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WIP Yoshi with SMW2 sprites (Read 13382 times)

Started by DemonicDrPhil, August 27, 2007, 04:58:01 am
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WIP Yoshi with SMW2 sprites
#1  August 27, 2007, 04:58:01 am
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I think I am just about ready to start formalizing this WIP.



Sprites: taken from spriters-resource sprite sheets and MFGG sprite sheets with credit given.  They will be from SMW2 Yoshi's Island

Sounds: Taken from MFGG soundpacks with credit given.  Yoshi's voice will be from the GBA version because there he actually has a voice.  Other sounds may come from the SNES version depending on what I can find.

Gameplay:  Yoshi's moveset will be reminiscent of Tron Bonne from MvC2.  Normals will basically be any sprites that look naturally like kicks or attacks.  Such as when he throws an egg.

Special moves will be various egg based moves such as egg throw (will work similarly to Tron's QCF+p with the targeting reticule followed by the egg), egg lob which will be an arcing unaimed egg throw,  egg roll which will be similar to Yoshi's f+b move from SSBM but will behave similarly to Tron's drill special.  EX moves may be included to give Yoshi more options in combat.

Supers:The first two will be similar to Tron's supers in MvC2.  The first will be lunch rush esque which will result in a bunch of Yoshi's running at the enemy followed by some shyguy's and such enemies.  The second will be a chain chomp that comes rushing across the screen repeatedly biting the opponent.  Other supers may include a giant egg hatching and rolling, a chain chomp falling from the sky like in SMW2's second stage look out below.

Order of work and potential release schedule.

By the end of this week, an alpha will be released that will show the final size decision.  It will contain a limited 3-4 sprite standing animation, a walking animation and one or two attacks.  After this release is digested, two things will happen, either I will re release it based on opinions about the size of the character (repeat of the first alpha to see what people say about the size) or continue working on the character and releasing the second alpha that will contain the full animations and required sprites from spr.txt.  After that there will be periodic releases to try and get Yoshi to what my vision of the character is.

From that second alpha on, the one with all the required sprites, this Yoshi will be open source as long as I and those whose sprites and sounds I used are credited appropriately.


I thank you all for your time.  If you have any questions please post them here or you can email me using the button by my name.


EDIT AUGUST 20TH:
added the first special attack egg roll!

This attack has two strengths and is done by performing QCF+a or QCF+b

the a version goes about half screen and does 5 hits while the b version goes about 3/4 screen and does 10.  As always please please post any and all comments or suggestions.

http://www.sendspace.com/file/22ctfj

Latest Video:
http://www.youtube.com/watch?v=Fa3v1rdgXuU

What's included:
full punching bag status + all normals + egg roll a, b

What's missing:
more attacks sounds portraits.

Thanks to Cyanide for his narutorial's and their files.

Please post feedback on what is included in the alpha.  Thank you.


EDIT:
August 26th

Well here we are after the great rebirth or whatever.  Just reposting this WIP.  Little bit of a progress report Yoshi may be coming a long a bit slower than you all would like.  I start grad school AND teaching tomorrow so I do not know how much time I will have to work on the little bugger.  He is completely open source as he stands right now (well of course he is new rules and all that I am just saying credit me so I can feel good seeing my name in your readme files).  I have my own vision of what I want this character to be which may differ from anyone else who reads this and will continue to pursue it.  Basically I am saying take what I have done so far and use it.  I want to see people picking up the ball as it were.  As Warner says the more the better.  Maybe one of you will create a version similar to what I have in mind and save me the trouble  ::).  Use it all in good health I would really love another creator or two or 54 to create their own versions.  I wanted this character to be something other start up creators could look at and say hey I can do that.

Yes I know all of that is a wall o text so in summation.  Yoshi will be coming along albeit slowly and you are more than welcome to do your own with what I did already and I would rather like to see it.

http://mugenguild.com/forumx/index.php?topic=61136.0

^archived topic contains a couple of links you may find useful.

EDIT: didn't know about the moving stuff from archive deal but I'll leave the topics the way they are now half of that one dealt with the size and that part is dead and buried now.

Please post some ideas for combos of the normals should I just let everything combo into everything or what?

EDIT SEPTEMBER 13th:

added combos, mini air combo, very beta egg toss

egg toss is done by performing QCF+X


Latest Video:
http://www.youtube.com/watch?v=dwLcbaeJWSU
What's included:
full punching bag status + all normals + egg roll a, b, + combo system, mini air combo, mini egg toss

What's missing:
more attacks sounds portraits.

EDIT: NOVEMBER 11th

3 specials light and heavy egg roll egg throw egg lob
chain combo system everything above.
http://www.sendspace.com/file/lb9uqe

Thanks to Cyanide for his narutorial's and their files.

Please post feedback on what is included in the alpha.  Thank you.

Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Last Edit: November 11, 2007, 08:09:12 am by DemonicDrPhil
Re: WIP Yoshi with SMW2 sprites
#2  August 28, 2007, 09:44:31 pm
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Hmm?

A Yoshi stampede?
Re: WIP Yoshi with SMW2 sprites
#3  August 29, 2007, 12:34:18 am
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hopefully  ;D
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#4  August 29, 2007, 01:48:28 am
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Just a little question, but why does the sprite look a little bit off.
Well not off, but different.

Other then that, awesome WIP :sugoi:
Thats one happy monkey and also my WIP! 15%
Re: WIP Yoshi with SMW2 sprites
#5  August 29, 2007, 02:49:51 am
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different from what exactly and thanks
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#6  August 29, 2007, 02:56:09 am
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probably the re size.

Also the the normal stand (before he stops and put his finger on his chin, should go on for about 5 loops, then have him do the chin touch anim.
Re: WIP Yoshi with SMW2 sprites
#7  August 29, 2007, 03:00:37 am
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if the resize bothers you, you can change the scale in the cns

as far as the looped animation I was really thinking the same thing.  Once I get him more playable to an extent I'll start redoing some of the .sff and .air stuff to improve things like get hits and the standing anim.

Anything else?  ;)
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#8  August 29, 2007, 03:14:16 am
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Thats one happy monkey and also my WIP! 15%
Re: WIP Yoshi with SMW2 sprites
#9  August 29, 2007, 03:41:14 am
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that could be because I had to change it from pcx files to an animated gif so I could have it as a sig.

It may also be because of the resize.  using the scale options in the cns should fix it in game if it really bothers you.

If it really really bothers you I have no problem with ANYONE (before or after the new rules) redoing the .sff and releasing it as a character while leaving everything else is the same.  I may not be that much of a creator but I would be flattered if someone did that to see that they thought my work was worth ripping off.  In the old archived thread I posted a link to the sprite sheet. its sdb and spriters resource you are more than welcome to take everything I have done and just reconvert original sized pcx images.

thanks again...

PROGRESS REPORT
Been playing around with the comboabilty and other things.  light moves A and X combo into each other and themselves for the most part and currently X comboes into Y so a combo could be X A X Y and it'll be a quick little combo to push the opponent away, also crouching A X Y will be a way into the little pop up launcher.  egg roll now knocks down on the last hit just like Tron Bonne's drill from MvC 2.  Currently no moves combo into it but I am thinking og comboing it off of the toungue (Y) and the kicks so a combo could be  X A X Y QCF + K.

Any thoughts?

My reasoning is he is a small character with not a lot of reach so I want him to have opportunities once he lands a hit.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#10  August 30, 2007, 04:07:10 am
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I made this sheet a while ago for a Yoshi MUGEN I was planning to do (But it got cancelled without any program work done to it), it has some cool real-time transformations and stuff. You can use the sprites if you want (Just give me a little credit in the Readme or something ;)).

http://img257.imageshack.us/img257/894/yoshimugeneditsti8.png


Baby Mario and Poochy were going to be Strikers :p
Last Edit: August 30, 2007, 04:09:43 am by Kriven
Re: WIP Yoshi with SMW2 sprites
#11  August 30, 2007, 04:54:23 am
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I made this sheet a while ago for a Yoshi MUGEN I was planning to do (But it got cancelled without any program work done to it), it has some cool real-time transformations and stuff. You can use the sprites if you want (Just give me a little credit in the Readme or something ;)).

http://img257.imageshack.us/img257/894/yoshimugeneditsti8.png


Baby Mario and Poochy were going to be Strikers :p

definitely some cool stuff there I'll see if I can use it.  maybe once my version gets fleshed out more you can use to make even more use out of your sheet. and of course I'll give credit.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#12  August 30, 2007, 06:08:57 pm
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Hey I watched your youtube video and i had to ask.....why dont you have any win poses?
Thats one happy monkey and also my WIP! 15%
Re: WIP Yoshi with SMW2 sprites
#13  August 30, 2007, 09:12:56 pm
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they are on the way all win poses intros and other such extras will be done after all of the attacks
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#14  August 30, 2007, 11:25:49 pm
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I can work on some wins and intros too, if you want oO; At least, the sprites :p
Re: WIP Yoshi with SMW2 sprites
#15  August 31, 2007, 02:59:06 am
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I would love to see your work but please resize any sprites so that they match what is in the .sff already.

If you want I can email you the main sprite sheet I am using so that you can just make them the same size.  or you can add them at the end of the .sff in fighter factory and see if the size matches.

or I can just try to match the size on my own (not really good at that)
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#16  August 31, 2007, 05:31:51 am
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Sprite sheet please, I'll see what I can do, but they looked relatively the same size to me.. Resizing sprites usually turns blocky, I don't see *so* much of that with your Yoshi oO;
Re: WIP Yoshi with SMW2 sprites
#17  August 31, 2007, 08:07:00 am
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it wasn't that much of a resize.  before I really started I had a poll going to see what people thought of different resizes.  the current size of the sprites is just the last one I showed in that poll.  I started playing with the .sff and .air in FF and got too carried away.  I didn't feel like doing anything over again.  for some reason my sprites don't get blocky until Yoshi is about the size of zangeif lol and they only get the huge blockiness you see in some resizes once he is as tall as the screen.

