The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => SNK Gals Fighters => Topic started by: Koop on November 17, 2014, 09:51:03 pm

Title: Work Shop
Post by: Koop on November 17, 2014, 09:51:03 pm
New developments are on the way. System has been remade and characters are being updated. Beta is planned for Christmas. This thread will show various pieces and bits that are made during development. Some may make it into the game, others won't. So without further ado:

A quick talk with websta said:
[19:37:54] Websta: on the topic of that....
[19:38:04] Websta: you've been messing with svc quite a bit right?
[19:38:20] Websta: did you notice that "thing" in the 2nd last stage?
[19:38:29] KoopaKoot: the lighting thing?
[19:39:47] Websta: yes
[19:39:58] Websta: (amazed that you know what I'm talking about)
[19:40:35] Websta: that shit must be in gals, or I won't forgive you
[19:42:19] Websta: then again I have no idea how you would do that

What he is vaguely referring to is the lighting effect that appears on characters in the Guardian Dogs stage in SVC Chaos.

After messing around for a few minutes I was able to code it (http://www.koopakoot.trinitymugen.net/SVCShadowTest.webm)

Not sure where to use it in Gals though
Title: Re: Work Shop
Post by: walt on November 18, 2014, 01:44:23 am
Maybe if Shermie had an Orochi Mode with her respective 97 stage, the effect could be used for lightning effects, or something like CVS Pro's Conflagration, or Yuri's stage being exactly SVC Guardian Dogs Temple (and have her use a default palette with Dark Red tints that works out better), or the old Temple 98 in flames Stage we used to use for shots (that wa supposed to be in a full game that was never completed, this could be its full game debut), or the shopping district at night from KOF 2000...

So, you'd be doing stage interaction? ... SO MANY IDEAS THAT INVOLVE WATER  ;_;
Title: Re: Work Shop
Post by: hatter on November 18, 2014, 02:04:56 am
Maybe if Shermie had an Orochi Mode with her respective 97 stage, the effect could be used for lightning effects, or something like CVS Pro's Conflagration, or Yuri's stage being exactly SVC Guardian Dogs Temple (and have her use a default palette with Dark Red tints that works out better), or the old Temple 98 in flames Stage we used to use for shots (that wa supposed to be in a full game that was never completed, this could be its full game debut), or the shopping district at night from KOF 2000...

So, you'd be doing stage interaction? ... SO MANY IDEAS THAT INVOLVE WATER  ;_;

Koop's vision of SNK Gals Fighter + Stage interaction + water = That really weird but sexy SNK Gals Beach Volleyball thingamajig game.
Anyway, my two cents are nothing more than what walt just said. I'm glad to see that this project hasn't died. Keep up the good work, and good luck with everything else ;)
Title: Re: Work Shop
Post by: Koop on November 23, 2014, 10:57:50 pm
Another update. This time showing off the projectile reflection. Maybe it would be more impressive with two different characters with projectiles and reflectors, so I'll upload such a thing at a later date.

This video just shows how it works (http://www.koopakoot.trinitymugen.net/ProjectileTennis.webm)
Title: Re: Work Shop
Post by: Jesuszilla on November 23, 2014, 11:00:11 pm
Holy shit yes.
Title: Re: Work Shop
Post by: DJ_HANNIBALROYCE on November 23, 2014, 11:02:53 pm
tennis idea is great! i hope that makes the cut! great job koop
Title: Re: Work Shop
Post by: Jesuszilla on November 23, 2014, 11:11:33 pm
Not really an idea so much as the implementation. Every fighting game I've seen that has reflectors allows this.
Title: Re: Work Shop
Post by: DJ_HANNIBALROYCE on November 23, 2014, 11:15:57 pm
Not really an idea so much as the implementation. Every fighting game I've seen that has reflectors allows this.

well i havent seen it reflect the same thing so DONT U DOWNPLAY MY COMMENT DAMMIT. i still love u JZ...XD! lol
Title: Re: Work Shop
Post by: Koop on December 05, 2014, 08:05:13 pm
Update time again. Because my past standards are less than substandard compared to my currents standards (I'm not gonna say "standard" again for a while), Shiki was recoded from scratch this week.

The boring SDM I made for her normal mugen release has been replaced by an auto combo based off the version from SS64

Here is a video showing both versions. (http://www.koopakoot.trinitymugen.net/ShikiDMs.webm)

She also uses SS5 slash sound effects. Also I removed blood sparks since later instalments of the games that I like don't have blood.
Title: Re: Work Shop
Post by: O Ilusionista on December 05, 2014, 08:11:04 pm
Nice work with the "tennis effect".
Title: Re: Work Shop
Post by: Koop on December 16, 2014, 04:42:11 pm
Update time again. Progress is going slowly but surely. A certain purple haired alien with a bunch of weird moves (not Athena) is taking precious development time in order to be coded correctly. Ahem...this post is just to show that some of the get hit animations are more KOF like since I'm able to use more custom states than I normally would for regular mugen conversions.

