Jump to content

Updated (1.3) Burnov (DD2) Updated (v1.3)


Xdegenerate

Recommended Posts

Please, don´t just swap the sprites and that´s it... Just take a look at your CLSN!!!

Standing

Posted Image

Standing X Punch

Posted Image

Posted Image

Posted Image

Standing Y Punch

Posted Image

Posted Image

Posted Image

QCF/D, DF, F, X - Special

Posted Image

Posted Image

Posted Image

:crywithno: No no no no! :cry2:

Please put more effort into your chars. It is nice to try to create some old school/classic chars that no one has done before, put PLEASE not only as some bad sprite swaps.

For your CLSN problems just read this:

http://kod.trinitymu...N_Tutorial.html

Link to comment
Share on other sites

Just out of curiosity I checked Metallhead, Be-Bop & Rocksteady... The CLSN on all of them is really bad, please fix them. Try to find some fitting sounds for your chars and use them. Rocksteady firing his gun but all you´ll hear is a KFM SWOSH sound effect is not good at all. Especially Metallhead - I can see you put some work into him. He´s good (no MUGEN standard for me), but could be so much better. I´m not trying to bash you or something, I´m just givin´some feedback on your chars. I like your choice of classic chars and I would love to see them in MUGEN. So, keep up your work! :bringitout: To be on topic... Burnovs "Time Over" lose animation repeats itself - he disintegrates and assembles himself again and again. Just checked some Double Dragon Advance vids on youtube. Try to find some sounds from the game... Hitsounds, Burnovs "die" & "reasamples himself" voices. Take a look at this vid. Burnov fight starts at 4:12 mins.

Try to recreate the animation of his disintegration, your version looks different. For a "first round" ko of Burnov you could use the belly down on the ground animation/sprites for Burnov, the disintegration loos animation you should use for the last round. Take a look at the DD Advance "die" animation... Burnov disintegrates, his clothes are on the ground, they "blink" and vanish. You could use that to give a retro feeling to your char. (At 5:27 in the vid above...) For a new intro I suggest the Double Dragon intro, the kidnapping (from 0:13 mins on in the vid). But instead that Burnov goes with the rest of the gang he stands in place to fight. Yes, this sounds like a lot of work, but it would make your chars so much better!
Link to comment
Share on other sites

For a new intro I suggest the Double Dragon intro, the kidnapping (from 0:13 mins on in the vid).

But instead that Burnov goes with the rest of the gang he stands in place to fight.

Yes, this sounds like a lot of work, but it would make your chars so much better!

This is an EXCELLENT idea. If you're up to it, it could dramaticly improve the quality and originality of your character.

Link to comment
Share on other sites

Well i've updated him to be a bit better. Given new moves and fixed a few of the suggested problems. However, doing an intro for him where the Shadow Warriors kidnap whats her face etc... maybe later, it would be very time consuming and i'm not too confident I could pull it off yet. Hopefully in future I will be able to do that.

Link to comment
Share on other sites

I'm sure you will. I've got to make a character myself one day...

im trying but im even screwing up the most basic parts of doing it , so god knows if ill ever actually finish the guy im making

Link to comment
Share on other sites

im trying but im even screwing up the most basic parts of doing it , so god knows if ill ever actually finish the guy im making

Ooooooh...now I understand you point of view lately. I tried once, and couldn't even get past the collisions on my sprites. Some attacks hit, and some didn't. I know a little more now, but I don't know if it will make much of a difference. I guess even I get discouraged sometimes... :jackiechan:

...but I WILL try again.

Link to comment
Share on other sites

Again, I really like what you did with good ol´ Burnov.

Nice to see that you can hadle some feedback. :bow:

Blue CLSN looks "ok", sometimes is still jerky looking, but it´s not as bad as it was. Very good.

You forgot some CLSNs...

Standing x

Posted Image

Standing a

Posted Image

Standing b

Posted Image

Red CLSN... well...

p.e.

Crouching a

Posted Image

Posted Image

Posted Image

Posted Image

Same attack, changing CLSNs in some ticks of the animation...

DON´T USE AUTO CLSN!! Is really bad!

For your CLSN problems just read this:

http://kod.trinitymu...N_Tutorial.html

By reading the tutorial you can even get rid of the "infinite priority" in your attacks.

Vanishing/reappearing sound (181/0 and 182/0) are too long. Try to lengthen the actual animations for it.

