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Karasai's Skullgirls Character Planning thread (Read 3102 times)

Started by Karasai, April 25, 2013, 11:10:24 pm

Poll

Which character should I do next?

Peacock
12 (22.2%)
Valentine
8 (14.8%)
Parasoul
11 (20.4%)
Cerebella
3 (5.6%)
Painwheel
2 (3.7%)
Double
2 (3.7%)
Ms. Fortune
9 (16.7%)
Boss Bloody Marie
3 (5.6%)
Big Band
1 (1.9%)
Squigly
3 (5.6%)

Total Members Voted: 54

Karasai's Skullgirls Character Planning thread
#1  April 25, 2013, 11:10:24 pm
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What's all this then? You haven't even completed Filia yet, Karasai!

Im primarily making this topic to see which characters you guys would want to see in mugen the most. And if the people want it, I'll do it! c;

Status on Filia;
Sprites are..... uh 7% done so far because of laziness. For now I just need sound effects for her (voice and hit sound effects) and I'll be ready to go. CrazyKyuby is gonna beta code Filia once I get all of the green rough animations done for her, so we can get her gameplay down accurately. Once it's perfect, I'll finish the sprites. It's a long road ahead, but once school's out, I can work on Filia a lot more.

Peacock!

Peacock is a special favorite, so I might do her after Filia. Not sure on that though. Only problem is capturing all of her droppable items since they're random.

Valentine!

Only problem is the colors I used which fucking suck (damn cvs2 palettes) but that's a problem for most of these sprites. I play her in Skullgirls but I would rather do other characters first before her.

Parasoul!

Parasoul <3 Simple design and animations, I could possibly do her after Filia or something. Parasoul is too fun not to have in Mugen. Dem charge moves

Cerebella!

Cerebella is a pretty fun character with cool looking animations. She's a favorite aswell.

Painwheel!

Also somewhat easy character to do. I dont have a lot to say about Painwheel soooooooooooo......

Double!

Well, Double is probably low on the list of characters I would want to do. Mostly because she has some weird animations and plus it would be more of a pain and nightmare to clean up and stuff. So Double will be the last person I would want to do.

Ms Fortune!

Those white stitches on her body is a pain in the fucking ass to do but I like Ms Fortune but I wont do her unless money is involved. Just kidding im probably not gonna do the stitches.

Bloody Marie!

Simple boss character with few sprites to do? I could do Marie! If she ever becomes a DLC character I'll sprite her as a normal character.

Big Band!

I could work on Big Band when he gets released or whatever and I have access to screenshots.

Squigly!

Same as Big Band.

Vote up, guys!
Re: Karasai's Skullgirls Character Planning thread
#2  April 25, 2013, 11:15:01 pm
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Voted Parasoul.

Re: Karasai's Skullgirls Character Planning thread
#3  April 25, 2013, 11:32:15 pm
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Voted for Ms. Fortune.
Re: Karasai's Skullgirls Character Planning thread
#4  April 25, 2013, 11:36:29 pm
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Voted Valentine.

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Re: Karasai's Skullgirls Character Planning thread
#5  April 26, 2013, 12:24:56 am
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I'm voting Marie, she's an awesome boss! :D
Re: Karasai's Skullgirls Character Planning thread
#6  April 26, 2013, 08:16:28 pm
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wooooow! this is horrorawesome voted for first one!
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Re: Karasai's Skullgirls Character Planning thread
#7  April 26, 2013, 10:29:52 pm
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Not sure if this is long but im gonna close the poll at the beginning of june so vote up guys!

stop picking ms fortune and vote for parasoul
Re: Karasai's Skullgirls Character Planning thread
#8  April 26, 2013, 10:39:55 pm
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stop picking ms fortune and vote for parasoul
Erm... Not to be rude. I'm sorry if this comes off so...

But why have a poll, if you have a character you personally would rather make? Just make who you want to. It will come out better that way.


Re: Karasai's Skullgirls Character Planning thread
#9  April 26, 2013, 10:41:55 pm
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It's a joke referencing the dumb skullgirls poll getting out of hand

Im all for doing whatever character you guys want.
Re: Karasai's Skullgirls Character Planning thread
#10  April 26, 2013, 11:01:42 pm
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Parasoul! <3
Re: Karasai's Skullgirls Character Planning thread
#11  April 26, 2013, 11:49:30 pm
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Whoever can make me better palettes for the characters will be loved deeply
Re: Karasai's Skullgirls Character Planning thread
#12  May 01, 2013, 12:22:46 am
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Although it might be hard im all for making original movesets for some DLC characters

I had these two in mind
Re: Karasai's Skullgirls Character Planning thread
#13  May 03, 2013, 12:50:26 pm
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Valentine's a personal favorite on concept alone, but I'm not quite sure some of her poisons can be implemented properly in Mugen outside a full game where all characters take the possiblity into account, unless more recent versions have even more options than I remember:

- the regular "dropping HP" poison, AFAIK, can't be kept active while an opponent has control over his/her own states, unless the latest Mugen accounts for that

- the "increased hitstun" poison is likely viable though, since it can be coded into Valentine herself, as long as variables keep track of which opponent (hey, I like Simul mode) is affected and for how long - I'm not sure if it's just a matter of adding a fixed value to the hitstun on her attacks (by adding a variable that would nomally be set to zero), or if in the actual game the lenght of the hitstun exteension changes depending on the attack

- the "opponent's inputs are delayed" poison, I really have no idea how it'd work, it would involve assuming even more direct control of the opponent than a poison...


That being said, I wouldn't be surprised if some of the gameplay mechanics for the DLC characters could be prototyped in Mugen even faster than they can in Mike Z's demos...
Re: Karasai's Skullgirls Character Planning thread
#14  May 03, 2013, 07:57:34 pm
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Valentine's a personal favorite on concept alone, but I'm not quite sure some of her poisons can be implemented properly in Mugen outside a full game where all characters take the possiblity into account, unless more recent versions have even more options than I remember:

- the regular "dropping HP" poison, AFAIK, can't be kept active while an opponent has control over his/her own states, unless the latest Mugen accounts for that

Its possible through a bug in Reversaldef that lets you keep your target even after they return to an idle state. ShowBuySpirit's Umbreon was one of the first characters to successfully implement this, followed by Koopakoot's Shiki and my own Mokou and Hina.

More info: Link

EDIT: I do recall a bug being present that would temporarily stop the HP poison effect while holding back to guard, but I do believe this was rectified by altering the movetype on the states involved.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: May 03, 2013, 08:01:34 pm by Ricepigeon
Re: Karasai's Skullgirls Character Planning thread
#15  May 03, 2013, 08:09:25 pm
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voted for cerebella
Re: Karasai's Skullgirls Character Planning thread
#16  May 03, 2013, 08:11:48 pm
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Peacock! HELL YEAH!
"Hard Corps. The Paradise for Reploids and The Hell for Humans." ~Fist Dracon

Re: Karasai's Skullgirls Character Planning thread
#17  May 03, 2013, 10:14:42 pm
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Wow the votes like spiked the last time I saw it

ohoho Parasoul vs Peacock
Re: Karasai's Skullgirls Character Planning thread
#18  May 04, 2013, 02:13:09 am
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Voted for Squigly.

The Most Ambitious Tournament is Here!
Re: Karasai's Skullgirls Character Planning thread
#19  May 04, 2013, 02:17:51 am
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I can't believe I'm the only voter for the best girl.
That's Painwheel btw
Shame on you all.
Re: Karasai's Skullgirls Character Planning thread
#20  May 12, 2013, 02:54:36 am
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Valentine's a personal favorite on concept alone, but I'm not quite sure some of her poisons can be implemented properly in Mugen outside a full game where all characters take the possiblity into account, unless more recent versions have even more options than I remember:

- the regular "dropping HP" poison, AFAIK, can't be kept active while an opponent has control over his/her own states, unless the latest Mugen accounts for that
- the "increased hitstun" poison is likely viable though, since it can be coded into Valentine herself, as long as variables keep track of which opponent (hey, I like Simul mode) is affected and for how long - I'm not sure if it's just a matter of adding a fixed value to the hitstun on her attacks (by adding a variable that would nomally be set to zero), or if in the actual game the lenght of the hitstun exteension changes depending on the attack
- the "opponent's inputs are delayed" poison, I really have no idea how it'd work, it would involve assuming even more direct control of the opponent than a poison...

That being said, I wouldn't be surprised if some of the gameplay mechanics for the DLC characters could be prototyped in Mugen even faster than they can in Mike Z's demos...

Yeah the poisons are a pretty big problem with Valentine, either im gonna have to take the effects out of it, or just find different effects.
Re: Karasai's Skullgirls Character Planning thread
#21  May 12, 2013, 08:21:10 am
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Valentine's a personal favorite on concept alone, but I'm not quite sure some of her poisons can be implemented properly in Mugen outside a full game where all characters take the possiblity into account, unless more recent versions have even more options than I remember:

- the regular "dropping HP" poison, AFAIK, can't be kept active while an opponent has control over his/her own states, unless the latest Mugen accounts for that
- the "increased hitstun" poison is likely viable though, since it can be coded into Valentine herself, as long as variables keep track of which opponent (hey, I like Simul mode) is affected and for how long - I'm not sure if it's just a matter of adding a fixed value to the hitstun on her attacks (by adding a variable that would nomally be set to zero), or if in the actual game the lenght of the hitstun exteension changes depending on the attack
- the "opponent's inputs are delayed" poison, I really have no idea how it'd work, it would involve assuming even more direct control of the opponent than a poison...

That being said, I wouldn't be surprised if some of the gameplay mechanics for the DLC characters could be prototyped in Mugen even faster than they can in Mike Z's demos...

Yeah the poisons are a pretty big problem with Valentine, either im gonna have to take the effects out of it, or just find different effects.
Wait, I actually remember that someone already tried to simulate the poison effect.
I don't remember the character anymore, or the author, but if I remember correctly, it was, for some odd reasons, Umbreon.
I deleted that char, though, since that char had serious flaws in my eyes...well, that and Umbreon doesn't look like someone who could use poison.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Karasai's Skullgirls Character Planning thread
#22  May 17, 2013, 05:30:32 pm
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I deleted that char, though, since that char had serious flaws in my eyes...well, that and Umbreon doesn't look like someone who could use poison.

PLAYER found a TM06 Toxic!

Booted up a TM06.
It contained Toxic.
Teach Toxic to a Pokemon?

>Yes
No

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: May 17, 2013, 05:34:04 pm by Ricepigeon
Re: Karasai's Skullgirls Character Planning thread
#23  May 17, 2013, 07:55:54 pm
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I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Karasai's Skullgirls Character Planning thread
#24  May 17, 2013, 08:14:33 pm
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<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Karasai's Skullgirls Character Planning thread
#25  May 17, 2013, 10:48:08 pm
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It's not that easy. As far as I remember, Umbreon never could learn poison attacks, even through TMs.

Toxic and Hidden Power were the only two that he could, thats why.

o_O
I should better check this again.
After all the rumbling fish with my Naomi emulator, my recent addition of "The Rumble Fish" for my PS2 emulator and my coding for both MUGEN & GameMaker, I couldn't find some time to play POKéMON again. I was lucky that I actually didn't forgot about the event POKéMON in Black&White.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns