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 Super 17 by Szowel version 2.0

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szowel
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PostSubject: Super 17 by Szowel version 2.0   Sat Oct 06, 2012 4:18 pm

Yo. I thought, write or not.. Well, because here are few people, who's can talk english, I decided to write.
I'm inviting you to download and test my new version of Super 17.


Attacks list and informations are on my website and inside of folder.
http://szowel.netau.net/chars/Super%2017/

I fixed old Super 17 in sprites and coding. It's simply new character! 017
Pallete:




Download link: http://szowel.netau.net/chars/Super%2017/

I don't know, do you like a new version and I'm writing again: English please 071
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benhazard
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PostSubject: Re: Super 17 by Szowel version 2.0   Sat Oct 06, 2012 5:30 pm

Donwloading now, i will give feedback soon. ^^
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G.o.D.
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PostSubject: Re: Super 17 by Szowel version 2.0   Sat Oct 06, 2012 7:51 pm

Here's some feedback:
-some required sprites are missing;
-CLSN on first frame of anim 200; infinite priority on all attacks. Some missing CLSN on some anims.

Will give other feedback later.
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benhazard
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PostSubject: Re: Super 17 by Szowel version 2.0   Sat Oct 06, 2012 11:37 pm

FeedBack:

-Many effects have low alignment, despite being a mere detail, could be fixed without too much trouble.

-CLSN's need many fix.
CLSN's on anims are not very consistent.

-The idea of ​​make a label/cation (for attacks like "Dengeki Jigoku Dama" or "I'm a Perfect Android") is not bad, but doesn't have a good appeal, on the way you did.
And just end up devaluing your idea instead of bringing some sort of creative or original feature.
I know you can argue that's your style, but being honest, the way that you tried to use on him, did not please me very much, almost ends up devaluing the character on my view.
my suggestion is you opt for a more dramatic and simple text, as used by Broly (flowargirl / Necromacer), Goku Type Z(Dark Roken) or Gogeta and Goku Legend (Sawady"(Open Source in this case)").
if you want to get an idea of ​​what i am talking about, check out the intro of these chars.

-The gameplay is good, but I feel it's a bit abstract, perhaps because of my personal taste, but the grappling system is a bit restrictive, and has a little rhythm detailed in Super-17.

-the Firsts Attacks start at high speed then become extremely slow, besides S17 have some predefined combos, sometimes, this make me run infrequently the same type of combo moves. That makes him an only PC/Enemy character in a short time.
making the User let S17 as a Boss, than as a player character to play on mugen.

-I would recommend to try to balance the beat frequency of his Attacks a bit more, and create a Sub-Gameset to make it more practical and attractive.

-you can give more functions to the super-17 attacks and makes it more attractive. because most of them follow the same line. as his "Energy Rockets Attack", that awaly shot 3 Ki
Attacks, can be perfomed on other way, and get some variation by random luck for example. ^^

-You can make your commands a few more standardized than giving a function to each button. this can help make the gameplay more dynamic and familiar to the player.

-I think one of the first things I noticed was the super-17 color palette, they are very simple and have no depth. most seem to have the same range.
later, if you allow me, I will give you suggestions for the improvement of the reed.

-More Intros/Win Poses/Taunt?

-Velcet have some unnecessary overspeed.



What i mainly liked on him:

-He is very dinamic a have good FX on great part of his skills, make he sound alot with S17 from the anime.

-Well Balanced SND, probaly, Pan 1.0 will have Sounds based on DBZ/GT

-I really liked your ideas for Attacks, it helps to characterize and turn him quite amusing.

-Pretty original Zanzoken

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zdragonballz
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PostSubject: Re: Super 17 by Szowel version 2.0   Sun Oct 07, 2012 3:14 am

very original style pn gameplay,sprites are mice at all very good charecter ,nice touch!!
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G.o.D.
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PostSubject: Re: Super 17 by Szowel version 2.0   Sun Oct 07, 2012 4:17 am

Other feedback:

Gameplay-wise
-b+y doesn't work as intended on the corner;
-you can do an infinite with light kick;
-while doing a combo, a debug message appeared:
Quote :
"23752: Warning: Player Super 17 by Szowel (56) in state 211: changed to invalid action 211".
-something I found is: when you try to absorb energy (c button) and you're close to the opponent, if this one shoots a ki blast you don't absorb it but get hit by it. Is this intentional?

Sound-wise
-for some sound samples, like Flash Bomber, instead of cutting them in the end, try to do "fade out" with Audacity;

Graphic-wise
-some of the anims look stiff, the body doesn't move well when doing attacks;
-the sprite you use for shooting ki blasts looks strange, I'm referring to the arms.

Overall nice, it needs some editing in the graphics section, but since this is done from scratch I won't complain; the gameplay is good. Good work!
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szowel
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PostSubject: Re: Super 17 by Szowel version 2.0   Sun Oct 07, 2012 6:14 am

Thank you all for tips. I think, that it will helpful 070
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Dj Sonic
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PostSubject: Re: Super 17 by Szowel version 2.0   Sun Oct 07, 2012 1:37 pm

Excelent job bro, very original style and good charecter details. 070

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3rd String
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PostSubject: Re: Super 17 by Szowel version 2.0   Mon Oct 08, 2012 8:06 pm

great character szowel. i have a request. can you make some the shadow dragons i havent no one do any of them yet except a omega shenron.
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PostSubject: Re: Super 17 by Szowel version 2.0   Tue Oct 09, 2012 2:07 am

Great character Man!

Nice FXS,But a Fx for Supercharge-Supers/ hypers are missing.

Sprites and animations can be improved. but is good within everything.

I loved the gameplay. very good.

Thanks for sharing

I hope more chars yours. you're a great coder 070

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szowel
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PostSubject: Re: Super 17 by Szowel version 2.0   Tue Oct 09, 2012 1:06 pm

I'm not great spriter but okay. Next project is Torankusu GT 2.0:
Currently, he looks like this:
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G.o.D.
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PostSubject: Re: Super 17 by Szowel version 2.0   Tue Oct 09, 2012 4:39 pm

Everything should change shading when he is charging the power. I'll show you a sprite, if you want. Always referring to the last sprite, the right arm (in your left) looks strange to me when in aura effect shading.
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szowel
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PostSubject: Re: Super 17 by Szowel version 2.0   Tue Oct 09, 2012 5:31 pm

I would be thankful Wink
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G.o.D.
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PostSubject: Re: Super 17 by Szowel version 2.0   Wed Oct 10, 2012 2:20 pm

Here you go:



The dark tone, when charging aura, should be always in the middle of the sprites.
Left= Szowel's sprite; right= my edit.
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szowel
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PostSubject: Re: Super 17 by Szowel version 2.0   Wed Oct 10, 2012 3:35 pm

I see, thank you G.o.D. , I agree with you Very Happy
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PostSubject: Re: Super 17 by Szowel version 2.0   Today at 11:44 am

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Super 17 by Szowel version 2.0

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