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 Character Releases: DangerMouse beta release!

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WlanmaniaX

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Posts : 155
Join date : 2014-12-12
Age : 19
Location : United Kingdom

PostSubject: Character Releases: DangerMouse beta release!   April 3rd 2015, 6:25 pm

Hello, M.U.G.E.Nites!

DangerMouse has being released as his beta state for this Easter!



Video:



What things I am going to add for his full version:

More compatibles
Air throw
One special and hyper
Full A.I
Hyper Win Texts
Callouts

Download Link:

Download him!

If you tested him, please give a feedback I will fix.
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Adminbot

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Posts : 2317
Join date : 2012-04-22

PostSubject: 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.
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BeanFan112

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Join date : 2014-12-19
Age : 19

PostSubject: Re: Character Releases: DangerMouse beta release!   April 5th 2015, 9:04 am

This characters looks so perfect, good job, George!
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borewood2013

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Join date : 2014-08-11

PostSubject: Re: Character Releases: DangerMouse beta release!   April 5th 2015, 10:19 am

Wow, finally you released your DM beta!  What a classic! farao

The dangerous MUGEN world needs a Danger Mouse indeed! bounce

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:

Code:
[State 3201, EnvShake]
type = EnvShake
trigger1 = Time = 390
trigger2 = Root, MoveType != A
trigger3 = Root, StateNo != 3200
time = 1
ampl = 0
freq = 0
ignorehitpause = 1
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ryochi

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Join date : 2014-12-16

PostSubject: 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.
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