Posts : 140
Join date : 2014-12-12
Age : 19
Location : United Kingdom
|Subject: Character Releases: DangerMouse beta release! April 3rd 2015, 6:25 pm|| |
DangerMouse has being released as his beta state for this Easter!Video:What things I am going to add for his full version:
One special and hyper
Hyper Win Texts
If you tested him, please give a feedback I will fix.
Posts : 2208
Join date : 2012-04-22
|Subject: Re: Character Releases: DangerMouse beta release! April 4th 2015, 12:16 am|| |
Thank you for sharing. Will add to the forum index news block soon.
Posts : 79
Join date : 2014-12-19
Age : 18
|Subject: Re: Character Releases: DangerMouse beta release! April 5th 2015, 9:04 am|| |
This characters looks so perfect, good job, George!
Posts : 3442
Join date : 2014-08-11
|Subject: Re: Character Releases: DangerMouse beta release! April 5th 2015, 10:19 am|| |
Wow, finally you released your DM beta! What a classic!
The dangerous MUGEN world needs a Danger Mouse indeed!
I found some commands in your readme don't match those defined in the CMD file and some moves don't work as expected:
Gun Shoot (Normal, Strong and EX Versions): D, DF, F, x/y/z ;;;; you can include a "it can also be done in air" sentence
Bomb Toss: D, DB, B, a ;;;; this one is not working because in the CMD file it was defined as "~B, DB, D, DF, F, y" and it was "overriden" by "D, DF, F, y", so I suggest you can change it to "~D, DB, B, y"
Charge (Normal and EX Versions): D, DB, B, b/c ;;;; the `c` version is not working because you might have forgotten to define "~D, DB, B, c" in the CMD file
Badge Grab (grab): D, DB, B, z ;;;; a grab shall not be blockable/guardable, so you may want to change StateDef 1300 HitDef hitflag = MAF to hitflag = M- and remove the guardflag = MA and the last P2 "being-grabbed" state StateDef 1303, you have to use SelfState rather than ChangeState to bring P2 back to his/her/its Stand state StateDef 0, trust me in this one.....
Rocket Barrage (requires 1000 power):, D, DB, B, a+b ;;;; in the CMD file you defined the command as "~D, DB, B, b+c"
Eye Patch Laser (requires 2000 power):, D, DF, F, x+y
Bomb Explosion (requires 3000 power):, D, DB, B, y+z ;;;; some times the bomb can miss the enemy P2......and when it misses or gets blocked/guarded, the screen shaking still continue after DM gains control from the bomb explosion hyper move #3 state........for the EnvShake, time = 750 is too long.......it should be the time spent on DM's bomb explosion super hyper move #3 which is about 236 game ticks.......or even better, add an extra EnvShake to cancel the shaking effect when DM is out of the bomb explosion hyper move #3 state StateDef 3200:* in hypers.st "Bomb" Helper state [StateDef 3201], add this EnvShake:
[State 3201, EnvShake]
type = EnvShake
trigger1 = Time = 390
trigger2 = Root, MoveType != A
trigger3 = Root, StateNo != 3200
time = 1
ampl = 0
freq = 0
ignorehitpause = 1
Posts : 35
Join date : 2014-12-16
|Subject: Re: Character Releases: DangerMouse beta release! April 11th 2015, 9:12 am|| |
cool!! if anything the projectile from the gun should be raised up a bit higher so it looks like it's coming out of the gun instead of hes knee. good luck with updating him.