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Project Z.E.D (Read 175628 times)

Started by SeanE, October 11, 2012, 04:00:42 pm
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Poll

Which character should I work on next?

Xiu
3 (10.7%)
Jinkuro
2 (7.1%)
Bausman
9 (32.1%)
Karl
2 (7.1%)
Teal
5 (17.9%)
Grim
7 (25%)

Total Members Voted: 28

Project Z.E.D
#1  October 11, 2012, 04:00:42 pm
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Hey all,
Here is a mugen project I'm working on, I was inspired to start this after playing Skull Girls. I thought, I have a lot of my own characters that I draw on a regular basis why not bring them to life in a fighting game?

Plot
Spoiler, click to toggle visibilty

Gameplay
Spoiler, click to toggle visibilty

Future Characters
Spoiler, click to toggle visibilty

Screenshots
Spoiler, click to toggle visibilty

Videos


If you have any questions or suggestions feel free to comment.
Last Edit: February 14, 2017, 12:22:18 am by SeanE
Re: Project Z.E.D
#2  October 11, 2012, 04:13:10 pm
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Girl needs a little feet motion on her stance (see GIF), and NPCs in the background could get some shadow on the ground.

Love the art you're using, very smooth and all. Love the design too. It's pretty simple but with nice little details and vivid colors.
Gameplay seems interesting and pretty solid so far.

Good luck with everything, this has huge potential. :)
Re: Project Z.E.D
#3  October 12, 2012, 07:33:05 am
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This project looks incredible
Sorry for classmaters I don't speak english lol
Re: Project Z.E.D
#4  October 12, 2012, 07:39:27 am
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project looks very interesting. gameplay looks pretty solid. the art style is very cool looking and pleasing to the eyes i must say so lol. gonna follow this one this looks amazing :D

i especially like the kung fu guy and the samurai girl haha
mugen or nothin

Re: Project Z.E.D
#5  October 14, 2012, 05:02:54 pm
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Thanks for the feedback so far guys, hopefully I can get some updates up soon :D
Re: Project Z.E.D
#6  October 28, 2012, 12:23:00 pm
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Update time.

W.I.P Title Screen


W.I.P Inch victory animation
Re: Project Z.E.D
#7  November 01, 2012, 09:47:54 pm
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A first in a series of preview videos, this one showcases Inch's meterless combos. Enjoy.

Re: Project Z.E.D (New Preview Video Nov 1st)
#8  November 02, 2012, 12:22:32 am
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really like the hitsparks you are using and the combos are looking nice
mugen or nothin

Re: Project Z.E.D (New Preview Video Nov 1st)
#9  November 02, 2012, 04:42:37 am
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Out of all projects I have seen, this is the most original.
Re: Project Z.E.D (New Preview Video Nov 1st)
#10  November 02, 2012, 08:57:22 am
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This looks very promising!
I'll keep an eye on this project. I like the graphics; do you do all by yourself?
Re: Project Z.E.D (New Preview Video Nov 1st)
#11  November 02, 2012, 04:30:07 pm
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I really would like you to change hit sounds, they are pretty boring for such "shiny" design, I advise something more like MVC3.
Re: Project Z.E.D (New Preview Video Nov 1st)
#12  November 02, 2012, 11:17:44 pm
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Out of all projects I have seen, this is the most original.

Heh, thanks I'm glad you think so :)

This looks very promising!
I'll keep an eye on this project. I like the graphics; do you do all by yourself?

I'm pretty much doing everything by myself, at the moment. I should be receiving some help with the backgrounds soon.

I really would like you to change hit sounds, they are pretty boring for such "shiny" design, I advise something more like MVC3.

Hey man, I see what you mean after watching a few MVC3 videos. At the moment I'm using sound effects from CVS2.
I'm not sure of what hit sounds I could use that would be similar to MVC3.

Re: Project Z.E.D (New Preview Video Nov 1st)
#13  November 05, 2012, 06:53:29 am
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This is awesome.  Keep doing what you do!
New Screenshots
#14  December 15, 2012, 04:31:18 am
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Thanks! I'll be sure to keep doing what I do. :)

It's been a while. I've got some more screenshots of Jonathan.

New "Round *insert number" text animation.


EX Ice slide and Normal Ice slide (low)



If you haven't noticed in the previous screenshots I've updated the building in the background.


Here Jonathan can combine an EX projectile and a normal projectile to get a larger projectile










Re: Project Z.E.D
#15  December 15, 2012, 04:51:47 am
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Dude, this is freakin' sick!
Keep going!
Re: Project Z.E.D
#16  December 15, 2012, 05:45:49 am
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Damn. Yup, that ^.  I really like how quick the game play looks.  Kicking ass at 100mph is the freakin best.  Solid art style too, I like the urban asian blend.  Decent start for a title screen too.  Some light rain might look cool, or maybe either some black ink spatter or just some dark shadow behind the Project zed might make it pop out a little more.  Good luck with this!
Re: Project Z.E.D
#17  December 15, 2012, 06:33:54 pm
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looks good. keep it up!
lost and forget
Re: Project Z.E.D
#18  December 15, 2012, 08:14:13 pm
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I like how you did the lifebars I find it interesting with how much you can do with whats already there
Re: Project Z.E.D
#19  December 15, 2012, 09:18:26 pm
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Very very promising! Glad to have you around! Hope to see more soon!
Re: Project Z.E.D
#20  December 16, 2012, 06:41:18 am
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this looks very fresh, nice work!
Re: Project Z.E.D
#21  December 16, 2012, 07:08:59 am
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Wow. This looks amazing. The animation is fluid and the style is very unique. My only nitpick would be that the characters look rather mundane, but that's just my opinion.

