The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Dope on February 20, 2011, 09:50:31 am

Title: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on February 20, 2011, 09:50:31 am
Here's a list of my current projects.

Future Trunks
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/TrunksStance.gif)

4 attack button character akin to my newer bleach style characters but with some custom flare. Also has a dash button and a custom gauge that serves multiple purposes. See my Kenpachi WIP below if you want more details on how the custom gauge works and the dash system. Any sort of contributions like sounds or sprite edits are welcome for this project. Current public alpha (7-7-2016):
https://www.sendspace.com/file/vwcfly (https://www.sendspace.com/file/vwcfly)

Berserk Sagat
(http://i1127.photobucket.com/albums/l629/DopeKing05/Other/BerserkSagatWIP.gif)

Character Overview
Some of you may be aware of my update I made for Kurai Naito's Sagat in 2011. I'm using that as my base for this custom Sagat that I've dubbed Berserk Sagat. This one has six attack buttons instead of the usual four that SNK uses. He'll play very similar as Kurai Naito's but he'll have traditional Sagat attacks plus some new revised specials and supers with my own twist on them. Some of his attacks will look more aggressive than your typical Sagat as if he were enraged and going all out, hence the name Berserk Sagat. No this isn't one of those many crap Dark/Evil/Orochi/SSJ7 edits. He's not overpowered at all and there aren't a bunch of fx covering him to make him look like a new character.

Current beta (6-11-2015):
https://www.sendspace.com/file/ng06hv (https://www.sendspace.com/file/ng06hv)

Silver Samurai
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/SilverSamurai.gif)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/SSFire.png)

I'm not going for any particular style on this one. Just doin my own thing like I always do. He'll have a revised moveset with all his traditional attacks as well as some custom ones that I'll come up with. I'm also too lazy to start a Silver Samurai from scratch so I'll be using someone else's as a base and edit everything from there.

Kenpachi Zaraki
(http://i45.tinypic.com/1fboy8.gif)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Skull01.png)

Kenpachi has a separate project thread here:
http://mugenguild.com/forum/topics/kenpachi-zaraki-download-inside-minor-sprite-help-wanted-158955.0.html (http://mugenguild.com/forum/topics/kenpachi-zaraki-download-inside-minor-sprite-help-wanted-158955.0.html)

Gabriel Belmont
(http://i58.tinypic.com/2cyfmhd.gif)

Gabriel has a separate project thread here:
http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html (http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html)

The spoiler below contains all of my postponed projects:
Spoiler, click to toggle visibilty
Title: Re: Dope's Projects
Post by: Slayer. on February 20, 2011, 01:12:03 pm
Grimmjow? ...Really?
That's great, finally more decent bleach chars.
But super amor.. i think would be better edit sprites to get hit, super amor don't fit well.
Title: Re: Dope's Projects
Post by: Dope on February 20, 2011, 07:57:45 pm
I agree I'd rather him not have super armor and have hit sprites but there'd be a lot of get hit sprites to do which I dont feel like doing yet so for now he has super armor until I (or anyone else) feels like spriting the get hits.

The good thing about this Grimmjow character is that if I or anyone else feels like making edits for Grimmjow then a lot of the work for the character will already be done and the new sprites can just be easily added.
Title: Re: Dope's Projects
Post by: Dcat on February 20, 2011, 08:01:36 pm
You're doing the transparency on those flame effects incorrectly. You need to add an A into the Trans field of Fighter factory on each frame of animation so that they'll appear in Mugen with transparency applied to them.
Title: Re: Dope's Projects
Post by: Dope on February 20, 2011, 08:14:10 pm
Just using A looks terrible. It doesnt even look like real fire when you use A for trans, it looks like some sort of ghost fire that wouldnt hurt someone because it's so transparent looking. It does look like I should increase my trans a bit though.
Title: Re: Dope's Projects
Post by: Dcat on February 20, 2011, 08:34:39 pm
Maybe you should change the flame effects entirely then. High-Res sparks & effects on characters with low-res sprites rarely looks appealing
Title: Re: Dope's Projects
Post by: Dope on February 20, 2011, 08:42:25 pm
These were the only flame effects in general I could find that worked for his sword slashes. The ones from the source game are just awful and dont look like fire even though theyre supposed to. So unless someone can find me some better flame effects to use I'm gonna have to stick with these.
Title: Re: Dope's Projects
Post by: Wolvegeta on February 21, 2011, 08:33:36 am
For your grimmjow you could take some sprites from the one giovanni did, includes jump,gethit and crouch
http://www.youtube.com/watch?v=D28stqt9VDM
Also, any chance you would consider revamping ssjsongoku's ikkaku, just like you did with his kenpachi?. You did an awesome job with a kenpachi I really disliked. They have more or less the same personality and the char already has a decent AI.
Title: Re: Dope's Projects
Post by: Dope on February 21, 2011, 08:57:28 am
No I'm not going to use giovanni's sprites. They dont look too bad but I'd rather use the official sprites and my own edits. I took a look at Hisagi's sprites earlier though and turns out their sprites are almost the same size and style so I might edit a bunch of Hisagi sprites into Grimmjow eventually. I already edited Hisagi's run into Grimmjow to see how that'd work out and I like it
(http://i54.tinypic.com/330cj8p.gif)

Also, any chance you would consider revamping ssjsongoku's ikkaku, just like you did with his kenpachi?. You did an awesome job with a kenpachi I really disliked. They have more or less the same personality and the char already has a decent AI.
Well Bwdyeti already did a really good job at making an Ikkaku so I dont see a reason to. Plus I wouldnt be able to come up with much for Ikkaku and I'm not much of an Ikkaku fan to begin with. So sorry but no.
Title: Re: Dope's Projects
Post by: Wolvegeta on February 21, 2011, 03:10:02 pm
Well that's a really nice edit, and I hope you can edit the gethits, crouch and jump sprites.
As for some attack ideas:

Specials:
*Chargeable cero: the longer you hold it, the stronger it gets.
*Multiple punches: something like johnny's gin attack
Spoiler, click to toggle visibilty
. Grimmjow used this on ichigo in their first fight.
*Running stab: Press attack command while running, grimmjow uses sonido and stabs the opponent with his hand/sword. He used this on rukia the first time he invaded karakura. (Or you could use the idea for an hyper, just like the stormex-ogihci's one)

Supers/Hypers:
* Grab the opponent and blow it away with a cero. He used this against ulquiorra, and whe he saved orihime from the female arrancar.

As for ulquiorra, They were never closer as friends or something, I don't think that would fit grimmjow at all(same goes for any other helper)

Good luck with the project!!!
Title: Re: Dope's Projects
Post by: Slayer. on February 21, 2011, 06:09:36 pm
Great work. But be careful, someone can steal rip it.
Title: Re: Dope's Projects
Post by: Dope on February 21, 2011, 06:46:55 pm
Quote
As for ulquiorra, They were never closer as friends or something, I don't think that would fit grimmjow at all(same goes for any other helper)
Yeah I know, the Ulquiorra is because of Grimmjow's lack of moves and sprites and because a good Ulquiorra won't be made for mugen due to lack of sprites. Once you see the Ulquiorra set up in action you won't care whether or not they were close in the anime. I was thinking of adding someone else like Stark as a striker (you know StormEX style where they flash step in and then flash step out after the attack) because of the lack of sprites for moves for Grimmjow but since Hisagi's got a lot of sprites I can edit I might just scratch that idea.

Quote
Great work. But be careful, someone can steal rip it.
It's just one anim so I don't really care. Everyone'll still know that I made it. The only bleach mugener that I know that's enough of a douche to do something like that is Giovanni but his characters have crap gameplay so I'm not worried about it.
Title: Re: Dope's Projects
Post by: Dope on March 12, 2011, 09:21:25 am
I havent been doing any mugen creating in almost a month but now I'm getting back to work on some things. The first thing I'm doing is updating Alucard because he's the easiest and funnest to work on. So if there's anything anyone thinks needs changed or improved on Akimoto's Alucard now is the time to speak up.

Some of the first things I'm going to be doing on Alucard is adjusting the speed of the ground melt evade (already finished this), lengthening the time a bit for the Limiter Release super because the amount of damage you could do with it was only about a level 1 or level 2 super damage range even though it takes 3 bars to use, and changing/adding effects from Ragna of BlazBlue because they seem much more Alucard like than the ones he's got.

So now would be the time to post any suggestions anyone has for Alucard. Also soon I'm going to be adding Johnny's projects to this thread since we help each other out a lot on our projects so it'll be easier to list both of our projects in the same thread.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 16, 2011, 03:34:56 am
Here's a preview of one of the revised Alucard moves. It needs some tweaking but you can see where I'm going with it.

(http://i56.tinypic.com/24bsqp4.gif)
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Cybaster on March 16, 2011, 11:17:53 am
Sweet. :)
That's the kind of move you'd expect to make the opponent fall though.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 16, 2011, 06:29:09 pm
That was actually something I was debating. I wasnt sure if I should have P2 land safely or if making him fall would be cheap. I'll switch it to a fall then and see how well that works. By the way I'm probably gonna have a copy for you to try out within the next few days Cybaster :)

I learned a lot from making Kenpachi and now that I played with Alucard again I'm seeing a lot of things that need improved coding and gameplay.

I just wish I had my Alucard voice clips that I ripped last year. I mustve deleted them because I cant find them and Akimoto hasnt been online in forever so I dont know if he still has them. I guess I'm just gonna have to rerip them but oh well.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: SlenderMan on March 16, 2011, 06:51:04 pm
nice work...hope to see a more refined Alucard soon
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 17, 2011, 12:20:07 am
Here's another special move I revamped. I replaced the single hit drill launcher with this.
(http://i55.tinypic.com/sgkegw.gif)

There's of course frame loss and the speed is slowed down but I think it looks nice in gameplay.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 20, 2011, 06:54:19 am
I've done quite a bit of progress done on Alucard so far. I didn't like how his air x and y attacks were the same move due to lack of sprites so I came up with my own attack using Ragna's claw effect
(http://i52.tinypic.com/29p5c08.png)(http://i55.tinypic.com/1z3tah2.png)

Also I hated his crouch x. It didnt even look like an attack. So I switched his crouch y to crouch x and give him a new crouch y that's similar to the air y. The sprites of Alucard for the attack are temporary edits that I made fast and sloppily, I'm going to end up editing some sprites of Nero Chaos into Alucard for this attack so it should look great
(http://i55.tinypic.com/14kh3q0.png)

And this is a super I made that I'm sort of experimenting with. It's supposed to be the typical hand lunge Alucard does but it seems lacking and I might scrap the idea all together unless I can think of a way to make it look a lot better visually
(http://i56.tinypic.com/mvtesl.png)

I'm in need of some testers though so if any contributors would like to do some testing hit me up.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Cøsmíç on March 20, 2011, 07:37:18 pm
the project seems to be progressing nicely, wish you luck
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 20, 2011, 08:12:22 pm
Thanks. The screenshots don't make it look as good as it is but everything is really nice in gameplay. I could release just what I've got done now and all Alucard fans would love it. In a way I'm glad Akimoto quit on this character because I'm really bringing out the potential in the character.

Here's my change log of most of the notable things I've done so far. Not to be confused with a progress log, this is a list of things that are different from Akimoto's old 2009 version:

- New select portrait. Another alternate portrait added to sff.
- "Melt" speed slightly decreased.
- Added sound for "Melt".
- Strong Kick can't chain into Strong Kick.
- "Crouching Shot" can't be done in air anymore.
- qcb, a or b has been revamped with new effects, sounds, and coding.
- qcb, x or y has been revamped with new effects, sounds, and coding.
- Crouch y is now crouch x.
- New crouch y.
- New Air y.
- EnvShake added to just about everything I felt needed it.
- Slight coding revisions on Demon's Fang as well as new sounds.
- Limit Remover scene updated for new voice clip.
- Supers no longer give back power.
- Alucard now turns around after jumping over Player 2.
- New sounds for Hell Grab.
- New sounds for run, jump and dash back.
- Fixed attack attributes.
- New crouching Jackal shot added.
- Crouching Jackal shot added into Limit Release for crouching x and y.
- Air gunshots less spammable during Limit Release.
- New super Triple Hellhound added. Replaced Skull Summon with it.
- New special Demon Fist added. Replaced Summon Demon with it.
- Added cooldown for "Binding Doom".
- Realigned bullet for crouching shot.
- Air gun fx changed to match the other gun shots.
- Changed the gun hitsparks.
- New sounds added to Horror Hand.
- Clsn revisions on a good handful of anims.
- Crouch guard anim changed.
- Sprite realigned in crouching Casull shot.
- New super Death Lunge (qcb,x+y) finished.
- Removed shadows on helpers.
- New startup sound added to all supers.
- New sounds for Summon Storm super.
- Some voice clips changed for supers.
- Lose by Time Over updated.
- Old intro updated.
- New intro added.

And here's some of the things that are still on my to do list:

- Add Win Poses.
- Make a taunt.
- Add guard damage, guard sparks, and guard sounds.
- Readjust all damage values.
- Edit a few more Nero Chaos animations into Alucard.

Here's some screenshots of the new Triple Hellhound super and edits for crouching Jackal shot.
(http://i51.tinypic.com/23w67x3.png)(http://i56.tinypic.com/21dj253.png)
(http://i53.tinypic.com/1rqn1w.png)(http://i56.tinypic.com/3ekib.png)
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on March 31, 2011, 08:13:06 am
Change log in my previous post is updated. Also I'm revealing a highly possible new WIP of mine. Alexander Anderson from Hellsing
(http://i711.photobucket.com/albums/ww113/DopeFiend5/RugalAnderson.png)
This is only a rough draft and not the finished product. My brother will be doing most of the spriting and I'll be fixing up all his sprites when he's done. There's a chance we might lose interest and drop the project but so far it looks like that won't happen.


Also for all the bleach fans out there, StormEX lost interest in Aizen so I'm taking over that project as well. Aizen'll be put on hold though until after Alucard is finished.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: SlenderMan on March 31, 2011, 08:24:49 am
awesomesauce dude...I was gonna make Rukia but I dont know enough about her so Im watching all the episodes first...shes pretty cool so far...
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: StormEX on April 03, 2011, 04:34:01 am
Oh dope I almost forgot, I have some effects I wanted to give you for aizen. I'll send it to you later when I get home
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on April 03, 2011, 05:03:23 am
Don't forget to send Aizen too, cuz you never sent me the latest version.

Also a quick side note to everyone about Alucard. I'm almost done with him. I just need to make a few sprite edits for his taunt and win poses. Then I'll start readjusting damage values and adding the guard damage and sparks and he should be ready for release. Alucard'll probably be released within a week.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: StormEX on April 03, 2011, 05:12:12 am
you get Alucard AI going yet? If need be, I'll code the whole thing for you.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: Dope on April 03, 2011, 05:27:05 am
I totally forgot about AI, but I don't know anything about coding AI's so that'd be great if you'd do it. I'll send you a copy later when I finish up some things.
Title: Re: Dope's Projects (Current WIP: Alucard)
Post by: StormEX on April 03, 2011, 05:31:19 am
Cool! when I get back to my place, I'll start sending you the stuff :)
Title: Re: Dope's Projects
Post by: Dope on April 14, 2011, 10:08:06 am
Alucard released:
http://mugenguild.com/forumx/index.php?topic=127835.0 (http://mugenguild.com/forumx/index.php?topic=127835.0)

First post updated with 3 more projects. Also added my current levels of priority for all the projects.
Title: Re: Dope's Projects
Post by: Wolvegeta on April 14, 2011, 07:18:20 pm
Man!!! I just read your plans for aizen and it looks like its going to be another awesome char!!!, didn't have any expectations from him before, but now I really want to try him. Will he have an AI? 
And I'm also waiting for the revamped ogihci, the new version sounds really great!

Noittra? sorry that I keep directing you to him, but have you seen the sprites from the one giovanni made? They were made by mesiepivot and they look way better IMO. You should ask him for permission.

Good luck with the projects
Title: Re: Dope's Projects
Post by: Dope on April 14, 2011, 07:49:48 pm
No mesiepivot's do not look better. The only passable animation is the stance which wasnt even made by mesiepivot, it's Blah's old sprite edit with some slightly altered movements in the hand. Everything else looks sloppy. Souleater008 just posted his new sheet yesterday and it's way better than his old ones and much more DS 2nd style than mesiepivot's. Plus I like that he went for Nnnoitra's rank 8 outfit instead of rank 5, I was never a fan of the giant spoon collar.

