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Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
If your file didn't come from the MEGA.NZ link above then it isn't Hydroman Remix 1.0 - stop the fake versions and download from the source
Hydro 1.0:
AI vs cassandra:
NEWEST UPDATES FOR HYDROMAN REMIX 1.0:
AI Stuff: Added AI for Hydra hyper -was missing Added AI for teleport(s) -was missing Tweaked AI for all hypers -triggers each more evenly Tweaked AI for all specials -triggers each more evenly Tweaked AI for super jump / jump -triggers each more evenly Added AI for bonus games -custom trigger for helper near Added AI for evade moves -evade normals / specials / hypers / projectiles / helpers Added AI for counter moves -counter normals / specials / hypers / projectiles / helpers Added missing AI for moves -go through and find out what ones
Other: Added Juggle points to each move (normals and specials) -makes so he can't infinite air combo (1 combo kills) -less cheap AI Tweaked the water ball / double water ball moves -added so 1,2,3 water balls (low,med,hard) -remade the original 2 (different vels, different triggers) -added a triple water ball -added new sprites -added new effects Disabled double jump -he doesn't have this power -just disabled in options (change doublejump =0 to =1 to enable) Waves Hyper rebuilt -fixed hyper port (was added, but not quite right) -sprites aligned -better effects (water covers the floor) Added water trail for walking Teleport rebuilt -add teleport behind (now has away, infront, and behind) -changed vel / pos settings for all teleports -added the same code for hydra (teleport in front of P2 when hydra anim done) -when this happens then I will add the same code for mudthing **decided against for mudthing as end code has both sandman and hydro on stage at the same time and this wound not work** tweaked hydra hyper -now that ai triggers I noticed some bugs -increased size to normal as I didn't like him being so small (if P2 is a small character it may miss) tweaked the air spin -changed the triggers (now triggers ~4 times) -changed the damage values -fixed stuck in air glitch tweaked the drill spin -changed the triggers (now triggers ~3 times) -changed the damage values tweaked water ball / balls -added the vel levels back -still need to fix both and add a 3rd Added custom jump down statedef -for any specials / hypers in air so he doesn't get stuck in air Checked "ontop = 1" triggers and replaced with sprpriority -wave and other special effects added are on top of stage elements Added standing whirlwind hyper Went through all anims and change recovery times of attacks Went through damage levels of all moves Went through all Hypers and customized how long the hyper effects last for Updated moves so we can do them all -all commands tested Move list changed and updated
https://mugenguild.com/forum/topics/the-greatest-hits-character-feedback-99092.0.html Greatest hits of character feedback: Fixed Air physics for all air moves -all point to custom land Attack direction added -facing P2 before all attacks Fixed bug holding direction after jump over P2 not turning CLSN boxes -fixed in prior release CNS head and waist levels -fixed in a previous release Damage levels -went through all damage levels all moves Added Damage Dampening -added POTs system Fixed jump land -added CTRL -added changestate to guard Hitdef -corrected hittime(s) -corrected hitvel(s) SFF -fixed in a previous release Added new Cornerpush -added POTs system Juggle hit out of fall -added POTs system Flag recovery from attack -added POTs system Variable height -added POTs system -duck under hurricaine kick Target facing -added POTs system Prevent underground juggles -added POTs system
Thanks to those that came before me: Hobgoblin, themadcook, O'ilusionista, deanjo2000, Shining, Somm, yolomate, and Gartanham _______________________________________________
PREVIOUS NOTES FROM ALL PREVIOUS RELEASES:
I wasn't going to update him again so soon, however Shining messaged me...