And here's a webm. (http://www.koopakoot.trinitymugen.net/AkariNonsense.webm)

Title: Re: Work Shop
Post by: Retro Respecter on December 17, 2014, 01:36:50 am
I wouldn't call Akari an alien.
Title: Re: Work Shop
Post by: Neocide on December 17, 2014, 01:59:41 am
^Way to contribute something to the thread :V

That spinning fall is awesome, I feel extremely bad that I've never heard of her until now, and I've played a lot of KOF but never one with her in it. That move looks pretty cool though, totally sidetracking but since I draw a lot of inspiration from my own game from kof\snk, what game was she in?
Title: Re: Work Shop
Post by: Magma MK-II on December 17, 2014, 02:13:15 am
The Last Blade. Go play it. NOW.
Title: Re: Work Shop
Post by: Neocide on December 17, 2014, 03:30:44 am
now I feel even stupider I've played LAST BLADE a shitton of times ffs.....

/me is embarrassed 
Title: Re: Work Shop
Post by: Duos.act on December 17, 2014, 03:35:34 am
You were probably just fortunate enough to not have anyone do the Akari loop on you!
Title: Re: Work Shop
Post by: Jmorphman on December 17, 2014, 03:39:07 am
now I feel even stupider I've played LAST BLADE a shitton of times ffs.....

/me is embarrassed 
You are now sentenced to 10 hours of either Last Blade 1 or 2. This is non-negotiable and failure to comply will result in immediate disintegration.
Title: Re: Work Shop
Post by: Neocide on December 17, 2014, 03:43:27 am
I blame @Cyanide: we always play each other in snk games, and I don't think either of us used her much....
Title: Re: Work Shop
Post by: Flowrellik on December 19, 2014, 06:50:29 pm
oh my goodness.
This is the best lookin NeoGeo styled gameplay Ive seen so far, even IF its just a wip :)
Title: Re: Work Shop
Post by: Koop on December 19, 2014, 09:50:01 pm
Thanks.

Update time. Added the automatic dash when activating max mode during a normal move. This was seen in KOF 13. Not going to add activation in the air though.

Here's a video of it in action (http://www.koopakoot.trinitymugen.net/MaxOnDash.webm)

That being said, I'd like to spice max mode up a bit. Maybe make it unique for for all characters.
Title: Re: Work Shop
Post by: Retro Respecter on December 19, 2014, 10:57:42 pm
If you go that route, then that would make this even more unique.
Title: Re: Work Shop
Post by: walt on December 19, 2014, 11:00:46 pm
That palette Shwa made looks CRISP in action. Love it!
Title: Re: Work Shop
Post by: │ㄷ ▌ on December 20, 2014, 02:26:43 am
Everything looks pretty amazing!
Title: Re: Work Shop
Post by: Duos.act on December 20, 2014, 02:44:07 am
I personally like the auto dash, it was like the one thing I liked in KOF13 system lol.  Would definitely make max mode a better utility than it already is.
Title: Re: Work Shop
Post by: Bannana on December 20, 2014, 09:00:49 am
If you make max unique, what are your ideas for the implementation of it?
Title: Re: Work Shop
Post by: Koop on December 22, 2014, 12:38:25 pm
I was thinking of making the properties when you are in max mode different. I was thinking of something neat for Akari were her movement speed increases (compared to kof characters she moves really slow) but I think I make make that a super for her instead.

Other ideas include a mode based off the 98 UM EX gauge. More on that later.



   
Title: Re: Work Shop
Post by: Koop on December 22, 2014, 10:04:06 pm
Right, time for some testing (I hope)!

http://www.koopakoot.trinitymugen.net/Gals/

At the moment, characters do not have any max cancels, though activating max mode is possible. Yuri has 3000 power and Shiki has 5000. This is just to see how effective meter gain is in a 1 on 1 environment. Super Cancels are freebies like in neogeo battle coliseum.

Here are the instructions to set up the characters so that they work correctly:

1. Because the common sounds and fight fx use non standard numbers. I recommend using a clean mugen1.0 or 1.1
2. Extract the files in the datafiles.rar into your mugen directory's data folder.
3. Open your fight.def and change the filenames under [Files] to match the files in the datafiles.rar. You could also rename the files in the datafiles.rar to replace the original files.

That's pretty much all you have to do for now! Setting up characters is the same way it always is. Add them via select.def or run them via command line, it's your choice.

If you find anything good/bad or have any suggestions, don't hesitate to let me know. Also please don't use "I don't know much about x" or "I don't play as y." I get that enough from my regular testers (and considering the last character I released was Terry, I know that to be a lie, lol).
Title: Re: Work Shop
Post by: biotenshi on December 24, 2014, 10:48:16 pm
awesomeness! :)
Title: Re: Work Shop
Post by: DvVasconcelos on December 26, 2014, 03:31:04 am
Great release!
Yuri was incredible!
I have only one doubt about the reflector projectiles, it should work with open chars or just with the chars of SGF fullgame?
I tried with a char I'm editing and the projectile was not reflected.
Sorry my english
Title: Re: Work Shop
Post by: Koop on December 26, 2014, 08:03:43 am
The reflector will only work on characters in the SGF full game. :)
Title: Re: Work Shop
Post by: Segatron on December 28, 2014, 01:26:06 am
gonna try that later the download speed to too slow
Title: Re: Work Shop
Post by: Koop on December 29, 2014, 08:50:44 pm
Update time again. Akari's special moves are all coded (she has about 30 something, some followups aren't even documented (http://www.koopakoot.trinitymugen.net/Penguins/pen1_04.gif) )

Here's another webm (http://www.koopakoot.trinitymugen.net/AkariNonsense4.webm)

I think I'm going to make a start on the screenpack now as I've just been using my regular mugen's one.
Title: Re: Work Shop
Post by: Bannana on December 30, 2014, 04:38:10 am
Is Akari arranged for system balancing sake, or is she mostly accurate to LB?
Title: Re: Work Shop
Post by: Koop on December 30, 2014, 12:13:20 pm
She's mostly accurate to how she is in neogeo battle coliseum.
Title: Re: Work Shop
Post by: Koop on January 06, 2015, 07:38:24 pm
Update time again.
-Seems like there wasn't much feedback to give either meaning that I'm on the right track, or nobody noticed that command throws can be guarded, lol (gotta add something intentional just in case). I guess I can do without the public testing it seems.
- Akari is almost finished but I can't be bothered to work on her right now, so I started on Athena. Also recoded a lot of projectiles to make you know what (http://www.koopakoot.trinitymugen.net/ProjectileBattle.webm) work better.
Title: Re: Work Shop
Post by: Koop on January 20, 2015, 11:10:17 pm
Update time:

-Coding progress was on short hiatus while I got some sprite work done. Yuri's sprites are almost updated.
-Been trying some experimentation with Shiki. You would think a character whose name literally means "Colour" would be easy to colour separate. Alas this is not the case. Here's what I managed to cook up (only one sprite (ignore the colour chart)):

(http://www.koopakoot.trinitymugen.net/NeverEver.png)

If someone can make something from this that looks neat, I may consider attempting full separation. Otherwise I'll just attempt the hair and eyes.

Title: Re: Work Shop
Post by: Koop on February 28, 2015, 10:23:56 pm
Ouch...6 weeks since an update.

(http://i.imgur.com/BME2XrE.png)

-Whip is in the process of being recoded. Those with keen eyes may notice a few things in this screenshot
-Miss X is go! Many thanks to @Thedge for making the sprites
-more to come very soon
-why does everyone hate Shiki? :(
Title: Re: Work Shop
Post by: GTOAkira on February 28, 2015, 10:51:45 pm
nice to see some progress
Title: Re: Work Shop
Post by: Magma MK-II on March 02, 2015, 01:26:55 am
I love Shiki, what you talking about?

Nice progress!
Title: Re: Work Shop
Post by: Retro Respecter on March 02, 2015, 03:27:20 am
Either way...


Title: Re: Work Shop
Post by: Koop on March 04, 2015, 12:24:45 am
thanks

Update time. More Whip moves

(http://i.imgur.com/ZvLjTxp.png)
(http://i.imgur.com/n73Qw3k.png)

and this move will be done later....

(http://i.imgur.com/zqClivC.jpg)

Title: Re: Work Shop
Post by: Koop on March 05, 2015, 08:54:37 pm
Some more pics:

(http://i.imgur.com/qd6RfIf.png)
(http://i.imgur.com/VIkeamS.png)
Title: Re: Work Shop
Post by: GTOAkira on March 05, 2015, 10:17:49 pm
Whip is looking really good is it me or is the default pal different than the kof one
if yes well it look even better
Title: Re: Work Shop
Post by: Koop on March 05, 2015, 10:57:49 pm
Yes it is different and thanks :D
Title: Re: Work Shop
Post by: Koop on March 06, 2015, 10:34:13 am
Update time again. This time with a quick Whip combo. Technically you can tech before the otg, but it looks cool. :D

Here it is (http://www.koopakoot.trinitymugen.net/FairFighting.webm)
Title: Re: Work Shop
Post by: GTOAkira on March 06, 2015, 01:45:06 pm
love that combo it look like she will be fun to use
Title: Re: Work Shop
Post by: Thedge on March 08, 2015, 12:14:34 am
Awesome Whip!
Why does the 1P has just 3 power stocks while 2P has 5?
Title: Re: Work Shop
Post by: Koop on March 08, 2015, 08:09:12 am
Experimentation right now. But it will most likely end with everyone having 3
Title: Re: Work Shop
Post by: Koop on March 13, 2015, 05:16:20 pm
When possible, merge this post with your last one....NEVER!



Update time. With 5 characters close to completion, I'm going to start on some stage interaction. Starting with the simple stuff.

Why don't you take a look? (http://www.koopakoot.trinitymugen.net/Floor.webm)  :smash:
Title: Re: Work Shop
Post by: Retro Respecter on March 13, 2015, 05:19:18 pm
That is standard.
Title: Re: Work Shop
Post by: Thedge on March 13, 2015, 05:21:20 pm
Cool, landing sounds.
It is already posible to have reflection on one layer of the stage? I guess it could be done with a helper, but have you tried to make the Kore 96 accurate?

Keep us updated!
Title: Re: Work Shop
Post by: GTOAkira on March 13, 2015, 05:34:44 pm
looking good
Title: Re: Work Shop
Post by: Websta on March 13, 2015, 05:41:48 pm
Step it up Senpai!
Title: Re: Work Shop
Post by: Koop on March 13, 2015, 09:57:48 pm
Step it up Senpai!





Now for something a lot more interesting:

Please take a look (http://www.koopakoot.trinitymugen.net/SevenPointEight.webm)
Title: Re: Work Shop
Post by: GTOAkira on March 13, 2015, 10:07:52 pm
nice thats really cool
Really like what you are doing with the stage
Title: Re: Work Shop
Post by: walt on March 13, 2015, 10:20:25 pm
YESSSSSSSSSSSSSSSSSSSS
Title: Re: Work Shop
Post by: Koop on March 13, 2015, 10:52:39 pm
It's set up in a way that makes it easy to add to any character:

(http://i.imgur.com/Ozgus2E.png)
Title: Re: Work Shop
Post by: Websta on March 13, 2015, 11:09:22 pm
Alpha transparency? Ewwwww, make it flicker like in the sauce
Title: Re: Work Shop
Post by: Koop on March 13, 2015, 11:12:21 pm
how will you see the flicker in a screenshot?
Title: Re: Work Shop
Post by: Websta on March 13, 2015, 11:14:53 pm
......... don't use alpha transparency
Title: Re: Work Shop
Post by: Koop on March 13, 2015, 11:22:08 pm
I'm not going to have it flicker like in KOF or have it transparent throughout the whole animation. In the video I uploaded, you can see that the splashes are solid from the second frame onwards.
Title: Re: Work Shop
Post by: walt on March 14, 2015, 01:48:34 am
Solid looks great anyway because the existing splash animation is fluid :)
Title: Re: Work Shop
Post by: Koop on March 16, 2015, 08:14:23 pm
Bumping with a quick video. Please take a look. (http://www.koopakoot.trinitymugen.net/AkariNonsense5.webm)
Title: Re: Work Shop
Post by: Neocide on March 16, 2015, 08:33:56 pm
that,good sir, was dope.
Title: Re: Work Shop
Post by: DW on March 16, 2015, 08:37:59 pm
Indeed, well done.
Title: Re: Work Shop
Post by: cozerla on March 18, 2015, 02:36:00 am
This project is so promising. I'm Like it
Title: Re: Work Shop
Post by: Koop on March 18, 2015, 09:33:40 pm
(http://i.imgur.com/9R6KbXF.png)

You know....while it does look cool, fighting in a waterfall seems a little....

Title: Re: Work Shop
Post by: walt on March 18, 2015, 10:53:04 pm
YES. YES!
Title: Re: Work Shop
Post by: Websta on March 18, 2015, 11:05:56 pm
They do it in kung fu movies all the time :/
Title: Re: Work Shop
Post by: Bastard Mami on March 20, 2015, 06:10:41 pm
(http://i.imgur.com/9R6KbXF.png)

You know....while it does look cool, fighting in a waterfall seems a little....
wet shirts ?
Title: Re: Work Shop
Post by: walt on March 20, 2015, 09:28:53 pm
always the creep :nice:
Title: Re: Work Shop
Post by: RipX on March 22, 2015, 11:47:16 pm
Being a guy who does mostly female char based mugen stuff, i have to say its aweome...so surprised to realize that I had NEITHER of the characters in the last vid! wha???

nice work!
Title: Re: Work Shop
Post by: Koop on March 25, 2015, 05:14:21 pm
Update time. Added max cancels. (After weeks of asking my peers on what to replace them with (and with no suggestions))

Please take a look (http://www.koopakoot.trinitymugen.net/AkariNonsense7.webm)
Title: Re: Work Shop
Post by: GTOAkira on March 25, 2015, 06:35:11 pm
looking good
Title: Re: Work Shop
Post by: Koop on March 25, 2015, 06:53:15 pm
and now for this that won't be touched much like the Shiki one.....

(http://i.imgur.com/06QabO6.png)
Title: Re: Work Shop
Post by: Retro Respecter on March 25, 2015, 11:47:59 pm
Shouldn't that  go here (http://mugenguild.com/forum/topics/paint-shop-136349.0.html)?
Title: Re: Work Shop
Post by: Koop on March 26, 2015, 10:07:38 am
Since it didn't get a look at here, I suppose you are right.
Title: Re: Work Shop
Post by: cozerla on March 28, 2015, 02:16:22 am
wet shirts ?

mmm, but so far none have fine clothes so that you could apply that effect
Title: Re: Work Shop
Post by: Websta on March 28, 2015, 07:34:15 pm
You know k00p, you could add a wet clothes feature............ Depending on the mugen version you're using
Title: Re: Work Shop
Post by: Koop on November 26, 2015, 11:28:09 am
RESURRECTION K

and oh hey it's The Last Blade 2 infinite.

