The Mugen Fighters Guild

M.U.G.E.N Central => The Finished Hall => FullGame development => S.H.A.D.E.s of Manhattan => Topic started by: Laxxe23 on July 02, 2008, 07:06:15 pm

Title: Old Updates/Progress Threads
Post by: Laxxe23 on July 02, 2008, 07:06:15 pm
this is straight from sean's freewebs page
Quote
S.H.A.D.E.s of Manhattan
Well, before you read this, you should know that I created the storyline and characters in High School (I'm almost 23 now), so the massive similarities it bares to the basic premise of Heroes were not a problem then, because Heroes didn't exist yet.

Anyway, the story is that a small pharmaceutical company called Maddicorp (located in Manhattan) is taken over by the late owner's son, Moses Maddigan, who allows the company to succumb to outside pressure and begin to develop biological weapons, allowing the company to grow financially and become a world-wide super power in the industry. An illegal experiment is conducted deep in the bowels of the Maddicorp complex, called "S.H.A.D.E." (Synthetic Heightening of Attributes and Dynamics Experiment), in which a team of geneticists worked hand in hand with another team of scientists to create a synthetic gene that could be manually spliced into a living human's DNA. The gene causes the subject to develop special abilities, unique to each person depending on their existing genetic structure. All of the subjects were either volunteers who were at rock bottom in their lives, or people taken from prisons, asylums, or off the streets that would not be missed.

(http://www.freewebs.com/seanaltly/photos/mose.JPG)  -Moses Maddigan concept art

So the experiment is going well until one subject, Kane Kelly, who has unfortunately managed to remain conscious during his 2-year incubation in a liquid-filled stasis chamber, basically is driven insane. The liquid in the stasis chambers, which usually had been emptied, filtered, and refilled by machine periodically, needed to be sanitized manually due to a programming error. Kelly saw his chance during this and broke out of his chamber using his new-found abilities (he could manifest a nigh-invulnerable and super strong ethereal being that was bonded to his body), killing nearly every scientist involved in the project. He awoke every other subject and opened their chambers before leaving, allowing them to slowly regain consciousness and escape.

The game takes place a few years after this. Moses Maddigan now has a team of mercenaries dubbed "The Collection Agency," who search for and capture the subjects. Snow and Sabotage are the main protagonists.

(http://www.freewebs.com/seanaltly/photos/snowsab.bmp)- Sabotage and Snow concept art

 

I will be releasing updated versions of every character soon (with in-depth bios, EX Moves, and other tweaks), along with two more unreleased characters (The Specialist and Vesper).
Title: Re: Background
Post by: Lett1-retired on July 02, 2008, 08:43:35 pm
:O This is just awesome!
Title: Getting close to a release!!!
Post by: Sean Altly on October 23, 2008, 10:55:57 am
I thought I'd make a new topic on here so no one would miss the update. The game is very, very close to a release. All we are waiting on is our custom guard sparks by Rikard, and then Laxxe23 will pack it up and get it ready for release. Just a quick rundown of what the game features:

-Main Cast of 11 Characters

Snow
Sabotage
Moses Maddigan
Bloodtide
Chad In Black*
Adamas
Specialist*
Zenith*
Vesper*
Fray
Thirteen

-4 Bonus Characters
EX Snow
EX Sabotage*
EX Adamas*
Solid Snake

-Each character has chain combos, EX Moves (excluding Snake and Thirteen), Super Combos, and Desperation Moves (performed at 250 health or less). The gameplay puts a heavy emphasis on utilizing chain combos, launchers, and air combos.

-All 11 Main Characters, plus EX Adamas, have custom AI by Kamekaze. Snake utilizes the AI created by LuwiigiMaster.

-Custom Hit Sparks created by Rikard!

-20 Stages

Check out screenshots below of each stage. I'd put them here but the forum has a problem with so many images in one post.

-Guard Crush System by Syn

-Winquote System by Rednavi

-Grapple Cancel System by Laxxe23

-Endings for each of the 11 Main Characters

-Custom Intro, Logo, and Credits sequences

-The game will come with one notepad document outlining the general background of the game, the characters, and providing a complete movelist. Think of it as your game manual.

I feel very confident that this game will be a success. I hope everyone is looking forward to it as much as I am! I'm even dorking out and printing out an instruction manual and back cover for a jewel case. I'm a nerd.

-SeanAltly & SHADEs Team

*Denotes a previously unreleased character.
Title: Re: Getting close to a release!!!
Post by: Sean Altly on October 23, 2008, 10:59:36 am
(http://i21.photobucket.com/albums/b293/seanaltly/ADarkAlleyThirteen0.jpg)
Thirteen's Stage. A dark Alley in the "bad part of town."

(http://i21.photobucket.com/albums/b293/seanaltly/Abandon1.jpg)
This is an extra stage I made. It is an abandoned subway. Spooky. An edited version of the same stage from Rage of the Dragons.

(http://i21.photobucket.com/albums/b293/seanaltly/Abandon2.jpg)
This is a version of the abandoned subway with lighter coloring. The characters don't stick out so sorely on this one. I may leave the darker version out of the final game.

(http://i21.photobucket.com/albums/b293/seanaltly/AlaskaBaseSolidSnake0.jpg)
The Alaska Base stage created by MOTVN specifically for my Solid Snake.

(http://i21.photobucket.com/albums/b293/seanaltly/AnotherRooftopEXSnow0.jpg)
EX Snow's stage. A different version of the Rooftop stage.

(http://i21.photobucket.com/albums/b293/seanaltly/AttheDrive-InBloodtide0.jpg)
Bloodtide's stage. A drive-in movie theatre. Basically a slightly edited version of the same stage from rage of the Dragons, coded by me.

(http://i21.photobucket.com/albums/b293/seanaltly/BigRottenAppleExtra0.jpg)
An extra stage included in the game. Created by Yusuke and used with permission!

(http://i21.photobucket.com/albums/b293/seanaltly/ChasetheExpressSpecialist0.jpg)
Specialist's stage. I'm proud of this one. It's a speeding train going through a bridge being chased by a news helicopter, while a reporter tries to film the fight.

(http://i21.photobucket.com/albums/b293/seanaltly/GarbageDumpEXAdamas0.jpg)
EX Adamas' stage. A garbage dump. Created by MGBenz (edited from a stage in KoF 2000) and used with permission!

(http://i21.photobucket.com/albums/b293/seanaltly/GypsyPartofTownAdamas0.jpg)
Adamas' stage (he's a conman). A gypsy/middle-eastern market in the snowy alleys of NYC. A place like this may or may not actually exist, but I like to think it does. Inspired by Gogol Bordello's song "The Gypsy Part of Town."
Title: Re: Getting close to a release!!!
Post by: Sean Altly on October 23, 2008, 11:14:59 am
(http://i21.photobucket.com/albums/b293/seanaltly/Hollowed-OutHallowedGroundsChadInBl.jpg)
Chad In Black's stage, dubbed by me as "Hollowed-Out Hallowed Grounds." Basically the stage "Nude Place' from SVC Chaos, coded by me.

(http://i21.photobucket.com/albums/b293/seanaltly/NewYorkCitySonataMosesMaddigan0.jpg)
Moses Maddigan's stage, created by Yusuke (used with permission). Has a sweet sorta-techno sounding remix of Moonlight Sonata as the BGM. Probably one of the coolest stages I've ever seen, so props to Yusuke.

(http://i21.photobucket.com/albums/b293/seanaltly/RooftopSnow0.jpg)
Snow's stage, a rainy rooftop with a great view of the NYC skyline. Has aweseomely atmospheric music.

(http://i21.photobucket.com/albums/b293/seanaltly/SewerExtra0.jpg)
An extra stage, basically just a sewer. It's the second half of the Manhattan stage from X-Men vs. Street Fighter, because I always wanted a stage with just this part instead of the whole crumbling-ground deal.

(http://i21.photobucket.com/albums/b293/seanaltly/SteelTowerZenith0.jpg)
Zenith's stage. A steel tower that I think is great as a place for the enigmatic Zenith to spend his time alone. Created by Kung Fu Man and used with permission.

(http://i21.photobucket.com/albums/b293/seanaltly/TheNoiseFactoryFray0.jpg)
Fray's stage. The Noise Factory! I love this stage from Rage of the Dragons and had to include it. I removed the annoying bald guy wearing a red skirt from the crowd in the BG because I hated him.

(http://i21.photobucket.com/albums/b293/seanaltly/UndertheBridgeatDawnExtra1.jpg)
An extra stage that I really like. I edited this together and spent quite a bit of time on the main forefround part (the boardwalk). I'm almost sure that a place like this does not exist, but I like the idea of a little boardwalk underneath the Manhattan Bridge.

(http://i21.photobucket.com/albums/b293/seanaltly/UndertheBridgeatDuskSabotage0.jpg)
Sabotage's stage. A late afternoon version of the previous stage. Actually this is the first version created.

(http://i21.photobucket.com/albums/b293/seanaltly/UndertheBridgeatNightEXSabotage1.jpg)
EX Sabotage's stage. A night-time version of the previous stages. Uses the same BG from the title screen, but I couldn't resist using those sprites in a stage.

