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Messages by puffolotti4iji

    

Re: Maleficent From Disney released

 February 07, 2018, 11:56:14 am View in topic context
 Posted by puffolotti4iji  in Maleficent From Disney released (Started by CAMARAO January 30, 2018, 03:31:29 am
 Board: Your Releases, 1.0+

A victory quote can be decided in state 180, i don't have time to try it out now.
As far as i know it is possible to decide the victory pose and the quote in state 5900 too, but i don't have the time to try it right now, and anyway i don't see any advantage in putting the paragraph there instead of state 180.

If i remember correctly it goes like this.

[State 180, specific victory quote] ;when she wins over "Savonarola" she makes a pun.
type = victoryquote
trigger1 = p2name = "Savonarola"
value = 99 ; "You have no wings, i must cut something else from you."

I still don't know how to prevent a character from using a quote designated for specific opponents toward other characters, where said quote won't make sense.

If i may suggest an elaborate baddy quote: "Justice you wanted, and justice you had."
    

Re: Eddie The Head (Iron Maiden)

 February 07, 2018, 02:21:09 am View in topic context
 Posted by puffolotti4iji  in Eddie The Head (Iron Maiden) (Started by DWMCrasher98 February 04, 2018, 10:51:21 pm
 Board: Sprite Projects

Personally my favourite song by Iron Maiden is Aces High. I also enjoy the "midnight bliss" version, by what seems to be a female cover band called "iron maidenS ".

Down to business, the first cel i'm seeing is looking good, a tip i can give you, if you manage to start from the groups 5000-5070 or from the groups 120-151, the rest of the work will flow like an avalanche. it's almost magic.
    

Re: Chibi anomaly (experiment for 2.5d superdeformed characters)

 February 06, 2018, 11:29:08 am View in topic context
 Posted by puffolotti4iji  in Chibi anomaly (experiment for 2.5d superdeformed characters) (Started by puffolotti4iji January 08, 2018, 03:29:54 pm
 Board: Sprite Projects

quick answer: yes, from scratch.
Sometimes i open an existing character to learn how to render specific moves, dance steps, as if i was reading a manual, but the concept of the animation of a punch wouldn't make sense if it isn't based on that punch


Dazstudio has a character's architecture, where you can save a file [pose] that contains the hyerarchy of the bones on a timeline, and other files, that contain the shape, the materials, the clothes with their respective materials etc.

Then an animation file can be applied to another model, to create another spriteset, pretty much like Ryu, Ken, Dan, Akuma, etc. etc.

Like this.


Since i'm working on aliens, i had to "invent" martial arts for their body.



I'm working on a sequence that should allow to create a very wide array of human characters with Daz3d, i'm talking about that here:
http://mugenguild.com/forum/topics/mustermenschen-project-mass-production-human-chars--182533.0.html
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 February 03, 2018, 10:04:40 am View in topic context
 Posted by puffolotti4iji  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 am
 Board: Sprite Projects

Update: i'm sorry for the double post, i wish to assure Reddbrink and Stephan1234 the sprites i promised are still on my schedule, i got a busy week at work and had to shift all something like 10 days forward. I'm sorry, shouldn't have said "If no unforeseen events show up", it always bring misfortune :S
    

Re: Chibi anomaly (experiment for 2.5d superdeformed characters)

 February 02, 2018, 09:55:55 am View in topic context
 Posted by puffolotti4iji  in Chibi anomaly (experiment for 2.5d superdeformed characters) (Started by puffolotti4iji January 08, 2018, 03:29:54 pm
 Board: Sprite Projects

I'm not entirely sure what do you mean, i made it from a default model within DAZstudio.
The source is " myself "


    

Iji based: The Human Anomaly

 February 02, 2018, 12:22:30 am View in topic context
 Posted by puffolotti4iji  in Iji based: The Human Anomaly  (Started by puffolotti4iji February 02, 2018, 12:22:30 am
 Board: Projects

Finally i have got a project to present. "The human anomaly" I already presented a spriteset, and a demo. Now i'm working on production of my game, "Alpha strike" Based on Daniel Remar's Iji http://www.remar.se/daniel/iji.php

I already presented the graphic in the appropriate section.


