Infinity MUGEN Team

IMT Main => M.U.G.E.N Releases => Topic started by: DivineWolf on March 21, 2012, 12:17:03 PM

Title: Mai Shiranui & Poison
Post by: DivineWolf on March 21, 2012, 12:17:03 PM
All my characters from hence here forth, will be hosted at Trinity Mugen. So get them there friends. Mai has been updated and I'll be getting around to Poison in the near future. "Downloads" -> "DivineWolf", you know the drill.  :D

Mai(1.1 Update) & Poison:
www.trinitymugen.net (http://www.trinitymugen.net)
Title: Re: Mai Shiranui & Poison
Post by: Tazzer on March 21, 2012, 04:35:23 PM
I haven't tried Mai yet.. However I'm liking Poison alot.   She's very well done.   Her moves seem much smoother and fluid coming out then some other versions of this character  (I don't know if it's as simple as you changed some things on how some of the moves perform... but she just feels a lot more tight all around).   Very nice job.   Since Street Fighter X Tekken came out I've become even more a fan of this character so It's nice to see another version of her come to Mugen.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 21, 2012, 05:48:54 PM
Thanks. I did a lot of editting to how her moves performed since I initially planned to release her. I would have liked to have had her further along, like my Mai, though I was missing the sprites required to make her custom Lv3 Super "Mad Gear Beatdown". That will be in future updates.
Title: Re: Mai Shiranui & Poison
Post by: Tazzer on March 22, 2012, 05:47:03 PM
"Mad Gear Beat Down" ... this sounds like it's going to be awesome.  Can't wait for that update.   Which members of Mad Gear are you planning to use for that?
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 22, 2012, 06:12:34 PM
Sodom & Hugo. I have the sprites now, but unfortunately I don't have any of their sounds/voices. Can anyone help me out with that? Having or directing me to a site where I can get their sounds?
Title: Re: Mai Shiranui & Poison
Post by: Macaulyn97 on March 22, 2012, 06:27:02 PM
Thanks. I did a lot of editting to how her moves performed since I initially planned to release her. I would have liked to have had her further along, like my Mai, though I was missing the sprites required to make her custom Lv3 Super "Mad Gear Beatdown". That will be in future updates.

will you add a projectile attack too? poison is too cool, but i dislike the absence of a projectile
Title: Re: Mai Shiranui & Poison
Post by: Tazzer on March 22, 2012, 06:31:14 PM
She does have one...  It's performed like Guile's Sonic Boom.  A charge move.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 22, 2012, 06:35:06 PM
She does have a projectile. Hold Back for like 3-5 seconds, then press Forward+any punch. Just like "Sonic Boom". Please refer to her ReadMe for all her techniques and their commands.
Title: Re: Mai Shiranui & Poison
Post by: shootYr. on March 23, 2012, 01:14:37 AM
Some screens.
(http://i.imgur.com/LKVxf.png)(http://i.imgur.com/zG9kE.png)
(http://i.imgur.com/icT5N.png)(http://i.imgur.com/uHzuj.png)



Found this (Use the width controller or expand the hitbox):
(click to show/hide)

I'll try to leave some detailed feedback later.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 23, 2012, 09:17:20 AM
Thank you for the screenshots. I know about "Kacho Sen" not being able to hit up close. However, much like H"s CvS2 accurate Mai, she misses when up close as well. I do believe it's meant to miss when up close, because of how it comes out. Unlike let's say, a "Hadouken", which usually comes from the player's forearms. Because of where it comes out from, it makes it more likely to miss when right next to opponents. However, I could add a bit of width, along with enlarging the clsn a bit. I won't add too much however, odds are, it will still miss when up close.
Title: Re: Mai Shiranui & Poison
Post by: shootYr. on March 23, 2012, 07:17:23 PM
Poison
-The distance (x-wise) on High Heel Pounce (Heavy version) seems a little too high. Is there a reason for it to travel nearly full screen? Also, shouldn't the EX version go the farthest? It seems odd (to me) that the roundhouse version covers the most distance.

-Why is the clsn for the throw so small (vertically)?

-Most of her clsns are pretty bad. Let's look at anim 250, element 5. It uses 4 clsns when 2 would have been enough (1 for the upper body and another for the lower body). Something you should remember is that you don't need to cover the entire sprite. You just need to capture a decent amount of the character's body.
Title: Re: Mai Shiranui & Poison
Post by: Macaulyn97 on March 23, 2012, 07:22:44 PM
Divine Wolf, I have posted a video of your Poison, soon I'll post one with Mai.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 23, 2012, 08:47:17 PM
Poison
-The distance (x-wise) on High Heel Pounce (Heavy version) seems a little too high. Is there a reason for it to travel nearly full screen? Also, shouldn't the EX version go the farthest? It seems odd (to me) that the roundhouse version covers the most distance.

