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Author Topic: [Char] Custom SFA3 Vega (Testers needed!)  (Read 2237 times)

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Offline Angsty Meier Link

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[Char] Custom SFA3 Vega (Testers needed!)
« on: August 17, 2007, 12:33:46 AM »
Can I get some help with testing this Vega? My friend said he didn't work for him, but he works fine for me... I just need some people to see if he crashes your Mugen.


http://www.zshare.net/download/3033677e266007/



Offline Nutty-Da-Kid

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #1 on: August 17, 2007, 02:06:57 AM »
yea he does crash it says error in common.cns

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #2 on: August 17, 2007, 03:00:30 AM »
http://www.zshare.net/download/3177398eb55519/
Does this one work for you? I didn't think I did anything to the common but I replaced it with the original... so... hopefully thats it.

Offline Nutty-Da-Kid

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #3 on: August 17, 2007, 03:31:13 AM »
yea this one works ;D and hes better than n64's for one reason his damage is to high u must of just lowerd it but it is still nice

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #4 on: August 17, 2007, 06:10:45 AM »
He needed major tone down on the damage. It was f*cking HARD! Seriously its the hardest thing I've done so far. Getting his hypers just right took forever. I'm so glad he works now.

And of course he's better, you don't think I'd edit him and make him worse? ;)

Oh ya and thanks so much for testing for me!
« Last Edit: August 17, 2007, 06:22:03 AM by Angsty Meier Link »

Offline Nutty-Da-Kid

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #5 on: August 17, 2007, 03:31:23 PM »
He needed major tone down on the damage. It was f*cking HARD! Seriously its the hardest thing I've done so far. Getting his hypers just right took forever. I'm so glad he works now.

And of course he's better, you don't think I'd edit him and make him worse? ;)

Oh ya and thanks so much for testing for me!


lol no prob i luv these custom characters by the way how did u change his damage

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #6 on: August 17, 2007, 03:36:06 PM »
you can go to the cns file with his name and lower his attack

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Offline Nutty-Da-Kid

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #7 on: August 17, 2007, 03:42:07 PM »
you can go to the cns file with his name and lower his attack


oh ok

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #8 on: August 17, 2007, 10:09:11 PM »
you can go to the cns file with his name and lower his attack


oh ok
I have already done better than that. I adjusted the damage of the moves individually to make them balanced compared to themselves. Normal, special and hypers. Just taking the damage down wouldn't have made them balanced, but now that i've balanced them out you can edit the attack level all you want... I think he's good to go though.

Edit: No offense bloodninja but just taking the attack level down would be a poor excuse for a modified character, I'm almost offended. Look at the readme before you say things like that. Its the damage they do compared to each other that needed to be changed. like I said I messed with complilcated equations to make the damage just right, and it was NOT easy... And now that it is perfected you can take it down with the attack level and it will still remain balanced... I think... the equations are quite complicated and even that might make the hypers unbalanced.
« Last Edit: August 17, 2007, 10:14:54 PM by Angsty Meier Link »

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #9 on: August 17, 2007, 10:17:22 PM »
Here is a sample of one of the hypers.

[State 3200, 4]
type = HitDef
trigger1 = Anim = 3200
trigger1 = AnimElem = 2
attr = A, HA
damage = 30, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -30
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 20
air.fall = 1

[State 3200, 4]
type = HitDef
trigger1 = Anim = 3200
trigger1 = AnimElem = 3
attr = A, HA
damage = 35, 10
getpower = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = -2,-3
air.hittime = 20
air.fall = 1

[State 3200, 4]
type = HitDef
triggerall = Var(25) >= 2
trigger1 = Anim = 3200
trigger1 = AnimElem = 4
attr = A, HA
damage = 30, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2,-1
air.type = High
air.velocity = -2,-3
air.hittime = 20
air.fall = 1

[State 3200, 4]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 2
attr = A, HA
damage = 110, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -30
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3,-9
airguard.velocity = -2,-4
air.type = Low
air.velocity = -3,-9
air.hittime = 20
air.fall = 1
fall = 1

[State 3200, 4]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 3
attr = A, HA
damage = 110, 10
getpower = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3,-9
airguard.velocity = -2,-4
air.type = Low
air.velocity = -3,-9
air.hittime = 20
air.fall = 1
fall = 1

[State 3200, 4]
type = HitDef
triggerall = Var(25) >= 2
trigger1 = Anim = 1200
trigger1 = AnimElem = 4
attr = A, HA
damage = 30, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3,-9
airguard.velocity = -2,-4
air.type = High
air.velocity = -3,-9
air.hittime = 20
air.fall = 1
fall = 1

[State 3200, State]
type = ChangeState
triggerall = Time > 60
triggerall = Anim = 1200
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 80

Which damage line does damage at which specific hit? Where do you want the high damage and low damage to be done? Its just a tad bit more difficult than changing the
attack = 100   line...
« Last Edit: August 17, 2007, 11:39:55 PM by Angsty Meier Link »

Offline inspecterclouseau

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #10 on: August 17, 2007, 11:33:35 PM »
You need to fix this. Vega needs to be vertical and be in front of the Juggernaut.


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Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #11 on: August 17, 2007, 11:35:55 PM »
You need to fix this. Vega needs to be vertical and be in front of the Juggernaut.