The following archive is an almost empty core (it has got light and strong standing punch, for testing purposes) soon i'll give a version with some AIR paragraphs, and some sparks and projectiles. I published this empty version in case someone wants to develop another version of the character or another character. This file should be a good empty template to get started, altough the number of images and sounds may look odd.

http://www.mediafire.com/file/a24ld96tftde0l2/HA.zip

The sounds come from the original game, the voice of original character by Daniel Remar, Iji Kataiser was performed by Anna Ashabova.

The system will be 2 punches and 2 kicks,
2 punches together to get the moves that require the alien weaponry, 2 kicks together for moves based on translation (such as teleport.)

All the throws in the game will be special or hyper moves. (The human anomaly won't have any throw, since compared to the other characters she is cat-sized)
Every character will have some method combos.

Every character will have a personal nanomachines control unit, that could be used in different ways, while the aliens are all expert in using this device, the human anomaly is a novice, and therefore, despite her super strenght and agility, her way to use her personal nanomachines control unit to devise strange weapons is quite savage. In fact in Alpha Strike, the game where she will appear, she's the alien presence, kinda like Blanka in the street fighter serie.
In the game the projectiles are divided into energy, (like plasma or void) mechanic (Like rockets, bullets or object) and fluid (fire, acid, electricity). There is a character that is vulnerable only to mechanic and fluid, wich are the weakest ones.

About the human anomaly, her movelist, if nothing better comes up, will be:

a= light punch
b= strong punch
x= light kick
y=strong kick

Costant powers:
The human anomaly can control the gravity force to a certain degree, and so she can control her jump up to a certain point.

Command moves:

F+a= turn elbow (can be cancelled into 4 different hits, 2 punches and 2 kicks)
F+b= full revolution backfist (can be cancelled into 4 different hits, 2 punches and 2 kicks)
F+x=  sobat

While running any punch = elbow drop
While running any kick = Rolling thunder
While running D+Any kick = Sliding kick
At beginning of slide kick, any kick = vertical shotgun kick (short)
While hopping back any kick = somersault kick
In air D+ any kick = Meteor kick

Special moves

D,DF,F, a = dash straight
D,DF,F, b = Ghost punch (startup dodges projectiles)
F,D,DF,F, any punch = knockenglock ("Bone bell". A rising head butt.)
(Possible in air) D,DB,B, any punch = Elbow dash
D,DF,F, any kick = Triple sobat
F,D,DF, F, any kick = Vertical shotgun kick (Long)
D,DB,B, any kick = rolling back somersault kick
at beginning of rolling back somersault kick, any kick = vertical shotgun kick

In air D,DF,F, any kick = airborne somersault kick
In air D, DB, B, any kick = airborne rolling thunder
In air B, DB, D, DF, F, any kick = dragon kick

Super moves (require power and will fumble if there isn't enough. AI over level 3 never fumbles.)

2P = energy barrier (stops projectiles but doesn't hurt opponents)
F+2P = change teeths odd times, shoots teeths even times (pretty much like sharon's gun in SF ex plus alpha 2)- mechanic projectile
B+2P = uses all the current power to heal herself
D+2P = crack attempt (steals power from the target. works on both foes and allies)
DF+2P = crack attempt (steals health from target to replenish power, works on both foes and allies)
DB+2P = crack attempt (sacrifices own power to restore target's health. works on both foes and allies.)

F,DF,D,DB,B, 2P = Nano overload (changes next punch or kick in an explosive special move)

in air 2P = nano overload (basically hurts whoever she touches and destroys incoming rockets, but not energy projectiles)

In air 2K = gliding forward

Hyper moves

D,DB,B, 2P = retribution (a shower of plasma balls originating from the HA herself, low HP = higher damage.)
    

