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Jiggeh

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Messages by Jiggeh

    

Re: Jiggeh's stuff

 July 05, 2014, 09:50:15 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

So once again Team Ninja are hosting a DOA5U costume design contest, and just like last time I only found out about it very close to the submission deadline. Unlike last time though, for this occasion I made the extra effort to actually make and submit something. Pretty rushed because of the time factor of course, so I wasn't able to put much time/thought/effort into the design, but I'm pretty happy with how the art turned out.



I hope some of you will consider voting for my entry! :)
    

Re: CLSNs for KoF XIII discovered.

 July 04, 2014, 04:46:05 pm View in topic context
 Posted by Jiggeh  in CLSNs for KoF XIII discovered. (Started by Niitris January 28, 2014, 07:09:56 pm
 Board: Development

I realize I'm splitting hairs here, but it could be used to replicate the system Virtua Fighter uses, where higher damage attacks always take priority over lower damage attacks. Trades only ever occur in VF if the two attacks do the exact same damage.

But yeah, as far as typical 2D fighters go, "priority" is generally an umbrella term for things like hitboxes, frame data, etc and not an actual numerical attribute of an attack. In MUGEN it IS though, which means that actually using it in most cases results in something less faithful to most games.


edit: duh, forgot to add what I was originally going to post - this is a pretty awesome discovery!
    

Re: Announcer voice

 June 29, 2014, 01:33:45 am View in topic context
 Posted by Jiggeh  in Announcer voice (Started by Alex Sinigaglia April 24, 2014, 11:43:52 am
 Board: MFG Presents Street Fighter

I miss anything?

Mech Gouki
Shin Gouki
Final Vega
Final Bison
Goutetsu
Enero
Février
März
Aprile
Satsuki
Santamu
Xiayu
Jianyu
Noembelu

Hong Kong
East Asia
South Africa
South America
Europe
South Asia
Oceania


The vaguely labelled locations for the SF4 stages are really stupid IMO, but you might as well include them for completeness' sake.
    

Re: Jiggeh's stuff

 June 08, 2014, 03:19:58 am View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Thanks as always for the kind words.

City Hunter and Fisher King, I'm particularly glad to get positive comments for Despero. He's a character I'm not very familiar with and I felt quite lost in terms of his design, so I'm happy I managed to come up with something that people like. :)


Deathstroke is just a ripoff of his Arkham Origins design, but I'm glad you guys like it nonetheless ^^
    

Re: Jiggeh's stuff

 June 07, 2014, 11:56:40 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Thanks for the comments. Villain time!

    

Re: Jiggeh's stuff

 June 02, 2014, 08:03:38 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

    

Re: Sabockee's Sprites 'n Such

 May 21, 2014, 08:59:40 am View in topic context
 Posted by Jiggeh  in Sabockee's Sprites 'n Such (Started by sabockee February 22, 2014, 01:43:03 am
 Board: Graphics

For what it is, it looks pretty great. Can't really argue with a process that simple.

But looking at the sprite in and of itself, I'd like to see a more vibrant colour palette, and the head needs to be bigger as well. When the resolution is decreased the face simply needs a couple of more pixels of real estate to be defined properly - or to put it another way, because of their low resolution, CVS sprites are generally drawn with disproportionately large heads to make room for the necessary detail. If you blow up a CVS sprite to KOF13 size, you'll notice their head looks pretty massive! So even if Clark's head here is technically more proportionate, it doesn't look quite right for the CVS style.

Like I said though, for what it is it's pretty good. A sprite set like this would certainly fit better into a CVS game than palette swapped KOF98 sprites.
    

Re: Jiggeh's stuff

 May 12, 2014, 06:03:09 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Phew, finally had some time to draw again this weekend. Only just now got around to drawing my second entry to the Super Duper Street Fighter Collab, Decapre:



Made an alternate "Killer Bee" version too. I hope she has a colour like this in the game!
    

Re: Frank West

 May 07, 2014, 06:57:05 pm View in topic context
 Posted by Jiggeh  in Frank West  (Started by balmsold November 26, 2011, 09:16:38 pm
 Board: Projects

I agree, that looks way too heavy and elaborate for a light kick. For the light kick he should essentially be staying in his crouched pose and just sticking out his leg. Light attacks typically have around 3-4 frames of startup, this animation looks like it has around that amount of unique frames before the kick comes out.

If you're set on using this as the light kick, I would definitely remove a couple of frames from the animation. Study existing SF/MVC characters for reference.
    

