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Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released) (Read 9314 times)

Started by SilentProtagonist, March 01, 2012, 07:34:38 am
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Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#1  March 01, 2012, 07:34:38 am
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Hey! It's been like 6 years since I worked on anything MUGEN-related. Let's see if I can release something this time :sadgoi: All my creations come from Chrono Trigger.

WIP 1: Frog

What's already done:
  • Required sprites and animations
  • Basic attacks
  • Hitsparks and sounds from the original game
  • Special attacks
  • Some supers
  • Two intros and a simple winpose

What's not done yet:
  • Check damages, velocities, etc. again and again
  • Maybe one more super
  • More/special intros/winposes
  • Fix a bug with the small portrait's palette

Screenshots:

Spoiler, click to toggle visibilty

WIP 2: Inner Lavos

Another old WIP, the second form of the interplanetary parasite.

What's already done:
  • Almost all moves from the original SNES fight
  • Some sort of AI
  • Ability to inflict status effects

What's not done yet:
  • The stage. I have to learn how to make a proper stage for 1.0
  • Check if I have to change something in the AI
  • See if there is a better way to implement some status effects (poison, disabled defense)
  • Find some portraits

Screenshots:
Spoiler, click to toggle visibilty

WIP 3: Ayla

A new WIP!

What's already done:
  • Required sprites and animations
  • Basic attacks
  • Hitsparks and sounds from the original game
  • Special attacks
  • One super

What's not done yet:
  • Check damages, velocities, etc. again and again
  • More supers
  • Intros/winposes
  • Small portrait (I just realized I'm missing that)

Spoiler, click to toggle visibilty

That's it. Give me your suggestions, questions, opinions, etc. :)

Edit: Betas are here: help me fix them!
Ayla : http://www.mediafire.com/?y6r7wantn3b294o
Frog: http://www.mediafire.com/?31c9vo4rotwxyhc

Edit 2: As Human noted, they're 1.0-compatible only (although I think it wouldn't be that hard to make them compatible with the version you like)
Last Edit: March 17, 2012, 09:56:46 pm by SilentProtagonist
Re: Some Chrono Trigger characters
#2  March 01, 2012, 07:43:11 am
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awesome ideas my friend, even tough i only played Chrono Cross i wish you great success into this. have you heard of the battle stormer project by O Ilusionista?, i think one of your characters would fit perfectly in it
Re: Some Chrono Trigger characters
#3  March 01, 2012, 06:07:07 pm
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Awesome!! 16-Bit Glory!! wanna try them.  ;D
@Blue Monkey, that's a great idea!  :woeh:
Re: Some Chrono Trigger characters
#4  March 01, 2012, 07:32:13 pm
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I will tell o Illusionista about this project, i think he at least should give it a look.
Re: Some Chrono Trigger characters
#5  March 06, 2012, 06:56:07 pm
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Updating with Ayla's current supers  :) :

Tail Spin:
Spoiler, click to toggle visibilty

Triple Kick:
Spoiler, click to toggle visibilty
Last Edit: March 10, 2012, 06:39:15 pm by SilentProtagonist
Re: Some Chrono Trigger characters: Frog, Ayla, Lavos
#6  March 10, 2012, 07:03:54 pm
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I guess it's not rude if I double post when I have new content to show  :S

Intros!

Kicking some Reptite butt (I love AngleDraw):
Spoiler, click to toggle visibilty

Riding Dactyl:
Spoiler, click to toggle visibilty

New attacks:

Cat Attack (the first part of the move is inspired on Diddy Kong's Forward+B move from Brawl, Monkey Flip). I think it's kind of overpowered (because of its range) so I added a requirement of 500 power to use it.

Spoiler, click to toggle visibilty

Gatling Kick (but without Crono and Lucca). Think of it as a Tatsumaki Senpuu Kyaku variation where you start from the floor and rise, with debris rising from the floor.

However, as Ayla's so small, the range of this attack is pretty bad. I think this will be her third super, but I have to recode it from scratch, maybe with a first phase that acts as a throw (to solve the range problem) Ideas are welcome.

