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Re: Rastan beta

 October 08, 2021, 11:33:34 am View in topic context
avatar  Posted by xxxXx  in Rastan beta (Started by xxxXx March 28, 2021, 06:57:21 pm
 Board: Your Releases, older Mugen

    

Re: Rastan beta

 June 02, 2021, 04:29:45 pm View in topic context
avatar  Posted by xxxXx  in Rastan beta (Started by xxxXx March 28, 2021, 06:57:21 pm
 Board: Your Releases, older Mugen

Thanks for the feedback, will try to implement it asap. I'll be out for some time, but an updated version should land in late June.

I'm kinda convinced his arms should have a hitbox. Will add it in the next version and we'll see how it comes out.

Best!
    

Re: Cyberbots project - another update

 May 15, 2021, 10:50:48 pm View in topic context
avatar  Posted by xxxXx  in Cyberbots project - another update (Started by xxxXx February 07, 2021, 09:44:16 pm
 Board: Projects

For now I've started to work on Vise as a base for the first one. I quite like the buzz-saw gaits.
And yeah the second variant is cool as well, I'll probably start working on it next.

BTW how much do you guys think it would cost to commission one of my chars to be converted similarly to Blodia by GM? Compared to that one my chars are kinda lame :)
    

Re: Cyberbots project - another update

 May 06, 2021, 10:22:41 pm View in topic context
avatar  Posted by xxxXx  in Cyberbots project - another update (Started by xxxXx February 07, 2021, 09:44:16 pm
 Board: Projects

Hi all,

I was considering some new concepts for the project plus some old ones.



Any idea which one would be worth working on?
    

Re: Rastan beta

 May 05, 2021, 08:48:32 am View in topic context
avatar  Posted by xxxXx  in Rastan beta (Started by xxxXx March 28, 2021, 06:57:21 pm
 Board: Your Releases, older Mugen

Hi all!

a small update. Rastan gets an intro based on his third game (original link updated). If anyone has an idea for his ending I'll be grateful.

First thing I noticed is that many of his attacks, normals and specials will miss if he is too close. There is a super in which he dashes to the enemy and misses the hit because he gets too close.

The thing is I wanted only his sword to connect. If his hands hit it would be odd to register an attack.
    

Rastan beta

 March 28, 2021, 06:57:21 pm View in topic context
avatar  Posted by xxxXx  in Rastan beta (Started by xxxXx March 28, 2021, 06:57:21 pm
 Board: Your Releases, older Mugen

Hi people,

I've managed to push my Rastan WIP to beta.

This char comes from a series of games by Taito. His sprites come from the third (last I think) entry in the series - Warrior Blade. They were originally ripped by Dxwho and are on this forum. As usually I had to create a ton of new ones and rip some more myself.



get him here:

https://drive.google.com/file/d/1rkYmbwMdA059yCiK7XBT6WqOE_Kgr5e3/view?usp=sharing

As usually I'd be grateful for feedback and in the meantime will try to make him a stage

best and stay safe!
    

Re: KoF related chars

 February 08, 2021, 10:58:43 pm View in topic context
avatar  Posted by xxxXx  in KoF related chars (Started by xxxXx February 07, 2021, 09:52:25 pm
 Board: Projects

    

Cyber blue

 February 08, 2021, 08:28:06 pm View in topic context
avatar  Posted by xxxXx  in Cyber blue (Started by xxxXx February 08, 2021, 08:28:06 pm
 Board: Development Resources

    

Re: KoF related chars

 February 08, 2021, 08:21:35 pm View in topic context
avatar  Posted by xxxXx  in KoF related chars (Started by xxxXx February 07, 2021, 09:52:25 pm
 Board: Projects

Thanks for the kind words people :)

here are some attack anims:


His regular moves are all done, including throws.
Now time for some specials and intros / endings. I'd be grateful for ideas. The only real special Rastan has is casting a fireball from hiss sword and that one is done. I'm considering to add the sorcerer from the game as a supporting char / striker. He'll be in intro / ending for sure.

Also I don't plan on making other two Warrior Blade chars into mugen, particularly Dewey looks uninspired imho.

Btw the second char from the first post is named Harry.

    

KoF related chars

 February 07, 2021, 09:52:25 pm View in topic context
avatar  Posted by xxxXx  in KoF related chars (Started by xxxXx February 07, 2021, 09:52:25 pm
 Board: Projects

    

Cyberbots project - another update

 February 07, 2021, 09:44:16 pm View in topic context
avatar  Posted by xxxXx  in Cyberbots project - another update (Started by xxxXx February 07, 2021, 09:44:16 pm
 Board: Projects

    

Re: Rick Anderson alpha

 May 08, 2020, 11:28:04 pm View in topic context
avatar  Posted by xxxXx  in Rick Anderson alpha (Started by xxxXx April 26, 2020, 04:15:00 pm
 Board: Projects

Thanks for the feedback guys! I'll try to fix at least some of the bugs during the weekend.

Hi guys,

Also, I'm impressed by the animation method.
What sowtware / method you used for it ?? Would you mind to explain a bit.
I'm really curious about that !

Thanks

Can't say much here, I don't have any detailed method and only use photoshop. I just look at available frames and try to link what I have. Then I put together parts of other frames, eg. hand leg etc. What I have usually determines the way the char is later animated, eg. my Rocky from KOF 2000 has some specific hand motions in his stance because those were available in his spritesheet.
After this I put each frame on top of the previous one in photoshop and look what looks odd. Then its tweaking time - moving some elements by pixel or slight recoloring etc.
I also usually stand in my room and try to repeat some of the motions (particularly the stance) to see what limb should move where.

