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Author Topic: Project X - Cyclops  (Read 6501 times)

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Offline The King Sic-1™

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Re: Project X - Cyclops
« Reply #50 on: September 16, 2010, 04:43:35 PM »
Fantastic work Z!!

Offline HyperVoiceActing

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Re: Project X - Cyclops
« Reply #51 on: September 16, 2010, 04:57:12 PM »
 :o AWESOME!  :w00t:

I'm gonna try this out now

EDIT: Another excellent addition. His AI is pretty good and I like the moveset a lot although the voice seems ... weird IMO. I know the grunts and stuff were from the Capcom games (at least I assume they are) but the dialog seems like it's slowed down a bit
« Last Edit: September 16, 2010, 05:10:04 PM by HyperSonic92 »

Offline Acey

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Re: Project X - Cyclops
« Reply #52 on: September 16, 2010, 05:26:15 PM »
Hey thanks for the release Z!

Offline Orochi Gill

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Re: Project X - Cyclops
« Reply #53 on: September 16, 2010, 07:05:14 PM »
Posted this at MFG but I figured I should post it here too.
- One line of debug on QCF+X/Y.
- One line of debug on DP+P.
- Beam is silent on QCF+2P.
- QCF+2P does 264 (64 over general optimal level 1 damage (200)).
- Tons of debug on QCF+2K, and the end looks like it's coming from his mouth.
- Tons of debug on QCB+2P, and why does he turn around at one point?
- One line of debug on QCB+K.
- QCB+2K is in the CMD but does not perform a super.
- Supers give back power (very minimal amounts).

Overall, I like, just a few things to look at, mostly debug.
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Offline ZVitor

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Re: Project X - Cyclops
« Reply #54 on: September 16, 2010, 09:59:37 PM »
uploaded new version,
if your version dont have QCB+2K then download again
thanks orochi.

Offline Orochi Gill

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Re: Project X - Cyclops
« Reply #55 on: September 16, 2010, 10:18:14 PM »
Always glad to help. :)
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Offline O Ilusionista

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Re: Project X - Cyclops
« Reply #56 on: September 16, 2010, 10:34:19 PM »
ZV, I will post the same feedback from MFG, so people could learn about the ceil bug:


my quick feedback (you need to remember to send the beta to me, hehehe):

- the beams needs to be better aligned (the super versions  comes from behind his head, the hyper are too far away from his eyes)

- Debug flood, mainly cause by this:


Quote
sparkxy = -30,-(enemynear, pos y) + ifelse(enemynear,pos y < pos y,-20,0)


change it to:

Quote
sparkxy = -30,ceil(-(enemynear, pos y) + ifelse(enemynear,pos y < pos y,-20,0))

You always need to round the value of the pos Y of a enemy. Use the same to the other beams.

- beam hitspark is misaligned

- the hyper beam could be done in another way, by rotation the helper (you will need to work about the clsn) and not making a anim of the beam rotating.

- the foward wal anim is weird (that fixed hand is so....gay)

- the running anim is comic, lol

- QCB+K anim is chunky. When he lands to the ground, he makes an impossible transition from the jumping frame. Need more work (you cou add a frame where he puts his leg to the back)

- CMD priorities are wrong. The bigger commands must come first

Overall, is a good char. But needs some more work.

Offline Orochi Gill

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Re: Project X - Cyclops
« Reply #57 on: September 17, 2010, 04:13:33 PM »

I'm liking this
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Offline HyperVoiceActing

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Re: Project X - Cyclops
« Reply #58 on: September 17, 2010, 04:44:26 PM »
Scott sure can defend himself against 20X6 Marzipan's sister (I know who it's suppose to be but the ingame sprite just looks like that to me)

Offline celobateira

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Re: Project X - Cyclops
« Reply #59 on: September 17, 2010, 05:09:05 PM »
Congrats Z, i really like your cyclops..

He's preety good for a 1.0 release i think...

tweak here tweak there and he'll be fine
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Offline O Ilusionista

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Re: Project X - Cyclops
« Reply #60 on: September 17, 2010, 05:33:14 PM »
It needs some fixes in many things, but its a very cool and unique Cyclops, for sure.

Offline Orochi Gill

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Re: Project X - Cyclops
« Reply #61 on: September 17, 2010, 11:43:50 PM »
Scott sure can defend himself against 20X6 Marzipan's sister (I know who it's suppose to be but the ingame sprite just looks like that to me)

It was something I stumbled upon by total accident on YT. The execution was really bad though.
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Offline Cain

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Re: Project X - Cyclops
« Reply #62 on: September 23, 2010, 01:13:54 AM »
This Cyke is great, i really like his unique-ness & feel but why no super jump? :-??

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