On hobgoblin 12 4/13/08 I made these changes:

1. I commented out all his extra pallettes because some were crashing for some reason.

2. I changed the crouching machine-gun animation into a missile.  (Missile sprite ripped from Baby Bonnie Hood character)

3. Changed machine gun sound FX to the dash-forward sound FX already used by hob-goblin.

Note: the missile attack iS NOT heat-seeking currently.  I wasn't able to figure out how to make that look right today, so I'll have to figure that out another night.  

temporarily lowered power costs for hypers for testing
Removed the "fall" flag at the end of pumpkin-throwing super

added new super animation (16000)
This new super animation is a work in progress...
so it does not function properly yet.  However, the basics of using a pumpkin to stun the enemy, dashing in, and executing attacks is visible.

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4/14/08


Added new super-move "hyper3" which is down,down-back,back, +punches.  New hyper is (3400).  He dashes in, does some punches and then smacks the stunned opponent with his glider.  

Old pumpkin hyper returned to normal (no stun)
However it is now possible to perform in the air
Glider hyper is also possible to perform in air.

Now there are two missiles instead of one, they are spaced slightly differently in order to (hopefully) make it look like they are firing from the wings, not the center.

Missiles are still not heat-seeking.  I think I know a way to do it, but it would require me to scrap what's written of the missiles as "projectiles" and re-write them as "helpers".  And I wouldn't really know if it could work that way until I was finished.  I'm hoping to find an easier way to do this while I work on other code.


I tweeked pausetime flags of most of his attacks so that they are faster.  The old pausetime flags are still there, but commented out so they would be easy to put back if so desired.

I've begun work on a "demogoblin" mode.  I haven't gotten it to function correctly, but I'm working on it.  Eventually I'll need some sort of demogoblin sprites, but right now I'm testing using other sprites.


I Recorded new sound effects for demogoblin, these took some time in Audacity to edit the pitch and add echo, but I'm pretty proud of how they turned out.  If you have any specific lines you want Demogoblin to say, let me know and I'll create those files.
Here's a list of the sound FX I made so far:
3400 , 1	Noooo!
3400 , 2	Ha! (attack)
3400 , 3	Ugh (getting hit)
3400 , 4	Hellfire!
3400 , 5	Demon Hellfire
3400 , 6	hahahaha
3400 , 7	I am demogoblin  
3400 , 8	Ugh (another getting hit)



To address the "falling through floor" problem, I Added a PosSet function to move hobgoblin to 0,0 (middle of the screen) if  his Y position is greater than 0 (greater than 0 means under the floor, (negative y postion means in the air)
Let me know if this measure to keep him on screen has failed, so I can try something else.  I"m about 60% sure this will fix the problem.

Added "megaman" power-up sprites.  These are just a place-holder for me to test Demogoblin mode.  It's no where near done yet, just have the basic proof of concept done.



4/15/08
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Temporarily changed taunt to "I am demogoblin" taunt for testing purposes.  Easy to change back if desired....

Actually, you should go ahead and try hitting the start button during a match to see what you think of the voice work, and more importantly, the sprites.  Is that how you want Demogoblin to look?  if not, I need sprites.

Here is how I am planning demogoblin-mode to work.
1. Use supermove to become Demogoblin
2. In Demogoblin mode, character will look like demogoblin and have moves specific ONLY to demogoblin.
3. Possibily a condition for returning back to normal, such as a time-limit or being too low on health


From a coding perspective, it's a big job.  So you know.  It means I have to write "demo-goblin-mode" versions of EVERY attack or movement.  However, once completed, no matter what button you press, direction you walk, attack you make, ect... you should stay in demongoblin-mode and perform demogoblin-attacks.

So right now, it takes you into Demogoblin-mode if you press start while normal.  If you press start while already in Demogoblin-mode, you will do a little attack I just threw together to test (attacks with sprites stolen from megaman and Blackheart)


4/21/08
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Swapped out sprite of demogoblin (some pink stuff refused to turn invisible until I saved it and re-uploaded it)

Removed a few sprites from the pumpkin-missile launch animation which seemed to make it look like Hobby was pressing a button on his glider multiple times.

Changed positioning of pumpkin-missile sprites to make animation smoother. ...

Changed default color pallette to hobgoblin19 instead of hobby40

Added PosSet to end of glider super which sets y position of character to -1 (just above ground) upon completion of super-move.  Let me know if he still ends up falling through floor.

Fixed glitch with stand-alone glider hyper that kept it from being performed except after the new hyper.  Just to note, Hobby now has 3 super moves that all cost 1000 power.

Changed pumpkin-throwing hyper so that the final pumpkin stuns the opponnet.  Also, Pumpkin hyper will now also stun an opponnent in air (making air juggles with this hyper more possible)

added some code to hyper #3 so that if he is too far away to make the hyper look right (either in the air or on the far side of the screen) he will fly closer to the target when performing the punches/kicks of this super.  Note that this hyper seems nearly impossible to perform while in air.  I have no clue why.


Commented out the two missile projectiles I made earlier.  In order to make the missiles heat-seeking, they must be scrapped and I'll have to use Helper-code instead.  ... 

Created heat-seeking missiles, the missiles rotate based on the direction they need to fly using the AngelDraw function and explode when at point-blank range OR when time is up.

...I had a bug with these missiles turning into clones of hobgoblin instead of explosions, let me know if you see any bugs like that.

4/22/08
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Heat-seeking pumpkin missiles are now performable in air by holding down and pressing hard-kick while hovering.  It also works while jumping.  However, I'm not satisfied with this move.  It interacts with the hovering-code to create strange side-effects.  Let me know if anything about firing heat-seekers in air is worth changing.

Completed pumpkin-patch special move.  Move is performed by pressing punch/kick silmuntaneously either in-air or on the ground.  Pumpkin bombs will drop and bounce to a halt on the ground.  If it, the pumpkin bombs will roll/bounce away but will not fly off of the screen.  After 400 ticks, the bombs will explode and cause damage.  Only 3 bombs can be ejected at a time.  This paticular special move took me a while to code, but it's worth it.

Also, I added my own name to the list of authors in the .def file.

-Due to getting stuck in state 0 in the air, missiles and pumpkin patch bombs now check if you are in the air and drop you down to the ground if you are after the move.

-Pumpkin Bombs now wiggle their angle to give them a volatile look.  The closer they are to exploding, the more they wiggle.  This can be taken out easily if desired
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4/25/08

There are now 3 different kinds of pumpkin-patch bomb attacks.  LightPunch+lightKick (drop straight down
 MediumPunch+mediumKick (fly forward a bit)
 highPunch+highKick (thrown all the way to the edge of screen)

Velocity dampeners added to slow bombs down before they eventually stop bouncing.

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4/26/08
Added anti-clone code Using "hit override" functions on pumpkin bombs

Another step towards "demogoblin mode" was done today by making Hobgoblin change his palette to a very dark color after a certain number of seconds of standing still during his "demogoblin taunt".  Pallette will change back if you hit start to taunt again.

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4/27/08
Added what can be described as yet another step towards demogoblin mode.  Now when you hit start and stay in demogoblin-taunt form for about 3 seconds, you will hear a hyper sound, see a portrait of hobgoblin (perhaps demogoblin in the future), change pallette colors to dark colors, and you will have your attack power will increase 50%.  Also, while your attack power is doubled, your power-bar will slowly drain until you run out and change back into normal mode.  You can also change back into normal mode by hitting taunt again.

In a way, it's like a new hyper, and it has an interesting strategy to it.  If you keep attacking and gaining power, you can stay in extra-damage demogoblin mode longer.

-lowered character's original damage multipler from 130 to the standard 100.  I figure he's got enough new moves so he doesn't need the extra help.

-tweeked the "demogoblin mode" hyper to have demogoblin's portrait instead of hobgoblins. :)

-Added a glider hyper.  I used already existing sprites to make the glider fly in and attack while hobgoblin stands by.  It's actually a pretty darn good move for a first try.  If it hits you in the air, it combos, otherwise it doesn't combo but keeps you in the corner.
----------------- still 4/27/08--------

Added velocity dampener to decrease how high pumpkins bounce when they are too high.

adjusted timers on screenbound flags to work for new pumpkinpatch bombs

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4/29/08
The few demogoblin voices I recorded were made deeper and more demonic.

Tweeked jump-off-glider hyper (hyper4).  Hyper now drops pumpkin bombs towards the end of it's attack if it's high enough in the air (successful combo).  If you are lucky, these hit the opponent just as they are landing from the combo.  Note that hobgoblin himself is immune while all of this is going on.

