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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. Awesome, best of luck to you with those rips, and thanks.
  2. Looks great! Game play looks solid, and animations are tidy. Plus, gotta love the nostalgia :) Downloaded.
  3. The link that's up is the beta with all the changes described in the first post. Anything added since then, parry, alpha counter, focus attack, throw chains, are not in that version. I'll upload a beta.2 once I finish the air throws and revamp the hypers. The win pos you're talking about is just a temporary 2 frame "dance". That I added for fun. It won't be in the final version. Thanks. These are normal throws, which a Tech Hit escape would be very appropriate for, seeing as they can be chained into one another. - Finally found some decent free screen capture software, and made a google-tube account. So here's a demo of the throw chaining, which requires good timing, and will not do as much damage as it does in the video. Also don't mind the sound issues. https://www.youtube.com/watch?v=amePdLyB7Hw&feature=youtu.be 4 ground throws, each of which can be chained only into the next in the sequence: 1) Spin QP + MP 2) Roll MP + SP 3) Slam MK + SK 4) Toss QK + MK
  4. All 4 ground throws done. Spin, Roll, Toss and Slam. They can be linked into each other with careful timing. Once the air throws are done, they will be able link into the ground throws as well. Throw linking can be toggled in the config file. Trying to find a good free screen recorder for mac so I can post a video update...
  5. I like how the mountains don't move vertically when the camera scrolls up. Gives you a real sense of the height when the players are jumping. This is looking great so far.
  6. Damn, that's lookin good. I'm not really a wrestling fan but seeing as no one else is posting feedback on this, here goes. Pros -The double shadows from the ring posts and ropes look hot. Multiple light sources accounted for is a nice touch. -The ref is animated, and to scale with the players. - Crowd looks good. Animated but everyone's not 2 frame fist pumping. - Ring is a decent scale - The big screen in the background livens it up a lot. Suggestions: -A little more occasional "bigger movement" on the refs part might be nice, but it's looking good either way. -The real people on the big screen sort of clash with the animated characters, but it definitely adds a more realistic wrestling feel to the stage. Especially with the right music. - you could try filling up some of the empty black space in the background with static light burst effects to imitate more stage lighting.
  7. The art looks decent, but the animation could use a little work, like Trin said. Try slowing it down a bit, getting the foot position (particularly the toes) to stay in place, and adding just a little bit of arm movement in there. Maybe some breathing, by expanding the body just a tiny bit. Right now it looks like you have 3 frames, in the order 1,2,3,2 loop. Try going for 5 frames. Make a frame between 1 and 2, and another one between 2 and 3. It's not too hard, just go back and forth between the 2 your working with and create a sort of "average" frame by just cutting pieces up and moving them a tiny bit. Once you got your in between frames, just do the same thing with the frame order. 1, 1.5, 2, 2.5, 3, 2.5, 2, 1.5 loop.
  8. Hmmm.. I've tried putting the code I posted at the top of the changestate section in the cmd so no other commands would get in the way. I also tried erasing all other change states in the command file except for the ones I posted and I still get the bug. What's keyboard ghosting? I haven't changed the controls, but the symptom does sound similar. EDIT: Yea I'm gonna go with ghosting on this one. The description just fits too perfectly. Here's a link that explains what ghosting is and how it works. http://www.microsoft.com/appliedsciences/antighostingexplained.mspx
  9. What rearranging did you do in the -1 code? Thanks for testing this out, btw.
  10. After many hours of trying to narrow down a particular bug, it turned out to be either a bug in the mugen engine itself, or in the program I'm using to run it. if someone would be willing to help, I can figure out which. I run mugen on a mac using crossover which simulates a minimal windows environment inside what it calls a "bottle". The bug is: using the button combination "a+b" while holding a directional as a trigger. This is apparently impossible on my computer, even with Kung-Fu Man, as trial and error eventually showed. I'm hoping that someone else can open up Kung-Fu Man in Fighter Factory and input this bit of code to test the bug out. Preferably somebody running Windows, rather than Mac OS X. _____________/ In the commands section of the .cmd file add [Command] name = "x1" command = a+b [Command] name = "x2" command = b+c _____________/ In Statedef -1 in the .cmd file add [state -1] type = changestate trigger1 = command = "x1" trigger2 = command = "x2" value = 40 When you play as Kung-Fu Man with that bit of code added, a+b or b+c should make him jump. However on my computer, if you're holding either forward, back or down, only b+c will make him jump. a+b will do nothing. If anyone else is able to reproduce this in a Windows environment, it seems the bug is in the mugen engine itself. Otherwise it's probably the Windows simulation program I'm using to run mugen. Any takers?