I'll see what I can use from your work hopefully I can use it but if not I hope you won't be too pissed about doin work for nothing...
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#18  September 01, 2007, 09:18:21 am
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progress report. 

still playing around with the combos and the timings of the moves created thus far and also changed the standing anim to do the finger waddle after like 5 full repeats of the stepping up and down dance thing.


check the avatar and sig for the preview...it's a little slower in game.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#19  September 03, 2007, 09:48:44 am
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yet another progress report.

egg throw horizontal is about 50% done on the sprites end.  Which means that the diagonal version is that done as well.  I'm talking only about the actual egg lay to throw animation not the hit animation or anything like that...that will take even more editing and will be done after I get the first part looking right.l

still deciding if I want the eggs to share the palette or not.  i.e. pick pal 1 get green Yoshi with green eggs pal 2 get red Yoshi with red eggs etc..

I was thinking of adding another egg throw that works like the red hadoken for akuma and ryu where it knocks down.  This one was going to use red for the egg coloring but if I make the sggs share the palette I'll have to make the knockdown version blink or something...


I do want to have the little star guys from SMW2 hold the enemy in place for a little while like the servbots in Tron Bonne's QCF+P...but this will be added only if I can find those sprites.  Probably leave it for v.2.0


I would also love to have the circle of stars that show up during some attacks from the original game be his hit sparks but I have no idea how to rip them nor do I see any rips...*sigh* ah well guess they aren't really needed.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#20  September 06, 2007, 12:29:37 am
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Hey, DemonicDrPhil

I just wanted to say that I'd really like to help with the creation of this character. I just downloaded it, and Yoshi hardly plays like he does in Super Mario World 2: Yoshi's Island, which is the way I wanted. if I can help in any way, give me the pencil to draw the picture of perfection.

I'm an exceptional programmer, so if you need help, I can probably deal it out for you.
Re: WIP Yoshi with SMW2 sprites
#21  September 06, 2007, 05:51:48 am
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you are more than welcome to take what I have done and make your own Yoshi and make it play like the original game.  I am trying to make a fighting game character using the sprites.  so the standard normal attacks/specials/hypers rule will be followed.

I can link you to all the stuff I am using but my interpretation of the character will be unique...ish

besides having normal punches and kicks and the egg roll he does play similarly.  the only thing that may be a little off is the flutter kick.


Progress Report:
Egg Throw horizontal is starting to come together I place it at round 70-80% done.  just have to add a couple more helpers or resprite some things and get a couple more issues to work out and it will be done.  Once it is working correctly I will fix it up some more, add an animation for the egg spinning as it moves through the air and maybe a custom hit anim of the egg breaking apart like in the game.  This may or may not be in the next alpha download it depends on how sick I am of egg throw.

Basically my goal is to release a playable character with the alphas.  So each alpha adds another move or attack to the mix.  Once all the groundwork for the moves is done I will go back and start adding the extras required for the moves like for instance some dust effects or an anim for the projectile. 

So Yoshi will slowly be fully playable and afterwards I will start to add things like winposes and intros and more effects and sounds.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#22  September 08, 2007, 08:13:45 am
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the basics for egg throw are done.  it will use projectile code rather than helper code to get things working right.  this means that all I have to do is copy and paste all the code and .air info and add a y velocity and egg throw diagonal will be pretty much done as well.

just have to either add something to 2 sprites or use a helper or something to add it in game without the sprites and those should be fully beta done.

after that you all get to download him again.

I am also playing around with the d+hp popup it now plays like a little launcher that Yoshi can regular jump up to and perform one air attack for now.  Maybe I'll make it a mini vs. series air combo.

So just one more special to go the dp+p styled egg lob and after that is at least 2 supers and he will be ready for beta testing.  After the beta testing I will fix him up based on feedback and all the extras i.e. sounds/intros/winposes/taunts/effects will be added once the gameplay is set.  After that maybe some EX moves or a couple more supers or both of those.

Taking a gameplay>everything else approach until I am satisfied with it.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#23  September 09, 2007, 09:25:39 am
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I am also playing around with the d+hp popup it now plays like a little launcher that Yoshi can regular jump up to and perform one air attack for now.  Maybe I'll make it a mini vs. series air combo.

I done did it.  mini air combo is in and working beautifully...ish like everything else it is beta but I'll wait for the feedback on it to change it up.  Made a new video to showcase it and if you look closely you can see egg throw as well.

http://www.youtube.com/watch?v=dwLcbaeJWSU

I may release the next alpha version for testing later in the week depending on how the egg throws progress or how desperate I am for feedback on the combo system. 