And yes Aizen will most likely have an AI. I'll either take a crack at making one or just have Storm make one.
Title: Re: Dope's Projects
Post by: Dope on April 24, 2011, 10:46:05 pm
I have a new WIP to announce that the Aqua Teen fans should enjoy. I'm updating Master Shake by tannergates.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/MasterShake.gif)
Last I remember the character was opensource but regardless I'll just release it in Edits & Add Ons. The major thing I'm focusing on is adding newer and better moves. One example is a super where the internet Yzzerdd shows up and then pop ups begin to clutter the screen and hurt Player 2.

The spriting for all the new moves will be real easy so this wip shouldnt take too long to finish. I'm also open to any ideas anyone has to improve Shake or any new move suggestions.
Title: Re: Dope's Projects
Post by: BPTM2694 on April 24, 2011, 11:55:32 pm
How about a mooninite hyper where they fire the quad laser?
Title: Re: Dope's Projects
Post by: Duos.act on April 24, 2011, 11:59:58 pm
Definitely have a lot of callbacks to the show.  If memory serves Shake was able to fire his contents from that straw on his head.  Keep the handbannana attack too.  Definitely include more voice clips from the show.  And may I suggest an intro where Shake is in Carl's pool, and Carl comes over and forces him out?
Title: Re: Dope's Projects
Post by: Dope on April 25, 2011, 10:23:12 am
How about a mooninite hyper where they fire the quad laser?
Maybe. I was thinking the original laser instead from the first episode that had the mooninites. The laser that's a smaller square projectile compared to the quad laser. Reason being that having the quad laser projectile wouldnt be too fun because due to it's size player 2 wouldnt be able to avoid it but if I used the small projectile I think it'd make it a bit fun because Player 2 could easily jump over it to avoid it but the laser will be moving so slow that Player 2 would be bound to eventually get hit by it because it stays on screen for so long and it'd be tough to constantly avoid that laser square for so long while fighting Player 1.

And may I suggest an intro where Shake is in Carl's pool, and Carl comes over and forces him out?
Maybe. I had some funnier ones in mind but I'll keep this one in mind.


Also some small previews of the yzzerdd (from episode Interfection) super. This anim will be in the background (needs more frames still) with a voice clip from yzzerrdd as well
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/yzzerdd.gif)
Then the popups begin spawning. The popups are ripped directly from the episodes. Here's an example of one of the popups
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Popup2.gif)
Title: Re: Dope's Projects
Post by: Head of RD on April 27, 2011, 09:33:37 am
Hey dope I remember you said you and johnny were working on gin how far along are you on that?

You could add something for aizen like if his health is at like 25% the houykou would restore his power to 50% or
give him a full special meter. Oh and nice custom Grimmjow hisagi sheet seems to make him like a ds counterpart.
Title: Re: Dope's Projects
Post by: Dope on April 27, 2011, 10:27:45 am
Quote
Hey dope I remember you said you and johnny were working on gin how far along are you on that?
hard to say. I havent really had much to contribute for Gin. and Johnny's been having a tough time deciding on a lot of things on Gin. Lately he's mostly been working on a solid template to use for Gin and any future projects. But there's actually 2 Gins now. One is a single mode character that's always Gin with his shikai, and the other Gin character is the 2 maybe 3 mode Gin that has an unreleased sword mode and a shikai sword mode and possible bankai mode. Mostly it's been hard because the official Gin sprites are kinda shit and all his sprites require editing. So in summation Gin's progress isnt going to great at the moment and things like sprites, coding, and ideas for Gin are constantly changing.

Quote
You could add something for aizen like if his health is at like 25% the houykou would restore his power to 50% or give him a full special meter.
I dunno, I'm not too fond of the idea. And I've never liked the whole hougyouku Aizen thing.
Title: Re: Dope's Projects
Post by: KKenpachi on May 04, 2011, 02:53:19 am
Hey  ive got an idea for yamamotos specials how about ikkotsu and sokotsu ? the badass punches he did on wonderweiss...
Title: Re: Dope's Projects
Post by: Dope on May 04, 2011, 02:57:47 am
I was originally going to make those 2 punches as basic attacks for "a" and "b" but that seems a bit pointless now that I think about it and they would probably work better as specials. Thanks. It's gonna be a while before I get back to work on Yamamoto though.
Title: Re: Dope's Projects
Post by: Dope on May 04, 2011, 11:15:03 pm
I finished the wwwyzzerdd super for Shake last week. Here'a a picture of the middle of it
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Shakewwwyzzerdd.png)

And just finished the ex special Kongo Baku for Aizen
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AizenKongobaku.png)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AizenKongobaku2.png)


All specials for Aizen are done except Danku and Sokatsui. All the supers except Black Coffin still need to be done as well.
Title: Re: Dope's Projects
Post by: Iced on May 05, 2011, 04:04:50 pm
I finished the wwwyzzerdd super for Shake last week. Here'a a picture of the middle of it
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Shakewwwyzzerdd.png)

And just finished the ex special Kongo Baku for Aizen
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AizenKongobaku.png)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AizenKongobaku2.png)


All specials for Aizen are done except Danku and Sokatsui. All the supers except Black Coffin still need to be done as well.

That guy from hunger force! =D  That is looking great, that fire FX also looks pretty good!
Title: Re: Dope's Projects
Post by: Dope on May 14, 2011, 11:20:32 am
All attacks for Aizen are finished. Now it's time for revisions and extras. A few screenshots:

2 screenshots of his hypnosis combo
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/HypnosisCombo1.png)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/HypnosisCombo2.png)

Danku barrier
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Danku.png)

Heaven Shaking Thunder Cannon (Level 3 super)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/ThunderCannon.png)

Also, I could use some testers for my characters. Any volunteers?
Title: Re: Dope's Projects
Post by: StormEX on May 14, 2011, 11:47:58 am
Well I've testing him a bit an got you a bit of feedback:

- I'm not sure why the helpers won't show up again after the first use. (I'll take a closer look later)
- The F,DF,F, punch move has infinite properties.
- There's a hit pausetime on the hypnosis shadow's attacks which cause the swing FX's the blink off for a quick second.
Title: Re: Dope's Projects
Post by: Orochi Dx Chris on May 15, 2011, 01:09:26 pm
That kick ass x)
Title: Re: Dope's Projects
Post by: Dope on June 25, 2011, 08:32:57 pm
Aizen's just over 90% done and since it's gonna be quite some time before I get the motivation to finish him I decided to release what I've got done so far

http://mugenguild.com/forumx/index.php?topic=130955.0 (http://mugenguild.com/forumx/index.php?topic=130955.0)
Title: Re: Dope's Projects (Current Project: Axl Low)
Post by: Dope on July 27, 2011, 01:52:41 am
Aizen is finished and I finally found a non bleach character that I'd like to make next. My next project is the original PSX GG version of Axl Low
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AxlStance.gif)

I'm working on ripping the sprites right now. He's not going to be entirely source accurate and I may come up with a few new moves of my own to add to the character. I'm really looking forward to working on this one.
Title: Re: Dope's Projects (Current Project: Axl Low)
Post by: Mikel Orihara on July 27, 2011, 02:50:30 am
Aizen is finished and I finally found a non bleach character that I'd like to make next. My next project is the original PSX GG version of Axl Low
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AxlStance.gif)

I'm working on ripping the sprites right now. He's not going to be entirely source accurate and I may come up with a few new moves of my own to add to the character. I'm really looking forward to working on this one.

I always wanted to see a PSX GG character on MUGEN anyway.

Good luck on this project, and are you going to make it accurate to the original PSX GG gameplay of Axl?
Title: Re: Dope's Projects (Current Project: Axl Low)
Post by: Dope on July 27, 2011, 03:33:25 am
Honestly I can't say for sure. I've only played with Axl in the original psx GG for literally one minute in training mode. But I've played all GGXX iterations for hours on end and Axl is one of my top 5 mains in those games. So after I play the psx version more I'll decide just how accurate this character will be. But I'm thinking this character will be GG style but with some GGXX inspired attacks added. I'll make up my mind after I play the psx version more though.
Title: Re: Dope's Projects (Current Project: Axl Low)
Post by: Dope on July 29, 2011, 10:52:11 pm
I finished ripping all of Axl's sprites. To save time I plan on finishing Kayui's old Axl instead of starting my own from scratch. All the air file related things are done so now it's time for me to start coding the specials and supers. The one hit kill is done already

(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AXLdestroyed1.png)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AXLdestroyed2.png)

The first release of the character will be very close to being accurate and'll be released in Edits & Addons since I'm awaiting a response for permission from Kayui. After that I may update it further with custom things that weren't in the original GG like some of Axl's GGXX attacks.

EDIT: Finally got a response from Kayui. He gave me permission so Axl will be released in the default release section instead of Edits & Addons.

EDIT: Axl released:
http://mugenguild.com/forumx/index.php?topic=132506.0 (http://mugenguild.com/forumx/index.php?topic=132506.0)
Title: Re: Dope's Projects (Current WIP: Alexander Anderson)
Post by: Dope on August 11, 2011, 12:00:02 am
My project interests and priorities have changed, again. Instead of continuing the custom work on Axl I've shifted to working on Anderson. It's gonna take way too long for my brother to finish all of the Anderson sprites so I've decided to make a Rugal with bayonets. Think D-Rugal by Ahuron only with an Anderson movelist instead of Dormammu. Then I can simply swap in the Anderson sprites when they're finished. I only just started setting up things for Anderson so I don't really have any screenshots to show that aren't simply Rugal screenshots. I have the snd file completely setup already, the sff is setup how I want it to be, the air file is setup, and now I'm starting to code all the basics.

Here's a look at the slightly updated Anderson stance and 2 palettes I've made so far
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AnimatedAnderson.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/WhiteAnderson.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/BrownAnderson.gif)

That stance won't be in the initial Anderson-Rugal character. It won't be swapped in until most of the Anderson sprites are done. So far my brother only has the stance, walk, running, and crouch sprited so it's gonna be a while before I have enough Anderson sprites to swap in over Rugal.

I have most of the move ideas done but I'm always open to move suggestions.
Title: Re: Dope's Projects (Current WIP: Alexander Anderson)
Post by: SlenderMan on August 11, 2011, 01:15:41 pm
Anderson is that guy who regenerates and fights Alucard right?
Title: Re: Dope's Projects (Current WIP: Alexander Anderson)
Post by: Dope on August 11, 2011, 06:56:17 pm
Yeah he is.
Title: Re: Dope's Projects (Current WIP: Alexander Anderson)
Post by: SlenderMan on August 13, 2011, 10:53:53 am
Cool.. From what I remember he was an asshole of assholes as far as that show goes..his blade things are weird too
Title: Re: Dope's Projects (New Kenpachi update video up)
Post by: Dope on October 07, 2011, 11:28:17 pm
I've been slaving away at updating Kenpachi. I'm very close to finished. If there's anything anyone would like to see added to the Kenpachi update like new attacks, etc, now would be the time to speak.

Here's a video of my current progress with Kenpachi's AI
http://www.youtube.com/watch?v=I8nARzXFYKo (http://www.youtube.com/watch?v=I8nARzXFYKo)

It still needs some work but I like where it's going.
Title: Re: Dope's Projects (Current WIP: Alexander Anderson)
Post by: rukifellth on October 08, 2011, 12:42:41 am
My project interests and priorities have changed, again. Instead of continuing the custom work on Axl I've shifted to working on Anderson. It's gonna take way too long for my brother to finish all of the Anderson sprites so I've decided to make a Rugal with bayonets. Think D-Rugal by Ahuron only with an Anderson movelist instead of Dormammu. Then I can simply swap in the Anderson sprites when they're finished. I only just started setting up things for Anderson so I don't really have any screenshots to show that aren't simply Rugal screenshots. I have the snd file completely setup already, the sff is setup how I want it to be, the air file is setup, and now I'm starting to code all the basics.

Here's a look at the slightly updated Anderson stance and 2 palettes I've made so far
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/AnimatedAnderson.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/WhiteAnderson.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/BrownAnderson.gif)

That stance won't be in the initial Anderson-Rugal character. It won't be swapped in until most of the Anderson sprites are done. So far my brother only has the stance, walk, running, and crouch sprited so it's gonna be a while before I have enough Anderson sprites to swap in over Rugal.

I have most of the move ideas done but I'm always open to move suggestions.

I wish someone could one day make something like this for Dormammu Rugal so he does'nt look like God Rugal. :(
Title: Re: Dope's Projects (Current WIP: Yamamoto)
Post by: Dope on October 21, 2011, 09:42:59 am
With Kenpachi's updating finished and released I've decided to start my next character. I've finally got my shit together with Yamamoto so I'm starting back up on him. The basics are for the most part done, they're just missing the flame trails for the slashes.

Here's a preview of his fire fx. This is his current intro where he unleashes Ryuujin Jakka.
(http://img692.imageshack.us/img692/3306/yi1h.png)
(http://img18.imageshack.us/img18/7651/yi2b.png)
(http://img7.imageshack.us/img7/8595/yi3.png)
(http://img155.imageshack.us/img155/3588/yi4.png)
(http://img8.imageshack.us/img8/1415/yi5t.png)
(http://img802.imageshack.us/img802/3291/yi6.png)

I forgot to change the trans value for the sword flame before taking these so disregard the solid look of the fire in the last screenshot.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on May 06, 2012, 03:12:55 am
I haven't updated this topic in quite a while. I figured it's about time I do since I have a new project I'd like to reveal. Copy paste of the info from the opening post:

Uryuu Ishida
(http://i1127.photobucket.com/albums/l629/DopeKing05/UryuuWIP.png)
(http://i1127.photobucket.com/albums/l629/DopeKing05/UryuuWIP2.png)
(http://i1127.photobucket.com/albums/l629/DopeKing05/UryuuWIP3.png)
(http://i1127.photobucket.com/albums/l629/DopeKing05/UryuuWIP4.png)

Character Overview
I haven't made a Bleach character in over a year but this should be quite a fun one to make. He's an almost entirely projectile based character so it should be a nice challenge to make this fun and balanced. My previous Bleach characters have had almost completely custom movelists but Ishida will instead mostly stick to his Dark Souls (DS 2nd) movelist but maybe with an extra attack or two thrown in there. Huge thanks to Johnny916 (http://mugenguild.com/forumx/index.php?action=profile;user=johnnyb916) for ripping all of Uryuu's sprites and sounds for me.


Right now I have all his sprites in the sff and all palettes made already. All his movements are done and exactly how I want them. His gethits are completely done as well and he's a fully functional punching bag. I need to start working on his basic attacks but I already have his 3 weak attacks finished which are melee kicks. All that's left for the basic attacks are his medium and strong attacks which are all projectiles and I haven't started on those yet. I can't think of anything else to say about this project at the moment. I also updated the main post with info about some of my other latest projects
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on May 12, 2012, 06:40:27 am
Short video of Uryuu's basics

http://www.youtube.com/watch?v=zOS3vO26JLE (http://www.youtube.com/watch?v=zOS3vO26JLE)

Right now all his movements, basic attacks, get hits, and palettes are done.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on July 18, 2012, 08:46:48 pm
New video
http://www.youtube.com/watch?v=x2W1-LuKjNQ (http://www.youtube.com/watch?v=x2W1-LuKjNQ)

He has a new flash step. This is the flash step all my future Bleach characters will have and I will update Kenpachi and Aizen with this style flash step too.

New flash step gauge that I sprited and coded to my preferrance. Aizen will get this gauge too when I update him eventually. Kenpachi will not get this gauge however. His eye patch gauge is in the way and I don't feel like making him have 2 gauges.

New 3 arrow system inspired from his Bleach DS 1 gameplay. After shooting an arrow he can cancel the end of the animation into another arrow. He can only shoot 3 arrows in a row. You can mix and match which arrows you want to shoot too. For example you can do 3 standing strong arrows in a row or you can mix it up and do something like crouching medium -> standing medium -> crouching strong.

New throw added.

New experiment. I'm not sure whether or not I want this in the final product so opinions would be nice. It's a super move that allows him to spam arrows for a short amount of time.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Chris96 on July 19, 2012, 03:04:18 pm
Do you add his "final move" when he shoot that crazy scientist captain's bankai? Forgot technique and the captain name. By the way, I hope you can make Ikkaku bankai playable and finish first captain. Been waiting your char :)
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on July 19, 2012, 07:33:48 pm
Yes he has sprites for that attack so I will be including it as a super move
(http://i46.tinypic.com/p85ky.png)

In Bleach DS the projectile that attack shoots is a very crappy looking laser. Mine will have an actual arrow instead.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Graphicus on July 19, 2012, 11:31:17 pm
Did I ever send you those Rugal sprites where you asked me to edit the hands?