Quote from Shining "i fixed mudman hyper to see all complete process and water elemental hyper with better effects"
What's done (thatguy): Fixed walk on air Created HTML movelist ****SEE "Hydroman.html" **** Fixed liedead -was showing on top of stage sprites Water prison - added combo while P2 is frozen (can be seen in Thanos video on my youtube) -need to add P2 reactions and effects -changed to charge anim only (no longer a combo) Fixed new Water elemental effects (from shining) -water effects were made for 4:3 needed to be 16:9+ for zoom stages -changed postype of elemental (not off screen when close to walls) Water Jet Column -fixed removedplod (now leaves when not in parentstate) Added air combo system -added pause for each normal that connects -added vel to keep player floating All air specials tweaked again Air spin (helicopter) -fix multiple hits Fixed down forward punch sprites -there were missing pixels on most of the anims (puddle/water column)
Video: Hydroman vs Blade / html move list
Hydroman vs Sandman
Hydro vs Morbius:
Hydro vs Doc Ock | Hydro vs Sandman | Hydro vs Electro
Hydro vs Croc:
Hydro vs Mikey:
Hydro original gifs (2006):
Previous Updates:
Update 4-24
OK my Vacation is over and I'm back to work tomorrow. I managed to clean up most of the bugs in Hydroman although there is still a lot of work before he is perfect. There's a move list, hyper ports, corrected transparency, almost every move/special/hyper has been checked/tweaked, and much more.
New updates: Tweaked trans levels Added Hyper ports Split the intros, win pose, and liedead sprites -extracted the sprites -cut the sprites -human parts vs water parts Added sprites, anims, and code for the intros, win pose and liedead -adding transparency only for water parts Tweaked all Standing attacks to ensure chaining (low, med, hard) Tweaked all Crouch attacks to ensure chaining (low, med, hard) Tweaked the launcher (crouch hard punch) Created move list Add how to change AI Add how to change transparency Add how to remove or add full transparency Nohitby - hypers so can't be thrown Fixed so can do Mudthing Hyper multiple times per round (needs 300 tick cool off) Fixed so can do Hydra Hyper multiple times per round (needs 300 tick cool off) Fixed walk on air (finally got all triggers...I hope) Tweaked stand hard punch (no longer triggers down forward down punch too) Wave explod anim - Got rid of fish (revamped sprites) Tweaked the water ball / double water ball moves -vel settings -may add so 1,2,3 water balls (low,med,hard) Tweaked the air drill -vel settings -drill hits multiple times -hitdef decrease damage per hit (now hits multiple times) -command (DD or DF both work in air) Projectiles made transparent (water columns for water shield) -some can't be as it turns the sprites black Tweaked the water shield -ground.vel and air.vel settings Tweaked crouch water attack (down forward C) -CMD re-triggered it over on movecontact (creating infinite) Added water wave effects back (in air) Win pose(s) change spritepriority and persistent Gethit puddle add switch for transparency Wave hyper full screen (made for 4:3 and needs 16:9+ for zoom) Went through CMD
Here's a quick update. Fixed what feedback I've been given Fixed water wave sprite on tornado (was mixed with the hyper start anim) Fixed Air Drill - changed command to D,D (in air) [player can trigger] Fixed Air Spin [player can trigger] Fixed clone on Mudman end of anim Added transparency back - Palettes 1-6 are transparent & palettes 7-12 are not (used code) Cleaned up unused code (AIR, CMD, CNS)
____________________________________________________________________________________ ORIGINAL POST
Hey everyone, happy easter.
I have a couple presents for everyone. First is Hydroman remix.
