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POTS Kotaro custom, Ryu's Shimo... (Read 83386 times)

Started by Momotaro, March 06, 2021, 02:43:57 pm
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Re: POTS Kotaro custom, Ryu's Shimo...
#61  February 09, 2022, 02:30:06 pm
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Much better. The head size is good now, continue your hard work!
Re: POTS Kotaro custom, Ryu's Shimo...
#62  February 09, 2022, 04:02:46 pm
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Beautiful work!
Re: POTS Kotaro custom, Ryu's Shimo...
#63  February 11, 2022, 06:46:36 pm
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Beautiful work!

Much better. The head size is good now, continue your hard work!

Thanks guys.

Here you can see the new Strong punch animation I customised for Shimo,
because most mugen 6 button versions of her use her special move animation "Yugizan" as a strong punch.
I'm pretty happy with the result, because I don't consider myself good with beautiful sword slashes effects.

Left : my custom
Right : the default one


Note that my version already have small body proportions modifications.
Last Edit: February 11, 2022, 07:29:43 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#64  February 11, 2022, 08:45:45 pm
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you gonna edit that slash effect too? you could use haohmaru's or hibiki's.
Re: POTS Kotaro custom, Ryu's Shimo...
#65  February 11, 2022, 09:40:20 pm
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you gonna edit that slash effect too? you could use haohmaru's or hibiki's.

I'm not sure I will.
I had that in mind but her slashes are very specific.
Even if her move type is very similar to Hibiki, she have very special "zigzaging" effects, when she put her sword in sheath. (etc.)

But actually this horizontal slash and the move itself are inspired by some of Hibiki's normals. (strong HK or strong HP)
Re: POTS Kotaro custom, Ryu's Shimo...
#66  February 15, 2022, 03:27:46 pm
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I progressed on my own personal version of Shimo.
Again, for people looking for something accurate, she's not and will never be. (As a reminder the base is by Ryu, and it was not accurate, but closer to what I had in mind. Shimo's real gameplay is a bit "boring" and "limited" - for my own tastes.)
The idea is to make Shimo no more a "sword only" character. She will be pretty different from the base character. (Just like I do with Kotaro)

OK.
I updated some of her animations and states.
It's so pleasing to edit some sprites, create customs etc and trying them immadiately.
It's like having an immediate reward... Not like working blindly on someone project without haveing any gameplay feedback of how it's ingame.

Here, you can see Her new jump LP. I decided to give her a more graceful pose <3
(old is always on left)

and her crouch LP is no more a clone of her crouch MP. Now, she have some bare-handed normals! :)

Also, you can see I created a new animation for her close MK instead of using the existing sprites (like many Shimo customs do)
Last Edit: February 15, 2022, 03:38:02 pm by Momotaro
Re: POTS Kotaro custom, Ryu's Shimo...
#67  March 05, 2022, 10:43:47 am
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I'm taking a break with the actual attacks editing right now.

I'm looking for suggestions for various Shimo INTRO, WINS, TAUNTS
I'm not used to this kind of "samurai like character". I had a look at last Blade girls, but their poses are sooo boring.

I would like something cute, fun, badass, but still fitting the character.
The source character is very cold, even if I push her in a Chun-Li esque character (overall serious, but not too cold)


Right now (base material)
-Intro : "please, let's fight..." usual polite way but with a sword slash (her light punch pose)
-Win AND Taunt : "Sorry" (many variations)


If you have idea of pose, even from artworks/fan arts of any character, I'm taking it.
I just have no idea right now.

Thanks for any suggestion.
Re: POTS Kotaro custom, Ryu's Shimo...
#68  April 16, 2022, 10:38:30 am
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Do you guys have reference of characters I can check for inspiration.
So I can give Shimo a bit of diversity in her INTROS, WINS, TAUNTS ?
Any suggestion is welcome!!


Some update

Close light punch and close medium punch + a target combo from MP for the last slap (Inspired by SF3-CVS2 Chun Li. But works differently)



With that done, I finished my plan for Shimo's normal attacks.
She's now more complete than other versions in term of normal moves (This character really needed variation in attacks, since the base is a 4 button character)
I'll have to tweak some stuffs and go ahead with special moves.

Also, I need some help on how to restore "Custom combo" mode. Ryu(creator) have removed it in his game mechanics. (And until now, no one can help me with that)
I have 2 options :
-1 I try to restore it by checking how the mechanics works. (I will need help here)
OR
-2 I give up on this alpha and start recoding her from the beginning with a good base like JM's Benimaru. (It will be long...)

Last Edit: April 16, 2022, 04:23:46 pm by Momotaro
Re: Updating Brian with custom Animations.
#69  December 21, 2022, 12:26:57 am
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I decided to go back to one of my "old" projects...
Giving Falcon Rapper's Brian Battler some new animations to fill his 6 button / POTS move set.

Some exemple of custom animation.
Far Medium Punch - Because I felt like his headbutt MP was a bit off for a far attack.
(this one is a bit lazy, But works pretty well ingame)



I'm also updating the delay of some animations, because it seems like some of his light attacks are slow as f*
And some of his strong attacks have very bad delay.

I'm also tweaking his hitboxes to avoid having his light attacks having giant range compared to his medium and strong ones...

The project is almost completed.
I'm also cooking some custom "Regular" palette to go with.
Re: POTS Kotaro custom, Ryu's Shimo...
#70  December 21, 2022, 01:30:27 am
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Awesome!! I'd suggest you to move Brian's left heel a bit upper to give the impression of having strenght in that kick and not ust moving ahead. Are you using Sodom or Birdie for him?

Good work!!
I swear there was something cool here!!
Re: POTS Kotaro custom, Ryu's Shimo...
#71  December 24, 2022, 12:49:29 pm
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Awesome!! I'd suggest you to move Brian's left heel a bit upper to give the impression of having strenght in that kick and not ust moving ahead. Are you using Sodom or Birdie for him?

Good work!!

Thanks for your feedback ! (Yes, it's a very lazy edit even if I sprited some elements myself in the upper body)

I will try to fix it. So, you mean moving the heel for all the frames ? Or just when he's in "full extended" pose?