I can't remember now... I know I finished them.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on July 19, 2012, 11:36:38 pm
No you didn't. I asked if you could send me a copy of what you had so I could take a look but I never heard back.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Graphicus on July 20, 2012, 12:57:57 am
Crap, I'm sorry. I'll send them to you as soon as I get home tomorrow.

Hope you still need them...   --;
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on August 02, 2012, 11:31:58 pm
New video update
http://www.youtube.com/watch?v=-r4Jn966skI (http://www.youtube.com/watch?v=-r4Jn966skI)

Major updates to note:
- New sounds for all arrows.
- New ground and air Letzt Stil supers added.
- Reverse throw added and air throws added.
- New chargeable special added.
- RansoTengai wip added. Grants temporary super armor.
- Rapid Fire wip updated. Grants temporary rapid fire for basic arrows.
Title: Re: Dope's Projects (Current WIP: Uryuu Ishida)
Post by: Dope on August 27, 2012, 11:05:02 pm
Uryuu beta released.
http://mugenguild.com/forum/topics/uryuu-ishida-beta-8272012-143671.0.html (http://mugenguild.com/forum/topics/uryuu-ishida-beta-8272012-143671.0.html)

After I finish this DS 2nd based Uryuu I plan on making a totally different Uryuu based off his DS 4th sprites which will be more custom and will have more attack possibilities.
Title: Re: Dope's Projects (Current WIP: Onomatopoeia)
Post by: Dope on October 24, 2012, 12:27:55 am
I'm close to done on Uryuu. I coded his last ground special. He shoots 4 arrows that weave up and down. Here's some screenshots, although it's hard to take good screenshots of it because of the weave pattern.
(http://i47.tinypic.com/343ghli.png)(http://i50.tinypic.com/2nsrzeu.png)

I still need to code the aerial version of that special and I was thinking of maybe making a super version. After that then Uryuu should be all done and I can move on to my next projects.

After Uryuu I'll mostly be working on a project from CC [formerly known as CVG]. The character is Onomatopoeia and the sprites are by Whiplash. All the sprites are done, it just needs some extras like winposes and such.
(http://i47.tinypic.com/huq32u.gif)

And at the same time I'll also be working on my old Berserk Sagat character that I've had on hold forever. The only thing I did already was sprite and code custom air tiger shots. The punch version of the air tiger shot shoots straight across and the kick version shoots down at a 45 degree angle.
(http://i46.tinypic.com/2hriq2x.gif)

and I was looking over my old Kenpachi and although it was decent I feel he could use a lot more work so I'm updating Kenpachi again.
(http://i45.tinypic.com/1fboy8.gif)
There's a lot that's gonna be done on Kenpachi, some of which includes:
- readjust a lot of animation timings (You can see the new stance timings in the animation above)
- Change hitsparks
- add hurt voices
- Redo hyper bgs
- Redo old sprite edits. Some of which include the crouching kick and the rapid slash super.
- revise hyper armor coding for eye patch removal mode
- change various fx to less blurred styled fx.
- change transparency values
- redo a lot of coding on a lot of things
- flash step will be removed. Instead he'll have a dash.
- redo eye patch gauge. sprites and coding.
- a lot of movelist revisions. Should turn out to be much funner and more polished than my old movelist.
- redo and or polish just about everything.
Title: Re: Dope's Projects (Current WIP: Onomatopoeia)
Post by: YoungSamurai5 on October 24, 2012, 06:48:38 am
wow your working on ono awesome man i really love your works and hope to see how ono turns out
Title: Re: Dope's Projects (Current: Kenpachi Zaraki)
Post by: Dope on April 11, 2013, 09:30:35 pm
I started revamping Kenpachi recently. Everything is being redone and I'm hoping that when I'm done it'll be a character that bleach fans and nonbleach fans alike can enjoy.

Here's a video of my current progress
http://www.youtube.com/watch?v=Y-Qul0nCfUo (http://www.youtube.com/watch?v=Y-Qul0nCfUo)

All the sounds in the video are temporary. I'm not worrying about sounds until later and I plan on redoing all the sounds. Things to note about the video
- New dash system instead of flash step. I never cared much for the flash step so now he has a dash button instead. It's main purpose is to rush in and attack and it uses the custom gauge to limit it's uses. Standing Z gets a different faster animation if it's used during the dash.
- Basics all redone. Movements, gethits, normals.
- The revamped versions of 2 of his specials. The lunge special can now be combo'd into an uppercut follow up or an overhead slam follow up. I forgot to show off the overhead slam follow up in the video. It's the same animation as the special dashing z attack but with different properties that'll slam the opponent to the floor.
- The 2 revamped specials now have EX versions as well. These tie into his custom gauge to limit their uses.
- A preview of the revamped Energy Release super. The hit properties and new fx are the highlight. It still needs a proper startup and super portrait and all that.


And here's a screenshot of the new energy release fx. This screenshot's old so it's missing the hitsparks and the hit count isn't the same anymore.
(http://i1127.photobucket.com/albums/l629/DopeKing05/KenpachiWIP2_zps722d0cce.png)
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on June 08, 2014, 08:17:23 pm
New project. Silver Samurai.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/SilverSamurai.gif)

I haven't started on him yet though. I'm currently making some special intros for 2 of my characters against 2 upcoming characters by Johnny916. I'd say who but I'm not sure if Johnny wants them kept secret or not. I'll have to ask him. I've got 1 of 4 of those done. After that progress on Silver Samurai will commence.

It's 2014 and I still have yet to see a Silver Samurai that I'd call great. All of them seem to have at least some flaws. Since Silver Samurai is one of mine and my brother's favorite characters I've decided to make my own. I'm too lazy to make my own from scratch so I'm borrowing some work from others and editing them accordingly. Overall I think I like corntortillas' version best. I was going to use his as a base at first but then I saw one by Mazemerald(?) today. I liked some of the custom things he had in that so I might use that one instead as my base and port over some of corntoritllas' stuff. Everything's going to be edited so this won't simply be a hybrid between the two. I'm just saving a bit of time on a few things but still improving them. I mostly didn't want to go through the hassle of building an sff from scratch and doing all the gethits. I'm not sure if I'll release this in the regular release section or the edits section. I'll just have to wait and see how much work is still left from the original authors before I make that call.

He won't be any specific style. I'm just doing my own thing like I've always done. He'll have all his traditional attacks plus maybe some custom ones I come up with. Some of the traditional stuff might have some custom flare added to it. I'm open to any ideas anyone comes up with for the character. Silver Samurai seems a bit less esoteric than my other characters so I might post up progress on him more often than I usually do with my projects. We'll see.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 05, 2014, 06:15:51 pm
I started working on Silver Samurai a bit. Not a whole lot of progress but a decent start. I fixed some palette issues with his fire, lightning, and slash frenzy fx. Screenshot of updated fire and slash frenzy.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/SSFire.png)

I made a new select screen portrait because the old one was just a random sprite.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/SilverSamuraiPortrait.png)

Also changed his dash to a normal run. Tweaked his jumping animations so they'd look better. And I started readjusting the setup for his basic attacks. Instead of automatically doing two slashes for his weak and medium punches you now have to push the attack button again manually to do the second slash. After I finish all that I plan on fixing some visuals on his elemental powerups.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Watta on July 05, 2014, 06:24:02 pm
Looking good so far :)
Is Johnny916 still working on that Masked Ichigo?
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 05, 2014, 06:37:46 pm
Thanks. And no he scrapped that project about 3 years ago. He's scrapped quite a few projects over the years. He's just been trying to perfect his mugen creation abilities but he's pretty damn good now as you can see by the SD Bluestreak he coded. He's still working on Bleach projects. Mostly Bleach DS conversions instead of custom Bleach works. Really lovin his work so far. I would say which ones he's working on but I'm not sure if it's a secret or not.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Watta on July 05, 2014, 08:54:50 pm
He coded the SD Bluestreak? I didn't know that. Gonna go check that out. Thanks for the update :)
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: GTOAkira on July 06, 2014, 12:17:37 am
nice silver samurai was a big favorite of mine in mvc2
good luck with him
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: SOLIDUS SNAKE on July 06, 2014, 04:10:35 am
Good luck and such a cool update. Let me know if you need a super big port.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: metamutant on July 06, 2014, 02:31:27 pm
Nice looking update, I hope too see more.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 07, 2014, 12:58:46 am
Let me know if you need a super big port.
The thought didn't even cross my mind yet. Yes he will be needing one. That'd be cool if you could make one for me. Any links to examples of your previous works so I can see if it's something I'd be interested in?
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: SOLIDUS SNAKE on July 07, 2014, 01:31:43 am
Sure thing man, I make the ports and I let the creator decide on style. Here you go man, below is the links of some of my casual stuff.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: dakidbanks on July 07, 2014, 06:13:15 am
Just curious, will you ever go back to Scarecrow?
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: metamutant on July 07, 2014, 07:12:34 am
Good luck man and you are off to a great start.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 08, 2014, 04:00:23 am
Sure thing man, I make the ports and I let the creator decide on style. Here you go man, below is the links of some of my casual stuff.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
They look nice. If you want to go ahead and make one and I'll go from there. No rush as I have quite a ways to go before I get that far.

Just curious, will you ever go back to Scarecrow?
I highly doubt it. Axkeeper (Scarecrow's spriter) had no interest what so ever to fix sprites or make new ones. The way he threw them in the sff was all jacked up and full of too many shared colors in extremely odd ways that it made palette making near impossible. I started to fix it up myself but got fed up with it. I think I fixed the shirt and hat in all the sprites but that was it. Someone from CC (CVG) was supposed to fix the rest but never did. Maybe if the sprites got fixed I'd have some interest in continuing. Plus there were a lot of creative differences with people I will not name from that forum that got me frustrated and made me drop the project. My work was going to be "borrowed" and downgraded whilst my original version without sloppy code was not going to be allowed to be available at that forum. Actually that did happen already, I don't know why I made that sentence past tense. So yeah, not a fun time making that character because certain people were trying to restrict what I can and can't do because they felt they had all rights to the character simply because Axkeeper told said user(s) "sure you can use him in your full game when he's done". Sorry for the longwinded rant. Bad memories. I don't have any plans to finish Scarecrow in the near future. However, now that I stopped going to that forum I can do whatever I want with the character and have all creative liberties so it's a maybe. Definitely not going to work on it in 2014. Who knows about 2015. If someone could finish fixing the sprites I'd probably finish up the character. He was pretty close to done. That's the major thing that made me stop was I got sick of the incorrect paletting of the sprites and it took way too long to fix myself.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: dakidbanks on July 08, 2014, 04:18:11 am
Sure thing man, I make the ports and I let the creator decide on style. Here you go man, below is the links of some of my casual stuff.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
They look nice. If you want to go ahead and make one and I'll go from there. No rush as I have quite a ways to go before I get that far.

Just curious, will you ever go back to Scarecrow?
I highly doubt it. Axkeeper (Scarecrow's spriter) had no interest what so ever to fix sprites or make new ones. The way he threw them in the sff was all jacked up and full of too many shared colors in extremely odd ways that it made palette making near impossible. I started to fix it up myself but got fed up with it. I think I fixed the shirt and hat in all the sprites but that was it. Someone from CC (CVG) was supposed to fix the rest but never did. Maybe if the sprites got fixed I'd have some interest in continuing. Plus there were a lot of creative differences with people I will not name from that forum that got me frustrated and made me drop the project. My work was going to be "borrowed" and downgraded whilst my original version without sloppy code was not going to be allowed to be available at that forum. Actually that did happen already, I don't know why I made that sentence past tense. So yeah, not a fun time making that character because certain people were trying to restrict what I can and can't do because they felt they had all rights to the character simply because Axkeeper told said user(s) "sure you can use him in your full game when he's done". Sorry for the longwinded rant. Bad memories. I don't have any plans to finish Scarecrow in the near future. However, now that I stopped going to that forum I can do whatever I want with the character and have all creative liberties so it's a maybe. Definitely not going to work on it in 2014. Who knows about 2015. If someone could finish fixing the sprites I'd probably finish up the character. He was pretty close to done. That's the major thing that made me stop was I got sick of the incorrect paletting of the sprites and it took way too long to fix myself.

I can understand and I remember the incident you're talking about with the Batman project. Just was curious because I liked your beta and saw that you weren't gonna drop it and never heard anything else about it. Its rare to see people work on DC characters... I always see Marvel, Capcom and SNK
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 08, 2014, 04:32:19 am
Personally I like DC more than Marvel so I can understand that. But yes a member at CC was supposed to finish fixing the sprites but never did and moved onto other things. That was at least a year ago now and I have yet to hear anything back still and I don't feel like inquiring. So it all seems to fall on me and I have other projects I'm more interested in at the moment. If the sprites were fixed I'd probably pick it up again but I don't feel like doing it myself anytime soon.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 14, 2014, 05:28:34 pm
(http://i60.tinypic.com/adn40y.png)

I finished separating his attacks like I wanted. Now x has to be pressed twice to do the light punch combo, and y also has to be pushed twice now to do the medium punch down and up slashes. I also redid all his basic chains. Another thing I did was fix a poor coding error made by Mazemerald on the elemental fx. If Silver Samurai switched sides while it was active the elemental fx wouldn't flip with him and all the fx go behind him instead of in front of him. That took me a couple hours yesterday to fix all that because I had to fix every instance of the fx in the character. Worth it though because the elemental fx look awesome. Especially the fire, I can't get enough of that.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: SOLIDUS SNAKE on July 16, 2014, 10:33:41 am
Here you go my man enjoy, if needed of more. Just let me know!

Link: https://www.sendspace.com/file/5igiwx

Dark:
(http://i979.photobucket.com/albums/ae277/jrvs8ds/SilverSamurai02dark_vectorized_zps7d10b6f1.png)


Smooth:
(http://i979.photobucket.com/albums/ae277/jrvs8ds/SilverSamurai02_vectorized_zps0b3515ee.png)
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: Dope on July 16, 2014, 11:06:00 pm
Nice. Appreciate it man.
Title: Re: Dope's Projects (Current: Silver Samurai)
Post by: SOLIDUS SNAKE on July 17, 2014, 03:32:06 pm
No problem man and any time. Enjoy the small tokens.lol
Title: Re: Dope's Projects (Current: Berserk Sagat) [Download Inside]
Post by: Dope on June 12, 2015, 05:34:41 am
I'm finally back at it. Sort of. I would like to be working on Kenpachi first but he requires way more work so instead I went back to an old project of mine, Berserk Sagat. I recently got the inspiration and motivation to start up Sagat again.

Copy paste of the first post:
Berserk Sagat
(http://i1127.photobucket.com/albums/l629/DopeKing05/Other/BerserkSagatWIP.gif)

Character Overview
Some of you may be aware of my update I made for Kurai Naito's Sagat in 2011. I'm using that as my base for this custom Sagat that I've dubbed Berserk Sagat. This one has six attack buttons instead of the usual four that SNK uses. He'll play very similar as Kurai Naito's but he'll have traditional Sagat attacks plus some new revised specials and supers with my own twist on them. Some of his attacks will look more aggressive than your typical Sagat as if he were enraged and going all out, hence the name Berserk Sagat. No this isn't one of those many crap Dark/Evil/Orochi/SSJ7 edits. He's not overpowered at all and there aren't a bunch of fx covering him to make him look like a new character.


So far what I've done is convert him from 4 buttons to 6 buttons. Gave him an aerial tiger shot. Revamped some of his basics. Sprited a new crouch hard punch and crouch medium kick. Those could be better since I did lazy frankenspriting. If anyone wants to sprite better attacks for those 2 normals feel free to hit me up. Also updated hitdefs on all his specials and of course made variants for the new six button style instead of the old 4 button style variants. That's about it really so far. Now it's onto changing him from Sagat into "Berserk Sagat". Here's a screenshot

(http://i62.tinypic.com/4fvgqs.png)

He's complete to a certain degree as far as your traditional Sagats go but he still needs a lot done to be switched into a "Berserk Sagat" instead of regular Sagat as he currently is. He's good to go though as far as a normal Sagat typically is so here's a public beta for my current progress:
https://www.sendspace.com/file/op0qtn (https://www.sendspace.com/file/op0qtn)
Title: Re: Dope's Projects (Current: DBZ: EB Trunks)
Post by: Dope on June 23, 2015, 05:24:16 am
New project. I saw the DBZ: EB rips yesterday and immediately decided to put all current projects on hold to start work on Trunks. Most of my other projects need sprite edits to continue but since Trunks wouldn't need any edits (for now anyways) I decided to switch priority over to him. Not much progress yet. I got my palette template made and have the sprites cropped and sff ready. Haven't actually added them to an sff yet.

