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Posts : 782 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Spider-man mugen pre-final (preview) version January 18th 2023, 9:30 am
hey guys, so decided to upload this preview version (basically most current one), since alot of work has been done and all included characters (aside from goblins) are completed (only possible changes left are mouth movements for few intros/winposes and organized palettes)
very much in need of testing, since alot of experimental changes has been done (most notable: vulture youth steal hyper, rhino super armor, doc ock octobot summon, venom and carnage new hyper effects, etc, all need good testing). i dont want final version turn out to be buggy
ive uploaded previous preview version to vip section, but only very few people downloading it from there, definitely not enough for proper testing, so here it is for public. this is NOT final version from me, but sort of mid-way update to find and eliminate bugs and such. goblins will have new sprites, anims and effects, and possibly some code changes, but nothing experimental, nothing that can break, so im not worried about those future changes that much
full list of changes since last public upload:
Black Cat: -"Bad Luck" is not a constant random rain of objects anymore, but rather 1 direct object drop when black cat is attacked -added recovery roll -restored shocked anim (sprites were already included)
Carnage: -added new 'craze' hyper (basically timed buff aggresive ai helper for combos) -added frozen sprites, restored shocked anim
Dr.Octopus: -added wallcrawling ability (credit to Bradern for tentacle movement reference used for wallcrawling anim, octobot walking) -added octobot summon hyper (credit to Phantom.of.the.Server, Zvitor for boss helper code) -added frozen sprites
Electro: -added conventional recovery roll (disabled old one)
Kingpin minigame: -fixed Smythe face in the hyper (looked odd before) -added frozen sprites
Kraven: -added frozen sprites
Lizard minigame: -fixes to several sprites -new walkback anim provided by Jspiderman171717 -added frozen sprites
Mysterio: -finishing effect in clone attack hyper replaced with different one (before was Shocker shield, now recolored effect from Caliban by Blagoy) -added frozen sprites
Rhino: -added 1 new winpose and 1 new intro (Lethal Syndicate recreation) -added new hoof stomp special (Lethal Syndicate recreation) -added recovery roll -added 1 hit Super Armor (code taken and adapted from Acey's Juggernaut) -stop sign special now applies dizzy state to the opponent on the first hit instead of knock down -(O Ilusionista): remade battering ram special and rampage hyper with new effects and properties (+small changes by me) -(O Ilusionista): added forward throw, +fixes to original throw -(O Ilusionista): fixes to rhino gore and knee drop specials with smoother anims and new hitdefs (+small changes by me) -added new grab hyper, code parts from new/fixed O Ilusionista throws used -added frozen sprites
Sandman: -added conventional recovery roll (disabled old one) -fixed 1 frozen sprite
Scorpion: -different crouch pose from existing sprites, slight fixes to tail movement in the stance -fixed my previous implementation of heavy air punch/kick changes (infinite abuse fix, old heavy kick with fixes used as heavy punch now) -scorpion now can be hit during hypers (his moves already pretty op, so thought it is fair to remove his invincibility) -added new 'tail spin' hyper
Shocker: -completely realigned sprites, new timings, new hitboxes, new voicelines, many coding and sprite fixes, clean up in sprites and sounds -added 'room destruction' hyper (some sprites from Acey's Captain America, not sure if its Capcom or Acey, so crediting him) -added 'gauntlet beatdown' hyper (code parts from Acey's Beast Feral Lunge hyper) -diagonal hyper blast can still be performed by holding 'up' during horizontal blast hyper (although it doesnt cause ceiling collapse anymore) -added 2 new winposes, replacing 2 old ones which had reused anims -fixed crouch HK, had sort of weird anim before -sevaral fixes by O llusionista (smoother dash anim, additional frame for standing MK, transition frame for standing HP) -added frozen sprites
Spider-man: -replaced walk away anim in "without web fluid" winpose with running anim (by LuisChamat) -added Empawks Peter Parker TAS intro here too, its too good -added frozen and shocked anims (credit for sprites goes to Empawk)
Symbiote Spider-man: -added Peter Parker TAS intro, sprites by Empawk -added another intro by Empawk, costume transform -added new 'separation anxiety' hyper (basically timed buff aggresive ai helper for combos) -added frozen and shocked anims (credit for sprites goes to Empawk)
Tombstone: -added new recovery roll -fixed frozen sprites
Venom: -added 2 new intros, 1 new winpose (Lethal Syndicate recreation) -added new 'hunger' hyper (basically timed buff aggresive ai helper for combos) -slime effect added to indicate buff hyper (from Venom by Daniel Linhares) -added frozen and shocked anims
Vulture: -added 1 new winpose from existing sprites -added "young again" winpose (code parts from Sentinel by Xslaught, Sandman by McCready & Loganir, 1 body sprite by Empawk) -added "youth steal" hyper (code logic taken from Archangel by Arkady, code parts for p2 state from Omega Red by Zvitor, hair sprites from Sentry by Acey)
-small fixes to several stages, bugs, sounds, etc. -more detailed credits about stage changes (similar to character changes)
enjoy guys! and please do let me know the feedback i will be focusing on goblins next
Last edited by BigPimp on June 1st 2023, 12:31 pm; edited 4 times in total
RG_OP, gartanham, Melter, metamutant, felideo, bam77, MERK_U and like this post
Shining
Posts : 4998 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 12:11 pm
Surely i Will try It ! It seems good improved
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Raijjin
Posts : 286 Join date : 2022-06-08 Location : France
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 12:17 pm
What to say ? This is really awesome !
