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Offline aa250

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Re: Reed Richards (updated Oct 12,2010)
« Reply #30 on: October 13, 2010, 01:38:04 PM »
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Maybe I missed that before, but did you change his alignment during stance ? His feet are too much into the ground, and look misaligned when he crouches or does basic moves.

I didn't change anything in the stance. The biggest problem with him is that the sprites were made from various members zvitor didn't make all of the sprites. He use to be a open WIP character. The biggest problem with community WIP is that creator use different base making some stuff not match the rest of sprites Erradictor Flash, IMT Batman, and Darkseid have this problem. :P Zvitor doesn't want me to edit the sprites or change them. I'll leave that up to him

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- Custom state for throw is much better, as the opponent is aligned correctly now, but it still needs work. I think Ryu should be facing the other side (face towards the floor, his body being diagonal, on this image) :

ALEXZIQ was the one that did the throw for me. I'll let him explain that.

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- If I press U,U very quickly while on the ground, Mr Fantastic will go in Glide state, which I don't think is supposed to happen.

Zvitor was the one that made that command

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- I can't cancel Propeller Arms into any super. I can almost cancel it into Bungie Punches, but the opponent can recover between the two moves.

Really I tried it and I was able to cancel into the Sat elite Hyper.

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Ion Blaster could get some width sctrl, because it misses some opponents at close distance (SPO Ryu by Rikard for instance).

You mean the gun move I could put a red collision box on the gun and than the put a blue inside to prevent in infinite I did this with Harley.

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Nice work on the dash, making it hittable but still pass through the opponent. He can't hit while in this state, but the recovery is quick enough to make the move useful, especially since you can dodge most attacks with this move. One strange thing though : if you dash forward behind the enemy and continue dashing towards the wall, or if you dash backwards to the back wall and continue dashing, Mr Fantastic will slowly move away from the wall, for "I don't know what reason"

bdc was the one who made the dash like that, but I'll let him explain the problem. That was his idea I went along with it because it was kinda neat.

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Bungie Punches on a cornered opponent makes the wall hit FX bug (it appears on the other side of the screen) :

Are you using the R.C or the win mugen. I notice that problem in the R.C mugen, but never had it happened in the win mugen



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Some FX is HR while some others are LR. Don't you have access to all of them in either LR or HR, so that you don't mix both styles. Not really a big deal, I just wanted to point that out. Also, the FX for Super Jump is cropped, I thnk some MVC2 creator out there has uncropped FX.

What are the lo-res they should all be Hi-res. As Super Jump really they are uncropped I actually have the other set.

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- There's something which I like adding in all characters, since it gives a better feeling to the characters (personal choice, but most, if not all, commercial games are like that) : when you jump forward or back, notice how the character slides a little when landing on the ground. In most games, characters land and have absolutely no friction, which gives better overall control to the characters. To do that, you just have to open common1.cns (you have one in the char's folder) and add in statedef 52 this line : "velset = 0,0".

I'll try that out. ;)

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- No super jump shortcut with 3K (or was it 3P ?).

I'm not a fan of this. :P

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I like how you can control the satellite now. It feels a bit slow though, but seeing how the move takes the whole height of the screen, it would be too cheap to make it move fast. So yeah, it's fine I guess.

The problem I saw in this move was that it misses at close range if you do it in the corner. So that why I made it controllable.

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When Mr. Fantastic hits the opponent with Bungie Punches, I think it should put the opponent in a custom state or something. The way is is now, put Mr Fantastic in the left of the screen, and the opponent in the midle. Perform Bungie Punches and make the opponent jump at the start of the super. The opponent will be hit in the air by the 1st punch of Bungie Punches, but will be sent to the other side of the stage, making Fantastic perform his punches in the air. Putting the opponent in a custom state would allow the move to hit correctly the opponent even in this kind of situation.

Yeah he never made the opponent go into a custom state. I guess Zvitor just didn't code.