Just another note on the system.  Pretty much all standing and crouching attacks combo into each other and more or less into egg roll.  Jumping Y (the little belly flop) is the standard jump in combo starter the hittime was adjusted to allow for it.  Don't think there is anything else so enjoy the video and expect the latest version to be downloadable soon.

No sound in the video cuz I have no clue how to record sound using Vista.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#24  September 11, 2007, 08:58:24 pm
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look nice...
oh well...
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Re: WIP Yoshi with SMW2 sprites
#25  September 12, 2007, 01:13:42 am
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um thanks...i think


been fixing up the air combo system will release next alpha when done.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#26  September 13, 2007, 07:46:08 am
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ok I think it is ready...

X and A pretty much combo into each other X combos into Y, A combos into B, B combos into egg roll.

crouching X,A,Y should work as a 3 hit into launcher.

D+Y = popup launcher handled by putting the opponent in a fall state.  Can juggle the opponent twice third attempt opponent will just fall.

You can follow up by jumping towards the opponent.

Air Combo info:
A combos into B, B combos into Y or D+B (the ground pound), Y launches opponent diagonally downwards

DOWNLOAD LINK:
http://www.sendspace.com/file/m27i1u

Please tell me what you think.  Is it too cheap, not cheap enough, are the recovery times too short, animations don't look right etc..

Also included is the still very much beta egg toss (QCF+X) it launches a projectile that probably moves too slow to be of any use right now...
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#27  September 13, 2007, 07:53:51 am
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WOW !

It looks very cool, the animation looks very good so far, the egg toss (as you said) is veeeeery slow, but this project going in the right direction.

Very good job, i hope you can finish your project.  :)
Welcome to Alu's world !! :D



Re: WIP Yoshi with SMW2 sprites
#28  September 13, 2007, 07:56:59 am
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thanks much for the kind words alucard.  yea I was making egg toss and then I was like meh he needs combos and I never increased the  X velocity.  that's all it needs I just have to change one number.  But feedback on the combo system is more important to me right now.

The next alpha will have fixed egg toss, will have diagonal egg toss, extra sprites and anims for both + combo system tweaks and maybe a super or placeholder super.  Just need to find the time.

Thanks again.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#29  September 19, 2007, 09:55:56 pm
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Hey dude, sorry for not being responsive, my compy was out of commission x.X

So don't think I just ditched ya cause of the resizing x.X
Re: WIP Yoshi with SMW2 sprites
#30  September 20, 2007, 12:08:38 am
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Hey dude, sorry for not being responsive, my compy was out of commission x.X

So don't think I just ditched ya cause of the resizing x.X

No prob man.

Little non-progress report have not had the time to do anything else for the little guy...Hopefully soon  :sugoi:
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#31  September 22, 2007, 11:58:51 am
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hopefully soon...

Yea that might just have no hope left in it.

In other words until I can find time to even breathe this project is on hiatus.

Feel free to take what I have done and make your own characters.  At the very least I think my work can be used as a decent foundation.   Yoshi is now and forever open source.  Just know that it is a two way street.  If you use my work to make an awesome character I may ask to use some of yours to make my own.  I hope that I can get back to sculpting my vision of the character and what I have planned for it and others. 

I just do not have the time, the health, or the knowledge to continue this project in a way that it deserves. 

Thank you all for your support whether you are one of the close to 100 silent downloaders or someone who posted to help this project improve.


I may slowly add more things and release more alphas but do not expect any significant progress until at least January.  Unless some miracle happens in my life.  Thank you again.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#32  September 22, 2007, 04:29:39 pm
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This is cool dude and I like that Combo vid, I'm not gonna download yet till he's either done or a beta.

I suggest something from SMBZ, Super Mario Bros Z ep3 more likely cuase thats where Yoshi fights.

Anyway Nice Yoshi dude can't wait for more updates
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Re: WIP Yoshi with SMW2 sprites
#33  September 23, 2007, 02:41:47 am
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don't know anything about SMBZ but it sounds like a weird bastard child where goku is mario...I may look at it but as of now I have my own vision and wont really be straying from it.

Like I said earlier there probably won't be a real beta for a long while.

Thanks for the comments
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#34  September 23, 2007, 03:22:47 am
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I like how this is coming along thus far!
Re: WIP Yoshi with SMW2 sprites
#35  September 23, 2007, 03:34:56 am
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hehe ermac I appreciate the comments as always.

figures when I say I can't work on him for awhile all of the support comes flying in.

I was a little worried about the air combo thing because its more of a fall state juggle than actual air combo but nobody seems to have a problem with it.  I am glad.  i found a couple more sprites so hopefully if i can get them into FF he'll have similar hitsparks as those in the original game.  But as with all extras (like winposes) they will come after the gameplay.