Re: Stages

 April 29, 2014, 06:46:45 pm View in topic context
 Posted by Jiggeh  in Stages (Started by FeLo_Llop April 14, 2014, 10:24:38 am
 Board: MFG Presents Street Fighter

To clarify yet again, when talking about "horizontal movement", I was referring to background elements still, nothing to do with characters. Especially for stuff moving in a diagonal direction or whatever, making sure the math adds up so that the element in question moves correctly (IE moving at a 45 degree angle when scale is 1 would mean the angle of the movement would change if x scale is a different value etc etc). But whatever, it was just a throwaway comment about something I'm not sure will even be a concern. Move along :P

As for stage width, I think it could depend on what the source material is. Assuming the game will mostly use existing SF game stages (or slight variations thereof), I dunno about arbitrarily changing their width; after all they were designed with a specific width in mind. Using 768px as a general guideline I think is a good idea, but I don't think it's a big deal if some stages happen to diverge from that, nor would I really want to see someone doing a hack job of extending a narrower stage "just because".
(If anyone is making/converting non-CPS2 stages to fit, just don't forget to account for the width correction ;))


On a tangentially related note, just airing a completely subjective personal opinion - I would really like to see as few 3S stages used as possible. Many of them have a real rough, painted look to them that clashes not only with the character sprites, but even more so with pretty much every other style of SF stage. NG/2I have some of the most gorgeous pixel backgrounds Capcom ever created - I would much prefer to see some of those get the spotlight in this game. Even for characters like Makoto and Remy who never had any other stages of their own, I think it would be much cooler to see them get a new stage that fits in better with the CPS-2 era Capcom aesthetic.
    

Re: Stages

 April 27, 2014, 01:58:42 am View in topic context
 Posted by Jiggeh  in Stages (Started by FeLo_Llop April 14, 2014, 10:24:38 am
 Board: MFG Presents Street Fighter

JNP: Yeah I get it.  I was just reiterating the point you made to XGargoyle, but your next post snuck in before mine and I couldn't be bothered retyping it to make more sense in context. :P

The one thing that may or may not become a little tricky is making sure anything with horizontal movement etc moves at the correct speed I guess, but still that's most likely a fairly minor concern. Less of a headache than anything involving manual editing of stage graphics, for sure.

With this feature being so simple to implement, I can't believe more people don't use it!
    

Re: Stages

 April 26, 2014, 11:26:42 pm View in topic context
 Posted by Jiggeh  in Stages (Started by FeLo_Llop April 14, 2014, 10:24:38 am
 Board: MFG Presents Street Fighter

Yeah, you can scale everything, but the scale of the CvS characters and the scale of the CPS stages don't match. You'd need to scale different stages and characters by different values, not to mention it complicates UI/menu stuff too. :P

If it's possible to scale stages in code I'm sure that would work just as well. I wasn't aware this was possible, because I don't think I've ever seen (or heard of) someone doing it! Either method kind of has its pros and cons... I'm not greatly concerned with how it's done, as long as there's some consistency between stages. Also, as long as I won't have to look at everything in the wrong aspect ratio ;)
    

Re: Stages

 April 26, 2014, 07:21:52 pm View in topic context
 Posted by Jiggeh  in Stages (Started by FeLo_Llop April 14, 2014, 10:24:38 am
 Board: MFG Presents Street Fighter

So speaking of stages and width, I for one would like to see all stages edited to correct the aspect ratio. If the character sprites will be width-corrected (or already use the square pixel-friendly CVS sprites), not doing the same to the stages would mean that they (aside from looking bad) would all be considerably too wide. That has pretty huge gameplay implications, giving immediate advantages to keepaway characters/playstyles, and so forth.

I don't know if there have been any discussions about resolution, and I'm also not familiar enough with MUGEN to know if/how much that will be customizable on the player's end, but I reckon creating stage graphics for even just 640x480 would make it possible to rescale them to the correct proportions without considerable drop in visual quality. You could do some touching up in problem areas etc I guess (if the scaling uses any kind of filter or resampling you'd at least have to edges of layers with transparency), but really it should only require minimal, if any, editing.




Just as a very crude proof of concept, I rescaled Ryu's SF2 stage to 640x480 proportions just using nearest neighbor scaling. Looks pretty alright to me. For comparison the pic switches between the width-corrected version and an uncorrected, uniformly scaled version. Even in a silly thrown together thing like this I think it gives a pretty clear idea not just of the visual difference (round objects are actually round, and not oval! Amazing!) but also how much the width affects the size of the playing field.
    