I'm not sure what you mean. You need to give me more information. And actually I didn't adjust anything to mess with his reaction to a vertical smashing move (if thats what your talking about) so that would be something N64 didn't get right. But if I can fix it I will.

Offline inspecterclouseau

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #12 on: August 17, 2007, 11:51:50 PM »
You need to fix this. Vega needs to be vertical and be in front of the Juggernaut.

I'm not sure what you mean. You need to give me more information. And actually I didn't adjust anything to mess with his reaction to a vertical smashing move (if thats what your talking about) so that would be something N64 didn't get right. But if I can fix it I will.
No he is supposed to be facing up when the Juggernaut is holding him not laying down. His body needs to be in front of the Juggernaut's fist.


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Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #13 on: August 18, 2007, 12:03:31 AM »
You need to fix this. Vega needs to be vertical and be in front of the Juggernaut.

I'm not sure what you mean. You need to give me more information. And actually I didn't adjust anything to mess with his reaction to a vertical smashing move (if thats what your talking about) so that would be something N64 didn't get right. But if I can fix it I will.
No he is supposed to be facing up when the Juggernaut is holding him not laying down. His body needs to be in front of the Juggernaut's fist.
Ahh so its a throw, when I say I need more info thats what I'm talking about... that is something that I did not mess with... and truthfully I don't know how to fix. I will ask some far supiriour creators on how to do this. I'm guessing I have to add a state and animation... hopefully not some sprites too, because I'm not drawing sprites.

Throws are very hard dude because they put you in a custom state from the OTHER characters CNS file...

Offline Nutty-Da-Kid

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #14 on: August 18, 2007, 12:56:04 AM »
you can go to the cns file with his name and lower his attack


oh ok
I have already done better than that. I adjusted the damage of the moves individually to make them balanced compared to themselves. Normal, special and hypers. Just taking the damage down wouldn't have made them balanced, but now that i've balanced them out you can edit the attack level all you want... I think he's good to go though.

Edit: No offense bloodninja but just taking the attack level down would be a poor excuse for a modified character, I'm almost offended. Look at the readme before you say things like that. Its the damage they do compared to each other that needed to be changed. like I said I messed with complilcated equations to make the damage just right, and it was NOT easy... And now that it is perfected you can take it down with the attack level and it will still remain balanced... I think... the equations are quite complicated and even that might make the hypers unbalanced.


i know exactly wat u mean and u r right

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #15 on: August 18, 2007, 01:53:55 AM »
You need to fix this. Vega needs to be vertical and be in front of the Juggernaut.

I'm not sure what you mean. You need to give me more information. And actually I didn't adjust anything to mess with his reaction to a vertical smashing move (if thats what your talking about) so that would be something N64 didn't get right. But if I can fix it I will.
No he is supposed to be facing up when the Juggernaut is holding him not laying down. His body needs to be in front of the Juggernaut's fist.
He's perfectly fine in mine...

People please just use Broken Mugen. It FIXES PROBLEMS! It has a modified common.cns and mugen.cfg. There are like 1% of characters it has problems with but fixes a ton of these issues....

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #16 on: August 18, 2007, 08:27:06 PM »
Can you upload that one?


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Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #17 on: August 18, 2007, 09:42:27 PM »

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #18 on: August 18, 2007, 11:38:38 PM »
That vesion of Vega.


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Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #19 on: August 19, 2007, 03:22:57 AM »
That IS the one thats uploaded bro, check the release section! its your mugen thats doing that. Or your Jugarnaught. I use the Broken Mugen screenpack so it pretty much fixes problems like that. My Vega was crashing on other peoples computers while in the beta testing but not on mine so... idunno my mugen must be magical... ;)

Like I said when you get thrown in mugen it puts you in a weird state. When Jugarnaught throws Vega, Vega is in a state from Jugarnaughts cns... the animation is still in vegas files, but which animation it is is up to the juggy cns. And thats usually the common.cns.

A custom common.cns file comes with the broken mugen screepack, and to date I have only had problems with 1 character, Sol by AOAO. And thats cause that guy played screw around games with the files...
« Last Edit: August 19, 2007, 03:27:55 AM by Angsty Meier Link »

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #20 on: August 20, 2007, 01:26:14 AM »
U should always beta test ur characters in a fresh default mugen.  Nice char tho.  Ill test him out when I get a chance.
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Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #21 on: August 20, 2007, 06:43:02 AM »
U should always beta test ur characters in a fresh default mugen.  Nice char tho.  Ill test him out when I get a chance.
He's done bro, check the release section. Thats good advice though, test in a clean Mugen.

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #22 on: December 08, 2007, 06:19:37 PM »
eyhhhhhh  :-??
Whats wrong? Or you just doin a fonz thing...? I'm confused...

Offline Lifewater

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #23 on: December 08, 2007, 06:27:46 PM »
I look forward to trying him add any chain comboing

Offline Angsty Meier Link

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Re: [Char] Custom SFA3 Vega (Testers needed!)
« Reply #24 on: December 09, 2007, 01:55:46 AM »
I look forward to trying him add any chain comboing
Yes I did, limited chain comboing because of his range, but yes, he has series combos. Um watch the vid bro! Here, he's been released, your looking at the wrong topic! ;)
http://www.infinitymugenteam.com/Forum_345/index.php?topic=845.0
Click on the web page link on my profile, that will bring you to my youtube page, you can check out the release vid there, it shows how I implemented his cancels. I hope you like him, and feel free to give feedback!

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