Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Omega Red (updated May 11, 2011)  (Read 6210 times)

Offline Toni

  • M.U.G.E.N Contributor
  • ****
  • Posts: 316
  • Referrals: 0
Re: Omega Red (updated May 4, 2011)
« Reply #45 on: May 05, 2011, 11:54:42 AM »
Very good update. Just two things I've noticed:

- MP doesn't launch the opponent high enough, compared to how high Omega Red can jump.

- Aerial forward HP during jumping after launch makes Omega Red perform a futile grab attempt. He'll also attempt to grab any airborne opponent even when the vertical distance between them is much too big.

Otherwise, very nice, and definitely my favorite Omega Red at the moment. :)

"operation realitycheck" - delivering honest criticism since 2009

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired from creating
  • Referrals: 0
Re: Omega Red (updated May 4, 2011)
« Reply #46 on: May 05, 2011, 12:01:40 PM »
Thank you for the feedback Toni I will see if I can get time this weekend or maybe today to address those issues. :thumbsup:

Offline Beardicus

  • Site Founder/Webmaster
  • CC Staff
  • *
  • Posts: 12094
  • Country: us
  • Referrals: 1
Re: Omega Red (updated May 4, 2011)
« Reply #47 on: May 05, 2011, 12:45:51 PM »
Thanks AA.  :thumbsup: :thumbsup: :thumbsup:

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired from creating
  • Referrals: 0
Re: Omega Red (updated May 4, 2011)
« Reply #48 on: May 05, 2011, 07:42:45 PM »
re download Omega Red I fixed the issue that Toni mention earlier and some other stuff.

Offline Red hood

  • ******
  • Posts: 2888
  • Referrals: 0
Re: Omega Red (updated May 5, 2011)
« Reply #49 on: May 07, 2011, 11:54:46 PM »
great i have been expecting an update  W(- -)W

Offline Red hood

  • ******
  • Posts: 2888
  • Referrals: 0
Re: Omega Red (updated May 5, 2011)
« Reply #50 on: May 08, 2011, 05:10:02 AM »
the lose over time animation doesn't work.it hasn't been coded.
HERE i did the one for you.
and
I DID a special intro versus ken for you too.
make a tv appear betwenn them where omega red hits ryu on the cliff stage and it ends with the capcom ending. then the fight begins.


http://www.sendspace.com/file/mef4gc

Offline Toni

  • M.U.G.E.N Contributor
  • ****
  • Posts: 316
  • Referrals: 0
Re: Omega Red (updated May 4, 2011)
« Reply #51 on: May 11, 2011, 01:51:50 PM »
re download Omega Red I fixed the issue that Toni mention earlier and some other stuff.
Funny, you didn't fix the air throw at all. In fact, you made it worse.

The original code:
Code: [Select]
[State -1,Air Forward Slam]
type = ChangeState
value = 860
triggerall = command = "holdfwd"
triggerall = command = "z"
triggerall = p2dist X <= 65
triggerall = p2dist X > 0
triggerall = p2dist Y <= 50
triggerall = p2dist Y > -50
triggerall = p2StateType = A
triggerall = !var(59)
triggerall = statetype = A
trigger1 = ctrl

The "improved" one:
Code: [Select]
[State -1,Air Forward Slam]
type = ChangeState
value = 860
triggerall = command = "holdfwd"
triggerall = command = "z"
triggerall = P2BodyDist X <= 20
triggerall = !var(59)
triggerall = statetype = A
trigger1 = ctrl

For some reason, you dropped to check the opponent's state completely, making Omega Red attempt aerial grabs even when the enemy is on the floor. Not to mention the distance-check has been simplified almost into-non-existance.

I don't know what happened with that update, but whatever it was, it went horribly wrong.

"operation realitycheck" - delivering honest criticism since 2009

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired from creating
  • Referrals: 0
Re: Omega Red (updated May 5, 2011)
« Reply #52 on: May 11, 2011, 03:32:06 PM »
Okay so you want me to change it back to the original one. I'll see what went wrong.

Offline Toni

  • M.U.G.E.N Contributor
  • ****
  • Posts: 316
  • Referrals: 0
Re: Omega Red (updated May 5, 2011)
« Reply #53 on: May 11, 2011, 04:27:20 PM »
Okay so you want me to change it back to the original one. I'll see what went wrong.
Yeh, better change it back.
Also, try adding
Code: [Select]
triggerall = p2movetype != Hto prevent those futile grab attempts. Sadly, I can't currently try this out myself at the moment. Can't get much worse, though. ;)

"operation realitycheck" - delivering honest criticism since 2009

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired from creating
  • Referrals: 0
Re: Omega Red (updated May 11, 2011)
« Reply #54 on: May 11, 2011, 09:37:19 PM »
Alright Toni I changed the throw code back to the original one and I added that trigger. I'll be honest I didn't code that it recycle code I used I assume it worked fine, but I guess I was wrong. Fixing throws and coding them is one of my greatest weakness as mugen creator sometimes I have to ask help from my team mates with these issues. Like I asked ALEXZIQ to fix the throw issue in Angel and Mr.Fantastic when I'm was having trouble with it.

Offline JDubbs

  • ******
  • Posts: 1212
  • SORRY ABOUT YO d*mn LUCK
  • Referrals: 0
Re: Omega Red (updated May 11, 2011)
« Reply #55 on: May 11, 2011, 09:59:19 PM »
Idk if its been mentioned, but the sounds could use a bit of increasing

Offline dakidbanks

  • ***
  • Posts: 104
  • Referrals: 0
Re: Omega Red (updated May 5, 2011)
« Reply #56 on: June 11, 2011, 02:04:25 PM »
the lose over time animation doesn't work.it hasn't been coded.
HERE i did the one for you.
and
I DID a special intro versus ken for you too.
make a tv appear betwenn them where omega red hits ryu on the cliff stage and it ends with the capcom ending. then the fight begins.


http://www.sendspace.com/file/mef4gc
Is this Ken intro in the updated file or not because the link is down.

Offline Red hood

  • ******
  • Posts: 2888
  • Referrals: 0
Re: Omega Red (updated May 11, 2011)
« Reply #57 on: June 12, 2011, 09:15:34 AM »
no its was just the sprites so aa250 can implement them in his next update  ;)