Re: The Human Anomaly (generic military girl)

 January 21, 2018, 11:35:29 am View in topic context
 Posted by puffolotti4iji  in The Human Anomaly (generic military girl) (Started by puffolotti4iji January 04, 2018, 03:28:25 pm
 Board: Sprite Projects

Sorry for the double post, but i divised a render method that allowed me to improve this spriteset in a matter of a couple hours, so i'm publishing here the new spriteset.


This should help understand the palette


I'll have to resize and clean this sprite for Alpha strike (I won't be abusing the scaling within MUGEN because i don'w want the sprite to lose the eyes language in the automatic resizing) then i'll publish the resized version.

I'm gonna put something on the T-shirt.

EDIT

Aaaand, here we go.



As you can see i added some sort of scifi-gloves.

This spriteset requires some more work on the cels, but i think i'll do that on the rescaled (70%) version, for the reasons i explained above. I leave this spriteset for didactic purposes. In the process i'll add cels with motion blur, kinetic effects, energy trails.
B.T.W. The last 4 cels, where the gloves "try to run" to the starting position are a mere mistake. I don't think they can be used, but right now i see no point in removing those cels.

I guess the moment i have some spare time i can look again at the variation for @Bastard Mami .
    

Re: Alpha strike: Filtration room

 January 20, 2018, 10:29:23 pm View in topic context
 Posted by puffolotti4iji  in Alpha strike: Filtration room (Started by puffolotti4iji January 18, 2018, 12:25:16 pm
 Board: Your Releases, 1.0+

The stage is nice, would have been nice touch to add deltas to the sky behind the window and fans

Thank you for your feedback.

There were some pratical reasons not to do so in the first release, but if the project's development goes along well i' gonna do a version with transparent windows and an animated sky.
    

Re: Ult Boston Aquarium (Marvel Super Heroes : War of the Gems)

 January 20, 2018, 02:25:58 am View in topic context
 Posted by puffolotti4iji  in Ult Boston Aquarium (Marvel Super Heroes : War of the Gems) (Started by ELECTR0 January 19, 2018, 07:06:39 am
 Board: Your Releases, 1.0+

excellent job, i like very much how polished it looks.
In particular i like the light flares effects.

Perhaps the schools of small fish and the dolphins may use a turning animation, if you are interested i'll do it for you.
    

Re: Alpha Strike

 January 20, 2018, 02:19:06 am View in topic context
 Posted by puffolotti4iji  in Alpha Strike (Started by puffolotti4iji January 06, 2018, 01:58:15 pm
 Board: Projects

Thank you very much. In my port, the hero of the story (Kinda like Ryu in Street fighter or Terry Bogard in Fatal fury) won't be the Human anomaly but the tasen soldier Vateilika.
Yet i want to give to all the character about the same space, beside the fact i don't like how street fighter 4 revolves around the shoto-cretins or tekken around the Mishima family and gives little space to other character's storyline, i want to take some distance from the original game setting, and explore the alien cultures, so the human anomaly (and the other human, representing pure cruelty ) goes in [Blanka]'s echological niche.
Alpha strike will be about the 2 alien cultures. Most of the character i'm putting into the MUGEN version come from the original game, and i tried to expand their reasons, with the general rule: "everybody is right in their own eyes " The endings are all happy for the player's avatar. (I didn't like the endings of street fighter's Charlie Nash where he's captured and killed. In my vision this should be what happens when somebody else wins. Paul from Tekken's endings are indeed hilarious, but i don't want such humor in Alpha Strike.)

what follows may be a little confusing to who didn't play the original game by Daniel Remar. to whoever doesn't know it i advice to play it, is very good, it can be downloaded from this page http://www.remar.se/daniel/iji.php
The characters that will appear in the first release of Alpha Strike will be:

Vateilika, the pacifist: Seen in sector 3, representing tasen soldiers. She carries a (not so) misterious komato letter on her chest.