The only totally different project I've made was Cyber Blue. There was only a single frame made by a very talented pixel artist. So all his moves had to be some kind of mix of that.

More advanced / capable creators do a sort of 3d model / wire-frame to help them animate the char. Its usually a bit more fluid than my style but likely takes more time and surely requires more talent than I have.

If anything the only more advanced technique I use is recording actions in photoshop. This really speeds the process of creating character frames. E.g. I record converting a layer into a png, while enforcing a specific palette + saving it to a file etc.

My biggest difficulty is coding. I often have lengthy pauses between characters and tend to forget some intricacies. E.g. currently I'm considering asking some advanced coder for help. I was given a great AI patch for Cyber Blue, but its turned the char into AI only and I don't know how to fix it despite several attempts. I also lost contact to the creator of said patch.

Well this went quite off topic, so enough from me.
    

Rick Anderson alpha

 April 26, 2020, 04:15:00 pm View in topic context
avatar  Posted by xxxXx  in Rick Anderson alpha (Started by xxxXx April 26, 2020, 04:15:00 pm
 Board: Projects

Hi guys,

I've made some progress on one of my older chars: Rick from 64th Street: A Detective Story.   

Ingame he's only called Rick, but extra materials name him as Rick Anderson.

He looks like this:



plus a sample anim



this is an early version, so its in projects.

I'd be glad for feedback!

get him here:

https://drive.google.com/file/d/15vqSJfi85R039SSLtOnMRbZfkX9wZVqJ/view?usp=sharing

along the line I might make him a stage.
    

Cyberbots project still not dead

 December 21, 2018, 04:53:33 pm View in topic context
avatar  Posted by xxxXx  in Cyberbots project still not dead (Started by xxxXx December 21, 2018, 04:53:33 pm
 Board: Projects

Hi guys!
The Cyberbots projects is still alive.

So 2 more robots for the project: Ogre and Grasshopper


Grasshopper is an edit of existing robots mixed with some megaman stuff (for real)
Ogre is a bit different - I used a boss from Battle Circuit as a base :



Links:

Ogre:
https://drive.google.com/open?id=1QRXQqS5bqtvEEtXa83tAxtUIThZnuRTU

Grasshopper:
https://drive.google.com/open?id=1uYvOBgmkXJvWyjMrMydcYC7-3J4-gDCZ

I have at least 2 more stages waiting to be released for the project sometime next year. Once this is done I'll remake the main post for the project with all the links and screens.

Merry Christmas to all!!

if needed all my old cyberbots stuff is here:
https://drive.google.com/open?id=0B4uiaGV11lJEWnU5X0gyOFktQ2c
    

Re: MvC Cyber Blue from Battle Circuit!

 November 29, 2018, 07:42:17 pm View in topic context
avatar  Posted by xxxXx  in MvC Cyber Blue from Battle Circuit! (Started by PIZZAHIGHFIVE November 24, 2018, 04:29:40 am
 Board: Your Releases, 1.0+

    

Re: MvC Cyber Blue from Battle Circuit!

 November 26, 2018, 09:27:03 pm View in topic context
avatar  Posted by xxxXx  in MvC Cyber Blue from Battle Circuit! (Started by PIZZAHIGHFIVE November 24, 2018, 04:29:40 am
 Board: Your Releases, 1.0+

hi guys, the original author here.

I'm not going to complain much, but not being credited for A TON of spritework is kinda a dick move :/

Edit: I took me like 2 years so...
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 03, 2018, 11:58:59 pm View in topic context
avatar  Posted by xxxXx  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Do you guys know if an teen / adult version of Anita from Darkstalkers is available, is there a WIP of some sorts?

    

Re: Cyber Blue now in beta

 March 03, 2018, 11:55:15 pm View in topic context
avatar  Posted by xxxXx  in Cyber Blue now in beta (Started by xxxXx March 03, 2018, 09:30:49 pm
 Board: Your Releases, 1.0+

Thanks for the info mate!

The sprites do look very good along with the CLSNs (though the could use a bit more priority IMO)

Glad to hear that, took me a while...

Oh boy the eoh template which does bring some inherit problems with it such as
Walking jab infinites
Superpauses that extend into an attack during a super, causing some moves to be unblockable (your QCF, a+b super has soem of this with the second hit of the ranbu)
I'm sure there is other problems with the EoH template that I haven't listed just can't remember right now

I'll see into this, hope to fix at least some of this.

Not sure why Heavy stand punch is an overhead, you'd think Heavy stand kick would be an overhead but it's not
Super gain back meter
QCF, z should knock down the opponent when they are standing
Same goes along with QCB, x+y
Both the walk forward and the walk back's last frame should be timed at 1 rather than 4 so it can loop better

All fixed! Will include this in the next update.

    

Cyber Blue now in beta

 March 03, 2018, 09:30:49 pm View in topic context
avatar  Posted by xxxXx  in Cyber Blue now in beta (Started by xxxXx March 03, 2018, 09:30:49 pm
 Board: Your Releases, 1.0+

    

Re: Cyber Blue alpha

 February 20, 2018, 08:40:40 pm View in topic context
avatar  Posted by xxxXx  in Cyber Blue alpha (Started by xxxXx February 19, 2018, 10:07:59 pm
 Board: Projects

Oh man you're still around!!! NICE!
Nicely done on Cyber Blue X, but I was wondering are you still doing Cyberbot characters anymore?

Thanks, yeah I'm thinking of making a sorta original cyberbot char!

this is the main char of battle circuit?

Yes, he is - see the link to the capcom wikia.

This is great; I've always said this guy would've been cool to see in the Vs Series.

Gonna check this out now!

FINALLY!!!!

Great you like him. Hope to add some more stuff soon!