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Charizard released by Gladiacloud (Read 58655 times)

Started by Gladiacloud, February 16, 2015, 10:02:51 pm
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Charizard released by Gladiacloud
#1  February 16, 2015, 10:02:51 pm
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Gladiacloud here.

Finally, after more than two months, I can release my new character, as well as my first character of this year.

I was hoping to spend a little less time, but it did not happen: in fact, to be honest, I almost dump him permanently even before starting the spriting, until my friend Borewood not suggested me to use the program XNALara and a 3D model Charizard downloadable from Deviantart. Thanks to these elements, plus a massive use of GraphicsGale, I could realize the sprites with more ease and create this character, which is one of my favorite Pokemon :)


CHARIZARD!

SCREENSHOTS:









DOWNLOAD LINK:
https://www.sendspace.com/file/498izy
(02/20/15 updated)

Hope you like it. :)

I will create other Pokemon characters in the future? Maybe.

Initially I wanted to give him the ability to megaevolve into MegaCharizard X, but in the end I gave up. However, to compensate, his twelfth palette contains MegaCharizard X's colors.

Have fun!
Last Edit: February 20, 2015, 08:21:10 pm by Gladiacloud
Re: Charizard released by Gladiacloud
#2  February 16, 2015, 10:29:37 pm
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I was hoping when Charizard was going to be out and now it's here.
Good release, cloud.
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Re: Charizard released by Gladiacloud
#3  February 17, 2015, 12:25:00 am
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Hm...This Charizard seems to be actually pretty good so far, but I've got a few things to say:

  • All of Charizard's Normals do chip damage (I.E. the damage you take on block). Normally, only the special and hyper moves should do chip damage.
  • Aside from the "dash kick" performed by pressing c, Charizard literally cannot attack while running.
  • The Rock Smash command normal has a hitbox at the very first frame of the animation that cannot be blocked. Either move the red hitbox on the first frame to another one or remove it entirely (The red hitbox, not the frame or animation themselves.
  • Is the Tail Whip special move supposed to be an overhead? If so, change the guard flag on each version from MA to HA.
  • Fire Blast's projectile passes right through the opponent if they are directly in front of Charizard. The Width state controller could be useful for this.
  • The projectile in Charizard's Flamethrower special move does not go away if it is hit during the animation. The projectile still disappears naturally when its animation finishes, however.
  • Speaking of Flamethrower, the sound played does not stop instantly either when they are hit in the middle of it. A similar case would be the repeating ORAORAORA/MUDAMUDAMUDA sounds heard in Warusaki3's Jotaro and DIO respectively when they are hit during their shared Blazing Fists special move, except that one is pretty much blaring in your ears for the entire round.

That's all I have for now. I'll let you know if I have more things for you to fix.
Last Edit: February 17, 2015, 03:15:07 am by Dylanius
Re: Charizard released by Gladiacloud
#4  February 17, 2015, 11:27:04 am
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Awesome release! We needed something like this :D

And now, feedback...well, what hasn't already been covered:
  • There's a tiny gap between Charizard's left foot (viewer's right) and the shadow. I would suggest moving the shadow offset up, but I think Charizard might be too high up anyway, so perhaps move him down about two pixels...?

  • Its Hypers are a little bit too powerful, seeing as they're all level 1s. I'd say Earthquake is fine at 200, but seeing as you can combo Fire Blast into Flare Blitz, which deal 235 and 255 damage, respectively, that's 490 damage! Almost half the average character's Life stat! Either lower the damage of them or increase the damage and make them level 2s (or do one for one, and one for the other :P).
  • Flamethrower might be too powerful on the medium and heavy variants. 60 for light is fine, but 105 for medium and 143 for heavy seems too much.
  • What's the point in the medium and heavy variants of Flight? The damage is the same as the light variant, and all they do is go higher, which leaves Charizard open should it miss.
  • Tail whip rarely hits twice on smaller/thinner characters.

Still, fantastic character. Compared to the Charizard characters we've had up until now, this is a masterpiece :P

Oh, I want a diagram. I fucking love diagrams.
Re: Charizard released by Gladiacloud
#5  February 17, 2015, 12:39:00 pm
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Your work is Amazing! I hope you plan to make more of the forgotten Capcom characters. But still after Bubblun and now Charizard, this is really cool. I really start to enjoy your creations more and more! :D
Previously known as;
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The Street Fighter 2014-2021.
Re: Charizard released by Gladiacloud
#6  February 17, 2015, 01:23:08 pm
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  • What's the point in the medium and heavy variants of Flight? The damage is the same as the light variant, and all they do is go higher, which leaves Charizard open should it miss.

Oh, so you're meaning to say that all versions of Ryu's Shoryuken should have the same y velocity, and that each one would be incredibly safe because how high he goes off the ground in the HP and MP versions is not changed at all from the LP version?

Apologies, but I really had to let that one loose.
Last Edit: February 17, 2015, 01:27:26 pm by Dylanius
Re: Charizard released by Gladiacloud
#7  February 17, 2015, 01:32:11 pm
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  • What's the point in the medium and heavy variants of Flight? The damage is the same as the light variant, and all they do is go higher, which leaves Charizard open should it miss.

Oh, so you're meaning to say that all versions of Ryu's Shoryuken should have the same y velocity, and that each one would be incredibly safe because how high he goes off the ground in the HP and MP versions is not changed at all from the LP version?

Apologies, but I really had to let that one loose.
Good try at being snotty, but he said the damage is the same which negates your argument. Kindly sit down.
Re: Charizard released by Gladiacloud
#8  February 17, 2015, 01:33:04 pm
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Oh, so you're meaning to say that all versions of Ryu's Shoryuken should have the same y velocity, and that each one would be incredibly safe because how high he goes off the ground in the HP and MP versions is not changed at all from the LP version?

Apologies, but I really had to let that one loose.
He's saying that that there's no point in using the Heavy version over the Medium version because they do the same damage. There's no incentive to use the Heavy variant. Get it? Seriously, read what he said...

Dammit Ume. You post-stealer, you. :P


-[Все слова это только слова.]-
Re: Charizard released by Gladiacloud
#9  February 17, 2015, 02:47:56 pm
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Just found something else. It's quite a long problem. Yes, long, as in duration :P


It's at about 1:45.

Basically, one of his win poses doesn't end -- it just keeps going indefinitely.

Oh, I want a diagram. I fucking love diagrams.
Re: Charizard released by Gladiacloud
#10  February 17, 2015, 02:55:44 pm
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Nice start.

Some suggestions...

 - different graphic styles of fire effects doesn´t look good, try to go for some consistency
 - shading of the rock looks very bad
 - give the footsteps even more impact by using another heavier stomping sounds
Re: Charizard released by Gladiacloud
#11  February 17, 2015, 08:48:58 pm
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Re: Charizard released by Gladiacloud
#12  February 18, 2015, 03:56:12 pm
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wonderful!
Re: Charizard released by Gladiacloud
#13  February 18, 2015, 09:03:27 pm
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Charizard update in first post.

Major bugs fixed.
Re: Charizard released by Gladiacloud
#14  February 18, 2015, 09:51:22 pm
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I see you've been paying attention to feedback, but there's still some problems:

  • All Normals still do chip damage. Please either remove the second number (indicated by a comma separating the two values) or at least set it to 0 for each normal, starting from state 200 to state 950.
  • Jumping C apparently has to be blocked high on the first hit, then low on the second hit. Why?
  • The Medium and Heavy variants of the Flamethrower special move still do too much damage.
  • Fire Blast still goes through the opponent if they're directly in front of Charizard. I suggested the use of the Width state controller the last time I pointed this out, and apparently you have either forgotten to use it or outright ignored that part of my statement.
Last Edit: February 18, 2015, 10:22:17 pm by Dylanius
Re: Charizard released by Gladiacloud
#15  February 18, 2015, 10:36:00 pm
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Would be nice to know what has been updated...
Re: Charizard released by Gladiacloud
#16  February 18, 2015, 10:58:33 pm
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  • All Normals still do chip damage. Please either remove the second number (indicated by a comma separating the two values) or at least set it to 0 for each normal, starting from state 200 to state 950.
I don't know what you mean with "chip damage" :P I believed that means that normals causes more damage :P
Re: Charizard released by Gladiacloud
#17  February 18, 2015, 11:01:15 pm
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Chip damage is basically damage done when an opponent is blocking said attack. It's also the idea where cheese k.o.'s come from. "You want some cheese with that chip?" But basic normals aren't suppose to do chip damage.
Last Edit: February 18, 2015, 11:05:08 pm by R565
Re: Charizard released by Gladiacloud
#18  February 18, 2015, 11:02:07 pm
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Chip damage - even if p2 blocks the attack, it does a small amount of damage...

Normal attacks shouldn´t do that.

EDIT: Oh! Ninjaed!  :)
Re: Charizard released by Gladiacloud
#19  February 18, 2015, 11:09:57 pm
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Chip damage is basically damage done when an opponent is blocking said attack. It's also the idea where cheese k.o.'s come from. "You want some cheese with that chip?" But basic normals aren't suppose to do chip damage.
Chip damage - even if p2 blocks the attack, it does a small amount of damage...

Normal attacks shouldn´t do that.

Thanks for covering me, guys. Anyways, yes, they're right. Normals shouldn't do chip damage, so would you kindly set the lower value number in the damage (the one separated from the bigger number by the comma) to 0, Gladiacloud?
Re: Charizard released by Gladiacloud
#20  February 18, 2015, 11:19:53 pm
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Oh snap! I ninja'd Staubhold. On a Charizard note, it would be really nice if you did that.