The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Rent on July 29, 2014, 01:22:33 pm

Title: Chameleon Project
Post by: Rent on July 29, 2014, 01:22:33 pm
Hello! This version of chameleon is a multi-character which can transform to other fully functional characters. Recently I've added some functionality, fatalities and passive abilities




FEATURES


MOVELIST
Spoiler, click to toggle visibilty
Title: Re: Darkside Chameleon
Post by: inktrebuchet on July 29, 2014, 01:33:25 pm
This project looks very interesting!

I haven't really seen another character made to do thes projectiles.
Title: Re: Darkside Chameleon
Post by: Markpachi on July 29, 2014, 03:58:30 pm
Wow, this character looks pretty good. Good luck, man.
Title: Re: Darkside Chameleon
Post by: adriano gt on July 29, 2014, 09:16:37 pm
this is great, man...
continue, please
good luck
Title: Re: Darkside Chameleon
Post by: Nnaajj on July 29, 2014, 09:49:03 pm
Woah. The amount of variables you must have used is crazy!
But on a serious note this looks amazing, loving what you've done with the projectiles.
I've been waiting for someone to create a Chameleon or Akuma taking inspiration from the MK vs SF 3 flash!

I'm hyped.
Title: Re: Darkside Chameleon
Post by: mikecrazy2004 on July 29, 2014, 10:22:44 pm
I hope he a bigger Side to play better in mugen
Title: Re: Darkside Chameleon
Post by: squallsoft on July 29, 2014, 10:35:44 pm
This could potentially be one of the most epic releases in years. Possibly since Dragon Claw...    one question I have though: How big with the sprite look against normal sized chars?


Keep up the brilliant work. Can;t wait for final release!!

-Squall
Title: Re: Darkside Chameleon
Post by: Rent on July 30, 2014, 12:37:44 am
haha thanks for the support! ya the character is currently halfsized because 1.1 wasn't released when I started the project. I play  1.0 mugen with halfsized characters so they don't take up 60% of the screen. also it's very hard to code platforming with a large character.

Chameleon uses a custom hitbox technique so helpers can detect when another helper is near them and function differently. Unfortunately, these don't scale with character scaling. for that reason, scaling is going to be a bit of a nightmare. But ya, for the final release, you can expect him to scale correctly with the simple change of the xscale and yscale at the start of the cns.

ya lol variables were huge issue at the start of the project, so I used helper variables and the presence of helpers as triggers. I could release this prototype now for testing, but i'd probably get feedback that's probably already on my huge list of things to solve. But if you guys wanna tryout the prototype, let me know
Title: Re: Darkside Chameleon
Post by: Hephaistos31 on July 30, 2014, 01:23:06 am
This is just the most crazy thing I've seen since... The video of what mugen SHOULD be, the epic fight of Ryu vs Scorpion.
You've given me this feeling again with a live video, you can be proud of you, Rent.

You're doing something VERY special here. Congratulations, and good luck!
Title: Re: Darkside Chameleon
Post by: xcheatdeath on July 30, 2014, 01:42:42 am
I'd definitely be down to try out the prototype, this looks extremely awesome and incredibly creative.
Title: Re: Darkside Chameleon
Post by: dragolink1 on July 30, 2014, 01:56:03 am
Im following this proyect... looks very great!... Keep It up!
Title: Re: Darkside Chameleon
Post by: Rent on July 31, 2014, 01:12:18 pm
Okay so, the prototype is up, I want feedback on my design.

http://www6.zippyshare.com/v/48814966/file.html (http://www6.zippyshare.com/v/48814966/file.html)

Plus I just want to point out a few things:

WARNING


Design Feature: Auto combos
Auto combos are a new type of combo that is condition based, instead of hit-based. there are only 2 auto combos right now. try this:
Spoiler, click to toggle visibilty

Design Feature: Combination projectiles OP????
well yes and no, it may seem that combination projectiles are overwhelming, but in a real game, it's very unlikely you'll get a chance to combine ...
Spoiler, click to toggle visibilty

Design Feature: EwW, Why is there only 1 attack button?
Why are there 6? Do we really NEED that many buttons? isn't it frustrating when you find a mugen character with no movelist, and you have to go...
Spoiler, click to toggle visibilty

okie dokie, excited to hear your opinions! please advise.

Movelist
Spoiler, click to toggle visibilty
Title: Re: Darkside Chameleon
Post by: yaret on July 31, 2014, 08:47:51 pm
Wow.! amazing your char, never give up to remake these characthers, they really need a new style like this one.
Title: Re: Darkside Chameleon
Post by: xPreatorianx1 on July 31, 2014, 08:59:58 pm
Woah. The amount of variables you must have used is crazy!
But on a serious note this looks amazing, loving what you've done with the projectiles.
I've been waiting for someone to create a Chameleon or Akuma taking inspiration from the MK vs SF 3 flash!

I'm hyped.

Already been done. If your looking for an Mk VS SF3 faithful Akuma and Chameleon look at ESFAndy's version of each. They are almost 100% faithful to the flash. I've also got my own interpretation of Shin2 Akuma that I've been working on for a long time. But it's going to be awhile before it's finished. (No specific date set. I work on it in my spare time. Oh and I'm not including links for anything I've discussed here out of respect for OP. But I sent you a PM for ESFAndy's version(s) )

@OP - I have to say the Projectile work is PRETTY SWEET! I don't think I've ever seen a character do something like that with Projectiles! It must have been a bitch to code! So you've definitely got me waiting on the complete and finished product. (downloading)

EDIT: Overall though this character looks to be the most interesting version of the Chameleon from the flash to date. While it's not faithful in most aspects, it draws inspiration from the flash while including ALOT of it's own unique features! So again, while I haven't personally played it yet(that will change SOON!), I can't wait for the polished product!
Title: Re: Darkside Chameleon
Post by: Rent on August 01, 2014, 05:40:04 am
thanks guys! oh ya no worries, Andy absolutely deserves credit ESFAndy (http://esfandy011.webs.com/) In fact. there are tons of people I have to credit. I just haven't gotten around to backtracking cos my current pathway is development -> optimization -> standardization -> formalities (credits).

ya initially i thought that programming the growing fire ball was challenging. I was so wrong haha. the biggest challenge (by far) was reversing time in darkside's combo system. There were so many things that needed to be considered.. and backwards-- for an effect that didn't even add much to the gameplay.

When I first saw andy's chameleon, I recognized that chameleon has a trait, a theme that very few mugen characters have -- and that's adaptability. other characters are imprisoned by their theme. Because of the way they look, they'll never be able do certain things, i mean, they could, but it would feel out of line (like uhh idk.. Ryu... the vampiric cyber-cheerleader). but if the character is expected to be malleable, then he could change anything about himself and it wouldn't feel weird.

Ya try him and tell me what you think. I'm really aiming at diversifying chameleon (a mage fighter) and darkside (an assassin). cos I don't have a very diverse gaming background (I've only played killer instinct and MK as a kid).
Title: Re: Darkside Chameleon
Post by: Fauxcry on August 06, 2014, 07:18:41 am
Great innovation would be nice if someone made that proxide akuma with more moves like this and that size is OK would make a 2on2 battle in mugen 1.1 more interesting
Title: Re: Darkside Chameleon
Post by: Zemilia on August 06, 2014, 01:22:41 pm
Was actually pretty curious about how this Chameleon will play out (since I am quite a fan of the flash series itself), so I downloaded the prototype that you have as of now. I.. have some things to address as of now:

-Why is Chameleon small in the first place?
(http://i.imgur.com/0HQ6TQN.png)
(In fact, I checked his CNS; both of his x and y scale are .43.. Why can't you put them in "1" instead, like on the next 2 screenshots?)

-Why does most of his attacks (including normals) have lightblue (invincibility) hitboxes?
(http://i.imgur.com/EE8UoQ9.png)

-As a matter of fact, his standing normal's hitbox seems a bit too tall:
(http://i.imgur.com/RzmuUBh.png)

(at this point onward, I just set back his size to ".43", so that I can test him correctly rather than have most of his effects misaligned)

-Infinitely dashed if I keep doing qcf "z" in the air:
(http://i.imgur.com/7erFFmy.png)

-Why is there an extra hitbox in Chameleon's acid spit?
(http://i.imgur.com/ualOptS.png)
It's unnecessarily long in length too.

-His "Breath of fire" have this seemingly unnecessary extra hitbox on the top:
(http://i.imgur.com/tur83EF.png)

-Hitbox is mis-aligned during his air kick:
(http://i.imgur.com/1POc46T.png)

-Speaking of said air kick, his red hitbox for it seems  a bit too big for it
(http://i.imgur.com/9yTyRPO.png)
(can't you at least cover his leg rather than the whole area?)

-Oh hi there walking jab of doom:
(http://i.imgur.com/ccxHlh0.png)

This is all I have for now. I may miss some, but I'm afraid this is all I can take.
Title: Re: Darkside Chameleon
Post by: Umezono on August 07, 2014, 05:42:36 am
Did you read the thread? he said he is small to test platforming.
Title: Re: Darkside Chameleon
Post by: Rent on August 07, 2014, 07:03:08 am
Thanks for the feedback! Chameleon is half-sized because when I tested platforming fullsized, the camera would sometimes push him down through the ice clone platform. back then, Mugen 1.1 wasn't out, so we were locked in screen. now that mugen 1.1 is available, the character was too developed to convert. ya the hitboxes are currently very inaccurate. it's a difficult resize right now, because i'm using a custom hitbox method so helpers can communicate with each other - these do not scale with character scaling.

I'm currently in my development phase, so my objective is to get all my ideas functioning (sometimes they barely do). After, I'll then address the hitbox accuracies, scaling, damage/fairness, in my optimization phase (probably will get to it around November).

for transformable character, GRIM, I'm actually testing a different type of platforming, where both P1 and p2 can stand on a platform and fight on it, interestingly, the methods are completely different!! (ie. compared to what you see in super mario secret stage) I love it! I'll post a progress update vid in the next few days.
Title: Re: Darkside Chameleon
Post by: Zemilia on August 07, 2014, 07:36:58 am
Did you read the thread? he said he is small to test platforming.

Now that you mentioned it, I just checked. Whoops. (Then again, I don't have any stages or mini-games to test the platforming, so I'm not sure)

Still, with the other issues.. I just hope his infinite is fixed up as well, cause at this point I'm just not really enthusiastic about this Chameleon. But since he's in early development, I hope he turns out at least better than what I expected.
Title: Re: Darkside Chameleon
Post by: Umezono on August 07, 2014, 08:20:29 am
What did you expect from a Chameleon in super early alpha development lol?

And the platforming is for the ice clones ::V
Title: Re: Darkside Chameleon
Post by: AiRiC on November 16, 2014, 01:52:58 pm
Yes I'm bumping this because RENT said he release beta on the 15th... So I think that a reasonable reason... thx Rent.
Title: Re: Darkside Chameleon
Post by: Cybaster on November 16, 2014, 02:35:36 pm
Yeah man !!! You're supposed to give back your homework on time !
This is not acceptable.
Grade : F-
Title: Re: Darkside Chameleon
Post by: DJ_HANNIBALROYCE on November 16, 2014, 03:59:11 pm
omg this is fucking crazy! best use of projectiles ive EVER seen. so weird...yet...so right. the coding must be insane for this. amazing work...this is gonna be awesome when its 100% done! great progress!
Title: Re: Darkside Chameleon
Post by: AiRiC on November 17, 2014, 03:09:53 am
omg this is fucking crazy! best use of projectiles ive EVER seen. so weird...yet...so right. the coding must be insane for this. amazing work...this is gonna be awesome when its 100% done! great progress!
yes it looks like it has such high potential and with mugen on it's last legs we could use this...  Creators can learn from this.
Title: Re: Darkside Chameleon
Post by: Rent on November 22, 2014, 01:38:25 am
XD oh haha, well I feel uneasy releasing projects I haven't made significant progress in, but guess I could post a mini-mini-mini-progress update. I've just been working on the transformable characters:

So far I've only been able to bring Cage to sub-par "playable" conditions. This transform brings back the contra/commando theme & mercenary from a post-apocalyptic war background. He can switch between his gun and his knives -- which can change his playstyle from slow and ranged, to fast and melee.

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

Vela, the character I'm spriting now, is very goddess-like. She surmounts ferocity similar to Sula/Uranus ( from bloody roar) but has some composure of grace. I have tons of plans for Vela: Aside from her energy projectiles she'll use a chain whip (similar to Ivy from soul calibur). She will also be able to float and will have a very unique air-combo playstyle.

Honestly, I'm stuck on spriting, I'm a strong coder, but a very weak artist :( Each of the sprites are taking me 15-35 minutes to make (~400 sprites total). 150 sprites to go... BUT once I get over this barrier, I can start coding -- which is where the magic happens haha.

In the future, I'm going to change transforming to be more of a direct mechanic, because the current transformation system is just too hidden. In order to design the transforms to be more straight-forward, they will be directly accessible from Elemental Chameleon, instead of transforming to Darkside Chameleon, then transforming again. Each "acolyte" will be able to transform back anytime.

(http://i.imgur.com/5hN5JVf.png)

Additionally, I'm going to design a selection menu at the start of the match for quick access. Players will be able to select whoever they want before the match starts. the selection menu will look similar to the bottom row of this picture.

DOWNLOAD (http://www77.zippyshare.com/v/15487846/file.html)

this version has a lot of bugs cos its been restructured to accommodate many characters. But it does give you the opportunity to try out Doomslayer Cage: give it a try (first link updated as well).

TO TRANSFORM TO CAGE:
First trasnform to darkside chameleon [Hold C + Down + Down   --then->  Tap C + Down]
Then create a Forceball  [Down + Back + C]
Create Void Ball by casting Thunder near Forceball [Fwd  + Down + C]
Transform to Cage (be behind Void Ball)   [Down + Fwd  + C        --then->  Down + Fwd]
*this process will change in the next update.

---OR--- if you have the technical know-how you can open up the CNS file and want to try cage out directly, you can skip the transform heirarchy and use ctrl + F to find "Test", this should bring you to the character switch controller. In this controller, change var(0) = 0 to var(0) = 3
Title: Re: Darkside Chameleon
Post by: AiRiC on November 23, 2014, 08:54:00 am
Character is looking very good and unique reminds me of Sean altly way of thinking very diverse ... we look forward to your imagination.
Title: Re: Darkside Chameleon
Post by: Rent on December 28, 2014, 06:42:46 pm
Updated chameleon, made some progress to conclude 2014.

There's a Character Select Menu that lets you select a sub-character before a match. Hold down during the pre-intro to access it.

Cage and Vela's designs are complete, but their damage, hitboxes and hitdefs haven't been worked on yet. Working on Vela's summoning mechanics. Cheers!

DOWNLOAD (http://www60.zippyshare.com/v/82864142/file.html)
Title: Re: Darkside Chameleon - Multicharacter
Post by: infriel on March 28, 2015, 07:25:12 pm
Sorry if me botther any forum rule........ i wanna say that link for download is not working.  Is posible any solution for this?
thanks you.
Title: Re: Chameleon Project
Post by: Rent on October 06, 2015, 08:41:52 am
Hey all, didn't feel like making a video, but here's an update: this is version 1.3 of the Chameleon Project. The Chameleon Project is a multi-character who can transform into other fully functional characters. This version, I worked on dynamic fatalities (which are far from complete) but I'm posting an update so that others can use my sprites for their projects. Otherwise, feel free to try it anyway!

DOWNLOAD (http://www7.zippyshare.com/v/ZCBKSbka/file.html)

NEW FEATURES

FIGHTER SELECT: Hold down as the match starts to select an acolyte fighter, otherwise you will play as chameleon.

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

TRANSFORMATION Transform into a different acolyte when you have a full energy bar [Press Dwn + Dwn + C]. You can play that acolyte until the energy bar drains out. Here's how to transform to a specific acolyte:

Dark [Dwn + Dwn + C]
Vela [Dwn + Dwn + C + Hold Right]
Cage [Dwn + Dwn + C + Hold Left]
Grim [Dwn + Dwn + C + Hold Down] (incomplete)
Zedd [Dwn + Dwn + C + Hold Up] (incomplete)

(http://i.imgur.com/LyxlD2H.png)

SPECIALS [hold back + hold C + Tap C] Each acolyte has a special ability that changes its gameplay. Cage can enhance his weapons, Vela can summon guardians and control them while flying, Dark can soul drain, chameleon can stand on ice clones.

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

FATALITIES (DYNAMIC) Each acolyte can trigger a fatality at 1/3 energy [Press Dwn + Dwn + C]. Both players will enter a mini-game, if the enemy survives, then chameleon will be put into dire low health, otherwise the enemy will be fatalized.

(http://i.imgur.com/uTzlmMb.png)
Dark's Fatality "Hara Kiri" summon 9 undead MK fighters, each zombie has 10 secs and 3 discrete HP (no attacks yet sorry!). To switch between zombies, press [dwn + dwn + c]. If your zombies defeat the enemy, they will be compelled to sacrifice themselves to join Dark's necroarmy. More zombie sets to come!


(http://i.imgur.com/7D6cnZt.png)
Vela's Fatality "Brutality" She flies in the air for a while, every move is a hyper move. If she's attacked, she activates her finisher


(http://i.imgur.com/NMv9wfR.png)
Grim's Fatality "Friendship" both players play a round of Stepmania. If enemy is more accurate than you, he can block your stepnote inputs. If you successfully survive, the MK fighters are waiting to party with you.


Cage's Fatality "Babality" 18+ only, no preview sorry folks. But yeah, since this is mugen, I "went there". To be fair, my version of cage just so happens to be from an aftermath future, in which one's goals are survival and procreation... and a babality didn't make sense in any other context.
Zedd's Fatality "Animality" (incomplete) will transform into the biggest baddest godzilla thing. I just have to decide what that is first.

Alrighty, so that concludes this update. Have fun and see you next year! Cheers.
Title: Re: Chameleon Project
Post by: ZombieBrock on October 07, 2015, 05:41:55 pm
Very nice, have to give this one a look,shame this thread has existed over a year &
 im just now seeing it
Title: Re: Chameleon Project
Post by: Rent on December 31, 2017, 02:32:10 am
Hello all, I've recently finished my commitment to Primal Rage II and have updated the Chameleon Project:



Title: Re: Chameleon Project
Post by: Momotaro on December 31, 2017, 10:39:25 am
Looks great, but how to download a demo ?
Title: Re: Chameleon Project
Post by: Renegade 128k on January 01, 2018, 05:13:15 pm
I'm glad to see this is still going, it looks crazy. Great work.