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 SUPERMAN BEYOND BETA UPDATED!

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skhsato123

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 10th 2017, 11:08 pm

@Angelus_Silverhead wrote:
@yolomate wrote:
this my favorites palettes
pal1 = Beyond.act
pal2 = Beyond_2.act
pal3 = Superman_X_New.act
pal4 = Injustice.act
pal5 = Blue_Superman.act
pal6 = Cyborg_Superman.act
pal7 = Eradicator_Reign_Of_Superman.act
pal8 = Futures_end.act
pal9 = Reign_of_Superman_Comic.act
pal10 = Cyborg_Superman_old.act
pal11 = Justice_lords.act
pal12 = Ultraman_COTW.act

Yeah... I know that I make too much of palettes. Sad that it is not possible to use all of them. There are also great palettes of Brutaal, standard Ultraman, Superboy and many others. However you can use any outfit what you like.
Actually i figured out a way to use 24 pallettes through making 2 slots for him lol!
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Angelus_Silverhead

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 2:54 am

Haha!!! Actually, it is a good idea! Besides some good palettes are left behind...
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borewood2013

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 9:38 am

About the "cape disappearing when Superman Beyond is thrown" thing, I kept thinking how to make that working........yet, with literally hundreds of custom get-hit animations Superman Beyond's MUGEN Enemies can give to him, and each custom animation is very unpredictable eyes rolling :

999 and up Superman Beyond's MUGEN Enemies' custom get-hit animations + 23 MUGEN Required Sprites + 10 and up Superman Beyond's cape sprites/animations..........it is nearly impossible to make the "cape of Superman Beyond is thrown" good looking for all the unpredictable combinations........it can only be good looking if:
1) everything is put in a MUGEN full game (full control of Superman Beyond's MUGEN Enemies' custom get-hit animations for Superman Beyond's cape compatibility)
2) if MUGEN engine had these non-existing state controller and trigger:
  type = ChangeSprite
  trigger1 = SpriteInUse = 5031, 10
  value =  50031, 10

  type = ChangeAnim
  triggerall = Anim = 50031
  trigger1 = SpriteInUse = 5031, 10
  value =  50031
  * Again, where is Elecbyte when we are needing them!?  bomb bomb bomb
23 MUGEN Required Sprites:
 
I deliberately made the cape fade out rather than suddenly disappear when Superman Beyond is thrown, in hope of making it a bit not-so-bad-looking....... Neutral

Thank you for your MUGEN Feedback!   The MUGEN balancing issue will be taken care of in the next MUGEN update!  Wink

By the way, for some moves that were not shown in the YouTube MUGEN preview video cyclops :
- a machine-gun punching air combo ender (D,DB,B 2punches in the air):

- Crime Syndicate in-game intro for "pal12 = Ultraman_COTW.act" (sprites credit: Doom)
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Mistah Jorge

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 9:51 am

An idea came up to my mind is, if you can have transparent colors in sprites and most of the normally hit sprites have the cape on the back on the sprite (like sprite priority -2) then why not adding the cape to his hitsprites directly and make the color of the cape transparent?
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Angelus_Silverhead

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 9:55 am

I have another good idea. Silver Surfer by TOPS and Angel/Archangel by Arkady both have two modes of characters inside. They are using different sprites for every mode. I could just recreate get hit sprites with a cape for cape mode. How do you think?
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Angelus_Silverhead

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 10:02 am

Any way, I guess, we can fix it in the next update! People, I really hope that you enjoy the character!
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Mistah Jorge

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 10:08 am

@Angelus_Silverhead wrote:
I could just recreate get hit sprites with a cape for cape mode.
well what i said is pretty much it, diferences are that in mine there is no cape mode, just palettes with no color for cape, sounds good though, if it works: go for it.

Yes, the character, even if it's a beta plays nice, you guys have done a good job
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borewood2013

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 10:10 am

@Mistah Jorge wrote:
An idea came up to my mind is, if you can have transparent colors in sprites and most of the normally hit sprites have the cape on the back on the sprite (like sprite priority -2) then why not adding the cape to his hitsprites directly and make the color of the cape transparent?

No really.........the main problem is not about sprite priority and/or sprite transparency............it is all about the positions and the animation frames and individual frame times of the cape MUGEN Helper.........

Just try to imagine this MUGEN case:
- Superman Beyond gets thrown by P2
- P2 uses a custom state to show Superman Beyond being thrown to match P2's throw animation
- P2 gives a custom animation (ChangeAnim2) like [Action 856] to Superman Beyond
- [Action 856] has 4 MUGEN Required Sprites and each animation frame times are like 4,10,5,-1
- however, none of Superman Beyond's cape MUGEN Helper's animations has the exact same set of P2's [Action 856] 4 MUGEN Required Sprites and animation frame times
- moreover, P2's throw has a number of MUGEN TargetBind's that try to bind Superman Beyond to different positions relative to P2
!!!!!! Superman Beyond's cape MUGEN Helper has no way to get any information of all these P2's custom state and custom animation at all..................it shall be looking very out of place (so off....)

You might also be saying, "hey, how about making another set of 23 MUGEN Required Sprites with the cape on only for the times when Superman Beyond gets thrown by P2?"..........but.........you know Superman Beyond has both cape mode and capeless mode when it is not useful..........
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borewood2013

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 10:16 am

@Angelus_Silverhead wrote:
I have another good idea. Silver Surfer by TOPS and Angel/Archangel by Arkady both have two modes of characters inside. They are using different sprites for every mode. I could just recreate get hit sprites with a cape for cape mode. How do you think?

Like what I just mentioned, if Superman Beyond's MUGEN Enemy has given Superman Beyond a custom get-thrown animation like Action [575722], then how can we know this 575722 number is being used by Superman Beyond's MUGEN Enemy? scratch We need to get to know this 575722 number in advance in order to use it as a MUGEN condition (Trigger) for Superman Beyond to know when to use the re-created cape-ful get-hit 23 MUGEN Required Sprites........and the pre-knowing about that can only happen in a full-control MUGEN full game..... Neutral

Oh perhaps I should get "Silver Surfer by TOPS and Angel/Archangel by Arkady" to see how they can overcome this MUGEN engine limit........... study

P.S. I know there is a way to detect whether Superman Beyond is being put into his MUGEN Enemy's custom state by using the MUGEN Trigger GameTime and MUGEN Variables...........but it doesn't help much at all on determining all the custom positions/animations/frame times MUGEN Enemy has been using, which are all unknown/unexpected/unpredictable by Superman Beyond and his cape MUGEN Helper......... No
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borewood2013

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 11:37 am

@borewood2013 wrote:
@Angelus_Silverhead wrote:
I have another good idea. Silver Surfer by TOPS and Angel/Archangel by Arkady both have two modes of characters inside. They are using different sprites for every mode. I could just recreate get hit sprites with a cape for cape mode. How do you think?

Oh perhaps I should get "Silver Surfer by TOPS and Angel/Archangel by Arkady" to see how they can overcome this MUGEN engine limit........... study

No good... No ..."Silver Surfer by TOPS" just not working at all...... Arrow :

in case giphy not working for you...:
 

And, "Angel/Archangel by Arkady" looked fine but in fact it was just the smart palette's doing (look the the differences in those wings)  Arrow :

in case giphy not working for you...:
 
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MDS_GEIST

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 12:07 pm

On vacation now so don't have a chance to try him out but cannot wait to get back this Superman looks original and incredible great job Angelus clap . Maybe we could collaborate on something in the future.
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zequi007



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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 1:33 pm

Too good and too complete, Cyborg Superman is my favorite. Thanks for this char Angelus_Silverhead!
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Dynatron

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 11th 2017, 3:40 pm

Wow, this has been in production for a while. Congrats for getting it out. I'm pretty late to the party, but here's my feedback anyway:

- I can do an infinite by herding the opponent in the corner, hitting them with the HK, and moving between the MP heat vision and HK. The heat vision isn't affected by the damage dampener, curiously enough. You can air recover out of it, but I still thought it was worth mentioning.
- Has no overheads.
- Having QCB+KK push the opponent into the corner, cancel the damage dampener and speed you up is kind of broken, and allows you to slay your opponents much faster with the infinite I listed. If anything, it should just really speed you up, and, while it keeps the damage dampener, it does a damage buff.
- There's a frame in the backwards jump where he has no hitboxes.
- Using the breath move, the shadows of both him and the opponent disappear.
- QCF+PP does a measly amount of damage, clocking in at 144. I could get more than that with an air combo.
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borewood2013

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 12th 2017, 4:43 am

Thank you very much, Mistah Jorge & BrawlTheMan/CWC/Dynatron, for pointing out MUGEN game play issues and MUGEN balancing issues!

@Mistah Jorge:
All your MUGEN points shall not be hard to fix, except for this one:
>> - his cape is misaligned in some sprites (but i totally get it, it's very hard to align them all perfectly)
May be after all major MUGEN bugs are fixed then the cape mis-alignments can be taken care of...as it is very time consuming........

@BrawlTheMan/CWC/Dynatron:
All your MUGEN points shall not be hard to fix, except for this one:
>> - Has no overheads.
Overheads....which moves did you mean please? Question

@Everybody else:
Thank you for your sincere MUGEN support!  cheers Palettes support so nice too! 

------------------------------------------------------------------------------------

Angelus_Silverhead & JARRO77 & I already are having some cool MUGEN update plan on this Superman Beyond, so stay tuned~~~ Wink Wink Wink
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Mistah Jorge

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PostSubject: Re: SUPERMAN BEYOND BETA UPDATED!   January 12th 2017, 5:57 am

i think he ment that he has no moves that should not be able to be blocked low, i also think most of air attacks shouldn't be blocked while being crouched, it should be enough to fix it i guess...
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