Beta feedback (as of 4/10/2011 02:46):

-----[consolidated buglist]-----
= General:
    * ring spark in intro 191 is misaligned [buyog]
    * 1 thing i noticed was that if someone attacks me while im chargin my ring, the lantern sometimes stays on the screen for about 30seconds after im hit [yaje]
    w i also think there might possibly be something wrong wit the super jump...it just doesnt work for me sometimes...but it might jus be my controler [yaje]
    w having trouble with the ring strike. for some reason i cant do it as easily as i can with the other hal jordan but again this might jus be because of my controler [yaje]
    * Small Pic color is messed up [Titus Thomas]
    * Taunt doesn't work in training mode, since it fills hyper bar not sure that it should work [Titus Thomas]
    * AI computer controlled Hal does not perform any of the different corps moves or hypers. 
        For instance AI Red Lantern Hal does a red colored ram charge special and ring strike 
        special instead of jet rush and plasma vomit. And Black Lantern Hal does a white 
        colored ram charge and ring strike instead of skull swarm and piercing strike, etc [Titus Thomas]
    w The Ion Force hyper can be spammed at least three times [Titus Thomas]
    * double check main readme for what to press for correct palette/lantern change [volzilla]
    * push back needed on crouch LK to prevent infinite in corner [volzilla]
    * more push back needed on all other crouch and stand basics (except MP and HP) in corner [volzilla]
    * damage too high on standing HP and standing HK [volzilla]
    w no trip [volzilla]
    * maybe regular jump too low? [volzilla]
    * ai need to use taunt to power charge [volzilla]
    * ai too aggressive and spammy in general [volzilla]
    * plz drop the charging ram into buzzcut combo ability for ai [volzilla]
    * ai use buzzcut move after match over at times [volzilla]
    * in general very difficult to build up to hypers when playing (harder for ai) [volzilla]
    * damage way to high on air comboing [volzilla]
    * buzzcut ignore when should be in frozen state [volzilla]
    w seems able to get up from knocked down state quicker than most chars [volzilla]
    * plasma sphere in corner need better alignment with p2 as goes off screen [volzilla]
    w hal will not jump near p2 when they are knocked back from knockout special if stage near wall, like he does when they are punched back from center of stage [volzilla]
    * damage on ring slinging way to high when near p2 [volzilla]
    * maybe remove jump back for soldier of oa because sometimes can jump too much off screen [volzilla]
    * hitspark state 1002 red from construct? [darkmoon]
    * d,df,f 2k no block damage (state3150) [darkmoon]
    * d,df,f k (1400) no block damage [darkmoon]
    * d,df,f p in air (1100) no block damage [darkmoon]
    * CPU can do specials without power meter [darkmoon]
       Special move power costs:
         ringstrike: -75, -125, -150
         sword: -90
         ram: -150
         ram(air): -150
         buzz: -75
         sphere: -100
         jet rush: -150
         selfish grab: -100
         go away: -125
         sabres: -75 (should vary)
         ring blast: -200
         massive discharge: -175
         teleport: -150
         Nek Ler Klok: -100

    * d,df,f 2k (state3150) if hit out of this state with projectile etc gallop noise will loop forever [darkmoon]
    * I also noticed him not dying as quickly as he should have in some ai fights, but could not recreate it. It didn't last too long however. I remember it happening against sandman by mcready and loganir.  I will try to see why this happened. [darkmoon]
    * new Swordsman anim+code

34/34


= Red:
    * If you hit red hal while doing the HP plasma vomit (posibly with the others) the vomit keeps going [Arma]
    * If you make the special with the airplane of red hal in air it looks weird cause when he is "landing" the sprite change... Its hard to explain but I think the airplane should disappear before hal change sprite or keep the "crouching" sprite [Arma]
    * mode ... [doesn't] feel agressive enough.  his offensive moves does little damage changing the Ram into a Jet was great idea  but  the Ram to me seems more agressive than a Jet [ceefus]
    w flames of rage hyper...i jus feel like Hal's rage would make a bigger explosion [ceefus,yaje]
    w If Red Lantern Hal doesn't hit the opponent with the low punch plasma vomit, it appears that he sucks the vomits back up. Nasty lol [Titus Thomas]
    * Also, the flames of rage doesn't last long enough, especially the fire [Titus Thomas]
    * jet rush in air in corner last longer than any other time move used [volzilla]
    * AI uses charging ram, not jet rush in 1st round [volzilla]
    w add a little more range to flames of rage hyper [volzilla]
    * d,df,f k red mode (17800) no block damage [darkmoon]
    * Smackdown hyper is too fast, the sprites move faster than the gloves.

