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 Count Duckula's FINAL release!

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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Count Duckula's FINAL release!   December 10th 2015, 11:56 am

Hello, folks.

Count Duckula has got finally released as his final update! Next creation I will do was R.O.B.



Download Link:

Download him as v.1.25!

If you test him, please send your feedback.


Last edited by WlanmaniaX on February 5th 2016, 10:00 am; edited 4 times in total
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yolomate



Posts : 2176
Join date : 2013-06-17
Age : 39

PostSubject: Re: Count Duckula's FINAL release!   December 10th 2015, 11:58 am

wow I love this duck"!! now I download this char!!!!!!!!!! Wink
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Doom



Posts : 3808
Join date : 2014-08-22

PostSubject: Re: Count Duckula's FINAL release!   December 10th 2015, 12:03 pm

THANKS !! bub
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kokehackz



Posts : 513
Join date : 2013-11-17
Location : Málaga,Spain

PostSubject: Re: Count Duckula's FINAL release!   December 10th 2015, 12:16 pm

Thanks a lot, looks really cool , downloading...
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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Re: Count Duckula's FINAL release!   December 10th 2015, 12:35 pm

@kokehackz wrote:
Thanks a lot, looks really cool , downloading...
Not a problem. Oh, and I also updated my link so you will download him.
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brucewayne74



Posts : 181
Join date : 2012-11-29

PostSubject: Re: Count Duckula's FINAL release!   December 11th 2015, 2:57 am

oh, what a surprise!
You made a great work with him, excellent walk,run,jump,crouch,stand animation, but some animations are a little weird with some big head effect
if you will improve some little pictures, this char will be a classic
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btony89



Posts : 2136
Join date : 2015-06-04
Location : México

PostSubject: Re: Count Duckula's FINAL release!   December 11th 2015, 3:10 pm

nice release, i will try him later.
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volzzilla



Posts : 5509
Join date : 2012-05-02

PostSubject: Re: Count Duckula's FINAL release!   December 11th 2015, 8:34 pm

congrats on your release. he looks cool Smile
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ragnarok_333



Posts : 97
Join date : 2012-05-22
Age : 36
Location : Mexico

PostSubject: Re: Count Duckula's FINAL release!   December 11th 2015, 8:59 pm

wow one of my favorite cartoons, thank's
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Count Duckula's FINAL release!   December 12th 2015, 7:31 am

>> If you test him, please send your feedback.
My MUGEN feedback is sent to here for you.  I use MUGEN1.0 version and KFM as the player#2.

>> Transport (uses stand and air): b+c
It should be a+b instead of b+c in your readme

Close-up standing "c" misses KFM:

in case imgur not working for you...:
 
* you might want to extend the red hit box to Duckula's armpit or use the Width MUGEN state controller to add some front width when Duckula is close to KFM during the move

Close-up air "y" misses KFM:

in case imgur not working for you...:
 
* you might want to extend the red hit box to Duckula's armpit or use the Width MUGEN state controller to add some front width when Duckula is close to KFM during the move
* this issue greatly affects the launcher air-chain-combo.........

All air normal moves end with some invalid StateDef's (i.e. ChangeState to 41 and 1400 but these two (2) states do not exist in all CNS files....) which results in MUGEN debug error messages.......actually you don't really need these ChangeState to 41 because you already have CtrlSet after some Time passes....but I am not sure about 1400 as is it something more specific?

Since Duckula in-game intros have some long sounds/voices, it might be a good idea to give those in-game intros' PlaySnd an ID like channel = 19, then in StateDef -3 use StopSnd to stop all these channel = 19 sounds/voices, when Duckula is not in his in-game intro states any more (i.e. press buttons to skip the in-game intros, the sounds/voices don't end and are still there), something like this:

Code:
[Statedef 191]
.....
[State 191, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S191,1
channel = 19

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
value = S191,0
channel = 19
.....

[Statedef -3]
.....
[State -3, StopSnd]
type = StopSnd
trigger1 = (StateNo != [190,194])
trigger2 = RoundState >= 2
channel = 19
ignorehitpause = 1
persistent = 1
.....