  11. Turned the Windup Punch into a focus attack a la SF4. Hold both mediums to charge it for up to 3 levels of charge. Each level is marked by a quick palette flash and the addition of dust / blue wind respectively. Level 1 crumples opponent only on a counter attack, otherwise it's just a guardable knock back. Level 2 crumples the opponent on hit, but can also be guarded. Level 3 crumples opponent on guard, but (one of the differences from SF4's mechanics) on a hit it sends the opponent flying / bouncing off the wall. For the crumple animation I used Dizzy > Stand to Crouch > Hit Hard Crouching > Recover Hard Crouching > Lie Down. Most ground specials (no hypers) and all basics do cancel into the focus attack, and the focus attack cancels into dashes which can be used to get close to the crumpling opponent before they fall, or to pull off focus canceling combos. Differences from the SF4 focus attack mechanics are that the move doesn't automatically trigger after holding the buttons for long enough and there's no super armor / hit absorb. I figured the no armor was a fair exchange for the better timing (no auto trigger), parry and alpha cancel, seeing as it sort of works in place of those mechanics anyway. So parry, alpha counter and focus attack have been added. Now onto finishing up the throws, and polishing up the hypers. From there it's just palettes, intro's and win poses. EDIT: And, uh, 7 throws. 4 ground, 3 air. I'm thinking 2 of the ground throws will only be executable during another throw (a la King in Tekken), and the same for 2 of the air throws. @Darkwolf13, the throw commands I'm using are QP+MP MP+SP QK+MK MK+SK Same in the air, so really the only thing you might have to change to accommodate your tag system is the focus attack, which uses both mediums. Easy enough to switch that to both quicks. Not that it's difficult to switch commands around, but I did actually take care not to use both fierce or all 3 punches / kicks for any of his commands. His parry and alpha counter's can easily be disabled in the config file too.
  12. Alpha Counter system implemented. Yes. and if strong a disproportionately hard launch to the other side of the screen.
  13. Parry system implemented (red parry possible), alpha counter in progress. Added some code that makes switching between high and low block quicker. More work into overhauling the cmd file. That might just work.
  14. Todays progress was decent. I dug through mountains of "junk code", and moved it all into a separate file. Found 5 half finished throws that I intend to finish (including a couple air throws), and a couple hypers and specials that I intend to rework and incorporate. I added the beginnings of a "dark wario" mode for start+ palettes, and I also started on a parry system. Guard crush isn't far behind that. Maybe a sort of burst move to escape combos. I'll see if I can replicate that winning spawn thing. The frozen punch was probably his medium punch. I added a standing frame of duration 20 for the sake of the gif. I thought I removed it on all of them but I missed that one. Fixed now. The Wustache Twister is supposed to chain into itself that way. Strong is 4 hits, medium is 3 and quick is 2. The last hit of each knocks the opponent away, but if you chain into a weaker version before the last hit you can chain it for up to 7 hits. It does require decent timing tho. Yea that odd swoosh hyper thing is getting completely overhauled, I just haven't gotten there yet. I'm not sure why it's difficult to go from high to low block while blocking a combo. I really have no idea what could be causing that. Any suggestions? I'll check out the head charge hyper's start up too.
  15. Ok, back from vaca, and back to work on Wario. I'll post one more updated version of him for feedback before the actual release. One of the first things I thought I noticed about the original was that the sprites looked blurry, but after visiting spriter's resource and the thread where Jackster was describing how he ripped them, I found out they're actually dumped right from the game. It doesn't stop them from looking a bit greyed out and blurry in mugen, of course, so I plan to include a copy of the entire sprite sheet once I apply the same filters I applied to the existing sprites. That way if anyone wants to add more stuff or edit him further, they have plenty of resources. Thanks OG! The c.MK and c.MP both have a little bit of velocity to them for the sake of his range in general. The c.SP is actually the launcher, and the c.SK is a knock down. Thanks! He doesn't look too bad in game, give him a try. The original (link above) is really blurry tho. Yea I know, I accidentally deleted the palette for it at some point. I just haven't gotten around to redoing it just yet. Thanks, hope you like. Check out the config file too for side scroller styled jump control. It's a little weird at first, but it's kinda fun. Awesome. Been following that thread too btw, can't wait to see a DarkWolf tag styled Wario! Thank ya, thank ya veruh much.