11/11


= Orange:
    * During Orange Mode go away special move there is no push back and Hal says "go" and not "go away." [Titus Thomas]
    * readme says no more lantern power for orange when at zero. but ai still able to use special moves that cost power usually (problem for other modes too) [volzilla]
    w go away special not very responsive to command usage [volzilla]
    * finish ID Theft winpose [buyog]
    * implement power-halving bonus [buyog]
    * finish Construct Corps hyper [buyog]
    * something strange happens if you beat the opponent using selfish grab

7/7


= Yellow:
    * i do think it would be cool if the golden dragon hyper for yellow lantern mode had a few more dragons:) [yaje]
    * Just my suggestion for Sinestro Corps sinister sabres, have low kick create one sabre, medium kick two sabres, and strong kick three [Titus Thomas]
    * double check readme for what golden dragons hyper replaces [volzilla]
    * cruel grip does not work at all [volzilla]
    * sinister sabres has infinite juggle [buyog]

5/5


= Green+Blue:
    * The blue custom hyper its missing the construct sound [Arma]
    * finish custom winpose [buyog]
    w blue/green's special does not effect short characters [cheeseeater]
    w massive discharge special not very responisive to command usage [volzilla]
    * implement ring interruption handicap [buyog]

5/5


= Indigo:
    w I do think it's weird that indigo saying English words on most moves that almost all others have (ie. Beam move d,df,f,p). [cheeseeater]
    * I think indigo Hal should taunt and charge his ring with his staff because the indigo tribe did not use lanterns as I recall. [cheeseeater]
    * not digging color of indigo lantern constructs. look to transparent and drab [volzilla]
    * when in corner, make enforced empathy hyper move back as animation goes off screen too much [volzilla]
    * AI can trigger IL teleport in midair [buyog]
    * P2 can sense teleport my destination before I appear [buyog]

6/6


= Black:
    w Black Lantern Has a Good Stance love the sprite here I wish you could use a move where he summons Demons or something undead like BlackHeart Does or Summon Zombies like Jill Valentine from resident Evil [ceefus]
    w Moreover when i use the black lantern mode when i do the attack with the skulls there isnt any damage to my opponent [NX-MEN]
    w When Getting hit while doing the "Death's Embrace"/Taste of this If he gets hit while flying through the air the Spiked roller appears in the air [ryan stene]
    w When I was hit randomly I spawned a bunch of little Blackest Night Hal Jordans [ryan stene]
    w During Black Lantern Hal's win pose, it is hard to understand what the ring or Nekron is saying [Titus Thomas]
    * finish Nekron Rising hyper [buyog]

6/6


Beta issues resolved: 80/80
Tasks remaining: 0


-----[end of consolidated buglist]-----


Arma:
- The blue custom hyper its missing the construct sound.
- If you hit red hal while doing the HP plasma vomit (posibly with the others) the vomit keeps going.
- If you make the special with the airplane of red hal in air it looks weird cause when he is "landing" the sprite change... Its hard to explain but I think the airplane should disappear before hal change sprite or keep the "crouching" sprite. 


bob ross (darkmoon766):
X hitspark state 1002 red from construct? hitsparks for all basic attacks other that standing are default
- d,df,f 2k no block damage (state3150)
- d,df,f k (1400) no block damage
- d,df,f p in air (1100) no block damage
- d,df,f k red mode (17800) no block damage
- CPU can do specials without power meter
- d,df,f 2k (state3150) if hit out of this state with projectile etc gallop noise will loop forever
- I also noticed him not dying as quickly as he should have in some ai fights, but could not recreate it. It didn't last too long however. I remember it happening against sandman by mcready and loganir.  I will try to see why this happened.


