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Author Topic: INFINITE-EDIT THREAD  (Read 12632 times)

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Offline LeechKing

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Re: INFINITE-EDIT THREAD
« Reply #150 on: January 26, 2012, 01:46:48 AM »
hmmm... did a little back-reading since I missed a couple of pages... well here are things I noticed.

-too many wall bounces *maybe personal preference*

-there is still something wrong with damage dampening, when you start a crouching combo, if the first hit gets blocked, and the following does hit/connect... it does really little to no damage at all.  \-/o

-I don't know if its just for me but, when the computer/AI tries to follow you when you jump, you can't really block their air basic attacks (most of the time)


aside from that, still great edits... been liking these edits ever since!  :thumbsup:

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #151 on: January 29, 2012, 04:17:33 PM »
*01/30/2012@4:00PM-INFINITE-DAIMON RE-RELEASED/UPDATED

Now Die, Mortal.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #152 on: January 29, 2012, 05:39:43 PM »
-What's the point in having three different Judo grabs if 2 of them target the same kind of opponent (One with a standing statetype)
-The wallhit noise plays three times when the opponent hits the wall during Crusher   
-FX Layer issue (Should be under his feet)

-Incredible grab range. The placement of both the blue and red clsn need to be worked on (Most of the animations need to have reworked clsns)

-Why is there a red clsn on anim 2205? You already have a target so you don't need another red clsn. Also, use targetstate for throws.

Quote from: State 3502
[State 3052, Velocity]
type = VelAdd
trigger1 = Time > 30
x = ifElse(Vel X = .3, 0,IfElse(Vel X < 0, -.3, .3))
y = 0.4

Why 0.4 when the yaccel is .52?

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #153 on: January 29, 2012, 10:16:50 PM »
-What's the point in having three different Judo grabs if 2 of them target the same kind of opponent (One with a standing statetype)
-The wallhit noise plays three times when the opponent hits the wall during Crusher   
-FX Layer issue (Should be under his feet)

-Incredible grab range. The placement of both the blue and red clsn need to be worked on (Most of the animations need to have reworked clsns)

-Why is there a red clsn on anim 2205? You already have a target so you don't need another red clsn. Also, use targetstate for throws.

Why 0.4 when the yaccel is .52?

FIXED

Now Die, Mortal.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #154 on: January 30, 2012, 03:01:06 PM »
FIXED

Did you fix all the clsns too? Not likely.  :-"

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #155 on: January 30, 2012, 03:40:29 PM »
Did you fix all the clsns too? Not likely.  :-"
I fixed the ones that I saw that were messed up, which were most of them.  >:P , but seriously thanks for the feedback.
« Last Edit: January 30, 2012, 04:21:47 PM by Young Reezy aka The Fundraiser »

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Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #156 on: January 30, 2012, 08:18:01 PM »
I just noticed that on some of your gethit animations (Action 5006 for example) have changing clsns from frame to frame. The way you've set up most of these clsns is fine but in order to save time and make things a bit more consistent you should use the clsns from the first frame of a gethit on the remainder of the frames.

Action 200 and Action 205 start with the same sprite but the body clsn size is different for both (Same for actions 600 - 650).

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #157 on: January 30, 2012, 11:25:28 PM »
I just noticed that on some of your gethit animations (Action 5006 for example) have changing clsns from frame to frame. The way you've set up most of these clsns is fine but in order to save time and make things a bit more consistent you should use the clsns from the first frame of a gethit on the remainder of the frames.

Action 200 and Action 205 start with the same sprite but the body clsn size is different for both (Same for actions 600 - 650).


Fixed
« Last Edit: January 31, 2012, 09:59:23 AM by Young Reezy aka The Fundraiser »

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Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #158 on: February 06, 2012, 01:45:55 AM »
*02/06/2011@1:30AM EST-INFINITE-DEEJAY RE-RELEASED/UPDATED

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Offline Ref Cortez

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Re: INFINITE-EDIT THREAD
« Reply #159 on: February 06, 2012, 08:34:30 AM »
Just wondering, are you doing krauser? And if so, which one? Because I think that cvs 2k2 krauser needs to be hooked up, the other one would be tight as well, just curious. So far, chun li is my favorite, I never really liked her, but the combos on yours is so sick. I figured out the longest combo with her and it's so f'n sick. I love her, and Andy. For some reason my favorite infinite chars are the ones I never really liked.
border="0" alt="Photobucket"></a>

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #160 on: February 06, 2012, 04:18:43 PM »
Just wondering, are you doing krauser? And if so, which one? Because I think that cvs 2k2 krauser needs to be hooked up.

YEAH, most likely that one.

*02/06/2011@4:15pM EST-FIXED DEEJAY HITSPARK ALIGNMENT.

Now Die, Mortal.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #161 on: February 06, 2012, 09:42:07 PM »
Infinite Deejay

-Your headpos (cns) is wrong.
-Your midpos (cns) is okay but it could be adjusted a bit more so that it's closer to the center of his midsection.
-Close lp (second hit) misses on KFM  
-The red clsn on Max Out is too big
-The superpause time for Rhythm Showdown (Ground) is too long. The players should be able to move after the startup has been completed but remain frozen for 8+ ticks after DeeJay has gone into action 950 (Same goes for BOTH his level 2 supers).
-You'll notice that on the first hit of either of the lvl2 supers there's no hitspark.