(http://i.imgur.com/aCY6IIG.png)

More info to come as it comes
Title: Re: Work Shop
Post by: GTOAkira on November 26, 2015, 03:47:26 pm
glad to see this project is still going on
Title: Re: Work Shop
Post by: Thedge on November 26, 2015, 04:08:03 pm
Will you use LR or HR stages?
Because I was starting to edit certain someone's stage from a certarin Neo Geo Pocket game. ;) ;)
Title: Re: Work Shop
Post by: Slayer. on November 26, 2015, 07:39:10 pm
Spoiler, click to toggle visibilty
:yuno:
How did I miss that?
Do you will use that stupid waterfall stage? :rolleyesugoi:
Title: Re: Work Shop
Post by: Koop on November 26, 2015, 08:18:01 pm
Will you use LR or HR stages?
Because I was starting to edit certain someone's stage from a certarin Neo Geo Pocket game. ;) ;)

I think a mix could work well, like the console versions of KOF. If you are editing that stage, I will gladly add it. :)
Title: Re: Work Shop
Post by: walt on November 26, 2015, 08:39:18 pm
Do you will use that stupid waterfall stage? :rolleyesugoi:
Not sure what's stupid about it. It's meant to showcase stage interactivity that can be achieved in a closed full game environment, and the original pixel work itself is remarkable. This stage isn't present in any commercial game.

So... what's your point there Speedster ?

Title: Re: Work Shop
Post by: Slayer. on November 26, 2015, 09:40:35 pm
Spoiler, click to toggle visibilty

Well, Walt, since the stage was a release of mine (http://mugenguild.com/forum/topics/waterfall-stage-original-update-151114-163181.0.html)... and some time ago I was following this project,
I was just curious.

Title: Re: Work Shop
Post by: Koop on November 26, 2015, 10:30:13 pm
Yes I would like to use this stage. It is what sparked my curiosity into stage interaction. If that's okay with you of course.
Title: Re: Work Shop
Post by: Slayer. on November 26, 2015, 11:45:02 pm
Of course it is, please, just go ahead! :smash:
Title: Re: Work Shop
Post by: walt on November 27, 2015, 12:28:51 am
:omg:

Sorry for getting defensive. I'm sure this will end up looking amazing in the final product, and thanks for your contribution and bringing that fabulous pixel piece to our attention.
Title: Re: Work Shop
Post by: Slayer. on November 27, 2015, 01:39:19 am
No problem, it's ok.
Title: Re: Work Shop
Post by: swipergod on December 07, 2015, 03:04:03 am
Happy to see this project back in action. Best of luck. :)
Title: Re: Work Shop
Post by: Koop on December 10, 2015, 09:43:46 pm
Thanks. :)



So I was watching some KOF XIV footage and this happened

http://www.koopakoot.trinitymugen.net/ideas.webm
Title: Re: Work Shop
Post by: Niitris on December 11, 2015, 12:33:01 am
Looks cool.

I tried doing something like that too but bleh, custom states.
Title: Re: Work Shop
Post by: Retro Respecter on December 11, 2015, 03:06:55 am
New combo opportunities, anyone?
Title: Re: Work Shop
Post by: Koop on December 30, 2015, 08:43:35 pm
Update time again. It feels like it has been a while, but I have been working on the game. Something unexpected and delightful came up.

(http://i.imgur.com/1vimSs1.png)

@darkgirl has updated Athena's sprites. I have been colour separating the sprites. The above image shows the results. Looks much better right?
Title: Re: Work Shop
Post by: Retro Respecter on December 30, 2015, 10:11:30 pm
I don't see a difference, except the head placement.
Title: Re: Work Shop
Post by: inktrebuchet on December 31, 2015, 12:19:37 am
I like the new look, as long as the hair is still beautifully animated! Which I'm sure it is.

Darkgirl does great work.
Title: Re: Work Shop
Post by: Niitris on December 31, 2015, 01:11:30 am
^^ Search harder you'll find it.

Nice, looks like a natural fit. :)
Title: Re: Work Shop
Post by: walt on December 31, 2015, 07:06:33 pm
Athena looking mighty phresh. Can't wait to see how the palettes will turn out for this separation :2thumbsup:
Title: Re: Work Shop
Post by: Amy on December 31, 2015, 08:24:40 pm
Damn! I love it! :0

Even though it's too late (and I know it is) she could've used one of these costumes:

Spoiler, click to toggle visibilty

Oh well.. I can still dream :P
Title: Re: Work Shop
Post by: cozerla on January 06, 2016, 09:53:29 am
i'm think same.

maybe this
(http://www.mediafire.com/convkey/2e29/6zxvmdjb64fotnfzg.jpg)

Separation
(http://www.mediafire.com/convkey/d002/fr5y3czlgo6y4r9zg.jpg)

Title: Re: Work Shop
Post by: MotorRoach on January 06, 2016, 11:48:21 am
But the Athena design that Koop has going literally matches the one in Gals Fighters, though:

(http://www.hardcoregaming101.net/galsfighters/athena.png)
Title: Re: Work Shop
Post by: Amy on January 06, 2016, 02:14:26 pm
But the Athena design that Koop has going literally matches the one in Gals Fighters, though:

(http://www.hardcoregaming101.net/galsfighters/athena.png)

It does match, but she changes her costume every game! (Except for kof 94/95).
Besides, it would be nice seeing something different on a game I'd kill to play.
Title: Re: Work Shop
Post by: Thedge on January 06, 2016, 04:20:49 pm
At this point it would be a waste of time to change it.
Title: Re: Work Shop
Post by: hatter on January 06, 2016, 04:42:53 pm
At this point it would be a waste of time to change it.