Here's the stance and a look at the first custom palette I made.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Stance1.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Stance2.gif)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Default.gif)(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Trunks2.gif)

A bit disappointed that the boots aren't color separated but that won't stop me from making good palettes.

As for what his gameplay will be like I have no idea yet. He'll play a lot like my Onomatopoeia character but with some DBZ flare. Not sure yet if he'll be a four or six button character yet. I still need to sort through all potential basic attacks before I make up my mind on that. I'm open to any contributions on this project like sounds or sprite edits.

Depending on how well Trunks turns out I might end up making Piccolo next. But that's probably it other than maybe Bardock but even that's farfetched.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Dope on July 07, 2015, 01:26:40 am
I've got some good progress done on Trunks. Since all my old private testers are no longer around I'm instead just posting all my alphas and betas publicly in their respective project threads. I've got a new public alpha available for Trunks below:
https://www.sendspace.com/file/u0s9b4 (https://www.sendspace.com/file/u0s9b4)
Updated 7-13-2015
https://www.sendspace.com/file/7glhhb (https://www.sendspace.com/file/7glhhb)

Some screenshots before I go into details
(http://img.photobucket.com/albums/v643/KingLoco5/Trunks1.png)
(http://img.photobucket.com/albums/v643/KingLoco5/Trunks2.png)

What's done:
- Small and big portraits
- 4 palettes
- All basic movements plus some advanced movements
- All normal attacks plus some dash attacks
- 1 intro (still needs work though)
- 1 winpose (may add voices and fx later)
- Taunt

Now onto specifics on his playstyle. He's a 4 attack button character with a 5th button for dashing. Dashing uses up the custom gauge and allows you to close in quick and follow up with special stronger attacks. The gauge is the same one I use for my newer Bleach characters and will be used for a few different things like EX moves and of course dashing. I'm not sure what to do with the 6th button yet but I might make it into an assist button if I don't come up with anything else. There's a lot of assists in Extreme Butoden so it'll probably be something like "z" for Bulma, "D,F, z" for Vegeta, "D,B, z" for Tapion, etc.

Quick note about the public alpha. CLSNs are sloppy for now. A lot of them are remnants from Kenpachi who I used as base so I need to redo them all. Also no gethits yet. Haven't had time or interest for that yet but coming soon.

And does anyone know where to get Japanese voice rips for Trunks? I don't mind the English one but he does sound whiny compared to the Japanese one.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: CozySquirtle on July 07, 2015, 02:10:52 am
He looks great, but there's an issue... he freezes up... alot

https://www.youtube.com/watch?v=BeTOguj2b0U
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Dope on July 07, 2015, 02:17:19 am
His AI has not been worked on at all. His AI is actually remnants of Kenpachi, which is remnants of my OLD Kenpachi so there's no way his AI is going to do anything right and I'm sure he'll go into a lot of invalid states. AI coding is something I always wait until the end to do after all attacks and gethits are coded so don't play against him or use him in watch mode until then.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Loud Howard on July 07, 2015, 02:55:08 am
if the warp didn't took them

MFG still has the Super Butoden and Budokai sounds rips for trunks
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Prototype God on July 07, 2015, 05:04:06 am
http://mugenguild.com/forum/topics/color-separated-sprites-by-girard-139019.msg2132179.html#msg2132179
Regarding sprites and color separation, Girard has color separated Trunks if you ever feel like using them. Surprised no one mentioned it yet. Project is looking pretty good.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: AlexSin on July 08, 2015, 07:02:56 pm
...Dashing uses up the custom gauge...

Not for the air dashes.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Dope on July 08, 2015, 09:22:31 pm
if the warp didn't took them

MFG still has the Super Butoden and Budokai sounds rips for trunks
Didn't notice any Budokai rips when I looked about a week ago. I saw Super Butoden but didn't look into it because I was hoping for Budokai rips whether it's the regular 1-3 or Tenkaichi 1-3. I'll have to look for them again later.

http://mugenguild.com/forum/topics/color-separated-sprites-by-girard-139019.msg2132179.html#msg2132179
Regarding sprites and color separation, Girard has color separated Trunks if you ever feel like using them. Surprised no one mentioned it yet.
Kinda wish I had noticed this before I cropped the sprite sheet. Too lazy at this point to go back and change it but I might eventually. Really the only thing I care about being color separated is the boots. Everything else is fine to me and separated hands and face, etc just makes for extra work when making palettes. Even with the boots being shared with the hair I'm ok with it for now because I'm making great palettes regardless.

...Dashing uses up the custom gauge...
Not for the air dashes.
Those aren't special dashes. Those are the regular normal air dashes that can be performed with F,F or B,B. I temporarily mapped the command as also being able to use forward c or back c. He will have a special air dash like his ground dash that can only be done with the c button and uses up the gauge. I would've done it already but I haven't picked out an attack yet for his air dash kick. Punch is already done, it's just not in the public alpha. This is what his air dash punch will be for anyone that wants to see:
(http://i58.tinypic.com/v64upc.gif)

It slams P2 straight to the ground. Haven't decided on the kick yet but it'll most likely be one of his air slashes because I'd like to use a unique animation instead of recycling one of his other basic attack animations.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: GT on July 09, 2015, 12:02:17 am
I think you should lower the x & y scale to .85 & .9 respectively. He's huge compared to KFM.

And does anyone know where to get Japanese voice rips for Trunks? I don't mind the English one but he does sound whiny compared to the Japanese one.

Say no more, fam'. (http://www.mediafire.com/download/e4zhcrybsvc64ds/Infinite_World_Trunks.rar)
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Dope on July 13, 2015, 11:02:40 pm
More progress and new public alpha. Major changes:
- Special air dash added.
- Special basic attacks for new special air dash added.
- New special "Pommel Bash".
- New special "Burning Knee".

and here's the download for the new public alpha (7-13-2015)
https://www.sendspace.com/file/7glhhb (https://www.sendspace.com/file/7glhhb)

And a couple new screenshots
(http://i61.tinypic.com/312ttoy.png)(http://i59.tinypic.com/2gtyql3.png)


I think you should lower the x & y scale to .85 & .9 respectively. He's huge compared to KFM.
I think I'll leave it at it's original scale but those are nice scale values. I'll leave them semicoloned out in the cns and I'll add a note to the read me. Thanks.

Say no more, fam'. (http://www.mediafire.com/download/e4zhcrybsvc64ds/Infinite_World_Trunks.rar)
Thanks. Although it seems a bit lacking. I was hoping for more voices but I'm sure these'll come in handy too.
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: QuickFist on July 13, 2015, 11:09:57 pm
It's coming along nicely
Title: Re: Dope's Projects (Current: DBZ: EB Trunks) [Download Inside]
Post by: Cybaster on July 15, 2015, 12:26:24 am
Yup, this is coming along nicely indeed.

All I'll ask is to make sure the character can be scaled with constants (or with localcoord if played in 1.0), because I think most people will want to play him against Z2 chars, or CVS-styled sprites. Currently, he's too big compared to CVS, and it would be a shame to have explods and other FX misaligned when scaling the char by constants/localcoord.

Good luck with everything, can't wait to see the next specials and supers. :)
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on August 29, 2015, 02:49:25 am
Another update ready. 8-28-2015 public alpha now available:
https://www.sendspace.com/file/vpnh85 (https://www.sendspace.com/file/vpnh85)

Major changes:
- New special "Slash Frenzy" added.
- New special "Lunging Slash" added.
- EX version of "Burning Knee" added.
- EX version of "Pommel Bash" added.
- EX version of new "Slash Frenzy" special added.

Screenshots of the EX versions of Slash Frenzy and Pommel Bash
(http://i57.tinypic.com/2wfp7b8.png)(http://i58.tinypic.com/nvv2fp.png)

Getting real close to beta status on this project. I'd like to get the get hits done but that's something I prefer to do all in one go, which I haven't had time for lately. I would've liked to have coded in his Burning Slash super for this update but the sprite rips are missing 5 crucial frames so it'd look pretty ugly to only work with what's there. I tried to contact Ploaj about it but have yet to get a response. If someone else could get him (or someone else) to rip these missing frames it'd be greatly appreciated because that attack is too awesome to exclude from this character. Other than Burning Slash the rest of my attack ideas are all ki related moves, I think, from what I remember. I've been avoiding ki blasts for now because I haven't gathered fx for them yet.

