The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: 【RTC】MelvanaInChains on December 27, 2010, 08:26:50 pm

Title: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 27, 2010, 08:26:50 pm
so i'm gonna reboot this first post! wowie-whoa

in progress right now!!: Reggie Skatore

regarding other WIPS:

Charlce
Spoiler, click to toggle visibilty
details: character that came with the original versions of the engine KOF91
status: sprite file is mostly done, i haven't really coded anything yet because his sprite count kinda tells me i'll have to brainstorm a few things. also collected sounds (specifically shigeru chiba voice clips)

Deke Cay
Spoiler, click to toggle visibilty
details: sub-boss from tattoo assassins
status: well my version is stopped; magic toaster is working on his own jjba-styled version now

Kung Fun Man (reboot)
Spoiler, click to toggle visibilty
details: a redo of my first character ever
status: i have SOME sprites drawn, but no coding done at all really. i don't even think i have the files anymore. kelexo might

Rasetsujo
Spoiler, click to toggle visibilty
details: character from the live-action allumer game gokuu densetsu magic beast warriors
status: pretty much stopped. i couldn't really get it to feel like the game at all and i lost interest

Spilt Milklin
Spoiler, click to toggle visibilty
details: a doofy edit of lin, somewhat in response to the lack of a good lin in MUGEN
status: a good amount is done, but on hold for now

i know i forgot like 40 other ones because my backlog is massive, but!
Title: Re: Melv's WIP threaddin'
Post by: GT on December 27, 2010, 08:53:34 pm
Fat Raiden looks interesting! Does he have a story?
Title: Re: Melv's WIP threaddin'
Post by: 【RTC】MelvanaInChains on December 27, 2010, 08:58:32 pm
The first time I've ever worked on a Doom project, I replaced the pinkydemon with two sprites of Raiden's crotch punched animation, and his attack would be his sprites where he was inflating, like when he got hit with Kiss of Death or whatever; me being stupid, his new attack sounds were just me yelling I'M FAT into the microphone

Figures, this apparently one of my most appreciated additions to Skulltag by my friends; not that I don't think he'd be hilariously fun to make in MUGEN
Title: Re: Melv's WIP threaddin'
Post by: 【RTC】MelvanaInChains on December 29, 2010, 02:45:15 am
Welp

this might be a start of something (http://www.youtube.com/watch?v=wxbxodxAu18)
Title: Re: Melv's WIP threaddin'
Post by: GOH on December 29, 2010, 11:45:49 am
dosemoves
Title: Re: Melv's WIP threaddin'
Post by: 【RTC】MelvanaInChains on January 05, 2011, 10:53:13 am
I've been kind of on-and-off on work with Alter Amiba

(http://www.melv.thedailypos.org/fuckingdoitlive.png)

sum paletz...of course the 6th one is tongue in cheek!

So basically right now he's got:
- a cleaned out .sff and .snd file (finally...)
- sorta 6-button gameplay now
- plenty o' pain/taunt noises
- 3 supers (one of them being an attempt at Yoh Soh Sonkyaku or whatever the hell it's called)
- new victory portrait (http://www.melv.thedailypos.org/BONURamiba.png)

When he's near completion, I'll try asking somebody who actually -knows- something about HnK gameplay mechanics to give me a hand -- and who knows, might attempt making a normal Amiba for those who don't want stupid-ass moves/sounds

Also a sneak peek not-really-beta (http://www.melv.thedailypos.org/alteramiba.rar) if anyone cares (still lol)
Title: Re: Melv's WIP threaddin'
Post by: Do not even ask on January 05, 2011, 12:35:33 pm

It's a little rough around the edges but it shows lots of promise.
Title: Re: Melv's WIP threaddin' (Amiba palette pickin')
Post by: 【RTC】MelvanaInChains on January 12, 2011, 01:50:40 am
Alright, well outta those problems:

- Fixed debug flood
- Added the missing clsn
- Fixed QCF+x's collisions

Now to just get to the other three

Also just out of boredom, I made a few too many palettes, and since MUGEN only supports 12 (unless you count that palette-switching thing that frankly, I'm not going to do at all), I'd figure I'd let others pick 12 themselves or something...so yeah, do that if you want, I'll put the remaining 4 (or others if I decide to make more) in an 'altpalette' folder or something

Spoiler, click to toggle visibilty

In a short bit I'll go upload the newest beta after fixing a buncha things; and the cool thing is I can finally say he's a 6 button character...I dunno why I'm proud of that
Title: Re: Melv's WIP threaddin' (Amiba palette pickings)
Post by: Rozay on January 12, 2011, 07:09:33 am
With palettes like those, I don't even know if I want to ask to make some.

I'll let me and my biased opinion wait until others decide on their favorites.
Title: Re: Melv's WIP threaddin' (Amiba palette pickings)
Post by: 【RTC】MelvanaInChains on January 13, 2011, 12:29:55 am
Y'might as well either make palettes or vote on 'em now because I doubt I'll get people to actually vote

Also although those three problems aren't yet fixed, more stuff got added (http://www.melv.thedailypos.org/alteramiba.rar), this is still more of a 'here's some ideas' phase before I start fine-tweaking him; namely his basics have really needlessly precise CLSNs

New retouched beta along with those three problems being fixed (lazy-ass I know) will probably be up tomorrow or, hell, maybe even tonight

So yeah, lemme know whatcha think (also forgot to mention, X+Y is a juggle attack, but I'm not sure it's supposed to work like juggling a soccerball...)

Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: Rozay on January 13, 2011, 12:55:42 am
....So you WANT me to make palettes now? Send me a sprite or something then.

As for my picks, i'd have to say get rid of the MC Fire, Geira, Boogal and MvC3 ones. 
Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: 【RTC】MelvanaInChains on January 13, 2011, 01:12:53 am
Well it sounded like you were hinting at it lol

This should work (http://www.melv.thedailypos.org/wawawawawa.pcx)

Also thanx your votes, adding those to my friend's decisions as well
Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: GT on January 13, 2011, 01:35:18 am
May I contribute? :)
(http://i902.photobucket.com/albums/ac224/60_frames/NoCell.png)

Oh, and I vote for Larry David.
Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: Rozay on January 13, 2011, 01:37:25 am
Actually, I was hinting at the fact that your palettes are FUCKING AWESOME.

Also, going by the palettes you made, I should make some weird palettes, right?
Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: 【RTC】MelvanaInChains on January 13, 2011, 01:39:23 am
May I contribute? :)
(http://i902.photobucket.com/albums/ac224/60_frames/NoCell.png)

Oh, and I vote for Larry David.

Dayum, that's an awesome one, snagging that, thanks

Actually, I was hinting at the fact that your palettes are FUCKING AWESOME.

aw shucks

Also, going by the palettes you made, I should make some weird palettes, right?

Yeah feel free lol

Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: 【RTC】MelvanaInChains on January 16, 2011, 10:08:13 pm
VirtualDub + patience for ripping frame-by-frame + dxwho's extremely helpful assistance =

(http://www.melv.thedailypos.org/billywins.gif)

What y'all meant by more sprites, right?

Improved gameplay might be coming soon, but still haven't gotten an opinion on the latest Amiba beta
Title: Re: Melv's WIP threaddin' (Alter Amiba public beta v2)
Post by: Jesuszilla on January 16, 2011, 10:36:11 pm
Amiba, Alter Amiba, Boogal, Hyo, MC Fire, Stoner, Taiga, Zaria, Geira


I'm really sad that you nerfed a.C and removed the second hit of a.B (even if it was a bug, I kinda liked that).

Also, qcf+HP passes through at close range on some opponents:
(http://img843.imageshack.us/img843/2589/mugen061.png)
Title: Re: Melv's WIP threaddin' (Billy Two Moons)
Post by: 【RTC】MelvanaInChains on January 31, 2011, 04:15:38 am
Alright well before I get back on Amiba I figured I'd pick up on Billy and fix him more since I have the resources for it now

And hey, public beta! (http://www.melv.thedailypos.org/billytm.rar)

He has a shitty axe toss move that'll probably get removed, a bad large portrait that I'll have to replace and the jumping forward/backward sprite....yeah, nothing else to say there

I kinda feel like I'm improving him significantly but that's why I post these, so lemme know if I fucked up anything
Title: Re: Melv's WIP threaddin' (Billy Two Moons v2 public beta)
Post by: 【RTC】MelvanaInChains on February 08, 2011, 12:11:16 am
NEW VIDEO UP WHOOP WHOOP (http://www.youtube.com/watch?v=N25oRMt3Yms)

Since I released that beta, more things have been tweaked such as:
- Better thrown state alignment
- Lessened the damage on Billy Beatdown so that Ono Tesshin has a point
- A...kind of better jumping forward/backward animation....
- fixed the air punch collisions lol
- Fixed the sprite coordinates
- Billy Beatdown now has milder envshake and ends differently (roundhouse kick rather than an uppercut)
- Fixed supers giving back power

After I get done with Billy, I can do either of two things:

1 - start on A.C. Current
2 - start on respriting Kung Fun Man

And the new feature this Fun Man will have is something everybody loves apparently... (http://www.melv.thedailypos.org/kungfunmanthesecondcoming.png)
Title: Re: Melv's WIP threaddin' (Billy Two Moons v2 public beta)
Post by: 【RTC】MelvanaInChains on February 23, 2011, 09:53:08 am
ey yo new video up n' shit (http://www.youtube.com/watch?v=d6MZIvO37tM)

Details and everything are in the description
Title: Re: Melv's WIP threaddin' (Kung Fun Man complete resprite and Truck Davis edit?)
Post by: Duos on February 23, 2011, 09:59:51 am
Wow at that color separation.  But hey, it's something that's in demand these days so what else can I say.
Title: Re: Melv's WIP threaddin' (Kung Fun Man complete resprite and Truck Davis edit?)
Post by: 【RTC】MelvanaInChains on February 23, 2011, 10:04:13 am
Wow at that color separation.  But hey, it's something that's in demand these days so what else can I say.

Lol, true

Although half the reason I did it is because, well, I thought it'd be funny to do it on an MSPaint character

Mostly just gonna be adding better animation to him though I s'pose
Title: Re: Melv's WIP threaddin' (Kung Fun Man complete resprite and Truck Davis edit?)
Post by: 【RTC】MelvanaInChains on March 21, 2011, 02:25:37 pm
(http://www.melv.thedailypos.org/lose.gif)

yeah. i dunno.

just fuckin' around with sprites for now.

and yes that is a valkenhyn palette.
Title: Re: Melv's WIP threaddin' (UMKT Shang Tsung)
Post by: 【RTC】MelvanaInChains on April 04, 2011, 11:16:45 pm
well since he won that little poll i ran

(http://www.melv.thedailypos.org/mugen184.png)
(http://www.melv.thedailypos.org/mugen185.png)

does he play in mk style? heheheh yeah if you want to call it that
Title: Re: Melv's WIP threaddin' (UMKT Shang Tsung)
Post by: Rozay on April 05, 2011, 12:29:11 am
WHY ARE THE SPRITES SO UGLY?

Which characters will he be able to morph into?
Title: Re: Melv's WIP threaddin' (UMKT Shang Tsung)
Post by: Errdor on April 05, 2011, 12:43:15 am
WHY ARE THE SPRITES SO UGLY?