I agree, I like Koop's direction with Athena already, and changing it would make more of a hassle for Koop.

Also, dropping by to say I can't wait to give this full game a spin when you finish and/or release something. Are you still taking palette submissions by any chance?
Title: Re: Work Shop
Post by: Koop on January 06, 2016, 05:13:30 pm
I am still taking palette submissions, but since I am planning some more separation on some characters, you may need to hold on for now. :)
Title: Re: Work Shop
Post by: hatter on January 06, 2016, 05:15:27 pm
I am still taking palette submissions, but since I am planning some more separation on some characters, you may need to hold on for now. :)

Alright then, I'll be watching the Paint Shop thread very closely till then. Thanks for the notification. ^_^
Title: Re: Work Shop
Post by: Koop on January 17, 2016, 07:31:39 pm
Athena sheet is up and now the character is being redone. More details and webms to come. :D
Title: Re: Work Shop
Post by: Koop on January 21, 2016, 03:22:50 pm
Update. Just gonna post some more advanced (read as impractical) combos that can be done

http://www.koopakoot.trinitymugen.net/ShikiCombo.webm

http://www.koopakoot.trinitymugen.net/AkariCombo.webm
Title: Re: Work Shop
Post by: walt on January 21, 2016, 04:00:07 pm
The max activation with the auto forward-dash makes up for fun FADC-like combos. I finally understand this mechanic :P
Title: Re: Work Shop
Post by: Koop on February 05, 2016, 06:02:31 pm
(http://www.koopakoot.trinitymugen.net/mugen032.png)

rather than deadly rave, Athena has this as her hsdm.
Title: Re: Work Shop
Post by: Websta on February 05, 2016, 06:59:54 pm
Why does Yuri have a burn palfx?
Title: Re: Work Shop
Post by: GTOAkira on February 05, 2016, 07:03:35 pm
Are you still going to use the lifebars that you showed before?
if not I could try something
Title: Re: Work Shop
Post by: DW on February 06, 2016, 08:00:25 pm
Looking good. :D
Title: Re: Work Shop
Post by: Koop on February 07, 2016, 11:36:13 pm
Are you still going to use the lifebars that you showed before?
if not I could try something

Not sure. What do you have in mind?
Title: Re: Work Shop
Post by: GTOAkira on February 08, 2016, 03:47:14 am
Il try something tomorrow
probably just an edit of the one you are currently using
Title: Re: Work Shop
Post by: Koop on February 16, 2016, 12:13:22 pm
Video time. Probably gonna adjust damage scaling to something more modern...

http://www.koopakoot.trinitymugen.net/AthenaCombo.webm

Title: Re: Work Shop
Post by: Koop on February 19, 2016, 06:59:05 pm
Update time/Double post time.

(http://koopakoot.trinitymugen.net/Gals/mugen052.png)
(http://www.koopakoot.trinitymugen.net/Gals/69.jpg)

Leona is in the process of being updated to the most recent gameplay. After her, expect a character who has 3 vowels in their name that hasn't been mentioned yet.
Title: Re: Work Shop
Post by: Retro Respecter on February 19, 2016, 11:32:34 pm
I am guessing Nakoruru.
Title: Re: Work Shop
Post by: TempestSageJDJ on February 20, 2016, 01:10:32 am
That's 4 vowels.
Title: Re: Work Shop
Post by: Magma MK-II on February 21, 2016, 04:51:22 pm
Probably Hinako, since she's on Koop's sig.
Title: Re: Work Shop
Post by: Retro Respecter on February 22, 2016, 12:01:07 am
I'm thinking Yuki Kushinda.
Title: Re: Work Shop
Post by: Koop on March 14, 2016, 10:30:57 pm
Update time. This time it's a link to a character thread.

http://mugenguild.com/forum/msg.2227080
Title: Re: Work Shop
Post by: GTOAkira on March 15, 2016, 12:26:31 am
Took some time but here it is
(http://i.imgur.com/GA46VtX.png)
Still need to do the power bars but this is pretty much an edit of your version
Yay or Nay???
Title: Re: Work Shop
Post by: Koop on March 15, 2016, 08:07:16 pm
I say yay! Those look really nice. :D
Title: Re: Work Shop
Post by: GTOAkira on March 15, 2016, 08:23:13 pm
alright let me finish the power bar and the name font and il post the sprite sheet

     Posted: March 16, 2016, 12:23:33 am
Here the full sheet
(http://i.imgur.com/X8JYY6z.png)
Title: Re: Work Shop
Post by: GTOAkira on March 16, 2016, 06:24:47 pm
Here the default portrait version in case you are going with those
(http://i.imgur.com/pEu021V.png)
sorry for the double post
Title: Re: Work Shop
Post by: Koop on April 05, 2016, 04:19:24 pm
Thanks for these. Sorry about the late reply. I'll try to post more frequently.  :bomb2:



Nakoruru is almost complete. Here is a quick combo showing something cool that she can do:

http://www.koopakoot.trinitymugen.net/NakoruruCombo.webm
Title: Re: Work Shop
Post by: Thedge on April 05, 2016, 05:15:23 pm
Awesome!
Title: Re: Work Shop
Post by: Niitris on April 05, 2016, 05:17:49 pm
I'm catching back up to all of this, looks cool.
Title: Re: Work Shop
Post by: GTOAkira on April 05, 2016, 11:57:39 pm
Looking really good
Title: Re: Work Shop
Post by: Koop on April 06, 2016, 11:42:37 am
(http://i.imgur.com/ntQLw2Y.png)

Nakoruru is almost done. Gonna do some extemely minor colour separation and then upload a palette sheet.
Title: Re: Work Shop
Post by: hatter on April 06, 2016, 05:00:51 pm
Hey hey hey, I like. Will you be implementing City_Hunter's life bar design at a later point? It looks super nice and worth the use.