Added hits to hyper3 so it looks better.  That's the one where you fly in, punch a lot, and then switch to hit them with the glider.

Fixed bug with some hypers and pumpkin patch bombs that allowed them to be performed in the middle of another hyper move.

Added  function which makes demogoblin mode hit enemies with more velocity.  This means that not only does demogoblin mode do 50% more damage, it looks like it does more damage too!

Added a new move, an alpha of a new move that is.  Poison bomb.  When you do down,down-forward,forward, and Kick, he will drop a pumpkin bomb with a bit of smoke around it.  When the player gets close to this bomb (or the time limit expires) it wille explode.  If the other player is hit by it, their palette will temporarily turn a greenish hue.  

AI is a tiny bit more aggressive now.  Also, there is a small chance that the AI will turn into demogoblin mode
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5/1/08
Finished the poision move (inspired by deidra's suggestions via personal message BTW).  It may not be in it's final form, but at least it turns the player green, puts smoke at their feet, and damages them randomly over the course of about 8 seconds.

Added "poison" sound effect to poison-bomb move.

Added new move.  Big Bomb (aka velocity bomb).  This is down,down-forward,forward + Hard Kick.  It makes a bigger explosion and knocks the opponnent WAY back.  Blows up on proximity.  Hobgoblin laughs if it is a hit.  Does NOT do more damage than regular bombs.  Actually slightly less, for balance reasons.


A very slight angle shift is now visible if you are moving forward, backward, up or down.  This angle shift is designed to make the glider's movements look more fluid and realistic.
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5/15/08
Added new code to "demogoblin mode" that makes hobgoblin perform all actions faster when in demogoblin mode!
Rewrote hit-over-ride code.  Hopefully, hit over-ride code will now do a better job of making sure there are NO clones.  Let me know if you see Any clones.
For testing purposes, added command D,D,D,D,D to enable computer AI.
Increased AI likleyhood of throwing pumpkins at long distances
Added Ctrl flag to AI triggers, hopefully ending the "two gliders attack at once" bug.
Noticed hobgoblin sometimes glitches out when he's supposed to die.... not sure why yet.
Adjusted trigger on "poison" announcer.  Hopefully it executes more faithfully.
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6/4/08
Added movelist BMP to keep in the character folder
Added new intro that has video and a robitic-sounding announcer, shows movelist at end.
Added intro with green goblin (with permission, of course)
It is now easier to super-jump after hitting an opponnent up with high-punch (just press up and instead of gliding up after the move, you will super-jump)
Made "demogoblin mode" more hidden.  If you taunt, you just say, "I can't let you live".  You have to not move after taunting for a few seconds to change to the demogoblin animation... demogoblin mode probably will not be in the final version. :(

6/7/08
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You can now do multiple attacks in the air for air combos... but only if the last attack connected.
... It used to be if you did one hit, then you fell to the ground, so it was hard to do air-combos.
You now come to the ground faster after shooting missiles, and you either fall to the ground, or glide to the ground... depending on height.
Heat seeking missiles stick around for 30% longer.
added smoke trail to end of missiles
added a bit of smoke trail when dashing forward, adjusted position of flames from forward dash so they execute when at the edge of the screen more often.
made "demogoblin mode" more hidden by trippling the amount of time you'd have to hold still to see it.... I realize now it won't be ready by July. :(

6/9/08
----------------------------------------------This may well be the final version before release later this month-----------------------------------
Addded new move, Poison Gas.  executed with Down,Down-forward,Forward, and Medium kick.  Poison gas now sometimes has a "cough" sound when it hits.  Turning enemies green is for a more consistent amount of time.
Re-did the run-in-and kick butt hyper to look better.  Also, now instead of changing to the old glider hyper at the end, he changes to a totally new and totally cool hyper at the end.
This new hyper has you flying in from the background and allows you to aim for the enemy.  If you hit them, they fly into the screen and make a "bonk" sound against the glass of the screen.
Flying in from background has been adapted to be a new intro (you can also control it a bit there) and a new win-pose
What is left to be done: Bug testing and bug fixing.
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6/11/08
I changed the sprite of Hobgoblin throwing the high-punch + high-kick pumpkin grenade to sprites without flames when thrown.
I added two new intros using green goblin sprites.  Very cool ones!  One has a "dance off" between hobgoblin and green goblin.
The other intro has hobgoblin hit green goblin with his glider.


