The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Kamekaze on June 15, 2012, 01:06:54 am

Title: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Kamekaze on June 15, 2012, 01:06:54 am
So I've been getting asked what I'm doing next quite frequently as of late, so I've decided to compose this thread to answer those questions.
The following list is tentative and is not in any order but here goes:

What I'm actually working on is in bold
SFA Sheng Long
K-Birdie
Nega Adon
ABK electro soldat
ABK Sai

Code Name: "Akbot"
SS5 sp Rera
MvC3 Megaman
Custom Squall]
SF4 KFM
Jin Kazama
SFEX/K-Style Allen Snider
Battler
Ronove
Shizuo
Raditz
Squall
My version of squall features similar gameplay like my Captain falcon. However there are some very key changes that the vid above will show. In text form here's what they are:
-He does not have super jump, he can air jump to cover this
-He has a air dash
-His D is better explained in the vid as it's hard to talk about honestly.


Feel free to ask questions I guess. We'll see how this goes as I haven't made a wip thread in like 4 years lol.
Title: Re: The official Kamekaze wip thread
Post by: MDD on June 15, 2012, 01:12:37 am
Reject 254,
Kof13 Rugal with omega mode included
Kof13 Akuma
2 in 1: CVS,SFA Birdie
Nega Adon
HYPE.
Title: Re: The official Kamekaze wip thread
Post by: Jmorphman on June 15, 2012, 01:15:09 am
Kof13 Rugal with omega mode included
:D

Lp SRK - first hit will hit opponent whether they are grounded or in air
hp SRK - first hit will not hit falling enemies aka people who are hurt while falling
So wait both LP and HP Shoryuken hit more than once?
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 01:22:37 am

Lp SRK - first hit will hit opponent whether they are grounded or in air
hp SRK - first hit will not hit falling enemies aka people who are hurt while falling
So wait both LP and HP Shoryuken hit more than once?
[/quote]

lp and hp hit once. just the damage depends on whether ryu is on the ground or in the air aka the 2nd hit. The hp srk will only hit with the 2nd hit if p2 is in a fall state.
Title: Re: The official Kamekaze wip thread
Post by: Aldo on June 15, 2012, 01:23:31 am
So I've been getting asked what I'm doing next quite frequently as of late, so I've decided to compose this thread to answer those questions.
The following list is tentative and is not in any order but here goes:

What I'm actually working on is in bold
Reject 254,
Edward Trusdale remake(again),
Kof13 Rugal with omega mode included
kof13 Ryu
Kof13 Akuma
SFA Sheng Long
2 in 1: CVS,SFA Birdie
Nega Adon
ABK Adler

No more Marvel chars?! Doesn´t matter, that wip list makes me really hype :D but that Kof13 Rugal, Birdie and Nega Adon is what I look forward the most :D

Title: Re: The official Kamekaze wip thread
Post by: drewski90 on June 15, 2012, 01:25:39 am
even though there's not marvel vs characters on the list, i'm still hyped to see more kof13 custom characters such as ryu, akuma and rugal, btw someone is working on kof13 ryu with the kof13 sprites, but there's a difference ;)
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 01:48:56 am

No more Marvel chars?! Doesn´t matter, that wip list makes me really hype :D but that Kof13 Rugal, Birdie and Nega Adon is what I look forward the most :D
Forgot one.
Title: Re: The official Kamekaze wip thread
Post by: Dreams In Stardust on June 15, 2012, 02:04:01 am
Edward Trusdale? Reject 254?

Awwwww yeeah.


ALL ABOARD THE HYPE TRAIN
Title: Re: The official Kamekaze wip thread
Post by: drewski90 on June 15, 2012, 02:08:59 am
will reject 254 be ryu?
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 02:15:03 am
will reject 254 be ryu?
nope  ;D
Title: Re: The official Kamekaze wip thread
Post by: drewski90 on June 15, 2012, 02:16:39 am
anyways, good luck for future wips
Title: Re: The official Kamekaze wip thread
Post by: oraora? on June 15, 2012, 02:54:29 am
I would thought you would make some Dong Dong Never dies characters in one of your wip, much looking forward to the Violent Dong Dong and the boss mask character, anyway

kof13 Ryu
Kof13 Akuma
Now then as for Ryu, here's some of the things I have in store, although all hes missing atm is a neomax lol

command normals: overhead punch, hop kick  -resets outside of hd mode on air bourne enemies.
Specials: Hadouken(ex), tatsu(ex), srk(ex) can be hd canceled, donkey kick can be cancelled(ex is wall bounce)

Ex hadou is obviously shakunetsu, can be followed up with other moves if timing is right

Lp SRK - first hit will hit opponent whether they are grounded or in air
hp SRK - first hit will not hit falling enemies aka people who are hurt while falling
ex srk- two hits, works like lp srk in terms of how it hits.

Tatsus will not be able to follow up after as seen in corner combos on sf4, unless you use ex that is. Although if you drive/hd cancel right with it, it will go in your favor.

Donkey kick on counter hit will cause floor slide that cannot be followed up with. This is to give ryu space and get the opponent off of him.
lk DK is the only one that can be drive/hd cancelled out of.
Hk DK cannot be combo'd into unless specific conditions are met, cancelling into it will yield a damage penalty. The best way to hit with it is through baiting or juggling as there is no penalty for doing so. It also comes out slow so use with caution.
Ex is the obvious wall bounce we'd expect from any Ryu with EX moves.

Supers- Shinkuu Hadou, Shin SRK(ex)
lvl 2 Shin SRK has a easter egg.
Neo Max - Metsu SRK, the sfa version.
which sprite will you be using for your Ryu and Gouki? SNK vs Capcom Chaos?
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 03:06:02 am
yes I use snk sprites for them. It would be silly to use anything otherwise lol
Title: Re: The official Kamekaze wip thread
Post by: JudaiZX on June 15, 2012, 03:22:39 am
I'm really liking how that squall is going. and I'm hype for everything else there too :D
Title: Re: The official Kamekaze wip thread
Post by: ShiroTori on June 15, 2012, 05:08:19 am
I'm really liking what you have planned here. A lot of the characters listed have my attention, especially R. 254; I can't wait to see what's in store for him and who he'll be based off of.

Squall is looking fantastic too. No supers yet and he can already pull off some very hefty combos.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 06:54:11 am
I'm really liking what you have planned here. A lot of the characters listed have my attention, especially R. 254; I can't wait to see what's in store for him and who he'll be based off of.

Squall is looking fantastic too. No supers yet and he can already pull off some very hefty combos.

Squall has one now, I just haven't made a vid about it ._. I plan to tomorrow if all goes well.
Title: Re: The official Kamekaze wip thread
Post by: GOH on June 15, 2012, 12:34:14 pm
So CVS/SFA Birdie. Same system as your Guile? No Kamekaze-style I assume? :P
Title: Re: The official Kamekaze wip thread
Post by: AlexSin on June 15, 2012, 01:04:05 pm
Great Squall, it's really interesting you made "Draw" like a drain of MP, really creative in my opinion.
What other moves do you plan for him? Will he have his Renzokuken and Lionheart signatures?
What I don't get in the video is that kick in the ground when you did the combos, why does he get all red for an instant? :)
Title: Re: The official Kamekaze wip thread
Post by: I'm Agent Norman Jayden, FBI. on June 15, 2012, 02:31:53 pm
Whoaa... Okay... Just gimme a second to calm down....
Title: Re: The official Kamekaze wip thread
Post by: Hyogo on June 15, 2012, 03:16:39 pm
MvC3 Megaman
For the first time we could be getting a Megaman that isn't MvC2 styled or poorly made by IMT
Even if it's put as tentative, it honestly makes me happy that you might make a custom MvC3 styled Megaman

I mean not to break up from the other WIP ideas you've planned but this one kinda stuck out the most...to me IMO
Title: Re: The official Kamekaze wip thread
Post by: Cybaster on June 15, 2012, 03:53:45 pm
Loving the custom Squall. Good luck with all your WIPs.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 05:07:54 pm
Great Squall, it's really interesting you made "Draw" like a drain of MP, really creative in my opinion.
What other moves do you plan for him? Will he have his Renzokuken and Lionheart signatures?
What I don't get in the video is that kick in the ground when you did the combos, why does he get all red for an instant? :)

RC = Rapid cancel. Think Guilty Gear or *shudders* BlazBlue. It's the act of cancelling out of anything that isn't a super for the cost of meter as you could see if you looked at his powerbar
Title: Re: The official Kamekaze wip thread
Post by: MDD on June 15, 2012, 07:59:26 pm
Also Megaman is banned from MvC3. How dare you break the rules. Now the only way I will accept him is if you make play NOTHING like his MvC1-2 version.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 15, 2012, 10:00:01 pm
Also Megaman is banned from MvC3. How dare you break the rules. Now the only way I will accept him is if you make play NOTHING like his MvC1-2 version.

I'll meet you half way. but there are some things I must keep, like the slide and charge buster. Beyond that I'm going for something completely different
Title: Re: The official Kamekaze wip thread
Post by: Meldo on June 15, 2012, 11:11:37 pm
Is Reject 254 gonna be based on another Street Fighter charatcer or not? Please tell us.

Also Megaman is banned from MvC3. How dare you break the rules. Now the only way I will accept him is if you make play NOTHING like his MvC1-2 version.

So it's okay to have (fat) Megaman from SFxT play like in the source game but he can't be SSF4 styled? I am very disappointed. :( I personally think Fat Megaman is fucking hilarious even with his stupid bio saying that he digs up relics. oh shit am I derailing the thread? Shit sorry.
Anyways, hyped for your releases. Especially "SFA Sheng Long". Holy fuck you're gonna make a decent Sheng Long that beats all the other shitty Sheng Longs out there.
Title: Re: The official Kamekaze wip thread
Post by: MDD on June 15, 2012, 11:46:13 pm
Eh, that's good enough I guess.

And holy fuck I just noticed Sheng Long in the list as well. I mean seriously, HOLY FUCK.
Title: Re: The official Kamekaze wip thread
Post by: ShiroTori on June 16, 2012, 03:36:44 am
It'll be great seeing Kamekaze bring about what N64Mario attempted long ago.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 16, 2012, 04:48:36 pm
Is Reject 254 gonna be based on another Street Fighter charatcer or not? Please tell us.

No.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 16, 2012, 10:02:48 pm
Alright today I'm going to talk about one of my most hated(even by me) works. Edward Trusdale, as any of you from the year 2006-2007 know, I gave him a bunch of moves from various characters and even crafted a story about why he had them. It was bad and he was bad, then a year or so later I remade him with a new playstyle.....which also sucked horribly. So now I'm sure some of you who remember him are probably asking "What can you possibly do to salvage him now?" Well to give an idea I will be giving him the same system as falcon and squall. Although right now I'm stuck between giving him a super jump or just two jumps and a air dash as either one could be easily done.

As far as his moveset goes, honestly I feel that if I can't show it there's no real point in discussing it.

Next up is my mysterious wip Reject 254, I'm sure you all want to know what I've got in store so I'll come right out with it. He will play very loosely to a 3d fighter of sorts. I want to go for tekken, but I may end up settling on virtua fighter. Either way I want to code a system similar to the two. Of course one has 3 buttons and the other has 4.

I'll go more in depth with stuff later on today
Title: Re: The official Kamekaze wip thread
Post by: GOH on June 16, 2012, 11:13:37 pm
TEKKEN

KAMEKAZE

YES

 :flipout:
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 17, 2012, 10:52:08 pm
Ok so today I'll be discussing one of my more ambitious wips, SFA Sheng Long. For starters let me declare I consider Sheng Long and Gouken to be two different people. I say this because Gouken is well established as his own character ala capcom and I have no intent of copying it. So when I found a sprite sheet of him (GM spectre), I knew I had to make something special. However, the sprites were not exactly up to quality and I needed them worked on. Luckily I had a friend who agreed to do this for free, but the downside is that its almost been a year since I had him do this. The good news is he's almost done.

So with that asside the next thing people probably want to know is, how will he play? Well I have a few ideas as I pretty much mapped his moveset out months ago. I'll talk more about that later. For now here's a Ryu wip vid of sorts.

http://www.youtube.com/watch?v=zSkcT2tYdCUp
Title: Re: The official Kamekaze wip thread
Post by: Meldo on June 17, 2012, 10:59:35 pm
Why does Ryu have an edited Jotaro icon? Sure you don't want to use one of the SvC icons?
Title: Re: The official Kamekaze wip thread
Post by: MightyKombat on June 17, 2012, 11:02:52 pm
I remember Z Saber User's Ryu having that portrait so Kame's basing his Ryu off of that. Just a guess.

[size=2pt]also I will be very sad if you don't retain his hondadoken[/size]
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 17, 2012, 11:12:56 pm
Why does Ryu have an edited Jotaro icon? Sure you don't want to use one of the SvC icons?

I forgot to change it, but yeah that is the .sff I'm using. Also all honda related stuff was removed as all I used were the sprites.
Title: Re: The official Kamekaze wip thread
Post by: MightyKombat on June 17, 2012, 11:23:53 pm
Shame. Ahw ell what can you do. Good luck with the wip and all that.

Also will his Neomax change to SHin depending on distance or whatever like in Alpha 3? I remember that happening once.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 17, 2012, 11:25:49 pm
Shame. Ahw ell what can you do. Good luck with the wip and all that.

Also will his Neomax change to SHin depending on distance or whatever like in Alpha 3? I remember that happening once.

no they are separate, I just didn't get to show off SSRK in the vid.
Title: Re: The official Kamekaze wip thread
Post by: MightyKombat on June 17, 2012, 11:31:42 pm
Oh yeah I forgot to read that bit.

Also that easter egg sounds fun. I'm gonna say its Sagat related but I'm probably wrong.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 17, 2012, 11:33:07 pm
Oh yeah I forgot to read that bit.

Also that easter egg sounds fun. I'm gonna say its Sagat related but I'm probably wrong.
Nah it's more like a tribute to Reu
Title: Re: The official Kamekaze wip thread
Post by: MightyKombat on June 17, 2012, 11:39:11 pm
I see. Sounds interesting.

Good luck y'all.
Title: Re: The official Kamekaze wip thread
Post by: Marzord on June 17, 2012, 11:48:00 pm
Wow you got a lot of characters in the pipeline! I wish there was more MvC characters but anything from you is always great.
Title: Re: The official Kamekaze wip thread
Post by: Jmorphman on June 18, 2012, 01:28:31 am
The NEOMAX finish seems weird to me; I feel like it would make more sense to have the super finish background show up as soon as the final hit happens. Also shouldn't the background be the NEOMAN finish and not the regular super finish background?

and what was that beeping sound???
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 01:45:08 am
The NEOMAX finish seems weird to me; I feel like it would make more sense to have the super finish background show up as soon as the final hit happens. Also shouldn't the background be the NEOMAN finish and not the regular super finish background?

and what was that beeping sound???
-The final hit was when he hit the ground
-I dont have the neomax finish bg, if someone can point out where I can get it that would be great
-Trillian.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 07:56:20 am
(http://i6.photobucket.com/albums/y217/DarklordMf/mugen008.png)

I'll just leave this here before I go to sleep.  :ninja:
Title: Re: The official Kamekaze wip thread
Post by: Cybaster on June 18, 2012, 08:03:17 am
:ninja:

Also, he should stay in his winpose at the end of SSRK, instead of doing it twice. But I'm sure this was planned.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 08:09:22 am
:ninja:

Also, he should stay in his winpose at the end of SSRK, instead of doing it twice. But I'm sure this was planned.

well kof isn't exactly known for doing that, so what I may end up doing is just omitting it as a winpose to be chosen if you do that super.
Title: Re: The official Kamekaze wip thread
Post by: Jmorphman on June 18, 2012, 06:13:21 pm
In XIII if you finish with a NEOMAX several characters will not even transition to a winpose. Off the top of my head I can only remember K' and Ralph doing this but I know more people do this.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 06:32:07 pm
In XIII if you finish with a NEOMAX several characters will not even transition to a winpose. Off the top of my head I can only remember K' and Ralph doing this but I know more people do this.
if it was the last character they wont as the screen will just fade to white. otherwise they do go to win pose after any thing really.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 06:38:13 pm
Ryu vs Krauser redux. Because I could win if I wanted to......now stop making fun of me D:
Title: Re: The official Kamekaze wip thread
Post by: Jmorphman on June 18, 2012, 06:38:52 pm
if it was the last character they wont as the screen will just fade to white. otherwise they do go to win pose after any thing really.
No, they don't go to their winpose after a NEOMAX finish.

I played XIII yesterday, I saw it then. :P
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 06:53:01 pm
So you watched the whole thing without pressing anything to skip it? I would boot up my copy but it's packed up for the tourny I'm going to later.
Title: Re: The official Kamekaze wip thread
Post by: Jmorphman on June 18, 2012, 06:56:18 pm
So you watched the whole thing without pressing anything to skip it?
Yeah.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 07:51:04 pm
Well I can't argue with that lol
Title: Re: The official Kamekaze wip thread
Post by: rednavi -RETIRED on June 18, 2012, 09:20:22 pm
yes, they don't change their animation. The ones I know who have that feature are K', Andy, Ralf and Shen Woo. You should add that to your Ryu as well.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 18, 2012, 09:39:40 pm
yes, they don't change their animation. The ones I know who have that feature are K', Andy, Ralf and Shen Woo. You should add that to your Ryu as well.
did it earlier.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 19, 2012, 11:03:56 pm
http://www.youtube.com/watch?v=bDSgFTA6nHw Ryu's AI done.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 21, 2012, 01:25:31 am
Alright so as you know I am making a mvc3 megaman. However there is something that requires more than just my opinion and that is what robot power should megaman be able to equip, my goal is about 10. So what I want you to do is tell me what power from what robot master he should have, and what it would do. Don't think of this as me being lazy, just that since a lot of people clamored for him and he never came to be, I'd like to make sure any attempt in mugen is done for the fans by the fans. And unlike capcom I will actually release this and not say "cancelled due to lack of obvious support".
Title: Re: The official Kamekaze wip thread
Post by: Orochi Gill on June 21, 2012, 01:28:31 am
You have to add Metalman's Metal Blade.

Basically hold a direction immediately after doing the move and the projectile will go in that direction. Preferably jumping would not be possible when doing this move, so aiming upwards does not cause a jump.
Title: Re: The official Kamekaze wip thread
Post by: MDD on June 21, 2012, 01:41:14 am
Shademan's Noise Crush. Make it aimable and have it do one of the following:
1. If hit hits them, have it bounce off the wall/floor only once
2. If it hits the opponent, make it cause a wall bounce
3. CHARGE THAT MOTHERFUCKER UP AND JUST HAVE THAT SHIT RICOCHET WILDLY EVERYWHERE FOR A FEW SECONDS

I'll have better ones later. I swear.
Title: Re: The official Kamekaze wip thread
Post by: Do not even ask on June 21, 2012, 01:53:41 am
MMnB Astro Man's Copy Vision:
Having it act like the source would be far too overpowered since it would completely shut down the ground or the air, so rather than that have it act like a counter special, where Megaman moves behind/above/further from the opponent ala Juri's Kasatushi or Shadow Dio's Scales of Horror

Gravity Man's Gravity Hold:
MAKE THOSE FUCKERS FLY SKY FUCKING HIGH
HIDDEN TEXT HERE==>I don't know. I'll come up with SOMETHING later.
Title: Re: The official Kamekaze wip thread
Post by: Kamekaze on June 21, 2012, 01:55:51 am
MMnB Astro Man's Copy Vision:
Having it act like the source would be far too overpowered since it would completely shut down the ground or the air, so rather than that have it act like a counter special, where Megaman moves behind/above/further from the opponent ala Juri's Kasatushi or Shadow Dio's Scales of Horror

Gravity Man's Gravity Hold:
MAKE THOSE FUCKERS FLY SKY FUCKING HIGH
  highlight->  HIDDEN TEXT HERE==>I don't know. I'll come up with SOMETHING later.

I could make it super, I'm not opposed to making certain moves super only.
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: XANDERAC on June 21, 2012, 02:02:55 am
Spoiler, click to toggle visibilty

Hmm...I'm kinda curious, would it be better if you generally selected only 1 from each game? Considering there are so many....and this way you could get a fair bit of variety too :)
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: TTTTTsd on June 21, 2012, 02:07:05 am
Alright, pardon me but. Tengu man's weapon, not that goofy tornado hold, the real man's Tengu man weapon, the Tengu blade. In source, this had a unique ark and special properties, such as wallbounce IIRC(Megaman and Bass). Integration here, as far as I can think, would be an angular shot that would bounce in various arks depending on input, and would only bounce a total of 1 time. Oh, and slash man's slash claw. This one is self explanatory, it'd be very useful due to it's range, and the properties you could give it, wall bounce, etc.
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: Kamekaze on June 21, 2012, 02:09:44 am
Spoiler, click to toggle visibilty

Hmm...I'm kinda curious, would it be better if you generally selected only 1 from each game? Considering there are so many....and this way you could get a fair bit of variety too :)
Ideally I want one move from each megaman game. However if that does not work out I may use 2-3 from the same game. I just need about 10 total.
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: XANDERAC on June 21, 2012, 06:08:52 am
Hmm, depending on how long you have until you start adding the work, maybe do a poll based on the robot masters of each game, every few days, to see who comes up on top in each game.
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: Kamekaze on June 22, 2012, 01:11:38 am
Hmm, depending on how long you have until you start adding the work, maybe do a poll based on the robot masters of each game, every few days, to see who comes up on top in each game.

Well the goal was to get enough ideas here and then come up with a poll if the suggestions exceed 10
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: XANDERAC on June 22, 2012, 02:14:32 am
Spoiler, click to toggle visibilty

Well I guess if I had to pick..

Megaman 1 - Gutsman - boulder toss, breaks into smaller pieces after impact on wall/floor more damage if hits before
Megaman 2 - Airman - non-damaging gust of wind to push back opponent/or tornado that temporarily traps opponent
Megaman 3 - Geminiman - super/timed special which behaves like Morrigan's Darkness Illusion in MVC3
Megaman 4 - Pharaohman - shoots bandages, behaves like spiderman's Web-Ball
Megaman 5 - WaveMan - Makes water rise underneath opponent, maybe with different ranges, or tracking of opponent
Megaman 6 - Yamatoman - Spins weapon, works to deflect projectiles, or shoot 3 projectiles as in original game
Megaman 7 - Shademan - shoots soundwave attack, bounces back and forth off the wall a few times *as in original game*
Megaman 8 - Swordman - Sword slash attack, shoots firewave *as in original game* but does more damage if blade hits
Megaman 9 - Jewelman - Jewel Shield/aka Jewel Satellite creates a barrier same properties as Leaf Shield essentially
Megaman 10 - Solar Man - Shoots balls of energy that explode into energy waves

Hopefully this helps a bit, or gives you some ideas at least.
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: Seadragon77 on June 22, 2012, 03:31:25 am
Well, I have some ideas:

-Iceman (Ice Slasher: Projectile attack that can freeze opponent in place)
-Crashman (Crash Bomber: This move has three different properties - A projectile that has anti-air and [in midair] anti-ground properties. Plus, if used in close range, it can act like a special throw)
-Magnetman (Magnet Missile: Used like Scorpion's Spear to drag in opponents)
-Ringman (Ring Boomerang: Self explanitory)
-Chargeman (Charge Kick: Powerful multi hit version of his sliding attack)
-Flameman (Flame Pillar: Self-explanitory)
-Slashman (Slash Claw: Close range attack)
-Swordman (Fire Sword: Another close range attack, this time with flames)
-Tornadoman (Tornado Lift: Think Mega Man meets Ermac's Telekenetic Lift)
-Strikeman (Rebound Striker: Projectile attack that can bounce off walls)
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: Kamekaze on June 22, 2012, 05:16:37 am
now we're cooking with fire! keep em coming people!
Title: Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
Post by: XANDERAC on June 22, 2012, 05:51:39 am
Definitely helps to avoid using attacks that share elemental properties, I tried to avoid them in the list I put together

@Seadragon Very nice list also ;)
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 25, 2012, 11:40:26 pm
With ryu being released today, naturally Akuma/Gouki comes next. So what this is is basically me saying I've officially started on him today.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Cybaster on June 25, 2012, 11:49:12 pm
Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: MDD on June 26, 2012, 12:00:11 am
IIRC Ryu was because he was "easy enough" or something like that. Plus it's Ryu. Why not start out with him?
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Cybaster on June 26, 2012, 12:06:08 am
Because he's a skilled creator who's already created several shotoclones (R253, MVC Ryu, MVC Dan, MVC Gouki, DongDong Ken, Shotoborg), so you'd think he'd choose something more challenging and original. ;P
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Jmorphman on June 26, 2012, 12:11:29 am
Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.
That's a stupid question.

Not everyone finds shotos boring and being pointless to work on.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Cybaster on June 26, 2012, 12:28:39 am
I never said that it was pointless. We wouldn't have so many of them otherwise. Hey, my first character was a Ryu.
But once you've done one, you've done 10, unless you start adding weird or original stuff.

But whatever, I'm not here to "win" or something.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Duos.act on June 26, 2012, 12:37:55 am
You call shotos boring and you make DBZ characters?   :llama:
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Cybaster on June 26, 2012, 12:40:42 am
:haw:
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 26, 2012, 01:20:59 am
Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.

Short answer: because me and vans thought it up

Long answer: What better base for future XIII chars than ryu? His moveset can be expanded and edited upon to match most chars in existance. Ryu is basically my dummy character in which I will start new ones off of from this point forward.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 27, 2012, 04:31:35 am
If it's bold it means it's up for debate otherwise here's the run down for Akuma vs Shin Akuma:

General:
They will have mostly different standing normals
SGS will be a lvl 2 only super

Akuma:
has better spacing and set ups
Ex Hadou does not knock down
Ex Shakunetsu comes out slightly slower than regular hadou ken
Regular zankuu hadouken acts as like it does in sf4
EX zankuu hadou does not make him stop mid air
EX tatsu is a mini messatsu gou rasen
LK tatsu is only one hit
EX srk comes out in 3 frames, all others comes out in 5
srk's have less recovery
Has Kongou Kokuretsuzan as neo max
has Hyakki Shuu
tatsu cannot be drive canceled unless in air
can link srk after hop kick

Shin:
Overall is meant to be more upclose and rushdown heavy
Ex hadouken comes out about 4 frames faster
EX shakunetsu is a mini messatsu gou hadou
Ex tatsu is similar to ryu's
Zankuu hadou acts as it did in cvs/svc
obviously he shoots two zankuu's
EX zankuu is a mini tenma gou zankuu that hits 3 times
LK tatsu is two hits (knee then kick)
tatsu can be cancelled on air and ground
does not have Hyakki Shuu
Does not have a sweep, has "crouching mid kick" as regular crouching hk
can cancel hop kick
regular srk's come out in 3 frames but have more recovery
EX srk has less recovery, basically regular akuma's recovery
Dive kick is faster
Neomax is Misogi
more to come.....
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Meldo on June 27, 2012, 07:18:16 am
You certainly have some good concepts right here. Hope to see him in action soon.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Orochi Gill on June 27, 2012, 07:19:45 am
Make someone that matters. Like Blanka.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: MDD on June 27, 2012, 07:24:30 am
Gill stop requesting characters. and LOL BLANKA. NICE JOKE.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: TTTTTsd on June 27, 2012, 07:39:12 am
Make someone that matters. Like Blanka.
Make a post that matters  ;P. Also Blanka would be worse.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: GOH on June 27, 2012, 10:47:49 am
Make someone that matters. Like Blanka.
hahahahahahaha
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Meldo on June 27, 2012, 05:15:19 pm
Blanka sucks. Cody is better.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 30, 2012, 01:25:29 am
(http://i6.photobucket.com/albums/y217/DarklordMf/_1001-0.png) eeeeeeeeeeeehhhhh yeah I'm just gonna change hadouken effects all together. There's no saving these things.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 30, 2012, 05:05:55 pm
(http://i6.photobucket.com/albums/y217/DarklordMf/_3202-3.png) more stuff...... I'll actually have some gameplay up hopefully today
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on June 30, 2012, 05:13:24 pm
If it's bold it means it's up for debate otherwise here's the run down for Akuma vs Shin Akuma:

General:
They will have mostly different standing normals
SGS will be a lvl 2 only super

Akuma:
has better spacing and set ups
Ex Hadou does not knock down
Ex Shakunetsu comes out slightly slower than regular hadou ken
Regular zankuu hadouken acts as like it does in sf4
EX zankuu hadou does not make him stop mid air
EX tatsu is a mini messatsu gou rasen
LK tatsu is only one hit
EX srk comes out in 3 frames, all others comes out in 5
srk's have less recovery
Has Kongou Kokuretsuzan as neo max
has Hyakki Shuu
tatsu cannot be drive canceled unless in air
can link srk after hop kick

Shin:
Overall is meant to be more upclose and rushdown heavy
Ex hadouken comes out about 4 frames faster
EX shakunetsu is a mini messatsu gou hadou
Ex tatsu is similar to ryu's
Zankuu hadou acts as it did in cvs/svc
obviously he shoots two zankuu's
EX zankuu is a mini tenma gou zankuu that hits 3 times
LK tatsu is two hits (knee then kick)
tatsu can be cancelled on air and ground
does not have Hyakki Shuu
Does not have a sweep, has "crouching mid kick" as regular crouching hk
can cancel hop kick
regular srk's come out in 3 frames but have more recovery
EX srk has less recovery, basically regular akuma's recovery
Dive kick is faster
Neomax is Misogi
more to come.....
Oh right here's some more stuff

Akuma:
MGS(srk super) lvl 1 will be similar to its sfa incarnation
lvl 2 will be similar to its sf3 incarnation

Shin akuma: lvl 1 will be similar to its cvs incarnation
lvl 2 will be similar to Evil Ken by reu or will be based on sf4 evil ryu
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on July 01, 2012, 03:20:40 am
Wip video?

Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: oraora? on July 01, 2012, 04:50:37 am
Seems like a joke Gouki in SNK style that can challenge Pots's Rare Akuma and Bkun's Shin Gouki from that video :P
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on July 04, 2012, 03:28:30 am
Slightly updated stuff

If it's bold it means it's up for debate otherwise here's the run down for Akuma vs Shin Akuma:

General:
They will have mostly different standing normals
SGS will be a lvl 2 only super
srks have same recovery and start up for both

Akuma:
has better spacing and set ups
Ex Hadou does not knock down
Ex Shakunetsu comes out slightly slower than regular hadou ken
Regular zankuu hadouken acts as like it does in sf4
EX zankuu hadou does not make him stop mid air
EX tatsu is a mini messatsu gou rasen
LK tatsu is only one hit
Has Kongou Kokuretsuzan as neo max
has Hyakki Shuu
tatsu cannot be drive canceled unless in air
can link srk after hop kick
MGS(srk super) lvl 1 will be similar to its sfa incarnation
lvl 2 will be similar to its sf3 incarnation

Shin:
Overall is meant to be more upclose and rushdown heavy
Ex hadouken comes out about 4 frames faster
EX shakunetsu is a mini messatsu gou hadou
Ex tatsu is similar to ryu's
Zankuu hadou acts as it did in cvs/svc
obviously he shoots two zankuu's
EX zankuu is a mini tenma gou zankuu that hits 3 times
LK tatsu is two hits (knee then kick)
tatsu can be cancelled on air and ground
does not have Hyakki Shuu
Does not have a sweep, has "crouching mid kick" as regular crouching hk
can cancel hop kick
Dive kick is faster
Neomax is Misogi
 lvl 1 will be similar to its cvs incarnation
lvl 2 will be similar to Evil Ken by reu or will be based on sf4 evil ryu
more to come.....

Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on July 07, 2012, 09:57:42 am
I don't know about you but that svc kanji super finish effect always looked terrible due to low quality. So, me being the person I am decided to spruce up the whole thing. Here's a teaser.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: MightyKombat on July 07, 2012, 01:02:32 pm
Looks great.

But what's that little white squiggly there?
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on July 07, 2012, 04:28:08 pm
that's literally the transparency
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Ryon on July 07, 2012, 04:41:51 pm
(http://i6.photobucket.com/albums/y217/DarklordMf/_1001-0.png) eeeeeeeeeeeehhhhh yeah I'm just gonna change hadouken effects all together. There's no saving these things.

there really isnt, which is why i gave up on them to.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Chatman on July 08, 2012, 04:03:08 am
That kanji effect is super nice.  :)
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
Post by: Kamekaze on July 10, 2012, 03:15:52 am
(http://i6.photobucket.com/albums/y217/DarklordMf/_1001-0.png) eeeeeeeeeeeehhhhh yeah I'm just gonna change hadouken effects all together. There's no saving these things.

there really isnt, which is why i gave up on them to.

I decided to hang on to them for regular akuma lol
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: Kamekaze on July 10, 2012, 11:35:12 pm


Well here's what we got people.....
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: XANDERAC on July 11, 2012, 05:29:16 am
Very nice! Do you have a palette template ready yet?
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: Kamekaze on July 11, 2012, 07:04:23 am
Very nice! Do you have a palette template ready yet?
at the moment no, but I will say this. His fx is not shared on his palettes.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: Cybaster on July 11, 2012, 08:55:31 am
Very nice. :)
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: XANDERAC on July 11, 2012, 02:05:02 pm
Even if the FX aren't shared that's fine, either way this does look really great
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT WIP VIDEO
Post by: Knuckles8864 on July 11, 2012, 10:32:01 pm
Very nice presentation, Kame. Keep up the good work. :)
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Kamekaze on July 16, 2012, 01:28:25 am


Not quite done yet, possibly tomorrow I'll be ready to release him
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Jmorphman on July 16, 2012, 02:12:37 am
Having the super finish play after the SGS kanji finish feels weird to me. :-\
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: 2OS on July 16, 2012, 02:48:41 am
that's probably unintended.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Kamekaze on July 16, 2012, 03:57:17 am
Having the super finish play after the SGS kanji finish feels weird to me. :-\
Well think of it like how sf3 does it with the fire background and then the ko. That was the idea.
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Jmorphman on July 16, 2012, 04:14:09 am
SFIII doesn't do that. :P

OK fine I only checked 3rd Strike but what more do you want
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: 2OS on July 16, 2012, 04:39:17 am
i don't like whoring my own stuff but (http://fc09.deviantart.net/fs71/f/2012/192/3/e/ten_v2_by_deuceovspadez-d56vtds.gif)
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Joulz on July 16, 2012, 06:38:36 am
yes, exactly the effect i was thinking should be used here!
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Kamekaze on July 16, 2012, 08:27:11 am
i don't like whoring my own stuff but (http://fc09.deviantart.net/fs71/f/2012/192/3/e/ten_v2_by_deuceovspadez-d56vtds.gif)
thats a little too flashy for me sorreh
Title: Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki WE GOT AI TEST VIDEO
Post by: Meldo on July 16, 2012, 05:35:26 pm
i don't like whoring my own stuff but (http://fc09.deviantart.net/fs71/f/2012/192/3/e/ten_v2_by_deuceovspadez-d56vtds.gif)

That looks amazing, 2OS! :)
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on July 18, 2012, 08:57:43 pm
Keeping it moving, I'm going to do 2 characters at once for the first time in 3 years. This will either be a great feat or the one that kills me ._.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Big Dick on July 18, 2012, 10:26:06 pm
Looking forward to seeing Jin's Classic rugal sprites put to good use.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Marzord on July 18, 2012, 10:34:07 pm
Keeping it moving, I'm going to do 2 characters at once for the first time in 3 years. This will either be a great feat or the one that kills me ._.

I think it will be a great feat! ;)
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on July 19, 2012, 03:49:10 am
You're doing a KOF13 Rugal? *choir music* WE'RE NOT WORTHY! WE'RE NOT WORTHY!  o_O Also, I have a few suggestions for drive cancelling when you start working on the special attacks. I was thinking God Press would drive cancel just as he slams them against the wall. I looked at how your Krauser drive cancels out of his Leg Tomahawk and thought he should also drive cancel just as he reaches the ground. Once I think of more ideas, I'll post again. Hope this helps!  ;D
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on July 31, 2012, 07:36:16 pm
i have not forgotten about this thread, although I did take a brief break as I so often do so that I can refresh my interest. I've pretty much got classic rugal finish and I'm starting on omega mode today as well. Expect a vid some time today
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Jmorphman on July 31, 2012, 07:38:54 pm
What moveset does Omega Rugal have? Is it 98 or 2002?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on July 31, 2012, 07:44:43 pm
If anything, I hope it's a mix of the two kinda like how Elphizo's Rugal's Omega mode worked. I'm curious how the drive canceling works on your Rugal. Mostly I'm curious to see if I guessed right on what his cancel times will be. Only time will tell...  :sugoi:

Edit: Now that I messed with Elphizo's Rugal more, its Omega mode was more 98-styled with the four-hit Genocide Cutter and Beads Destructor thrown in. I honestly hope it will be like that.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on July 31, 2012, 08:11:59 pm
What moveset does Omega Rugal have? Is it 98 or 2002?

98. Since the theme of kof13 is everyone going back to their earliest movesets(mostly you get what I mean)
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on July 31, 2012, 08:17:04 pm
98, eh? Oh well, I hope you at least manage to put in his Beads Destructor, the juggling will be immense fun! Aside from that, any word on the Drive Canceling? What moves can and can't?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on July 31, 2012, 09:48:31 pm
Classic Rugal:
Classic sprite rugal does most of his work on the ground as his normal chains will indicate.

Cancel-able normals:
c.B > c.B or s.B or c.A or s.A
c.A > s.A or s.B or c.A or any special or super
close s.A > f+B
any s.B > f+B
c.C(both active frames) > f+B or any special or super
close s.D > f+B or any special or super
f+B > any special or super

Drive cancels
Genocide cutter (B): First frame

Super cancels:
Reppuken
Kaiser Wave
Gigantic Press
Dark Barrier(must cancel immediately after it comes out)

Max Cancel:
Gigantic Pressure


Omega Rugal:
Cancel-able normals:
c.B > c.B or s.B or c.A or s.A
c.A > s.A or s.B or c.A or any special or super
close s.A > f+B
any s.B > f+B
c.C(both active frames) > f+B or any special or super
close s.D > f+B or any special or super
f+B > any special or super

Drive cancels
Genocide cutter (B): First frame
Genocide Cutter (D): all active frames. but only into air fireball
EX Genocide Cutter: First Frame for ground moves, all other for air

Super cancels:
Dark Barrier(must cancel immediately after it comes out)
Gravity Smash(before projectile part)
EX gravity smash (before projectile part)

Max Cancel:
Gigantic Pressure
Destruction Omega(before ending hits)

Current Rugal(suit)
Unlike his classic counterpart his ground game is Beverly limited, to make up for this he has very prominent juggles, and while the most damaging needs Drive he is still
very much a force to be reckoned with

Cancel-able normals:
c.B > or c.A or s.B or s.A
c.A > s.A or s.B  or any special or super
close s.A >any special or super
any s.B >any special or super
c.C(both active frames) > any special or super
close s.D > any special or super


Drive cancels
Genocide cutter (B): First frame ground second air cancel
Genocide Cutter(other versions): air cancel only
Beast Destruction(all versions)

Super cancels:
Reppuken
Kaiser Wave
Gigantic Press
Dark Barrier(must cancel immediately after it comes out)
Beast Destruction(all versions)

Max Cancel:
Gigantic Pressure
Genocide Haven

God Rugal

Cancel-able normals:
c.B > or c.A or s.B or s.A
c.A > s.A or s.B  or any special or super
close s.A >any special or super
any s.B >any special or super
c.C(both active frames) > any special or super
close s.D > any special or super


Drive cancels
Genocide cutter (B): First frame ground second air cancel
Genocide Cutter(other versions): air cancel only


Super cancels:
Reppuken
Kaiser Wave
Gigantic Press

Max Cancel:
Gigantic Pressure
Genocide Haven
Shun Goku Satsu

More to come, There may be some moves missing here or there but it will be updated as I make progress
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on July 31, 2012, 10:16:27 pm
Wow, four modes. Also, SGS can max cancel? Forgive my ignorance, but why is it Rugal can do that while your Akuma (as far as I can tell) can't max cancel during his SGS? Also, are you going to make his SGS only hit outside of combos, or will you be able to cancel into it? I'm looking forward to seeing what you come up with, Kame. Keep up the good work!
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Jmorphman on July 31, 2012, 10:22:34 pm
Beast Destruction? Is that a more accurate translation of "Beads Destruction"?

it does make more sense
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on July 31, 2012, 11:03:07 pm
Wow, four modes. Also, SGS can max cancel? Forgive my ignorance, but why is it Rugal can do that while your Akuma (as far as I can tell) can't max cancel during his SGS? Also, are you going to make his SGS only hit outside of combos, or will you be able to cancel into it? I'm looking forward to seeing what you come up with, Kame. Keep up the good work!

Because God rugal is not akuma :P. That and it works for him since his neomax is a grab as well.

Beast Destruction? Is that a more accurate translation of "Beads Destruction"?

it does make more sense

Yeah
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on July 31, 2012, 11:06:49 pm
Wait, you're saying Akuma CAN max cancel out of his SGS? I'm gonna have to mess with him a bit more. Also, any word on making your hadoukens projectiles so they don't glow in HD mode? That kinda bugs me.  :-\

Edit: Unless I'm really dense, Rugal can't combo into SGS either. Correct?
Edit 2: Yeah, I read that wrong. Tried Max canceling, failed miserably.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 01, 2012, 04:29:49 am
Wait, you're saying Akuma CAN max cancel out of his SGS? I'm gonna have to mess with him a bit more. Also, any word on making your hadoukens projectiles so they don't glow in HD mode? That kinda bugs me.  :-\

Edit: Unless I'm really dense, Rugal can't combo into SGS either. Correct?
Edit 2: Yeah, I read that wrong. Tried Max canceling, failed miserably.

Akuma can't Rugal can. And as far as that goes I have a working system to address this (thank you VANS) however applying this to anyone besides rugal will not be instant.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 03, 2012, 01:00:48 am
Hm, I'm curious about something. Maybe you could have a list of differences between modes like what you did with your Akuma? I want to know what mode suits me most. I honestly do kind of think he should be able to drive cancel out of more than just his genocide cutter, though (not counting Beads Destruction, I thought you'd be able to freely juggle out of that).
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 03, 2012, 07:33:14 am
Hm, I'm curious about something. Maybe you could have a list of differences between modes like what you did with your Akuma? I want to know what mode suits me most. I honestly do kind of think he should be able to drive cancel out of more than just his genocide cutter, though (not counting Beads Destruction, I thought you'd be able to freely juggle out of that).

Classic rugal makes up for it with his ability to string so many normals before even going that far. likewise for omega, current rugal will have the majority of DC's its basically my way of showing how rugal changed over time
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 03, 2012, 10:20:24 am
Ah, I kinda figured it was something like that. So Classic Rugal's normals will have very few frames during recovery or he'll be able to chain them?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 12, 2012, 07:50:09 am
Classic rugal can string together normals ala kof98um. Playing it will give you a good idea of what to expect. Anyway today I decided to update one of my previous blunders. Mr Belmont Trusdale. What I've done is since he was a mesh of vs series things before, I've expanded on that and gave him a few things from all of vs games. Keeping balance in mind as you could imagine was rather difficult so to compensate for this his damage output is really low unless you can pull of his lovely new combos. I want to make a vid showcasing this but nothing is promised at the moment.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 12, 2012, 08:07:22 am
Sadly, I've no access to 98 UM, so I'll have to play your Rugal when it comes out to get an idea. Also, are you using the sprites from Jin's Rugal from all the modes or just Current/God Rugal? I've recently picked him up and I'm starting to look forward to your Rugal more. I still think that your Rugal should be able to at least drive cancel out of God Press or something. One move for canceling just seems... limited. Of course, your character, your decision. Also, you're updating Edward? I've tried downloading him before, but the SND was corrupt, so I'll have to look forward to your update. Also, any word on Belmont? I had him for a while, but got rid of him. His AI kept whooping me.  --;
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 12, 2012, 09:01:33 pm
I'm releasing 2 rugals, one with jin sprites and another with classic kof sprites. And yes Edward is to be updated too but nothing is concrete on him yet. As for Belmont I'll be hopefully revealing more stuff as the day progresses
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: drewski90 on August 12, 2012, 09:19:26 pm
but will it be 2 separate folders or 2 def files in one folder?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 12, 2012, 09:24:50 pm
2 folders
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 12, 2012, 09:37:45 pm
Ah, I thought you'd go the Don Drago route and make a 4-in-1 character. Also, will they be released separately or together?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: drewski90 on August 12, 2012, 09:44:43 pm
Ah, I thought you'd go the Don Drago route and make a 4-in-1 character. Also, will they be released separately or together?

he said 2 folders, so seperately
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 12, 2012, 09:45:58 pm
I meant would they both be downloaded from the same slot or individually. I'll guess at the same time.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 27, 2012, 04:34:44 am


I'm sorry for the long delay but as you can see I'm pretty much done here.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 27, 2012, 04:46:47 am
Ok, first off: OH MY GOD THE NEOMAXES LOOK AMAZING! It's nice to see you're getting this done, even after the huge delay. Any word on Current/God Rugal? I'm guessing they're gonna have a WIP video later on. I'm seriously looking forward to your release of either and/or both Rugals. Also: I love the lack of cutting out your failed combo. It helps me realize the AI isn't doing it. I dunno why that's a good thing, it's probably because I just love/hate fighting your AI. I wonder if you're going to have the AI do HD combos like your Akuma did. Speaking of which, are you going to update Ryu and Krauser with any HD combos? That would be awesome.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 27, 2012, 05:24:59 am
Fun fact about Omega rugals neo max, the first part (the grab) heals him as it drains you, it is also subjected to scaling though. now this seem's cheap, and it is because omega is a boss and no boss is complete without a complete bullshit move
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 27, 2012, 05:34:50 am
Hah, too true. I'm pretty sure Neomaxes never scaled below 50% damage. I always like bosses I face to have some sort of cheap move or something. Either that or they should have omniscient AI like Seth in SSF4. I feel like I'm the only person who doesn't hate him. Still, any word on Current/God Rugal?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 27, 2012, 05:36:48 am
I haven't had the chance to start current rugal
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 27, 2012, 05:38:38 am
Ah, ok. You'll be releasing them separately, eh? Oh well. I can hold off on you releasing Current Rugal. Quality requires dedication ;)
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: ViBeZ on August 27, 2012, 06:39:13 am
Hello Kamekaze MvC3 Megaman huh? how many specials will he have ? what will his lv3 ultimate be like huh?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 27, 2012, 06:49:35 am
Hello Kamekaze MvC3 Megaman huh? how many specials will he have ? what will his lv3 ultimate be like huh?

Lol, he's not working on that one yet. I doubt you'd get a final answer on that.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on August 27, 2012, 07:15:54 am
Hello Kamekaze MvC3 Megaman huh? how many specials will he have ? what will his lv3 ultimate be like huh?
check some the previous pages, is there somewhere

     Posted: August 27, 2012, 08:38:03 pm


Because I was asked to, Omega Rugal is meant to be this good anyway so whatever lol
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on August 29, 2012, 12:26:29 am
Your KOF 13 shotos are having a bit of trouble with their throws. Both of Ryu's throws, Normal Akuma's punch throw, and both of Shin Akuma's throws all allow you to simply walk over the downed enemy. I'm pretty sure this wasn't intentional, otherwise the corpse-walking would be universal between all of their throws. Also, is Shin Akuma's punch throw supposed to move you and the enemy backwards? Could you get around to fixing this?

     Posted: August 30, 2012, 06:52:57 am
Also, you mentioned in your first post that Ryu can't follow up after his Tatsu unless EX/Drive Canceled into. I hit with the second hit of Heavy Tatsu while the enemy was in the corner and I was able to juggle afterwards. Was this intentional?

     Posted: August 31, 2012, 12:31:22 am
Another possible bug was found. Captain Falcon's Falcon Punch doesn't allow canceling into running when autoguard is triggered. Was this intentional?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 06:47:23 pm
So as I was sitting down playing with Jin's rugal I learned that his Omega/god mode moves have almost identical properties to mine, his light vanishing rush causes hard knock down like mine as well as some other things. I did not make my omega rugal like his intentionally but I guess my subconscious came up with those move properties because of jins rugal. Guess that means I'll have to make god rugal play entirely different now doesnt it lol
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 06:54:12 pm
You're telling me that WASN'T intentional? I really find that hard to believe, but ok. Besides, I thought God Rugal would have God Press, anyways. Also, any word on the bugs I listed above?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 06:57:12 pm
Your KOF 13 shotos are having a bit of trouble with their throws. Both of Ryu's throws, Normal Akuma's punch throw, and both of Shin Akuma's throws all allow you to simply walk over the downed enemy. I'm pretty sure this wasn't intentional, otherwise the corpse-walking would be universal between all of their throws. Also, is Shin Akuma's punch throw supposed to move you and the enemy backwards? Could you get around to fixing this?

      Posted: August 30, 2012, 06:52:57 am
Also, you mentioned in your first post that Ryu can't follow up after his Tatsu unless EX/Drive Canceled into. I hit with the second hit of Heavy Tatsu while the enemy was in the corner and I was able to juggle afterwards. Was this intentional?

      Posted: August 31, 2012, 12:31:22 am
Another possible bug was found. Captain Falcon's Falcon Punch doesn't allow canceling into running when autoguard is triggered. Was this intentional?

-I'll look into it
-yes if you hit with the last hit of it then you get a free juggle
-fixed but not uploaded yet.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 06:58:26 pm
Alright, it's just the first hit that doesn't allow juggles normally, got it. I'm looking forward to updates on the cancels that Current/God Rugal(s) will have.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 07:04:30 pm
Well beyond the cancels I talked about on the other page my take on god rugal will more closer to his cvs2 counterpart then what jin did which was a mix of 02 and 98 rugal. For example Vanishing rush will be a command grab  instead of how it is on classic, like the cvs2 version to be specific. God Rugal's neomax will be God end with an added part to it(almost like what I did with rugal execution except obviously will be more flashy/deadlier). God rugal will not have omega rugals' reppukken replacement but instead his kaiser wave will be altered. And of course current and god will have ex kaiser wave. These are just the changes off the top of my head.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 07:05:57 pm
Hmm, any more Drive Cancels beside Genocide Cutter? I'm hoping that since he'll be more reliant on Drive Meter, he'll have more ways to spend it.

     Posted: September 03, 2012, 07:38:22 pm
Also, will God Rugal be as SNK Boss broken as Omega? That'll make an interesting matchup; Omega vs God: KOF 13 style!
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 07:44:25 pm
I want god to be arguably worse simply because he has a really fast full screen command grab that can be confirmed into super and ex that can lead to more damage
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 07:45:19 pm
That and he is kinda GOD Rugal, not just some pansy Omega. Wait, you're saying Rugal Execution can be canceled out of?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 08:22:50 pm
no God gets a special that is a full screen command grab that can only be jumped out of unless you're already in hit stun
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 08:25:43 pm
The command grab God Rugal has is called Rugal Execution... What do you mean by confirmed for more damage is what I mean. Sorry about the confusion.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 09:05:46 pm
ex puts p2 in a juggle state while the others makes p2 fall to fast to befollowed up with unless you super cancel
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 09:08:00 pm
So neither of them can be comboed into? Perhaps the EX version could since you can combo into a few running grabs, namely Yuri's.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 03, 2012, 09:30:59 pm
no they can be combo'd into  I'm saying only the EX can be combo'd out of without super cancelling
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 03, 2012, 09:32:23 pm
Oh, I misread one of your previous posts, whoops. So they won't be Drive Cancelable? Just Super Cancel/free juggling (from EX)?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 04, 2012, 12:02:09 am
yah, the best example would be kyo's run grab but insanely better
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 04, 2012, 12:03:08 am
You mean Yuri? Her run grab is actually a grab and can be comboed into. I'm done asking questions for now unless something important comes up. Best o' luck to ya making him!

     Posted: September 04, 2012, 03:07:47 am
Also, Gigantic Pressure's (not sure if this is in both versions) pillars occasionally very briefly change from red to blue. I've seen it during Max Cancels, but they never popped up when I was ready to take a screenshot. I think it happened in my combo vid if you need reference.

     Posted: September 04, 2012, 06:47:21 pm
I found a video that has the blue pillar during Max Cancel: http://www.youtube.com/watch?v=Td6MQECIhE8&feature=channel&list=UL

     Posted: September 06, 2012, 03:01:36 am
Funny thing I've noticed through many hours of vigorous Watch mode research: Omega's AI seems weaker than Normal Rugal's AI. I've put them both up against the same team (Ryu XIII, Normal Akuma XIII, Krauser XIII) and Omega lost against Ryu, while Normal Rugal went through all of them without a problem. It's also annihilating Omega in 1v1 battles as well. I really don't know what to say.

     Posted: September 22, 2012, 07:40:47 pm
I hope it's not out of place, but could I ask for what progress you've made on Current Rugal?
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Kamekaze on September 26, 2012, 10:25:56 pm
The blue pillar is part of his fx, I don't know why its there but its there.

Anyway, terrible art time
(http://i6.photobucket.com/albums/y217/DarklordMf/fcow.png) For squall.
Title: Re: The official Kamekaze wip thread: KofXIII Rugal/Classic Rugal
Post by: Sinnesloschen on September 26, 2012, 10:27:10 pm
Huh, I've never noticed it on any other Rugal I have. Also, FINALLY AN UPDATE ON SQUALL LOL.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 05, 2012, 10:34:43 pm
Alright this may be a really long post so I'll just get it out of the way.

I'm on the verge of cancelling this other Rugal, mostly due to lack of motivation and the fact that I kinda don't want to mess with kof in mugen anymore. The spark is gone essentially. On top of that I'm also cancelling squall, for now that is. Not because of lack of motivation but because at this point I don't like the direction I've taken him as any real FF8 fan would probably be pissed at what I would release. Not that I care about them but I can't release what I have in good faith.

So what I've decided to continue doing instead is another wip that I forgot about. Between me and Rolento, I've updated his sf4 engine on kfm to almost total accuracy. I'm pretty happy with it and I feel it's almost time to release it. It will be a base for any sf4 char people want to do without it being weird or off ala Rei. So within a couple weeks that will probably be out. From there I honestly don't know where I'm headed. One of my other latest plans is to team up with Zero-Sennin to revive his project lensmen. When that starts you'll see most of the updates in his project thread. Until then I may throw in occasional updates on stuff but I'm not making any promises.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Aldo on October 05, 2012, 10:45:49 pm
I'm on the verge of cancelling this other Rugal, mostly due to lack of motivation and the fact that I kinda don't want to mess with kof in mugen anymore. The spark is gone essentially.

NO. Why? The previous rugal was too godlike :( also Ryu and Akuma... oh well


Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 12:58:56 am
And to think I was so looking forward to this new Rugal...
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: drewski90 on October 06, 2012, 01:03:52 am
wait a minute, didn't someone make a sf4 kfm before? maybe it was rei or someone
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 01:06:41 am
wait a minute, didn't someone make a sf4 kfm before? maybe it was rei or someone

Read his post again, Drewski. He mentioned Rei's KFM in it.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: drewski90 on October 06, 2012, 01:10:34 am
wait a minute, didn't someone make a sf4 kfm before? maybe it was rei or someone

Read his post again, Drewski. He mentioned Rei's KFM in it.

ok, then this will be better than rei's sf4 kfm, so wait, this sf4 kfm will have a character gameplay selection
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 09:27:47 am
wait a minute, didn't someone make a sf4 kfm before? maybe it was rei or someone

Read his post again, Drewski. He mentioned Rei's KFM in it.
Rei made one of the first sf4 chars which acts extremely awkward in mugen. Rolento made a sf4 kfm in attempt to remedy this but there were several things wrong with his too. I then asked him to take over several months back and worked on him in secrecy ever since.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Cybaster on October 06, 2012, 11:19:45 am
Too bad for Squall and RUgal, was looking forward to them. Oh well...

I hope people will use this new SF4 base. ROlento's one was already good enough. I made good use of his focus attack system. :)
Any plans to use this SF4 system for future chars of yours ?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 06:52:24 pm
Probably not, I just wanted to perfect the system so that people do end up with haphazard problems that may be too complex for them to figure out and or understand. I'm not saying that will be the specific reason but as we all know starting with kfm as a base can lead to various results because KFM himself is also laced with slight mugen nono's. That and I'm adding a second ultra with ultra select among other things so that will give people more things to work with and they can focus on the gameplay of their character instead of the system.

As far as squall goes, I liked the system I gave him and will probably put that on falcon.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 06:54:10 pm
Hmm, I'm curious what the ultras will be. Then again, I'm just curious about this idea in general.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 07:46:19 pm
Keep in mind I say might for Rugal. Squall yeah, hes canned. But remnants of squall will be in the next Falcon update.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: StanTheMan on October 06, 2012, 08:02:32 pm
Keep in mind I say might for Rugal. Squall yeah, hes canned. But remnants of squall will be in the next Falcon update.

What do you mean by that? Are you completeley changing Cpt. Falcons combo system?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 08:15:23 pm
Yes and no, He'll still retain a lot of is standard combos, just his more damaging combos will only be available via counter system. I'll make a vid of it before I release it.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: AlexSin on October 06, 2012, 08:18:06 pm
And what about Draw system for Squall? Or was it only for him?
I could see that for some of Cpt Falcon techniques. But I don't know the char.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 08:34:11 pm
Hmm, I look forward to your Captain Falcon update and (PLEASE GOD DON'T CAN RUGAL) possibly Rugal as well. This SF4 KFM sounds interesting, but I'll definitely need at least some idea of what he'll be like aside from the obvious. Will the ultras be original/souped up versions of his two supers? When I get more info on him, I'll certainly see more to look forward to.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 08:36:02 pm
The draw system unfortunately is pretty dead in the water right now. As for falcon, he will benefit greatly from the new combo potential he gets from this system. However, He'll only have 2 ways to get a fatal counter. This was done for balance as his combos on fatal counter can easily take up  60-90% depending on how much meter he has to work with. I know that sounds like a lot but, if you get fatal countered you deserved it. They are that hard to hit with.

  I'll have a vid of both up today.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 08:41:46 pm
Yeah, Falcon's combos are already damaging enough as is. I can only imagine what these Fatal Counters are, since I have no clue. I myself am currently stuck thinking about KFM's ultras. I might as well list my predictions: Ultra 1 will be kind of like Triple Kung Fu Palm with a souped up Kung Fu Upper at the end, like Makoto's Ultra 1 mixed with Fei Long's Ultra 1. Maybe the Upper at the end would do more damage/trigger a cinematic or something only if the enemy is grounded? I think that Ultra 2 would be like Grand Kung Fu Upper on Divine's KFM, allowing some manner of juggling afterwards like Makoto's second Ultra. Of course, it'd have lower damage than the first one to make up for this, but I think I'm going too deep into these predictions. I'll have to keep thinking about this, though, it's still nice to know you're keeping us up-to-date.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: TrinitroRoy on October 06, 2012, 08:56:25 pm
Wait, I though, chorchyu (the guy, who made SF4 Ryu, SF4 Ken, SF4 Sagat and SF4 Seth in SF3 graphic style and SFxT Kazuya, SFxT Kuma and SFxT Ogre in CvS graphic style) made an SF4 KFM already...
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 09:05:44 pm
C.A.N. Nope lol. The Kung Fu upper super is his regular super while his ultras are

U1 - Yu Shouzhang Er Zuo/ Swift Palm and Coordination
U2 -Qiao He Yizhi/Rise with Determination

Trinitronity: Nope He was the pioneer of sf4 chars but he did not make kfm

     Posted: October 06, 2012, 09:10:56 pm
U1 is designed for ground focus cancel combos or just punishing a button. While U2 is designed to hard counter any air move, it's KFM's way of saying "You want to be in the air? Well I'll keep you up there for a while!"
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 09:14:43 pm
I can't load YouTube for crap where I'm at. I'll just deal with not knowing until sometime tomorrow.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: TrinitroRoy on October 06, 2012, 09:15:07 pm
Trinitronity: Nope He was the pioneer of sf4 chars but he did not make kfm
Damn, I make things up again...
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 09:15:44 pm
Also, have you any plans to streamline the bars like you did with your KOF 13 characters' Drive Meters?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 06, 2012, 09:16:35 pm
Well this char is just a base for everyone else. I don't plan on making any more sf4 stuff after this.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 06, 2012, 09:20:33 pm
Oh. I was hoping that was the case. I really don't like how intrusive those bars are :/ No more SF4 stuff after this sounds fair if you intend for him to be a base. I think he'd work better as a base than Krauser for KOF 13 chars-oh my god. KOF 13 Kung Fu Man. I'm not a creator, so I'll just keep ideas until I man up and make it happen.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 08, 2012, 03:19:54 am


What you are looking at is the result of you getting fatal countered by Captain Falcon. I'll put up another vid showing off changes in general sometime this week.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Jmorphman on October 08, 2012, 03:42:26 am
The KOF explosion clashes with the rest of the fire effects. :-\
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: TheSnackist on October 08, 2012, 03:46:56 am
I know, the other effects arte so beautiful and epic too... It's so close to being an absolute beauty!
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 09, 2012, 01:30:57 am
Alright I got some questions dealing with the counter system with falcon so I'll break it down like this.

Regular counter hit on any grounded normal does pretty much nothing. If you hit with grab on counter, the state p2 is thrown into is untechable. If p2 is in the air any normal that hits will cause untechable knockdown. What Fatal counter does is essentially gives all normal hits additional hit stun allowing otherwise impossible combos and turning all specials into their counter hit version for a various amount of reps( for example you get to the counter hit version of raptor boost twice in the combo). And all air attacks have either double or 1.5x original hit stun to extend said otherwise impossible combos.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 09, 2012, 01:32:10 am
At least it lives up to its name. When will Fatal Counters occur?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 09, 2012, 01:54:32 am
Fatal counter moves: All except EX raptor boost, autoguarded falcon punch, and EX falcon punch. All of this has to be on counter hit.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 09, 2012, 01:55:51 am
So when Raptor Boost (weak/strong) and Falcon Punch counter? Got it.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 15, 2012, 01:14:38 am
I've left a surprise on the front page. Feel free to guess, the hint is it's another vs char.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: oraora? on October 15, 2012, 12:46:19 pm
Yes! Another of my favorite shoto :D
Spoiler, click to toggle visibilty
looking forward to him ;)
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 16, 2012, 01:12:48 am
I'm going to be looking forward to this (and Rugal and SF4 KFM lol).
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Aldo on October 16, 2012, 01:15:38 am
a shoto? aww well :( at least this MvC3 system you will apply (I´m assuming it will the sabretooth one unless you gonna improve it some how?) will make it more interesting
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 16, 2012, 02:39:59 am
More interesting, the only thing I didn't rip out of mvc3 was the real x-factor as in mugen it would be broken as fuck. Beyond that all mvc3 elements are correct in sabretooth.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 16, 2012, 03:18:31 am
What's not accurate about X Factor?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 16, 2012, 03:29:21 am
mine's only a speed boost which theoretically will lead to bigger damage if you know combos. Which is the way I felt it should have been in marvel.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 16, 2012, 03:59:14 am
Oh, okay.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 21, 2012, 10:49:35 pm


......um SUPRISE!
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: AlexSin on October 22, 2012, 02:35:19 pm
It reminds me of mouser's (a bit); in the last part, does the shinryuken make the opponent fall? I hear the sound, but Ryu is already up when Ken lands.
And why does Ken glow with red? :)
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: GOH on October 22, 2012, 02:44:00 pm
And why does Ken glow with red? :)
X-Fagtor
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: drewski90 on October 22, 2012, 02:44:30 pm
[youtube]http://www.youtube.com/watch?v=cjnLvU-JXRY[/youtube]

......um SUPRISE!

wait, mvc3 ken, pretty awesome i should say

Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 22, 2012, 03:03:02 pm
It reminds me of mouser's (a bit); in the last part, does the shinryuken make the opponent fall? I hear the sound, but Ryu is already up when Ken lands.
And why does Ken glow with red? :)

It shouldn't mouser only used a mvc3 layout with mvc2 moves. Shinryuken does not make the opponent fall. And yeah X factor.


wait, mvc3 ken, pretty awesome i should say



There was a lot more not shown on this vid as well. Like Ken having 2 assists......
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 12:23:55 am
Ken having 2 assists......
WHAT
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Aldo on October 23, 2012, 12:44:21 am
^ MvC3 baby, one being an OTG so he can extend his combos, right? ;D
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 12:46:46 am
I've indeed played it, so I know how they work. It's just:
dude mugen.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 23, 2012, 03:15:51 am
I know what you're thinking "that is ridiculously unfair" And you'd be right sorta. So to cut the middle man out assists will be an option to turn on and off.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 03:17:01 am
No, I meant Mugen's overall limitations and whatnot.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 23, 2012, 04:38:14 am
now you lost me.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 04:41:03 am
Okay, it was more concern about "Who will his assists be?" and "What will they do?" and such.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on October 23, 2012, 05:16:41 am
It will be shown soon to those who don't have him already
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 05:17:37 am
Ah, okay. This will certainly bring a new dimension to his gameplay (I hope ;)).
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Cybaster on October 23, 2012, 05:18:52 am
No, I meant Mugen's overall limitations and whatnot.
Kamekaze just means assists coded in Ken directly, not that you can select 2 random characters from your Mugen roster and have them assist Ken.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on October 23, 2012, 05:19:40 am
Yeah, I thought it'd be that after I typed that. I need to think before I post sometimes.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 03:38:23 am
I LIIIIIIIIIIIIIIIIIIIIIIIIIIVE



I felt motivated today so I did this.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on December 17, 2012, 03:40:29 am
My goodness, I hope that amount of damage isn't final. He's also calling out too many different attacks at once, maybe the voice clip from SF:EX2 or whatever in which he calls Kuzuryu Reppa's name would suffice? It's looking interesting, otherwise.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 03:46:54 am
Ken pretty much does the same thing in sfex2, mine is actually less voice work lol. And the damage is real, it's a mvc3 lvl 3 and they usually do about that much. However building 3 meters with ken is not easy so don't expect to be able to just throw it out. If anything it takes me a round just get up to 2 bars. But for the people who are nitpicky about that I will obviously add a mugen mode to damage
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Jmorphman on December 17, 2012, 03:47:32 am
http://www.youtube.com/watch?v=of6WXGm7ZAc

I felt motivated today so I did this.
The voice samples all sound out of place in relation to the rest. :-\
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 03:48:03 am
http://www.youtube.com/watch?feature=player_embedded&v=OxvFFY_zOIU see for yourself
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: DW on December 17, 2012, 03:48:44 am
He called out different names when he performed this move in SFEX 3 I'm positive. Can't remember SFEX2 though.... I don't see a problem with it imo. That's an interesting take on it though, Kame. Never seen it performed with wall bouncing and all. Looks cool. It's a damn shame Ken wasn't in MvC3... :(
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on December 17, 2012, 03:50:51 am
Ken pretty much does the same thing in sfex2, mine is actually less voice work lol. And the damage is real, it's a mvc3 lvl 3 and they usually do about that much. However building 3 meters with ken is not easy so don't expect to be able to just throw it out. If anything it takes me a round just get up to 2 bars. But for the people who are nitpicky about that I will obviously add a mugen mode to damage
How much damage did it do, then? I know a good portion of UMvC3 damage, maybe it's just the transition between games. Also, if that's what Kuzuryu Reppa sounds like in EX2, where'd Jmorphman get the voice clip for his Ken?
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Jmorphman on December 17, 2012, 03:52:13 am
http://www.youtube.com/watch?feature=player_embedded&v=OxvFFY_zOIU see for yourself
No, I mean in like sound quality.

I forgot to put "sound quality" in my post. :-X
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 03:54:20 am
Ken pretty much does the same thing in sfex2, mine is actually less voice work lol. And the damage is real, it's a mvc3 lvl 3 and they usually do about that much. However building 3 meters with ken is not easy so don't expect to be able to just throw it out. If anything it takes me a round just get up to 2 bars. But for the people who are nitpicky about that I will obviously add a mugen mode to damage
How much damage did it do, then? I know a good portion of UMvC3 damage, maybe it's just the transition between games. Also, if that's what Kuzuryu Reppa sounds like in EX2, where'd Jmorphman get the voice clip for his Ken?

The average lvl 3 in mvc3 did 370-500k. I may lower it but not by that much

http://www.youtube.com/watch?feature=player_embedded&v=OxvFFY_zOIU see for yourself
No, I mean in like sound quality.

I forgot to put "sound quality" in my post. :-X

The sounds all come from limited moon ._. His sprites and sounds were combined with my mvc3 template essentially.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: DW on December 17, 2012, 03:54:48 am
How much damage did it do, then? I know a good portion of UMvC3 damage, maybe it's just the transition between games. Also, if that's what Kuzuryu Reppa sounds like in EX2, where'd Jmorphman get the voice clip for his Ken?

Violent Ken = SvC
Ken = CvS+SF4
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 03:55:28 am
It does 410 atm. I may reduce it to 380
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Jmorphman on December 17, 2012, 03:58:04 am
The sounds all come from limited moon ._.
It sounds like some of them are from different games or something. The effect is jarring.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 17, 2012, 04:01:01 am
its all from SFA which is the same voices used in the vs series. I know that much, but I do know their quality differs with some of the stuff. He has two different tatsu voices as well as different versions of the same win quote and taunt. It's weird
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: GOH on December 17, 2012, 10:34:47 am
I agree with MC's comment on the vid. Needs more oomph.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Kamekaze on December 27, 2012, 01:32:45 am

Ladies and gentlemen, this is all AI. It is learning. This is a new framework of AI I've been working on for about 4 months and this is more of a proof of concept video. It starts be learning what Ken can do and then just going nuts. This is just the beta version. Notice how it resets intentionally as well, more will be done to follow this up.
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: GTOAkira on December 27, 2012, 02:03:46 am
look nice man great job
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: StanTheMan on December 27, 2012, 04:43:05 am
AI learning? :stare: Can you elaborate on that?
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: ViBeZ on December 27, 2012, 04:46:13 am
Custom Squall - vid of progress]
Why Squall WHY!? atleast were gonna be expecting KOFXIII rugal with God Mode Oh wait..... atleast we can expect a Good MvC Ken and Megaman
Title: Re: The official Kamekaze wip thread: SF4 KFM.
Post by: Sinnesloschen on December 27, 2012, 08:59:32 am
Ladies and gentlemen, this is all AI. It is learning. This is a new framework of AI I've been working on for about 4 months and this is more of a proof of concept video. It starts be learning what Ken can do and then just going nuts. This is just the beta version. Notice how it resets intentionally as well, more will be done to follow this up.
Learning AI? That explains what you mentioned before... I don't have good enough internet to watch that, but the reactions speak for themselves. Here's hoping you can update your other characters with this style of AI. Kame's AI gets better and better.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Rajaa Retired on December 27, 2012, 09:18:31 am
What do you mean by learning what it can do? The character is itself, it already knows what it can do, it just needs to access it! Can it learn what the opponent can do? When it can learn what the opponent can do, then you're on to something!

I can imagine having AI learn from its opponent by saving the opponents states, velocities, and damage, etc into variables contained in an AI helper. Calculating damage done while a player is in a certain state and how fast an opponent is moving or if the opponent's helper count or projectile count increases during a certain state, but having the AI learn what it can do itself seems, pretty, I don't know, not necessary?

I am working on the AI mentioned in the above paragraph, by the way. I was planning to make it a template for people to use and release it in the coding section when I'm done. =p

But yeah, an AI learning what it can do seems like it's just raising it's difficulty during a match, and that's why difficulty options exist!
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 27, 2012, 06:50:40 pm
Well Rajaa, this new style of AI is pretty much ran on scripts of null sctrls. It will run entire procedures without fail aka that combo done at the end. However these steps of the procedure I've allowed it to randomly drop a combo in order to perform a mix up where it is safe to do so. In this case you can code entire procedures with ease and make the AI reactive to anything. The way you gather data can be however you want but the AI will always know what to do in any given circumstance that is coded. My kof13 AI's has bits and pieces of this concept as they change up depending on what works and what doesnt work. This is an upgrade of that. So to sum it up the following is now possible:

-Entire AI made combos done without fail and random
-reactive AI that can make wake up set ups or mix ups which means when done right the opponent is essentially fighting a human who keeps them guessing
-entire procedures whether it be block strings or not can be made with relative ease through just a null sctrl that looks really simple.

I can't give that much details yet as this is still all in beta stage but what I can say that is newer than this vid is ken doing air throws after resets or anytime p2 drops out of a combo he will set a mix up to continue the combo or start the combo over entirely. Basically like what you'd see in mvc3, especially with assists. As of now I only have 3 AI variables. One for the procedure it self, one for buffering inbetween steps(when ken jumped waited then hit hadouken), and one for reset activation. The final var activates when p2 either drops out the combo or p1 drops the combo intentionally.

      Posted: December 27, 2012, 06:53:05 pm
Code:
;--ordered list of combo
[State -1, Null]
type = Null
triggerall = movehit=1
trigger1= stateno=200||stateno=400
trigger1 =var(40):=ifelse((var(40)=[4,5]),5,ifelse((var(40)=[8,9]),9,1))
trigger2=stateno=205
trigger2 =var(40):=ifelse((var(40)=[6,7]),7,3)
trigger3= stateno=210
trigger3=var(40):=ifelse((var(40)=[18,19]),19,13)
trigger4=stateno=206
trigger4=var(40):=ifelse((var(40)=[5,6]),6,2)
trigger5=stateno=1101
trigger5=var(40):=4
trigger6=stateno=1100&& var(40)=7
trigger6=var(40):=8
trigger7=stateno=1102&& var(40)=10 && random <499
trigger7=var(40):=11
trigger8=stateno=405&& var(40)=11 || stateno=500 && p2statetype=A
trigger8=var(40):=12
trigger9=stateno=440
trigger9=var(40):=ifelse((var(40)=[17,18]),18,10) 
trigger10=stateno=600 && (var(9)=1 && movehit=1||var(40)=19 && var(9)=0 && movehit=1)
trigger10=var(40):=ifelse((var(40)=[19,20]),20,14)
trigger11=stateno=605
trigger11=var(40):=ifelse((var(40)=[20,21]),21,15)
trigger12=stateno=610
trigger12=var(40):=ifelse((var(40)=[21,22]),22,16)
trigger13=stateno=3010
trigger13=var(40):=23
ignorehitpause=1

;-oki devicez with ryu
[State -1, Null]
type = Null
triggerall = p2stateno=5120 || enemy,prevstateno=5120
trigger1= p2statetype=S
trigger1 =var(40):=31
trigger2=p2statetype=C
trigger2 =var(40):=32
trigger3= p2statetype=A
trigger3=var(40):=33
ignorehitpause=1

The oki set up is, he will call ryu and will either roll behind you (his command roll) or wait but when you get up after any of his various hard knock downs he will hit low, high, or if you jump he will jump and try to air grab you.. If you get up and attack he will simply block and wait. Thus the AI now has the tools to learn what you're doing on wake up and apply what's necessary to hit you again.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Aldo on December 27, 2012, 08:30:16 pm
In simpler words, an AI that can adapt to the situation... holy shit  :stare: I´m scared, but wow this is so intriguing.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Demitri on December 27, 2012, 08:49:09 pm
What could possibly go wrong? :P
Seriously,is any possible hindrance of progress foreseeable?

I'm interested in both yours and Rajaa's,curious of how the final products willl.........uh............
Looks cool.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: hjk on December 27, 2012, 10:31:35 pm
Well, I hate to burst anyone's bubble, and that goes double because Kame's a great guy, but this isn't going to work appropriately. The first dish on our plate is that you can already do most of the things you've defined with basic Mugen coding and second is in the fact Drago already did everthing you're talking about. Third, you're essentially complicating a process that can be as simple as defining more states or creating triggers that react to the enemy's "movetype" or "mugen's common states." Fourth is, if you're going to "perfect" this, then stop breaking your AIs - I watched that video and it brought me back to what I'm going to get into below.

I took the liberty to test Akuma XIII(excellent) and Sagat (poor).
Sagat, like many of your AIs, used "waiting states," which Ken appeared to do as well. You executed those states badly, by the way. You programmed your AIs to wait until after p2 either got up from anim=5120 or landed after being hit in the air in order to perform a perfectly timed attack from which counters/escapes were highly unlikely. You know just as well as I that this is broken. A human can't do it and furthermore it's cheap. And it's executed badly, because Sagat, just like Ken, appears to freeze while in that waiting state highlighting the fact that denied ctrl so you doubly know you broke him - not good.
With Akuma you went a bit lighter and executed everything better, which was great. Akuma remains in my select because he wasn't predictably redundant like Sagat (and Rugal and Krauser).

Rajaa only needs to change his guarding. Other than that, I haven't really taken the time to analyze his AIs.

And, don't be fooled. I break certain elements of my AIs in order to adapt to Mugen's trigger limitations that disallow them to respond to situations like a human would. But Kame, please, REALLY perfect your work.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 28, 2012, 01:02:58 am
There's no waiting state, the AI usually attempts to jump for no reason (default mugen AI stuff dies hard) and I use a var to stupid proof it and stop it from doing anything I don't want it to at the wrong time. As for that oki device that's just what the list is, the way it works is actually further in the .cmd and by all means is not humanly impossible, it does the exact same wake up set ups I do in perfect timing. It's also not complicated for the AI to go through the procedure defined above at all either. The vid used a older method that actually was but the null above makes it have even less chance of error. The triggers for the AI is no different than average ctrl && whatevers. The only thing that makes it slightly cheap is that there's no randomness to the wake up set ups, YET As I said it's proof of concept, the way its written allows me to make any part of it occur randomly when I want and how I want. This new method of AI simplifies expressions that normally had higher chances of error in them. I've examined drago's coding which was much more conditional than mine. The bulk of this defines AI routines in its entirety meaning the person who makes it has the ability to make it as loose or as strict as they want aka as fair or as cheap as they want.

I don't see what you mean about sagat vs akuma, they all used the same build of AI my works used to sport before now, which was all chance based. This version of AI can be just as chanced based provided the random trigger is thrown in. If you look at trigger 7 i left a chance of failure in it because it can be used for resets which p2 can easily get out of by throw teching which is standard in ken. Any mix up ken does is easily escapeable if you guess right, just like in a real fight. His overhead comes out slow you can easily stand block that, you can see the low coming so you can crouch block and if you don't jump you don't have to worry about him jabbing or air throwing so I'm not seeing how its only cheap. This new form of AI is very flexible, much more than my previous method and more reliable for results.   
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: hjk on December 28, 2012, 04:11:48 pm
There's no waiting state, the AI usually attempts to jump for no reason (default mugen AI stuff dies hard) and I use a var to stupid proof it and stop it from doing anything I don't want it to at the wrong time.
This is going to take me a while, but I'll try to keep this explanation short. Whether or not you defined it this way, it has still created a waiting state from which your AI breaks the animation/state triggering a broken attack. Broken is still broken.
From what I remember, and this is from months ago, you redefined state 40, so the AI defaults to [50,52], then freezes in state 0 or something like that which I don't need to look up because after activating debug, it's plain to see that Sagat and some of your other AIs remain in a broken form of state 0 while p2 is in 5120, then attacks as soon as the enemy wake-up anim is over. It needs to be fixed although I'll admit, it's not as cheap as it could have been.

As for that oki device that's just what the list is, the way it works is actually further in the .cmd and by all means is not humanly impossible, it does the exact same wake up set ups I do in perfect timing.
The difference is that it does it with "perfect," aka broken, timing.

It's also not complicated for the AI to go through the procedure defined above at all either. The vid used a older method that actually was but the null above makes it have even less chance of error. The triggers for the AI is no different than average ctrl && whatevers. The only thing that makes it slightly cheap is that there's no randomness to the wake up set ups, YET As I said it's proof of concept, the way its written allows me to make any part of it occur randomly when I want and how I want. This new method of AI simplifies expressions that normally had higher chances of error in them. I've examined drago's coding which was much more conditional than mine. The bulk of this defines AI routines in its entirety meaning the person who makes it has the ability to make it as loose or as strict as they want aka as fair or as cheap as they want.
And I'm saying it can be kept even simpler. Then again, that's just my opinion.

I don't see what you mean about sagat vs akuma, they all used the same build of AI my works used to sport before now, which was all chance based. This version of AI can be just as chanced based provided the random trigger is thrown in. If you look at trigger 7 i left a chance of failure in it because it can be used for resets which p2 can easily get out of by throw teching which is standard in ken. Any mix up ken does is easily escapeable if you guess right, just like in a real fight. His overhead comes out slow you can easily stand block that, you can see the low coming so you can crouch block and if you don't jump you don't have to worry about him jabbing or air throwing so I'm not seeing how its only cheap. This new form of AI is very flexible, much more than my previous method and more reliable for results.
The big difference between Sagat and Akuma is that Akuma explores more of his options instead of predictably doing a chp on wake-up like Sagat constantly does. Akuma will actually jump, pull a potential crossup, use his projectile, pull a crouching attack, etc. Akuma is far more random than Sagat, and doesn't constantly dash directly into combos repeating the same mistake over and over again. He's a better AI and his freezes are far less evident. ANd come on, you could at least have Sagat pull a crossup or use a ranged attack or projectile (more often).
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 28, 2012, 07:29:25 pm
Oh THAT, sagat was made to not jump as much because his options were not really in his favor for doing so. Even on wake up he could eat a dp with no real solution so I pretty much eliminated it.

As for the perfect timing which you call broken, it's no different then the same mix ups and oki seen in high level play. I don't see that as broken if you've learned your mix ups down to muscle memory and since mugen is a usually a solo experience this is really the only way most people will get a taste of that experience. On top of this since that routine can be altered with imperfection, i was going to have it occure depending on AI level as well. Meaning that only lvl 8 would be that perfect consistently if you get what I mean. The possibilities are very large with this concept.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: hjk on December 28, 2012, 08:36:33 pm
Thanks for being so chill.

Oh THAT, sagat was made to not jump as much because his options were not really in his favor for doing so. Even on wake up he could eat a dp with no real solution so I pretty much eliminated it.
Understandable.

As for the perfect timing which you call broken, it's no different then the same mix ups and oki seen in high level play. I don't see that as broken if you've learned your mix ups down to muscle memory and since mugen is a usually a solo experience this is really the only way most people will get a taste of that experience. On top of this since that routine can be altered with imperfection, i was going to have it occure depending on AI level as well. Meaning that only lvl 8 would be that perfect consistently if you get what I mean. The possibilities are very large with this concept.
That's true in a sense. I'm approaching this from a more AI vs. AI standpoint, but meh. I tend to make my triggers ambiguous (by leaving out certain values of random) so the AI executes combos with slight delays. Meh, it's not that big of a deal. Still like most of your characters :sugoi:
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 28, 2012, 09:21:33 pm
Only the prototype has flawless execution at any AI level anyway lol
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Sinnesloschen on December 29, 2012, 07:18:05 am
depending on AI level
Your AI doesn't scale! :P
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 29, 2012, 08:10:16 am
depending on AI level
Your AI doesn't scale! :P
This one will :<
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Sinnesloschen on December 30, 2012, 05:58:27 am
Finally you do something right. I've always hated fighting your AI on the lower levels with their immense amount of not scaling.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 30, 2012, 06:17:20 am
Finally you do something right. I've always hated fighting your AI on the lower levels with their immense amount of not scaling.

 :veryangry: What's that supposed to mean.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Sinnesloschen on December 30, 2012, 06:21:03 am
Read the rest of my post. :P Maybe I should have added "aside from your characters being almost universally awesome".
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Kamekaze on December 30, 2012, 06:42:06 am
lol I read all of it. Besides AI scaling for 1.0 was one of the first things I messed around with when the engine came to be, then I moved on to pal select. As you can see both things were ignored as time went by.
Title: Re: The official Kamekaze wip thread: SF4 KFM. New method of AI?
Post by: Sinnesloschen on December 30, 2012, 07:01:49 am
You didn't really ignore pal select, it's in all your K-style characters. Unless you mean just people overall ignoring them, in which case, yeah they were ignored. I don't really care for pal select (I still prefer .act files being managed in the DEF), but scaling AI is really good for chars with nasty AI like yours.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on January 01, 2013, 07:50:31 pm
As we enter to 2013, I've decided to show more of my illusive wip list. Is this all of it? who knows. probably not.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: GOH on January 01, 2013, 07:53:54 pm
ABK characters and a Rera?

How long does Christmas last again?
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on January 01, 2013, 08:10:39 pm
...Still waiting for SF4 KFM. :P
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Erroratu on January 01, 2013, 09:24:20 pm
Im still waiting for a "planned" Samurai Shodown character you have in your signature
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: ArtistofLegacy on January 01, 2013, 09:54:10 pm
Gundam Wing Endless Duel?!
Oh hell yes.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: StanTheMan on January 01, 2013, 10:00:29 pm
Will Gundam Wing characters have custom gameplay?
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on January 01, 2013, 11:12:20 pm
no, original game play is better than anything I could have come up with. It's glorious! Not stiff or anything, very movement heavy. Too modern for its time I'd say
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: MooMaster on January 12, 2013, 03:11:39 am
Looks neat.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on January 12, 2013, 03:11:51 am


I haven't forgot about this. So here's some stuff to keep you from giving up on me lol
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on January 12, 2013, 03:20:25 am
Finally some more progress. That's your main WIP that has me interested, since you canned the other one (OH HAI RUGAL).
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Jmorphman on January 12, 2013, 03:23:48 am
[youtube]http://www.youtube.com/watch?v=hf6ZPSqLMyg[/youtube]
The ultra's lack impact, IMO. Mostly because the lack of the fancy camera angles I guess, but perhaps if there was some zooming? I dunno.

