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Show 'em why we call it....Splatterhouse (Read 13778 times)

Started by DukeNukem 2417, April 22, 2014, 10:20:51 pm
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Show 'em why we call it....Splatterhouse
#1  April 22, 2014, 10:20:51 pm
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After about a YEAR of working on the spriting with minimal progress, I figured I might as well announce my big project for the MUGEN world: Rick Taylor, from Splatterhouse. 

supaman2525 is helping me clean up the sprites, and I'm getting the sound rips myself, but I still have no coder signed on for whenever I eventally finish the spriting.  If ANYONE is interested in helping out with this, please let me know. 

WHAT TO EXPECT (hopefully)
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*Dynamic controls that (sort of) mimic the PS3/XBox 360 Splatterhouse
*8 Weapons, each with three supers and one hyper
*4 Desperation moves
*Special intros against several characters
*AND MORE! 

I have no idea when this is going to be released, or if it's even going to be finished...but I figured I'd let everyone know.
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This was the original post I made on CrusaderCast on the 18th, and since then, I've been getting more spriting done and coming up with new ideas. 

The problem is....I can't code. 

At all. 

I've tried to nerf annoying characters via CNS file tweaks, but I've only broken them further---and I don't want Rick Taylor to play like something out of a pirated SNES game.  Thus, I'm asking the good people of the MUGEN Fighters Guild, if any are interested, to contact me as soon as I finish spriting Rick (I'll post when that time comes) with an application for the position of coder. 

Now, with that out of the way.... 

I don't intend for Rick to be just an "MvC" character, or a "groove-based" character, or anything like any current MUGEN character.  When I mentioned "dynamic controls" in that initial CC post, I meant that the moveset will allow for button combinations that most "styles" don't have any leeway for---charging, tapping, weapon selection, all that good stuff.   

Hopefully, this whole thing doesn't end in tears..... 
Re: Show 'em why we call it....Splatterhouse
#2  April 22, 2014, 11:20:04 pm
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Thats pretty fuckin hot right there. If youre a huge fan i hope you go all the way with this character. I was a fan of that game back in the day.

Nice sprites and good luck!
Re: Show 'em why we call it....Splatterhouse
#3  April 22, 2014, 11:42:29 pm
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This looks awesome!  Always loved Splatterhouse!   :hippy:  T. Hawk was a great base for him!
Re: Show 'em why we call it....Splatterhouse
#4  April 23, 2014, 12:11:13 am
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The legs are from Franco Bash though.
Re: Show 'em why we call it....Splatterhouse
#5  April 23, 2014, 01:16:51 am
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Re: Show 'em why we call it....Splatterhouse
#6  April 23, 2014, 11:59:05 am
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Yeah, a decent look of Rick in mugen I believe. Good job man.
Re: Show 'em why we call it....Splatterhouse
#7  April 23, 2014, 03:50:07 pm
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First thing's first: thanks for all the support so far.  Frankenspriting Rick Taylor from Franco Bash and T.Hawk has been (and continues to be) annoying as all hell, mainly because they have more than a few...shall we say, incompatabilities (Franco doesn't dropkick, for starters), and I have limited resources with which to sprite.  Fortunately, due to the generosity of The Pizzaman (whose MvC Rick Taylor inspired this project---hell, he actually gave me permission to use elements from his MvC Rick for this!), sprites for certain hypers and supers weren't hard to come by, and SOME of the coding is already there, just needing to be tweaked a bit. 

Which brings me to the elephant in the room.....

I.  Can't.  Code. 

AT ALL. 

I've tried CNS nerfing, I've tried adjusting the "difficulty" on characters to make them less likely to kill my roster thirty-thousand times in a row, and I've read the tutorials about a hundred times.  End result: I try to code (or even nerf), and I break a character.   

The folks at CrusaderCast have told me that I'd be able to find good coders here, and I know that they speak the truth.  I want this Rick Taylor to be THE Rick Taylor for M.U.G.E.N---a gift to fans of Splatterhouse BY fans of Splatterhouse.  This isn't just a spriteswap of a pre-existing character built on some "template" that restricts Rick to a moveset that's completely out of character for him.  My hope is that this can be my Dragon Claw, or my Bluestreak---my lasting mark on the M.U.G.E.N-verse. 

But I can't do it alone. 

When the spriting and sound gathering is finally done, I'll send the call out for coders; together, we can make this something truly awesome.  Something worthy of the Splatterhouse name. 