Which characters will he be able to morph into?
Well UMKT was hack of Ultimate Mortal Kombat 3 for Sega Genesis so yeah that Shang Tsung sprites he ripped is from
that hack that is so broken. I'm guessing he'll morph into MK1 characters or everything.
Title: Re: Melv's WIP threaddin' (UMKT Shang Tsung)
Post by: 【RTC】MelvanaInChains on April 05, 2011, 01:10:28 am
WHY ARE THE SPRITES SO UGLY?

as k' just said yeah, the really ugly ones are sprite edits exclusive to umkt, and genesis conversions of said sprite edits gets you...that

it's not pretty but it's better than just having him turn into johnny cage just to get him to do an uppercut

also yeah, he's gonna morph into mk1 characters....for the most part, but just for moves and not an actual morph system because one, it didn't work like that in umkt and two i refuse to code that lol
Title: Re: Melv's WIP threaddin' (i don't even know anymore)
Post by: 【RTC】MelvanaInChains on April 29, 2011, 12:08:26 pm
welp, i'm gonna get someone else to work on shang tsung eventually, it's...not going so well on my end

but surprise, new idea

(http://www.melv.thedailypos.org/deke.gif) (http://www.melv.thedailypos.org/dekewalk2.gif)

he doesn't have many sprites (only 95) but hell i can just edit them myself...i hope
Title: Re: Melv's WIP threaddin' (i don't even know anymore)
Post by: adriano gt on April 29, 2011, 09:24:50 pm
NIIIICE
I like zombies...
Good idea
Lucky in your work.
XD
Title: Re: Melv's WIP threaddin' (i don't even know anymore)
Post by: 【RTC】MelvanaInChains on May 03, 2011, 04:15:57 am
(http://www.melv.thedailypos.org/mugen337.png)

quick question is the standing alignment here fucked or am i just seeing things

also have a super custom losing animation i threw together in paint in 10 minutes

(http://www.melv.thedailypos.org/dekeakiri.gif)
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: Cybaster on May 03, 2011, 04:37:17 am
Left foot (artist right) on the ground would look better indeed.
Nice custom anim.
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: The Fisher King on May 03, 2011, 04:41:22 am
the alignment of the stand can go down 2 pixels IMO good luck with the char  :)
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: 【RTC】MelvanaInChains on May 04, 2011, 06:20:30 am
(http://www.melv.thedailypos.org/mugen342.png)

thanx, this worked out wonderfully

might as well post my idea of a movelist here for...i dunno why, where he had only one of these moves in the source game because i'm pretty sure deke was never actually finished as a character. also ex moves for no reason

bone dash: a charge move where he dashes forward holding out a bone. x variant will have him slide pretty far, y variant (bone jabber) will have him dash shorter but it does more damage. ex variant (bone drill) will have him slide as much as the x variant but it hits multiple times.

organ toss: standard projectile. x variant is his intestine that travels pretty far and has low acceleration but minimal damage. y variant (chunka meat) won't travel too far but it'll do a lot more damage. ex variant (organ donor) will have him throw both at middle-of-the-road values for both.

for the supers:

ashi tatsumaki fuhai: a super move with a japanese name for no reason. a level 1 super where he glides across the air kicking repeatedly, obviously only really useful for anti-air.

how 'bout some hematemesis: his level 2 super. y'know marco rossi's super where he vomits out blood in neo geo battle coliseum? yeah this is a direct rip-off of that move.

hone jigoku: another bullshit japanese-named move, this might be a harahara in the style of waku waku 7 where it has large start-up time but does pretty massive damage to punish not stopping him. it's simply a move where he takes out a cluster of bones and starts wildly tossing them after the harahara mode is activated.

so....yeah. just leaving that there.
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: MDI on May 04, 2011, 06:39:07 am
Late reply, but I love that Truck is actually looking like a solid player, and the sound effects in his winpose are quite awesome.

Deke Gay is looking promising as well.
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: 【RTC】MelvanaInChains on May 11, 2011, 02:29:52 am
thanks, his winpose changed since i ripped all the missing frames but i haven't really worked on truck for a while

also i uh....well, i went overboard lol (http://www.youtube.com/watch?v=DBG6jMguAQg&feature=channel_video_title)

also HAHAHAH DEKE GAY
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: Rozay on May 11, 2011, 03:02:11 am
....You're turning into a combination of the_none and 3ha.
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: 【RTC】MelvanaInChains on May 16, 2011, 12:40:48 am
alright alright actual progress (http://www.youtube.com/watch?v=xhlDgn14VCU&feature=player_embedded)
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: GOH on May 16, 2011, 12:52:41 am
GHFAGJFHJSG-WEDAHOOD-FGHGFSHGH-WEDAHOOD-GFHSGFHS-WEDAHOODAT-HFJHAFASJFHJSHAF

MK bone sprites ftw. Lots of fun. D:
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: Blue Monkey on May 18, 2011, 05:16:03 pm
hehe this guy will be awesome, however, why do i feel like a more Thriller based win pose and moves would be more appropiate :P, so cool you are working on this guy, keep on rocking
Title: Re: Melv's WIP threaddin' (Deke Cay)
Post by: 【RTC】MelvanaInChains on July 08, 2011, 09:55:05 am
because it would. and also in typical lol melv fashion, he's on hold too. but might as well upload what i got for him now. (http://www.melv.thedailypos.org/deke.rar) a lot of sprites have yet to be changed and i lost some actual progress in a harddrive crash a bit ago but that's the extent of it. feedback welcome as always.

same thing with top fighter 2. although i'm just collecting sprites for the time being for that one.

but alter amiba is back by...popular demand?

(http://www.melv.thedailypos.org/mugen048.png)
(http://www.melv.thedailypos.org/havanadays/mugen108.png)

might as well post his current movelist now since i almost completely re-worked it:

Lazy Kick - a kick move using only one sprite that kind of mutated into a roll attack of sorts.
The Back'ander - a close-range slap move. i kinda need opinions on what actual properties to give this because right now it's kinda useless.
Starry Bullet -  a projectile move that's...well, just a projectile. pyron's unused projectile from one of the earlier vampire savior games to be exact.
Freakin Rip Off Of Liu Kang - an air-only move that's a dashing air kick. reworking it to fly straight rather than downwards because lol

Supers:

Uwaraba Smash - while yelling 'uwaraba' for no reason he falls flat on his face, causing damage with every frame at close range. also works as an OTG super.
Amiba's Reaction To Obama's Victory - Amiba assumes a pose which stuns upon contact. landed or not, he then sends various baraka clones after them.
Yoso Sankaku Kyaku - one of the few leftover old moves (the other being freakin ripoff), this is a level 2 air super where he rises backwards and then flies down with a kick, doing considerable damage upon contact.
Explosions The Movie - another harahara in the style of wakuwaku7, he braces himself for semi-self-destruct. will do major damage as all harahara's do.

and that's all i got. i'm still working on a few things and adding totally hell-larious intros/winposes so luckily he might be available for release soon.
Title: Re: Melv's WIP threaddin' (Alter Amiba still kickin')
Post by: FeckFace on July 09, 2011, 01:42:49 am
FUCK. YES. GRAZIE.


Spoiler, click to toggle visibilty
Title: Re: Melv's WIP threaddin' (Alter Amiba still kickin')
Post by: Duos on July 09, 2011, 01:44:22 am
Make the slap have autoguard and wall bounce so he can combo off it.
Title: Re: Melv's WIP threaddin' (Alter Amiba still kickin')
Post by: Cybaster on July 11, 2011, 12:57:01 am
I tested Deke. :)

- Put the musics/voices during intros on a particular channel, and put a stopsnd in state -2. Because it looks odd to have the voices continue when you skip the intros.
- Typo in readme for qcf motions, which are in fact qcb.
- Organ Toss would feel more natural if the organ was describing an arc motion rather than a line, making it affected by gravity.
- The crouch CLSN. o_O
- Same for taunt.
- Turn sprites not added yet, but you know that. :P

I love the Muse intro, it really cracked me up. :D
It's shaping up nicely for now. I really want to see what other crazy ideas you'll come up with. :)
Title: Re: Melv's WIP threaddin'
Post by: 【RTC】MelvanaInChains on August 16, 2011, 06:51:05 pm
welp, this is late as hell but thanks for the reply cybaster. i've pretty much decided deke's gonna be next after this new project i'm planning. yeah i kicked around the idea of kyo hombre but after alter amiba, i kinda wanted to make a character who has a movelist that exists

(http://www.melv.thedailypos.org/jamwip01.png)
(http://www.melv.thedailypos.org/jamwip02.png)

enter strawbelly jam (or drethdok outside of japan). yeah, another battle monsters character, big surprise. he seems like he'll be pretty simple to make though so i'm gonna set my sights on making him for now.

a few notes though: in the game, upon holding A+B, he can regenerate his health. yeah. i think i'm just gonna rip off elena's healing move from third strike for that.

this is also not his original palette, this is. (http://fenixware.net/fab/images/costumes/2815/drethdok_bmo.png) thing is, when i rip from yabause, he has black that blends in with the background, pretty much making it unrippable. so i went with his alternate instead, and the other palette there is the 'blueberry jam' palette because lol funny

but yeah. basically this first and then deke because i liked how he was coming out
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: Blue Monkey on August 16, 2011, 07:41:34 pm
cool!, always looking forward to your creations dude
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: 【RTC】MelvanaInChains on August 24, 2011, 04:32:07 am
just a wee update. with the help of my good buddy kelexo, i've been able to get his original palette back, as you can see here plus another one kelexo made that just looks hella cool

(http://www.melv.thedailypos.org/jam1.gif)(http://www.melv.thedailypos.org/jam2.gif)(http://www.melv.thedailypos.org/jam3.gif)

what has been done:
- his basics (aside from like two of them)
- his shoulder shove
- his sound clips (he only has like 4 of them but still.)
- that weird 360 kick roll he has
- the double arm uppercut
- that (http://www.melv.thedailypos.org/nom.gif)
- a majority of his gethits (i still need to rip his crouching ones)
- that one move where he slams his fist into the ground and causes the screen to shake + damages the opponent from a certain distance
- his healing super. it kinda heals a lot at the moment. contemplating making it a level 2.
- all the essentials (intro, taunt, win)

what needs to be done:
- his fire breathing attack
- his cannonball attack
- his actual super in game. mainly, just does a double arm uppercut like three times and then it ends in his bite throw. i say fuck that and just make the bite an attack rather than a grapple for this super.
- collision boxes for most of the essentials (gethits really)

that's pretty much it. he's making good progress at the moment so stay tuned???
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: 【RTC】MelvanaInChains on August 28, 2011, 03:40:11 pm
well, just showin' off a few screens and noting a few things since he's nearing completion

first, the 'cannonball attack' in the original game is pretty much useless so i'm nixing that until further notice. the 'fugu attack' here travels higher than it should but i kinda like how it accidentally came out since it acts more like an anti-air now seen here

(http://www.melv.thedailypos.org/mugen343.png)

programmed the throw in like a minute. pretty simple.

(http://www.melv.thedailypos.org/mugen346.png)

lastly, i added his fire press attack which is basically like...just yoga flame i guess.

(http://www.melv.thedailypos.org/mugen344.png)

i still gotta do his actual offensive super as opposed to the health recovery one (which has been nerfed a tiny bit), and his damage values...uh....they're HALF right. i tried doing the caveman method as you can see here (http://www.melv.thedailypos.org/satanistheevilestman.png), but apparently accurate damage scaling = 3 hit combo would do 50% damage. so i just halved the values and they work fine now.

lastly dxwho ripped the hitsparks from the game which i didn't think of doing at all, so i'm gonna be snagging those. and no i'm not going to bother programming the blood drops

so basically all i gotta do now is align the hitsparks, his head.pos and mid.pos, fix the gethits a bit and he should be good to go soon
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: 【RTC】MelvanaInChains on September 04, 2011, 07:15:52 pm
captain's log yaddayaddayadda

so i changed around a few things (again thanks to drkelexo) and tweaked it to be more 'accurate' in terms of aesthetics and, hey, functions help too

(http://www.melv.thedailypos.org/newjamwip01.png)

the cannonball attack was added. functions the same as it does in source; floats up and then crashes at a downward angle

(http://www.melv.thedailypos.org/newjamwip02.png)

fugu attack was made to be more accurate to source, as it no longer shoots up in the air but does a small hop. also you may notice the hitspark there. those are straight from the game too; and yes they look like that in game. i know.

