Jump to content

RobotMonkeyHead

Owner
  • Posts

    1,227
  • Joined

  • Last visited

Everything posted by RobotMonkeyHead

  1. @Clownman: Tanks! The flexing animation I'm pretty sure is going to be a taunt. As for the sounds, sounds great. I'm doing all of them once I'm done coding the moves, so there's still plenty of time. Yea nice clean rips from Shake It / Brawl would be great. :) @AxSeeker: Intro-esting idea... maybe like a lose by time over pos or something where he's frustrated? Still not totally sure... Maybe I could use it to replace the 100 hand wimp slap and just have it be a knock back, sort of anti air special... Progress Update: Got the Bob-omb sprites just about finished, and ready to load. Figured out a mechanic for the Motorcycle special: Charge back, forward and punch, Motorcycle rides in from off the screen behind Wario, and through clean off the other side of the screen. Sort of a large unmanned projectile. Wario can jump and land on the bike, and if he does he can wheelie it by pressing an attack button essentially increasing its height. Or by pressing throw, he can hop off and pick up the motorcycle and carry it around. He can throw it by pressing any attack button, or hop back on it by pressing throw again. While carried it will also act as a bit of a damage shield, taking one hit to destroy. Also figured out a mechanic for the Bob-omb moves: Specials - QCF punch. QP - he sets down a bob-omb where he's standing, and it hops toward the opponent, lighting it's own fuse if it gets close enough. MP - throws a bob-omb in a high but short arc which explodes on contact with either ground or opponent. SP - same as medium but a long shallow arc. Max 3 on the screen at once. Hyper - Wario eats a bob-omb, essentially triggering the old combustion hyper where he's surround by a ball of fire. Adds 3 garlics to his meter. I'm having a little trouble deciding between these 2 explosions....
  2. Wait till you see it with the launch explosion. the dust and the hit mechanics at work. :) Yea agreed. I'm going to need to come up with something else for these sprites...
  3. Yea it did actually occurred to me too that it might be a bit of an overused parody move. I was just going to go with it because I don't know what else to do with those sprites really, but given you guys responses I'll probably rethink that. What I was imagining for it was the sprites for that "weird shake it thing hyper" slowly moving toward the opponent and if it hit, just have the screen black out, and a whole bunch of random hit sparks go off. After that the screen would fade back in with the opponent down and Wario standing with his back turned to the camera. Any other ideas for that animation? By all means, allow Emily and Tyomi to explain.
  4. Progress Update: I updated Wario's throw linking mechanics to the following: x + y = throw 1 (spin) y + z = throw 2 (roll) a + b = throw 3 (toss) b + c = throw 4 (slam) Essentially /1\ /2\ (x) (y) (z) (a) (b) (c) \3/ \4/ - The ground throw chain still goes 1, 2, 4, 3. It's sort of a circle around the 'square' of possible button combinations, if that makes any sense. - The air throw chain is now 1, 4, 2, 3. It's sort of an X shape in the 'square'. - There is now the additional possibility of a ground roll or an air roll followed by 3 consecutive slams: 2, 4, 4, 4 - The 3 consecutive slams can also just be done on their own, with no roll / air roll lead in: 4, 4, 4 - The first throw deals the full 80 damage. Each additional throw deals 1/4 damage (or 20) meaning a chain of 4 throws deals 140 damage. - The last throw in any of these chains can be replaced by either the Lunch Money hyper, or the Captains Pile Driver hyper. Normal SF4 damage scaling applies to the hypers. Don't worry he's going to have an in game moves list :)
  5. Oooo, ok. I really like "Instant Hell Murder". It's got a nice ring to it. I guess that'll be the title of Wario's. On that note I shorted the name of "Captain Syrups Pile Driver" to just "Captain's Pile Driver". Keeps the dirty humor, but a little less overt.
  6. I certainly will add those sfx. I plan on doing all Wario's sounds in one shot, once everything else is finished, so a lot of the shit is missing sounds right now. Progress Update: Sparks, dust and explosions added to Dasherator hyper. Also started and finished Captain Syrup Pile Driver hyper. That's 6 hypers total so far. Starting on Ground Pound hyper now which will be 7, then the Bob-omb one will make 8. What's that hyper called that Akuma has where everything goes black and he beats the shit out of the opponent, then it gets light and he's standing there with the "heaven" kanji on his back? I kind of want to add one of those to Wario too using that weird shake it animation thing.
  7. Awesome! I was hoping someone was going 1.1 this stage. Thanks Ryoucchi! If anyone's interested, here's a custom "remix" of a Perfect Circle song I did for this stage. I essentially just took this song (Count Bodies Like Sheep to the Rhythm of the War Drums) and layered in a helicopter sound with it's speed set just right so the chops of the propeller are on beat with the song. I know a lot of people don't like songs with lyrics for their bgms (and if that's you, skip this one) but I really like the way it goes with the stage myself.
  8. @Clownman: Cool, I'll check those bob-omb sprites out. For the Warioman intro, if anyone else wants to produce the sprites I'll use them, but don't think I'm up for adding sprite creation to my current work load. Progress Update: Max Fastosity Dasherator hyper is finished, save for sparks / dust / explosion etc. Here's a quick video preview.