And it will be EPIC. 
Re: Show 'em why we call it....Splatterhouse
#8  April 23, 2014, 03:53:35 pm
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Keep people updated with anims of your work and you are more likely to atract coders.
Best of lucks.
Re: Show 'em why we call it....Splatterhouse
#9  April 23, 2014, 03:59:19 pm
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Keep people updated with anims of your work and you are more likely to atract coders.
Best of lucks.

Thanks for the advice---I just hope the preview GIFs don't suck.  I ended up changing Rick's unarmed walking sprites to more closely resemble his stance in Splatterhouse 3, so that'll be the first I post more than likely.   
Re: Show 'em why we call it....Splatterhouse
#10  April 23, 2014, 04:06:07 pm
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do you wan tme to move this to sprite projects? It might get the idea across that you are searchinf for a spriter.
Re: Show 'em why we call it....Splatterhouse
#11  April 23, 2014, 04:09:26 pm
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Well, I'm doing about 90% of the spriting myself.  I'm going to need help when it comes time for some of the weapon hypers, though...

If you think it's more suited for sprite projects, move it there---but this isn't just going to be a sprite-art thing.  I do intend to have Rick fully-sprited around...hopefully the end of May. 
Re: Show 'em why we call it....Splatterhouse
#12  April 23, 2014, 04:18:03 pm
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sprite projects are for full sprited characters. Just ones that arent being coded yet. To aid spriters finding out someone that will help them put their ideas to code.

Gonna move it. :)
Re: Show 'em why we call it....Splatterhouse
#13  April 23, 2014, 04:39:36 pm
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Well, I'm doing about 90% of the spriting myself.  I'm going to need help when it comes time for some of the weapon hypers, though...

If you think it's more suited for sprite projects, move it there---but this isn't just going to be a sprite-art thing.  I do intend to have Rick fully-sprited around...hopefully the end of May.

Just be patient and stay focused on cooking up the rest of the sprites. One of us coders may join the project you have there sooner or later. I would sign on with this faithfully since im a splatter house fan myself but im tied up in two heavy projects of my own actually. Im open to give advice though if you try anything with coding again. Just hit my inbox


Good luck man
Re: Show 'em why we call it....Splatterhouse
#14  April 23, 2014, 04:47:09 pm
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The fact that so many people are in support of this and wishing me luck is definitely helping---everyone who posted in this thread will get a credit in the readme when Rick Taylor gets his final version release. 
Re: Show 'em why we call it....Splatterhouse
#15  April 23, 2014, 04:58:41 pm
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everyone who posted in this thread will get a credit in the readme when Rick Taylor gets his final version release. 
Wow, everyone? Including people like me who doesn't have a skill to help you? Lol, as much as I really appreciate it, it's okay man you don't need to add my name as a credit, I'm just a normal members here who always support and say "good luck with your project"  :sugoi:

Re: Show 'em why we call it....Splatterhouse
#16  April 23, 2014, 08:14:41 pm
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Will Rick have a Special Intro against fuddyfunny's Rick?

I'm asking this because a while back I made a few adjustments to The Pizzaman's Rick and one of them is a custom intro against fuddyfunny's Rick where the mask says, "Wait wait wait, I know this guy! Yeah we are screwed."
Re: Show 'em why we call it....Splatterhouse
#17  April 23, 2014, 10:08:20 pm
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Will Rick have a Special Intro against fuddyfunny's Rick?

I'm asking this because a while back I made a few adjustments to The Pizzaman's Rick and one of them is a custom intro against fuddyfunny's Rick where the mask says, "Wait wait wait, I know this guy! Yeah we are screwed."

I think Rick will have intros against both Fuddyfunny's Rick AND The Pizzamans' Rick....

In any case, here are the first EVAH GIFs of Rick Taylor...... 


"She doesn't have to die, Rick....."


Rick on the hunt. 


The Rick Kick


This....is my BOOMSTICK! 


Rick unleashing a fast jab


Rick's Splatterhouse 3-inspired walking animation

Last AND least.....the standing animation that I WILL BE REDOING ASAP.  I'm posting it here so you can all laugh at it while I work on the better one. 
Last Edit: April 23, 2014, 10:19:25 pm by DukeNukem 2417
Re: Show 'em why we call it....Splatterhouse
#18  April 23, 2014, 10:23:59 pm
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Cool At least it shows you got something in motion there. The last one of course obviously needs work but i have faith youll get around that with better results. Keep rocking!
Re: Show 'em why we call it....Splatterhouse
#19  April 23, 2014, 10:56:01 pm
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Cool At least it shows you got something in motion there. The last one of course obviously needs work but i have faith youll get around that with better results. Keep rocking!

