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Undecided Character from SSF4: AE -2012- (Read 12958 times)

Started by Mr. I, January 04, 2014, 09:16:40 am
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Undecided Character from SSF4: AE -2012-
#1  January 04, 2014, 09:16:40 am
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Cody is being updated.

Spoiler: Rufus was released (click to see content)
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: March 25, 2014, 07:06:18 am by Mr. I
Re: Rufus - SSF4: AE 2012 -
#2  January 04, 2014, 09:40:17 am
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Those CLSNs look great! Good luck with your project!

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Re: Rufus - SSF4: AE 2012 -
#3  January 04, 2014, 11:27:32 am
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Another great character in the making. :)
I like your way of making this progress schedule too.
Re: Rufus - SSF4: AE 2012 -
#4  January 04, 2014, 11:58:53 am
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I loooooooove you!
I swear there was something cool here!!
Re: Rufus - SSF4: AE 2012 -
#5  January 05, 2014, 03:47:48 am
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Good to see another SF4 newcomer make his way into Mugen!

Also, do you plan on eventually updating Gouken? He lacks a couple things that Cody has, like intros and a taunt.
Re: Rufus - SSF4: AE 2012 -
#6  January 05, 2014, 07:09:53 am
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The problem with Gouken was that he was ripped before I knew of using the really good ripping tools from the game - particularly "Ono! Moveset editor". Most of the primary tools was simply disable the background.

One of the features of Ono was to be able to freeze air movement. When I was ripping Gouken, it was done mainly by camera manipulation with player 2. This causes inconsistencies in size particularly with air attacks as the camera zooms out when a character jumps in the air. With Ono you can set velocity to zero allowing you to rip with perfect accuracy and alignment. The only things that you need to manually align are walking backwards (walking forwards can be done with an opponent in the corner), and get hit animations.

Also if you didn't notice, the entire sheet of Gouken is missing the rope knot at his waist, again due to inferior tools used back then.

Another problem was that the character itself had many manipulations as much of the sprites were manually aligned, without reference of the hitbox videos, meaning that most of the cancel points into special attacks were wrong and I ended up having to use position manipulation at the beginning of the move in order to make them behave properly. For the most part they do behave fine right now, but with Cody no manipulation was necessary and everything was correctly aligned without having to force it.

tl;dr - I would update him, but it would require a fully re-ripped sprite sheet in order for me to be satisfied with it. Probably sometime after this character.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Rufus - SSF4: AE 2012 -
#7  January 05, 2014, 10:21:08 am
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Last Edit: January 05, 2014, 10:24:59 am by Drex
Re: Rufus - SSF4: AE 2012 -
#8  January 07, 2014, 11:18:10 am
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I haven't messed with cameraman, but then again, it's more entertaining to create as much dynamic cameras with 2d as possible.

Also posted some pics of dive kick.

On a side note, this character is 20x less boring to make than Cody.

     Posted: January 26, 2014, 06:35:24 am
Decided to hold off the demo until the focus attack is in. It is not quite fun without it yet.

Also there are more pics of the special moves.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#9  February 21, 2014, 11:49:01 pm
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I uploaded a trial version of the character with pretty much all moves except the 2nd ultra.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#10  February 22, 2014, 12:12:30 am
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nice will definitly try this
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Re: Rufus - SSF4: AE 2012 - + TRIAL
#11  February 22, 2014, 12:17:51 am
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Another impressive Mugen entry. If I could get around to testing him out I will do so. However, I will say that all of your works are mighty impressive and downright fun. I also love how Rufus goes to show you how versatile Mugen is with the limitless matchups you can create. That actually work!!

Thanks again for sharing more of your fantastic work. :2thumbsup:

I would also love to see a fully functional Vega/Claw from you. Just sayin.' ;D
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Re: Rufus - SSF4: AE 2012 - + TRIAL
#12  February 23, 2014, 08:31:16 am
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The stuff you do is always cool. You never really cease to amaze me, Orbinaut.


Some feedback:
Should the divekick really be able to be used that soon in the air? I mean, I can do it like immediately after leaving the ground pretty much. I haven't played Rufus in AE, but I'd check to see there's not some height or time limitation.

Also, because this is a 3D character that's going to have more movement than most characters, I really think you should pay attention to the in-game animations when it comes to pausetimes because I would not be surprised if you had to use this, or some variant thereof.

Also, he's missing negative edge. This is important in Capcom characters.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#13  February 23, 2014, 08:37:50 am
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Rufus has an instant dive iirc. I think I've seen Wong use it at evo. Cammy's ex cannon strike could too

-
http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Rufus - SSF4: AE 2012 - + TRIAL
#14  February 23, 2014, 08:39:16 am
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Cammy's Cannon Strike requires a quarter circle motion, though, so being able to TK it is expected.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#15  February 23, 2014, 09:47:16 am
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There is no height restriction on Rufus' Dive Kick.

This is the reference that I use for pausetime. Using close hard punch as the example

It uses
pausetime = 12, 12

Pretty much every attack has an equal hitshake for both you and the opponent. EXCEPT for the ultra hits, which look like this:

It uses
pausetime = 1, 8

I haven't forgotten about negative edge, I just haven't put it in yet. I will though.

     Posted: February 23, 2014, 09:55:32 am
So I read Vans' reply (in your thread) and I'll probably do a double check and count the frames of a few moves.

One of the perks of a 3d character is that each frame is ripped at 30 fps, so almost every animation frame will have a length of 2 ticks (with a few slight adjustments to make sure that the frames align with the data).
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#16  February 23, 2014, 01:28:00 pm
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Nothing much to say. Wonderufl trial version. :)
Re: Rufus - SSF4: AE 2012 - + TRIAL
#17  February 24, 2014, 12:29:20 am
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I like how you really got source material to work from since thats what you are aiming at it seems. Nice work. smart move adding pics for comparisons of the hit box placements too

keep the characters coming!
Re: Rufus - SSF4: AE 2012 - + TRIAL
#18  March 02, 2014, 06:42:49 am
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Please do not ask for other characters in a release thread, its very rude.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#19  March 12, 2014, 09:15:10 am
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wow and you call it demo? he is more full that most of "full" releases out of here :buttrox: i always liked rufus due to his colorful personality, but never had enough of patience to master him because of his technical aspects of gameplay style. i see.. you even ported his quotes, yeah, it would be wierd for him to be quiet for a moment. a implemented intro and ending would be cool, but maybe it's too much because of increase file size.
Re: Rufus - SSF4: AE 2012 - + TRIAL
#20  March 19, 2014, 11:52:07 pm
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As I apply the finishing touches on this character, I will now request for you to influence the next character that I create from this game. Ultimately the final decision will be made by me, since I will be ripping it, etc. I will start on this next one after applying a Cody update.

Before suggesting, here is a list of characters I refuse to do:

Hakan, Vega/Claw
Both have install effects such as oil and claw, so I will have to rip double the sprites and account for when the install is applied or not. If i attempted this I would lose interest mid-way, which is why Cody took long to complete because of the knife.

Yun, Yang, Oni, Evil Ryu
These characters don't have hitbox videos for frame by frame axis alignment. This is needed so that cancels work properly. Unless someone can procure those videos, then I won't do them.

Here are characters I'm considering and the reasoning:

Fei-Long - Rekkas are cool
Rose - soul satellite is cool
Balrog - headbutt to ultra is cool
Sagat - tiger

If you want to suggest something else, then go ahead, but you will probably need to provide reasoning to influence me. If this is not the right place to ask, then I can make an alternate thread in idea engineering.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.