(http://www.melv.thedailypos.org/newjamwip03.png)

the big jaw was made so that the distance was a bit farther, and it looks decidedly less awkward

and due to him dealing some pretty nasty damage during combos, a damage dampener was added

lastly i made his super. thing is i coded it in the most awkward way possible, so i'm gonna have to redo it, or at least redo the way it ends

after that, i need to add a special that happens after pressing A (or X in this case) repeatedly

and a note: after i'm done this, i will either go on a massive wip-finishing spree or start on either of two projects: ahmed johnson from wwf in your house and another character i'm keeping secret for now. but he'll have palette separation. hohoho he'll have palette separation.
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: Duos on September 05, 2011, 02:15:57 am
First of all, you have sprites for WWF In Your House?  GIMME.

Second, I love what you did to Diss's Tower stage lol.  Cinema Snob is the greatest.
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: 【RTC】MelvanaInChains on September 05, 2011, 02:19:56 am
well, in the process. there's a lot of sprites i still gotta get but i have a good few of them already done (http://www.melv.thedailypos.org/ahmedsheeto.png)

and yeah thanx. there was a picture of juri saying 'just fuck me now' and i'm like 'nope' with that face because you aren't going to dirty up my stages with your sex talk lady
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: 【RTC】MelvanaInChains on September 17, 2011, 08:22:38 am
welp here's a preview vid if anyone's interested in seeing this beast made of clay in action (albeit getting his ass handed to him) (http://www.youtube.com/watch?v=bIa2L6dF3uc&feature=channel_video_title)

when will he be released? i'uno, i wanna SAY soon but that'll just jinx it. really just aesthetic stuff needs to be tweaked now.
Title: Re: Melv's WIP threaddin' (Strawbelly Jam in the workz)
Post by: adriano gt on September 18, 2011, 04:48:35 am
Good progress.....
And this stage? is beautifull...

Battle Monsters Full game coming soon! XD
thanks
Title: Re: Melv's WIP threaddin' (Kenneth)
Post by: 【RTC】MelvanaInChains on October 06, 2011, 12:10:40 pm
(http://www.melv.thedailypos.org/mugen618.png)

welp, started some progress. nothing much to say other than i did most of his basics, and thanks to jesuszilla figured out the best way to do priority with them. something roughly to this (http://www.melv.thedailypos.org/mugen619.png) but with, y'know, actual blue collisions on kenneth himself. but i'm getting to that.

i kinda want to give him a kof-style dodge to start learning stuff since i semi-plan on making hostile mspaint takeover after this. or maybe after whatever i do after this so that it doesn't get monotonous. whatevs.

i dunno what i'm going on about
Title: Re: Melv's WIP threaddin' (Heart Heat Harn remake)
Post by: 【RTC】MelvanaInChains on December 07, 2011, 03:15:13 am
welp, being busy, and lazy, and slightly more motivated, and more certain on what i want to focus on yielded my decision to remake heart heat harn

i don't have screenshots but i have this (http://www.youtube.com/watch?v=HcVtzogvxtI). more to come later.

oh and a side project inspired/started by midsinister: ghetto warmachine. again more to come later.
Title: Re: Melv's WIP threaddin' (Heart Heat Harn remake)
Post by: 【RTC】MelvanaInChains on December 18, 2011, 11:19:59 pm
okay random progress update, slew of screenshots comin'

(http://www.melv.thedailypos.org/andcovermewithdirt/mugen081.png)
(http://www.melv.thedailypos.org/andcovermewithdirt/mugen082.png)
(http://www.melv.thedailypos.org/andcovermewithdirt/mugen083.png)
(http://www.melv.thedailypos.org/andcovermewithdirt/mugen084.png)

getting the hang of how helper projectiles work, as the first screenshot shows a projectile where it goes upward and then bounces downward. the majority of his specials, if not all of them, are done at this point. i just need to do his throw, his super and his mash A 'combo'. also fiddling with the juggle gravity and such, cuz the dashing knee attacks can do some serious wreckage in the corner

oh and custom small portrait as well. everyone else in battle monsters had a scaled-down shot from their ending slide cards except harn who simply had a shot from his standing sprite. that's a really lazy move so i just made a custom one in the fashion of all of the other characters

'side from the throw, super, hitfx tweaks and AI he's pretty much almost done, so 'stay tuned'
Title: Re: Melv's WIP threaddin' (Heart Heat Harn remake)
Post by: 【RTC】MelvanaInChains on December 21, 2011, 07:23:56 am
okay, well. i got most of the stuff done and i don't really got the time or mindset atm to finish absolutely everything, so i figured i'd drop a public beta to see if there's any serious bugs so far. you can get it here (http://www.melv.thedailypos.org/hhharn.rar).

BE SURE TO READ THE README, SPECIFICALLY THE BETA TESTING SECTION. THIS WILL EXPLAIN THINGS LIKE THE THROW. thank you.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on December 30, 2011, 11:32:42 pm
(http://www.melv.thedailypos.org/andcovermewithdirt/mugen115.png)
(http://www.melv.thedailypos.org/andcovermewithdirt/mugen116.png)

leaving those there.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Rozay on December 30, 2011, 11:45:41 pm
My body is ready....

Aaaand so are my the rest of my ideas. :P
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: MDI on December 31, 2011, 05:19:39 am
I still say you need to have smoke constantly coming out of him. Ghetto Warmachine would after all be smoking a joint at all times, within the armor somehow.  ;P
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Laharl on December 31, 2011, 07:59:24 am
or rather look rusted as hell and falling apart lol.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: MDI on December 31, 2011, 08:05:19 am
That isn't a bad idea. Everytime he gets hit you could have chunks of metal come out (with sfx to go along with it).

Perhaps even make his weight seem realistic, basically similar to Gold War Machine in MVC1 in the sense that he jumps low as Hell and seems like you're actually controlling something that weighs a ton. In this case though for the sense of humor maybe he could even fall flat on his ass every once in a while after landing from a jump or backdash.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Laharl on December 31, 2011, 08:37:58 am
when i think a ghetto warmachine suit I am thinking a trash can, a football helmet, cheap little cannons, roll skates, and for flying a broken down propellar.

granted that sounds ridiculous but yeah he should also have a sound like a busted engine and blow up when he dies lol. Idk ghetto normally means trashy in style that is. so i picture everything failing and falling apart.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on December 31, 2011, 02:16:03 pm
That isn't a bad idea. Everytime he gets hit you could have chunks of metal come out (with sfx to go along with it).

huh, you mean like how everyone in clayfighter 63 1/2 has chunks of stuff flying out? that's not a bad idea at all, yeah

i mean yeah i only have very very minor abilities at sprite editing so the more 'advanced' stuff might be out of the question, but the smoke and chunks and hell, even the random falling could work. also yeah i might make him less mobile considering, as some of his specials already have some pretty slow start-up (i.e. the 'repulsive blast', a keep-away move where he slams his fist into the ground and pretty much summons a hitbox around him)

thanx for the ideas, this'll help a lot, and mdi yours will be most likely put in the most since you came up with the idea in the first place. oh and i already have a movelist penned out so
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Laharl on December 31, 2011, 08:21:39 pm
well I helped but yeah he came up with the stuff falling off him that will be hilarious looking forward to when this is released melv
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on December 31, 2011, 08:41:36 pm
i meant as in this very character concept was something he made up years ago and he asked if i wanted to make it it's own actual character rather than a silly edit

but thanx regardless
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Rozay on December 31, 2011, 08:46:10 pm
Are those intros and win poses we talked about in the chat still getting in?
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on January 02, 2012, 04:50:24 am
possibly. you'll have to remind me what those are again lol. although i do remember the walmart thing but not much else...

either way have a preview of a really rough early version (http://www.youtube.com/watch?v=S7bLOPo92xc)
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: The Simplistic Fubini on January 02, 2012, 05:04:58 am
So what would be Ghetto Warmachine's ghetto proton cannon replacement?

Also, Ghetto Warmachine should use a ghetto jetpack made of an old engine and coca cola cans.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on January 02, 2012, 05:07:08 am
still undecided at the moment, i only have an idea of a proton cannon replacement that takes longer to activate yet launches a gigantic stack of money that zips across the screen at a ridiculous speed, but i dunno, i'll probably have to think of something better

and also that's genius, i'm gonna have to implement that jetpack somehow
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Laharl on January 02, 2012, 05:44:39 am
make sure the engine for it sounds broken down to lol.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: sdd on January 02, 2012, 06:46:36 am
Is it weird picturing one of his to be something like Eternal Champions' Senator's Donate move?
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on January 02, 2012, 01:06:22 pm
it....is not, no. that might actually be useful for something or other....at least the sprites maybe

man i didn't think of that lol
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: MDI on January 02, 2012, 10:38:54 pm
When playing in a simul match he should pour a 40 on the curb for his fallen homie if/when they die.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: Rozay on January 03, 2012, 05:19:42 am
I thought his Proton Cannon was going to be replaced with an Uzi. :P

Also, the only other win pose idea I remember right now that isn't related to the Wal-Mart video is him and Iron singing Big Booty Bitches.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine)
Post by: 【RTC】MelvanaInChains on January 09, 2012, 09:45:08 pm
well since i started college today and i'm randomly pretty tired, useless update:

started doing some serious (?) work on ghetto wm last night, tweaked some of his basics and combo chains. his heavy variants are pretty slow but very hard-hitting and knock the opponent considerably far away, since i still want to keep the sluggish keep-away gimmick going with this guy

need to add the hitoverrides for the projectiles, add like 3 more supers and uh...maybe more win/intro poses. oh and super fx and all that shit. it's sorta up in the air but not, but either way you should be seeing some progress soon

oh and i'm just leaving this here; if you see an edit of my terrible ren hoek, it wasn't my decision. make of that what you will.

ah, and lastly i might to a massive and KUH-RYYYYPTIC wip poll since i have so many ideas after this character, which include things from blood warrior to dragoon might

so...yeah. i'm gonna go take a nap now
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: 【RTC】MelvanaInChains on January 17, 2012, 03:08:36 pm
alright, so a few things. ghetto wm has all of his basics done, tweaked some of his supers AGAIN, etc... it's going kinda slow for now so now i'm doing a side project; jaoh from dragoon might

now, this character's going to be a challenge. for one, there's no easy way of getting these sprites so i have to just break out animget and hope the camera doesn't zoom out when doing things. second, there's no way to completely turn off the music for voice clips, so i have to specifically fight on layla's stage with one of the audio channels muted because that's the quietest thing i could find. this still leads to things such as the winquote soundbytes being just one big audio blob (http://www.melv.thedailypos.org/win3.wav), so...

however, thanks to my bestest buddy drkelexo, he now has a palette template!