(http://i21.photobucket.com/albums/b293/seanaltly/UrbanGlowVesper0.jpg)
Vesper's stage, called "Urban Glow" and created by MOTVN. Used with permission, naturally! One of my favorite stages.

I'm aware that the WTC is visible in many of these stages, but I've always imagined the game taking place when I first created the characters, around 2000, so I didn't go through the trouble of editing it out. Plus, I've never been one for removing it from images and what not.
Title: Re: Getting close to a release!!!
Post by: K.O.D on October 23, 2008, 11:26:51 am
Congratulations on completing your game.
Title: Re: Getting close to a release!!!
Post by: Rōjenomu on October 23, 2008, 12:12:36 pm
congrats man
it's almost there huh

exiting!
Title: Re: Getting close to a release!!!
Post by: the_original_vitrial on October 23, 2008, 03:15:19 pm
this game will go down in mugen history. you bet we're all exited.

p.s.; there is a 'gypsy market' on the outskirts of downtown new york, but it looks more like a farmers market. i'm guessing manhattan would have a similar deal. and creative liberties make everything better.
Title: Re: Getting close to a release!!!
Post by: Cybaster on October 23, 2008, 03:32:21 pm
Congratulations, I'll be waiting for it !!! ;D
Title: Re: Getting close to a release!!!
Post by: OZ on October 23, 2008, 04:00:35 pm
I'll be waiting.  :ninja:
Title: Re: Getting close to a release!!!
Post by: The Railgunner on October 24, 2008, 03:13:42 pm
I'll be waiting.  :ninja:

Seconded.
Title: Re: Getting close to a release!!!
Post by: Laxxe23 on October 25, 2008, 11:39:35 pm
got the sprites adding em to the fightfx
Title: Re: Getting close to a release!!!
Post by: walt on October 26, 2008, 02:59:11 am
These stages look nice. I mean, the concept behind the whole thing is good.
Title: Re: Getting close to a release!!!
Post by: Laxxe23 on October 27, 2008, 02:10:07 pm
im sending to the beta testers now....errr once they log on, then comes the official release
Title: Re: Getting close to a release!!!
Post by: Rōjenomu on October 28, 2008, 12:30:17 pm
the suspence...
Title: Re: Getting close to a release!!!
Post by: ShiroTori on October 30, 2008, 01:16:33 am
I'm looking forward to this game!
And great idea including Snake in it.
Title: Re: Getting close to a release!!!
Post by: GT Wonder on October 31, 2008, 12:01:33 am
This is gonna be great  ;D. What music will Snake's and Chad In Black's stage have btw?
Title: Re: Getting close to a release!!!
Post by: Sean Altly on October 31, 2008, 03:09:35 am
Snake's has a song from MGS that came with it (I can't remember what exactly off the top of my head), and Chad In Black's uses "Red Handed Sleight of Hand" by Cursive.
Title: Re: Getting close to a release!!!
Post by: walt on November 01, 2008, 12:56:14 am
Tested your Beta. Presentation is great, I admire your hard work. My Feedback is based mostly on Aesthetic preferences, so it's pretty much take it or leave it for you at this point in the development:

(1) Lifebars look weird in that diagonal fashion, I guess something more squareish / robotic would have worked good.  (2) the Shades logo on the Title screen should be on the Top layer, over the fog. Under the fog seems to substract importance. (3) Snow, while looking badass on the portraits, is *very* skinny on the sprites, plus it looks like he's crosseyed, and it kinda stands out too much as being inferiorly sprited than Zenith (based on Hayato, I assume). (4) Power/Guard bars are too dark, to the point where I couldn't even tell if my bar was full or not, maybe you should make it lighter. (5) Moses Madigan walk anim should show his eyes, instead of having them covered completely by his hair. (6) The chaining combos are easy to pull off, but after them trying to chain into specials feels kinda hard. (7) Shades Team logo should have horizontal gradient instead of Vertical, edges look too dark.

You're 7 steps into the right direction. Congrats.
Title: Re: Getting close to a release!!!
Post by: Sean Altly on November 02, 2008, 06:57:15 am
Quote
(1) Lifebars look weird in that diagonal fashion, I guess something more squareish / robotic would have worked good.  (2) the Shades logo on the Title screen should be on the Top layer, over the fog. Under the fog seems to substract importance. (3) Snow, while looking badass on the portraits, is *very* skinny on the sprites, plus it looks like he's crosseyed, and it kinda stands out too much as being inferiorly sprited than Zenith (based on Hayato, I assume). (4) Power/Guard bars are too dark, to the point where I couldn't even tell if my bar was full or not, maybe you should make it lighter. (5) Moses Madigan walk anim should show his eyes, instead of having them covered completely by his hair. (6) The chaining combos are easy to pull off, but after them trying to chain into specials feels kinda hard. (7) Shades Team logo should have horizontal gradient instead of Vertical, edges look too dark.

1. Well, it's a stylistic preference, but I'm starting to wish our lifebars looked like the super/guard meter, for uniformity's sake.
2. Well it is on top of it, it's just got transparency effects added to it.
3. Well, he was my first character, so my spriting has naturally gotten better since then. If you look closely he's not crosseyed, the white-part of his far eye just sort of blends in with his pale skin tone.
4. I fixed the guard bar in the official release by making it brighter. I never thought the red one was too dark, but that can be fixed in a later update as well.
5. Well, that's a sprite thing, but with his hair-do you wouldn't see his eyes. He'd have to brush it behind his ear before walking or something.
6. Well I make the combos the same way for every one, using the auto feature in Fighter Factory where I choose a move that the state can be triggered in, so I'm not sure why it would feel harder.
7. I personally prefer the horizontal gradient, I like the dark edges. Like you said, that's aesthetic and a personal preference issue.

Thanks for testing for us. I wish you'd caught the problems with Snow's required sprites before we released it, lol! Oh well, thanks though. You should DL the official release and see if you can find anymore problems.
Title: updates to come(online play ftw)
Post by: Laxxe23 on November 24, 2008, 10:46:22 pm
well, ive been thinking, its kinda boring playing shades myself, so why not mix it up and add netplay
yes you heard right, netplay is comming to shades, (not to mugen)
bugfixes will also appear and maybe a few more surprises
netplay will include:
instant messaging, and direct joystick/keyboard internet use
note: this will not directly link shades together, instead it will only control the controller/keyboard
post here if you have any questions

also, a program is being written up for this so im not using some outside source. 
Title: Re: updates to come
Post by: WanteD on November 24, 2008, 11:13:28 pm
ill be waiting to own joo all :D
Title: Re: updates to come
Post by: Cybaster on November 25, 2008, 12:57:11 am
May we have more info on what tool/program you're using to make this real ? :)

Now I understand better your question on MSN... I thought it was for some sort of homework of yours. :P
Title: Re: updates to come
Post by: Laxxe23 on November 25, 2008, 02:23:46 pm
May we have more info on what tool/program you're using to make this real ? :)

Now I understand better your question on MSN... I thought it was for some sort of homework of yours. :P
its an original progam being written up, no name for it yet
Title: Re: updates to come
Post by: the_original_vitrial on November 26, 2008, 01:57:38 pm
the excitement could quite possibly kill me.
Title: Re: updates to come (online play ftw)
Post by: Laxxe23 on November 26, 2008, 08:38:28 pm
the key presses now work next is the distance test, then will be the translation from syntax to actual key presses, then the joystick and finally it will be bundled with the shades update
Title: Re: Getting close to a release!!!
Post by: Roamin' Dragon 4001 on November 27, 2008, 01:50:46 am
Hey, are you guys making any plans to market this? or just keeping it in the mugen community?

Honestly, I highly suggest the former. Look into ;) I can help however I can -- but, I must say: I cant put all focus on it, as I've been staying quite busy with these projects on the label.
Title: Re: Getting close to a release!!!
Post by: the_original_vitrial on November 27, 2008, 02:15:12 am
whoa-ho-ho, let me stop you right there buddy. this is mugen, closed code or not, its still what it is. mugen is, was, and shall always be free. the day one must pay for mugen is when it no longer becomes mugen.
Title: Re: Getting close to a release!!!
Post by: Laxxe23 on November 27, 2008, 02:40:31 am
when its ported to another engine it might be sold
Title: Re: Getting close to a release!!!
Post by: Roamin' Dragon 4001 on November 27, 2008, 04:58:21 am
whoa-ho-ho, let me stop you right there buddy. this is mugen, closed code or not, its still what it is. mugen is, was, and shall always be free. the day one must pay for mugen is when it no longer becomes mugen.

I said market
Not sell
Title: Re: Getting close to a release!!!
Post by: Cybaster on November 27, 2008, 07:02:33 am
Do you mean "market" as in "promote" ?
Title: Re: Getting close to a release!!!
Post by: the_original_vitrial on November 27, 2008, 03:54:41 pm
oh, if you mean promoteing it then by all means.
Title: Re: Getting close to a release!!!
Post by: Roamin' Dragon 4001 on November 27, 2008, 09:33:44 pm
yes, this is what marketing is.

