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Author Topic: Time Flux Sonic, Updating.  (Read 1567 times)

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Offline Hadoabuser

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Time Flux Sonic, Updating.
« on: September 25, 2009, 03:07:54 AM »
I'm not sure how many of you know of Time Flux Sonic 1.0, here are some vids.

Move Showcase


AI Fight, My first attempt at AI.



Well over my time in the mugen community my preferred fighting style has moved from MVC to CVS/SFA and while I still like the MVC combo tree I wanted to move more into the style of CVS/SFA. That being said I started this move with the update for Time Flux Sonic. I added in a kinda of combo buffer system, u can't spam button press to combo anymore it just won't register. There is a button press window tho. As of right now the window is 6 ticks long, every basic attack has this "button press window". I've been working with my testers to make this change easy to do but restrictive at the same time. The way to combo is to hit, w8 about 2 ticks, then press the next button in the combo tree.

The new base palette has colors separated for some crazy looking combined animations, here is one I made to show as an example of how it works now.



And an in-game pic


Heres a list of the changes so far.
    New Base Palette
    Stricter Combo System
    Added more Guests for Guest Appearance move
    Guests for Guest Appearance move can get hit, has win pose
    Less juggle intensive hit velocities
    Use of the WinPerfect that shows a "PERFECT" sign using Sonic 2 logo font
    More frames for animations to have a more fluid look.
    Made an animation for "Flux Feet"


There is a lot more stuff I want to add/implement, suggestions are welcome.

 ;)


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Offline KenFan9276 - Member of CROM

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Re: Time Flux Sonic, Updating.
« Reply #1 on: September 25, 2009, 04:57:29 PM »
 @-)
I have him.
HE ROCKS!!!!!!!!
Hoping for good progress! :thumbsup: :)

Offline mecha-gino

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Re: Time Flux Sonic, Updating.
« Reply #2 on: September 26, 2009, 12:25:09 AM »
Now to some this would seem like a jumble up mess but to me THIS is an interesting idea that may lead to other Time flux characters like Ryu, Ryo, or Maro.  :rules: :cool

Offline DanOwnsall112

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Re: Time Flux Sonic, Updating.
« Reply #3 on: September 26, 2009, 12:42:10 AM »
I like the concept... :cool
« Last Edit: September 29, 2009, 09:08:42 PM by WiiFang »

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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #4 on: September 26, 2009, 10:59:13 AM »
Now to some this would seem like a jumble up mess but to me THIS is an interesting idea that may lead to other Time flux characters like Ryu, Ryo, or Maro.  :rules: :cool

I thought about making a TF version of Mario because his and Sonic's relationship has grown to a rivalry status and I could code certain actions that reflect that. I have a long way to go before then tho.
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Offline KenFan9276 - Member of CROM

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Re: Time Flux Sonic, Updating.
« Reply #5 on: September 26, 2009, 11:33:57 AM »
I thought about making a TF version of Mario because his and Sonic's relationship has grown to a rivalry status and I could code certain actions that reflect that. I have a long way to go before then tho.
Ryu first.
Mario last.
Ryo second.
But finish this kick butt Sonic.

Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #6 on: October 04, 2009, 07:33:49 PM »
Well heres a vid.

Time Flux Sonic update preview (Bad Frame Rate)

Quote from: Video Description
I have no idea what was up with my comp while recording this, I might have to clean up, but this was the best of all the takes I recorded.

Anyway in the vid I'm showing the 2 new Guests Rasputin and Thwomp. I'm trying to show up to use the Thwomp when it does show up, but my comp was lagging hard and I missed the timing a couple of times.

After it slams the ground the one who summoned it can recover from the hit to receive less damage and/or counterattack P2 from it. If u land on the ground and hit P2 while falling they enter the ground hit state which means u can do a standing combo without the air juggle velocity.

The last thing was a new feature I'm going to be adding to all my chars future/past/etc. Its not finished and as you'll notice there are some hitches here and there but the basic idea is there.

Follow updates as they come on
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Offline BC

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Re: Time Flux Sonic, Updating.
« Reply #7 on: October 04, 2009, 07:42:47 PM »
rasputin's win pose is hilarious.

wanna elaborate more on the new feature?
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Offline fer619

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Re: Time Flux Sonic, Updating.
« Reply #8 on: October 04, 2009, 08:03:47 PM »
lol sonic stole thwomp away from chargin chuck

anyway, great work with sonic, i like his progress  :thumbsup:
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #9 on: October 04, 2009, 08:11:36 PM »
I'll reveal more as i get it coded in but right now its a button mashing competition. As of right now the person that mashes the most does Hyper Spin free of charge.

Post Merge: October 06, 2009, 02:40:22 AM
Small change, he now dodges or jumps attacks while this active.

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/Clash.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/Clash.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>
« Last Edit: October 06, 2009, 02:40:22 AM by Hadoabuser »
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #10 on: October 08, 2009, 12:47:46 AM »
Finished recoding Falcon Punch, if p2 dies while being ran over he gets flattened  :laugh4:.

