Popular Post Ali Posted December 18, 2016 Popular Post Posted December 18, 2016 In the name of god Hey everyone, I am here with fixed Version of my character. Hope you enjoy it..... {Preview} {COMMENT} ========================================================================================================================================= Movelist = 7 button Character. A+B+C + X+Y+Z + S 4 Taunts! = Taunt while Standing (Grow) Taunt while moving Forward (Pick up cap) Taunt while moving Backward (Guard) Taunt while Crouching (Lose taunt) 3 Winposes = Punch Winpose - Uppercut winpose - Mario 64 winpose 3 Intros = Pipe Intro - Fall into - Grow intro ========================================================================================================================================== ***Files*** Sprites:5841 Pallettes:12 Animations:250 Sounds:118 Intro/Ending: NO ========================================================================================================================================== Common and simple moves *** STANCE *** Start: Growing taunt || Moving forward + Start: Cap taunt || moving backward + taunt : Guard x : light punch || y : medium punch || z : Head a : light kick S|| a,a : Light kick S, Light kick lw || a,a,a : light kick s , lw , high b : uppercut || c : Strong kick *** CROUCH *** Start : Gaame over taunt x : Light kick || y : medium kick || z : Strong kick a : Light kick 2 || b : medium kick 2 || c : Strong kick 2 *** AIR *** x : Light kick || y : High Strong kick || z : Big punch a : Roll || b : FWD kick || c : double punch U + P = Coin upper D + z = Buttstomp FF = dash forward BB = dash backward D,F,b = Fireball B,F,P = Tornado ========================================================================================================================================== special moves F,F, z = Dash atk || F+c = Cape || D+U = Sjump || D,F,c = Explod move || D,F,b = Fireball || D,F,a = target throw || D,B,c = Waterpumper B,F, x = Twister || B,F, y = Twister || B,F, z = Twister || c+a = Catch || D,F,x+a = luigi summon|| D,F,b+y = Wario summon || D,F,c+z = Waluigi Summon|| D,B, z = CoinThrow || F,D,F,P = Coin upper(Ground) || D,B,b = Fast Kick || || || ========================================================================================================================================== super moves D,F,a+b+c = Super Tornado (thnx 2 pocket mario)(1000 power) || D,B,a+b+c = Super Fireball || D,F,x+y = Final smash(Air + Ground) || B,F,a+b+c = Hammer mode D,F,D,F,x+a = Bros Atttack (Luigi's final smash) || F,D,a+b+c = Star power (thnx 2 mario by shinryoga) || D,F,D,F,a+b = Supercombo || D,F,D,F,b+y = Super ButtStomp || D,B,D,B,x+a = Cousins Attack (thanks to Ryon) || D,B,D,B,b+y = SMB Hyper || ========================================================================================================================================== Pallete Specials Pal2 = FLYYYYY || Pal3 = Slip || Pal4 = Bob-omb || Pal5 = FireBeam || Pal6 = SMB dash || Pal7 = Superpause (based from an idea from mario by shinryoga) i didn't copy it Pal8 = Teleport || Pal9 = thunder|| Pal10 = Zombie Summon|| Pal11 = Dragon punch || Pal12 = Pal3's || ^^^^^^^^^^^^^^^ ||||||||||||||| based from an idea by mario by shinryoga not copied ******************************************************************************************************************************************* pallette guide x) original pal y) SMB 3 pal z) metal mario pal a) Jerk mario char: Wario pallette b) Demon mario c) Nes mario hold start+x) Brown mario hold start+y) Ghost mario {Thanks to mario by shinryoga} hold start+z) Luigi hold start+a) Dead mario :) hold start+b) Shadow mario hold start+c) Another metal mario ******************************************************************************************************************************************* Let us talk about some thing this is the first 3D HD mario for Mugen and i hope u enjoy it. so, this char has a lot of special and hyper moves. and the gameplay is so nice. this is my best character. but... WHAT THE HELL IS PAL SPECIAL??? mama mia. every additional pallets, (not 1) has their own Specials that are not avalable in other pals. How to activate it? by pressing: D,B,a. sign - Ali ******************************************************************************************************************************************* THNX 2 GOD MY FAMILY RYON = you helped me alot, Ryon... if you are reading this, i tell you : thank you very very very much. Alos you helped me with Fixing the Error. Thank you Sheriff Woody/Gadget = Also you Helped me a lot. if you wasn't here, i whould never made this char. cause you told me how to make a 3d char Hellzone = Your Tutorial was pretty coll. thnx Missing Luigi = Bro, you helped me a lot! you sent me feedbacks, you helped me... thank you. ShinRyoga and NeOaNkH = Oh your mario was fantastic. don't thinن that i stole your work. no. I just copied Star one. the others are based from your char. ForthRhyme = For zombie Sprites Mega X = for some effects Pocket mario = his codes teached me how to use angle draw and etc... Nintendo = For owning mario HAL Laboratory Inc = for supersmash bros Fighter factory 3 , adobe photoshop , !draw etc... = the apps that I used for making these char ELECBYTE!!!! = for owning mugen my teacher = in the middle of creating this char, my wifi broked. so he shared his internet connection with me specially my uncle, M.P = He helped me a lot. thank you uncle, thank you. and finally, my little son : the smash HD mario!!!! = for being comfortable and being awesome for me {Download} Download ( for 4 GB or more memory usage) :https://www.dropbox.com/sh/x2dezhlr3eetexi/AAD_zVjaozGObrq9tuOruM4Ca?dl=0&preview=Smash+HD+Mario.rar Download ( for 2 GB or less memory usage) : https://www.dropbox.com/sh/x2dezhlr3eetexi/AAD_zVjaozGObrq9tuOruM4Ca?dl=0&preview=Smash+HD+Mario+-low+Memory.rar gui0007, Gaulbetti, SSBKing65✯ and 2 others 5 Download my creations here! Hope you like 'em