Re: RYU

 April 25, 2014, 01:29:16 pm View in topic context
 Posted by Jiggeh  in RYU (Started by Just No Point April 04, 2014, 04:16:29 pm
 Board: Ryu

His waist and left arm look really wobbly when he's charging the punch.
    

Re: Music

 April 24, 2014, 09:43:35 am View in topic context
 Posted by Jiggeh  in Music (Started by Just No Point April 11, 2014, 03:26:13 am
 Board: MFG Presents Street Fighter

    

Re: Stages

 April 23, 2014, 12:58:21 pm View in topic context
 Posted by Jiggeh  in Stages (Started by FeLo_Llop April 14, 2014, 10:24:38 am
 Board: MFG Presents Street Fighter

What is the purpose of shared stages? It's absolutely the thing I hate the most about games like Z1 and 3rd Strike.

On an actual production, of course fewer stages means less storage space and less labour is required. In certain games with gigantic rosters it's perfectly understandable that creating a unique stage for each character was not feasible for a number of reasons, but regardless, I have difficulty seeing it as anything other than a pretty major compromise. On a side note, I find that a smaller selection of entirely generic stages is a more satisfying compromise than giving most characters their own stage and then have some characters "borrow" from them, but the point remains - it's a compromise, and the ideal (in my mind anyway) should be that each character have their own stage and their own theme song.

For me this really goes back to SF2. The characters in SF2 were amazing in many ways, but that cast didn't just begin and end with the characters themselves - each of the characters were also defined by their stage and by their background music. Other fighting games have done this to greater and to lesser effect, others have ignored this concept entirely, but personally I feel it's integral to making Street Fighter feel like Street Fighter. Not to say I dislike SF4, for instance, but it absolutely bugs me that the new SF4 characters, for the most part, don't have stages to call their own. I would love to know what Viper's or Abel's stage would look like.

So going back to my original point, what is the purpose? Reduced workload? While I absolutely agree with the idea of starting small, and making baby steps, I think that if the ball really gets rolling, there's really no limit to how big the scope of this project could get. And with that in mind - and considering the relative workload of creating a stage as opposed to creating a character - is it really that infeasible to create a stage for every character? I agree that certain ideas for shared stages absolutely COULD work. A stage like CvS2 London for Eagle and Dudley for instance, sure. But is it better than giving them each their own stage? I don't think so.

Stages could really be made in any order, and I'm definitely not against the idea of having additional, generic stages (like in Z2 for example), but I personally don't like the idea of individual character stages being dismissed so easily.


Just my $0.02. :)
    

Re: Characters

 April 20, 2014, 03:12:00 am View in topic context
 Posted by Jiggeh  in Characters (Started by FeLo_Llop April 02, 2014, 10:53:23 am
 Board: MFG Presents Street Fighter

In a bit of a hurry so only skimmed through the thread - apologies if I'm repeating stuff. Just some random unorganized thoughts on Joe.

Personally I imagine Joe more as kind of a greaser/rockabilly type guy than some modern urban street punk. As such I really liked the sideburns, and I prefer the bare upper body to the shirt or hoodie... I don't mind the idea of tattoos but agree it'd be tough to do well. I think suspenders could work well too, with tanktop/t-shirt colour palette options.

If you're looking for reference for kind of a less refined or orthodox street fighting style, Miguel from Tekken certainly comes to mind before Bruce or Bryan IMO.

As far as his moveset goes, considering his back spin kick is pretty much his one recognizable attack, I think it should definitely be a special move and not just a command normal.
    

Re: We want YOU to join the community project.

 April 20, 2014, 01:59:57 am View in topic context
 Posted by Jiggeh  in We want YOU to join the community project. (Started by Just No Point April 02, 2014, 03:42:03 pm
 Board: MFG Presents Street Fighter

Throwing my name in the hat for general graphic miscellany. An animation here or there, random sprite touch up, screenpack-y bits. Basically, backseat for now until something screams out to me. My plate is almost too full at the moment for any major involvement, but I can't stay away from SF stuff.

This pretty much sums up how I feel I suppose. Wouldn't mind lending a hand with art stuff whenever time and interest allows.
    

Re: Jiggeh's stuff

 April 17, 2014, 05:08:41 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Thanks, guys :)
    

Re: Jiggeh's stuff

 April 16, 2014, 05:39:17 pm View in topic context
 Posted by Jiggeh  in Jiggeh's stuff (Started by Jiggeh October 19, 2013, 09:12:06 pm
 Board: Graphics

Captain America: The Winter Soldier was da bess