All I'll ask is to make sure the character can be scaled with constants (or with localcoord if played in 1.0), because I think most people will want to play him against Z2 chars, or CVS-styled sprites. Currently, he's too big compared to CVS, and it would be a shame to have explods and other FX misaligned when scaling the char by constants/localcoord
This is going to be a winmugen character. I have yet to code anything for 1.0 so I'm not experienced with it. Maybe I'll eventually get around to updating him to 1.0 after the winmugen release. And yeah you're right, I'm sure the majority of people would prefer him to be a normal scale. I'll change it to a smaller scale before an official release but for now I'm leaving his scale as is.
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: GT on September 11, 2015, 07:20:17 am
Hey, Dope, instead of using

Code:
[State 0, Voice Randomizer]
type = VarRandom
trigger1 = Time = 0
v = 26
range = 1,8

[State 0, Voice 1]
type = PlaySnd
triggerall = Var(26) = [1,3]
trigger1 = animelem = 2
value = S5,0

[State 0, Voice 2]
type = PlaySnd
triggerall = Var(26) = [4,6]
trigger1 = animelem = 2
value = S5,1

Why don't you use

Code:
[State 0, Voice 2]
type = PlaySnd
trigger1 = animelem = 2
value = S5,0+(random%2)

Code:
[State 0, ChangeState]
type = ChangeState
triggerall= Pos Y < 0
trigger1 = stateno =0
value = 50
ctrl = 1
What's this? O_o

Lunging Slash's hitdefattr is S, SA instead of A,SA
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on September 12, 2015, 01:37:03 am
Hey, Dope, instead of using [.....]
I suppose, but usually when I randomize two voices they're not neatly right next to each other like that in the snd file. I sometimes like to keep my code in the same format from state to state incase I want to change something like that later. Only saves a few lines of code really with random% in the one or two instances it's applicable in my characters. That and in this particular case I also wanted to randomly not play a voice clip but with less odds of it happening. See the way I used that varset makes Voice 1 have 3 in 8 chances of playing, Voice 2 have 3 in 8 chances of playing, and No Voice have 2 in 8 chances of playing. Thanks though

Code:
[State 0, ChangeState]
type = ChangeState
triggerall= Pos Y < 0
trigger1 = stateno =0
value = 50
ctrl = 1
What's this? O_o
Took me a minute to find where this code was hiding. That's a weird one, a remnant I suppose from the character this was edited from (My old 2011 Kenpachi). Might've been something ssjsongoku put in his Kenpachi character, which is what I originally edited from when I first start coding my Kenpachi back in 2009. Guess it went unnoticed for years lol. Deleting now, thanks.

Lunging Slash's hitdefattr is S, SA instead of A,SA
Fixed, thanks.


Side note, my laptop had hard drive failure. Lost about 20% of my personal files. Some of it was old mugen projects, luckily I uploaded most of the characters uploaded to sendspace. Laptop is back up and running. I did finish the gethits before the crash and managed to salvage it without having to redo it. I'll probably code a ki attack or two before I publicly share it. But it might be a while, overtime season just started at my job so less free time until 2016.
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on September 20, 2015, 07:26:21 am
New public alpha (9-19-2015):
https://www.sendspace.com/file/889bwq (https://www.sendspace.com/file/889bwq)

Added get hits. Added a new flaming energy effect on Burning Knee and the name makes more sense now. Two new specials added. First one is Rush Blast. It's activated with D,F, c and makes Trunks rush in a bit before shooting a ki blast that sends the opponent flying. Much funner when it's done point blank. It's mapped to the dash button because there are no other button variants and it takes a flash gauge bar to use. Second special is called Ground Blast that's activated with D,B, c. It's just a ki blast Trunks shoots down at the floor but it explodes when it hits the ground giving it a bit more reach and a second chance for damage. Nice as a delayed trap too to keep unwary opponents at bay. The explosion can damage lying opponents but this special uses up a flash gauge bar too so it's not spammable. Also made two more palettes.

Screenshots. First one is the new Burning Knee effect and the second is the new Rush Blast special.
(http://i57.tinypic.com/imjgjd.png)(http://i60.tinypic.com/5372p1.png)


Getting much closer and closer to beta status on this. Still need to redo all the clsns though, I just slapped them together lazily.


EDIT: New default palette. Got tired of the source game's default and decided to make my own.
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/TrunksStance.gif)
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on July 08, 2016, 06:23:17 am
New alpha available (7-7-2016):
https://www.sendspace.com/file/wbadp1 (https://www.sendspace.com/file/wbadp1)

I was gonna wait to upload this when I had something a little more substantial done but screw it. I've got quite a few things on my plate for a while before I can get back to this so I figured I might as well upload the latest version in the mean time for anyone still trying this.

Changes I can remember doing since last release
- Updated palettes a bit.
- Added fx for his intros and power charging.
- Added voices for intros and win poses.
- Changed the EX version of Pommel Bash so that he still does the follow up slash at the end of his dash regardless if he hit them with the initial bash.

That's about it really. I did finally finish adding all his sprites into the sff. And thanks to Hoshi's rips I finally have all the sprites for a couple of his supers that Ploaj didn't rip. The Burning Slash sprites have me particularly excited because that move has always been my favorite Trunks attack. I would've added at least the Burning Slash before uploading this new alpha but I wanted to make an animated hyper portrait first. Haven't gotten around to it but I planned on making one similar to my Uryuu and Kenpachi revamp beta where it's ripped from the anime.
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: lui on July 10, 2016, 02:19:00 am
...what?
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: hatter on July 10, 2016, 02:30:04 am
Don't bother yourself with him, he always posts like this (even after being banned over it, IIRC). :/

Hey Dope, just want to ask, are you accepting palettes for Future Trunks? I wanna give a few. :)
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: mikecrazy2004 on July 10, 2016, 05:41:30 am
http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html
hope2 see this..run.

would love to this project..... keep going..    just saying
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on July 10, 2016, 05:52:43 am
...what?
Lol, had me confused for a second there. Thought that was a response to my post but I guess it was to someone else's post that got deleted.


Hey Dope, just want to ask, are you accepting palettes for Future Trunks? I wanna give a few. :)
I always make my own palettes for my characters but yes I will accept palettes. Send em over whenever. I'm still adding fx and stuff though that might make any current palettes need future updating. Wouldn't be hard to update though when the time comes.


http://mugenguild.com/forum/topics/gabriel-belmont-castlevania-lords-shadow-160148.0.html
hope2 see this..run.

would love to this project..... keep going..    just saying
Sorry but don't get your hopes up. That project started 2 years ago but it never even made it past the sprite ripping phase. I don't have the time to do the ripping myself and the other person that told me years ago they would never did finish either. So this project won't be continued unless someone steps up and helps with the sprite ripping. Which is unlikely especially with the lack of exposure for my projects.

The only projects of mine being worked on right now is Future Trunks, and even that is hardly being worked on at the moment. Any of my other projects will have to wait until after Trunks because I don't have time like I used to for mugen creating.
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: lui on July 10, 2016, 07:57:51 am
i really love how you kept trunks nice, simple and clean. no over-the-top supers or special moves that do like 999 hits, looking forward to the finished product!
Title: Re: Dope's Projects (Current: Future Trunks) [Download Inside]
Post by: Dope on July 10, 2016, 09:20:08 pm
Thanks, and yes I'm making this a traditional low res 2d fighter instead of an over the top dbz style character with layers of hires fx. There's enough of those out there and hardly any normal styled dbz characters.

Also, I don't think I ever showed off my 2 new palettes. First one's based off Asura from Asura's Wrath, second one is based off Abaddon from Darksiders. They're my 2 favorite palettes so far. And I've been dying to see the Burning Slash attack animated so I threw together a gif in fighter factory since I'm not ready to code it yet.

(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Asura.gif)
(http://img.photobucket.com/albums/v643/KingLoco5/Mugen%20WIPs/Abaddon.gif)

I didn't like the order the original game had for the slashes so I tweaked the animation a bit for a longer and more fluid slash sequence.