit, despite the damage reductions still being carried out.
    3. Please leave alone the code in the [Data] part of the .cns file. It's there to ensure accurate damage, and the extra life is there to prevent taking excess damage to have a premature KO while in battle.
    4. You can skip the "Select Pokemon" part at the beginning of the battle by pressing any button except START. If that happens, you will start with the pokemon you have selected using START, or the first pokemon if you didn't select a pokemon. This can be fixed with a variable and a lot of code, but this will come later.
    5. The "Item" mode of the Pause Screen doesn't work for now. Don't bother trying to select it.

    *TO DO LIST*

    1. All viable abilities.
    2. Split Trainer animation code to have their own statedef to better code animation transitions.


    During the process of me making a template, you may wish to think of potential teams of 3 or less pokemon for each trainer to have. These could be anything, from the original standards of having Bird Keepers use only bird-like pokemon, or an Aroma Lady having nothing but Regenerator and Natural Cure pokemon.
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