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N_N

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Posts posted by N_N

  1. 1 hour ago, Macaulyn97 said:

    So, I have a few problems after some testing. I don't have enough knowledge to go through anything more technical, but there is some stuff I can throw in:

     

    - What is the point of having two dash moves? I feel like U-Turn is completely pointless when Quick Attack exists, the moves are too similar with little change between them and Quick Attack is just more versatile.

    - LP Quick Attack is punishable on hit if the enemy is standing when hit.

    - The character has very little range, I think having some flashy effects near his (I assume its a male Scizor, based on the abdomen size) claws would help increase the range of his attacks a bit.

    - Swords Dance is completely pointless, it takes forever to give a small increase in the damage of ONE attack.

    - Speaking of damage, the character's overall damage is minuscule. I understand its a beta and there are no hypers, but even a simple combo of air HK > standing LP > standing HP > LP Quick Attack deals a very small amount of damage.

    Thank you for the feedback!

    - Yeah in hindsight I agree that U-Turn is a little pointless. I could try making it easier to perform followups after the enemy bounces off the wall.
    - Will fix
    - Noted, any attacks in particular you think need a range boost? (and yeah he's a male)
    - Noted, I'll try speeding up the animation a bit. That or rework the boost so that it lasts for a set amount of time instead of disappearing after a single attack

    - Noted, I think the values I set for my damage dampener were a little too restrictive. I'll see what I can do

  2. Scizor has been VERY slightly updated. I noticed a couple of bugs so I sought out to squash them. Specifics below:

    Spoiler

    ;-----------------------------------------
    ;Beta 2.01 (09/08/2022)
    ;-----------------------------------------
    - Added a few failsafes to a couple of custom hitstates dealing with ChangeAnim. This is because Elecbyte classifies a few of the anims I use (like 5051) as optional, and true enough I've seen characters go without them. Now, if the opponent doesn't have any of these animations, they'll instead go into a custom anim via ChangeAnim2
        - Moves affected by this: 2y, X-Scissor
    - Fixed a typo on the ChangeAnim in one of the X-Scissor custom hitstates
    - Fixed the pal.defaults part of the .def listing nonexistent palette numbers

    Since this is such a minor update, you can either download this patch if you've already downloaded Beta 2, or if you feel like it you can just redownload the entire character from the OP.

  3. Here is a slightly more updated version of Dshiznetz's Snorlax: https://www.mediafire.com/file/32qgy7nrelfwqml/Snorlax.rar/file (this is from 9/17/09, as opposed to the version currently in the collection which is from 9/13/09. seems to patch a few things up and add some more combo ability)
    I also updated my Scizor - https://www.mediafire.com/file/o1px1jl16wt3j7a/scizor-v1.25_012523.rar/file (and change the icon to say "N_N" instead of "nodog" if it's not too much of a hassle)

  4. After nearly 3 years Scizor has been UPDATED! While he still doesn't have any hypers yet, this update addresses Plas's feedback and then some, making him feel like a much more complete character overall.

    Changelog:
     

    Spoiler

    ;-----------------------------------------
    ;Beta 2 (09/07/2022)
    ;-----------------------------------------

    - Adjusted a whole ton of hitboxes:
        - Hitboxes for ground animations no longer go below the ground.
        - Made the hitboxes on 5y's cooldown last 2 ticks longer
        - 2y's hitbox has been changed to counter jump-ins more.
        - The duration of the hitbox that appears on 2y's cooldown has been decreased by 5 ticks.
        - X-Scissor's hitbox has been changed to accompany the fact that it no longer uses a helper.
        - Fixed the CLSNs on the liedown getup and dizzy animations
        - Added some extra hitboxes to Iron Head's cooldown
    - Increased a lot of the hit vels
    - U-Turn is now active for a much shorter period of time
    - Differentiated versions of Iron Head more: the MP version is now stronger, but no longer has super armor
    - Scizor can now be thrown during Iron Head
    - Scizor now also has only one hit of super armor during Iron Head, as opposed to an infinite amount
    - Added 3 more ticks of startup to MP version of Quick Attack
    - MP version of Quick Attack now idles 3 ticks later
    - Quick Attack's damage has been increased to 57 from 45 (LP version) and 69 from 55 (MP version)
    - Quick Attack now automatically idles after 14 ticks, no matter what
    - Ground slidetimes and hittimes increased to 26 from 20 for the MP version of Quick Attack
    - Added dust FX to Swords Dance
    - Swords Dance's buff now comes out on frame 3 instead of 1
    - The opponent can now hit Scizor during Swords Dance to remove the buff
    - X-Scissor has been completely overhauled. It now functions a lot more smoothly
    - Opponents during X-Scissor now use SelfState instead of ChangeState for non-custom states
    - Reduced Brick Break's damage from 60 to 50
    - Got rid of the variable that was attempting to bypass fall.defence_up and replaced it with something much more conventional
    - Throw changed so it doesn't send opponents backwards. It can also be done with both direction keys now
    - Added "whoosh" sound to throw
    - Changed the animation on 8b
    - Guard slidetimes and hittimes changed for the following moves:
        - 5y, 5b, 2y (increased by 4 ticks)
        - 2b, Quick Attack (increased by 2 ticks)
    - Cooldown for 5b has been decreased by 1 tick
    - Scizor's air dash has been made slightly floatier
    - Run-related changes:
        - Can now attack while running.
        - Effects added
        - No longer goes in the air (caused everything to go wack)
    - Updated a few effects and added some more
    - Added a new portrait

     

    Link in the OP! I promise the next update's not going to take another 3 years.