(http://www.melv.thedailypos.org/tryandlive.bmp)

few things about this: the stuff at the bottom are the general effect palette sets. since there's no clean way to get these sprites, the effects are pretty much on the sprites themselves. also the two blade color rows...the game has that weird thing where the weapons occasionally 'glow' so sometimes i get shots of those. if you're coloring those at all i'd recommend just copying both rows onto each other.

but yeah, i'm not completely giving up on ghetto wm, hell no. he's been a fun character to make but i kinda need a break from one winged angel's messy as fuck template.

and that's about that.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: 【RTC】MelvanaInChains on January 20, 2012, 01:12:44 am
more exciting screenshots!! oh man

Spoiler, click to toggle visibilty

i got some work i should be doing but working on jaoh's basics, started doing random stuff with ghetto wm, all that fun stuff to keep y'all interestehaha

(http://www.melv.thedailypos.org/andcovermewithdirt/returnofdeathball.bmp)

i also added stuff for the palette template, so if you wanna, eh? eh? eh.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: The Fisher King on January 20, 2012, 01:54:35 am
the first template can be used as well right? I can give you a hand in the colour department
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: 【RTC】MelvanaInChains on January 20, 2012, 01:57:08 am
sure can. both of 'em have the same index format, second one just has more example sprites in it
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: Rozay on January 20, 2012, 03:55:21 am
WELL, my palette had custom "FX" colors but I forgot to save it. So looks like i'm going to have to redo it. :P
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: Blackmore on January 20, 2012, 06:09:01 am
Well, I'll go ahead and give it a shot.
Hopefully I won't screw it up.
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: 【RTC】MelvanaInChains on January 24, 2012, 07:33:02 pm
super exciting early version preview!!! (http://www.youtube.com/watch?v=B5OiHOWSut8&feature=channel_video_title)
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: 【RTC】MelvanaInChains on January 27, 2012, 02:01:18 am
eh might be one of the last times i post here, not really seeing a point in keeping this thread anymore nowadays, either that or i'm just being stupidly pessimistic atm. i was

i'm wondering what i should do for a few things regarding gwm

one, he does a gunshot move but i can't seem to figure out what to do with it

(http://www.melv.thedailypos.org/mugen261.png)

see that, even widening his length in general doesn't seem to make that any better. wonder if i should start figuring out how to add more width to that specific attack or just rework it all together. i sorta don't want to make it a spammable projectile though. he already has some of those (sorta. one goes downward and the other goes upward)

second, i have an idea for his proton cannon, and a level 3 which i might end up not even doing out of laziness but i reaaaaaally don't want that to happen cuz this might be an interesting experiment...

if you'll remember faust's "what's next?" then the proton cannon will sorta be like that. it'll drop one (or two??) of random items that do silly things and all that great stuff. or i might not, dunno. two random supers might be kinda dumb, hence the next idea....

the level 3 will have him summon two (or three!?) of his 'homies', basically another random list of strikers that all do varying degrees of attacks (i.e. one will start just shooting the place up while one may simply do a dash attack, stuff like that). some of them can be killed, some of 'em can't. it'll be all over the place and i'll just call this stupid mechanic 'the gamble' which i may start putting into my 'original' characters from now on.

as for jaoh, nothin' significant yet. although he'll be nerfed from source. specifically he was able to do the long range chain thingy in 3 different ways (straight, downward, and upwards) but now will only be able to do it straight because that's just too many options for him in my opinion.

....okay i lied. that's not why i made that decision. i made it because i can't fucking rip those sprites. so until then it'll be like that.

and that's it. have i posted this? (http://www.youtube.com/watch?v=cI58V5dNmts&feature=channel_video_title) cuz i'm posting it. ok later
Title: Re: Melv's WIP threaddin' (bleh?)
Post by: Cybaster on January 27, 2012, 12:40:22 pm
Just use a Width sctrl during the move, that's what most people do for projectile attacks and such.
Title: Re: Melv's WIP threaddin' (bleh?)
Post by: 【RTC】MelvanaInChains on January 27, 2012, 10:27:09 pm
will do, thanks

oh, and since people notified me of this -- yes i'm redoing those collisions. then again it's pure gold compared to one winged angel's originals....
Title: Re: Melv's WIP threaddin' (Ghetto Warmachine, Jaoh palette template)
Post by: Blue Monkey on January 27, 2012, 10:41:30 pm
super exciting early version preview!!! (http://www.youtube.com/watch?v=B5OiHOWSut8&feature=channel_video_title)

Cool to see your Jaoh Going!, do you still have problems getting the sprites?
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on January 27, 2012, 10:55:23 pm
yeah. the air variants are still getting blocked by lifebars. even the other guys who made dragoon might characters (ngi and sakuraka) apparently are still expressing how difficult it is to rip anything from this game

but again, what i got is good enough, but the air stuff might look odd because of the lack of frames
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: The Fisher King on January 29, 2012, 10:38:35 am
A little contribution for Jaoh:

(http://i.imgur.com/33Kz5.png)
(http://i.imgur.com/DsFWJ.png)
(http://i.imgur.com/6JAm0.png)

Black&Yellow, Dirty Yellow and Raging; will post later

First one can seem stereotypical thought  :P
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on January 29, 2012, 06:41:12 pm
ooh thanks, middle one is pretty kool

and yeah about the first one, something like that was actually already in the game

(http://fenixware.net/fab/images/costumes/2393/jaoh_drm.png)

however yours actually changed the weapon palette and didn't randomly just slap a white pigment on the armor so it looks tons better

thanks a bunch, adding these
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: Djoulz on January 30, 2012, 12:54:27 pm
this Jaoh looks sexy!
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on January 31, 2012, 05:04:56 pm
thank ye kindly

also one more minor thing (hopefully), but would it be preferable to add a super pause to his 'supers' or just make 'BOMBER' / 'SUPER BOMBER' come out like in source (http://www.youtube.com/watch?v=UtrsoRP3UdE)

i'm startin' to think maybe the latter is a better choice
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on February 10, 2012, 06:20:45 pm
for those of you that care, leaning over to gwm some more, and as much as i'd love to make the 'gamble move' as insane as possible, i don't think i have the drive for it. maybe just two or three strikers, i dunno. and that definitely makes the level 2 being the same thing out of the question, but i have another idea for that anyway....

but yeah. probably gonna update on gwm some more since i wanna take a break from jaoh who is about half-way done atm. haven't added much, but his supers have like no start-up anymore. it's hard to tell if this is unfair because i don't really have any human input so to speak, but most of the shit dbk does is fine apparently so lol w/e

oh and one last note: he'll be mvc style alright. melvana vs capcom style. blame kamekaze for that one
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: Blackmore on February 10, 2012, 06:54:32 pm
for those of you that care, leaning over to gwm some more, and as much as i'd love to make the 'gamble move' as insane as possible, i don't think i have the drive for it. maybe just two or three strikers, i dunno. and that definitely makes the level 2 being the same thing out of the question, but i have another idea for that anyway....

but yeah. probably gonna update on gwm some more since i wanna take a break from jaoh who is about half-way done atm. haven't added much, but his supers have like no start-up anymore. it's hard to tell if this is unfair because i don't really have any human input so to speak, but most of the shit dbk does is fine apparently so lol w/e

oh and one last note: he'll be mvc style alright. melvana vs capcom style. blame kamekaze for that one

At first, I misread that as you going to the GYM some more. :I

But yeah, I'd be making palettes for Jaoh, but I'm a complete retard and I don't know how to make palettes out of a template.

*gets pelted by rotten fruits and vegetables*
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: drewski90 on February 10, 2012, 06:54:45 pm
one question, which game is jaoh from?
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on February 10, 2012, 06:57:19 pm
At first, I misread that as you going to the GYM some more. :I

But yeah, I'd be making palettes for Jaoh, but I'm a complete retard and I don't know how to make palettes out of a template.

*gets pelted by rotten fruits and vegetables*

lol i wish i were going to the gym some more.

to be fair making palettes from templates is kinda weird, but i usually put templates in a new .sff in fighter factory and extract the palette from the template picture, and save the changed .act afterwards. to show said palette off it's usually best to save it  with the changed palette applied as a .bmp although i'm not sure if .png works the same way. also this is all from fighter factory classic, haven't tried it with ff3 yet but i imagine it might be the same

one question, which game is jaoh from?

lil' konami game called dragoon might which is at least way better than martial champion at any rate
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: Blackmore on February 10, 2012, 07:00:33 pm
At first, I misread that as you going to the GYM some more. :I

But yeah, I'd be making palettes for Jaoh, but I'm a complete retard and I don't know how to make palettes out of a template.

*gets pelted by rotten fruits and vegetables*

lol i wish.

to be fair making palettes from templates is kinda weird, but i usually put templates in a new .sff in fighter factory and extract the palette from the template picture, and save the changed .act afterwards. to show said palette off it's usually best to save it  with the changed palette applied as a .bmp although i'm not sure if .png works the same way. also this is all from fighter factory classic, haven't tried it with ff3 yet but i imagine it might be the same

So I basically treat it as if I'm making a palette for a character in creation.
Sounds easy enough.

Shit, I'll get down to it right now.
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on February 10, 2012, 07:06:48 pm
aight sounds good, thanx. and i might even put up a half-assed version of jaoh today, complete with over-the-top comboability that shouldn't be there and lack of damage dampening. i'd do the same for ghetto warmachine but that would kind of ruin some of the....'surprises' so to speak.

but yeah brb college
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: Blackmore on February 12, 2012, 12:29:35 am
(http://i304.photobucket.com/albums/nn193/RavenDrath619/BlackGreen-1.jpg)
(http://i304.photobucket.com/albums/nn193/RavenDrath619/GReenGold.jpg)
(http://i304.photobucket.com/albums/nn193/RavenDrath619/OkayIDontEvenKnow.jpg)
(http://i304.photobucket.com/albums/nn193/RavenDrath619/PurpleDoctrine.jpg)
(http://i304.photobucket.com/albums/nn193/RavenDrath619/RagsToRiches.jpg)
(http://i304.photobucket.com/albums/nn193/RavenDrath619/SomeYellowRedBrownThing.jpg)

BlackGreen, GreenGold, Custom, Purple Doctrine, Rags to Riches, Custom.

Dunno of someone did anything similar because I'm a lazy fuck and didn't check.

And I dunno why they look like JPEG, I saved them in BMP and uploaded to Photobucket.
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on February 12, 2012, 12:38:22 am
ack, they all look cool but jpegs will be tedious to use...it's been a while since i used photobucket so i'm not sure if saving it as .png will help

either way i can just use the map myself to transfer 'em, so thanks regardless
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: Blackmore on February 12, 2012, 01:13:39 am
ack, they all look cool but jpegs will be tedious to use...it's been a while since i used photobucket so i'm not sure if saving it as .png will help

either way i can just use the map myself to transfer 'em, so thanks regardless

Nonononono.
I'll fix it, just gimme a minute.

(http://img4.imageshack.us/img4/7362/blackgreend.png)
(http://img28.imageshack.us/img28/3289/ragstoriches.png)
(http://img59.imageshack.us/img59/5991/someyellowredbrownthing.png)
(http://img717.imageshack.us/img717/4298/okayidontevenknow.png)
(http://img717.imageshack.us/img717/1188/purpledoctrine.png)
(http://img850.imageshack.us/img850/7113/greengoldt.png)

There we go.
Title: Re: Melv's WIP threaddin' - Ghetto Warmachine and Jaoh
Post by: 【RTC】MelvanaInChains on February 12, 2012, 01:23:20 am
ah now they work perfectly, thanks a bunches
Title: Re: Melv's WIP threaddin' (Rasetujo)
Post by: 【RTC】MelvanaInChains on March 16, 2012, 08:39:55 pm
welp, ghetto warmachine is being finalized by a certain friend, so be on the look out for him soon. and jaoh plans have been delayed. an accurate one anyway, i'm not skilled enough for that, so i think i'm gonna make a 'custom' jaoh before i make a faithful version. so onto my current project from an unknown playstation fighter, gokuu densetsu: magic beast warriors

(http://www.melv.thedailypos.org/mugen606.png)
(http://www.melv.thedailypos.org/mugen608.png)

yes that explosion is a placeholder. yes she'll have a custom super because she only has about two moves. yes yes.

so there's that, updatin' when necessary.
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 12, 2012, 06:33:19 pm
right well just finished two characters as you may have noticed, and i'm gonna -try- to finish another pair, as shown in the title. but one question.

i've been holding off on jaoh because his source material is a little too advanced for my coding ability, so do i:

a) make a custom version (different moves, maybe some different aesthetics for a few things) for now until i get my usual group to help get everything as accurate as i can, and release those two versions seperately
b) just wait for a time to make him accurate and not bother with the custom version

as for rasetujo i just gotta get interest up to finish her since she'll be extremely easy, i just never actually get to it

but i'll get somethin' out there recently that isn't a silly joke, i promise
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: Cybaster on April 12, 2012, 07:07:18 pm
What's complex about Jaoh ?
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 12, 2012, 07:10:54 pm
repeated press move that continues when you mash the button, roll recovery (i think i can pull that off at least), getting this super at 4:08 right (http://www.youtube.com/watch?v=UtrsoRP3UdE), getting his uppercut move to look/act right, that kinda stuff. there's probably some things i'm forgetting atm but i'm still a novice coder so that'll take some work to get all that right. it also doesn't help i am NOTORIOUSLY bad with throws

oh and for some reason i'm really concerned with combos the most so that they're not standard kfm chains, and i'm not good at figuring that stuff out in source
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: Cybaster on April 12, 2012, 07:29:28 pm
Yeah, the super just looks like a standard throw but where you'll have to study a little the vels and how the enemy is supposed to get animated.