Sorry but the crouching "y" launcher needs some tweaking.....it is hard to do air-chain-combo
1) It takes kind too long from the crouching "y" launcher to the super jump:
The command in the CMD file, ChangeState to "Beginning of the Super Jump" StateDef 7000 might need a "ignorehitpause = 1":
Code:
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Command = "holdup"
trigger1 = stateno = 420 && movehit
ignorehitpause = 1

2) The command in the CNS file, ChangeState to "Super Jump" StateDef 7001 might need a faster action when it enters from the crouching "y" launcher, also a "ignorehitpause = 1":

Code:
[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = PrevStateNo = 420 || Anim = 420
trigger2 = Time >= 1
value = 7001
ctrl = 1
ignorehitpause = 1

3) The HitDef of the the crouching "y" launcher StateDef 420 Y velocity might need to be toned down like this:
Code:
ground.velocity = 0, -20 + 4
air.velocity = 0,-20 + 4

4) On the other hand, the Y velocity of all air normal moves' HitDef's seems too low for Duckula's launcher and the victim being launched, so you might want to increase the Y velocity of all air normal moves' HitDef's ONLY after Duckula's launches his Enemy and does a super jump, I think a MUGEN variable (Var(42) is available to Duckula) is needed for this:
- in the CMD file:
Code:
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Command = "holdup"
trigger1 = stateno = 420 && movehit
trigger1 = Var(42) := 1
ignorehitpause = 1
- in the CNS file:
for StateDef 600 HitDef:
Code:
air.velocity = -1.3,-3 + (-10 * Var(42))
for StateDef 610 HitDef:
Code:
air.velocity = -2.5,-4 + (((-5 * (MoveHit && NumTarget(600))) + (-5 * (MoveHit && NumTarget(630)))) * Var(42))
for StateDef 620 HitDef:
Code:
air.velocity = -2.5,6 + (((-2.5 * (MoveHit && NumTarget(600))) + (-2.5 * (MoveHit && NumTarget(630))) + (-2.5 * (MoveHit && NumTarget(610))) + (-2.5 * (MoveHit && NumTarget(640)))) * Var(42))
for StateDef 630 HitDef:
Code:
air.velocity = -3,-4 + (-10 * Var(42))
for StateDef 640 HitDef:
Code:
air.velocity = -4, -4.5 + (((-5 * (MoveHit && NumTarget(600))) + (-5 * (MoveHit && NumTarget(630)))) * Var(42))
for StateDef 650 HitDef:
Code:
air.velocity = -2.5,6 + (((-2.5 * (MoveHit && NumTarget(600))) + (-2.5 * (MoveHit && NumTarget(630))) + (-2.5 * (MoveHit && NumTarget(610))) + (-2.5 * (MoveHit && NumTarget(640)))) * Var(42))
for StateDef -2 to reset Var(42):
Code:
[State -2, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = (Enemy, Ctrl = 1) || (Enemy, MoveType != H) || (Enemy, StateNo != [5000,5050])
trigger2 = (P2MoveType != H) || (P2StateNo != [5000,5050])
trigger3 = MoveType = H
v = 42
value = 0
ignorehitpause = 1

5) Just a minor thing for the super jump Statedef 7001 that the sound keeps looping so you might want to add a "persistent = 0":
Code:
[State 7001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 55,0
persistent = 0

The "Magic Potato" move.....the potato can hardly hit KFM:

in case imgur not working for you...:
 
* for the potato projectile StateDef 1154 ending ChangeState, I think the "trigger3 = time = 3" 3 is just too short and hence it turns to the flatten potato too early, or you can use something a bit more thoughtful, like the Y distance of the potato projectile and the Enemy for trigger3.....

