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RobotMonkeyHead

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Posts posted by RobotMonkeyHead

  1. Is the link in the first post the beta with all of the added things? Or, are you still working on adding all final touches at once? Also, I ran into a winpose where he kept going into his grab animation. Was that intentional?

    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.

     

     

    I like the progress you made... so these throws you mentioned to me. Are these normal throws or special throws? Because in the conversion thread, the characters there can Tech Hit cancel normal throws.

    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 

     

  2. 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...

  3. 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.

  4. 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.




     

  5. I put the -1 chunk below the combo condition check and the commands under 2/3 Button Commands (if that part matters since they actually work already for you).

     

    And np

    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.

     

     

    Are you sure you aren't experiencing keyboard ghosting instead? I don't remeber what the default keyboard layout is or what you've changed the controls to but for example I can't hit Z & X simultaenously with the down or right arrows on my laptop.

    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

  6. 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?
     

  7. 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.

  8. 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.
     

    for the burst how about a large fart lol.

    That might just work.
    UvmivAF.png

  9. 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.   

     

    Forgot to put feedback. Whoops, sorry about that, considering it was my request...

     

    Well, I forgot how I did it, but somehow I made Wario freeze in his taunt animation after I won, and he spawned a lot of clones in place until Mugen just said I won. I also randomly froze up after landing one of his punches, I don't remember which. With good timing, you can do all 3 variations of the Waststach Twisiter in one go. Also, the Ground Shake hyper (Odd Swoosh Attack hyper) can only be done mid combo. And, it's not easy to go from high block to low block when blocking a combo. The head charge hyper could probably lose a tiny bit of startup, too. (Not a lot, just a little)

     

    I love how fluid his sprites are now, the different cannon ball trajectories, and the air fireball, too. He's a lot of fun, melee wise. Can't wait until he gets fully finished.

    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.
     

  10. 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.
     

    nice work on the character :D . The c.MK be perfect for an Air launcher for air combo

    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.

     

    NICE

    Thanks!

     

    Man, Wario looks very JPEG on that screenshot...

    He doesn't look too bad in game, give him a try.  The original (link above) is really blurry tho.

     

    Whoa, the 9000,0 icon has gone bonkers.

    Yea I know, I accidentally deleted the palette for it at some point.  I just haven't gotten around to redoing it just yet. 

     

    wow you made those sprites look way better and that list of changes is great will be trying this today :).

    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.

     

    This is outstanding progress! I'm giving him a spot for my MvC2 Conversion thread.

    Awesome.  Been following that thread too btw, can't wait to see a DarkWolf tag styled Wario! 
     

    VeRY NICE))) 

    Thank ya, thank ya veruh much.

  11. 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:


    ------------------------------------------------------------------------------------------
                       CHANGES TO WARIO MADE BY ROBOTMONKEYHEAD
    ------------------------------------------------------------------------------------------

    ___/ 5-13-2015
    *Batch filtered and hand cleaned all sprites.
    *Deleted extra Ryu sprites from sprite file.
    *Added extra frame to standing animation.
    *Added a couple extra frames to crouch turn animation.
    *Adjusted placements and timing of stand, crouch to stand,
     stand to crouch, turn and crouch turn.
    *Touched up clsns on stand, crouch to stand,
     stand to crouch, turn and crouch turn.

    ___/ 5-14-2015
    *Realigned walk sprites and tweaked walk and walk back animations.
    *Added a turn animation in before walking backwards.
    *Repositioned all jump frames.
    *Added a jump take off and landing animation.
    *Fixed up taunt, by adding turn frames and adjusting positions.
    *Duplicated fixed version of taunt for intro.
    *Added truffle shuffle intro.
    *Completely overhauled all standing crouching and jumping basics
      Repositioned frames, added / dropped frames, changed clsns / timings
      Reworked a couple hits entirely.
    *Repositioned spin throw and 1000 hand witch slap slap so foot position holds
    *Labeled animations for s,c,j basics, stand, turn, crouch, walk, dash etc.
    *Lowered fireball height

    ___/ 5-15-2015
    *Started labeling states for "cleaning" purposes.
    *Renamed a few specials.
    *Fixed head.pos and mid.pos
    *Organize cmd file a bit
    *Added step sounds to dash
    *Added landing sound
    *Added new motorcycle sound
    *Deleted all empty sounds
    *Add new big portrait, small portrait and hyper portrait.
    *Changed weird super jump flailing animation, and added clsns to it.
    *Completed hunter chain combo system (standing, crouching and jumping)
    *Added crouching hits canceling into standing equivalents (not visa versa).
    *(trying to make him as combo friendly as possible because of short range)
    *Aerial hunter chain can now be done while jumping in as well.
    *Added control over the dash.  Let go of directional to stop dashing
    *Added turn around animation at end of walk or dash back
    *Added start jump backwards animation
    *Added land backwards and turn around animation

    ___/ 5-15-2015
    *Added configuration file.
    *Added control over jump by holding up or directionals (configurable).
    *Created jump turning animation.
    *Made super jump easier to do.
    *Added in running jump.
    *Changed throw command to either both quicks or both mediums.
    *Rebuilt throw animation, sounds and code.

    ___/ 5-16-2015
    *Broke code into separate files for states, commons, specials and hypers.
    *Re-labeled a lot of stuff to make any future edits easier.
    *Added victory quotes into config file.
    *Started documenting every anim, state and explod used for cleaning purposes.
    *Remade Cannonball animation and added 3 strengths depending on punch.
    *Shortened charge time on cannonball and motorcycle specials by 1/4.
    *Added "use custom hit sparks" option to config.
    *Implemented custom hit sparks config on basics, cannonball.
     and motorcycle so far.
    *Frankensprited new frame into wind up punch and rebuilt all it's animations,
     clsns, started in on the code.

    ___/ 5-17-2015
    *Redid most of the code for wind up punch.
    *Remade the Sonic Knuckles animation, clsns, and code.
    *Redid sound waves animation and clsns.
    *Had an interesting idea... created a hash tag system of notes in the config file,
     with corresponding hash tags in the code.  For example #fireball damage would take
     the user to the line in the code where they could change that if they wanted to.
     A whole new level of customization just opened up for Wario.
    *Realigned fireball and fireball impact sprites
    *Rotated fireball stuff 45 degrees to get angle fireball and fireball impact sprites
    *Redid fireball animation clsns and code.

    ___/ 5-18-2015
    *Added air fireball with variable speeds per punch button, which cancels into
     quick jumping attacks.

  12. Another for fun scratch sprite i done , wsnt sure if was gonna use for the full game project back then or not but yeah is in an hd form comin soon too.

    Scratch sprited Kanu from ikkitousen winpose

    kanu.png

    Airing some old goodies till my better verions get shown. Hehehehe

    Damn, lookin good!

  13. what version of Fighter Factory are you using? i am not sure why ur cns will not work but i do think u should use an helper for your move list instead of an explod

    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've never perfected it, but i strongly believe its a helper code that pauses everything, and then a explod for the image. OR use the helper for the image.

     

    the tricky part is making it pause everything.

    you can summon a helper by putting in the helper code in the -1 in the CMD file.

    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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