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Author Topic: Legendary Terry Bogard: ATV3 Updates Thread  (Read 8566 times)

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Offline Tha Lando ( Le CROM )

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #100 on: November 25, 2013, 06:36:28 PM »
 :D Yo i am still dying laughing at that scream! i dont know where da hells you got that at but that is funny as hellz!  :DxDie
reminds me of some pimp slapping the holy stank off someone  like in that comedy joint.  :D

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #101 on: November 25, 2013, 06:57:23 PM »
:D Yo i am still dying laughing at that scream! i dont know where da hells you got that at but that is funny as hellz!  :DxDie
reminds me of some pimp slapping the holy stank off someone  like in that comedy joint.  :D

lol i got it from that demitri character in the vid actually. i just amplified it more and added an echoe. you know me and dramatic FX lol. both scream types are in there depending on how the author coded his bliss

between 9020 or 66660.....
Lots and lots of supers so f*ckin what

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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #102 on: November 26, 2013, 12:57:49 AM »
Isolated lose state bug now fixed.

-Problem was i was using the 5140 begin action number as a custom animation all that time o.O#. I have a lot of characters and hardly none of em force me into that anim number. EXCEPT don dragos ryu and Infernis Demitri. Glad i got curious about his ryu!

-Funny thing about that his 4 in one geese i had for a while now never forced that number. My terry Ko's normally with custom animation. i guess because "geese" is a name i used to trigger it

-Pots Akuma & at times vyns ken would force me into that action number when they killed me with certain supers before. i saw it but i didnt understand why it was happening.

-But when dons ryu did it to me and no other character i got curious and i found it. so i changed the custom lose animation to an all new number and i made an all new lie dead animation with one sprite and one time tick with the number 5140 and left it as is. then re adjusted the numbers of my entire 5150 state of numbers to their proper custom KO anim number.

-That fixed everything. ALL character types my terry encounters will make him KO properly on the ground by default and only the few custom character names attached will make him trigger the custom KO


site link updated
Lots and lots of supers so f*ckin what

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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #103 on: December 04, 2013, 02:54:35 AM »
Well like i said earlier there may be small add ins and fixes so here it is


New animated Crouching upward heavy punch



Im pretty old school with fighting game tactics and one particular one secondary to the dragon punch or Flash kick i always used to trick opponents out was the crouching uppercut. It used to pissed some friends of mine off but it was damn effective back then and still is today even when i use it in USF4 or other new 2D fighting games


So i felt it would be cool to have it plus no other CVS sprite used terry creations have that either for mugen. i didnt like much the idea of having the same animated looking punch for Crouching medium & heavy punch. I may clean it up more at
some point.


-Result. effective for anti air jump ins and yes it has block and open hit push away. it just wont chain into other
low attacks to connect so it doesnt become cheap in corners.

There might be one more new sprite of an animated normal attack to put in last but we will see how that goes.



-As for other stuff not mentioned here but at might site noted already i did some major cleaning to Terry's priority hit sprites. Deleted a lot more FX also so folks who download em now will see differences in that....also his file size is back to normal. it grew to 101.3 but now its back down to 66.3 there was an extra heavy back up file not needed.

-Also i changed around his CNS and common state to be cleaner. now its just one constant and one CNS. I deleted every thing else since it was just adding on pointless data as double codes....

-His folder set is different too. ive been lookin at how some authors do their packing so ill be doing it like that now

Laters
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Offline C.R.O.M. jodafro619

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #104 on: December 08, 2013, 11:44:52 AM »
that blood curdling scream should be on all the demitris lol!! this character has come a long way on a tough road traveled!! i had a ton of fun playing with and against this terry and the action never ceases to amaze me in every bout. as always my dude, keep up the great work1!!! :Terry
 

C.R.O.M. handling all the biters!!!

Offline Tha Lando ( Le CROM )

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #105 on: December 08, 2013, 11:55:56 AM »
Indeed and same said bro Jodafro. I love the new stuff added and the change ups. I have had to change some of my gameplay tactics with him and against him so this is always a blast to try to do new stuff with him and that old school flava is pretty tight to use.  ::salute:: on that Kai bruh!

Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates (2013)
« Reply #106 on: December 09, 2013, 02:31:16 PM »
Thanks fellas. Always trying to improve on him when i can :thumbsup:



@ jodafro: dat scream  :D

@lando: haha go to hear he keeps ya on ya toes :cool


But yo be sure to check my site whenever you cats are curious to see what details of updates i didnt post here.




hail crom ::salute::
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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #107 on: January 15, 2014, 08:08:05 PM »
Updates. Bugs in Terrys open hits of medium power wave and heavy fixed. i didnt realize it was like that since i fixed the weak one months before. I fixed and broke some things i see now smdh i hate that sh*t ~X(....
 
Anyway Super Raging wolf blast hits now juggle enemy entirely. Before the last few blasts would miss...
 
Theres other bugs that im aware of spot on that happens out of the blue but i cant figure it out right now. However i will be slightly trying to re code the way the qeyser quake effects the enemy.
 
-When then enemy is up close i want them to pop up kinda like when C viper smashes the floor
 
-when they are far away i want then to fall off their feet as i have it now.
 
I tried to do this all way before with that super but i screwed it up. the effect was in reverse so i just scrapped the idea for another time. I think ill try at it again now since ive learned a lot more and got better at fixing codes in my character


stay tuned....im gettin there folks...im gettin there #:-S
« Last Edit: January 19, 2014, 07:04:04 PM by DEMONKAI »
Lots and lots of supers so f*ckin what

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Offline sky79

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #108 on: January 15, 2014, 08:36:41 PM »
Take your time, don't burn yourself out.

Sweet work.
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Offline Tha Lando ( Le CROM )

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #109 on: January 18, 2014, 04:13:28 PM »
yoooo sup SKY79 dude.  ::salute::

Yo can't wait to rock him with the new update and fixes bro kai. As said by Sky79 ...Sweet work man.  ::salute::

Offline sky79

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #110 on: January 18, 2014, 06:15:09 PM »
 >:-(-|

Sup CROM, let me know if you need any sprite help  :Wink


Yo Kai, You'll be happy to know, the red dress Mai wore in the Duck-King's nightclub scene won the pole.

Thats her new midnight bliss.
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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #111 on: January 19, 2014, 07:06:03 PM »
Yo Kai, You'll be happy to know, the red dress Mai wore in the Duck-King's nightclub scene won the pole.

Thats her new midnight bliss.

oh wow haha thats cool sh*t right there....Hopefully divine wolf uses that. thats a hot idea to toss in actually^^

Back on topic....

Other bugs fixed last week missed are:

-Wolf speed sprites re done with blur style. (thanks to the assist of Sky79 on that)

-Hit sparks of Counter aggressive kick and punch are replaced. (they were missing before since i deleted the old inconsistent sprites)
« Last Edit: January 19, 2014, 07:12:05 PM by DEMONKAI »
Lots and lots of supers so f*ckin what

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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #112 on: January 21, 2014, 03:07:40 AM »
Updates:

-Entire human command trigger set revised with more restriction to chain moves. before i had it mistakenly too loose where you can cancel into another move on the fly without contact and just on animation frames. most if not all moves were like that. now i changed that the best way i could (still under observation)


-Wolf speed blur revised again but this time by me. Sky79 revamped the first 3 sprites of that i did and now i did the rest since i learned how to index blurred effects without color loss. so the blur of terry when he super dashes now looks clean all the way around.

-Geyser Quake super revised in how the hit effects the enemy. i went back to the old idea i went with before and just made it work properly this time. It has a Duel Hit feature


Now  when the enemy is up fairly close they cab get knocked off their feet off the ground a bit. I was going to do a C viper hit but i didnt think most would like that deal.
(click to show/hide)



when hes about half a screen across or further enemy can gets stunned and staggered down to the ground from the quake as before. shake down still happens in corners though. i may or may not play more with that code. but overall the idea works
(click to show/hide)

damage effects of hit?:

-upclose the hit deals more damage than far away. damage raised to a decent level again. its a level 3 super but before it hardly packed a punch after i nerfed it..
« Last Edit: January 22, 2014, 10:35:10 AM by DEMONKAI »
Lots and lots of supers so f*ckin what

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Offline sky79

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #113 on: January 22, 2014, 10:00:38 AM »
Sweet update man ever think of the reversed hat toss from the  end of the movie, facing the camera?

As awesome as he is, maybe adding 5-10 win outro sprites and randomizing the animation would keep things new.