-Why is the clsn for the throw so small (vertically)?

-Most of her clsns are pretty bad. Let's look at anim 250, element 5. It uses 4 clsns when 2 would have been enough (1 for the upper body and another for the lower body). Something you should remember is that you don't need to cover the entire sprite. You just need to capture a decent amount of the character's body.

-The velocities of High Heel Pounce are derived straight from PotS' M.Bison(Vega). I respect your opinion, however, do not agree with it. It works exactly the same. As for the EX version, it's meant to combo easier, rather then distance covered. Along with the special properties of it being able to pass through normal projectiles, and the first hit being an overhead.

-Ah yeah, that is sorta small. I'll be sure to fix that in future updates.

-Once again, I respect your opinion, though do not agree with it. In essence, being gamer freely with the clsns is good. Though, in some instances, you should be a tad more maticulous in your placement of them. Using two big clsns (technically 3 including the hit clsn, which there are technically 5 clsns in that anim) for that anim would have been sloppy and lazy. Just as bad as if I had just used the auto-map clsn function. Attacks usually require you to be a bit more precise with placement IMO. While general/getting hit anims should cover a general portion of said char. Your feedback is noted. Thank you for the feedback.
Title: Re: Mai Shiranui & Poison
Post by: SanjiSasuke on March 23, 2012, 10:09:22 PM
D Wolf, on the CLSNs a lot of people don't use complex collisions because they tend to take up a lot of memory. Personally I side a little more on the exact CLSNs side, but you'll probably see that criticism a lot.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 23, 2012, 10:16:57 PM
D Wolf, on the CLSNs a lot of people don't use complex collisions because they tend to take up a lot of memory. Personally I side a little more on the exact CLSNs side, but you'll probably see that criticism a lot.

Yeah it's fine, you can't expect to put out anything, without getting criticism. He has a valid point with some of the clsn. While I don't agree with that anim in particular, some of the other frames could be reduced a bit. It will all be noted for future updates. They are both still WIPs, so nothing is set in stone. Some good news... I was able to get in contact with Jmorphman and he's helping me out with putting the finishing touches on them. He already taught me how to make the super name text, along with making a Lv3 portrait for my Mai. I've already begun work on those updates.
Title: Re: Mai Shiranui & Poison
Post by: shootYr. on March 23, 2012, 11:50:16 PM
The frame prior to the one I mentioned only uses 3 clsns and is fine. I don't understand why you needed to add another one.


There are 3 -1 Statedefs for each version of Ryu En Bu but you can use ifelse (or Boolean Algebra) and 1 Statedef and still have access to three different versions of that attack.

Quote
[State -1, Ryu En Bu]
type = ChangeState
value = ifelse(command = "Ryu En Bu2",1301,ifelse(command = "Ryu En Bu3",1302,1300))
triggerall = command = "Ryu En Bu" || command = "Ryu En Bu2" || command = "Ryu En Bu3"
triggerall = Statetype != A
trigger1= ctrl || StateNo = 40 || StateNo = 52 ||(stateno=[100,101])
trigger2 = var(5)

I don't believe this will interfere with your version setting variable.
Title: Re: Mai Shiranui & Poison
Post by: Cyanide on March 24, 2012, 12:33:05 AM
This is all minor stuff.
Why does standing HK have a posadd? The attack doesn't look like it calls for it at all.
Crouch sprite itself could maybe be fixed up a little? Lots of the others are good but this one her body looks wrong.
Afterimages on supers last 3-4 ticks too long, seeing some of them that look like the final 2 frames actually detracts from the super.

More gameplay type stuff
time = 32 is actually a really long time for any attack. I found i could do supers rather too loosely.
Some of the commands could be changed around a bit. Not because they're bad but because things don't fit well. You have a level 2 which is accessed by 2 keys, and you have a level 3 which is only accessed by 1, aside from power use the level 3 is better simply because the command is simpler. Personally i'd have them both go off 2 keys and see if i could do a level 1 version of the level 3 as well to link things up.
The somersault attack. I can see you've gone for more range per strength, the problems lie in comparing the Ex version to the strong one. I only gain 15 damage and lose half a screen of range for that power loss, it doesn't seem entirely justified. As it's also essentially an aerial attack and poison doesn't have any air supers you could cancel into in the middle it feels awkward.