Yukabacera: Seen in sector 8 a tasen super soldier. his main feature will be an impressive array of ranged weapons, that commands komato's respect


(Maybe) Elsa Hautki: Another tasen soldier, she will be weaker than the other characters, but instead of being a joke character, i'll focus on making her desperate, a normal person surrounded by fiends.


The human anomaly: Now, this is kinda complicated, i had to drastically change the human to fit into mugen gameplay and in the storyline, for a starter my version is 40 cm shorter than Iji, to underline the fact that tasen and komato perceive her as a brainless beast she don't carry a nano-weapon, but like the imps in doom she is able to weaponize her nano-field, emulating some komato weapons.

As told above she won't be the main character, so according to the character choosen by the player she can side with tasen, komato or none.
Her intro is identical of Iji's but i'm considering to dub her a different person, if that's the case her birthname will be AVA

(Maybe) Verlaine Byron. Another human. Since Mugen doesn't allow the conditional storyline, i separated Iji into 2 characters. Ava represents the pacifist route, while Byron, who is armed with the nanogun, is driven by pure hatred toward the tasen.


Commander Ukall: Tasen commander.
I had to change some stuff from the platform, one of those is the fact the alien are able to summon their weapons via teleport, like in some games the weapons will appear right before use and disappear after the blow.


Defender Irgen: The defenders are a new class of tasen of my conception, (if i'll edit the original game they are supposed to prevent Iji from stealing the tasen bikes, the shredders, substantially they are female elite.)


Krotera: the not-so-beloved tasen leader, in Alpha Strike will be a mid-boss.


From the komato side we'll have:

BaGeDo: Komato berserker, the guile of the situation. In Alpha strike he'll be a good hearted guy, despite the fact he slaughters tasen for a living.


Ansaksie: The komato female assassin from the original game.

Puji: her twin sister, who is a komato berserker. She loves humans like some humans loves cats

In alpha strike the 2 girls are smaller than average komato.

The 4 bosses, all komato will be

Annihilator. (i didn't decide the name yet)
A giant who can't block, but has constant super armor

Iosa the invincible: from the original game, a female annihilator. she's immune to energy projectiles, for the reasons explained in the original game.


Asha the assassin: from the original game. he'll be very agile but unable to block


And at last, general Tor, the final boss. In the original game he was piloting a 40ft tall robot, but in MUGEN he'll come at the player hand to hand.


More on the classes and characters from the original game can be found here:
http://www.remar.se/daniel/iji2guide_enemies.php
http://www.remar.se/daniel/iji2guide_bosses.php

As for the gameplay, i'm going to introduce a couple concepts, first of all some weapons will cause splash damage for everyone, and second one there will be some... let's call them allergies.
The game will be played in rather big background, and explosive will send the chars very high and very far.

Browsing my DA page will provide further informations about the development of said characters and the game-mechanic.

I tried to be brief, let me know if something isn't clear.
    

Re: Alpha strike: Filtration room

 January 19, 2018, 03:29:25 pm View in topic context
 Posted by puffolotti4iji  in Alpha strike: Filtration room (Started by puffolotti4iji January 18, 2018, 12:25:16 pm
 Board: Your Releases, 1.0+

thank you very much guys.
I think i'm going to add some rocket damage on the walls and the pipes in future, but first i have to finish the other stages.
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 January 19, 2018, 12:27:07 pm View in topic context
 Posted by puffolotti4iji  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 am
 Board: Sprite Projects

ReddBrink I don't see problems.

If no unforeseen events show up, i'll draw the required cels (12-20, i think right now) before first monday of february.
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 January 19, 2018, 02:34:47 am View in topic context
 Posted by puffolotti4iji  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 am
 Board: Sprite Projects

i'll take care of that next week, it may take a couple days.
    

Iosa Sakera's Zink bath stage.

 January 19, 2018, 01:35:08 am View in topic context
 Posted by puffolotti4iji  in Iosa Sakera's Zink bath stage. (Started by puffolotti4iji January 19, 2018, 01:35:08 am
 Board: Projects

Usually i compose my stages by myself, i'm kinda stuck with this one,



The fluid in the pool is animated, and so are the lights below it.