-_-
(click to show/hide)


Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #162 on: February 06, 2012, 11:16:07 PM »
Infinite Deejay

-Your headpos (cns) is wrong.
-Your midpos (cns) is okay but it could be adjusted a bit more so that it's closer to the center of his midsection.
-Close lp (second hit) misses on KFM  
-The red clsn on Max Out is too big
-The superpause time for Rhythm Showdown (Ground) is too long. The players should be able to move after the startup has been completed but remain frozen for 8+ ticks after DeeJay has gone into action 950 (Same goes for BOTH his level 2 supers).
-You'll notice that on the first hit of either of the lvl2 supers there's no hitspark.

-_-
(click to show/hide)



*FIXED-THANKS YZAN

Now Die, Mortal.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #163 on: February 07, 2012, 12:33:28 AM »
Totally forgot about this :


u gotta fix

Oh and you've overused the wall bounce mechanic again.

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #164 on: February 07, 2012, 01:33:33 AM »
Totally forgot about this :


u gotta fix

FIXED

Quote from: Y.
Oh and you've overused the wall bounce mechanic again.

I have 2 wall bounces one for juggling and one for powerful final blow/finishing attacks. The juggling wall bounce is used on one special move - Rolling Sobat - MK, HK versions. The juggling wall bounce is on 2 Hyper moves,- ground Maximum wave and Sobat Carnival for combo extending purposes. The other wall bounce is supposed to be used for a powerful looking finishing attack where it knocks player 2 off screen and they go flying to the wall towards there back, and then player 1 goes following them, I have this wall bounce on 2 level 3's, and 1 level 2, and it is only used to finalize a combo with a final  blow where it is used to kill/end a combo. You were right when you said it about Robert, cuz I had wall bounces on all his hyper move final hits.

Now Die, Mortal.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #165 on: February 07, 2012, 09:14:37 AM »
I have 2 wall bounces one for juggling and one for powerful final blow/finishing attacks. The juggling wall bounce is used on one special move - Rolling Sobat - MK, HK versions.

The medium and the heavy versions shouldn't both have a wall bounce. Choose one (Preferably heavy version).

The juggling wall bounce is on 2 Hyper moves,- ground Maximum wave and Sobat Carnival for combo extending purposes. The other wall bounce is supposed to be used for a powerful looking finishing attack where it knocks player 2 off screen and they go flying to the wall towards there back, and then player 1 goes following them, I have this wall bounce on 2 level 3's, and 1 level 2, and it is only used to finalize a combo with a final  blow where it is used to kill/end a combo. You were right when you said it about Robert, cuz I had wall bounces on all his hyper move final hits.

It's still being overused. You have it on 2 specials and 5 supers. and even though you've stated that one of them is just for show, 2 are for extending purposes and 2 are just for final hits it's still five too many. Please find another way to make the player appear as though his [final] hits have impact.

Offline LarsAlexandersson

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Re: INFINITE-EDIT THREAD
« Reply #166 on: February 08, 2012, 11:59:20 AM »


I didn't see his character select portrait anywhere
« Last Edit: February 09, 2012, 02:37:11 AM by LarsAlexandersson »
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Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #167 on: February 08, 2012, 02:21:17 PM »
Use F12 to take screenshots.

Offline LarsAlexandersson

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Re: INFINITE-EDIT THREAD
« Reply #168 on: February 09, 2012, 02:37:42 AM »
Use F12 to take screenshots.

Already, but actually. Mines Mac Book
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Offline Insert Account Name

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Re: INFINITE-EDIT THREAD
« Reply #169 on: February 09, 2012, 10:51:57 AM »
lol @ it being 2012 and it's people still to lazy to upgrade their mugen.  L-) L-)

Big deal. I'm still using Winmugen.

Offline shootYr.

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Re: INFINITE-EDIT THREAD
« Reply #170 on: February 09, 2012, 02:28:19 PM »
:| Ummm.... What's the big deal whether he has wall bounce on them or not.....  :-?? Its not even that serious.... I'm just saying dude......

The big deal is that there's no reason to reuse that particular mechanic THAT many times. Why force p2 to use the same behavior over and over again when there are other behaviors that he can make them use (The AngleDraw in the custom state he added is an example)? Seeing that same mechanic over and over again is both boring and unnecessary.

Why the hell would you need wallbounces on 2 versions of the same move when they both have different properties? The HK version, being the hardest hitting version, is understandable I guess. You don't NEED to have two.
« Last Edit: February 09, 2012, 04:57:23 PM by Silentrzk. »

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Re: INFINITE-EDIT THREAD
« Reply #171 on: February 09, 2012, 05:02:15 PM »
Is this a bad time to mention that I think Infinite overuses enviro-shake? (or whatever it's called when the screen starts to shake.) Seriously his characters give me a headache.

When my friend plays as cody/kyo My head starts to hurt.

Offline Infinite Power

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Re: INFINITE-EDIT THREAD
« Reply #172 on: February 09, 2012, 05:17:44 PM »
Is this a bad time to mention that I think Infinite overuses enviro-shake? (or whatever it's called when the screen starts to shake.) Seriously his characters give me a headache.

When my friend plays as cody/kyo My head starts to hurt.

No, not a bad time. But... Mission Accomplished.  :thumbsup:  -the seizures
« Last Edit: February 09, 2012, 05:26:12 PM by Young Reezy aka The Fundraiser »

Now Die, Mortal.

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Re: INFINITE-EDIT THREAD
« Reply #173 on: February 09, 2012, 07:03:21 PM »
wasnt gonna comment ....but. i just say... do what you do mang. :)

Offline LarsAlexandersson

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Re: INFINITE-EDIT THREAD
« Reply #174 on: February 10, 2012, 10:20:23 AM »
So are you going to fix Deejay's character select portrait. From SMvC screen pack. i didn't see it anywhere?
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