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Offline aa250

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Re: Magneto
« Reply #15 on: May 03, 2010, 04:54:06 PM »
Quote
needs stronger IA

He doesn't have an A.I yet I haven't coded it in. I focus more on the game play and the bugs. I believe more people are interested in playing as the character then watching it, but that just me. He is open source though. His combo are a bit stiff though, but if people want to make patches or whatever be my guess.

He is not going to be part of the Crisis Project BTW.

Quote
Great work!  This is now my main Magneto.

Thanks I appreciate the comment

Offline Shulbocka

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Re: Magneto
« Reply #16 on: May 03, 2010, 05:03:28 PM »
Personally, I think his combos are pretty solid. I just adjusted his pause times to more around 9 for most attacks though, and that made him feel a little more smoother in my opinion. I agree you should focus on the character's gameplay first too instead of ai, but I definitely wouldn't mind seeing some eventually down the road. Not for watching purposes, but to have a good Magneto opponent. I hate it when the opponents are just wimps that let you beat the crap out of them, or they just sit there and block everything so you have to kill them with a hundred projectile attacks. Not saying Magneto does that, cause I haven't even fought against him yet, but he should definitely be aggressive, which I know you already know.

...it's funny, nothing I say is actual feedback, but I still can't help replying. Sorry man, I'm trying to help, but useful words don't seem to find me.




Offline .:O:.

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Re: Magneto
« Reply #17 on: May 10, 2010, 03:42:54 PM »
Open Source? hell yes...I always wanted to make a Magneto.

I will working using your as a Base, with the proper credits for sure.

Offline zvitor

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Re: Magneto
« Reply #18 on: May 10, 2010, 04:44:33 PM »
Pera tio ilu, vamos conversar....

translate:
Great uncle ilu, go for it....

Offline aa250

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Re: Magneto
« Reply #19 on: May 10, 2010, 05:25:20 PM »
Open Source? hell yes...I always wanted to make a Magneto.

I will working using your as a Base, with the proper credits for sure.

Go for it

Offline aa250

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Re: Magneto (updated May 5, 2011)
« Reply #20 on: May 05, 2011, 01:29:17 PM »
Magneto has been updated


What New version 1.7 (May 5, 2011)
-fixed poweradd in basics
-fixed damage in basics
-fixed damage dampen ring
-fixed poweradd on specials
-fixed hitdef attributes in Em Disruptor
-coded MVC2 announcers
-fixed animation frames in Cloak
-fixed misaligned stance
-added Player Indicators
-fixed air combo announcer playing while in flight mode
-fixed misaligned hit sparks in Shock wave
-replaced metal sprites when thrown
-fixed Hyper Background K.O playing in X Tempest
-added missing scale parameter on special dust explode
-added MVC2 PAL FX and sounds to Force field
-fixed misaligned Guard Push hit sparks
-added X-men COTA palette thanks to Whiplash palette 9
-added counter announcer to force field
-made metal stuck on opponent for a period of time in vs series
-fixed a few bugs in EM Disruptor
-added a time bar to Magnetic Shield Hyper
-fixed some collision boxes
-fixed paralyzing bug after throw (thanks Devsman)
-fixed chaining into Magnetic Tempest and Magnetic X Tempest
-changed Magnetic Shield Hyper from LV1 Hyper to LV2 Hyper
-fixed explod not removed in crouch medium punch when get hit.

What Left (May 5, 2011)
-improve anything that needs to be improved
-any bug or problem that wasn't caught in this update
-improve the A.I air comboing
-Enable the 8 Air Dashes in A.I and improve them
-Maybe add Flight mode to A.I, but chances of that are slim to none since I find
A.I Flight mode a bit cheap.

Download Here
http://cvgunited.com/index.php?action=downloads;sa=view;down=94

This is just the beginning I do have something else today, but that for later and yes it new well kinda. ;)

P.S. All of the people who beta tested him re download him. :)
« Last Edit: May 05, 2011, 01:35:24 PM by aa250 »

Offline JayJay

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Re: Magneto (updated May 5, 2011)
« Reply #21 on: May 05, 2011, 02:36:44 PM »
-standing LP red collisions look way too big


-Forward standing LP results in an infinite when cornering an opponent


- His dust fx look terrible.