I like the sprites and although you could technically keep refining them till they're super awesome they fit with each other and none look hugely out of place (apart from that crouch one) and damage is fair across the board. A bit of polish to how things mesh together and this would be a nice original piece of work. It's good to see fully sprited characters out there.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 24, 2012, 08:51:50 AM
This is all minor stuff.
Why does standing HK have a posadd? The attack doesn't look like it calls for it at all.
Crouch sprite itself could maybe be fixed up a little? Lots of the others are good but this one her body looks wrong.
Afterimages on supers last 3-4 ticks too long, seeing some of them that look like the final 2 frames actually detracts from the super.

More gameplay type stuff
time = 32 is actually a really long time for any attack. I found i could do supers rather too loosely.
Some of the commands could be changed around a bit. Not because they're bad but because things don't fit well. You have a level 2 which is accessed by 2 keys, and you have a level 3 which is only accessed by 1, aside from power use the level 3 is better simply because the command is simpler. Personally i'd have them both go off 2 keys and see if i could do a level 1 version of the level 3 as well to link things up.
The somersault attack. I can see you've gone for more range per strength, the problems lie in comparing the Ex version to the strong one. I only gain 15 damage and lose half a screen of range for that power loss, it doesn't seem entirely justified. As it's also essentially an aerial attack and poison doesn't have any air supers you could cancel into in the middle it feels awkward.

I like the sprites and although you could technically keep refining them till they're super awesome they fit with each other and none look hugely out of place (apart from that crouch one) and damage is fair across the board. A bit of polish to how things mesh together and this would be a nice original piece of work. It's good to see fully sprited characters out there.

-The posadd is personal preference. Along with to me, it appears that Poison would be stepping forward into the kick. Rather then just standing in place.

-I in no way, shape or form take any credit in the creation and/or editing of Poison's sprites. I simply work with what I have. The sprites were made by Dampir and are opensource. If anyone is willing to edit sprites to help improve on her, I'd glady add them in. I have no sprite editing abilities what so ever.

-Hmm... I'll see if I can cut down on the afterimage time a few ticks.

-The time of 32 is derived straight from PotS'/Jmorphman's characters(check PotS' Geese, Cammy, Nakoruru/Jmorphman's Joe, Chun-Li, Kyo), which these characters emulate that style. That's a personal preference for you, you could always change it yourself.

-Refer to Poison's ReadMe on info about High Heel Assault. It will be changed to two buttons in future updates.

-EX Crescent Stiletto has more invulnerabilty during the start up, as opposed to it's normal version. Making you more likely to interupt/counter attacking foes. Along with the damage multiplier, I didn't want to add too much damage on. However I'll take it into consideration. Or are you refering to High Heel Pounce? The same thing applies damage wise, as for the range of the move, please refer to my previous response to Y. about the special properties of EX High Heel Pounce.

Thank you for the feedback.

The frame prior to the one I mentioned only uses 3 clsns and is fine. I don't understand why you needed to add another one.


There are 3 -1 Statedefs for each version of Ryu En Bu but you can use ifelse (or Boolean Algebra) and 1 Statedef and still have access to three different versions of that attack.

I don't believe this will interfere with your version setting variable.

I also did the same thing for the wall version of Flying Squirrel Furiante and Burning Mai. It's the same difference really as using ifelse/boolean algebra. Thanks though. I doubt it effects the size of the cmd that much.
Title: Re: Mai Shiranui & Poison
Post by: nedflandeurse on March 25, 2012, 05:40:22 PM
Finally some POTS type Mai.
Still needs work.
And why not giving her other moves from Kof?
Her air comand moves and other special, super...

Keep up the good work :)
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on March 25, 2012, 05:56:55 PM
Finally some POTS type Mai.
Still needs work.
And why not giving her other moves from Kof?
Her air comand moves and other special, super...

Keep up the good work :)

Because adding extra moves takes a LOT of work and effort, lol.
Actually, aside from adding a Power Up mode and some cosmetic stuff, Mai is pretty much done. Her updates will be released soon, hopefully before the end of next week.

