collapse

Author Topic: Green Goblin - MvC: EoH Version  (Read 6590 times)

0 Members and 7 Guests are viewing this topic.

Offline Sgt Hartsock

  • Infinity Regular
  • ****
  • Posts: 827
  • Last Login:November 07, 2008, 11:47:43 PM
  • Nice, decent kind of guy
    • 1UP.com hub
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #50 on: February 27, 2008, 04:10:04 PM »
well you gotta aim a little better, if you're airborne, use the kick buttons, especially the strongest kick, that's a diagonal throw

Offline Darkmanx_429

  • Forum Member
  • ***
  • Posts: 217
  • Country: United States us
  • Last Login:July 31, 2020, 04:33:36 PM
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #51 on: February 27, 2008, 04:40:08 PM »
Wicked Awesome!

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #52 on: February 28, 2008, 12:11:17 AM »
his pumpkin throw hyper (thats just i call it) is kind of off because he throws them over the head of almost every character making the hyper from far net probably about 2-4 hits at the most. you cant link his lk to his mk. you can link his lk to his hk though. his aerial needs a little tweeking and his laser hyper is a good thought but for now its just a plain laser shot but i do liek him better than any of the other versions of him

I would love to see a video of GG's Pumpkins Bomb hyper only doing 2 hits...

Offline Gaijin

  • Infinity Faithful
  • ****
  • Posts: 2856
  • Last Login:July 19, 2016, 06:01:36 PM
  • Wishing she was real
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #53 on: February 28, 2008, 12:56:23 PM »
a further look into it late last night revealed that my mugen only counted it as two hits but it was actually more. i guess its cuz they didnt hit the opponent in succession and thats why the opponent was able to block.

SIG BY AKEME & ROSALINA BY LG

Offline Darkgargos

  • Infinity Graphic Designer
  • ****
  • Posts: 2582
  • Country: United States us
  • Last Login:October 10, 2017, 12:10:54 PM
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #54 on: March 06, 2008, 08:36:09 AM »
I just want to mention and give thanks to Sgt Hartsock for ripping the sounds for Green Goblin as he wouldn't be as lively without them. I think some of us may have forgotten about his contribution to this wonderful character, I may have forgotten myself to put that in my post...so I give my apologies to Sgt Hartsock and thank him for his contribution  :)

Offline cybaster

  • Initiate
  • **
  • Posts: 47
  • Last Login:March 18, 2013, 04:21:56 PM
Re: Green Goblin - MvC: EoH Version
« Reply #55 on: March 10, 2008, 06:50:43 AM »
- Infinite priority on many basic moves.
- Supers give back power.
- His SP has its damage truncated to integer.
- His Punch throw gives back a debug text.
- Pumpkin bombs have KOF graphics, you should change the explosions to MVC ones.
- A little envshake on Pumpkin bomb would be nice too.
- The shadows during laser don't look nice. They could be removed.
- The hitpauses for the laser are very odd, I think they should be increased. Plus, I believe strong version could deal 2 or 3 hits maybe.
- The line deals non-integer damage, which results in debug text.
- Redo the CLSN for "the line" : you can see the CLSN1 is really above the line itself.
- Glider Drive has a badly placed hitspark, and the sound is so weak the move looks like it's weak. Changing the hitpauses may also help to make it visually more appealing.
- If Goblin Wire misses, it leads to a debug text : in state 3200, changed to invalid animelem 9 within action 1107.
- If Goblin Wire touches, then you have another type of debug flood because of improper parameter values : in state 3210, negative guard.p2slidetime, negative guard.p2ctrltime, ground.p2slidetime, airguard.p2ctrltime (and maybe others, didn't check them all...)
- Why does Green Goblin fall back on the ground after performing any move ? Shouldn't he stay in the air ?
- Basic MP and SP could have the shadow on their effects removed.

