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 KYLE IS FINALLY HERE--logansam day

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candido159



Posts : 437
Join date : 2013-05-16
Age : 18
Location : Philippines

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 04, 2015 10:22 am

Btw, hey  logansam and chimoru, is there a way to make all the effects green?
I mean by this:

I changed the palettes.. but see the effects on him..
Is there a way thou ??
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Cristianomelo



Posts : 1052
Join date : 2012-09-14

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 04, 2015 12:03 pm

Great job logansam and chimoru, the character was incredible. Only one thing, be more cautious with the sprites of group 5000, most this very misaligned and this is happening in all recent characters of the project. If you wish I fix this part of alignment in these groups of sprites and i can spend pra you.
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yolomate



Posts : 2403
Join date : 2013-06-17
Age : 39

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 04, 2015 4:21 pm

great char!!!!!!!!!!!!!! I love it!more Dc comics chars! this great and funny played!!
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Chimoru



Posts : 591
Join date : 2012-06-05
Age : 36
Location : Detroit

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 04, 2015 6:54 pm

@candido159 wrote:
Btw, hey  logansam and chimoru, is there a way to make all the effects green?
I changed the palettes.. but see the effects on him..
Is there a way thou ??


The way Kyle is set is with the palettes is...complex.  If you look at the coding for the moves, any time he is in a certain palette slot (Let's say this time 6, which is his white one) it will apply a palette fx coloring that I specifically set for that slot.  Basically, I had to look at the sprites for each helper, and make a custom white filter for each one.  They're all different white codes.  All different red, or orange, etc.  Sometimes I could use the same red code on a different move, sometimes I had to make a new one.

So even if you replaced the green palette in slot one with a red one, the fx codes I put in each helper will still be written as green shades, and you'd have to write them too.  They're not in the palettes color grid, they're in the coding. I had to do it this way because all the constructs had different palettes themselves. It wasn't uniform and this was my solution to it.

You could change the palette order
pal.defaults = 1,2,3,4,5,6,7,8,9,

to

pal.defaults = 6,7,8,9,1,2,3,4,5,

and the white would be the default, but even if you delete the other ones, they'll still show up.
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007



Posts : 206
Join date : 2012-06-13
Age : 21
Location : Brasil

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Fri Nov 06, 2015 9:17 am

Sensational guy you guys sent very well get all the great AI Pallets to the portrait I'm great thanks for Kyle Logamsam this for me was their best char, and you Chimoru make a great double congratulations clap drop da bomb bat
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walruslui



Posts : 349
Join date : 2012-06-17

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Mon Nov 09, 2015 11:48 pm

@Chimoru wrote:
Is there some coder, or some character, that you think has really good chaining?  Some kind of example I can look at to better understand?  I'm a button masher.  Seriously.  I can't chain combos. So it's hard for me to test things I do.  Any kind of help is appreciated.
chaining combos is actually pretty simple once you get used to it, i think i have a tutorial for it, let me look it up, it only takes about 5 minutes. i've already fixed up the comboing issue and made it so you can cancel normals into specials and specials into (certain) hypers. if you want i can send you the fixes.

look at whiplash's thanos for a good reference on how to easily input this kinda stuff onto any character
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NinjaRyu



Posts : 372
Join date : 2012-12-14

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 2:02 am

finally ilu
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walruslui



Posts : 349
Join date : 2012-06-17

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 4:52 am

here:
https://www.sendspace.com/file/mkbpsp

i fixed up some of the issues that you guys left in:

He can now chain normals into specials. his magic series is stronger
specials can cancel into hypers
fixed up most of the cornerpushes on the normals so they can chain
fixed up most of the normals, most of them were unsafe and had really weird hitboxes
lowered the superpause time to 36
fixed up the launcher, it was very very unsafe.
changed the hit sounds and added a crash sound effect to all of the hypers once they finish
made almost most of the constructs transperant

i would have done more like adding in a overhead, fixing up most of the weird hitboxes, fixing the issue where the missle special removes power but this is just a little edit to demonstrate that just changing the basics can really improve a character. i know you said that you cant really play fighting games, but remember, mugen coding can actually teach you the ins and outs of fighting games and in turn teach you how to play them better, which can help you code and stuff in mugen.

being flashy is cool and you guys have some really neat ideas, but you have to remember when doing a character, you gotta get the basics right and lay out a solid foundation, not everything has to be shiny! Smile i already fixed up shazam and captain atom to be as solid as your Blue Beetle, would you like me to upload those as well?

its still a cool character and needs a bit of polishing to be perfect, but you guys will get there im sure.
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walruslui



Posts : 349
Join date : 2012-06-17

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 4:52 am

here:
https://www.sendspace.com/file/mkbpsp

i fixed up some of the issues that you guys left in:

He can now chain normals into specials. his magic series is stronger
specials can cancel into hypers
fixed up most of the cornerpushes on the normals so they can chain
fixed up most of the normals, most of them were unsafe and had really weird hitboxes
lowered the superpause time to 36
fixed up the launcher, it was very very unsafe.
changed the hit sounds and added a crash sound effect to all of the hypers once they finish
made almost most of the constructs transperant
removed the superman intro from playing, its really really weird to have him appear in 3 characters

i would have done more like adding in a overhead, fixing up most of the weird hitboxes, fixing the issue where the missle special removes power but this is just a little edit to demonstrate that just changing the basics can really improve a character. i know you said that you cant really play fighting games, but remember, mugen coding can actually teach you the ins and outs of fighting games and in turn teach you how to play them better, which can help you code and stuff in mugen.

being flashy is cool and you guys have some really neat ideas, but you have to remember when doing a character, you gotta get the basics right and lay out a solid foundation, not everything has to be shiny! Smile i already fixed up shazam and captain atom to be as solid as your Blue Beetle, would you like me to upload those as well?

its still a cool character and needs a bit of polishing to be perfect, but you guys will get there im sure.

EDIT: sorry, i accidently double posted because my internet lagged, can someone delete that duplicate post
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Chimoru



Posts : 591
Join date : 2012-06-05
Age : 36
Location : Detroit

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 5:23 am

Thanks. Now i don't have to. I appreciate one less thing for me to worry about. I'm feeling pretty overworked at the moment. Mostly in my non - mugen life tho. LOL
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walruslui



Posts : 349
Join date : 2012-06-17

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 5:30 am

well, dont worry about it, if you ever need someone to help you out with some coding-related stuff, feel free to send me a PM anytime, ill be glad to help
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DeleFresh



Posts : 68
Join date : 2012-05-28

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 10:45 am

Hey I tried out the "new" Kyle and found it a bit easier to play successfully with him against the tougher mugen characters. So definitely improved an already good character.

If something similar is in place for Shazam or Captain Atom would be nice there too (but Captain Atom seems to work well as is).

But regardless, thanks for the improvements and although I'm not really a mugen maker, I am curious about the tutorial you mentioned luisdude1- would you be able to post a link? I'm sure others would appreciate it too!
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NightDevil123



Posts : 184
Join date : 2012-05-30

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 10:47 am

Soooooooooooooo worth the wait!
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logansam



Posts : 696
Join date : 2013-06-25
Location : Colombia

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 11:41 am

luisdude1 wrote:
well, dont worry about it, if you ever need someone to help you out with some coding-related stuff, feel free to send me a PM anytime, ill be glad to help

Thanks for the help my friend...
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animaraz



Posts : 956
Join date : 2012-05-20
Age : 40
Location : León, Gto.

PostSubject: Re: KYLE IS FINALLY HERE--logansam day   Wed Nov 11, 2015 1:57 pm

Thanks lLuisdude1
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