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Alex S.

Evaluator
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Posts posted by Alex S.

  1. https://mugenguild.com/forum/msg.2548995

     

    Someone asked for them on July. I reuploaded them all, some have old and new versions.

     

     

    Anyway, I'll copy and paste the post here too:
     

    Choujin inspired


    CPS2

     

    Various


     

  2. Nice character.

    I'm testing it now (M.U.G.E.N. 1.0, stage0 as Training stage) and I've found this:

    - I got this debug message when doing Valkyrie Turn:

    WARNING: EXPRESSION TRUNCATED TO INTEGER: PLAYER B0RF (56) IN STATE 3151: 255.000000;

    - it's a bit difficult, but if you manage to make the enemy bounce on the ground with the Shell Pierce (Hold D, HK on air), sometimes the "hitting ground" sound effect doesn't play, and also you can see the enemy going through the floor before bouncing.

     

    Eternal Slumber problems:

    - Debug flood when doing Eternal Slumber, regarding the Spinning Wheel: when I press a button, to make it stop spinning, 

    WARNING: PLAYER SPINNING WHEEL (71) IN STATE 3516: DIVISION BY ZERO

    but you knew this already.

    - When she gets the "Death" on the Spinning Wheel, you can still see the shadow (on the default Training stage for Mugen);

    - the Eternal Slumber bar doesn't work very well for p2;

    - Poison:

    WARNING: PLAYER POISON (201) IN STATE 3533: HAS NO TARGET WITH HIT ID -1

     

    that's all for now.

  3. Thank you Ryoucchi.

    Now, here's my feedback:

    - there are too many collision boxes;
    - when hit while in air, he misses a frame (he becomes invisible for one frame);
    - lots of his sprites are misaligned;
    - not a bug, but his power is now 9000... was that part of a joke?
    - his crouching light punch is too fast for the amount of frames he has;
    - while counter-attacking (Choujin-style counter attack), there are some transparency issues;
    - in the counter attack, when he points at the enemy and blasts him (Dirty Fireworks counter attack), the SF3 hitspark is badly looped and I think it doesn't look fitting for an explosion, it's too weak;
    - his standing close light punch is an infinite (if done against himself, not tested with other characters);
    - his standing close light kick should use a width state controller;
    - in the original character (Choujin's Vegeta, later edited by 557), but in all of Choujin styled characters, it wasn't possible to teleport while jumping/in air;
    - the Big Bang Attack's CLSN1 is bigger than the actual blast;
    - the ground power ring (aura charging) overlaps his sprites, but it should have a smaller sprite priority;
    - I feel his Saiyan Rush finisher (Galick-Ho) needs a pause when there the cutscene plays (Earth getting destroyed);

    there's a lot to fix but it's not a bad character.
     

  4. You totally ignored my feedback.

    Ok, I'll give you some feedback based on the beta I can download in the first post. Bear with me if what I say was already said by others. I think not, but whatever, here goes.

    Testing on 1.0.


    FEEDBACK


    Stand animations problem:
    - press F2 and Goku will still be in his "normal" pose, move him a little and he's tired.

    This is your code:

    [State 0, 1]
    type = ChangeAnim
    trigger1 = Anim != 0 && Anim != 5 && Anim !=1
    trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
    value = ifelse(life < 200,1,0)

    this is how I would code it:

    [State 0, Standing animation / Tired animation]
    Type    =    ChangeAnim
    Trigger1    =    Anim != IfElse (Life <= 200, 1, 0) && Anim != 5
    Trigger2    =    Anim = 5 && AnimTime = 0 ;Turn anim over
    Value    =    IfElse (Life <= 200 , 1, 0)

    it's much more responsive and doesn't create any errors.


    Easy infinites:
    - punch, punch, kick, kick -> repeat until you defeat the enemy.
    - kick, kick -> wait a splitsecond -> repeat until you defeat the enemy.
    - punch, punch, -> wait a bit -> repeat until you defeat the enemy. This is more difficult to do (you don't have to complete the combo) but still possible: I was able to do it for 8 hits.


    For the ki blasts (z button):
    - Shadows for the Ki blasts;
    - I can just keep the z button pressed and he will shoot all the ki blasts he can...
       wouldn't it be better if you had to press the button to shoot them instead of keeping it pressed?


    For the Ki Barrage (aerial super: D,DF,F,z):
    - the last ki blast for the aerial super doesn't knock down the enemy like the other ki blasts do;
    - default guardsounds for all the aerial super ki blasts;
    - all the ki blasts have shadow;
    - every effect has shadow (AssertSpecials with the noshadow flag are missing in the helper states)
    (yes, I've disabled the background effects to see that; and you know why? Even with those I could see the shadow at the end of the supermove; go the extra mile for things like this ;), don't just think you have a black background and say "who cares about shadows?")
    - if you hit Goku while he's falling down from the move, he'll stand on air;


    For the diagonal Kamehameha super ("ground" super: D,DF,F,z):
    - effects have shadow;
    - hitting Goku while he's falling down causes him to stand on air;


    For the aerial grab (z button):
    - if he throws the opponent (let's say another SSGSS Goku), the opponent will fall down below the floor level for some frames then hit the ground;

     and there's other stuff:

    - if you skip the intro the charging aura sound will still play for a while;
    - the enemy can recover after the final hit of Kamehameha;
    - same for the Ki Barrage;
    - combo XXXYYZ deals 567 damage (without Z it deals 367: it deals a lot of damage because of the flurry of kicks)
    - if you press Z and do the Ki Barrage the last ki blast won't connect. (against Goku)

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