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Knight (Read 4519 times)

Started by xxxXx, August 15, 2012, 10:48:17 pm
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Knight
#1  August 15, 2012, 10:48:17 pm
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Well, it's been a while...

Since Despero is almost done I've decided to work on an old wip o mine.



Its a custom char frankensprited by me. I've decided to make him since there are almost no knight chars for mugen (and a ton of samurais).

So people tell me what you think...
Re: Knight
#2  August 15, 2012, 10:55:13 pm
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He looks awesome if you ask me



I was afraid he is smaller than most of the characters :P
Re: Knight
#3  August 15, 2012, 11:35:04 pm
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The sprite detail looks awesome.
So, what are your plans for this guy? Any info about the attacks? Gameplay?



Re: Knight
#4  August 16, 2012, 01:30:56 am
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Looks great, I'm really diggin' the design on him! How will he play?
Re: Knight
#5  August 16, 2012, 04:20:47 am
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i honestly love samurai lol but a knight in mugen would be awesome. i think he looks great
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Re: Knight
#6  August 16, 2012, 06:12:58 pm
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I'm glad you guys like him. I haven't decided about the gameplay, suggestions?
Re: Knight
#7  August 16, 2012, 08:18:30 pm
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i kinda like mvc style but im not really sure what you should use for him. hmm
mugen or nothin

Re: Knight
#8  August 16, 2012, 08:53:02 pm
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The level of detail on the standing sprite alone is amazing I cant wait to see the rest of the Anims. As for the Charachter I think you can never go wrong with MVC style,  and as for attacks, I think sword slashes that strike the ground and raise flame projectiles would look AMAZING
Re: Knight
#9  August 16, 2012, 09:17:20 pm
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MvC style would be good, or a Red Earth Style ani/fluidity might fit really well.
Re: Knight
#10  August 16, 2012, 09:19:39 pm
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You could also go with PotS' style, it's pretty universal! ;D



Re: Knight
#11  August 16, 2012, 11:15:35 pm
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And what do you guys think about CVG template, I already have some experience working with that...
Re: Knight
#12  August 17, 2012, 12:32:56 am
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As for the Charachter I think you can never go wrong with MVC style,  and as for attacks, I think sword slashes that strike the ground and raise flame projectiles would look AMAZING
No
i kinda like mvc style
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MvC style would be good, or a Red Earth Style ani/fluidity might fit really well.
No
You could also go with PotS' style, it's pretty universal! ;D
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Re: Knight
#13  August 17, 2012, 12:34:02 am
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Re: Knight
#14  August 17, 2012, 12:52:58 am
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So, I'm going with CVG template I guess.

One last idea: how about golden axe the duel?
Re: Knight
#15  August 17, 2012, 02:17:59 am
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Ah, the character looks good so far!

This is one that I will follow until its completion!
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Re: Knight
#16  August 17, 2012, 09:32:22 am
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DO NOT USE THE CVG TEMPLATE
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
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Re: Knight
#17  August 17, 2012, 09:36:50 am
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Re: Knight
#18  August 17, 2012, 12:02:31 pm
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Go for something like golden axe yeah. Or just do something simple yet efficient, with basic moves, some chains, one or two system stuff, but not a mvc or ggxx gameplay, it wouldn't fit.
Re: Knight
#19  August 17, 2012, 01:19:27 pm
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If you want the Golden Axe system, that's fine. I just find the potion system to be weird.

But I suggest making a simple-yet-effect gameplay system. Look at KFM. No flashy gameplay or gimmicks, but very effective in the right hands.
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Re: Knight
#20  August 17, 2012, 02:55:52 pm
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looking at the character,he has heavy armor,and a effin large sword.
So if youre gonna make him MvC,give him a Juggernaut style,super armor,slower hits etc.Cause i think that would go nice with his design.
Do not use templates,especially not the Infinitys MvC template,i never tried CvGs template,but it seems to be the same with theirs.
And i wish you the best of luck on your Knight!
Re: Knight
#21  August 17, 2012, 08:41:53 pm
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i would not go with the cvg temp or any temp lol because guys here would eat you alive if you used anyone lol. ultimately how the character plays is up to you as it is your character. but the golden axe thing sounds cool
mugen or nothin

Re: Knight
#22  August 28, 2012, 09:37:58 pm
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OK guys, time for an update...

here is a sample new anim:



knight has basic movement done + standing attacks (animations only)

what is left is other attacks, hitstates ans specials
CODING

if anyone is interested, I'm posting a pre-aplha:

http://www.4shared.com/rar/bbAmCXR8/Knight.html

Now, I have a new idea for coding: simplified Street Fighter: supers require power, so as hypers, standart combos etc.
Last Edit: September 02, 2012, 10:38:09 pm by xxxXx
Re: Knight
#23  September 01, 2012, 06:17:55 pm
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xxxXx

Do you have already done these three Mechs Warlocks and another one for the BOT ?
Re: Knight
#24  September 02, 2012, 10:13:31 am
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Nope, the project is on hold. I'm planning to go back to it in a month or so. Thanks for interest though :)
Re: Knight
#25  September 02, 2012, 05:53:26 pm
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Tested the alpha.
I like the way the animations are set up.

- The run is odd though. I don't like how he turns his back to the camera, when all other animations have him "facing it".
- The motion/blur effect with the sword on some attacks is odd (replicating the sword at different angles).
Re: Knight
#26  September 02, 2012, 10:37:01 pm
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Tested the alpha.
I like the way the animations are set up.

- The run is odd though. I don't like how he turns his back to the camera, when all other animations have him "facing it".
- The motion/blur effect with the sword on some attacks is odd (replicating the sword at different angles).

