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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. yyyyyup. Chippin away at it, and alas... the end is neigh XD Dude those missions still have to happen somehow, in some form or another, you know? Are you still into that? Sorry, I'll pm you. ----- Ok in keeping the focus on balance, damages to be specific, here are the basic damage values for all of Wario's attacks. I used POTS Ryu's damages as a baseline again, assuming his hardest level 3 did about 450 damage, the haduken did about 100, shoryuken 150, Quicks 20, Mediums 40, Hards 60 If anyone has opinions on these values, please do share. The more input the better, as far as I'm concerned. ;_______/ DAMAGE NOTES ;Basics - 20-60 ;Specials - 80-160 ;Hypers - 200-666 ; ;Quicks - 20 ;Mediums - 40 ;Strongs - 60 ; ;throws - 100 ;4 throw chain - 160 ; ;Windup Clock L1 - 80 ;Windup Clock L2 - 100 ;Windup Clock L3 - 120 ; ;---SPECIALS ;Fireball - 80 ;Bob-omb - 100 ;Wustache Twister Q - 100 ;Wustache Twister M - 125 ;Wustache Twister S - 150 ; ;Dash Attack Q - 100 ;Dash Attack M - 120 ;Dash Attack S - 140 ; ;Sonic Knuckles - 25 ;Sonic Knuckles with Cymbalic Ring - 50 ; ;Ground Pound Drop - 80 ;Ground Pound Bounce - 20 ; ;Cannon Ball - 150 ; ;Motorcycle - 100-160 ; ;---HYPERS ;Roundown Ground Pound - 200-400 ;Captains Piledriver - 200-300 ;Vampoff Garlic Breath - 150-300 ; ;Flaming Wario - 300-350 + x% ;Snowman Wario - 300-350 + x% ;Mad-Bob-omber Wario - 200-400 ; ;Max Fastosity Dasherator - 0-500 ;Lunch Money Shakedown - 250 ;Shake Dimension Bosssummon - 222-666 ; ;_____/ HIT FRAMES ;All quicks cause 12 frames of stun(hittime) for the opponent ;All mediums cause 16 frames of stun(hittime) for the opponent ;All strongs cause 20 frames of stun(hittime) for the opponent
  2. Here's a look at POTS' Ryu's frame data and damages. This is what I'll be using as Wario's baseline.
  3. Thanks Staubs. Yea the new beta's pretty much his fished form play-wise. That's not counting minor tweaks, sounds and colors and stuff of course. But yea really glad you like the moves list! Yup :) That wound up taking waaaayyyy longer than I thought it was going to! I didn't want to skimp at this point tho, ya know? That's awesome you caught the easter egg too, I wondered if anyone was going to see that XP
  4. Damn, that OP is gorgeous. Nice work Basara.
  5. Ok, yea that's a concern I share. I really want him to be versatile without being cheap or overpowered. On that note I'll try to get the frame rates / advantages mostly dialed in before releasing it, but can we try to make damage amounts one of the focuses for the upcoming beta? Here's the tool I'll be using to do that :) I'll need to gather and average the damage / frame data from a few well balanced characters, so I think I'm going to start off with P.O.T.S. Ryu and Guy as my baseline for fair frame data. I'll grab both of them and average them with Ryu's actual SF3 frame data to get Wario's frame rates and damages. And then from there we can leave the fine tuning up to our opinions.
  6. @Staubhold Thanks! I'm pretty happy with the way it came out too :) Delays due to new job and new apartment. In game moves list finally finished. Here's a look at the complete set: I can't believe everything on that moves list is actually already coded. Next will be color separation. I've never done it before so I don't know the time frame, but that will yield a palette template which I'll release for anyone who wants to make palettes while I finish off the sounds. Then after a final round of debugging, that should be the end of the project. :) New beta soon, just gotta clean up a little code.
  7. Nice. Once you finish the walk, it looks like you've got the walk, jump, crouch and dash movements basically done, right?