This isn't a complicated throw, but as ALL throws, it's tedious to create all the binds, the changestates and targetstates and make everything work at the correct tick. Nothing hard in normal circumstances, but very long and boring... :(
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 12, 2012, 07:45:40 pm
that's what i was thinking, couldn't have just been standard hitdefs....and i already tried, at least the results were hilarious

i guess i'll see what i do eventually, custom version or not. thanx for the input
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 14, 2012, 09:46:23 pm
probably shouldn't post again so soon but fuck it i'm actually excited

started counting pauseframes and stuff, and now all of his basics actually feel like they're from the game he was in!! wow

so more or less posting to say i'm definitely gonna work on jaoh because of this. i didn't think it would work out okay but it did

as for the uppercut velocities i'm still not sure but at least i have clear reference for that now. and can you believe it took me all this time to find out that guard.pausetime exists? i'm fucking stupid

oh right, rasetujo. will probably do the same thing for her afterwards. she'll be way easier, fortunately
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: Blackmore on April 15, 2012, 06:51:05 am
Heck, I'm just happy there's progress on Jaoh.

I gotta say, it's because of your characters that I have gained a new fondness towards these lesser known games.

Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: Alpaca-San on April 15, 2012, 10:24:04 am
probably shouldn't post again so soon but fuck it i'm actually excited

started counting pauseframes and stuff, and now all of his basics actually feel like they're from the game he was in!! wow

so more or less posting to say i'm definitely gonna work on jaoh because of this. i didn't think it would work out okay but it did
I am proud of you. :')
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 15, 2012, 08:44:20 pm
THEY GROW UP SO FAST

I gotta say, it's because of your characters that I have gained a new fondness towards these lesser known games.

my work is done then

but yeah might upload another vid or something. i dunno. maybe when i make the moves closer to source than they are now. and when i figure out how to make good velocities and stuff, pretty much gonna snag sakuraka's tsugumi basic vels for that, but gonna see what i can do for his specific moves

last but not least, thank y'all for the interest because i didn't think there would be any
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 27, 2012, 10:19:22 am
alright so here's the deal. been working on rasetujo more lately because, again, she's simpler and i'm experimenting with the pause times and all that shit. meanwhile i'm yet again wondering what to do with jaoh, which i think really just adds up to me needing to learn how to code better because fuck if i'm gonna give him up, he's took too much effort

but since i like dreaming, i made this; a list of potential ideas (http://www.melv.thedailypos.org/mainsite/maybe.html). and yeah i know there's idea engineering but y'know...just a progress update to go along with that y'know?

she's going good though. if i stop being so fucking lazy she should be done soon, there's not much to her.
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: Rozay on April 28, 2012, 11:30:34 am
I will seriously love you forever if you make Dreadloc.

........I may be setting myself up for something by saying that though.
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: adriano gt on April 28, 2012, 10:14:11 pm
yes... for me, Dreadloc too

XD
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on April 28, 2012, 10:52:10 pm
heh, perhaps, perhaps. sprite ripping in that game is rather rough but i'll see what i can do if i decide to make him

but for now have a rasetujo progress vid (http://www.youtube.com/watch?v=oE6cHW8qZs4)
Title: Re: Melv's WIP threaddin' (Rasetujo and Jaoh?)
Post by: 【RTC】MelvanaInChains on May 01, 2012, 04:52:18 am
so like

(http://i405.photobucket.com/albums/pp135/MelvanaInChains/anim1156.jpg)

this projectile is basically unrippable, right, then a great fella pointed me to a sheet that has the same symbol from legend of mana, and came up with this

(http://i405.photobucket.com/albums/pp135/MelvanaInChains/mugen005.png)

it actually DOES have alpha there but it's a little too slight. i like how it looks though. then there's THIS:

(http://i405.photobucket.com/albums/pp135/MelvanaInChains/anim1675.jpg)

bunch of crazy water and lightning effects all over that shit! i dunno what to do, thinking of just getting the 'water' sign and putting it on there? i don't know...i'm never doing another character from this game ever again!

or at least check to see if any of their effects are transparent first. godDAMN
Title: Re: Melv's WIP threaddin' (Rasetujo and Mondu the Fat)
Post by: 【RTC】MelvanaInChains on June 04, 2012, 12:15:07 am
alright, so um....

got all of her close hits done. i don't think i'm gonna bother with adding any other custom effects because i'm goddamn tired of working on this character. so i'm gonna ship her almost finished beta to a few friends, see what they can do to make her feel the least bit playable, and ship her out for good.

will do the same for jaoh eventually, but i got hit with another idea.

you remember that really bad game slaughter sport on the genesis? or maybe you remember it as 'mondu's fight palace' on the commodore 64, or 'tongue of the fatman', or simply 'fatman'. well, i think i'm gonna make a custom spin on the fat man himself.

Spoiler: Fat Man In Diaper Warning (click to see content)

in the vein of NGI's joker_sf, i'm also giving him an unfittingly dramatic japanese voice. namely, deathbringer's from battle fantasia. when i get those rips anyway.

lastly, there will be a chance a cutscene for his intro and winpose (both from genesis and commodore 64 respectively) to happen. and you can fill in the word balloon! i mean, if you want. i'm just sayin...

(http://www.melv.thedailypos.org/monduscreen.png)
(http://www.melv.thedailypos.org/victory01.png)

so that's that. progress is actually going really good all of a sudden! i guess i work better with characters that are completely bizarre and/or gross. and yes, jaoh will be finished, i don't care if i gotta outsource him to like 10 different people to do it. but i suddenly wanna do this, so.
Title: Re: Melv's WIP threaddin' (Mondu beta)
Post by: 【RTC】MelvanaInChains on June 10, 2012, 06:56:48 am
decided to release a very early public beta of mondu the fat. he's got most of his movelist down, some of the basics aren't done as well as his gethits, but i kinda want to see if i'm on the right track here.

snag the fat man here (http://www.melv.thedailypos.org/mondu.rar)

rasetujo should be on the way shortly when this guy's released too, so basically another double release i'm planning for this

shit, forgot to disable crouching X being able to combo into itself due to KFM originally having that. ack
Title: Re: Melv's WIP threaddin' (Mondu public beta)
Post by: Dishamonpow on June 10, 2012, 09:42:56 pm
Not really finding anything to game breaking so to speak from messing around with mondu.

He has some of KFM's specails but I'm sure thats already known and you haven't just tooken them out yet and/or not just edited them into his move set.

Also not to sure if this was intended to work like this or not, but its possible to attack with just the 1st part of the Electric Air Tongue attack if timed right causing just the launcher part of the attack and can lead into some 10 hit combos:

Spoiler, click to toggle visibilty
This was done without the crouching X attack as you stated that that attack needed to edited some more. Now if that was intended I apologize for looking like a goof. And the damage seems ok for that many hits regardless but then I'm not so great with testing stuff. And I'm sure someone else can do a better job then I can.

Best of luck on Mr. The Fat and looking forword to your works.
Title: Re: Melv's WIP threaddin' (Mondu public beta)
Post by: 【RTC】MelvanaInChains on June 11, 2012, 01:07:16 am
yeah it was meant to be like...to guarantee the second hit, but it ended up being a psuedo-launcher instead. i dunno what else to really do with that

thanks for the testin' though, much appreciated
Title: Re: Melv's WIP threaddin' (Mondu public beta)
Post by: 【RTC】MelvanaInChains on June 17, 2012, 05:10:09 pm
since i got most of his essential attacks done (although not the gethits and such...i kinda need to figure out what sprites should be used for that since the original game had only falling sprites...), decided to upload a beta vid of him in action with a level 3 added that does sorta weak damage since i'm terrible at guessing damage, but i like how it came out anyway. welcome to the fat palace (http://www.youtube.com/watch?v=6-WQuZYxNw8)
Title: Re: Melv's WIP threaddin' (Shaky Jake)
Post by: 【RTC】MelvanaInChains on July 07, 2012, 05:42:02 am
so you might have noticed from my obnoxious whoring-out of my latest project, i recently learned to rip from 3do, so i had to drop absolutely everything i was doing to make a character from way of the warrior that i've been wanting to do for so many months now; enter shaky jake

unlike my other 56567434530 wips (aside from mondu) i've been working on this guy very consistently, as shown in this vid here:



features added after this video:
- a new special move called 'wheel kick'
- made the jumping velocity closer to WOTW's
- added all of his jumping anims
- made his basics not as spammable as not to recreate the legendary walking jab of doom
- new winpose (there was only one at the time of this making, not like you see it in this video anyway)

things i still need to do:
- throw
- blocking noises
- a level 2 and level 3 super
- a better intro
- fix his spinning move to hit properly in the air somehow (any suggestions)
- adding some easter eggs. i ain't tellin' ya how to get im~

so that's that
Title: Re: Melv's WIP threaddin' (Shaky Jake)
Post by: drewski90 on July 07, 2012, 05:47:55 am
could this be the very first way of the warrior character ever being converted to mugen?
Title: Re: Melv's WIP threaddin' (Shaky Jake)
Post by: MDI on July 07, 2012, 05:54:50 am
Unless DXwho beats him to the punch! Either way its very awesome to see.

So whats up with his super, the one with the flame? Maybe its just me but I can't tell whats going on. Oh and I'm sure you'll do this anyways but you should definitely add some palfx to the fire attacks....and I hope there is an optional american voice patch. D:
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on August 08, 2012, 09:13:29 am
(jeez this new layout is awkward)

with the moderate success of shaky jake, i gave up and decided to go a little mainstream with my next project. i guess it's good that everyone knows the series so...well....here goes. a street fighter 4 character.



the final boss of the REAL street fighter 4, with some custom elements, namely the voice. gonna add some custom supers (the same 1/1/2/3 system that jake has), and i cut one of his moves in half (namely the bouncing attack that's two really annoying lunge attacks strung together. he is the final boss though, but seriously.)

nah i'm not gonna make a conbon clone...he'll have his palette though. if i do make conbon by some bizarre chance though, he'll play completely different and i'll even edit his sprites.

so yeah, there. maybe this'll kick lasombra's project back into motion lol, who knows
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Dishamonpow on August 08, 2012, 09:26:31 am
Ah yes Street Fighter 4. Best of luck with Mr. Musashi and hope to see the love and care you showed with  Shaky Jake with all your works to come(And any updates you may have in mind). Not saying you haven't in the past as I can see the hard work you put into them but it just really showed with Shaky Jake. (That or I'm just odd)
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on August 08, 2012, 09:30:35 am
thanx much for the continuing support. and yeah i kinda see that too...it was mostly just being really excited that i managed to rip stuff from 3D0 after 2 years of trying and failing, but i also sorta was starting to finally figure out how hitdefs worked for once. it's one of the first times i can say i'm totally proud of something i made

thanks again, really means a bunch
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on August 11, 2012, 09:42:31 pm


added a few more things, namely supers. might need suggestions regarding how to make the damn jumping attacks so hard to land. then again i guess i did make the hitboxes too small...

also the meteor shower super is a direct rip of abel's super from battle arena toshinden 3, cuz he's using his voice anyway
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on August 19, 2012, 04:26:08 am
okay he's almost done, implemented some more things to make him more 'boss-like'