The "Magic Transformation" move.....as KFM transforms into a mouse...if Duckula tries to hit the mouse (KFM), KFM re-appears yet the mouse remains there:

in case imgur not working for you...:
 
* for the "Enemy Affected" StateDef 1202, you might want to add a NotHitBy MUGEN state controller to Duckula's own attacks while the victim can still be hit by the mouse Helper:
Code:
[State 1202, NotHitBy]
type = NotHitBy
trigger1 = NumEnemy
trigger1 = Enemy, MoveType = A
trigger2 = P2MoveType = A
value = SCA
time = 1
ignorehitpause = 1
persistent = 1

Now, the "POOF!" big text........when Duckula is doing his "Ka-bong!" special move, the "POOF!" big text is positioned correctly when Duckula is facing LEFT, but it is misplaced when Duckula is facing RIGHT:

in case imgur not working for you...:
 
* in StateDef 1100 for the "POOF!" Explod ID = 51001, you don't need to add "-" to the "69" in pos = -69,-96 because you already use facing = -1 for it, so after changing pos = -69,-96 to just pos = 69,-96, the "POOF!" big text is positioned correctly now when Duckula is facing RIGHT:

in case imgur not working for you...:
 

By the way, your Duckula beta is really cool, a lot of interesting MUGEN ideas and moves!
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ryochi



Posts : 35
Join date : 2014-12-16

PostSubject: Re: Count Duckula's FINAL release!   December 22nd 2015, 10:36 am

yeah. pointed out all the stuff I was gonna mention and in more detail. I'm sure this will help Duckula get better when he gets updated again.
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zombiebrock



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Age : 36
Location : Just The Raddest F*cking Palette maker Ever!

PostSubject: Re: Count Duckula's FINAL release!   December 23rd 2015, 12:50 am

wow , thats some detailed feedback
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O Ilusionista



Posts : 713
Join date : 2012-05-16
Location : Brazil

PostSubject: Re: Count Duckula's FINAL release!   January 9th 2016, 7:43 am

air.velocity = -2.5,-4 + (((-5 * (MoveHit && NumTarget(600))) + (-5 * (MoveHit && NumTarget(630)))) * Var(42)) wrote:

Correct me if I am wrong, but you need to assign an ID for each hitdef before use this. AFAIK Mugen does not auto assign ID for targets, so it won't know who is the Target(600). I am bit rusty so I could be wrong.

By the way, the clsn are wrong on this move:

You don't need to be that detailed when making clsn.

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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Count Duckula's FINAL release!   January 9th 2016, 9:25 am

@O Ilusionista wrote:
air.velocity = -2.5,-4 + (((-5 * (MoveHit && NumTarget(600))) + (-5 * (MoveHit && NumTarget(630)))) * Var(42)) wrote:

Correct me if I am wrong, but you need to assign an ID for each hitdef before use this. AFAIK Mugen does not auto assign ID for targets, so it won't know who is the Target(600). I am bit rusty so I could be wrong.


Oh O Ilusionista you are back to MMV! Surprised   Nice to see you again here in MMV! Very Happy

And, you are very right!  I forgot to mention to add "id =" to the StateDef 600-650 HitDef's, so for example, for StateDef 600 HitDef:

Code:
[State 600, 2]
type = HitDef
trigger1 = time = 0
attr = A,NA
damage = 8
guardflag = HA
priority = 3
pausetime = 4,4
sparkno = S8000
sparkxy = -10,-58
guard.sparkno = S8011
hitsound = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
id = 600          ; <---------------------- add 600 as this HitDef ID
air.velocity = -1.3,-3 + (-10 * Var(42))

And, I also forgot to include a MUGEN variable reset for the Super Jump Var(42):
Code:
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = NumEnemy
trigger1 = !movecontact || p2movetype != H || !(enemynear, movetype = H) || !numtarget || enemynear, ctrl
trigger1 = Var(42) := 0
ignorehitpause = 1

Big O Ilusionista are certainly not rusty at all!  You are as skillful as usual and are better I do yo! geek
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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Re: Count Duckula's FINAL release!   January 23rd 2016, 5:22 am

Count Duckula has been released as his final update for my 18th birthday for today!



Download Duckula's final update!:

http://www.mediafire.com/download/pc5dvvakdj4hoaj/duckula.rar


Last edited by volzzilla on January 23rd 2016, 10:52 am; edited 1 time in total (Reason for editing : embed video)
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