One thing I started doing is setting the outro so that you can only see it if you win with 100% health. it gives the player somthing to work for, plus most mugen screenpacks already have outros with winquotes, so you're seeing two outros everytime to win.
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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #114 on: January 22, 2014, 10:48:46 AM »
Sweet update man ever think of the reversed hat toss from the  end of the movie, facing the camera?

As awesome as he is, maybe adding 5-10 win outro sprites and randomizing the animation would keep things new.

One thing I started doing is setting the outro so that you can only see it if you win with 100% health. it gives the player somthing to work for, plus most mugen screenpacks already have outros with winquotes, so you're seeing two outros everytime to win.



-hmmm thats a cool idea with the hat toss to the screen :O*D. im guessing it could be something like the code from one of those jojo characters win state or TMNT enemy toss situations by Dcat. ill play around with that and see how it looks. Thanks for the idea bro :thumbsup:

-Yeah because the character was already pretty heavy in file size thats why i didnt go extra far with more win state match overs. i left it with the hat toss and thats it. hell, i still want to do a Guilty Gear Kind of intro with a cool character made by someone else. If infinite, Divine wolf or even Die pod and his character was down id add that crazy intro versus theirs. Only one i have on deck when his Terry Version is done is lando. But anyway if there were brand new sprites done in different ways for terry i just may consider a few new match over win states ;D

-That idea with the cinema end battle Outro happening on perfect health sounds cool. I have a couple of win states that happen on perfect wins already so ill think on that bro, i just might do that re code :thumbsup:


Updates....

Super Geyser Quake

-had to re adjust the hit boxes and animation time of quake punch animation better. The move now hits the enemy in corners to pop them up a bit. close to mid center screen and far end the aftershock quake can stun the enemy

-enemy can avoid both effects of shock hits if they are almost in the center of the screen a few frames away from him. Caution. the aftershock reacts in a slick delay so timing is key if you are fighting against him.

-The non hit time of that super while terry punches the ground in has been reduced by 20 ticks. giving the enemy enough time to jump over and possibly hit him out of the move.

-One of the hit defs of that move has been removed also....
« Last Edit: January 22, 2014, 05:48:50 PM by DEMONKAI »
Lots and lots of supers so f*ckin what

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #115 on: January 23, 2014, 02:37:31 AM »
Update

wolf speed revised again:

-I felt it could be better looking so i did it over one more time. Some of the new blur sprites were deleted. Didnt need all of them actually. so when you super dash now its a lot cooler to see and hear. I also removed another sound effect also entirely. it sounds more like Krauser fast speed in the movie when he appeared behind terry by surprised^^

-After images removed off dashing effect and no more bright blue Pal FX color

-Hit boxes added to all the sprites of that move now but not the last single sprite animation that ends and tricks out the start of it which is a helper state i used. Move resembles what Vyn did to his ken more so now when you see it in action



Geyser Quake fixed again:

-Didnt realize the upward velocity of the first hit was so great that it sends enemies off the screen crazy high if they fell down into that blast. so i Reduced the height majorly much lower.


Dead end napalm fixed back to normal:

-While fixing the Geyser Quake i screwed up the final hit animation hit boxes of that move. forgot they both shared the same begin state animation so i made a new one and fixed that move back to normal....

Super Burning tackle (side ways rising tackle) fixed:

-Tackle hits and gravity coded over so that the hits of the move doesnt pass through enemies poorly so that all hits connect each time until the move is over...


Well thats it for a hot while.....send feedback on any major bugs you saw and ill see if i can do something about it.
« Last Edit: January 23, 2014, 04:12:15 AM by DEMONKAI »
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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #116 on: February 02, 2014, 03:17:21 AM »
Site Link now updated!

Update fixes for 2/1/14:


-New custom color palettes for certain projectiles & FX
-4 new PAL acts added in. Thanks to ZombieBrock
-NEW re done small select screen icon.
-some low res FX replaced with HI Res ones (like his power wave fist fx)
-More FX removed entirely
-landing animations of special moves updated with FX
-EX power tackle double collision hit bug fixed
-Medium. heavy and EX rising tackle have a bit more reach
-Normal attacks have more hit pause but weak punches have less hit pause than before
-Shattering senpuuken upward ending kick re coded to hit better
-super burning tackle adjusted with better ending land
-More AI fixes
-First hit of raging wolf has a bit more bite in chip damage when enemy blocks
-corner push added in state 3
-Human command re coded once more with proper state type A for all air related movements and attacks
-some hit boxes re done on basic movements
-some super jump attributes changed
-Numhelper added in properly to his Human Command & AI so that EX wave and all other power waves can not spam projectiles back to back poorly across the screen. Meaning there wont be anymore moments where you can see two power waves on the screen before one of them hits the enemy.