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Pinball could get some hitsounds. I can only hear the "bouncing on the wall" sounds. It could get envshakes too. The flash is cool, but most Supers should have envshake no matter what, or it makes them look weak.
- Pinball's Super BG continues even if the moves misses the opponent. It should stop when Mr. Fantastic leaves his Pinball states. You may want to check the other supers too.

I'll give the Pinball sound, but if you certain sounds you want him to have feel free to post it in this thread.
I think I forgot to put the code in to make the Super BG disappear.

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You should say in the readme that Pinball is performable in the air.

Sure

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Pinball in the air looks very strange on super jump enabled stages. Do a super jump, and when you're high in the air, perform Pinball. The camera will suddenly focus on the opponent and the super BG will appear, which results in making Mr. Fantastic look like he disappeared (tested on SF3 Gill stage by Dark Saviour).

We'll look into it.


Thanks for feedback, but don't expect an update to soon since I'm working on multiple project.

Offline cybaster

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Re: Reed Richards (updated Oct 12,2010)
« Reply #31 on: October 13, 2010, 02:23:14 PM »
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I didn't change anything in the stance. The biggest problem with him is that the sprites were made from various members zvitor didn't make all of the sprites. He use to be a open WIP character. The biggest problem with community WIP is that creator use different base making some stuff not match the rest of sprites Erradictor Flash, IMT Batman, and Darkseid have this problem.  Zvitor doesn't want me to edit the sprites or change them. I'll leave that up to him
It's just an alignment issue I think, so you wouldn't have any spriting to do.

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Zvitor was the one that made that command
Still, the move is supposed to be an aerial one, but I can perform it from the ground (since the 1st U puts him in the air, and the 2nd U triggers the command)

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Really I tried it and I was able to cancel into the Sat elite Hyper.
Will test.

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You mean the gun move I could put a red collision box on the gun and than the put a blue inside to prevent in infinite I did this with Harley.
Yeah, this one. The move misses some opponents at close distance, which looks silly.

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Are you using the R.C or the win mugen. I notice that problem in the R.C mugen, but never had it happened in the win mugen
Tested in Winmugen, and happened on the 3 stages I tested in.

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What are the lo-res they should all be Hi-res. As Super Jump really they are uncropped I actually have the other set.
All FX are HR, except the hitsparks which are LR. And yeah, use the uncropped Super Jump set please. :)

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I'll give the Pinball sound, but if you certain sounds you want him to have feel free to post it in this thread.
Regular hitsounds as when he hits with other supers is fine for me.

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Thanks for feedback, but don't expect an update to soon since I'm working on multiple project.
No problem. I know that the character is in good hands with Zvitor and you, so even if the update takes time, I know it will be worth the time ! :thumbsup:

Offline aa250

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Re: Reed Richards (updated Oct 12,2010)
« Reply #32 on: October 13, 2010, 02:50:49 PM »
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It's just an alignment issue I think, so you wouldn't have any spriting to do.

We'll see what I can do about this, but I can't promise that it will look perfect since I'm terrible with alignment. I'll probably have to ask bdc to help me with that. :P

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Still, the move is supposed to be an aerial one, but I can perform it from the ground (since the 1st U puts him in the air, and the 2nd U triggers the command)

I''ll change the command to something else or I could remove the move.

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Yeah, this one. The move misses some opponents at close distance, which looks silly.

I'll fix it

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Tested in Winmugen, and happened on the 3 stages I tested in.

Really well I'll see If I made a mistake on the code since he is using the same one as Magneto. I might of made an error. Or I just never caught it. Since I have the Wall hit coded in a negative state

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All FX are HR, except the hitsparks which are LR. And yeah, use the uncropped Super Jump set please.

The hit sparks should be Hi-res they are the same one that Kamekaze uses on his character. Plus they are Kong's Hi-res MVC2 Effects same thing with the Super Jump FX, but I'll replace the Super Jump FX.

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Regular hitsounds as when he hits with other supers is fine for me.