- his jumping attacks now lock onto the opponent. the normal one locks on right at the peak of his jump, while the super homes in on them as he's flying downwards. bounded the screen so that the camera doesn't go crazy on tall stages
- the meteor super also homes in on the opponent now
- added a level 3. it's also a direct ripoff of abel's soul bomb where he nails the opponent to the wall with a giant flurry of projectiles
(http://www.melv.thedailypos.org/mugen1393.png)
not really a good screenshot but a picture doesn't really do much to explain it
- level 1 kicking super sped up, looks much better now and doesn't have that sluggish kfm hitdef-feel to it anymore

any other suggestions to make him a formidable boss is welcome, because i've never really made one before (that shang tsung doesn't count)

oh yeah, considering making conbon as a separate character as an afterthought. thing is, not only will his movelist be completely different, i'll even edit the sprites. they're nes sprites, can't be that hard, right? that decision isn't really set in stone, it's just something i thought about

so there's that. also either me or a certain friend is considering making ranboo, but again that's more of an idea rather than a decision
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Dishamonpow on August 19, 2012, 04:42:46 pm
A teleport of sorts maybe? But that may not match his move set you are going for.
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on August 20, 2012, 01:20:16 am
hmm...now that i think about it, his kicking super could have him disappear and then reappear behind the opponent after a while. maybe
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 01, 2012, 03:53:57 pm
alright, so here's the deal. both mondu and musashi are pretty much done at this point, minus some essentials (gotta get a certain someone to do the throw and ai for me in both cases since i'm stupid and still can't figure any of that out). out of curiosity which one should i finish first, because i doubt i'm going to be able to finish both at the same time...somehow
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: adriano gt on October 02, 2012, 10:52:42 pm
I like Mondu...

but,... and Rasetujo?
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: The Fisher King on October 03, 2012, 02:10:26 am
^ I think it is on hold because getting the effects from the game he/she comes from is pretty difficult (or impossible)
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 03, 2012, 07:01:26 am
for now, yeah. i might have to start her over completely from scratch at this point, i dunno

i'll try seeing what i can do for mondu at this time tho. sorta leaning over musashi but i don't want to drop mondu completely....rasetujo on the other hand will have to spend more time on the backburner
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 22, 2012, 08:03:50 pm
unimportant news. almost done with musashi to the point where i might as well post a beta version of him here

password is 'musashi'. not very solid but it throws off anybody snooping around my webspace, at least (http://www.melv.thedailypos.org/100yearcharacter.rar)

gotten input that the commands could be more appropriate, also forgot to fix some things like the crouching kick having a pretty high getpower count, and some sparkxy's here and there but this essentially is what he'll end up playing as. any other calls to attention that i missed something or suggestions are welcome as always

an unexpected burst of motivation came out of nowhere so i might be able to finish this guy, mondu, and the most self-indulgent character ever soon. i still got a strew of ideas floating around in my head, to the point where my brainstorming went completely wild (http://www.melv.thedailypos.org/mainsite/lamm/liveactionmegamix.html) yet again. i highly doubt i'd be able to actually finish it, yet alone even make PROGRESS...
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: adriano gt on October 22, 2012, 08:48:21 pm
"PRINCE PAK
Portrayer: Ho Sung Pak
Game Of Origin: Thea Realm Fighters
Age: 34
Nationality: Korea
Biography:"

and, sprites?
youtube's videos?
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Roman55 on October 22, 2012, 08:59:25 pm
an unexpected burst of motivation came out of nowhere so i might be able to finish this guy, mondu, and the most self-indulgent character ever soon. i still got a strew of ideas floating around in my head, to the point where my brainstorming went completely wild (http://www.melv.thedailypos.org/mainsite/lamm/liveactionmegamix.html) yet again. i highly doubt i'd be able to actually finish it, yet alone even make PROGRESS...
Seeing Nobunaga and Sanpei made me smile a bit. Sounds like a fun idea for a full game.

Also, is that Abel's voice I hear for Musashi?
_________________________________________________ ___________________________
Feedback edit:

-Wave Meteor Shower can hit the opponent while they're on the ground, is this intentional?
-Wave Meteor Shower and Nami Shotto Gomon give back a bit of Super bar energy when they hit the opponent.
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 22, 2012, 10:18:46 pm
"PRINCE PAK
Portrayer: Ho Sung Pak
Game Of Origin: Thea Realm Fighters
Age: 34
Nationality: Korea
Biography:"

and, sprites?
youtube's videos?

oh heh, forgot to specify. i'll be using mk2 liu kang's sprites for that for laffs. and it's also the same actor so hey

and yeah, it is. his level 2/3 supers are actually shamelessly cribbed from abel as well
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Roman55 on October 22, 2012, 10:31:21 pm

and yeah, it is. his level 2/3 supers are actually shamelessly cribbed from abel as well
Yeah I ended up recognizing them.
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 22, 2012, 10:39:33 pm
aight seen that edit there

it is intentional, although if memory serves me right it doesn't really look all that great? i dunno, if there's something iffy about it hitting on the ground i could easily remove it

and damn it, i knew i forgot something else! thanks for reminding me, because i'm really bad with remembering that getpower stuff for whatever reason...
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Roman55 on October 23, 2012, 04:14:55 am
aight seen that edit there

it is intentional, although if memory serves me right it doesn't really look all that great? i dunno, if there's something iffy about it hitting on the ground i could easily remove it
Maybe it's just me, but I think it would look iffier if it didn't hit while the opponent is on the ground.

and damn it, i knew i forgot something else! thanks for reminding me, because i'm really bad with remembering that getpower stuff for whatever reason...
No prob. I appreciate how simple the character is, adds to the fun in my opinion.

Still going thru to see if there's anything worth checking though so far it seems alright.
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 23, 2012, 04:25:45 pm
aight, thanks! yeah wanted to make a pretty simplistic character after a while, they seem more fun to make sometimes lol

and i'll keep that effect then. i think that's how it worked in toshinden 3? not sure
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: Roman55 on October 23, 2012, 05:12:41 pm
i think that's how it worked in toshinden 3? not sure
I vaguely think so but double checking doesn't hurt.
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on October 25, 2012, 07:33:08 pm
oh yeah recorded this too (http://www.youtube.com/watch?v=8EQicrjcaUg&feature=youtu.be). at the rate i'm going, probably won't take long for it to be done
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on November 07, 2012, 01:28:08 pm
so before i take a trip this saturday, just wanna assure that i haven't given up with these yet

(http://www.melv.thedailypos.org/akyubihiccups.png)
(http://www.melv.thedailypos.org/lockandloll.png)

yeah. tried to give myself a 'scary' attack, but it just sorta ends up like my face looking like a pixelated mess. i'm actually thinking of recording myself over yet again, as i'm not really fond of the outfit i have here and would much rather go back to the suit look

also gave musashi a throw i coded. targetbinds are horrifically fucked up and it looks dumb. hooray.

oh! regarding him: i tried changing his command to charge down/up rather than charge back/forward and it refuses to work. i can't believe the random things i'm unable to do
Title: Re: Melv's WIP threaddin' (caved in, now doing a Street Fighter character)
Post by: 【RTC】MelvanaInChains on December 23, 2012, 02:42:19 pm
welp now that musashi's finished, started assembling a .sff for a mutant DNA character. was going to make giena but seeing cenobite's sprite rips, diba looked way more interesting in comparison

(http://www.melv.thedailypos.org/andcovermewithdirt/dibber.png)

here's hoping i go through with this after that little break. nothing much other than that though
Title: Re: Melv's WIP threaddin' (boss character #2)
Post by: 【RTC】MelvanaInChains on December 25, 2012, 09:25:39 pm
alright so an experiment here. made a palette graph for diba even though his actual color map is sort of scrambled

(http://www.melv.thedailypos.org/goingdownthestepsonawhiteline.bmp)

meaning that even though the colors in the .act are themselves jumbled, paletting using the color bars should make it easy enough

will gladly be accepting any if anyone's up to it
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 29, 2012, 12:13:23 pm
wip video. i don't know. (http://www.youtube.com/watch?v=GWqHFy5MCak&feature=youtu.be)
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Rotten Meldo on December 29, 2012, 01:17:53 pm
Thought I'd like to contribute for the palletes
(http://img208.imageshack.us/img208/3752/dibakenbo.png)
Kenbo (Violent Vengeance)
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Cenobite 53 on December 29, 2012, 02:34:51 pm
Nice to see that you're working on him! Looks good so far in the video, nice work. Looking forward to this!
That reminds me on updating Algol, wich I'll try to do that next year. Too much in a spriteripping phase right now.
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Garaliru on December 29, 2012, 03:30:28 pm
I don't even know who this character is and what game he's from but I'm making palettes for him anyway.

(http://i1122.photobucket.com/albums/l521/Garaliru/Garaliru-SolNiger_zps270b5a03.png)
Sol Niger (no, it's not something racist (http://en.wikipedia.org/wiki/Suns_in_alchemy))

(http://i1122.photobucket.com/albums/l521/Garaliru/Garaliru-BurningWoods_zps17e6dbbc.png)
Burning Woods™

(http://i1122.photobucket.com/albums/l521/Garaliru/Garaliru-ManlyPink_zps9d833fe9.png)
Manly Pink
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 29, 2012, 08:03:57 pm
Thought I'd like to contribute for the palletes

it looks good but it isn't indexed correctly. however it shouldn't be difficult for me to transfer the palette correctly myself, so no worries i suppose. thanks!

Nice to see that you're working on him! Looks good so far in the video, nice work. Looking forward to this!
That reminds me on updating Algol, wich I'll try to do that next year. Too much in a spriteripping phase right now.

tis all thanks to your sprite ripping, man, appreciate the support

and yeah that would be cool, little robot guy looks like he has a fun moveset

lastly, thanks for those three palettes, garaliru! first one is awesome and the third one fits him strangely well, i must say

and as stated before he's the final boss of an incredibly unknown korean ms-dos game called mutant dna. you'll have a hard time finding anything about it at all aside from cenobite's sprite rips and parts of the soundtrack here and there

thanks for the support, guys. it really does help
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Garaliru on December 29, 2012, 11:28:53 pm
lastly, thanks for those three palettes, garaliru! first one is awesome and the third one fits him strangely well, i must say
Oh, thanks! This is the first time someone has really liked my palettes I think. Might whip up one or two more. Wanna screw around a little with the "4th dimension" (and by that I mean his skin).

      Posted: December 30, 2012, 12:17:56 am
Here you go!

(http://i1122.photobucket.com/albums/l521/Garaliru/Garaliru-AquaDevilV2_zps12d78b70.png)
Aqua Devil

(http://i1122.photobucket.com/albums/l521/Garaliru/Garaliru-BoringDarknessV2_zpsdf1e5bc6.png)
Boring Darkness

And while I were at it...
Spoiler, click to toggle visibilty

EDIT: Exchanged Aqua Devil's and Boring Darkness' FX. This should look better. Re-download if you got 'em before.
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 30, 2012, 08:07:51 am
i am disturbed at how well SANIC works for him. will totally be including these too, thanks again! sorta annoyed at the 12-palette-limit now, but i'll sort all that out accordingly...
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: mh777 on December 30, 2012, 09:00:53 am
(http://img705.imageshack.us/img705/3879/melvdibasweden.png)

Haven't done a palette in a while. Guess now's as good a time as any!

edit: reuploaded to imageshack since Smeenet is out for some reason :(
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 31, 2012, 02:16:02 am
ah thank you too, seems the image is broken atm though. assuming this is a problem with the host? either way much thanks

now to start on coding after i got some sleep. guess i can play my favorite game, How To Not Make This Launcher Projectile An Easy Infinite
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: mh777 on December 31, 2012, 05:45:45 am
Yeah, Smeenet seems to be down...gotta get in contact with Bia about that :(

Gimme a little bit and I'll upload it to another host.
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Cenobite 53 on December 31, 2012, 04:01:56 pm
Does Diba really say "Fuck you" at the beginning of the match?
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 31, 2012, 04:37:45 pm
edit: reuploaded to imageshack since Smeenet is out for some reason :(

aight cool, thanks a bunch! now that fits him pretty good

Does Diba really say "Fuck you" at the beginning of the match?