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #56 on: March 10, 2008, 11:00:15 AM »
- Infinite priority on many basic moves.
- Supers give back power.
- His SP has its damage truncated to integer.
- His Punch throw gives back a debug text.
- Pumpkin bombs have KOF graphics, you should change the explosions to MVC ones.
- A little envshake on Pumpkin bomb would be nice too.
- The shadows during laser don't look nice. They could be removed.
- The hitpauses for the laser are very odd, I think they should be increased. Plus, I believe strong version could deal 2 or 3 hits maybe.
- The line deals non-integer damage, which results in debug text.
- Redo the CLSN for "the line" : you can see the CLSN1 is really above the line itself.
- Glider Drive has a badly placed hitspark, and the sound is so weak the move looks like it's weak. Changing the hitpauses may also help to make it visually more appealing.
- If Goblin Wire misses, it leads to a debug text : in state 3200, changed to invalid animelem 9 within action 1107.
- If Goblin Wire touches, then you have another type of debug flood because of improper parameter values : in state 3210, negative guard.p2slidetime, negative guard.p2ctrltime, ground.p2slidetime, airguard.p2ctrltime (and maybe others, didn't check them all...)
- Why does Green Goblin fall back on the ground after performing any move ? Shouldn't he stay in the air ?
- Basic MP and SP could have the shadow on their effects removed.

Well, I have grown fond of those SNK explosions. More importantly, the debug errors, especially the once involving integers truncating aren't something I worry about. Do you think I should be? As for falling to the ground following an attack, these are to avoid unfair permanent air time. Most importantly, the supers give back about 10% of the hyper gauge, that definately needs to be fixed. As for the Infinity priority, I've been playing with the idea against a variety of characters by various creators and I have not been able to locate a real priority issue due to collission boxes but I am in no way compelted testing the potential issue.

Offline cybaster

  • Initiate
  • **
  • Posts: 47
  • Last Login:March 18, 2013, 04:21:56 PM
Re: Green Goblin - MvC: EoH Version
« Reply #57 on: March 10, 2008, 11:52:11 AM »
Concerning all the debug text, they are not important issues regarding gameplay in general (especially inger values), but just for the sake of doing a clean coding, respecting the Mugen standards.

Concerning infinite priority, I guess you should test your characters against KFM or even POTS' characters.
Put them one in front of the other, and make each one perform a basic move at the same time (a single punch or kick). See who gets hit and who doesn't. I haven't tested myself, but I already know the result knowing how the collision boxes look like. :P

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #58 on: March 10, 2008, 12:59:35 PM »
That's exactly the type of test's I'm doing, and playing with the overlapped collision boxes to see what differences can be made. It's kinds fun actually but hasn't been too productive yet. Hopefuly by the end of this I'll have learned all I need to know about these boxes

Offline Sgt Hartsock

  • Infinity Regular
  • ****
  • Posts: 827
  • Last Login:November 07, 2008, 11:47:43 PM
  • Nice, decent kind of guy
    • 1UP.com hub
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #59 on: March 10, 2008, 01:52:01 PM »
I have no idea how or why people are getting the debug nonsense...mine works just fine...they could just have some setting gone awry in the engine that turns ON the debug, if anything else

I have no problems on my end. Hell, the SNK explosions are downright cool. I'd never seen em before and it's refreshing if anything

Offline Tenspeed

  • Infinity Faithful
  • ****
  • Posts: 2459
  • Last Login:February 23, 2014, 07:33:54 PM
  • I f**k*** <3 Capcom!
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #60 on: March 10, 2008, 07:32:47 PM »
I was under the impression that with debug mode on, the screen was supposed to be totally clear, and any sort of debug info at all was a problem. that even though characters with debug info are palyable, it woudl eventualyl cause some sort of problem.

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #61 on: March 11, 2008, 01:23:02 AM »
Although my characters for the most part don't cause any debug errors, many of theaw debug messages are informational rather than real problems. Like stated elsewhere, especially those about equations, math and integers are informational.
« Last Edit: March 11, 2008, 01:24:57 AM by Acey »

Offline Tenspeed

  • Infinity Faithful
  • ****
  • Posts: 2459
  • Last Login:February 23, 2014, 07:33:54 PM
  • I f**k*** <3 Capcom!
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #62 on: March 11, 2008, 04:49:06 PM »
i see.

