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Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 14th 2022, 6:28 am
Now it seems perfect You changed also water bubbles and you added walking new effects in the floor Thanks, I hope we can try it soon as possible
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released May 14th 2022, 1:23 pm
thatguy wrote:
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...
everything looked impressive in that video
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 15th 2022, 7:55 pm
Thanks for the comments everyone Remix version 1.0 is ready for release, just haven't worked out a release date (unsure if I will wait for MMV birthday or not).
Yes some effects were changed out for better ones, more moves added, everything tweaked and running great.
_________________________________________________________________ Just playing around with my personal version of Hydroman thinking of adding him as a guest to my Capcomized Mortal Kombat... (not in Hydroman Remix 1.0 release)
As he is Hyrdoman it would be very easy for him to kill anyone, just simply drown them in water...
P.S. this is coded and working in my personal version of Hydroman, I may include this version with my Custom Capcomized Mugen compilation game when it is released, but he has no reason to have this move outside of Mortal Kombat in my eyes.
I still need to tweak it a bit, and add all sounds
gartanham and chancethegamer like this post
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Hydroman remix 1.0 released May 15th 2022, 8:41 pm
thatguy wrote:
As he is Hyrdoman it would be very easy for him to kill anyone, just simply drown them in water...
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released May 15th 2022, 8:51 pm
Doom wrote:
thatguy wrote:
As he is Hyrdoman it would be very easy for him to kill anyone, just simply drown them in water...
touche!
LOL. Almost everyone... haha I know I thought of Superman and a few others too.
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released May 18th 2022, 2:49 pm
Subject: Re: Hydroman remix 1.0 released May 19th 2022, 5:26 am
thatguy wrote:
Just playing around with my personal version of Hydroman thinking of adding him as a guest to my Capcomized Mortal Kombat... (not in Hydroman Remix 1.0 release)
As he is Hyrdoman it would be very easy for him to kill anyone, just simply drown them in water...
P.S. this is coded and working in my personal version of Hydroman, I may include this version with my Custom Capcomized Mugen compilation game when it is released, but he has no reason to have this move outside of Mortal Kombat in my eyes.
I still need to tweak it a bit, and add all sounds
That's cool, but it would be easier for him to use his power to enter the opponent and drown them from the inside out or even blow them up!!!
BigPimp, MatreroG and chancethegamer like this post
Shining
Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released May 19th 2022, 11:51 am
incredible idea garth
gartanham likes this post
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman remix 1.0 released May 20th 2022, 7:20 pm
gartanham wrote:
thatguy wrote:
Just playing around with my personal version of Hydroman thinking of adding him as a guest to my Capcomized Mortal Kombat... (not in Hydroman Remix 1.0 release)
As he is Hyrdoman it would be very easy for him to kill anyone, just simply drown them in water...
P.S. this is coded and working in my personal version of Hydroman, I may include this version with my Custom Capcomized Mugen compilation game when it is released, but he has no reason to have this move outside of Mortal Kombat in my eyes.
I still need to tweak it a bit, and add all sounds
That's cool, but it would be easier for him to use his power to enter the opponent and drown them from the inside out or even blow them up!!!
i like both ideas, thatguy's fatality drowning and gart's sprite concept
gartanham likes this post
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 2:27 pm
Hydroman Remix 1.0 is released. See "Newest updates for hydroman remix 1.0 for full details". All info updated on first post as well. Enjoy.
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
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Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 3:52 pm
Thanks thatguy ...
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 3:58 pm
I'm really happy to see the improvements in the moves you've made, walking and leaving water trails is really cool, the water ball moves are better too, sprite cleanup, transparency and intros are really good. The cons are still the same, I can't trigger the air movement of the water spin without triggering the drill, this makes it very difficult to make good combos, the commands for the hyper hydra seem to be more difficult to execute although I see that nothing in it has changed, there are times that the combos of this hyper don't hit the opponent, even when the opponent is in the corner, the resized hypers in my opinion, got too big, in water shield blows it would be cool if the one with strong punch threw the opponent in the air when instead of doing multiple hits like the others, it would differentiate each hit. and that's what I've seen so far.
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 4:12 pm
gartanham wrote:
I'm really happy to see the improvements in the moves you've made, walking and leaving water trails is really cool, the water ball moves are better too, sprite cleanup, transparency and intros are really good. The cons are still the same, I can't trigger the air movement of the water spin without triggering the drill, this makes it very difficult to make good combos, the commands for the hyper hydra seem to be more difficult to execute although I see that nothing in it has changed, there are times that the combos of this hyper don't hit the opponent, even when the opponent is in the corner, the resized hypers in my opinion, got too big, in water shield blows it would be cool if the one with strong punch threw the opponent in the air when instead of doing multiple hits like the others, it would differentiate each hit. and that's what I've seen so far.
Thanks for the detailed feedback. I will have a look.
As for the water spin and drill in air. I've tested multiple times and don't trigger the drill unless I plan to. Water spin is Down, Back kick Drill is Down, Forward Unless you are pressing forward you do not trigger it.
Down forward was a request for the command for the drill (not my idea), it could be changed to down+button to fix this as well
gartanham likes this post
Shining
Posts : 5027 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 5:02 pm
Really thanks my friend to publish a final hydroman during mmv 10 years event
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Hydroman remix 1.0 released June 18th 2022, 5:59 pm
Yes my friend, when I added the move I intended to dowm + strong kick, but the command didn't work, but in AI battles the move ran several times, I don't understand almost anything about code, I ended up leaving it like this... if you can make it work as in the original idea (bass + strong kick) I think it would solve the problem.