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That 3rd palette is just like the animated 90s X-Men Cartoon, great work.
yep I not found the correct blue but I found!! and I created others!!
candido159
Posts : 1221 Join date : 2013-05-16 Age : 25
Subject: Re: Mr Sinister beta release January 28th 2021, 10:59 am
BigPimp wrote:
little update guys, probably last one -fixed damage, blasts were too op -fixed AI somewhat, not so spammy with projectiles (still spammy, but not to the point of broken) -AI now uses telekenesis specials at a proper distance, combos off telekenetic slam -AI will not use healing hyper, if HP is above 650 -fixed telekenesis special to be interrupted if Sinister is hit -added Yolomate palettes
link updated
Amazing. He seemed to be not a beta anymore
MatreroG likes this post
Boolat72rus
Posts : 5 Join date : 2014-10-24 Age : 30 Location : Russian Federation
sHK doesn't combo. Not sure if intended or not. cWP, cMP into cHP combochain has so much velpush/velocity that cHP will miss. Not sure if hittimes are good for combochain. Launcher up into combo chain will make jWK miss (both alone and when comboing from jWP) Super Hitspark is misaligned 214 K has a weird teleport when grabbing the opponent out of the air 214 P it might be neat if the different inputs threw the opponent in different directions, like weak throwing forward, medium up and heavy backwards. His supers do a bit too much damage. I think QCF KK does 440+ damage, and QCF PP 300.
He feels pretty slow. I don't think having a healing factor with being big & slow is an issue. Haven't really played with him outside of the training room rn however. Not sure he needs more stuff. Everything he has feels good. If anything, you could replace the more generic beam with a throw super that slams the opponent around some, then casually tosses them away. Also, his telekinetic throws might be a neat setup for increased combo ability should you so choose.
sHK doesn't combo. Not sure if intended or not. cWP, cMP into cHP combochain has so much velpush/velocity that cHP will miss. Not sure if hittimes are good for combochain. Launcher up into combo chain will make jWK miss (both alone and when comboing from jWP) Super Hitspark is misaligned 214 K has a weird teleport when grabbing the opponent out of the air 214 P it might be neat if the different inputs threw the opponent in different directions, like weak throwing forward, medium up and heavy backwards. His supers do a bit too much damage. I think QCF KK does 440+ damage, and QCF PP 300.
He feels pretty slow. I don't think having a healing factor with being big & slow is an issue. Haven't really played with him outside of the training room rn however. Not sure he needs more stuff. Everything he has feels good. If anything, you could replace the more generic beam with a throw super that slams the opponent around some, then casually tosses them away. Also, his telekinetic throws might be a neat setup for increased combo ability should you so choose.
I think he’s done working on Sinister but he did say it’s open source and I’ve seen your edits *hint hint*
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
sHK doesn't combo. Not sure if intended or not. cWP, cMP into cHP combochain has so much velpush/velocity that cHP will miss. Not sure if hittimes are good for combochain. Launcher up into combo chain will make jWK miss (both alone and when comboing from jWP) Super Hitspark is misaligned 214 K has a weird teleport when grabbing the opponent out of the air 214 P it might be neat if the different inputs threw the opponent in different directions, like weak throwing forward, medium up and heavy backwards. His supers do a bit too much damage. I think QCF KK does 440+ damage, and QCF PP 300.
He feels pretty slow. I don't think having a healing factor with being big & slow is an issue. Haven't really played with him outside of the training room rn however. Not sure he needs more stuff. Everything he has feels good. If anything, you could replace the more generic beam with a throw super that slams the opponent around some, then casually tosses them away. Also, his telekinetic throws might be a neat setup for increased combo ability should you so choose.
thanks for the feedback, man that character was not really worked on throughly in terms of coding (at all), and im not really a coder in the first place, nor do i really know all these little balancing mvc things to be honest, so i probably wouldnt be able to fix existing things more than ive done so already. only possibly add new moves (but also not in the foreseeable future. but Dev is also one of the creators along with myself, and i think he said he wanted to do something on him, but for now he is also retired)
most of the animations timing was also done to "look good" rather than have any balance or refined gameplay
it would be great if someone with balancing knowledge would do fixes, and if i like it, i even would probably add those fixes into the main version for people to have the best experience
ps. also in terms of slam hyper, i was thinking about exact thing you described, but was too lazy to finish it uber beam maybe overused, but with lack of any other hypers, i decided to do it anyway. also he is kinda of a counter part for cyclops, so its a good excuse that have it in place lol
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crosspotts1.0
Posts : 4988 Join date : 2013-04-15 Age : 32 Location : GLEN BURNIE maryland
I know your not a coder but if a coder out there can do some limmits to the spamming I think the AI is to op but not in good way he just spams specials until I'm dead is there a way to make him use specials only after he's low on health and hit at least seven basic moves every 3 minutes or something
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
I think he’s done working on Sinister but he did say it’s open source and I’ve seen your edits *hint hint*
and yes guys, while i clearly stated my position on this in another topic, dont forget there is another co-creator with me, Dev, who donated a bunch of sprites and we never discussed this with him. so while i dont think he will pursue anyone for edits (after all, he released almost completed shaw spritesheet saying "i dont even care if you credit me, i just dont want this work to get lost", so he is probably even more openminded than me in this), and i definitely wont support him if he does, i cant decide for other people. so please, dont put words i never said in my mouth
i said that i wont pursue or forbid anyone to do anything with characters i worked on. as my personal position
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
I know your not a coder but if a coder out there can do some limmits to the spamming I think the AI is to op but not in good way he just spams specials until I'm dead is there a way to make him use specials only after he's low on health and hit at least seven basic moves every 3 minutes or something
crosspotts, read my AI patch tutorial. its all described there (part about "random" parameter) im maybe not a coder, but not to that degree lol. this character didnt code itself
I think he’s done working on Sinister but he did say it’s open source and I’ve seen your edits *hint hint*
and yes guys, while i clearly stated my position on this in another topic, dont forget there is another co-creator with me, Dev, who donated a bunch of sprites and we never discussed this with him. so while i dont think he will pursue anyone for edits (after all, he released almost completed shaw spritesheet saying "i dont even care if you credit me, i just dont want this work to get lost", so he is probably even more openminded than me in this), and i definitely wont support him if he does, i cant decide for other people. so please, dont put words i never said in my mouth
i said that i wont pursue or forbid anyone to do anything with characters i worked on. as my personal position
Wasn’t trying to put words in your mouth.. I thought that’s what you said but hey it’s been about a week since I read your stance on that, my bad
Mazemerald
Posts : 3999 Join date : 2012-12-10 Age : 28
Subject: Re: Mr Sinister beta release February 6th 2021, 11:52 am
i had never expected for this character... it's a surprise to me
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Mr Sinister beta release February 7th 2021, 1:13 am
[quote="chancethegamer"]
BigPimp wrote:
Wasn’t trying to put words in your mouth.. I thought that’s what you said but hey it’s been about a week since I read your stance on that, my bad
no problem man but it just wouldve been disrespectful to Dev time and work, if i hadnt correct you on that