  8. For walking sprites, I would say the first one for walking forward and the second one for walking back.
  9. I like it. Looks a little like his pose off the Marvel card that introduced me to him back when I was a kid. Anyway, yea sprites are looking really good so far. Looks like you've been getting the bones symbol to map onto his chest properly.
  10. Ok, that's good to know. It shouldn't be a problem tho, I'm just going to auto pay it annually anyway. I'm actually looking forward to the tech support. I've been studying HTML, PHP, and CSS a bit and I want to see how accessible the sites code is to me in case we end up wanting to tweak some details or something. Eventually if I can get comfortable with it to a point where we don't need (at least constant) tech support anymore, that could be a pretty nice financial lift off our shoulders. @CoolAnimeHustler Man, I hear you. Ryon really has built the foundation of an awesome fucking community here. There are soo many cool people and so much hard work in art and coding, so much beautifully organized Fucking Sweet mugen content on this forum it would just suck beyond measure to see it go down. Thanks for helping foot the bill man, it really does help :)
  11. I like it. A lot. It's much easier on both of us financially, plus I think we'll make a really solid team. You're all over this forum and I'm pretty good with technical and artistic stuff. That's the feeling I get anyway, I say let's go for it. And thanks for covering the year @Ryon, that's pretty freakin awesome.
  12. Ok, if no one else is stepping up I'll fund this shit for a year. @Ryon get at me so we can talk transfer and details when you get a chance :) (Just a heads up, I work about 60-70 hours a week right now and me and my gf are in the middle of moving, so I apologize in advance if I'm a little slow getting back, but I will.)
  13. Personally, I'd love to see Johnny the Homicidal maniac mugenized.
  14. I almost certainly will, but not till he's finished. (If for whatever reason I don't end up doing it, it would be a really easy conversion for whoever does.) Steady progress on the in game moves list. That's actually turning out to be quite the project. It has a configure page which allows for In game palette switching, and option toggling. Here's a preview of one of the finished pages:
  15. Thanks! Pretty sure it looks complicated enough to scare most people away :) (it's actually simple as all hell) Did you known Blanka (SF2 CE) does an average of 160 damage per attack (scaled to mugens 1000 health), and has an average frame advantage of -9 when his hits connect? Compare that to E. Honda in (SF2 CE) who does an average of 156 damage per attack, and has an average frame advantage of 0 when his hits connect. The averaged frame data for both Blanka and E. Honda's fierce punches is: Damage: 141 Frame Advantage on Hit: -4 Frame Advantage on Block: -3 Start-Up Frames: 7 Active Hit Frames: 9 Recover Frames: 18 So, I guess if you wanted to make a character that played like a mix of Blanka and E. Honda in SF2, you would want their fierce punch animation to be somewhere around 34 frames (7 start up), dealing about 140 damage. Balance, Grasshopper.
  16. Oh hot damn! That's lookin purty! So bad, the original sf2 music for this stage popped into my mind as soon as I looked at it :)
  17. Hello MFFA peoples! This is a character balancing / frame data tool I made a couple years back called Grasshopper. I finally just finished polishing it off. It allows you to gather multiple characters' frame data and damage values on a chart. You can easily copy / paste / move them around for averaging and comparison. It's geared for creators and editors who want to make highly balanced characters, or balance out existing characters or rosters. You can group the characters data however you want. By game, or play style, etc. Grasshopper will then tell you the frame data averages for these groups and allow you to compare that average against specific characters data. It will show you either the difference between the two, or the average between the two, whichever you prefer. This will give you a clear sense of what damage and frame advantage you should set for each attack of your character. Frame data for comparisons can be found on a reference site, or by using the Training character to get the frame data from existing Mugen characters. Grasshopper actually comes with about 5 or 6 characters frame data already loaded on it. If anyone decides to upload and share their frame data (partially or fully filled charts) for the good of the community, here's a thread specifically for that project. Hopefully, over time it could build up to a little library type resource of frame / damage data which could help bring much needed balance to the Mugen! (A couple SF2 / SF3A characters frame data are included, along with links to pages where you can find more.) Here's a gif that nicely shows the type of data Grasshopper works with: Other possible uses: Here's some pics: And here's the link: Download Grasshopper 1.0 - Contains original OpenOffice version, and a Microsoft Excel '97 exported version. Download Microsoft OpenOffice - Free open source excel / word / draw clone. The program Grasshopper was made in, and the sure way to run it. tl;dr Spreadsheet for viewing, comparing and averaging characters frame data and damage.
  18. Ok, I know I haven't been the best about staying current with this wip thread, but despair not!! Progress has not stopped! Not once, actually, and it's not about to now! I've just gotten a little lazy with the updates (2 months already!?) Feedback Fixed. No dancy. 1 - You can ignore the readme. It's in the process of being replaced by an in-game moves list. 2 - Fixed. Silly mistake :) 3 - Yea good call, the Dasherator's a bit unsafe. Made it so he's invincible to all attacks except other hypers now. 4 - Yes coin sound effects are a definite. All the sound will be overhauled once the coding is done. 5 - Bike and Bossummon commands fixed. 6 - I don't know what the dark area around Wario during the dash attack is all about... I can't seem to replicate it. Could it be the stage? Thanks, too, glad you like the Bossummon hyper so far :) It's gotten a little better recently too, I added a zoom feature, along with some environment shake, and explodes. --------------------------------------------------------------------------------------------- Progress Update: * A lot of minor tweaks and touch ups to specials and hypers. * Complete in-game moves list implemented (double tap taunt to toggle). Working "configure" page allows you to change his palette and any configurable options mid-fight. It also makes keeping track of your treasure collecting easy. * I'll be starting in on the sounds very soon, and thank you very much@Clownmanfor the sound files!
  19. Genesis, it's been a pleasure working with you. I will say, from a life long artist that there's absolutely no shame in putting down a project for a while, years even, and moving on to other shit. Sometimes the best thing is to take a long breather and clear your head... Then again sometimes the best thing to do is not go back at all, and free your time for something more valuable. It can be disheartening to put a lot of time into a project and just loose the steam to finish it on time. And having a lot of half finished projects lying around sucks, I know. The questions I usually ask myself at that point are "Of all these projects, which ones am I doing just for myself and my enjoyment of the creative process, and which ones am I doing because I want the actual finished product in front of me?" "Of the projects I want in finished form, which one do I want the most?", "Do I have time for it?" Then comes the constant unspoken battle of the creative individual, which is managing to push through the difficult shit to finish the project. That part is an exercise in self discipline in and of itself, and what you have to show at the end of the day really comes down to that. So for that phase I like to find ways to grease the wheels of the creative process... pop on some music or an audio book while working for example. Or make a thread documenting my progress and use the social motivation (be careful tho, sometimes getting the social reward before finishing the project can cause you to loose steam). Actually finishing a project is usually the hardest part. I really like to sit back and visualize the finished product completely. How does it look? What are the main components? How were they made? And keep the vision of the finished product in mind. Don't add anything crazy that's going to make it impossible to finish, just push toward that end goal, and know you can decide to go further or not once you're there. And hell, even if you give up on the project, as long as you ask yourself why you gave up, you're still learning about what kind of projects to invest in and what ones not to. I guess in the case of Mugen tho, the point is fun, and if it's not fun, there's no point. So please don't feel like a failure, or a let down because of mugen projects. Any creator knows just how much god awful fucking time and effort it takes to create all this shit, and no one can seriously fault you for not feeling like doing it for free. It's just a hobby we mess around with in our spare time. There are no real deadlines or expectations, other than the ones we make. It should be enjoyable, not a source of stress. Ok, I've been rambling for like 5 paragraphs at this point. It's just that as an artist I seriously relate to the struggle you're describing, and I just figured I'd share what I've managed to learn from going through it a bunch. Hope some of it helps :)
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