Aside from that question, keep up the excellent work. I'm gonna endeavor myself to trying out Nakoruru soon, I just need to find the time for it >_<
Title: Re: Work Shop
Post by: Koop on April 06, 2016, 07:46:03 pm
Yes I will be adding the lifebars. All this time and it is something I have never done!

Title: Re: Work Shop
Post by: Koop on April 07, 2016, 10:06:39 pm
(http://i.imgur.com/YCV4c6k.png)

Nakoruru is almost done and needs palettes, take a look in the Paint Shop (http://mugenguild.com/forum/msg.2235760) for her palette sheet. :)
Title: Re: Work Shop
Post by: Koop on April 13, 2016, 01:30:35 pm
I remembered to uncheck the "When possible, merge this post with your last one" button this time!

Nakoruru is pretty much complete. Here is another combo:

http://www.koopakoot.trinitymugen.net/NakoMAXCombo.webm

Will start working on the screenpack/lifebars next
Title: Re: Work Shop
Post by: GTOAkira on April 13, 2016, 06:13:03 pm
nice cant wait to see the lifebars in game
Title: Re: Work Shop
Post by: JustNoPoint on April 13, 2016, 06:21:36 pm
I remembered to uncheck the "When possible, merge this post with your last one" button this time!
I must have missed this board when removing that function. Removed
Title: Re: Work Shop
Post by: hatter on April 13, 2016, 06:24:06 pm
Alright, can't wait to see how it goes, Koop. :D
Title: Re: Work Shop
Post by: Koop on April 15, 2016, 05:26:01 pm
Update time. Work on the lifebars is going well. Work is still ongoing and they still have some elements from the 95 lifebars that I always use. But I think they look pretty good right now.

(http://i.imgur.com/zi6qO7r.png)
Title: Re: Work Shop
Post by: GTOAkira on April 15, 2016, 08:36:44 pm
Looking good
Those font actually work pretty well
keep up the good work
Title: Re: Work Shop
Post by: MotorRoach on April 16, 2016, 12:03:54 am
Digging these bars.
Title: Re: Work Shop
Post by: Thedge on April 16, 2016, 02:51:10 am
I wanna see the bars update ingame :D
Title: Re: Work Shop
Post by: Koop on April 18, 2016, 08:52:18 am
Here you go:

(http://i.imgur.com/RyuEjGC.png)
Title: Re: Work Shop
Post by: Thedge on April 18, 2016, 05:42:59 pm
Shiny!:D
Title: Re: Work Shop
Post by: Koop on April 20, 2016, 04:09:06 pm
Update time. Shiki is getting some colour separation and I must say it is so difficult!

(http://i.imgur.com/TojXs9y.png)

So far the hair and eyes have been separated. I may try to separate her blades, but it may be a bit too difficult.
Title: Re: Work Shop
Post by: Retro Respecter on April 20, 2016, 05:39:27 pm
Working with SNK sprites is always difficult.
Title: Re: Work Shop
Post by: Koop on April 27, 2016, 04:23:54 pm
Another combo video, please take a look.

http://www.koopakoot.trinitymugen.net/Whippy.webm
Title: Re: Work Shop
Post by: GTOAkira on April 27, 2016, 06:35:57 pm
Whip is looking great
Spoiler, click to toggle visibilty
Title: Re: Work Shop
Post by: HexagoN on April 29, 2016, 12:52:11 am
Awesome project! I try to separate Shiki's colours but i gave up XD it's difficult.
This Shiki looks amazing is she resprited?
Spoiler, click to toggle visibilty
Title: Re: Work Shop
Post by: Koop on April 29, 2016, 02:57:36 pm
I only managed to colour separate her hair and eyes. I wish I could do a bit more, but maybe a bit later.



(http://i.imgur.com/UPb9bqP.png)
(http://i.imgur.com/1qs0uES.png)

Nakoruru is strong :P

Title: Re: Work Shop
Post by: Thedge on April 29, 2016, 03:35:43 pm
And has the greatest view.
Title: Re: Work Shop
Post by: Retro Respecter on April 30, 2016, 12:51:51 am
You pervert! >:(
Title: Re: Work Shop
Post by: Niitris on April 30, 2016, 12:54:36 pm
heh

Yeah I'm not fond of it either, her leg is not high enough. :(
Title: Re: Work Shop
Post by: HexagoN on May 01, 2016, 01:45:06 am
I only managed to colour separate her hair and eyes. I wish I could do a bit more, but maybe a bit later.

It's awesome how color separation gives a whole new look to the char.

Do you still plan putting 20 characters in the final roster?
Title: Re: Work Shop
Post by: Koop on May 02, 2016, 10:06:41 pm
The first release will have the original roster (11 characters) and later that number will be doubled. If there is enough time, the first release may have a certain "intruder" :D



Here's some Shermie progress (Yes I know the portrait is bad :( )

(http://i.imgur.com/TDnzBFs.png)
(http://i.imgur.com/nJiPB68.png)
(http://i.imgur.com/Qzkr8WW.png)
(http://i.imgur.com/yfvTj9c.png)
Title: Re: Work Shop
Post by: Retro Respecter on May 03, 2016, 06:46:59 am
Who said Shermie's portrait is bad?
Title: Re: Work Shop
Post by: eldarion on May 03, 2016, 11:44:33 am
The first release will have the original roster (11 characters) and later that number will be doubled. If there is enough time, the first release may have a certain "intruder" :D


including Yuki?
can't wait to see her !
Title: Re: Work Shop
Post by: Koop on May 03, 2016, 09:45:38 pm
Yes including Yuki. :)

Who said Shermie's portrait is bad?

I did. :P



Update time. In what will be one of many attempts to make Shermie more viable, I've given her a new trick inspired by Clark in KOF XIII

http://koopakoot.trinitymugen.net/ShermieSuperCancelCombo1.webm
Title: Re: Work Shop
Post by: Amy on May 03, 2016, 09:48:57 pm
Yes including Yuki. :)

Who said Shermie's portrait is bad?

I did. :P



Update time. In what will be one of many attempts to make Shermie more viable, I've given her a new trick inspired by Clark in KOF XIII

http://koopakoot.trinitymugen.net/ShermieSuperCancelCombo1.webm

Datara datara datata datarataratata! Aha!~
Title: Re: Work Shop
Post by: HexagoN on May 04, 2016, 02:13:55 am
The first release will have the original roster (11 characters) and later that number will be doubled. If there is enough time, the first release may have a certain "intruder" :D



Here's some Shermie progress (Yes I know the portrait is bad :( )


can't wait to see her too :D
Now i'm curious about this "intruder" hmm...
:thinking2:

I didn't think the portrait bad, i like it '-'


Title: Re: Work Shop
Post by: Aldo on May 04, 2016, 03:46:22 am
The work on her portrait is impeccable but there is definitely something wrong with it... maybe it is the teeth now that I see it, shermie showing teeth is pretty odd. How about giving her a smile or have the impression of an open mouth instead?

That super cancel was pretty sick  o_O
Title: Re: Work Shop
Post by: HexagoN on May 04, 2016, 04:38:27 am
The work on her portrait is impeccable but there is definitely something wrong with it... maybe it is the teeth now that I see it, shermie showing teeth is pretty odd. How about giving her a smile or have the impression of an open mouth instead?

That super cancel was pretty sick  o_O

Something like a malicious sexy smile? like I can(n't) see you there...
Title: Re: Work Shop
Post by: Koop on May 08, 2016, 11:32:01 pm
Streaming some colour separation if anyone is interested.

https://picarto.tv/KoopaKoot
Title: Re: Work Shop
Post by: MotorRoach on May 09, 2016, 12:48:42 am
Damn, I missed it.
Title: Re: Work Shop
Post by: Koop on May 09, 2016, 08:48:47 am
Streaming again if anyone is up. :)

https://picarto.tv/KoopaKoot
Title: Re: Work Shop
Post by: Niitris on May 09, 2016, 09:40:30 am
Well, guess I don't have to concern myself with CSing Shermie anymore. I was just working on reviving that project too.
Title: Re: Work Shop
Post by: Koop on May 09, 2016, 02:16:00 pm
Streaming again in a few minutes from this post. :)

https://picarto.tv/KoopaKoot
Title: Re: Work Shop
Post by: Koop on May 12, 2016, 06:36:47 pm
Latest character thread is up.

http://mugenguild.com/forum/msg.2245739
Title: Re: Work Shop
Post by: GTOAkira on July 03, 2017, 01:48:35 am
Im back(Kind of) Wanted to get back into mugen and I kind of felt like I never really completed those lifebars
(http://i.imgur.com/iTuHFr7.png)
(http://i.imgur.com/xcfc8Yn.png)
Use the original SNK Gals Fighters as an inspiration and SvC Chaos
I might change the power bars if you want me to since I feel like it look kind of bland compare to the rest of the lifebars.
Title: Re: Work Shop
Post by: hatter on July 03, 2017, 02:10:21 am
Why not modify the shape of the circle where the level number will be shown to make it similar to the timer box's, possibly with some modifications?
Title: Re: Work Shop
Post by: GTOAkira on July 03, 2017, 02:34:20 am
I might try something like that. I never was good with power bars but I will see what I can do
Title: Re: Work Shop
Post by: Koop on July 03, 2017, 05:40:27 pm
Looking good. I'm always swamped with work but I am still working on Gals.  :)
Title: Re: Work Shop
Post by: HexagoN on July 15, 2017, 12:54:50 am
it's great to know this project is still alive. XD