The laugh is a very nice sound addition, even if the quality is rather poor.

Laser eye move is cool (it does look like Burnov is wearing Cyclops visor...), but it does give a debug error message.

In a certain distance to p2 Burnov does vanish for a tick or two and you can hear the laser sound again... Very strange.

Posted Image

The laser beam projectile needs a blue CLSN too.

Posted Image

Projectiles need to have a CLSN2 (Blue CLSN) box covering the CLSN1 (Red CLSN) box for getting hit by other projectiles/blocking other projectiles depending on what type of projectile you are coding.

Throw is very misaligned...

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

I recommend the BC/bovery "Throw Tutorial"... IMO he´s the master of MUGEN throw coding.

http-~~-//www.youtube.com/watch?v=zfJLDyGVOrU

http-~~-//www.youtube.com/watch?v=sFHyNc5LLIA

http-~~-//www.youtube.com/watch?v=t2q4miqtAz0

http-~~-//www.youtube.com/watch?v=II0QQjwq3B4

If I remember correct Burnovs throw goes like this - Burnov holds p2 and punches him in the face several time and then throws him.

Burnov´s lay down animation after a knock down is too deep into the ground... It does look like it´s the wrong sprite you used...

Posted Image

Like I said, a readme would be very good.

I like that you used KFMs hitsounds, IMO it´s not needed. Use the oldschool Double Dragon hitsounds. You can get them in Leonardos classic arcade style Billy & Jimmy Lee or Doppelgänger:

The ex moves are nice, but if you use ex moves you should give every special move an ex variation (p.e. the laser beam).

I really like that the qcf/d,df,f + punches ex shoulderblock does a wall bounce! Really nice!

I do have a suggestion...

Maybe you could use the wall bounce effect for the stationary ex shoulderblock (qcb/d,db,b + punches) and give the traveling ex shoulderblock (qcf/d,df,f + punches) a "Street Fighter 4"-like one hit super armor.

This way he could travel "through" fireballs (I dunno, it does remember me of Balrog/Boxer in SF4)

Ok, that´s my feedback. :bath:

Link to comment
Share on other sites

jesus! ............... Staub u need a job programming fighting games.. that has to be the most detailed feedback ive ever seen for a mugen character...........EVER

+1

Man, you need to make a tutorial, Staub! That's my word. I guess you see the potential Xde has. I really admire the way you help him out. Actually, I think you helped me out as well...

Link to comment
Share on other sites

Thanks guys,

I do this kind of feedback when I see potential, that´s right. I´ve done some detailed feedback at MUGEN Evolution a couple of times.

Just ask Hadoabuser about my feedback on Time Flux Sonic or his Hadouken... or BC and his SFA4 chars. Posted Image

Link to comment
Share on other sites

Man, this is doing my head in. I've been trying to follow that guide, but I can't seem to get the new throw animation (which is the multiple punches to just dropping the opponent, like in DD) to stop repeating itself.I've done so much to codes in places that I don't even know where I screwed up?

;Kung Fu Throw - Attempt

; CNS difficulty: medium-advanced

; Description: Throws are not difficult to make, although then can be

; tedious at times. Throw attempt states have a HitDef of a

; special format. The key parameters in a throw are p1stateno

; and p2stateno. If the HitDef successfully connects, then

; the attacker will change to the state number specified by

; p1stateno, and the opponent will be change to the state

; number assigned to p2stateno. The special thing about p2stateno

; is that the opponent will be temporarily brought into the

; attacker's state file. In this case, no matter who the

; opponent is, he will be taken to state 820 of this file (kfm.cns)

; and remain here until the end of the throw (look at his debug

; information when he is being thrown; the text changes to yellow

; to mean that he is in another player's state file).

[statedef 800]

type = S

movetype= A

physics = S

juggle = 0

velset = 0,0

ctrl = 0

anim = 800

sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects

; players who are not in a hit state. This prevents KFM from combo-ing

; into the throw. The priority should be set to a low number, such as

; 1 or 2, so that the throw does not take precedence over normal attacks.

; The type of priority must always be set to "Miss" or "Dodge" for throws,

; otherwise strange behavior can result.