- His wall-hit shockwave animation looks bad.


- His comboing feels really loose and doesn't really feel like I'm playing as Magneto.

Just my two-cents.


Offline aa250

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Re: Magneto (updated May 5, 2011)
« Reply #22 on: May 05, 2011, 03:20:26 PM »
-standing LP red collisions look way too big


-Forward standing LP results in an infinite when cornering an opponent

Fixed it was the size of the hit boxes. As for the forward standing light punch Whiplash pointed that out to me, but I forgot to fix it. I guess it because the hit boxes was to big.

Quote
- His dust fx look terrible.

I forgot who ripped them, but I can replace them with these better rips I just found.

Quote
- His wall-hit shockwave animation looks bad.

He uses the same one as Mr.Fantastic and Omega Red. They are the same wall hit sprites that other creator uses, but I added those a long time ago.

Quote
- His comboing feels really loose and doesn't really feel like I'm playing as Magneto.

Just my two-cents.

I'm not sure what you mean by loose I always thought he played and was a loose character to me. At least that what it feels to me when I use him.

Offline JayJay

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Re: Magneto (updated May 5, 2011)
« Reply #23 on: May 05, 2011, 03:34:25 PM »
I'm not sure what you mean by loose I always thought he played and was a loose character to me. At least that what it feels to me when I use him.

His chaining is way too fast.

Offline aa250

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Re: Magneto (updated May 5, 2011)
« Reply #24 on: May 05, 2011, 05:17:27 PM »
I'm not sure what you mean by loose I always thought he played and was a loose character to me. At least that what it feels to me when I use him.

His chaining is way too fast.

fixed his pause time were to fast anyway re download I fixed some of the stuff you mention earlier

-adjusted pause times on basic attacks
-replaced Landing FX with better Sprite Ripps
-Cut down hit box on standing light punch
-fixed infinite when mashing forward + x hopefully.

I'm not 100% sure if that last issue with forward + x is fixed, but I tested before I upload it looks like it fixed now. It was probably the pause time was to fast and the hit boxes was to big

Offline NX-MEN

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Re: Magneto (updated May 5, 2011)
« Reply #25 on: May 05, 2011, 05:37:26 PM »

This is just the beginning I do have something else today, but that for later and yes it new well kinda. ;)


Looking forward to it!!!

Offline tymaca321

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Re: Magneto (updated May 5, 2011)
« Reply #26 on: May 06, 2011, 05:29:10 AM »
Feels amazing to play with! I just found one single bug in there, not sure if its your department, but guess ill mention it anyway

his entry scene (the little opening that plays before the fight) the one where he sits on some sort of magnetic trone and puts his helmet on, it just looks really wacky, some of the effects stay to long, and when he rises down from his trone, there is one sprite where he has the helmet on, and one sprite later its off again, recommend you to look into it

But its an amazing char :)

Offline bdc

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Re: Magneto (updated May 5, 2011)
« Reply #27 on: May 06, 2011, 05:53:49 AM »
you are right group 193 image 36 has a helmet on.

Offline lp

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Re: Magneto (updated May 5, 2011)
« Reply #28 on: May 06, 2011, 08:06:09 AM »
u rules!!!  W(- -)W

Offline aa250

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Re: Magneto (updated May 5, 2011)
« Reply #29 on: May 06, 2011, 09:30:59 AM »
Feels amazing to play with! I just found one single bug in there, not sure if its your department, but guess ill mention it anyway

his entry scene (the little opening that plays before the fight) the one where he sits on some sort of magnetic trone and puts his helmet on, it just looks really wacky, some of the effects stay to long, and when he rises down from his trone, there is one sprite where he has the helmet on, and one sprite later its off again, recommend you to look into it

But its an amazing char :)

Good catch I never notice it I'll have that fixed and I also need to fix an issue with Metal in his throw. since it gets removed to early when you beat him with that move. LOL