Finally some more progress. That's your main WIP that has me interested, since you canned the other one (OH HAI RUGAL).
If that was a pun then I'll permaban you! >:[
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on January 12, 2013, 03:25:07 am
If that was a pun then I'll permaban you! >:[
If it was unintentional, then it obviously doesn't deserve banning. All I need is a strongly-worded PM.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on February 13, 2013, 01:05:13 am
 :ninja:

There's a treat on the first page........
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on February 13, 2013, 01:39:38 am
What, the Gundam stuff? I thought that was always there.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on February 13, 2013, 02:59:24 am
Well considering no one really pays that much attention unless it's bolded. There's this thing called MvC3 Ruby Heart that happens to have not been there before lol
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on February 13, 2013, 03:02:59 am
No wonder I didn't see it, no bold. :P I still want KOF 13 Current Rugal! >:(
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: ShiroTori on February 13, 2013, 07:58:27 pm
Mvc3 Ruby Heart

*Does hype-stance*
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Bannana on February 14, 2013, 09:23:38 am
Kame, did I ever tell you how much I love you?
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Aldo on February 14, 2013, 09:34:31 am
Mvc3 Ruby Heart

What?? WHAT?? YES!! YES!! YES!!

*insert YES.gif here*
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on February 14, 2013, 06:08:11 pm
^ You mean like this? :bison:
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on March 01, 2013, 09:58:32 pm
Now that that's done it's time to start something new. Something fresh and something yet to be determined.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Aldo on March 01, 2013, 10:04:30 pm
Yes, I´m anxious.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Cybaster on March 01, 2013, 11:31:49 pm
Do you mean taking something from the list in the 1st post and start working on it (*hint* MVC3 Ruby Heart *hint*) ? Or rather starting completely new and you have no idea what for now ?
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Sinnesloschen on March 02, 2013, 12:29:32 am
Alcott
Whoever this is. I'm curious how this'll turn out.
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: ArtistofLegacy on March 02, 2013, 12:39:42 am
I may be wrong, but isn't he an E's Laf character?
Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on March 02, 2013, 06:51:44 pm
I may be wrong, but isn't he an E's Laf character?

Your poverty senses are correct. However he will not play like the source because the source is um.......pretty bad atm. I just like the character and this will be the first time I take on one with sprites so large.

      Posted: March 02, 2013, 06:55:25 pm
Do you mean taking something from the list in the 1st post and start working on it (*hint* MVC3 Ruby Heart *hint*) ? Or rather starting completely new and you have no idea what for now ?

It's on the list. The only reason sf4 kfm has been constantly delayed is because my spriter is working at his own pace on top of other projects he has going on. Ruby Heart will more than likely be next after this next char I'm making. However my current issue with her is that Kong failed at ripping her sprites properly so there's a lot of things that are wrong sprite wise.

Title: Re: The official Kamekaze wip thread: SF4 KFM. More wips revealed
Post by: Kamekaze on March 09, 2013, 09:59:06 pm
(http://i6.photobucket.com/albums/y217/DarklordMf/mugen008-1_zps65b4b1f3.png)

So let's dive right in with this magnificent specimen known as Alcott. As you can see his range will be off the charts. Naturally balancing this will be a huge challenge that I look forward to. But here's a list of things you can expect out of this:

-Loads of OTG's that are only honestly ridiculous on counter hit
-Lot's of range but all moves with range are pretty slow on start up
-Air dashing
-New hit states not seen in falcon or any other char I've made. IE stagger
-Big damage with the right set ups.
-Deadly fatal combos, but unlike falcon they require very strict inputs or p2 will drop out the combo.

I want to say expect a demo vid soon but I can't guarantee when I can do it.
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Sinnesloschen on March 09, 2013, 10:01:14 pm
I'm looking forward to this one. Neat stuff, Kaze.
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Kamekaze on March 09, 2013, 10:06:27 pm
oh right, he's also the largest character I've ever made. Average sprite size being 302x536 Which is why localcoord is my hero.
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Cybaster on March 10, 2013, 01:11:12 am
Now, for the stupid question : from which game does he come from ?
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Kamekaze on March 10, 2013, 01:20:02 am
I may be wrong, but isn't he an E's Laf character?

Your poverty senses are correct. However he will not play like the source because the source is um.......pretty bad atm. I just like the character and this will be the first time I take on one with sprites so large.


Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Cybaster on March 10, 2013, 01:33:51 am
Oh, oops.

/me searches E's Laf on Google.
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Kamekaze on March 10, 2013, 01:44:20 am


Not missing much I assure you lol. At least not right now
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Kamekaze on March 11, 2013, 08:37:15 am
More things to expect, his mobility is downright awful. Even with double jumps and air dashes nothing changes the fact that he feels slow and clunky. This is because he happens to be a really big guy in a suit of armor with lots of range so that was for balance reasons. Also his combos are all relatively short until you continue to explore the character and his options. Obviously on counter hit his combos can be much longer and much more damaging. I hope to get a vid out tomorrow if all goes well but what I can say is he is is only missing his finishing move. Following my process of making a char, in one short burst I coded pretty much all of him in under 6 hours lol. Making the .sff was only a pain due to aligning such hueg sprites so that took the longest if anything.
Title: Re: The official Kamekaze wip thread: Alcott.
Post by: Kamekaze on March 12, 2013, 06:15:40 pm


Here are some things to give you an idea of what to expect. And here is some notation to make you feel like a champ

 1. (corner)5A>5B>5C>5D>6D xx 5A> 6A> jump cancel xx J.B(meterless)

 2. 5A>5B>5C>5D>H. Kiss the dirt > Cool Dash  xx 2C > Jump cancel xx J.C > jump cancel > J.C
    > J.D (25% needed)

 3. (next to corner)5A>5B>5C>5D>Deeply Kiss the dirt xx 2C > Jump cancel xx J.C > jump cancel
    > J.C> J.D (25% needed)

4. 5A>5B>5C>5D>6D xx 5A > Deeply Kiss the dirt xx 5C > 6C ->C > 6D > super.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 16, 2013, 03:28:06 am


I was asked to fight some stuff so I used my wip char to cheaply show off more footage of him in action lol


Also, the otg loop you see is because the opponent didn't tech. It doesn't work that often because on lvl 8 AI will tech 90% of the time.

Was a bug so now it's not possible.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 28, 2013, 07:14:36 am
soooooooooooo I'm open for beta testers. Just know what you're getting yourself in to.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Sinnesloschen on March 28, 2013, 11:22:30 pm
I'm open for beta testing him. I'm pretty sure I know what I'm getting into. :P
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 29, 2013, 09:24:03 pm


Now all I need is appropriate music.......
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 30, 2013, 06:49:34 am
(http://i6.photobucket.com/albums/y217/DarklordMf/palgrid_zpsf3b301c3.png)

Out of boredom the kindness of my heart, I decided to code the palgrid from source so that all 32 colors can be used.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Sinnesloschen on March 30, 2013, 06:50:58 am
Was the palgrid that bland in source?
[avatar]http://i.imgur.com/TXd1Qjh.png?1[/avatar]
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 30, 2013, 06:56:12 am
sadly yes. Now I could have easily gone with the pal select system from my previous chars but I didn't feel like it. Thinking this would be easier I went with this instead. I was horribly wrong, this was several times more work and now I don't want to take it down because I spent an hour coding it.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Sinnesloschen on March 30, 2013, 06:57:44 am
That's a sad story. Heck, at least the palgrid gives you a vague idea of what the color will be. What made you think it'd be easier? :P
[avatar]http://i.imgur.com/h3k9Yrq.png?1[/avatar]
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 30, 2013, 07:05:35 am
"pfffff it's just a grid, I can just use a matrix-.....Mugen doesn't support those you moron. Well now what? Iunno you're in too deep just finish it. But I could just copypasta my old code from the others. HEY! Don't you wanna learn how you could code a grid in mugen? ....no not really that seems like a really stupid ide-JUST DO IT! Besides, now you don't have to make all those anims for the numbers, it's just two sprites and the rest is shifting stuff. Well that does sound easier. Right, so lets do that!"

That's pretty much what happened in my head.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Sinnesloschen on March 30, 2013, 07:07:06 am
Is it wrong that I laughed as I read that? :XD:
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 30, 2013, 07:10:09 am
No, my programmer side got the best of me knowing damn well that it would not be easier to code it that way in mugen.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Sinnesloschen on March 30, 2013, 07:13:55 am
Okay then. ::) It's still something to look forward to even if it's super bland.
Title: Re: The official Kamekaze wip thread: Alcott. WIP VID ADDED
Post by: Kamekaze on March 30, 2013, 07:50:59 am
I mean yeah it still is 32 colors too choose from and what not lol.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 14, 2013, 12:12:44 am
This month is what one would refer to as me doing spring cleaning. But instead of saying that I'd rather say it's the manly month of updates. I'm updating a lot of old things to prepare for my final string of releases. So beyond the obvious dbz stuff a ton of other things will be updated as well.......I'm looking at you K-Boxer.(he's practically finished now)
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 14, 2013, 12:15:15 am
I'm looking at you K-Boxer.(he's practically finished now)
Finally.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 19, 2013, 07:15:26 am


Allow me to explain this 13 second video. It's a proof of concept of a system I had documented for a while. This is a implementation of it in it's early stages. The main idea is a love letter to msh/xmvssf gameplay. If I was even 1 tick off with any of those inputs after p2 was airborne the combo would have dropped so it requires very strict timing. However, because of said timing the combos are never brain dead. I also obviously have not changed the dampener yet. I chose Garret because he was the first char that came to mind when I though this thing up months ago.......that and I like his design and moveset a lot.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 19, 2013, 07:18:36 am
msh/xmvssf
Why did I read this as mvc/sfxt? :XD:

Nice stuff you've got going there. Maybe you'll make Sean's stuff fun for me. :P
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 19, 2013, 07:24:57 am
an optimal side effect would be me messing around with almost all of his stuff with this new system as I kinda(not kinda I did) mapped out all their movesets and properties with this system.........because when I day dream wips are born.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: TrinitroRoy on April 19, 2013, 07:56:37 am
Who the hey is Galeto Rauler?
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 19, 2013, 08:52:49 am
A joke that will go clean over a lot of people's heads lol.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: GOH on April 19, 2013, 01:29:35 pm
Are you gonna implement this system as separate edited characters or is Sean gonna update his characters with this? I'm asking because I've recently picked up Sean's characters and I have a buttload of things to tell him.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 19, 2013, 06:09:53 pm
Well if anything these are going to be edits I do alone as sean probably wouldn't approve of the changes I've done. Especially what he'll be like when I'm finished. Thus the name change.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 04:36:54 am


Now aren't you glad I found this before Alcott did this to everyone?
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 26, 2013, 04:38:49 am
I've soo gotta try these out before you release him. * C.A.N runs off into training mode *
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 04:52:57 am
Don't worry, I only found this because the AI did this to me and I sat there staring at the screen going "what have I done...."
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 26, 2013, 04:55:36 am
It appears the student has surpassed the master... At least until the master nerfed him. :mmhmm:

Wait a minute, do RC's reset the juggle limit or were they just for show? :-\
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 04:57:30 am
The reset the limit, they always have but I never said anything about it :U
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 26, 2013, 04:59:16 am
That explains so much (namely why I couldn't land that ridiculous loop for myself :P).
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 05:22:41 am


I'm not joking when I say this, I have not even gave it any instructions upon landing a fatal. He just sorta wings it each time.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 26, 2013, 05:28:07 am
Might want to make the AI not do the C OTG's since hitboxes are dumb.
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 05:34:18 am
that's been fixed
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Sinnesloschen on April 26, 2013, 05:41:43 am
You should totally have your chars' AI wing their combos more often. It's a joy to watch. :3
Title: Re: The official Kamekaze wip thread: Alcott. MANLY MONTH OF UPDATES
Post by: Kamekaze on April 26, 2013, 05:47:01 am
my older stuff did that, and my latest build of my new AI does it too, just now it wont drop any random string it figures out.
Title: Re: The official Kamekaze wip thread: K-Bison, MANLY MONTH OF UPDATES
Post by: Kamekaze on April 27, 2013, 05:13:01 am
We'll get there.... Boxer may not make it this month.
Title: Re: The official Kamekaze wip thread: Uncertainty......
Post by: Kamekaze on May 24, 2013, 06:47:02 am
Alright let's real talk. I'm about to start my new career and in the first 8 weeks there will be basically no free time anymore(programmers don't get that in the real world when they start out lol). So because of this I am not sure whether I will even be able to entertain the idea of making another char anytime soon. I want to say I'm going on hiatus but if you don't hear from me within 6 months assume that Kamekaze is out the game. I wanted to make it to 100 I really do but when life calls you answer the phone because making a living on your own is always more important than your hobbies (unless your hobby makes said living).

I'm not saying good bye, I'm saying I'll see you later.
Title: Re: The official Kamekaze wip thread: Uncertainty......
Post by: Sinnesloschen on May 24, 2013, 06:48:35 am
Best of luck to you in your new career, Kame. If you find the time to do anything more, I'll be anxiously awaiting you.
Title: Re: The official Kamekaze wip thread: Uncertainty......
Post by: AlexSin on May 24, 2013, 02:13:02 pm
Hope everything turns for the better.
Title: Re: The official Kamekaze wip thread: Uncertainty......
Post by: Cybaster on May 24, 2013, 03:32:13 pm
Real life comes first, so do what you have to do. I hope everything turns out for the best.
And if you still have time for Mugen, then good for all of us lol.
Title: Re: The official Kamekaze wip thread: Uncertainty......
Post by: walt on May 24, 2013, 03:34:15 pm
Alright let's real talk. I'm about to start my new career and in the first 8 weeks there will be basically no free time anymore(programmers don't get that in the real world when they start out lol). So because of this I am not sure whether I will even be able to entertain the idea of making another char anytime soon. I want to say I'm going on hiatus but if you don't hear from me within 6 months assume that Kamekaze is out the game. I wanted to make it to 100 I really do but when life calls you answer the phone because making a living on your own is always more important than your hobbies (unless your hobby makes said living).

I'm not saying good bye, I'm saying I'll see you later.
Don't worry man. Not always do real life issues take up on ALL of your time. If you're studying, you'll get breaks every now and then. If you're working, you'll always have the weekends. If you've really caught the mugen bug, it doesn't leave you just like that :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on July 28, 2013, 09:19:50 pm
Hi, I'm Kamekaze. And I have a problem trying to quit making content for this engine. Below is the comprehensive movelist for my next char. And yes it was a gigantic pain in the ass to do all this but at the same time was by no means difficult. He is somewhat beta ready but I advise you be somewhat competent in tekken before you volunteer to save me and yourself some trouble lol. Also I bumped my quit number to 150. Because I have serious issues.

Spoiler, click to toggle visibilty

Das vid.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Saikoro on July 28, 2013, 09:21:23 pm
Ooooooh........ This sounds excellent. I look forward to testing him out when he is released.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on July 28, 2013, 09:22:26 pm
I forgot the vid showing this off even though its an old build. Anyway I did this over the course of about 2 weeks so again, not as difficult as I thought but a lot of tedium.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Cybaster on July 28, 2013, 09:33:19 pm
Also I bumped my quit number to 150. Because I have serious issues.
:stare: + :sugoi:

Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Aldo on July 28, 2013, 09:36:09 pm
Also I bumped my quit number to 150. Because I have serious issues.
:stare: + :sugoi:

 :stare: +  :woeh: +  :sugoi: +  :bison:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Keku on July 28, 2013, 10:39:35 pm
Das spoiler
MAXIMUMエロティシズム

Kame I love you. <3
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on July 28, 2013, 10:41:53 pm
You're the reason I no longer will take birthday requests ._.

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Amidweiz on July 28, 2013, 10:43:39 pm
You're the reason I no longer will take birthday requests ._.

Spoiler, click to toggle visibilty

nachos rule.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Sinnesloschen on July 29, 2013, 12:06:37 am
He is somewhat beta ready but I advise you be somewhat competent in tekken before you volunteer to save me and yourself some trouble lol. Also I bumped my quit number to 150. Because I have serious issues.
I play a good bit of Tekken. Jin's not exactly my main, but I know at least how he works. I'd like to try him out some time. :P
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 01, 2013, 04:56:18 pm
The day I make AI for a character using 3d fighter elements is the day I make AI for a 3d fighter period. It's far to big of a hassle right now unless I just make it wait parry and do full combos. And that wouldn't be too fun for the opponent considering he can parry anything but projectiles. Anyway yeah current rugal is back on
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Sinnesloschen on August 02, 2013, 12:02:48 am
Fair enough.
current rugal is back on
:swoon:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Aldo on August 02, 2013, 04:49:17 am
Jin with some Hybrid Tekken gameplay?? He´s one of my mains so count me in.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 02, 2013, 05:00:03 am
Jin with some Hybrid Tekken gameplay?? He´s one of my mains so count me in.

Nooooooo I never played Hybrid. My jin will be very strongly based on TTT2. His moveset is pretty much exactly that.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Sinnesloschen on August 02, 2013, 05:01:41 am
Nooooooo I never played Hybrid
I think he meant a hybrid of 2D and 3D gameplay. :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Duos.act on August 02, 2013, 05:02:07 am
Tekken Hybrid is just a HD port of TTT1 anyway.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Aldo on August 02, 2013, 05:02:29 am
Oh so it´s a TTT2 based movelist?? Even better!. By hybrid I meant gameplay with a mixture of many Tekken elements from various iterations (and other stuff perhaps), but I stand corrected.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 02, 2013, 05:08:43 am
Oh I read wrong. Well yeah I targeted ttt2 for some reason and now that's where I'm staying since he's very much playable and pretty fun once you get used to the awkwardness that is not being a traditional 2d character.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 02, 2013, 06:17:14 am


Shwa gets his hands on his char. And does some things that let me know it's already time for nerfs.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Aldo on August 02, 2013, 06:43:34 am
He shouldn´t be able to OTG someone that much with a normal, in Tekken of course because is part of the system but in a 2D environment it won´t fit. Everything else looks pretty accurate... maybe too much juggling.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 02, 2013, 03:04:06 pm
From what I've seen/done the juggling is very much the part. Jin can do far worse in ttt2 lol. And yeah I nerfed c.lk because in tekken while it's possible you can only get about one off before they can instantly recover. It was one of those things that slipped under the radar because I've never tried to. But this is what testers are for anyway fufu
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: GOH on August 02, 2013, 03:38:03 pm
I haven't tried the beta but from what I've seen in Shwa's video, I think that the juggle needs to push the character further away the more hits are dealt. Atleast if you're looking for a close conversion of the juggle system, I'm pretty certain that the number of hits he performed in the video should atleast push the opponent further away like in Tekken. The only way I've seen people extending the juggles even further is by mid dashing between normals but it's kinda of an advanced technique that I never tried much because I'm a nab. :(
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 02, 2013, 03:43:17 pm
It does push them away, but you could still do the same thing shwa did here just fine. If he tried to do anything else it would have been too far to land. The formula as far as I can tell is -vel x - hits/4,-vel y + hits(the division or multiplication varies on the move you use). So it's been lots of tweaks here and there. 
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Nolemociy on August 02, 2013, 06:11:48 pm
Nega Adon, thats great!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 06, 2013, 03:36:12 am
Alright I got what I need to moveforward with other rugal so he's on deck too. But probably wont be playable for a month or so
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Sinnesloschen on August 06, 2013, 04:42:32 am
Heck, as long as he's playable some time I don't care how long it takes. Too much hype!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: ViBeZ on August 06, 2013, 07:05:59 am
[youtube]http://www.youtube.com/watch?feature=player_embedded&v=BZo7xDhv1sQ[/youtube]

Shwa gets his hands on his char. And does some things that let me know it's already time for nerfs.

Dat OTG Damage

Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 06, 2013, 02:49:49 pm
rip out of place otg damage.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 08, 2013, 02:20:49 am
Instead of being obviously lazy. I've decided some more visual cues are in order for this rugal. More things that you wont be able to see is that Jacket Rugal is more kick centric and his damage and moveset will show it. God rugal will be more of a projectile monster and his moveset will show it as well.
More to come as the week goes by
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: KaosBreaker on August 15, 2013, 03:52:36 pm
Was hoping a Nega Rugal, but ADON is fucking boss. I have like an MVC version of him in my roster and he is harass... I love the Nega characters
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on August 20, 2013, 04:32:06 am
Due to my own impatience I've decided to work on an unprecedented third wip. The first time I've worked on 3 chars at once. Now you may probably be asking yourself. "Why would he assume I'm asking myself something?" That's a good question, I'm not going to answer that. Instead I'm going to tell you why I chose Roa to make. First and foremost, I love his movesets. Secondly, I've been charting out gameplay for him since like February. Lastly, I liked what I daydreamed(how I often come up with ideas for chars) about him. This Roa will be the same style as Falcon and Alcott. Now before you get concerned, I always do my best to ensure the integrity of the character I arrange stays intact. So you can expect Roa to still play and feel like Roa. However he will not feel like Melty Blood.

I will more than likely have a beta ready by the weekend so stay posted(if you care). As for his gameplay it self, well I have quite a bit in store. You can expect his command normals to still be a huge factor as well as a couple new ones that I've brainstormed with a few people quite extensively. He will have all of his specials from MB in some shape or form but I can't really describe all of that in text. His supers will not be the same as MB for obvious reasons but I personally think you'll like what I have in store.

At some point a wipvid and a movelist may be posted if I feel it's worth presenting so early.

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Sinnesloschen on August 20, 2013, 04:33:26 am
ROA IN THE SAME STYLE AS FALCON AND ALCOTT. HYPE OVERLOAD.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Aldo on August 20, 2013, 04:58:57 am
I... I don´t know what to think about that but sounds like a lot of fun. Good luck with that.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin)
Post by: Kamekaze on August 20, 2013, 05:09:21 am
Well what's life without risks. At least I'm telling you what to expect instead of just releasing something out of the blue that's as outlandish as this.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on August 21, 2013, 06:26:31 am


No brakes....

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on August 21, 2013, 06:27:43 am
He's looking mighty fine. I can't wait to try him out. ^_^
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on August 21, 2013, 04:11:26 pm
This is what he's like at 15% completion. Extremely early alpha. But he was playable enough for me to show my PoC to a person who had the biggest doubts of what I was doing.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Spec Gespenst on August 27, 2013, 06:28:26 pm
Here's some palettes for your Roa
(http://i.imgur.com/Jb7RfFS.png) (http://i.imgur.com/LkiKL2G.png) (http://i.imgur.com/Uqmm1t4.png) (http://i.imgur.com/8YTInv0.png) (http://i.imgur.com/5Gw6EXd.png) (http://i.imgur.com/rVOhYKJ.png)
http://www.sendspace.com/file/tl89hz
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 11, 2013, 05:53:46 am


The last horse finishes the race. There are lot of things going on here so I'll start with the ex things. Ex Kicks only has the added benefit of coming out faster and knocking p2 higher up with less horizontal push. Ex god press wall carries and leaves p2 in a crumple state once. Ex Genocide cutter is a slight reference to god rugals version which will be a more prevalent move in his god mode. It also allows another juggle in the corner. Doing all of this at once is not only not recommended, it's a terrible waste of meter. But this proof of concept combo took me well over 50 tries to do because of the first initial link that's really easy to miss.

Oh right EX dive is a faster version that allows juggling of air opponents where the other two do not. Doing the version I'd recommend leads to a hard knock down so it's a better idea. More stuff to come I guess.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on September 11, 2013, 05:57:31 am
I WANT THIS. SO MUCH.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 11, 2013, 06:24:48 am


Not much better but more stuff to talk about. I'm aware that his dive looks like it sucks. Kinda cause it does. It's usable but you'll have to pick the right time to do shit with it. If you can land it it starts a combo quite easily. The C version knocks down for juggles and causes hard knock down the air. This will become a lot more important when I get to god rugal. In the mean time I'm probably gonna buff his damage a little. *shrugs*

     Posted: September 11, 2013, 06:54:43 am
oh right, the best part about $5 rugal is that his combos work anywhere on screen......
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: GOH on September 11, 2013, 10:29:50 am
How long does the crumple last for? (and can you mash out of it?) Can you do another jump in combo after the crumple or does it end quickly?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 11, 2013, 12:19:46 pm
Kof crumple does not allow restands.so its all air state from there. and it lasts about 1.25 seconds
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: GOH on September 11, 2013, 12:52:20 pm
k
can you mash out of it?
Like dizzy states
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 11, 2013, 02:33:52 pm
No, its just like kof13. like try kula's ex breath on there for reference.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: DAN_HIBIKI on September 11, 2013, 07:14:23 pm
can you mash out of it?
Like dizzy states
Errrrm... None of break-downs ever can be mashed out.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on September 12, 2013, 02:14:30 am
* C.A.N points to Street Fighter *
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: DAN_HIBIKI on September 12, 2013, 05:25:34 am
* C.A.N points to Street Fighter *

The stun is not a break-down.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Duos.act on September 12, 2013, 05:28:49 am
That's fucking Street Fighter, this is a Rugal based on KOF13. 
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: DAN_HIBIKI on September 12, 2013, 05:32:21 am
That's fucking Street Fighter, this is a Rugal based on KOF13. 

I call any state where character slowly fall to the ground the "break-down".
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Handmaiden of the Seascape on September 12, 2013, 05:33:35 am
* C.A.N points to Street Fighter *

Uh... what? What does SF have to do with a KOF based character again?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on September 12, 2013, 05:34:29 am
Nothing. I fucked up, let's move on. >_<
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Duos.act on September 12, 2013, 05:35:50 am
That's fucking Street Fighter, this is a Rugal based on KOF13. 

I call any state where character slowly fall to the ground the "break-down".

Sorry, I wasn't talking to you.  I was talking to CAN who feels the need to flaunt his lack of FG knowledge in every WIP and release topic like a living breathing Scrubquotes post. 
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on September 12, 2013, 05:40:59 am
I apologize for being human and making an error, something you are clearly incapable of. Kthxbai.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 12, 2013, 05:46:15 am
guys pls dont do dis in mah tred.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Jmorphman on September 12, 2013, 06:13:52 am
Is the Orochi skull FX just a leftover from the old .sff or something like that, or is it to differentiate suit Rugal from suitless Rugal?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on September 12, 2013, 06:15:28 am
Probably both.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on September 12, 2013, 06:17:38 am
At first I was gonna jazz it up a bit but then I realized it's fine as is. No point in fixing what isn't broken. EX rugal has a lot of things I can't explain or show so I guess when the last of my sprites arrive a beta will have to do.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 18, 2013, 01:17:59 am
http://www.youtube.com/watch?v=SxmPeSmKeW0

October release? I think so.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: QuickFist on October 18, 2013, 06:33:45 pm
Rugal's looking good man
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:00:14 pm
http://www.youtube.com/watch?v=7FZFoPg6kt8&feature=youtu.be

Ok now his AI is less stupid. Last non godrugal vid.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:04:07 pm
He really needs to vary his Drive Cancels more. It looks really linear atm.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:21:12 pm
Are you refering to rugal or akuma cause rugal doesn't really need to dc that much. that's why his only one the ai uses is what it is. its efficient and does a lot for 1 bar and 50 drive
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:22:24 pm
I was talking about Rugal yeah. I saw some opportunities for him to spend meter and get more damage but he didn't. His AI just looks boring with his combos imo. He's got a lot more he can do. :V
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:26:22 pm
Its not a goal to blow all meter on the first round lol. or in general he saved it for at the end when he did lvl2. besides its not my job to wow people, its my job to give them a challenge. the ai's priority is proper meter usage and knock down set ups.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:27:54 pm
Well fair enough I just figured he could've done more with what he had. :sweatdrop:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:32:23 pm
Like what?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:33:52 pm
There was one point in the first round when he juggled into B Beads Destruction. He could've canceled the second hit into EX God Press (he had the meter) and then done a small corner juggle.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:39:28 pm
Oh that, he does b bd to push people to the corner withough wasting meter or drive while building meter for better combos. its a bnb
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:45:51 pm
I know that it's just weird he never really capitalizes on his meter usage and even when he does there's no variation to it.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:50:02 pm
I don't really care about variation, I care about maximizing damage without using too much drive or meter lol
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 20, 2013, 11:51:51 pm
Eh whatever works for ya. I'll leave the styling to myself. :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 20, 2013, 11:56:18 pm
Precisely, ill leave combo videos to human players
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 21, 2013, 12:01:37 am
I suppose all I can ask is that his AI isn't so reliant on wakeup Genocide Cutter and knockdown Dark Smash setups. Really predictable. :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: SailorMaRs1030 on October 21, 2013, 03:10:03 am
MvC3 Kyo. Killer Instinct Iori. Hinokakera DBZ chars. There, I've given you more than enough Char of the Year nominees.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: QuickFist on October 21, 2013, 03:12:06 am
MvC3 Kyo. Killer Instinct Iori. Hinokakera DBZ chars. There, I've given you more than enough Char of the Year nominees.

