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Everything posted by RobotMonkeyHead
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About the new beta: Double tap taunt during a fight to activate (or exit) the in-game moves list. The moves list will tell you how to do pretty much everything else. -Things you don't need to worry about: Palette problems, sounds -Key things to evaluate: Damages, frame advantages, fairness, object interactions -Things that ideas are still needed for: Victory quotes, any changes to basics. -Damage scaling: SF4 style. 1st and 2nd hits do 100% damage, 3rd hit does 90%, 4th hit does 80% etc, down as low as 10%
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Thanks mang, that thing took way more work than I expected. XD Yea the logo in the joystick ball is a theme I'm using in a screen pack I've been working on for a couple years now. That'll be my next wip thread. (sry for the latte reply btw) I didn't really. I just used a superpause and figured it's going to be a tiny bit glitchy every once in a while. Meaning if you try to activate the moveslist during anothe superpause, it will wait for the original superpause to finish before the moves list opens. No biggie as far as I'm concerned. And yes let's definitely talk soon. Thanks!
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The common1.cns problem
RobotMonkeyHead replied to NasiruddinHamizad's question in [ MUGEN CODING HELP ]
Kyo's. Edit: Downloaded the char and it runs fine in my 1.1 My guess was based on the idea that you'll get that error if the mugen version set in the def file pre-dates certain triggers, such as CameraZoom which is what I was actually thinking of. On second thought, have you downloaded any tag patches or stages or anything that required you to add code into your common1 file in the past? -
The common1.cns problem
RobotMonkeyHead replied to NasiruddinHamizad's question in [ MUGEN CODING HELP ]
Try opening the def file and replacing the version date with this: 3/6/2014 -
For the skull in the 4th frame, I'd angle the mouth down a little.
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Hell yea, def lookin good!
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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
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Here's a look at POTS' Ryu's frame data and damages. This is what I'll be using as Wario's baseline.
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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
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Damn, that OP is gorgeous. Nice work Basara.
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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.
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What do you mean by OP? Over powered?
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@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.
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Nice. Once you finish the walk, it looks like you've got the walk, jump, crouch and dash movements basically done, right?
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For walking sprites, I would say the first one for walking forward and the second one for walking back.
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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.
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Checkin this out for sure.
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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 :)
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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.
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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.)
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Personally, I'd love to see Johnny the Homicidal maniac mugenized.
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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:
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Lookin really nice so far!
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Grasshopper (Character Balancing / Frame Data Tool)
RobotMonkeyHead replied to RobotMonkeyHead's topic in [ RELEASES ]
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.