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Subject: Re: Hydroman remix 1.0 released May 4th 2022, 10:44 pm
Okay, let's go...
the graphics are much better than mine, they don't even compare.
I like what you did with the hyper level 3, I think you finally found a happy medium between my version and what Shining wanted.
I saw that he now does aerial combos.
in my opinion I would remove the hyper "water waves" because it doesn't add anything, I just kept it because of the my friend Shining.
The hyper mudman, being a level 3 hyper, takes little health from the opponent.
I found a bug when performing the spinning attack move in the air after using the double jump, the char stays in the corner of the screen until you press a button.
the double water ball special no longer works like it used to, and I really liked the way it was as it worked as an evasion and attack move.
the dril movement should only be activated with the forward + down command, as the back + down interferes with the spin command in the air, even better if it could be coded with the original command which is the same as the kingpin up + down and kick strong.
the grapple at first took energy from the opponent's special because he is drowning, but it shouldn't fill his energy because he doesn't have that power.
the spin attack in the air with many hits, makes the move very cheap, in my opinion it should hit a maximum of 3 times and throw the enemy away, as well as the Drill, maximum hit of three and then knock the enemy to the ground .
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 12:22 am
gartanham wrote:
Okay, let's go...
the graphics are much better than mine, they don't even compare.
I like what you did with the hyper level 3, I think you finally found a happy medium between my version and what Shining wanted.
I saw that he now does aerial combos.
in my opinion I would remove the hyper "water waves" because it doesn't add anything, I just kept it because of the my friend Shining.
The hyper mudman, being a level 3 hyper, takes little health from the opponent.
I found a bug when performing the spinning attack move in the air after using the double jump, the char stays in the corner of the screen until you press a button.
the double water ball special no longer works like it used to, and I really liked the way it was as it worked as an evasion and attack move.
the dril movement should only be activated with the forward + down command, as the back + down interferes with the spin command in the air, even better if it could be coded with the original command which is the same as the kingpin up + down and kick strong.
the grapple at first took energy from the opponent's special because he is drowning, but it shouldn't fill his energy because he doesn't have that power.
the spin attack in the air with many hits, makes the move very cheap, in my opinion it should hit a maximum of 3 times and throw the enemy away, as well as the Drill, maximum hit of three and then knock the enemy to the ground .
Thanks for the detailed feedback.
Currently working on the water ball moves. There are now 3 and it is an evade/attack move again
Most of the other stuff talked about is either done or being worked on too.
I did tidy up water waves a bit since as well, but yes I agree he already has too many moves.
I knew about the bug, just didn't know when it happened. Thanks for letting me know it was on double jump. Honestly I think I'll just remove the double jump, as the super jump and air combo works now.
Add power on grapple is something I forgot to take out, I was using it while watching AI to see some epic hyper combo. It will be removed for release too.
gartanham and MatreroG like this post
Shining
Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 1:25 am
Please don't remove water waves
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 9:35 am
yes I added the grab and I found it interesting to decrease the opponent's energy, but I saw that now he is draining energy recovering his and he doesn't have that power, the opponent loses energy because he is drowning and I thought it would be really cool as long as he doesn't lose a lot, like half a bar of energy, enough to hinder the opponent.
I like the double jump because in a fight versus, it gives a great advantage to dodge hypers or even surprise the opponent, but it's up to each one.
I worked on two intros for him, moves taken from the ancient killer crocodile, which go well for his entries when I'm done I'll send you.
thatguy likes this post
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 2:52 pm
Shining wrote:
Please don't remove water waves
i agree with shining, please dont remove a move.
btw, my opinion of the AI is that its a bit too strong.
----------
side note... i love how so many people came together to do so many different things with this character. it epitomizes MMV in how so many people worked together. that has happened alot in the past, but with this release in and of itself, it may be the best example of all of this
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 7:53 pm
volzzilla wrote:
Shining wrote:
Please don't remove water waves
i agree with shining, please dont remove a move.
