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| SUPERMAN BEYOND BETA UPDATED! | |
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+26TheRedBeast ldpp volzzilla Fede X asterione metamutant Dynatron zequi007 MDS_GEIST I-Skorp-I Doom Mistah Jorge JARRO77 malevka1 ryushirag rj10018576 tony spector yolomate Werewood err8107 skhsato123 bam77 brucewayne74 Shining SIRALEXBABY Angelus_Silverhead 30 posters | |
Author | Message |
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Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Thu 12 Jan - 21:06 | |
| Good to have such great coder as borewood2013 at our side. Many mistakes and glitches are fixed, gameplay improved. I will add links to the first post.
UPDATED 13.01.2017 | |
| | | volzzilla
Posts : 10259 Join date : 2012-05-02
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Fri 13 Jan - 15:07 | |
| so glad this passion project by angelus has been released | |
| | | ldpp
Posts : 252 Join date : 2013-04-09 Location : Republica Dominicana
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 12:06 | |
| - Angelus_Silverhead wrote:
- Good to have such great coder as borewood2013 at our side. Many mistakes and glitches are fixed, gameplay improved. I will add links to the first post.
UPDATED 13.01.2017 thanks for the update | |
| | | metamutant
Posts : 451 Join date : 2012-07-22
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 12:36 | |
| The cape on Cyborg Superman does something weird in the get hit states and is misaligned after the update. Thanks for continuing to improve him. | |
| | | Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 13:47 | |
| Really? How to me it works fine. We need more information and screenshots. | |
| | | metamutant
Posts : 451 Join date : 2012-07-22
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 14:48 | |
| - Angelus_Silverhead wrote:
- Really? How to me it works fine. We need more information and screenshots.
Ok I will try to explain it this way. In the first 2 pics after Superman Beyond gets hit to the ground, his cape is flat, oddly shape, and grows in length but loses width. Also after he hits the ground the player can hold the forward button causing him to drag on the ground in that get hit state. Gladiator uppercut sent Superman in the air and he loses the cap. Very weird shape of cape while landing from air after air dash(?) The cape doesn't seem to fit a lot of the standing animations, the angles seems off. I caught really think of the technical terms, but that Dr. Doom's cape doesn't flow smoothly with some of the character moves. | |
| | | Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 14:58 | |
| Well, some glitches appears, cause cape can't react on some unique moves. That's why Superman's cape disappear when the character get been thrown. However, it is veeeeeeeery hard to fix to work OK with all mugen characters (I must to say, even impossible). Cape also have no reaction on Gladiator's not standard uppercut. About dash - it is weird. Everything works fine when I play him. Perhapse we need to study this problem... | |
| | | Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 18:19 | |
| Thanks everyone for feedback and comments. It is very important for me personally and for our team. Borewood2012 and JARRO77 are great partners and friends. Without them it could be not possible to finish. I'am glad that some people have enjoyed play with him. However some people are not like the idea to make different modes for him. I can explain it. When I start to work on Superman Beyond, it was a simple WIP, nothing special, but later I decide to make smart palette and cape mode. So unique modes could make it even more interesting. I know that people are waiting for Cyborg Superman, Eradicator and e.t.c. for years, but I'am not sure that it will be cool to release all of them separated from Superman Beyond. There are few differences between modes, but the main gameplay is same. Do not forgot that many Mugen characters have unique modes. Even Cyborg Superman in Injustice game it is... just regular Superman in another costume (also as John Stuart for Hal Jordan char). Our Cyborg Superm have unique animations and hyper. I just do not understand why some people believe that character is horrible, cause he have different modes. It is very easy to choose any mode what do you like. Besides all characters are connected with Superman and have almost same powers (differences are not so huge). Any way, I hope that people who wait for Cyborg Superman, Eradicator, Ultraman, Future's End Superman, Electric Superman and others are happy. We did it to make you feel happy. Enjoy it and wait for more updates. One more special mode on development. I've planned to make it in the beta but later cancel this idea. However now all stuff is ready, so... prepare for surprises. | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 18:19 | |
| @metamutant: >> about your " gets hit to the ground, his cape is flat, oddly shape, and grows in length but loses width" MUGEN issue, that is not a MUGEN bug, and that is the way of the original cape sprite looks like: - in case servimg not working for you...:
>> about your " after he hits the ground the player can hold the forward button causing him to drag on the ground in that get hit state." MUGEN issue, that is not a MUGEN bug, and that is the way of the down ground recovery rolls like those of Sentinel (but for now Superman Beyond still awaits the proper down ground recovery rolls sprites...): - in case gifyu not working for you...:
>> about your " Gladiator uppercut sent Superman in the air and he loses the cap." MUGEN issue, that is not a MUGEN bug, and that is the way to avoid the cape MUGEN Helper to behave weirdly because of a MUGEN Engine's limit -- MUGEN Helper knows nothing about any custom states information given to its Parent/Root by MUGEN Enemies.... >> about your " "Very weird shape of cape while landing from air after air dash(?)" MUGEN issue, can you please tell how exactly did you get that, like, what happened to both Superman Beyond and his MUGEN Enemy, right before you saw this "weird shape of cape" please? >> "........Dr. Doom's cape....." I think Dr. Doom's cape is originally coming with Dr. Doom's body sprites (plus Dr. Doom doesn't have capeless mode right? Superman Beyond has both capeful and capeless modes).......highly different than Superman Beyond's cape which is made and acts like a separate player character in MUGEN....... ----------------------------------------------------------------------- 2017-01-15_medium_MUGEN_update: - fixed the "Change a heat vision/eradicator beam/cyborg cannon orders: 02 03 04 x - diagonal down; 02 03 04 y - standard; 02 03 04 z - diagonal up;" suggested by Angelus_Silverhead - fixed the "In my opinion i would switch weak lazer beam with the medium one, i would also rotate it in a more downward angle (so it wouldn't go fullscreen), and make" it attack faster, all of this to make theese to have their own purpose (like the weak version to combo in close ranges and medium to spam it when the opponents go faster)" suggested by Mistah Jorge - in case giphy not working for you...:
- fixed the "would make the air version have diferent angles depending wich button you used" suggested by Mistah Jorge !!! except for "pal7 = Eradicator_Reign_Of_Superman.act" and "pal8 = Futures_end.act" !!! - fixed the "I can do an infinite by herding the opponent in the corner, hitting them with the HK, and moving between the MP heat vision and HK. The heat vision isn't affected by the damage dampener, curiously enough. You can air recover out of it, but I still thought it was worth mentioning." suggested by BrawlTheMan/CWC/Dynatron * actually now all standing normals are not in effect after Superman Beyond's MUGEN Victim gets hit by beams... * also all Helper-type beams now have their own damage dampener... - fixed the "Having QCB+KK push the opponent into the corner, cancel the damage dampener and speed you up is kind of broken, and allows you to slay your opponents much faster with the infinite I listed. If anything, it should just really speed you up, and, while it keeps the damage dampener, it does a damage buff." suggested by BrawlTheMan/CWC/Dynatron * actually now the "Sun Hyper Battle Scream QCB+PP" hyper move speeds Superman Beyond up only... - fixed the "QCF+PP does a measly amount of damage, clocking in at 144. I could get more than that with an air combo." suggested by BrawlTheMan/CWC/Dynatron * actually now all the hyper moves' damages are toned down... - now all hyper moves' commands can use all PP and KK like x+y/y+z/x+z and a+b/b+c/a+c - added the new non-final hyper move, "Maximum Combo Into Hyper Beam" (D,DF,F, a+b/b+c/a+c) - in case giphy not working for you...:
Please download the small updated "SupermanBeyond_MUGEN_WIP_2017-01-15_update1.rar" (15.1MB) here : https://www.sendspace.com/file/abdp4x or http://www.mediafire.com/file/laqyvg5dzkrif0s/SupermanBeyond_MUGEN_WIP_2017-01-15_update1.rar NEXT BIG MUGEN UPDATE WILL BE ABOUT MORE PALETTE SPECIFIC MOVES AND ONE MORE FINAL HYPER MOVE!!! | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 18:55 | |
| - Angelus_Silverhead wrote:
- Thanks everyone for feedback and comments. It is very important for me personally and for our team. Borewood2012 and JARRO77 are great partners and friends. Without them it could be not possible to finish.
I'am glad that some people have enjoyed play with him. However some people are not like the idea to make different modes for him. I can explain it. When I start to work on Superman Beyond, it was a simple WIP, nothing special, but later I decide to make smart palette and cape mode. So unique modes could make it even more interesting. I know that people are waiting for Cyborg Superman, Eradicator and e.t.c. for years, but I'am not sure that it will be cool to release all of them separated from Superman Beyond. There are few differences between modes, but the main gameplay is same. Do not forgot that many Mugen characters have unique modes. Even Cyborg Superman in Injustice game it is... just regular Superman in another costume (also as John Stuart for Hal Jordan char). Our Cyborg Superm have unique animations and hyper. I just do not understand why some people believe that character is horrible, cause he have different modes. It is very easy to choose any mode what do you like. Besides all characters are connected with Superman and have almost same powers (differences are not so huge).
Any way, I hope that people who wait for Cyborg Superman, Eradicator, Ultraman, Future's End Superman, Electric Superman and others are happy. We did it to make you feel happy. Enjoy it and wait for more updates. One more special mode on development. I've planned to make it in the beta but later cancel this idea. However now all stuff is ready, so... prepare for surprises.
I, in fact, am very impressed with and amazed by the "smart palette" MUGEN technique used in this mugenized Superman Beyond. When I joined this Superman Beyond MUGEN WIP project, I was like, " hey, "smart palette" makes a big MUGEN difference!". Since one (1) of my biggest MUGEN authoring weaknesses is palettes (I am color-blind after all......all my own MUGEN stuff has only one (1) palette because I don't know jack about palettes with my poor eyes...). This Superman Beyond MUGEN WIP project opens my poor eyes to some extend! Man, even I am not able to tell some colors in all Superman Beyond's 12 palettes, I can feel the "smart palette" awesomeness, and making use of MUGEN Engine's PalNo Triggers, it can be made in up to 12 different modes! I know switching among Superman Beyond's different modes need a MUGEN character re-selection, it is because Superman Beyond MUGEN files are still using the old winmugen formats. I also know many MUGEN people have tried many other MUGEN characters that let them choose palettes and mode DURING THE IN-GAME INTROS START, yet, this MUGEN feature must be done in MUGEN1.0/1.1, not the old winmugen.........because winmugen doesn't support more than 8-bit graphics and it doesn't have the very convenient MUGEN1.0/1.1 only State Controller -- RemapPal -- which lets a MUGEN creator/author add almost unlimited number of palettes, without using external 8-bit MUGEN .act files.......... Now, about MUGEN Uniqueness. There are already a number of mugenized Supermans out there.......yet, not many of them provide so many different modes. The way this mugenized Superman Beyond is designed and constructed, allows many more possibilities of diversity -- we can try to make all 12-palette modes with 12 different moves -- talking about MUGEN game play expansion here.........the " One more special mode on development" Angelus_Silverhead mentioned is one (1) of the palette mode that is going to have its own moves. So you shall see how big the "room of expansion" is in this wonderful mugenized Superman Beyond! Alright, now the very imperfect part, which is the capeful and capeless MUGEN cases........in my previous reply posts I have already explained it is the MUGEN Engine's limit that has not yet supported such "accessories attachment thingy". All we (MUGEN creators/authors) can do for now is, to try to make it merely unofficially supported with some workaround.........actually some old-school fighting games like "The Rumble Fish 2" and many modern fighting games like "BlazBlue" and "Dengeki Bunko Fighting Climax" have features that the current MUGEN Engine can never get it right, just due to the aforementioned limit. Yes, one can have some of these "impossible yet" features done in MUGEN, but ONLY IF it is made to be a MUGEN full-game. Hope more MUGEN folks can try to accept and enjoy a bit of more MUGEN Uniqueness.........
Last edited by borewood2013 on Sat 14 Jan - 19:29; edited 2 times in total | |
| | | TheRedBeast
Posts : 307 Join date : 2016-10-19 Age : 27 Location : uruguay
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 18:57 | |
| cool and good names for th moves fixed XD | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 19:26 | |
| Oh sorry, I just found out that the new non-final hyper move, "Maximum Combo Into Hyper Beam" (D,DF,F, a+b/b+c/a+c) has some minor MUGEN bugs (i.e. hyper-give-back-MUGEN-Power and SuperPause errors....) Please re-download the "SupermanBeyond_MUGEN_WIP_2017-01-15_update2.rar" (15.1MB) here : https://www.sendspace.com/file/dhobrk or http://www.mediafire.com/file/eud8o8knjkp262n/SupermanBeyond_MUGEN_WIP_2017-01-15_update2.rar Again, sorry very much for the MUGEN mess.......... | |
| | | felideo
Posts : 240 Join date : 2012-11-08 Age : 54
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Sat 14 Jan - 20:26 | |
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| | | Doom
Posts : 10512 Join date : 2014-08-22
| | | | Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
| Subject: Re: SUPERMAN BEYOND BETA UPDATED! Mon 16 Jan - 19:15 | |
| How borewood said... Smart palette open a great area for imagination. Out helps to create a lot of unique combinations of moves. Even if changes are not so big, it is like a little bonus for fans. As I remember, I always have excited by Green Lantern by Buyog. He have a, lot of unique powers and specials. It remind me old times of fighting, when you need to use right combination of buttons. Only after that the hidden character will be chosen. When we start to work on Superman Beyond, I keep this idea in my mind. Thanks to borewood and Jarro it becomes real. Tell me, what do you think about unique character modes? Do you think that mugen chars are need it or not? | |
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