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Shishio Makoto Progress (Read 139698 times)

Started by Aoshi24, May 12, 2014, 05:14:30 am
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Shishio Makoto Progress
#1  May 12, 2014, 05:14:30 am
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Here are 2 comparison screenshots of Warner's Shishio sprites vs DanMT's edits.  At the moment, I am coding the moves with Warner's sprites but it will eventually be replaced with DanMT's edits whenever he is finished.  Progress video coming soon...

Thanks to both for making this possible!



Re: Shishio Makoto Progress
#2  May 12, 2014, 10:45:19 pm
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nice improvement
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Re: Shishio Makoto Progress
#3  May 21, 2014, 07:09:45 am
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Thanks! Here is a preview video of the alpha version of Shishio Makoto. As you can see, we still have a long way to go. 

Re: Shishio Makoto Progress
#4  May 22, 2014, 04:26:21 am
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Thanks man! I want to make sure this game is faithful to the series and somewhat balanced at the same time.  I'm personally excited to code Shishio since I have a lot of creative ideas for him.

Here is the tentative movelist at the moment:

=======================================================================
Special Attacks
=======================================================================

Counter slash                    a+x  (repel type)
Let me feast!                     b+y  (close grab)
Strongest fist                    c+z   
Observe                           D,DB,B a/b/c (if opponent attacks during this move,
                                                  Shishio can automatically counter the observed attack through the remainder of the
                                                  Match during guard states; can only observe 5 attacks per fight)
Mugen Jinsen Kou            D,DF,F a/b/c (dashing attack)
Homura Dama                  D,DB,B x/y/z
Diving Homura Dama        D,DB,B x/y/z (on the air)
Rising Homura Dama        F,D,DF x/y/z
Jigoku No Honoo             D,DF,F x/y/z (can also be done on air; ground projectile type)

======================================================================
Hyper Attacks
======================================================================

*Homura Dama +        D,DF,F, x+y (can be charged; when fully charged it becomes unblockable)
**Guren Kaina             F,DF,D,DB,B, a+b (close; grab type move; depletes some of player's health if successful)
***Kaguzuchi               D,DB,B, x+y+z (slow startup and recovery but unblockable)
Limit Break                  For players & AI level 5 or below: Die with max power and max kenki (Round 3 only)
                                  For AI level 6+:  Automatic (Final round only)
======================================================================
*     need Power Level 1 or more
**    need Power Level 2 or more
***   need Power Level 3 or more and less than 20% health

======================================================================
Special Gameplay Notes
======================================================================
- Shishio automatically loses if there is a time over in the final round. A reference to his spontaneous combustion.

Limit Break notes:
- When activated, his health will refill to max and he will have infinite power and kenki level.
- However, his health will rapidly decrease over time until he is defeated or the match is over.
- In this mode, Shishio will have a very high defense (maybe armor??) and he can deal increased damage, higher chip damage, and no damage dampener.
Re: Shishio Makoto Progress
#5  June 10, 2014, 06:58:20 am
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Here is another look at the alpha version of Shishio Makoto. Sprites are still being remade as we speak.

Re: Shishio Makoto Progress
#6  July 29, 2014, 04:49:20 am
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is shishio included in that beta release?

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#7  July 29, 2014, 06:01:39 pm
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Unfortunately, Shishio will not be included in the beta release.  This will only include 9 updated characters: Kenshin, Battousai, Sanosuke, Aoshi, Soujiro, Enishi, Saito, Okita, and Shinsengumi Saito

All characters (maybe) will have arcade intros but no endings yet.

Shishio is on hiatus right now since the spriter is taking a little break. In the meantime, I am working on the alpha build for Udo Jinei.
Re: Shishio Makoto Progress
#8  July 30, 2014, 02:26:23 pm
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Unfortunately, Shishio will not be included in the beta release.  This will only include 9 updated characters: Kenshin, Battousai, Sanosuke, Aoshi, Soujiro, Enishi, Saito, Okita, and Shinsengumi Saito

All characters (maybe) will have arcade intros but no endings yet.

Shishio is on hiatus right now since the spriter is taking a little break. In the meantime, I am working on the alpha build for Udo Jinei.

That is a Shame however I understand the reasoning. Can't  wait to check this out man. Been following the project and really  want to try it. You should ask the admins for a Full Game area I believe you fit the criteria more than enough.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#9  August 13, 2014, 06:29:18 pm
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Looking really nice. Can't wait to see progress on this one. :)
Re: Shishio Makoto Progress
#10  August 15, 2014, 03:11:43 am
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Thanks man! I can't wait to get back into coding him once DanMT is ready. 

Congrats on your success with Hyper DBZ btw! You guys are an inspiration.
Re: Shishio Makoto Progress
#11  October 06, 2014, 06:23:25 am
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Here is the latest preview of Shishio Makoto beta version.  Note that the sprites shown are just placeholders.



What needs to be added/done:
- finish improving the sprites
- add more voices/sound
- add 2 more basic attacks for crouching and jumping
- guard push animation
- flashier presentation for Guren Kaina move
- Level 3 Kaguzuchi move
- add "Observe and Learn" special move
- create Limit Break System
- AI/palettes
- special victory movie
Re: Shishio Makoto Progress
#12  October 06, 2014, 03:11:02 pm
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looking good
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Re: Shishio Makoto Progress
#13  October 14, 2014, 06:05:36 am
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Thanks!

Here is another preview of Shishio Makoto. This shows his "Observe & Learn" special. Like in the manga, he can learn any opponent's attacks and if successful, he can easily counter them during guard states.  A maximum of 5 moves can be "learned".  This move is similar to Black Polnareff's Anubis Memory move in Jojo's Bizarre Adv game.

Re: Shishio Makoto Progress
#14  October 14, 2014, 03:11:29 pm
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further cementing his boss status I suppose rofl.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#15  October 14, 2014, 05:27:47 pm
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I haven't even shown his Limit Break mode yet. haha  I am definitely aiming for SNK level boss with this one.
Re: Shishio Makoto Progress
#16  October 14, 2014, 10:26:22 pm
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is there going to be a normal and boss mode then? or are we just always going to be able to play with the boss level char?

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#17  October 14, 2014, 10:45:33 pm
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Boss mode will be restricted to AI only.  Players will not have Limit Break mode.
Re: Shishio Makoto Progress
#18  October 16, 2014, 03:20:38 pm
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makes sense would be broken otherwise.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#19  November 10, 2014, 06:58:57 am
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Here is a slight update video of Shishio beta version. This includes the addition of taunt, victory/loss poses, and improved Guren Kaina. Enjoy!

Re: Shishio Makoto Progress
#20  November 10, 2014, 12:43:51 pm
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What a... great progress!
Talking about progress, I need to be faster.  :wall:
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


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Re: Shishio Makoto Progress
#21  November 10, 2014, 03:06:42 pm
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nice looking great
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Re: Shishio Makoto Progress
#22  November 15, 2014, 05:35:48 pm
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Nice progress ! :)

Is the "Observe and Learn" special coded to be only compatible with characters in the full game, or did you make it so it would work in normal Mugen too (against any character) ?
Re: Shishio Makoto Progress
#23  November 16, 2014, 02:03:46 am
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It will work on any MUGEN characters! The code was actually based on Warusaki's black polnareff character. I've tested with kfm, your Gokuz2, and waru's characters and so far it's working perfectly.
Re: Shishio Makoto Progress
#24  November 16, 2014, 02:08:09 am
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I was never really a huge fan of Ruroni Kenshin, but after seeing this project, I might change my stance on the series. I'm loving everything you've done so far. Keep it up! :D :D :D
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Re: Shishio Makoto Progress
#25  November 16, 2014, 10:25:24 am
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It's great to hear it will be compatible with every character ! :)
Can't wait to play with him or against him. We'll see if he's as much of a bitch as Warner's version (even though the AI kept performing the same combos). ^_^
Re: Shishio Makoto Progress
#26  December 05, 2014, 06:29:32 pm
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I'll make sure this version will be just as (or more) challenging as Warner's version!

A Little Update Log:
  • Added custom intros against Kenshin and Saito
  • He can "reflect" projectiles after using "observe and learn" on them
  • Added a short range projectile for the fierce variation of the projectile attack
  • Finished coding his bite grab

Next up is his final attack, the Kaguzuchi!
Re: Shishio Makoto Progress
#27  December 08, 2014, 12:44:10 am
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Yes!!
I hope send you some progress soon.
You really know how to put the series feeling on it. :smash:
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


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Spoiler, click to toggle visibilty
Re: Shishio Makoto Progress
#28  December 08, 2014, 12:51:22 am
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looking really good
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Re: Shishio Makoto Progress
#29  December 08, 2014, 03:21:14 am
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Thanks City_Hunter... it will be even better when we showcase the updated sprites.

Speaking of the sprites.. DanMT  I am definitely looking forward to seeing your progress!  Again take your time though... no rush!

Here is another update video:
Re: Shishio Makoto Progress
#30  December 09, 2014, 02:48:25 pm
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warners version parried practically everything to the point it could take out alot of bs things and never lose. I look forward to yours. I respect Warner for Spriting it though.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Shishio Makoto Progress
#31  December 19, 2014, 12:03:36 am
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Here is a sneak peek of his ougi.. the Kaguzuchi!  Another preview video coming soon!



Plans for this move:
  • Like the other cast's DMs, this requires Level 3 power and low health
  • Damage output is around 520 HP; Chip damage is 150HP (values can change based on feedback)
  • It is a close range attack with some start-up time
  • Connecting causes a crumple state
  • Causes a fatality state when opponent is KO'ed (Maybe)
Re: Shishio Makoto Progress
#32  December 19, 2014, 12:06:35 am
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That dude looks as scary as shit. Either way, I LOVE IT! :) :)
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Re: Shishio Makoto Progress
#33  December 22, 2014, 06:27:10 am
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Thanks man!

Here is another video showcasing the latest update:

Re: Shishio Makoto Progress
#34  December 22, 2014, 08:04:40 am
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Being a fan of both the anime and this project. I would have to say, you are doing a fine job. Really reminds me of the characters a whole bunch. Good luck completing project.
Re: Shishio Makoto Progress
#35  January 04, 2015, 03:17:02 am
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Thanks man! Definitely working hard to capture the feeling of the anime/manga.

Anyway, I just finished implementing Shishio's Limit Break Mode.



Limit Break Mode Notes:
+ Activation is similar to SF3's Gill's Resurrection. (knocked out with max power level)
+ During activation, it refills his health to max... but then health slowly depletes back down during Limit Break mode.
+ Limit Break mode increases offense and defense by +100% and it removes damage dampener.
+ Limit Break mode is over when Shishio's health is fully depleted.  Time over causes "spontaneous combustion" just like the anime/manga.
+ Human players will only have access to this mode in Round 3  AI can access it during any round after 1st round lost.
Re: Shishio Makoto Progress
#36  January 15, 2015, 08:34:00 pm
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Totally awesome! :smash:
I'm hoping a little break to work on Shishio's sprites, I'm busy lately, but finishing the Limit Break mode's portrait. :cool2:
Instead of using Hayato as the basis for air movements, I'm using Shishio himself from PSP.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Shishio Makoto Progress
#37  February 17, 2015, 06:13:15 am
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This last progress video is an AI Test.  Just working on some kinks and the release will be ready soon!