Ryon Posted December 18, 2016 Posted December 18, 2016 What is the changes that you fixed? - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Ali Posted December 18, 2016 Author Posted December 18, 2016 1 hour ago, Ryon said: What is the changes that you fixed? Oh hi Ryon how are you, Super long time no see, Character had some errors, Just like the Wall jump, or power adds, etc.. After all thank you so much Ryon for helping me Download my creations here! Hope you like 'em
Dissidia Posted December 19, 2016 Posted December 19, 2016 Eh.. it's somewhat better, but still not much of an improvement in my personal opinion. Although it's nice that you fixed a few minor problems like the infinite wall jump, the major problems from the last build still persists, and that really is a huge disappointment... Let's begin: - Again... too many detailed CLSNs and hitboxes in most areas... Seriously? a larger hitbox inside a medium hitbox inside two smallers hitbox? - When pressing both X and A, a debug error triggers: "PLAYER SMASH MARIO (56) IN STATE 63: CHANGED TO INVALID STATE 63 (FROM STATE 63)" - For whatever reason, repeatedly tapping C while holding forward increases power... - Again... the power level requirement issues from the last build still remains. A level 3 is needed for a level 1 move? That's nonsense... - Mario's Bob-ombs require 1 Level, yet, it only takes only 500 of power. - "Explod move" FX should be a projectile. Also, where's the transparency? - Mario's new fireball could also use transparency. - As I've mentioned in the first version of Mario, if Bros Attack is done on P2's side, it's useless. Another thing I noticed is that the hit counter drops twice. - Because the Final Smash helper is coded as a normal/special/hyper attack attribute, stuff like this happens... - Again, Waluigi and Wario Summon only works if Mario's power is at Level 1. - F.L.U.D.D no longer separates from Mario, which is good,, however, Mario no longer has a cornerpush. Speaking of which, When repeatedly performing the move, the F.L.U.D.D helper does not destroy itself. Now this is a huge issue because this can lead to problems with both Mario and the opponent's helpers to no longer function. - The supercombo remains unchanged. The combo hit suddenly drops. Also, the way you have it set up is pretty odd here. - When P2 is squished from both Supercombo and SMB Hyper, it takes quite awhile to recover from it. This also persist from the last version. - Cousins Attack again, triggers debug flood, just like the last build. So there you have it. As the aforementioned above, it's a bit better, but not as good as I thought it would be. Also, I was looking through your code and I honestly can't digest the mistakes and unnecessary triggers you have in there... Dumanios and Moltar 2 Main Site l YT Channel
Gaulbetti Posted December 19, 2016 Posted December 19, 2016 ...Now that this is bumped: Mario's basics are a bit slow... His strong kick, strong punch and crouching kicks especially. Many of them are unsafe even on hit. Also, the fire pillar hyper will be pushed back if the foe is too close to the wall. The effect will separate from Mario and the enemy won't take anymore damage from it unless they happen to move back into it. If the enemy hits the space where Mario is during Mario Finale, it'll generate a clone of Mario that can be hit and stuff. Mario himself will be fine. Cape can no longer be done on the ground. For some reason, it makes Mario "land" on the ground every time you try, but works fine in the air. Might need to turn enemies around, too, because as is it's kinda worthless due to it's very low damage output and it's kinda just another punch. Mario can move and attack before the round begins. Also, his air movement is still pretty slow and drifty. Roll's end frames might need to be clipped down a bit... It's really easy to get hit at the end. Really nice how it can dodge now, though. What type of move is , , ? It's some odd flip-type maneuver that hurts enemies at the very start? Is it supposed to be useful for escaping corner pressure? Mario can get hurt during the peak of the jump. I'm really just only unsure about what this attack is for, not really a complaint at all. Thank you so much for the fixes, though. He's so much better and somewhat more smooth than the first version. Maybe he could use rolling while laying down, too? Ali 1 Everything close to me fades away. (Insert emoji here)
Sebi Posted December 19, 2016 Posted December 19, 2016 i don't know if it's just me but since downloading this mario randomly sounds in my other mario characters and other characters don't play anymore. it's weird but it may just be my mugen/headphones or the low quality mario. i'm not sure.
