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[Scruffyversary] SD Creators Week Green Lantern Remix

#1 User is offline   Buyog 

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Posted 29 April 2009 - 02:56 AM

Posted Image

Today I'm proud to offer up the latest and greatest version of Green Lantern Hal Jordan. Thanks to McCready, all of his ring construct effects have been retouched to look more like solid light and less like green plastic. (Thanks, man! :))

Other changes you'll notice in this release:
- all of the non-green palettes (like Black Lantern and Sinestro) won't work anymore, because of the SFF changes. I may try to fix this later on, but for now it's a limitation. :shrug:
- air charging ram is back (it somehow got accidentally disabled in the previous release)
- green afterimages when your power meter is full
- general move tweaks here and there to make the AI better without being quite so "spammy"

You can download GL Hal Jordan Remix on DC Chars, page 1, or at my site.
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#2 User is offline   McCready 

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Posted 29 April 2009 - 03:04 AM

Glad to be of assistance. Hope all enjoy it.
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#3 User is offline   Kovacks a.k.a. The J 

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Posted 29 April 2009 - 03:05 AM

man I'm downloading this right now Hal has got to be my favorite DC character :|
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#4 User is offline   torre69 

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Posted 29 April 2009 - 03:14 AM

Another sweet release Buyog geez your a busy man. Great work your characters are a huge joy to use. I found a problem with the emerald knight hyper, I could keep using that hyper even when my power bar was empty. The updated sprites are mint im loving this month.
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#5 User is offline   Buyog 

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Posted 29 April 2009 - 03:21 AM

View Posttorre69, on Apr 29 2009, 10:14 AM, said:

Another sweet release Buyog geez your a busy man. Great work your characters are a huge joy to use. I found a problem with the emerald knight hyper, I could keep using that hyper even when my power bar was empty. The updated sprites are mint im loving this month.

Thought I'd fixed that, but only in the non-AI version... :doh:
Fixed now.
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#6 User is offline   Snakebyte 

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Posted 29 April 2009 - 03:55 AM

Thank you for finally making Emerald Knight NOT performable in air... God that always weirded me out, but I was too nervous to ask if it was intentional... Horses don't run in air... :furious:

Floating equines aside, this is an AWESOME update. Character looks WAY better. Great job McCready and Buyog, and thanks for responding to and fixing what I PMed you about. :salute:
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#7 User is offline   Blacksaiyen 

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Posted 29 April 2009 - 05:11 AM

I'm kinda lost... Buyog, please answer that simple question : I may wonder too much, but why did you call it 'remix', isn't it supposed to be an update ? I mean, does it mean it's worth keeping both versions of GL ??

And yeah, pfiooou, you guys keep releasing chars, just like they're falling from the sky (whereas they're not) ; huge thanks ! Gonna test it.

This post has been edited by Blacksaiyen: 29 April 2009 - 05:11 AM

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#8 User is offline   Buyog 

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Posted 29 April 2009 - 06:10 AM

Well, if enough of the sprites have changed, I think of it as a "remix." In this case, every construct has been redone and a few moves have been tweaked, so... ;)
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#9 User is offline   Shammar 

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Posted 29 April 2009 - 06:49 AM

Its been like Christmas for the past couple of weeks. You guys are fantastic, the time and dedication you fellas put in makes me speechless. My inner geek thanks you and my wife hates you.
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#10 User is offline   basilisk 

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Posted 29 April 2009 - 07:33 AM

You're a pro Buyog Congratulations

Green Lantern is a Superior Level char

Everytime I went here, I have a good suprise, Pocket chars, Big chars, stages... all of them are

outstanding and the work done is simply fantastic, you Mcready, Magus.. all pros

Thank u, I'm willing to see what you guys done with the Phase1 Game :thumbsup:
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#11 User is offline   Kageuchi 

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Posted 29 April 2009 - 09:55 AM

There's still one bug carried over from the last one. The "mission accomplished" winpose is still the default palette no matter which palette you select.

I think I suggested this before, but a thing that might be cool to add would be a green glow from the lantern reflecting off Hal to show that it was being charged for the fight with a "charging" sound effect or something.

This post has been edited by Kageuchi: 29 April 2009 - 10:03 AM

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#12 User is offline   medellin 

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Posted 29 April 2009 - 11:05 AM

:lookee: nice hal its looks much better i like it
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#13 User is offline   DoktorAvidan 

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Posted 29 April 2009 - 11:29 AM

Cool beans man!
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#14 User is offline   Kovacks a.k.a. The J 

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Posted 29 April 2009 - 11:35 AM

View PostSnakebyte, on Apr 29 2009, 05:55 AM, said:

Thank you for finally making Emerald Knight NOT performable in air... God that always weirded me out, but I was too nervous to ask if it was intentional... Horses don't run in air... :furious:


but a Green Lantern can make the impossible possible through their will.so in the real world it's wrong but in the DC universe it can happen & I didn't mind it because I knew this. :guy:
also the constructs look amazing

This post has been edited by Kovacks a.k.a. The J: 29 April 2009 - 11:36 AM

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#15 User is offline   amarillo002 

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Posted 29 April 2009 - 11:37 AM

View PostKovacks a.k.a. The J, on Apr 29 2009, 12:35 PM, said:

but a Green Lantern can make the impossible possible through their will.so in the real world it's wrong but in the DC universe it can happen & I didn't mind it because I knew this. :guy:
also the constructs look amazing


i was thinking that too but...it looks cool

thanks buyog
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#16 User is offline   Buyog 

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Posted 29 April 2009 - 12:03 PM

View PostShammar, on Apr 29 2009, 02:49 PM, said:

My inner geek thanks you and my wife hates you.


:lol2: Tell your wife sorry, still a few more days to go! XD

View PostKageuchi, on Apr 29 2009, 05:55 PM, said:

There's still one bug carried over from the last one. The "mission accomplished" winpose is still the default palette no matter which palette you select.

I think I suggested this before, but a thing that might be cool to add would be a green glow from the lantern reflecting off Hal to show that it was being charged for the fight with a "charging" sound effect or something.


Those aren't "bugs" in so much as they're things I intentionally opted not to do because they'd both have made me crazy at 3am when I was trying to finish this thing and get a few hours' worth of sleep. :lol: Eventually they *will* be done, though.
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#17 User is offline   Spidercide 

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Posted 29 April 2009 - 01:36 PM

Awesomeness! :thumbsup: Gonna try it out now. Again good job Scruffy's especially you Buyog.

Oh yeah, and I love how your avy still has the coat of purple on it like it's still Parasite week. It makes you look evil, no offense. XD
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#18 User is offline   darkseid DC 

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Posted 29 April 2009 - 02:32 PM

the new effects are awesome !!
do you plan to do the same with sinestro ??
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#19 User is offline   twinimage 

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Posted 29 April 2009 - 02:36 PM

Hey, just got around to trying this one out. Great work, man! Love the new effects! :D

- Twin
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#20 User is offline   tunglashor 

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Posted 29 April 2009 - 03:13 PM

This is a very nice update - the new effects make a big difference, they look terriffic :thumbsup:

His AI is insane though! The problem is it can combo far more moves together than a human player can - not only that, but it always does, given the chance. So get hit once and you're pretty much guaranteed to take another 5-10 hits (often a lot more). I think it needs some Random triggers in there so it doesn't execute the perfect combo every time (as well as some adjustments so human and cpu players have the same combo options). I'm sure you're aware of all that anyway but just thought I'd mention it - it's the only problem I've found so far! Thanks again for the great character.
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