[Release Watch] Hal Jordan, Day 6
Wednesday, March 16, 2011
Monday night after work was family time; I helped my kids finish their Pinewood Derby cars for the race the following night (i.e. tonight). So, no MUGEN time. Tonight we had the race, which was fun, then I came home and put my wife & kids to bed. Should have gone to bed myself (I'm still not fully recovered from last week's flu), but like the glutton for punishment I am, I wanted to put in some work on Blackest Night Hal Jordan... so I did.
When I originally envisioned the winpose for Orange Lantern mode, it included the idea that Hal would try to steal the beaten player's identity, the same way that Larfleeze did to those he's killed. It's a creepy, unique aspect of the orange spectrum in the comics, but I wasn't quite sure if it was doable in MUGEN, so it got left off the final "to do" list. But then, in doing some testing against Splode's Juggernaut, I realized that he had figured out how to do something similar in Juggy's winposes (i.e. make him walk over and grab the player he's just beaten up off the floor). So, I dug into Splode's code to see if I could reverse-engineer what he'd figured out. Turns out I could, so now Hal's got this:
Pretty nifty. There's still a minor bug in the KO behavior (he flies way up into the air before eventually falling back to the ground), but I definitely like it. However, that brings the tally of bugs up to 70 from last time's 69:
Beta issues resolved: 60 of 70
Bugs remaining: 10
Anyway, progress is progress. Now it's time for me to go and get some sleep.