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Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold) (Read 59377 times)

Started by jaede_, June 19, 2013, 12:49:51 am
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Poll

Which char should I move on to while I'm taking a break from Sanae?

Onodera Mana
8 (33.3%)
Yukari Tanizaki
5 (20.8%)
Update a past creation
7 (29.2%)
Other? If so tell what.
4 (16.7%)

Total Members Voted: 24

Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#1  June 19, 2013, 12:49:51 am
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Apparently so after working on C. Koakuma, I decided to go right away with a new character on the works:

Sanae Kochiya!




However, she's (very loosely) based on Clayfighter 63 1/3, minus the K. Instinct comboing system, that and with a bit more of comboability (standard comboability, given dash and back dash, because MUGEN chars should have these two last ones for good mobility) and better control. She will have 6 attacks per stance, ground comboing based, and as much special moves as I can see and use with her sprites.

Due to the way her sprites are animated she's kinda slowish. I had to guess and make up animation startup frames and frame advantage times as I don't have a direct reference for her. If anyone has, could you let me know?

Some things I have yet to decide are:
  • Whether to put the Moriya Shrine members in
  • Whether to put Reimu Hakurei to her help. (Not saying as exactly strikers, I hate those)
  • What kind of attacks exactly, most of them would be with her staff, giving her range and priority, as well as wind related attacks. But I also need to brainstorm for some antics
  • Whether to actually give her some distinctive feature (C. Koa's was the lives thing, Sanae would obviously use something else)
  • Take BMT down.


Any suggestions regarding her are welcome. Cheers and thanks in advance!

      Posted: June 19, 2013, 01:33:45 am
So far changed:

-Swapped Strong Punch for Medium Punch and viceversa.
-Gave moves startup, frame adv. and hitboxing according to these:
http://hisouten.koumakan.jp/wiki/Kochiya_Sanae/Normal_Moves
http://hisouten.koumakan.jp/wiki/Kochiya_Sanae

:)


      Posted:



The first alpha is up, click on the picture to go to its download page!
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Last Edit: January 25, 2016, 03:07:38 am by Patoelietoe9x7
Re: Obligatory WIP Thread per Capita: Presenting Sanae Kochiya 63
#2  June 19, 2013, 01:57:19 am
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ClayFighter 63 1/3 gameplay?? OK, you get my attention now :thumbsup: I got you some suggestion and questions for your Sanae:
-She will have CF63 1/3 soundFX??
-Even without the KI comboability, maybe adding some stuff like a Combo Breaker and maybe an Ultra Insane Combo (as a lv3 super maybe)
-Claytalities maybe?? :D
-About Touhou assistants, maybe you can do a move where she can summon a Touhou doll randomly
-You can see my Earthworm Jim if you want :)
-1.0 only or you'll get compassion of WinM users like me?? :3

I'll be watching this project, good luck with it ;)

Rest in peace, Toriyama-san...
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Re: Obligatory WIP Thread per Capita: Presenting Sanae Kochiya 63
#3  June 19, 2013, 02:07:47 am
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-She will have CF63 1/3 soundFX??
-Even without the KI comboability, maybe adding some stuff like a Combo Breaker and maybe an Ultra Insane Combo (as a lv3 super maybe)
-Claytalities maybe?? :D
-About Touhou assistants, maybe you can do a move where she can summon a Touhou doll randomly
-You can see my Earthworm Jim if you want :)
-1.0 only or you'll get compassion of WinM users like me?? :3

En el orden de las preguntas:
-Sipis! Igualito al proyecto madre original "C. Koakuma" (el cual lo saque hace un tiempo si quieres echarle una miradita :) )
-Combo Breakers? Si te refieres a un especial que lanzara al enemigo lejos para terminar un combo eso, no el combo breaker del gameplay original eso si. Aunque si hiciera ese estilo creo poder hallar una manera para recrearlo. El plagio del ultra Insane combo? Si va estar! Hasta con los hits random como lo hice la ultima vez con Koa.
-Quiza uno que otro, no tengo muchas ideas ni manejo con los estados de fatality, necesitaria una lista de animaciones custom para saber que cosas sadicas podria hacer XD. Pero supongo que con ideas podria desarrollarlo perfectamente o por lo menos decentemente.
-Me suena a una buena idea, tal vez un proyectil o algun super... Tendria que ver :)
-Lo descargaré apenas haya terminado de escribir el post. :D
-Pero claro que es para WinMugen! Mi meta es la retro compatibilidad y para que ningun usuario se pierda del contenido. :)

     Posted: June 19, 2013, 06:21:27 am


Another update for my character for the day. I really wonder how I am gonna fill all of her crouching attacks.... uuuuuuuuuuhhhh.......
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Re: Obligatory WIP Thread per Capita: Presenting Sanae Kochiya 63
#4  June 19, 2013, 09:36:10 pm
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Jojojojo, no esperaba que me respondieras en español :P Muy satisfecho con las respuestas debo decir, lo del Combo Breaker es básicamente el uppercut del personaje hecho para cortar el combo, yo lo hice así para Jim de hecho. Sobre los Claytality, la mayoría no te piden sprites especiales, como el aplastado (sólo el 5110), el squeeze (5060 con resize para hacerlo más flaco) y el "fuera de la pantalla" (ese donde sale de la isla y queda aplastado en la pantalla), son realizables en MUGEN, aunque yo me guié por los tutoriales de Juano16 para los claytalities :P

As I said, satisfied enough with the answers, I'll be waiting for your Sanae then ;) and I'll test your Clone Koa too, seems interesting :D