Spoiler, click to toggle visibilty

I think I'll make a first release after I remake Gatling Kick to try and get some feedback. I love to code but I'm not really an expert on the gameplay and balancing side. I DO want my chars to be balanced and fun, though.
Re: Some Chrono Trigger characters: Frog, Ayla, Lavos
#7  March 10, 2012, 08:28:13 pm
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Fantastic! keep up the good work man!  :sugoi:
Re: Some Chrono Trigger characters: Frog, Ayla, Lavos
#8  March 10, 2012, 10:29:05 pm
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do you need beta testers for this? I could help you out im a huge fan of chrono trigger.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#9  March 17, 2012, 04:54:53 pm
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Betas released! Updated first post with links.
Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#10  March 17, 2012, 09:51:26 pm
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Mister, you earned my highest level of respect, awesome work there, still I didnt tested it much, but surely will leave feedback.

Those chars just have that nostalgia feeling, its like playing Chrono Trigger once more.
I wanted to make CT chars myself in past, but I dont remember why I rejected it.

Ps. You didnt mentioned its 1.0 only.
Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#11  March 17, 2012, 09:57:27 pm
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Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#12  March 17, 2012, 10:14:03 pm
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Have you tried XY scale 1.25?
Spoiler, click to toggle visibilty

I dont have Snes emulator and im too lazy to download and configure it.
Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#13  March 17, 2012, 10:26:43 pm
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Tested Frog for now :
- Walk, dash back and jump could get sounds.
- The sword attacks could get an FX to show in which direction the sword is going. If you look at the light basic attack frame by frame, you can understand what happening, but at real speed when you don't hit the opponent, then no. So yeah, a semi transparent trail or blur effect would be nice.
- Leap Slash is F,D,DF contrary to what the readme says.
- You can chain the basics from standing to crouching but not the other way round. Is there a reason for that ?
- Water Magic: Water Stream doesn't remove any power to Frog.
- Are you going to add comboability to go from basics to specials and/or specials to supers ?
- Any plans to add team supers when playing in Co-op mode ?

This is some awesome and very faithful job, very nostalgic feel and good job putting RPG chars into a fighter.

Edit for Ayla :

- Most feedback specific to the game system applies to Ayla too.
- Crouching B is an infinite with good timing. It can link ito itself.
- The boulder toss is not very understandable IMO. May be source accurate though, can't remember.
- Aerial C feels misaligned. Jump and perform it, and it looks like she stretches higher than her old position.
- I'd change the arc for Rock Throw a little. They all go to the same heigh, while I'd make the one going shorter go higher. That's just me though.
- You put the wrong commands for the specials.
Last Edit: March 17, 2012, 10:58:13 pm by Cybaster
Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)
#14  March 18, 2012, 03:39:54 am
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Cool, feedback.

Quote
Have you tried XY scale 1.25?
But that wouldn't scale the CLNS boxes, would it?

Quote
- Walk, dash back and jump could get sounds.
I'll see what I can do.

Quote
- The sword attacks could get an FX to show in which direction the sword is going. If you look at the light basic attack frame by frame, you can understand what happening, but at real speed when you don't hit the opponent, then no. So yeah, a semi transparent trail or blur effect would be nice.
Yeah, this comes from the fact that I had so few sprites to create the basic attacks. I'll see what I can do (I'm thinking of semi transparent, monochrome explods: I have some unused FX from the game. I could edit some sprites and insert them as extra sprites in the animations)

Quote
- You can chain the basics from standing to crouching but not the other way round. Is there a reason for that ?
I was aiming to prevent infinites (acyclic graphs :ninja:)

Quote
- Water Magic: Water Stream doesn't remove any power to Frog.
Fixed.

Quote
- Are you going to add comboability to go from basics to specials and/or specials to supers ?
Yep. For now I was trying to achieve basic chaining without infinites.

Quote
- Any plans to add team supers when playing in Co-op mode ?
Maybe, but not in the close future.

Quote
- Crouching B is an infinite with good timing. It can link ito itself.
Argh. I'll fix that ASAP.

Quote
- The boulder toss is not very understandable IMO. May be source accurate though, can't remember.
I was trying to implement a pretty standard throw (I based it on PoTS' Ryu's throw). Is the way to perform it confusing or is it something else?

Quote
- Aerial C feels misaligned. Jump and perform it, and it looks like she stretches higher than her old position.
- I'd change the arc for Rock Throw a little. They all go to the same heigh, while I'd make the one going shorter go higher. That's just me though.
Noted. Will check and fix.

For the record, I made the readme files very quickly. That should explain all the wrong commands  :sugoi: Thanks for the feedback :)