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Author Topic: Leonardo Release  (Read 11138 times)

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Offline O Ilusionista

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Re: Leonardo Release
« Reply #25 on: January 15, 2017, 12:32:06 PM »
Quote
The hit boxes are there. Who ever made this original post was unaware that newer versions of Mugen often leaves out the "default" collision hitboxes when in debug mode.
Sorry to disagree Acey, but you are wrong. Let me explain:

Take a look at the strong crouched kick - it has a default CLSN


and when he attacks, there is no CLSN over his body


Do you believe that its a debug mode bug, right? But its not - you can't hit Leonardo, as you can see here


When you use a DefaultClsn and add a new Clsn of the SAME TYPE (1 or 2), the DefaultClsn gets Overwritten by the new one. And this is on mugen since DOS version.

This is something you really need to fix, since it breaks the character and happens in almost every animation.

Also, I see some issues with the CLSN on those two frames:

- In the first frame, there are too much CLSN boxes. You don't need 3 CLSN for that kick


This is how it could be made


More clsn = more calculations = more memory usage

- In the second frame, there are too much CLSN + some CLSN are wrong.


Which could be done like this


Take a look that the blade has NO CLSN. On a logical way of thinking, blades should NOT have CLSN because you should not be able to hit a blade with a punch, for example. Some coders put a CLSN on the half of the weapon (its a very old discussion), but I don't agree when it comes to blades.

Offline verz36

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Re: Leonardo Release
« Reply #26 on: January 15, 2017, 12:39:43 PM »
 yep. Oilu is right, I do mine like his sample but I don't use same size for both red and blue, I make the red a little bit smaller as I seen many creator do it this way.

Offline ELECTRO

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Re: Leonardo Release
« Reply #27 on: January 15, 2017, 05:44:41 PM »
I enjoyed reading your post .:O:. & learned a few things. I too never give weapons a blue collision box unless they are projectiles. Anyway, Acey this is a pretty good character & I like the sprites a lot.

Offline Acey

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Re: Leonardo Release
« Reply #28 on: January 16, 2017, 11:09:26 PM »
Thanks for the Tip O Ilu. Tested are you are correct. I've been lead astray by Fighter Factory all these years.

Update pending.

Edit:

New version uploaded. Thanks Odb718, Magma and O Ilu.
« Last Edit: January 16, 2017, 11:52:02 PM by Acey »

Offline NX-MEN

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Re: Leonardo Release
« Reply #29 on: January 17, 2017, 01:13:30 PM »
Thanks for the update Acey!!!  :w00t:
 

Offline Magma MK-II

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Re: Leonardo Release
« Reply #30 on: January 18, 2017, 08:18:20 AM »
Small feedback from GT:

Quote from: GT
There are two of the same snd state controllers in state 3000.

Code: [Select]
[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8

When activated, the playsnd plays every tick.

Offline HyperVoiceActing

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Re: Leonardo Release
« Reply #31 on: January 18, 2017, 11:57:13 AM »
I still don't get what the  :2 :3 :6 :k :k hyper is meant for. It's not even listed in the readme

Offline Acey

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Re: Leonardo Release
« Reply #32 on: January 19, 2017, 12:09:15 PM »
I still don't get what the  :2 :3 :6 :k :k hyper is meant for. It's not even listed in the readme

The Hyper Sword Spin is best used when combed into it. It has 1 frame activation (it pauses the opponent during the start up animation) It should be used as a combo ender or perhaps halfway through a combo if you haven't used your OTG yet.

Offline HyperVoiceActing

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Re: Leonardo Release
« Reply #33 on: January 19, 2017, 12:47:58 PM »
The Hyper Sword Spin is best used when combed into it. It has 1 frame activation (it pauses the opponent during the start up animation) It should be used as a combo ender or perhaps halfway through a combo if you haven't used your OTG yet.
Gotcha. I just haven't seen too much attention toward it so I was curious

Offline warecus

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Re: Leonardo Release
« Reply #34 on: January 19, 2017, 03:41:30 PM »
Would be cool as a multi hit

Offline HyperVoiceActing

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Re: Leonardo Release
« Reply #35 on: January 19, 2017, 03:48:53 PM »
Also upon trying it out, I think maybe you should have it so that when he knocks the opponent into the air, it's not too high up so they can properly get into the spinning blade

Offline Acey

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Re: Leonardo Release
« Reply #36 on: January 20, 2017, 01:20:37 PM »
warecus: I agree that since it's an end hyper, it should give some reward for working it in, either a little more damage than the other hypers, more combo hits or both. I'm playing with it to see what seems to work best.

HyperVA: Do you have opponents who are missing the blade? Let me know. I haven't seen that happen yet.

Offline warecus

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Re: Leonardo Release
« Reply #37 on: January 20, 2017, 02:06:56 PM »
Ace... I see what you were doing...I thought it would work like your Haggar when he performs his lariat hyper that has multi hits and wall bounces...but some would argue if Leo is that strong to perform this...well besides the latest movie showing them being hulk turtles...the 80's playmate toys had bios and stats it said Donnie can hold 500 science books (damn I'm old but got a good memory ) if Donnie can do this being presumably the weakest one I see it feasible. ..said all that to say this...I would hope it worked like haggar's hyper

Offline Acey

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Re: Leonardo Release
« Reply #38 on: January 25, 2017, 10:31:54 AM »
Because Leo's HP is a wall bounce, and his HK is a mini launcher, plus with the air knock down and the free OTG, I didn't want to give him too many more tools to extend the combos.

« Last Edit: January 30, 2017, 10:43:27 PM by Acey »

 


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