Rest in peace, Toriyama-san...
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Re: Obligatory WIP Thread per Capita: Presenting Sanae Kochiya 63
#5  June 19, 2013, 09:42:34 pm
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Jojojojo, no esperaba que me respondieras en español :P Muy satisfecho con las respuestas debo decir, lo del Combo Breaker es básicamente el uppercut del personaje hecho para cortar el combo, yo lo hice así para Jim de hecho. Sobre los Claytality, la mayoría no te piden sprites especiales, como el aplastado (sólo el 5110), el squeeze (5060 con resize para hacerlo más flaco) y el "fuera de la pantalla" (ese donde sale de la isla y queda aplastado en la pantalla), son realizables en MUGEN, aunque yo me guié por los tutoriales de Juano16 para los claytalities :P

As I said, satisfied enough with the answers, I'll be waiting for your Sanae then ;) and I'll test your Clone Koa too, seems interesting :D

Por supuesto que si, ya habia escuchado sobre tus trabajos y que hablas español :) Supongo que eso seria el combo breaker, util cuando no hay poder. Bueno, Para los claytalities necesito solo un estado entonces... Cortado por la mitad. El Fuera de la pantalla me recuerda a cosas que ya he hecho antes asi que sera divertido ese X).

Thank you very much man! Also, for Clone Koa I had to give her a little fix as I accidentally gave her a bug. ^^'
http://www.mediafire.com/?dudhzcvd1a78nca
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Last Edit: June 29, 2013, 05:43:43 am by Sanae63
Sanae Kochiya 63 Alpha 1.
#6  June 29, 2013, 05:44:07 am
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The First Alpha of this character is ready, I think I need some advice with her current normals before preceeding.
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Last Edit: July 12, 2013, 06:17:13 am by Sanae63
WIP - Daniel the Remake thingy.
#7  July 12, 2013, 06:17:19 am
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Apparently I tried again to sprite this guy, I don't plan to make him soon, but progressing in the sprites and good fighting stance is something.
Besides I don't know which approach I will take: whether I'd refine the old limiter system while making everything from scratch, or definitely use the system I've been using for the 63 Saga characters.

Another thing is whether if I should be jokey or not, if I am; I am not quite sure what to poke fun of. But that's mostly for whilist he's not fighting.

I packed him a scythe that makes the Billy and Mandy resemblance more obvious he could use for quite a few special attacks, not quite so for his normals, because he's a dumbnut. I think I'd most likely end up taking stuff from Komachi here and there.



This is the sprites so far, this time I freeinked the sprites to give more freedom at the time of drawing. But I feel they turned out too big.

Well, I don't know why I posted this, but I guess it's because I wanted to try my hand at sprites once again.
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Daniel's WIP Thread: C. Koa things.
#8  July 17, 2013, 12:47:18 am
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Thanks to a certain friend of mine (who's probably sick of hearing me thank him over and over) for teaching me the fun fundamentals of bitwise operators. Thanks to them I was able to do this with only one variable:



     Posted: July 17, 2013, 07:17:35 am
So far so good! We've got the following changed:

   Added KONG letters.
   Ease to guard Lightning Lookout, Guard Hittimes fixed, More damage.
   Cosmetic things here and there
   Added facep2=1 to most attacks.
   A ton of basics have been given more hittime to them and some even have less startup as well, fixing 1 tick cancels of doom.
   Added Motion+Button Release commands to specials and supers, making them easier to do.
   Standing Medium Punch is an antiair normal, having her head mostly invulnerable during startup and duration and being unblockable on air.
   Can combo BK to QCF+P now.
   Given more startup on air normals.
   Back-step is MUCH faster and can be used quickly - As well as land cancelled to itself.
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Last Edit: July 17, 2013, 07:17:35 am by Sanae63
Re: Daniel's WIP Thread.
#9  July 17, 2013, 10:18:21 pm
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So looks like I convinced you to sway away from Yuyuko after all huh?
Re: Daniel's WIP Thread.
#10  July 17, 2013, 10:22:52 pm
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KONG letters lol. Koa is packed full of references here and there, isn't she? :v

Nice to see you're still at her though~
Re: Daniel's WIP Thread.
#11  July 17, 2013, 11:00:49 pm
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So looks like I convinced you to sway away from Yuyuko after all huh?

Hell yeah you have! C. Koa is very fun to work in after all, and good to see there were still some quirks to fix.

KONG letters lol. Koa is packed full of references here and there, isn't she? :v

Nice to see you're still at her though~

Exactly, mostly from DKC2/3 because favorite games. Still working on a few things here and there, and gotta step up with the Maid Koa, which won't be a very hard edit I hope.. >.<
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Re: Daniel's WIP Thread.
#12  July 17, 2013, 11:26:36 pm
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Oh right, almost forgot about that one lol. Still looking forward to it~ If anything, if you ever need help with the spriting, ya got people to help ya out with advice and the like here I suppose~
Re: Daniel's WIP Thread.
#13  July 18, 2013, 01:39:12 am
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Oh right, almost forgot about that one lol. Still looking forward to it~ If anything, if you ever need help with the spriting, ya got people to help ya out with advice and the like here I suppose~

^_^ Right, I guess I should just use Sakuya's maid outfit as a reference (Not direct, but how Maid dresses should look in sprite), and the pic you showed me should help too.




Evening of boredom made this possible
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Re: Daniel's WIP Thread.
#14  July 18, 2013, 01:43:23 am
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Aye, Sakuya should be good enough for at least modifying. Also depends on how long you want the skirt and how lowcut you want the blouse to be and all that of course.
Re: Daniel's WIP Thread.
#15  July 18, 2013, 07:34:35 am
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So Far:
   Added a few new things to some attacks here and there.
   Allowed WK>FP>BK and WP>FK>BP
   Given her a new super.
   Can't cross up from moving to the corner. (WinMUGEN bug (check video at 0:04), thanks to Rice for showing it to me)
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Re: Daniel's WIP Thread.
#16  July 18, 2013, 08:03:53 pm
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I just noticed after all this time you included in the beta the Morrigan palette I sent you. Might make more later on when I'm bored.
Re: Daniel's WIP Thread.
#17  July 18, 2013, 08:24:30 pm
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I just noticed after all this time you included in the beta the Morrigan palette I sent you. Might make more later on when I'm bored.

Well I like to include contributions from people into the main character. So if you made some I'll be glady putting them in, replacing the ones from Som's original Koa.
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Re: Daniel's WIP Thread.
#18  July 18, 2013, 08:31:10 pm
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Do you accept palettes?? I want to help you with that, too :P

Rest in peace, Toriyama-san...
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Re: Daniel's WIP Thread.
#19  July 18, 2013, 08:32:25 pm
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Re: Daniel's WIP Thread.
#20  July 19, 2013, 03:31:15 am
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Working on the super portraits ALL DAY LONG.
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Re: Daniel's WIP Thread.
#21  July 19, 2013, 03:33:54 am
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Lookin' good~ :)
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread.
#22  July 19, 2013, 08:43:30 am
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@Xenomic: Maido Koa! Don't kill me for using Sakuya as a base! My spriting skills are very basic. DX
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Re: Daniel's WIP Thread.
#23  July 19, 2013, 08:56:56 am
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Well, as we said earlier, Sakuya would probably work best for the base anyways, so no worries there~ Looks good though! Now the next part is, can you handle doing the grab without using Sakuya too much as a base? :v
Re: Daniel's WIP Thread.
#24  July 19, 2013, 09:08:39 am
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Well, as we said earlier, Sakuya would probably work best for the base anyways, so no worries there~ Looks good though! Now the next part is, can you handle doing the grab without using Sakuya too much as a base? :v

I'm not sure my friend. But this sprite is for a winpose that works like Morrigan's where she changes attire. This one and another one I'm working on, but I wanted to make you happy by making Koa in a maid outfit and have her appear in a winpose. ^_^
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Re: Daniel's WIP Thread.
#25  July 19, 2013, 09:10:53 am
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Well, that assumes you do decide to do a grab sprite for if you use it for an alt MB later or something of course~

Oh yeah, Morrigan does do that. I never remember that as I don't look into Morrigan at all. Never used her much in the source game nor any game for that matter. Neat little idea if anything~ But yes, maid Koa is the bestest~ <3
Re: Daniel's WIP Thread.
#26  July 28, 2013, 12:05:22 am
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Welp! I finally got a good idea for a voice for C. Koa. I think Rias Gremory could well suit that purpose! The idea was pretty much hidden under my nose all this time.

If anyone could help rip voices for her (and as well fitting for attacks or in context for what they are saying), I'll be gladly appreciative of it! Is it possible to request such in Development Resources when it comes to voice rips from an anime?
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Last Edit: July 28, 2013, 12:11:00 am by Sanae63
Re: Daniel's WIP Thread.
#27  August 04, 2013, 02:23:32 am
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Currently taken a break from Sanae, Added a poll in which other char I should move onto because I don't really feel on the mood for a new 63 Saga char.. In fact I don't think it should even had become a saga anyway.

The two main WIP candidates:

Onodera Mana:

Ren Onodera's little sister from what I could tell while playing the game, don't get fooled by her scaredy and shy appearance... She's able to do devastating action with help of various tricks under her sleeve. Such as her doll, which can even get a chainsaw to attack the opponent. Her movement is very slow in air. But her attacks can be dead powerful. Her doll's chainsaw may have to be tweaked from what it used to be in the original game though, since it was too OP there. I have access to frame data from the game and hitboxing, so it's not really difficult to convert the character.

Yukari Tanizaki:

Now you're in deep shit; upon seeing her laugh you know you're dead fucked. Wickydoo made this character originally in 2007 which was good by the era... but nowadays not any more, besides her comboability is MvC based and while I did edit her back in a while. I wasn't satisfied with my work there. So I'll most likely start from scratch. I do not have frame-data from the game unless I record the game the sprites are from and step by step count how many frames some of the sprites take nor hitbox data; all I pretty much have at my hand is guessing for the most. I strive to make it playable and give it a similar feel to the game.
She can't dash forwards and can't move very fast. HOWEVER during her burst mode, she's able to rack up the speed and many of her moves get altered. What is Burst mode? It's a mode from the game she's from when the characters are low on health and upon pressing D, D, SC (Stylish Cancel button) with three or more bars of super gauge. Gives more speed, attack stat and gives access to the char's most powerful super.

Update of a Past Creation

Any character I've made recently that could be finished, in that case the Kamineko could be the one that would need the finish. Daniel would but I need to do respriting as I'm not comfortable with his current sprites, everything 2009-2010 is a total NO.
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Last Edit: August 04, 2013, 02:41:30 am by Sanae63
Re: Daniel's WIP Thread.
#28  August 04, 2013, 02:29:15 am
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Wait, are you Daniel? If so, what about your Plok character?
Re: Daniel's WIP Thread.
#29  August 04, 2013, 02:38:51 am
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I'd honestly need to have someone sprite or take care of the sprites for it, all I can think of is making him a novelty character with how he plays in the game at the moment.
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Re: Daniel's WIP Thread.
#30  August 05, 2013, 01:35:09 am
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OMG, do Yukari!! Azumanga Daioh in MUGEN needs more love :D

Rest in peace, Toriyama-san...
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Re: Daniel's WIP Thread.
#31  August 05, 2013, 02:12:28 am
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Re: Daniel's WIP Thread.
#32  August 05, 2013, 04:16:54 am
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Re: Daniel's WIP Thread.
#33  August 05, 2013, 07:08:11 pm
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Well, Mana would be easier to make since you already got all the resources.
but you could make Yukari in a custom style, so there's that.
Re: Daniel's WIP Thread.
#34  August 05, 2013, 07:10:26 pm
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Voted Yukari.

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Re: Daniel's WIP Thread.
#35  August 05, 2013, 07:14:57 pm
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Well, Mana would be easier to make since you already got all the resources.
but you could make Yukari in a custom style, so there's that.

Yeah, when it comes to 2DFM chars the only real difficulty is to make everything work in sixty frames per second as opposed to hundreths of a sec. For Yukari however I always tend to adapt the game's style and fix some things the game had not gotten right.

So far Yukari is winning so I just hope to god the XP-Boot to my computer still works so I can start the fun.
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Re: Daniel's WIP Thread.
#36  August 05, 2013, 07:43:39 pm
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Voted Onodera Mana because i liked your Onodera Ren :P
Re: Daniel's WIP Thread.
#37  August 06, 2013, 12:29:03 am
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Well that gives her six votes so far. I think I may start working tomorrow on things then.

Also thanks for liking my character. :3
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Last Edit: August 06, 2013, 12:33:31 am by Sanae63
Re: Daniel's WIP Thread.
#38  August 06, 2013, 12:40:06 am
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Voted for Mana, because she seems like she could be interesting. Also, she was done in Fighter Maker?? Didn't know that, if that's the case.
Re: Daniel's WIP Thread.
#39  August 06, 2013, 12:43:14 am
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Voted for Mana, because she seems like she could be interesting. Also, she was done in Fighter Maker?? Didn't know that, if that's the case.

Yeah, the game Crimson Alive Extreme Encounter was made in 2D Fighter Maker. Since I have the tool to open the game and view its data conversion isn't so difficult other than a few changes due to framerate conversion (100 FPS to 60 FPS).

Mana does have a ton of tricks under her sleeve, specially because of her friend and her doll.
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Re: Daniel's WIP Thread.
#40  August 06, 2013, 12:44:59 am
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Oooh, she's from that game. Interesting...if you do do her, I'll have to add her to my list to do for later~

Probably a lot easier to do her than Yukari though as stated earlier, mostly because only have to really deal with the FPS issue since you can probably do the CLNS and other things just fine. Dunno if you'll add custom stuff to her or not though~
Re: Daniel's WIP Thread.
#41  August 06, 2013, 12:51:53 am
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Oooh, she's from that game. Interesting...if you do do her, I'll have to add her to my list to do for later~

Probably a lot easier to do her than Yukari though as stated earlier, mostly because only have to really deal with the FPS issue since you can probably do the CLNS and other things just fine. Dunno if you'll add custom stuff to her or not though~

:P She'll probably need some custom animations here and there yes.

Exactly, however with Yukari there's still the fun of making things slightly blind :D. That and enjoying recreating the antics, however I still have numeric fun with the C. Alive chars XD The custom stuff would probably come in the form of hidden attacks.. there were two unused attacks in Onodera Ren which I used in the MUGEN version.
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Re: Daniel's WIP Thread.
#42  August 06, 2013, 01:03:45 am
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Well, I'll be sure to keep a close eye on this, to see what you do and all that~ ^^
Re: Daniel's WIP Thread.
#43  August 07, 2013, 01:34:37 am
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Right on this moment before moving on to Mana I decided to revisit Ren for a while:

Right now I'm fixing a couple of mistakes here and there and I'm gonna change the juggle system to the likes of DBK, that is, having only one juggle point and  flagging each move that is launcher or bouncer on hit and have every other attack not have such priviledge, then if you try doing such move again it will substract said juggle point making it impossible to do it again. It seems none of her non-launcher moves seem infinitable and for an air combo you wouldn't have enough height to do it.

I need more opinions on this since @C.A.N: suggested it to me last night.
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Last Edit: August 10, 2013, 02:46:45 am by Sanae63
Re: Daniel's WIP Thread.
#44  August 10, 2013, 02:47:23 am
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Getting ready with the Claytalities before finally moving onto something else.

I suppose I got the juggle on Ren right. Since no issues have been reported on her topic.
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Claytality ideas needed for C. Koa
#45  August 11, 2013, 06:39:37 am
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Okay, before really starting on Mana I'm getting the claytalities on C. Koa ready, I got the code all complete for it and ready.

Right now, I've been thinking on Claytality ideas. So far I got two in the box:

1.- F, B, D, U - "The End of the Level" (Close):
This crappy little doodle explains it:
Spoiler, click to toggle visibilty

2.- D, D, D, B, HP - "Effective Book Sorting Technique" (Full-screen):

C. Koa goes off-screen because Patchy calls her to sort books, then this plays as a cutscene: http://www.walfas.org/flash/koakuma_sorting.swf
 then every book hits the opponent and at the end a random 10T weight comes by and splashes the opponent.

I think Basara-Kun reccomended a few ones but I can't remember at the moment, I could use the kick off island one though but these are for now, would be glad of hearing your ideas!

Also if anyone has Rias Gremory voice-clips named with their respective subtitle meaning be sure to let me know since it'll be her voice.
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Last Edit: August 11, 2013, 06:43:14 am by Sanae63
Re: Daniel's WIP Thread.
#46  August 11, 2013, 06:42:47 am
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You might want to make sure that the gif is flipped depending on what side Koa is facing unless you always want her to run off to the right.
Spoiler, click to toggle visibilty
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread.
#47  August 11, 2013, 06:45:30 am
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Also, wouldn't "Effective Book Sorting Techniques" sound better for the second one? The wording being singular kinda bugs me. :-\

Well she's only using one of her many book sorting techniques... The, FUCK THIS SHIT IM FIGHTING AN OPPONENT kind. :D

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Re: Daniel's WIP Thread.
#48  August 11, 2013, 06:50:34 am
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Fair enough.

Quick idea I came up with approximately right now:

Name: Koa's a Klutz
Description: Koa tries to fly over her opponent but instead falls down and squishes them kinda like the final rep of Triple Aura.
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Re: Daniel's WIP Thread.
#49  August 11, 2013, 06:51:45 am
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Name: Koa's a Klutz
Description: Koa tries to fly over her opponent but instead falls down and squishes them kinda like the final rep of Triple Aura.

Oh god that's a good idea. Good for Fullscreen too. Except they die, the end. :D
Command?
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Re: Daniel's WIP Thread.
#50  August 11, 2013, 06:55:47 am
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Damnit Koa! How do you fall from flying!? Must have extra weight somewhere...

No idea how Claytalities are. I'm assuming they're kinda like Fatalities but not as...extreme?
Re: Daniel's WIP Thread.
#51  August 11, 2013, 06:55:54 am
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Hmm... How about:
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread.
#52  August 11, 2013, 06:58:11 am
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Little miss perfect must had been drunk by then.

No idea how Claytalities are. I'm assuming they're kinda like Fatalities but not as...extreme?

Straight out from Mortal Kombat, some of them would be quite extreme... if the oponnent weren't to be made of clay that is :P

     Posted: August 11, 2013, 06:59:23 am


Will have this one in mind.
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Re: Daniel's WIP Thread.
#53  August 11, 2013, 06:59:43 am
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Books must've randomly fallen from the sky and hit her on the head and made her dizzy or something. *shrugs*

Ah, I see. I can't particularly think of anything witty for this so...I shall leave it to the Cancan duder! Show us your moves!
Re: Daniel's WIP Thread.
#54  August 11, 2013, 07:01:43 am
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Ah, I see. I can't particularly think of anything witty for this so...I shall leave it to the Cancan duder! Show us your moves!

Well they don't really need to be witty; the original game's fatal moves kinda sucked and some of them didn't make sense at all. There was even one that didn't hit the opponent at all. It's all about being imaginative of what's inside or the resources at hand.
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Re: Daniel's WIP Thread.
#55  August 11, 2013, 07:05:12 am
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Well, that's kinda what I meant by witty, being imaginative and all. I'm kinda terribad at that for the most part nowadays. Especially since I tend to stick rather close to canonical sources and whatnot, which this Koa isn't 100%. ^^;;

Well let's see...you have books, you have DKC stuff...you can have an army of Koas or something (since that's just her name given by fans and there's a possibility of there being more than one Koakuma after all~). I dunno! I'm terribad, I'm sorry! ;___;
Re: Daniel's WIP Thread.
#56  August 11, 2013, 07:06:24 am
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Books must've randomly fallen from the sky and hit her on the head and made her dizzy or something. *shrugs*
This could happen randomly in my suggested Clayality. It's funny enough to work.
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Re: Daniel's WIP Thread.
#57  August 11, 2013, 07:10:10 am
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Well, that's kinda what I meant by witty, being imaginative and all. I'm kinda terribad at that for the most part nowadays. Especially since I tend to stick rather close to canonical sources and whatnot, which this Koa isn't 100%. ^^;;

Well let's see...you have books, you have DKC stuff...you can have an army of Koas or something (since that's just her name given by fans and there's a possibility of there being more than one Koakuma after all~). I dunno! I'm terribad, I'm sorry! ;___;

Oh, well, the whole improvising thing really is limited when it comes to sticking to canon.. But don't think low of yourself. I don't really ask you to help but I am thankful for your interest on the project. I may pick the Koa clones idea for a sweep distance fatal move, we will see later. :)
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Re: Daniel's WIP Thread.
#58  August 11, 2013, 07:13:30 am
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Careful! Some of those books might be booby trapped! Or a raging inferno is inside of one and might melt your face like in Raiders of the Lost Ark...


I dunno, that was just a random thought on something to do with like dropping a book, opening one, or Patchouli randomly tossing one at Koa, Koa ducking, and it instead does something to the opponent. Because she's mad like that yo!
Re: Daniel's WIP Thread.
#59  August 11, 2013, 07:16:11 am
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I dunno, that was just a random thought on something to do with like dropping a book, opening one, or Patchouli randomly tossing one at Koa, Koa ducking, and it instead does something to the opponent. Because she's mad like that yo!

This could work for beheading fun 8D! I could add this!
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Re: Daniel's WIP Thread.
#60  August 11, 2013, 07:18:09 am
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Or the book opens up and something insanely magical happens. :3
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Re: Daniel's WIP Thread.
#61  August 11, 2013, 07:21:17 am
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I am now suddenly reminded of Final Fantasy IX's Paper Storm attack...

Spoiler, click to toggle visibilty

Either that, or they become a MAGICAL GIRL! *Gasp!*


Don't ask why, but I am reminded of it just from C.A.N.'s reply. *shrugs*
Re: Daniel's WIP Thread.
#62  August 11, 2013, 08:40:23 am
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I think you should have Koa blast herself from a barrel into the target for the first one.

We both know just jumping into it won't make the item/opponent reach the top of the pole.
Re: Daniel's WIP Thread.
#63  August 11, 2013, 09:03:16 am
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I think you should have Koa blast herself from a barrel into the target for the first one.

We both know just jumping into it won't make the item/opponent reach the top of the pole.

You're right. Oh well, a slightly more ammount of work into the thing but it's enough to make the reference as true as the real thing is.
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Re: Daniel's WIP Thread.
#64  August 12, 2013, 03:40:50 am
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We're progressing fast.
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Re: Daniel's WIP Thread.
#65  August 12, 2013, 08:23:55 am
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Now that I realize, it seems rather strange to me that you can do an Ultra Insane combo AND a Fatality Claytality at the same time rather than one or the other.
Re: Daniel's WIP Thread.
#66  August 12, 2013, 08:28:57 am
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Now that I realize, it seems rather strange to me that you can do an Ultra Insane combo AND a Fatality Claytality at the same time rather than one or the other.

Actually, it was one of the game's features to be able to perform the Ultra and then the finisher. Probably because the Claytality finishes were fancier and did more unique things than the insane combo did.
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Re: Daniel's WIP Thread.
#67  August 13, 2013, 05:54:45 am
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The Magic Toaster said:
she kills them by shoting them up into diddy kong's ass
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Re: Daniel's WIP Thread.
#68  August 13, 2013, 05:55:41 am
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Best ending.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread.
#69  August 13, 2013, 05:54:36 pm
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You should have him explode in the end in a bloody mess and his intestines continue jumping
I swear to lord,thats the best finisher i ever seen
Re: Daniel's WIP Thread.
#70  August 13, 2013, 06:36:55 pm
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You should have him explode in the end in a bloody mess and his intestines continue jumping
I swear to lord,thats the best finisher i ever seen

Oh god I must do that NOW oh god....

Also thank you very much, sometimes I think I have a way too hyperactive imagination. :)
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Re: Daniel's WIP Thread.
#71  August 14, 2013, 09:42:27 pm
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C.A.N and Xenomic, you need to see this
Spoiler, click to toggle visibilty

Good to know Koa now have Claytalities, man, I loved them :D (the 2nd one with Diddy was a bit disturbing, but I liked it anyway XD). Do you have planned more Claytalities or only those 2??

Now that I realize, it seems rather strange to me that you can do an Ultra Insane combo AND a Fatality Claytality at the same time rather than one or the other.
That happens in CF too, the Insane Combo kills you, but isn't a finisher move like Claytalities as they are in KI series, you can make a huge combo and finish opponent with a single punch or a Claytality, it's your choice ;)
Spoiler, click to toggle visibilty

Rest in peace, Toriyama-san...
Normal WIPS - ClayFighter - Ideas - Anti-Gouki Project - Lifebars - Facebook - X
Daniel's WIP Thread: Kugami Toru and Palette Making up now!
#72  February 14, 2014, 03:57:08 am
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Whew, it's been a while, but I am glad to tell you that I have another work in progress, let me present you: Kugami Toru!




Well okay, so basically what I'm planning is use the gameplan I did for Onodera Ren, this time killing the issues before the releases. How does she play? She has ice moves at her disposal, consisting of icycles, and ice in general. Here's a part of the playthrough of the game so you can see her in action:



And guess what, we have palettes able to be made for now, use this following sprite:



What's been done so far? Basic actions, all required sprites, still lacks intro and winposes.

I'll inform you later when I am done with things.
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Daniel's WIP Thread. Current WIP: Kugami Toru - First Video
#73  February 15, 2014, 07:54:47 am
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First video up!
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#74  February 15, 2014, 07:57:39 am
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I really do love how her normals look. Can't wait to get my hands on her once she's complete.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#75  February 15, 2014, 07:58:57 am
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#76  February 15, 2014, 08:49:55 am
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Palettes??





Yes??

Will do more later.
Chilling
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#77  February 15, 2014, 08:51:21 am
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#78  February 15, 2014, 09:13:50 am
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You´re welcome. Another one:



She´s supposed to look frozen.
Chilling
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#79  February 15, 2014, 06:53:30 pm
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#80  February 15, 2014, 07:17:52 pm
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This pain feels real


The Construct


Nigga i would do more but i am lazy
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#81  February 16, 2014, 10:23:41 am
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Two more:




Chilling
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#82  February 16, 2014, 11:30:24 am
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Check out Mah Palletes

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Homina Homina Homina
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#83  February 21, 2014, 08:43:27 pm
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"It's time for the execution!"



NIIIIIIIIIIIIIIIIIII-SSSSSSSSSSSAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNN

Spoiler, click to toggle visibilty
Last Edit: February 21, 2014, 09:01:52 pm by Darkflare
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#84  February 27, 2014, 05:21:35 pm
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Thanks for the palettes guys, as now, video 2 is up:



Demonstrates a bit of her combo potential with the added special moves.
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DW

Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#85  February 28, 2014, 01:22:52 am
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I don't do palettes.
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#86  February 28, 2014, 01:24:10 am
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#87  February 28, 2014, 01:29:42 am
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Chilling

DW

Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#88  February 28, 2014, 03:05:59 pm
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You beez right sir...



There, warmed up the red shades. I'll leave the other there for now just for comparison.
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#89  February 28, 2014, 09:11:57 pm
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Eye am the strongest!
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#90  February 28, 2014, 09:42:43 pm
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Kugami Toru First Alpha Available!
#91  March 01, 2014, 09:15:46 am
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First public iteration of the char available HERE!!!

By the way I'll add all of the palettes later on... Should be less lazy with these details
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#92  March 01, 2014, 09:16:58 am
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How dare you make her public and reduce my ego even further. I must see what is new in this version, you terrible person. :doom:
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#93  March 01, 2014, 05:24:15 pm
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And after what Xander suggested after I went to bed, Alpha six is born

      Posted: March 01, 2014, 11:15:44 pm

Alpha 7 now up!

Fixed hitsparks.. or so I hope, 1 new super move. Fixed palettes

     Posted: March 02, 2014, 02:03:30 am

Alpha 9 and I HOPE TO GOD IT'S THE LAST ONE.... https://www.mediafire.com/?2ty15ok2oclzid5

Fixed: Palettes now function, QCB X/Y/Break Moves now OTG
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Last Edit: March 02, 2014, 02:03:30 am by Flaffy
Kugami Toru, now on Beta Phase.
#94  March 03, 2014, 01:31:38 am
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This link for Beta number 1

Super Moves QCF+Break, DP+Break added, removed QCB+X, QCB+Y OTGing, other misc. crap I don't wanna mention, etc. Added "J. Defend" based on the Game's system.
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Re: Daniel's WIP Thread. Current WIP: Kugami Toru
#95  March 03, 2014, 01:33:35 am
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Good to see some progress on her. I'll try to get to testing her in a bit.
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Daniel's WIP Thread. Current WIP: Clone Koakuma Again!
#96  May 06, 2014, 05:58:27 am
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OK SO I noticed we've been LOOONG due on the updates of a certain girl:



That's right, "Little Miss Imperfect" Clone Koa is being updated as of now. So far I have:

  • Increased Physical Priority on various attacks.
  • Added Parrying according to Clayfighter 63 1/3 <see below>
  • Started working on re-adding the Clayfighter 63 1/3's comboing system, AKA the KI Ripoff <see below>
  • Changed the default palette to the much cleaner one, as shown earlier.

What's planned?
  • Adding 2 new Claytalities, I have one idea, but I most likely will need another one
  • Adding a bit more of winposes and intros, getting creative, being obnoxious and making the char unlikeable* shot *, all that jazz
  • Give her lives a better purpose, perhaps a Kamikaze super attack that kills you if you don't have enough of them. <Meter use, of course>
  • Create a hitting level 3 attack.
  • A Few more things as I improvise.

Screenshots of material:


PS: Sprites of Stand and Crouch Parry are meant to be crude.

Concepts and Edited shiz:



< Each spin is a hit
Yeaaaah im shootign ducks wiht the paino
Re: Daniel's WIP Thread. Current WIP: Clone Koakuma Again!
#97  May 31, 2014, 09:04:20 am
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Can any of u guise help pls?
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Re: Daniel's WIP Thread. Current WIP: Flandre Scarlet
#98  June 12, 2014, 11:58:32 pm
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NEW WIP ON THE WORKS

Flandre Scarlet, from Touhou Project, arranged into my slightly changed Clayfighter 63 1/3 inspired gameplay.
She is based in Kurogane's Flandre Scarlet
So far the big problem is arranging it into 6 buttons if possible, given her not large ammount of sprites I might run into troubles. So far all 3 standing punches are in plus a command normal, however I need help into arranging the "kick" attacks, can anyone help me there please?
Yeaaaah im shootign ducks wiht the paino
Re: Daniel's WIP Thread. Current WIP: Flandre Scarlet
#99  June 13, 2014, 12:18:31 am
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Boing Boing Boing Boing Boing Boing Boing
Anyway,isnt Flandre like the evil crazy one?You're making her seem....extremely happy...and its weird
Re: Daniel's WIP Thread. Current WIP: Flandre Scarlet
#100  June 13, 2014, 12:23:16 am
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Boing Boing Boing Boing Boing Boing Boing
Anyway,isnt Flandre like the evil crazy one?You're making her seem....extremely happy...and its weird

Not necessarily "evil", more like naive and extremely powerful by "mistake" and kind of nuts.

495 years of isolation dude.

Plus Flandre like this is adorable :3
Yeaaaah im shootign ducks wiht the paino
[WIP] Bartman: Rises
#101  November 26, 2015, 05:11:00 am
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Spoiler: huge gif! (click to see content)

And so, I have volunteered forward to update Warner's Bartman, Since I don't have a very sprite editing prowess I decided to keep Bartman as is and try to just do a simple character with everything I've learned so far.

So far I'm using this Bartman version with english voices, however I only have quotes here and there, I might need help with bartman quotes, if you have fitting ones you might help by sending them to me.

What's been done so far:

Introduced typical system stuff:
  • Counter Hit Buffs
  • Juggle System (Works as usual, juggle points are only substracted when you hit P2 with moves you've already juggled into)
  • Sprinting and Backdash, as per usual fare, I am thinking if it's okay to give projectile invulnerability to the backdash for a bit, unless that is not the case
  • Safe Falling
  • Custom Cornerpush
  • Custom Hitsparks, same ones as in Patoelietoe

So far, 3 normals have been implemented:
  • Standing X: Standard Poke
  • Standing Y: Skateboard
  • Standing Forward + Y: Headbutt, inflicts straight rebound wallbounce.

I will keep updating as I go on! This is it for now.
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[WIP] Bartman: Still Rises
#102  November 26, 2015, 07:17:22 am
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Here goes another attack coded in a batch, It's bartman's throw, movelist mash random buttons and do cool stuff so he bites more, for more damage. Can be throw tech'd
Yeaaaah im shootign ducks wiht the paino
Last Edit: November 26, 2015, 07:30:03 am by Daniel9999999
Re: Daniel's WIP Thread. Current WIP: Bartman!
#103  November 26, 2015, 04:54:50 pm
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Here goes another attack coded in a batch, It's bartman's throw, movelist mash random buttons and do cool stuff so he bites more, for more damage. Can be throw tech'd

How do you do a throw tech? Code and gameplay wise?
Pokecommunity account (Will start learning about romhacking): http://www.pokecommunity.com/member.php?u=553303

Why are there some people here trying to go into their ways into trying to ruin my Mugen hobby here and make me look like bad?



https://www.youtube.com/watch?v=3_TMrr6eqQc
Re: Daniel's WIP Thread. Current WIP: Bartman!
#104  November 27, 2015, 07:38:12 am
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Literally taken from Rice's characters, gameplay wise you just have to hold F/B then press a button and you're out of the throw.



Video progress!
Yeaaaah im shootign ducks wiht the paino
Re: Daniel's WIP Thread. Current WIP: Bartman!
#105  November 27, 2015, 08:16:49 pm
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Nice use of the "The Simpsons : Bart's Nightmare - Bartman Theme".  :)

One of his main palettes should be this one:

Dunno if you have the sprites for that, but will you give him a glide/fly special?

Please use as many fitting Bartman/Bart voice clips you can find for your version. Will keep an eye on it.  :)
Re: Daniel's WIP Thread. Current WIP: Bartman!
#106  November 27, 2015, 09:29:28 pm
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Bringing back Bartman eh? Good luck!
Re: Daniel's WIP Thread. Current WIP: Bartman!
#107  November 28, 2015, 09:52:45 pm
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Nice use of the "The Simpsons : Bart's Nightmare - Bartman Theme".  :)

One of his main palettes should be this one:

Dunno if you have the sprites for that, but will you give him a glide/fly special?

Please use as many fitting Bartman/Bart voice clips you can find for your version. Will keep an eye on it.  :)

I will change the palette one of these days, I've been procrastinating on it hehe, and perhaps I will, I just need to get better at sprite editing, perhaps it could be an evasive special or something.

Bringing back Bartman eh? Good luck!

Yup, that I am.



All of his ground basics are complete, his airbone normal moves are left and i can proceed with his special moves.
Yeaaaah im shootign ducks wiht the paino
Daniel's WIP Thread. Current WIP: Bartman! (Public Beta Available)
#108  November 30, 2015, 04:21:34 am
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Public Beta Time!!

http://www.mediafire.com/download/hpxbv4z0ujlpmz3/bartman_D9x7.zip

I have implemented all of his normal moves so far, if you have input to give so far from this this is the chance! Cause otherwise it will be less convenient to change :p

EDIT: I dungoofed one anim since I cleaned the mess that was Bartman's required sprites, it should be fixed now.
Yeaaaah im shootign ducks wiht the paino
Last Edit: November 30, 2015, 04:30:08 am by Daniel9999999
Re: Daniel's WIP Thread. Current WIP: Bartman!
#109  November 30, 2015, 03:18:22 pm
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After some minor testing...

Maybe you should switch out the forward + Medium Punch (y) Headbutt for his normal Hard Punch (z) and his normal Hard Punch Hammer attack as his forward + Hard Punch attack.

Try another small portrait...
Re: Daniel's WIP Thread. Current WIP: Bartman!
#110  December 01, 2015, 07:21:59 am
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Adapted both suggestions and updated as well! Also switched effects out, since I think these are a bit too flashy for their own good, so I put something more appropiate!
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Re: Daniel's WIP Thread. Current WIP: Bartman!
#111  December 01, 2015, 10:58:24 pm
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New main pal & small portrait is nice.

Have to clear up a misunderstanding... I meant to use the Hammer attack as his new forward + z (Hard Punch). It looks to me like a command normal
hard attack.
Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#112  January 25, 2016, 03:32:05 am
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Well, I decided to put Bartman on hold since I'm still trying to get the complete hang of MvC before going at it so I decided I should be trying something more neccessary in my opinion, enter Morrigan:

Okay, let's get out of the way what WON'T be included:

  • Eternal Slumber the way it is: Get your boners somewhere else people!
  • Anything regarding Lilith, because I don't like what Capcom does with it. This includes the MvC normals that they sloppily edited from Lilith. All in all, no Lilith, it's overstayed it's welcome by now.
  • Finishing Shower: Meh
  • Parrying: Um no thanks.

Okay, what's on the plan then?

  • Soul Eraser: Mainly because I love the way this hyper works and it looks cool and all.
  • Juggling and visuals reminiscent of my Crimson Alive works, mainly because I find it fun to work with them.
  • Adaptation of data from Vampire Savior and the like, did you love playing Morrigan on source? Well I'll try to preserve how she feels there!
  • Level 1 Darkness Illusion, because it seems to be a preffered lvl 3 by many yet it's THE combo super in Vsav... I feel it deserves more love as a level 1
  • Shoryureppa super attack reminiscent of the one she had in Pocket Fighter
  • Directional Dodging
  • Shell Kick and her pursuit as an air command normal
  • Compatible with my lifebar project.

What's on so far?
(n.)LP and MP:
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Last Edit: January 25, 2016, 03:39:37 am by Patoelietoe9x7
Re: Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#113  January 29, 2016, 09:19:49 am
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Update post, I am going to bed right now so I decided to show off a little thing:



I'm not the best artist but I think I outdid myself in this one. I will tell more about progress later.
Yeaaaah im shootign ducks wiht the paino
Re: Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#114  February 02, 2016, 05:37:39 am
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Stupid VGY, should not trust on it again :p

Here is a palette "template" guys:



Go crayzay!
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Re: Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#115  February 02, 2016, 06:08:09 am
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Here's a few palettes for your project. Can't wait to see it's progress, and I hope you enjoy!

Spoiler: Preview + Download (click to see content)
do the thing
Re: Daniel's WIP Thread. Current WIP: Morrigan Aensland (Bartman on Hold)
#116  February 02, 2016, 02:47:39 pm
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I could've made more, but I'll give others that opportunity



UMVC3_Morrigan
*New Site* (W.I.P)
(Willing to host creations, just hit me up!)
https://cozysquirtlemugen.weebly.com/