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N_N

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Posts posted by N_N

  1. I updated him.

     

    ==============================================================
    ;random fixes and minor things (11/04/2018)
    ==============================================================
    - Fixed stupid oversight where you could perform some hypers in midair
    - Fixed bug where Broodwich hyper background wouldn't fit the screen
    - The enemy now properly goes into a custom state on Broodwich contact, also fixing the bug with teammates hitting the enemy out of the move in the process.
    - Fixed the bug where Shake would be insanely high in the air (and making the camera scroll) if he happened to jump while the Broodwich deployed
    - Made Hand Banana assist have actual cooldown instead of having Shake just stand there
    - Made crouching light kick go slightly farther
    - Changed and added a few sounds
    - Changed some animations to make them flow smoother
    - Added a new palette
    - Other things i forgot

     

    Check the OP for the link.

  2. Disregard what I said way earlier about clashing sparks. I actually don't mind those now. Just as long as the sparks look clean enough.

     

    Anyways, onto some more things I don't like that much:

     

    - Characters who bash other characters/creators in intros/winposes/attacks/etc. I will make some exceptions, but whenever someone does this, I usually find myself groaning. That, and it's been done way too many times before for something new to actually be done with it besides "X character kills (character I don't like)."

     

    - Dodges that I cannot throw the other character out of (usually happens when the creator doesn't know about HitBy and just puts no hurtboxes at all on the dodge animation)

     

    - Hard-to-pull-off commands (720s, pretzels, etc.): This is more due to me playing on a keyboard than anything else, but the only grappler I can really play as on a keyboard is Clark because a lot of his commands are simple half-circles.

  3. Feedback incoming (don't worry, I'll try to be easy on you):

     

    - Missing nearly all required hit sprites.

    - No hitboxes on taunt, Galick Ho, Big Bang Attack, and turning animations

    - Ki Blast is an infinite, and takes up power but doesn't actually require any. Also, Vegeta is missing blue CLSNs when he performs the move.

    - Weird hitboxes for jumping attacks (multiple unmodified KFM hitboxes as well)

    L8NNRCP.png

    - Jumping attack animations shouldn't loop

    - Some attack animations are way too fast; other times, they're way too slow

    - Attempting the throw command causes MUGEN to throw up an error about the throw state not existing

    - There are two commands listed in the .cmd - Final Flash and Final Shine Attack. Attempting to perform these makes Vegeta go into an invalid state. As such, you can't actually perform these attacks.

    - The 2 hypers that I am able to perform need a slight damage buff

     

    Overall, for a first character, it's alright. You could definitely playtest some more, as most of these errors could easily be found by using Fighter Factory, which also has a built-in error check tool, or the debug keys.

  4. To anybody about to ask, I am aware of YKun's recently-released Baldi; since the only link to it is on Archive, however, I'm probably going to consult the author to upload it somewhere else.

     

    12 hours ago, AstroInkling45 said:

    Of course this collection would be made.

     

    Well, eventually it had to be done.

  5. I updated him yet again! Get him here - https://the-phoney-express.neocities.org/mugen.html

     

    Changelog:

     

    - Fixed a few bugs in Octopus that I oversighted.
     - The HitBy should now work properly.
     - Mr. Game & Watch now doesn't go below the ground when transforming back from a jump.
     - Ambience has been made a 6-second sound that plays once instead of a 1-second looping sound (the old way of playing it had a problem where it would play weirdly upon landing from a jump.)
    - Added the "powerful projectiles fill the bucket up more easily" mechanic to Oil Panic.
    - Fixed the bug where you would get stuck in mid-air if you happened to be hit during FIRE.

    ------------------------------------------------------------------------------------------------------------------------------------------------

    - Removed Judge, as admittedly, I found it useless. If you're worried about the 9, don't worry! It still exists in the moveset, as part of the Down for the Count Hyper.
    - Added new Hyper, "Octopus".
    - Made some moves less/more safe.
    - Added more combo ability.
    - Lowered air juggle points.
    - Removed hitbox from FIRE.
    - Removed old damage dampener and replaced it with RicePigeon's version.
    - Multiple Chef changes:
     - Added more cooldown.
     - Light version now sends out only 2 pieces.
     - The food now travel in more of an arc.
    - Buffed damage to Chef and Headbutt.
    - Added superjump opponent locator that was previously unused.
    - Tweaked the A.I. a bit.
    - Changed some hitflags.
    - Increased damage of Oil Panic.
    - Down for the Count is now unguardable.
    - Made it so the crowd doesn't gasp as often if Mr. Game & Watch recovers.
    - Made it so that the guard sound actually plays on some moves if guarded.
    - Added sound for when he's dizzied.
    - Changed in-game name. :P
    - Some other changes I can't remember...

     

    Feedback would be nice, too.

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