Pull out all the old work files from original release **done** (themadcook's original files on privatemugendisk1) Pull out all the old sprites from original release **done** (themadcook's original files on privatemugendisk1) Pull out all the old sounds from original release **done** (themadcook's original files on privatemugendisk1) Original release site https://marvelvsdcu.tripod.com/ **done** Remove trans **done** Fix player width (ground/air) **done** Fix player mid and head pos **done** Fix cloning on drill spin aquatic **done** Fix standing med kick (yellow on shoes sprite 230.9) **done** Fix intro (missing sole of shoe sprite 190.0) **done** Fix standing strong kick (rogue pixels) **done** Fix random pixels throughout all crouch attacks (rouge pixels, multiple eyes) **done** Fix random pixels throughout all air attacks (multiple eyes, shoes, belts) **done** Fix random pixels throughout wave hyper (multiple eyes) **done** Fix wave anim (yellow rouge pixels sprite 3021) **done** Fix vertical column (P2 falling after each hit) **done** Fix water balls air (not high enough) **done** Fix code sytax errors **done** Create new updated large portrait (half face, name logo, action pose) **done** Remove all CLSN **done** Allign some sprites **done** Use required sprites map to adjust pos **done** Re-Build all get-hits **done** Re-add all CLSN **done** Correct ANIMs **done** Anim 5023 (puddle for gethits) **done** water prison (loop anim, increase size) **done** crouch hard punch / launcher (remove pushback) **done** fix mudman hyper causes clone **done** add block damage dampening with power add **done** fix walk on air **done** jump (complete re-build) **done** electrocute (allign the sprites) **done** tweak AI (hypers, some specials) **done** test with training by stupa (width, height, mid) **done** test with croc, thor, wonderwoman, sandman, doc ock) **done** create 2 files (updated character, and the full character files) **done** Re-align intro **done** Remove water wave while in air **done**
To do: Check controls Build move list
Hydroman GIF:
Hydroman Download (old grab the download at the top):
-this download has all the original work files (some unused sprites, code, readme, todo lists, sprites, etc from the original coder 2006)
Videos: Hydro vs Morbius:
Hydro vs Doc Ock | Hydro vs Sandman | Hydro vs Electro
Hydro vs Croc:
Hydro vs Mikey:
Hydro original gifs (2006):
This comes with a bit of the backstory about the character (without the drama). Hobgoblin was the original spriter, and designer of Hydroman. themadcook was the original coder.
Due to some disagreements between the spriter and coder the character was leaked early and thus why it was in an early state for years. themadcook then removed his own name from the character files and gave Hydroman to his friend marvelvsdcu to leak on his site https://marvelvsdcu.tripod.com/ marvelvsdcu's website is still the only place you can see themadcook's name posted beside hydroman to this day.
Thanks to those that came before me: Hobgoblin, themadcook, O'ilusionista, deanjo2000, Shining, Somm, yolomate, and Gartanham
Last edited by thatguy on July 7th 2022, 9:31 pm; edited 11 times in total (Reason for editing : Hydroman Remix version 1.0 released)
BigPimp, animaraz, Mr.Ketchup, metamutant, Hagjilord, yolomate and Avaid like this post
Avaid
Posts : 173 Join date : 2021-06-12
Subject: Re: Hydroman remix 1.0 released April 17th 2022, 8:35 pm
thanks , which one do you recommend downloading
and also here is a portrait in case u need a new one
animaraz and Elfary like this post
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 17th 2022, 8:40 pm
I recommend the regular download, it is the full character.
The full download has all the original coders other files (meant to be downloaded only by someone planning on working on upgrading Hydroman further or wants the historical files that were never released) These files were given to me around 2006 by themadcook (original coder) the original sprite set from 2006 including a revamp of sprites that was going to happen, but was cancelled, and some sprites that were never used the original working files (to do lists and such)
MatreroG likes this post
Avaid
Posts : 173 Join date : 2021-06-12
Subject: Re: Hydroman remix 1.0 released April 17th 2022, 8:43 pm
alright thanks
Shining
Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released April 18th 2022, 1:42 am
Really thanks, now it s more solid char Congratulations and thanks for you partecipation to the Easter event
But when he is making tornado it seems the water under his feet flies away...
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 18th 2022, 8:31 am
Shining wrote:
Really thanks, now it s more solid char Congratulations and thanks for you partecipation to the Easter event
But when he is making tornado it seems the water under his feet flies away...
Thanks.
Yes I changed the "water wave" animation so it would not trigger if player is above Y=0 for player pos in the "-2 CNS" I can disable the trigger, or look into a less intrusive trigger.
I originally removed it as the animation looks like the wave is on the floor (not in air).
candido159
Posts : 1221 Join date : 2013-05-16 Age : 25
Subject: Re: Hydroman remix 1.0 released April 18th 2022, 3:50 pm
Wow you fixed a lot, characters that grabs a lot really fights well with him now. Hopefully someone will pick up these unused sprites and apply them.
Thanks a lot
I think what @Shining means is this: I also encountered it, the wave just passes by from down to up.