-Maximum burn knuckle multiple hits recoded to be much smoother with FX. one flare FX of that move entirely removed from sprite set also
-Power level needed to do ALL EX moves have been increased by 400
-Certain Super cancel FX triggers updated to trigger with the rest of moves that chain together. i missed a couple
-Geyser Quake FX slightly updated
-Weak and medium power dunk now have a 3 hit factor to them. hit boxes also slightly re adjusted


Things im already aware of:

-AI standing parry bug im aware of that happens once in a blue. he may cancel out of a special mid way just to parry a enemy frantic attack. thats not a good thing and it isnt intentional. some bugs are elusive to me and tricky to fix so it will be there until i figure out how to fix it without breaking any other codes in his AI. its a rare bug and you really have to be paying attention to that issue and looking for it.

-For those palette pros out there yes im aware that the EX shatter wave should have a shared color too or maybe even some other super blast FX and burn FX.BUT im still getting used to how that stuff works. For some reason i couldnt get all the FX i wanted to share colors properly. I even wanted to do that with his charge up FX too^^ Its a tricky deal for me at times so i left it alone after a certain point for that reason.





There maybe more to update and tweaks but eh nothing major to broadcast at forums anymore. Im more interested in finishing the patches for 1.0 and My Violent Ryo project now.


thanks for the feedback folks
« Last Edit: February 02, 2014, 05:01:46 AM by DEMONKAI »
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Offline theFuTur3

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #117 on: February 02, 2014, 04:55:48 AM »
love your Terry Demonkai...hands down the best one out there  :Terry
Hey remember when it wasn't cool to be a geek?

Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #118 on: February 02, 2014, 05:02:48 AM »
Thanks. very cool to know its accepted into your collection :Terry
Lots and lots of supers so f*ckin what

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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #119 on: February 13, 2014, 02:43:38 PM »
Site link updated with the 1.0 version (Check in char details section for link)

Please pay attention to the details and be aware that this version was created for those who felt the winmugen version was entirely too powerful in damage on open hits and block damage. non hit invincible time reduced even more on certain supers. so if you find yourself using this version and hes getting hit out of a lot of super attacks a lot quicker than before this is the reason why. As for his AI its just as aggressive the old winmugen version thats still available. If you want to test that situation just put the game on the hardest difficulty if youre going to watch him in battle or take him on. Keep in mind His AI isnt meant to beat every mugen character created.

Here are the details of changes to 1.0 version:

-Most special moves block damage reduced. (Ive been looking more at whats standard in other terrys out there)
-Gut punch & chin check have no more block damage.
 No more block damage for standing,jumping power kick and air bash.
-No more block damage for Aggressive counter attacks.
-Most EX move block damage reduced.
-Ex savage slam damage reduced.
-EX Power tackle final hit damage reduced.
-Most super move hit & block damage reduced.
-Non hit time reduced and also first hit reach reduced for lvl 1 buster wolf.
-Non hit time of first initial attack of Maximum burn knuckle reduced by 30.
-Dead end napalm first initial animation non hit time reduced by 20.
-Victory Quotes added in


Laters
« Last Edit: February 13, 2014, 03:32:58 PM by DEMONKAI »
Lots and lots of supers so f*ckin what

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Offline OldGamer

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #120 on: February 13, 2014, 04:23:20 PM »
 :o wow after trying your Character I have to say this is the first time I was blown away with Terry awesome super move  :o

 :thumbsup: love what you did with your character

Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #121 on: February 13, 2014, 11:00:53 PM »
Thanks OG glad you enjoy my crazy terry bogard version  :)

I usually update the character with fixes from time to time. coding characters can be tricky 
« Last Edit: March 06, 2014, 02:43:22 PM by DEMONKAI »
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Offline DEMONKAI

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Re: Legendary Terry Bogard: ATV3 Updates Thread
« Reply #122 on: March 06, 2014, 02:41:38 PM »
Important heads up. ive been informed today that my site was frozen which i wasnt aware of. im trying to work that out to get it back to normal.

So i updated the beginning of the thread with both direct links of the winmugen & 1.0 versions of the character....

sorry for the inconvenience
 :Terry
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