The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: mr_bourrepalestick on November 17, 2016, 11:44:40 pm

Title: Another Blade - playable alpha version
Post by: mr_bourrepalestick on November 17, 2016, 11:44:40 pm
Hi everybody !

I've been working this fullgame project for a long while now, and I think I've just reached another step. The game is not finished yet ! Let's say I'm near 50% of the first version. So the moment is perfect to give the project a little shine and share it with you guys.

What's the game about ?  It's all about samurais, ninjas, katanas and sword fights, in a 19th century japan with hiphop  kind of flavor in it. You'll find 4 different characters (with their blades and 7 palettes), 8 stages, 6 original tracks from Jag24Music (a friend of mine), and a real fun gameplay, with easy stuff and some tight links etc.

There is already a topic about it in the "Idea Engineering" section, right here . (http://mugenguild.com/forum/msg.2216889)
I've not been posting a lot about it. I didn't feel there was enough matter to share. Maybe I was wrong about it and should have been posting anyway. Nevermind.
Now that I feel the game has "grown" a bit, I thought it could fit better in this section now ...

>>> link for the full game's folder in a zip file (32Mo) <<< (https://drive.google.com/open?id=0BwVJonTkYE6DY1J2bENTRzZQV00)
(edit : new release available, check recent posts >>>HERE<<< (http://mugenguild.com/forum/msg.2341647))



-----------------------------------------------------------------------------
Credits for contents used in this game


Before anyone jumps out with it (rightfully) , let me please remind that there are contents in the game that I do not claim to be the author !!! I've been using sprites & sounds from other content creators packs. But that's it.
For the all the rest, I've worked it all from scratch (actually from KFM's files as a template ).

As far as now, here are the contents that I've used, and their authors :

CHARACTERS (sprites & sounds)

    Haohmaru (samurai shodown)    -->  Hirohiro
    Yumeji  (samurai shodown)      -->  Mikenuko
    Charlotte (samurai shodown)   --> Noe
    Kagami  (last blade)      --> HAL


STAGES (sprites)

    Ryo2k5 --> Last Blade (Amano stage, Kaede stage, Kagami stage) , Last Blade 2 (Village stage)
    JedahUK --> Samsho5 (Charlotte stage, Rasetsumaru stage)
    OldGamer --> Smasho5 (Forest Temple stage)
    Cirio/LeoPort91 --> SVC-Nude place stage


SCREENS (sprites)

    JedahUK --> Samsho2 (Genjuro stage), Samsho5sp (Amakusa stage)


The music soundtracks are ORIGINAL CREATIONS from a friend of mine : Jag24Music . (hit'im up on his youtube channel / other social media if you do like his work on Another Blade's soundtracks.

I could try to describe more the game and its mechanics, but as wise as @ExL said it (on the other thread) :  "game flows way better than words" .  So just give it a try !!

Enjoy  ;)
Title: Re: Another Blade - samurais & swords
Post by: Magma MK-II on November 18, 2016, 01:55:35 pm
Pictures or it didn't happen.
Title: Re: Another Blade - samurais & swords
Post by: mr_bourrepalestick on November 18, 2016, 02:43:10 pm
I presume you didn't even check the thread in "Idea Engineering" I linked in the 1st post ... nevermind.
But since you asked so nicely for some footage, I've recorded a quick sequence of gameplay.



"Does it happen" now ?  :innocent:
Title: Re: Another Blade - samurais & swords
Post by: mr_bourrepalestick on November 18, 2016, 04:35:06 pm
I'll try to describe this project and the main guidelines I follow in details.

ANOTHER BLADE'S UNIVERSE

Short version : it's about 19th century Japan with some hiphop flavor in it.

The universe where the game takes place is somewhere in the 19th century Japan.
I'll take the risk of being historically inaccurate, but what I'm interested in is the instable aspect of that period in this country and the area around : the Shogun starting to weaken and decline, occidental presence in eastern Asia (and all kind of european colonization efforts), conflicts and piratery in seashore areas etc.
Actually, I want to dig into some kind of "japanism" (in reference to the "orientalist" cultural/artistic wave), with many fantasms about samurais, ninjas, sword fights etc.

Also, I happen to love what Samurai Champloo, Afro Samurai or even the Wu-Tang managed to perform : a tremendous encounter between samuraiesque and hiphop universes. This is the kind of direction I'm trying to develop in the visual and audio fields.