I won't be adding any new moves to her, sorry. Glad you like her however and thanks.
Title: Re: Mai Shiranui & Poison
Post by: GrimWatson on March 31, 2012, 12:55:36 PM
  I enjoy using this poison, unlike tjuns version with crazy spritres, this ones a definite hit. Read your readme, I think your next project should be genjuro with his 16  hit slash. Would be cool to see em with ex and parry. looking forward to your futre post.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on April 01, 2012, 01:34:14 AM
 I enjoy using this poison, unlike tjuns version with crazy spritres, this ones a definite hit. Read your readme, I think your next project should be genjuro with his 16  hit slash. Would be cool to see em with ex and parry. looking forward to your futre post.

The sprites are the same as TJ's, which as I said were made by Dampir. I suppose it was just the placement of how he put her animations together were a bit unorthodox. Though, I still give credit to his Poison. Yeah, I was leaning more toward Genjuro, simply due to the fact that he'd be easier to make then Hattori Hanzo. It's not a garuntee, though it is in his favor. I'm glad you like her and thanks for the feedback. Look forward to updates coming in April.  :thumbsup:
Title: Re: Mai Shiranui & Poison
Post by: Macaulyn97 on April 01, 2012, 01:51:46 AM
 ...I think your next project should be genjuro with his 16  hit slash. Would be cool to see em with ex and parry. looking forward to your futre post.

considering poison, I think you should make a Roxy (the other girl from final fight, with orange hair) with new attacks, that could be good
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on April 01, 2012, 12:12:23 PM
He was commenting on Poison's ReadMe... Which there is a Q&A section. I will not be making any clone characters. Roxy and Poison are essentially the same character. There's a Roxy palette if that helps, lol.
Title: Re: Mai Shiranui & Poison
Post by: Tazzer on April 01, 2012, 12:27:12 PM
I just have two different versions of Poison in the roster... one that I've renamed Roxy and made the Roxy palette her default pal, the other remains Poison.    One is the IMT version and the other is the edit that Mr. Infinite made.   They both fight differently and each has a few moves the other doesn't (or moves that function differently).   So it makes them different enough (they should retain some similarities anyway kind of like Ryu/Ken).    :-??  that's how I do it anyway if that helps out at all Macaulyn.
Title: Re: Mai Shiranui & Poison
Post by: SanjiSasuke on April 01, 2012, 12:57:46 PM
 ^^(PM)^
Makes a lot more sense.
Title: Re: Mai Shiranui & Poison
Post by: DivineWolf on April 05, 2012, 02:31:40 PM
Mai has been updated to a complete 1.0 version. Link in first post has been updated for her. Here's a quick list at what's been done...

-CvS flame sprites have been replaced with the beautiful hi-res flames sprites made by Black Dahlia Isis.

-Timing of various super moves was tweaked slightly.

-Width added to (EX)Kacho Sen, (EX)Ryu En Bu, and Swan Fandango(MAX).

-Super move text has been added to super finish FX. (Thanks Jmorphman!)

-Sexy Lv3 portrait added. (Thanks Jmorphman!)

-Burning Mai command changed to it's original command. (check ReadMe)

-Command buffer was added to MK/HK versions of Deadly Ninja Bees, to help them come out a bit easier. As suggested by Jmorphman.

-ReadMe updated, please refer to it before asking any questions. Most things are covered there.

Consider any pending updates to be a special 2.0 version of Mai. Currently, she's all good now. Now...let's address Poison's updates. I know people are gonna ask..."What about Poison?!" Well, this is where you guys come in. I'll make updates for her either way it goes... However, if you want the updates to be better than what my abilities will allow, I'll need some assistance. Here's what I need help with...

-A better/custom small portrait. More befitting of a CvS style and just better in general.

-A better projectile. Jmorphman gave me feedback for both characters, bringing to attention the not so stylish handcuff sprites for her projectile. I would like to add a better projectile that more resembles her projectile from SFxTekken.

-A Lv3 super portrait.

I'll ask around as best I can to try and recruit people willing to help. Though, if I can't get any help, well, I just have to make due with what I'm capable of. Poison's updates were put on hold for this reason. They'll stay on hold for a bit longer in a attempt to gain these FX for the updates. Any help will be heavily appreciated and I'll be sure to credit you. With that aside, enjoy the updated Mai.  :)

Post Merge: April 06, 2012, 07:41:18 PM
I made a quick patch for Mai to help her moves flow smoother. Reconfigured the order of the commands so that the more difficult to perform moves were put to the top. Thanks to Cybaster of at MugenGuild for the incite. I didn't know MUGEN read commands in the cmd based on their order. Though now I do, lol. First post updated with the link.
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