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...
The sprite detail looks awesome. So, what are your plans for this guy? Any info about the attacks? Gameplay?
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
MrAdam said, August 16, 2012, 08:53:02 pmAs 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 AMAZINGNoYoungSamurai5 said, August 16, 2012, 08:18:30 pmi kinda like mvc styleNoGritsmaster said, August 16, 2012, 09:17:20 pmMvC style would be good, or a Red Earth Style ani/fluidity might fit really well.NoMarkpachi said, August 16, 2012, 09:19:39 pmYou could also go with PotS' style, it's pretty universal!
Markpachi said, August 16, 2012, 09:19:39 pmYou could also go with PotS' style, it's pretty universal! NO
Goodaldo said, August 17, 2012, 12:34:02 amMarkpachi said, August 16, 2012, 09:19:39 pmYou could also go with PotS' style, it's pretty universal! NOseconded, as well with the cvg templates. really just do your own thing, it's better that way...or the golden axe the duel idea, cuz that would fit this well-sprited fellow well, come to think of it. although that potion-super-system was sorta weird but eh
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.
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.
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!
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
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 specialsCODINGif anyone is interested, I'm posting a pre-aplha:http://www.4shared.com/rar/bbAmCXR8/Knight.htmlNow, I have a new idea for coding: simplified Street Fighter: supers require power, so as hypers, standart combos etc.
Nope, the project is on hold. I'm planning to go back to it in a month or so. Thanks for interest though
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).
Doppelganger said, September 02, 2012, 05:53:26 pmTested 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.
DNZRX768 said, September 02, 2012, 10:42:14 pmIt sounds like if you are using a reference for the sprites, am I right?yes, I'm using Princess Crown for Sega Saturn.
xxxXx said, September 02, 2012, 11:15:30 pmyes, I'm using Princess Crown for Sega Saturn.I KNEW THIS LOOKED FAMILIARMAH NIGGAI LOVE YOUWill test the pre-alpha soon enough.
OK guys, an update:all basic attacks done + all hitstates, some basic comboing, 1 winpose, 1 introI still need specialls, throws and AIget him here:http://www.4shared.com/rar/bbAmCXR8/Knight.htmlas always I'm waiting for comments
drewski90 said, September 22, 2012, 06:45:47 pmi tested your update and so far the knight's supers are basically spriteswaps of kfmYeah dude,xxxXx said, September 21, 2012, 07:12:31 pmI still need specialls, throws and AIsupers are being made right now...anyhow how do you like basic attacks? Posted: September 22, 2012, 07:55:35 pmFirst 2 specials are done QCF_a and QCF_x, y, z link's the same as above
drewski90 said, September 22, 2012, 08:54:03 pmisn't that knight from dungeon fighter online?nope, there are several sources. mostly princess crown for sega saturn.here is a comparison: original vs mine:
xxxXx said, September 22, 2012, 09:17:59 pmdrewski90 said, September 22, 2012, 08:54:03 pmisn't that knight from dungeon fighter online?nope, there are several sources. mostly princess crown for sega saturn.here is a comparison: original vs mine:oh thanks for telling me that
(det∇ϕ(x))²-µ(λ+µ/θ)/∂Ω said, September 30, 2012, 11:24:26 amxxxXx said, September 30, 2012, 08:22:45 am(link in the first post)right my bad http://www.4shared.com/rar/bbAmCXR8/Knight.html
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.
- 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.
First of all thanks for your time guys G.o.D. said, September 30, 2012, 11:42:07 amState 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(det∇ϕ(x))²-µ(λ+µ/θ)/∂Ω said, September 30, 2012, 12:40:37 pm- 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
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?