Ali Posted December 19, 2016 Author Posted December 19, 2016 9 hours ago, Dissonance™ said: Eh.. it's somewhat better, but still not much of an improvement in my personal opinion. Although it's nice that you fixed a few minor problems like the infinite wall jump, the major problems from the last build still persists, and that really is a huge disappointment... Let's begin: - Again... too many detailed CLSNs and hitboxes in most areas... Seriously? a larger hitbox inside a medium hitbox inside two smallers hitbox? - When pressing both X and A, a debug error triggers: "PLAYER SMASH MARIO (56) IN STATE 63: CHANGED TO INVALID STATE 63 (FROM STATE 63)" - For whatever reason, repeatedly tapping C while holding forward increases power... - Again... the power level requirement issues from the last build still remains. A level 3 is needed for a level 1 move? That's nonsense... - Mario's Bob-ombs require 1 Level, yet, it only takes about 300 or so of power. - "Explod move" FX should be a projectile. Also, where's the transparency? - Mario's new fireball could also use transparency. - As I've mentioned in the first version of Mario, if Bros Attack is done on P2's side, it's useless. Another thing I noticed is that the hit counter drops twice. - Because the Final Smash helper is coded as a normal/special/hyper attack attribute, stuff like this happens... - Again, Waluigi and Wario Summon only works if Mario's power is at Level 1. - F.L.U.D.D no longer separates from Mario, which is good,, however, Mario no longer has a cornerpush. Speaking of which, When repeatedly performing the move, the F.L.U.D.D helper does not destroy itself. Now this is a huge issue because this can lead to problems with both Mario and the opponent's helpers to no longer function. - The supercombo remains unchanged. The combo hit suddenly drops. Also, the way you have it set up is pretty odd here. - When P2 is squished from both Supercombo and SMB Hyper, it takes quite awhile to recover from it. This also persist from the last version. - Cousins Attack again, triggers debug flood, just like the last build. So there you have it. As the aforementioned above, it's a bit better, but not as good as I thought it would be. Also, I was looking through your code and I honestly can't digest the mistakes and unnecessary triggers you have in there... Ahh come on... There is no problem with this character anymore. Clsns are not REALLY important as you are saying. The level of helpers doesm't matter. look at their damage. transparency isn't important. those fx are so better without transparency. Character has no more bad errors. Also, Edit your video about "in the name of mario bla bla" it is kinda rude Download my creations here! Hope you like 'em
Ali Posted December 19, 2016 Author Posted December 19, 2016 8 hours ago, cartwheel champion said: ...Now that this is bumped: Mario's basics are a bit slow... His strong kick, strong punch and crouching kicks especially. Many of them are unsafe even on hit. Also, the fire pillar hyper will be pushed back if the foe is too close to the wall. The effect will separate from Mario and the enemy won't take anymore damage from it unless they happen to move back into it. If the enemy hits the space where Mario is during Mario Finale, it'll generate a clone of Mario that can be hit and stuff. Mario himself will be fine. Cape can no longer be done on the ground. For some reason, it makes Mario "land" on the ground every time you try, but works fine in the air. Might need to turn enemies around, too, because as is it's kinda worthless due to it's very low damage output and it's kinda just another punch. Mario can move and attack before the round begins. Also, his air movement is still pretty slow and drifty. Roll's end frames might need to be clipped down a bit... It's really easy to get hit at the end. Really nice how it can dodge now, though. What type of move is , , ? It's some odd flip-type maneuver that hurts enemies at the very start? Is it supposed to be useful for escaping corner pressure? Mario can get hurt during the peak of the jump. I'm really just only unsure about what this attack is for, not really a complaint at all. Thank you so much for the fixes, though. He's so much better and somewhat more smooth than the first version. Maybe he could use rolling while laying down, too? I'll do it later. this days I'm too busy. Gaulbetti 1 Download my creations here! Hope you like 'em
Dissidia Posted December 19, 2016 Posted December 19, 2016 10 hours ago, Ali said: Clsns are not REALLY important as you are saying. So CLSNs aren't important to you if you see something like this in fighting games? You shouldn't be creating MUGEN characters, nor looking into video game programming if collision boxes are not an importance to you. 10 hours ago, Ali said: The level of helpers doesm't matter. look at their damage. Have you NOT tested your character in Arcade/Vs. Mode? You can't activate a Lv. 1 super unless your level is MAX'd up, which is ridiculous. If you have a Lv. 3 super that drains all three levels, then yeah, that's correct, but it also depends how appropriate how much damage it inflicts. 10 hours ago, Ali said: transparency isn't important. those fx are so better without transparency. I've never said it was important, keep your cool there buddy. It was only a suggestion, and that's fine if you stick with your opinion. 10 hours ago, Ali said: Character has no more bad errors. Also, Edit your video about "in the name of mario bla bla" it is kinda rude Hey that's fine. If you believe Mario doesn't contain any more errors, it doesn't, though the aforementioned posts says something else... Lillie's 音MADs, Moltar and Dumanios 3 Main Site l YT Channel
Moltar Posted December 24, 2016 Posted December 24, 2016 Thanks for the shout out! I really appreciate It! However, I found several errors in your character: 1. This image showcases some very odd CLSN boxes. Why does Mario's stomach (the one that's lying down) appear to be deadly, and the rest of his body is simply hittable? Lie down poses should not be hittable nor deadly to the opponent. 2. I recently watched Dissonance's video on your Mario, and I noticed that several of his basic attacks seem more powerful than they should be. Same goes for the summonable characters. 3. How come two summonable characters can appear at once? It just seems cheap to have one helper attack, then the other immediately attacks the opponent shortly afterward. Ali 1
Gaulbetti Posted December 24, 2016 Posted December 24, 2016 That red hitbox thing is probably just Rock's attack, and not Mario. Ali 1 Everything close to me fades away. (Insert emoji here)
Ali Posted December 24, 2016 Author Posted December 24, 2016 HI AND THANKS FOR THE REPLY, MOLTAR. about those problems, 1. I just added clsn2 to the lying down animation. the red box is rook's. 2. Dissonance's video is from old version of mario. this is fixed one. 3.there is no problem, it's one of speccials that's not cheap, friend :) Download my creations here! Hope you like 'em
Ali Posted December 24, 2016 Author Posted December 24, 2016 After all, thnx dizzy mugen, thanks cartwheel champion, and thnx moltar, I FIXED THOSE ERRORS AND, THE FINAL FINAL VERSION WILL BE AVAILABLE FOR CHRISTMAS! Gaulbetti 1 Download my creations here! Hope you like 'em
Moltar Posted December 24, 2016 Posted December 24, 2016 2 hours ago, Ali said: After all, thnx dizzy mugen, thanks cartwheel champion, and thnx moltar, I FIXED THOSE ERRORS AND, THE FINAL FINAL VERSION WILL BE AVAILABLE FOR CHRISTMAS! I don't want to sound spoiled or anything, but do you think there could be an alternative gameplay for him that is more accurate to SSBB?
Ali Posted December 24, 2016 Author Posted December 24, 2016 23 minutes ago, Moltar said: I don't want to sound spoiled or anything, but do you think there could be an alternative gameplay for him that is more accurate to SSBB? Sure, NICE IDEA! i shall do it Download my creations here! Hope you like 'em
DS12 Posted December 28, 2016 Posted December 28, 2016 If you're still working on the final version, here's what i got for your fixed one.: - Air recovery (and in mid-air) animation missing - Jump Light punch can be performed infinitely - Might I suggest making the F.L.U.D.D water noises when it fires out? Instead of mario saying: "HIYAH HIYAH!" - The fireball in air takes too long for it to come out even though mario sticks out his hand for firing. - Also make the commands more easier to activate so it wouldn't be such a hard gameplay to begin with. (Just a suggestion) - Luigi's negative zone is underpowered - Bullet Bill hyper: Why does he liedown dead during the animation? Maybe you should put in the crouch animation instead of liedown. - Smb Helpers: The helpers come out behind mario which makes it kinda weird. Maybe I should suggest putting postype = Back and the pos should be -55. That's what I do for my helpers. :) Also, when he's smashed by a thwomp it takes too long for mario to pop back up. And maybe reduce the envshaking power it does after Thwomp lands -Special Fireball Hyper: Mario gets dizzy after the animation is done. - Super beam: When p2 gets hit I suggest make a fall state in the hitdef, so it would look like the super beam is pwning mario hard. - Lower the damage for koopa troopa stampede hyper That's all the feedback. I appreciate your hard work on this fixed version, but you should probably fix these problems. Ali 1 DS12's Youtube Channel
Gaulbetti Posted December 29, 2016 Posted December 29, 2016 Oh, yeah. One last thing. For some reason, Mario's guarding breaks. What I mean is that Mario will take out his shield even when he's not being attacked which won't let him move backwards or be able to do any attacks involving moving backwards. Seems to happen at complete random. Everything close to me fades away. (Insert emoji here)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now