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Billy Two Moons (Tattoo Assassins) (Read 10432 times)

Started by MellyInChains, June 10, 2010, 05:04:44 am
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Re: Billy Two Moons (Tattoo Assassins)
#21  June 15, 2010, 10:20:31 am
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MDI

Re: Billy Two Moons (Tattoo Assassins)
#22  June 15, 2010, 09:07:50 pm
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You're probably thinking of Angus from Capoeira Fighter 3.
ey
Re: Billy Two Moons (Tattoo Assassins)
#23  July 30, 2010, 01:52:11 am
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Well I decided to start working on him again...

Spoiler, click to toggle visibilty

His basics are very very close to being done, and I did a few of his specials, mainly the Diamondback Whip, which instead of being like Scorpion's spear (like in the actual TA game) it's just a long range attack now. There's a super variant of it as well.

Thing is there's a few things that I dunno about; namely the third hit in the Super Diamondback Whip seems to bring the opponent closer for no apparent reason

But yeah, pretty much saying this project ain't dead or anything

Ooh right, the edges of the sprites during Diamondback isn't cleaned up yet, that's why it looks really weird
Re: Billy Two Moons (Tattoo Assassins)
#24  July 30, 2010, 06:38:04 pm
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how much is he done
Re: Billy Two Moons (Tattoo Assassins)
#25  December 15, 2010, 10:54:14 am
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I again randomly started work on Billy again



Might as well start listing what I've done and what I need to do

Done:
- The jump forward/backward was one sprite, so I added AngleAdd to take care of it; looks goofy as hell but it works
- Added a custom Tattoo super logo
- He now has the 'Spiritual Leap', a move that teleports him into the air and follows up with a drop-down kick...most of the code was borrowed from Thomas Hsieh's Senator's 'Out Of Office' because they're almost the same attack in retrospect
- Tried fooling around with his ax projectile; he's got a weird-ass blood effect as a hitspark and I dunno what to do at this rate, nothing looks right -- but at least it FUNCTIONS okay
- A randomized choice of two win poses. Somehow THIS was hard to do too.
- A new large portrait that doesn't suck; namely the portrait in the original game.
- His required falling sprites have been tweaked so that he doesn't start jolting around when falling like Kung Fun Man did
- Took away running ability since he doesn't actually have running sprites in-game
- Japanese voice clips. Because.
- Tattoo Assassins theme and BILLY WINS plays upon victory, stopping the music

Need to do:
- Rip and program the bow and arrow attack
- Maybe add a Fatal KO-ish finisher of sorts under conditions that the opponent is at low life and Billy has 3 super bars
- A new throw; his current one is, let's just put it this way, glitched the fuck out
- The Diamondback Whip sprites STILL need to be cleaned -- my priorities are a bit strange
- Some of his required sprites are still not done
- FLYING TURKEY ATTACK

Now he has some fatalities in the original game, of course; but they happen so fast they might as well be supers

And...that's about it, back to work
Re: Billy Two Moons (Tattoo Assassins)
#26  December 15, 2010, 12:33:04 pm
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Very cool
Have you ever thought about joining some people to do a complete game of Tattoo Assassins? .....
Continue your work, because it is good.

MDI

Re: Billy Two Moons (Tattoo Assassins)
#27  December 15, 2010, 09:52:34 pm
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ey
Re: Billy Two Moons (Tattoo Assassins)
#28  December 16, 2010, 02:34:39 am
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Very cool
Have you ever thought about joining some people to do a complete game of Tattoo Assassins? .....
Continue your work, because it is good.

Thanx, but that idea, although refreshing, is pretty much impossible

Y'see, I have a hard time getting people to even notice what I'm doing (although it seems to work a bit better here lol), so it'd seem even harder to get a whole team for a full game, let alone having people notice I was making it...I guess that's what I get for not making characters that are actually notable

Also hand-ripping sprites is tedious as hell, so...

You need this as a victory quote..I'm serious.

http://www.youtube.com/watch?v=lUe6UtMZk9k

For some reason I totally want to include 'no minors' instead

Re: Billy Two Moons (Tattoo Assassins)
#29  December 17, 2010, 10:01:36 am
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Re: Billy Two Moons (Tattoo Assassins)
#30  December 17, 2010, 02:56:39 pm
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Very good...... doesn't seem to beta ... It seems that it is ready. Congratulations ... you ripped the sounds of the original game? ... ... want to place the fatalities also?
Re: Billy Two Moons (Tattoo Assassins)
#31  December 18, 2010, 12:28:59 pm
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Very good...... doesn't seem to beta ... It seems that it is ready.

Thanks...it kinda is but it isn't for the fact that most of his collisions are actually not done at all lol

you ripped the sounds of the original game?

Yeah, I actually found in the ROM that it has a sound test....funny thing is I didn't know about this until months later when I first downloaded it

want to place the fatalities also?

Honestly I'm a novice at coding this stuff, and coding actual fatalities seems like something out of my reach at this point...and really, in MUGEN coding fatalities has so much against it when you consider that even a decapitation fatality requires
1) the enemy to have a preset custom state for it
2) the enemy standing there against a black background with a black box overlayed over the opponent so it 'removes' their head

Although I do plan on giving him somewhat of a Hokuto no Ken-ish Fatal KO, ignoring the whole 'death star' system...but it will require the enemy to be at low health and for Billy to have 3 bars of super power

But yeah, much thanks for the support dude

Also for anyone that cares (lol) I think at this point Billy is somehow only playable through 1.0. Must've been some of the new code I've thrown into him.
Last Edit: December 18, 2010, 12:35:17 pm by MelvanaInChains