Well, not all but pretty much the gist of it ;)


Suggestion: Definatly need a website. A *game* website, not a mugen website. What is there now, is a mugen site.
Title: Re: updates to come(online play ftw)
Post by: Hadoabuser on November 28, 2008, 04:58:57 am
I was wondering y u were asking about that program that did that, guess u found what u needed to know, good luck.  :sugoi:
Title: Re: updates to come(online play ftw)
Post by: Laxxe23 on November 28, 2008, 12:23:33 pm
I was wondering y u were asking about that program that did that, guess u found what u needed to know, good luck.  :sugoi:
nope didnt find what i needed, so i found an engineer and am working with him on writing up a program for it
Title: Re: Getting close to a release!!!
Post by: _glook on November 29, 2008, 09:05:27 am
How is this not getting more attention? I figured people would be much more stoked for an original game. It saddens me there aren't more original characters out there.

I'm excited to see what kind of game it is and what kind of gameplay it involves that separates it from the other games out there. Looking forward to the final release!

Edit: Or maybe it's already released...
Title: Re: Getting close to a release!!!
Post by: Cybaster on November 29, 2008, 01:25:34 pm
it is, go to http://mugenguild.com/seanaltly there's a link for the game. ;)
Title: Re: updates to come(online play ftw)
Post by: Hadoabuser on December 01, 2008, 06:23:35 pm
Even better.
Title: Re: updates to come(online play ftw)
Post by: MirageAtoli on December 01, 2008, 11:47:26 pm
Might want to record the input stream and not use random but use some other formula based on GameTime to create a re-playable game.

Also, latency is going to be obnoxious.
Title: Re: updates to come(online play ftw)
Post by: Laxxe23 on December 02, 2008, 04:50:55 am
Might want to record the input stream and not use random but use some other formula based on GameTime to create a re-playable game.

Also, latency is going to be obnoxious.
what im doing is basically nothing to do with time, as of yet so lag will be an issue to be worked on in the future, right now im more into gettig around my router blocking the incoming signal (trying to find a way more simple than port fowarding, maybe finding a host server)

 
Title: Re: updates to come(online play ftw)
Post by: Shamrock on December 02, 2008, 05:38:33 am
My question is, will this program work with mugen or are you planing on making a mugen molebox with the program included?
Title: Re: updates to come(online play ftw)
Post by: Laxxe23 on December 02, 2008, 12:22:21 pm
its going to be passed out to creators making fullgames, so it will be moleboxed with it, and will only run when that specific exe is active
Title: Re: updates to come(online play ftw)
Post by: Hadoabuser on December 03, 2008, 12:08:46 am
its going to be passed out to creators making fullgames, so it will be moleboxed with it, and will only run when that specific exe is active

Now thats generosity right there.
Title: Old Updates/Progress Threads
Post by: Sean Altly on February 13, 2009, 09:35:09 am
AKA SHADEs of Manhattan 2: Electric Boogaloo (Working Title).

Anyway, here are my tentative plans for SHADEs 2 (AKA SHADEs2k9, AKA SoM2K9)

Returning Characters:

Snow
Sabotage
Adamas
Fray
Moses Maddigan
Bloodtide
Zenith
Vesper
Thirteen
Specialist


Reasoning: These characters are integral, and I am quite proud of them. Snow has been COMPLETELY redrawn, with 100% brand new sprites, making him no longer look like the ugly duckling. Adamas and Sabotage have already received new animations and some sprite touch-ups in preparation for the sequel. Every character has tweaked pallettes, where the colors contrast slightly more, giving each character a look similar to CVS2, just less color depth (I'm lazy but hey, they're original sprites, lol). Here are comparisons for Snow and Adamas:

New Snow:
(http://i21.photobucket.com/albums/b293/seanaltly/snow.gif)
Compared to Old Snow:
(http://i21.photobucket.com/albums/b293/seanaltly/snowgif.gif)
Old Adamas:
(http://i21.photobucket.com/albums/b293/seanaltly/adamgif.gif)
New Adamas:
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/AdamasNew.gif)
Old Adamas Walk:
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/AdamasOldWalk.gif)
New Adamas Walk:
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/AdamasNewWalk.gif)

As you can see, I've been working on bringing my sprites up to quality. Use these as a general idea of what the pallette differences in each character are like.

New Characters w/brief description:

Kane Kelly - The titular villian who previously only appeared in the intro for SoM. He has enhanced strength and reflexes, as well as an ability to manifest a nigh-invulnerable, super-strong ethereal entity to help him in battle. This entity stems from Kane's childhood where he was scrawny, weak, and prone to abuse while having no friends or father figure to protect him. Think of the entity as similar to the STands in JoJo's Bizarre Adventure.
Apollo - Mentioned in Zenith and Fray's bios, Apollo is a tech genius who gained the ability to convert and store energy in his body that could later be emitted as concussive beams from his hands. He will have a lot of helpers since he creates a lot of helpful devices for other characters. He is a neutral character who is neither a hero or villian.
Dark Nation - A mysterious, silent villian who has a telepathic link with an intelligent dog (the only animal test of the SHADEs project). This dog accompanies Dark Nation wherever he goes. DN himself cannot feel pain (though his body still suffers damage), and secretes a venomous oil from his pores, making him poisonous to touch.
Ruckus - The only new hero for the game, Ruckus is a thin, quick independent wrestler who gained powers nearly identical to Fray's, however he utilizes them in different ways and has a natural control over them, meaning he does not need special gloves like Fray does. It is unknown how he ended up with powers so similar to Fray's. He hates Fray because of her becoming a turncoat and selling out her fellow subjects for career security and vows to oppose her by doing good and taking out Moses Maddigan.

On the Chopping Block:

Chad In Black

Reasoning: Having a character based on your girlfriend is always a gamble, and unfortunately, it didn't pay off. After over 3 years of dating, my GF and I are parting ways basically. That's drama and probably boring to you guys, so I won't delve, but what I'm considering for her character is taking a Zato 1/Eddie-type route, and having her become possessed by one of the spirits she communicates with, who proceeds to change her look and behavior drastically. The only reason I'm weary of this is because I have no new female characters planned, and this would be 2 female characters (her and Fray) who basically pull heel turns (or turn into bad guys if you're not a wrestling fan), leaving only one female hero. It would come off as kind of bitter. Though I guess cutting her completely would appear more bitter.

Bonus Characters:

EX Sabotage
EX Adamas
Solid Snake
Rorschach


Reasoning - No EX Snow because his sprites basically embarrass me. Snow was the first character I ever made and it shows. Plus, I've been told he was essentially useless, so his move concepts and what not may be used for a different character.

I am thinking about enlisting a great stage-maker for the game. I won't say who, but let's say he is very good at city stages, lol.

Anyway, more imformation will be revealed as it becomes available, so stay tuned.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: OZ on February 13, 2009, 09:50:47 am
New Snow looks great. Your art style has made massive improvements.  :)

Looking forward to this project as always.
I've really become a fan of your works.


I'm available to help if you need anything, (though I doubt you will).

Good luck.

Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Cybaster on February 13, 2009, 11:26:53 am
These new sprites are really nice, I can only approve of the contrast you've given to the palettes. :)

Rorschach will be like Q in SF3. The bonus character with no super powers. ;P
Anyway, good luck with this update.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: The Railgunner on February 13, 2009, 11:45:39 am
New Snow:
(http://i21.photobucket.com/albums/b293/seanaltly/snow.gif)
Compared to Old Snow:
(http://i21.photobucket.com/albums/b293/seanaltly/snowgif.gif)

New Snow looks very nice, rather CvSish as you said. If only you were giving tutorials...

Quote
New Adamas Walk:
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/AdamasNewWalk.gif)

Very Guile-ish, though it looks pretty good on him.

Quote
Rorschach

In Shades?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on February 13, 2009, 12:42:56 pm
Well, Snake was in the first one. He'd just be a bonus character, non-canon and all that.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: DonuTs on February 13, 2009, 01:00:32 pm
new snow sprite is much better i also preferred that stance to the more laid back one.

dunno if i like adamas new walk anim tho just i would have stuck with the first anim but thats only cos im not a fan of the guile type walk animation (except his SF2T one)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: spidy on February 13, 2009, 01:15:28 pm
Snow Look Kool Good Luck with your work ;P
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: GalFord on February 13, 2009, 10:52:50 pm
Really digging the New Snow... I actually liked Snow before, but this new design is just.. well... sleek. :)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: tetsuo9999 on February 14, 2009, 12:56:10 am
That boxing guy needs an update(not spritewise). His moves are kind of boring compared to the others.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Rajaa Retired on February 14, 2009, 01:01:33 am
Just dropping in to say what Oz has already said: GREAT! improvement on your art, the sprites and animations look smoother and all around better than they looked before. :)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on February 14, 2009, 04:00:02 am
What boxing guy? Sabotage?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Orochi Gill on February 14, 2009, 04:08:30 am
Quoting all of that to say nothing but uselessness was needed why?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: vortex35 on February 14, 2009, 05:37:14 am
your drawing skills have leaped man I'm looking forward to shades 2;[off topic] just one question is shades 2 coming before or after your new type of game or are you completely forgetting it; back on topic adamus and Snow look amazing now I can't wait to see the rest of your characters
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on February 14, 2009, 05:43:57 am
The other game is on hold, so for now Tristan is just a stand-alone character. I'm more interested in SHADEs right now for some reason.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Dreams In Stardust on February 14, 2009, 08:12:36 pm
Are you going to add anything interesting to Sabotage?
Maybe like a mixed martial arts kinda thing?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Iced on February 14, 2009, 08:16:12 pm
Hm..if you want to avoid a heel turn on Chad in Black, you could always change her facial design, make her more mysterious and change her voice, she gets "mysterious" without having to be "evil" that way.