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 18th 2022, 4:10 pm
candido159 wrote:
Wow you fixed a lot, characters that grabs a lot really fights well with him now. Hopefully someone will pick up these unused sprites and apply them.
Thanks a lot
I think what @Shining means is this: I also encountered it, the wave just passes by from down to up.
Ah I didn't see that one. I will have a look for sure. Thanks for the detailed explanation.
candido159 likes this post
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released April 19th 2022, 12:00 am
good to see you thatguy, and thank you for the surprise release
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 12:59 am
candido159 wrote:
Wow you fixed a lot, characters that grabs a lot really fights well with him now. Hopefully someone will pick up these unused sprites and apply them.
Thanks a lot
I think what @Shining means is this: I also encountered it, the wave just passes by from down to up.
OK I found and fixed that one. Any other bugs or suggestions (I haven't even checked the CMDs that is next on the list)? I am currently going through the CMD file and testing all CMDs.
I don't play MUGEN, mostly only watch AI battles so have no idea as this hasn't happened throughout watching. I just cleaned up everything I saw from AI battles and from looking at the character file(s). I'd love to clean this one up quickly.
candido159 likes this post
Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 3:41 am
Why this version named REMIXED? It is a remix of few versions?
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 9:46 am
Hi friend, glad you are correcting the character, if I had someone to help me, coding connoisseur like this guy the character would have turned out much better. I still see the error of not being able to perform the Drill spin aquatic move [StateDef 1800] in the air manually, it still only performs in AI mode and that bothers me, another thing is that it hits the opponent several times in the air with the Water spin air move [Statedef 1020] in AI mode and in manual this is not possible, the char is faster and I liked it although I still like the shinning version for transparency.
Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 10:41 am
Yes, transparency is very good for this character.
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 12:04 pm
Angelus_Silverhead wrote:
Why this version named REMIXED? It is a remix of few versions?
Remix is just a name. I wanted to indicate this was a different version (reworked/remixed) from the last release.
gartanham wrote:
Hi friend, glad you are correcting the character, if I had someone to help me, coding connoisseur like this guy the character would have turned out much better. I still see the error of not being able to perform the Drill spin aquatic move [StateDef 1800] in the air manually, it still only performs in AI mode and that bothers me, another thing is that it hits the opponent several times in the air with the Water spin air move [Statedef 1020] in AI mode and in manual this is not possible, the char is faster and I liked it although I still like the shinning version for transparency.
Thanks looking at those now.
As for the transparency I wanted to have it in too, but it wasn't working in the gethit, so I removed it (as it was done via the AIR file not code). I have coded it back in and it works for the gethit, including custom gethits. I just have to figure out explod, projectile and helpers. I have it coded currently so you can choose if he is transparent with your palette choice (as you can see in the video below, same character different palette).
gartanham likes this post
candido159
Posts : 1221 Join date : 2013-05-16 Age : 25
Subject: Re: Hydroman remix 1.0 released April 20th 2022, 4:22 pm
thatguy wrote:
Angelus_Silverhead wrote:
Why this version named REMIXED? It is a remix of few versions?
Remix is just a name. I wanted to indicate this was a different version (reworked/remixed) from the last release.
gartanham wrote:
Hi friend, glad you are correcting the character, if I had someone to help me, coding connoisseur like this guy the character would have turned out much better. I still see the error of not being able to perform the Drill spin aquatic move [StateDef 1800] in the air manually, it still only performs in AI mode and that bothers me, another thing is that it hits the opponent several times in the air with the Water spin air move [Statedef 1020] in AI mode and in manual this is not possible, the char is faster and I liked it although I still like the shinning version for transparency.
Thanks looking at those now.
As for the transparency I wanted to have it in too, but it wasn't working in the gethit, so I removed it (as it was done via the AIR file not code). I have coded it back in and it works for the gethit, including custom gethits. I just have to figure out explod, projectile and helpers. I have it coded currently so you can choose if he is transparent with your palette choice (as you can see in the video below, same character different palette).
If all hypers and specials effect are transparent then I think I would kinda fit.
But it looks like a ghost rather than water, of course it's just my opinion, maybe you guys really see it different than me.