  9. @Clownman, thanks, I don't have that one added yet, but it def will be :) @SPRI YAR ZON, I haven't started on the bomb moves yet. I'm still not entirely sure what to do for them actually. Any ideas for the bob-omb moves are welcome at this point. Some ideas so far: __/ Hypers 1) Wario stomps or whistles or does some sort of call, and a bunch of bob-ombs start parachuting in from the top and marching in from the sides. 2) Wario throws about 15 bob-ombs rolled up into one big ball, which all explode at once if they hit the opponent, or of it hits the ground it breaks apart into a bunch of individual bobombs all running around. __/ Supers: 1) QP: Wario sets down a bob-omb where he's standing which starts walking. MP: he rolls one like a bowling ball. SP: He throws one in an arc which slides a little then begins walking. 2)All punch buttons toss a bob-omb at a different arc, which explode when they hit the ground. If anyone's feeling contributing more to this project, here's a list of some things Wario could use: 1) Any ideas for win quotes. 2) A Warioman flying sprite in the same size and scale as this Wario. (For an an intro) 3) A new large portrait, and any custom large portraits for various screen packs. 4) A new small portrait. Progress Update: Max Fastosity Dasherator hyper is finished except for the hitdefs. It's now quite a bit easier to jump off the opponents head. Minor fix, so when jumping over opponent and continuing in that direction, he no longer turns then turns back to walking, he just keeps facing the same direction. And one final thing, I was thinking of doing Wario's damage scaling identical to SF4. What do you guys think?
  10. Cool, much appreciated.
  11. Your assumption is correct :) Any time, I don't mind at all. I can't promise I'll be quick, I'm away from my computer for days at a time sometimes, but I'll do my best to answer whatever it is. And Ryon, I just might take you up on that some time as well, if you don't mind ;)
  12. hahaha ok I'll tell ya what, if you ever want to summon me to your wip thread just write @RobotMonkeyHead (not sure why it has to be the first thing on the line in order to work) and ask a question. It'll show up in my notifications and I'll go to your thread and do my best to answer it. That's about as Obi Wan as I can do for ya ;D
  13. Good question. Invincible? Not sure... maybe he can only be hit by other hypers (taking 2/3 damage from them)? Slide attack? Definitely.
  14. It just fades in directly behind Wario and fades out after it launches him, or after it's hung around for about 10 seconds without being used. Similar to the Flaming Wario and Snowman Wario, it only takes a little bit of power to summon the Dasherator itself. Once it's used, Wario's power drains as he's running back and forth. You can summon it at level 1, but if you choose to keep running back and forth, it's possible to use up your entire meter. Characters can walk through it, or attacks can go through it. At first I actually had it coded so nothing could pass through it but it just felt too "in the way" like less of a tactical advantage and more of a hindrance. Like many of the other interesting variables, there is a hashtag that allows you to at least change the amount of time it hangs around for easily. List of hashtags in the config file of course. A system I'm actually a little proud of :) That line looks something like this. time = 600 ; <- #Length of time Dasherator is present. (in 60ths of a second) Also, here's a look at a few new processed gifs. Squeezing into Dasherator New win pos
  15. Thanks guys, it's really nice to hear :) @Clownman, right now I use a mix of the sprite sheet you posted, and another sprite set which has the aligned sprites. I've got a couple you-tube videos in line to rip voices from. We all had a discussion about which game(s) to take his voice from a little while back. I forget what we settled on, but I'll read back and find out when the time comes to do the sounds. Progress update: Almost finished with the Max Fastosity Dasherator hyper. Again, almost identical to source (sprites, tics, rotation angels). Pressing the command for the hyper just causes the Dasherator to appear, and both characters can jump on and off of it seamlessly. Jump on it and press down (a la Wario Land) to enter the dasherator and begin the hyper. Once it fires, if the other player is standing on it, they're knocked off. Wario will be able to run back and forth until he hits a wall, or has used up a certain amount of his power meter (which will slowly drain). The reason for this set up is the general tactical advantages provided for Wario both in terms of additional jump height and staying off the ground. An example of this might be when facing certain bosses (Red Dragon, Abyss) where a really high jump height can come in handy.
  16. Yea a lot of the time, time % x = 0 is my goto as well XD --- in case an explanation turns out to be helpful for someone reading this at some point in the future: The reason for using 'persistent' here is that the attack anim is triggered at some random point within the same state. Using time wouldn't work because there's no saying how long this state is going on before the attack anim kicks off. I would have used trigger = anim = x && animelemtime(1) % 24 = 0 but the animation loops more quickly than 24 frames, and I didn't want it to hit once per loop, but instead once every 24 tics from when it started. On top of that the animation changes during the entire sequence. The sequence of attack animations is triggered by the root being in a particular state, so I just triggered the hitdef with the roots state and used 'persistent' to retrigger it once every 24 frames from there. I realize it's kind of a mind fuck, but hopefully someone reading this finds it helpful at some point :)
