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Alex S.

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Posts posted by Alex S.

  1. 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)

  2. Quoting myself from MFG:

    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 that's that.

  3. This very forum's headline has Engrish.
    "Where sharing is caring, Warehousing at it's best"
    Warehousing with the capital "w" and "it's" instead of "its". Come on, people.

    The hand grenade pic was hilarious.:=D:

  4. And the Roken sprites will always be edited and used, even when they should be considered private. Oh well, I hope he credited him (but I really doubt it, since no one remembers about him now :().

     

    Feedback later.

    ---

     

    Of course he didn't credit him. >:(

    This is a spriteswap of LegendTTA Broly. It even has the readmes from the old version and the .def file has: author ="LegendTTA" in it. Everything is unchanged (except for the .sff, the .def and the .cns that I think it's very slightly edited, only in the life, attack and defence values).

     

    The year of the un-edited files is 2013. I bet this character exists solely for the purpose of having all versions of the same character in the roster (in other words, collection purpose only).

     

    Where did this Ryuuji Hagane release this character?

  5. He must have taken the spritesheet I uploaded, heheheh...

    No, the sprites are not mine. This was a character MugenGenerations was working on privately, but it never saw the light of the day.

    So I uploaded them since they didn't work on it for years.

     

    Let me download this, I'll give feedback shortly.

     

    Ok:

    - missing required sprites (when I see "blank" sprites I consider them missing); weird thing is that it has the get hit sprites, but I guess he (the author) must be lazy;


    - missing portraits;


    - you can shoot as many ki blasts as you want, disregarding the amount of power it has;


    - the ki blasts have shadow;


    - you can perform a silly infinite by spamming ki blasts;


    - no crouch attacks;


    - a weird hitsound for the only aerial attack available;


    - the hitsound and hitspark play even when guarding (there should be ONLY the guardspark and the guardsound);


    - you can easily pull off infinites by using the basic attacks with timing; just don't finish the combos!


    - full-screen supermove!

    YayDBZ.png

    (this is not the only one)

    Why is it full-screen if it becomes smaller and thinner?!?


    - let me describe how to play this character:

    Stand:

    a,b and x are the attacks, y is the ki blast and c is the aura charge;

    Crouch:

    nothing at all!

    Air:

    a,b,c are the same kick attack.

     

    It doesn't make freaking sense!


    - some supermoves whiff and don't hit the enemy as intended, or are so easy to avoid there's not even a reason to use it, while others are very strong and fast (especially the one in the screenshot);

    bad, terrible. :(

    This character feels so "random".

    gonna check which sauce of gameplay he Got.

    What the heck does that even mean? Sauce?

    Maybe you mean "source" and even with that I still cannot understand what you're saying.

    There's no source. This character doesn't play like anything, it's "randomly bad".

    eh not bad spritewise does even has the proportions right imo

    It was started as a Cell sprite-edit.
  6. Rize, you thief, stop stealing my job! drdoom.gif

     

    Okay, now, being serious, here's my feedback:

    - he can't do his standing medium kick (s.MK) (like he should), instead he teleports; you may want to change the input so it isn't "b" like the s.MK (like b+y, for instance); you could also make it so that he uses some power, and so that he can't use it when he hasn't that amount of power: follow me.

    In the .cmd:

    ;Teleport
    [State -1, Teleport]
    type = ChangeState
    value = 702
    triggerall = command = "Teleport"
    trigger1 = (statetype = s) && ctrl 
    this is your changestate command: in the trigger1 add

    && power >= 500; this is the amount of power I chose for him, you can choose any value, as long as you change the other settings accordingly
    so it will look like this:

    ;Teleport
    [State -1, Teleport]
    type = ChangeState
    value = 702
    triggerall = command = "Teleport"
    trigger1 = (statetype = s) && ctrl && power >= 500
    and in the .cns search for state 702 (your teleport state) and edit the poweradd at the start:

    poweradd = 0
    
    yours is at 0, so it doesn't use nor give power; when you want to add power use a positive value, when you want to subtract power

    write a negative value;

    so for my example I'll use 500 point of power:

    poweradd = -500
    
     

    I just noticed you don't have a standing medium kick animation, but the states and the commands are still there. You should add his medium kick (make a new animation, add a Hitdef etc.), because he has medium kicks when crouching or jumping, so it looks kind of weird.


    - Almost all of his attacks have the same properties, only with different damage; try comparing crouch light kick (c.LK) with crouch medium (c.MK) kick and crouch strong kick (c.SK);


    - like I mentioned before, all of his/its hitsparks are misplaced; check all of the hitdefs in all moves and change the sparkxy values;


    - he has the command for the throw, but he/it doesn't do that. You could remove that if you don't want to have a throw;


    - all of his projectiles (Down, Down Forward, Forward, any punch) deal the same damage and behave the same way; also they give back power so write these two lines in the projectile: (givepower gives power to the enemy, getpower is for your character)

    givepower = 0,0
    getpower = 0,0
    he can also use them whenever he wants regardless of the power he has; the poweradd in the state is -100 so go to the .cmd and find the changestate:

    ;Magia x
    [State -1, Magia x]
    type = ChangeState
    value = 999
    triggerall = command = "Magia_x"
    trigger1 = (statetype = s) && ctrl
    and add

    && power >= 100

    in the first trigger so he/it cannot use it without 100 points of power.


    - His/its supermove, as Rize mentioned, deals a lot of damage! It also gives back power so like before write getpower=0,0 in the Hitdef of the state 1002. The hitsparks are also misplaced here.


    - All the collision boxes are terrible. Read the docs and look at how they should be done.


    - No intro, no winpose, no lose pose;


    - only one palette.

    If I can find something else, I'll update my post.

  7. Those Nanaya and Tohno render edits need work.

    Tohno's flame has that black colour around it (and it's obvious you cut it, look at its left) and the orange shades in the clothes and hair should be darker (in my opinion, that is).

    Nanaya's last render edit has one white button and the rest are red (did you forget about that one?) and I don't know how he holds the weapon, it's strange. There are still some white pixels under the shirt (the grey sleeves under the blue ones).

  8. Kidding and joking are the same.

     

    Hm. I remember playing the original game from where this character was from, but I can't remember the name of it... It was made with Fighter Maker 2D I think. Glad to see him in MUGEN anyway.

    A quick Google search (or just reading in the readme) can confirm it.
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