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The Unexpected Visitor

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Everything posted by The Unexpected Visitor

  1. All of these look adorable! Keep drawing and cheers.
  2. Hey Werewood, how about you review my character Daniel? http://www.mediafire.com/download/9hayxiiuhjtjkr6/Daniel_2xV2.1.rar Let's see if you can find most of the mistakes I made
  3. 9 out of ten because we do tons of fun stuff. Minus the sometimes problems we have.
  4. What he said was related to DemonKai, not you. Try following the thread a bit dude...
  5. Someone still hasn't learnt a thing, A.I doesn't make a character.... We've been through this already... Oh btw his current chars do have AI, btw.
  6. Let me remind you that without that some characters would not have improved or would have taken ages to improve than if the char were to be without such "playing and finding errors or strange things". Testing can sometimes take extremely good eye and honesty towards flaws, it also takes understanding on how a character is supposed to work, and amongst other things. Without testers some characters would be also really buggy or have flaws that the creators often tend to miss. Also keep in mind he didn't strictly say feedback should land you a "Creator" status. But it could be something such as contributor or something. And really, as a creator, sometimes you skip a few critical flaws that without a tester you might not catch at first. These are also a few examples on how feedback can really help fix a char: Link 1 , Link 2
  7. Not really unacceptable, it just hinders the char a bit. However when the char has as least flaws as possible it's generally accepted, specially if the creator is willing to improve on some of these flaws. A good example I could bring up is Mouser's MvC chars, whilist loyal to the game a ton they have still a few mistakes here and there, but they get the game so right they are still generally accepted and are fun to play. Also I think what you called "MUGEN Pros" is exaggerated... And it really sounds like a special case that only happenned to you, just saying. Generally people say someone botchers characters when they've done it constantly and show no willing to improve from their ways. Most people at MFG for example are very helpful if you're open to listen. true sometimes the advice seems harsh but hey, gotta take some stuff lightly, a few friendly sarcastic petty remarks don't hurt anyone. I'd describe it like this: Custom for an original gameplay or merged from different games, Styled for some character that has a gameplay that comes from a game or, given these days, character maker. Inaccurate for a char that fails to be faithful to a game system it's trying ro recreate or be styled on. OH ANOTHER THING! Something that's reccuring on custom characters is overloaded system mechanics, often reffered to as clusterfuck, this means when a character has too many things in its gameplay system, specially ones that clash or not go that well together, this is a problem many custom characters have and makes the characters feel gimmicky and makes them seem to have stuff only to impress, not for gameplay purposes.
  8. INCOMING WALL OF TEXT, sorry! A character stops being "custom" when you label the character as "styled", if you call a char "SF3.3 Ryu" we expect it to play as SF3.3 did or at least have a small level of leniency towards the game. When a char is labelled as to be strictly of a source the comparisons towards the game might and will be made. Often there's more comparisons to a game when frame data or collision box data for it exists, otherwise the comparisons are done by "feel", for example if the char in source had a lot of gravity, and the char in MUGEN falls very slowly there is a problem with it. And etc. Now with custom gameplay there's a little few goofups you could make here and there, for example when you make a custom character have a few attacks from source and let's say you botchered a few things such as timing of the attack and how safe it is, the main problem with such things is that the char is gonna become hard to enjoy to long time players of said character, as things will throw them off and they will have a hard time to enjoy the character. So with custom gameplay if you're gonna have the char's original moves with custom gameplay, make sure they are lenient and well adapted to the custom gameplay and also make sure they feel like they should feel. Also, the so called "ridiculous" crouching while running thing is a thing that varies from game to game, some games could allow you such thing, but when it comes to adapting your character to a labelled style that doesn't have it. it has to go. I do agree some people seem to make it mandatory and kind of forget that it's a "depends on game" thing, but in general, if the game style you're trying to emulate doesn't allow you, it shouldn't in MUGEN. About your examples, by the way, keep in mind I'm not a master of these things, so if I did a mistake writing this, please feel free to correct me anyone: The first example it's all about a leniency factor, sometimes velocities are hard to emulate and all but they should at least allow you to get to similar places as the char in source should. It can be forgiven if it's a tiny little discrepancy, but say if he jumped a mile away, there's something wrong there. The second example is bad because the source character WAS NOT SUPPOSED to juggle more than once in air, because of the way the game is designed. It could also allow for some oversights later on or overpowered combos that were not meant to be there, and even worse such as infinites or air traps. On the other side, imagine if the character didn't get impailed as high by the shoryuken, the other char would be able to recover faster than you and make the move risky and useless. The original game made the moves work the way it was intended because it fits the game design in this way The third one is a bit tricky, again, it depends if hitbox data exists for the game and if it ruins the gameplans of the character, imagine MvC1 Ryu's hadokens having a tiny hitbox, they'd ruin his gameplans with it cause the game has a ton of air gameplay, so it would be even easier to jump over and punish.them. And the last one... it really depends, some chars are heavy hitters and can have devastating combos, but to make up for this they have a dizzy system that allows you to also make it even, the dizzy system, despite being one of the things I hate the most, comes as helpful because there's players that could just pick a strong character, but it reminds them that it doesn't matter because if you play badly, you're gonna get punished for it, the downside is that in MUGEN, many characters have combo lengths and hitstrings that differ greatly, so you're most likely to see chars getting dizzy from a twenty four hit laser.. Also what do you mean by selfish MUGEN Pro's? From the interpretation I'm guessing, they really don't freak out like no tomorrow. For example, my Onodera Ren is custom, DarkFlare could be considered a MUGEN Pro, he didn't freak out like no tomorrow, because despite being of custom gameplay, I still respected source elements and fixed my character to get a correct feeling of what a MUGEN char should be.
  9. Cya soon and have fun my friend! Might you have a break from the insanity here! XD
  10. The scale goes from 5 to ten? What is this the scale for special class? 9 out of ten because you tolerate me
  11. Fuk, my plots for MFFA domination are becomin' more clear now!! Curse you Gopal!!
  12. Everyone should love her! She loves everyone! Thank you by the way :3
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