I hope that I can put more effort and time into him soon to warrant your support.

Thanks again  :sugoi:
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#36  September 23, 2007, 04:06:07 am
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Re: WIP Yoshi with SMW2 sprites
#37  September 23, 2007, 04:08:26 am
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thanks...saw the yoshi mecha sonic fight.  as far as the way he spins after gettin his ass blasted that will be added.  maybe some other tongue lash moves.  there really wasnt much stuff in there that fits a a fighting game.

thanks again
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#38  September 26, 2007, 02:47:33 am
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Are you creating a Normal Size version also?
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Re: WIP Yoshi with SMW2 sprites
#39  September 26, 2007, 02:52:56 am
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I am not really however if you use the scale lines in the cns you can resize him yourself.

And the sprites won't even look all blocky and pixelated a school mate of mine used those to resize him to about 3 or 4 times the size and still looked real good.  If there is enough of a demand once he is at 100% done I will probably release an upsized version.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#40  October 07, 2007, 02:48:33 pm
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Just wanted to post my current plans for Yoshi and tell you all that I will try very hard to find time to continue working on him soon.  I kinda feel a strong need to do more for him.

I am also thinking of making many many Yoshi's with movesets based on other fighting game characters.  The current WIP is based off of Tronne Bonne (sp?) from MvC2.

Others characters that I am considering using as a moveset base for later Yoshis:

Felicia: most of her attacks have her roll up into a ball I can use the egg sprites instead

Akuma or other shoto in an ultimate form:Thinking of him because he has the most moves of that style that aren't overly flashy as Ken's are.  Again thinking of using the egg here to simulate shoryuken and hurricane kick.  Messatsu Gou Hadou could use the fire or frost watermelons from SMW2 etc.. SGS could be done as well with a custom sprite of his back to the camera and a little symbol added/

Iori: Use the egg to simulate his QCB moves and dragon punch.  ground projectile could be like rolling a little egg.  pillar super can be rolling an exploding egg that launches and scatters little starmen that can hold the opponent in place on contact (similar to what I plan to do for my original Yoshi's egg throw after effect.

Rock: use the same egg rolling thing for the ground projectile, straight up turn into egg for rising tackle.  Jumping into the air and flying horizontal as an egg for Hard edge.  Linking the last two together for shine knuckle. etc..

Dhalsim: Use the tongue to simulate the stretchy moves and fire watermelon for the flame moves

Basically having Yoshi turn into an egg and attack by spinning or flying around to simulate the moves of those characters.  Just about any character can be "Yoshized" in this way I think.

Due to lack of sprites, each new Yoshi will probably have the same normal attacks but possibly different command normals and different properties for the normals such as knockback, knockdown, damage, speed, number of hits etc..

Supers and specials may look similar but will behave as accurately as possible to the source character.


The reasons for this thinking is:
A)Can make a template character
B)Can recycle the normals and the required sprites (stance get hits) so that creation time is shorter
C)I can grow as a mugen developer since each one will require me to do different things and I won't be hampered by the grunt work of .sff building from scratch and CLSN's and get hits.
D)In SMW 1, each Yoshi had different properties that set them apart even though they all looked alike and played similarly
E)Maybe make a full game with an intro similar to that in SMW2 where all the Yoshi's are together in the woods and the story goes the  Yoshi's decided to have a fight to see who was best, or that something from space fell from the sky giving each Yoshi powers and they fight to see who is best or some of them go evil based on what gets latched on and the "good" then try and fight them.


Just to reiterate my stance on open source and such:
You can use anything I do to make your own character whether it is a Yoshi or not. 

If you do use my stuff then I should be able to use yours either in my Yoshi's or to make another character all together. 

I am also fine with people releasing patches to either change how he plays (for better or for worse) or to give him different modes like those based on palette selection.  However, the same rule applies, I get to use your stuff in my characters. 

If you credit me or if I can prove that you used my stuff then I must be able to use your stuff, after all fair is fair.  I will be sure to credit you in the readme of the character I use your stuff for as well as give you a heads up and ask for permission just out of respect.


Thanks again,
If my free time were infinite this Yoshi and probably may more based on other characters would be done and released by now.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#41  October 26, 2007, 04:11:17 am
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Make a fuzzy appear so that when the opponent touches it he/she will get dizzy. :P
Re: WIP Yoshi with SMW2 sprites
#42  October 26, 2007, 04:18:29 am
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hmm I never understood how characters in fighting games can control enemies and stuff from their world like Jill in MvC2.  It makes no sense to me.  Although if i were going to make a Jill Yoshi (refer to my previous post) the fuzzy would in fact be a great idea.

The moveset is more or less set in stone for I guess you can call it the green Yoshi.  Yoshi Bonne.  I have wanted to make the character this way since April and I more or less have exactly how I want everything to look and play in my head.  It's like he is already made and I can see it in my head.

