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Author Topic: Catwoman Release by Xfields and Zvitor  (Read 4955 times)

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Offline Uche_of_IMT

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Re: Catwoman Release by Xfields and Zvitor
« Reply #25 on: March 16, 2013, 09:56:34 PM »
An intro clearly shows one Catwoman hodling a punching bag for the playable Catwoman, so that information about it being Holly Robinson may be true after all.
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Offline Mr.Wingfeather

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Re: Catwoman Release by Xfields and Zvitor
« Reply #26 on: March 16, 2013, 10:32:37 PM »
I think its Selina because of her hair

Holly is blond also the black suit catwoman is shorter than this one, Holly used this costume when she was catwoman.

« Last Edit: March 16, 2013, 11:29:35 PM by Mr.Wingfeather »

Offline HyperVoiceActing

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Re: Catwoman Release by Xfields and Zvitor
« Reply #27 on: March 16, 2013, 10:37:37 PM »
Yeah that looks correct.

So the playable Cat IS Selina

Offline Twinimage

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Re: Catwoman Release by Xfields and Zvitor
« Reply #28 on: March 16, 2013, 10:43:51 PM »
PERFECT!!!! :D
Sprites are beautiful, Xfields. The moves are great, original and different from most other characters. She plays very well. She does air combos very well. I like the attention made to her back dash and the crouching walk on the ground. That's just what Catwoman would do. :)

Some of her more acrobatic moves feel like she's moving a little too slow maybe??
The moves that require Backwards, Forward + P/K should probably require the player to hold Backwards a little longer, like most charging moves in fighting games. Not a whole 2 seconds like most games require, just enough that it feels like you are doing a charge move.

I'm assuming this is Selina, the "REAL" Catwoman. :P

Offline laspacho

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Re: Catwoman Release by Xfields and Zvitor
« Reply #29 on: March 16, 2013, 11:17:59 PM »
Amazingly beautiful sprites. 

Offline MatreroG

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Re: Catwoman Release by Xfields and Zvitor
« Reply #30 on: March 17, 2013, 01:29:50 AM »
Nice char. The acrobatics moves are great!

By the way, I think she was Selina, and her partner in the intro was Holly. May be appear more clues in futures upgrades...

Good work Xfields! :)

Offline Harbinger

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Re: Catwoman Release by Xfields and Zvitor
« Reply #31 on: March 17, 2013, 01:38:49 AM »
It's definitely Selina, trust me on that one. And that is Holly holding the punching bag.

Great to see her finally released Zvitor and Xfields, even if it is just a beta.
I can't help but notice there are so many more sprites that you've done (some with my help) that aren't being used. Kinda gives me an idea of how much more stuff you wanted to put in her! Xfields doesn't do things by half when it comes to spriting! So if this is only 0.5 very much looking forward to version 1.0!

And thanks Xfields for the credit, means a lot. Fantastic work though guys, loving the slide kick!

 :)

Some quick feedback. Not really my specialty but I'll give it a go:
-She needs some more sounds. Voice actress is Grey DeLisle who has done loads of voice work so I can get you some get hit and attack sounds if you want.
-Her web swing seems to move across the screen a bit slowly, or something seems a bit off with the movement
-She will back dash indefinitely if you keep hold of back
-Her win pose when she turns and poses with the whip has the voice cut off at the end
-If you miss with her Raging Cat hyper the afterimage still appears when she moves after

Awesome work
« Last Edit: March 17, 2013, 04:15:07 AM by Harbinger »

Offline ZVitor

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Re: Catwoman Release by Xfields and Zvitor
« Reply #32 on: March 17, 2013, 05:59:01 AM »
actually xfields wants to call her 0.4, lol
all the complexs hypers and specials are not done yet.

somes of this moves are place hold, like this Cat Grip, it is one incomplete move + one of her thorws, i did it like special to she play better like beta.


thanks everyone for feedback, will update her with all code fixes at april.


btw, check her hyper combos at 0:38


Offline Arsène Lupin

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Re: Catwoman Release by Xfields and Zvitor
« Reply #33 on: March 17, 2013, 06:37:14 AM »
Beatiful chars  :Terry


Offline BlackJack14

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Re: Catwoman Release by Xfields and Zvitor
« Reply #34 on: March 17, 2013, 07:29:55 AM »
Great character  :o Are there plans for more dc characters?

Offline matu

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Re: Catwoman Release by Xfields and Zvitor
« Reply #35 on: March 17, 2013, 08:55:58 AM »
amazing work!!! she looks perfect!!
great job guys!!!
thanks!!! :Terry :Terry :Terry

Offline HyperVoiceActing

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Re: Catwoman Release by Xfields and Zvitor
« Reply #36 on: March 17, 2013, 10:25:09 AM »
As far as voice clips go, I'd also like suggest a few things.

For that cloak intro in that video, maybe remove the "out of that safe" bit.
Perhaps use a different clip for one of her win poses that uses the same clip as her taunt

Offline dev.

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Re: Catwoman Release by Xfields and Zvitor
« Reply #37 on: March 17, 2013, 10:57:13 AM »
Great character  :o Are there plans for more dc characters?

He just announced Martian Manhunter.

Offline HyperVoiceActing

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Re: Catwoman Release by Xfields and Zvitor
« Reply #38 on: March 17, 2013, 11:16:36 AM »
He just announced Martian Manhunter.
When was this?

Just saw it. All I can say is  :o

Offline dev.