Altough this is a work in project i'll share the incomplete.
Here the file.
http://www.mediafire.com/file/nmr5ydeteg67kww/iosa.rar

I tried several arrangments for the room behind the bath but the right idea escapes me.
Anyone can think something?

    

Re: MVC3 Styled Undertale Characters

 January 19, 2018, 12:05:00 am View in topic context
 Posted by puffolotti4iji  in MVC3 Styled Undertale Characters (Started by Taffy August 16, 2017, 05:02:47 pm
 Board: Projects

very nice animation. The jab looks kinda heavy. It is an excellent animation, but it looks odd that she can return to previous position so quickly after putting so much weight on the front leg.
    

Alpha strike: Filtration room

 January 18, 2018, 12:25:16 pm View in topic context
 Posted by puffolotti4iji  in Alpha strike: Filtration room (Started by puffolotti4iji January 18, 2018, 12:25:16 pm
 Board: Your Releases, 1.0+

I'm not entirely sure 640X480 is considered hi-res nowadays, anyway, here my first release.



This screenshot represents the maximal zoom out.
Fans, lights and ambient occlusion are animated.

here the files.
http://www.mediafire.com/file/eje00zrzmyllzpm/puji.rar

I made this stage from scratch for my project "Alpha Strike", wich is, in my intention a MUGEN port of the platformer Iji, created by Daniel Remar.

Therefore it can be a little odd for normal gameplay, but i tested it with KFM and didn't look too out of scale.

In Alpha Strike there will be the concept of "Bombing distance", further than fireball distance.
Many characters will have weapons like hand grenades, rockets, bombs or plasma splinters that do splash damage to everyone in range. The shocksplinter, in particular, will produce a shower of shells when hits a wall, Who played the original game Iji by Daniel Remar can get the idea.

I released this stage because i don't think i'll work on it anymore before the first release of "Alpha Strike", so is technically complete.

Let me know if you like it, if i should add some elements like an emergency shower or such
    

Re: Kame House

 January 18, 2018, 11:02:11 am View in topic context
 Posted by puffolotti4iji  in Kame House (Started by Toni January 18, 2018, 09:49:41 am
 Board: Your Releases, 1.0+

it looks perfect.
    

Iji for MUGEN: Final boss's stage with zoom.

 January 18, 2018, 02:41:46 am View in topic context
 Posted by puffolotti4iji  in Iji for MUGEN: Final boss's stage with zoom. (Started by puffolotti4iji January 18, 2018, 02:41:46 am
 Board: Resource Releases

Here the screenshot:


The sky is fully animated, (as a matter of facts is taller than needed for Alpha Strike) the sunlight affects the whole stage.

here the files.
http://www.mediafire.com/file/ztlzsbfqssq6384/tor.rar

The BGmusic is "Final Encounter" by David Orr.

Who is familiar with the original Videogame Iji by Daniel Remar may recognize the location, i took some room for interpretation, because i'm redoing the graphic rather than update the original sprites, but i think is close enough.

Here a screenshot from the same place in the original game:


B.T.W. I noticed there has been some interest for this stage made with the original cels by Daniel Remar.
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 January 17, 2018, 11:47:51 pm View in topic context

Hello Nep Heart ; Shading Crawler and BrawlersintheZone .
I'm not entirely sure i should be welcoming people, since i'm here since about a week, but i guess there is no sin in greeting.
    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 January 17, 2018, 10:30:35 am View in topic context
 Posted by puffolotti4iji  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 am
 Board: Sprite Projects

Here's a request: A Sonic battle-styled standing animation and proper walking animations (forward & backward) for ShinRyoga's Mario. Also a scared expression for the same character.

I would gladly help, but i don't know your interpretation of the character.

Can you provide the SFF file? I can do walking animation, but if i don't know how the character is supposed to move and what's their overall body language i can't do a proper animation