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Re: Uryuu Ishida (updated 12-20-2014)

 December 20, 2014, 08:36:01 am View in topic context
 Posted by Dope  in Uryuu Ishida (updated 12-20-2014) (Started by Dope August 09, 2012, 03:27:55 am
 Board: Your Releases, older Mugen

Character updated. This was done months ago but I never got around to releasing it so I might be forgetting something.

- New aerial version of his Arrow Barrage special
- Changed hit velocities on Reinforced Arrow
- Changed some damage values
    

Re: Gabriel Belmont and Alucard (Castlevania Lords of Shadow)

 December 12, 2014, 03:32:58 am View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

Yes it is. It won't be until mid 2015 at the earliest though. Supervegeta's been very busy in his personal life so he doesn't have as much time for the sprite ripping. I haven't had time either to convert more of the rips so progress is very little to almost non-existent at the moment.
    

Re: Kinnikuman by Borewood released [11/20/14]

 November 23, 2014, 09:47:47 pm View in topic context
 Posted by Dope  in Kinnikuman by Borewood released [11/20/14] (Started by Shaquto November 21, 2014, 03:27:33 pm
 Board: Found Releases

Actually Dope, that was not Aizen's fault, that was Kinnikuman's (I've actually tried it with anyone else that has a projectile: Mikita's Akatsuki, Ahuron's Han, etc).
Ah misread on my part then. I read clone and I read projectile so I mistook it as clone projectile (which is one of Aizen's moves). Glad to hear werewood's updating though.

Spoiler: Going a bit off topic here (click to see content)
I think most of my characters are weaker than the norm. Something I do need to adjust in the future. And yes Aizen is old to the point where I'd rather remake him from scratch than update him.
    

Re: Kinnikuman by Borewood released [11/20/14]

 November 23, 2014, 05:50:39 am View in topic context
 Posted by Dope  in Kinnikuman by Borewood released [11/20/14] (Started by Shaquto November 21, 2014, 03:27:33 pm
 Board: Found Releases

-This cloning operation here involving a projectile move and a counter:
As the creator of that Aizen I'm pretty sure that's my fault not Kinnikuman's. Judging by the screenshot looks like Aizen is changing states but didn't RemoveExplod the afterimage clone. Didn't try it out personally but I doubt I added a remove explod for such an event. Aizen is a rather old creation of mine so I doubt I thought of such a bug occurring at the time.
    

Re: Gabriel Belmont and Alucard (Castlevania Lords of Shadow)

 September 10, 2014, 10:32:57 am View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

This is the last animation I'm cleaning for a while. Just wanted to show this rough draft for one of Alucard's slashes. It's missing startup and end frames but you can see the attack itself.
    

Re: Gabriel Belmont and Alucard (Castlevania Lords of Shadow)

 September 09, 2014, 06:46:07 pm View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

Supervegeta uses Media Player Classic to play the videos, I use a random spin off of bik player that's bundled into one of my random PS3 related toolsets. Neither one converts them to images, we just stream the video and use Screenget to take all the screenshots for us. Then sift through manually and delete the unnecessary ones and then I go about cleaning them.
    

Re: Gabriel Belmont (Castlevania Lords of Shadow)

 September 08, 2014, 11:44:02 pm View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

Here's a rough draft of Alucard's stance. Mostly just needs the floor shadow removed and then it's ready to go.
    

Re: Gabriel Belmont (Castlevania Lords of Shadow)

 September 08, 2014, 09:16:03 pm View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

I got lord of shadow... I can provide you the bik files... if you want
Thanks, but I already got them.

And looks like yes LoS1 has the video files available for easy viewing. Here's a screenshot.


One thing I prefer about the LoS2 animations though is that the lines are much darker and more solid. The LoS1 animations are still a bit rough and pencily so it's gonna take a lot more work to convert those into simple sprite form. Eventually both LoS 1 and 2 Gabriel will be done. Maybe LoS 2 Alucard too.


One thing that would be nice is if someone out there would be willing to rescale some of these animations. There's a few here and there that have the camera zoomed out so they're not the same scale as most of his other animations.
    

Re: Gabriel Belmont (Castlevania Lords of Shadow)

 September 08, 2014, 07:17:28 am View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

A bit of news on this project. Back to ground zero it seems because I found something new today. So no coding or spriting done yet and back to the drawing board on sprite ripping.