Thanks. 

When the time comes for the weapon attack animations, I may need a bit of help with some of the supers and hypers---each of Rick's 13 weapons has three supers and one hyper apiece, so that's going to be...fun.... 
Re: Show 'em why we call it....Splatterhouse
#20  April 29, 2014, 10:11:21 pm
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Right, BIG favor request here: If anyone knows of a character that has an animation where they swing their arms like they're holding a baseball bat, I'd appreciate it if they could point me in the direction of the sprites for said character---I need the arms for Rick's two-handed weapon grip/swing. 

Also, I'm having trouble figuring out what the 13th weapon in his arsenal is going to be....

My original idea: 
Spoiler, click to toggle visibilty

I came up with said idea last night, whilst pissed off at a bunch of things, but I've reflected on it since then and...it just doesn't sound good.  Rick shooting fireballs and punching the ground to send up pillars is sort of "meh"---I want the 13th weapon to have some connection with fire, due to the fact that
Spoiler, click to toggle visibilty
, so....yeah.  Any ideas will be greatly appreciated, and the one whose idea gets implemented gets a special credit in the readme.  :D
Re: Show 'em why we call it....Splatterhouse
#21  April 29, 2014, 10:34:12 pm
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Haggar by seanaltly has a similar movement
Re: Show 'em why we call it....Splatterhouse
#22  April 29, 2014, 10:35:54 pm
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I'll see if the arms fit T.Hawk without me having to frankensprite a new torso set---thanks for the suggestion.  :)
Re: Show 'em why we call it....Splatterhouse
#23  May 01, 2014, 02:48:14 am
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Yes we need more characters with guns in mugen.... make it realistic the shotgun should take a heavy amount of life.
Re: Show 'em why we call it....Splatterhouse
#24  May 01, 2014, 03:14:46 am
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i love this one i had to search the net high and low and damn near impossible but i got my hands on this version of rick, but finally got it, and it may be a lil weird but it is a very solid one and im glad someone is working on it, i even made a big portrait for it if you wanna use it, i wish you the best of luck with this project and look forward to seeing it progress :)
        
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Re: Show 'em why we call it....Splatterhouse
#25  May 01, 2014, 07:29:17 pm
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Again, thanks for all the support thus far---the 13th weapon has been decided, and it's somewhat ironic considering yesterday's Magma Dragoon release..... heh heh heh. 

I now have assistance in the form of someone helping to sprite Rick's weapon swing animation (this individual will be receiving a credit in the readme for their efforts), and more spriting will be done over the next few weeks. 

Expect awesomeness. 
Re: Show 'em why we call it....Splatterhouse
#26  May 05, 2014, 03:09:40 pm
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The first draft of the new standing animation: 



I know it needs some work, but it IS a lot better than the original stand pose, right?  RIGHT?!
Re: Show 'em why we call it....Splatterhouse
#27  May 05, 2014, 06:23:15 pm
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It's not bad, but the muscles in the arms look like they ungulate and swish around with each movement, like bags of water stuffed inside the sleeves of a long sleeved shirt.
Re: Show 'em why we call it....Splatterhouse
#28  May 05, 2014, 10:07:45 pm
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It's not bad, but the muscles in the arms look like they ungulate and swish around with each movement, like bags of water stuffed inside the sleeves of a long sleeved shirt.

His muscles are rippling with the power of the Terror Mask.  :D 

I keed, I keed.....I know there are a few problems to iron out, but at least his chest isn't collapsing in on itself this time.   The main problem with the arms is inconsistent shading---if I can fix that, the "bags of water stuffed inside shirt sleeves" effect will be negated. 
Last Edit: May 05, 2014, 10:21:35 pm by DukeNukem 2417
Re: Show 'em why we call it....Splatterhouse
#29  May 06, 2014, 04:04:39 am
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Would cool if he had an intro where hes normal putting on the mask and the transforms before starting the match
Re: Show 'em why we call it....Splatterhouse
#30  May 06, 2014, 03:03:22 pm
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Would cool if he had an intro where hes normal putting on the mask and the transforms before starting the match

I was considering doing that sort of an intro, but the problem is I couldn't think of someone to represent pre-mask Rick. 
Re: Show 'em why we call it....Splatterhouse
#31  May 12, 2014, 03:12:12 pm
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Right, update time: supaman2525 is now the OFFICIAL co-spriter for Rick Taylor.   Fun times. 

Also, considering the idea of Rick putting on the mask and transforming before the match: is there a way to code that so that it ONLY happens at the start of the first match in Arcade/Survival mode? 
Re: Show 'em why we call it....Splatterhouse
#32  May 12, 2014, 07:05:10 pm
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You could do it via a variable that doesn't reset (is set to 0 by default, but changes to 1 when the intro is finished), but then he'd never perform that intro again until MUGEN is restarted.

In essence, the intro would be require var(#) to equal 0 in order for it to play, while the other intros (should there be any) would require that variable to equal 1 (so that intro always plays first). Unless I'm wrong, having a variable that doesn't reset between rounds is persistent between matches, too.
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Last Edit: May 12, 2014, 07:08:31 pm by GarchompMatt
Re: Show 'em why we call it....Splatterhouse
#33  May 14, 2014, 03:43:12 pm
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After much deliberation (read: thinking about it each time I bathed and sat on the toilet over the course of the last few weeks), I've decided to record the dialogue for the Terror Mask myself and run the sound clips through Audacity to alter them just enough so that it sounds more like something menacing and less like me shouting into a microphone.  The sound rips I already have will be save for another project, of course (three guesses to what it'll be). 

Also, I've redone the palettes for Splatterhouse and Splatterhouse 2, so the new palette chart containing the fixed versions of those two palettes will be posted tomorrow. 

MASSIVE UPDATE: Acey from IMT has given permission for Hulk 2099 to be used as the base for Berserker Rick! 

EVEN BIGGER UPDATE: First Look Mutant Rick and Berserker Rick! 

Berserker Rick (MASSIVE THANKS to Acey):
 

Mutant Rick:
Last Edit: May 14, 2014, 10:06:25 pm by DukeNukem 2417
Re: Show 'em why we call it....Splatterhouse
#34  May 17, 2014, 10:17:51 pm
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RIGHT, sorry for the delay, but here, as promised, is the NEW palette chart for Rick Taylor:



TOP ROW, LEFT TO RIGHT: Splatterhouse 1 Rick, Splatterhouse 2 Rick, Splatterhouse 3 Rick, MvC Rick (to honor The Pizzaman)
MIDDLE ROW, LEFT TO RIGHT: Denim Rick, Default Palette Rick, Brown Clothes Rick*, Grey Clothes Rick~
BOTTOM ROW, LEFT TO RIGHT: Black Clothes Rick`, Prison Escape Rick^, Hospital Escape Rick', Mirror Rock

* = Starts off the fight with a full super meter
~ = starts off with a weapon already available for him to pick up
` = starts off with a full super meter AND a weapon already available to pick up
^ = health isn't depleted as quickly
' = super meter depletes slower than normal (except in Mutant Rick and Berserker Rick modes)
Re: Show 'em why we call it....Splatterhouse
#35  May 28, 2014, 03:07:42 pm
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UPDATE: For those who remember the INIMITABLE Andres Borghi's take on Rick Taylor, great news: I've received permission from Andres himself to borrow code and other elements from his Rick. 

Expect greatness. 

UPDATE #2: Who says you only need one Rick? 





(NOTE: Rick WILL BE WEARING SHORTS in the final version)
Last Edit: June 06, 2014, 04:20:55 pm by DukeNukem 2417
Re: Show 'em why we call it....Splatterhouse
#36  October 31, 2014, 03:27:45 pm
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First of all, apologies for bumping the thread, but there's a reason for it: the coder who agreed to help me with this project has, for lack of a better term, quit. 

Thus, I turn to you, people of MUGEN Fighter's Guild, to ask if anyone here might want to help me get Rick Taylor coded for a Halloween 2015 release.   The sprites are being sent to me next week, I've pared down my custom voice clips to a more managable selection, and I'm willing to give top billing to whoever codes Rick in the readme. 
Re: Show 'em why we call it....Splatterhouse
#37  October 31, 2014, 03:38:32 pm
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It's a shame that your coder decided to quit. Were there  any updates with the sprites? Posting and showing them might help you out with your search for a new coder.

Rest in peace, Tamez. Thank you for everything.
Re: Show 'em why we call it....Splatterhouse
#38  October 31, 2014, 03:54:59 pm
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The sprites will be up next week---hopefully, enough will be done to get a good set of GIFs together as a sort of proof-of-concept thing.   The SOUNDS, meanwhile, are pretty much locked down.