Infinity MUGEN Team

IMT Main => M.U.G.E.N Releases => Topic started by: Acey on October 08, 2011, 12:22:51 PM

Title: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 08, 2011, 12:22:51 PM
(http://www.infinitymugenteam.com/images/Spiderman.png)

Spiderman has gone through a world of updates, besides fixing minor graphic issues on his intro his game play has been heavily adjusted (within the realm of MvC2) to allow more chains. My favorite addition are the updated to air dashes (diagonal up, forward and diagonal down) which include custom sprites, matching a similar ability found in MvC3.

Green Goblin, with his permanent flight abililty he had previously sacrificed his abilty to follow properly after a launch, not he has the best of both worlds. So Greeny got all of those neat combo updates as well as a few new sprites here and there to match his additional movements.

Download Spiderman (http://www.infinitymugenteam.com/Uploads/ACEY/AmazingSpiderman.zip)
Download Green Goblin (http://www.infinitymugenteam.com/Uploads/ACEY/GreenGoblin.zip)
Download Brooklyn Bridge (Night) (http://www.infinitymugenteam.com/Uploads/ACEY/BrooklynBridgeNight.zip)
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Shadic54 on October 08, 2011, 12:26:03 PM
The link for spiderman dosent work
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: HyperVoiceActing on October 08, 2011, 02:04:34 PM
Norman's standing HK doesn't hit
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 08, 2011, 02:29:23 PM
Norman's standing HK doesn't hit

Doesn't hit who? it's working just fine over here versus a variety of opponents.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: HyperVoiceActing on October 08, 2011, 02:39:39 PM
Doesn't hit who? it's working just fine over here versus a variety of opponents.
Maybe. I tried it on ZV's Spidey.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 08, 2011, 02:47:23 PM
Maybe. I tried it on ZV's Spidey.

Btw, it's more of an anti air device like Ryu's old school SFII HK rather than a combo finisher.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Shadic54 on October 08, 2011, 04:34:39 PM
it finally works thank you
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 10, 2011, 12:11:22 AM
Brooklyn Bridge stage - Floortension is mispelled in def.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 10, 2011, 10:23:25 AM
Fixed!
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Makurayami on October 10, 2011, 03:10:57 PM
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Yun0 on October 10, 2011, 03:14:58 PM
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...

so do we have kind of a troll convention this month?
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Makurayami on October 10, 2011, 03:46:22 PM
Oh sorry, what I meant was

OMG KOOL CHAR PLUS +1!!!! :w00t: :o :)
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: SanjiSasuke on October 10, 2011, 03:54:03 PM
so do we have kind of a troll convention this month?

For the most part I'd agree, but in this case that comment was okay. THat was valid criticism.

The finger laser is a move he has in the comics, it fits perfectly.

I didn't DL Spidey so I can't respond to the other ones.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 10, 2011, 07:08:54 PM
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...

Don't take it personally, you were just on the heals of some real trolling so some people are on edge.

1) Iron Spider is purely cosmetic
2) Venom hyper can be very strong
3) The lazer is canonicle, and lazer fingers look silly no matter what.  :-??
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Makurayami on October 11, 2011, 10:54:15 AM
Any plans for improving the Iron Spidey move in the next update?  Like maybe incorporate elements of the robotic arms, like a fast flurry of hits from his robotic arms/real limbs?
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: HyperVoiceActing on October 11, 2011, 11:15:53 AM
I don't see anything wrong with how it is now. Granted it'd be cool to have the arms but it's not a MAJOR loss
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Makurayami on October 11, 2011, 11:31:27 AM
It's not major.  It'd just be something that would make the Iron Spidey move feel more unique.  Any Spidey has the whole catch you in a web move, so if there's going to be an Iron Spider move why not make it use something only found in the Iron Spider costume (IE the robot arms).
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 11, 2011, 11:37:04 AM
It's not major.  It'd just be something that would make the Iron Spidey move feel more unique.  Any Spidey has the whole catch you in a web move, so if there's going to be an Iron Spider move why not make it use something only found in the Iron Spider costume (IE the robot arms).

The answer is simple, one day the forum member named JasonTodd came to me and said here are some sprites you can use on Spiderman, and what is there now is all that he made, so I made the best use of them I could. I agree, it could be cooler but I am satisifed with the addition of one more unnecessary hyper move. You could say the cloaking ability in the hyper is indicative of the Iron Spider abilities but really that was also a necessity because the sprites I was provided were not animations, just single shot sprites.  :-??
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Makurayami on October 11, 2011, 11:38:47 AM
Maybe one day then...
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: HyperVoiceActing on October 11, 2011, 12:31:13 PM
Hey Ace, I'm not sure if you remember me mentioning this but some of Goblin's voice clips sounds weird
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 11, 2011, 12:45:23 PM
Hey Ace, I'm not sure if you remember me mentioning this but some of Goblin's voice clips sounds weird

Same ones as before so what do you mean by wierd, like "messed up" or like "I'd prefer a different voice alltogether"?
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: thehitmanzack on October 11, 2011, 02:12:21 PM
Only thing I noticed about Goblin's voice that kinda bothered me is how quite they are, it's a tiny thing but they can be barely heard at times....

