You could also make it so that there's a Regen effect on life/Limit gauge too, if you want to do something for anything else. Can also do something like greater pushback while blocking, or less damage done to guard meter too. Several ideas to float around with.
So uhh, Captain Sword wasn't all that cool* so I added in Warusaki3's Captain Combo. It still needs tweaking but it functions alright:In that same video you can see his Captain Fire LBs and a new throw I made for him w/ existing sprites. Can you spot it?He's starting to come alive so a new beta for him for you to test out wouldn't be a farfetch'd idea.Spoiler: * (click to see content)I'm lying. I couldn't understand the code I was referencing for it at all (CapSwrd from Splode's char), so I went with Captain Combo from Waru's CapCom, which was easier to comprehend and therefore manipulate/reference.
Time to breathe life back here:(ignore that badly placed default super spark, it'll be removed soon)So I finally managed to figure out how to put the intro/landing process for the Commandos. So far, they go into a DestroySelf state when CapCom connects his upper cut or when he misses/whiffs the opponent, until I implement the required custom state and the Commando barrage that would ensue.If all goes as planned, Captain Storm should be done fairly quickly, meaning I can implement some missing SNDs and the final win pose, and put him up for beta testing.And it only took 3 months, not 6.
So uhh, I ended up with a snag, as described in this thread.Unfortunately, this snag evolved, and apparently the CMD and code states are also gone. As in completely gone. I'm not sure what's causing this, but all the work I did on CapCom is now gone, helpers, Limit Breaks, all that.This is a bit of a kick in the teeth for me, so I'm going to put it like this:1. Captain Commando is officially CANCELLED. So instead of Captain Commando in the alpha, Alena Tsarevna of Dragon Quest will replace him. I'll be doing it as an edit of Noctis' Alena character.2. Another Capcom character will take his place. I'm not going to say much about it, but once the alpha is out, I'll announce the entire roster.Effort will now be pooled into Tifa and Asura's sprite work, editing Noctis' Alena so she can fit into the CvSE lay-out, and finishing work on DatKofguy's lifebars.It's a shame it came to this, but I sure learned my lesson about backups. If you need me, I'll be backing up everything else I have so far, because I'm not gonna make the same mistake twice.Sorry it had to come to this.
Damn it; I know that feeling.I lost 896 pieces of music in 2 years...but it's good to see that you're back on track.
atleast you can always come back to him and restart his progress since you don't have to sprite anything at all
It happened to me a couple years ago too with a edit of wreck it Ralph.That's one hell of a bug in Fighter Factory.
Maybe they'll fix that with the new Fighter Factory.Ryu's been updated, check him out hereIn regards to Alena, the main files are now implemented into my template, all that's left is fiddling around with her .AIR, .ST, and .CMD files. Shouldn't be too hard.
Very early view of Alena:Various things need to be implemented/played around with, but it's progressing a lot smoother than anticipated.
She looks very Great and well animated. I can see she is based on Sakura. Sweet progress there. Good luck with it man.
Getting somewhere:That's two of her special moves, Bakuretsuken and Sho-tsume (still haven't coded in the HitDefs for them). Only 3 more specials remain before Limit Breaks and other mechanics. Then it's testing time.It's slowed down at the suggestion of no1wammy so it could be viewed better.
Bump. All of her special moves have been coded in, HitDefs and SND and everything. Only tasks remaining are her system mechanics and Limit Breaks, before letting beta testing rip it apart.I hit a snag in the animations department, in the sense that she lacks Advancing Guard animations, Recovery Roll, and a Dash stop animation (her dash is a run, so think Sakura). Meaning I have to make them myself. Here's what I've done so far in that regard:Hopefully I can cheese through them so I can get on with working on her code.
if you need i can possibly rip her voices from Dragonquest heroes 2 which is by far the best quality voice she has (atleast in jap)
She actually has a JAP voice, but idk if its from Dragon Quest Heroes 2. If you end up ripping it, I'll implement it later on.Dropping by to say that Zero Counters, Recovery Roll, and Advancing Guard have all been implemented. From here, all she needs is the implementation of her Limit Breaks, some adjustments to her attack damage values, and a dash stop animation for her forward dash so that it stops looking weird, and I can release her for public testing.Alpha release is close.
A small look into Alena's LV3 Limit Break, Kaisen Dankairaku:Idk why the sound muted, sorry about that.
Too fast, I didn't even realize she kicked the enemy for the first hit until I watched the video again.
I'll have that taken care of soon.Taking a slightly small break from character coding to work on the Training Stage. I'm using the Dong Dong Never Die training stage (-Whiplash-'s edit of MaxBeta's stage) as a basis.Small in-progress mock-up. Aside from editing the stage a bit further, I'll be adding one last stage element, most probably a stage light. Still playing around with colors, so nothing seen here will be final. (I also messed up the placement of the screen, ignore that).The ball-shaped object at the top will be in a sort of holographic cage. Probably gonna make it the White Materia because I can't shake my love for FF7, and I just thought it would look cool.
Ho-Oh's Apprentice said, May 10, 2018, 01:50:29 amI'll have that taken care of soon.Taking a slightly small break from character coding to work on the Training Stage. I'm using the Dong Dong Never Die training stage (-Whiplash-'s edit of MaxBeta's stage) as a basis.Damn dude, that looks interesting. Also that alena is looking pretty good as well! Keep up the good work dude.