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NapoleonJonamite

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Posts posted by NapoleonJonamite

  1. Adding in yet another update to all of the characters. Due to the fact that I left blue CLSNs on the characters' guard push animations, they could be hit while pushing back an enemy if the attack the GP is activated on hits more than once. To counteract this, I added a NotHitBy controller to the states.

  2. All of the Sailors and Link have been updated as of the 24th. All of them have been given a better guard push, thanks to Dcat for letting me use his code over LimitedMoon's. In addition, Mini Moon has had some bug fixes added to her earlier update. Enjoy my latest updates!

  3. Not many gameplay changes made, but the major update is that the 1.0 conversion is done. For those who are on Winmugen and wish to use them, don't worry I have patch folders included in their main folders.

    Winmugen versions:
    -KOF XI style win quote screen
    -Win compatible HCF setup
    -No AI

    1.0 versions:
    -KOF XI style win quote screen removed
    -1.0 compatible HCF setup
    -1.0 AI (Jupiter only)

    Download them here: http://mugencoder.com/authors/view/napoleonjonamite

  4. Updates? They have the same infinites as before.

     

    Also, did you get permission to use the characters you didn't make for this? Laxxe's Kirby, Sean's Sonic, Gladiacloud's Bubblun, Kamek's Game & Watch, aperson's update to Warner's Luigi, and Mike's Yoshi.

     

    One more thing:

     

    Dk was left as is because he is being updated with another version by a different creator. I think DJHannibal is updating him? When he releases that one, replace it.

    So you're encouraging them to replace your DK with Hannibal's after it is releases, yet you won't encourage anyone to replace your Link with better ones (I know mine's 1.0, but still)?

  5. Thanks.

     

    Only thing I'm finding annoying is the current color layout on this Moon's sprites. Removing sprites from the current setup and adding the stuff in mine is basically fine, but what's bad is that I can remove sprites that come with other characters (She had a Tuxedo Mask/Kamen summon and a super with her and the other Sailors) and their colors are still in her color map. So basically, she'll need a new color map and simple palette series after the sff has been compiled.

  6. Okay, I've been thinking some of doing something that would essentially be a re-skin of something I have already released. In this case, it would be Sailor Moon using her classic uniform. I recall there once being a Sailor Moon released a while back using the same sprite style as the ones in all of my Sailors. Only thing I've noticed is that this one doesn't everything that my version has in terms of sprites. A good amount of the sprites available in the original are just like the ones in mine, here's the standing animation of the original "Classic" Moon next to mine:
    MoonStand_zpsa121d7ec.gifClassicMoonStand_zps4e9c23a0.gif

    As I go through them, I'll state which sprites/animations I'd need done in the classic uniform. There are some moves I'll leave out of mine when remaking the classic one. I know this isn't either of the original projects I had planned, but this is something I can easily do while I wait on the needed new sprites for both Hayabusa and Joker.

  7. Link has been updated! More fixes done.

    NOTE: He has now become 1.0 exclusive due to one of the fixes involving the AI Jadeeye had originally made. If you want him to work in Winmugen, you're going to have to ask someone to patch him.

    Next up, the new sprites and hopefully color separation on them.

    • The hitbox on his 5Z (s.HP) could be simplified. Imo, not only would this attack look better as an overhead instead of a regular normal, but the hitbox of the sword should be extended downward to the ground to better approximate the trajectory of the sword (not to mention it would avoid the whiff on crouching opponents).Better, but a few of them still feel off. 5A, for example, is -3 on hit but -11 on block, which is kind of lengthy difference for a light kick.
    • I should note that 5A also has little to no knockback outside of the corner.
    • Seems 5C cant be followed up with 2Z anymore.
    • Guardspark on hookshot is misaligned.
    • The pillar effect for the Hammer Smash, since its classified as an attack rather than a projectile, can cause some unintended behavior against anything using reversaldefs (which can ultimately end up creating clones of Link in some cases).
    • Speaking of Hammer Smash, I don't see anything to differentiate between the three versions? Not a major issue, mostly just me nitpicking, but some extra variance between the three could spice things up. Also the attack feels a little too fast, though it would be fine for a light version I suppose.
    • 381 damage for a level 1 on the spin attack seems WAY too high for a level 1. I know its highly unsafe on block, but when you compare it to the 481 damage caused by his level 3...
    • Speaking of Triforce Slash, the super pause makes it have 0 startup frames, when its not even a grab.

     

     

    -I've noticed the problem with the Spin Attack. It seems to work fine if you use mugenversion=1.0, but with the winmugen version the damage gets ridiculously high. I have yet to make it stable for both versions. This maybe a problem with the open source code from LimitedMoon's Ken.

    -I thought I extended s.HP's hitbox enough for the overhead (I also thought it was s.LK), guess I need to adjust it some more.

    -Going to take another look at the guard.hittimes v. ground/air.hittimes. Could have sworn I had the numbers work.

    -If I increase the cornerpush too much, then say goodbye to his ability to really do a chaining similar to MVC.

    -Yeah, opted to slow the animation down to where it's impossible to have a chain like that. The way it was before, there was even a corner "infinite" where you could link s.HK into the Hookshot, then continue.

    -Will fix. X-axis misallignment?

    -Yeah, I'm probably going to turn the pillar effect into an explod and give the Megaton Hammer a hitbox. Maybe add some extra damage to each version. Reason it's so fast is that I do want it to be chained into after a normal.

  8. Got all that done (Removed the Low hit on s.MK). Only thing I can't seem to resolve is the whole thing regarding s.HK. I have adjusted the x velocity on the ground hit, adjusted all the hit corner pushes, yet it can still "chain" into the launcher. It also, sadly helps create a "corner infinite" when the Hookshot is thrown into the mix.

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