Ceefus (Stan Benoit):
- There is a bug where while hes Orange Lantern  and he uses the hyper that involving pressing punch and kick at the same time to create a duplicate of himself   the duplicate doesnt do anything  its just stands there
- The hyper called ring slinging where punches the ground and a barrage of energy comes out doesnt connect properly and hits the opponent   is there a way to make each energy a multi hit combo  
- this isnt really a bug    but i wonder if you can combine the hyper Smackdown and Knockout
1.When Charing the ring with your battery by pressing start   The image of the battery stays even after u let go of the start button
2. Once again as i stated before in Orange lantern Mode  one of the hypers where there is a duplicate freezes  im not sure what it does
3. Red Lantern Mode  The Hyper were he Yells and an aura of Red Energy surrounds him  The custom hyper doesnt connect with the opponent and does little damage  my suggest is to make the aura bigger more impactful
4 The Nekron Hyper for the Black Lantern Doesnt Do anything  A big shadow comes out and disapears
5. As i stated in the previous email u should combine Knockout and smackdown and change the hitsparks and hitsounds to make it more devastating 
6. Sometimes i cant charge the battery as Normal Green Lantern mode
==opinions==
- As far as the Red Lantern Mode    it doest feel agressive enough  his offensive moves does little damage  changing the Ram into a Jet was great idea  but  the Ram to me seems more agressive than a Jet  
- Black Lantern Has a Good Stance  love the sprite here   I wish you could use a move where he summons Demons or something undead  like BlackHeart Does   or Summon Zombies like Jill Valentine from resident Evil
- As i Stated before  Knockout and SmackDown should be combine   but have you considered turning into Special commands not hyper commands  it will give Hal more offensive attacks 


Charlie Bronson (yaje):
- 1 thing i noticed was that if someone attacks me while im chargin my ring,the lantern sometimes stays on the screen for about 30seconds after im hit.
- i also think there might possibly be something wrong wit the super jump...it just doesnt work for me sometimes...but it might jus be my controler. 
- im also having trouble with the ring strike. for some reason i cant do it as easily as i can with the other hal jordan but again this might jus be because of my controler.
- i do think it would be cool if the golden dragon hyper for yellow lantern mode had a few more dragons:)
- same thing with the flames of rage hyper for red lantern mode...i jus feel like hals rage would make a bigger explosion but hey, who am i to judge.


davyn sykes (Darkxero):
- orange lantern mode's hyper, the constructs keep making just clones of Hal(Attachment pic 1)and do nothing
- Black Lantern mode's hyper, Nekron Rising just does the animation, and does nothing to the opponent(Attachment pic 2).
- I do have some ideas for hypers to add to each mode to make them more unique, when u decide to update BN Hal after his release


watchman watchman (NX-MEN):
- As i use he orange lantern mode when i do the Construct Corps hyper, just a clone appears in the screen and nothing else
- Moreover when i use the black lantern mode when i do the attack with the sculls there isnt any damage to my opponent
- Finally when i do the Nekron Rising nothing is done and there is no damage to my opponent!!!
- When the lanterns are charging, if the opponent kick them while charging, the lantern keep charging for some seconds!!!


ryan stene:
- with Black Hal Jordan:
  - When Getting hit while doing the "Death's Embrace"/Taste of this If he gets hit while flying through the air the Spiked roller appears in the air.
  - When I was hit randomly I spawned a bunch of little Blackest Night Hal Jordans.


Titus Thomas:
- Small Pic color is messed up
- During taunt when attacked, Hal's lantern battery stays with him for the rest of the match.
- Taunt doesn't work in training mode, since it fills hyper bar not sure that it should work.
- AI computer controlled Hal does not perform any of the different corps moves or hypers. For instance AI Red Lantern Hal does a red colored ram charge special and ring strike special instead of jet rush and plasma vomit. And Black Lantern Hal does a white colored ram charge and ring strike instead of skull swarm and piercing strike, etc.
- The Ion Force hyper can be spammed at least three times.
- If Red Lantern Hal doesn't hit the opponent with the low punch plasma vomit, it appears that he sucks the vomits back up. Nasty lol
- Also, the flames of rage doesn't last long enough, especially the fire.
- The soldier of oa hyper says homing missiles, but they don't follow the opponent like your Lobo's big frigging gun hyper does.
- Just my suggestion for Sinestro Corps sinister sabres, have low kick create one sabre, medium kick two sabres, and strong kick three.
- During Orange Mode go away special move there is no push back and Hal says "go" and not "go away."
- During Black Lantern Hal's win pose, it is hard to understand what the ring or Nekron is saying.


Zachary McCallion (Cheeseeater3000):
- blue/green's special does not effect short characters
- I do think it's weird that indigo saying English words on most moves that almost all others have (ie. Beam move d,df,f,p).
- The select picture on the screen in which you pick your character is very odd.  The colors are wrong, it looks like a rainbow gone wrong.
- Also, I know this is not a suggestion, but I think a white lantern mode would be very cool.
- I think indigo Hal should taunt and charge his ring with his staff because the indigo tribe did not use lanterns as I recall.
- When ever you are charging your ring with a lantern, if you are hit, the glow of the lantern stays.


