Hey! It's been like 6 years since I worked on anything MUGEN-related. Let's see if I can release something this time All my creations come from Chrono Trigger.WIP 1: FrogWhat's already done:Required sprites and animationsBasic attacksHitsparks and sounds from the original gameSpecial attacksSome supersTwo intros and a simple winposeWhat's not done yet:Check damages, velocities, etc. again and againMaybe one more superMore/special intros/winposesFix a bug with the small portrait's paletteScreenshots:Spoiler, click to toggle visibiltyWIP 2: Inner LavosAnother old WIP, the second form of the interplanetary parasite.What's already done:Almost all moves from the original SNES fightSome sort of AIAbility to inflict status effectsWhat's not done yet:The stage. I have to learn how to make a proper stage for 1.0Check if I have to change something in the AISee if there is a better way to implement some status effects (poison, disabled defense)Find some portraitsScreenshots:Spoiler, click to toggle visibiltyWIP 3: AylaA new WIP!What's already done:Required sprites and animationsBasic attacksHitsparks and sounds from the original gameSpecial attacksOne superWhat's not done yet:Check damages, velocities, etc. again and againMore supersIntros/winposesSmall portrait (I just realized I'm missing that)Spoiler, click to toggle visibiltyThat's it. Give me your suggestions, questions, opinions, etc. Edit: Betas are here: help me fix them!Ayla : http://www.mediafire.com/?y6r7wantn3b294oFrog: http://www.mediafire.com/?31c9vo4rotwxyhcEdit 2: As Human noted, they're 1.0-compatible only (although I think it wouldn't be that hard to make them compatible with the version you like)
awesome ideas my friend, even tough i only played Chrono Cross i wish you great success into this. have you heard of the battle stormer project by O Ilusionista?, i think one of your characters would fit perfectly in it
Updating with Ayla's current supers :Tail Spin:Spoiler, click to toggle visibiltyTriple Kick:Spoiler, click to toggle visibilty
I guess it's not rude if I double post when I have new content to show Intros!Kicking some Reptite butt (I love AngleDraw):Spoiler, click to toggle visibiltyRiding Dactyl:Spoiler, click to toggle visibiltyNew attacks:Cat Attack (the first part of the move is inspired on Diddy Kong's Forward+B move from Brawl, Monkey Flip). I think it's kind of overpowered (because of its range) so I added a requirement of 500 power to use it.Spoiler, click to toggle visibiltyGatling Kick (but without Crono and Lucca). Think of it as a Tatsumaki Senpuu Kyaku variation where you start from the floor and rise, with debris rising from the floor.However, as Ayla's so small, the range of this attack is pretty bad. I think this will be her third super, but I have to recode it from scratch, maybe with a first phase that acts as a throw (to solve the range problem) Ideas are welcome.Spoiler, click to toggle visibiltyI think I'll make a first release after I remake Gatling Kick to try and get some feedback. I love to code but I'm not really an expert on the gameplay and balancing side. I DO want my chars to be balanced and fun, though.
Mister, you earned my highest level of respect, awesome work there, still I didnt tested it much, but surely will leave feedback.Those chars just have that nostalgia feeling, its like playing Chrono Trigger once more.I wanted to make CT chars myself in past, but I dont remember why I rejected it.Ps. You didnt mentioned its 1.0 only.
Human said, March 17, 2012, 09:51:26 pmPs. You didnt mentioned its 1.0 only.Ouch, yeah, forgot that. Edited the first post.
Have you tried XY scale 1.25?Spoiler, click to toggle visibiltyI dont have Snes emulator and im too lazy to download and configure it.
Tested Frog for now :- Walk, dash back and jump could get sounds.- The sword attacks could get an FX to show in which direction the sword is going. If you look at the light basic attack frame by frame, you can understand what happening, but at real speed when you don't hit the opponent, then no. So yeah, a semi transparent trail or blur effect would be nice.- Leap Slash is F,D,DF contrary to what the readme says.- You can chain the basics from standing to crouching but not the other way round. Is there a reason for that ?- Water Magic: Water Stream doesn't remove any power to Frog.- Are you going to add comboability to go from basics to specials and/or specials to supers ?- Any plans to add team supers when playing in Co-op mode ?This is some awesome and very faithful job, very nostalgic feel and good job putting RPG chars into a fighter.Edit for Ayla :- Most feedback specific to the game system applies to Ayla too.- Crouching B is an infinite with good timing. It can link ito itself.- The boulder toss is not very understandable IMO. May be source accurate though, can't remember.- Aerial C feels misaligned. Jump and perform it, and it looks like she stretches higher than her old position.- I'd change the arc for Rock Throw a little. They all go to the same heigh, while I'd make the one going shorter go higher. That's just me though.- You put the wrong commands for the specials.
Cool, feedback. QuoteHave you tried XY scale 1.25?But that wouldn't scale the CLNS boxes, would it? Quote- Walk, dash back and jump could get sounds.I'll see what I can do.Quote- The sword attacks could get an FX to show in which direction the sword is going. If you look at the light basic attack frame by frame, you can understand what happening, but at real speed when you don't hit the opponent, then no. So yeah, a semi transparent trail or blur effect would be nice.Yeah, this comes from the fact that I had so few sprites to create the basic attacks. I'll see what I can do (I'm thinking of semi transparent, monochrome explods: I have some unused FX from the game. I could edit some sprites and insert them as extra sprites in the animations)Quote- You can chain the basics from standing to crouching but not the other way round. Is there a reason for that ?I was aiming to prevent infinites (acyclic graphs )Quote- Water Magic: Water Stream doesn't remove any power to Frog.Fixed.Quote- Are you going to add comboability to go from basics to specials and/or specials to supers ?Yep. For now I was trying to achieve basic chaining without infinites.Quote- Any plans to add team supers when playing in Co-op mode ?Maybe, but not in the close future. Quote- Crouching B is an infinite with good timing. It can link ito itself.Argh. I'll fix that ASAP.Quote- The boulder toss is not very understandable IMO. May be source accurate though, can't remember.I was trying to implement a pretty standard throw (I based it on PoTS' Ryu's throw). Is the way to perform it confusing or is it something else?Quote- Aerial C feels misaligned. Jump and perform it, and it looks like she stretches higher than her old position.- I'd change the arc for Rock Throw a little. They all go to the same heigh, while I'd make the one going shorter go higher. That's just me though.Noted. Will check and fix.For the record, I made the readme files very quickly. That should explain all the wrong commands Thanks for the feedback