I appreciate the interest but I do not think that a fuzzy will appear as an attack for this current WIP.  Also all the sprites for the fuzzys when I try to apply a background color so I can put them into FF the background color leaks into the sprite.  the fuzzy sprites aren't closed.  i will probably edit the fuzzy sprites when or if I use them.

hell everything  I do is open source and I would love to see anyone make any Yoshi using my work so if you want a fuzzy as an attack you can make a version of my Yoshi with that in there and it will be 100 percent fine with me.

thanks again
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#43  October 26, 2007, 04:50:12 am
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after this will you make a stage for yoshi?
Re: WIP Yoshi with SMW2 sprites
#44  October 27, 2007, 06:44:34 pm
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many stages exist already that can be used,  the one that would probably fit the final version best is I believe called watch out below by mature4ever.

I know nothing about making stages but the sprites are out there so maybe
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Re: WIP Yoshi with SMW2 sprites
#45  November 09, 2007, 12:56:19 pm
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progress report time.

WHAT PROGRESS REPORT?  I THOUGHT YOU WEREN'T GONNA WORK ON HIM UNTIL LIKE JANUARY????

yea yea so sue me.

Nothing major just finally fixed up the actual egg throw animation so that Yoshi lays an egg picks it up and throws it.  Also added an anim of an egg breaking for when the projectile hits.  I am not all that happy with it but since all of the sheets I have found just have one little egg piece instead of all 4 properly arranged I had to make due.  It looks ok maybe once he is complete I will try to make it better looking.

Also tightened up all of the CLSN's so that there will not even be a pixel's width of infinite priority.

Next up I will add the diagonal egg throw, supers, throws, effects, custom states for some moves etc..

Questions comments? 

no new download because egg throw is exactly the same just better anims and the clsn tightening doesn't really affect much it was me just being overcautious.


Ooh almost forgot anyone got any custom state tutorials handy?  I want egg throw to eventually be able to stun the opponent like send them to the dizzy state for a while.  Anyone got tips on how to do that?
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Re: WIP Yoshi with SMW2 sprites
#46  November 09, 2007, 01:07:43 pm
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Ooh almost forgot anyone got any custom state tutorials handy?  I want egg throw to eventually be able to stun the opponent like send them to the dizzy state for a while.  Anyone got tips on how to do that?
There's a code snippet in the tutorial section, I think dizzy is inside, not sure.
Other way : use POTS' code (just tell him via PM that you want to use it, it's open source), you can find it in all his chars anyway. Or try to understand it and build your own.
Re: WIP Yoshi with SMW2 sprites
#47  November 09, 2007, 01:30:27 pm
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thanks for the tips cybaster I'll check it out
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Re: WIP Yoshi with SMW2 sprites
#48  November 09, 2007, 02:03:33 pm
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u should use all of the sprites from yoshis island

thanks Akeme
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Re: WIP Yoshi with SMW2 sprites
#49  November 09, 2007, 03:10:13 pm
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I am?

not sure what you mean...


trying to find the custom state stuff failed I found a topic where tetsuo9999 got some help for a similar thing from Pots.  I followed it exactly and it didn't work at all.

Ah well later for that I guess
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Re: WIP Yoshi with SMW2 sprites
#50  November 09, 2007, 05:08:47 pm
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hell no rules in the project forum means I can double post...WOOHOO...

anyways progress report ... AGAIN.

Egg throw is completely done.

X version goes horizontally as you have seen up until now Y version goes 45 degrees.  When the opponent is hit by it they go to their dizzy anim and are vulnerable to hits.  Even if they are in the air.  After some time if they are not hit they will just fall.

All I have to do is add the crosshairs effect at the beginning of the move and the little star men that will hold the opponent during the dizzy part.  Since neither of those share my palette I guess I will have to save that stuff for the end.

Gameplay>graphics in my book.

Still want to do that egg lob move anyone know how to make projectiles fly in a parabola  in Mugen?  Let me guess Bia's Bezier curve thing?
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Re: WIP Yoshi with SMW2 sprites
#51  November 09, 2007, 07:24:30 pm
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pushing the limits here ain't I ah well no rules here so I can Tri Tri Tri Triple post


another progress report.

Egg lob is done X is a short skinny arc Y version is a taller fatter arc simple eh?

will probably need feedback to see if I have the angles in a practical fashion but yes all of the special moves I wanted to implement are done.

Not going to make the next alpha just yet because well I ran out of productive juice and I gotta be at work in an hour.  Hopefully by the end of the weekend the next one will be up.  As well as a new video and other such things.


Thanks to aokmaniac13 for helping me debug the custom state stuff earlier today.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#52  November 10, 2007, 06:47:39 am
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About the fuzzy issue: When a Jill-styled character "controls" an enemy from their world, you should think of it as an accident. That enemy just happened to appear and attack at that critical moment, the character didn't really summon it. XD.

