supporter-captain

Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Magneto  (Read 3778 times)

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired
  • Referrals: 0
Magneto
« on: November 26, 2009, 12:10:06 AM »
Since its Thanksgiving where I live I am going to be sharing with you guys what I have been working on for the past 4 months. This is pretty much a fixed version of Kongs Magneto. Be warned he has no A.I at the moment. So dont expect him to put up a fight. I could not release a patch because every single file was edit to get where I want him to be. My goal was to simply make him playable without bugs and glitches. There are still some small issues and hopefully I will get to them in the future, but nothing too big to worry about.

DOWNLOAD


Here is a list of things that have been changed. Fixed, and added.

Quote
What New 1.0 11/26/2009
-fixed the air dash
-fixed MVC2 Background animation
-Removed the GFX ground hits
-Replaced MVC2 dash sound
-Replaced Marvel Super Heroes dash sprites with Marvel vs Capcom 2 dash sprites
-Launcher fixed
-Added Magnetic Shockwave sound
-fixed commands
-A.I Removed for the moment
-added missing sound in the magnetic tempest hyper
-fixed misaligned cape in the intro when walking backward and forward.
-fixed stuck bug where he does the magnetic blast close to the ground. (Thanks shinra358)
-fixed a few collision boxes
-added missing cape when he lose time over
-fixed priority on a few basics
-fixed double cape issue in flight mode
-fixed cape issue in Magnetic Tempest X and Shield hyper
-fixed flight mode bug when turning in the corner
-reduced the damage on his moves
-added missing frames to the stance animation
-removed combo and screen pack messenger from State -2
-added missing sound in intro force field
-added missing ctrl code to the pre into to prevent from attacking right away when skipping introduction
-Replaced CVS Sparks with MVC2 Sparks
-added MVC2 Air FX Combo Explode
-added MVC2 Advance Guard Sparks
-added Projectile hit sparks to Disrupter and Magnetic Blast
-added Blue Collision boxes over red only on basic attacks
-changed super Dust sparks
-changed Super Jump Sparks
-removed explodes from Super Jump
-fixed animation in air recovery
-added his other air dash abilities
-fixed animation in the MVC2 Hyper Background KO
-fixed wall hit animation
-fixed dash backward velocity

You are welcome to leave any suggestion, Feedback, etc. Please be very specific when leaving feedback.

Happy Thanksgiving and Enjoy
« Last Edit: November 26, 2009, 03:06:14 AM by volzzilla »

Offline Beardicus

  • Site Founder/Webmaster
  • CC Staff
  • *
  • Posts: 12094
  • Country: us
  • Referrals: 1
Re: Magneto
« Reply #1 on: November 26, 2009, 12:11:05 AM »
 W00T alright  :thumbsup: you mind if I upload here?

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired
  • Referrals: 0
Re: Magneto
« Reply #2 on: November 26, 2009, 12:11:56 AM »
Yeah go ahead. :watchmen:

Offline Sparticus2299

  • ****
  • Posts: 292
  • All who wage war know my name
  • Referrals: 0
    • Finish 'Em fightwear
Re: Magneto
« Reply #3 on: November 26, 2009, 12:22:26 AM »
i agree put him in the downloads section
EVIL WOULD WIN IN REAL LIFE nuf said

Offline JDubbs

  • ******
  • Posts: 1212
  • SORRY ABOUT YO d*mn LUCK
  • Referrals: 0
Re: Magneto
« Reply #4 on: November 26, 2009, 12:23:21 AM »
as a Magneto mark, you know im going to critique him intensely

Offline v

  • ******
  • Posts: 7583
  • Country: us
  • Referrals: 0
Re: Magneto
« Reply #5 on: November 26, 2009, 01:09:51 AM »

Offline GuNStArHeRo

  • Sprite Artist/ Creator
  • ***
  • Posts: 1192
  • lMuGelN lPo\W/elR 4L ii lF e
  • Referrals: 0
    • http://www.youtube.com/user/GuNStArHeRo212?feature=mhee
Re: Magneto
« Reply #6 on: November 26, 2009, 01:36:21 AM »
ill test out later...i jus hope he doesnt move as fast any more and plays like a normal character



Offline legendkaos

  • CC In Absentia
  • ****
  • Posts: 194
  • Referrals: 0
Re: Magneto
« Reply #7 on: November 26, 2009, 01:37:45 AM »
will try him tomorrow =)

Offline Los Tha Don

  • The Professional
  • CC In Absentia
  • ****
  • Posts: 1022
  • "Ask your intestines how sharp my sword is."
  • Referrals: 0
    • LTD ENTERTAINMENT
Re: Magneto
« Reply #8 on: November 26, 2009, 09:02:30 AM »
NICE!!! Always great to have an update on such a key character!
Los Tha Don

Offline v

  • ******
  • Posts: 7583
  • Country: us
  • Referrals: 0
Re: Magneto
« Reply #9 on: November 27, 2009, 09:24:03 AM »
feedback i found on MI:

threre's no sound during air dash and projectiles should at leats lower the Magnetic Shield's power.

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired
  • Referrals: 0
Re: Magneto
« Reply #10 on: November 27, 2009, 04:45:18 PM »
feedback i found on MI:

threre's no sound during air dash and projectiles should at leats lower the Magnetic Shield's power.

Magneto never had any air dash sound in any of the games that I played, but I will add them in a update. As for the Shield I am recoding that move because Kong didn't make it breakable. I have already fixed the animation code and added the hit animation toward the barrier. I am just having problems trying to get it work correctly in the code. :P

« Last Edit: November 27, 2009, 04:49:22 PM by aa250 »

Offline JDubbs

  • ******
  • Posts: 1212
  • SORRY ABOUT YO d*mn LUCK
  • Referrals: 0
Re: Magneto
« Reply #11 on: November 27, 2009, 06:45:42 PM »
he feels so hard to use. cant use him like a regular magneto as far as his launcher goes. I think you should make the hits slower somehow. other than that, I applaud you for making this char so much better than what he is

Offline v

  • ******
  • Posts: 7583
  • Country: us
  • Referrals: 0
Re: Magneto
« Reply #12 on: November 27, 2009, 08:20:55 PM »
While i definitely defer to JDubbs considering playing due to him being a better player than me, I think this version is so much better than the old version. I usually keep most comic chars, all versions possible, and I hated the original Kong version so much did not have it. Will say this though, needs some AI, just nothing like Kong's please.

Offline Fredgerd

  • Bass Master
  • Sprite Artist/ Creator
  • ***
  • Posts: 1538
  • Referrals: 0
Re: Magneto
« Reply #13 on: November 27, 2009, 08:25:25 PM »
But I like kongs AIs  :evil: They make for good opponents.

"Whatever doesn't kill you makes you stronger"
- Nietzsche
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired
  • Referrals: 0
Re: Magneto
« Reply #14 on: November 27, 2009, 10:12:21 PM »
Quote
he feels so hard to use. cant use him like a regular magneto as far as his launcher goes. I think you should make the hits slower somehow. other than that, I applaud you for making this char so much better than what he is

Thanks I will see what I can do about that issue, but I don't know much about MVC mechanics. It probably the pause time for those hit moves.

Quote
While i definitely defer to JDubbs considering playing due to him being a better player than me, I think this version is so much better than the old version. I usually keep most comic chars, all versions possible, and I hated the original Kong version so much did not have it. Will say this though, needs some AI, just nothing like Kong's please.

Believe he had so many bugs that I didn't even catch I did some serious testing. some stuff I recode though. Anyone is more than welcome to make an A.I patch for him, but I would wait a little longer.