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Author Topic: Charlie/Nash by supermystery updated 06/01/09  (Read 1410 times)

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Offline supermystery

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Charlie/Nash by supermystery updated 06/01/09
« on: January 01, 2009, 12:45:24 PM »
Charlie/Nash for Mugen (may work in DOS)
By supermystery



Version 1
===========

Features:

AI

Dizzy Mode

Shadow Mode

Moves and fighting style similar (although not 100% accurate) to X Men vs Street Fighter (PSX)

Notes:
--------

Decided to convert Charile/Nash to mugen, just to test my character creating skills
as my favorite version was from Xmen vs Street fighter/MSHvsSF (thats the only games i had available to emulate) i did an attempt to match the moves as close to the game as possible
although not everything is accurate to the game.

*Chariles damage values have been made very similar to xmen vs street fighter (Shadow is just a slighty stronger version but the damage values are not the same as MSHvsSF)
*This character may be slighty better for comboing than in the orginal character, this is due to some minor tweaking to my preference.
*some moves may treat the opponent different to how is done in the real game because i didnt want to use custom states too much
otherwise the moves would then have no effect on character with super armor (ie apocalyspe)
*Although i tried my best to emulate the actual game some moves could still look off idk.

Shadow
-------

Holding Start and pressing the correct button while choosing charlie gets this mode

Whats different:
-He no longer voices the "Sonic Boom" or "Somersault" while doing his specials
-His Supers are slightly stronger
-The winning announcer wont say "charlie"
-Special Moves create a purple palfx on the opponent
-A twinkle sound happens before Shadow does a super
-An extra lvl3 hyper move
-The Sonic Barrage is faster
-Shadow has less to say when he wins


Moves
-------

Throw
forward y/z or b/c

Guard Push (while blocking)
x + y

Recovery Roll (before fall)
~D, DB, B, and attack button

Alpha Counter (while blocking) lvl 1
~D, DB, B, x

Super Jump
D,U

Aerial Rave Starter
Crouch high punch


Special Moves
-----------------

Sonic Boom       
(B) 2 seconds, F + any punch
Flash Kick       
(D) 2 seconds, U + any kick
Back Flash Kick
[While in air] U, UF, F + any kick

Hyper Moves, you must have at least level 1 (1000 power)
--------------------------------------------------------
Sonic Barrage  (Press for more hits)   
D, DF, F + x+y
Sonic Blitz       
D, DF, F + a+b
Somersault Attack
D, DB, B + a+b
Final Mission (lvl3, Shadow Only)
D, DB, B + x+y+z

Code: [Select]
====================================================================
Regarding AI
====================================================================
Default is on but if you really want to switch it off open the CharlieSM.cns file and do the following:

Change:

;AI on or Off
[State -2, Simplifier]
type = VarSet
triggerall = !IsHelper
trigger1 = var(58) = 1
trigger2 = var(0):=0
var(0) = 1 ; Another option is to replace 1 with something like MatchNo, if
; you want to design your AI to have varying levels of difficulty.
IgnoreHitPause = 1

To:

;AI on or Off
;[State -2, Simplifier]
;type = VarSet
;triggerall = !IsHelper
;trigger1 = var(58) = 1
;trigger2 = var(0):=0
;var(0) = 1 ; Another option is to replace 1 with something like MatchNo, if
; you want to design your AI to have varying levels of difficulty.
;IgnoreHitPause = 1

http://mugenlair.freesmfhosting.com

Hosted Creations > supermystery > Charlie/Nash/Shadow (vs Series)

Enjoy :)
« Last Edit: January 06, 2009, 07:30:00 AM by supermystery »


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Offline shootYr.

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Re: Charlie/Nash by supermystery
« Reply #1 on: January 01, 2009, 02:32:16 PM »
Feedback

        Charlie's Launcher : Its A Really Short Distance.
        Sonic Boom : Its Easy To Do With B, D, F punch, But Not With B, F. :O
        The Sonic Blitz : The Hit Right Before The Final Hit Makes Two Hit Sounds, Charlie Should Only Make One.

 :thumbsup:
               BTW, Hes Pretty Easy To Play With. And The Hyper Spark Placements Are Perfect.

                ;)

Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #2 on: January 01, 2009, 02:41:03 PM »
Just loaded up the game PSX version:

Feedback

        Charlie's Launcher : Its A Really Short Distance.

Yeah your right, ill do a quick update on that.


        Sonic Boom : Its Easy To Do With B, D, F punch, But Not With B, F. :O


Not really i have no problems pulling it off even with combos, it just takes practice.


        The Sonic Blitz : The Hit Right Before The Final Hit Makes Two Hit Sounds, Charlie Should Only Make One.

Actually, the move is meant to have 2 hit sounds at the end of the rush as far as i know. Im not sure which version youve tested against.


 :thumbsup:
               BTW, Hes Pretty Easy To Play With. And The Hyper Spark Placements Are Perfect.

                ;)

Thanks for the feedback and i hope you enjoy the character :)

EDIT: Updated the launcher and made the super jump accommodate.