[state 800, 1]

type = HitDef

Trigger1 = Time = 0

attr = S, NT ;Attributes: Standing, Normal Throw

hitflag = M- ;Affect only ground people who are not being hit

priority = 1, Miss ;Throw has low priority, must be miss or dodge type.

sparkno = -1 ;No spark

p1sprpriority = 1 ;Draw p1's sprite in front of p2

;p2's sprite priority is set to 0 by default

p1facing = 1

p2facing = 1 ;Force p2 to face KFM

p1stateno = 810 ;On success, KFM changes to state 810

p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns

guard.dist = 0 ;This prevents p2 from going into a guard state if close

fall = 1 ;Force p2 into falling down

[state 800, 2]

type = ChangeState

Trigger1 = AnimTime = 0

value = 0

ctrl = 1

;---------------------------------------------------------------------------

;Kung Fu Throw - Throwing the opponent

; Description: In this state, KFM throws the opponent by binding him to

; various offsets based on his current frame of animation. For

; example, [state 810, Bind 1] binds the opponent to an offset of

; 28 pixels in front of KFM. That puts him around where KFM's hand

; is at. Is is important to keep the opponent bound using a

; TargetBind controller at all times, until you let him go. This

; is especially important if your player has a Clsn2 box that

; allows him to get hit while throwing someone. Each time a player

; gets hit, all his bound targets will be set to a fall state. If

; the opponent is not bound, then he may get stuck in his thrown

; state when his attacker is knocked out of the throw halfway.

; Notes: There is a TargetLifeAdd controller to decrease the opponent's

; life, and a TargetState controller to change his state to a

; falling state when KFM lets go of him.

[statedef 810]

type = S

movetype= A

physics = N

anim = 810

poweradd = 60

; Here a variable, var(2), is used to remember whether or not the

; player was holding forward at the start of the state. This variable

; is checked later on to turn KFM around if necessary.

[state 810, Holding fwd?]

type = VarSet

trigger1 = Time = 0

var(2) = command = "holdfwd"

[state 810, Grab Sound]

type = PlaySnd

trigger1 = AnimElem = 2

value = 1, 1

[state 810, Grab Sound]

type = PlaySnd

trigger1 = AnimElem = 4

value = 1, 1

[state 810, Grab Sound]

type = PlaySnd

trigger1 = AnimElem = 6

value = 1, 1

[state 810, Throw Sound]

type = PlaySnd

trigger1 = AnimElem = 11

value = 800, 0

[statedef 810]

type = S

movetype= A

physics = S

juggle = 0

velset = 0,0

ctrl = 0

anim = 810

[state 810, 1]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

[state 810, 0]

type = PlayerPush

trigger1 = 1

value = 0

[state 810, 0]

type = Width

trigger1 = 1

edge = 20,0

[state 810, 0]

type = VarSet

triggerall = Anim != 810 ;816

trigger1 = AnimElem = 1

trigger2 = AnimTime = 0

v = 0

value = 1

[state 810, 0]

type = VarSet

trigger1 = AnimElem = 2

v = 0

value = 0

[state 810, SprPriority]

type = SprPriority

trigger1 = 1

value = 1

[state 810, Bind]

type = TargetBind

trigger1 = AnimElem = 1

;trigger1 = AnimElemTime(2) < 0

pos = 30, 0

[state 810, 2]

type = PlaySnd

trigger1 = AnimElem = 2

value = 0, 2

[state 810, PlaySnd]

type = PlaySnd

trigger1 = AnimElem = 3

value = 10, 2

channel = 0

[state 810, PalFX]

type = PalFX

triggerall = Time > 0

triggerall = Time < 55

triggerall = Var(0) = 1

trigger1 = command = "x"

trigger2 = command = "y"

trigger3 = command = "z"

trigger4 = command = "a"

trigger5 = command = "b"

trigger6 = command = "c"

add = 50,50,50

time = 1

[state 810, TargetState]

type = TargetState

triggerall = Time > 0

triggerall = Time < 55

triggerall = Var(0) = 1

triggerall = Anim != 811

trigger1 = command = "x"

trigger2 = command = "y"

trigger3 = command = "z"

trigger4 = command = "a"

trigger5 = command = "b"

trigger6 = command = "c"

value = 816

[state 810, ChangeAnim]

type = ChangeAnim

triggerall = Time > 0

triggerall = Time < 55

triggerall = Var(0) = 1

triggerall = Anim != 810

trigger1 = command = "x"

trigger2 = command = "y"

trigger3 = command = "z"

trigger4 = command = "a"

