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Subject: Re: Hydroman remix 1.0 released April 26th 2022, 7:09 am
Nice choice. I like the daytime park. Regarding adding details, maybe someone could use a few cameos related to the Spider-Man universe. But you also have to take into account a varied list of backgrounds as a whole. What I mean is that having Aunt May, JJJ, Mary Jane or Gwen as cameos in repeated stages and at the same time as part of the intros of some chars becomes hilarious. , maybe I'm being very punctual and detailed. Anyway in the end, it all depends on the personal preferences of each one of us, right?
In addition without intention, we are changing the main discussion of this topic. Sorry.
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released April 26th 2022, 10:18 pm
cool update. especially like the evil big face at the end of the water cyclone hyper
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 30th 2022, 7:32 pm
Update 4-30-22
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): 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
AvalokiteshvaraX
Posts : 26 Join date : 2021-08-16
Subject: Re: Hydroman remix 1.0 released April 30th 2022, 10:12 pm
You guys are doing a great job here
Just reporting a bug:
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released April 30th 2022, 10:55 pm
AvalokiteshvaraX wrote:
You guys are doing a great job here
Just reporting a bug:
Can you please provide some info as I thought I had worked out the floating on air bug...
What was happening at the time? What move was he doing? Was he hit by something?
AvalokiteshvaraX
Posts : 26 Join date : 2021-08-16
Subject: Re: Hydroman remix 1.0 released April 30th 2022, 11:23 pm
thatguy wrote:
AvalokiteshvaraX wrote:
You guys are doing a great job here
Just reporting a bug:
Can you please provide some info as I thought I had worked out the floating on air bug...
What was happening at the time? What move was he doing? Was he hit by something?
This happens when we throw the opponent up in the air,start hitting him and then use these moves:
HydroMan wasn't getting hitted.
Sorry for my bad english!
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 1:06 am
AvalokiteshvaraX wrote:
This happens when we throw the opponent up in the air,start hitting him and then use these moves:
HydroMan wasn't getting hitted.
Sorry for my bad english!
Thanks, I think I figured it out there is a bunch of trigger1's being used instead of triggerall's in the CMD - it's crazy all the stuff you find when fixing someone else's stuff. LOL
I'm working through the CMD file and finding that most (if not all) the moves are coded a bit wrong (as stated above). Simple fix, I just have to do it for each and every move. Simple mistake that can cause bad things to happen.
Thanks for helping me track this down. I've seen it a few times (I only watch AI) and corrected it per move (using coding tricks).
I will fix this (hopefully) and release one more quick fix over the weekend. Cheers.
AvalokiteshvaraX likes this post
Shining
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 3:19 am
You are making a great work Really thanks
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 4:35 am
Thanks for the kind words
OK here we go again. LOL I'm near positive I worked out the walk on air.
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 5:36 am
sorry friend the multiple water balls ( v< + y ) don t work very well he does not jump to make a good effect
and whirlwind hyper works only in air
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 11:34 am
Shining wrote:
sorry friend the multiple water balls ( v< + y ) don t work very well he does not jump to make a good effect
and whirlwind hyper works only in air
Thanks for the "feedback"...
Please remember that I am trying to "fix" others work with this release.
Both issues are talked about in the readme although I don't go into details.
The Water balls - wasn't working well at all at first -he jumped high for no reason -I changed the velocity to make it believable as it sits (for me)
This is meant to be changed later when I actually re-write the code so the move actually hits the opponent -Multiple water balls come out, but only a few of them are hittable (can hit P2) -once I re-write this there will be 3 levels of water balls (low, med, high) with all projectiles being hittable -I will add some water effects to show he is jumping into the air to make the move believable
________________________________
The whirlwind hyper within the CMD and CNS file the move is clearly marked as an "In air" move so that is how I coded it... as an "in air only" hyper. -I decided to keep it in air only as he has 10 specials and 8 hypers -this could be changed at any point
What do you think?
______________________________________
Anyone else have any feedback for the character. Please let us know here.
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 1:40 pm
thatguy wrote:
Thanks for the kind words
OK here we go again. LOL I'm near positive I worked out the walk on air.
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 1st 2022, 1:49 pm
thatguy wrote:
Shining wrote:
sorry friend the multiple water balls ( v< + y ) don t work very well he does not jump to make a good effect
and whirlwind hyper works only in air
Thanks for the "feedback"...
Please remember that I am trying to "fix" others work with this release.
Both issues are talked about in the readme although I don't go into details.
The Water balls - wasn't working well at all at first -he jumped high for no reason -I changed the velocity to make it believable as it sits (for me)
This is meant to be changed later when I actually re-write the code so the move actually hits the opponent -Multiple water balls come out, but only a few of them are hittable (can hit P2) -once I re-write this there will be 3 levels of water balls (low, med, high) with all projectiles being hittable -I will add some water effects to show he is jumping into the air to make the move believable
________________________________
The whirlwind hyper within the CMD and CNS file the move is clearly marked as an "In air" move so that is how I coded it... as an "in air only" hyper. -I decided to keep it in air only as he has 10 specials and 8 hypers -this could be changed at any point
What do you think?
______________________________________
Anyone else have any feedback for the character. Please let us know here.
So I will wait anxiously your multi waterball special version But I like also the old one version
About water whirlwind hyper you can add one version in horizontal way to use when hydroman is not jumping Then we will have one in air and one crossing the floor
gartanham and thatguy like this post
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 3rd 2022, 10:08 pm
Just showing off remaking the AI for Hydroman remix mugen Added AI for missing moves Added Juggle levels so he can't infinite air combo Still lots of work to go...
Full list of updates since last release: 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
Other: Added Juggle points to each move (normals and specials) -makes so he can't infinite air combo (1 combo kills) -less cheap AI Check teleport -does he teleport behind - No -add teleport behind (now has away, infront, and behind) -added the same code for hydra -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 the bugs 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
Working on:
Take voice only rips of Spiderman TAS episodes (Hydroman, Hydroman Returns 1-2) **done** -used online AI to remove all music and sound effects from the episodes (clean voice rip) **done** -see "Might Do" for more details (no new sounds are added yet) Can't add standing whirlwind hyper (shares same command as typhoon) -still need to change 1 or the other to something... Add AI for bonus games -need a turn for facing / edgedist Add AI for evade moves -evade normals / specials / hypers / projectiles / helpers Add AI for counter moves -counter normals / specials / hypers / projectiles / helpers
chancethegamer likes this post
Shining
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 4th 2022, 12:50 am
Awesome water hydra improvements (4.20) It s fantastic new hydra version But please see on 5. 19...his rolling water special hits a lot of time the opponent...now he defeat opponent only with this special... It's better the old version with one or two hits Take it in consideration and thanks for new update And I hope you fixed the water balls