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Offline nickfurry

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #30 on: December 28, 2009, 12:45:36 AM »
This is  a  little confusing, there are 2    characters in one single fordel. There are 2 def file note pads and both batman's data are inside the same folder. Should i put one of the batman file inside another folder? He said unzip twice,  i dont y BC there's only one single folder containg both batmans inside

Offline warmachinex

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #31 on: December 28, 2009, 01:14:10 AM »
Unzip once and rename to "Beyond" then unzip file again and rename folder "Batman"

So you will have 2 folders one called Batman & one called Beyond

Offline Blagoy

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #32 on: December 28, 2009, 05:23:52 AM »
GREAT WORK!!! :clap:

Offline bat1987

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #33 on: December 28, 2009, 07:31:57 AM »
 :clap: Bravo guys, I`m having a blast playing with the two!

Offline Bizarro_Toro

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #34 on: December 28, 2009, 08:06:41 AM »
 W00T W00T
Very very nice i wait for long time for this thanks amazing work :DOH:

Offline Jmaxximus

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #35 on: December 28, 2009, 08:33:20 AM »
FINALLY

Ive been waiting for these 2.

Great work guys

Offline worksa8

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #36 on: December 28, 2009, 09:00:18 AM »
Hey you guys, you don't have to unzip twice you know that. In your select DEF you just put Batman/batman
and
Batman/beyond

Now you have both characters in your roster separately, and your saving a little bit of space too =3
The truth is out there, we're just too lazy to think about it.

Offline spiderbat

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #37 on: December 28, 2009, 09:14:38 AM »
Hey you guys, you don't have to unzip twice you know that. In your select DEF you just put Batman/batman
and
Batman/beyond

Now you have both characters in your roster separately, and your saving a little bit of space too =3


super

Offline Los Tha Don

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #38 on: December 28, 2009, 09:21:46 AM »
Wicked releases!!! So glad to be able to test them out today!
Los Tha Don

Offline ALEXZIQ

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #39 on: December 28, 2009, 09:39:59 AM »
Hey you guys, you don't have to unzip twice you know that. In your select DEF you just put Batman/batman
and
Batman/beyond

Now you have both characters in your roster separately, and your saving a little bit of space too =3


super


Ahhhhhhhh

Now I understand, I was wondering why Spiderbat told me that.

I didn't think that would work, my mistake.

I edited the download info so everyone will know moving forward.


 :th_zombie: :th_zombie: Jacko :th_zombie: :th_zombie:

Offline Daraku

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #40 on: December 28, 2009, 10:34:39 AM »
Wow Batman Beyond!!!  W00T Still not tested the char, but i think it will be super. Now it will be very cool a special intro with TEN.

Offline TheLordOfTheSwords

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #41 on: December 28, 2009, 10:53:08 AM »
Heres some feeback for both chars youve probably seen it aldeady but...

Classic Batman feedback:
- Small portrait is too large.
- Intro uses invalid animation which causes the explod used to loop well into the 1st round.
- Dashes back and forth slide considerably during and at end of actions. Was he programmed to behave as if he was on ice at all times?
- Dash forward end animation has no clsn, lets players slide right past opponent to the other side.
- Gethit animations have questionable clsn2. Revision strongly suggested.
- Standing lp and lk have infinite priority on the attack frames.
- In general, clsn needs revision. Can be done by simplifying them ala KOF standard.
- QCF+PP Super move can take upwards to nearly 500 life in one toss, and hits give back power.
- In fact, most moves that take away power per usage give back power.
- Statedef 3100 leads to an invalid action
- HCB+lk Bat hook if connecting from point blank range will hook opponent in such a way that they drag both players back, and only the first hit afterwards will connect.
- QCB + hp smoke bomb will set off before bomb actually hits ground, smoke always appears at the center of the screen regardless of position.
- DP+lp version of uppercut never really leaves the ground, can hit up to 6 times as opposed to once like all other versions.
- Air dash back can be spammed to remain in air for some time, air dash forwards can be spammed to remain airborne indefinitely.
- Statedef 291 leads to invalid action.
- Both f+mp and f+hp lead to throw? Unusual.
- Same deal for kick throw, and in the case of kick throw it comes out instantly.
- Both mk and hk trips can allow juggles. Crouch lk and hk can hit grounded opponents.
- I've never seen standing mk have both hits connect. Intentional?
- Second standing hp attack also never connects.
- Standing hk is a bit awkward; 1st attack frame with valid clsn1 can allow hits before the kick even really reaches the opponent.
- D+ any kick when in air is awkward. Attack can hit multiple times, leads to multiple 2 hit combos before landing during testing.
- I'm guessing all hitsparks haven't been dealt with yet if the basics are any indication.
- Air HP when hitting down does not seem to knockdown properly.