As a matter of fact, there is a global design direction that emerges from those previous points.


(http://i.imgur.com/Pf1iUyF.png)


A WEAPON BASED 2D FIGHTER

The main criteria for all the roster : each character uses a weapon. This will have a huge impact gampelay wise.
For the moment, I focused on characters from Samurai Shodown and Last Blade series, as they perfectly fit the universe and the global design direction I want to develop.

Besides, it's also about personnal preferences ... and I'm not too much of a fan of a young guitarist girl fighting against a jumping dolphin...

(http://i.imgur.com/d442DhA.png)

The final goal is to have a 24 or 32 character roster. But first, I'll try to complete a 8 character roster for some kind of "Season ONE" game.
There are already 4 and I already have an idea about the next 4 to come.
But spots for potential next seasons are open for suggestions ! (ExL already suggested me some nice ones btw.).

GLOBAL DESIGN : READABILITY

Short version : Less is more & Keep it clean and clear

This is subjective and I probably won't change my mind about it : I just don't like it when there are big flashes and 1000 fancy things all around the place. It's all about 1st sight "READABILITY".

With all respects due to ArcSys' games, MvC series (which ARE GREAT GAMES BTW!!) and their fans, I happen to be disturbed by all the flashes, "unexpected" apparitions of helpers, and many other things which I feel are just not noob friendly.  It can take long before a newcomer to the genre (like me) can "READ" what happens on the screen. It comes with time, but it can really put aside some casual players that just want to have fun (like my girlfriend for instance).

So I'll be avoiding putting "too much" stuff on the screen unless it makes some gameplay sense (to me at least). I admit that the line can be very slim for some features to fit or not. But I feel I'm on the right path to keep some kind of balance in this issue.


... next to come soon : Gameplay, Fight design, Progression state and more samurai stuff !!!
Title: Re: Another Blade - samurais & swords
Post by: mr_bourrepalestick on November 18, 2016, 09:13:55 pm
FOCUS ON ANOTHER BLADE'S GAMEPLAY
Part 1

While thinking of the gameplay, the main idea was to keep things simple and intuitive. Each button serves a defined purpose, and some commands/buttons are universal throughout all the roster.
I also wanted the game to rely on what I think is fundamental in a FG : getting the best out of normal moves. I'll go through specials in another post, so we'll be talking about normals and basic stuff for the moment.

MOVEMENT

Nothing revolutionnary here, each character having his own velocities defining his movement abilities. Some points to notice below.
Spoiler, click to toggle visibilty

6 BUTTON GAMEPLAY


UNIVERSAL COMMAND NORMALS
In addition, each character has 1 or 2 unique command normals in his moveset.

NORMAL ATTACK UTILITY
I don't want to spoil too much and some attacks are self explanatory :) .
I'll let you guys find out which move is a "better anti air", and which one is "better at neutral" etc. I'll just say that every move has been designed based on the sprites (obviously), but also including strenghts & weaknesses , risk & reward etc. in the process.

I'm not saying every move is perfect and doesn't need tweaks !! It's just that I've been processing each move and trying stuff before getting to the current version as it is. It didn't come out "just like that, on the first shot".

COMBOS

Different possibilities are implemented in the game.
Some combo mechanics are easy to perform, making the game intuitive and fun for newcomers and easier to discover for veteran FG players. Still, some mechanics can involve more precision and practice.

Some general points that can be noticed though.
Spoiler, click to toggle visibilty


Intuitive Target Combos
The first mechanic is based on target normals, as weaker normal attacks can be cancelled into stronger ones in a "chain combo" fashion.
Some are universal, making it more intuitive throughout the cast like  :
(xx means "cancelled by")

Here is how it looks like


Those are the most basic target combos, and each character has a bunch of them !