trigger5 = command = "b"

trigger6 = command = "c"

value = 810

[state 810, TargetState]

type = TargetState

trigger1 = Time = 55

value = 810

[state 810, ChangeAnim]

type = ChangeAnim

trigger1 = Anim = 811

trigger1 = AnimTime = 0

trigger2 = Time = 55

value = 810

[state 810, 1]

type = HitDef

triggerall = Time <= 55

trigger1 = Anim = 810

trigger1 = AnimElem = 3

attr = S, NT

damage = 50, 0

animtype = Heavy

hitflag = MAF+

priority = 3, Hit

sprpriority = -1

pausetime = 0, 0

sparkno = 2

sparkxy = -10, -70

hitsound = S2,3 ;5, 3

ground.type = Low

ground.slidetime = 5

ground.hittime = 15

ground.velocity = 0,0

fall.animtype = Heavy

air.type = Heavy

air.velocity = 0,0

air.hittime = 10

p2stateno = 820

kill = 0

[state 810, State End]

type = ChangeState

trigger1 = AnimTime = 0

trigger1 = !gethitvar(isbound)

value = 0

ctrl = 1

;---------------------------------------------------------------------------

;Thrown by Kung Fu Throw

; (a custom gethit state)

; Description: This is the state that the opponent changes to after being

; hit by KFM's throw HitDef. The important thing here is to use a

; ChangeAnim2 controller. The difference between ChangeAnim2 and

; ChangeAnim is that ChangeAnim2 changes the player's animation to

; an action in the AIR file of the attacker (in this case, kfm.air),

; whereas ChangeAnim always changes the player to an action in his

; own AIR file. Look at Action 820 in kfm.air for some extra

; comments.

[statedef 820]

type = A; S

movetype = H

physics = N ;S

velset = 0,0

;poweradd = 40

[state 820, 1]

type = ChangeAnim2

Trigger1 = Time = 0

value = 820

[state 5050, 5]

type = SelfState

trigger1 = AnimTime = 0

trigger1 = !gethitvar(isbound)

value = 5050

;[state 820, 2]

;type = SelfState

;trigger1 = !gethitvar(isbound)

;value = 5050

;---------------------------------------------------------------------------

;Thrown by Kung Fu Throw - thrown into the air

; (a custom gethit state)

; Description: This state has the opponent flying through the air and

; falling down onto the ground. The SelfState controller sets the

; opponent back using to his own state file when he his the ground.

; Controllers 821,2 and 821,3 allow the opponent to recover by

; hitting his recovery command when he is falling.

[statedef 820]

type = S

movetype = H

physics = N

velset = 0,0

ctrl = 0

anim = 820

[state 820, a]

type = ChangeAnim

trigger1 = AnimExist(820)

trigger1 = Anim != 820

value = 820

[state 820, p]

type = PalFX

trigger1 = Anim = 820

trigger1 = Time = 0

time = 60

add = 100,80,0

sinadd = 64,32,5,3

[state 820, v]

type = velset

trigger1 = Time = 30

x = -1.8

y = -9.4

[state 820, g]

type = gravity

trigger1 = Time >= 30

[state 820, 0]

type = nothitby

trigger1 = Time = 0

value = SCA

time = -1

[state 820, t]

type = Pause

trigger1 = timemod = 1,0

time = 1

movetime = 0

[state 820, 1]

type = Selfstate

trigger1 = Pos Y > 0

value = 5100

Character

Link to comment
Share on other sites

i think imma just lurk in here for a bit, try & soak up some of this knowlegde. Staub, mofos at other sites *cough-GuildAssklowns-cough* need to see your posts here to learn how to give helpful, insightful, detail'd critique that's honest without bashin' some1 upside tha head with said honesty. mad props for that bruh. & props to you also DeGen for takin' in tha critique properly without gettin' a bitchitude about it, & tryin' to apply it. awesome.

Link to comment
Share on other sites

i think imma just lurk in here for a bit, try & soak up some of this knowlegde.

Staub, mofos at other sites *cough-GuildAssklowns-cough* need to see your posts here to learn how to give helpful, insightful, detail'd critique that's honest without bashin' some1 upside tha head with said honesty. mad props for that bruh. & props to you also DeGen for takin' in tha critique properly without gettin' a bitchitude about it, & tryin' to apply it. awesome.

Indeed... :truestory:

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...