Offline random

  • Initiate
  • **
  • Posts: 30
  • Last Login:September 11, 2010, 07:17:22 PM
  • Live and let die
Re: Green Goblin - MvC: EoH Version
« Reply #63 on: March 22, 2008, 01:27:24 PM »
both of them are good releases keep up the good work :w00t:

Offline cybaster

  • Initiate
  • **
  • Posts: 47
  • Last Login:March 18, 2013, 04:21:56 PM
Re: Green Goblin - MvC: EoH Version
« Reply #64 on: March 23, 2008, 09:23:34 AM »
Concerning Brooklin Bridge :

- Very slight assymetry in the stage, since boundleft = -260 and boundright = 267. It gives a very small advantage to P2, but well, that's mostly unnoticeable.
- You should set debugbg to 0 once you finish a stage, to avoid using the computer's ressources.

Same goes for X-Lab.

Offline dante244

  • Initiate
  • **
  • Posts: 39
  • Last Login:May 05, 2021, 10:54:45 PM
Re: Green Goblin - MvC: EoH Version
« Reply #65 on: June 29, 2008, 08:35:35 PM »
Can you fix that? that is very powerful ja


Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #66 on: June 30, 2008, 12:11:07 PM »
Can you fix that? that is very powerful ja



Yup, that will be fixed for the next release.  :thumbsup:

Offline O Ilusionista

  • Since 1999 and kicking :)
  • IMT Content Architect
  • *
  • Posts: 12476
  • Country: Brazil br
  • Last Login:November 11, 2024, 12:35:15 PM
  • OpenBOR & Mugen addicted
    • BMT - Brazil Mugen Team
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #67 on: June 30, 2008, 09:53:40 PM »
Quote
many of theaw debug messages are informational rather than real problems. Like stated elsewhere, especially those about equations, math and integers are informational.

Sorry, but its not true. If debug alerts something, that thing is wrong. Mugen won't alert what is right. Its not a "debug nonsense".

Think in performance: It could be a very little bit, but everytime that Mugen had to alert anything, he uses more memory that he needed to.

Take a look that this:

Quote
negative guard.p2slidetime, negative guard.p2ctrltime, ground.p2slidetime, airguard.p2ctrltime


NEGATIVE slidetime? For what? Its the same to say "you will slide for -2 seconds...".

So its not a "debug nonsense". Specially if its floods the screen

Offline O Ilusionista

  • Since 1999 and kicking :)
  • IMT Content Architect
  • *
  • Posts: 12476
  • Country: Brazil br
  • Last Login:November 11, 2024, 12:35:15 PM
  • OpenBOR & Mugen addicted
    • BMT - Brazil Mugen Team
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #68 on: June 30, 2008, 10:12:38 PM »
I got the char now, here are my thoughts:

1- the air launches floods the debug screen because you're using a code on explod that uses a float number, not integer. This will flood the debug for sure.

To fix that, change the "Pos" value of both explods on state 220 for pos = floor(p2bodydist x),-60. Floor will round the result for the lowest integer value.

2- Run - Isn't that flame...TOO BIG? Try to scale it to 0.5

3 - Pumpkin bomb - I usally don't care about mixing sparks from various games, but that sparks is really weird. You could change it to the same of Mech Gouki's Flying fist explosion.

4 - flying attacks - I do agree: with he falls down? Change the pyshics to N and change the changestate.

5 - the wire attacks - the same about FLOOR issue... But could you explain what this means?

Quote
pos = p2dist x - -10,p2dist y - 5

ps2distx minus minus 10? minus x minus equal to plus, so its better to put floor(p2distx)-10

But avoid to use "p2..." triggers. They won't work if you hit the p4.

6 - The laser - I need to be true: its very bad. Its too fast, and it doesn't have any appeal.

:)

Offline pmc1416

  • Initiate
  • **
  • Posts: 139
  • Last Login:August 14, 2013, 10:05:12 PM
  • Kyo is the crap
    • www.youtube.com/pmc1416
    • Email
Re: Green Goblin - MvC: EoH Version
« Reply #69 on: July 03, 2008, 05:35:26 AM »
needa put in the hobgoblin
Shinrahunter GOOD looks on my Custom sig and Av
PMC Team Adolescentz. Leader KYO.. members. Hayato . Rock . Sakura. Guy . Yun & yang.[/url

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

D2TD VS Showcase Thread by D2TD
[Today at 09:12:03 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
[24] 25 26 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal