Released: Blackest Night Hal Jordan!
Sunday, April 10, 2011
Today, after far more work than I had originally expected, I bring to you the Blackest Night release for Mr. Harold Jordan, the Green/Red/Orange/Yellow/Blue/Indigo/Black Lantern!
It's been a long run to get this guy done, and I absolutely could NOT have done it without the able assistance of my fellow ScruffyDragons, Jet the Phoenix and ArmageddoN. A big thank-you to them both for all the custom sprite work; most of the new / re-paletted stuff is from the two of them.
CLICK HERE to download Hal (he'll soon have his own dedicated page here on my site, since he's so different from the previous release). Read the readme file in the archive for all the details about his different modes, give him a whirl, then I'd love to hear your feedback on the Scruffy release thread, or here on my blog.
As you know, I'd really hoped to have Hal done in time for the 12 Days of Christmas, but I just couldn't justify giving you something not as good as it could be just to meet an arbitrary deadline. I have my crack team of beta testers to thank for their role in making this release as tight as possible. Big thanks to each of them.
And, as always, thank all of you for your continued interest in and support of mine and my team's efforts. MUGEN is at its best when we are celebrating each other's achievements, and not complaining that people aren't giving us enough goodies. The world would be a better place if we all tried to be a little bit more like Saint Walker, and a little bit less like Larfleeze. ;)
Labels: Blackest Night Hal
*side note* u've done the others you might as well induct him into the star sapphires and complete the set o and i forgot about him being a white lantern at one point maybe some future project ideas there then it will truly be blackest night hal jordan
Sorry for our incovenience, but do you want bigger proof that people enjoy your chars?
Thank you for upgrading mugen's quality
-A lot of his attacks cause debug error know as a truncated to integer this means that a code without floor or ceil with par these will cause this error to appear. All Fvar(4) needs to be floor(Fvar(4)) or ceil(Fvar(4))
-His collision aren’t so good majority of his animation have to many and some look like they were auto collision can’t tell. For example his stance has five boxes this can be broken down to two boxes one around the head and one around the body. Here is a good tutorial on how to do boxes correctly. I recommended you use Fighting Factory Ultimate it easier to fix the boxes than Fighting Factory since the ultimate has a button to remove boxes
-Some of his attacks don’t have any hit sparks while some do.
-The Hyper where he rides the horse the damage seems very weak compare to actual hyper damage of others
-It kinda hard to perform air combos with him when finishing the combo with air strong punch or strong kick since it doesn’t connect very well.’
-The Hyper where he pound the ground and shoot a lot of rings does way to much for level 1 hyper depending on many rings hit you.
-His Run Dash and Air Dash are infinitely meaning there is no stop time
-Large debug flood missing enemy caused at the end of Arcade mode this is usually cause when a portion of code in statedef -2 and -3 is missing the triggerall = numnemy > 0 where code contains enemy or enemy near.
Also I found another problem he gains power when performing his supers character aren't suppose to gain power when performing their supers that take away power only. This is usually caused when the hitdef of the hyper doesn't have the getpower = 0,0 code in the hitdef code or could it be a gaining poweradd or maybe both. I saw this problem in his Horse Hyper, but you may want to check all of the hypers hitdef to make sure that the getpower = 0,0 code is there and no plus poweradd are there either.
As for Ion Force, yes, it was always meant to be both ground and air, but since I didn't make an air version of Ion Wave, Blue gets the default.
Skull Swarm actually replaces *Buzzcut*; that's a typo in the readme.
My point is, the air version is a new move, as there is no aerial QCB+P move in other modes. I would recommend making it replace Ring Shot, instead, so the air version correctly replaces Emerald Swordsman, leaving Piercing Strike to take the ground-only place of Buzzcut.
@Anon: I see what you're saying about Skull Swarm, and I understand the logic behind your suggestion. I'll definitely take a look at how best to balance the commands for the black moveset with the others.
I couldn't agree more. I imagine the huge amount of work you and the others ScruffyDragons had to endure. Thank you very much for sharing this fantastic character.
Yeah, we already covered this in an earlier comment. Hal was written using No-Limit WinMUGEN, *not* MUGEN 1.0, so I wasn't aware of any debug spam when using that engine. (that's the subject of another post)
Just finished updating the Atom...
Compatibility with your new Hal, and I added Death Lantern support..
When Blue Lantern Hal is thrown,
IF the ring interrupts the throw
it's possible for Hal to fall
past the floor~
In Orange Lantern during the Construst Hyper
If Killawog hits the enemy before John does
John disappears before kicking them.
It's most likely to happen at full screen.
I'm still really amazed at how much work
and fun you squeezed into Hal.
Once again, Great Job!
Days ago, I made a wall-of-text feedback in Guild, I think you should see this: http://mugenguild.com/forumx/index.php?topic=127768.msg1315706#msg1315706
@Dale: weird. Which MUGEN are you running?
@Basara-kun: thanks for the feedback; I'll check that Guild thread tonight.
And just playing this morning, it happens to GL as well.
Never had this happen with the original Hal or any other character, perhaps I should just re-download it?
My sincerely congratulations.