Legendary Terry Bogard (updates)

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Legendary Terry Bogard (updates)

Post  DEMONKAI on Fri Apr 26, 2013 5:03 pm

You can download him from my new site (3/10/14)
https://sites.google.com/site/demonkaimugen/

NOTE!!: READ details of both the winmugen & 1.0 version at the site. There are differences between the two in damage and advantages.

As for difficulty of both in A.I......just reduce the level so terry becomes less challenging. simple as that^^



Finally completed Awakened Terry V3. That name came from an old friend that suggested the name years ago when i first started the concept. But my Original name was Legendary wolf terry bogard. Theres the Hungry wolf and i wanted to run with the legendary wolf title. so since this is the real deal complete version, no beta and its all i could do with my skill and talent to finish him.  An epic edit of the FF character if you will.

The full breakdown of this project:

He has a lot of supers because i was trying to add in all his supers i liked in past games. Along with the epic ones from the Anime and also some freestyle concepts of my own that i thought would be cool for him to have and different to see in a fighting game,

He has a LOT of moves. enough arsenal to combat major enemies in mugen. and no i dont mean nightmare broli. im talking pots, vyn, reza, Mr infinite, BC, @ndroide, Aurhon, Mr Buckus.. etc. authors of that type and bunch with quality. So please Read the Movelist.

Combat style and moves are mixtures of KOF 12, CVS series, SF3, MVC & AOF (DSM). The supers are more so done 2 QCF+ and attack or two buttons.

my goal since the start was to combine the cool EX and technical styles of how Pots did his characters and how Vyn did his. That was the ground combat, their methods and some slick new ones of my own once i learned how to play with codes in different ways. The air combat wanted to be just like REZA's mvc characters. in my eye he was the first to pull that off successfully and ive been a fan ever since.

Ai is Tough, a decent challenge for human players but a jack knife to enemies in CPU watch matches. very intertaining. Its what im into. I love great AI and i wont change my style on that either so dont bother crying to me about the AI. And yes the AI of Terry has one Edge of advantage than the human player when it come to his revenge supers. its on purpose and its for that "Boss" challenge. Sort of like INO from GGX  when you face her in the end

and yes any combos the CPU can do you can do as well. CPU is just smarter of course

He as a a lot of custom edits that I came up with. in 2010 i taught myself how to sprite edit because there wasnt anymore Terry sprites i could find to do a lot of cool things with. so to be frank and clear these are some of my sprite edits youll see

Batzarro adjusted the arms better but I originally used parts of terry and a certain Kyo to do it


Concept came when i developed his first major super (finger pointing)

I wanted to come up with my own standing parry

This is the original standing CVS in the sprite below but i thought that looked better as a "low" parry


and here is my first major sprite edit you wont find in NO other terry either


(theres much more. Plus The Vanishing  Master Tung Fu Ru is done by me also)

From all that to tons of custom sounds i ripped, mixed down and edited on MY OWN...

This is how i saw MY VERSION of terry bogard. Everybody has theirs and i have mine. pots ryu and vyns ken are almost the same in techincal game play but they are totally different in style and theme. same as mines.
It would be nice and respectful if you gave credit to using my own produced material but i wont expect it. Have at it and use what you will but learn something at the same time if you are going to use my original sprites and sounds.


There wont be another full update of this character. This is it. ive moved on. if i do it will be a patch for 1.0

And lets not get this twisted up. I put a lot of hard work in and i started with these frames with FF template with all the resources i found. Like watching Uroz and BC videos in the past. Then all i did was go to MFG and use the open source code snippets. Study what pots did, followed REZAs tips on how he did it and looked at Vyns works whom i admired in creativity. he been gave me the green light to study his characters to see how certain things are done. I USED ALL MY RESOURCES and my imagination to learn fast. Trial and error and patience is the key. That was my strategy the whole entire time and it worked

So share your thoughts. likes and dislikes. But more importantly for the actual experienced creators here i want feed back on what could have been better and how could i have fixed things to react better

If you are curious to whom i gave credit to just read the credits in the character



peace Warriors of the Infinite

Enjoy!


Last edited by DEMONKAI on Wed Mar 12, 2014 9:28 pm; edited 10 times in total
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Re: Legendary Terry Bogard (updates)

Post  Nolemociy on Fri Apr 26, 2013 6:46 pm

Terry is one of my favourites chars)) and finally he got an alt form))) Pls make for him good small portrait and will be great if he use only 3 power bars, not 4 like at the moment. Other things are great for me)))) he is awesome
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Re: Awakened terry V3 (LegendaryWolf Terry Bogard) Official release

Post  alucard on Sat Apr 27, 2013 4:27 am

votre terry boguard es vraiment puissant cheers
ces un travaille de pro merci beaucoup pour le partage Very Happy
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Re: Awakened terry V3 (LegendaryWolf Terry Bogard) Official release

Post  Antzz on Sun Apr 28, 2013 2:59 pm

cool character i look forward to violent Ryo Very Happy
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Thu May 02, 2013 2:22 pm

Forgot to show what was updated since the release. im working on one last patch considering the AI. im trying to ramp the aggressiveness up more. if no success then ill leave it be for a later patch to have as an option at my site

Here are the updates already done:

Update 1:

-lvl 1 power geyser doesnt juggle anymore. axis on blast & bounce adjusted

-launchers geyser punch & kick DONT juggle anymore. one pop up each. you miss the rave you fail. no infinites

-Elbow juggle from dons vid seems to be fixed now. you really have to work hard to do that. but eh anyway i couldnt do that on dons geese howard when i fought him so i guess that elbow ta death BS is over

-power waves dont continue to hit enemies that are in a lie down state. all waves pass through

-EX power wave on hits lie down state enemies (temporary. i may change it)

-hit boxes adjusted much smaller on umtimate whirlwind punch. (still under observation)

-lvl 1 overshift buster wolf open damage and block damage are cut down

-lvl 3 buster wolf blast is cut down

- rising tackle damage cut down

-crack shoot damage cut down

-EX barbarian triple power slam damage is cut down

-perfect win state themes changed, just the one in the last round. its an SNK theme.


Update 2:

-ALL supers are balanced a bit better. lvl 1 and 2 supers can get hit out of action. no invincible factors. only level 2 maximum burn knuckle has a slight advantage. Damages are toned down also. not a lot but a bit more. remember the theme of this terry, hes a maxed version of mines. so im not gonna dumb em down much

-Most lvl 3 supers are toned down in damage.

-The geyser quake has no invincibility at the start. only at the end when he gets a shot to strike the ground. thats for a few moments

-more hit boxes removed and resized a bit smaller. i wont go crazy with that because as i said before with the CSLN viewer 2 on the boxes it makes them look way bigger than what they are in AIR section. so i focused more on hit damage and block damage to tone down more instead. You can block all supers or dodge them, only one you can not block is the utimate wolf power. he breaks your guard. its intentional. Thats a level 4 move anyway

-Ultimate whirl wind punch hit boxes on initial start is smaller. you have to be a bit closer to the gust of wind around to trigger his full on attack. The spinning attack hit boxes are resized smaller. hits still do the job though. chip damage i toned down a taste

-ALL specials can not break trough projectiles. with the version you guys have now you can do that. it was a horrible mistake . i didnt pay much attention to those hit ATT rules now i see why certain code accuracy freaks were trippin. only specials that can break through are the power waves since its for the ground and almost all projectiles pass over it anyway

-Not that much invulnerability to rising tackle. severe up close but do have a shot of catching him out of it.

-ALL EX moves are nerfed properly so they cant break through projectiles, only ones that can do that are the AIR & Ground EX burn knuckle. I did it like that since those moves take power and you cant abuse it. so thats fair

-EX moves can pass by but not for very long.

-weak power wave is now the ground wave. short burst blast like vyns. same knock down effect

-AI slightly re done a pinch of V3 AI And tossed a trigger of V2s old AI aggressor in there.


