On Groundhog Day...
Wednesday, February 01, 2012

Yeah, not so much for Christmas... this may as well be a Groundhog Day release! =P I know that I said a few weeks ago that any additional releases I made in January as belated parts of our 12 Days of Christmas event would get sarcastic titles like "on the 36th day of Christmas," but I managed to drag the polishing and beta cycle into February, so here we are. :-\ (note: I do still have two more holiday gifts, which I'll blog about soon)
Anyway, after a couple of weeks of beta testing with McCready and a few of my other ScruffyDragon teammates (thanks, guys), I'm proud to present Strong Guy 2.0! He's been almost completely restructured from bottom to top, with new sounds, effects, intros & outros, attack chains, and special & hyper moves:

"Up You Go!" anti-air special

Spinning Piledriver hyper

X-Factor Attacks hyper

Megaton Fury hyper
Here's the (abridged) change set from his readme file:
* 1 Feb 2012: v2.0 - revamped all basic attacks (changed the chain order, timings, etc) - MUGEN 1.0 compatibility - new voice samples - new intro w/ Lila Cheney - new KO animation (heart attack if KO'ed by health loss due to kinetic overload) - new "nearly heart attacked" winpose - new lose / draw game animations - new round-end effects (especially if winning by hyper) - heavily tweaked combo code - tweaked Touchdown hyper damage, movement, timing and kineticE effects - new special: Up You Go (anti-air) (F,D,DF + P) - new hyper: Spinning Piledriver (F,DF,D + PP) - new hyper: X-Factor Attacks (QCB + P and K of equal strength) - new hyper: Megaton Fury (F,DF,D + KK)
Anyway, we hope you enjoy him, and as always, feel free to let us know (here or over at Scruffy) if you find any bugs or unexpected behavior.
You can get Strong Guy v2.0 here, on his page.
Labels: 12Days2011, Release Watch, Strong Guy
[Release Watch] Sinestro, Day 1
Tuesday, January 31, 2012
Now that I'm all but done with Strong Guy 2.0 (expect a release very soon), it's time to turn my attention back to Sinestro 1.0, so welcome to my next Release Watch!
Late last year I posted a Dev Plan for Sinestro. That, plus a few other things I've since added to the plan, will form the outline I'll be tracking here:
Sinestro 1.0 progress
Dev Plan
forward jumpbackward jumptaunt- new intro: oath scene from Sinestro Corps War #1
- new intro: ???
- new win pose: stand & laugh over P2
- lose / draw game animations
- add missing basic attacks:
crouching weak punchcrouching medium punch- crouching weak kick
- crouching medium kick
- at least one throw
- add "powered" versions (with constructs) for basic attacks that don't have them yet:
- crouching light punch
- crouching medium punch
crouching hard punch- crouching light kick
- crouching medium kick
- crouching hard kick
air light punchair medium punchair hard punch- air light kick
- air medium kick
- air hard kick
- special attacks to be done:
- Morningstar
- Armored Assault (low-damage Psycho Crusher style move)
- hyper attacks:
- Sinestro Corps (helper gang attack)
- Parallax Unleashed
- Master of Fear (yellow core hyper assist)
Bugs
sound for standing hard punch sometimes doesn't playTweak basic attack damage to be stronger with the constructsLauncher needs superjump follow- no landing sound on jump
- hair gray streak in most palettes should be toned down
- teeth in most sprites should be white, not yellow/green/gray
- falling axes in Fall Before Me don't have hitsparks
- cpunch3 and taunt constructs need to be folded into the core palette so they can be recolored
- Some animations need collision boxes:
- 240 (skick2)
- 260 (skick3)
- 660 (akick3)
- 1120 (deadly stare end)
Completed tasks: 9 of 29
Fixed bugs: 3 of 9
Total tasks remaining: 26
Still a lot to do, but my ScruffyDragon teammate Bizarro Toro is helping a lot. I'll show off some of his contributions soon.