  5. It's been a while! Shake's been updated not once, but twice since I made the last post. He's gained a couple things (such as a new move and winpose) and should feel much smoother to play as now.

    Changelog:

    Spoiler

    ;-----------------------------------------
    ;"Let's Fine Tuning!" edition (08/09/2022)
    ;-----------------------------------------
    - LOTS AND LOTS OF CLSN CHANGES
        - Now has a wider hurtbox when crouching
        - Now has a shorter hurtbox when jumping
        - Made some hitboxes more consistent, i.e they don't jump all over the place anymore
        - Shake's hurtboxes don't go below the ground anymore
        - Overall, Shake's hitboxes now prioritize functionality over aesthetics
    - Improved juggling
    - Super Bat Beatdown now inflicts a wallbounce, opening up more combo possibilities
    - Made Super Bat Beatdown travel farther across the screen
    - Super Bat Beatdown is now active for a few less frames
    - Added states for Shake to go into when Super Bat Beatdown is blocked
    - Made Super Birthday Snake slightly less safe to use
    - Super Birthday Snake is now capable of destroying projectiles
    - Shake now goes higher off the ground during the hard version of Lawnmower
    - Hard version of Lawnmower automatically idles after 12 ticks
    - Increased damage on the hard version of Lawnmower by 25%
    - Hard version of Lawnmower is no longer an overhead
    - Increased damage on heavy version of Object Throw by 10%
    - Changed timing on the animation for Object Throw, and also gave the heavy version a new animation
    - Phone now makes the opponent fall if hit by it in the air
    - Properly centered the Phone and TV helpers
    - Squirt projectile no longer places down some FX if the opponent gets hit by it in the air
    - The following parameters have been adjusted in most of Shake's hitdefs for an overall smoother experience:
        - pausetime
        - ground.velocity, air.velocity
    - Lots of minor frame data tweaks
    - Sped up a lot of attacks
    - You can actually hit Hand Banana now!!
        - Made Hand Banana slightly faster to compensate for this
    - Fixed bug where opponents would stick to Hand Banana after being killed by him
    - Added ScreenBounds to some of the opponent's thrown hitstates
    - Added custom hitsparks and hitsounds
    - Upgraded blood sparks
    - Added "whoosh" sound to throws
    - Opponent now falls down faster when hit by Spinning Throw
    - Stomp now sends opponents into a set of custom animations, instead of relying on anims 5051 and 5061
        - Similarly, the Super Bat Beatdown finisher now sends opponents into a custom animation instead of anim 5061
    - 2b has been completely reworked. Have fun 😄
    - Made 5y feel smoother, both in terms of animation and gameplay
    - Increased player width
    - Added a new winpose. You'll know it when you see it
    - Added a new small portrait
    - Upgraded the quality of certain voiceclips
        - Replaced a few sound effects too! That explosion sound was bothering me for the longest time
    - Slightly touched up the Ezekiel sprite
    - Added a new palette ("'Billy & Mandy' Shake", aka Shake as he appears in the Billy & Mandy episode "Battle of the Bands") and modified some of the preexisting ones
    - Got rid of some unused stuff

    ;-----------------------------------------
    ;Farewell to Beta edition (02/25/2022)
    ;-----------------------------------------
    - Added command normal: Stomp
    - Made some animations look crispier
    - Added more special -> hyper chains
    - Toyed around with his hittimes and such a bit more
    - Phone has been buffed a little
    - Fixed bugged damage dampener for projectiles and light version of Lawnmower
    - Hypers are now affected by the damage dampener! Somewhat. They only get scaled if Shake happens to cancel a special into one of them
    - Squirt can no longer be performed when the opponent is knocked down
    - Fixed up the 2nd throw hitstate a little
    - Buffed Hand Banana some more by making his grab unblockable and having him do more damage. Also 2 seconds have been reduced from his cooldown time
    - Super Bat Beatdown now only hits grounded opponents
    - Decreased jumpsquat to 3 frames. 8 was too many!
    - The Broodwich and Squirt projectile now have hurtboxes
    - Made Super Birthday Snake slightly more safe to use
    - Rain now travels a bit slower in the Drizzle hyper
     - also gave the hyper more cooldown
    - Removed unneeded leftover KFM code from Standing Medium Punch
    - Super Broodwich Temptation used to give back a very slight portion of the player's power bar. This does not happen anymore
    - Small very unconventional aesthetic fix involving the shadow of Shake's right hand being misaligned on the Drizzle hyper
    - The aerials now use more than one hitspark
    - Meatwad is now properly aligned on the ground on the "I WANT CANDY" winpose
    - Handbanana now properly aligned on the ground and has went from being 2 explods in the "Tonight you" intro to a helper
    - Made the explods a bit more consistent. The following animations have now either been removed or have new sprites:
     - Snake fire (1701)
     - Fire hitspark (1702)
     - EX effect used in Drizzle hyper (9807)
    - polished some of his sprites
    - Corrected a few of his hitsounds
    - Removed intros against Batman and Lobo - wasn't the biggest fan of them
    - Made "MONSTERS" intro a bit more fluid and have better lip sync
    - Red palette should now be a bit more easier on the eye
    - Other minor changes I forgot about!!!