And remember folks. This is a particular terry type. boss syndrome if you will. Superior maxed version of Terry. so im not gonna nerf many things much more. we all seen some creations of bosses where their life refills. i was never a big fan of that sort of thing but it is amusing to watch other characters combat that stuff at times.

But anyway those are the latest updates thats already updated at my site link. I may get new palettes also. one more patch im working on thats it for the Legendary Wolf
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Sat May 04, 2013 2:45 pm

Update 3:


The final patch updates have been done, im just looking it over personally before i update the link today

1) I refined the the entire AI helper. hes a bit better on defense and that parry situation (if it was an AI issue) should
be fixed since i used a particular new solid AI method. No more i can and will do with that AI

2) His lvl 1 over shift buster wolf. CAN BE hit at the start of the rush in. AND at the end hes left wide open for an assault once youve blocked the full on assault. ive tested this my self 3 times using pots shingouki against him. i punished him after i blocked everything using a super dragon punch. if you cant do that then its your game play skill folks. step it up!

3)the small icon for the portrait at the select screen has been re sized properly and now it looks clean cut. i had to crop it a good 3 more times to get it right

4) LVL4 Ultimate whirlwind punch is much more effective off the start. as i said in a past post HES NOT invincible during initial charging stance of wind. HIT BOXES have been re sized smaller so you have to be closer AND you can hit him out of that. You miss the chance youre screwed. so on that note ill like to add that now his first hit works like ryus hurricane kick. if open hit is successful instead of bouncing away the enemy he bounces them in, just right so that he can engulf them into the full on assault.


Thats pretty much it. im already working on my next project. Remember to always go to the source link for the updates of my terry if you are enjoying him.
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Sun May 05, 2013 12:02 pm

The site is updated with the link now. Check the first page for my site. Be sure to be mindful of my update dates. dont mix and old update with the new one.

1) The standing power kick (weak kick & medium kick) has been fixed so that it doesnt juggle bad like the launcher hits.

2) The lvl2 maximum attack super has been nerfed down so that you can atleast hit right after the assault it is over much faster. not much invincibilty time after he cools down from rush in of hits.

3) The KOF 12 critical counter has been refined again. i realized after i fixed the juggle issue with heavy punch and kick launchers the critical counter became buggy. so now its a matter of hitting a different set of buttons (read the move list for more details). For example instead of stead of triggering the feature with HEAVY punch close (the upper cut) or the close HEAVY kick (high kick) you now can hit a standing medium punch. thats one new way. and then you can button mash an chain into certain supers.

4) Terrys EX power wave voice has been changed around

5) The lvl 1 Live wire power geyser has been refined again to Juggle much better properly

6) Lastly, the AI? all i can say is i will be posting a lot of random AI combat (watch mode) videos and me playing against terry just to show how unbroken he is (he can be beat) and to show the better update of the AI i coded in him so that hes way more responsive and defensive. Thats all i can do with AI entirely at this point. i will do no more with this character. "BEWARE OF THE TWO PIECE SET UP"



That AI issue where he doesnt parry low as much is totally fixed now. i had to adjust some variables so that he totally utilizes ALL is defenses. There was something about AI coding i kept dropping the ball on and now i finally got it And also ive shortened the display name to Legendary Terry Bogard


have fun folks & thanks for the support!
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Thu May 09, 2013 2:06 pm

Nolemociy wrote:Terry is one of my favourites chars)) and finally he got an alt form))) Pls make for him good small portrait and will be great if he use only 3 power bars, not 4 like at the moment. Other things are great for me)))) he is awesome

He has 5 power bars for a certain reason. you can cancel from certain supers into others like KOF 13. Read the movelist



Heads up to the forum:

The site link has been updated since yesterday. 5/08/13
Read the details there on whats been added.

i would like to conclude my post updates here since ive already moved on to next character currently in the works. Feel free to stop at my site anytime to see if i did any new updates to terry as far as fixes go

Later
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Tue Jun 25, 2013 12:54 am

whats up infinite warriors....