I absolutely love the animation in Inch's twisty kick. I'm not sure how to describe it, but there's something awesome about how his body just melts into this crazy, obscure shadow-ball-thing. I have absolutely no idea what words to use to define it... but it's kick ass.
Last Edit: December 16, 2012, 07:17:33 am by AugustAPC

XSZ

Re: Project Z.E.D
#22  December 16, 2012, 11:49:41 am
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Looks Great! A nice alternative to the Shades of Manhattan i've been using as a default roster.
Re: Project Z.E.D
#23  December 18, 2012, 12:27:01 pm
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Congrats on this project, indeed looking very nice and promising. Loving the animations and artstyle.
Hope the gameplay can back it up as well. Good luck!
Re: Project Z.E.D
#24  December 19, 2012, 06:48:18 pm
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TRULY Amazing.
How many characters are gonna be in your game
Esaka rules Beat that.... Or Just Get outta my way
Re: Project Z.E.D
#25  December 19, 2012, 11:11:38 pm
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TRULY Amazing.
How many characters are gonna be in your game

I haven't got a solid number of how many characters will be in the final game. I've got another three characters planned once the four I've revealed are complete.

Thanks for all your comments guys, I really appreciate them.
Re: Project Z.E.D
#26  January 19, 2013, 03:27:05 am
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I've got a few more updates to share.



Slightly updated the title screen. Took note of RobotMonkeyHead's advice and decided to put an ink splatter behind the "Project Z.E.D" text and I think it looks a whole lot better.



Here's what the character select screen looks like along with the character portraits.



Here's a screen shot of without P2's portrait so you can see some of the art in the background.

Also I'm gonna be making another Inch combo video sometime soon, so stay tuned for that. :)


Re: Project Z.E.D
#27  January 20, 2013, 03:13:49 am
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Will Inch use a gun in his moves?
Re: Project Z.E.D
#28  January 20, 2013, 05:16:26 am
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He uses his gun in one special move and in two of his supers.
Re: Project Z.E.D
#29  February 18, 2013, 01:30:28 am
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Hey guys, I decided to update this thread again while I'm still working on the next trailer.

First showing off a new stage, that my brother helped make. I think it came out quite nicely.


Here I added two new special moves to Jonathan.



And here is his normal grab.


And here's a little bonus.
Spoiler, click to toggle visibilty
Re: Project Z.E.D
#30  February 18, 2013, 01:49:03 am
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Oh interesting project, will follow. Love your style for it by the way.
Re: Project Z.E.D
#31  February 18, 2013, 05:04:27 am
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Even though I enjoy the more retro look of fighting games (pixalated and whatnot), this does look interesting.  I'll keep watching to see where this goes.
Re: Project Z.E.D
#32  May 14, 2013, 10:27:38 pm
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Oh interesting project, will follow. Love your style for it by the way.

Even though I enjoy the more retro look of fighting games (pixalated and whatnot), this does look interesting.  I'll keep watching to see where this goes.

Thanks guys :D

Hey guys, here's a new trailer I recently finished. This one features more of what the dash mechanics are capable of and some of the more creative combos you can pull off. Enjoy.
Re: Project Z.E.D - New Video (May 14th)
#33  May 15, 2013, 06:01:57 pm
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Looking very cool, and love the art style. Keep up the good work!
Re: Project Z.E.D - New Video (May 14th)
#34  May 15, 2013, 08:22:58 pm
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the trailer is epic
mugen or nothin

Re: Project Z.E.D - New Video (May 14th)
#35  May 15, 2013, 10:33:10 pm
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+1
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Re: Project Z.E.D - New Video (May 14th)
#36  May 15, 2013, 10:34:53 pm
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This project looks great, you got crazy skills!
Good luck with Project Z.E.D, I'll be looking forward to it's future completion.
 
闇に消える
Re: Project Z.E.D - New Video (May 14th)
#37  May 29, 2013, 11:30:44 pm
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Thanks for the feedback on the trailer guys. I'm glad you enjoyed it. Just posting a small update of what the roster of characters look so far.
I'll be putting this on the front page too.

Re: Project Z.E.D - New Video (May 14th)
#38  July 09, 2013, 11:04:11 pm
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A sneak peak of what's to come in the next video, which will be the last video featuring Inch's stuff.

Re: Project Z.E.D - New Video (May 14th)
#39  July 09, 2013, 11:12:42 pm
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I can't wait for the video, this stuff is fantastic!
A question, do you have a concept for the fonts? Are you going to keep the default fonts or are you going to change them?
Re: Project Z.E.D - New Video (May 14th)
#40  July 10, 2013, 12:07:15 am
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I'm not sure, I'm in two minds whether to change them or not, but if I plan to change them, I'll use the font in the roster image above.
Re: Project Z.E.D
#41  September 12, 2013, 12:22:14 am
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New video up! This time showing off Inch's supers.
Next video will feature Jonathan.
Re: Project Z.E.D - New Video September 11th
#42  September 12, 2013, 04:23:33 am
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Inch's supers are crazy!
Re: Project Z.E.D - New Video September 11th
#43  September 12, 2013, 04:39:10 am
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Goddamn this game looks great so far.
Re: Project Z.E.D - New Video September 11th
#44  September 12, 2013, 12:14:46 pm
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I agree!

One thing I noticed, the characters in the background in the first stage should have shadow.
Re: Project Z.E.D - New Video September 11th
#45  September 12, 2013, 01:38:16 pm
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Thanks guys!

@Alex
I'm going to add shadows when I get to animating the rest of the NPCs for that stage. :)
Re: Project Z.E.D - New Video September 11th
#46  September 12, 2013, 04:23:34 pm
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Are you planning on releasing Inch for regular MUGEN or is it just for the Full Game.
Spoiler: Works In Progress (click to see content)
Re: Project Z.E.D - New Video September 11th
#47  September 13, 2013, 01:43:24 am
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Just for the full game for now.
Last Edit: September 16, 2013, 01:23:32 am by SeanE
Re: Project Z.E.D - New Jonathan Video September 15th
#48  September 16, 2013, 01:25:47 am
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New and first video of Jonathan gameplay. First showing off some meterless combos.
Re: Project Z.E.D - New Jonathan Video September 15th
#49  September 18, 2013, 06:22:22 pm
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Nice progress. ¿Any plans to change the fonts?
The Dragon is here!
Re: Project Z.E.D - New Jonathan Video September 15th
#50  September 18, 2013, 07:54:12 pm
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Watch page 2.
Re: Project Z.E.D - New Jonathan Video September 15th
#51  October 16, 2013, 01:34:53 am
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Just a small update, in-game command lists.

Re: Project Z.E.D
#52  October 16, 2013, 03:00:19 am
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Have you been taking lesson from -Red-?
Re: Project Z.E.D
#53  October 16, 2013, 07:14:10 pm
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^
Red isn't the only coder who can do a "pause-movelist" code; I've seen others too, like Ribeiro and Zerberus Dante...

Nice style: will you add the amount of power used for the techniques too? And what about the two white bars above the "SPECIALS"?
Re: Project Z.E.D
#54  October 16, 2013, 09:50:29 pm
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@Alex

Yeah, I'm going to add the power levels for the supers (level 1, 2 and 3). The two white bars above are the guard bars, I just forgot to add some code to remove them when the command list appears. :P
Re: Project Z.E.D
#55  October 24, 2013, 05:38:42 am
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Question say if I face cpu character they're not going to activate the command list in the middle of the fight will they just that in the past every chracter who has had that feature had that particular problem.
Re: Project Z.E.D
#56  October 24, 2013, 09:49:08 pm
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@Fauxcry
Nope, the cpu doesn't activate the command list during a fight.
Last Edit: January 06, 2014, 01:58:45 am by SeanE
Re: Project Z.E.D
#57  January 06, 2014, 01:59:10 am
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Another Jonathan showcase video will be completed pretty soon. For now I leave this snippet of Jonathan's supers.

Re: Project Z.E.D
#58  January 06, 2014, 01:39:55 pm
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Wow, custom effects, they look great!
Re: Project Z.E.D
#59  January 06, 2014, 01:45:57 pm
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^ Agreed

Was the effect in the first shot made with After Effects?
Re: Project Z.E.D
#60  January 06, 2014, 02:13:28 pm
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Yup, all the flame-like effects in that image were done in After Effects.
Re: Project Z.E.D
#61  January 06, 2014, 03:18:18 pm
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Oh nice. I thought the other fire effect was done in PI  :P
Re: Project Z.E.D
#62  January 18, 2014, 12:04:01 pm
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Hey guys, new Jonathan video up!

This time we explore his options when he has meter. In this video I pretty much scratch the surface as far as gimmicks and combos go.

As you can tell from the video Jonathan doesn't excel in mindlessly rushing his opponent down since he lacks the normals to do that. His main offence is heavily reliant on locking the opponent down, while he continues to mix them up.

Since his normals are pretty crappy, he makes up for it with his amazing special moves. His combos are so much fun to pull off, especially his Freeze Cinder Loops.

I hope you enjoy the video!
Re: Project Z.E.D - New video added (18/01/2014)
#63  January 18, 2014, 09:20:32 pm
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Good job! :)

I noticed that the ice effect (projectile or helper) has shadow.

It looks like Inch has AI. Is he completed coding wise?
Re: Project Z.E.D - New video added (18/01/2014)
#64  January 18, 2014, 09:29:19 pm
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This game looks really Cool.
I noticed your stun meter builds back up after the reset even if you start comboing off of the stun. Maybe a longer reset would be better or a no stun build off of a dizzy combo, just to stop perpetual dizzy's.
Re: Project Z.E.D - New video added (18/01/2014)
#65  January 19, 2014, 01:40:19 am
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@Alex
Thanks and I'll get the shadows fixed right away. :)
And Inch is pretty much complete coding wise.

@Infinite
Yeah, I was just thinking of just reducing the stun damage altogether since they happen quite frequently. At least one dizzy per round.
Re: Project Z.E.D - New video added (18/01/2014)
#66  January 19, 2014, 04:02:20 am
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Looking good bro, Love the one where he does a double Freeze Cinder to make the wave bigger. Something I would had though about for Rocks double reppuken. Also I notice that his skin turned blue, is that some kind of stoneskin to increase his defense?

Love seeing this project growing and seeing someone original work. Keep it up.
Re: Project Z.E.D - New video added (18/01/2014)
#67  January 19, 2014, 11:40:13 pm
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Nope it's just an extra palette, but I might implement something of the sort in the future.
Last Edit: April 26, 2014, 05:03:31 pm by SeanE
Re: Project Z.E.D - New video added (06/06/2014)
#68  June 06, 2014, 08:26:19 pm
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Hey guys,

I've been meaning to update this thread for quite a while now, but I have returned with a new trailer this time exploring Jonathan's supers.

This is the final Jonathan trailer since Jonathan is pretty much now complete, so I'll be ready to release a demo for this game hopefully sometime soon. :)

Hope you enjoy!
Re: Project Z.E.D - New video added (06/06/2014)
#69  June 06, 2014, 08:32:13 pm
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Wow this looks awesome
Re: Project Z.E.D - New video added (06/06/2014)
#70  June 06, 2014, 11:28:28 pm
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That last super: phenomenal! Of course I enjoy! And I'm sure everyone will! :D
Re: Project Z.E.D - New video added (06/06/2014)
#71  June 07, 2014, 03:56:08 am
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Really cool to be true I won't beliebe in this until you finished  hehe Finish it finish it finish it this is the second full game I want to have in my pc.
Re: Project Z.E.D - New video added (06/06/2014)
#72  June 08, 2014, 11:43:15 am
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really good project  :D
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: Project Z.E.D - New video added (06/06/2014)
#73  June 08, 2014, 11:47:22 am
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Re: Project Z.E.D - New video added (06/06/2014)
#74  June 09, 2014, 01:19:12 am
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 :shocked2: That last finisher tho!
Re: Project Z.E.D - New video added (06/06/2014)
#75  June 09, 2014, 02:13:28 am
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Love it! I'm following this game.
Re: Project Z.E.D - New video added (06/06/2014)
#76  June 09, 2014, 03:27:33 am
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Can't wait for this  ;D
Re: Project Z.E.D - New video added (06/06/2014)
#77  June 09, 2014, 02:09:56 pm
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 :D Dat last Super.
Re: Project Z.E.D
#78  June 11, 2014, 10:18:27 pm
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Haha, thanks guys! Glad you liked the trailer, especially the final super. :) That one took me forever to animate, especially all the flames, :(

Here are some screenshots I've been meaning to put on here. You might of noticed some of these changes/additions during the trailer.

Added two extra NPCs to the City Stage and also added shadows to all the NPCs.


New Training stage and changed the fonts from the default Mugen 1.0 fonts.


Here is Inch's in game move list.
Re: Project Z.E.D - New video added (06/06/2014)
#79  June 12, 2014, 07:40:36 pm
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I'm very impressed at what I've seen so far. It's great to see very ambitious original mugen projects coming to fruition. Keep up the good work, this looks like it will be really good.
Bailan en la playa!
Re: Project Z.E.D - Demo 1.0 released
#80  June 17, 2014, 06:09:08 pm
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Re: Project Z.E.D - Demo 1.0 Released!
#81  June 18, 2014, 12:07:57 am
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I love it!!

and I can really see the kof in jonathan  :pleased:
Spoiler, click to toggle visibilty
Re: Project Z.E.D - Demo 1.0 Released!
#82  June 18, 2014, 03:17:29 am
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Hey man, been a while. Hopefully i get the name right but wanted to give you a tip the video 6/6 of Zed doing his final super. Looks really good and I hope you are still tweaking the super around. I want to say for right now, you might want to add some movement FX on the hand to give it more of a sense that its moving. Everything else looks great. the only issue I have with Zed is that I can see the bases you draw his attacks from. Try to steer away on doing that so that he can be seen as a more unique character. Good job though.
Re: Project Z.E.D - Demo 1.0 Released!
#83  June 18, 2014, 09:38:10 pm
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@ Fernandez

Did you mean the flame hand that emerges from the flames? If so, I'll see what I can do. Thanks for the suggestion. :)

Thanks, I'll try and steer away from that next time. :)
Re: Project Z.E.D - Demo 1.0 Released!
#84  June 19, 2014, 04:34:14 am
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Yeah, I mean dont get me wrong some movements you just cant help it, But you can do away from Kyo's flame wave. Keep doing what you doing though I dont want to back you up. I am always known for complicating things but thats just me, I cant help it.
Re: Project Z.E.D - Demo 1.0 Released!
#85  August 20, 2014, 03:37:41 am
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Hey guys, I'm back with another update. I've updated the life bars and made new hit sparks for blade based attacks.
I've also started work on Tomoe and Jinzai.
Re: Project Z.E.D - Demo 1.0 Released!
#86  August 20, 2014, 03:59:54 am
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looks awesome,great work
Re: Project Z.E.D
#87  August 21, 2014, 11:03:22 pm
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I don't really say much on forums but I must say that I am really impressed with this project. There are a lot of good ones out there but this by far more original than any that I've seen before. I am most definitely going to watch out for this project and will do a video on this for my youtube channel. People need to be aware of what Mugen is capable of.
Re: Project Z.E.D
#88  August 21, 2014, 11:15:02 pm
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@Ianb3000
Thanks man!

@MugenLord
Thanks for the kind words!

Here's some progress that's been done on Jinzai so far.
In the spoiler is a small snippet of what his general gameplay will be like.

Spoiler, click to toggle visibilty

Stand Light Kick
Stand Light Punch
Forward Hard Punch (Overhead)

EX Beast Palm
Re: Project Z.E.D
#89  August 21, 2014, 11:42:22 pm
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Jinzai has some "funky-fresh" moves.
Re: Project Z.E.D
#90  September 08, 2014, 01:39:05 am
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I love the animations. It's a great project, Very original.
Re: Project Z.E.D
#91  September 11, 2014, 02:11:02 pm
    • Portugal
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This project looks really cool I'll tell you that, just a very noob question but what would you call the "artstyle" the characters have? Like some projects have "normal" sprites and then your project and Black Heart have a similar style, how do you call it or name it?
Re: Project Z.E.D
#92  September 11, 2014, 06:16:14 pm
  • ******
I think not everything needs a label (like in this case), but if you ask me (which you don't :P) I would call it Z.E.D style.
Although in my opinion it is more similar to SkullGirls than to Black Heart in terms of graphics. :)
Re: Project Z.E.D
#93  September 26, 2014, 01:24:32 am
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Some more Jinzai progress! Here are some screenshots of his new moves.

Special move 1 - Dancing Dragon.
An air only special move where Jinzai attacks his foes with a rising knee and follows up with a huge vertical kick. This mostly going to be used in combos but can be used as an air-to-air if timed right.


Special move 2 - Guardian Beast
A counter move where Jinzai takes a defensive stance and if an enemy strikes while in this stance Jinzai will unleash a powerful attack.

The strong version bounces opponents off the wall if they're close the wall. While the EX version sticks the opponent to the wall. Also the EX version you can unleash the powerful attack without being tagged by the opponent, you can simply unleash it at a press of a punch button.

All versions of Guardian Beast lose to throws, low attacks and supers.

Re: Project Z.E.D
#94  September 26, 2014, 01:27:59 am
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SICK!!! and good balance for Guardian Beast... :)
Follow me on twitter! @djhannibalroyce
Re: Project Z.E.D
#95  September 26, 2014, 02:51:34 am
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Everything looks beautiful Wow.!
Re: Project Z.E.D
#96  September 29, 2014, 07:39:34 am
  • ***
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Ok so I played the demo and will say beyond  the overly awesomeness of the game thus far I like the originality of the game. If you are still accepting ideas I have one after seeing Jonathans super special with ice hand. I would like to use this Tenjo Tenge video for reference.
https://www.youtube.com/watch?v=-3uXACK16L8
Ok near the end of the video where nagi Souichiro has blurry vision and sees takayanagi Masataka before getting finished was the best part of the fight. Would be nice if you had a character who had a super special where he would pummel his enemy with a lets say 10 hit-15 hit combo and if the enemy where to lose all health in said combo it would trigger a blurry vision of the characters face with the red eyes and then you'd see a fist coming then the screen would blink like that bright light you'd see if you were to randomly get hit in the eye the enemy would be laid out on the ground. End Round. What do you think. 
Re: Project Z.E.D
#97  September 29, 2014, 07:46:21 pm
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@FauxCry

I actually quite like that idea! I will definitely use that as reference for a future character super move.
Re: Project Z.E.D
#98  October 30, 2014, 09:06:11 pm
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Work in progress footage of Jinzai's Beast Mode.

NOTE: You will see a few place holder and WIP animations here and there

So how Jinzai's Beast mode works as of now, is that he has to use a special move called Beastial charge (which hasn't been animated yet) to level up Beast mode. You can use it in combos or a stand alone move but it's riskier to use it as a stand alone move. (Like in combo 3)

Each time he levels up, he gets a power boost and the properties on some of his special move will change but in return he will lose something in return. Such as losing the ability to chain his normals and not being able to cancel into special moves.(to name a couple)

0:00 - 0:15
Are the effects that each level of beast mode has an effect on Jinzai's Beast Palm special move.

0:15 - 0:25
Level 1 Beast Mode combo. 99% of normals used in this combo are chainable.

0:25 - 0:32
Level 2 Beast Mode combo all normals are links, can still cancel into specials.

0:32 - End
Level 1 beast mode combo into level 2 combo.
Re: Project Z.E.D
#99  October 31, 2014, 02:42:57 am
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Looks difficult to use.
Re: Project Z.E.D
#100  October 31, 2014, 09:51:48 am
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That doesn't have to be a bad thing!

Looking great as we've grown to be expected ;)
Re: Project Z.E.D
#101  March 04, 2015, 11:10:22 pm
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So its been a while since my last update but I'm back with another one.

First off, I'm thinking of possibly re-designing all of Inch's sprites and re-animating some of his moves. What do you guys think?


A new special attack for Jonathan. This one is named 'Shining Ice Flake'. It's a special that is used for zoning/controlling space in the air. You can only use the EX version to extend your combos.
Spoiler, click to toggle visibilty

Tomoe's Standing Hard Punch and Jump animations are done.


This is one of Tomoe's special moves names 'Spiritual Edge'. Tomoe summons an invisible projectile. The projectile can remain invisible as long as one of the 'Kick' buttons is held down. You can track the projectile by the smoke trail on the ground. Once you let go of the button the projectile becomes visible and it's attack will be active.
Spoiler, click to toggle visibilty

Jinzai's Standing Hard Kick all cleaned up.


One of Jinzai's special moves. This one is named 'Beastial Charge'. This move is used to level up Jinzai's Beast Mode Ability. It only levels up Beast Mode, once the attack connects, which will be hard since the move itself is pretty slow


New Portraits

Re: Project Z.E.D
#102  March 05, 2015, 12:51:12 am
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  • Inch's Sprites looks great as they are.
  • Tomoe is looking feirce.
  • Does Jinzai have a transformation?
Re: Project Z.E.D
#103  March 05, 2015, 06:00:38 am
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I like the new sprites, much more sleek, and since he's a speed character, the look works for him.  Less is more, much better color choices as well and his hood looks better as well.  Plus, its easier on the eyes.  If it doesn't impede your progress, go for the new design.
Re: Project Z.E.D
#104  March 05, 2015, 09:06:34 pm
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    • Dominica
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Wow.! all these pics are really amazing. it doen't seem a Mugen game let me to tell you.xD
Re: Project Z.E.D
#105  March 06, 2015, 07:31:59 pm
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@Uche
Thanks man.. Jinzai doesn't have a transformation.

@SuddenPatrick
Thanks for the feedback. If I decide to go with the other design, I'll most likely work on it once Tomoe and Jinzai are finished.

@yaret
Haha, Thanks dude XD
Re: Project Z.E.D
#106  March 07, 2015, 02:18:22 pm
  • ******
What will happen to the old sprite set? I liked that one too. (talking about Inch)

Quote
The shadow shouldn't be there.
Re: Project Z.E.D
#107  March 07, 2015, 10:37:13 pm
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@Alex
Will replace the other the design or somehow keep both.
Re: Project Z.E.D
#108  March 08, 2015, 12:30:05 am
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Easy to fix, just make two separate sff files.
Re: Project Z.E.D
#109  March 08, 2015, 12:38:17 am
  • ******
Not that easy, he has to double his work! :P
Re: Project Z.E.D
#110  March 08, 2015, 01:08:12 am
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He already has the main sff file of Inch.  How would it be double work if the original is already done?  All he'd have to do is just save the new sprites as he makes them into a separate file.  Its not like he's starting Inch from scratch.

And yes, I know how long it takes to make a sprite, let alone a whole sprite sheet XP
Re: Project Z.E.D
#111  September 17, 2015, 01:34:06 am
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Hey Guys, I'm back with another update.



Tomoe's level 1 super. It works like her Spiritual Edge special move except once you let go of the button it unleashes a powerful attack


Jinzai Sweep


A new special move for Tomoe, named 'Sakura Fall'. It is a command jump. It's mostly used as an offensive tool and mix ups. She can also empty blue dash in all directions during this special, making it more deadly as a mix up tool.


This is a follow up special to her 'Sakura Fall', named 'Heavenly Asunder'. It is a fairly fast overhead which you can combo from.


Jonathan's Raging Ice Fang is now chargeable.


If you charge it long enough you can score a free wall stick and continue your combo.


I've decided to use the new Inch design as his main design. I feel at the moment Inch isn't as interesting gameplay wise as the other characters at the moment. So, I'm going to somewhat revamp his move list as well as his design, a few moves will stay the same and some moves will be changed but overall I feel what I have in store will make the character a little more interesting. I won't be completely getting rid of the old design, I do plan to keep it playable in some way.
Re: Project Z.E.D
#112  September 19, 2015, 12:32:06 am
  • ******
Hey there, glad to see you returned!
Re: Project Z.E.D
#113  September 20, 2015, 12:54:20 am
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@Sin-

Thanks, Its good to be back :)
Re: Project Z.E.D
#114  September 20, 2015, 01:57:19 am
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Looking good bro, glad to see you are still at it. Keep it up :D I got something to show you soon :P
Re: Project Z.E.D
#115  September 20, 2015, 03:38:14 am
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  • stillRetired.
  • Formerly Known As Genesis
    • USA
    • www.mediafire.com/folder/7j1slkpa7lm0w/Public_Works
Glad this project isn't dead. :)
Re: Project Z.E.D
#116  September 20, 2015, 04:19:58 am
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  • Somewhere between Guilty Gear and real rap
  • ey b0ss
    • nass.yh95@gmail.com
Been a while since I've seen progress on this, and it seems to be shaping up into something reeeeeally nice@

Keep at it! ^_^
This is a generic forum signature.
Re: Project Z.E.D
#117  September 20, 2015, 07:18:49 am
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Liking what I'm seeing.  Glad you've returned.
Re: Project Z.E.D
#118  September 20, 2015, 08:48:19 pm
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I should have done this a long time ago.


Re: Project Z.E.D
#119  September 30, 2015, 11:35:16 pm
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Aww, thanks guys :)

@F.James
I can't wait to see it :D

In these screenshots Inch's Slash rave special has been completely revamped. It now is a sort of teleport attack that travels Inch forward. The distance he travels depends on strength of the button that is pressed.



Light Slash Rave



Strong Slash Rave


Re: Project Z.E.D
#120  October 18, 2015, 07:10:27 pm
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    • vanossmevin@gmail.com
    • Skype - Mugen Kid
    • http://sites.google.com/site/margrabattoiscutiesmugenstuff/
look i know im bumping a old post but. can i get a download link of Tomoe tho?
Re: Project Z.E.D
#121  October 18, 2015, 07:25:41 pm
  • ******
You are fine (it's not a month) but this is a project. You won't get Tomoe, because he's still making her and the other characters.
The only thing you can get for now is the DEMO in the first post.
Re: Project Z.E.D
#122  November 14, 2015, 07:45:02 pm
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A small video demonstrating some of Jonathan's changes.

XSZ

Re: Project Z.E.D
#123  December 13, 2015, 02:00:52 pm
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Didn't know this project was still going. I like the animation style.
Re: Project Z.E.D
#124  March 30, 2016, 05:01:47 pm
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Hey guys, I'm back and with a new trailer to show you.



And here it is, Jinzai's first trailer showing off his meterless combos, while also featuring the voice work of the talented Matt Shipman.
Out of everyone in the cast so far, Jinzai is the only character that can deal massive amounts of damage without the need of meter, compared to the rest of the cast his meterless combos are very straight forward and are less varied. The character becomes a lot more scarier when he does have meter though.

Enjoy
Re: Project Z.E.D
#125  March 30, 2016, 05:53:56 pm
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I'd welcome you back the only way I know how, but the mods may come at me.
Re: Project Z.E.D
#126  March 30, 2016, 10:48:58 pm
  • ******
How about just saying "welcome back", is that difficult?



The new character looks cool but I have some points I'd like to discuss:
- is the combo at 0:12 really feasible? Can the enemy recover from that trip attack? The same could be said for the combo shown at 0:30.
- The attack at 0:20 (the fourth hit of the combo) doesn't look very strong, I think it's got to be the timing on that animation;
- the attack at 1:03 (the two-hit flying uppercut, third and fourth hit of the combo) hits twice, but I think it should only hit once (you made it so both the blur frame and the normal frame hit).
Re: Project Z.E.D
#127  March 31, 2016, 03:04:03 am
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How about just saying "welcome back", is that difficult?



The new character looks cool but I have some points I'd like to discuss:
- is the combo at 0:12 really feasible? Can the enemy recover from that trip attack? The same could be said for the combo shown at 0:30.
- The attack at 0:20 (the fourth hit of the combo) doesn't look very strong, I think it's got to be the timing on that animation;
- the attack at 1:03 (the two-hit flying uppercut, third and fourth hit of the combo) hits twice, but I think it should only hit once (you made it so both the blur frame and the normal frame hit).

The combos at 0:12 and 0:30 are both feasible the enemy can't recover once the sweep connects.

As for the 'two hit flying uppercut' (Dancing Dragon), it's meant to hit twice, the animation shows that he's using both of his legs to do that attack. (Starts with a knee and finishes with a high arching kick.)

 As for the attack at 0:20 (Crushing Lion), I'll see what I can do about that, looking back at it now it does seem pretty off.

Thanks for the feedback
Re: Project Z.E.D
#128  March 31, 2016, 12:09:17 pm
  • ******
- the attack at 1:03 (the two-hit flying uppercut, third and fourth hit of the combo) hits twice, but I think it should only hit once (you made it so both the blur frame and the normal frame hit).
As for the 'two hit flying uppercut' (Dancing Dragon), it's meant to hit twice, the animation shows that he's using both of his legs to do that attack. (Starts with a knee and finishes with a high arching kick.)

No, no, that's not what I meant.
If you go at 0.25x the normal velocity of the video and you get to the time I told you (1:03) you see he hits twice while he's not actually moving (when he's on air, he hits the opponent with his knee twice but he's not moving, on the 3rd and 4th combo hit).

Here's a gif to show what I was arguing:

See? He does two hits.
Re: Project Z.E.D
#129  March 31, 2016, 02:17:04 pm
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Ahhhh, you meant his Jump light punch. sorry about that. Yeah, that's a hitspark error on my end, it's supposed to appear on the palm instead of the knee/foot level. The move hitting twice was intentional to make his aerial juggle combos more consistent.
Last Edit: March 31, 2016, 04:09:15 pm by SeanE
Re: Project Z.E.D
#130  March 31, 2016, 03:44:31 pm
  • ******
The move hitting twice  was intentional to make his aerial juggle combos more consistent.
Ah, ok, just wanted to make sure.

Yeah, that's a hitspark error on my end, it's supposed to appear on the palm instead of the knee/foot level.
Well, it doesn't look that bad, the knee in this case has more range than his punch attack, so it kind of works, just moving those hitsparks some pixels upwards should do the trick.
Also I thought about adding two hitdefs, one for when the enemy is at knee level and another one for when the enemy is at an higher position; in other words, when the attack detects the p2 y position it could behave differently.
But it's just an idea.
Re: Project Z.E.D
#131  December 19, 2016, 12:37:10 am
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Hey guys, sorry I that I haven't updated this thread for a while, this project has still been making progress despite my absence from here.

Jinzai has a new trailer up.


I also have some more updates about plans for the future so stay tuned. :)
Re: Project Z.E.D
#132  December 19, 2016, 07:52:44 pm
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I really like your work, great animation and design. :)
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: Project Z.E.D
#133  December 21, 2016, 02:22:49 am
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I really like your work, great animation and design. :)

Thanks man, I really appreciate the kind words. :)

As for the big announcement. I'm planning to run a poll to vote for any future characters (Izzy aside) you like the look/sound of. You can find an image of each character within the spoilers as well as a small description of what you can expect from the character fighting style/gameplay wise.

Xiu:
Spoiler, click to toggle visibilty

Jinkuro:
Spoiler, click to toggle visibilty

Bausman:
Spoiler, click to toggle visibilty

Karl:
Spoiler, click to toggle visibilty

Teal:
Spoiler, click to toggle visibilty

Grim:
Spoiler, click to toggle visibilty
Re: Project Z.E.D
#134  December 21, 2016, 08:27:05 pm
  • ******
Bausman seems cool. Voted for him.
Re: Project Z.E.D
#135  December 21, 2016, 08:57:02 pm
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They are all interesting... Bausman and Xiu are my favorites because I like grapplers and Bruce Lee (I hope she will make funny sounds like Bruce in fight).
For Bausman, you will make him like a MMA grappler or something more original like luchadors ?
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!
Re: Project Z.E.D
#136  December 21, 2016, 11:51:00 pm
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I mean, does it matter who you make first? they'll be made afterwards anyways, yeah? :)
[img width=600
Keep it real, keep it original
Re: Project Z.E.D
#137  December 23, 2016, 02:12:58 am
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They are all interesting... Bausman and Xiu are my favorites because I like grapplers and Bruce Lee (I hope she will make funny sounds like Bruce in fight).
For Bausman, you will make him like a MMA grappler or something more original like luchadors ?

Xiu will definitely make Bruce Lee sounds haha.

As for Bausman I'm aiming more of an original style. The theme I'm going for with him is like a no respect street fighter style. Think if Yamazaki from KOF was a grappler.

I mean, does it matter who you make first? they'll be made afterwards anyways, yeah? :)

Haha, well, I guess, in regards to having to wait for characters to get completed then it kind of does, but outside of that not really. I'm just really indecisive. :)
Re: Project Z.E.D
#138  February 10, 2017, 11:07:22 pm
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And here it is. Jinzai's 3rd and final trailer, this one showcasing his supers.

Re: Project Z.E.D
#139  February 11, 2017, 12:10:21 am
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Nice to see this is still alive
keep it up!
nice job
Re: Project Z.E.D
#140  March 09, 2017, 01:17:20 am
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Finally it's Tomoe's turn to show off what she can do in her first trailer:



Credits go to Heidi Tabing for the wonderful voice of Tomoe.

Technical notes:
Tomoe is a character that requires pretty high technical ability as well as pretty high execution. Her vast array of normals and chains allow for massive extended combos. She also has a really strong mixup game which I didn't get to show because most require meter but you'll get to see most of that in the next trailer.
Some of these combos may likely change in the future.
Re: Project Z.E.D
#141  March 09, 2017, 01:44:09 am
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That looks incredible! Your work continues to amaze.
Re: Project Z.E.D
#142  March 09, 2017, 02:35:37 am
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Sounds like her voice clips are peaking.

Oh, I want a diagram. I fucking love diagrams.
Re: Project Z.E.D
#143  March 09, 2017, 02:37:35 am
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love the knife movements...that art style is perfect for metal swiping! bravo...im so ready for this game!
Follow me on twitter! @djhannibalroyce
Re: Project Z.E.D
#144  March 09, 2017, 11:13:02 am
  • ******
Sounds like her voice clips are peaking.
I agree, you can hear some clipping when her voice is too high.

Here's some feedback based on the video:
- 0:16 → 0:18 this could be an infinite combo; is there a restriction for it so that it can't be spammed?
Same combo at 1:19 → 1:22.
- 0:53 → 0:54 I would suggest another get hit (in the stomach), maybe in a custom state so that the enemy looks stabbed, otherwise it looks like she stabs the enemy's ass :laugh:
Same thing happens at 1:00 and 1:33 and he says "that hurts" for a reason (I know it was a different clip, it was just a joke);
- 1:45 → 1:50 another possible infinite combo? There may be a ground bounce limit so I'm not sure.

The preview looks cool though and the sprites flow nicely! :)
Re: Project Z.E.D
#145  March 09, 2017, 02:32:29 pm
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Thanks guys! Glad to see you guys enjoying the trailer.

Sounds like her voice clips are peaking.

Thanks for that I'll be sure to get some of those voice clips sorted.

Here's some feedback based on the video:
- 0:16 → 0:18 this could be an infinite combo; is there a restriction for it so that it can't be spammed?
Same combo at 1:19 → 1:22.
- 0:53 → 0:54 I would suggest another get hit (in the stomach), maybe in a custom state so that the enemy looks stabbed, otherwise it looks like she stabs the enemy's ass :laugh:
Same thing happens at 1:00 and 1:33 and he says "that hurts" for a reason (I know it was a different clip, it was just a joke);
- 1:45 → 1:50 another possible infinite combo? There may be a ground bounce limit so I'm not sure.

The preview looks cool though and the sprites flow nicely! :)

The combos at 0:16 - 0:18/1:19 - 1:22 aren't infinites. You get 3 reps off of it max if you're point blank. I'm looking to change the properties of her double hitting normal anyway because that loop deals a little too much damage.

Combo at - 1:45 - 1:50 - isn't an inifinite because there is a ground bounce limit. 2 per combo. Also your opponent's character's weight will increase as their being juggled when you reach a certain number of hits in your combo.

Thanks for the feedback as always :) I'll be sure to get that other stuff sorted.

Re: Project Z.E.D
#146  October 19, 2017, 05:43:20 pm
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Hi guys,

I'm back with another Tomoe trailer since she's now nearing completion. This one features the stuff she can do with meter.



I hope you enjoy the trailer.
Re: Project Z.E.D
#147  October 20, 2017, 06:37:53 am
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I'd welcome you back, but this video defeats what I would have done.
Re: Project Z.E.D
#148  October 20, 2017, 11:32:54 am
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How about just saying "welcome back", is that difficult?



I found something:

it makes sense because she slashes him, but the hitspark is too low, you could edit the value based on the bodydist y of your enemy.

If you're using simple hitsparks (no helpers), you could code the sparkxy like this:
Code:
sparkxy = -10, -50-ceil(enemynear,p2bodydist y)
(numbers are an example)


this effect could stay under the characters' sprites.
Last Edit: October 20, 2017, 01:34:44 pm by AlexSin
Re: Project Z.E.D
#149  October 21, 2017, 12:49:12 am
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Thanks for the critiques as always Alex.

I'm using helpers for the hitsparks. I'll try and find another method.