WlanmaniaX
Posts : 254 Join date : 2014-12-12 Age : 26 Location : United Kingdom
| Subject: Character Releases: DangerMouse beta release! April 3rd 2015, 6:25 pm | |
| Hello, M.U.G.E.Nites! DangerMouse has being released as his beta state for this Easter! Video:What things I am going to add for his full version:More compatibles Air throw One special and hyper Full A.I Hyper Win Texts Callouts Download Link:Download him! If you tested him, please give a feedback I will fix. | |
|
Adminbot
Posts : 2592 Join date : 2012-04-22
| Subject: Re: Character Releases: DangerMouse beta release! April 4th 2015, 12:16 am | |
| Thank you for sharing. Will add to the forum index news block soon. | |
|
BeanFan112
Posts : 79 Join date : 2014-12-19 Age : 25
| Subject: Re: Character Releases: DangerMouse beta release! April 5th 2015, 9:04 am | |
| This characters looks so perfect, good job, George! | |
|
Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Character Releases: DangerMouse beta release! April 5th 2015, 10:19 am | |
| Wow, finally you released your DM beta! What a classic! The dangerous MUGEN world needs a Danger Mouse indeed! I found some commands in your readme don't match those defined in the CMD file and some moves don't work as expected: Gun Shoot (Normal, Strong and EX Versions): D, DF, F, x/y/z ;;;; you can include a "it can also be done in air" sentenceBomb Toss: D, DB, B, a ;;;; this one is not working because in the CMD file it was defined as "~B, DB, D, DF, F, y" and it was "overriden" by "D, DF, F, y", so I suggest you can change it to "~D, DB, B, y"Charge (Normal and EX Versions): D, DB, B, b/c ;;;; the `c` version is not working because you might have forgotten to define "~D, DB, B, c" in the CMD fileBadge Grab (grab): D, DB, B, z ;;;; a grab shall not be blockable/guardable, so you may want to change StateDef 1300 HitDef hitflag = MAF to hitflag = M- and remove the guardflag = MA and the last P2 "being-grabbed" state StateDef 1303, you have to use SelfState rather than ChangeState to bring P2 back to his/her/its Stand state StateDef 0, trust me in this one.....Rocket Barrage (requires 1000 power):, D, DB, B, a+b ;;;; in the CMD file you defined the command as "~D, DB, B, b+c"Eye Patch Laser (requires 2000 power):, D, DF, F, x+y Bomb Explosion (requires 3000 power):, D, DB, B, y+z ;;;; some times the bomb can miss the enemy P2......and when it misses or gets blocked/guarded, the screen shaking still continue after DM gains control from the bomb explosion hyper move #3 state........for the EnvShake, time = 750 is too long.......it should be the time spent on DM's bomb explosion super hyper move #3 which is about 236 game ticks.......or even better, add an extra EnvShake to cancel the shaking effect when DM is out of the bomb explosion hyper move #3 state StateDef 3200:* in hypers.st "Bomb" Helper state [StateDef 3201], add this EnvShake: - Code:
-
[State 3201, EnvShake] type = EnvShake trigger1 = Time = 390 trigger2 = Root, MoveType != A trigger3 = Root, StateNo != 3200 time = 1 ampl = 0 freq = 0 ignorehitpause = 1 | |
|
ryochi
Posts : 35 Join date : 2014-12-16
| Subject: Re: Character Releases: DangerMouse beta release! April 11th 2015, 9:12 am | |
| cool!! if anything the projectile from the gun should be raised up a bit higher so it looks like it's coming out of the gun instead of hes knee. good luck with updating him. | |
|
Sponsored content
| Subject: Re: Character Releases: DangerMouse beta release! | |
| |
|