Labels: Release Watch, Sinestro
[Release Watch] Strong Guy, Day 12
Guido's officially in private beta! I've gotten feedback from McCready, Magus, and BizarroToro, all of which I will be using tonight to make a final beta. Then when I have the Big Mac's sign off, maybe by tomorrow, he'll go up for download here and on Scruffy! :)
Stay tuned later for the first Release Watch for Sinestro.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 11
Saturday, January 28, 2012
I finished the camera trickery for Strong Guy's hypers today. He's in McCready's hands now for final review, beta testing, and approval; I expect this to break loose in a day or two.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 10
Thursday, January 26, 2012
So, this is likely going to be the last installment of Strong Guy Release Watch! I've got the perfect sound effects for Havok and Polaris now, and have revamped how the Quicksilver part works as well. Then this morning I did an audit through all of his hypers to add the KineticE damage multiplier apply to all of his physical force-based hypers: Touchdown, Cannonball (Hyper Blanka Envy), and Pinhead. Finally, I've revamped Touchdown (again) to make it more visually appealing and to distinguish it a bit more from Hyper Pinhead in terms of how it affects player 2.
That just leaves the tweaks to camera behavior for Megaton Fury and Piledriver.
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Furynew hyper: X-Factor Attacks- Quicksilver entrance/attack/get-hit/exit/sound
- Wolfsbane entrance/fastball special/sound
- Madrox drop-kick/exit
- Polaris entrance/attack/exit/sound
- Havok entrance/attack/exit/sound
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the introTweak Touchdown hyper to a 2-hit attack: grapple, carry, smash into the wall
Completed tasks: 24 of 26
Tasks remaining: 2
I'll be giving it over to McCready tonight for final review. And then... :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 9
Welcome back to our ongoing Release Watch for Strong Guy! I had to drive to work Monday, effectively eliminating my MUGEN time for that day. Yesterday, I spent some time tweaking things here and there, adding missing "lost by timeout" anims, aligning messed-up custom hit animations for the Piledriver hyper, that sort of thing. As for the final remaining hyper, X-Factor Attacks, I've been hunting down appropriate sound effects; developing during my commute means I've been testing him with the sound off, and didn't even notice how quiet the attack seemed until last night! :-P I've got Polaris's and Havok's part done, so the sound effects are all that's left there. So close now I can almost taste it!
This puts my remaining task count at 0.2 subparts of the hyper (sounds for Quicksilver and Wolfsbane), and 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit/sound - Wolfsbane
entrance/fastball special/sound - Madrox
drop-kick/exit - Polaris
entrance/attack>/exit/sound - Havok
entrance/attack/exit/sound
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 22.8 of 25
Tasks remaining: 2.2
I may have good news for y'all tomorrow or Friday. :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 8
Saturday, January 21, 2012
Welcome to today's Release Watch update for Strong Guy. I've finished the segment of the X-Factor Attacks hyper involving the Madrox clones, tweaked Quicksilver's (again, I think for the last time now), and started building out the stubs for the final segment of the hyper, with Havok and Polaris, which should be pretty straightforward, because they're both just beam attacks, and I've done plenty of those. Oh, and as I promised yesterday, I have screenshots of the finished portions of the hyper:


This puts my remaining task count at 1.6 of 5 sub-parts to the hyper, and the 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox
drop-kick/exit - Polaris
entrance/attack/exit - Havok
entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 22.7 of 25
Tasks remaining: 2.3
Nearly there, folks. :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 7
Thursday, January 19, 2012
Today was a reasonably productive day for progress on Strong Guy. I've finished Wolfsbane's part of the X-Factor Attacks hyper, tweaked Quicksilver's, and made the changes McCready suggested for the Touchdown hyper. That puts the remaining task count at 3 of 5 sub-parts to the hyper, and 2 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox drop-kick/exit
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.5 of 25
Tasks remaining: 2.6
Tomorrow I should be able to post another screen shot or two.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 6
I've been busy dealing with non-MUGEN stuff the past few days, so haven't had a ton of time to work on our Strong Guy release. That said, I've finished the Quicksilver part of the X-Factor Attacks hyper, coded most of Guido's part, and started doing the segment with Wolfsbane. So now I'm down to 3.5 of 5 sub-parts to the hyper, and 3 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox drop-kick/exit
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.5 of 25
Tasks remaining: 3.5
Tonight should be a good, productive night. As always I'll post my progress as I go.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 5
Sunday, January 15, 2012
I didn't post on Friday, partly because I drove to work instead of carpooling, so didn't have morning/afternoon MUGEN time. But when I got the kids to bed (after the requisite Wii time), I tackled a couple of things on my to-do list for our upcoming Strong Guy release: I've almost finished the Quicksilver portion of the X-Factor Attacks hyper, and fixed a minor bug McCready found with the new Lila Cheney intro. That leaves 4 of 5 sub-parts to the hyper, which I'll start splitting out as fractions of the main task, and 3 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Madrox drop-kick/exit
- Wolfsbane entrance/fastball special
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.2 of 25
Tasks remaining: 3.8
I've got the day off tomorrow but I'll be helping my daughter paint her bedroom. If I get some time to do new Guido stuff, I'll for sure post it here.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 4
Thursday, January 12, 2012
So I shared my in-development version of Strong Guy with McCready last night to get his feedback, and he's provided it. That adds a few more minor bugs/tweaks to my list, but Megaton Fury and Touchdown will be better for it. I've also started the X-Factor Attacks hyper, but there's not really enough to show off yet, maybe tomorrow.