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Re: Catwoman Release by Xfields and Zvitor
« Reply #39 on: March 17, 2013, 11:23:33 AM »
Yeah, I know. So happy right now!  :o

Offline HyperVoiceActing

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Re: Catwoman Release by Xfields and Zvitor
« Reply #40 on: March 17, 2013, 11:55:53 AM »
Now I'm anxious to see some screens for J'onn

Offline BlackJack14

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Re: Catwoman Release by Xfields and Zvitor
« Reply #41 on: March 17, 2013, 12:02:27 PM »
He just announced Martian Manhunter.
^^(PM)^ Saw it -didn't know he had a website :P- and i have to say i love the fact that the last costume he has is the new 52  ^:)^ Iwonder if he is going to have a special where he transforms into his opponent or something  :Terry
« Last Edit: March 17, 2013, 12:35:43 PM by BlackJack14 »

Offline Bizarro_Toro

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Re: Catwoman Release by Xfields and Zvitor
« Reply #42 on: March 17, 2013, 05:51:17 PM »
 ^:)^Long time waiting ofr her finally thanks for the work and by bring this cool character congratulations....!!! ^:)^

Offline Z0X

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Re: Catwoman Release by Xfields and Zvitor
« Reply #43 on: March 17, 2013, 05:56:07 PM »
Good work Xfields

Offline HyperVoiceActing

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Re: Catwoman Release by Xfields and Zvitor
« Reply #44 on: March 17, 2013, 06:04:52 PM »
Good work Xfields
Don't forget ZV

Offline O Ilusionista

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Re: Catwoman Release by Xfields and Zvitor
« Reply #45 on: March 17, 2013, 06:46:55 PM »
its a really nice work.
Although, There are many misaligned sprites, specially in the normal attacks.

Plus, the transition between stand and the foward walk is Very abrupt

Offline Artemis

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Re: Catwoman Release by Xfields and Zvitor
« Reply #46 on: March 18, 2013, 11:57:37 AM »
Very thanks for the release!  :thumbsup:

Offline CleanCheeks

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Re: Catwoman Release by Xfields and Zvitor
« Reply #47 on: March 18, 2013, 05:04:25 PM »
Great job! She already is an amazing character. The first hyper needs a larger area so you dont have to be right up in someone's face to start it, maybe have it begin with a dash. She needs pallettes of all her incarnations, a batman intro, a catgirl striker, and some voice clips from the Batman: TAS 90s show, Pfeiffer,  or The Dark Knight Rises. Her stand to walk is a little too sudden. Other than that, great effects, great gameplay, easy combos, beautiful colors and motions and Hyper BG. Keep going, great job!!

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Offline Acey

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Re: Catwoman Release by Xfields and Zvitor
« Reply #48 on: March 18, 2013, 06:11:38 PM »
What great release guys. Thanks for all the hard work to get her to us. You rock!

Offline Cyanide

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Re: Catwoman Release by Xfields and Zvitor
« Reply #49 on: March 19, 2013, 03:32:18 AM »
# Can combo from stand to crouch, can't combo from crouch to stand
# Crouching moves need some realignment. Pick a foot and have everything come off that. No feet sliding
# s.MP shouldn't really have a vel, the move doesn't fit
# s.HP let her step forwards again afterwards, she should not simply back off, that back foot should stay her back foot, the move should be neutral.
# c.LK. This is where hitvels really matter. Put catwoman next to herself. Press LK. How many can you do before they stop hitting (this isn't a combo i know, but it's an example of a vel that doesn't look right) I got to 100 before i stopped being able to make contact. That's not a good velocity.
# s.HK needs realignment.
# s.MK, i don't think the posadd looks right for it, it needs something like that but this looks wrongish. Who is the kick edited off? I'm thinking chunli but can't quite remember
# backdash, needs redoing. Should be a dash, not a run. Also, doesn't act right. Look at captain america in game. His dash stops when the hands go down, this is right, there should be no velocity apart from when you're actually in the air. Catwomans hands keep moving with the run vel.
# qcb+K, the whip has far too much range at the start, the swing doesn't fit with the whip as a whole as she is apparently winding it up, when it hits (or completes) she floats in a rather ungainly fashion to come down. Also, the total distance travelled appears to be about 3 screen widths. Take a look at Whip in 2k2. She has this exact move and i think you should follow off that, both how it looks and how the velocities act.
# FBF+P. Should be using bindtotarget here rather than targetbind to keep p2 on their feet. You can still make p2 wobble etc but it won't put tall characters through the floor of the stage. It probably shouldn't knock down either. You're held standing up. Also needs to do something totally different to an aerial target, that could knock down. Could also do with smaller hitboxes. Really, it seems to grab from much too far off. Should hit nearer to the centre.
# No clsn boxes on back dash (should be throwable unless there is a specific reason for total invulnerability)
# j.HP. No blue clsn's to reduce priority a bit, this has a lot of range for not being able to counter it at all. Also the suck velocity doesn't feel right, should be push like everything else.
# dp+K. No clsn's, then clsns, then no clsn's again
# QCB+PP super. No clsn boxes until right near the end where you have blue ones that are kinda pointless because it stops if the first 2 hits miss. No countering at the start.
# QCF+PP super. Needs hitsparks during the giant slashy claws screen. Could do with some randomisation of position and re-timing of the sounds during the move itself as well.

I like the sprites mostly although sometimes the shading needs a do over (walk back) and i think the dash is inordinately sexy. Please add some extra frames to neutral jump though. She's a bit flat footed there.

Mostly marred by template issues. Somebody hurl that thing into a blender or create your own please.

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