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CVG Spawn Update (Read 26804 times)

Started by RobotMonkeyHead, June 01, 2012, 08:44:08 pm
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CVG Spawn Update
#1  June 01, 2012, 08:44:08 pm
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Ok, I made lots of changes to this character. Basically I felt like the sprite work was fantastic, a lot of the
coding kicked ass, the ideas were solid, but some of the animating, and just a few small things derailed the project just a bit.  He felt sort of clunky and rigid, lacked a bit of fluidity.  So here is what I've done for him so far.  Hope you all enjoy him.  Please let me know what I can do to make him better too.  I'm kind of new to coding mugen characters, but I have a lot of experience coding in general.  Well anyway, here is the change log at the moment.

-Changed starting position of walk anims so they flow from standing, and realigned
 it so he moves cleaner.

-Dropped the 'hands up' walking back anim, and replaced it with
 walking forward anim reversed. didn't suit.

-tweaked stand to crouch and crouch to stand anim to keep foot positions
 this meant removing 1 out of place sprite to make it less choppy,
 and moving the crouch anim forward 10 pix.
 also tweaked the timing of each frame, to make it a bit quicker.
 (increases the range of his low attacks, and breadth of his strategy.)

-moved all crouching turn, guard, hit and attack anims forward to adjust   
 for moved crouch.

-On anim frames with 'motion blur' drawin into pic, instead of having
 it pause on the blurred frame for 10 tics, it pauses on the ones with
 no blur.  this looks much better, and makes more sense. 

-added in a frame from crouch turn into crouch med kick to complete the
 rotation of the sweep. changed the time it stays on connect frame to
 make it smoother.

-realigned all sprites, so he actually stands on the zoffset.

-realigned all clsn boxes to match

-touched up win pos, by cycling anim backwards at end to get rid of clip.

-added 1 more frame to end of start jump

-changed falling back and forward sprite from 41,1 & 42,1 to 100,0 and 105,0s

-changed jumping back and forward sprite from 43,1 44,1 to 105,0 & 100,0

-added 'air attack fall' sprite to neutral jump anim

-changed jump.neu from -9 to -10.5 and airjump.num to 1

-changed shadowoffset to -3

-realigned all basics and crouching basics so foot positions hold as much as possible

-added new frame at the end of light kick so his standing leg actually moves

-added new frames to backflip kick special to smooth out animation, and 2 new clsn
 frames, plus changed ticks on it.

-got rid of lame weak kick (moved it to air kick actually), added a grizzly knee stomp
 combo for fierce kick, and downgraded the old medium and fierce to weak and medium

-combined weak and medium punch into a 1 2 combo, demoted fierce to medium, and
 added in a new lunging straight arm fierce

-changed crouch to stand and stand to crouch anims

-frankensprited in 3 new frames to crouching low kick

-added new frames into 'comming down from forward/back jump'

-frankensprited new 'jump up'sprite

-added just a little forward velocity to fierce uppercut

-added frames into jumping med kick, jumping weak kick, and jumping weak 
 punch

-tweaked velocities of all basics again

-made projectile less transparent, and fade to transparent upon exploding

-adjusted tics of axe spin, so it spins faster, and pauses at end,
 as well as hits on the downward sweep of being swung

-added green flames to spawn during necroplasma hyper

-added more range and velocity to the hell chains



__/ add 6/15/12
-tweaked velocity push on hell chains

-added velocity to flip kick in air

-changed velocities of drill cape, so it moves at the angle it looks like it's supposed to,
 just at different speeds depending on the button pushed to trigger it.  slow drill works
 nice as a float to get over projectiles, or dashes especially when done from super jump.

-minor artistic tweaks to standing anim to make him look like less of a hulk.
 (lowered trapezius muscle, added curvature to waist.

-tweaked default palette and green palette both to a darker black, and greened up the eye some.

-added 3 custom large portraits.




-If I'm not done with this character I'm really close, at least for a long while.

ENJOY


If you like, check more of my edits here.
Re: Corrupting CVG Spawn
#2  June 01, 2012, 09:02:14 pm
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To make a screenshot, either press f12 while mugen is running, or if you have a compaq like me, Hit that "ins prt sc" button, open paint, paste it in paint, save it, and upload it. :P
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SUPER SECRET STAGE - 0% ;)
Re: Corrupting CVG Spawn
#3  June 03, 2012, 01:03:11 am
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you are doing what i was thinking about doing but never bothered to fix cvgs stuff. maybe you can Some of IMTS stuff to or DDR Creations.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Corrupting CVG Spawn
#4  June 03, 2012, 04:33:01 am
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It's hard to provide feedback to an invalid file. o_o
Re: Corrupting CVG Spawn
#5  June 04, 2012, 04:25:49 pm
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CVG Spawn edit
#6  June 06, 2012, 02:04:06 am
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you are doing what i was thinking about doing but never bothered to fix cvgs stuff. maybe you can Some of IMTS stuff to or DDR Creations.

It's possible, but I'm starting simple here.  Spawn is my first go at really getting deep into reworking a character.   I do have an eye on IMT's hobgoblin, but no promises at this point. 

Cybaster, I know you did tons of work on this character too, so your word holds a lot of weight to me here.
Re: CVG Spawn Edit
#7  June 06, 2012, 03:30:59 am
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i really want snake eyes fixed lol.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: CVG Spawn Update
#8  June 23, 2012, 09:46:59 am
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Ok, I'm going to consider myself finished with this character, unless anyone has any last minute feedback. I pretty much accomplished what I set out to, which was to make him feel a bit less clunky and hulkish, a little quicker, a little more range, some more fluidity to his supers, and just a few minor touch ups to his look. Check the first post for final updates.

Cheers, hope everyone enjoys the update!

Re: CVG Spawn Update
#9  June 23, 2012, 03:58:55 pm
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I can't seem to find anything wrong here. But then again, I'm no coder by any stretch.

As posted on your official release thread, you did a fine job IMO.  :sugoi:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: CVG Spawn Update
#10  June 23, 2012, 05:20:35 pm
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I can't seem to find anything wrong here. But then again, I'm no coder by any stretch.

As posted on your official release thread, you did a fine job IMO.  :sugoi:

Thanks a lot man, I really appreciate it!

(I swear positive feedback is such a highly underrated motivator)
Re: CVG Spawn Update
#11  June 23, 2012, 05:48:13 pm
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Any time!!  :sugoi:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: CVG Spawn Update
#12  June 29, 2012, 07:51:10 am
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maybe i missed the mention of it, but is it an edit of the first released CVG Spawn? or an edit you made AFTER Cybaster's edit of the first CVG Spawn released???

EDIT: thx Cybz
Last Edit: June 29, 2012, 09:13:33 am by Djoulz
Re: CVG Spawn Update
#13  June 29, 2012, 08:04:28 am
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After I edited it (my edit is part of the official release, and was further fixed by aa250).
Re: CVG Spawn Update
#14  June 30, 2012, 01:21:20 am
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Re: CVG Spawn Update
#15  July 01, 2012, 04:46:54 pm
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Can someone please implement some of the sprite changes that SGM (sic-1) made? That would be useful.
Re: CVG Spawn Update
#16  July 01, 2012, 04:48:13 pm
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With Sic's past creations (sans Joker) I think it's better they're left out.

Of course I could be wrong.
Re: CVG Spawn Update
#17  July 01, 2012, 08:13:35 pm
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Re: CVG Spawn Update
New #18  July 02, 2012, 09:12:20 pm
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