  17. Thanks Whiplash , that's been helpful so far. I've made a couple adjustments to Cyanide and Алескей's suggestions that have been effective so far and might interest you, I'm not sure. For starters, to prevent the image from jittering, instead of making two separate helpers for the hitbox and image, I just used a single helper for the hitbox and had it use an explod to produce the image, which is not bound to it's position. Not that it matters all that much, just struck me as a tiny bit more efficient. Secondly to make p1 not be able to walk through the box, instead of having the helper trigger a variable , I just wrote the following code in p1's state -2, which worked just fine with no variable necessary: 80 is the boxes height and 60 is the horizontal distance between the p1s axis and the boxes axis. [State 0, PosSet] type = PosSet trigger1 = numhelper(2400) trigger1 = abs(pos x - helper(2400), pos x) < 60 && pos y > -80 x = helper(2400), pos x + 60 * (1 - 2 * (pos x < helper(2400), pos x)) I'm still plugging away at it tho, if I come up with anything else that might be of interest to you I'll be sure to post it here.
  18. Looks like a typo in the Hosting Services free. There's no way 6 and 12 months are the same price, and 24 months is more than twice the price of 12 months :)
  19. No, it's not. If persistent isn't 0 or 1 it causes the trigger to activate once every nth occurrence of its truth value. It's a logical truth modulation function, similar to the mathematical %.
  20. Battletoads Double Dragon was easily one of the best NES games made too, imo. Goes from side scrolling (with depth movement) to racing to side scrolling (no depth movement) to a space shooter style, some primitive parallax in a few levels. That game had so much going on in it, if they recreated something like that now... I can't even imagine.
  21. Well, I can't take credit for creating the sprite (maybe a little for the moving funnel part, that I had to make). I just downloaded a wii emulator that has a sprite dump function, and a Wario Land shake it rom, so the sprites are all direct from the game. I use that to screen capture each frame to get the motion, angels, effects right too tho. In mugen, the dasherator has animated lights, and rotates / wobbles when it fires. FF doesn't export rotation angles or overlays to the gifs tho. That's actually how I got the Snowman hyper accurate too. I screenshot every single frame of the snowball, load it into gimp, overlay the snowball sprite, and get each rotation angle for each frame exact, as well as its position. It's fucking painstaking time heavy work, but in the end it winds up looking almost identical to the source, which is what I'm after in these instances.
  22. I've created a helper that's a large box. It has a default blue clsn box, and I'd like to make it so neither character can walk through it, but instead either can jump and land on top of it. Any idea how this could be done? For the landing on top part, it seems like I could take care of this with a red clsn box that triggers a standing type state, and sets the y pos. I'm still not sure about the walking through it part. If there's a way to take care of both things in a single shot, that would of course be ideal.
  23. The sparks, and sounds are commented as "not added yet", because the character this came from is currently under construction, but they will be there in the end. Even when absent, however, they default to the players constants (as noted in the op), so this hitdef would actually have them, be they random and misaligned as all hell. As for the trigger, this came from a helper that stays in a single state while its root / parent goes through a number of different states which each trigger various animations and hitdefs in the helper in this way. Your point is solid tho, I could have used a simpler example for a demo's sake. Here's what the one above would look like if I'd taken that into consideration: [State 0, HitDef ] type = HitDef trigger1 = animelem = 6 damage = 75, 5 attr = SCA, HA hitflag = MAFD guardflag = MA priority = 7, Hit p1sprpriority = 5 sparkxy = 40, 20 sparkno = 6300 hitsound = S10, 1 guard.sparkno = 6340 guardsound = S20, 1 ground.velocity = -6, -12 air.velocity = -6, -12 fall = 1 fall.recover = 0 persistent = 24
  24. Dhillon521 just joined the beta testing team. Thanks for gettin in on this, looking forward to hearing some fresh feedback / ideas. --- AxSeeker & Ballsdeep69: Yea I might pillage a few sfx from Mario Kart. What was his special in that anyway? --- Ballsdeep69: I've got his motorcycle in there right now as a special (under construction at the moment). Charge back, forward and punch, he rides forward on it and wheelies. His "waft" has also been added as an alpha counter. He eat's opponents projectiles, and when he does, a garlic meter appears over his head, adding 1 clove (up to 9 max) per projectile. The fart is coded as an alpha counter, and its force / damage is determined by the garlic meter. He also has a belching Garlic Breath hyper that uses up the garlic meter which determines the size and travel of a green cloud. If it connects it turns the opponent green and dizzy while their life drains. I really do appreciate the suggestions tho. Any ideas are more than welcome at this point. Glad you dig the run too, I gotta say it looks pretty good in action too :) Here's a quick look at the Max Fastosity Dasherator I've thrown together over the last couple days. The moving part had to be hand done, because the game just used some algorithm to bend / deform the original sprite. Came out decent imo. Took a screenshot for every frame of it's workings, loaded them into gimp, and worked very closely to recreate it as similar as possible to the original. In game it has some rotation to it to make it rock as he fires out of it (exact angles / tics used in the game for that as well).
×
×
  • Create New...