haha, i don't think so at least. that's the 'haa-tchaaaa' voice bit from his dive kick special (aka the move that normally crashes the game). what i want to know is why they decided to make him sound like a little kid, but i guess that works in making him seem really bizarre which i can get behind

well now that i have all the specials (roughly) coded, going to brainstorm some custom supers using my usual '1,1,2,3' super format. i am seriously considering making a sarcastic reference to how the kick move crashes the game, but i'm not entirely sure how
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Erroratu on December 31, 2012, 04:48:54 pm
Quote
making a sarcastic reference to how the kick move crashes the game, but i'm not entirely sure how
When he does that kick,make the screen gi black,and a message Mugen.exe has crashed with send or dont send at the bottom.
You know that screen,right?
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on December 31, 2012, 04:57:05 pm
haha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me though

the original makes black scanline-esque bars appear on the screen as the game freezes (with the music still playing), then the window suddenly closes. might have to record it sometime since he is not the only character to make the game crash
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Erroratu on December 31, 2012, 11:36:08 pm
Quote
haha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me though
Play with winmugen,when it crashes take a pic,and then delete Win using photoshop,so it just says Mugen.exe
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on January 06, 2013, 12:20:09 am
so i'm still sorta 'out of it' but i made a few silly blueprints for the ideas i have for his supers

Spoiler, click to toggle visibilty

A - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterward
B- dashing punch ending with an uppercut. not very imaginative but w/e
C - floats up as a bunch of clones of himself start popping up from the sky

and the level 3 is a secret (not really)

so yeah gonna continue fumbling around with code sometime tomorrow probably
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Erroratu on January 06, 2013, 12:31:50 am
the first one can make his opponent go up,and then Diba shoots a clone at him?
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Dcat on January 06, 2013, 04:09:06 am
I like all of those ideas, they seem fitting for the character, especially the simplicity of mockup B given the retro nature of the character.
And idea A really makes great use of what an expanded Diba moveset would likely venture towards.
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Roman55 on January 06, 2013, 04:17:51 am
A - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterward
B- dashing punch ending with an uppercut. not very imaginative but w/e
C - floats up as a bunch of clones of himself start popping up from the sky

and the level 3 is a secret (not really)
I'm assuming B will be the Level 1 then?

A and C sound really cool, with A sounding like something that can be one of those "hold button" type of supers.
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on January 07, 2013, 03:13:07 am
the first one can make his opponent go up,and then Diba shoots a clone at him?

i was thinking that, but it would kinda go on for too long. i think C would utilize his clone abilities well enough tbh

I like all of those ideas, they seem fitting for the character, especially the simplicity of mockup B given the retro nature of the character.
And idea A really makes great use of what an expanded Diba moveset would likely venture towards.

thanks man, means a bunch from you seeing how you know your retro stuff (skate is still friggin' amazing)

now that you mention it like that B sorta makes sense in that way...i can see that being a super in a random ms-dos fighter. just fooled around with another one called 'the great fighter' and there's a few...erm...'supers' that are simply really long strings of normal attacks. didn't seem like most of them had the coding experience to do much else lol

A - air-only super where he rapidly spins into the ground, and then rolls forward. if it makes contact at any point he 'grinds up' the opponent (depicted by an inverted diba there) and launches them away afterward
B- dashing punch ending with an uppercut. not very imaginative but w/e
C - floats up as a bunch of clones of himself start popping up from the sky

and the level 3 is a secret (not really)
I'm assuming B will be the Level 1 then?

A and C sound really cool, with A sounding like something that can be one of those "hold button" type of supers.


yeah it will. as well as A

and...huh, now that you mention the hold button idea could work a lot, actually. might have to have it affect damage maybe? or maybe distance? never really experimented with those

thanks again for all the support, people. i must admit i'm not used to it much lol. will fumble around with code tomorrow with the simplest supers first
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on February 09, 2013, 09:53:54 pm
admittedly not MUCH stuff has been done over this much time... but like i said i'm not getting rid of him. it's just that, on top of my total lack of confidence when it comes to coding, i can't decide on any super ideas. but i am SERIOUSLY going to try to get serious help and progress in finishing this character this weekend, at least. might be a bit looser with balance because, again, he is a final boss

also more super ideas: his loss animation from the original is his armored arm splitting off, so maybe a super where he floats around (being able to be controlled) and keeps repeatedly ripping off his limbs as projectiles? maybe go so far as to freakin rip off 'the thing' and have the limbs crawl on the ground and leap at the opponent? who knows...

and piotobich isn't gonna be worked on until i get my ms-dos fighter kick back. but i do have my sights on something again. that, of course, is secret for now, but ermacwon was an inspiration...

Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: Blue Monkey on February 10, 2013, 01:24:32 am
that ripping arm super idea sounds quite cool, is there any animation of him sticking a rival with that blade?, i think a grappling supper in which he stick an opponent repeatedly could be nice
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on February 11, 2013, 03:07:50 pm
there is, sorta. all of his heavy punches look like stabs with that giant arm lol. once i have grapples down i'm considering that idea

i went ahead and coded a super last night where he shoots all of his ribs as a bunch of projectiles. there's my 'serious progress' for the weekend

also regarding the limbs super, i did some more really bad sprite edits

(http://www.melv.thedailypos.org/everydayitssomethinghitsme.png)

these aren't the first sprite edits, i did some with his taunt and his dizzy animation (which looks horrendous but whatever)
Title: Re: Melv's WIP threaddin' (boss character #2 + accepting palettes)
Post by: 【RTC】MelvanaInChains on June 15, 2013, 11:42:46 pm
okay! so due to...yeah...i'm gonna be finishing this up soon. he's probably gonna be a bit half-assed since i'm gonna rush through making the supers and such, might not have AI, etc, but i do have to patch a corner infinite and such. just little things and he should be done, although i probably need loads of feedback for when he comes out. stay tuned cuz i will probably post a beta or something a day before he's released
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: First Lt. Ding on June 16, 2013, 02:50:18 am
Now that's good news. I might also help with sprite edits if you like.
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on June 16, 2013, 03:06:37 am
sounds good! i'll contact you if i need anything, which i might (at least for the dizzy animation, it's really awkward looking (http://www.melv.thedailypos.org/dibizzy.gif) so far)

then again i STILL am not totally sure what supers i want, but i'll decide on a final list tonight and start wrapping those up tomorrow. if i need ya for those i'll totally send you a PM. thanks much
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 07, 2013, 01:09:45 pm
guess what i diiiiid~

(http://www.melv.thedailypos.org/dibathrow1.png)
(http://www.melv.thedailypos.org/dibathrow2.png)

i finally coded a throwwww~

so glad to finally figure out this throw coding bullshit (well, sorta. most of it was throw creator...), but THAT'S fuckin out of the way

now i just gotta figure out how to disable his anti-air projectile from easily juggling the opponent infinitely. that i still have no idea how to do. unless somebody else can help me with this? it's been bugging me ever since i started making him
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 15, 2013, 07:32:57 pm
(http://www.melv.thedailypos.org/gottosingthissong/mugen190.png)

so nobody will see this, but i've been having problems with his lvl2 clone super. now that i think about it though, is making them hittable really a good idea anyway? he's supposed to be a boss so i think i could let this slide?
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Roman55 on July 15, 2013, 07:55:31 pm
I would think it's okay to let it slide, considering the number of clones that come out.
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Erroratu on July 15, 2013, 09:02:07 pm
Let it slide
Its nice to see im not the only one who has problems with throws
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 15, 2013, 09:52:39 pm
hahah definitely not, his throwing code is in a separate .cns called 'ifuckinghatethrows.cns'

thanks for the opinions though, will get on that. now's just figuring out this damn air projectile...
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Erroratu on July 19, 2013, 11:57:57 am
haha, that might work. how to actually get that screenshot what with 1.0 being a stable build and all is beyond me though
If im good at something,its fucking shit up.
Here,if you're gonna still do it that is
Spoiler, click to toggle visibilty

Title: Emotional Claws
Post by: Jango Hakamichi on July 19, 2013, 12:33:29 pm
(http://i.imgur.com/yV3ztDL.png)
If only a beast like me could make music and make people smile. Maybe there wouldn't be so much... War...

EDIT: Fixed a dumb mistake
EDIT2:

(http://i.imgur.com/ekgDJaE.png)
WHY DO YOU HAVE TO JUDGE ME SO?!
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Duos on July 19, 2013, 12:55:32 pm
(http://i.imgur.com/J8eB3ml.png)

C'mon, your ass is mine! (http://images.wikia.com/megamitensei/images/9/96/HeatAgniConcept.jpg)

I'm actually pretty surprised at how fun this type of shading is to make palettes for, I would be happy to do some more.
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 19, 2013, 08:59:39 pm
oh shit i didn't even notice those three! thanks. will be addin those as well

jango what do you want those two to be called
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Jango Hakamichi on July 19, 2013, 09:11:06 pm
Those are both based on War's palettes from Teenage Mutant Ninja Turtle: Tournament Fighter, so I guess... "War" and "War (Alt)" ?
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 19, 2013, 11:21:51 pm
will do, thanks. also a delayed thank you to erroratu for the error screenshot since i was going to be too lazy to get it myself

oh, the actual progress? almost done. just gotta get those things done and he should be ready to go
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Gogngos on July 20, 2013, 09:13:10 am
Two palettes from me:
- Decaying Flesh
(http://imageshack.us/a/img197/858/vguq.png)
- Walking Vegetable
(http://imageshack.us/a/img707/3829/dd6u.png)
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 22, 2013, 06:02:02 am
lovin' both of those. i like how all of these look appropriately futuristic

also in terms of the character, i removed the blue CLSN from his clone super. :progress:
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Erroratu on July 22, 2013, 01:25:00 pm
will do, thanks. also a delayed thank you to erroratu for the error screenshot since i was going to be too lazy to get it myself
Thanks,glad i could help

Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: First Lt. Ding on July 22, 2013, 02:15:30 pm
Gonna cook up some palettes later today, so don't release him just yet.


     Posted: July 22, 2013, 08:02:47 pm
(http://imageshack.us/a/img20/6186/fypf.png)
Rainbow Seas
(http://imageshack.us/a/img153/8453/9b7.png)
Electric Light Orchestra
(http://imageshack.us/a/img7/7460/u931.png)
Dark Side of the Moon
(http://imageshack.us/a/img837/1866/pkys.png)
Let's Green Egg and Ham it!
(http://imageshack.us/a/img543/7854/9nvd.png)
666SATAN666
(http://imageshack.us/a/img841/6256/jjzl.png)
Obscurity from Rhythm Games
This was really fun to do with GIMP. I'll maybe consider doing more WIP Palettes for other creators.
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Agnibyte on July 23, 2013, 03:24:05 am
(http://i41.tinypic.com/1z6zhcg.png)

(http://i43.tinypic.com/o1d0g.png)
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: Gogngos on July 23, 2013, 07:37:11 am
Two more
- Copper Warrior
(http://imageshack.us/a/img5/432/k8c.png)
- Violent Toxin
(http://imageshack.us/a/img203/9056/cbbq.png)
Title: Re: Melv's WIP threaddin' (Diba + accepting palettes)
Post by: 【RTC】MelvanaInChains on July 23, 2013, 08:56:17 am
daaamn, thanks everyone! it's gonna be tough choosing which 12 are going to be loaded by default. so for now i'm closing off palettes until i make a new character or something. but i'm extremely grateful that people were interested enough to do this much! not entirely used to it lol
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: 【RTC】MelvanaInChains on August 09, 2013, 02:39:21 am
OKAY SO

i didn't get to adding all the palettes yet, but i did add a few things and now i feel he's ready to at least upload a beta of him here

as usual, PLEASE lemme know if anything is really odd or should be fixed and stuff like that. HEY.txt has some...um...i guess useful notes if you're wondering about a few things

get him here (http://www.melv.thedailypos.org/Three%20Stooges%20Film.rar)

and yes i didn't add the hitsparks or anything yet. it's still very rough. also check the readme because these commands are going to change
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: jt on August 09, 2013, 03:38:40 am
-puncture misses up close(intentional)
-stomp misses against small people(minimoon keiji etc)
-supers give back power
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: 【RTC】MelvanaInChains on August 09, 2013, 03:47:27 am
...dammit, me and my width/getpower issues. thanks for reportin those i'll fix those immediately
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: First Lt. Ding on August 09, 2013, 03:56:15 am
-Do you plan to give him a fowards dash/run and backdash?
-Supers are a tad bit sticky to do. Removing the in-betweens (DF, BF, etc.) should fix it.
-Consider looking over hitboxes for HK, crouching LP, crouching LK, and jumping LK.
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: 【RTC】MelvanaInChains on August 09, 2013, 04:28:14 pm
- probably not since the original didn't have it
- will do
- will also do, although i'm not the best at good CLSN so i'll try my best
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: Staubhold on August 09, 2013, 08:32:22 pm
Some feedback:

 - dunno, but IMO standing b should OTG or at least hit once grounded p2
 - typo - Blender Edge is D, F, y , not D, F, a
 - Puncture Super should actually puncture/pierce p2
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: Roman55 on August 10, 2013, 02:08:12 am
Chaining Hwa Jai into itself using all three of your super stock (as the move is still going) is probably not intentional huh?

