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Author Topic: Scruffy's 12 Days of X-Mas  (Read 3680 times)

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Offline Worksa8

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Re: Scruffy's 12 Days of X-Mas
« Reply #50 on: January 06, 2010, 04:01:15 PM »
Actually Parasite is full of Infinites, waaay more then even listed above. He is still a good character though because it can get hard to spam them since you need to know all the moves.

Also the idea of knocking ghost Rider off the bike, I'm not sure if that is in the character or not- but it's a really nice idea o.o;

Offline Acey

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Re: Scruffy's 12 Days of X-Mas
« Reply #51 on: January 06, 2010, 04:21:54 PM »
What stage is that at 2:20-2:25 ?

That's Vulture's stage, downloadable at Scruffydragon.com

Offline Scar

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Re: Scruffy's 12 Days of X-Mas
« Reply #52 on: January 06, 2010, 04:32:14 PM »
Can someone pm me Cap Bucky?
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Offline Worksa8

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Re: Scruffy's 12 Days of X-Mas
« Reply #53 on: January 06, 2010, 08:41:14 PM »
Sent =3

Offline Buyog

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Re: Scruffy's 12 Days of X-Mas
« Reply #54 on: January 06, 2010, 09:41:31 PM »
Yeah, I've made no attempt to balance Parasite yet... 50+ specials and 30+ hypers means I have to build in a damage dampener and spam prevention at a high level, and I was more focused on finishing the smart palette so his look stayed consistent. But this is only RC1; RC2 should have more balance and bugfixes, whenever I get to it (for now though it's back to gradschool studies... I have a thesis to write  o.O#)

Offline Sasuke-kun

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Re: Scruffy's 12 Days of X-Mas
« Reply #55 on: January 06, 2010, 10:03:18 PM »
Good luck with that.

I'm also having a "special time" trying to finish two documents for college before the end of this month.
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Offline Acey

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Re: Scruffy's 12 Days of X-Mas
« Reply #56 on: January 06, 2010, 11:01:41 PM »
Yeah, I've made no attempt to balance Parasite yet... 50+ specials and 30+ hypers means I have to build in a damage dampener and spam prevention at a high level, and I was more focused on finishing the smart palette so his look stayed consistent. But this is only RC1; RC2 should have more balance and bugfixes, whenever I get to it (for now though it's back to gradschool studies... I have a thesis to write  o.O#)

Hey cool, you're here so you've seen the screen shots. I still have alot of respect for this character, for the insane amount of moves he can steal for for going the extra step with the palettes as well.

Offline Alexziq

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Re: Scruffy's 12 Days of X-Mas
« Reply #57 on: January 06, 2010, 11:30:59 PM »
I gotta respect Buyog for sharing his wips despite the work still to be done. For me it makes me feel like I get to see a progression release to release. It really helps a lot of seeing how things are improved beta to beta. Learning from that helps us all see how it's done.

Don't get me wrong, I still appreciate a polished release but theres a lot of stuff out there that we all luv that still could use a ton of work. If it all came out perfect thered be no need for the word beta. I think the community sometimes forgets the meaning of that word. I've heard Zvitor say his best advice usually is found by the community, and part of that goes along with releasing beta characters.

Offline Worksa8

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Re: Scruffy's 12 Days of X-Mas
« Reply #58 on: January 06, 2010, 11:33:04 PM »
He is a great character, I had to re-set his controls big time though, since you have to figure out if it's a hyper, a special, or both- plus if it is Down - Back or down -forward, etc...
The controls can really mess you up to the point where you find on remove he took and just use that- nothing else since he will just go "I got nothin' " and then you will get smacked or hit with a hyper or whatever.

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Re: Scruffy's 12 Days of X-Mas
« Reply #59 on: January 07, 2010, 01:43:59 AM »
Yeah, I've made no attempt to balance Parasite yet... 50+ specials and 30+ hypers means I have to build in a damage dampener and spam prevention at a high level, and I was more focused on finishing the smart palette so his look stayed consistent. But this is only RC1; RC2 should have more balance and bugfixes, whenever I get to it (for now though it's back to gradschool studies... I have a thesis to write  o.O#)

This is definitely a big improvement over the last version. I like the new sprites & smart palette much more than last release. Look forward to the future of this character
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Offline Buyog

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Re: Scruffy's 12 Days of X-Mas
« Reply #60 on: January 07, 2010, 06:14:11 PM »
He is a great character, I had to re-set his controls big time though, since you have to figure out if it's a hyper, a special, or both- plus if it is Down - Back or down -forward, etc...
The controls can really mess you up to the point where you find on remove he took and just use that- nothing else since he will just go "I got nothin' " and then you will get smacked or hit with a hyper or whatever.

You mentioned this over at Scruffy too, and it baffles me. NONE of his stolen moves use any commands other than D,DF,F. All stolen specials use D,DF,F+P for slot 1 and D,DF,F+K for slot 2. Use the same motion and add a second punch or kick, and you get the stolen hyper for that same power set. There shouldn't be any confusion there, or need to change anything...  ???

Offline Acey

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Re: Scruffy's 12 Days of X-Mas
« Reply #61 on: January 07, 2010, 06:42:41 PM »
...It really helps a lot of seeing how things are improved beta to beta. Learning from that helps us all see how it's done...

I agree, I think being able to see the character through multiple stages really gives us an appreciation of all the work that goes into it.

He is a great character, I had to re-set his controls big time though, since you have to figure out if it's a hyper, a special, or both- plus if it is Down - Back or down -forward, etc...
The controls can really mess you up to the point where you find on remove he took and just use that- nothing else since he will just go "I got nothin' " and then you will get smacked or hit with a hyper or whatever.

Could you give an example of one of the controls you "reset"?

Offline Worksa8

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Re: Scruffy's 12 Days of X-Mas
« Reply #62 on: January 07, 2010, 06:50:43 PM »
It's hardly the controls- that was more a personal thing.
What I mean is like, sometimes a move isn't activated by a command, is is just active normally, or there is a hyper for it but no Special- or a special but no hyper. (Some power sets have both) But if they don't, you end up with "I got nothin" and that leaves you open to attack.
It's not too much of a problem, since I know when you have the moves to put in there it will no longer be this way.
(My bad, I'm terrible at explaining this ^^;;
If you still don't get what I mean I can make a video and show you- or feel free to ignore me entirely and look more on fixing the infinites like bonerang.)
« Last Edit: January 07, 2010, 06:56:57 PM by worksa8 »

Offline MirageAtoli

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Re: Scruffy's 12 Days of X-Mas
« Reply #63 on: January 07, 2010, 11:52:14 PM »
I'm pretty sure those are placeholders for attacks that aren't done.

Offline Buyog

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Re: Scruffy's 12 Days of X-Mas
« Reply #64 on: January 09, 2010, 09:41:44 AM »
I'm pretty sure those are placeholders for attacks that aren't done.

Yep.

Post Merge: January 09, 2010, 09:43:51 AM
It's hardly the controls- that was more a personal thing.
What I mean is like, sometimes a move isn't activated by a command, is is just active normally, or there is a hyper for it but no Special- or a special but no hyper. (Some power sets have both) But if they don't, you end up with "I got nothin" and that leaves you open to attack.
It's not too much of a problem, since I know when you have the moves to put in there it will no longer be this way.
(My bad, I'm terrible at explaining this ^^;;
If you still don't get what I mean I can make a video and show you- or feel free to ignore me entirely and look more on fixing the infinites like bonerang.)

Ahhh. Ok, that makes a lot more sense. Yeah, most of those irritances will be fixed when the power sets are are filled out.

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