(and you get to use a new voice on her, cuz your old girlfriend might not be up to keep recording sound for you)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on February 14, 2009, 10:56:23 pm
Are you going to add anything interesting to Sabotage?
Maybe like a mixed martial arts kinda thing?


What do you mean? I'm not changing people's fighting styles. Sabotage has boxing moves mixed with the occasional wrestling move. Why would I do a mixed martial arts thing for him?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: GalFord on February 14, 2009, 11:24:41 pm
Keep Sabotage as he is... he's quickly becoming a favourite of mine.  I thought that Zenith was going to be my character of choice, but I admit, Sabotage (Normal and EX), Bloodtide and Snow are firm favourites.  I never got on with chad in Black, but then I wasn't too good with most Jojo styled characters. :/

Still, I'm still loving the new art direction for Snow, and can't wait to see how you'll update Sabotage (If you need to...).
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Kurizu208 on February 18, 2009, 12:20:55 am
sweet
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Duos.act on February 23, 2009, 07:08:59 am
Is Ruckus named for the CZW wrestler by any chance?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on February 23, 2009, 08:48:32 am
It's a coincidence actually. I went with the name Ruckus to fit the theme (Ruckus and Fray).
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Neokenjiro on March 03, 2009, 07:34:47 pm
Love the new Snow!  Awesome!  Hey congrats!
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Kamekaze on March 11, 2009, 10:12:07 pm
the new shading style is awesome  :o
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: 1nonly on March 11, 2009, 10:33:16 pm
i love the new snow man
hes looks fun to play with =)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: ShiroTori on March 13, 2009, 03:49:13 am
Those new sprites you made are awesome, especialy the Snow ones!

Keep up the great work!
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: walt on April 03, 2009, 04:24:54 am
Sean

Speaking of Shades 2, can you reveal some of the details of the plot?
(If Kane Kelly is already in here, will this be the last game you develop as it would come full circle?)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 03, 2009, 06:00:24 am
I think Shades of Manhattan was the best in originality. Also, do not give up on Chad in Black because of bad relationships. It would mean that the bad relationship between you & your girlfriend has won.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Laxxe23 on April 03, 2009, 01:00:10 pm
actually sean has another fullgame planned, so no it wont be his last
and @uche
whats done is done
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: walt on April 03, 2009, 04:47:22 pm
Another SHADES full game?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Guilty on April 03, 2009, 05:48:48 pm
I guess it's the fullgame who haves Tristan.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: GalFord on April 03, 2009, 07:54:40 pm
I guess it's the fullgame who haves Tristan.

I don't mind as long as they're still fun to play. :)
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on April 03, 2009, 10:34:34 pm
After SHADEs 2 I plan on working on some characters for the World Warrior-style game I've been wanting to make, the one I made Tristan for.

Also, Chad In Black probably will be included in SHADEs 2, just with an overhaul, and maybe a tweaked look.

And Walt, I'll type up some stuff on the plot of the game. I guess I've been too busy making the characters to think about it, lol (Kane is done, a new female named Wyldestar is about half-way done).
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Randomish on April 03, 2009, 11:48:04 pm
You Changed Her Name Leigh Wlye.I Like Her Old Name :-X
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 03, 2009, 11:58:55 pm
After SHADEs 2 I plan on working on some characters for the World Warrior-style game I've been wanting to make, the one I made Tristan for.

Also, Chad In Black probably will be included in SHADEs 2, just with an overhaul, and maybe a tweaked look.

And Walt, I'll type up some stuff on the plot of the game. I guess I've been too busy making the characters to think about it, lol (Kane is done, a new female named Wyldestar is about half-way done).
Who is Wyldestar?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on April 04, 2009, 05:56:10 am
Her real name is still Leigh Wylde, it's just that her "superhero" name is Wyldestar, ala Snow, Sabotage, Bloodtide, etc.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 05, 2009, 01:38:35 am
What is the background story behind Wyldestar?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on April 11, 2009, 09:17:50 pm
Wyldestar is one of the many other previously unrevealed subjects of the SHADEs Project. She's a close friend of Bloodtide's, and the only person who knew about her *SHADEs 1 spoiler* CIA involvement. She has extensively studied animals (felines specifically) and aside from that hobby, is a total slacker and party girl. She doesn't approve of Bloodtide's government affiliation but remains close to her. Before the SHADEs project, Wyldestar had lost track of her work with animals and had descended into a wild, drug-fueled world of raves and all-night parties. She was captured one night when she wandered away from one of these parties and into the cold streets because of a negative reaction to some acid she'd been given. When she escaped after the Kane Kelly Incident, she remained a fun-loving party girl but swore off hallucinogenics. She now fights alongside her friends (Snow, Bloodtide, Sabotage, and Adamas) to remain free from Maddicorp's grasp.

You can read some more about her in her character thread.
Title: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Laxxe23 on April 21, 2009, 12:35:49 am
we need to remove two stages from the shades game, any creator wishing to help create origional cityscape stages for shades 1.0 and shades 2.0 please apply here


edit- problem solved
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Sean Altly on April 21, 2009, 09:25:47 am
What? We don't need to remove anything. We got full permission for every one of those, and if we didn't, it was clearly stated as open source.
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Cybaster on April 21, 2009, 12:00:04 pm
LOL wut lack of communication ! o_O
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Sean Altly on April 21, 2009, 12:15:54 pm
Exactly. It'd be nice for something to be discussed with me before it gets posted. He hasn't been on MSN since I saw this. I actually stayed up partly to wait for him to get on and for once he didn't sign on at like 4:30. Weird.
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Jango on April 21, 2009, 12:18:54 pm
This can only mean one thing... (http://www.youtube.com/watch?v=JfBnICcsMfY)
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Laxxe23 on April 21, 2009, 05:32:51 pm
sorry been away from my comp due to family issues, but im back now, anyway there was a misunderstanding, so looks like stuff will be working out
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: walt on April 22, 2009, 06:15:36 pm
My God, you were away for one full day!
Missed you man.
Title: Re: Due to unforseen circumstances (Now hiring sign goes here)
Post by: Cybaster on April 23, 2009, 10:06:28 am
LOL
Title: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Sean Altly on April 26, 2009, 08:34:01 am
Zeckle requested I type up a change log to document all the things I've updated since the last release. Since I was well into these before documentation, I may be forgetting some things, but I think I've remembered the majority. I can't be super specific, like listing every single code tweak, sprite edited, or combo added/changed, but I will try not to be too vague as well.

GLOBAL CHANGES:

-No more guarding or attacking during forward hops. This takes away one of the most easily abused features of the AI. This was crucial.
-All pallettes have been tweaked to have more color contrast and better skin tones.
-Super Moves do less damage to the Guard Crush meter.
-Fixed many colission boxes for every character, resulting in some balance and priority tweaks.
-Every character now has more Super Cancel options (just to be clear, in case I'm using the term wrong, by Super Cancel I mean their ability to cancel and/or combo Special Moves into Super Moves).

INDIVIDUAL CHANGES:

Snow

-Completely new sprites.
-New Psy-Kick, not just in sprites, but in funcionality. I feel it's more strategically useful now.
-Since Snow has been completely overhauled, it's hard to decide what merits mentioning, so just treat him like a new character and re-learn him.

Sabotage

-Updated sprites with more detail and tweaked shadowing.
-New walk animation.
-New standing HP.
-Several smoother animations.
-New Ascention animation.
-Ability to use Ascention. EX Ascention, and Onslaught as "wake-up" attacks.
-New crouch animation, along with new crouching LP,MP, and HP.
-New jumping animation, along with new jumping LP,MP, and HP.
-New Earthquake Test and Seismic Hammer animations.
-Slightly higher jump and movement speed.

Adamas

-Updated sprites with more detail and better shadowing.
-New walk animation.
-All new standing kicks.
-New crouching HP.
-New close standing HP.
-Diamond Upper had been replaced by Diamond Spike, a new anti-air move that is much nicer looking and more useful. In this move, he performs an uppercut motion, and a large, diagonally-pointing diamond formation comes out of the ground directly in front of him, extending taller than Adamas himself.
-New L2 Super.
-Higher, longer jumps.
-All Diamond FX now have transparency effects.
-DM has toned down block damage, I realized that it was doing 120 damage if blocked. SHIT. Fail on my part. I want it to do a lot of block damage, but not that much. It now does 60 if every hit is blocked, about 10 points less than a successful HP.

Bloodtide*

-New DM Command.
-Slightly tweaked damage values.

Chad In Black**

-No changes.

Moses Maddigan

-Several smoother animations.
-Slightly faster movements.
-New standing LP and MP.
-Tweaked jumping punches.

Fray***

-No changes.

Vesper

-Less comboability (for balance).
-Tweaked attack speeds (again, she was too fast and over powered before, so
many tweaks of this nature).
-A few edited animations for smoothness.

Zenith

-Several fixed sprites (found a bunch where he was missing his arm bands, whoops).
-Fixed throw glitch.
-Speed tweaks here and there for balance.

Thirteen

-No changes.

The Specialist

-His guns now come out faster, making them worth the charge.
-Fixed problem with his DM (couldn't be hit, missing clsn2s).
-Slightly faster standard attacks.

*-Bloodtide will be getting some more changes for SHADEs 2 that may not be finished intime for the update.
**-Chad In Black may not be present in SHADEs 2.
***-Fray will be getting completely new sprites, ala Snow, for SHADEs 2.

Let me know what you think, and feel free to let me know of anything that you think may need fixed that I might have missed. There is a previous thread in this section about beta testing feedback. Consider pretty much everything mentioned there to be fixed, so read that before suggesting please. Thanks for the help guys, I will be watching out for more suggestions from you guys.

Remember, use this area for specific suggestions about balance issues or technical issues with the characters.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Laxxe23 on April 26, 2009, 11:57:46 am
also observation (watch mode) will be removed, since simul mode is accessed through there, which the life bars are bugged in
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: ShiroTori on April 28, 2009, 07:11:53 am
also observation (watch mode) will be removed, since simul mode is accessed through there, which the life bars are bugged in

But if you get rid of watch mode how can I make videos showcasing the game?

And I don't like making arcade or survival run videos.

Oh, while I'm here I should give you an idea I had for Fray. It's a supermove where she ruses up grabbing her opponent and holding him/her up. Then she sends a kinetic blast from her hands dealing a fair amount of damage.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Sean Altly on April 28, 2009, 08:33:23 am
Don't worry JDM, I'll hook you up with a version with the updates and Watch Mode.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Laxxe23 on April 28, 2009, 09:29:12 am
no you can go to vs mode and press ctrl 1 + ctrl 2
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: ShiroTori on April 29, 2009, 03:21:41 am
Don't worry JDM, I'll hook you up with a version with the updates and Watch Mode.

Thanks!
:2thumbsup:

Oh and I also noticed Ruckus is being made now, he looks cool.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 29, 2009, 03:28:37 am
Mr. Alty, in accodance with you signature, it seems that Chd in Black in not the one who pulled a heel turn, but Vesper. I am only saying this, becaues she is sided with the villans of S.H.A.D.E.S. of Manhattan.
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: ShiroTori on April 29, 2009, 03:45:31 am
Mr. Alty, in accodance with you signature, it seems that Chd in Black in not the one who pulled a heel turn, but Vesper. I am only saying this, becaues she is sided with the villans of S.H.A.D.E.S. of Manhattan.

She's always been a villian :P
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 29, 2009, 03:58:03 am
Mr. Alty, in accodance with you signature, it seems that Chd in Black in not the one who pulled a heel turn, but Vesper. I am only saying this, becaues she is sided with the villans of S.H.A.D.E.S. of Manhattan.

She's always been a villian :P
Chad in Black happens to be siding with the heroes in that signature as well. Mr. Alty explained that she would pull a heel turn (betray the other "experiments", turn Benedict Arnold/Judas Iscariot, etc).
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Laxxe23 on April 29, 2009, 05:10:58 am
can you please read what i said? you can press ctrl 1 and ctrl 2 or what ever combination you want, sean and i already talked about this, not to sound harsh, but please dont look over the answer i gave you
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Sean Altly on April 29, 2009, 05:40:26 am
Well, I was toying with the idea as a way of drastically changing the character without dropping her altogether, but I've since decided against it. She will return in SHADEs 2, but I will be tweaking her gameplay quite a bit. Vesper was always a villain, but she isn't necessarily on Moses' side. She's just standing over there so that it fits the theme of good and evil fighting each other, as well as Kane.

It was Fray who pulled the real heel turn, because she appears to be a fun, well-intentioned character until her ending, where she reveals her true motives of greed and career advancement. She wanted to defeat Moses only to show she was worthy of a position at Maddicorp. In SHADEs 2, she is the VP of the company and Moses' lover.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Sean Altly on April 29, 2009, 05:45:09 am
Don't wig out man. I mean, I didn't know you could do that either (the Ctrl1 and 2 thing). It would be easier just to have watch mode in, I don't think it was really bothering anyone.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Laxxe23 on April 29, 2009, 05:50:27 am
didnt mean to sound like that, my wording just sucks
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Retro Respecter on April 29, 2009, 04:23:43 pm
One more question: Who is that guy in the overcoat next to Thirteen?
Title: Re: New Characters Planned for SHADEs of Manhattan 2: The Return of Kane Kelly
Post by: Randomish on April 29, 2009, 04:33:48 pm
One more question: Who is that guy in the overcoat next to Thirteen?
Dark Nation
(http://i21.photobucket.com/albums/b293/seanaltly/DarkNationStand.png)
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Sean Altly on May 13, 2009, 01:28:40 pm
Anti-Change Log:

-Not removing MOTVN's stages.

BLADDOW.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: MOTVN on May 13, 2009, 01:34:28 pm
Anti-Change Log:

-Not removing MOTVN's stages.

BLADDOW.

LAWL
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Sean Altly on May 13, 2009, 01:38:02 pm
Yes, I enjoyed it as well. Good times.
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: please dont on May 18, 2009, 10:21:27 pm
...Why would you keep the debug keys active in a full game? :blank:
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Laxxe23 on May 18, 2009, 10:42:36 pm
For people to use observe mode to pick their own character?
Because people can change it in the config anyways?
Title: Re: Change Log (All changes reflect upcoming SHADEs 1 Update was well as SHADEs 2)
Post by: Hadoabuser on May 25, 2009, 08:14:11 pm
-No more guarding or attacking during forward hops. This takes away one of the most easily abused features of the AI. This was crucial.
-Fixed many colission boxes for every character, resulting in some balance and priority tweaks.

Yes  :sugoi:
Title: Details, Details, Details (New Sprite Detail)
Post by: Sean Altly on June 17, 2009, 12:10:05 pm
ORIGINAL POST (So the replies make sense):

Check Ruckus' WIP topic for more right now, but after Ruckus, I will be revisiting every SHADEs character and updating their sprites to include more color depth and more detail. The new sprites will have extra color depth and, I feel, will be on the level of any KoF character. I hope everyone appreciates the extra work that will go into this. Judging by the time it's taken me so far to update Ruckus' sprites, it will take me anywhere from 4-5 months to update everyone. So each character will have extra color depth and detail for SHADEs 2. I'm posting this message while drunk, but soon I will post new sprites to get everyone hyped for the extra details. This is mainly to quiet the haters at MI, but also to prove that I'm capable of more (since some people over there decided to call me "talentless"), even though I personally thought my sprites looked good for their style. Thanks for the continued support and I hope everyone is looking forward to the new sprites.

Later!

-SeanAltly

NEWEST UPDATE:

As mentioned in the topic, I will just be finishing Ruckus' new details up (since I'd done so much of it already), and then I will eventually update Rorschach and Solid Snake to include more color depth and shading. However the SHADEs characters will remain the same. I like their style and I'm not going to let some people who I don't even know influence how I spend my time creating for Mugen. Thanks for the support guys!

-Sean
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: Iced on June 17, 2009, 12:28:15 pm
While I personally dont think you should be doing stuff just to prove others wrong, and should instead be doing stuff that makes you happy, I will applaud your determination to keep improving yourself.
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: Cybaster on June 17, 2009, 12:31:47 pm
What Iced said.

Also, I never considered your sprites should be compared with KOF. Shading wise, they have nothing in common. I'd rather compare them with Rage of the Dragons or something like that.

Anyway, happy to see you're always looking forward to progressing and making your stuff better. :)
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: walt on June 17, 2009, 05:56:56 pm
I personally dont think you should be doing stuff just to prove others wrong
^ THIS. MI are mostly GRAPHIC FAG teenagers. The fact that you're more into listening to them little kids instead of doing your own thing is a downer, at least for me. The problem is that now Ruckus will be out of style when compared to your older charas.

I liked your plain shading style, as the framecount was begining to increase, colors are lively, and they belong to a game of their own. If anything, maybe you should just try doing this kind of changes to non-shades charas, like Snake or Rorschach, for which you shouldn't "increase color depth", but just add antialiasing instead =) - add a middle shade between light and dark shade and soften the outlines. It's easy cuz it's only color replacing, there should be no shading repositioning.
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: Cybaster on June 17, 2009, 06:09:45 pm
I personally dont think you should be doing stuff just to prove others wrong
^ THIS. MI are mostly GRAPHIC FAG teenagers.
I may be wrong, but I think he was mainly talking about Wild Tengu and La Miss Fairy.
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: walt on June 17, 2009, 06:11:43 pm
All the worse.
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: Sean Altly on June 17, 2009, 10:17:55 pm
I am hungover.

While I know I shouldn't be doing things just to prove people wrong and that I should be doing my own thing, the reason I decided to redo the characters is because I started redoing Ruckus' sprites just to see how long it would take me, and I realized it wouldn't take that long, so I figured why not. It's just an added bonus that it will hopefully quiet certain people. Posters like Tengu (who I don't respond to anymore and who is not the main influence of this), KaiserPhoenix, LaMissFairy and "Dean Winchester" have completely ruined MI for me. I feel like whenever I post there I run the risk of having any one of them or their friends pop in and ruin everything. They sit there and spew out childish names and homophobic slurs and then have the nerve to call me a baby for not accepting their "real" feedback. It's just very frustrating and I'm not as good at shaking things off as some. I'm rambling, but...

Now I'm torn, because I have support on keeping my style the same. Maybe I'll just update Snake and Rorschach like Walt suggested and keep SHADEs characters the same.  :-\

Also, Walt, I didn't overwrite the finished Ruckus (the one with my old shading style), so if you want a version that matches it's still there and can be released.

Thanks for the support guys. No one except Orochi Gill and Sky (both good guys) ever really pop up and support me over at MI, so it's nice to know that there are still people here who dig what I do.

Later!
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: Ashurex on June 17, 2009, 11:18:41 pm
Somehow, this reminds me of Alexlexus. The only difference is that you dont dissappoint. (oh snap!) :nutrox:
Title: Re: Hush Them Haters (New Sprite Detail)
Post by: -Greed- on June 26, 2009, 09:08:04 pm
Somehow, this reminds me of Alexlexus. The only difference is that you dont dissappoint.

lol quoted for truth XD.

Also, I'm curious as too how Snake will turn out... and by more details, do you mean some attacks will have more frames?
Title: Re: Details, Details, Details (New Sprite Detail)
Post by: Sean Altly on June 29, 2009, 06:07:52 am
Topic cleaned. I'm washing my hands of this. I'm a creator and an artist, I refuse to be sucked into all this petty drama again. Any further posts on the MI drama will simply be deleted. This isn't cowardice, this is just a measure to keep this on topic. I'm tired of trying to convince certain people of certain things. We're all stubborn and none of us are going to change. Period.

Also, Sacchin, yes, I will probably add some frames to Snake's animations here and there where needed. Mostly I will be focusing on just making the sprites better, though.
Title: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Sean Altly on December 13, 2010, 05:11:16 am
Alright, I thought I'd update everybody on the game's progress.

We should have a beta out before the end of the month. The beta will include:

-A total roster of 23 Characters, consisting of 18 main roster characters and 5 EX Characters

(http://i21.photobucket.com/albums/b293/seanaltly/stance-7.gif) Sabotage
(http://i21.photobucket.com/albums/b293/seanaltly/stancenew2.gif) Snow
(http://i21.photobucket.com/albums/b293/seanaltly/stance-9.gif) Adamas
(http://i21.photobucket.com/albums/b293/seanaltly/newstance2.gif) Bloodtide
(http://i21.photobucket.com/albums/b293/seanaltly/Chadstance.gif) Chad In Black
(http://i21.photobucket.com/albums/b293/seanaltly/stance-8.gif) Det. Garret Laurel
(http://i21.photobucket.com/albums/b293/seanaltly/zenstance2.gif) Zenith
(http://i21.photobucket.com/albums/b293/seanaltly/ruckusstance.gif) Ruckus
(http://i21.photobucket.com/albums/b293/seanaltly/stance-6.gif) Wyldestar
(http://i21.photobucket.com/albums/b293/seanaltly/Stance-1.gif) Moses Maddigan
(http://i21.photobucket.com/albums/b293/seanaltly/kanestance.gif) Kane Kelly
(http://i21.photobucket.com/albums/b293/seanaltly/FrayStand2-1.gif) Fray
(http://i21.photobucket.com/albums/b293/seanaltly/thirteenstance.gif) Thirteen
(http://i21.photobucket.com/albums/b293/seanaltly/stance-2.gif) The Specialist
(http://i21.photobucket.com/albums/b293/seanaltly/Byrnestance.gif) Byrne
(http://i21.photobucket.com/albums/b293/seanaltly/vesperstance.gif) Vesper
(http://i21.photobucket.com/albums/b293/seanaltly/ApolloStance.gif) Apollo
(http://i21.photobucket.com/albums/b293/seanaltly/exilestance.gif) Exile
(http://i21.photobucket.com/albums/b293/seanaltly/exadamsatnce.gif) EX Adamas
(http://i21.photobucket.com/albums/b293/seanaltly/exstance.gif) EX Apollo
(http://i21.photobucket.com/albums/b293/seanaltly/stancenew1.gif) EX Snow
(http://i21.photobucket.com/albums/b293/seanaltly/exwyldestance.gif) EX Wyldestar
(http://i21.photobucket.com/albums/b293/seanaltly/VesperNewStand.gif) EX Vesper

-18 Stages, most of which can be seen in the Stage topic
-Music by a number of artists, including CVSNB, Nemesis Theory, #Shaun, and others, with licensed music kept to a minimum (The Killing Moon and one song by Muse)
-All of the characters will have their AI's updated to 1.0 for the full game, so that they will be compatible with AI levels, meaning there will be easier levels of AI for those who find the AI too hard (including me   ;D).

The beta, since it is a beta and will be more about gameplay testing than anything else, will not include endings or an intro just yet. We are also having a hard time with fonts, since I haven't attempted to learn how fonts in 1.0 work yet (I've noticed they use .sff2 and a .def file now instead of just being .fnt files).

Right now, the list of beta testers look like this:

-Cybaster
-OrochiGill
-SafirKreuz85
-BigBoss
-Zeckle
-Myself

Once I weed out any huge bugs with their help, I'll release a public beta. I will post some more details here soon, so keep an eye on this topic. SafirKreuz85 has also been touching up the portraits and they look very nice, and he will be helping out in the graphics and testing departments.
Title: Re: Progress Update - Dec 12th 2010
Post by: HadeS on December 13, 2010, 01:12:52 pm
Excellent!! ;D Yesterday I was seeing your old characters and you improved a lot, dude! :'(

One question, Do u will release in public Chad In Black, Kane Kelly, Fray, The Specialist, Vesper (and her EX with Wyldestar)? :???: (it sounds really leecher but I really like your characters, sorry :sick:)
Title: Re: Progress Update - Dec 12th 2010
Post by: Cybaster on December 13, 2010, 01:35:55 pm
Which song by Muse ? :D

Can't wait to test.
Title: Re: Progress Update - Dec 12th 2010
Post by: Sean Altly on December 13, 2010, 06:01:30 pm
Excellent!! ;D Yesterday I was seeing your old characters and you improved a lot, dude! :'(

One question, Do u will release in public Chad In Black, Kane Kelly, Fray, The Specialist, Vesper (and her EX with Wyldestar)? :???: (it sounds really leecher but I really like your characters, sorry :sick:)

After I release the full game, all of the characters will be released individually. And thanks, I've worked hard to improve the characters in both sprites and gameplay.

Which song by Muse ? :D

Can't wait to test.

"Map of the Problematique." It's just got too cool of a sound to pass up. It will most likely be used in the game's intro.



Title: Re: Progress Update - Dec 12th 2010
Post by: Berry on December 13, 2010, 11:14:47 pm
Great too see a beta release. This is gonna be awesome...even if its just a beta.
Er one quick question, will the full game only include Shades characters or will you throw someone in there like you did for Shades 1?
Title: Re: Progress Update - Dec 12th 2010
Post by: -Greed- on December 14, 2010, 01:20:55 am
I'm rather curious about Chad in Black and Fray, because they've been know for a while, but... eh.

Also, I apologize in advance if this is a bit rude (or if I missed something along the line), but aren't you going to redo Vesper's sprites as well?
Title: Re: Progress Update - Dec 12th 2010
Post by: ShiroTori on December 14, 2010, 01:53:46 am
I'm rather curious about Chad in Black and Fray, because they've been know for a while, but... eh.

Also, I apologize in advance if this is a bit rude (or if I missed something along the line), but aren't you going to redo Vesper's sprites as well?

He's not gonna redo all of the characters' sprites, only a few. Others he just fixed the shading and made tweaks on their sprites.
Title: Re: Progress Update - Dec 12th 2010
Post by: Sean Altly on December 14, 2010, 07:32:25 am
I added more colors and shading to Vesper's sprites like I did with Moses, Thirteen, Zenith, etc. She also had her boots changed from shorter rider's boots to thigh highs. She got some new animations and extra frames here and there. She was the only female from SHADEs 1 who didn't get all new sprites. Here's the comparison image from the Great Sprite Updatening thread so you can see her improvements:

(http://i21.photobucket.com/albums/b293/seanaltly/Comparison.png)

Great too see a beta release. This is gonna be awesome...even if its just a beta.
Er one quick question, will the full game only include Shades characters or will you throw someone in there like you did for Shades 1?

The beta will have only SHADEs characters. I won't rule out the final version having a bonus character, but it all depends on of I get sprites for that character updated in time.
Title: Re: Progress Update - Dec 12th 2010
Post by: volzzilla on December 14, 2010, 04:00:25 pm
wow, totally good luck with this :)
Title: Re: Progress Update - Dec 12th 2010
Post by: SkySplitters on December 15, 2010, 01:27:57 am
Good luck I really looking forward to a Beta on Shades of Manhattan 2!!! and yeah you have really improve sean, I still have some of your old characters on my pc. and when I look at the new and the old it's like there two different characters so Congratz man.
Title: Re: Progress Update - Dec 12th 2010
Post by: 8-Bit Mr. A on December 19, 2010, 10:57:51 am
I'm looking forward to using Det. Laurel
Title: Re: Progress Update - Dec 12th 2010
Post by: Cybaster on December 19, 2010, 11:50:08 am
He's released already.
Title: Re: Progress Update - Dec 12th 2010
Post by: YourImagination on December 22, 2010, 03:32:55 am
Sweet! S.H.A.D.E.s 1 have drawn mean in to your characters! I'm waiting for Kane Kelly to be truthful!
Title: Re: Progress Update - Dec 12th 2010
Post by: HadeS on December 22, 2010, 01:20:31 pm
Now I see... Where is Tristan? :o
Title: Re: Progress Update - Dec 12th 2010
Post by: Kirishima on December 22, 2010, 11:32:07 pm
He's not a S.H.A.D.E.s character.

Speaking of which, I really wish Sean could update him.  He's one of my favorites.
Title: Re: Progress Update - Dec 12th 2010
Post by: Randomish on December 23, 2010, 01:22:37 am
Now I see... Where is Tristan? :o

Tristan was for a different game entirely.
Title: Re: Progress Update - Dec 12th 2010
Post by: Berry on December 23, 2010, 02:16:05 am
i thought he was an original char  :???:
Title: Re: Progress Update - Dec 12th 2010
Post by: Randomish on December 23, 2010, 02:30:51 am
He is.

Title: Re: Progress Update - Dec 12th 2010
Post by: HadeS on December 23, 2010, 03:17:50 am
Oh, I didn't remember, thanks people ;D
Title: Re: Progress Update - Dec 12th 2010
Post by: The Wist on December 23, 2010, 02:41:27 pm
can i post any sugestion in this topic?
Title: Re: Progress Update - Dec 12th 2010
Post by: Big Dick on December 23, 2010, 06:05:24 pm
I'm hyped for this new version of Bloodtide by SeanAltly.
Title: Re: Progress Update - Dec 12th 2010
Post by: Sean Altly on December 23, 2010, 10:03:10 pm
You can post suggestions here if you like, though we're pretty far along in development.

I'm hyped for this new version of Bloodtide by SeanAltly.

Thanks, she'll get a public release soon.

***UPDATE***
I've been working on the screenpack and what not, and it's coming along nicely. SafirJreuz85 has been doing some amazing work with the VS Screen portraits and the Select Screen portraits. He took the ones I had drawn already and fixed some stuff and added a lot more detail and color, and they look great. Here's some screenshots so you can see some of the work I've done on the screenpack and what he's done with some of the art in the game:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen003-1.png)
While the big portraits remain the same, as you can see, SafirKreuz added a ton of color and detail to the smaller portraits. They look great.
(http://i21.photobucket.com/albums/b293/seanaltly/mugen006.png)
The VS Screen. Some of this isn't final, like the "VS" in the middle.
(http://i21.photobucket.com/albums/b293/seanaltly/mugen004.png)
The victory screen. I wanted to make something not too busy, but more interesting than SHADEs 1's win screens.

I also decided that I didn't want to use the Clone Labs stage from KoF2002UM even though I had permission from the creator. It didn't fit the art style of the other stages so I made a similarly themed stage that fits in with the others. Check it out:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen007.png)
The rows of tubes are seperate, so they move with different deltas giving the stage a real sense of depth, like the rows go on forever into the darkness in the background.

Let me know what you guys think.
Title: Re: Progress Update - Dec 12th 2010
Post by: Boombomb on December 23, 2010, 10:08:53 pm
You can post suggestions here if you like, though we're pretty far along in development.

I'm hyped for this new version of Bloodtide by SeanAltly.

Thanks, she'll get a public release soon.

***UPDATE***
I've been working on the screenpack and what not, and it's coming along nicely. SafirJreuz85 has been doing some amazing work with the VS Screen portraits and the Select Screen portraits. He took the ones I had drawn already and fixed some stuff and added a lot more detail and color, and they look great. Here's some screenshots so you can see some of the work I've done on the screenpack and what he's done with some of the art in the game:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen003-1.png)
While the big portraits remain the same, as you can see, SafirKreuz added a ton of color and detail to the smaller portraits. They look great.
(http://i21.photobucket.com/albums/b293/seanaltly/mugen006.png)
The VS Screen. Some of this isn't final, like the "VS" in the middle.
(http://i21.photobucket.com/albums/b293/seanaltly/mugen004.png)
The victory screen. I wanted to make something not too busy, but more interesting than SHADEs 1's win screens.

I also decided that I didn't want to use the Clone Labs stage from KoF2002UM even though I had permission from the creator. It didn't fit the art style of the other stages so I made a similarly themed stage that fits in with the others. Check it out:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen007.png)
The rows of tubes are seperate, so they move with different deltas giving the stage a real sense of depth, like the rows go on forever into the darkness in the background.

Let me know what you guys think.
how long does it usually take you to make these characters
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Duos.act on December 23, 2010, 10:14:32 pm
That's fucking incredible Sean.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Diepod on December 23, 2010, 10:19:21 pm
Awesome... but its missing something... but what?
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 23, 2010, 10:25:43 pm
WTF?! These portraits and the other things are fucking awesome! Keep it up!
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Cybaster on December 23, 2010, 11:36:35 pm
Incredible work by SafirJreuz85 on these small portraits. :)
How will the small portraits (in game) look like ? New or old style ?

I agree with Diepod, something is missing, but it's hard to tell what.
Maybe the background (red and blue thing) in select screen could be changed, as it's too "clean". The new portraits give a sort of urban feeling, and the BG is too "photoshopped". Something like the VS screen may fit better.

Also, the game would gain in being put in 1.0 to avoid crashes, music skipping, as well as Title/VS screens in HR, plus variable AI.
Just saying, as you may not like 1.0 (yet).
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on December 23, 2010, 11:40:33 pm
It's in 1.0 now, actually.

The small portraits will be in those empty blue boxes under the lifebars. They will likely be resized versions of the select screen portraits (of the eyes).

And I'm too happy with the Select Screen to change it honestly. I really like the red/blue logos and the entire layout. If anything gets changed, it will be the VS screen, since it doesn't match the Select Screen and Win Screen.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Cybaster on December 23, 2010, 11:51:10 pm
Well, in any case, the VS screen has to be updated to HR resolution. :yes:
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on December 24, 2010, 12:15:21 am
The whole thing is set to 640x480 though (as in, in the system.def, the localcoord for the entire thing is set to 640x480).
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 24, 2010, 12:28:45 am
I'm bored, sorry :anxious:
Spoiler, click to toggle visibilty

I know, it's simple but you can use something like that in Red and Blue
Spoiler, click to toggle visibilty
In Photoshop is in Lighten mode :P
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on December 26, 2010, 08:07:43 pm
Well, borrowing from the idea Hades had above, I messed around in Gimp and came up with this. It's not much of a difference, but I wanted to see what you guys thought.

(http://i21.photobucket.com/albums/b293/seanaltly/mugen009.png)
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 26, 2010, 08:10:42 pm
Hmmm... not bad, btw it looks better :)

Oh, and thanks for taking my idea :D
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: -Greed- on December 26, 2010, 09:28:24 pm
Huh, kinda surprised Bloodtide didn't get a Christmas day release.   ;P
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Big Dick on December 26, 2010, 09:42:03 pm
Huh, kinda surprised Bloodtide didn't get a Christmas day release.   ;P

New Year's will right SeanAltly?
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Cybaster on December 26, 2010, 11:17:50 pm
Yep, screenpack is better like that. :yes:
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Randomish on December 27, 2010, 02:28:39 am
Sayyyyyyy whatever happened to the Evangelist?
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on December 27, 2010, 05:34:55 am
Huh, kinda surprised Bloodtide didn't get a Christmas day release.   ;P

New Year's will right SeanAltly?

Well, I wanted to release her on Christmas Day, but I haven't gotten her new voicework back yet. I had some problems with the actress I had lined up and had to replace her, so now I'm waiting on that. Hopefully I'll be able to release her this coming week. I did update Apollo and post it on the site, but I didn't figure it deserved it's own topic. The update makes him compatible with Garret Laurel's special intro with him and includes a ton of gameplay tweaks.

Yep, screenpack is better like that. :yes:

Good to hear, I figured the new background would still keep what I like about the screen as it was (the red and blue scheme and the logos) while also making it look more urban and less flat.

Sayyyyyyy whatever happened to the Evangelist?

The Evangelist wouldn't be a very good fighting game character. He's kind of weak physically and his powers (the ability to heal people with his touch) wouldn't be useful in a fight. He might show up in an ending or something though.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 27, 2010, 02:31:37 pm
lol, nice Apollo's intro with Det. Garret :laugh: ;P

And... this is a stupid question but, will u do a small portrait for Apollo like the others? :)

EDIT: I have another idea, if you do something like that in the small portraits in the select screen?
(http://img258.imageshack.us/img258/7450/anotheridea.png)
When you put the cursor in the char, it'll be in color :D
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Berry on December 27, 2010, 10:29:59 pm
I like ur idea, but it takes away alot of the color. Makes it look depressing IMO
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on December 27, 2010, 10:47:29 pm
@Hades

I honestly don't know how I would do that, code wise. I also agree with OXE.

Also, I just updated both Apollo and EX Apollo again, to include new small portraits, and they can be downloaded now.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 27, 2010, 10:52:16 pm
Yay, thanks! ;D

And, about the portraits, the black and white portraits are images in the system.sff that you put inside there, and you code in system.def in the Select's part (like the position where they would ;))
Code:
[SelectBG Sabotage]
type  = normal
spriteno = 10,0
start = 0,0
layerno = 1
mask = 1
You use the small portrait in color in the correct char like you see in my fake ;D
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Mgbenz on December 28, 2010, 06:28:23 am
You can't do that in Mugen. Cell cursors can't affect the cells themselves.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: HadeS on December 28, 2010, 01:57:15 pm
Yep, my mistake, sorry :sweatdrop:

I think there would one way to do that but that I said isn't right :blush:
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Cybaster on December 29, 2010, 12:26:50 am
There's a way to code this, putting the images in the cursor itself, and using huge deltas to make different images being displayed each time you move the cursor, but hey, Sean said he prefered the Select in colours anyway.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Boombomb on December 29, 2010, 04:05:31 pm
That's fucking incredible Sean.
...... Did u know im actually called Sean???
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: ShiroTori on December 30, 2010, 01:42:39 am
SHADES 2 looks like it's gonna rock. I'm so excited for the release.

That's fucking incredible Sean.
...... Did u know im actually called Sean???

Uh... was that really nessesary? I think we all know what Sean he was talking about :P
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Berry on December 30, 2010, 02:43:19 am
Er I'm not liking some of the new portraits. Like Sabotage or Moses, i do like Byrne's and Wyldestar's
See in Moses' Shades select portrait he looks young and handsome, but in these new portraits he looks much older, at around 40
just giving my opinion
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Boombomb on January 02, 2011, 08:02:44 pm
SHADES 2 looks like it's gonna rock. I'm so excited for the release.

That's fucking incredible Sean.
...... Did u know im actually called Sean???

Uh... was that really nessesary? I think we all know what Sean he was talking about :P

i know i was being random
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: WildRage86 on January 09, 2011, 11:49:20 pm
Looking incredibly badass, man! Can't wait to get my hands on the beta.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: Sean Altly on August 17, 2011, 03:50:08 am
Just wanted to let everyone know that this game is ready for a Beta release, I'm just waiting on Kamekaze to finish his AI updates. I could release the Beta now, but it would have inconsistent AI (about half the characters would have 1.0 AI with AI level and what not, and the rest would be the old AI which is very difficult and not subject to AI level). I have not forgotten about this game, believe me, it's my baby if you don't mind the expression. I am dying to release a beta, and my work on Capcom vs The World has not sidetracked me or distracted me in any way, it's simply something to do while I wait so that my time is optimized and I'm not sitting around doing nothing. Once I have these AI updates, I will release a beta for everyone to play and test. Thanks for your patience, and I'm sorry this has been such a lengthy process.
Title: Re: Progress Update - New Screenpack Images Posted Dec. 23rd!
Post by: kkhohoho on August 17, 2011, 03:54:48 am
Just wanted to let everyone know that this game is ready for a Beta release, I'm just waiting on Kamekaze to finish his AI updates. I could release the Beta now, but it would have inconsistent AI (about half the characters would have 1.0 AI with AI level and what not, and the rest would be the old AI which is very difficult and not subject to AI level). I have not forgotten about this game, believe me, it's my baby if you don't mind the expression. I am dying to release a beta, and my work on Capcom vs The World has not sidetracked me or distracted me in any way, it's simply something to do while I wait so that my time is optimized and I'm not sitting around doing nothing. Once I have these AI updates, I will release a beta for everyone to play and test. Thanks for your patience, and I'm sorry this has been such a lengthy process.

Cool. By the way; are Snake and Rorschach in this?
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Sean Altly on August 17, 2011, 03:56:10 am
Nope. Just SHADEs people this time, no guest characters (right now).
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Berry on August 17, 2011, 04:13:51 am
One question, will you be making a public version of the lifebars? ^^'
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Sean Altly on August 17, 2011, 04:33:11 am
That's up to the guy who made the lifebars, honestly. I'll ask him, though.
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Cybaster on August 17, 2011, 07:27:35 am
Can't wait to see everything you cooked up with the intros and endings. Having everything mesh well in a fullgame environment with all the features and all will be great.
Can't wait. :)
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Laxxe23 on August 17, 2011, 07:54:25 pm
That's up to the guy who made the lifebars, honestly. I'll ask him, though.
Yeah sean its fine to make em public
Title: Shades site has been updated.
Post by: Laxxe23 on August 20, 2011, 08:16:34 pm
The site (Shadesofmanhattan.com (http://Shadesofmanhattan.com)) has been updated to get ready for the launch of the game. 
-No longer in flash
-Easy to navigate
-Smoother look
-Move lists and other info can be found there as well. 


Credit to RD4K1 for the site design and everything
Title: Re: Shades site has been updated.
Post by: Berry on August 21, 2011, 12:22:32 am
Found a mistake, Garret's Real Name, Weight, and Height info appear twice in his Bio.
Title: Re: Shades site has been updated.
Post by: Laxxe23 on August 21, 2011, 01:15:42 am
Alright thanks for pointing it out,
-Fixed
Title: Re: Shades site has been updated.
Post by: blackwallerd on October 07, 2011, 03:33:24 pm
Just noticed something: Vesper's Sunset Bite and Twilight Fang commands are both Charge Down, Up, Kick. 
Title: Re: Shades site has been updated.
Post by: Sean Altly on October 08, 2011, 09:37:30 am
Whoops, Sunset Bite should be Punch instead of Kick.
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Sean Altly on October 17, 2011, 12:22:14 pm
Big news, if all goes well, I will actually be releasing SHADEs of Manhattan 2 on Tuesday or Wednesday.

It's been a long time coming, and I can't wait to share this game with everyone. Hope you guys are looking forward to it, I hope you haven't lost interest, I know it's been a long time since I started this.

Anyway, watch for it Tuesday or Wednesday!
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: HadeS on October 17, 2011, 02:02:53 pm
Really? But... SHADEs of Manhattan 2 sucks, we want CAPCOM vs The World :beatnik: Kidding,  amazing new! :sugoi:
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: walt on October 17, 2011, 04:21:16 pm
Wow, hell yeah! Looking forward to it
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Roasted Pheasant on October 18, 2011, 12:25:14 am
YEAYUUUUUH! Been so excited about this. I just can't hide it! I'm about to lose control... and I think I like it!
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Berry on October 18, 2011, 01:29:59 am
Well this is nice. Can't wait ^^
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Alan Joestar ★ on October 18, 2011, 02:56:29 am
That is So Cool Can wait to play it!  ;D
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Sean Altly on October 19, 2011, 06:21:46 pm
RELEASED: http://mugenguild.com/forumx/index.php?topic=135181.0 (http://mugenguild.com/forumx/index.php?topic=135181.0)
Title: Re: Progress Update - (IMPORTANT UPDATE AUG 16th!!!)
Post by: Roasted Pheasant on October 23, 2011, 02:19:52 am
I've had a lot of fun so far, but I've noticed a couple nagging issues.


That's all that I've really noticed so far. Great job on the game.

Look out or Kelly's entity will reach out and grab ya. Abracadabra.
Title: Re: Shades site has been updated.
Post by: "Bad News" Hoffmann on November 06, 2011, 11:30:24 am
design-wise a lot more could be done with wordpress, especially that some standard settings like the archive and "uncategorized" or the calendar.  why are there some stage screenshots in the download page, but no download links for the stages?

A screenshot page would be useful

In the Video section, you see probably just everything from sean`s YT channel i suppose?

There are a lot videos there now which have nothing to do with shades of manhatten.

I see the log in / log out menu, but what are they for when users cant register themselfes? Beside that comments are disabled it seems, so even if someone could register, what could he do with his account?

The website looks all in all not really designed for the game, i guess the theme used is more or less random, and no changes were made to it
Title: Re: Shades site has been updated.
Post by: Segatron on November 27, 2011, 07:04:26 pm
I love it Shades is awesome...soundtracks are epic ;D :D
Title: Re: Old Updates/Progress Threads
Post by: Sean Altly on January 11, 2012, 07:37:13 pm
Just posting here to see if the board is functioning properly, at Iced's request. I will be posting a new update thread concerning a big SHADEs 2 update, as well as a thread about the future of SHADEs.
Title: Re: Old Updates/Progress Threads
Post by: Laxxe23 on January 11, 2012, 07:43:59 pm
Posting here at a request to make sure its working. 
Title: Re: Old Updates/Progress Threads
Post by: Roasted Pheasant on January 11, 2012, 11:24:07 pm
Just posting here to see if the board is functioning properly, at Iced's request. I will be posting a new update thread concerning a big SHADEs 2 update, as well as a thread about the future of SHADEs.

Can't wait to see what plans are for the future!