Now if someone wanted to do something really cool and make a sound patch using Goblin speech from Marvel Ultimate Alliance 2... that would be awesome. Not that it's a request... just sayin'
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 11, 2011, 04:16:00 PM
I agree, I'd be cool with that.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: HyperVoiceActing on October 11, 2011, 05:09:44 PM
Same ones as before so what do you mean by wierd, like "messed up" or like "I'd prefer a different voice alltogether"?
More like some of the clips sound muffled. Like "it's coming from the Wiimote speaker" kind of muffled
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 13, 2011, 09:46:17 PM
Acey, is there anyway to change Spidey's combo counter so that if you web someone during a combo, it doesn't stop?

See, I just did the wicked awesome combo that starts on a ground dash to ground into air. Then instead of a ground smash, I web the guy and then web swing and do another combo, then webbed him again, web swung again, and did another combo with a ground slam finish. That would have been something like 21 hits but the pause between the web grab and web swing reset the combo counter.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 13, 2011, 09:56:35 PM
Yeah, I bet I can fix that with a hitcountpersist properly placed. I'll dig into it after my homework tonight.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 14, 2011, 04:48:20 PM
Yeah, I bet I can fix that with a hitcountpersist properly placed. I'll dig into it after my homework tonight.

There's something else. If you web someone in the air and then try to use maximum spider, the web breaks immediately, intentional?

Also, Spidey can web swing infinitely in the air, should be limited to only two, or at least let him turn around if he passes opponent.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 14, 2011, 05:31:16 PM
There's something else. If you web someone in the air and then try to use maximum spider, the web breaks immediately, intentional?

Also, Spidey can web swing infinitely in the air, should be limited to only two, or at least let him turn around if he passes opponent.

I noticed that maximum spider last night, on the ground it seems to work but it you're in the top corner  the angle he takes off on the maximum spider in the air takes him too long to get to the far wall. I'll be playing with that tonight in class.

His web dash has a counter to limit it's use, I'll go make sure it's on the web swing as well, as well as a turn when he finishes.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 14, 2011, 05:36:07 PM
I noticed that maximum spider last night, on the ground it seems to work but it you're in the top corner  the angle he takes off on the maximum spider in the air takes him too long to get to the far wall.

I mean web shot breaks as soon as you activate Maximum Spider, before he even starts flipping to the wall.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 14, 2011, 05:37:38 PM
I mean web shot breaks as soon as you activate Maximum Spider, before he even starts flipping to the wall.

What ever the details, it needs to be fixed. Right? Right!
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 14, 2011, 08:11:23 PM
Wow, I finished a fight with the Iron Spider hyper, and then Spidey just started walking, and kept walking. I At first I thought it was a win animation, but the "Amazing Spiderman Wins" had already come up, but Spidey never stopped and the next match didn't come till I pressed a button. I wish I knew what triggered it so I could recreated it. Like he was all, screw this I'm leaving.

Was fighting against Green Goblin on Brooklyn Bridge Night, second round win.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 14, 2011, 09:32:51 PM
I know what must have happened, he was doing one win poses and he never hit his mark to stop him on top of Goblin, let me see if I'm right.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 14, 2011, 09:34:41 PM
I know what must have happened, he was doing one win poses and he never hit his mark to stop him on top of Goblin, let me see if I'm right.

Oh, the one with the picture take right?!
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 14, 2011, 10:34:43 PM
Oh, the one with the picture take right?!

That's what I'm thinking, solved web ball into maximum spider.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: squeegie35 on October 27, 2011, 10:51:20 AM
wow great character...  sometimes spidey gets stuck in that windup animation for the maximum spider hyper though.  he'll kinda do flips until he gets hit
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Acey on October 27, 2011, 11:33:01 AM
wow great character...  sometimes spidey gets stuck in that windup animation for the maximum spider hyper though.  he'll kinda do flips until he gets hit

OK, I'll have to recreate the error to fix it, I'll check it out.
Title: Re: Mugen 1.0 Spidey & Goblin
Post by: Jelux Da Casual on October 27, 2011, 03:18:45 PM
wow great character...  sometimes spidey gets stuck in that windup animation for the maximum spider hyper though.  he'll kinda do flips until he gets hit

That happened to me just last night too. Everytime I would hit him and he'd try to do the hyper again and get stuck spinning.
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