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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!!!
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
Thanks friend for reading all that text, I'll wait for your pm
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Raijjin
Posts : 294 Join date : 2022-06-08 Location : France
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 11:17 am
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
Awesome And for Doc Ock, I was just talking about his walking speed, idk if slowing it will impact the animation. But I totally agree, quality over effectiveness. I wish you luck with the rest of your work, I can see the tremendous amount of work here, so I hope you won't kill yourself to the task
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dev
Posts : 593 Join date : 2012-05-18
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 12:36 pm
This project surpassed the original Lethal Syndicate looong time ago. Now it's just in a different league. BP is amazing.
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empawk
Posts : 97 Join date : 2012-05-29
Subject: Re: Spider-man mugen pre-final (preview) version January 19th 2023, 12:39 pm
Once I finish all of the basic animations for Symbiote Spider-Man and I can make him move around smoothly from a standing position instead of a crouching position, I will begin the symbiote attacks. Due to Bigpimp not wanting mouthy teeth attacks, I will make plain tendril whipping ones for his game. I already have a lot of the attacks planned out. It won't take a long time to make them once I start on them.
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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, 2:27 pm
Hey Pimp
I found a bug with your Rhino.
When he uses his stop sign attack & puts the enemy in his dizzy state, the dizzy state allows for you to attack or walk right through their body without any affect.
I have even Rhino charged right through their dizzy state.
================================================================== Edit: This seems to only happen when its an enemy not from the Spider-Man game.
Perhaps you can find a work around for this so it's at least hittable & not being able to walk through it.
It does kind of look off though in my opinion since another character that's not from the game doesn't recognize that state, & just stand there with the stars floating where ever on them.
================================================================== If I come across anything else, I'll let you know!
Another edit: You forgot to add the Morph "dead sprite" when Rhino faces himself. So he just disappears after a bit because of that.
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 5:02 am
@Raijjin yeah man, maybe someone later will address the competitive balance issue, for now my goal just to have it pretty and more-or-less canon balanced. i mean doc walks on 4 metal legs, i think he should be at least that fast
@Dev thanks man, i know both you and me waited for that project to release. i think after goblins update, hydroman implementation and spider-man storymode we will have pretty much everything covered
@Empawk well, you really doing the stuff i cannot do man. your symbiote spider animations are top notch, im glad i provided you with the base to work on. since all that default capcom sprites conversion was pretty boring and not creative at all, and pretty overwhelming, i can understand why it turned many people off. cant wait to see your final version. that was my hope all along that someone creative with ideas for symbiote spidey will work on him later, but there is probably no better person than you)) you were the original author after all
@MERK_U that is not rhino problem, it is just not very well done characters. rhino using default 5300 animation, so those characters authors just forgot to add hitbox to it (or decided to not add it on purpose for some reason)
mysterio and morbius or any other character stun move should have the same effect on those characters? there is no work around, those characters just need to be fixed
Avaid
Posts : 173 Join date : 2021-06-12
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 5:25 am
this game is simply awesome as always thanks for this update , what i would love to see in the final update (like i said before ) is the ost being changed like there is a lot of capcom/cps2 styled themes for spiderman characters on youtube and this maybe for the main menu song
and also are you going to update sandman's stage (?) , and again thanks a lot for this game
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 5:33 am
Avaid wrote:
this game is simply awesome as always thanks for this update , what i would love to see in the final update (like i said before ) is the ost being changed like there is a lot of capcom/cps2 styled themes for spiderman characters on youtube and this maybe for the main menu song
and also are you going to update sandman's stage (?) , and again thanks a lot for this game
well, i need to contact Wizzy somewhere, i already wrote a recommendations about his music in credits btw, since the first release i think it was there but 1 other problem is that he didn't make themes for every character that is in the game yet so it would have to be mix of his works and capcom which i dont really like to do if im being honest but main menu for sure can be changed yes. just need his contact, if someone has it
and what about sandman stage?? not really sure what update you mean man
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yolomate
Posts : 7503 Join date : 2013-06-17 Age : 47
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 8:01 am
I put this soundtrack more classic(the remix are so...cheap, its my view, the original rocks!!! ):
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 9:26 am
yolomate wrote:
I put this soundtrack more classic(the remix are so...cheap, its my view, the original rocks!!! ):
well, classic is greatest for sure but for 2d games 8bit remixes feel much much better for me those bit remixes hit some nostalgia in me related to snes and genesis games, so cant agree with you here man
btw, guys, yes, please do report stuff. like for example 2 bugs Jspiderman reported just now are pretty much turned out to be 1-minute fixes morbius just had very short hitbox for his fall down sprite, so vulture was missing him by literally 1 pixel lol:
most of the stuff mentioned is fixed now. only thing not done is hud power indication also from unreported: scorpion was missing last hits with his new hyper on electro, and i had to return his invincibility to his grab and smash hyper, since there is a chance of him being hit resulting in breaking the sequence
also guys, please, do report bugs only inside of the game, only on characters within the game almost unlimited amount of mugen characters exist, many of them are buggy, or has very specific coding changes, if something bugging out on outside character, but not on the characters inside the game, it is most likely problem with the outside character as well as we've learned mugen build makes a difference too, so please do use mugen provided in the download link for test and report
Avaid
Posts : 173 Join date : 2021-06-12