Rewarding Link Combos
The second mechanic is based on links between some specific normal attacks.
As this mechanic is more difficult to perform and involves more strict inputs, linking moves are more rewarding meter wise !
Each character has at least 2 linking moves :
Some examples with Haohmaru : (> means a "linked into")
The examples in action (I missed the inputs on my first attempt to the 3rd one !! :P )


(edit : some of those may have changed. Make sure to check out each characters combo charts)

A complex chart of possibilities
One could combine all the possibilities of ground comboed normals in this kind of chart :
Spoiler, click to toggle visibilty

Atually, I've been using this kind of chart for every character, on every move, during moveset concept & design . It is combined with a framedata table sheet. Unfortunately, some figures must be updated with some tweaks I've been making recently. I'd be furious to share some inaccurate data. Besides, who reads framedata ? :P

Juggles & OTGs
The last combo mechanic is based on juggle ability and OTGs (On The Ground attacks = hitting a lying down opponent).
This won't be long as we can sum it up in few points :
------------------------------------------------------------------------------------------------------------------------

As you see, the core part of the gameplay keeps things simple. Though, there are many possibilities to explore, different ways for each one to have fun regardless of some kind of "level" or "skill".

As I started to mention blockstrings, frame gaps and juggle possibilities/limits, I'll have to present the defensive mechanics implemented in the game. But that will be for next time !

While waiting for that next post ... try the game !!! ;)    (check above, in the 1st post for the download link)
Enjoy.

>>>  NEXT TO COME SOON : PARRY, ROLL / RECOVERY - defensive mechanics ... >>>
Title: Re: WIP - Another Blade - samurais & swords (you can download & try it !)
Post by: mr_bourrepalestick on November 20, 2016, 11:27:31 am
FOCUS ON ANOTHER BLADE'S GAMEPLAY
Part 2

PARRY MECHANIC

Very inspired by LastBlade 2 mechanic, Another Blade's universal parry is a must have move in the sword fight genre.
2 different parries and their properties :

Common Parry properties

Basically, those moves are meant to be a threat in neutral, defensive and different mindgame situation (like during a run).
But the risk & reward rate can put their user into a gambling game ... so be careful !

Spoiler: archived V-16-11 parry mechanic (click to see content)

ROLL MECHANIC

Rolls are inspired by many SnK titles. In Another Blade, they are mostly useful to avoid projectiles.
Z - Roll forward
4+Z - Roll back

Roll properties

Spoiler: archived V-16-11 roll properties (click to see content)

RECOVERY MECHANIC

When you've been sent into the air by your opponent's attacks, you still have some solutions to avoid losing too much life from a dangerous juggle/OTG combo. But it doesn't come for free ...

Fall tech - roll 
As you fall, right before your back touches the ground, (Z) button will let you perform a tech roll.
It's meter free, and the animation is fully invincible, but you're backing away, getting closer to the corner ... is it always worth it ?

Fall recovery
As you're still in the air, in a fall state, you can fall-recover at the cost of 1 meter gauge (Z button).
Then you regain control and you're safe (invincible) until you land on your feet.
Note that after regaining control (in the air), you can counter attack with an aerial move... but you lose your invincibility !



>>> NEXT TO COME : WORK PROCESS , CURRENT STATE, FUTURE STEPS ?  >>>
Title: Re: WIP - Another Blade - samurais & swords (you can download & try it !)
Post by: JustNoPoint on November 23, 2016, 03:29:07 pm
This looks really interesting. Is everything you are describing already in the link in the 1st post? Or is it coming soon? If all that is done now this would probably be better as a release and not a WIP, don't you think?
Title: Re: WIP - Another Blade - samurais & swords (you can download & try it !)
Post by: mr_bourrepalestick on November 23, 2016, 04:40:18 pm
This looks really interesting. Is everything you are describing already in the link in the 1st post? Or is it coming soon? If all that is done now this would probably be better as a release and not a WIP, don't you think?
Thank you ! I appreciate :)  . And indeed, all of this is in the 1st post download link.
I was not sure about calling it a "release", since the fullgame isn't finished yet : I need to work on screenpacks, some kind of supermoves , and 4 other characters... I've been focusing mostly on gameplay, balance and not having any "unespected" behaviours.

But it's the first time I share my work, so I'll follow what you're saying.
Should I rename the topic into "alpha version" and remove the "WIP" mention ?

