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Author Topic: Venom  (Read 13057 times)

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Offline T.O.P.S

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Re: Venom
« Reply #25 on: July 05, 2012, 10:28:18 PM »
If you check this :



You can see that venom use the venom web hyper at the end of the video in Spiderman TAS.

This venom looks good.


Venom does make a giant web in this that is true, but you don't really see how he does it, my guess would be just like all the other webs he makes in the comics and cartoon they will come out of his webshooter like white patches on the back of his hands and not from all areas of his body like capcom showed. also the attacks venom did after the web were really just all his basics strong together. kind of lazy on capcoms part if you ask me.

Offline T.O.P.S

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Re: Venom
« Reply #26 on: July 05, 2012, 10:30:27 PM »
DAMN! this Venom is so right, you are like the best sprite maker this year


Thanks I put alot effort into my sprites, I guess you could say I have had alot of practice over the years haha.

Offline shootYr.

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Re: Venom
« Reply #27 on: July 05, 2012, 10:31:24 PM »
So... did you see my feedback?

Offline T.O.P.S

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Re: Venom
« Reply #28 on: July 05, 2012, 10:39:20 PM »
I did see your feedback Y, collisions on his ultimate is just not how I like to do it because it will look bad if he gets hit and imdietly transforms back into his normal form with no transition. some collsion boxes were auto done to save time this is correct but most were not. of the ones that were I will update them and make better on his second release. by the way all symbiotes are guernteed a second release because they have to be standardized for the game they are in. so improvments will be made then as well as having different and improved background effects ect.

Offline shootYr.

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Re: Venom
« Reply #29 on: July 05, 2012, 10:52:52 PM »


Offline .ALEXZIQ.

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Re: Venom
« Reply #30 on: July 05, 2012, 11:32:57 PM »
The way I would do the level 4 hyper would be similar to the beatem up hypers in Sabretooth by Jin Kazama.

That way it wouldnt be an unhitable infinite priority, and would work like you want it to. obviously you could change the speed an velocity so it's not as fast but couls work similar.

Offline T.O.P.S

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Re: Venom
« Reply #31 on: July 06, 2012, 02:36:19 PM »
that's fine for sabortooth he's not in a second bigger form. but with venom if he has blue collsion boxs and gets hit, he will go back to normal imedietly with no transition and that just looks slopy.

Offline shootYr.

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Re: Venom
« Reply #32 on: July 06, 2012, 02:56:43 PM »
Dude,

I just showed you that he can't get hit out of the move anyway.

Offline .ALEXZIQ.

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Re: Venom
« Reply #33 on: July 06, 2012, 03:50:13 PM »
that's fine for sabortooth he's not in a second bigger form. but with venom if he has blue collsion boxs and gets hit, he will go back to normal imedietly with no transition and that just looks slopy.

That has nothing to do with it.

Doesnt matter if this was rocket raccoon.

Sabretooths beatem up doesnt get hit. Thats what I am saying.

It's done like a custom state

You put p2 in a state that immitates being hit sorta like a throw which you have several states like this already.

That way p2 cant block, cant hit back ect.

Doin it the way you have it now just leaves p2 only with the option to get hit or block through the move.

a human player is going to block most the time so not only is it an infinite, it's not really effective as is.

Just saying theres a better way that not only is better coded, but also achieves the effect you want with better results.


Offline Snakebyte

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Re: Venom
« Reply #34 on: July 06, 2012, 04:29:45 PM »
TOPS you got so much talent with these Symbiotes man! I like how you also focused your area in the coding as well! Dude he plays good! There are somethings I would change and tune but for the most part I like where he is going.

I would have liked to see him with the old hypers and specials along with the new but even without them I think you did a good job dude just like you did with the other symbiotes.

I would change that hyper background though and use kong's or something, and use another kind of hyper portrait. But that's me. but other than that....Dude I overall like this.......

I think your on to something with these symbiotes and I say keep'em comin'  I'm not requesting but I hope that your next one is LAsher because he is my favorite of them all

I'm working on Lasher, actually. Sadly, he's gonna be a while, because I am slow and learning. :)

Offline T.O.P.S

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Re: Venom
« Reply #35 on: July 06, 2012, 07:50:17 PM »
Dude,

I just showed you that he can't get hit out of the move anyway.


unless it's in the begining of his transfermation he can't be hit it's just not possible there are no blue collision boxes in the maddness attack animations.