Batman Beyond feedback:
- Small portrait is oversized
- Standing mk / follow up to standing lk has hitvel that sucks the opponent back in as opposed to hitting them away.
- Mashable electrocution move can hit multiple times, capable of doing around 180 damage which is around the amount of the super using that theme.
- QCF+PP super if miss or blocked has player bounce back, only to strangely bounce forward around the end.
- Uppercut followup seems to have problems connecting. For example, you cannot hit another Batman Beyond with that attack.
- Probable explanation why on that front; gethit clsn2 needs revision.
- All forms of air dashing can be spammed to keep player in the air indefinitely.
- QCB+KK Super can be followed up by itself to get large amounts of damage. In testing, I could get it to connect 2 - 3 times on average.
- Player can seem to fly indefinitely. Easy to spam projectiles in flight mode
- Position issues when turning on and off flight mode when at higher altitudes. Most noticable when flying offscreen, which is easy to do.
- Basic attacks in flight mode assume velocity being used prior to attack. Not a direct flaw in coding, but in concept perhaps.
- Boot thruster effects do not lineup properly during flight mode when changing direction for several ticks.
- Multiple cases of basic attacks with infinite priority.
- Hitsparks require proper alignment in various cases.
- Air HP when hitting down does not seem to knockdown properly.
- Rolling forwards acts as attack?
- Super that summons suited old Wayne could stand to have a properly coded exit for him. His exit as is can be best described as choppy.
- QCB+mk and QCB+hk are too variable for reliable use. Position when starting the move will greatly affect where the player will end of flying.
- Taunt button currently is assigned to a standing kick it seems.

"The Dark Knight" Batman feedback:
- Small portrait is too large.
- Standing lk's hitvel sucks the opponent in.
- Dash back and both roll moves have no clsn2
- Crouch mk can juggle opponent on its down.
- Standing hp's ability to hit multiple times within the same basic strike is awkward.
- Crouch hp's first hit has a strange velset where it has the opponent get popped up without explanation.
- Robin summon can slide through the opponent; makes it so that he can actually pass through them before his combo actually ends.
- Intro that has the animated series' music has a strangely placed superpause, and one of the frames as needs to be cleaned to remove floating pixel.
- Superman full screen attack is just cheap. Can also summon multiple Supermen at once as long as you have enough power.
- Can spam Robin summon and Superman Summon together.
- Discovery: Some of the earlier errors in the Classic Batman version seem to be present because you didn't set up that def correctly.
- Adam West counter super does not properly align opponent in custom state if the move worked.
- Adam West counter super also does no actual damage.
- Animated series trauma scene counter super is way too drawn out.
- Movie Batman stance doesn't seem to be finished, and walking back reveals some red eyes for some reason.
- Batman Beyond palette's dashing back and forth can be spammed to keep him airborne for some time.
- Shadowed Batman palette's darkened background effect is disabled for several ticks when super moves are done.

More as it is found, which if this third pass is any indication won't be too far behind. Consider finding more adequate bug testers, assuming they even exist.
:Batsignal:
i edited this post. if your going to post feedback, post it here, not just some link to someplace else. thank you...V
« Last Edit: February 13, 2010, 07:14:12 PM by TheLordOfTheSwords »
Random Moojin Charas.

Gou Hibiki by Bask

Offline spiderbat

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #42 on: December 28, 2009, 11:01:56 AM »
note
the batgrenades are special against =
Green Lantern
Flash
Wonder Woman
the Martian
Spiderman
Simbiota

and discover the firearm
which is layers of killing Darkseid

Offline Red hood

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #43 on: December 28, 2009, 11:42:59 AM »
Heres some feeback for both chars youve probably seen it aldeady but just in case click here

i just read the first sentence;
"Classic Batman feedback:
- Small portrait is too large.
"
is it feedback?  :0(

Offline ALEXZIQ

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Re: Batman/Batman Beyond Beta 1 Released!!!!!
« Reply #44 on: December 28, 2009, 11:51:20 AM »
note
the batgrenades are special against =
Green Lantern
Flash
Wonder Woman
the Martian
Spiderman
Simbiota

and discover the firearm
which is layers of killing Darkseid

And dont forget Batman has unique mode against Superman.

There are many surprises in Batman :Batsignal:


 :th_zombie: :th_zombie: Jacko :th_zombie: :th_zombie: