A place to have fun with Mugen
 
PortalHomeFAQMemberlistSearchRegisterComic WIP TrackerDownloadsLog inChat
Website Navigation Help
Translate the Website
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Latest topics
» Yo-kai watch MUGEN
by Mega_Man Today at 6:37 pm

» Mugen Archive is the worst site....
by yolomate Today at 5:21 pm

» Neo's Mugen Saturday Showdown!
by TK830515 Today at 5:12 pm

» Happy ~Birthday~ to *** Doom ***
by chuchoryu Today at 5:03 pm

» Mugen Screenshot Thread
by borewood2013 Today at 4:58 pm

» Vs.Style DEBUTS UNKNOWN SOLDIER W.i.P
by Mazemerald Today at 4:40 pm

Special Features at MMV





Chat on MMV w/ Discord


Share | 
 

 Joker released

View previous topic View next topic Go down 
Go to page : Previous  1, 2, 3  Next
AuthorMessage
Ax

avatar

Posts : 3183
Join date : 2012-06-02
Location : https://mugenarchive.com

PostSubject: Re: Joker released   October 22nd 2012, 4:32 am

@YoungSamurai5 wrote:
let me start off by saying that this joker is very nice sprite wise, i like all the original ideas for the moves and hypers and what not. he is truly a pleasure to watch sprite wise. now down to buisness. i am no cybaster but i spotted a few things that may need to be addressed

-red skull and (especially thor out of respect) sprites need to be taken out. doesnt affect gameplay but i would be nice if you would take those out

-from what i looks like either you used auto-clsn or just re used the same clsn boxes from your red skull the clsn boxes are way out of place, there are some frames that dont even have clsn boxes. not saying they have to be perfect but it would be nice if at least all the frames had clsn boxes

-while your playing with him you can notice that his shadow sometimes flickers on and off probably due to lack of clsn boxes on some frames which i addressed in last bullet

-to fix your clone issue with that bomb special just change that changestate in state 2510 to a destroyself instead, that should fix your problem. also take the green hitbox off of it in the anim just in case p2 attacks the bomb it wont go into p1s get hit state

- super jump doesnt properly connect, might wanna check that out

this is all i found while skimming through him a bit, didnt really play any matches with him yet so there could be maybe a few other things. other than that though he is a pretty cool character just think he was rushed without being tested causing these problems, but i guess this is your way of having him tested since this is a beta im guessing. cool release non the less

Thanks

I am very sloppy, I will try to get into that habbit of removing the dead stuff out. Also i did reuse the clns stuff from the other edits, I only did little modifications, I know I gotta spend some time on that and redo them all.

The shadow flicker is intentional to simulate the arcade shadows in those BoR games, it's not popular with everyone, you can remove it though, I think it's in State -2 at the very bottom.

I used this to fix the bomb special, placed under [State 2510, 1]

[State 18190, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact = 0
ID = 25

It seems to work ok I think?

Also the super jump takes some time to lift off cause joker has to jump on the pogo stick so you have to hold it until he moves out Laughing

If you punch while he is jumping on the pogo stick he will cancel his pogo jump to make that punch a success.


Thanks for the feedback, I can clean it up a little here and there from what I catch in this thread. tongue


Back to top Go down
View user profile https://mugenarchive.com
YoungSamurai5

avatar

Posts : 957
Join date : 2012-05-01
Age : 23

PostSubject: Re: Joker released   October 22nd 2012, 10:01 am

yea you seemed to have fixed that clone issue i see. the only thing thats wrong with it now is the clsns which you said you will fix later so its good for now lol.

the super jump, i see what you mean by you can cancel into the attack but it is hard at times. you just need a pause or or something like that, i look into it later but its good for now i guess ha

cool man glad you getting some of this stuff done and congrats on your joker man
Back to top Go down
View user profile
warecus



Posts : 454
Join date : 2012-05-27

PostSubject: Re: Joker released   October 22nd 2012, 10:28 am

is it suppose to look like this?

[State 2510, 1]
type = HitDef
trigger1 = time = 0
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
priority = 2,Hit
sprpriority = 2
p1stateno = 2525
[State 18190, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact = 0
ID = 25


what am i doing wrong
Back to top Go down
View user profile
Ax

avatar

Posts : 3183
Join date : 2012-06-02
Location : https://mugenarchive.com

PostSubject: Re: Joker released   October 22nd 2012, 12:44 pm

@warecus wrote:
is it suppose to look like this?

[State 2510, 1]
type = HitDef
trigger1 = time = 0
attr = S,SP
hitflag = MAFD
guardflag = MA
affectteam = E
priority = 2,Hit
sprpriority = 2
p1stateno = 2525
[State 18190, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact = 0
ID = 25


what am i doing wrong

i got

Quote :
[StateDef 2510]
type = S
MoveType= A
physics = N
ctrl = 0
anim = 1011
VelSet = 4,0
sprpriority = -1



[State 2510, 0]
type = VelAdd
trigger1 = (Time >= 4) && (Pos Y <= 0)
x = .35

[State 2510, 0a]
type = NotHitBy
trigger1 = IsHelper
value = SCA



[State 2510, 1]
type = HitDef
trigger1 = time = 0
attr = S,SP
hitflag = MAFD
guardflag = MA
;affectteam = E
priority = 2,Hit
sprpriority = 2
p1stateno = 2525


[State 18190, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact = 0
ID = 25






; Grenade: exploding state
[StateDef 2525]
type = S
MoveType= A
physics = N
ctrl = 0
;anim = 2521
VelSet = 0,0
sprpriority = 4