Thanks for the info man, much appreciated.

I'm not to happy with running animation myself, I used mostly the original source. I'm thinking of making him hop rather than run, we'll see what comes out.

as for the sword attacks, again I used much from the original source. I don't think I can alter much here, there just are no intermediate frames nad frankenspriting them might be out of my reach.
Re: Knight
#27  September 02, 2012, 10:42:14 pm
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It sounds like if you are using a reference for the sprites, am I right?
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Re: Knight
#28  September 02, 2012, 11:15:30 pm
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Re: Knight
#29  September 02, 2012, 11:21:24 pm
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Re: Knight
#30  September 21, 2012, 07:12:31 pm
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Re: Knight
#31  September 22, 2012, 06:45:47 pm
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i tested your update and so far the knight's supers are basically spriteswaps of kfm
Re: Knight
#32  September 22, 2012, 07:50:52 pm
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Re: Knight
#33  September 22, 2012, 08:54:03 pm
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isn't that knight from dungeon fighter online?
Re: Knight
#34  September 22, 2012, 09:17:59 pm
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Re: Knight
#35  September 22, 2012, 09:26:22 pm
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Re: Knight
#36  September 30, 2012, 08:22:45 am
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I've added a special + redesigned the old ones. Tell me if you like that (link in the first post)
Re: Knight
#37  September 30, 2012, 11:24:26 am
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Re: Knight
#38  September 30, 2012, 11:27:49 am
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Re: Knight
#39  September 30, 2012, 11:42:07 am
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State 1100, 1101 and 1102 don't hit the enemy if he is too close.

I like a lot that when the knight attacks in air he lands in the same attack pose.

Re: Knight
#40  September 30, 2012, 12:40:37 pm
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- A readme would be nice at this point, to know what moves he has and potentially what's planned for later.
- Basic combo system is odd at times. I can chain a,b,c, but not x,y,z. I can even chain a,z or x,z but not b,z or y,z.
- No run sound.
- I like how you're handling the speed effects for the sword. :) Only thing bothering me is that they stay during a hitpause. Best way would probably be to display them as a helper/explod so they can move during the hitpause, after separating them from the Knight's sprites.
- All crouching basic are misaligned. The feet move one or two pixels during the attack.
- Is it normal that the specials drain power but give back power when they hit ? Sounds odd.
- Why a superpause for specials (even though it's short) ?
- Kinda missing envshake for specials (qcf/qcb P), especially since normals have some already.
- I can chain c.LK 4 times. Dunno if this is intended.
- Same for s.LP and s.LK.
- Is it normal qcf+P has so much cornerpush ?
- qcb+P could have the start distance changing depending on strength. All versions miss at close range, while you could have qcb+LP deal 3 hits starting close to Knight.
- qcf+P in the air seems to have the stand version sprite during the superpause.

Nice progress so far. Kinda hoping next attacks will have more "power" into them. The knight is bulky, but his attacks kinda look a little weak or something. May be due to hitpause/hittime/envshake/hitsound/hitspark.
Re: Knight
#41  September 30, 2012, 02:35:08 pm
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First of all thanks for your time guys :)

State 1100, 1101 and 1102 don't hit the enemy if he is too close.

I like a lot that when the knight attacks in air he lands in the same attack pose.

this is kinda intentional, it supposed to be a "ranged" attack

- A readme would be nice at this point, to know what moves he has and potentially what's planned for later.
- Basic combo system is odd at times. I can chain a,b,c, but not x,y,z. I can even chain a,z or x,z but not b,z or y,z.
- No run sound.
- I like how you're handling the speed effects for the sword. :) Only thing bothering me is that they stay during a hitpause. Best way would probably be to display them as a helper/explod so they can move during the hitpause, after separating them from the Knight's sprites.
- All crouching basic are misaligned. The feet move one or two pixels during the attack.
- Is it normal that the specials drain power but give back power when they hit ? Sounds odd.
- Why a superpause for specials (even though it's short) ?
- Kinda missing envshake for specials (qcf/qcb P), especially since normals have some already.
- I can chain c.LK 4 times. Dunno if this is intended.
- Same for s.LP and s.LK.
- Is it normal qcf+P has so much cornerpush ?
- qcb+P could have the start distance changing depending on strength. All versions miss at close range, while you could have qcb+LP deal 3 hits starting close to Knight.
- qcf+P in the air seems to have the stand version sprite during the superpause.

Nice progress so far. Kinda hoping next attacks will have more "power" into them. The knight is bulky, but his attacks kinda look a little weak or something. May be due to hitpause/hittime/envshake/hitsound/hitspark.

- a readme is a good idea, will work on that
- fixed, I think...
- I may change running alltogether, byt I'll ad running sound, even if temporarily
- I'll think about it, might be a good idea... but quite a lot of work
- fixed (how come I didn't notice that..)
- I kinda like rewarding players for landing hits, I'll think about it
- the superpause is kinda a test, If people say it sucks I'll remove it...
  would you say no superpause and shorter explod time is better?
- good point, adding
- yeah its intentional, but I'm thinking of adding a damage dampener for all combos
- see above
- I'll reduce it a bit
- its kinda intentional, it's not supposed to be a short range attack
- I don't think so, could you send me a screen?

Yeah, I see that too, it's propably due to sounds, those need to be much more noisy.

Man I'm so grateful for such a detailed feedback :)
Re: Knight
#42  October 15, 2012, 05:47:21 am
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Nice work on Knight so far.

All of the issues I have with the character were already listed.

But it seems that Knight still has the Triple Kung-Fu Palm hyper, complete with KFM sprites.

Will that be fixed by the next release?
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