update for the AI. i had to tweak some things to make him a bit more aggressive in ways to cover more ground and corners. took a break on ryo for a bit

Details on his AI:



-He engages the enemy a lot more as far as chase down

-He roll dodges a lot more toward the enemy to engage better in corners so you
never know at times if hes going to grab you right after like pots guess or just make a special attack (that alone im actually fine tuning once again to make the space with that a bit better too. we will see)

-He attempts low attacks a bit better


Overall there are some updates to the chars AI among other things that were done over the course of months after release. Always pay attention to the dates at my site. Last thing that were done where better AI control of his charge up. FX change to his charge up to look alot cleaner. And various tweaks to his damage. one major change to one of lvl3 supers and a few new ones to his AI combat to engage enemies.

last update was 8/4/2013




Level 3 super raging wolf has been altered. now he rushes in with a should tackle. Then follows up with the super wolf power blast. if you block the assault the first hit only animates as a shoulder tackle with a few hits. IF it connects then it does the whole super.

new change to Raging wolf animations


(if blocked. then terry cancels the move entirely)


(open hit)




Last edited by DEMONKAI on Thu Jan 09, 2014 11:46 pm; edited 8 times in total
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Re: Legendary Terry Bogard (updates)

Post  Antzz on Sun Jun 30, 2013 3:18 pm

where can i find that awesome dragon stage ?
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Re: Legendary Terry Bogard (updates)

Post  Nolemociy on Sun Jun 30, 2013 3:48 pm

Pao Pao cafe from Capcom vs Snk, you kiding right?))
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Re: Legendary Terry Bogard (updates)

Post  Antzz on Tue Jul 02, 2013 12:31 am

nah man no kidding i am looking at it and i am saying it looks familiar scratch  lol but could not remember at all lol!  thanks
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Re: Legendary Terry Bogard (updates)

Post  yaret on Sun Jan 05, 2014 8:32 pm

new updating amazing Very Happy  cheers thanks for sharing this famous character.  drunken 
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Fri Jan 10, 2014 12:34 am

Video showcase shown below is pretty old now since ive already updated and cleaned up a lot more things since after the recording

The last official update i did was 12/14/13


Summary below is what took place long after or a bit before the video you seen above:

Spoiler:
-Extra codes unused removed. there was a lot i didnt realize i left not connected to anything inside his helper or sharing numbers of other states

-ALL unused FX and sprites removed (yeah there were a lot in there when i released it)

-More sounds removed. some changed

-More FX that were being used are now removed. Example:
GGX flames BG and many others

-Certain FX bugs fixed. one example is the Geyser quake smoke blast
removed the bad glitch color one with the a fixed version. Others were re adjusted and coded better

-Official NEW end match win state Cinema animation added in

-All new hit sparks

-ALL Super charge FX totally re placed

-Hyper charge for Lily portrait re coded to animate with zoom better

-Midnight Bliss animation FINALLY added in! Twisted Evil 

-Shock hit animation FINALLY added in! Twisted Evil(Under observation to be color edited though maybe) 

-Fixes to Terrys hit animations of AIR file sprites heavily updated

-Fixes to Terrys reaction to ALL midnight bliss attacks.

-Fixes to his hit animations when hes thrown or grabbed by certain isolated issues VS characters like R@ce's marco. i thought it was his character but it was an isolated bug issue my terry had on default VS him. Coding is tricky like that ive learned where you must to test your character versus a wide variety of character attacks.

-ISOLATED KO lie dead states versus certain character types totally fixed properly so that on default it doesnt happen if the enemy character is coded a certain way. One example is VS don drago Ryu. so if he ever beats terry my terry just lies dead and no custom get up state action

-AI helper trigger refined better

-AI updated in various areas. two examples dodge and parry. terry now side steps way more
and parries way more effectively than before. the game one level 8 for best results^^

-Certain attack clsn boxes were removed entirely. one example: is the landing overshift geyser
animation. yes that big huge red box around terrys body some folks cried about is gone

-Certain get hit clsn boxes were resized down. one example: is the rising tackle. they are a bit smaller

-Certain moves dont chain into each other like before. I found certain combos ineffective either in
human game play or A.I.

-New crouching heavy punch added in. more of a SF anti jump in keep away punch.
didnt like the idea of sharing the same heavy punch animation for medium and heavy

-parry system totally fined better again in AI and in human game play much smoother and lighter like SF3. I found some things a bit off and codes not connected so i had to start over

-A lot of EX features fixed better. One example: hit pause of EX shatter wave re coded much better

-precision hit counter FX added in and the KOF XII critical counter removed. i didnt like it in the end but
i might use it for something else on a different character



Snippets of screenshots of various updates
Spoiler:

I sprite edited a new crouching heavy punch. I like the old SF2 tactics so thats why its there




Midnight Bliss and shock animations Custom scream sounds on bliss change added in too






All new wall and ground hit FX:




ALL new Hit sparks. i wanted all this before but kept messing up on the code so i ran with those
KOF XIII FX until i felt like trying to code it again. trial and error is a bitch





All new block FX
EX power charge tackle now has one. before it was bare






And Various other FX changes youll find that look cleaner and better. the best of my ability.


The red super charges you see in my terry i took the time out to figure out how to change the color of


Precision counter hit. all it is what you see happening with those pots characters. i just jazzed it up more with FX and sounds...i plan to take the effect of it further later. And yes this happens with all attacks if you hit them just before they hit you.




And finally the new official win state look i really wanted from the start. i just had to find a good code method that fit the concept of what i wanted....


These were all the main things i had time to do or finally figured out better ways to code on my own these past months. The hit damage of the character were adjusted. will you like it better? i dont know but it has been toned down enough in my eyes. BUT the final patch for 1.0 version will have a even more dramatic tone down of bite to terry. This in the end leaves a winmugen version and 1.0 version. 1.0 will be softer. The public can have their choice of that in the end at my site later on so thats what im currently patching right now.


well thats the latest. sorry i havent been updating news here but my site and youtube videos expose everything of the latest anyway. check that material if youre following whats new with that terry.

[Cpu vs cpu battles LVL 8]


(Still love that new Andy though, slick work!!)


peace

http://legendarykailabs.webs.com/


Last edited by DEMONKAI on Thu Mar 06, 2014 8:54 pm; edited 1 time in total
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Re: Legendary Terry Bogard (updates)

Post  Alpyne_D on Tue Jan 14, 2014 8:58 pm

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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Thu Jan 23, 2014 4:41 am

Update

wolf speed revised again:

-I felt it could be better looking so i did it over one more time. Some of the new blur sprites were deleted. Didnt need all of them actually. so when you super dash now its a lot cooler to see and hear. I also removed another sound effect also entirely. it sounds more like Krauser fast speed in the movie when he appeared behind terry by surprised^^

-After images removed off dashing effect and no more bright blue Pal FX color

-Hit boxes added to all the sprites of that move now but not the last single sprite animation that ends and tricks out the start of it which is a helper state i used. Move resembles what Vyn did to his ken more so now when you see it in action



Geyser Quake fixed again:

-Didnt realize the upward velocity of the first hit was so great that it sends enemies off the screen crazy high if they fell down into that blast. so i Reduced the height majorly much lower.


Dead end napalm fixed back to normal:

-While fixing the Geyser Quake i screwed up the final hit animation hit boxes of that move. forgot they both shared the same begin state animation so i made a new one and fixed that move back to normal....


Well thats it for a hot while.....send feedback on any major bugs you saw and ill see if i can do something about it.
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Re: Legendary Terry Bogard (updates)

Post  DEMONKAI on Thu Mar 06, 2014 7:05 pm

Whats up IFF warriors,,


My site froze and crashed badly as i didnt know. Im not sure if ill get it back or not but I updated the beginning of the thread with both links of the Winmugen & 1.0 versions with a small details on whats the difference between the two.....



Laters...

-KAI
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