  16. Alright fellas, I put up a W.I.P. thread with a download link. Any feedback or suggestions should go there. Hope you like!
  17. Ok, so SPRI YAR ZON recently asked me to fix a few things in Wario by flammableking, Axkeeper and Set555's, and at first I was like "Well I like Warner's Wario, and I got that in my roster right now, and this one's got too many issues for me so..." but the more I play tested it, the more I was like "Ok, I think I can work with this." So I started by exporting all the sprites into gimp, batch processed them to get some flatter bolder tones that looked a bit more mugen appropriate, and reloaded them back in, one by one. 16 hours. Had to do it that way to preserve the x,y axis. Oh, on that note, if anyone happens to feel like passing the suggestion in the spoiler at the bottom along to VirtualTek over at MFG, that would be awesome. Might save a bunch of people a bunch of time. Anyway, then I started redoing all the animations and clsns and untangling and rebuilding the code. It was a little bit like Ryu and Wario in a blender at first. I added in animations, rounded off edges... well, there's a change log below that has most of what I did. So after about a week of solid work I'm about 2/3 of the way through the project, and I've been posting the work log on my edit's thread. As it happens, I'm going to visit my girlfriend for the long weekend, so I was just going to pm SPRI YAR ZON a private beta so he didn't have to wait, but then Staubhold asked for a beta to test. I figured he was probably right, I should put a beta up for testing before I release it. Given the actual amount of work I put into it, which will hopefully show, I figured I'd do it right and make an actual topic, rather than just popping it up on the ol edit's thread. So here we are. Thanks go to SPRI for suggesting this character, and of course flammableking, Axkeeper and Set555 for all the hard work they already put into it. Without further adieu, Wario: Here's the up to date list of changes: Stand: Walk: Taunt: ________________________________/ STANDING BASICS \________________________________ s.QP: s.MP: s.SP: s.QK: s.MK: s.SP: ________________________________/ CROUCHING BASICS \________________________________ c.QP: c.MP: c.SP: c.QK: c.MK: c.SK: And of course, the download link: Download WarioRMH_beta.zip P.S. Here's that suggestion I was hoping someone could pass to VirtualTek:
  18. I see. Well, then pending any new ideas, I think my options are pretty well laid out. Thanks very much for your help Алексей.
  19. That's true. For example if fighting Wonder Woman or Dragon Claw, the insult of not being able to access the moves list to save yourself would add insult to the relentless beating. What if I just use a superpause to pause the game for the moves list?
  20. Yea, I was thinking something like that too. The other thing I could do is have the message say something like "Wait until neither character is attacking to access moves list.", and then just have it check for attack state types.
  21. is there any way you think of to detect when it's not a good time to pause the engine? If I can do that, I can have it display a quick messge saying "unable to pause at this time."
  22. Here's an update on my progress so far. I made a config file for him that allows you to change this stuff: 1) whether or not you control horizontal jump movement by holding the directional 2) whether or not you control vertical jump movement by holding up 3) whether or not wario uses his custom hit sparks 4) all victory quotes 5) I marked all the damages (and other nifty variables) in the code with hash tags so you can find them and change them easily, and I put the hash tag list in the config file. I'm surprised I haven't seen this done before (tho I'm sure it has been). Here's the up to date change log:
  23. I'm using the most recent version of fighter factory. I did actually get it to open the .cns which is weird, I never figured out why it wasn't working. Just tried it again about a day or two ago and it worked just fine. Must have been some silly mistake somewhere on my part. As for the helper, yea I think you're right. It's way more versatile, and not much more complex to code. I was going to use a pause controller, but I'm not quite sure how the coding of it works. I know I can pause the enginre for X ticks, but where exactly does it pick up when that tick is done? Right after the pause state? Or does it start at the beginning on the next tick? If it picks up right after the pause state next loop around I should be all set. EDIT: Also thanks for the help guys.
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