Offline Space (DCL)

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Re: Venom
« Reply #36 on: July 06, 2012, 07:52:58 PM »

unless it's in the begining of his transfermation he can't be hit it's just not possible there are no blue collision boxes in the maddness attack animations.

So he's invincible during that part of the animation right? Yet with no Blue CLSN boxes, a player can go right through Venom and end up behind him...

If you ask me, all you need to do is add the htiboxes and just use a NotHitBy ctrl so he wont get hit during that part of the animation...
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Offline T.O.P.S

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Re: Venom
« Reply #37 on: July 06, 2012, 07:59:18 PM »
That has nothing to do with it.

Doesnt matter if this was rocket raccoon.

Sabretooths beatem up doesnt get hit. Thats what I am saying.

It's done like a custom state

You put p2 in a state that immitates being hit sorta like a throw which you have several states like this already.

That way p2 cant block, cant hit back ect.

Doin it the way you have it now just leaves p2 only with the option to get hit or block through the move.

a human player is going to block most the time so not only is it an infinite, it's not really effective as is.

Just saying theres a better way that not only is better coded, but also achieves the effect you want with better results.

ok well I didn't know you were talking about a custom statedef next time be more specific, I know how to code these and have done it in the past but by doing so it makes it impossible for p2 to attack back because he's in another state. so the question then becomes why go through the extra effort of doing that when it's still a move move that p2 can not defend against, one way p1 is invicible and p2 can not harm him and another p2 can not harm him because he's in a custom state end result is the same it's still a move nothing can be done against. however if he fails to conect with it in your way you describe and has blue collsion boxes and say gets hit with a fireball problem all over again and he will go back to his normal form with no transition.

Offline T.O.P.S

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Re: Venom
« Reply #38 on: July 06, 2012, 08:00:52 PM »
So he's invincible during that part of the animation right? Yet with no Blue CLSN boxes, a player can go right through Venom and end up behind him...

If you ask me, all you need to do is add the htiboxes and just use a NotHitBy ctrl so he wont get hit during that part of the animation...


I agree with you there probably would have been a better way to do it.

Offline shootYr.

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Re: Venom
« Reply #39 on: July 07, 2012, 12:05:59 AM »

unless it's in the begining of his transfermation he can't be hit it's just not possible there are no blue collision boxes in the maddness attack animations.




Please, listen to me. Your move isn't flagged properly. I can still force him to leave the transformed state. He also needs blue clsns on that move.

Offline T.O.P.S

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Re: Venom
« Reply #40 on: July 07, 2012, 01:18:41 AM »
whatever this blue colision box thing is going around in circals and is like beating a dead horse I'll look into the inproper hit flag issue for his updated release though.

Offline shootYr.

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Re: Venom
« Reply #41 on: July 07, 2012, 01:33:51 AM »
Yeah, no it isn't. It's nothing like that. We're trying to inform you of why your attack isn't put together properly and you keep retorting with the same false claim. "[I can't use clsn2s because he'll get hit out of the move and it'll look sloppy if he de-transforms]". I can think of two ways to stop him from de-transforming while using blue clsns.

I posted, and re-posted, images of Venom being taken out of the LVL4 AFTER transformation... So really, is having no clsns on the move preventing him from being forced back to his normal sprites? (The answer is no)

About 4 people have tried conveying this to you as an issue, but you keep responding the same way. Why don't you stop being close minded, consider the fact that you may have done something wrong, and LISTEN to feedback that's meant to help you?

Offline .ALEXZIQ.

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Re: Venom
« Reply #42 on: July 07, 2012, 10:29:34 AM »
ok well I didn't know you were talking about a custom statedef next time be more specific, I know how to code these and have done it in the past but by doing so it makes it impossible for p2 to attack back because he's in another state. so the question then becomes why go through the extra effort of doing that when it's still a move move that p2 can not defend against, one way p1 is invicible and p2 can not harm him and another p2 can not harm him because he's in a custom state end result is the same it's still a move nothing can be done against. however if he fails to conect with it in your way you describe and has blue collsion boxes and say gets hit with a fireball problem all over again and he will go back to his normal form with no transition.