    Link is in the OP as always.

  6. Feedback:
     

    - There's a file called "AI.def" that actually appears to be a .def for OHMSBY's Es. How'd that get there?
    - Misaligned head.pos and mid.pos. Combined with how some of his hurt sprites are misaligned, this makes him suspectible to looking awkward during throws. Refer to http://www.elecbyte.com/mugendocs-11b1/spr.html for how the hurt sprites should be aligned. Meanwhile, you can always use Stupa's Training to check the former.
    - His life is inexplicably 50% higher than what the average character has.
    - Misaligned hitsparks on lots of moves - check your sparkxys
    - Both standing punches are easy infinites, same with crouching hard punch
    - Both standing and jumping kicks have the exact same startup and cooldown, which in both cases makes the light kick a little useless
    - Both crouching kicks don't have any cooldown
    - The cap throw does only 10 damage, while the gunshot, which shoots out a much more faster projectile that can't be as easily punished, does 43. In any case the gunshot should be nerfed and the cap throw buffed.
    - Gunshot misses at point blank
    - The slap is too safe, comes out at roughly the same time of the standing light punch yet does 120 damage, and is a borderline infinite when blocked.
    - 150 damage for a special like Spam Mail is excessive
    - Debug flood whenever a hyper is activated; "expression truncated to integer"
    - Let's Go DaBaby makes it very easy for the player to drain the opponent's entire lifebar, provided that they attack along with the clones
    - The opponent can't hit DaBaby for the entirety of the convertible and revenge death ball hypers. I would suggest adding some hitboxes especially because they're both long-ranged.
    - The "Basara KO" text on "DaBaby shows you the truth" is misaligned
    - The background that appears whenever you kill the opponent with a hyper is also misaligned
    - DaBaby doesn't have a state 5150 in his common1.cns which causes a debug error whenever he dies.
     

    While you've definitely improved from your earlier creations, there is also definitely room for more improvement. If I were you, I'd start studying fighting games. Look for inspirations that you could use - ask yourself questions like "how does that move work", "why does that move work" - and put that knowledge to good use when creating characters.
    That being said, DaBaby is also decently clever designed. I like the ideas in his moveset in particular. I would say that creativity is one of your strong suits, which is why it's important that you start taking notes from fighting games. A solid foundation topped off with creative ideas would be most ideal. You just need to work on the foundation.

  7. On 8/11/2021 at 11:55 PM, GreenShieldy said:

    Dear Strong Bad, how come you haven't updated your collection in years?

     - Crapfully crap Sincerely yours, G. Shieldy

    Homestar Runner by AwesomeBlue: https://www.dropbox.com/s/rsd80u5lsiduqjl/HomestarRunner_AwesomeBlue.zip

    Strong Bad by AwesomeBlue: https://www.dropbox.com/s/unkivo67240t26g/StrongBad_AwesomeBlue.zip

    Strong Bad (Sumin Imitation) by Camren Springer: https://sites.google.com/view/camrenssuminimitationwebsite/characters/characters-animecartoon/others

    Walfas Strong Bad: http://www.mediafire.com/file/s34e2bj3sa4l9yq/SB.rar/file (Don't be fooled by the link, that's not Weegee's)

    Strong Bad MK2: http://www.mediafire.com/file/wacui7ruc3w0o82/Strong_Bad_MK2.zip/file

    Coach Z by Gorfield Slikk: https://drive.google.com/file/d/1KbBCP0A3GIB19vitNEapNWYfka_J1Fv0/view

    To be honest I kind of forgot this collection existed until this post. Nevertheless they have all been added.

  8. Everything's added, well I tried to add everything at least. 

    On 7/3/2021 at 1:03 PM, CWSKB said:

    This link in particular gave me a 404.

      

    On 6/25/2021 at 9:47 PM, GreenShieldy said:

    Also I'm holding off on adding this for now because it's just a paletteswap. Besides the new palettes, none of the files have been changed save for the .def.

    Let me know if any images/links need replacing

  9. On 6/18/2021 at 12:20 AM, GreenShieldy said:

    Three SpongeBob edits and one Patrick edit here: https://www.mediafire.com/folder/970976z0bh3xk/My_Character_Edits

    This folder was linked on Dark Blue Lightning 4952 Official's channel

    *sees that I have to download everything in those folders one-by-one*

    😞

     

    Anyways all of your submissions have been added! I also swapped out the links for Gruntzilla34's Moar Krabs because of Webs' imminent closure.

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