Title: Re: WIP - Another Blade - samurais & swords (you can download & try it !)
Post by: Kingxroyo on November 24, 2016, 10:10:43 am
ID try this baby out if I had a computer. Love the features in this game. To be Honest, I like the Starting Roster. I almost thought Yunfei was Hibiki lol. But it's good man. Planning to add Fatalities to characters?
Title: Re: WIP - Another Blade - samurais & swords (you can download & try it !)
Post by: mr_bourrepalestick on November 25, 2016, 12:07:13 am
ID try this baby out if I had a computer. Love the features in this game. To be Honest, I like the Starting Roster. I almost thought Yunfei was Hibiki lol. But it's good man. Planning to add Fatalities to characters?
Thanks for the support mate ! I hope you'll get your hand on a computer soon then !
Actually, it's Yumeji from samsho 6. Concerning fatalities, I'd like to implement some "finishing" custom stuff. Can't promise anything, but it's on my "try to code this" list :)

---
edit : @Just No Point: I renamed the topic. I hope it doesn't mess up anything on the forums threads.
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on November 25, 2016, 08:58:50 am
Heh, they share martial art and kinda similar in looks, but I guess it's a safe bet that in Another Blade Hibiki and Yumeji will be different enough to not take one for another.

Sorry for not guessing next character, I'm not that good at guessing and actually like surprises a lot ;)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on November 25, 2016, 01:51:50 pm
Glad to see you here @ExL ! I hope you'll appreciate the next character. If not, then maybe the one after ? :P
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: Banksy Boomboom on November 25, 2016, 03:13:04 pm
The game needs to have Nujabes-esque music otherwise the OST would be lame :( kek
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on November 25, 2016, 03:51:32 pm
The game needs to have Nujabes-esque music otherwise the OST would be lame :( kek
Nujabes-esque music, that's a rough goal to achieve isn't it ? :)
In the talks I had with Jag24Music before he did those tracks (he's the friend that made them), we mentionned Samurai Champloo OST and other stuff too (Wu Tang references, Afro Samurai too obviously). I personnally loved what he came out with. Have you had the opportunity to check it out ingame ?
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on November 29, 2016, 05:15:00 pm
You greeted me like we didn't talked right on the very same forum :D
Any advancements to tell us about? Maybe sneak pick on next character(in pokemon-like silhouette style)? ;)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on November 29, 2016, 11:44:13 pm
You greeted me like we didn't talked right on the very same forum :D
Any advancements to tell us about? Maybe sneak pick on next character(in pokemon-like silhouette style)? ;)

Mate ! I was just glad to see you on this thread and wanted to welcome you properly. I've even quoted your words in the 1st post of this thread.
I could try to describe more the game and its mechanics, but as wise as @ExL said it (on the other thread) :  "game flows way better than words" .  So just give it a try !!
My english needs definitely some more practice to avoid this kind of misformulations from my part. :P

I've been a bit short in time lately, so I've managed to do just some minor tweaks.
Also, I've tried to give some time in the Help section threads.

And next character will have the boat stage ;) .
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on November 30, 2016, 05:39:22 am
I've noticed that quoting (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Rogue_Blush_laspacho.gif)

So actually I was close with guessing, it's boat stage, means some foreigner... hmmmm, hmmmmm...
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 13, 2017, 06:49:26 pm
HAPPY NEW YEAR Mugen lovers !!!
I hope everyone enjoyed his holidays ! As many of you (I suppose), I was quite busy with IRL stuff for the past few weeks.
And since the new year has begun, we do need a fresh release of the playable alpha version of that game with samurais and swords ! Don't we ?  :nuttrox:

>>> HERE YOU GO FOR Another-Blade-Version-17-01-A (30 Mo) <<< (https://drive.google.com/open?id=0BwVJonTkYE6DZ21jclY2VEhYZHc)

What's new about this version ?
Some basic mechanics have been reviewed, mostly Parry and Roll properties.
I've edited the previous descriptions (in the posts above), but you can also check-out the short changelog below for more details.

Spoiler: Changelog for version 17-01-A (click to see content)

Character's frame data and target chains have been tweaked as well. I'll be posting a recap for each character, with updated info & useful stuff.

I hope you'll enjoy it all !
Cheers
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 13, 2017, 07:58:54 pm
HAOHMARU
(http://i.imgur.com/91DBqUx.png)

At a glance : game's shoto character, average all around ... that's probably his biggest strenght.

Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Frame Data (click to see content)

Spoiler: Special move command list (click to see content)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 14, 2017, 11:16:55 am
YUMEJI
(http://i.imgur.com/8LPzZeF.png)
At a glance : Yumeji can keep her rival away, but she can also go offensive in a blink ! An all around character.

Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Frame Data (click to see content)

Spoiler: Special move command list (click to see content)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 14, 2017, 12:07:26 pm
CHARLOTTE
(http://i.imgur.com/Pds1wmU.png)
At a glance : Charlotte is a poke master ! Her foil can find every oppening she gets from her opponent, and her armor suggests some defensive abilities too.

Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Frame Data (click to see content)

Spoiler: Special move command list (click to see content)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 14, 2017, 12:28:59 pm
KAGAMI
(http://i.imgur.com/nsl9SKX.png)

At a glance : Kagami is a hard hitting badass !
His somewhat slower attacks have excellent reach and damage. He can fight from distance, but can also be devastating up close if he choses to get in.

Spoiler: Some gameplay info (click to see content)

Spoiler: Choose your colour (click to see content)

Spoiler: Combo chart (click to see content)

Spoiler: Frame Data (click to see content)

Spoiler: Special move command list (click to see content)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on January 14, 2017, 02:02:27 pm
Now that's what I calling Very Detailed Info! (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Blanka_Shocked.gif)
In-depth you went, for sure... (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif)

"Yumeji can keep her rival away, but she can also go offensive in a blink !"
As far as I remember Yumeji's gender was never stated anywhere, maybe you should also keep that in secret? (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Bonne.gif)

So what do you think, have you met satisfaction with mechanics or yet there is something you'd want to tweak? I've played new version, it feels more refined. Not very sure about Red Parry gone, is it good or bad, but leaning towards it's a good change as wasn't using it much (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif) and less complicated is more friendly (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/cyc.gif) Pretty much all I want right now is some cool death animation, personally. Maybe it's time to start expanding content? (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Bonne.gif)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 14, 2017, 02:42:03 pm
Thanks ExL for the feedbacks !! I just hope it doesn't make "too much" info.

I admit I didn't knew about her gender being secret ... hum ... oops for the leak ?! ;D

As you said, now it will be time for "expanding content" !
Differenciating KO's & death animations ... there's definitely some cool stuff to try out  :2thumbsup:
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 15, 2017, 07:21:33 pm
Some news about current work : screenpack stuff.
I've started with working on an original power-bar.
Spoiler: screenshot with powerbar (click to see content)

Some simple edits on Mugen's starting powerbar, with a hand drawn background instead of the standard one, and the FatboySlim font for the counter and "Specials" text (same one as for the menus & names btw).
I quite like it as it is, even if I'm sure I'll be adding some touches later :P

I'll be making the lifebar & combo counter in a similar fashion. A little glance at the starting sketches below :)
Spoiler: initial sketches (click to see content)

ps. : I had to change the power parameters for all members of the cast, as they were initially designed with 900 maxpower. Now they'll be 3000, so the counter & power-up sounds display correctly.
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on January 16, 2017, 05:35:15 am
Right about now, the funk soul samurai (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif)
Bars looking good (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif) Hmmm, reminds me of some GBA game art style, if I'll remember which it was I'll let you know (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Rogue_Blush_laspacho.gif)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 16, 2017, 06:02:32 am
Right about now, the funk soul samurai (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif)
You really got me laugh on this one !!! it could work every time !!!  :D
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 23, 2017, 05:07:01 pm
Some quick & fresh news about current work on the fightscreen part of game's screenpack : lifebars.

I think this weekend's work results are satisfying. Wasn't easy for low-resolution stuff.
A little preview ...

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

Same "hand drawn" style as Special meter and the fonts.
Like reminding graffitis and stuff, but always keeping it all cohesive : simple, "readable" and original (as much as I can for a single person work for the last one).


Next, still fightscreen stuff : portraits, names, damage counter (maybe not in that order though :P )
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: SOLIDUS SNAKE on January 23, 2017, 08:27:27 pm
I have my eyes on this project, bars are looking really neat. Take your time and continue the magic.
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on January 23, 2017, 09:50:05 pm
I have my eyes on this project, bars are looking really neat. Take your time and continue the magic.

Thank you !! That's really encouraging ! I'll do my best ;)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on January 25, 2017, 01:25:45 pm
*looking at the screenshot* Dan's colours brings beating with them, especially when other one have Goku's colours on him (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Dan_Facepalm.gif) (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif)
Lifebars are neat indeed, but I'm worried for timer and names to be lost on brighter backgrounds, maybe black outline for them? (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on February 07, 2017, 02:14:43 pm
Lifebars are neat indeed, but I'm worried for timer and names to be lost on brighter backgrounds, maybe black outline for them?
Valid points! But no worries mate ! :)  At the time of the screenshots, it was just about lifebar & meter, other stuff was still to be worked on.

A little preview on the progress made since last time :

- Lifebars (lil' tweaks & positionning)
- Portrait frame & Names
- Timer display
- Special meter (changed since last time)
- Damage counter (first test--> will be improved)



The blood splats for the combo damage counter were more complex to do than what I expected. But I learned a lot through the process, so that's cool !
I'm not 100% convinced if those blood splats perfectly fit the rest of the fightscreen stuff... I mean, I do want blood splats. Maybe I'll have to rework the palette & colours so they match the rest of the stuff.

What's left (planned for next) :

Only then, the fightscreen stuff will deserve a short break :P
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on February 07, 2017, 03:16:59 pm
Splats are good, but can you get rid of sliding animations for them? Or speed up a lot... If it's possible at all. It's kinda makes it less like blood, more like blood drawn on something that moves in and out.
---
In this thread (http://mugenguild.com/forum/topics/blood-splats-background-font-combo-counters-178492.msg2328727.html) looks like you followed my advise and removed sliding, looks great (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif)
Maybe there can be more variety in shapes of those splats (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif) There's nice set of brushes here http://www.obsidiandawn.com/grunge-spatters-photoshop-gimp-brushes
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on February 22, 2017, 03:35:05 am
Splats are good, but can you get rid of sliding animations for them? Or speed up a lot... If it's possible at all. It's kinda makes it less like blood, more like blood drawn on something that moves in and out.
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In this thread (http://mugenguild.com/forum/topics/blood-splats-background-font-combo-counters-178492.msg2328727.html) looks like you followed my advise and removed sliding, looks great (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif)
Maybe there can be more variety in shapes of those splats (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif) There's nice set of brushes here http://www.obsidiandawn.com/grunge-spatters-photoshop-gimp-brushes

Yep !! I did remove sliding as you suggested. And the effect is a lot better indeed :)
I didn't notice when you've edited your last post. So I've just got my hand on the splatters you shared in your link. They'll find some kind of use for sure. Maybe not in this project ... I just don't feel like reworking all the splatters now :P  (lazy me).

New release incoming btw ... (very, very soon)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on February 22, 2017, 04:18:52 am
(http://i.imgur.com/PKjRowA.png)

NEW FRESH RELEASE FOR ANOTHER BLADE'S ALPHA (version 17.02)
>>> Here to get the .zip file with all the Mugen folder (35 Mo) <<< (https://drive.google.com/open?id=0BwVJonTkYE6DV0F3dFZ0QUhIeGM)

So what's new about it ?
Mainly, it's all about the fightscreen related stuff.

First, informative visual elements
Then, elements relative to battle announcer
Spoiler: Some screenshots (click to see content)

Some additionnal tweaks were necessary :
Also, the versus screen is in a "on work" state, with a new sound effect. I will definitely change the entire visual aspect of it. But not now... I got tired of screen stuff :P
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on February 23, 2017, 08:24:12 am
That surely gave the game more complete feeling (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif)
It's my personal taste, but fonts-wise I'd:
- drew dot over "i" to improve it's readability;
- in "Time Over" "m" looks more like "n", fixed that with line in the middle.
Overall its nice, I like how it feels  to play with it (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on February 24, 2017, 03:34:49 am
Thanks ExL for the feedback ! I'll tweak those things you've pointed out for the next release.

Btw, I've finally started working on the next character. Gethit sprites & anims almost finished.
"HIS" name starts with a K and he is not blond (easy one now isn't it ? :P)
In this universe, he's a sailor (or wants to become one at least). So his stage will naturally be the boat.
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: ExL on February 24, 2017, 07:26:48 am
Surprise me, and make it Popeye instead (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Sagat_laugh.gif)
Well, in SamSho there was two sailors, one was blond, second's hair colour is complete mystery as there's no sign of 'em on his head... So it's Last Blade one, the only guess I can make is one Kaede before going super saiyan, though I don't remember anything about him being the sailor (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif)
Title: Re: Another Blade, samurais & swords ! alpha version (you can download & try it)
Post by: mr_bourrepalestick on February 24, 2017, 12:47:29 pm
You can be more confident in your guess : it is indeed Kaede in his normal form ! :)
And you're right, he has nothing of a sailor in the Last Blade series. But I feel he can fit very well being on a boat in "Another Blade's universe".