The screenpack is gorgeous, the characters are all extraordinary, the stages are beautiful. Really, everything here is at an awesome level. Even the colors of palettes and stages are changed to get the same graphical style everywhere (which helps adapting older characters). I was never a fan of the "arcade" music style, but the one here has nothing to envy to those of the old MvC games.
I have a few remarks here, but they are nitpicking at this point: - while the characters are all awesome in their own way with their own specifities, some are a bit overpowered in some regards:
Doc Ock, especially, has a gigantic reach in 50% of his attacks or specials, allowing him to spam from the border of the stage. Maybe making his movements slower might equilibrate this a bit. Because, for now, even his run does damage to the enemy, so...
In the same way, Scorpion can spam one of his special (the "crush" one if I remember correctly) from the border of the stage. And this move juggle, so you can spam an enemy
Sandman has the same problem with attacks popping from the ground. Plus, they have high damages
Morbius *loves* his stun move, which go through anything
On the opposite side, my boy Spidey is gonna have a hard time keeping up. I'm a bit sad that the Symbiote Spidey does not have symbiote related moves, and is basically the old Spidey from MvC. It could have helped keeping up with the rest.
- While I really love your screenpack and your select screen (gorgeous stuff), I think you are going to be faced with a surpopulation issue. I already saw that you had some WIP characters hidden, but when they are done or you want to add some other characters, that select screen is gonna be cramped. You can help that in the short term by making the Hodgoblin an alternative the Green Goblin, but if you want to expand further, this is gonna be complicated. - There is no number or HUD indication for your level of power, but there is still an announcer and moves using 1 power. Maybe you should think of something here to make everything more readable. - Mysterio should have an indicator or a timer for his invisibility, it's kinda confusing, I thought I was bugging  - There is a lack of multiples palettes. I can get why, but at least 1 supplementary palette for P2 would avoid confusion.
I'm a bit sad that the taunt button disappeared, but the "movements list" you made instead is really helpful
Hope this helps But for the rest, your game is awesome, and maybe one of the best Mugen Game people made with the years, thanks for this Â
Last edited by Raijjin on January 18th 2023, 5:43 pm; edited 1 time in total
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kyoman
Posts : 523 Join date : 2012-05-20 Location : France
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 2:53 pm
Very nice improvement.
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jspiderman171717
Posts : 283 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 3:30 pm
Friend you always find a way to improve yourself! I have been playing this new update for a while and for the moment I have not found any errors in the new things that you implemented, really a great job.
Positive things that I want to emphasize: the fact that now all the characters have at least four hypers makes the game feel more complete than it already was:
The new Hypers from Venom, Carnage and Sym Spidey feel good, when I heard your idea of an auto assistant I was afraid this would feel too broken, but it's the opposite, it really feels good to use this Hyper buff and overall balanced.
Scorpion's Hyper is a great success as well as all the things you improved in this char (possibly we are seeing the best and most balanced version of scorpion so far) maybe a small request would be that this hyper could be done in the air Also, although nothing happens if it stays as it is.
The new improvements to Rhino and Shocker are more than welcome, you really know how to breathe new life into these chars!
Finally, the new Vulture Hyper is really magnificent in terms of cidification, I remember that you mentioned that you had problems to implement it, fortunately you were able to do it and that deserves a great appreciation friend, thank you very much.
Speaking of things that could improve and speaking of Vulture, note that in his Hyper "Hyperfly" it does not run completely on morbis (it fails on the third hit) most likely it is not the vulture itself, but rather the fall speed of Morbius so maybe that can be fixed. Also speaking of Vulture this character when throwing the opponent up with his HP does not jump high enough to start doing an air combo.
That's all friend, there are really many more positive things to emphasize than mistakes to correct in my opinion, let's wait for the other feedback from the members of the group to see if there is something that I have not noticed, suppose that only the goblins and Hydroman would be missing and that would be everything...
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Pilgrim
Posts : 484 Join date : 2012-12-02
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 4:07 pm
Amazing update. Thanks
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BigPimp
Posts : 782 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 18th 2023, 11:17 pm
yes, spider-man game for a long time was kinda impossible, since we didn't had essential villains like doc, scorpion, mysterio, kraven (all of whom, in my mind from watching TAS, were in top 5, a must-have). but thankfully, somehow, we have all of them now, thanks to respective authors, taking on those complicated looking chars
all the points you made, i also went through a similar thought process actually, and some are really good:
alot of text about those points and my thought process:
i know that doc and scorp have those long range op moves, but more important part for me was always how the animations look tbh, and messing with them (significantly slowing timing, etc) would make animations look worse. so when it comes to choosing between balance and visuals, i will always choose visuals, since balance is really never a strong side of custom mugen games anyway. there is possibility of adding "charge up" frames to slow down these moves, without breaking the visuals, but honestly, just for myself, i dont really have much desire to do this work
i mean AI currently can beat anyone with anyone. and to note i also always felt that doc and scorp should be more challenging compared to rest of the roster (aside from green goblin, symbiotes). so, it honestly works for me. i kept thinking about removing juggle from the special you mentioned too, but just from the look of the move, it feels like it should be otg, so removing this property felt like a downgrade to a character for me. but maybe juggle should be reduced to 2 instead of 3 and has reduced damage on 2nd hit, since doc also has only 2 hit spam on his long range special, that is a good point to think about, thanks
about morbius it is a good point too, as well as actually mysterio stun move spam too has this problem. i will add a trigger that would prevent ai to spam it one after another, it gets pretty annoying, i agree
i wouldn't agree on spidey though, he has alot of really good moves, like his counter shield, slide kick, web kick, web swing, dodge. i honestly have one of the easiest times beating the game as spidey. he also has an advantage of very low stance and low get hits, so he is one of the best chars honestly imo, many moves just keep missing on him. also Zvitor pretty much made an iconic version of Spidey, i would not want to change much about him tbh. Symbiote spidey on the other hand is being worked on by Empawk currently, he does all kind of cool new moves and animations, i just included intros and new walk in my version, but you guys will see a really cool unique symbiote spidey someday in the future, im sure)))
and yeah, screenpack is already at its limit. there is still a hydroman, possible smythe and full lizard on the way. moving hobgoblin offscreen under greengoblin was also my idea to include hydroman initially. but the problem there is, portraits actually make a nice arrangement right now, and putting hydroman port instead of hob actually breaks it. and aside from hydroman there is really no other character ready i feel should be included. so hydroman can be put under sandman for now, but that issue would have to be resolved as new chars like full lizard and smythe will come along, but i guess not by me, since i have no idea how to do it without completely changing select screen. so i will just have to leave it as is, and hope Jspiderman or other people who will continue this project will figure out a work around it, sorry guys
hud indication of power levels, is also very good idea and taunt actually still works, by pressing D,DF,F+start, but there also will be an optional folder included in final release with custom files to restore classic taunt and remove movelist, for those, who dont need it. palettes will also be added in final release
as for mysterio being invisible, move is actually suppose to confuse you, im pretty sure original authors intended it this way. he creates standing dummy illusion and disappears himself, i personally dont think anything needs to be changed there. it is pretty good recreation of his powers imo
but in any case, i will mark the points you brought up in my list man, thank you for detailed feedback
thank you man, really glad you took a look at everything that was implemented))
honestly, i never realized vulture hyper is missing on morbius, i didn't do any changes to it, so i guess it is some morbius fall properties that are different and making it miss, youre right, would have to look into it
and yeah vulture launcher definitely launches opponent higher than his superjump covers, needs to be fixed as well, really a 1-second fix of either making superjump higher, or launcher velocity lower
i will also send you a pm soon about future stuff
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MERK_U
Posts : 304 Join date : 2014-05-09 Age : 37 Location : Canada
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 1:56 am
Hey BP!
