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Subject: Re: Samus Beta - Released July 9th 2013, 6:19 pm
Ok, character in downloads now.
Ax
Posts : 3158 Join date : 2012-06-02
Subject: Re: Samus Beta - Released July 10th 2013, 7:53 am
Another video here about this characterization. It's pretty good to.
https://www.youtube.com/watch?v=rcrdJD8whfE
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ThatIdahoGuy
Posts : 64 Join date : 2013-02-01 Location : Idaho
Subject: Re: Samus Beta - Released July 10th 2013, 4:00 pm
Ax wrote:
@ThatIdahoGuy,
Well I don't know about an overhaul, I was maybe gonna work on the sounds and fixing the bugs. I am not sure how I would even alter the gameplay, I don't believe there are enough sprites for a typical mvc fighter.
Well maybe just wait until someone can do a custom version and from there pick that up if you like?
I'd like to see what others will do with this as well.
Allow me to explain. When I first decided to pick up Link, I didn't have a coded hookshot, which lead to frustration that I still have not been able to figure out. In addition, a lot of the required sprites (Primarily the gethits) are missing, and until I have all the sprite bases covered I can't do anything with her. If I can get a fully and properly coded grapple beam, and all the sprites and animations, I can do the rest from there.
Ax
Posts : 3158 Join date : 2012-06-02
Subject: Re: Samus Beta - Released July 10th 2013, 5:47 pm
I see, coding isn't your strength....
Have you considered copying code from another character that has a grapple
I mean you can literally grab the code from Scorpion Mortal Kombat. I think some scorpions are even opensource; maybe even Mike Obretch's scorpion?
Also I found an error in Samus, when she uses her ice beam and switches to rapid fire simultaneously the game will crash.
I believe the error is in the hitdef, where player 2 (opponent) is put into that custom frozen state.
So avoid mashing those buttons if possible until this bug can be figured out?
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: Samus Beta - Released July 11th 2013, 11:34 am
Wow! I like this one amigo, is the firts desent Samus I see in Mugen I like to much this I say Outstanding, super, welldone, Hahahahaha!, eccelent, bravo and many more amigo I use this in my Tekken vs Nintendo (personal Mugen) an this theme in the stage
Great work at all, I like to see one Donkey Kong made by you amigo
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ThatIdahoGuy
Posts : 64 Join date : 2013-02-01 Location : Idaho
Subject: Re: Samus Beta - Released July 11th 2013, 1:25 pm
Ax wrote:
I see, coding isn't your strength....
Have you considered copying code from another character that has a grapple
I mean you can literally grab the code from Scorpion Mortal Kombat. I think some scorpions are even opensource; maybe even Mike Obretch's scorpion?
Also I found an error in Samus, when she uses her ice beam and switches to rapid fire simultaneously the game will crash.
I believe the error is in the hitdef, where player 2 (opponent) is put into that custom frozen state.
So avoid mashing those buttons if possible until this bug can be figured out?
I tried the copy and paste from a Scorpion to Link, but it hasn't worked out too well. It glitches like it's nobody's business, and quite frankly I can't seem to figure it out. I know I'm not a coding expert, but I still work to bring a better gameplay system to whatever I can.
Ax
Posts : 3158 Join date : 2012-06-02
Subject: Re: Samus Beta - Released July 11th 2013, 2:20 pm
Try this then.
Copy and make notes of every part involved.
Open up a notepad, start fighter factory test play with the scorpion character. Push ctrl+D
You'll see a stateno and actionno display at the bottom, copy down whichever one coincided with scorpion's spear attack.
Now close that and go into fighter factory and look up the code in the .cns and .cmd and copy all of that data into the notepad. Scan through the .cns code of the spear and take note of the helpers, changestates, and make sure you get all of them copied. Some may even be in other .cns files. Also check the state -2 area in those files, sometimes there is an additional code that helps the rest along to.
Now once you copied all of that, go review your notes and locate each animation in the .air file viewer in fighter factory, and make some notes on that and copy it exactly.
The frames involved, which animelem has the what collision box, how many ticks in each frame, etc.
Once you have all that, close down scorpion and open up Link.
Now copy and paste all that code in there and keep track of the what state number it is and make sure there isn't a state number that is the same all ready in Link. If there is then change that number in every area so the codes don't conflict with each other.
Next rebuild everything exactly, remember to change anything that is all ready in existence within the character first so the codes, .air, and .cmd don't conflict with each other.
After all that give it a test and I guarantee it'll work, 100% sure.
The only problem is it's hard to do all of this exactly because there is a lot to keep track of.
I probably should have done this better when I "coded" Samus' Ice beam
But yeah this requires real patience, but it will guarantee perfect results. I've maybe done this twice perfectly but other times I tend to do it only half ways which often times results in incomplete code and errors.
I'll have to redo whatever I did for Samus in order to fix these codes but anyway, if you are willing to put in the time and patience then you can definitely make this happen.
Mazemerald
Posts : 3999 Join date : 2012-12-10 Age : 28
Subject: Re: Samus Beta - Released July 11th 2013, 4:34 pm
excellent work, the your nintendo chars are amazing,you know to be original.
spidergoku
Posts : 1750 Join date : 2012-05-03 Age : 37
Subject: Re: Samus Beta - Released July 11th 2013, 4:48 pm
this samus looks good ax ill make a video of this character if u like
Ax
Posts : 3158 Join date : 2012-06-02
Subject: Re: Samus Beta - Released July 11th 2013, 5:14 pm
Cool, yeah, that would be great.
spidergoku
Posts : 1750 Join date : 2012-05-03 Age : 37
Subject: Re: Samus Beta - Released July 12th 2013, 6:38 am
ok heres the video ax
Ax
Posts : 3158 Join date : 2012-06-02
Subject: Re: Samus Beta - Released July 12th 2013, 9:10 am
Yes! Thank you.
This video helps me so much, now I can actually see some bugs that I didn't notice before.
Usually I can only test in fighter factory
Samus vs Samus
So I can't really catch all the other stuff that's missing between regular mugen fights.
I just noticed outro errors. They still use MegaMan's victories
Thank you so much, I'll be able to use this video.
BTW you made her look better than i thought she was Great music btw
mugen2013
Posts : 4 Join date : 2013-07-12
Subject: Re: Samus Beta - Released July 12th 2013, 1:58 pm
Thank you:D
spidergoku
Posts : 1750 Join date : 2012-05-03 Age : 37
Subject: Re: Samus Beta - Released July 12th 2013, 2:12 pm
no prob ax
Fightfan
Posts : 462 Join date : 2012-07-18
Subject: Re: Samus Beta - Released July 12th 2013, 11:59 pm
Good work. Though after reading the thread, I am a little confused about her continued progress?