(if it is just tell me to shut up)
Title: Re: Melv's WIP threaddin' (Diba beta out)
Post by: 【RTC】MelvanaInChains on August 12, 2013, 12:27:01 pm
EXTREMELY LATE REPLY WHOOPS

Some feedback:

 - dunno, but IMO standing b should OTG or at least hit once grounded p2
 - typo - Blender Edge is D, F, y , not D, F, a
 - Puncture Super should actually puncture/pierce p2

- i've actually been trying to figure that out, still workin on it
- dammit, i always do that
- will be considering this too although that would probably be odd for me to code

Chaining Hwa Jai into itself using all three of your super stock (as the move is still going) is probably not intentional huh?

(if it is just tell me to shut up)

....it's not, no. thanks for telling me that cuz i didn't see that at all lol
Title: Re: Melv's WIP threaddin' (starting Reggie Skatore, original live-action character)
Post by: 【RTC】MelvanaInChains on October 14, 2013, 07:23:23 pm
well while i wait for kelexo to finish diba's ai so i can release him

MDISinister, as a lot of you may know, is working on his game Thunder Duelists, and a lot of footage is being revamped. so he handed some old footage of two characters for me to do something with. and i started working on that this weekend

the sprites, anyway.

so basically the character is portrayed by reginald dyson, who you may remember is the face and voice of ghetto warmachine, and here he is Reggie Skatore (basically his real name but his last name replaced with that of the 24-7 Spyz bassist's name). he has a stand called Disco Volante (named after the Mr. Bungle album) which is represented by another scrapped character (formerly known as Count Crackula portrayed by syed jamal, who was the actor who is shown in GWM's 'why bother man' winpose)

this character isn't going to be jojo styled though. more on that later

here's some progress i made since friday

(http://31.media.tumblr.com/fca04833400a7046c28593f37842aa21/tumblr_mukc7fhQyO1rishqio1_1280.png)
(http://25.media.tumblr.com/8da3d5d1d15c562bc2a2a8af3f1f09a9/tumblr_multnpnGCX1rishqio1_1280.png)
(http://www.melv.thedailypos.org/gottosingthissong/testshots/mugen162.png)
(http://www.melv.thedailypos.org/gottosingthissong/testshots/reggiestancefull.gif)

still seperating all the sprites before i even start with the coding. time will only tell where this goes...
Title: Re: Melv's WIP threaddin' (starting Reggie Skatore, original live-action character)
Post by: MDI on October 16, 2013, 06:18:38 am
I love how his baggy as hell jeans make him look like a CPS3 character.
Title: Re: Melv's WIP threaddin' (starting Reggie Skatore, original live-action character)
Post by: 【RTC】MelvanaInChains on October 16, 2013, 04:26:17 pm
i suppose lol

and since you're the only one that posted here i might as well post your improvements on the palette

(http://www.melv.thedailypos.org/gottosingthissong/testshots/reijidaison.png)

the last one is the final result, for anyone that's curious
Title: Re: Melv's WIP threaddin' (starting Reggie Skatore, original live-action character)
Post by: 【RTC】MelvanaInChains on October 17, 2013, 11:55:03 am


very very VERY early footage. just showing some of the animations and sound effects so far since i'm really satisfied with the hitsounds for some reason

and as you can see gethits aren't done at all. like i said, very very early. but there IS a special move (the spinning attack)
Title: Re: Melv's WIP threaddin' (starting Reggie Skatore, original live-action character)
Post by: 【RTC】MelvanaInChains on November 15, 2013, 01:10:50 am
okay so now that i'm back i'm going to start on reggie some more and get all of his essentials out of the way

also i don't have it on hand right now (probably will post it tonight) but a certain requested-to-be-anonymous color separator worked his magic on diba. so i suppose the two .sffs will be supplied for people who don't want to update their past palettes. look out for that later tonight as i'll be posting a template

edit: ah hell i hope he doesn't mind me just posting it here

(http://www.justnopoint.com/atp323/diba.png)

as a preview. will be more indepth with the template later on
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: Trinitronity on November 15, 2013, 06:18:26 pm
I just shit my pants because of that CS.
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: 【RTC】MelvanaInChains on November 16, 2013, 02:55:39 am
so did i! i didn't expect that pm to come into my inbox lol

anyway

(http://www.melv.thedailypos.org/dibaCS.bmp)

some of the colors here might not be used, i'm not fully sure but here's a rough template on how all that should work. everything should be included here, lemme know if they aren't
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: jt on November 16, 2013, 02:26:04 pm
(http://www.justnopoint.com/atp323/csdiba.png)
saw some shared stuff and fixed it

(http://www.justnopoint.com/atp323/atp_sieger.PNG)
nienhalt sieger(samsho) don;t know what to do with the hair

(http://www.justnopoint.com/atp323/atp_magician.png)
magican(hotd) might get changed*

*it probaly might not look like him cuz every picture i found of him was him doing that crossed arms pose that's covering his body so i assumed it was grayish that and stuck on the hair being redpinkish or gray

     Posted: November 16, 2013, 02:57:50 pm
(http://www.justnopoint.com/atp323/atp_fulgore.png)
fulgore
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: 【RTC】MelvanaInChains on November 16, 2013, 06:40:19 pm
ah thanks! and those look really damn cool

i think magician opens his arms in some attacks in HOTD2, not totally sure. looks about right though
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: Rotten Meldo on November 16, 2013, 08:16:28 pm
Diba has color seperation? Cool

Balrog (Referenced)
(http://imageshack.us/a/img689/6002/erwy.png)

Deadpoo Jr./The Son of The Deceased Fecal Matter in a Ninja Suit
(http://imageshack.us/a/img841/2205/vx33.png)
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: Dishamonpow on November 16, 2013, 11:54:32 pm
Badly made one by me:
(http://i41.tinypic.com/23ro54y.png)

Best of luck on Mr.Skatore.
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: Rozay on November 18, 2013, 11:32:05 am
I got bored
(http://i.imgur.com/QnHR2wu.png)
(http://i.imgur.com/B2ILO0f.png)
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: jt on November 18, 2013, 07:53:01 pm
 more pals
(http://www.justnopoint.com/atp323/pio.png)
piotobich

(http://www.justnopoint.com/atp323/custom.png)
custom(grassstalker)
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: 【RTC】MelvanaInChains on November 19, 2013, 05:55:46 pm
awesome stuff from everybody, thanks! the piotobich one is my favorite so far

...i should really make some of my own now that i have some ideas lol

also just to be clear, the .sff will be included in a seperate patch when i update diba with several fixes (he needs...quite a few)

lastly i started ripping reggie's 'stand' last night, and i got one gif so far

(http://www.melv.thedailypos.org/kurakuraa.gif)

i think i might leave in the outside window view visible through his cape in there for laffs
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: A$AP Buckus on November 19, 2013, 07:32:17 pm
Your original character is very coo. Wish I had people that'll let me digitize them for mugen
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character+Diba color seperation)
Post by: 【RTC】MelvanaInChains on November 19, 2013, 08:35:05 pm
thanks, and hey if you supplied footage (or anyone for that matter) i'd totally attempt using it once i had a good coding base down (still kinda working on that)
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 13, 2014, 01:11:30 pm
hey it's been like a bajillion years! here's a very unfinished beta (http://www.melv.thedailypos.org/Reggie-Skatore%5BBETA%5D.rar). please consult the readme to know what hasn't been done yet. awaiting feedback, thanx!
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: First Lt. Ding on December 13, 2014, 03:13:58 pm
Tested him. He's pretty alright so far, sans some things.
-He can combo his cr.HK with another cr.HK. The ticks after the initial hit should be a bit slower.
-Heavy ver. of Bye Bye Bye's hits don't connect all the way. An attack that dashes forwards shouldn't push him back.
-Some of his commands are kinda tricky to pull off. I myself fixed this issue and are willing to give you the .cmd if you want it.
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 13, 2014, 05:04:42 pm
- gotcha
- y'know i didn't realize it actually pushes him back, that's...eesh. noted
- the funny thing is i was having a lot of trouble with his charge-up motion. i'm curious to see your fix, so by all means throw that .cmd my way

thanx!
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: First Lt. Ding on December 13, 2014, 05:32:18 pm
Actually your charge motions are alright, I was referring to his moves involving half-circle motions, but I'll check that out and send it to you shortly.
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 13, 2014, 10:18:58 pm
sounds good, feel free to send wherever

also got feedback regarding the knife super, startup might be a sliiiight bit too much? either way over the weekend i'm gonna try to fix these issues and add heavy variants to all the supers / add 'crash today' along with a bunch of intro/win stuff, then upload that version of the beta to see if there's anything i missed

i still have the command basic and the dodge to put in, too...sheesh...
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: adriano gt on December 15, 2014, 06:00:05 pm
ok, man... thanx for release
i love digitalized chars
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 18, 2014, 08:47:24 pm
no problem. also terribly sorry for the delay (finals week hork hork), will probably resume work on him as soon as i can around the weekend

oh yeah. was also considering giving him a zetsumei ougi of sorts; not working in a traditional samurai shodown sense but more along the lines of 'won a round, has 3 stocks of super, and opponent is down to at least 20% health'. i don't really know what i'd do for it, though, i just want to try doing something like that at least once

s'about it, though. be on the look out in the meantime i guess

and i should say a certain 'toaster' fellow is doing his own spin on deke cay, since an unusually large amount of people were waiting for me to complete him which...yea that wasn't gonna happen. probably going to have a minute amount of input in that project. so also be on the look out for that (surprise he also has a stand, and you'll probably never guess who it is, although you'll probably be like 'oh, of course.' when you find out)

(it's the undertaker)
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: City_Hunter on December 18, 2014, 10:33:38 pm
nice will test reggie now also do you think you could update the first post would like to know what are your wip right now
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 19, 2014, 04:25:15 am
thanks! and uh...y'know, that's a really good idea actually. i should probably revamp it soon, maybe tomorrow
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: Alpaca-San on December 19, 2014, 04:33:42 am
oh yeah. was also considering giving him a zetsumei ougi of sorts; not working in a traditional samurai shodown sense but more along the lines of 'won a round, has 3 stocks of super, and opponent is down to at least 20% health'. i don't really know what i'd do for it, though, i just want to try doing something like that at least once
That's kinda the standard for doing that in MUGEN because being 100% accurate with it would require the inter-character compatibility because of how the meditation meter plays into it.
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: 【RTC】MelvanaInChains on December 28, 2014, 04:17:18 pm
yea that is true isn't it. and i ain't about to give reggie meditation or 'state of nothingness' either so

anyhoo the first post has been slightly updated. as for reggie, of course i didn't work on him, but i'm gonna see what i can get done today. i actually did implement a couple heavy versions of some attacks....'miracle of sound in motion' is proving to be a very annoying move to code
Title: Re: Melv's WIP threaddin' (Reggie Skatore, original character, beta up)
Post by: City_Hunter on December 28, 2014, 05:34:53 pm
really like your wip good luck with everything