What the hell are you talking about?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 21, 2013, 03:12:50 am
Seems self-explanatory to me. :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: QuickFist on October 21, 2013, 03:17:50 am
Ok, but what does that have to do with the topic?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 21, 2013, 03:19:18 am
Nobody ever said it was on topic. Just random character ideas.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Jmorphman on October 21, 2013, 03:22:43 am
Please stay on topic and don't toss out random character ideas.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: rednavi -RETIRED on October 21, 2013, 03:45:21 am
They know each other, he's just joking with Kame

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 21, 2013, 04:55:24 am
Jmorseman it's ok. I know him. Kasumi is the reason I'm still doing mugen stuff and why I just won a kof tourny saturday : D

     Posted: October 21, 2013, 05:33:50 am
http://www.youtube.com/watch?v=QCjF5tuN1zQ

I lied. But it's only because I'm fighting the AI. Aaaaaand I almost lost.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Jmorphman on October 21, 2013, 06:06:08 am
Maaaaan I don't got time to check to see if people are joking or whether I recognize them, I just act, I'm like a tiger or something I just pounce and shit. That's a completely fair comparison right. Yeah.

uuuuh when is Rugal coming out? :3
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Sinnesloschen on October 21, 2013, 06:11:18 am
October release? I think so.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Rugal/Roa)
Post by: Kamekaze on October 21, 2013, 06:26:13 am
Probably friday. More than likely. All that's left is AI for god mode.

     Posted: October 26, 2013, 05:41:20 am
And with that I more than likely am leaving kof13 related stuff alone for good. I've had my fun with it. A lot more wips will be made public in the coming weeks so hopefully if I can stay motivated I'll get stuff done faster considering I used to do chars in a month.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Roa)
Post by: Kamekaze on December 10, 2013, 06:28:49 am
Cammy will be out in a week or so. Followed by Roa hopefully in the same month.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Jin/Roa)
Post by: Sinnesloschen on December 10, 2013, 06:30:05 am
Roa
Any updates on him gameplay-wise? I'm still curious what you have in mind for him.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Cammy/Roa)
Post by: Kamekaze on December 10, 2013, 06:45:37 am
His movelist is set in stone at this point, all he needs is his finisher and AI. However most people wouldn't know that unless they saw my streams which no one does because I don't announce them lol. I'll put a vid up at some point
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Cammy/Roa)
Post by: Sinnesloschen on December 10, 2013, 06:46:28 am
Alright cool. Can't wait to see what you threw together.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 14, 2013, 09:30:49 pm
Alright now I can do one last push to get Roa out.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 06:20:05 am
http://www.youtube.com/watch?v=LHUMm2rY4M8&feature=youtu.be

Too bad I'm ass :(
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 19, 2013, 06:29:56 am
Looks pretty fun so far. I can't wait to take ten days to learn him.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 06:34:58 am
I've been trying to learn him for 5 months :(

Edit: I plan on doing an actual combo video at some point. Especially since I want to release him by christmas.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 19, 2013, 06:37:59 am
Sounds pretty fun. I've always liked taking notes from your vids.

EDIT: What's his Drive, anyways?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 06:39:34 am
That Orb you saw being placed before I was hit. I can't even begin to talk about how important they are and what they are capable of.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 19, 2013, 06:41:06 am
I figured it was important, given how it was following Falcon. I always hated how stationary it was in source.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 06:42:47 am
Well they can be placed in front of him, in the middle of the screen, or at the edge by holding a direction down while pressin D. If you D without a direction he places one that slowly follows p2. It comes out much slower though, unless you're in his install mode that is.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 19, 2013, 06:44:26 am
Mind talking a bit about install mode? All I noticed about it was that it apparently let him do his C-Moon projectiles aside from his Drive. Or at least buffed versions of them.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 06:48:46 am
Almost all of his moveset changes. what doesn't change gets new properties. ex moves only cost 10% instead of 25% and cancels cost 25% instead of 50%. basically you want to be in this mode while mid screen or mid combo because he becomes a different character with new moves.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 19, 2013, 06:51:34 am
Well dang. Even more to tinker with once I get my hands on him.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: SirGuille on December 19, 2013, 08:16:26 am
Hi kame.
It would be great to see a decent SFA Sheng long, make this happen!!
But you must make THIS happen too:
(http://criticsight.com/wp-content/uploads/2011/08/Dudley-como-KOF-XIII.jpg)
Yep, a KOFXIII style Dudley!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Cybaster on December 19, 2013, 08:36:22 am
Only if you give him the sprites.

Anyway, nice progress on Roa, he looks boss and really fun. :)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 19, 2013, 09:55:24 pm
Hi kame.
It would be great to see a decent SFA Sheng long, make this happen!!
But you must make THIS happen too:
(http://criticsight.com/wp-content/uploads/2011/08/Dudley-como-KOF-XIII.jpg)
Yep, a KOFXIII style Dudley!

No. Never ever not even once. Dudley would not work in that style. Trust me on that one. The same reason ken can't work in XIII either. Their style, flair and combos only work within the confines of their main systems because that's how they were designed. I got lucky with ryu but even he is really basic.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 20, 2013, 12:57:19 am
http://www.twitch.tv/kamekazebish/c/3419669 - Basics

http://www.twitch.tv/kamekazebish/c/3419682 - Advanced stuff

In this two part series I attempt to explain Roa without sounding completely stupid. I failed :( But hopefully this is enough to give a good grasp of what's happening I guess.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 20, 2013, 02:19:55 am
._. You weren't kidding. Playing as him looks like a nasty affair.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 22, 2013, 12:38:31 am


The fun is just starting........
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Cybaster on December 22, 2013, 12:45:41 am
Just watched the advanced stuff. You definitely put a lot of thought in Roa, with some awesome ideas. Looks definitely interesting and fun to play, while being very hard to master.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 22, 2013, 12:55:15 am
Well pretty much all of what makes him advanced is me trying to ensure he still feels like Roa and not some Roa sprites I made a char out of. Balancing his moveset was pretty much how a lot of his concepts came to be especially when it came to the fact that I wanted to include every special he has in some shape or form. Because of all these options, like I said a lot in both vids, you can play him pretty much however you like as he can be approached from several angles, including some even I don't know about yet.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Saikoro on December 22, 2013, 12:58:41 am
Xan is gonna go nuts over this. Fantastic preview video!! :2thumbsup:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 22, 2013, 12:59:04 am
Too late.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Saikoro on December 22, 2013, 01:04:29 am
Too late.
Spoiler, click to toggle visibilty

:doom:

I am guilty of... not watching your stuff... :qq:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on December 22, 2013, 01:06:06 am
I post that nonsense in the Mugen vid thread for a reason.
Spoiler, click to toggle visibilty
[/offtopic]

I'll have to mess with his fatals more. I keep forgetting QCF+B launches P2 like that during them.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 29, 2013, 08:32:00 am


The important thing is I eventually found the guy.......in my wips
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Cybaster on December 29, 2013, 01:28:45 pm
Are you hinting you're going to create the whole TMNT cast, as you have done previously for a few old school games ? :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on December 29, 2013, 06:04:44 pm
Well not much of a hint if you look at the first post of this thread but yeah. that leo is mine and I literally made it yesterday lol
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on January 02, 2014, 01:53:57 am


Revenge.....So his AI is gonna be using another somewhat different style that I came up with recently. It's bred to be more responsive and adaptive rather than focus on combos etc.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Ex☆Cham on January 03, 2014, 02:27:05 pm
Can espect a "You gona be my b*tch" AI level as always? XD
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 07, 2014, 12:26:39 am


After doing a bit of a restructuring of his gameplay this is probably going to be the final build of it. For those who have paid attention(no one) you may notice his loops are pretty much all gone. He has a couple left in odd places though.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Zer0degreez on April 07, 2014, 12:28:20 am
Looking solid! combos look great. rip loops though.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 07, 2014, 12:29:23 am
They were making his other moves seem less significant and you could pretty much go without using D at all which was not what I wanted overall. His new combos are much more fun imo because they aren't braindead.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on April 07, 2014, 12:31:51 am
Meterless loops aren't to be mourned over. :qq:

I'm just happy there's an actual setup for his Drive outside of hit and run now.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Zer0degreez on April 07, 2014, 12:41:26 am
I mean honestly it was a joke. but other then that the char is looking great.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Websta on April 07, 2014, 12:50:16 am
Looking really good Kame. Roa's voice is really soft though. :/
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 10, 2014, 05:44:56 am


Obviously I still have a lot of polishing up to do but I wanted to get AI out of the way so I can focus on just that. In this vid it's about 50% done and only knows very little combos. The more important thing is how it acts outside of that.......sorta. It's a mesh of my combo happy AI with my neutral AI and the results were questionable but smoothing out well enough.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 12, 2014, 10:15:46 pm
Alright so now that this goofy style of mine is about to be put on a lot of other chars I guess it's time to introduce a new mechanic that will help you the player out. Think of it like guard blowbacks. They take 35% meter to do and is basically a get off me command. It's done with A+B while in block stun obviously.

In addition here are some changes coming to Alcott and Falcon:

Falcon:
-New move - EX falcon kick.
It hits low and does not pass through the opponent on hit or block so be very careful throwing it out. The opponent is sent flying straight up and on counter hit it is untechable. Does decent damage.
-Raptor boost nerf - reduced push back for now. Makes C raptor boost a little more punishable
 Hurtbox added to dash part of animation - he can be thrown now but is still relatively invul for small period of time.
- Increased hitstun of c.B so ex raptor boost hits consistently
-EX falcon punch can no longer be done on block

Alcott:

-Damage increase on D and C moves
-AI doesn't drop combos anymore(not really a buff but hey whatever)


More to come probably
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Zer0degreez on April 13, 2014, 12:15:14 am
Great update to falcon! i was wondering if you were ever gonna add a falcon kick. cant wait to see the combo possibilities(if any).
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 17, 2014, 06:26:18 am


Alright here's where people get to help me out. I need a BGM for this finisher and I got nothin. The sooner we figure this out the sooner I can release cause that's all that's left to do.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on April 17, 2014, 06:29:17 am
I got nothing. Looks cool, though.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: LurkerSupreme on April 17, 2014, 06:35:32 am
https://www.youtube.com/watch?v=o-UsBSXGTG8

I'll throw these out there.

https://www.youtube.com/watch?v=zKZvQbFVQhI
https://www.youtube.com/watch?v=PwKFnTwEDUo
https://www.youtube.com/watch?v=iO5htpfswE4
https://www.youtube.com/watch?v=4_ASHUkb6p0
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: XCB on April 17, 2014, 08:10:46 am
You could always go the BlazBlue route and use the opening theme of his source game. (https://www.youtube.com/watch?v=2PW5pbDnQWk) (Alternatively, the UNIB remix. (https://www.youtube.com/watch?v=TuwoH2iZuKU)) Or World End Roar (https://www.youtube.com/watch?v=cBZhwwfssHk) could work as well.







Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Formerly Hoshi on April 17, 2014, 08:44:31 am
http://www.hoshi.trinitymugen.net/dc_bgm_00000000_00000026.wav

Try that.

EDIT: Obviously the end needs to be cropped.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 17, 2014, 02:01:47 pm
You could always go the BlazBlue route and use the opening theme of his source game. (https://www.youtube.com/watch?v=2PW5pbDnQWk) (Alternatively, the UNIB remix. (https://www.youtube.com/watch?v=TuwoH2iZuKU)) Or World End Roar (https://www.youtube.com/watch?v=cBZhwwfssHk) could work as well.

Yar suggested a similar route as far as the opening. He gave me a version of the theme that is very um...rare I guess. But I'll check all these suggestions out.

edit: hold that yar gave me a different song all together.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Kamekaze on April 18, 2014, 06:34:57 am


We have a winner? Iunno we got 1 day left to change it but it feels right to me.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: Sinnesloschen on April 18, 2014, 06:38:20 am
Yeah, seems good.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Roa)
Post by: LurkerSupreme on April 18, 2014, 07:20:17 am
I'll take it.
Title: Re: The official Kamekaze wip thread: Don't stop me now.
Post by: Kamekaze on April 19, 2014, 10:31:34 pm
Well now I'm at a bit of an impasse. I don't really know who I want to work on next. The stuff I would like to are still missing things atm so I can't get to far just yet. Oh well.
Title: Re: The official Kamekaze wip thread: Don't stop me now.
Post by: Janis L.C.V. on April 20, 2014, 12:41:29 am
Wait, are you implying that you want suggestions?
Title: Re: The official Kamekaze wip thread: Don't stop me now.
Post by: Aldo on April 20, 2014, 12:56:50 am
You could do more Breakers stuff.
Title: Re: The official Kamekaze wip thread: Don't stop me now.
Post by: Kamekaze on April 20, 2014, 03:30:13 am
Wait, are you implying that you want suggestions?

Not really, although I  can tell you after cancelling several wips that aren't on that list you can see that's not 58 lol.
You could do more Breakers stuff.

I'll think about it. It would probably be pielle(pierre).
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on April 20, 2014, 09:46:46 pm
I've decided to go with Ruby for now. This will give me the chance to update ken and what not as well so it needed to happen at some point.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Macaulyn97 on April 20, 2014, 11:17:19 pm
Awesome!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 18, 2014, 10:18:21 pm


Here's a thing showing off 10% of what she's capable of as it sits. All I have left to do are intros winposes 2 more specials and voices.

Funfact, after sitting down with everyone else's ruby I'm the only one who decided to code the chains properly ._. .....and the ghost treasure.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 26, 2014, 01:53:42 am
(http://i6.photobucket.com/albums/y217/DarklordMf/mugen013-1.png)

Second assist revealed.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Macaulyn97 on May 26, 2014, 05:23:57 am
Do your other characters have assists?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 26, 2014, 07:09:28 am
Only ken.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 26, 2014, 08:35:54 am


So I could hit this combo every time before I tried to record it yet some how it took several takes to pull it off. :( Either way this is only one of several ways to do stuff with her as it can be in any order. HOWEVER the anti air anchor combo has to be done first from the first water pillar or it wont hit. hit stun scaling prevents it at any other time.

Also that super at the end is mashable for more damage.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Aldo on May 26, 2014, 09:01:24 am
No mashable supers please. Looking really nice there, great combo potential :)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Zer0degreez on May 26, 2014, 10:29:44 am
Looking solid. You've done it again.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 27, 2014, 12:11:43 am
No mashable supers please. Looking really nice there, great combo potential :)

Every VS game had mash-able supers. It's just how things are. In this version by mashing a cannon on the otherside of the ship will also fire additional shots.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Websta on May 27, 2014, 12:27:34 am
hit stun scaling

This intrigues me.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on May 27, 2014, 05:02:42 am
hit stun scaling

This intrigues me.

you're late to the party by like 2 years D: Ken has a beta concept of it but I perfected it with ruby and ken's update coming out when I realize ruby.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on June 12, 2014, 01:12:50 am


SIGNS OF LIFE I HAVE. Anyway have an AI battle. Ruby should be out tomorrow for my birthdaaaaaaaaay. or something iunno.

Spoiler, click to toggle visibilty



Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Zer0degreez on June 12, 2014, 02:24:29 am
Happy Birthday bro. I know what ima be doing tomorrow.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: GTOAkira on June 12, 2014, 02:29:51 am
looking great
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: DW on June 12, 2014, 05:07:22 pm
That's a nice MvC3 inspired setup you have there. Too bad she didn't actually make the cut commercially... Still, nice work and happy b-day sir. Ruby was one of my faves from MvC2, so I look forward to trying her out.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Janis L.C.V. on June 12, 2014, 08:28:55 pm
She certainly looks pretty threatening in battle. Can't wait to try her out.
Also, Happy Birthday, another year older to FLY AWAAAAY.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: A$AP Buckus on June 12, 2014, 08:45:12 pm
She's looking great. Side question: since Sabretooth is one of her assist, will he not get a separate mvc3 release like this?

Also Happy born.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Ruby Heart)
Post by: Kamekaze on June 12, 2014, 10:01:17 pm
He already exists in a mvc3 setting.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on June 13, 2014, 01:52:21 am
Oh man oh man oh maaaaaaaaan. I'm actually more excited to do this next one. Tristan's re imagined playstyle came to me like most of the ones I create, in a dream. I wrote it down and showed it to sean and he liked it. With his approval big things are coming from the man who hates being called spoiled. Stay tuned.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: A$AP Buckus on June 13, 2014, 06:20:31 am
I meant with assist chars included
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: senorfro on June 13, 2014, 07:41:54 am
I like Tristan, but felt he needed an update, so I'm intrigued.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Sinnesloschen on June 13, 2014, 07:44:36 am
I meant with assist chars included
Birdie more than makes up for a lack of assists tbh.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on June 13, 2014, 02:13:26 pm
I meant with assist chars included
To be honest yeah what Xan said. I feel like he's fine without any. Even if I did then people would probably ask why 3 has assists and 2 doesn't. It's a lot of work that I'm not interested in doing right now.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on June 13, 2014, 02:13:59 pm
I like Tristan, but felt he needed an update, so I'm intrigued.

He'll be using the same system as Roa,Falcon and Alcott. But his core gameplay will be drastically different from them.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: TheSnackist on June 13, 2014, 03:49:05 pm
I like Tristan, but felt he needed an update, so I'm intrigued.

He'll be using the same system as Roa,Falcon and Alcott. But his core gameplay will be drastically different from them.

I for one was hoping you would say that... Exciting!! Looking forward to seeing just what you are whipping up!

Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Macaulyn97 on June 13, 2014, 04:14:07 pm
Isn't him that blue-dressed guy that SeanAltly did as well? Never really cared about him, where is he from?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: TheSnackist on June 13, 2014, 05:06:49 pm
Sean Altly original. He's meant to be kinda a World Warriors-esc fighter vs his more superhero / science experiment themed SHADES stuff.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on June 13, 2014, 05:31:14 pm
On that note, you'll be happy to know I'm not adding anything over the top or super natural to him as well(or maybe not happy i dont know). He will be a bit of an odd ball though. his main mechanic is based on both taunting and evading the opponent and punishing with a follow up to any of those moves used to do so. Essentially he'll be a char that thrives on exploiting his opponent and pissing them off mostly.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Websta on June 13, 2014, 05:49:39 pm
Dan with counter moves :P
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on June 13, 2014, 06:11:42 pm
they aren't exactly counters. Think of it as dodging with follow ups. something that has been done before in various games but not quite in the way I have it set out for somethings.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Websta on June 13, 2014, 06:20:14 pm
Well now. That sounds like it could be awesome, I'm curious to see to what extent you're gonna take it.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 10, 2014, 02:49:11 am
I know I vanished for a bit like I so often do....but I was on vacation so this time I have an excuse. Anway, Tristan is pretty close to being done from a gameplay point of view and to cement this I will be doing a stream friday around 6:30 as a live tutorial. And I won't be alone because that would be boring. There you can also ask shit if you want. anyway my twitch is OfficialKamekaze so save the date or something.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: JustNoPoint on July 10, 2014, 05:02:26 am
6:30 am or pm? What time zone?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 10, 2014, 06:54:00 am
ah my bad, 6:30pm EST.

here's a vid that got ruined by premiere

https://www.youtube.com/watch?v=AP14b5cygSw
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Sinnesloschen on July 12, 2014, 12:25:00 am
Reminder that the stream's starting in a few. (http://www.twitch.tv/officialkamekaze)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: JustNoPoint on July 12, 2014, 12:29:21 am
Thanks! I'd forgotten!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 12, 2014, 02:50:32 am
(http://i6.photobucket.com/albums/y217/DarklordMf/paltemp2.png)

So yeah I need palettes and such. Who wants to do that and be known as the greatest something of something?

Also for those who missed the tutorial, it didn't archive so I have to do it again so you're in luck. Join me tomorrow same time same place.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Jtp768 on July 12, 2014, 03:33:44 am
(http://www.justnopoint.com/atp323/paltemp2.png)

(http://www.justnopoint.com/atp323/paltemp3.png)


custom
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kirishima on July 12, 2014, 03:34:14 am
(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-YellowBrown-_zps9919360a.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Prototype God on July 12, 2014, 04:23:55 am
(http://i.imgur.com/y9zCo98.png)
(http://i.imgur.com/Y2b1Yom.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 12, 2014, 04:34:11 am
Ah yes, you will all be the best of best!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: ShiroTori on July 12, 2014, 04:48:42 am
Decided to do one based on a familiar face in Mugen.

(http://i.imgur.com/IUlJkjf.png)

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Janis L.C.V. on July 12, 2014, 02:17:40 pm
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/TRISTANFIST_AlternateOuttake_zps01d1509b.png)
Alternate Outtake
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/TRISTANFIST_TheShotoThatNeverWas_zpsdf47bc4f.png)
The Shoto That Never Was
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/TRISTANFIST_DolphinShoals_zps35908db4.png)
Dolphin Shoals
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/TRISTANFIST_Spoiled_zps4a6d15a9.png)
Spoiled/Fool's Gold

(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_Quiet_zpseaabff50.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_RoaInChains_zpsb71417ea.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_TheBadGuy_zps577aaa9b.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_DUH_zps1ede1f0c.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_Venus_zpse35c4b8a.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/Roa_Animoo_zpse173c5dd.png)
I also made some palettes for your Roa. You could put these in his next update.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: AlexSin on July 12, 2014, 04:09:52 pm
A bunch of palettes made by me:

(http://i1066.photobucket.com/albums/u402/GodofDeath94/paltemp2palette1.png~original)(http://i1066.photobucket.com/albums/u402/GodofDeath94/paltemp2palette2.png~original)(http://i1066.photobucket.com/albums/u402/GodofDeath94/paltemp2palette3.png~original)(http://i1066.photobucket.com/albums/u402/GodofDeath94/paltemp2palette4.png~original)(http://i1066.photobucket.com/albums/u402/GodofDeath94/paltemp2palette4b.png~original)

1st - based on Makoto from SF3 with some changes;
2nd - purple hues;
3rd - comic palette (inspired from Balthazar's palettes for other characters);
4th - custom; 5th - edit of the 4th one (vibrant colours).
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 12, 2014, 06:01:14 pm
All in, keep em coming and whatnot.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Spec Gespenst on July 12, 2014, 06:11:54 pm
(http://i.imgur.com/e4WiHnB.png)(http://i.imgur.com/cSrRmwd.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Formerly Hoshi on July 12, 2014, 06:27:25 pm
(http://www.hoshi.trinitymugen.net/hoshipaltemp.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 12, 2014, 08:02:48 pm
all in. Don't forget since I botched my first tutorial recording I'm doing it again at 6:30EST under my twitch OfficialKamekaze
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 13, 2014, 12:22:49 am
 Almost time to start (http://www.twitch.tv/officialkamekaze)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 13, 2014, 01:19:46 am
Ok people for those who care and want to know the things here you go. Me and CAN go over all the stuff you should know.

http://www.twitch.tv/officialkamekaze/c/4651011 - Tutorial
http://www.twitch.tv/officialkamekaze/c/4649459 - Gameplay stuff
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kirishima on July 13, 2014, 05:15:00 am
(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-WhiteRed_zpsbfbb9bc2.png)
(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-Sentiment_zps651ebe48.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: TTTTTsd on July 13, 2014, 06:51:45 am
I have two palettes. Thanks to color sharing issues with Tristan's shoes. Also the first one has weirder belt shading but whatever. Either way, the second one has weirder shoes because I wanted to make it more accurate to Groose's palette and of course, the gloves shared with the shoe shades.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Dishamonpow on July 13, 2014, 07:28:06 am
Here are two badly done ones from me:
(http://i57.tinypic.com/2585uo5.png)
(http://i61.tinypic.com/1r4085.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 14, 2014, 05:24:04 pm
added, 40 pals is good enough.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 20, 2014, 05:37:49 am
Actually make that 43 apparently. Anyway here's his finisher



It's important to remember that Tristan is so far the only average person who found himself in this style and world so to speak. Because of that his finisher almost appears to be underwhelming but there are subtle differences in his moves that he uses here. Namely that Tristan Kick now has fx and that it's a super only possible at lvl 5. And of course the last punch is only possible at lvl 10. Depending on what level you are when you do this finisher will affect the properties of it. For example, it's only unblockable at lvl 3 and at level one it has a lot of start up.

Secondly, these levels WILL be attainable at some point but more than likely not at the time of release.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Ex☆Cham on July 20, 2014, 06:18:07 am
Yo that suden Background Music was  nice touch almost like when you do an Astral on Blazblue (unleast is the stage BGM??? ._.).
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Aldo on July 20, 2014, 06:32:07 am
Dat Tristan Install.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 20, 2014, 08:51:06 am
Dat Tristan Install.
Yo that suden Background Music was  nice touch almost like when you do an Astral on Blazblue (unleast is the stage BGM??? ._.).

It's his finisher which technically would be like an astral but more reliable. BG is jaguar by jabberloop. Good luck finding that for free tho.(buy the damn album it's called TAMASHI)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: AlexSin on July 20, 2014, 05:32:35 pm
I didn't want to necrobump your release topic (Ruby Heart), so I post it here. I found something:
- if you dash back and meanwhile hit the enemy (with light, medium or hard attack) she stays some pixels above the ground; repeat hitting the enemy (with any basic attack, this includes also the Launcher now) and she will "fly" (but it can also happen when she should technically defend); then, after the animation of the attack is completed, she will return on the ground.

I can even make her "fly" like this:
- the two characters are on the left corner, me on the corner, the enemy in the right;
- I dash back, then attack the enemy with the light attack (but as I said you can also use the medium or hard attack);
- movehit -> crouch light attack -> remain crouched.

P.S.: are those you used MVC3 sounds? Just to be sure.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 20, 2014, 06:39:43 pm
I didn't want to necrobump your release topic (Ruby Heart), so I post it here. I found something:
- if you dash back and meanwhile hit the enemy (with light, medium or hard attack) she stays some pixels above the ground; repeat hitting the enemy (with any basic attack, this includes also the Launcher now) and she will "fly" (but it can also happen when she should technically defend); then, after the animation of the attack is completed, she will return on the ground.

I can even make her "fly" like this:
- the two characters are on the left corner, me on the corner, the enemy in the right;
- I dash back, then attack the enemy with the light attack (but as I said you can also use the medium or hard attack);
- movehit -> crouch light attack -> remain crouched.

P.S.: are those you used MVC3 sounds? Just to be sure.

Two enemies on the left corner? Are you referring to simul or? Cause I don't support that mode at all. As for the other stuff I'll check it out. And yeah those are mvc3 hitsounds I used for the most part. Except for the explosions though cause they haven't been ripped.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: AlexSin on July 20, 2014, 07:08:13 pm
Two enemies on the left corner? Are you referring to simul or? Cause I don't support that mode at all.
Neither do I.

Now that I downloaded and installed bandicam I made a video of the bug:
http://www.mediafire.com/watch/yux3iaoqya08w3g/Ruby_Heart_bug.avi
or you can simply watch it here: http://www.mediafire.com/watch/yux3iaoqya08w3g/Ruby%20Heart%20bug.avi
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 20, 2014, 07:09:53 pm
the fly thing has been fixed, I was just making sure it wasn't simul related. It will probably be a shadow update since I have a couple other things to address.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 21, 2014, 02:36:57 am
I know I said colossus was next but fuck that I'm doing EX+a Sakura.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Kamekaze on July 26, 2014, 09:09:30 pm
Tristan should be out tonight.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Tristan)
Post by: Iced on July 26, 2014, 09:10:16 pm
Cool to know. :)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Sakura)
Post by: Kamekaze on August 16, 2014, 04:58:20 am
(http://i6.photobucket.com/albums/y217/DarklordMf/guardbreak.png)(http://i6.photobucket.com/albums/y217/DarklordMf/super.png)

Today I started the process of ripping the stuff I couldn't normally just shop out myself like the guard break fx. The hitsparks are proving to be much more complicated but the authenticity for the most part is remaining intact.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Sakura)
Post by: Macaulyn97 on August 16, 2014, 05:47:18 am
Whats with that kick? Will she have different attacks?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Sakura)
Post by: Formerly Hoshi on August 16, 2014, 05:50:33 am
MVC3 SAKURA?!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Sakura)
Post by: Kamekaze on August 16, 2014, 05:52:39 am
Whats with that kick? Will she have different attacks?

It's fx from SFEX+Alpha. All char's guardbreakers have that on it in some shape or form.

MVC3 SAKURA?!

No, *points to previous response*
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+A Sakura)
Post by: Ex☆Cham on August 16, 2014, 06:15:20 am
I see panties

Nice sparks.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: 2Dee4ever on August 17, 2014, 12:24:06 pm
So this sakura? What exactly sets her apartment from her other iterations? I have the ex game, but she doesn't seem all that different from other games she has been in. Is there something unique to the game you plan to add besides sparks?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: AlexSin on August 17, 2014, 12:57:04 pm
The gameplay?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 17, 2014, 04:57:32 pm
If you really knew ex like you claimed to youd know the answer to that. ex alpha sakura plays enough like sakura to be her sure but ex changed her links(she has one true one and thats it). her combos in general are unique to the game. ex also pioneered super to super cancelling and the rules it has. it also pioneered the juggling rules sf3 uses. no other sakura has a guard breaker as well. lastly this sakura follows the no true wall rule of the ex series in general. the ex series was entirely unique. note that ex alpha does not have excel so you wont see it here. Also meter bonuses. Those are probably the most important.

When I say no true wall I mean certain moves will essentially reset the position to prevent absured corner combos. I mimicked the idea by making it look like any stage goes on forever through her. as of now there is no sakura in mugen that plays like her ex counterpart. not even  pots.....especially pots
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Saikoro on August 17, 2014, 05:32:33 pm
Kame, you're quite the Mugen Talent and I look forward to what you have in store for Sakura. Exciting for sure!!

And on a side note, what would I have to pay bribe commission you to convert WeaponLord's roster, eh!? :ninja:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 17, 2014, 05:34:28 pm
I said I didn't want to do anymore snes rosters because from an outsider looking in you'd think I do it just to blow up my char count. Thus my last releases will be fully fleshed out works.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Saikoro on August 17, 2014, 06:03:34 pm
I said I didn't want to do anymore snes rosters because from an outsider looking in you'd think I do it just to blow up my char count. Thus my last releases will be fully fleshed out works.

I know man. I was just kidding around. In all honesty, I believe you're one of the most talented creators out there, hence why I always would love to see you do more full rosters. Which leads to me getting excited at the prospect of you making accurate WeaponLord characters. While you have no intentions of making any, I'd gladly commission you if you'd like. Seriously. Like 200 or something. No joke. ;D

Topic wise, I'm sure Sakura will kick some serious ass and as I already mentioned, I look forward to what you have in store. Best wishes!!
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 19, 2014, 03:13:24 am
So anyway, I could use some pals. beyond the ones this sakura came with I'm sure you all can be creative and donate more. You're in luck as the sff belongs to POTS so that's all you'll need.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Red Comet Tyson on August 19, 2014, 06:54:29 am
is she ex+alpha only or will she have an alternate mode with ex3 stuff?
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Dishamonpow on August 19, 2014, 07:46:10 am
Ok, some lame ones:
https://www.sendspace.com/file/z3jp29 (https://www.sendspace.com/file/z3jp29)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 19, 2014, 01:22:50 pm
is she ex+alpha only or will she have an alternate mode with ex3 stuff?
No deviations whatsoever. besides ex3 blew lol
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Red Comet Tyson on August 19, 2014, 04:53:14 pm
but but momentary combos  =(
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 19, 2014, 05:46:56 pm
ex alpha has more than enough hilarious combos as is. Also I said since the beginning that it's a straight port and I also no longer have ex3 and am not going to get it again.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 29, 2014, 03:18:05 am


here's some stuff. The projectile finish at the end was a bug cause sakura didn't get affected by the velocity which ruined the illusion <_<
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Rai Tei on August 29, 2014, 12:06:10 pm
This makes me smile :)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: ShiroTori on August 30, 2014, 12:01:08 pm
I'm a bit late with this, but here's some old palettes I did for Sakura, since you said yours uses POTS' sff.

(http://i.imgur.com/XAajS.gif)(http://i.imgur.com/TjlyM.gif)(http://i.imgur.com/hlcL3.gif)(http://i.imgur.com/XwrjA.gif)(http://i.imgur.com/0TCfO.gif)(http://i.imgur.com/xMSqA.gif)(http://i.imgur.com/MfMym.gif)(http://i.imgur.com/2zElv.gif)
(http://i.imgur.com/pnb3w.gif)(http://i.imgur.com/if3G1.gif)(http://i.imgur.com/2UxNy.gif)(http://i.imgur.com/f75En.gif)(http://i.imgur.com/vZCuA.gif)(http://i.imgur.com/DlpYp.gif)(http://i.imgur.com/3aCfa.gif)(http://i.imgur.com/40VlI.gif)
http://www.mediafire.com/?plu9d0uy8lgow40
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 30, 2014, 04:56:15 pm
funny enough when I noticed exactly what I  said I just searched for all pals people made for her here and put in the ones I liked lol
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 30, 2014, 06:19:17 pm


I DID IT (close enough ok). Reproducing this was more trouble than it's worth but that's just what it takes to be Kamekaze.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Websta on August 30, 2014, 06:41:57 pm
You know what you should add Kame? That ragdoll head movement when KOed. I don't care how you implement it.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 30, 2014, 06:49:14 pm
It was hard enough to make 2d 3d D:
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Janis L.C.V. on August 30, 2014, 11:35:10 pm
I kinda don't like Sakura, but I love SFEX, so I cooked up a few quick palettes for her. I didn't bother with the FX, they looked very tedious to do.
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/SFEXSak_thatonecord_zpscef6f71b.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/SFEXSak_bonedrydunes_zps968c5a61.png)(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/SFEXSak_10minutephantasm_zps522c038b.png)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(SFEX+α Sakura)
Post by: Kamekaze on August 30, 2014, 11:58:26 pm
I force all fx to be one color anyway so its ok.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on August 31, 2014, 08:00:14 am
No sleep, only marvel.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: AlexSin on August 31, 2014, 10:30:45 am
[youtube]https://www.youtube.com/watch?v=R2CHiNnK0I8[/youtube]

In this video I see that in SF EX she can combo the first two supers, then Hadouken. But if you do the exact same with your Sakura it doesn't combo.
With your Sakura you hit with another Shouhoken (or whatever it is spelled) then you do the Shinkuu Hadouken.

Look at 0:03 (a bit sooner maybe) and then at 0:12. You see that you do an additional hit to combo with your character.

Some other feedback:
- no sound when she does light or medium kick;
- no sound when she does air strong punch;
- the neutral taunt doesn't hit;
- if you shoot the Shinkuu Hadouken when on the corner, the helper remains:
Spoiler: lots of screenshots (click to see content)
- something weird happens with her strong Shouhoken:
Spoiler: a gif (click to see content)
- There's debug flood in her intro state;
- if I kill the enemy with a super and immediately cancel it with another, it creates a problem with the background effects.
Try to do Shinku Hadouken and cancel it with the Shouhoken super.

Two videos:
http://vid1066.photobucket.com/albums/u402/GodofDeath94/error1.mp4
http://vid1066.photobucket.com/albums/u402/GodofDeath94/error2.mp4
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on August 31, 2014, 04:44:38 pm
[youtube]https://www.youtube.com/watch?v=R2CHiNnK0I8[/youtube]

In this video I see that in SF EX she can combo the first two supers, then Hadouken. But if you do the exact same with your Sakura it doesn't combo.
With your Sakura you hit with another Shouhoken (or whatever it is spelled) then you do the Shinkuu Hadouken.
The first part of that vid was 3 supers what are you talking about. That's the level 3 finish.
Look at 0:03 (a bit sooner maybe) and then at 0:12. You see that you do an additional hit to combo with your character.
I canceled faster in sfex you can do that. Feel free to play the game and my sakura.

Some other feedback:
- no sound when she does light or medium kick;
- no sound when she does air strong punch;
- the neutral taunt doesn't hit;
- if you shoot the Shinkuu Hadouken when on the corner, the helper remains:
Spoiler: lots of screenshots (click to see content)
-fixed
-fixed
-sfex didn't even have taunts so I didn't bother with that.
-That's not the helper, it's a projectile sctrl there for compatibility. The reason it sticks is because it copes the vel of the helper to ensure they stay together. The problem with this is if the helper doesn't move the projectile wont either. And there's no way to kill a projectile other than a time out which is there.
- something weird happens with her strong Shouhoken:
Spoiler: a gif (click to see content)
-fixed.
- There's debug flood in her intro state;
- if I kill the enemy with a super and immediately cancel it with another, it creates a problem with the background effects.
Try to do Shinku Hadouken and cancel it with the Shouhoken super.

Two videos:
http://vid1066.photobucket.com/albums/u402/GodofDeath94/error1.mp4
http://vid1066.photobucket.com/albums/u402/GodofDeath94/error2.mp4
-fixed
-fixed, it called two different super ko fx which is technically correct in that the next super is not supposed to hit for that to happen.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: AlexSin on August 31, 2014, 09:39:33 pm
[youtube]https://www.youtube.com/watch?v=R2CHiNnK0I8[/youtube]
In this video I see that in SF EX she can combo the first two supers, then Hadouken. But if you do the exact same with your Sakura it doesn't combo.
With your Sakura you hit with another Shouhoken (or whatever it is spelled) then you do the Shinkuu Hadouken.
The first part of that vid was 3 supers what are you talking about. That's the level 3 finish.
Look at 0:03 (a bit sooner maybe) and then at 0:12. You see that you do an additional hit to combo with your character.
I canceled faster in sfex you can do that. Feel free to play the game and my sakura.

I can cancel it too. That's not the problem, the problem was the combo-ing of it (exactly like in the video you posted). I haven't tried the game yet, but that point of my feedback was based on the video you posted.

About the first part, I was talking about the combo (it was the same point I was trying to make, just splitted in two parts); I know it's a lvl 3 finisher.

Have I explained clearly what I was referring to? If not I'll do another video.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on August 31, 2014, 10:02:03 pm
comboing off of what? In my vid all I did was super to super to super in both the source and mugen. The hits all match up if I wait till the latest hit to cancel in any order.

Feel free to post a vid explaining it because so far I'm still confused. Because DP super is 6 hits with 5 being the max amount of hits you can do before cancelling, and spin kick super is also 6 hits with 5 being the latest you can do. projectile is 5 hits There is no hit difference between mine and the source.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: AlexSin on August 31, 2014, 11:00:40 pm
I didn't say combo-ing "off of something".
And I was talking about the supers. So if you were wondering about it and I didn't say it, I'm sorry.

Video: http://vid1066.photobucket.com/albums/u402/GodofDeath94/something-2.mp4
(I re-downloaded your Sakura with the updates)

In SF EX (the first part of your youtube video) the combo continued, here (the video I uploaded in Photobucket) it doesn't, it's a separate combo: it should be 8 hits, instead of 3 + 5. I think you should increase the ground.hittime of the hitdef in state 3050 (the one with trigger1 = AnimElem = 7):
Spoiler, click to toggle visibilty
I put ground.hittime=30 and it works ok for me.

Hopefully this explains what I meant from the start.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on August 31, 2014, 11:27:06 pm
It does and I had to use 32 for it to work on training so that's what I left it as.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on September 10, 2014, 01:03:49 am


shhhhhhhhhhhhhhhhhhhhhh you didn't see anything
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Sinnesloschen on September 10, 2014, 01:07:48 am
IT'S A SECRET TO EVERYBODY.

Looking good.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Zer0degreez on September 10, 2014, 01:39:34 am
Nice work Kami! im always looking forward to your MVC3 projects.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on September 10, 2014, 02:07:11 am
Nice work Kami! im always looking forward to your MVC3 projects.

*Kame
*MvC2
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Ex☆Cham on September 10, 2014, 02:20:40 am
looks good buuuut gona be custom  or fuuuuully accurate?

Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Janis L.C.V. on September 10, 2014, 02:26:46 am
I believe its gonna be accurate, but with some things added. I actually hope he gets his COTA sprites and moves that were taken out in MvC2.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(Colossus)
Post by: Kamekaze on September 10, 2014, 02:42:53 am
It's entirely accurate to mvc2 moveset wise. This bonus hidden super was a rouge idea that made it past the cutting room floor.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(See you next year)
Post by: Kamekaze on September 13, 2014, 02:36:39 am
I wanted to do 16 chars this year and ended up doing 17 instead. And so ends my mugen year. I'll see you guys in january maybe but I'm done for now.
Title: Re: The official Kamekaze wip thread: Don't stop me now.(See you next year)
Post by: Aldo on September 13, 2014, 03:19:10 am
*claps* fantastic work. Take a well deserved rest. See you next year :)
Title: Re: The official Kamekaze wip thread: Don't stop me now.(See you next year)
Post by: Janis L.C.V. on September 13, 2014, 03:32:33 am
So much for 'Don't Stop me Now', but every train needs to slow down.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Cybaster on September 13, 2014, 12:40:06 pm
It's hookers time ! Go for broke !!!

More seriously, thanks for all these very nice releases throughout the year, you're a fabulous coder ! :)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: AlexSin on September 13, 2014, 12:56:00 pm
So we'll see about Frank next year, is that right?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on September 13, 2014, 03:46:44 pm
Frank, what? who said that?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: AlexSin on September 13, 2014, 06:30:15 pm
guys, kamekaze will be helping with the coding from now on, basara is been busy writing an article on a magazine, job and all that stuff a married man has to do (take a rest from this buddy you´ve earned it haha)
I was talking about Frank West, sprited by balmsold.

For now you stop (you said that), so I thought you weren't going to work on him, that's all.
Unless it's just helping Basara with coding and not continue coding him for yourself with Basara's base. I don't know. :P
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on September 13, 2014, 07:11:48 pm
aaaaaah he wasnt supposed to say that yet. The surprise is ruined. Alright I'll spill, Frank is actually my 18th and final char of this year. he'll be out by the end of october.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: AlexSin on September 13, 2014, 07:50:31 pm
:omg:
Balmsold... :XD:

I should have stayed silent...
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sir Lord Alpyne on September 20, 2014, 11:09:10 am
http://www.youtube.com/watch?v=NHRww0e0NI0

shhhhhhhhhhhhhhhhhhhhhh you didn't see anything

ha! his X-Factor from tha X-Men arcade game! phukkin' awesome addition bruh, this old skool arcade-head approves! (http://www.cute-factor.com/images/smilies/onion/088.gif)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Cybaster on September 20, 2014, 01:47:59 pm
Haha, surprise is ruined, but I can't wait to play with Frank ! :D
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on September 21, 2014, 03:28:56 am
you could always apply to be a beta tester which will be a thing in about a few weeks. Because I'm making a new system for him there will be a lot of things that can go wrong and I know I won't catch them all. Thus I feel I should recruit some trustworthy people to help me find them.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sinnesloschen on September 21, 2014, 03:31:28 am
I'm still up for it.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on September 21, 2014, 03:46:49 am
At this point you're a given

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sinnesloschen on September 21, 2014, 03:48:17 am
Good. :twisted:
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on October 16, 2014, 08:49:08 pm
A while back I couldn't help but notice that zero-sennin made a MB char that was quite similar to my roa only to discover he did indeed bite my idea and style and turned it into his own. Instead of being a prick about it because he a friend I decided that I would in turn steal one of his chars and make it my own. I went with Ryuko. Stay posted for next year folks.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Janis L.C.V. on October 16, 2014, 09:12:43 pm
Ryuko
Looking forward to it.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on October 26, 2014, 04:05:01 am
One last thing I'll say in this thread for this year. As you know the TMNT chars were the last snes full roster that I'm doing and I'm sure some(none) of you have been thinking, "well what will he do for january then?"

I'LL TELL YOU! I plan on making it the month of updates going forward. So that I have a dedicated month out of each year I'm still around to do massive updates or overhauls all together of stuff that needs it. I'm setting my sights on YYH, Condor, and a few mvc2 chars for now. Oh, and perhaps something else that I considered shameful too. We're talking full blown re-balances or possibly complete redos! If there was a char made by me that you liked but didn't like how shitty it was compared to everything else I'm probably gonna do something about it.

The manly month of updates is coming in 2 months!

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Cybaster on October 26, 2014, 10:14:51 am
you could always apply to be a beta tester which will be a thing in about a few weeks. Because I'm making a new system for him there will be a lot of things that can go wrong and I know I won't catch them all. Thus I feel I should recruit some trustworthy people to help me find them.
Didn't see this post at all. If it isn't too late, count me in ! :)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: GTOAkira on October 26, 2014, 03:30:21 pm
cool to know that you will update Condor here a small portrait made by NDS Silva that you could use
(http://i.imgur.com/kUC6zhd.png) http://www.mediafire.com/download/90alxgce02g740c/Condor+smallportrait.pcx
good luck with everything
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on October 26, 2014, 08:07:33 pm
Funny that you mention that cybaster, frank is pretty much as done as he could be at this point. I'm just waiting on new moves to be sprited. The person to ask for permission to test would be balmsold.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Cybaster on October 26, 2014, 09:41:05 pm
Well, if he's pretty much done at this point and you're just waiting for a few sprites, I guess I'll just wait for the official release. Thanks ! ;)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on October 28, 2014, 05:35:52 am
that being said it wont be this year lol
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: DJ_HANNIBALROYCE on October 28, 2014, 05:48:03 am
#Alcott2015
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on October 28, 2014, 06:49:12 pm
I would say Xan is a good source to follow for vid versions of most changes unless I post my own.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sinnesloschen on October 29, 2014, 12:00:57 am
Especially since I post pretty much all of my vids in the Mugen Vidya thread.

Speaking of Alcott, I'll throw you guys a bone. (https://www.youtube.com/watch?v=bRujG283dgs)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 03, 2014, 06:02:19 am

shhhhhhhh..........
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Ex☆Cham on December 03, 2014, 06:47:07 am
sup with that awesome empty post?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 03, 2014, 03:30:20 pm
january will be interesting indeed.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: davismaximus on December 05, 2014, 03:59:55 am
Found a bug for Colossus.  When performing a backdash and doing any kick, he floats upward in an unnatural motion.  Happens in 4 and 6 button modes.
(http://i.imgur.com/LdBtmZ5.png)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: DJ_HANNIBALROYCE on December 05, 2014, 04:36:49 am
that cheerleader is sooo.....colossal! lol
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 06, 2014, 05:22:19 am
fixed, redownload.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 06, 2014, 10:23:26 pm


Ryu not like this.....
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: hatter on December 06, 2014, 10:24:38 pm
That's your XIII Ryu, right?
Lookin fly! :)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 06, 2014, 10:29:35 pm
yeah all my kof13 chars are getting a few major changes to either extend combos and or help with their previous faults while also addressing things that were op. The update drops in january
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Aldo on December 06, 2014, 11:17:31 pm
KOF XIII updates??!! HECK YEAH! Looking forward to that.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kintoku on December 07, 2014, 03:03:51 am
^

This.

Also that major magnet music in the vid is oddly fitting.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 07, 2014, 06:08:25 am
It does, but do you know WHY I used it? (it's a really dumb reference to the song title)
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kintoku on December 07, 2014, 06:49:59 am
Guess that Ryu can't stop. :)

References aside, have any plans for updating any other creations?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 07, 2014, 10:39:53 pm
I gave out all the chars I said I'd update by january i believe on page 30 iirc
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 14, 2014, 05:34:58 pm
What a shocker, mvc2 ryu is full of giant flaws and problems. Well he was anyway. He'll be joining my huge list of chars updated for next month. I dont really have an order to who I'll release the updates for first but it will be an exciting month regardless.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Predictabo on December 14, 2014, 06:51:55 pm
What a shocker, mvc2 ryu is full of giant flaws and problems. Well he was anyway. He'll be joining my huge list of chars updated for next month. I dont really have an order to who I'll release the updates for first but it will be an exciting month regardless.

Will your original works be updated?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sinnesloschen on December 14, 2014, 07:17:33 pm
I plan on making it the month of updates going forward. So that I have a dedicated month out of each year I'm still around to do massive updates or overhauls all together of stuff that needs it. I'm setting my sights on YYH, Condor, and a few mvc2 chars for now. Oh, and perhaps something else that I considered shameful too. We're talking full blown re-balances or possibly complete redos! If there was a char made by me that you liked but didn't like how shitty it was compared to everything else I'm probably gonna do something about it.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Predictabo on December 14, 2014, 08:17:45 pm
I plan on making it the month of updates going forward. So that I have a dedicated month out of each year I'm still around to do massive updates or overhauls all together of stuff that needs it. I'm setting my sights on YYH, Condor, and a few mvc2 chars for now. Oh, and perhaps something else that I considered shameful too. We're talking full blown re-balances or possibly complete redos! If there was a char made by me that you liked but didn't like how shitty it was compared to everything else I'm probably gonna do something about it.

FUCK YES MY PRAYERS HAVE BEEN ANSWERED!!! Sorry mods, I didn't see that quote there!!!
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 21, 2014, 07:12:56 pm
To defuse the mystery here's  the complete log for all chars:

Spoiler, click to toggle visibilty

new addition: possible char in the same style on the horizon
?: Not sure if I'm gonna bother
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: SOLIDUS SNAKE on December 21, 2014, 09:57:04 pm
Sounds like a good plan and nice vid's.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 23, 2014, 10:04:36 pm
You ever wonder about the things I don't release or if I had anything that never made it past the cutting room floor? Me either, today I will stream a few of those creations that will never see the light of day after today in about 2.5 hours 6:30EST. Join me and a few others as we discover deep dark secrets about my forgotten wips that go as far back as 2007!

http://www.twitch.tv/officialkamekaze
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Predictabo on December 23, 2014, 10:26:37 pm
To defuse the mystery here's  the complete log for all chars:

Spoiler, click to toggle visibilty

new addition: possible char in the same style on the horizon
?: Not sure if I'm gonna bother

Hey wait a minute, for Nega characters, since there is NO GOD, does that mean my prayers won't be answered and they won't be updated?
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Sinnesloschen on December 23, 2014, 10:34:00 pm
Yes.
[/totallynotkamekaze]
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 30, 2014, 06:11:01 am
To defuse the mystery here's  the complete log for all chars:

Spoiler, click to toggle visibilty

new addition: possible char in the same style on the horizon
?: Not sure if I'm gonna bother
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: Kamekaze on December 31, 2014, 02:28:10 pm
So here's my order of update releases starting tomorrow:

Jan 1: MvC2/Guile
Jan 3: TMNT
Jan 5:Sailor Moon
Jan 7: DBZ:HD
Jan 9: Kof 13
Jan 13: Alcott/Tristan
Jan 15: Condor
Jan 17: Gundams
Jan 19: ShotoBorg
Jan 21: Yang

After that I'm going to magfest. I wanted more stuff to get done but I started too late so I may have to extend this update period into febuary and end that month with a release of a new char. To all who cares this month will be very explosive and much of these updates are the final ones I'm implementing.
Title: Re: The official Kamekaze wip thread: I stop for now. (See you next year)
Post by: 【MFG】gui0007 on December 31, 2014, 10:54:22 pm
So here's my order of update releases starting tomorrow:

Jan 1: MvC2/Guile
Jan 3: TMNT
Jan 5:Sailor Moon
Jan 7: DBZ:HD
Jan 9: Kof 13
Jan 13: Alcott/Tristan
Jan 15: Condor
Jan 17: Gundams
Jan 19: ShotoBorg
Jan 21: Yang

After that I'm going to magfest. I wanted more stuff to get done but I started too late so I may have to extend this update period into febuary and end that month with a release of a new char. To all who cares this month will be very explosive and much of these updates are the final ones I'm implementing.

Can't wait, really can't wait January coming!! :D
Title: Re: The official Kamekaze wip thread: I stop for now. (Pierre/Pielle)
Post by: Kamekaze on January 06, 2015, 03:59:32 pm
Let's get this train back on track. I've added 3 more wips if you can spot them besides the obvious one. This is gonna be a fun year with tons of content by this guy. After the updates drop I'll resume adding to my total count here. For those wondering about chars that aren't on that  list to be updated for this jan expect to see them next year in some shape or form....or sometime this year if I get to it.
Title: Re: The official Kamekaze wip thread: I stop for now. (Pierre/Pielle)
Post by: ExShadow on January 06, 2015, 05:57:20 pm
When you say Pierre/Pielle, are you speaking of that guy from Breakers?

Title: Re: The official Kamekaze wip thread: I stop for now. (Pierre/Pielle)
Post by: Kamekaze on January 06, 2015, 06:17:42 pm
yeah, check my first post of this thread. That's where I give any details if needed
Title: Re: The official Kamekaze wip thread: New year new works! (Pierre/Pielle)
Post by: Kamekaze on January 10, 2015, 03:39:37 am
Since I've been asked I'll say it here. Pierre/Pielle was actually scheduled for release as soon as I was done with the tmnt chars but he got pushed back to this year for one reason or another. Condor being updated in a few days actually does make this an easier thing to do though since he will be solid enough to use as a base for any other chars I make in this style (dont get your hopes up lol)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on February 11, 2015, 05:40:08 am
Alright so now that we got the obligatory port out of the way. Let's discuss Ryuko and why she's a thing and eventually going to be a part of my line up. You see Zero-Sennin decided it was ok to bite my style that came up with for Roa and in return I said I would bite one of his chars. Now I do know the original was by oggy and I will be paying respect to that in a sense. This Ryuko will be completely unlike his and ZS' because I have to be that guy. Mostly because shes going to be in my own Faux-Anime style that you've all come to know and love(loathe/notcareabout). I'll have a proof of concept probably by next month but what I can say is she will be both refreshingly new and yet oddly familiar in all aspects compared to other chars in this style.

tl:dr Ryuko coming soon in FA style stay tuned.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Aldo on February 11, 2015, 06:07:40 am
A Ryuko take from you?? oh ho ho, this will certainly be pretty interesting.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on February 16, 2015, 03:16:45 pm
Interesting it is! Here's a first look at a rough beta. The gameplay is pretty concrete though.



There's a lot to go over here but I will say she does have a command jump and it's the only way to do her dive kicks and ground pound. That kick combination is one input and as you see it's not a good idea to just throw it out. The EX version allows the dive kick to be followed after it etc.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Websta on February 16, 2015, 03:48:02 pm
Dammit Kame!

It's 2015! Get some better FX!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on February 16, 2015, 04:06:59 pm
bugger off I have a motif to keep consistent! Besides, most of those fancy new fx you use would not look well in 1.0 and you know!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: ComboAssassin20 on February 20, 2015, 07:44:10 pm
nega adon, you kiddin' me?
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on February 20, 2015, 10:51:28 pm
nega adon, you kiddin' me?

I do not kid. Don't worry I've got 97 other chars if you don't like that.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Predictabo on February 21, 2015, 03:16:45 am
nega adon, you kiddin' me?

I do not kid. Don't worry I've got 97 other chars if you don't like that.

Let's not start this up again. You've already crushed my dreams of a renewed Nega Joe/Ryo... then Nega Rugal, and now you throw a Nega Adon in this? How far can you go to crush a man's dreams?
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Sinnesloschen on February 21, 2015, 03:38:03 am
Did I miss something because he's not crossed out in the OP.
Nega Adon
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Aldo on February 21, 2015, 09:12:24 pm
Nah, people are just acting silly lol. Considering Kamekaze is a guy that always increase his standards update after update I can expect Nega Adon being a lot better than the previous Nega characters.

Regarding Ryuko, it is looking pretty cool so far :)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 05, 2015, 11:21:09 pm
I'm alive

Long story short this is a collab between me and balth for a project that is happening and stuff. He did the sprites and I did the everything else. However I had to slice up the stance even more for proper layering as well as making sure the behavior is consistent with mm7. Should be done in a couple days or so.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: GTOAkira on March 06, 2015, 12:04:03 am
this is freaking awesome
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: TempestSageJDJ on March 06, 2015, 12:06:07 am
That Tatsu Fail at the end lol.

Glad to see a boss by you. Bet it's gonna be a true pain in the ass to beat.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 06, 2015, 12:44:12 am
I realized the I didn't show off the fact that the flamethrower is done lol. oh well I'll have more to show off within 24 hours. One more thing I'm proud of. The steam actually comes from under the shell visibly etc. He looks much more like a machine and isn't sitting there like a brick. That was my initial plan from the get go when I accepted this project.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Balthazar on March 10, 2015, 03:16:14 pm
Ah that is looking su-weeeeet so far :D You really went the extra mile I see ;)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Omega on March 10, 2015, 03:22:48 pm
The commisioner never gets mentioned hehe. That Gamerizler/Turtle Robot is commisioned by Me and Balthazar did the sprites once again. We are having lots of Great Characters. Kamekaze is a Excellent coder. Thanks for coding this Character man.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 10, 2015, 03:56:07 pm
I forgot about that detail D: Well yeah this is your collab-commission come to life. Best of all I still get to claim it toward my character count lolololo
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 11, 2015, 03:27:00 am
(http://i6.photobucket.com/albums/y217/DarklordMf/kame.png)

I'm taking it there. Don't worry p2 gets a life bar too!.......because I'm getting rid of the other ones. THIS IS MEGAMAN AND YOU ARE PLAYING IT.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Predictabo on March 11, 2015, 03:51:28 am
Nah, people are just acting silly lol. Considering Kamekaze is a guy that always increase his standards update after update I can expect Nega Adon being a lot better than the previous Nega characters.

Regarding Ryuko, it is looking pretty cool so far :)

I been waiting for Adon, Rugal, or an update to the old characters for YEARS!!!!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Sinnesloschen on March 11, 2015, 03:52:14 am
lol
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 11, 2015, 04:13:32 am
there was never a rugal rofl
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Aldo on March 11, 2015, 05:32:09 am
You can wait some more YEARS like everyone else, brah.

Camerizer looking pretty amazing, some really amazing looking sprites and lovely execution on the concept :D
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Predictabo on March 13, 2015, 12:57:56 am
there was never a rugal rofl


I know, but one can always.... be made :)

@The Fisher King: Man I don't know how I'm going to make it
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: hatter on March 13, 2015, 01:02:32 am
If I can ask, why does Akuma get hurt every time he touches the back of the other guy's back armor? Was it like that in the other guy's (forgot it's name, lol) source game or something?
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Sinnesloschen on March 13, 2015, 01:03:37 am
That's how it is in Megaman, yeah. Touching enemies hurts you and such.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: hatter on March 13, 2015, 01:06:31 am
That's how it is in Megaman, yeah. Touching enemies hurts you and such.

Ahh OK. Thanks for clearing that up. :)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 13, 2015, 05:00:31 am
Good news, he's beatable by classic megaman chars. Bad news, hes really really unfriendly to other types of chars unless said char has good mobility.  He's the first pattern based AI I've ever made and not only does he act the part to megaman, with the new attacks I gave him hes an even bigger asshole. You see in the source he was notorious for how easy he was. So me being the person I am had to beef him up a bit for mugen. He'll be out tomorrow so prepare yourself.....I really wish there were more accurate megaman chars but this IS a fighting game engine so oh well.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Omega on March 13, 2015, 10:28:13 am
That is Great news. I am excited to see what has become of this because of the colaborations between the 3 of us. Yes, the plan was to make this more of a challenging boss as he was indeed easy in the original Game. The same was done with the other characters when we were colaborating with other Creators. Excellent work you have there buddy.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Balthazar on March 13, 2015, 10:51:27 am
Really nice progress, this is looking like another worthy addition for one's Mugen roster, if they're up for a challenge!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: DJ_HANNIBALROYCE on March 13, 2015, 11:47:05 am
turtle, turtle!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 13, 2015, 01:23:17 pm
@balthazar: I need one last favor. He has no large port D:

And before anyone asks, he is 100% playable.....because removing player commands require work that I don't feel like doing.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Balthazar on March 13, 2015, 03:28:42 pm
Bah, all dem favors XD! I'll do a bit of sketching, there is only 1 official artwork of him from what I can find, and it's not really the right angle.

*edit
Will something like this do (the framing will be different but I'm just getting the sketch approved for now)?
(http://network.mugenguild.com/balthazar/misc/gamerizer.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Bastard Mami on March 13, 2015, 05:37:56 pm
Bad news, hes really really unfriendly to other types of chars unless said char has good mobility. 

you should just block ?
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 13, 2015, 06:27:33 pm
Bad news, hes really really unfriendly to other types of chars unless said char has good mobility. 

you should just block ?

ahahahahaahha

Bah, all dem favors XD! I'll do a bit of sketching, there is only 1 official artwork of him from what I can find, and it's not really the right angle.

*edit
Will something like this do (the framing will be different but I'm just getting the sketch approved for now)?
That's perfect!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Balthazar on March 13, 2015, 09:08:34 pm
Glad you like it! Here is a little wip. Now just to shade it.
(well I guess there are some things I should try to smooth out first, he's not really symmetrical yet. Mostly the rightside 'ear' is too sloped compared to the left one. And his red collar is way off from being thick enough and not remotely round enough).
(http://network.mugenguild.com/balthazar/misc/gamerizer_portwip.PNG)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 13, 2015, 10:21:29 pm
I think it'll be fine. But here's me trying to be a megaman without sliding.



You may notice that some sounds are missing. I have no idea why they didn't play here but they did before recording. Oh well.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Алексей on March 13, 2015, 10:26:56 pm
And before anyone asks, he is 100% playable.....because removing player commands require work that I don't feel like doing.
LOL. No 100% custom common1 for you? It's understandable though. I'm just poking fun. :P

Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 13, 2015, 10:31:16 pm
Actually it's only because I have a custom common1.cns. I  ended up making half of what he does in that .cns and didn't realize it. Like if you open up the trunk you'll find the most bizarre code I've ever done out of being lazy but it's all very efficient......mostly.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Balthazar on March 14, 2015, 12:33:24 am
I wanted to have this done so you didn't need to wait for me, in case you wanted to release him soon. Hope it's acceptable!
(http://network.mugenguild.com/balthazar/misc/gamerizer_port.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko/Kame)
Post by: Kamekaze on March 14, 2015, 01:20:14 am
THANK YOU, that is exactly what I was waiting for lol
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 21, 2015, 02:31:14 am
(http://i6.photobucket.com/albums/y217/DarklordMf/ryutemp3.png)
stuff. Go nuts if you like!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Aldo on March 21, 2015, 08:58:07 am
Sure!

(http://i.imgur.com/xPNvs55.png)
(http://i.imgur.com/pcGMijF.png)
(http://i.imgur.com/D8DUJoI.png)
(http://i.imgur.com/9wZ3E5e.png)
(http://i.imgur.com/QYUOeEC.png)

Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 22, 2015, 04:37:55 pm
gewd jawb
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Niitris on March 22, 2015, 09:47:09 pm
Here's a couple.

(http://i.imgur.com/x3Co75n.png)
(http://i.imgur.com/kwJRdzc.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Janis L.C.V. on March 22, 2015, 10:31:45 pm
This was a bit of work to figure out.
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/ryutempsepiastudent_zpsqetxzikk.png)
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/ryutempsilverbullet_zps3m7lqoty.png)
(http://i354.photobucket.com/albums/r407/DirtyDeedsDoneDirtDing/ryutempsunshineandbrotha_zpsytqptl8o.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 22, 2015, 10:39:46 pm
yeah I tried to get the actual colors out as much as I could as the original pals have a crap load of reused colors that are not even used. I also had to repair all the pantyshots because as much as I hate fanservice I hate inconsistency more......plus some sprites made it look like a complete lack of underwear until I reshaded it. This character man. :(
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Ganbare-Lucifer on March 23, 2015, 01:21:20 am
I'm dissappointed that no one has done a Kill la Kill palette on her. Pun indeed.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 23, 2015, 03:14:37 am
Actually someone has. Just wasn't posted here lol.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: inktrebuchet on March 23, 2015, 04:13:59 pm
These were challenging.

(http://i236.photobucket.com/albums/ff271/inktrebuchet/1_zpssqvhrsfb.png)
(http://i236.photobucket.com/albums/ff271/inktrebuchet/2_zpsyoodf4uf.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 23, 2015, 05:39:38 pm
I don't know how it took me this long to realize there is no skin section at all ._. I'm sorry to all those who had to find it manually
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: inktrebuchet on March 23, 2015, 05:56:28 pm
Also the black lines in the shoes. If I remember correctly...
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 23, 2015, 06:07:47 pm
there was a reason for that. The black lines on the shoes unfortunately also control the black lines on several other sprites that would look horrid if it weren't black. The spriter got quite lazy throughout the process that I've seen but it's better than nothing. The next template will have both later on today.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Formerly Hoshi on March 23, 2015, 06:48:33 pm
For the record, there's a load of Ryuko graphics on pixiv that would serve well as portraits. Mostly made by one artist. If you're interested I can send links.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 23, 2015, 06:56:00 pm
please do, when I return to the irc in a couple hours would be best.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 23, 2015, 09:53:12 pm
(http://i6.photobucket.com/albums/y217/DarklordMf/ryutemp3.png)

ok fixed.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Aldo on March 24, 2015, 01:02:45 am
Updated them for aesthetic sake, and because I made a change on one of them that resemble more the idea I had for it:

(http://i.imgur.com/DcydEyK.png)
(http://i.imgur.com/QEo0OAG.png)
(http://i.imgur.com/Wx1ZIwj.png)
(http://i.imgur.com/seitcds.png)
(http://i.imgur.com/L8mIX6m.png)

Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Duos.act on March 25, 2015, 06:02:35 am
For the record, there's a load of Ryuko graphics on pixiv that would serve well as portraits. Mostly made by one artist. If you're interested I can send links.

That artist is actually the original spriter/creator of Ryuko lol.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 12:09:19 am
So her finisher is done, which means its that time of the year again. While I have a theme for her I'm open to suggestions as mine probably is too relaxed. I need on that just screams "over the top anime action"!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Janis L.C.V. on March 29, 2015, 12:51:27 am
This is all I can think of. (https://www.youtube.com/watch?v=P8BYBaDz0Ic) Either way I'll still replace it with something else upon initial release because I'm like that.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 12:54:28 am


This might help
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: SOLIDUS SNAKE on March 29, 2015, 01:00:10 am
Wow!, that was priceless man. Looking forward to trying her out, I always liked her character designed. It's golden now, that she's in your style.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Staubhold on March 29, 2015, 01:01:27 am
 :laugh: Epic one Kamekaze!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: inktrebuchet on March 29, 2015, 01:01:52 am
Fuuuuuuuuck, this looks awesome.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 01:20:51 am
Thanks, I wanted to establish just how far off the deep end she is with her pure anime power!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Cybaster on March 29, 2015, 03:32:16 am
This looks super great and is exactly the kind of stuff I love to see in Mugen : crazy finishers/supers full of awesome ideas, that make you go "holy shit that was cool".
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: TTTTTsd on March 29, 2015, 03:38:11 am
My only suggestion for godlike finisher music comes from something I've recently played. I'll drop it in here for people to listen to, other opinions etc.
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Cybaster on March 29, 2015, 11:56:56 am
Looking at the video again, are you going to add more sounds to the finisher ? Kinda feels empty with a spinning sound for P2, running and especially braking sound for Ryuko, and perhaps a "burning punch" sound on the final stages of the finisher.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: TokaiZockt on March 29, 2015, 02:17:56 pm
I have never seen this anime... but this music is kinda catchy and in my opinion it matches well with your Ryuko finisher.

https://www.youtube.com/watch?v=lMaFzMhZX4g
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 04:19:29 pm
Looking at the video again, are you going to add more sounds to the finisher ? Kinda feels empty with a spinning sound for P2, running and especially braking sound for Ryuko, and perhaps a "burning punch" sound on the final stages of the finisher.
technically there are sounds but I turned them down...apparently too low lol. the final version will have proper sound balance
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kirishima on March 29, 2015, 06:08:43 pm
My suggestion for the install finisher theme.  I used it to customized other similar themes.

https://www.youtube.com/watch?v=PxXYTvDs5ZU&feature=youtu.be&t=226
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 06:38:02 pm
hmmmmmmmm. I like it!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Akito on March 29, 2015, 11:13:30 pm
I think to Ryuko, the music must have a more "funny" context, and enjoyed more of the Kamikaze option that used initially, because although this punch have an interesting impact, yet, it's funny to see the P2 to be thrown out of the earth. =)

PS: Maybe it was interesting Kamizake put an alternative file within the char, so we could choose the music that each version more like.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 29, 2015, 11:25:16 pm
well I mean, if you have ff or anything related you can swap out the music with whatever you want when I release her in a couple weeks anyway.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Akito on March 30, 2015, 12:58:56 am
Good idea =)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 30, 2015, 01:18:41 am
That being said the final version is up on the previous page. The AI is last and it will take me a bit. I'm looking at hopefully the 10th/11th to release.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 30, 2015, 02:27:18 pm
Also palette submissions (http://mugenguild.com/forum/msg.2094722) are still greatly appreciated. 
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: AlexSin on March 30, 2015, 03:36:50 pm
Why is there a green pixel on the skirt?
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: inktrebuchet on March 30, 2015, 07:29:40 pm
another
(http://i236.photobucket.com/albums/ff271/inktrebuchet/another_zpsbmcjnyfl.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 30, 2015, 08:09:49 pm
Why is there a green pixel on the skirt?

No idea really, it's not noticeable in the final products of what people have posted thus far but if it's on every sprite that will prove to be slightly annoying to fix. But hey if I can recolor undergarments I can fix a damn pixel right?!
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 30, 2015, 11:42:21 pm
I updated the template again on that previous page, for those who already made colors. Don't worry I fixed yours if I needed to. I was missing 2 more colors that you all had to find and you shouldn't have had to. I botched.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Amidweiz on March 31, 2015, 01:08:08 am
I would make a palette but the eyes aren't separated from the uniform.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: AlexSin on March 31, 2015, 01:12:13 am
That's another thing I noticed.
Two things I found out while making this palette:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/RyukoPalette.png~original)
are:
1- her ribbon's outline (in the second sprite) uses the yellow colour.

In the palette template you can see that:
2- the skirt isn't colour separated.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Aldo on March 31, 2015, 01:51:37 am
The original wasnt even palette-able so Im not complaining here, not sure if the duplicated tones are used on something else though, that would be the problem but overall it has some possibilities.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: inktrebuchet on March 31, 2015, 02:20:17 am
I enjoyed making palettes for her. The sprites are not in the best condition which makes it more challenging.

The sprites and palettes look great overall, in my opinion.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on March 31, 2015, 04:28:31 am
Well yeah that's why I added that ribbons color to the template. And no the skirt isn't. I wasn't going to go through the process of separating all of those sprites because 1. inconsistency and 2. deemed overall insignificant vs everything else. Those two sprites encompass all the variations of color that I was able to track down. The original pal from OGGY had almost all colors used up from mostly reused stuff and it was a nightmare. Luckily zero's build optimized it to be more manageable.
Title: Re: The official Kamekaze wip Collection of friendships : New year new works! (Ryuko)
Post by: Kamekaze on April 01, 2015, 07:31:57 pm


Probably not the best day to post this but it's important!
Title: Re: The official Kamekaze wip Collection of friendships : New year new works! (Ryuko)
Post by: walt on April 01, 2015, 07:36:30 pm
looks mighty good
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: GTOAkira on April 01, 2015, 07:54:07 pm
nice really like that special intro
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on April 08, 2015, 11:06:27 pm
So as you all probably know by now I took up Vans' challenge and am gonna make another kof13 char. Which would not have happened otherwise cause I did remember saying I was done with the series. Because of that I'm going all out on this guy and you can expect to see some things by next week. Ryuko will indeed make her saturday release date as the AI is almost done etc.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Omega on April 10, 2015, 12:52:55 am
That special intro is so well done. Also, good luck with the challenge you took man.
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Websta on April 10, 2015, 08:09:25 am
gonna make another kof13 char.

Use the sprites from the sauce brah. Embrace the higher res
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on April 10, 2015, 02:22:54 pm
gonna make another kof13 char.

Use the sprites from the sauce brah. Embrace the higher res

Mizoguchi wasn't in that game brah :V And I'll never make a char from it cause that's not how I do. I don't have an bias against high res it's just coincidental that I rarely touch it. Besides I'm making shizuo, bravo and caligula(who is one of the more well done characters in that game because he was probably finished unlike alcott with vanishing earring syndrome)
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: lui on April 10, 2015, 05:47:15 pm
Shizuo?! YES YES YES,
Title: Re: The official Kamekaze wip thread: New year new works! (Ryuko)
Post by: Kamekaze on April 10, 2015, 06:01:35 pm
you gotta check my first page man. that's where I store all my wips lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: MrChris on April 15, 2015, 07:16:00 pm
that's very great buddy cannot wait for mizoguchi xiii.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: GTOAkira on April 15, 2015, 07:47:55 pm
Mizoguchi was unexpected
great choice
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 15, 2015, 07:57:23 pm
Thank vans, had it not been for his challenge I'm pretty sure I would have never made another kof char.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Websta on April 18, 2015, 06:07:05 pm
Shouldn't you be holding off until Vans gets started?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 18, 2015, 06:55:58 pm
hes working on hotaru and he told me that mizo should be done by may. At my leisurely pace a char can take me 2-3 weeks and since I'm in no rush I'll make may without much effort lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Macaulyn97 on April 18, 2015, 09:12:09 pm
Question: who is Mizoguchi?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Aldo on April 18, 2015, 09:16:54 pm
Question: who is Mizoguchi?
http://www.fightersgeneration.com/characters2/mizoguchi.html

Basically a character from a game called Fighters history

Kamekaze, you plan on using the fighters history sprites cause IIRC there are some pseudo-KOF sprites running around
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 18, 2015, 11:37:56 pm
I'm using 119-way's sprites with several modifications ala thedge.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Magma MK-II on April 19, 2015, 02:05:53 am
Question: who is Mizoguchi?
http://www.fightersgeneration.com/characters2/mizoguchi.html

Basically a character from a game called Fighters history

OFFTOPIC: I find it funny how biased TFG is against this game. Their "review" clearly shows how the guy never bothered to play the games.

Back on topic: Will you use his Maximum Impact appearance for reference?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 19, 2015, 03:38:45 am
naturally. his moveset will be derived from that but not exact.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Vans on April 19, 2015, 04:43:12 am
hes working on hotaru and he told me that mizo should be done by may. At my leisurely pace a char can take me 2-3 weeks and since I'm in no rush I'll make may without much effort lol

Actually... no I didn't, lol. I had booked you for the next character. :P

It's okay though.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: MotorRoach on April 19, 2015, 04:49:50 am
I'm using 119-way's sprites with several modifications ala thedge.

Now I'm feeling curious about what modifications Mizoguchi will be getting. 119-way's sprites are pretty good, but I couldn't ever shake off that "Ryu edit" vibe out of them-- that and his hair didn't feel messy enough in his sprites, hahah.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: hatter on April 19, 2015, 05:00:21 am
I'm using 119-way's sprites with several modifications ala thedge.

Now I'm feeling curious about what modifications Mizoguchi will be getting. 119-way's sprites are pretty good, but I couldn't ever shake off that "Ryu edit" vibe out of them-- that and his hair didn't feel messy enough in his sprites, hahah.

Honestly, the Ryu edit is very fitting for Mizoguchi's sprites since the character himself is a straight-up ripoff of Ryu, but I see what you mean there.

On-topic; when we gonna get palette sheet to make colors, Kame?! :O :O
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 19, 2015, 07:21:46 am
I'm using 119-way's sprites with several modifications ala thedge.

Now I'm feeling curious about what modifications Mizoguchi will be getting. 119-way's sprites are pretty good, but I couldn't ever shake off that "Ryu edit" vibe out of them-- that and his hair didn't feel messy enough in his sprites, hahah.
I wont get your hopes up too much. I'm just getting some things from karnov that was missing, like his actual walking animation and a few other anims. I want to shake off as much of the "totally ryu" vibe as I can. although I wish I added the dp anim to what I gave him because this one 119 put in is extremely inaccurate. But who am I to complain right?


Honestly, the Ryu edit is very fitting for Mizoguchi's sprites since the character himself is a straight-up ripoff of Ryu, but I see what you mean there.

On-topic; when we gonna get palette sheet to make colors, Kame?! :O :O

Um, I don't know to really break it to you but he doesn't have much to work with. He has pants a belt and a headband..oh and some sandals lol. Either way vans I can release him when you need me to as I'm sure it will be done by then!

Although tell you what I'll do. I'll separate his wrist bands so that at least he'll have that going on.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Magma MK-II on April 19, 2015, 04:11:31 pm
I'm using 119-way's sprites with several modifications ala thedge.

Now I'm feeling curious about what modifications Mizoguchi will be getting. 119-way's sprites are pretty good, but I couldn't ever shake off that "Ryu edit" vibe out of them-- that and his hair didn't feel messy enough in his sprites, hahah.

Honestly, the Ryu edit is very fitting for Mizoguchi's sprites since the character himself is a straight-up ripoff of Ryu, but I see what you mean there.

On-topic; when we gonna get palette sheet to make colors, Kame?! :O :O

He's not a rip-off of Ryu, he was based on Momotaro from Sakigake Otokoujuku.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 23, 2015, 04:26:04 pm
Wait @Vans: when exactly do I need to have mizoguchi done? Cause I'm already halfway there D:
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Vans on April 23, 2015, 04:28:48 pm
June CotM lol.

You could submit him for the May challenge though, I guess. :P
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 23, 2015, 04:30:30 pm
Hmm, if  that's alright. Cause I'd like characters 101 and 102 to be blasts from the past as most of my final 50 will be lol.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Vans on April 23, 2015, 04:31:39 pm
Sure thing lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 23, 2015, 04:55:07 pm
Since I've come to the realization that people get points for helping me, I guess I'll let people actually help me. For the first time in ages I'm going to have.....beta testers. As in ones outside of my lolinnercircle. However I'm only interested in you if you're interested in the science of kof13 and mizoguchi, not just for people who want those dick perksTM. How soon? Probably this weekend if I know my usual speed. Warranted he'll be missing a neomax because I'm having that sprited for me. By then I'll also have a template so you guys can contribute that way too if you don't want to press buttons with him. I figure since I'm doing this I may as well give you guys something to do and stuff.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: NiO ErZeBeTh on April 25, 2015, 01:33:08 am
I'm using 119-way's sprites with several modifications ala thedge.

Now I'm really curious about it
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 25, 2015, 08:36:12 am
well actually I'm not sure where the paper trail is with these sprites as they originally made by GM spectre. All I know is all I'm missing is the stuff I'm having done. He's playable in all other aspects etc. You'll probably see a vid tomorrow in some shape or form.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: XANDERAC on April 26, 2015, 01:09:15 am
It's been more than half a year since I made any palettes on my thread...though these are probably late, I wanted to contribute something to your project.
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/SF41_zpsyaehjkmj.png)
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/SF42_zps5zngqp6l.png)
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/SF43_zpswcnhnw27.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on April 26, 2015, 01:42:16 am
Well I'll gladly take them, a shame you didn't get the latest pal template that would have made making said pals much easier  (http://mugenguild.com/forum/msg.2094722)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on May 02, 2015, 06:19:58 am


A progress vid of sorts. He has quite a bit going on but if you played karnov you don't have to worry about too many surprises.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: GTOAkira on May 02, 2015, 04:01:22 pm
looking good really like those combo
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on May 08, 2015, 05:42:57 pm
Ok I'm having a bit of a crisis, I need someone to double check this for me because I'm pretty sure this can't be right.
According to this I hit 100 last year so something tells me my count is off somewhere.
Spoiler, click to toggle visibilty

I keep recounting and it looks as if I hit 100 with colossus and didn't even celebrate.......well shit.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: YugaCurry on May 08, 2015, 06:01:36 pm
Nothing wrong with that list. Looks like celebrations are in order. Better late than never I say. Happy Hundred...err and three.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on May 08, 2015, 06:03:01 pm
Well at the very least it is true that my 100th character got COTM lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Websta on May 08, 2015, 06:14:56 pm
Happy Birthday!
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on May 08, 2015, 06:19:05 pm
you're one month and 4 days early D:
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: YugaCurry on May 08, 2015, 06:23:07 pm
 
Well at the very least it is true that my 100th character got COTM lol

A Colossal hundred. Happy Birthday...
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi/Trusdales)
Post by: Kamekaze on June 02, 2015, 06:36:21 pm
I had originally wrote this really long thing that just talked up my next two wips buuuuuut that seemed way too dramatic.


Expect something saturday.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 04, 2015, 10:07:35 pm
Here's a bunch screenshots with no context!

Spoiler, click to toggle visibilty

I promise I'm not just being vague about everything. He's quite a bit to explain to be honest as I didn't even show off the fact that he controls wind in that I have a functioning wind system in mugen that affects both players at all times. His gimmick is wind and several things related to it.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: ROS on June 05, 2015, 12:09:25 am
Trusdale brothers getting a revamp?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 12:13:20 am
Correct, I'm going all out on both so they will feature things coded that I've never done before. Ed is all about wind while Belmont is......a different story entirely. I wanna make a vid showcasing ed but he's no where near ready yet lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 03:22:40 am


So I made a video anyway screw it. It's a lot more helpful.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Sinnesloschen on June 05, 2015, 03:26:44 am
A good wind is blowing.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 03:29:51 am
What I didn't show was the fact that those gale blades(the saw but that's the official name) have increased hits and the one you saw moving wont move at all if the wind is blowing p2 toward you. This will allow quite a bit of various loops and other fun things lol.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: walt on June 05, 2015, 04:34:27 pm
That looks so cool and original, I love it.

Also, please post a GIF of that 2~3 frame stance to see if anything can be done to improve it :P
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 04:44:21 pm
Well technically @balmsold: is fixing belmont's for me. He's also the reason why I have a vertical divekick. But hey if any of you want to do something with the stance for free I'll post it when I'm off work. It's 3 frames though lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Алексей on June 05, 2015, 09:05:37 pm
Awesome, now that I'm seeing your idea in motion, I can definitely see the potential with it!
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 09:33:05 pm
(http://i6.photobucket.com/albums/y217/DarklordMf/ed.gif)

here you go @walt:
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AlexSin on June 05, 2015, 10:56:43 pm
I've made some in-between frames:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/ed2.gif~original)
I've worked with Gimp, but when I save gifs with it they don't look good so I had to put the background colour. Feel free to improve on this one or use it.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 05, 2015, 11:17:30 pm
Honestly it's fine with that now lol. the stance is the least of my concerns tbh.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AuMiO VXC on June 06, 2015, 03:12:38 pm
Waiting to see some progress on K-Birdie and K-Allen Snyder. Good Luck with this two. :)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 06, 2015, 05:14:38 pm
Waiting to see some progress on K-Birdie and K-Allen Snyder. Good Luck with this two. :)
Me too lol. A spriter is working on allen as we speak
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AuMiO VXC on June 06, 2015, 05:22:12 pm
Waiting to see some progress on K-Birdie and K-Allen Snyder. Good Luck with this two. :)
Me too lol. A spriter is working on allen as we speak

is that a commission?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AlexSin on June 06, 2015, 05:22:54 pm
Yes it is.

By the way, Allen's surname is Snider with an "i". :P
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AuMiO VXC on June 06, 2015, 05:28:24 pm
LOL it's Kamekage's mistake! :P
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AlexSin on June 06, 2015, 05:33:14 pm
LOL it's Kamekage's mistake! :P
You mean Kamekaze, right?
But anyway, I was talking to him too.


Changing topic, K-Birdie? I didn't expect that.
What about Akbot? Is it an original character?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 06, 2015, 06:05:25 pm
Yeah he meant kamekage, that guy is an ass. K-birdie has been there for a long time and I'm probably going to need a few sprites for him too. Akbot is very much original. I almost forgot about him until recently lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: AuMiO VXC on June 06, 2015, 06:06:22 pm

You mean Kamekaze, right?


Yeah! It's 'Z'. Now it's my mistake! :P

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 08, 2015, 03:33:27 am


If you've seen what tornados do to most things you really shouldn't be surprised here.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: A$AP Buckus on June 08, 2015, 03:46:22 am
Very cool and original. My Eins char has color separated sprites you could use if you'd like. Looking at the videos, they'd cover most of the sprites and anims you used.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 08, 2015, 04:05:12 am
I'm good but thanks. The thing is I'm doing two chars with the same set of sprites but they won't share any anims outside of requireds lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: ROS on June 08, 2015, 04:44:04 am
Wow, being able to bring them back into the corner from midscreen for a wallsplat loop, I like that. Can you combo into Tornado? Or is this a super where you have to surprise the opponent in order for it to land?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Sinnesloschen on June 08, 2015, 04:45:20 am
You can combo into it. Damage just goes to shit (as if it wasn't shit already) because dampener iirc.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 08, 2015, 04:55:34 am
you can combo into the tornado but yeah damage gets low pretty quickly. It's meant to be a combo starter or even a reversal as it comes out in 2 frames and the only way to avoid it is to crouch block. It also sucks them in as it comes out because it's a tornado.  That video was basically showing off how it works when you blow wind a certain direction.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: ROS on June 08, 2015, 09:20:21 pm
Ah, well it being a 2 frame reversal sounds pretty good. Especially if it can lead to combos like that.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 08, 2015, 10:26:53 pm
Well it's important to note that he has no other reversals what so ever and only one very unreliable anti-air to boot. He's built to handle everything but pressure lol
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 12, 2015, 05:42:35 am
(http://i6.photobucket.com/albums/y217/DarklordMf/mizotemplate3.png)

Here's something for you all to do if you want lol I need as many as you want to make.

GONNA FIX TEMPLATE SO YOU MAY WANT TO WAIT LIKE 6 HOURS!
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Thedge on June 12, 2015, 07:39:36 am
The pants uses five shades, not four. :P
You forgot the thing that hangs from his belt (not that thing you pervs) uses a single reddish color, the other colors are reused from his skin and belt.
I'll send you the finished sprites with this separation applied. ;)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 12, 2015, 02:17:57 pm
the colors in general are all over the place on these sprites. As for the separation, I already did that on the sprites you put in your thread lol but I'll gladly let you do that for the last anim you have left.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 12, 2015, 09:59:00 pm
alright fixed.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Jtp768 on June 13, 2015, 10:03:05 am

(http://justnopoint.com/atp323/chars/micustom.png)
(http://justnopoint.com/atp323/chars/micustom2.png)
Custom
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Aldo on June 14, 2015, 08:57:00 am
A good couple:

(http://i.imgur.com/zCoTxcg.png)
(http://i.imgur.com/SNr9K2F.png)
(http://i.imgur.com/nWNbQsO.png)
(http://i.imgur.com/kEbcytJ.png)

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Aldo on June 15, 2015, 11:06:11 am
Double post because I feel like it:

(http://i.imgur.com/0MroQjk.png)
(http://i.imgur.com/8LGFUdY.png)

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 15, 2015, 02:13:51 pm
It's all fine by me lol, for what I have in mind I'll need a lot.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: inktrebuchet on June 16, 2015, 02:38:55 pm
Made some out of the norm kof pal. Hope you enjoy them.