Volzilla:
(-)can wait for next update
(*)needs to be addressed before full release

*remember to rename main char file to match def file
*double check main readme for what to press for correct palette/lantern change
*9000,0 port looks messed up (will include copy of one from my last version)
-throws seem fine to me. tested on all size chars from mega man to juggernaut
*push back needed on crouch LK to prevent infinite in corner
*more push back needed on all other crouch and stand basics (except crouch MP and crouch HP) in corner
*damage too high on standing HP and standing HK
-no trip
-no animation for taunt power charge when all charged up?
*maybe regular jump too low?
-not sure of the physics of the hit on launcher (does not look like would send opponent into midair to me)
*ai need to use taunt to power charge
*ai too aggressive and spammy in general
*plz drop the charging ram into buzzcut combo ability for ai
-ai use buzzcut move after match over at times
-in general very difficult to build up to hypers when playing (harder for ai)
*damage way to high on air comboing
*buzzcut ignore when should be in frozen state
-seems able to get up from knocked down state quicker than most chars
-emerald swordsman special look weird during swing, like maybe need another frame or 2 or adjust timing, or both
-plasma sphere could change location on screen depending on K button used
-plasma sphere in corner need better alignment with p2 as goes off screen
-hal will not jump near p2 when they are knocked back from knockout special if stage near wall, like he does when they are punched back from center of stage
*damage on ring slinging way to high when near p2
-maybe remove jump back for soldier of oa because sometimes can jump too much off screen
-add more range to ion force hyper. useless unless next to p2
-taunt power charge may be a little high giving back power
-more body tilt needed for plasma vomit for physics of move
-jet rush in air in corner last longer than any other time move used
-red lantern ai use charging ram, not jet rush in 1st round
-add a little more range to flames of rage hyper
*readme says no more lantern power for orange when at zero. but ai still able to use special moves that cost power usually (problem for other modes too)
*go away special not very responsive to command usage
*all construct corps hyper does is clone hal on a misaligned plane, and can end up with them all over the place
*double check readme for what golden dragons hyper replaces
*cruel grip does not work at all
*remember to put what massive discharge special replaces in readme for blue+green
*massive discharge special not very responisive to command usage
-add beam animation behind p1 on ion wave hyper
-face look weird on indigo lantern stance
-not digging color of indigio lantern constructs. look to transparent and drab
*nek ler klok does work at all
*when in corner, make enforced empathy hyper move back as animation goes off screen too much
-black lantern stance not differentiated enough from original gl stance like other modes
*add much more damage to deadly embrace special
*nekron rising hyper broken
-black lantern constructs not as detailed (or its harder to see) and buzzcut different color altogether
-amalgam hyper?


Arma (4/6/2011):
* Did you notice that the orange and blue mode lost their air special? They got the sowrdman back 
* The color of the sword in black mode is wrong, its grey and it should be black
* Just realized about this, but shouldnt the blue mode have the common AIR ion? I know he has a special version of it but he should have the common air version too
* In the hyper of the yellow mode, the fire dragons look a little strange, cause when they hit the opponent they stay paralyse for some time.
* Shouldnt the dash lines in the black mode have the same color as the other constructs? I meand, they are grey, and the dash lines in the horse hyper are black 
- I saw orange win, ITS AMAZING, you really did it haha. But he shouldnt be able to make it for the first win, it should be something of the second win. Maybe you could make it this way:
 -- The first win, he try to do it but he is not cappable of, maybe some get hit sprites; something that shows that he couldnt take the character for his corps.
 -- And in the second win, he does the complete win 
* I know that black and orange mode cant charge they power bars, but at least you should leave the "win" taunt, beacuse it seems that something its missing in them.


Arma (4/9/2011):
* The AI of the blue mode uses the common version of the ION hyper besides the custom one of this mode
* Maybe its me, but it seems that the AI of the black mode doesnt uses any of his custom specials
- I know you didnt finish the orango corps hyper, but I am just saying this things to be sure that you are concient of them:
    - If you interrupt the orange corps hyper the contructs keep coming, they should disappear.
    * I finish the match with this hyper and a clone of hal appears from the sky  Maybe it just me 
    * The opponent hitted by this gets some orange sparks haha
    ~ The hyper seems a little confuse, I like the way you did it, but it should be more clear how and wich construct is hitting the opponent.