Currently I've been in the process of updating Ryu, and I decided to update his Rage a little. I removed the throw part of it so it works like a propper Shin Shoryuken, and also gave it an anti air version too. I also tidied some things up like making him come down a little faster from the shoryuken and also corrected p2's bind on the projectile a little better... looks more smooth now.http://www.youtube.com/watch?v=yvl00odUgUc Ignore the 2 hit count I need to adjust that, also the hadouken charging fx will be replaced by the sfa4 super charge fx
Its looking nice.Are you gonna leave the red word RAGE there or do you plan to change to an aura or a spark later on?
Thanks,The Red Rage word is cheap and tacky I know..I'm open to new ideas and stuff, if I could find something better I'll definately use it.
http://www.youtube.com/watch?v=trYx2wpM6Xslittle updates here and there, almost converted to the new system.Big thanks to Eigh_Hero for playing the official sfa4 Ken theme on his guitar.
Tatsumaki hits several times, à la Ken ?Anyway, about the Rage : when the opponent bounces on the wall, the way he falls after is not natural IMO. It may be better to use the "turn in the air like a drill" animation. It would look better.
Yeah it hits once for light twice for medium and three times for strong in sfa3.hmmm, not everyone has that animation though and alpha characters don't so out of full game I could check for the anim and if not use that one or an improved version maybe.
Video of a couple of game features:Tech hit and (cvs2 style) Throw escape.Tech hit works where you are thrown but recover from the throw. Throw escapes the grab of the throw (so you don't actually get thrown)http://www.youtube.com/watch?v=Jxm535lpK4g
I like the new features. It's nice to see you made the tech throw pretty fast as in games like SF3 and SF4 its slow as hell.And lol @ BadCurry.
These are features that hardcore SFA players need...awesome implementation.Nice to see you finally putting them palettes to good use too, bro. 8)
Ok, so talking with the team I think I'm just gonna have throw escape instead of both throw escape and tech hit, because that's a little too much. Plus I like throw escape better because it makes your reactions faster in that if you don't react you get thrown and recieve stupid alpha throw damage.
Rage number two.Repuu Jinrai Shou from Pocket Fighter (Super Gem Fighter). Thanks to MightyKombat for the idea.http://www.youtube.com/watch?v=Q2D7torGgyw
Awesome It's really awesome that you added a rage ultra selection like SSF4Even though I never played SF4 or SSF4 in my life
Hey BC, sorry for bumping your topic but I was playing with your Ryu and I thought the Metsu Hadouken RAGE could use a little 'oomph', so I did a tiny edit to the hadouken sprites to give it more of a personality of its own.and the sheet:Only two sprites are new so, yeah. Hopefully you like it.
BC said, October 11, 2010, 04:35:28 amThanks to NG30 we have a better Rage Background nowhttp://www.youtube.com/watch?v=9VPer0PI2W8it is better soo... are u going to make ken^^ remmber put an intro between these two
All the Moojins are about intros between Ken and Ryu !!!!Anyway, Rage text as well as Super Bg anim is indeed much better and looks more professional now.
Here's a vid showing:New and improved Custom Combo, Rage (anti air part), guardcrush system.Changes to anti air rage is that it doesn't ko p2 till the last hit unless guard kill becomes true.http://www.youtube.com/watch?v=REP0bFfExHc
Copy-Paste from Youtube uhu this is getting very nice , love the new custom combo mode about the guardcrush ... will you add a guard meter ?
NG3o said, November 05, 2010, 11:06:00 amabout the guardcrush ... will you add a guard meter ?Well I'm hoping elecbyte add a parameter to ignore screenshake for explods/helpers so that things look right (else it'll shake differently to the bars). But yes I plan to have a guard meter NG3o said, November 05, 2010, 11:06:00 amlove the new custom combo modeThanks
Almost 100% done with Ryu (by 100% I mean all systems and AI ect)However I'm in need of some opinions..Ryu's Metsu Shoryuuken, I hate the way you can only hit the shin shoryuuken extended version at maximum distance, it's practically useless trying to hit it during a fight against cpu or player because chances of it coming out are slim. And if you're too close you hit metsu shoryuuken instead which costs a full power meter but only does like lvl1 damage. Also during Shin Shoryuuken the pausetimes suck making it look akward and lack luster. (speaking about A3)So because I don't like it should I:A) Remove shin shoryuuken and just have lvl 3 metsu shoryuuken with more damage?B) Code lvl1 lvl2 lvl3 versions of Metsu Shoryuuken with lvl3 being Shin Shoryuuken variant?C) (B) but without Shin Shoryuuken and something extra to each lvl metsu super.D) Remove both supers.
Thanks for your opinions guys, here and over at ME the most votes go to B and I agree with B myself so here it is:The lvl1 super at the start you see ryu slide, it's not a glitch it's just because the video skipped a couple of frames when I was moving forward. Lvl2 version I forgot to persist afterimage on the srk part so it's all noted down.Also showing the guard crush meter in action. (see screenshots thread for details on it)Here's the vidhttp://www.youtube.com/watch?v=0M07k9TPKN0
Rasta Bison said, November 15, 2010, 03:39:34 amNice. Also, who made that remix of Dudley's theme?its not a remix lolthats his original music from SF3 3rd Strike.sf3 has 3 versions of each persons song. round 1 2 and 3 different versions. i believe that was either round 1 or 2
Update time: Ryu's Rage 2 was his pocket fighter super but I didn't like it so I scrapped that idea and now I'm working on a new one but it's not going to be an attack it's:Spoiler, click to toggle visibiltyEvil Ryu Mode:During this mode "Evil Ryu" will have suped up specials which have electric fx on strong versions of specials apart from his hadouken which is actually a chargable denjin hadouken special and that has electric on all strengths, during this mode he has more juggle abilities/points for better comboability.At the moment I'm using the wrong Evil Ryu palette but I'm gonna sort that out with MaxBeta and once I get the palette I'll change it to the correct one.So far all that's done is what you see in the screenshot (including new stance) all credit will be given to the respect authors in the readme of the game. Now for some screenshots:questions and suggestions welcome...[/center]
Rasta Bison said, November 23, 2010, 05:55:03 amWill Evil Ryu mode have his own Rage moves?No he wont as Evil Ryu mode is a rage activation itself giving him rage moves would be pointless because if you activate this mode and have low life by the time you gain enough power for a rage the match would have ended. This is the reason why his specials have been suped up and combo abiltiy(juggles). He's gonna have some new moves too... I'm unsure wether to give him a super or not, or just allow him to use Ryu's.
Nice Vid Ryon Spoiler, click to toggle visibilty(If anyone is wondering why denjin didn't dizzy ken is because it's not implemented yet, well it is but only against Ryu)
Bumping with relevant informationMKFKLooking at the air file it looks as though you use the same animation from the Medium Kick as the Fierce Kick.Would you guys like me to update your air files with the correct clsns/animations?EDIT: Uploaded a video with the CLSNshttp://mugenguild.com/forum/topics/sfa3-ryu-clsns-143841.msg1623646.html;topicseen#msg1623646
I actually got myself a copy of mame-rr with lua scripts later on in the project so I never got around to fully finishing Ryu's. I did start to tweak them though (unreleased ryu).The jumping MK/HK issue was noted by myself/team I actually tweaked that in an unreleased version.
Cool deal. I almost have all of Ryu's CLSNs accurate in my air file. If you guys want me to I can simply replace what's not accurate in your latest air file. I'm also getting ticks too but I figure you guys already did that so I could just worry about the CLSN parts.