SpookyKujo Posted April 24 Posted April 24 Now we're really getting into releasing stuff that's been long done eh? For today, we have: THEBURNINGMAN, which is the second NESTS-Executive aside KrizalidsHomeCountryIs. PLAYSTYLE: - 3 Buttons: Light Attack(X), Medium Attack(Y), Strong Attack(Z) L features a guard-cancel, while blocking [6]X/Y/Z - Kind of like a Shoto - has higher live and does more damage than my usual characters because he's kinda like a Mid-Boss character - features a readme, as usual He even has a Story OMG!!: While, NOT being ingulfed in flames, Zero was expirimenting with different, highly, flammable chemicals, but, much to his dismay, KRIZALIDSHOMECOUNTRYIS was pranking him, and, while trying to light a chemical on fire, it fell on him and he was burning VERY much. And, now, with the unbearable pain upon him, he needed a solution, he tried to but the fire out with "SpaceWaterTM", but that had, sadly, no effect. He tried many different methods, until realising, that he isn't even in pain, he's practically [INVINCIBLE] to the flames!! But, because of that Prank, he now HATES KHCI with a... burning... passion. The good thing for him, he can even channel these flames in various types of "SpaceMagicTM", which make him an formidable foe, and, directly under Igniz, he has the luxury of training with him to hone his skills with the flame. NOTE: The "NESTS-executives" are found under my main joke characters! So yeah, have fun!! DL LINK: https://drive.google.com/drive/folders/1Cny1c-laeawVmPheAXYfb9wZwd7Vn79d?usp=sharing N_N 1
N_N Posted April 26 Posted April 26 Alright I messed around with him for a bit. Here's what I found: - You left an incomplete super in there ("THE POWER OF THE SUN") - MEGADUNK is not that good of a move. It can be blocked, comes out pretty slow, and can't be comboed into. I would recommend turning it into more of a conventional frame-1 command grab. - He doesn't have any lows. This makes it pretty easy to turtle the entire match. - Original Zero got some actual crouching sprites in KOF2002 UM. IMO it'd be worth adding them. - It's possible for small characters to drop out of the WOOPI-DI-SCOO combo. I recommend either extending the hitboxes and/or using custom states for more control. - j.x/j.y have basically the same animation - understandable given Zero's limited sprites - but they cause P2 to react different ways (one causes the "hit high" animation, the other "hit low"). I would make both of them cause the "hit high" animation. - Same goes for 5x/2x. Very similar animations, but they cause two different reactions. - "statetype = S" and "statetype = C" triggers on the specials/supers should be changed to "statetype != A" to make them easier to perform. - Supers and the guard cancel give power back - Flame pillar effect on "HAHA" super has a shadow - Head.pos and mid.pos are slightly misaligned. - "hell" animation on winpose 1 doesn't fit the screen on 4:3. Not sure if this is intentional. - Running jump seems to cause 2 jump sound effects to play at once. - Idle effect doesn't have "ownpal = 1". This means it can be affected by PalFX which doesn't look very good. A pretty solid edit. I laughed at Zero's mouth becoming freakishly tall on the "HAHA" super. And of course the big portrait. SpookyKujo 1 go back up!
SpookyKujo Posted Saturday at 06:23 PM Author Posted Saturday at 06:23 PM Now I can finally reply! So, I fixed, I guess, every issue with him, even the 4:3, it wasn't intentional, but I only play on 16:9, so I adjusted it according to that screen-size. And, again, thx for pointing these Issues out!
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