But you can hit him as he transforms any so whats the difference between that, and cancelling the move if he misses the initial hit?

Are you wanting him to pull off the hyper no matter what?

I cant argue it if thats how you want the game to play, but I think doing it the way you have it opens up a multitude of other problems.

In practice mode, or against a character with poor AI it seems like a flawless move, but with the strong batteling characters in your game I think youll find that they will either go through him or block the whole time.

I just think if p2 is in a custom state it would play better, but in the end it's your call

Offline shootYr.

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Re: Venom
« Reply #43 on: July 09, 2012, 03:15:46 AM »
Splitting the topic when you knew I would reply? Oh, Acey...


Edit : Seems like someone was in so much of a rush to deter me from "mucking" up the topic, that they forgot to move the split discussion to an appropriate area! Why is this person admin?  :-"

« Last Edit: July 09, 2012, 08:35:22 PM by Y. »

Offline jethroyo

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Re: Venom
« Reply #44 on: July 09, 2012, 03:23:04 PM »
Venom is fun.


-The error I found was when I use Web-Throw on the opponent and mash punch button to add more hits/ground slam, CPU takes control over the character right after.

Offline T.O.P.S

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Re: Venom
« Reply #45 on: July 18, 2012, 07:09:28 PM »
Venom is fun.


-The error I found was when I use Web-Throw on the opponent and mash punch button to add more hits/ground slam, CPU takes control over the character right after.


glad you like him, I'll look into the glich.

Offline YoungSamurai5

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Re: Venom
« Reply #46 on: August 25, 2012, 11:38:55 PM »
ok tops gave me permission to make updates to this character since he has pretty much quit mugen. im so sorry if im being lazy but i tried to look at the previous feedback but can somebody please post whats wrong with him again? i just want to fix this character up (code wise) for all of the people who have problems with him ^:)^

also what alex was saying about adding a hitoveride on that transformation, where would i put the hit overide? sorry im still learning some code as i go.
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Offline Snakebyte

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Re: Venom
« Reply #47 on: August 26, 2012, 06:54:11 AM »
I PMed this fix to TOPS but he never acknowledge it or implemented it -_-

Replace the following states in hypers.st with the following code. They make the superpause work properly.

Quote
[State 3000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 135
movetime = 135
anim = -1
sound = S8889,0
pos = 10,-70

Quote
[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3200
pos = 100,-240
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
vel = 0,6
accel = 0,0
random = 0,0
removetime = 45
supermovetime = 45
pausemovetime = 0
scale = 1,1
ontop = 1
sprpriority = 5
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time = 46
anim = 3201
pos = 100,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 22
supermovetime = 22
pausemovetime = 0
scale = 1,1
ontop = 1
sprpriority = 5
shadow = 0,0,0
ownpal = 0
removeongethit = 0

Quote
[State 3000, 2]
type = SuperPause
trigger1 = AnimElem = 1
time = 128
movetime = 128
anim = -1
sound = S8889,0
pos = 10,-70

EDIT: Seriously just stop being lazy and go through the threads here and on MMV and on Guild. Lots of people have already stated things there. Cybaster and Alex went into great detail. My specific feedback is below.
 
QCF+X, QCF+Z, QCB+X, QCB+K, and QCB+PP miss if you are too close to the opponent.

Symbiote Coffin takes too long to execute, and glitches if the move is interrupted, locking out the opponent's controls until Venom hits them again. I don't know what is going on here from a coding standpoint at all.

(I'm still alive, but taking off for a couple of days. I'll talk to you re: MMV later in the week)
« Last Edit: August 26, 2012, 07:06:14 AM by Snakebyte »

Offline 31LeoJac

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Re: Venom
« Reply #48 on: September 05, 2012, 11:08:12 AM »
the varnage move is too slow before being attacked by opponent and he jumps pass his target while attacking

Offline YoungSamurai5

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Re: Venom
« Reply #49 on: September 05, 2012, 11:10:34 AM »
ill work on that
Mugen or Nothin


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