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Offline aa250

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Re: CVG Character Creation Template (updated May 4, 2011)
« Reply #45 on: May 04, 2011, 11:07:18 AM »
Template updated to BETA 2

Version 1.2 What fixed and New (May 4,2011)
-Fixed Damage dampener
-fixed bugs in super jump
-disable guard crush
-fixed no ctrl when landing
-fixed launcher
-fixed no timer in flight mode
-fixed canceling out of hyper into flight mode
-fixed no cancel out of flight mode
-fixed bug in A.I Air Dash
-Made Hyper Background non transparent
-Adjusted pause times on Basic attacks to 8,8
-removed the time > 3 from the command
-reduce juggle point from 4 to 1
-increased damage on basic attack 28,1 for light, 52,1 for medium and 72,1 for Hard
-fixed power add on basic attacks 20 for light, 40 for medium, and 60 for Hard
-fixed player indicators showing up in introductions
-fixed missing State type in A.I command Standing Strong Kick
-fixing no chaining between basic attacks and crouch attacks
-replaced hit sparks and player indicators
-made effects Lavender

What left (May 4, 2011)
-improve the A.I air combing
-fixed any issue or bug that wasn't caught for this update
-improve anything that needs to be improved

Download Here
http://cvgunited.com/index.php?action=downloads;sa=view;down=242
« Last Edit: May 04, 2011, 07:05:33 PM by aa250 »

Offline v

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #46 on: May 04, 2011, 12:09:08 PM »
thank you for the work on that you all.

anyone that uses that template will have very minimal bugs :) so i hope we'll see alot more people trying out coding with it :)

Offline theFuTur3

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #47 on: May 04, 2011, 09:08:58 PM »
awesome i will def use this
thanks a whole lot for this  :worship:

Offline andersontavars

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #48 on: May 05, 2011, 12:06:51 PM »
Ty for this guy, congratulations.

Offline Toni

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #49 on: May 05, 2011, 12:07:20 PM »
Definitely a major improvement, although there are still a few issues:

- If the opponent blocks blocked the hyper, he will keep blocking it long after the hyper is over, unable to attack or even move. The AI loves abusing this by starting hyper after hyper after hyper.

- Sometimes, the afterimages for the superjumps are triggered even when the template is not superjumping. Easily replicatable by, for example, a crouching HP without hitting the opponent and jumping immediately after. Might be a timing problem.

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Offline aa250

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #50 on: May 05, 2011, 12:21:54 PM »
Quote
- If the opponent blocks blocked the hyper, he will keep blocking it long after the hyper is over, unable to attack or even move. The AI loves abusing this by starting hyper after hyper after hyper.

Will fixes to be honest we were suppose to improve this example hyper, but I guess I forgot what I'll probably do is make it like how Zvitor did with Mystique where if you block the first hit he'll stop.

Quote
- Sometimes, the afterimages for the superjumps are triggered even when the template is not superjumping. Easily replicatable by, for example, a crouching HP without hitting the opponent and jumping immediately after. Might be a timing problem.

Will fixes

Thanks for the feedback.

Offline ALEXZIQ

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #51 on: May 05, 2011, 12:32:01 PM »
The hyper should also have custom p2 states too that I was planning on changing to avoid the superpause, and make it more effective.

I really thought we should have held off on releasing the template update, I think Quasars odd energy basics need to go too. They are a tad confusing for newbs. I really just forgot to mention it. Oh well we have more feedback for next updat this way.


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Offline Beardicus

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #52 on: May 05, 2011, 12:43:05 PM »
Congrats guys.  :) one step closer to perfection.

EDIT: its like 20 steps closer LOL

Offline v

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Re: CVG Character Creation Template released (updated May 4, 2011)
« Reply #53 on: May 05, 2011, 05:19:26 PM »
If you did not see elsewhere, Devsman made a tutorial for how to use the template. You can fin his MUGEN Character creation tutorial here:

http://cvgunited.com/index.php/topic,9514.0.html

Offline v

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Re: CVG Character Creation Template released (updated Aug 28, 2011)
« Reply #54 on: August 28, 2011, 10:46:11 AM »
First post updated with:




Download: http://cvgunited.com/index.php?action=downloads;sa=view;down=242

Updated to version 1.3; what fixed and New (Aug 28, 2011)
-removed invalid Helper code in statedef 182
-removed self chain in standing light punch
-change pausetime for basic light attack to 8,8, medium attack to 10,10 strong attack 12,12
-replaced damage scaling system
-fixed After image code in statedef -3
-fixed misaligned landing FX in statedef 77010
-added missing F on hitflag in basic.st standing strong and crouch kick
-improved air combing
-fixed chaining between strong basic attacks both crouching and standing
-change ownpal parameter in Dash Sparks Explod and removewhenget hit from 0 to 1
-added ownpal parameter to player indictators
-added envshake.time and envshake.ampl to all strong basic attacks thanks O.
-replaced Player indictators with new ones.
-fixed order of the sprites
-cleaned up sprites and air file removed unnessary sprites and animation that weren't being used
-added POTS corner push system
-added grab sounds
-replaced hitsparks, dash sparks, and Hyper background
-added Hyeper dust
-named sprites and animation
-cropped sprites

Info from readme:
----
Hi, and thank you for checking out CVG United's Character Creation Template tool. This
should help you get into creation. Much work was put into this to have a non buggy,
and fun gameplay (MvC like, but not exactly) tool for new creators to use.

All you need to do is created a palette file and insert it in the main file and def
files. Then sprite swap your sprites into the corresponding movement sprites. The template
will do the rest regarding animation for all of your basics. You may however, depending
on your sprites and/or the character you are making, need to align some things or want
to adjust some timing.

However, when it comes to specials, hypers and much of the other stuff that makes a
character fun and who they are, you will have to code those in yourself. To help you
with that, we included a number of help files. Many of you may have them already, but
do to location, might have overlooked them. Therefore, we decided to include them in the
template to help you out. Look for the *Character Creation Help Files* folder.

If you need additional help, please come to CVG United's Help section at:

http://cvgunited.com/index.php/board,9.0.html

We have a very friendly and knowledgable base that can probably answer any question you
may have.

Or you can follow a great tutorial created by Devsman that can be found here:

http://cvgunited.com/index.php?topic=9514.0

======

General info: This template was originally built off of a stripped down old Quasar beta
who was originally on the EoH template before. All fx and general coding was stripped
off and built back up from the ground up. For more info on that, read:
http://cvgunited.com/index.php?topic=10211.0

======

Special Thanks to:
- ALEXZIQ, bdc, aa250 for all their hard work on this template
- Trexrell and Yin for additional support
- O Ilu for providing new fx (4 hit sparx, hyperBG, hyper dust, dash sparx, dash dust)
- The Arlequin for the Hyper port concept
- volzzilla for the player indicator icon
- O Ilu and Toni for feedback and/or additional minor code support
- Spooky77 for creating CVG United and being the webmaster
- The entire forum community at CVG United for being the best Mugen community out there
- Elecbye for creating Mugen and credit towards using some of their help files
- Capcom and SNK for creating the bulk of the sprites that are later edited into all
Mugen characters we love
- VirtualTek for creating Fighter Factory. This helps bring those sprites to life
- K.O.D for his awesome clsn tutorial (i've lost track of how many times aa250 has
recommended it)
-Anyone who wasn't mention or I forgot.



Now in v1.3 form but we'd still appreciate any feedback if we'd need to edit it further  :watchmen:
« Last Edit: August 28, 2011, 10:48:29 AM by volzzilla »

Offline .:O:.

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Re: CVG Character Creation Template released (updated Aug 28, 2011)
« Reply #55 on: August 29, 2011, 12:28:00 PM »
So this template uses the changes I've made to Bullseye?

Offline aa250

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Re: CVG Character Creation Template released (updated Aug 28, 2011)
« Reply #56 on: August 29, 2011, 01:08:29 PM »
Yes including stuff you told me in a PM. ;)

Offline ALEXZIQ

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Re: CVG Character Creation Template released (updated Aug 28, 2011)
« Reply #57 on: August 29, 2011, 01:15:18 PM »
The only thing I think that was missed was repairing the example fighting hyper.


I really cant see why anyone would actually use that, but I guess it's poor coding sets a bad example though


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Offline theFuTur3

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Re: CVG Character Creation Template released (updated Aug 28, 2011)
« Reply #58 on: August 29, 2011, 11:59:31 PM »
The only thing I think that was missed was repairing the example fighting hyper.


I really cant see why anyone would actually use that, but I guess it's poor coding sets a bad example though

from the old template i used it on Hulk and he got stuck in a loop...but hey....it was learning experience