I have some ideas for the background story with a small town in the shore → ships & foreigners, some osbcure businesses (fight gambling maybe), some pyromaniac events in villages on the country side, investigators on those issues called by the shogun (or local landlords), competition between some martial masters ... I'm still trying to make up some cohesion in all this :D
I usually start from a character/stage combination (not necessarily the same combination as in the original games), and see how it could fit.
That's how Kaede becomes a guy on a boat :P
Title: Re: Another Blade - playable alpha version
Post by: ExL on February 24, 2017, 01:48:57 pm
I'm glad that he'll be in normal form, references to Rurouni Kenshin in both SamSho and LB everywhere are kinda fitting(per say - Kasshin Ittō style of Kaede is based on the Kamiya Kasshin style, Kaoru uses, maybe her father, Koshijiro would knew Gaisei if worlds were merged and in fight they'd recognized it or even knew each other too). On contrary DBZ reference feels alien to the worlds of LB and SamSho (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/No_Pun.gif)
That makes me think, that characters from Aoshi24's game are meant for such crossover (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Bonne.gif)
Speaking of which, when I first saw that stage with gloomy music(Castle Hall) I've instantly remembered episode from Rurouni Kenshin with gatling gun (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif)

Returning to the screenpack - when fighting only sound of filling super meter reminds of default screenpack, Wanted to suggest to try sounds from Arctic Sound Pack, but couldn't find any link to it (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Dan_Facepalm.gif)
Title: Re: Another Blade - playable alpha version
Post by: mr_bourrepalestick on March 11, 2017, 06:20:16 pm
A footage of Arcade mode playthrough with current WIP character for the game : Kaede !



Next things he'll get soon :
ps. : I based my work on Ildanaf's Normal Kaede for sprites, and Bagaliao's Awakened Kaede for sounds.
Title: Re: Another Blade - playable alpha version
Post by: ExL on March 12, 2017, 04:18:05 pm
Nicely done, man (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Iceman.gif)
What specials are you planning for him? "PAAAWAAAH WAAAAVE!"? (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/terry-okay_emote.gif)
Awakened one(which I don't like) kinda overshadowed my memories of how Kaede may play, I remember though there was no electricity except thunder struck super (http://www.infinitymugenteam.com/Forum_345/Smileys/classic/shrug.gif) AFAIK there was shoryuken with additional move(second input) and slash that covered lot of space horizontally...
Title: Re: Another Blade - playable alpha version
Post by: mr_bourrepalestick on April 04, 2017, 10:25:33 am
Some news and a release with an unfinished version of Kaede. Why is Kaede unfinished even a month after the first vids ?
Well because I've been working on a parallel release of Another Blade on Ikemen ! >>>right here (http://mugenguild.com/forum/topics/ikemen-another-blade-alpha-version-179214.0.html).

>>> Another Blade V 17-04-B zip folder (35 Mo) (https://drive.google.com/open?id=0BwVJonTkYE6DaEV6UERyVThrSU0) <<<

Last footage with Kaede playthrough is a good preview of the current version ;)
I'll add a portrait and data for Kaede when he is at the same stage as the 4 previous ones.

Have fun guys !
Title: Re: Another Blade - playable alpha version
Post by: mr_bourrepalestick on April 16, 2017, 01:19:55 pm
Quick edit : current version is 17-04-B .
I've updated the Gdrive file, so the link in the post right above redirects to it.

Why this edit ? After some cleaning in fight.sff and fight.def (unused sprites, palettes, anims etc.) there were some unintended behaviour in characters' small portraits, for a reason I couldn't understand. So I've just downgraded those 2 files to previous version where everything worked just fine. So all is OK now :)

Have fun !
Title: Re: Another Blade - playable alpha version
Post by: mr_bourrepalestick on May 07, 2017, 12:09:44 pm
I realize that the game did not advance much in the past month, IRL stuff first (new job, new car etc.).  My apologies as I promised new contents.
But hey, we have a dedicated section (> here) (http://mugenguild.com/forum/another-blade.434)  that needs to be worked on too :)

Hope to see you guys there !