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Kurotsuchi Mayuri
sweetfire13Date: Friday, 2011-03-11, 2:51 AM | Message # 1
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I am currently working on a Kurotsuchi Mayuri for MUGEN.
this will probably be my first attempt at making a good character.
Any tips at all?


 
LightmattDate: Friday, 2011-03-11, 4:54 AM | Message # 2
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Don't make him over-the-top flashy like all the other bleach creators that do that to cover up for bad coding. Also if you need sounds you know where to look. Also, again, try not to aim for anime-accurate moves. (Unless its within fighting-game reason.)

Off-topic: shouldn't this be in Mugen W.I.Ps?




Message edited by Lightmatt - Friday, 2011-03-11, 4:58 AM
 
Mugen_BoyDate: Friday, 2011-03-11, 1:11 PM | Message # 3
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Quote (Lightmatt)
shouldn't this be in Mugen W.I.Ps?

I was going to say that


 
sgn_15Date: Friday, 2011-03-11, 5:30 PM | Message # 4
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one of the things beginner coders tend to do is make overpowered chars. so dont change the default life, power, attack, defense in your cns nor code overpowered attacks.

and also align the sprites right. remember, if you are adding them into the animations already and you saw the animation a little weird, just realign them again in SFF until you get the smooth animation (also depends on animation time per frame)


 
Ochouji3203Date: Sunday, 2011-03-13, 8:20 AM | Message # 5
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i think if u can aim 4 accurate anime moves it be nice. Dont be restricted by any thing. U can make his shikai cause a status change like adding a palfx on d enemy wen hit. I also have this concept where u create a state def for d enemy in your own cns file. Th state def will slow d character down by adding a velmul . I will type a code 4 u and send it to u l8r. [color=purple]

 
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