LONG OVERDUE, I know,Consider these test footageIm actually rebuilding him from the ground up, still deciding on moveset and system but he will remain similar to the original versionStance is back to his regular stance but with a different face (sf3 face always looked so weird to me)
Daaaamn, man.SF3 Evil Ryu, MvC Evil Ryu, CvS Evil Ryu, and now a remake of SF3 Evil Ryu. You really love Evil Ryu I see... xDGood luck, pal. But I think you need to start building up your Sean's SF5-like system more, this might grow up into your official style. And some off topic: how is Sean going?
considering every Evil Ryu you've done is great this should be even greater. That said I'd love to see your take on CvS Akuma after seeing your CvS Evil Ryu.
SlenderMan said, June 18, 2018, 08:21:22 amThat said I'd love to see your take on CvS Akuma... With Sf3 sprites
Trololo said, June 18, 2018, 04:41:55 amDaaaamn, man.SF3 Evil Ryu, MvC Evil Ryu, CvS Evil Ryu, and now a remake of SF3 Evil Ryu. You really love Evil Ryu I see... xDGood luck, pal. But I think you need to start building up your Sean's SF5-like system more, this might grow up into your official style. And some off topic: how is Sean going?im still gonna use the same system as sean but i think im gonna simplify it a bit moreGK said, June 18, 2018, 05:06:13 amLooking forward to this! tnxSlenderMan said, June 18, 2018, 08:21:22 amconsidering every Evil Ryu you've done is great this should be even greater. That said I'd love to see your take on CvS Akuma after seeing your CvS Evil Ryu. id love that too broYugaCurry said, June 18, 2018, 08:32:26 amSlenderMan said, June 18, 2018, 08:21:22 amThat said I'd love to see your take on CvS Akuma... With Sf3 sprites of courseQuickFist said, June 18, 2018, 06:34:15 pmOh yeah! I love your SF3 Ryu! Good luck man!tnx
I think the punch of that red ultra would be better on a black and white background. It needs more contrast. The black around it blends in too much. It may end up being very bad on some stages. I'd also say P2 pal FX with a negative effect would be dope as. Dont get me wrong, this doesn't look bad at all. As it stands, I'm hyped up about this! I've never been a fan of BIG hitsparks but these are decent. I'd LOVE to see some type of slow motion on that ultra based on how far the back edge is. Like it'd time itself out to be slow, and once P2 is against the wall FULL BLAST!!!!
vyn said, June 19, 2018, 07:09:04 amSpoiler, click to toggle visibiltyTo make it even more dramatic, when P2 hits the wall, maybe change to a custom state/anim that cycles between 2 or 3 of the standard gethit frames?Damn those effects looks great, and that red bgpalfx is just perfect KILLER, but maybe have it fade back to normal in sync with the beam fading
I think you should use The Old Stance for SFIII The 1ne you had before, I just think so because I think it separates Ryu and Evil Ryu a little better, it makes it feel like Evil Ryu is its own character then just a pallete swap but hey that's just my opinion----It would be interesting if you could do this with SFIII Akuma as well because I'm trying to search for the perfect Akuma and I think it would be it if you had done it, Great Work by the way I can't wait to see the finished product
seizure inducing hitsparks FTWMessiakei said, June 22, 2018, 07:49:55 pmI think you should use The Old Stance for SFIII The 1ne you had before, I just think so because I think it separates Ryu and Evil Ryu a little better, it makes it feel like Evil Ryu is its own character then just a pallete swap but hey that's just my opinion----It would be interesting if you could do this with SFIII Akuma as well because I'm trying to search for the perfect Akuma and I think it would be it if you had done it, Great Work by the way I can't wait to see the finished product i also love custom stances for that very reason but im just terrible at making them. altoiddealer said, June 19, 2018, 03:14:15 pmvyn said, June 19, 2018, 07:09:04 amSpoiler, click to toggle visibiltyTo make it even more dramatic, when P2 hits the wall, maybe change to a custom state/anim that cycles between 2 or 3 of the standard gethit frames?Damn those effects looks great, and that red bgpalfx is just perfect KILLER, but maybe have it fade back to normal in sync with the beam fading thats a pretty good suggestion tnxOdb718 said, June 19, 2018, 09:22:14 amI think the punch of that red ultra would be better on a black and white background. It needs more contrast. The black around it blends in too much. It may end up being very bad on some stages. I'd also say P2 pal FX with a negative effect would be dope as. Dont get me wrong, this doesn't look bad at all. As it stands, I'm hyped up about this! I've never been a fan of BIG hitsparks but these are decent. I'd LOVE to see some type of slow motion on that ultra based on how far the back edge is. Like it'd time itself out to be slow, and once P2 is against the wall FULL BLAST!!!! white bg just looks weird, but i made the red lighter so the black stuff is easier to notice, i will also mess with timings once im working on the actual character
I'm not telling you to change The Stance because it's your character and you can do whatever you want But why make new 1nes why can't you just use the Old Stance you already have, again this is your character and in no way am I trying to force or tell you what to do with your character, also Great Progress so far can't wait to see more updates keep up the fantastic work
are you going to be giving him the SGS or leaving that out? Reason I ask is I'm sure you could make it look like Akuma's SFV iteration. Unless you're saving that for AKuma himself.
SlenderMan said, June 25, 2018, 01:37:36 amare you going to be giving him the SGS or leaving that out? Reason I ask is I'm sure you could make it look like Akuma's SFV iteration. Unless you're saving that for AKuma himself. I do have plans for a cool SGS, it wont be SFV though, if i were to make akuma i would use that one indeed
vyn said, June 24, 2018, 11:30:44 pmwhite bg just looks weird, but i made the red lighter so the black stuff is easier to notice, i will also mess with timings once im working on the actual characterDo it up how ever you think looks best man. In game is a little different than a gif. One suggestion I might make, is make it 18 hits. I've come across a bunch of characters, and I LOVE Ultras that tie each other. I've noticed a lot of characters that do projectile ultras usually have an 18 hit combo. I could still take the same amount of time and damage. Just a dumb suggestion.
Ive started working on the actual character (no more test footage).Anyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.A couple of screens just because.
Well, too bad you're not a fan of a temporary boost, because for a character with Satsui No Hadou that's the perfect option. In fact, rare V-Trigger by fact isn't temporary boost of one or another parameter... But I think I've come up with one idea for a V-Trigger you might like, even though that's a temporary boost too."Satsui No Rakurai".Pretty much Ryu's V-Trigger with Electricity properties for moves, but with some differences:-I suggest you make it limited not by time, but by moves usage, like Urien's Aegis Reflector as V-Trigger. 3 Bar pieces instead of 2 = 3 Moves to use. But, to compensate for such harsh limit, you really must Reu-style go wild with extra-properties and thunder usage.For example, Shoryuken. While you can go with Normal and EX versions of it as it's done in your CvS Evil Ryu, Buffed Shoryuken could be Shin Shoryuken-like (multihit on miss, extra damage on contact) + Extended Juggling Properties (100% Contact on Juggle, MAYBE even Juggle Reset after Succeded Contact version). And, of course, a LOTS of electricity, you can literally recreate Reu's Shin Shoryuken there, but to keep a pace right since that's a special you can do it without slowdown effect.-Akuma-like, this V-Trigger could easily give access to normally blocked super. Of course, using that Super must be possible only on Full V-Trigger Gauge and will use up all 3 pieces of it, but it shall hit MUCH harder than Normal Super. Or, at least, to be harder to avoid.My main culprits for this are Misogi (Could do a HUGE damage), Shin Hadou Combo (That one is hard to avoid, so it could deal a SLIGHTLY mode damage than a normal super, just don't forget MOAR LAHTNIN'!!!!) and, of course, well-tried and trusty Shun Goku Satsu (A nice choice, but I suggest you live it to Akuma).Can't suggest too much about V-Skill though, since Ryu's and Akuma's are practically the same: while Ryu parries any move by default, Akuma have to choose between crouching and standing, but he can counter straight of the bat. So, Evil Ryu's V-Skill is pretty much shall be a parry too, but with a right twist, so it wouldn't make his V-Skill BETTER than both of theirs (so no cancelable auto-parry-to-all), but at the same time worse. You can literally just use Akuma's V-Skill and be happy with that.
I worked on him quite a bit today, finished all animations and raw code for normal attacks.Made his combo system for basic attacks, it has mvc style chains for his normal punches and a wall-bounce launcher similar to DBFZ, this crappy gif should explain better.Consider this whole thing not final please.AlsoSpoiler: NSFW. View at your own risk (click to see content)Looking for resources and stuff i found someone made a +18 version of my evil ryu... now i know i made it.MOD EDIT: First Pic Removed for Being Too Hot For TV
I'm gonna say probably not, cause let's say there was some "extra spritework" in that first pic I removed and call it a day
since this time im trying not to be lazy, im indexing the effects to the main pallette and im not using transparencies for the most part, some pretty cool things can be done.This is the main pallette, its a mix of pink and redsome extras just for the hell of it
Man. Evil.Ryu. SlenderMan said, June 18, 2018, 08:21:22 amThat said I'd love to see your take on CvS Akuma after seeing your CvS Evil Ryu. This E Ryu is meant to destroy Akuma, you can tell just by the new magnetic-resonance-electrothunder-vortex-blast beam that VYN equipped Ryu with. Also his new face.Here's a cool something, I foundSpoiler, click to toggle visibilty
vyn said, July 15, 2018, 09:56:09 pmsince this time im trying not to be lazy, im indexing the effects to the main pallette and im not using transparencies for the most part, some pretty cool things can be done.This is the main pallette, its a mix of pink and redWhat Shin Gouki/Akuma did you use? That pose is new to me.
vyn said, July 05, 2018, 06:44:21 amIve started working on the actual character (no more test footage).Anyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.A couple of screens just because.Try doing something of a mix between SFV Ryu and Akuma and throw in a SFIV Evil Ryu Special in there
glassbox said, July 18, 2018, 05:10:28 pmNice to see you're still around Vyn tnx manMessiakei said, July 16, 2018, 09:02:09 pmvyn said, July 05, 2018, 06:44:21 amIve started working on the actual character (no more test footage).Anyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.A couple of screens just because.Try doing something of a mix between SFV Ryu and Akuma and throw in a SFIV Evil Ryu Special in thereya, ive been thinking the same thing, v-skill will most likely be a parry, v-trigger might be a teleportPrime SC said, July 16, 2018, 01:19:56 pmU should really make a tutorial on how to make fx dude cuz goddamn you've always cold at thati really shouldIori730 said, July 15, 2018, 11:34:15 pmMan. Evil.Ryu. SlenderMan said, June 18, 2018, 08:21:22 amThat said I'd love to see your take on CvS Akuma after seeing your CvS Evil Ryu. This E Ryu is meant to destroy Akuma, you can tell just by the new magnetic-resonance-electrothunder-vortex-blast beam that VYN equipped Ryu with. Also his new face.Here's a cool something, I foundSpoiler, click to toggle visibilty tnx manstarted working on his shoryuuken and tinkered with the hadouken a bit. Coding is solid now.
vyn said, July 20, 2018, 07:56:54 amMessiakei said, July 16, 2018, 09:02:09 pmvyn said, July 05, 2018, 06:44:21 amIve started working on the actual character (no more test footage).Anyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.A couple of screens just because.Try doing something of a mix between SFV Ryu and Akuma and throw in a SFIV Evil Ryu Special in thereya, ive been thinking the same thing, v-skill will most likely be a parry, v-trigger might be a teleportthis was my thought too at first but then I felt that he can do a parry like pose much like street fighter v's gouki v-skill and if opponent's attack connect to his parry pose, Ryu will just use his sf4's Ryusokyaku and stomp his opponent on the ground to build his v-gauge. But I guess teleport is better choice
HyperClawManiac said, July 16, 2018, 02:45:35 pmvyn said, July 15, 2018, 09:56:09 pmsince this time im trying not to be lazy, im indexing the effects to the main pallette and im not using transparencies for the most part, some pretty cool things can be done.This is the main pallette, its a mix of pink and redWhat Shin Gouki/Akuma did you use? That pose is new to me.My own, just a stance edit really, all else is pots shin gouki
Today I worked a bit more on him, many tweaks here and there but the main thing is i finished his shoryu, improved the base pallette and layered the effects so the lack of transparency is better lookingneed to make p2 react properly to the 3 different hits i guess
vyn said, July 05, 2018, 06:44:21 amAnyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.V-Skill can be a modified Ashura Senku that can also do an optional hit at the end, similar to Juri's V-skill without the charge. Imagine hitting the opponent with it, colliding with an incoming Hadouken behind allowing a free juggle combo. The Senku can be EX-cancelled.V-Trigger can give him an Air Dash (allows him to cancel aerial moves for a second aerial rave or ground follow-ups), an Aerial Ashura Senku, and one modified varient of it that auto-tracks the opponent from the air to the ground for an optional command grab (air to ground only). Can set up with LP Hadoukens for more mindgames and all Ashura changes except Air-Dash consumes the V-Trigger meter. Also, in this mode, you can cancel his Shoryukens to a VT Air Ashura to track the opponent in the air and go for an additional aerial rave that can follow up with a VT Ashura for either a mix-up in the air, or track the opponent on the ground for a command grab.
ShinkuuuuuuuHis launcher is better now too:via Imgflip GIF MakerKirishima said, July 22, 2018, 02:20:28 amvyn said, July 05, 2018, 06:44:21 amAnyone got any good suggestions for his V-Skill and V-Trigger?. For these I like to focus on mobility and tricky stuff, im not a big fan of straight attacks or temporary boosts.V-Skill can be a modified Ashura Senku that can also do an optional hit at the end, similar to Juri's V-skill without the charge. Imagine hitting the opponent with it, colliding with an incoming Hadouken behind allowing a free juggle combo. The Senku can be EX-cancelled.V-Trigger can give him an Air Dash (allows him to cancel aerial moves for a second aerial rave or ground follow-ups), an Aerial Ashura Senku, and one modified varient of it that auto-tracks the opponent from the air to the ground for an optional command grab (air to ground only). Can set up with LP Hadoukens for more mindgames and all Ashura changes except Air-Dash consumes the V-Trigger meter. Also, in this mode, you can cancel his Shoryukens to a VT Air Ashura to track the opponent in the air and go for an additional aerial rave that can follow up with a VT Ashura for either a mix-up in the air, or track the opponent on the ground for a command grab.ah my dude, i like where your head is at... That will definitely be the trigger, although he might fully teleport, like a mix of my cvs evil ryu asura + charlie teleport from SFV. Though the result will be the same, a combo extender, maybe even pick up a downed opponent.V-skill should be something different dont you think? too much asura senkuu. Id like to stick to something parry/counter/foucs-attack related, SFV ryu simply parries, SFV evil ryu would probably parry and then counterattack right away, with something violent lol.Spoiler, click to toggle visibiltyBtw, is there any other big forum anymore?. IMT and Infantry seem to be very small now.
vyn said, July 22, 2018, 11:09:54 pmSFV evil ryu would probably parry and then counterattack right away, with something violent lol.I am thinking about that too, heh.My idea would be having two versions of the parry. The High-Parry is a standard fierce punch (energy wind and all), launching the opponent upwards. Evil Ryu can aerial rave out of it. The Low/Mid Parry also does a firece blowback but this will push the opponent away to the corner. He can follow up with Shinkuu Hadoukens from a distance, but if he does the parry hit while the opponent is close to the corner, Evil Ryu can freely combo anyway he wants.V-Trigger mode adds a tracking knockdown follow up after a successful parry hit with the opponent bouncing off the ground so he can freely combo afterwards.If he misses the parry, any hit he receives will be a Counter Hit.
Ive been thinking of the system to use, here is what i have so far, cant say its final.System abilities:Mostly based on a V-Gauge that fills up as you take damage (fills up at 80% damage) or succesfully use his v-skill (parry/counter). Has two bars. - A horizontal launcher that bounces player two on the wall and opens him for air raves. Can be comboed from standing heavy punch. - V-Skill: mp+mk Parry, if successful goes into a short stun type counter, not effective against long distance projectiles and cannot continue to parry many attacks in a row like regular ryu. Seems fitting for a more violent persona. The stun will come from a "aura" attac - V-Trigger: hp+hk (consumes 1 V-Gauge Bar): Teleport from current position to p2, I might add directional controls to appear next to, behind or on top of player 2. Right after he teleports, he will use an attack with a decent stun to combo right after it (perharps the version that teleports behind player 2 will not have this attack, doesnt seem fair). Can be used in the air. - Zero Counter (consumes 1 V-Gauge Bar): While Guarding he can press hp+hk and use a counter attack with low damage but high pushback. Will be some sort of burst hadouken.Gameplay:- Normal attacks customized for longer combos and air raves, will still feel like a slower character.- Special attacks will be what you expect.- "EX" attacks will still have the simple commands but will be pretty much supers. Think MvC3. They will consume full power bars.- Ultra attacks will have a more typical command, like QCF,QCF,P. Will consume a full V-Gauge bar. Misc. - Shinku Hadouken will be directional, not as many options as he originally had. The beam ive shown is his lvl1 shinku hadouken. - He will finally have a version of raging demon. - No regular ashura senkuu, only the v-trigger.- Even though his system seems very SFV, in reality he feels more like an MvC-DBFZ character.
vyn said, July 30, 2018, 01:36:33 amtatsu is finished, this is the strong version. Only the light version opens for a juggle afterwards.I love your work.!
One more update before i go to bed.This is his V-Skill, its pretty much a mix of SF3 parry and SFIV focus attack.Its not finished but this is what i got so far. This did require sprite editing, I hope it doesnt look too awkward.
vyn said, July 30, 2018, 05:47:53 amOne more update before i go to bed.This is his V-Skill, its pretty much a mix of SF3 parry and SFIV focus attack.Its not finished but this is what i got so far. This did require sprite editing, I hope it doesnt look too awkward.the effect on Evil Ryu is solid steel beautiful btw during the focus attack, is he able to use other focus attack's sub abilities such as the dash cancelling and dash follow-up just like in sf4?
Trololo said, July 30, 2018, 04:31:23 amHoly Guacamole, that's just looks incredible!Tnx bro,SOLIDUS SNAKE said, July 30, 2018, 04:54:47 amI would buy that for a dollar.lol Looking prolific Dr.Vyn.Hahahtehdevil said, July 30, 2018, 02:27:59 pmThis is his V-Skill, its pretty much a mix of SF3 parry and SFIV focus attack.Its not finished but this is what i got so far. This did require sprite editing, I hope it doesnt look too awkward.the effect on Evil Ryu is solid steel beautiful btw during the focus attack, is he able to use other focus attack's sub abilities such as the dash cancelling and dash follow-up just like in sf4?Ive been thinking about this move, Ive put focus attack on my characters before and even though its a cool concept, its difficult to use outside of sfiv, hell it was difficult in sfiv lol. It was fun to code at least.In mugen everything is multi hit, everything comboes and projectile coding is all over the place so a super armor move loses its purpose.I think i will make it a Counter move, and yes I will make it dash cancellable to make it even more usable. So in other words it wll work like this: Press MK+MP (no need to hold) you can wait for it to charge it just like focus attack but instead of absorbing hits, the full move will trigger as soon as you get hit or reach full charge (50 frames) and you can dash cancel at any point of the charge. No half charge release. It breaks defense or super armor if its released either by full charge or counter. Ground contact will stun p2 for quite a bit of time and air contact will open p2 for an easy juggle or a projectile. Full charge release has a small dash during which he will be immune to projectiles. If released from a counter he has full invincibility.What ive not decided yet is how to handle projectiles hitting p1 during the charge, he could absorb them, get interrupted but not release the full move or just release the full move and sit there waiting to be punished. Also i dont know yet if this move will allow to be cancelled into, which would lead to sfiv advanced combos (attacks > mk+mp > dash > attacks), i think he has enough combo potential already (he has mvc raves and dbfz chase mechanics),Focus attack really is such a cool concept to play with .On another topic ill make his jumps controlable and a bit floaty, such a simple thing definately changes the feeling of a Character from a more traditional system to something more modern.
So basically a very Long counter stance.. , which is a broken mechanic. Yours is a mvc hybrid, so it's alright for mvc games.. maybe. With that said, how about He releases the attack based on when you press attack. But no auto attack. That's just cheap. So basically he is armored for 1 physical attack. 2.Have him take projectile hits while normal(he loses hp) but in V-Trigger, he aborbs basic projectiles or 0 damage, or even deflection (ok im stepping out of line here)3. Should be combo'd into, it's the way of the Satsui No Hado. (Ex. 60 normal hits > Hadoken x10 > V-skill) The V-skill cancel should expend meter, IF combo'd into.4. Have him weak to low hits, 5. Related to #2. Have him miss projectiles if you dash cancel out 6. Have opponents bleed through their intestines after that punch, then you may finish him off.
hmmm, food for thought, tnx for the input man, love these discussions. Number 5 is definately in and ill continue to test the move.On a separate topic. Im really struggling with the mule kick as a special, seems so pointless and since im not using ex-moves this time i think ill just use the sprites for the horizontal launcher instead of what i have right now, seems more fitting.This was his previous launcher, looks kinda weak to IMO.
That move looks strong, but probably looks wierd as a launcher.You can try this: have Ryu launch with the first part of his axe kick(2hit Str.K). It will be vertical thoughkinda like Kim(KOF)Mule kick? you mean this?I would just have the opponent pop-off the ground after that one. It will also be mid-attack, so block high. Spoiler, click to toggle visibiltyAlso make the opponents ass explode on K.O. after that,
Iori730 said, July 31, 2018, 08:32:46 pmThat move looks strong, but probably looks wierd as a launcher.You can try this: have Ryu launch with the first part of his axe kick(2hit Str.K). It will be vertical thoughMule kick? you mean this?I would just have the opponent pop-off the ground after that one. It will also be mid-attack, so block high. Spoiler, click to toggle visibiltyAlso make the opponents ass explode on K.O. after that, i mean his sf3 mule kickHannah Montana said, July 31, 2018, 11:01:31 pmhello everybody.a huge Ryu fan,cool he is one of my favs. -i am sf fan too- i am downloading him.lolon some updates, this is his focus attack so far, im not showing the full charge of course, its like 50% finished id say.Spoiler, click to toggle visibilty
here is progress on his V-Trigger, a modified ashura senku this would be the ground version.Its got a lot of work to do still but damn its very fun to use right now.Notice the clear eye and teeth to make him look extra evil
The white teeth personally looks silly than threatning imo, mostly for the dash. The red eyes on the dash is enough, but that is just me.The Ashura looks amazing.
Personally, I think the dash is too fast as is, and is a little unfair to someone else who is fighting him as they can't tell where he's going to end up. Take Akuma's warp in SF3 (or any other 2D game he's in) his warp may be fast in some of the games, but you can still tell approximately where he's going to be to try and counter. I know that when you're fighting a CPU, it's not really an issue, but I just bring this up as food for thought.Alternatively, consider making it cost meter. Especially if it has a super pause during the whole thing.
Hoshi said, August 06, 2018, 04:04:52 pmPersonally, I think the dash is too fast as is, and is a little unfair to someone else who is fighting him as they can't tell where he's going to end up. Take Akuma's warp in SF3 (or any other 2D game he's in) his warp may be fast in some of the games, but you can still tell approximately where he's going to be to try and counter. I know that when you're fighting a CPU, it's not really an issue, but I just bring this up as food for thought.Alternatively, consider making it cost meter. Especially if it has a super pause during the whole thing.It does cost meter, the one at the bottom of the screen with the red V, it fills up as you take damage, two bars equivalent to 80%, so you get two of these each round. Its pretty much charlie trigger from sfv, thats fair right? .I didnt want to just give him ashura senku, i like to think evil ryu is just wild, such a timed and smooth teleport like ashura senku is more of an Akuma move who has way more control over satsui no hadou.
maybe make his opponent freeze a little when he begin to do his v-trigger. Maybe this will make him balance abit
vyn said, August 06, 2018, 05:00:18 pmIt does cost meter, the one at the bottom of the screen with the red V, it fills up as you take damage, two bars equivalent to 80%, so you get two of these each round. Its pretty much charlie trigger from sfv, thats fair right? .Ah okay. I couldn't see the V trigger meter at the bottom because of the watermark. :3 Seems fair as you described it.
Worked a bit more on his V-SkillI simplified it quite a bit, its pretty much a counter right now with an 8 frame window for the actual counter (sfv parry is 7 frames). Normal projectiles will simply be absorbed.The only focus attack feature that remains is the stun on player 2, you will have plenty of time to do whatever follow you want. Spoiler, click to toggle visibilty
I think that foot smoke starts up a frame too fast imo. I was thinking about a short red "tail light" effect from his eye on that warp would be dope. I wouldn't make it go 100% to the starting point but maybe 60% there? Over half, less than 2/3 of the way. Just a straight swipe of red.If it is going to cost meter, I think you might want to dress it up a bit more. If you could make the effect of his eyes go electric or do a type of up energy/smoke effect, then disappear. One idea, if you'd like P2 to know where you're going to end up with the teleport, that exploding circle at start up, you could have it reverse to the spot before he lands. Like Pose+Circle, eyes+revers circle, appear. Cant tell if the circle is BIG to start with or body size and gets waaaay bigger.
Bit more progress on the teleport, getting close to finishing the ground version,Spoiler, click to toggle visibilty
Spoiler, click to toggle visibiltyI remade his V-skill into something more simple. Its a mix of parry and focus attack now.The custom animation came out pretty well IMO.
vyn said, September 03, 2018, 02:06:28 amI remade his V-skill into something more simple. Its a mix of parry and focus attack now.The custom animation came out pretty well IMO.I feel that this looks better
AlexSin said, September 04, 2018, 10:28:03 amvyn said, August 08, 2018, 07:42:01 amThis looks much better than your new version.So, about this, will you add it back?
not for that move im afraid, i like the new version better.But fear not, i will deliver a really cool character i promise.
That intro is fantastic vyn!You should definitely stack explods on it. Increase the transparency by 50% and duplicate it, and put the second one behind Ryu. Wont be beaten any time soon.
worked quite a bit, here are some screensAir hadoken: he regains control after using it so he can shoot more than one (two on screen is the maximum) or guard, attack, whatever. Similar to MVC.air shinku hadokenshin shoryuuken: i decided to use a regular shoryuken animation instead of the usual 3 punchnext ill make his shinku tatsu and afterwards probably his raging demon
Ive been considering quite a change for my system.This guy is a mix of more modern systems than most of my characters, like sf5, mvc1-3, mvci, but really he feels mostly MVC2-3 (i scrapped the chase mechanics from DBFZ, it just didnt feel right), so im thinking of going for a 3 button character.He has super jump controllable while in the air, launchers, mvc supers with simple commands, combos mostly based on cancelling and juggle instead of frame perfect inputs, guard push (to be added), etc. SFV was mostly for frame and damage data, sfv damage scaling as well (no sfv defense scaling though), and the whole V-Bar related stuff (trigger, counter and guard counter) and KOFXIII for most of the effects but the feel remains MVCish.So the layout could bex:light attacky:medium attackz:heavy attacka: launchers (directional input for wall bounce or regular launcher)b: v-skill (counter)c: v-trigger (still in the works)this leaves button combinations open for more advanced mapping like:x+a: graby+b: kofxiii dodge?, dbfz rush grab?, hard knockdown?, a super armored move? empty?z+c: some sort of custom combo?, free supers for a while?, power charge?, taunt? (lol), assists is kind of an obvious inclusion here but i dont like it unless its actually possible to switch characters so i wont be adding that.so yeah, i know evil ryu is not exciting at all nowadays, no matter how pretty effects i give him, truth is its more exciting to experiment with effects and system mechanics nowadays, at least for me. of course sticking to 6 button mapping sfv style is still an option, this is just brainstorming cuz im bored at work and id like to hear some input from you guys.
would the super armor function like a focus attack (long startup in exchange for stun?)i feel like a power charge is a given for this sort of character
well his current v-skill (mp+mk) is a counter which, if succesful, puts p2 in a stun state like focus attack does. (for projectiles it works like regular sfv parry). How does that sound?.could you elaborate on the power charge?.
i just realized i didnt ask if he had EX moves. he already seems very flashy, boss-like and meter dependent, so i think a power charge would be a nice touch for him especially if he has EX move. it would help to constantly keep the pressure up and always do big boy damage off confirms
if he already has a v skill i would forego the super armor idea. the custom combo sounds more appealing (esp. if it burns meter) ((would be nice in conjunction with the power charge)) (((im assuming balance is not so much an issue here and its more about making the character fun)))
Well, he IS already renamed into Kage on that gif.Good Luck with that, Vyn!P.S.: Vyn. Could you, PLZ, send me one sprite of that Ryu of your, in PNG format?
made the air version too Trololo said, January 01, 2019, 08:30:14 amWell, he IS already renamed into Kage on that gif.Good Luck with that, Vyn!P.S.: Vyn. Could you, PLZ, send me one sprite of that Ryu of your, in PNG format?sure, here you gohttps://www.sendspace.com/file/tk52by
I wonder if Kage has alternate mode (holding start in select screen or alternate def) of your previous evil ryu the current one before your turn him into Kage? or is Kage a complete rework new standalone character?
OK. Here is a lil' present from me, Vyn. A Kage palettes (1-15, EX6, EX7).DownloadP.S.: As you can see in Pal 15 (Oni-Like), you'd like to have that CS extended.
Trololo said, January 02, 2019, 04:57:35 amOK. Here is a lil' present from me, Vyn. A Kage palettes (1-15, EX6, EX7).P.S.: As you can see in Pal 15 (Oni-Like), you'd like to have that CS extended.damn... thats a lot of work, tnx a lot man. On release (if that ever happens lol), i will include all of these as an extra download.tehdevil said, January 02, 2019, 04:11:58 amI wonder if Kage has alternate mode (holding start in select screen or alternate def) of your previous evil ryu the current one before your turn him into Kage? or is Kage a complete rework new standalone character?honestly i just made these two specials cause i had a lot of down time during the holidays and ive been loving the Kage hype. Right now he is a separate file.The biggest thing keeping me from commiting to a full project of Kage is the lack of sprite edits in sf3 style. I could make do with what I have and my crappy spriting skills for everything except his Axe Kick (hcf+kick) and His Misogi (Trigger II).If there is a kind soul out there willing to make a decent version of these moves in sf3 style i will happily make a Kage character. With the current sprites im not 100% sure i will tackle this as a full project.
Just wanted to ask as I saw you finished your goku project, will you continue to work on kage and SF3 evil ryu ? Your work is the best and congrats on the finished goku.
Since Terry is finished (just waiting for SW´s AI) I figured I would go back to my unfinished works and of all those this guy is the one with more progress.Decided to start changing a few effects, here is hadoken (loved the hadoken) and tatsu. Also decided to stick with blue energy colors since the version I made so many years ago also had blue energy, I wanted to make it like Reu´s (rip) Evil Ryu back then and figured I would do that again.Previous FX:
There's something bothering me about those effects for a while. For some reason, I feel like there's not enough transparency for them. If you are using any version of Fighter Factory, are you using "Addition 50%" for the transparency? Because I think just "Addition" instead would look better because they way you made them look like solid objects such as the projectiles.
I feel like the fireball's rotation speeds up while it's hitting P2. It's probably an optical illusion but it feels a little off. Are you using a helper or a projectile?
Incredible FX, on that intro, so now he can wield both light and dark powers at the same time?some ideas:1. An Uppercut (MK style one) with probably a slow motion to show blood tingling in players hands because of the power RYu holds now, send him flying and drops real hard to the ground 2. Touches Akumas face and holds palms there for a couple of seconds, Opponent explodes or flies across the screen to hit the wall 3. Akuma just explodes as Kage(E.RYU) turns to look at the screen or away from the screen.
vyn said, July 22, 2020, 06:33:25 amWhat do you guys think should happen next?, (its his Raging Demon).I was thinking of this: maybe I would like to see some options for player to input some commands when Evil Ryu is in this state to attack his opponent like for example:- if player input something like qcf+2p, Ryu thrusts his fist with the black effect onto his opponent's chest and a big chuck of black effect explode through his opponent's chest- if player input something like dp+2p, Ryu does a massive metsu shoryu look alike using that black flame on his hand and the black flame explode after the last hit connect- if player input something like qcb+2p, Ryu grabs his opponent with the black effect on his hand and something like Kyo-2's hsdm from kof2002umand so on....
So, this was the begining part after all?I just though you could go Reu way and port/modify his Evil Ryu's LVL3 (you know, that white SGS).
Glad to see you working on Ryu again. Kinda random, but would this animation by Hien interest you?Hien said, February 06, 2020, 09:36:45 amI converted Ryu's S.MP from SFV. It reuses 3 heads from SF3.---UPDATED---Fixed a few things to make it as close to SF3 as possible.Also, if you're still looking for Kage's voice clips, try hitting this guy up on Twitter. https://twitter.com/Husband__ I've asked him for voices from several of SFV's characters and he's never failed to deliver.
working on the extra pallettes now.Effects are not that easy to color due to all the coding that went into making them but cool stuff can be made.
I'd say leave the Kage voice for your upcoming Kage, even if you've used the SF4 Evil voice a lil' too much.
Why not have them both? There is nothing new in having 2 SND files with different voices for character.
Trololo said, July 30, 2020, 03:06:52 pmWhy not have them both? There is nothing new in having 2 SND files with different voices for character.I agreed with this too, player can have options to choose either one by editing the def file