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 6:57 pm
BigPimp wrote:
Avaid wrote:
this game is simply awesome as always thanks for this update , what i would love to see in the final update (like i said before ) is the ost being changed like there is a lot of capcom/cps2 styled themes for spiderman characters on youtube and this maybe for the main menu song
and also are you going to update sandman's stage (?) , and again thanks a lot for this game
well, i need to contact Wizzy somewhere, i already wrote a recommendations about his music in credits btw, since the first release i think it was there but 1 other problem is that he didn't make themes for every character that is in the game yet so it would have to be mix of his works and capcom which i dont really like to do if im being honest but main menu for sure can be changed yes. just need his contact, if someone has it
and what about sandman stage?? not really sure what update you mean man
here's wizzy's twitter https://twitter.com/WhipitWizzy , also im pretty much aware that morbiuis , scoripion and hydroman dosen't have themes by him yet and i hope for the future and i agree with that mixing part ,
also what i mean by updating sandman's stage is that those background frozen characters kinda feel out of the place since they are not spiderman characters or at least one of them is not a marvel character maybe you can change it so the stage can feel original in that part
jspiderman171717
Posts : 288 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 7:40 pm
Avaid wrote:
BigPimp wrote:
Avaid wrote:
this game is simply awesome as always thanks for this update , what i would love to see in the final update (like i said before ) is the ost being changed like there is a lot of capcom/cps2 styled themes for spiderman characters on youtube and this maybe for the main menu song
and also are you going to update sandman's stage (?) , and again thanks a lot for this game
well, i need to contact Wizzy somewhere, i already wrote a recommendations about his music in credits btw, since the first release i think it was there but 1 other problem is that he didn't make themes for every character that is in the game yet so it would have to be mix of his works and capcom which i dont really like to do if im being honest but main menu for sure can be changed yes. just need his contact, if someone has it
and what about sandman stage?? not really sure what update you mean man
here's wizzy's twitter https://twitter.com/WhipitWizzy , also im pretty much aware that morbiuis , scoripion and hydroman dosen't have themes by him yet and i hope for the future and i agree with that mixing part ,
also what i mean by updating sandman's stage is that those background frozen characters kinda feel out of the place since they are not spiderman characters or at least one of them is not a marvel character maybe you can change it so the stage can feel original in that part
I'm also a fan of wizzy's music, it would be great if he made the themes for the missing characters from the roster and also use the ones he's already made, although it will all depend on him if he wants to help with that, in any case it doesn't hurt to ask him !
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 9:38 pm
Holy COW!!
If this is your last MUGEN hurrah, you are going out with a BANG!!
The characters (to be fair, not all yours) are looking GREAT in the game and improved in many cases. Love the passion you've clearly put into this.
10 years ago this level of game was a pipe dream, and the only ones I've seen to this level (for Superhero games) are the X-Men ones from Infinity.
Visually, its a marvel! (Yeah, I said it!)
Only issues I see are few things which could be choices, so understood if these are part of the marvel!: - Tombstone and Mysterio can easily infinite their qcf+P moves (Machine Gun Punch, Green Mist respectively). In Mysterio's case he can loop it easily to death.
- Doc Ock and Scorpion can easily attack from a distance at will for the most part. Don't get me wrong, I would agree Doc Ock SHOULD work like that and it should be a challenge to get him (Scorpion's not quite as tough). But the thing that ALWAYS irritated me about the character is unlike all the other rogues who have super strength or general toughness at least, Ock is a weak human protected by his tentacles. You close in on him, he should be dead meat. That's why I tend to reduce his cns stats to make it easier to beat him (if you get past his tentacles) - just a thought.
-And for any busted supers (like the ones that give advanced stats, perhaps make them level 3's to make it a bit more fair?
But, thanks for creating this game - such an awesome achievement - I hope it brings you joy!
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Spider-man mugen pre-final (preview) version January 20th 2023, 11:43 pm
yeah, there are actually quite a bit of characters still missing, morbius,scorpion,vulture,hobgoblin,hydroman,kraven (judging from Wizzy yt channel) if it was 1 or 2 themes i think i would be possible to ask, but with so many missing, i dont think it is
i dont have twitter account guys, nor facebook, nor Instagram, and in mainland China those are not really accessible, i probably wont be able to create a new account. maybe he visits some of our forums here?
ps. not really thinking about updating sandman stage, Avaid
thanks man! for sure, im always happy when someone enjoys this thing as much as i do yeah, only 2 (well i guess 3 with symbiote spidey) chars are more or less mine, rest are made by the community authors, even though i did had a hand in updating many of them (basically only spidey, black cat, electro, sandman, kraven are the ones left pretty much untouched)
i went through AI abusing some moves, like morbius and mysterio AI abusing stun and fixed those but frankly speaking there are alot of abuse still left for player to exploit, like vulture small grenades can be just spammed, and many of them were put in place by original authors, which i didn't want to change, since it is working-dont break it. it would take a really big recoding, and someone who understands balancing better than me, to fix this game to a proper competitive level. but it is a single player game, so honestly i would just have to stick only to AI and damage balancing myself
i did reduce some damage on doc ock btw, since the upload, but maybe will look at it more
as for hypers that are busted, i think only mysterio mirror and tombstone diamond skin can be considered as such, (vulture one is pretty balanced i think, and symbiotes ones actually almost fully useless to a good player, who can input those combos manually. i had an idea to add health deterioration as a negative effect to symbiotes buffs, but i dont think those are that good to warrant such a thing after all)
diamond skin and mirror probably should have reduced active time though, i also thought about either making them lvl2 or nerfing them (dont want to do lvl2, since only those 2 will have that)
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Spider-man mugen pre-final (preview) version January 22nd 2023, 9:22 pm
congrats on all the work i'll try and test soon
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Subject: Re: Spider-man mugen pre-final (preview) version