Alright than sounds good

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No problem. I know that the character is in good hands with Zvitor and you, so even if the update takes time, I know it will be worth the time

Well Zvitor made the character I did all of the fixing myself with a few help of my Teammates. My good at that. :P


Offline aa250

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Re: Reed Richards (updated Oct 31,2010)
« Reply #33 on: October 31, 2010, 01:30:14 PM »
Updated read first post to see what been changed. :pumpkin: :pumpkin: :pumpkin: :pumpkin: :pumpkin:

Offline v

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Re: Reed Richards (updated Oct 31,2010)
« Reply #34 on: October 31, 2010, 02:55:27 PM »
keep getting better and better :pumpkin:

Offline Shulbocka

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Re: Reed Richards (updated Oct 31,2010)
« Reply #35 on: October 31, 2010, 09:01:50 PM »
Heck yeah man, thanks a lot for this and your updated Archangel too. I haven't tried either out yet, but I know your work, so I know they're both good. I'd say I'd post feedback, but there would be no point cause I know nothing about coding, but I will definitely let you know what I think for sure. Thanks again man, and Happy Halloween.  :pumpkin:




Offline HyperSonic92

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Re: Reed Richards (updated Oct 31,2010)
« Reply #36 on: October 31, 2010, 11:09:19 PM »
Another excellent update

(NOTE: This is only showing the chars that I'm currently focused on. I haven't given up on any WIP ... except Strong Bad)

Offline cybaster

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Re: Reed Richards (updated Oct 31,2010)
« Reply #37 on: November 01, 2010, 05:41:47 AM »
Very nice update.
I haven't found anything wrong from a quick play.
I'll test more later.

Offline aa250

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Re: Reed Richards (updated Dec 26,2010)
« Reply #38 on: December 26, 2010, 12:39:41 AM »
Reed Richards has been updated just fixed some bugs and added missing elements check first post to see the changes, but I promise there will be new stuff next update
Zvitor was impressed in the amount of work I put into fixing him that he was kind
enough to give me full authorization to do what I want to the character. He will
make his own version later though.

There might be more today. Might. ;)

Offline wolviesam

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Re: Reed Richards (updated Dec 26,2010)
« Reply #39 on: December 26, 2010, 03:29:06 AM »
Looks cool man thanks,  i love this char alot dude but... im not so sure yet about that "stance" for reed richards man, i got an idea for this char maybe he needs to look more like be prepared for fight or something like this:



Uploaded with ImageShack.us


Well this is just an idea man i know you can think on something better bro.




Merry Xmas everyone  :YAY:

Offline bdc

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Re: Reed Richards (updated Dec 26,2010)
« Reply #40 on: December 26, 2010, 03:41:38 AM »
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Well this is just an idea man i know you can think on something better bro.
feel free to post any ideas you have if we like it and we can sprite it we will add it ofcource ;)

Offline wolviesam

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Re: Reed Richards (updated Dec 26,2010)
« Reply #41 on: December 26, 2010, 03:48:16 AM »
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Well this is just an idea man i know you can think on something better bro.
feel free to post any ideas you have if we like it and we can sprite it we will add it ofcource ;)


Cool thanks man  :thumbsup:



Merry Xmas everyone  :YAY:

Offline GuNStArHeRo

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Re: Reed Richards (updated Dec 26,2010)
« Reply #42 on: December 26, 2010, 06:21:44 AM »
Looks cool man thanks,  i love this char alot dude but... im not so sure yet about that "stance" for reed richards man, i got an idea for this char maybe he needs to look more like be prepared for fight or something like this:



Uploaded with ImageShack.us


Well this is just an idea man i know you can think on something better bro.




Merry Xmas everyone  :YAY:

that stance looks great...it fits him better then the old



Offline worksa8

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Re: Reed Richards (updated Dec 26,2010)
« Reply #43 on: December 26, 2010, 06:47:00 AM »
I like the shading on the old more though.
The truth is out there, we're just too lazy to think about it.

Offline Red hood

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Re: Reed Richards (updated Dec 26,2010)
« Reply #44 on: December 26, 2010, 08:51:08 AM »
i prefer the old too