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Madrox drop-kick/exit
- Wolfsbane entrance/fastball special
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
- Bug: Lila isn't casting a shadow in the intro
Completed tasks: 20 of 25
Tasks remaining: 5
See you tomorrow!
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 3
Tuesday, January 10, 2012
Sweet! I think I've got Strong Guy's new hyper, Megaton Fury, done! That just leaves one more hyper, X-Factor Attacks, left to finish.
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
Completed tasks: 20 of 21
Tasks remaining: 1
See you tomorrow, hopefully with at least a first shot of X-Factor Attacks, and maybe more.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 2
Monday, January 09, 2012
Welcome to our next installment of Release Watch! I guess by now you probably noticed that I took the weekend off. If you don't like that, well, there are plenty of other places on the internet where you can take your clicks. -_-
I've been hammering away at Strong Guy's v2.0 release, trying to get it ready to release. The problem is that it's hard to show you progress when I'm just fine-tuning complicated level-3 hypers now. I could break it down in finer-grained detail and tell you that, since Friday, I've managed to get this much done on the new Megaton Fury hyper:
- got the timing right on the first half (the superpause was in the wrong place, and I didn't realize it at first)
- got the behavior of the Sentinel mostly done (he still needs boot jet anims)
- got the flying rock debris showing up and doing damage
- got the sentinel explosion coded and timed more or less where I want it (probably still needs a little fine-tuning, honestly)
That just leaves a couple of things to be done with that hyper:
- figure out why all of my explods (for the ground smash etc) aren't showing up
- code the sentinel shrapnel projectiles
- fix the move startup so it's easier to execute, but also possible for the opponent to block
Plus I still need to code the X-Factor hyper, which I haven't started yet, and which could be just as complicated. Worth it, I hope, but still way longer to finish than I had expected.
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hyper- new hyper: Megaton Fury
- new hyper: X-Factor Attacks
Completed tasks: 19 of 21
Tasks remaining: 2
See you tomorrow, hopefully with a second shot of Megaton Fury and the news that it's done and I've moved on to coding the last hyper.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 1
Friday, January 06, 2012
Since this is taking longer than I had anticipated (real life complications mostly), I've decided to reinstate a practice I started on the march to finish Blackest Night Hal Jordan last year: the Release Watch. So here's what's left to do / finish before I feel Strong Guy is ready for his v2.0 release:
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hyper- new hyper: Megaton Fury
- new hyper: X-Factor Attacks
Completed tasks: 19 of 21
Tasks remaining: 2
Hopefully this provides you a little perspective of how much is changing, and why it's taking longer than I anticipated. So, yeah. Keep it tuned to my RSS feed for updates as they happen.
Labels: Release Watch, Strong Guy
[Release Watch] Hal Jordan, Day 18
Friday, April 08, 2011
Only one small bug left to resolve with Blackest Night Hal's Construct Corps hyper for Orange Lantern mode! It's looking like tonight will be the night. :D
Status recap:
- implemented orange mode's Construct Corps custom hyper (only one small bug left to find & fix!)
Tasks remaining: 0!
For now, I need sleep. Then work. Then family time. Check back around 10-11pm EDT tonight, I ought to have something interesting uploaded by then. ;)
Labels: Blackest Night Hal, Release Watch
[Release Watch] Hal Jordan, Day 17
Thursday, April 07, 2011
Last night I got a message from my co-creator on Blackest Night Hal, ArmageddoN, with his final list of bugs he'd found; my work these past few nights had introduced several more issues, albeit small ones. I spent tonight fixing them, then worked a bit on the Construct Corps sprites, but didn't get far enough along to really show it off yet. Maybe tomorrow.
Status recap:
- fixed broken command for the custom air specials for orange / blue modes
- fixed Emerald Swordsman sword color for black mode
- fixed broken command for blue mode's air ion storm
- tweaked yellow mode's Golden Dragons hyper (dragon hitdef timings)
- fixed dash lines for black mode
- added taunt (but not lantern charge) for orange and black modes
Tasks remaining: 1
We're so excited to be close to releasing this guy into the wild! He's been a ton of fun to work on. That said, when he's released, I won't be wanting to work on another ring-slinger for a while (except maybe Mandarin, because he won't play at all like a member of one of the color-corps ;))
Labels: Blackest Night Hal, Release Watch
[Release Watch] Hal Jordan, Day 16
Wednesday, April 06, 2011
So tonight I cracked open my old, dead PC and dug out my hard drive full of MUGEN goodies, including the remixed version of Hal Jordan that my ScruffyDragon teammate SethZankuten did last year (sorry, it's not public yet), with an eye to grab a couple more things from his version to adapt (this was one of the three things ArmageddoN reminded me a few days ago that I'd wanted to do). Once I'd mounted that drive via external enclosure to my laptop, I grabbed what I needed, and brought that code in. The remixed, new-and-improved Emerald Swordsman is now complete.
I also tweaked the Black Lantern mode's Piercing Strike special to include a little forward momentum, further differentiating it from the regular Ring Strike moves. I'm pretty happy with Black mode now, and am thinking about cutting another YouTube vid of that mode in action.
That leaves me with just Orange Lantern mode's Construct Corps hyper to do, and it should be ready to show soon. And once that's done, he'll be ready for one final pass my my beta team. With any luck, we'll have a release by the weekend. :)
Status recap:
- tweaked Piercing Strike to have a little fwd momentum
- finished adapting Seth-tweaked Emerald Swordsman special
Tasks remaining: 1
Now, off to bed!
Labels: Blackest Night Hal, Release Watch
[Release Watch] Hal Jordan, Day 15
Monday, April 04, 2011
I've mentioned before how I don't get much MUGEN work done on the weekends. This trend continues, and yet from Friday night until now, I've managed to do a couple of things to move this ball a bit closer to the goal, fixing the bugs my buddy ArmageddoN told me about a few days ago:
- fixed: something strange happens if you beat the opponent using selfish grab
- fixed: Smackdown sprites move faster than the gloves
The way I fixed that second bug was kind of sneaky: because Red Lantern Hal moves slightly faster than the other modes, it was a bit of a pain to fix the Smackdown hyper to work right for him, and still work the same for all the other modes... so I just changed his custom move trigger. Instead of his custom hyper, Construct Corps, replacing Soldier of Oa, it now replaces Smackdown. Soldier of Oa isn't messed up by his speed boost, so, problem solved. ;)
Latest bug tally:
Beta issues resolved: 72 of 74
Tasks remaining: 2
I've got some sprites to dig off the hard drive on my old, dead PC, before I can finish the Orange mode's Construct Corps hyper, but I'll hopefully be able to do that tomorrow.
Labels: Blackest Night Hal, Release Watch
[Release Watch] Hal Jordan, Day 14
Thursday, March 31, 2011
Last night I finished the Black Lantern custom hyper, Nekron Rising. Took more time than I'd anticipated, but I like it a lot better now. I also got a bug report from my co-creator, ArmageddoN, on a couple of minor things that he'd found in my latest build. Sooooo.... back up to 4 tasks remaining:
Latest bug tally:
Beta issues resolved: 70 of 74
Tasks remaining: 4
I still owe a post on our plans for Scruffyversary, which would normally be starting tomorrow. I'll try and put that up tonight.
Labels: Blackest Night Hal, Release Watch
[Release Watch] Hal Jordan, Day 13
Wednesday, March 30, 2011
I've got the Black Lantern custom hyper, Nekron Rising, almost done. Needs a few sound and hitdef tweaks, but it's pretty much there. That just leaves me with the Orange Lantern mode's "Construct Corps" hyper left to do! :)
Latest bug tally:
Beta issues resolved: 70 of 71
Tasks remaining: 1!!
Labels: Blackest Night Hal, Release Watch