« Last Edit: January 01, 2009, 03:04:31 PM by supermystery »
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Offline louis

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Re: Charlie/Nash by supermystery
« Reply #3 on: January 01, 2009, 07:21:38 PM »
For some reason the download link does not work :-??
louis

Offline SolidZone 26

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Re: Charlie/Nash by supermystery
« Reply #4 on: January 01, 2009, 11:52:25 PM »
For some reason the download link does not work :-??
Weird, download link seems fine to me ???. Hey, I have a question. Is Charlie open source? If yes (if its okay with you), I could use some stuff out of your Charlie for my MvC Shadow.

Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #5 on: January 02, 2009, 03:52:50 AM »
For some reason the download link does not work :-??

As far as i know the link is fine, sometimes it does mess about though.

Weird, download link seems fine to me ???. Hey, I have a question. Is Charlie open source? If yes (if its okay with you), I could use some stuff out of your Charlie for my MvC Shadow.

If you wish, btw most of the sprites were from kongs MVC2charlie sprite pack the only things i added, was some addtional blinking sprites for shadow, and the ground explosion fx for the final mission.

If you want to use those additional sprites then cool. But you probably find what you want from the MVC2 sprites anyway.

Make sure you give credit if you use any of my coding though.

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Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #6 on: January 02, 2009, 04:53:34 AM »
Update: 02/01/09
----------------
Certain Moves have been made faster
The Sonic Barrages come out better
Made the sonic booms moves easier to do, you can use the qcf motion as well as the charge motion


EDIT

played through the games and discovered:

The Sonic Blitz rush has invinciblity while running towards
Adjusted the hit pauses a bit at the end of Sonic Blitz rush (the last elbow hits)
The sonic barrage velocites are now made different for shadow and charile
Ending has now been added

Charlie has been updated again

Enjoy and let me know if you like the character better :)
« Last Edit: January 02, 2009, 08:31:32 AM by supermystery »
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Offline SolidZone 26

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Re: Charlie/Nash by supermystery
« Reply #7 on: January 02, 2009, 04:10:25 PM »
blinking sprites for shadow
That's the sprites I need! I can't find those type of sprites anywhere. That's why I had a hard time creating the character and decided to put him on hold for now. I better start continuing working him again.

Make sure you give credit if you use any of my coding though.
Of course I will, maybe I use some for my wip.

Will try out the update later today.
« Last Edit: January 02, 2009, 06:57:34 PM by SolidZone 26 »

Offline shootYr.

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Re: Charlie/Nash by supermystery
« Reply #8 on: January 02, 2009, 06:38:31 PM »
There Was Something I Over Looked. The A.I Will Abuse Somesault Like Crazy, Since The 2nd And 3rd Hits Are Unblockable In The Air. And If You Do Somehow Manage To Hit The Ground, The A.I will Instantly German Suplex You. :O

Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #9 on: January 03, 2009, 04:36:41 AM »
That's the sprites I need! I can't find those type of sprites anywhere. That's why I had a hard time creating the character and decided to put him on hold for now. I better start continuing working him again.
Of course I will, maybe I use some for my wip.

Will try out the update later today.

Cool


There Was Something I Over Looked. The A.I Will Abuse Somesault Like Crazy, Since The 2nd And 3rd Hits Are Unblockable In The Air. And If You Do Somehow Manage To Hit The Ground, The A.I will Instantly German Suplex You. :O

hmmm, idk the somesault wasnt blockable in the air ill fix that and check out the AI.

As for the german suplex its recommended that you dont get too close :P

« Last Edit: January 03, 2009, 04:43:49 AM by supermystery »
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Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #10 on: January 03, 2009, 08:08:18 AM »
Updated again :)

Tweaked AI
Fixed a bug where the somersault's 2nd + 3rd hits where unblockable in mid air

If anyone has an issue with the AI they can disable it by following the instructions in the first post/readme.
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Offline supermystery

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Re: Charlie/Nash by supermystery
« Reply #11 on: January 05, 2009, 03:58:49 AM »
Another update to finish off hopefully


Update: 05/01/09
----------------
-Added the twinkle effect with shadow when the supers start up.
-Updated the Final Mission move, this time when the opponent is hit with the move the screen doesnt follow the opponent which is more closer the game (and less annoying too)
-The Supers when attack will now show the supermove sparks from the screenpack
-Added some additional commands, you can now use the dragon punch motion for the somersault kick F,DF,F + any kick
-Also an additional command for the final mission which is the same as the original game
-Made the shadow give more of an impact when he hit opponents with his special moves
-Updated the readme too :)

For those who want the updated version, its from the same place  :w00t:

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Offline C.R.O.M. jodafro619

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Re: Charlie/Nash by supermystery updated 05/01/09
« Reply #12 on: January 05, 2009, 08:53:30 PM »
Another cool old school character! My only beef was that the controls were switched to cater to the crybaby shoto players!! Yeah I said it!! But the ai is very cunning. Good job! :thumbsup: :)
 

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

Offline supermystery

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Re: Charlie/Nash by supermystery updated 05/01/09
« Reply #13 on: January 06, 2009, 07:29:35 AM »
Another cool old school character! My only beef was that the controls were switched to cater to the crybaby shoto players!! Yeah I said it!! But the ai is very cunning. Good job! :thumbsup: :)

lol thanks, btw you can still use the charge commands too so everyone gets what they want :)


On other news: the shadow mode has been updated with the Arcade twinkle effect that was missing (the PSX version was black) this one looks alot better.

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