This is freaking wicked man. I've been stoked to try it & have been loving it so far. Â
I'm really excited for the final release. You always seem to amaze us with your skills! Â
You are a blessing to the Mugen World.
Keep up the hard work. You're killing it! Â
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jp.resort
Posts : 56 Join date : 2021-12-26 Age : 19
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 2:26 am
BigPimp wrote:
hey guys, so decided to upload this preview version (basically most current one), since alot of work has been done and all included characters (aside from goblins) are completed (only possible changes left are mouth movements for few intros/winposes and organized palettes)
very much in need of testing, since alot of experimental changes has been done (most notable: vulture youth steal hyper, rhino super armor, doc ock octobot summon, venom and carnage new hyper effects, etc, all need good testing). i dont want final version turn out to be buggy
ive uploaded previous preview version to vip section, but only very few people downloading it from there, definitely not enough for proper testing, so here it is for public. this is NOT final version from me, but sort of mid-way update to find and eliminate bugs and such. goblins will have new sprites, anims and effects, and possibly some code changes, but nothing experimental, nothing that can break, so im not worried about those future changes that much
full list of changes since last public upload:
Black Cat: -"Bad Luck" is not a constant random rain of objects anymore, but rather 1 direct object drop when black cat is attacked -added recovery roll -restored shocked anim (sprites were already included)
Carnage: -added new 'craze' hyper (basically timed buff aggresive ai helper for combos) -added frozen sprites, restored shocked anim
Dr.Octopus: -added wallcrawling ability (credit to Bradern for tentacle movement reference used for wallcrawling anim, octobot walking) -added octobot summon hyper (credit to Phantom.of.the.Server, Zvitor for boss helper code) -added frozen sprites
Electro: -added conventional recovery roll (disabled old one)
Kingpin minigame: -fixed Smythe face in the hyper (looked odd before) -added frozen sprites
Kraven: -added frozen sprites
Lizard minigame: -fixes to several sprites -new walkback anim provided by Jspiderman171717 -added frozen sprites
Mysterio: -finishing effect in clone attack hyper replaced with different one (before was Shocker shield, now recolored effect from Caliban by Blagoy) -added frozen sprites
Rhino: -added 1 new winpose and 1 new intro (Lethal Syndicate recreation) -added new hoof stomp special (Lethal Syndicate recreation) -added recovery roll -added 1 hit Super Armor (code taken and adapted from Acey's Juggernaut) -stop sign special now applies dizzy state to the opponent on the first hit instead of knock down -(O Ilusionista): remade battering ram special and rampage hyper with new effects and properties (+small changes by me) -(O Ilusionista): added forward throw, +fixes to original throw -(O Ilusionista): fixes to rhino gore and knee drop specials with smoother anims and new hitdefs (+small changes by me) -added new grab hyper, code parts from new/fixed O Ilusionista throws used -added frozen sprites
Sandman: -added conventional recovery roll (disabled old one) -fixed 1 frozen sprite
Scorpion: -different crouch pose from existing sprites, slight fixes to tail movement in the stance -fixed my previous implementation of heavy air punch/kick changes (infinite abuse fix, old heavy kick with fixes used as heavy punch now) -scorpion now can be hit during hypers (his moves already pretty op, so thought it is fair to remove his invincibility) -added new 'tail spin' hyper
Shocker: -completely realigned sprites, new timings, new hitboxes, new voicelines, many coding and sprite fixes, clean up in sprites and sounds -added 'room destruction' hyper (some sprites from Acey's Captain America, not sure if its Capcom or Acey, so crediting him) -added 'gauntlet beatdown' hyper (code parts from Acey's Beast Feral Lunge hyper) -diagonal hyper blast can still be performed by holding 'up' during horizontal blast hyper (although it doesnt cause ceiling collapse anymore) -added 2 new winposes, replacing 2 old ones which had reused anims -fixed crouch HK, had sort of weird anim before -sevaral fixes by O llusionista (smoother dash anim, additional frame for standing MK, transition frame for standing HP) -added frozen sprites
Spider-man: -replaced walk away anim in "without web fluid" winpose with running anim (by LuisChamat) -added Empawks Peter Parker TAS intro here too, its too good -added frozen and shocked anims (credit for sprites goes to Empawk)
Symbiote Spider-man: -added Peter Parker TAS intro, sprites by Empawk -added another intro by Empawk, costume transform -added new 'separation anxiety' hyper (basically timed buff aggresive ai helper for combos) -added frozen and shocked anims (credit for sprites goes to Empawk)
Tombstone: -added new recovery roll -fixed frozen sprites
Venom: -added 2 new intros, 1 new winpose (Lethal Syndicate recreation) -added new 'hunger' hyper (basically timed buff aggresive ai helper for combos) -slime effect added to indicate buff hyper (from Venom by Daniel Linhares) -added frozen and shocked anims
Vulture: -added 1 new winpose from existing sprites -added "young again" winpose (code parts from Sentinel by Xslaught, Sandman by McCready & Loganir, 1 body sprite by Empawk) -added "youth steal" hyper (code logic taken from Archangel by Arkady, code parts for p2 state from Omega Red by Zvitor, hair sprites from Sentry by Acey)
-small fixes to several stages, bugs, sounds, etc. -more detailed credits about stage changes (similar to character changes)
enjoy guys! and please do let me know the feedback i will be focusing on goblins next
i try it. amazing improvement. PRINCE
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Melter
Posts : 73 Join date : 2012-05-25
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 3:15 am
Please, Bigpimp, after the final release, don't retire from Mugen. In the Marvel Mugen community, I think you are the most dedicated and passionate person in the community: you have the patience to make updates to the chars, making them raise the quality level. Dr. Octopus, Vulture, Scorpion, Rhino, Shocker or the Symbiotes are now excellent thanks to the attention you have given them. No doubt that Green Goblin and Hobgoblin will be excellent creations.
Maybe in the future you can help Jspiderman171717 with his Lizard or Vovanilkto with Smythe (he needs a coder), giving advice, helping to fix bugs...
Thank you for your work. At the moment, I am not able to detect any errors. Maybe Tombstone had two minor errors:
- In his throw and his Headbutt Counter, I hear like an electric sound. That's strange. - In his winpose with Hammerhead, Hammerhead is placed behind Tombstone, when it should be in front giving him the briefcase.
Pd: about the problem with the size of the roster... maybe reducing the size of the characters in your photoshop file? I guess they wouldn't look as good though...
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BigPimp
Posts : 782 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 5:09 am
hey man, no worries, i never announce retirement, but really holding this project to myself, when im really running out of things i want to do, its just not a good idea. i think it is good to hand it over to people who still full of new ideas and passion to do stuff there. i will be around still, and glad you like all the changes
i will check up on the sound issue you mentioned. but hammerhead winpose i think be difficult to do in the way you mentioned, since the animation available is him just stepping out of the car, and standing close next to it, nothing more
but yeah, reducing the character size would not look good. maybe Jspiderman and guys will be able to go widescreen in the future, that could be a possible solution to fit more chars on select screen
Shining
Posts : 4998 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 5:36 am
I think dock ock is too fast Vulture flyingSpikebombs have not much time You can add the separation anxiety combo system into vulture youth steal
The other things are perfect ...you had a fantastic idea on separation anxiety effects and combo system ...i love your symbiotes I Will wait the goblins
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Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 6:47 am
It would be perfect! Looks like a nice improvement for Octopus. About Vulture, he needs total rework to look same as TV serieas counterpart. This classic outfit is... emm... OK...
So sad, that I have no much time to finish beta of Venom. Perhaps I would find a time this month.
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BigPimp
Posts : 782 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 8:28 am
really hard to slow down doc ock guys, without sacrificing the quality. animations will look stiff
@Shining not really sure what you mean man, about spike bombs? you mean freeze bomb disappears too quickly or opponent frozen state goes away too quickly? in any case, that how it was with the original move, so i tried to change as little as possible, when it came to the stuff that was completed by original authors. but some things can be increased, like that frozen state. especially since we have new frozen sprites for many chars now
but his youth steal is already pretty op, he cannot be hit by many specials and hypers, he also can quickly bounce back from gethit state into attack (you can try to attack right after getting hit), pretty much boss properties already. and also has increased damage for all basics to boot. adding combo system is too much, and would not really make sense for him, since there is no logic like with symbiotes where they have partial control and help the host
@Angelus about costume, i wish we could have a choice of TAS vulture too man.. but it is pretty much mean making a completely new character, and not an easy one. but im honestly happy with this classic one too. i just dislike the stance, how the wings positioned. but i couldn't improve it, ive tried
and regarding venom, im ending my involvement man, but other people will still continue the project, so im pretty sure you guys will be able to combine it into definitive version, even without me, there is no rush
Shining
Posts : 4998 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 8:33 am
I love this vulture Classic version...i mean the duration of the Flying bombs...they should float on the Sky for more time
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Subject: Re: Spider-man mugen pre-final (preview) version