As for removing the wave hyper There are a list of reasons to remove it... just a couple of the top reasons are 1. The Water Elemental is basically the same move with better graphics and effects -it actually uses the wave hyper's waves -wave hyper just looks very basic when compared to the other moves 2. People (including shining) also want the whirlwind hyper standing as well as air -at this point we are close to out of good commands (D,F | D,B | etc) to use so freeing up a few commands would be good *yes I could make each hyper only 2 specific buttons as well, but that would change the whole move list* <---not going to do this 3. He currently has 8 hypers (not including that others want the whirlwind to be on ground too)
If someone wants to make a case for keeping it, I am willing to listen.
volzzilla wrote:
btw, my opinion of the AI is that its a bit too strong.
I include in the readme how the AI is coded so it can be changed to your liking. I have it at level 4 to begin with (my personal liking).
How to change the AI:
Change AI Level
1. Open Hydroman.cns 2. Go to -2 section 3. Find this code:
[State -2, Simplifier] type = VarSet triggerall = !IsHelper trigger1 = var(58) = 1 trigger2 = var(0):=0 var(0) = 3+Matchno ; <----- change this to 1 for lowest level AI
Notes: Current setting is 3+Matchno Matchno = AI will get harder each match played (example in round 2 AI is harder than round 1)
gartanham likes this post
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released May 5th 2022, 11:43 pm
thatguy wrote:
If someone wants to make a case for keeping it, I am willing to listen.
heh, my only case to make is: to me, more moves on chars = cool
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 6th 2022, 12:02 am
volzzilla wrote:
thatguy wrote:
If someone wants to make a case for keeping it, I am willing to listen.
heh, my only case to make is: to me, more moves on chars = cool
Ask an honest question, get an honest answer. Touche
candido159
Posts : 1221 Join date : 2013-05-16 Age : 25
Subject: Re: Hydroman remix 1.0 released May 6th 2022, 9:11 pm
Wow you really did make all the sprites transparent, I have already commented about the transparency and after trying this all transparent sprites then I now prefer this than the non transparent, really awesome work! Thanks @thatguy !
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SUPERFERNANDOXT
Posts : 446 Join date : 2013-05-09 Age : 34 Location : Paracatu - MG / Brasil
Subject: Re: Hydroman remix 1.0 released May 8th 2022, 10:05 pm
HYDROMAN ARTWORK EDITED FOR ME (SUPERFERNANDOXT)
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Shining
Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 8th 2022, 11:09 pm
Thank you superfernando
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thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 13th 2022, 11:16 pm
He is ready to be called "Hydroman remix 1.0"
Key changes since last video/release: All player commands tested and working -added the missing moves All AI commands added and working -added the missing moves Tweaked all normal, special and hyper moves -effects, timing, velocity, etc Went through POTs "greatest hits of character feedback" Added juggling -no longer can infinite combo in air Checked on all feedback given on Hydroman remix
Coming soon to a Mugen Multiverse near you...
gartanham and jspiderman171717 like this post
warecus
Posts : 592 Join date : 2012-05-27
Subject: Re: Hydroman remix 1.0 released May 14th 2022, 2:45 am
Looks cool. Maybe some voice clips from TAS
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 14th 2022, 3:20 am
warecus wrote:
Looks cool. Maybe some voice clips from TAS
I do have all 3 TAS Hydroman episodes with all the background sounds/music cleaned out so it is only the dialog. I had an AI clean it up. I would say 90% of the lines are perfect and the other 10% is a bit garbled.
It is on my to do list but hasn't been a priority for me (working on 9 projects currently).
If someone wants to make a sound patch for him I can share those rips.
I don't plan on updating the sound until a later release (if/when that happens).
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warecus
Posts : 592 Join date : 2012-05-27
Subject: Re: Hydroman remix 1.0 released May 14th 2022, 4:24 am
Hate to add one more project but maybe you can fix bigpimp’s morbius’ teleport hype