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/FalconPunch.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/FalconPunch.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>
« Last Edit: October 08, 2009, 01:27:36 AM by Hadoabuser »
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Offline BC

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Re: Time Flux Sonic, Updating.
« Reply #11 on: October 08, 2009, 10:32:31 AM »
move is cool, gave some suggestions over at ME.

theres one thing i recently noticed, some of the stampede dust appears quite far infront of the dino's at one point like too early mayb?
its on the right hand side(hard to give approx times without propper vid)
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #12 on: October 08, 2009, 10:50:53 AM »
I noticed after uploading :p, I took care of it.
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #13 on: October 16, 2009, 04:17:06 AM »
Well completely finished off the Guest Appearance move. Total of 12 Guests 6 ground-type 6 air-type, each killable by the opposing force with the exception of Thwomp and Odie. Reason, they are party nuetral, and affect all forces the same way.

Moved on to the next thing, CLOOOOOOOOOOOOOONE!!!!!!!!!!!

Still thinking of a better summoning animation, but meh it somewhat does the job as a placeholder, and I need to add some sort of sounds.

Also still have some issues to iron out with functionality but its mostly done.

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/Clone.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/Clone.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #14 on: October 21, 2009, 01:56:50 AM »
Thx to BC these 2 moves were added.

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/Blue_Blazer.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/Blue_Blazer.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

The first one shown being " Blue Blazer " , which needs a better name.   :D And Double Blazer, only being able to be done with the clone out, seeing as using the clone with Time Flux = double power drain and the ability to do over the amount of damage I want something to do, one is disabled while the other is active. With that I can use "c" to do Clone specific moves, right now only ground "c" does anything and thats Double Blazer.

Both moves aren't completely finished, still some position issues here and there. Sounds maybe, I feel Double Blazer should have different sounds, but I haven't rly looked yet.

Also I made that effect myself so feel free to tell me how crappy it looks.    :-j
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #15 on: October 26, 2009, 10:36:55 AM »
Staubhold has been nudgeing me to make a win specific to the Falcon Punch and this is what I've come up with. I thought a little crude humor would be fine seeing as I'm a child.   :D
<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/Dino.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/Dino.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

Post Merge: October 28, 2009, 01:54:41 AM
Well it really feels like its time to release this version, its kinda eating at me to do so. :01: But I still have to work out the bugs for all the stuff I added, like this for example

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://www.mugenevolution.co.uk/hadoabuser/TFS/New.swf" /> <embed src="http://www.mugenevolution.co.uk/hadoabuser/TFS/New.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>
« Last Edit: October 28, 2009, 01:54:41 AM by Hadoabuser »
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #16 on: October 28, 2009, 10:41:31 AM »
Bump for an almost 36 hour post difference.
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Offline tremainekr

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Re: Time Flux Sonic, Updating.
« Reply #17 on: November 06, 2009, 01:17:08 PM »
this my first time seeing this..good idea. i like it

maybe the thomp move is a little too much.

non the less the dinosaur hyper is cool because of the whole time warp thing and moving thru time(that move is a keeper and its creative).

instead of a falcon use a flash or something c'mon man sonic doesnt do that.(you user to take your creation serious).

i would say only use sonic sprites.



what about using the sprites were his back is turned at the screenlike in sonic and knucles(3d mode)

(the mini game sprites were he collect the rings). a hyper move were he runs opponent over. runs off

screen..then again from the other side and finally run back on in his 3d mode..minimize him as he runs

off or teleports off the screen and falls out the sky into his normal mode
 

will there be some gold sonic moves


how about for projectiles he throws some gold rings or a hyper were he throws a lot of every were like warmachine missle hyper.
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Offline Hadoabuser

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Re: Time Flux Sonic, Updating.
« Reply #18 on: November 06, 2009, 03:24:18 PM »
this my first time seeing this..good idea. i like it

maybe the thomp move is a little too much.
Thwomp becomes a bit much if its summoned twice in a row, but theres a 1/6 chance to summon it with that move.

non the less the dinosaur hyper is cool because of the whole time warp thing and moving thru time(that move is a keeper and its creative).

instead of a falcon use a flash or something c'mon man sonic doesnt do that.(you user to take your creation serious).

i would say only use sonic sprites.
The Falcon Punch is a joke move, it started as "lol what if he had falcon punch" and went from there. So the only thing that was taken serious about it is the code. :D

what about using the sprites were his back is turned at the screenlike in sonic and knucles(3d mode)

(the mini game sprites were he collect the rings). a hyper move were he runs opponent over. runs off

screen..then again from the other side and finally run back on in his 3d mode..minimize him as he runs

off or teleports off the screen and falls out the sky into his normal mode
I thought about doing something like that, didn't feel like making the code for it.


will there be some gold sonic moves

I won't anything on that right now.  ;*))

how about for projectiles he throws some gold rings or a hyper were he throws a lot of every were like warmachine missle hyper.
Theres a post I read don't remember where but it made sense. Power rings give him his power they don't have damage inflicting properties. Not the exact words, but that made perfect sense to me.

This version is released, I just didn't feel like posting that at the time because the auto-merger gets on me nerves and it wouldn't look like I posted something new. Also since that thread got no responses.

http://www.infinitymugenteam.com/Forum_345/index.php?topic=26898.0
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