I'm going to be using plenty of this style of helper in my character: one of his supers involves a driverless helicopter attacking the enemy with missiles, and everytime this happens, he goes into a "WTF?" animation.

Since fuzzies are fairly inanimate organisms, it's not so far-fetched that one could just drift onto the stage as one of Yoshi's attacks. You could have it generate on either the right or left of the stage (random) and float slowly to the other side. You can make it so that it can hit Yoshi as well, making it a gamble move (you never know if your opponent will be pressured or you.)
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Re: WIP Yoshi with SMW2 sprites
#53  November 10, 2007, 08:51:57 pm
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so it's an accident that every time you input QCF + PP a helicopter shows up? If it were truly an accident then there would be some randomness involved like it being summoned on its own with no user input.  If I were to put in fuzzies they would be randomly generated helpers from off screen that would float in with no input from the user.

Although the way I have the final version planned out some may call hypocrite at me.  I plan to have Yoshi pull out or throw a chain chomp warning sign that would then summon the beast.  It's not really the same thing.  The chomps only appear on stages with the warning sign in the game so by making Yoshi use one they show up kind of like reverse temporal engineering (see bill and ted's bogus journey, Mostly Harmless by Douglas Adams  part of the Hitchhikers Guide to the Galaxy trilogy)

The move set is in stone once again.  For this version of Yoshi this particular Green one everything is set and planned out.

It does not mean that what some of you are asking won't be in other versions or other colored Yoshis.  I want to bring back the property of different colors  meaning different abilities and powers from SMW 1


I thank you all once again for your continued interest in my project and you can expect the next version to be downloadable shortly
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#54  November 10, 2007, 10:44:19 pm
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Hmm, I like the idea of the different Yoshi Powers.

Don't forget:

Red Yoshi had Fire

Blue Yoshi could Fly

Yellow Yoshi could stomp the ground very hard. I'm not sure how you could implement that without it having extreme range. Maybe you could make him more powerful than the other Yoshies?
Re: WIP Yoshi with SMW2 sprites
#55  November 10, 2007, 11:48:04 pm
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Yes, it is. In the story my character comes from, the sentient helicopter has taken a liking to him and is very protective. When the player inputs double quarter circle back + weak punch and special, the PLAYER causes the helicopter to decide to attack, not the character himself.

In some ways, you can say that the player is not only controlling the character, but the character's entire world. :3 It's all about how you look at it, really.

Oh oh, what about giving Yoshi a kind of hyper attack that's the same as his final smash in Smash Bros Brawl? You can rip the wings off a Goonie bird or something.
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Re: WIP Yoshi with SMW2 sprites
#56  November 11, 2007, 01:13:19 am
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i dont know if either of you read my posts from a page or two ago but i already addressed both of your issues.  when i said the different powers for different yoshis i meant each one would play like a different fighting game character.  i made a whole list of possibles.  i also said no to the final smash. once again the moveset is set in stone for this particular character.  Thank You
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Re: WIP Yoshi with SMW2 sprites
#57  November 11, 2007, 08:12:05 am
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Re: WIP Yoshi with SMW2 sprites
#58  November 12, 2007, 05:43:27 am
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Re: WIP Yoshi with SMW2 sprites
#59  November 12, 2007, 05:48:54 am
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Alpha isn't this more of a beta?  :smash:
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Re: WIP Yoshi with SMW2 sprites
#60  November 12, 2007, 05:51:54 am
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I figured I'd call it a beta once I get two supers coded and possibly a throw.  ooh and sounds.  but gameplay>sounds, hit sparks, effects, intros.

hmm if I can call it a beta I can do a formal release and get lots of NICE CAR +1 ADD SOUNDZ AND HYPAHZ even though I would specifically state that all that will of course come later.
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Re: WIP Yoshi with SMW2 sprites
#61  November 12, 2007, 09:50:59 am
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Still want to do that egg lob move anyone know how to make projectiles fly in a parabola  in Mugen?  Let me guess Bia's Bezier curve thing?
That would be like using a bulldozer to smash a fly. Bezier curve is needed to make complicated movements in a smooth way. Parabola is far from being really complicated.

"All you need" is playing with velset, triggering on various pos X, pos Y, vel X, vel Y and time.
Re: WIP Yoshi with SMW2 sprites
#62  November 12, 2007, 10:07:41 am
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Sounds like a jump forward maneuver. I can't recommend this enough. If you want to mimic the original game, just find out how high and wide your parabola is, and also how many ticks pass from beginning to end. Put it in the program, and it gets converted to Mugen.
Last Edit: November 12, 2007, 10:10:52 am by DavidGee
Re: WIP Yoshi with SMW2 sprites
#63  November 12, 2007, 06:59:34 pm
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That would be interesting to try but there were no such moves that I recall in SMW2.  Thanks for the tips guys but I already hit on the right way to do it.  I figured it out right after posting for help in the development help section.  I am pretty satisfied with how it looks right now.  You can see egg lob in the latest video and if you download the latest alpha (beta?) you can perform it with DP+x or y.

The only thing I do not like is that he lays the egg a little on the slow side for both the lob and throw but it looks natural the way I have it.  More feedback would be needed I guess on that one.

Thanks again for your interest.  I will try to work on some supers maybe even just some place holders in the next coming week or two.

Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#64  December 11, 2007, 10:52:48 am
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Just a little progress report on some things coming down the pipe shortly.

First of all I will begin work on the next phase of the project towards the end of next week.  This includes fixing the custom state bug and supers.

After that will come throws and all kinds of effects and sounds win poses and other neglected extras.
I am aiming for a groundhog day release date for at the very least full gameplay.

I am beginning to rethink the chain chomp supers since they sort of do not fit.  Not sure how I feel about this just yet.

Also really considering having baby mario follow yoshi around kind of like servbot in MvC2 and having a super star super similar to MegaMan's Rush Drill.  The Lunch Rush esque move would probably end up being either Yoshi reaching back to throw an egg and accidentally throws baby mario or baby mario accidentally holds onto an egg and is thrown.

Basically Mario will be held by the enemy who will be stunned by the having to catch him and the resulting incessant crying which triggers enemies and or other yoshis to run in hitting the enemy which sends mario up into the air later being caught by Yoshi.

it seems like the supers will be more the spirit of the source material (MvC2 Tron Boone) rather than the actual mimics of it. but we shall see how it plays out in the end.

Also still looking for more feedback on the latest release.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#65  December 12, 2007, 09:53:57 am
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Quote
Also really considering having baby mario follow yoshi around kind of like servbot in MvC2 and having a super star super similar to MegaMan's Rush Drill.  The Lunch Rush esque move would probably end up being either Yoshi reaching back to throw an egg and accidentally throws baby mario or baby mario accidentally holds onto an egg and is thrown.
I like the second idea. And baby mario following Yoshi is a nice idea. :)
Re: WIP Yoshi with SMW2 sprites
#66  December 26, 2007, 10:50:31 am
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Re: WIP Yoshi with SMW2 sprites
#67  December 26, 2007, 07:41:14 pm
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I think you should hold on to the Chain Chomp supers, I think if you use sprites from SMW2 it will fit with yoshi. It would be a perfect "dodge" type super like Jill Valentine uses for her zombies, tyrant etc.

I was also thinking, a neat super might involve yoshi grabbing the opponent and then jumping out of the way as baby Bowser come crashing down butt first on top of the opponent demanding a "WIDE!!!"

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Re: WIP Yoshi with SMW2 sprites
#68  December 27, 2007, 03:49:53 pm
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I'm trying to stick as close to the move set of Tron Bonne from MvC2 as I can.  That really is the plan for this character.  It's not meant to be Yoshi from the platformer but Yoshi in a fighting game kind of a sense.  Yes I understand your suggestions fit that description but I never enjoyed Jill's ability to control the whole world of the character.  That's the reason I scrapped the chain chomps.  I may do a version of Yoshi that uses them but the current one will not.  As I mentioned previously this will not be the only Yoshi I am making.  I am considering a full game where the yoshi's share many if not all the basic attacks but have different specials and supers (kinda like Mortal Kombat's simplistic system)

Thanks for the interest.


Should I take it that the there are currently no more bugs or problems with the character? 38 downloads and no bug reports.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#69  January 05, 2008, 06:54:00 am
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Progress report:

Got permission from Beximus to use his kobun code.  So I will be using that as the base for the baby mario helper.  I will make sure that he works and moves properly and then move onto the supers. 

Supers right now are going to be some kind of a super baby mario where he gets the star (either Yoshi gives it to him or lays it in an egg) and then rushes forward doing damage every few ticks.  The other is where BM gets thrown hits enemy crys resulting in a lunch rush or legion type of move (maybe both)

BTW anyone remember how the inventory system worked in SMW2?  I know you would pause the game and the items would be there but  what happened once you selected one?  would it show up in Yoshi's mouth or float or was there a special anim involved?
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#70  February 11, 2008, 03:40:17 am
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Sorry there hasn't been much on this character I did mean to finish it during January but too many things happened.  I will try my hardest to put some place holder supers in.  These will behave almost exactly like the final supers just without all of the graphic stuff.  I rather work on the coding right now and recycle sprites that are already in the .sff

Hopefully I'll get it done soon for those of you (if there are any left) who want to see this thing finished.
Thanks again
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: WIP Yoshi with SMW2 sprites
#71  February 15, 2008, 04:08:35 am
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I can't wait to release it is looking great DemonicDrPhil!!!

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Re: WIP Yoshi with SMW2 sprites
#72  February 15, 2008, 05:31:31 am
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Thanks I'll try to get something new out soon
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Re: WIP Yoshi with SMW2 sprites
#73  February 15, 2008, 07:03:27 am
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