As I was looking through the game files for Lords of Shadow 2 I found a folder with all the video files for the sketch animations. They're in a bik format which is viewable on PCs with the appropriate program. This means top notch quality instead of youtube ripping. This is for Lords of Shadow 2 though, I don't have LoS1 anymore but it's probably the same. But this means LoS2 Gabriel/Dracula is now a good possibility. I also have the DLC Alucard animations. There's not as many animations for him but he is a possibility. Here's a few screenshots from the new videos.

Alucard:



Gabriel / Dracula:



Things were still just in the sprite ripping stage before this but things are on pause now because of this new info. I'll have to get LoS1 again and check out if it also has the same format. If so supervegeta will have to scratch his current progress and start over. I think it'll be worth it though if LoS1 has the same format of videos.
    

Re: [NSFW] Cosplay can be HOT, or NOT!

 August 29, 2014, 04:09:49 pm View in topic context
 Posted by Dope  in [NSFW] Cosplay can be HOT, or NOT! (Started by DooM March 31, 2009, 04:21:53 am
 Board: All That's Left

They also transform and merge together into a motorcycle for the character to ride. That's why there's the tires and exhaust systems.
    

Re: Link, Hero Of Time

 August 27, 2014, 04:08:00 am View in topic context
 Posted by Dope  in Link, Hero Of Time (Started by SaturnFrost March 29, 2013, 11:29:06 am
 Board: Sprite Projects

It looks great as is but I think he could use some more head movements and facial expressions. Right now it looks like one head sprite pasted onto all frames.
    

Re: ssjtrunksZ2 inspired

 August 26, 2014, 08:21:54 pm View in topic context
 Posted by Dope  in ssjtrunksZ2 inspired (Started by force January 08, 2013, 10:07:07 pm
 Board: Projects

trust me, play 10 mins of super dbz and u'll remember the sword wave forever...  :wall:
Never played it so I wouldn't know. Cool to know he had that though. In that case I would rather have a triple command style sword wave special instead of traditional Z2 ki blast special. Personally I'd like that more than a beam. I've never cared for beams as specials. Supers definitely but specials no.


nah I know what that is (I'm giving my trunks that move as well) but sword beam made me think of something link would do if he was in dbz.
lol i think i know what you mean, like shooting the blade out of a lightsaber
Pretty sure he meant sword waves. But sword beam just makes me think of something like this:
https://www.youtube.com/watch?v=9JcuVazxAbQ
    

Re: ssjtrunksZ2 inspired

 August 26, 2014, 08:05:03 pm View in topic context
 Posted by Dope  in ssjtrunksZ2 inspired (Started by force January 08, 2013, 10:07:07 pm
 Board: Projects

Sword beam sounds weird, wth is a sword beam?
Beam isn't the word he was looking for. He just meant a sword slash projectile. Trunks does a slash and a wave projectile goes across the screen. They do this all the time in animes and games. It looks a lot like Dante's Overdrive skill in DMC:
http://www.youtube.com/watch?feature=player_detailpage&v=JT3ybhGCDK0#t=101

I think it's a decent idea. I've always liked that sort of thing in games and animes. I don't think Trunks has ever actually done anything like that though.
    

Re: Link sprite project of sorts

 August 12, 2014, 06:34:14 am View in topic context
 Posted by Dope  in Link sprite project of sorts (Started by SuperGohanSunderland December 26, 2013, 05:40:11 am
 Board: Sprite Projects

Sort of fixes it. But add some more frame movement on the green part of the shoulder. Also the solid line (the stitch line) where the sleeve meets the torso should break or move. Looks awkward having that line simply slide up and right instead of changing shape or breaking.


Also just putting it out there that if progress keeps coming along nicely like it is then I'll most likely code Link when he's done. And no it wouldn't be a recode of Ax or NJ's Link. Coded from the ground up with gameplay similar to my Onomatopoeia character.
    

Re: Onomatopoeia (Updated 8-5-2014)

 August 12, 2014, 01:34:46 am View in topic context
 Posted by Dope  in Onomatopoeia (Updated 8-5-2014) (Started by Dope July 13, 2013, 10:09:40 am
 Board: Your Releases, older Mugen

Normally I'd leave it but a charge command for the axe special can make it a bit difficult to pull off during the middle of a combo, and the way I coded the axe's knockback is intented for possible jump combos after the axe. So "Basic combo while holding back to charge -> charge style Axe Cleave -> Air combo immediately after charge style Axe Cleave" is a bit difficult to pull off compared to a quarter circle style Axe Cleave. And hey, anytime I update this character just ask and I'll glady change anything back you want and send you a private version. Changing the Axe back to charge style and changing the sniper back to stun literally would only take me one or two minutes so I'd have no problem with doing a custom private update if that's what you want. But I think the majority (myself included) prefer non charge Axe Cleave for combo purposes.

Also, we haven't talked in almost a year so hit me up if you're still interested in helping out with this character.
    

Re: Onomatopoeia (Updated 8-5-2014)

 August 11, 2014, 11:58:07 pm View in topic context
 Posted by Dope  in Onomatopoeia (Updated 8-5-2014) (Started by Dope July 13, 2013, 10:09:40 am
 Board: Your Releases, older Mugen

Maybe it was already part of whatever template you used?
My bad, very rarely do I play arcade or any other kind of vs cpu modes so it slipped by me. I thought I removed it but I guess I forgot. So yes he does have remnants of my Kenpachi's AI (the character I used as my base). In that case I'm sure there's plenty of bugs and debug errors with AI going into nonexistent Kenpachi states. Ono will most likely get an AI at some point (a proper one, since technically he does have Kenpachi AI remnants), but AI is not my main priority on this character at the moment and Ono's priority level is temporarily lowered as I'd like to update one of my other characters first.

but this complete lack of any voice... eh.
I know and I agree. He will at least have grunts later but I'd have to find a fitting character to steal them from first. Not exactly hard but not something I plan on doing right now right now. All in all the main purpose of this update was to get it to a playable level that I'm comfortable throwing into my main mugen roster. Figured why not release it until I eventually come back and do more updating.

but he doesn't even mimic any soundeffects which, I presume, is pretty much what he's known for.
I don't have a voice actor to do this. Eventually I may just splice together syllables from a different character's voice (wouldn't be the first time I pulled that off). Damn it, now I just remembered the spriter had a spritesheet of sound effect bubble sprites that were supposed to be added to the character eventually. That's another thing that still needs to be done. Slipped my mind all this time.

As for the voice, I remember seeing Onomatopoeia on one of those DC Nation shorts that used to be on Cartoon Network. Maybe you can track that down and use it for some inspiration.
Didn't know this. I'll hunt it down later and see if it's of any use.
    

Re: Onomatopoeia (Updated 8-5-2014)

 August 11, 2014, 02:15:23 am View in topic context
 Posted by Dope  in Onomatopoeia (Updated 8-5-2014) (Started by Dope July 13, 2013, 10:09:40 am
 Board: Your Releases, older Mugen

He can't throw.
Yes I forgot to add his throw(s). That's something I should've done before releasing this update but it slipped my mind. I plan on doing that in the near future.

He has no voice
I already posted the reason to this:
Also anyone know of any hurt voice clips that would be fitting for this guy? From what I hear he doesn't talk, he only says sounds like BLAM. Yes he tries to mimic sound effects by saying typical comic book sound effects.
So he could maybe use some grunts but I was hoping for suggestions on what would be appropriate for a character that is for the most part mute. I'm willing to update this but like I said this guy is not supposed to talk.

and pretty unfitting soundeffects for blocked attacks (they almost sound more vicious than the actual hits).
Will look into it. I have yet to hear anyone else complain yet though.

His AI goes crazy and likes to spam humanly impossible combos (especially kicks, for some reason).
He has no AI coded. This is just random mugen engine behavior for a character that wasn't specifically coded with AI. I'm also one of those many people that feel that AI is not a big deal with a character because it's meant to be played by humans. An AI may come later but I never include it as part of the 100% completion status.

All that and he's no longer considered a beta? Really? --;
"All that" is basically no throw, which not every character has. No voice for a character that's supposed to be mute. Personal preference on blocking sound effects. And no AI which the consensus around here is an ok thing for characters that were meant to be played as not against. Thanks for saying it like that by the way. That's a bit of a rude dickish way of saying that. No offense taken though. But yes his gameplay is for the most part complete and it seems the spriter doesn't have interest at the moment (or at all?) to sprite more. So he is pretty much complete but that does not mean he won't be receiving updates.


at the end of the beat down hyper the sniper part could last longer.
I'll look into it, thanks.

Maybe he could do a hyper version of Ax Cleave where he knocks the opponent on the ground and chops them up a bit.
I don't know, doesn't sound unique enough to me compared to his special version. But I do think he could use another super/hyper.

Onomatopoeia isnt the flashiest fighter out there but he's solid.
Thank you :) My thoughts exactly. I'm hoping to update this character further one day.
    

Re: Gabriel Belmont (Castlevania Lords of Shadow)

 August 06, 2014, 11:44:05 pm View in topic context
 Posted by Dope  in Gabriel Belmont and Alucard (Castlevania Lords of Shadow) (Started by Dope June 14, 2014, 05:11:10 pm
 Board: Projects

While I am a huge Castlevania fan, the LoS series is just too far off to be considered a Castlevania game imo. I wish it were Alucard, Richter, or Simon you had chosen....
Personally I love LoS. Plot is a little weird in the first game because it's nothing but Gabriel being an idiot and blindly following instructions and killing everything on his path. I like Gabriel though, mostly just because the whole reboot thing of him becoming Dracula. Anyways, Just to clarify you know I'm not drawing these animations right? They're made by the LoS developers. So it was either Gabriel or nothing because as far as I'm aware there aren't any other games that have these types of animations. I mean LoS Mirror of Fate sorta has these same attacks but I think their preview clips use the regular 3d models and don't have as many abilities.

How about Sander's Wolerine? Has it just not aged well?
I'm out of the loop on good Wolverines. I didn't notice the author name Sander in the mugenguild database for a Wolverine creator. Then again I might've overlooked some because Wolverine has been in several Capcom games and wasn't categorized on one page on the database. I'll have to check Sander's out, thanks. Hopefully it lives up to my expectations because I've been dying for a good Wolverine and settled for Koldskool's. Which now that I look at it is an edit of Sander's? Either way I think I'd still like to make my own Wolverine, or at least edit someone else's.
    

Re: Onomatopoeia (Updated 8-5-2014)

 August 06, 2014, 04:33:13 am View in topic context
 Posted by Dope  in Onomatopoeia (Updated 8-5-2014) (Started by Dope July 13, 2013, 10:09:40 am
 Board: Your Releases, older Mugen

Character updated. A year has passed so I took a couple gameplay liberties of my own. Just a couple things I wanted to change that the spriter originally wanted for two of his specials. His Axe Cleave special is now done with qcb instead of being a charge command and his sniper no longer stuns. The sniper is now just a stronger knockback attack compared to his pistol. The light kick version now trips. Also the standing light punch version of his pistol special now trips the opponent and can hit opponents lying on the ground.

I no longer deem this a beta. Simply because I honestly don't know what to do next on this character other than see if the spriter does eventually sprite more intros and winposes. I'm always open to new ideas though. I might create some more intros and winposes of my own using his existing sprites.

Also anyone know of any hurt voice clips that would be fitting for this guy? From what I hear he doesn't talk, he only says sounds like BLAM. Yes he tries to mimic sound effects by saying typical comic book sound effects.
    

Re: Idaho WIPs (Current: Joker, Hayabusa, Classic Moon) Spriters Wanted!

 August 06, 2014, 02:12:01 am View in topic context
 Posted by Dope  in Idaho WIPs (Current: Joker, Hayabusa, Classic Moon) Spriters Wanted! (Started by ThatIdahoGuy July 21, 2012, 10:52:06 pm
 Board: Projects

It's like make some youtube reviews or something if all you want is people to comment and pay attention to you.

I would've retired years ago if I cared about people commenting on my projects/releases. Seriously I rarely get any comments because my choices in projects always seem to be esoteric. I'm actually proud to rarely get feedback because I know people that try my stuff can't find much because I've improved that much over the years. Is it nice to hear some comments once in a while? Yes. Do I give a damn if I don't hear anything? No. I like making my mugen creations and I could care less if other people want to try them or not but I share them because I know there's plenty of people that download my stuff and enjoy it. I don't hear anything about my projects but I still know there's hundreds (sometimes thousands) of people out there that enjoy them.

Man up already geez. Nobody wants to read about constant self pity.