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 Cinder (Update) Divinewolf Style Release

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CVS Artist

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PostSubject: Cinder (Update) Divinewolf Style Release   January 18th 2018, 3:40 am





Update:
Spoiler:
 

Download Update:
mediafire.com file/58ttjj7n63q9izx/Cinder+Update.rar


Last edited by CVS Artist on January 19th 2018, 7:33 pm; edited 1 time in total
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Doom

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PostSubject: Re: Cinder (Update) Divinewolf Style Release   January 18th 2018, 6:28 am


Very good ... Smile
Thank you very much ... cheers
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malevka1

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PostSubject: Re: Cinder (Update) Divinewolf Style Release   January 18th 2018, 12:11 pm

Thank you very much
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Werewood

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PostSubject: Re: Cinder (Update) Divinewolf Style Release   January 19th 2018, 8:39 am

Thank you for this unique DW-styled KI Cinder! Exclamation

Like all the custom sprite edits for new moves! Exclamation

A couple of MUGEN bugs (debug floods), after a quick MUGEN test :
- missing MUGEN animation Action #105 for the Cinder's Hop Backwards animation
- ChangeAnim elem = [negative number] in crouching states StateDef 10 and StateDef 12:
Code:
[State 10, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim = 12
value = 10
elem = 3 - AnimElemNo(0)
Code:
[State 12, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim = 10
value = 12
elem = 3 - AnimElemNo(0)

You need to change both "elem = 3 - AnimElemNo(0)" lines to "elem = 6 - AnimElemNo(0)", it is because your Cinder's crouching animation Actions Begin Action 10 and Begin Action 12 both has six (6) frames/sprites.  Or you may want to add a MUGEN Trigger like "trigger1 = AnimElemNo(0) <= 3" to both type = ChangeAnim in states StateDef 10 and StateDef 12. Wink
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CVS Artist

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PostSubject: Re: Cinder (Update) Divinewolf Style Release   January 19th 2018, 7:34 pm

Cinder Updated See First Post
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Mistah Jorge

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PostSubject: Re: Cinder (Update) Divinewolf Style Release   January 20th 2018, 8:29 am

This is what i found while playing a little:



My main complaint is that his glow is um... idk what to tell you, i guess the images speak for me, everything else looks okay

Edit: i think 02 01 00 punch should be the more combo-able than 02 03 04 punch as long as you'd give the latter's light punch version the ability to be comboed as well
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