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Magnum ( need DChanger )
#21
@^
I agree with you Bat.

State 18 makes you hurt your allies, its the flame state, so, can it hurt your own attack(Energy balls and Stuff) by any chance?
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#22
-_- hey amadis, i know its kind of you to suggest the type:0 fusion and the state 18 things... but cant you just try the beta first? i already manage to make the 2 balls react. but still thanks anyway.
and yeah, i already thought of the way to remove the bug and make it so it will always explode(the explosion wil belong to the team that spawned the red ball). but im just feeling lazy for now. will continue on him some time later.

but the main problem is, im lacking some electric sounds for him. i wonder if anybody has good electric sounds for use? :(
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#23
Electric sounds, well, Darius has Electric sounds since he is based on Electric, but Prince Freeza/Angel Adam has to agree with it, so I suggest try to find Electric sounds on the internet, or just ask Prince Freeza/Angel Adam that can you use Darius's Electric sounds or not.
I Highly Suggest Internet than Ask Prince Freeza/Angel Adam.
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#24
(05-14-2014, 07:20 AM)Nyamaiku Wrote:  so Magnum is almost done, but i have a little bit of problem with the balls move.

if an object is holding another object via wpoint, the held object will be 1 point lower on the z-axis(i guess). thus causing the blue and red ball to be buggy at times. (the red ball is stationary, the blue is a chase ball)

still cant think of a good way to make the same effect without the problem. i want to make it so that only friendly red and blue balls can create the explosion. or should i change it so that the explosion will always happen when a blue and a red ball interact?

beta version(sound+wpoint+bpoint still not done) (Click to View)


edit:
@v: will remove the catching frame problems, since i havent done checking all the frames yet. i stopped when i met the ball problem.

Really nice data for beta version..need sound effects for the special attacks and run attack
Anyway..I made months ago basic data for Magnum and sound effect for his run attack..if you want to try:
https://www.mediafire.com/?o1682ng9djhnad2
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#25
@Nyamaiku [Off-Topic]
Nyamaiku, I see that you are using fullstops and comma's in your typing's but,, not capitalization, like i is I and name always has its first word as a upper case letter, also the first letter in your comment also has to be upper case, its okay if you don't want to capitalize I am just saying. [Off-Topic_End]

@MoragWan
Hey, I saw that you did the basic data, nice work with that, and I am saying it because, I can't do basic data, but nice work.

@Magnum Team
Good luck to you all, I hope this char gets fully released soon.
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#26
magnum release without AI

some random rambles (Click to View)


edit:
accidently found out that these sprites are not used(they are a part of betit's sprites too). >_>
[Image: Untitled.png]
any idea where this can be used? sorry that i found out about this too late.
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#27
[offtopic]That Keyboard is confusing me as well, I think, the green one (near Y, is shift, and the one on top of shift is caps lock.[/offtopic]

I don't really know what to say but, I think those sprites are for, maybe, just maybe, the sprites are for another energy ball or something, I have no idea o_O
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#28
(05-24-2014, 06:40 PM)Nyamaiku Wrote:  edit:
accidently found out that these sprites are not used(they are a part of betit's sprites too). >_>
[Image: Untitled.png]
any idea where this can be used? sorry that i found out about this too late.
Lazy solution: make it the new sprite for when the blue ball disappears after flying around for too long or use it for when his D^J punch connects with an enemy.

It looks quite good as a repelling or charging aura too.
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#29
@stm1993:
thanks a lot for the lazy solution. added as charging effect to D^J.

here is the update: magnum_release_fixed

updated things:
-charge effect for D^J chidori
-a little z-axis movement for run+D (since his run+D ends really fast)
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#30
Blue ball hitting a person carrying heavy object will cause him to flinch, but still holding onto heavy weapon as if it were a light weapon. Noticed that both blue and red balls do not break armor.

D>J controls - A should be the rolling jump while J and D should cancel just like in default LF2 heroes. It should be noted that the AI will randomly use J so the AI will randomly choose to stop instead of moving forward all the way.
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Working on the LF2 Rebalance mod.
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