(http://i236.photobucket.com/albums/ff271/inktrebuchet/fallenang-pal_zpsxxggcm4a.png)
(http://i236.photobucket.com/albums/ff271/inktrebuchet/white_zpsqa1al9ni.png)
(http://i236.photobucket.com/albums/ff271/inktrebuchet/metals_zpsxdwe6vit.png)
(http://i236.photobucket.com/albums/ff271/inktrebuchet/I%20should%20be%20punished_zpssbqgxocj.png)

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Gogngos on June 17, 2015, 04:04:36 pm
Here are 4 palettes:
(http://i.imgur.com/LUSBqpc.png)(http://i.imgur.com/Ea4qXpc.png)(http://i.imgur.com/Sh59XjE.png)(http://i.imgur.com/4x7xoxX.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: sabockee on June 17, 2015, 04:53:18 pm
(http://i.imgur.com/bGwWKcb.png)
(http://i.imgur.com/rkfroCc.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 17, 2015, 07:01:59 pm
and now this

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Staubhold on June 17, 2015, 07:18:37 pm
Nice!
Swing animation is so smooth!

That bat effect looks not very good IMO... Like a lightsaber.

Will you add moves from KOF Maximum Impact Regulation A?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 17, 2015, 07:36:39 pm
Nice!
Swing animation is so smooth!

That bat effect looks not very good IMO... Like a lightsaber.

Will you add moves from KOF Maximum Impact Regulation A?

-it looks better live, and it's supposed to as it's referencing a move he had in a cross over

-He already has a couple and that neomax is a combination of a super and said move from above. Other than that he has more than enough moves in general.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Staubhold on June 17, 2015, 08:04:45 pm
Yeah, I recognize his "Shinsekai" energy explosion from Maximum Impact. Really nice.

Does he has his "Ebisu" ground throw?

I believe that you add his "Gottsui Tiger Bazooka" hyper... If so, how about his fake out?
   
KOF Maximum Impact Regulation A said:
Gottsui Tiger Bazooka ~ Fake - press K while holding P
    Mizoguchi will stop charging and absorb the energy himself. He'll glow red afterwards, and his single next projectile attack will be more powerful.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 17, 2015, 08:16:30 pm
No, I put that on the lvl 2 of his super.

No fake out here for balance reasons. MI was a very different ball game where that was a key thing he used. Here however he does not have to worry about as much and as I said his moveset is already pretty massive. He does have his command normal during jumps where he sits on the ground though crossed legged though.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Staubhold on June 17, 2015, 08:39:16 pm
Nice!  :thumbsup:
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Flowrellik on June 18, 2015, 02:28:00 am
oh my! Mizoguchi is lookin fantastic!!
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Thedge on June 18, 2015, 05:51:43 am
It's great to see those sprites in game :D
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: NiO ErZeBeTh on June 18, 2015, 05:56:59 am
it was in fire or shiny on MI?

I like what I see, really cool! :D
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Websta on June 18, 2015, 06:49:13 am
You gonna use the neo geo voice mang?
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: mpower on June 18, 2015, 10:46:52 am
Nice Mizoguchi!!
Can not wait official release!! :thumbsup:
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Cybaster on June 18, 2015, 11:56:33 am
Looking really nice ! :)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 18, 2015, 04:37:48 pm
it was in fire or shiny on MI?

I like what I see, really cool! :D

That part of the move didn't exist in MI lol. It's from a cross over he was in and I paid homage to both.

You gonna use the neo geo voice mang?

Nah I stuck with MI because there's more to work with

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: walt on June 18, 2015, 04:39:07 pm
Good stuff Kame / Thedge. This char is looking legit.

Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Sinnesloschen on June 18, 2015, 08:51:37 pm

Don't mind me.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: MotorRoach on June 18, 2015, 09:27:33 pm
Can't help but to think that there isn't enough emphasis in the bat impact, during the Neo Max move. In all honesty, it feels more like a simple special move than an actual Neo Max, judging by the effect of the impact. There needs to be a better effect for the impact of the hit, like maybe shaking the screen or the character a bit before he's thrown a way, and perhaps a better impact sound too.

I also feel that the background stays black for a bit too long, after the Neo Max is done. If anything, Mizoguchi could do his pose with the background back to normal, given it doesn't even takes that much of time-- the screen just doesn't needs to stay black for so long. Think of how Kyo's Neo Max from XIII has him to blow the fire off his finger in the end of it, because the background doesn't stays black just for that.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 18, 2015, 09:54:11 pm
The screenshake is in, just the vid did not really express it as well as I wanted. As for the background, yeah I'll probably cut down on how long it stays black but it's important to remember that some chars in kof13 had it black for much longer while they posed as well lol. I actually had the wrong sound playing on the move so that's already been addressed.
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: sabockee on June 18, 2015, 10:19:50 pm
(http://i.imgur.com/dlMQh9k.png)
(http://i.imgur.com/LtpuWZC.png)
(http://i.imgur.com/3pRTECT.png)
(http://i.imgur.com/bN80yN1.png)
(http://i.imgur.com/Ie5cPgg.png)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 20, 2015, 08:07:42 am
(http://i6.photobucket.com/albums/y217/DarklordMf/mugen015_1.png)
big things are going to be in this character as I once again put a new spin on things. This is a functional kof13 style pal select and before you ask, there's only one bar representing a pal in his .sff lol the numbers are not part of it
 

edit: now it looks proper
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Aldo on June 20, 2015, 09:04:29 am
Wow, that color selector looks really amazing :D
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Websta on June 20, 2015, 10:18:16 am
lmao those number fonts look ghetto, step it up mang
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: mpower on June 20, 2015, 11:37:45 am
Looks nice color selector!! ;)
Title: Re: The official Kamekaze wip thread: New year new works! (Mizoguchi)
Post by: Kamekaze on June 20, 2015, 03:44:57 pm
lmao those number fonts look ghetto, step it up mang

bite me. The guy who rendered all of it in low res forgot the numbers and I stopped caring. Do you only care about my looks websta *sniffles* It's what's on the inside that counts!
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on June 27, 2015, 01:46:54 am
So as I said in my release thread, I expect to release Edward in exactly 15 days. Which I guess means I should talk about Belmont, as you could expect from me he wont even remotely have anything in common with his brother outside of required stuff lol. From a gameplay perspective his bag of tricks are arguably nastier in the long run but I'll have more to show about him after evo
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on July 09, 2015, 04:57:47 pm
ehhhhh on second thought I've hit a bit of a snag and haven't been able to fully work on things like I've wanted. Obviously Balmsold's frank will be unaffected by this but as for my stuff, I may be a bit late in the coming months with well...everything. It happens
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on August 03, 2015, 04:50:02 am


Something. Edward is about mix ups and literal vortexes.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Aldo on August 03, 2015, 05:10:48 am
Dude, thats cheap lol. It looks hella cool but damn.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on August 03, 2015, 05:12:59 am
Well here's important to note about it:

-you need at least 25% to do it
-if the opponent has a DP or frame 1 invul move it will not work unless you bait it
-if you hold up on your wake up he can't do the entire loop anymore
-It normally doesn't do that much damage KEN messed up the dampener some how.

It's mostly to blow up mashing lol
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Sinnesloschen on August 22, 2015, 09:03:21 am

You didn't see anything.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on August 22, 2015, 04:26:55 pm
Forgot to give you the updated .sff lol Otherwise pretty good but not even scratching the surface lolololo
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on August 22, 2015, 06:06:13 pm


If those were mix ups then these are combos....I didn't do anymore because my timing sucks this early in the day ._.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: mpower on August 22, 2015, 07:30:15 pm
Nice!!

I like this music…Truth :)
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Cybaster on August 22, 2015, 08:48:27 pm
These combos are looking great ! :)
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on August 23, 2015, 12:19:26 am
Thanks, I suppose I'll elaborate on a few things shown. When he throws that shard up you can hold the button he used to make it spin indefinitely which is how that third combo worked. He can only do that with that attack. Also what I didn't show off was the other buffs of his power up mode. I probably will in a different video but it fixes a lot of his problems. For example, his defense is pretty much non existent in all intensive purposes. When he powers up he gains the ability to teleport with invul frames. So his regular forward dash (FF) becomes that, as does the attacks where he dashed a bit before attacking. Suddenly one of his attacks becomes really good and will even auto correct if he appears behind p2 so it becomes that much more dangerous. In addition as you saw he gains a few extra shards to play around with.

However that comes at a cost as he uses twice as much offensively except for one move that I didn't show. Basically he has a lot going on but hes a ton of fun so far.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: DJ_HANNIBALROYCE on August 25, 2015, 07:37:12 am
looking very good
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on September 08, 2015, 03:37:30 am


That's right! he has color separation on his gloves! pal template coming soon
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on September 23, 2015, 03:59:21 am


Been a while since I've shown this guy off, a ton of things have changed but the wind fx is still the test fx aka not final. Looking forward to both being released around october 7th. See  ya then.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: drewski90 on September 23, 2015, 04:05:01 am
makes sense since halloween's right around the corner
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on September 27, 2015, 11:46:25 pm
That's not even remotely close to holloween though D:. Either way his AI is done and I redid his wind fx so it isn't as obnoxious,

Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on October 27, 2015, 03:03:42 am
(http://i6.photobucket.com/albums/y217/DarklordMf/rad.png)(http://i6.photobucket.com/albums/y217/DarklordMf/rad%201.png)

oops
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Demitri on October 27, 2015, 03:29:23 am
Good luck. The sprite limits are demotivating :/
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kirishima on October 27, 2015, 03:44:44 am
Kame one of your vids got blocked.  It's the recent one in this thread.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on October 27, 2015, 03:51:48 am
Yeah blame YT red for being dickholes about one of my vids. It was an AI test for Edward. I'll try to get it unblocked. and Genesis what I'm doing completely ignores that issue.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Demitri on October 27, 2015, 04:14:03 am
Can't wait to see what you cook up then ;D
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Formerly Hoshi on October 27, 2015, 08:19:13 pm
http://i6.photobucket.com/albums/y217/DarklordMf/rad.png
http://i6.photobucket.com/albums/y217/DarklordMf/rad%201.png

oops
This is a surprise I did not expect in any way. Not in any way. At all.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on October 28, 2015, 05:02:29 am
Totally man, just wait till you see how I use your grayscaled fx. I'm not recoloring any of it nor am I manually shifting it's angle. That's what mugen is for after all!
Spoiler: example (click to see content)
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: DJ_HANNIBALROYCE on October 28, 2015, 05:23:46 am
loving edward!
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Websta on October 28, 2015, 07:22:51 am
Totally man, just wait till you see how I use your grayscaled fx. I'm not recoloring any of it nor am I manually shifting it's angle. That's what mugen is for after all!
Spoiler: example (click to see content)

yaaaaay, you finally found out that it isn't 2005 anymore
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on October 28, 2015, 01:25:03 pm
*pejorative* *expletive* *expletive* Gameplay still matters more than the shiny here bro. And I'll accomplish it without telling forcing people to up their max helpers and explods lolololo

edit: this isn't even the first time I've done stuff like this jabroni lrn2kame
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Sinnesloschen on October 28, 2015, 05:15:51 pm
And I'll accomplish it without telling people to up their max helpers and explods lolololo
Gonna need a senzu for that one.
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Websta on October 28, 2015, 07:35:44 pm
I'm trying to create the future dammit
Title: Re: The official Kamekaze wip thread: New year new works! (Trusdale brothers)
Post by: Kamekaze on October 30, 2015, 04:31:57 am


1. all my fx are grey-scaled colored by mugen.

2. the fireball is meant to look like budokai, thus the streak it leaves when moving. Also it's literally just one circle

3.  yes tha's budokai english voice. the best voice
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on March 16, 2016, 02:20:26 am


Hello. This is Caligula, I'm sure you have lots of questions that I probably have too. The point is we can answer them together! I started on this guy back in january but then I had to deal with a few setbacks that delayed him for 2 months ._. The good news is I should be done this month for sure.
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: hatter on March 16, 2016, 02:44:34 am
Oh yeah, Mista Tung Twista's back at it again.

Wasn't expecting that char in your sig to be one of your projects. If anything, I'm interested in knowing the source material's name if possible.

I can see that his gameplay looks quite quirky from the video, I like that. Can't wait to see more of him.
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on March 16, 2016, 02:56:18 am
He's from E's Laf a very kusoge game. I've taken a few liberties but hes mostly the same from source. In that he feels like the same char just in a different world.
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: AlexSin on March 16, 2016, 03:59:14 pm
I like the interactions amongst your characters! :D
The combo finisher at 0:34 - 0:36 acts weird: why does the enemy go in that direction? I suppose for combo purposes, but it looks odd (to me).

Are you also continuing on Raditz? It looked awesome from the video!
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on March 16, 2016, 04:31:03 pm
Cause  the non special skeleton head moves them that way. I forgot to show that. A lot of his combos place p2 in between him. I have more footage of him on my hitbox
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on March 30, 2016, 04:00:08 am


1. Yes all of his items are people.

2. Exploding souls.
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on April 05, 2016, 01:58:29 am


The plot continues.
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Niitris on April 05, 2016, 03:06:20 am
The timer that occasionally appears after he does a move, how does that work exactly?
Title: Re: The official Kamekaze wip thread: New year new works! (Caligula)
Post by: Kamekaze on April 05, 2016, 03:36:04 am
he has 3 different projectile-ish moves. the first two(bees and the skeleton head) are always the same while the last one is his random item toss attack similar to Faust from GG. but in this case it's a bit neutered on purpose because his items are a bit more insane. He has a lot of things going on to compensate for the wait time. Each item in that move has its own wait time depending on what it is. It's explained more in the readme. I hope to release him either tonight or tomorrow. 



more stuff
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on April 06, 2016, 02:16:43 pm
So yeah, my next focus is on finishing Raditz as if it goes well I'm gonna lend my system to Neocide. Mostly because I probably wasn't going to make that many dbz chars in this style anyway. Or at all potentially lol.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on April 14, 2016, 02:36:31 pm
Rather than a vid, heres some stream footage of me going through the current build of Raditz. about 40 mins worth

http://www.hitbox.tv/video/976793
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on April 30, 2016, 06:33:35 am
(http://i6.photobucket.com/albums/y217/DarklordMf/adler%201.png)(http://i6.photobucket.com/albums/y217/DarklordMf/adler%202.png)(http://i6.photobucket.com/albums/y217/DarklordMf/adler%203.png)

Well you know what they say, two heads are better than one.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Janis L.C.V. on April 30, 2016, 12:12:44 pm
I am immediately intrigued.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Staubhold on April 30, 2016, 07:30:32 pm
Will Adler & Elektrosoldat work like R.Mika & Yamato in SFV?
                               :thinking2:
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 01, 2016, 02:31:57 am
Nah, that would be too easy. This is basically a puppet char. With a few twists to the formula. I'll have a vid Monday
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 05, 2016, 12:30:24 am


here's a vid thingy. parden the volume but I'm coherent
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: morbidjoe on May 05, 2016, 12:37:57 am
nice
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 05, 2016, 01:53:25 am
http://www.hitbox.tv/video/1004614  actual gameplay
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 10, 2016, 02:17:20 am


Second super, you actually have to do something to make the last hit, well hit.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Demitri on May 10, 2016, 04:59:47 am
Looking good!
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 27, 2016, 02:10:55 am


I'm pretty sure I was supposed to win but you never know what's going to happen with this asshole
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: TheFclass97 on May 27, 2016, 02:19:20 am
[youtube]https://www.youtube.com/watch?v=LTHIi6IQfd4[/youtube]

I'm pretty sure I was supposed to win but you never know what's going to happen with this asshole

Can I play you in fighting games? Lol, but yeah solid shit dude. Those were some sick juggles with that ball super thing (sorry, idk the name).
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on May 27, 2016, 02:37:33 am
It's ok, not very many people play ABK to know the name of that super(Blitzgeist). Adler is a very loop based guy with tons of loops to explore and try. I wanted him done by tuesday but due to some real life consequences I don't think that's going to happen. Shooting for second week of june hopefully.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: TheFclass97 on May 27, 2016, 02:50:29 am
It's ok, not very many people play ABK to know the name of that super(Blitzgeist). Adler is a very loop based guy with tons of loops to explore and try. I wanted him done by tuesday but due to some real life consequences I don't think that's going to happen. Shooting for second week of june hopefully.

I see... hope everything is ok with ya...
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Sinnesloschen on May 27, 2016, 03:25:10 am
I want off Mr. Caligula's Wild Ride.
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on July 22, 2016, 07:41:20 pm
Has it really been eight weeks? Ugh, this year has been going by so fast! Well I've got some good news. At the pace I'm at I should be able to release Adler this month. But I will need some assistance from you guys (if you haven't given up on me at this point lol). Another one of those "help me find IK music" deals. Adler's IK should be up within 8 hours and its honestly going to be a bit more brutal than the others just to give an idea. Very electric if I may say so for sure.

I don't really have that many excuses to why I'm roughly 3 months behind schedule and the fact I've only released one thing this entire year either but a lot of it has been a severe lack of motivation on most days. I want to believe I'll hit that 150 char goal but it's not looking that promising right now :(
Title: Re: The official Kamekaze wip thread: New year new works! (Raditz)
Post by: Kamekaze on July 25, 2016, 05:00:22 am


See, 8 whole hours! But yeah this is a bit less dramatic and more um, menacing? You guys came through for Ryuko so I figured why not ask again for this guy.

Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on July 30, 2016, 09:00:46 pm
So at this point even I couldn't tell you who or what's next. This isn't trying to be some whole faux emotional thing or whatever it's just an answer for if any when someone asks what I'm up to. The answer is nothing, I'm going on hiatus indefinitely and if I do do anything else it would surprise even me. I've had a blast doing this for so long but it's becoming more and more difficult to maintain this precious hobby of mine that has both enlightened me to what my career in life should be and is, and that has allowed me to very creative with limited tools and even bring in a few game changing things to the table. Now for for the other things I'm involved in I will absolutely honor them, I just wont do any personal projects for a while.

With all that said, I'mma go play some video games.
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Iori730 on July 30, 2016, 09:39:17 pm
(http://i.imgur.com/nwNlMMS.gif)you mean to tell me you're leaving the guild??

You're Captain Falcon is my favorite one, i have dedicated stages for him in my mugen.
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on July 30, 2016, 09:48:48 pm
No I'm just not actively doing anything here or with mugen
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: R565 on July 30, 2016, 09:57:59 pm
All right, at least you told people that you're on hiatus. One day you'll get that creative spark to make another character and we'll be waiting for it with baited breath. Just don't get too lost playing games.
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: sabockee on July 30, 2016, 09:59:05 pm
Everybody needs a break. Enjoy your mugen vacatiion and come back soon with even more inspiration. Thanks for your all your efforts, Kame.
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on July 30, 2016, 10:07:50 pm
All right, at least you told people that you're on hiatus. One day you'll get that creative spark to make another character and we'll be waiting for it with baited breath. Just don't get too lost playing games.

It's not that I don't have the creative spark, I'm just not willing to go through dev hell for another character considering I have 3 chars that may never be finished but are all equally close to be done but are missing like one thing or another. The biggest thing is that I don't stay home on the weekend anymore and that was when I did the bulk of my work. I thought I'd be able to handle just doing stuff on weekdays but delays became inevitable with every thing I got involved with that was a solo project. Truth be told I have like 3 things I'd like to start on right now but I don't feel that I'll follow through when it's crunch time.

In the mean time you're all more than welcome to try my latest release and see the new changes in the updated ones!
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: R565 on July 30, 2016, 10:24:02 pm
Oh so it's a change to your schedule that's making things difficult... Well either way, one day you'll be able get back on track with what you want to work on. Until then, PLAY SOME DANG GUM VIDIYA GAMES!
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Iori730 on July 30, 2016, 10:29:14 pm
in your signature, 107/150 characters..  work of a hundred men done in the guild, quite some of us are trying to do just 1. Sometimes i wish i had that work ethick.
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on July 31, 2016, 01:39:57 am
Well to be fair I lost that ethic years ago lol
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on September 09, 2016, 04:38:21 pm
After seeing JZ attempt to live stream a character from start to finish it lit a fire that I've decided this weekend to do something wtih. I'm going to make my next character live regardless of whos watching to see if I'm capable of making something within 3 days. (for example, I made mvc2 doom in exactly 3 days). The stream will be live in exactly 1.5 hours from this post so basically 12pmest. and I will not stop unless I'm tapped out for the day (basically 3-4am in the morning). The stream will not go down even if I'm taking an audio break because I'll be playing some jammin tunes the entire time. So join if you want as I'll answer any and all questions while doing so. So i hope you'll stop by even for a few seconds to see my extravagant(lazy) process!

http://www.hitbox.tv/Kamekazebish/
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: AlexSin on September 09, 2016, 04:55:39 pm
Sorry for asking, but what happened to the Raditz character you were coding?
Too bad I won't be able to check the stream because I'll be going out at that time. Will you save the stream?
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on September 09, 2016, 05:19:58 pm
Raditz is definitely still a thing, just hit a snag in production that made me put him on hold(mostly a lack of motivation thing and a concern over the direction the character is headed). I would like to have him done this year but i cant promise it. As for this stream I'm literally going for the next 16 hours basically. I can archive it
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Websta on September 09, 2016, 05:55:52 pm
where's MY motivation? :(
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on September 09, 2016, 07:47:42 pm
could be in the stream, only one way to find out
Title: Re: The official Kamekaze wip thread: New year new works! (Hiatus)
Post by: Kamekaze on September 10, 2016, 03:53:08 pm
So due to a mic error this video comes in two parts. If you have 14 hours to spare(lol) then you can see day one of my process! Day 2 will begin at 12 like the day before it. I should be able to get a significantly higher amount of work done since all the ground work is there.

http://www.hitbox.tv/video/1145058 - part 1
http://www.hitbox.tv/video/1145060 - part 2

Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on September 10, 2016, 06:01:44 pm
http://www.hitbox.tv/Kamekazebish/ its time.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Bob8644 on September 10, 2016, 09:58:29 pm
I see Shizuo's name in your WIPs.

Is he gonna play source accurate or in your custom style?
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on September 11, 2016, 03:45:50 pm
My style, but bear in mind my style always keeps the soul of the character intact as that's the goal of a proper arrangement.

Anywho here's day 2, 14 hours of my life with mugen http://www.hitbox.tv/video/1146066
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on November 16, 2016, 01:32:36 am


hi.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Macaulyn97 on November 16, 2016, 01:55:46 am
3-day? I approve.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on November 16, 2016, 02:50:01 am
that 3 day thing was a long time ago. I utterly failed by 2 months and counting ._.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: rhiggatwat on November 19, 2016, 12:41:38 pm
That's neat, it would be really awesome if you did some of the other characters from Big Bang Beat. Rouga is the only one we already have a new version of by R@CE. That game has a lot of interesting characters that could be fantastic if made by a creator of your talent. Love your work and I'm definitely not trying to tell you what to do, just commenting. Looking forward to anything you decide to put out.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on November 21, 2016, 04:08:17 pm
It is my goal to expand the concept of this character while retaining what makes him who he is. So pretty much the same approach to everything I do lol
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: PeXXeR on November 22, 2016, 07:20:01 am
I really like what you did with Dudley and Yang, cant wait to see your spin on this char. Just dont make the AI impossible lol.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on November 22, 2016, 02:26:35 pm
No ai I've ever made is impossible lol
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on December 06, 2016, 09:34:42 pm


My only regret is not landing the combo I wanted to at 2 stocks.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on February 22, 2017, 02:58:11 am


Its been 2 months at least. So I figured I should probably finish this guy soon. Hopefully end of the month soon?
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on July 19, 2017, 05:59:14 am
https://vid.me/x37TU

This is a short video. The reason it's short is because spAIder figured out some things so fast the scripted based AI couldn't react.  Both have Neutrality but only one has combo capabilities that does not care if a combo drops. It just improvises a new route entirely. I've had the idea of this AI for a long time and I'm glad I was finally able to pull it off with one of my most complicated to code works to date. This is why I've been dormant. The Trusdales will meet their 10 year anniversary.

I used vidme cause YT wouldn't let me upload it at all.

Anywho, spAIder is the term I coined for this final AI framework that very much compliments neutrality. It acts pretty much as a right brain to neutrality's left. In that it pretty much chooses what to do without a script like the person belmont is facing. If it drops a combo it doesn't freak out like Ryuko did, it just does something else and starts a new one. The reason I had to make this AI is because while scripting combos/setups makes it much more consistent, it forces me to script every, single, thing. Which is very demoralizing for someone as insane as Belmont is. He has a lot of shit going on and I really couldn't show it here but that's the other good news. The Trusdales are pretty close to being finished so I hope to get them out this month!

To truly understand how it's working we need to do a brief discussion on nodes and traversing. Think of every action you have depending on what you just did and how you need to make a choice. I'm not forcing him to choose one thing, but he is only given good options so he just goes from there and even creates loops by proxy if it works. While there was a lot of fine tuning and probably still a bit to go this will be something that anyone can apply to any char they choose without having to know overly complicated things about AI in general. It is my goal to simplify the process.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: PeXXeR on July 19, 2017, 07:54:59 am
This is an interesting read, I cant wait to see this finished and see how its supposed to work.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: inktrebuchet on July 19, 2017, 02:59:43 pm
It's looking great! I can't wait to check it out.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on July 28, 2017, 12:26:00 am


Someone suggested I use that theme and boy does it edge. All I gotta do now is finish Edward's and we're done here finally.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Mitewing on August 26, 2017, 12:05:43 am
I'd like to make a suggestion. For the Sailor Moon S characters, you brought over Sailor Saturn from SuperS to complete the group. How about Sailor Moon from SuperS? Not only is she is physically different, but also plays differently as well. Thanks!
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on August 26, 2017, 12:24:09 am
Not interested.
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Grim Reader GT on August 26, 2017, 10:50:08 pm
It is so nice to know you are working on your already good AI function.
Is it possible to make a character *kind of* remember the present and past actions of an opponent?
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Hephaistos31 on August 26, 2017, 10:54:03 pm
Nega Adon!!
This is nice, I always considered that your Nega chars are your best works. I enjoyed to play with them!
Good luck with your next works, dude!
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on August 26, 2017, 11:39:17 pm
It is so nice to know you are working on your already good AI function.
Is it possible to make a character *kind of* remember the present and past actions of an opponent?
The trusdales remember standing lows so I've experimented with the concept.

Nega Adon!!
This is nice, I always considered that your Nega chars are your best works. I enjoyed to play with them!
Good luck with your next works, dude!

My best?  :(
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Hephaistos31 on August 27, 2017, 12:45:47 am
Speaking of fun factor, not really code or something. Maybe because they were unique or something. :)
Title: Re: The official Kamekaze wip thread: New year new works! (3 day Rouga?)
Post by: Kamekaze on August 28, 2017, 12:56:27 am
I see, well thanks lol
Title: Re: The official Kamekaze wip thread: New year new works! (Go to fullgame subforum)
Post by: Kamekaze on November 02, 2017, 04:21:06 pm
Yeah my full game is my current focus among the other two that are pretty much finished but need intros/endings. I may start another wip in a couple weeks but for that's pretty much it for now.
Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Kamekaze on May 18, 2018, 08:24:45 pm


I've got some downtime between projects so I hammered this out in about a week. I forgot to show off the fact that the overhead kick can also be tagged out.

There's a ton of things to unpack here and I'll explain it at some point. But he do a lot of things with such a simple moveset.
Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Kamekaze on May 18, 2019, 03:55:04 am
man has it been a year already. Well due to other projects this guy fell by the wayside but im back to finish him with a preview of his finisher to boot!

Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Kamekaze on March 31, 2020, 09:43:13 pm


So 10 years ago I would release something that is pretty associated with my name in mugen. And that's why it's time to do it again. But this time hes 200% more falcon.
Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Thedge on April 01, 2020, 12:11:08 am
It's great to see it in action!
Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: ShadowHand BXR on April 02, 2020, 05:48:49 am
Cant wait for this Falcon to be released!  You have turned your self into a Super Sayan 4.  You rock dude!
Spoiler, click to toggle visibilty
Title: Re: The official Kamekaze wip thread: New year new works! (Battler)
Post by: Kamekaze on April 02, 2020, 06:04:42 am
Cant wait for this Falcon to be released!  You have turned your self into a Super Sayan 4.  You rock dude!
Spoiler, click to toggle visibilty

https://mugenguild.com/forum/topics/ultimate-falcon-released-4120-189506.0.html