[State 2525, 0]
type = AssertSpecial
trigger1 = IsHelper
flag = noshadow

[State 2525, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S60,1
volume = 100



[State 2525, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,SP
hitflag = MAFD
guardflag = MA
animtype = Up
sparkno = 8570
guard.sparkno = 0
sparkxy = 0,0
;affectteam = B
priority = 2,Hit
sprpriority = 2
damage = 100,30
pausetime = 1,8
ground.type = Low
ground.slidetime = 2
ground.hittime = 5
ground.velocity = 3, -4
air.velocity = -4, -5
fall = 1
fall.recover = 0
down.bounce = 1
kill = 1
;palfx.time = 20
;palfx.add = 64,32,0
;palfx.mul = 512,384,256
p2stateno = 7697


[State 0, Explod]
type = Explod
trigger1 = movecontact
ctrl = 0
anim = 8570
VelSet = 0,0
sprpriority = 4


[State 2525, 1]
type = EnvShake
trigger1 = (!Time)
time = 30
freq = 50
ampl = -5
phase = 90




[State 2525, 0]
type = DestroySelf
trigger1 = AnimTime = 0


you can try pasting that or redownloading it from the downloads page
Back to top Go down
View user profile https://mugenarchive.com
warecus



Posts : 454
Join date : 2012-05-27

PostSubject: Re: Joker released   October 22nd 2012, 1:08 pm

perfecto gracias
Back to top Go down
View user profile
Blagoy



Posts : 253
Join date : 2012-05-25

PostSubject: Re: Joker released   October 22nd 2012, 2:35 pm

Great Very Happy
Back to top Go down
View user profile
Ax

avatar

Posts : 3183
Join date : 2012-06-02
Location : https://mugenarchive.com

PostSubject: Re: Joker released   October 22nd 2012, 4:01 pm

I updated the download with some fixes that mfg suggested.

Just some missing clns boxes and some sprites replaced in the throw, but it's generally the same.

Back to top Go down
View user profile https://mugenarchive.com
JARRO77

avatar

Posts : 1139
Join date : 2012-06-01
Age : 25
Location : Italy

PostSubject: Re: Joker released   October 24th 2012, 1:56 am

awesome char!!! i don't understand only 1 think why the hyper moves are all with 3000 of power???? why you don't change the hyper in only 1000 power, i think its better Smile
Back to top Go down
View user profile
Ax

avatar

Posts : 3183
Join date : 2012-06-02
Location : https://mugenarchive.com

PostSubject: Re: Joker released   October 24th 2012, 5:19 am

@JARRO77 wrote:
awesome char!!! i don't understand only 1 think why the hyper moves are all with 3000 of power???? why you don't change the hyper in only 1000 power, i think its better Smile

I think that getting a hyper so soon takes away from the battle, so I increased them all to at least 3000 to perform. I've played many creations and some only use hyper attacks and never really fight after they use their first one. When they use their hyper they quickly regain their power back from the damage their last hyper caused, so it is a continuous loop of nothing but hyper attack trading. The player misses out on the fighting, the skills and technique entirely after the first 6 seconds Crying or Very sad

So for my personal preference I made it harder to get, to allow for a better fight.

However you can alter it yourself, open up .cmd and search for

triggerall = power >= 3000

and change that number to

triggerall = power >= 1000

and you'll have it the back to the normal way. Though you should try having all your characters work at 3000, they'll be longer and more intense battles IMO. scratch
Back to top Go down
View user profile https://mugenarchive.com
YoungSamurai5

avatar

Posts : 957
Join date : 2012-05-01
Age : 23

PostSubject: Re: Joker released   October 24th 2012, 11:47 am

i dont think that is necessarily the case, it all depends on how you code your characters ai, ive seen some characters whos ai is so intense even without the hypers being impelemented all the time. but to each is own i guess.
Back to top Go down
View user profile
volzzilla

avatar

Posts : 6575
Join date : 2012-05-02

PostSubject: Re: Joker released   October 25th 2012, 12:01 pm

i'm thinking maybe it might be better for the released version to have standerdized hyper gain, and maybe you adjust your personal copy to what you like better?
Back to top Go down
View user profile
hans2124

avatar

Posts : 27
Join date : 2012-09-19

PostSubject: Re: Joker released   November 1st 2012, 5:56 pm

Hello, I really like the Joker, but because I can not change the color palette to char? scratch

Back to top Go down
View user profile
YoungSamurai5

avatar

Posts : 957
Join date : 2012-05-01
Age : 23

PostSubject: Re: Joker released   November 1st 2012, 6:13 pm

@hans2124 wrote:
Hello, I really like the Joker, but because I can not change the color palette to char? scratch


he only has one pal
Back to top Go down
View user profile
volzzilla

avatar

Posts : 6575
Join date : 2012-05-02

PostSubject: Re: Joker released   November 3rd 2012, 10:19 am

make sure you watch the end of the black widow video. joker glitched out a little at the end.
Back to top Go down
View user profile
Red Hood

avatar

Posts : 908
Join date : 2012-06-16

PostSubject: Re: Joker released   November 14th 2012, 1:58 pm

SOMEONE CAN SEND him to me?
"sendspace is at full capacity"
Back to top Go down
View user profile
 
Joker released
View previous topic View next topic Back to top 
Page 2 of 3Go to page : Previous  1, 2, 3  Next

Permissions in this forum:You cannot reply to topics in this forum
The Mugen Multiverse :: Mugen :: Full Game Projects :: The Adventures of Batman-
Jump to: