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[Judas]

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Re: Judas STUFF

 July 26, 2014, 10:53:52 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

City_Hunter: Jolyne was cast to the wayside in favor of original stuff. I've got several things (Jolyne, Mature, Poison, Goutetsu, et cetera) that I would love to do, but can't bring myself to put time into when I could be doing original stuff instead. Single sprites are one thing, but full sets take a lot of time. Also, lack of motivation/funding.

Errbody else: Thanks for the compliments. :D

The more I think about it, the more I want to develop this outside of MUGEN. Full on 2D hack n' slash with a versus element. Sprite layering to allow something similar to Dungeon Fighter Online's extensive costume options. I imagine a single player experience to unlock new moves/movesets/costume options for use in a 1v1 online versus game. Maybe a bit overly ambitious, so I intend to focus on the original idea of 2D versus DMC for the time being. Obviously I would need programmers for either approach, so yeah. There's that.

An attempt to make a variety of templates via slight editing?


Obviously a varied body types wouldn't be applicable. Probably stick with one male and one female. I'unno.

I'll get back to completing my current round of pixel commissions soon. Promise.
    

Re: Judas STUFF

 July 25, 2014, 12:02:24 am View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

Thanks. :D

Trying at a more traditional scale.

Super color separated insanity. I should really stop aiming for Anarchy Reigns/Metal Gear levels of detail and go for a more simplistic approach, but alas.

Replicated the process used before, right down to reusing some of the designs.



Further lab work is required.
    

Re: Judas STUFF

 July 24, 2014, 01:44:57 am View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

MotorRoach and RamzaNeko: Thanks. I was looking forward to the opinions of you two in particular, since I associate you guys with Megaman stuff subconsciously. Obviously inspired a lot by that series, here.

Wizzy: You know, Ryu stuff. I'll just have to focus, because that stuff is kinda evil. I've said too much!

MJ: I thought about that a bit, but I'm looking more for a versus Devil May Cry than a traditional fighting game. Well, I want it to eventually have a standard fighter's balance and longevity, but not necessarily much of its play style. Devil May Smash? I'unno.

Jiggeh: Now that you mention it, yeah. I should get around to actually playing that. Pretty hyped for it up until its release, then I just kinda forgot about it. That happens a lot. Hrm.

I'll eventually tire of using this redrawn Joe frame for plotting purposes and actually get something done, but this is sorta what I had in mind for speeding up the process:

Top row is template and some dumb, quick designs; bottom is "Let's try these random characters out!."

Also kinda thinking I need to exaggerate the head, hand, and feet sizes a bit. Take some notes from NGPC sprites, maybe. Not a fan of full-on Megaman chibi, but I might have to lean in that direction a little for the sake of readability. Uh.

Yeah, the plan. Run the gamut of animations with the template, then draw on the accessories and junk for each character as I get a feel for their play style. Making it modular, as it were. Shared stance, gethits, movement, et cetera, with little changes as it suits the character's personality. I was considering doing three sets of templates (male, female, heavy) with all frames I could possibly need for this project. That includes generic sword-swinging, grenade lobbing, and whatever else. Enough to recycle as much as possible. Trying to be efficient, here. Given the scale, I could probably do the frames for each template together. I've yet to test the applicability of such an approach, but time will tell.

One thing I can say, though.... all of these were done in basically no time. Showed me the strengths and weaknesses of the current style test. Back to the lab to truly find something that works better for this approach.
    

Re: Judas STUFF

 July 20, 2014, 11:27:58 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics


Missing a ton of BG elements, but this would be the look I'd want. Cheap-o background not withstanding.

The general idea was that of a war inside a virtual world. Programs live in System, one goes rogue and begins corrupting others, insert plot to Megaman X here. Nothing too terribly original in that regard.

The main thing I am considering doing with this (should I choose to continue!) is more or less translating Devil May Cry gameplay into a 2D fighter. A bit of Anarchy Reigns in regard to controls. Two attacks (light, heavy) and a shoot button. Same kind of simple (but deep!) combo system as DMC, Bayo, et cetera. Throwing in pauses for different combo possibilities and such. Different guns for different characters. Heavy guy lobs grenades, ninja uses throwing knives, etc. Hold a shoulder button a la DmC and Anarchy Reigns for a different main weapon. Probably closer to DmC in terms of function, but costing meter like AR. I dunno. Seems like this scale would allow for such ridiculous stuff. Doubled and run through filters for certain effects. A project I'm highly interested in at the moment, but probably won't still be hyped for without proper motivation. C'est la vie.

Also, some Ryu stuff is coming soon. Enough distractions.
    

Re: Judas STUFF

 July 17, 2014, 08:18:47 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

Time for stylistic experiments again.

The left fits better with the original somewhat minimalist idea I had in mind, but the extra highlight shade on the right is kinda nice. I'm undecided at this point.

Not sure what the hell is going on with the design yet. The idea was a somewhat uniform design that could be slightly varied across a full cast. Something like the slight variations in the character designs of Digital Devil Saga or the armor of Frieza's forces. A somewhat simple design that allows simple variations that change the feeling just enough. Thought about giving a Cobra Commander solid dome, but the lack of humanity there might be too much. A pixel-tastic full game idea inspired by SF2NES, mostly. Develop more?!?!
    

Re: Hyper Super Street Fighter 2+ NES 25 1/2 Anniversary Edition.

 July 14, 2014, 02:11:45 am View in topic context
 Posted by [Judas]  in Hyper Super Street Fighter 2+ NES 25 1/2 Anniversary Edition. (Started by Bea June 29, 2014, 07:13:00 pm
 Board: Projects

Yussssss
    

Re: Post your picture thread

 July 06, 2014, 09:19:37 pm View in topic context
 Posted by [Judas]  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

Saikoro.... I demand to know your training regimen. :P
    

judasian ramblin'

 July 05, 2014, 07:25:38 pm View in topic context
 Posted by [Judas]  in ESP.er: General Planning (Started by [Judas] June 17, 2013, 07:00:05 pm
 Board: Idea Engineering

RESURRECTION kinda

So uh. Nevermind that last proyecto for the time being. Still something I would want to eventually do, but not any time soon. I've pretty much decided to temporarily halt ESP.er the game to focus on ESP.er the graphic novel(s). Trying to balance the two is leaving both a little lacking. I'll return to the fighter eventually, but I think I'd rather focus on the sequential art part.

In lieu of that, however, I can't shake the desire to work on a spiritual successor to Windjammers.


Now, I know what you're thinking. "That's already been done, Judas! You're a little late!"


And you would be right. HOWEVER, I also reeeeeaally love Kunio's Super Dodgeball sub-series.


Basically, would it be possible to do such a thing in MUGEN? I know plane-shifting isn't exactly MUGEN friendly, which is why I was pondering faking it via "hovering." Like, the aerial battles from DBZ Hyper Dimension. Instead of up and down being jump and crouch, they serve to move players around the screen. Jump would be a separate button. Obviously, this would be a full game environment (where rules are made to be... bent!). I'd imagine the goals and play-field barriers would be coded into the characters, but what about the disc/ball itself? I'm not code-savvy, but I'm surrounded by users that are.

The system I have in mind is essentially Windjammers with Dodgeball-esque health mechanics. I imagine it being a bit futuristic to allow for the ridiculous quick-sliding I have in mind (more on that later), with sprites not much larger than standard res to be displayed in glorious 720p. Maybe 1.5x CvS. Replace the disc with a ball, because I said so! The wall-bouncing/reflecting ball, super shots, catching and returning, increasing speed with each counter-throw, etc. of Winjammers would be pretty much intact, if possible. Rounds would still be sets, with points tallied and yadda yadda.

I'd want to utilize the health bar/super meter system to make it more combative than that, though. That's where the Dodgeball inspiration comes in. Health bar would be the ENERGY BAR WOW. When the ball hits a player, energy goes down. When the player boosts (again, more on that later!), energy goes down. However, energy is constantly (slowly) filling back up when those two things aren't happening. Maybe a quick boost to the energy meter when the opponent scores on you. Super meter is for super shots (duh) that can severely damage the opponent and/or more easily score a goal. Super meter fills via successfully catching the ball or being scored on. A penalty for holding the ball too long without doing anything a la Guilty Gear's Negative Penalty system, perhaps. If a player's energy hits zero, the match ends in a victory for the opponent.

Controls would be a four button affair. Throw/Catch, Boost, Jump, and Faint/Taunt.
Faint would be a false throw to try to misdirect the enemy, obviously. Taunting would serve to boost your super meter or something. I'unno.
BOOST is the center-point of the whole damned thing. Instead of diving to catch the ball or whatever, the boost would be a jet-propelled (hence the futuristic setting!) dash in whichever direction you should choose. Can be held down for continuous boost. Speed/energy cost would vary by character. Boost by itself would default to forward, but combining it with the d-pad would allow for 8-way maneuverability.

I like the idea of curving your shots by inputting fireball motions. Super shots would probably function like Dodgeball. Boost, throw or boost, jump, throw. Curve shots and super shots would probably take from the super meter like EX attacks and level 1 supers. Maybe a more powerful super shot by inputting a special command followed by throw+boost? I dunno about that part yet. Obviously, super shots would vary by character.

The middle line would work like Dodgeball, as well. If you cross it (by boosting, jumping, whatever), you drop the ball and head back to your side. Or maybe just make it uncrossable. Again, I'unno.

The goals themselves would most likely vary by player. Some are the same 3-5-3 set you see in the videos above, others are unique. Maybe one dude has two giant 3s and a tiny 5 in the middle that grows as he scores to make an enemy comeback even more likely. Maybe one has four sections that randomly shift. 3-3-5-3 becomes 5-3-3-3 becomes 3-3-3-5, etc. Maybe one is a full 3 that flashes 5 briefly at certain intervals. Maybe some use 2, 4, and 6 to mix it up. It would add a level of strategy, I think. Maybe not.

Someone (or someones) should tell me if MUGEN is even a viable option for such an idea. Inquiring minds want to know.
    

Re: Games you wish had gotten sequels?

 July 01, 2014, 09:06:49 pm View in topic context
 Posted by [Judas]  in Games you wish had gotten sequels? (Started by DMK February 22, 2013, 12:30:02 pm
 Board: Gaming

When I first saw this topic, I believe I meant to reply with Phantom Dust and Vagrant Story, but never did.

In light of a recent announcement, my list is halved. Hrm.
    

Re: Judas STUFF

 June 27, 2014, 10:40:09 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics


I'unno. I will finish this before moving on to the hop (and other commissions from people that are posting in this thread and wondering about the status of things!).

Of course, I'm also considering using Yashiro's 2002 stance as a guide for the hop instead of Vanessa. Maybe even XII/XIII Ralf's hop. I'm not too sure. Thought about using Dudley for inspiration, but that seems a bit redundant if he's to be in MFG SF eventually as well. Thoughts?
    

Re: Judas STUFF

 June 27, 2014, 08:58:57 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics


Fixed other nitpicks (viewer's left shoulder, ab junk, some bicep weirdness), but I'm still not satisfied with the forearm/fist in question. HALP ME PLZ. I think I've been staring at it for too long. I see the issue, but not the solution. Hrm.
    

Re: Judas STUFF

 June 27, 2014, 02:51:15 pm View in topic context
 Posted by [Judas]  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

Erm. Work in progress. Mostly finished, but missing the Vanessa-esque hop. For MFG SF Joe:

Initial frame by Sean. A bit of a challenge, so dissect plz!

Also, logo concepts:

The tipped over bottle seems to be the favorite among people that have seen this. I'm fond of the molotov goblet myself, but hey! Combustible aristocrat and such.

And some weird attempt to sorta match Araki style circa Stone Ocean that I'm too lazy to scan:
    

Re: Joe (SF1) - Spriting has begun! First Anims on Page 4!

 June 18, 2014, 06:40:54 pm View in topic context
 Posted by [Judas]  in Joe (SF1) - Spriting has begun! First Anims on Page 4! (Started by Sean Altly April 23, 2014, 11:42:51 pm
 Board: Sprite Projects

The main thing I would love to see (aside from the kick that Cody swiped for SFA3, of course) is a Bryan-esque spinning kick. Something like the one totally awesome kick Kyo got in.... '03? Or was it '02? The ender to this:

Everything shown so far is fan-friggin'-tastic.
    

Re: Post your picture thread

 June 17, 2014, 09:20:01 pm View in topic context
 Posted by [Judas]  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

Yeah, [E]. I think I first started using [Judas] in #mrev, if that tells you how long I've been sticking with it. :P

Last time I even messed with any of that was around 2003, 2004? Damn.
    

Re: gaming news that don't deserve their own thread

 June 17, 2014, 03:05:41 pm View in topic context
 Posted by [Judas]  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

    

Re: Post your picture thread

 June 17, 2014, 03:02:09 pm View in topic context
 Posted by [Judas]  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

what was your old nickname (pcs beginings) ?
Uh... In order: Raziel Blackheart, Samanosuke (or some variant!), RuinsofEden, Judas/Combustocrat. I believe that covers the web aliases for me. Could be missing one or two extremely short-lived ones that I forget. I'unno.
    

Re: Post your picture thread

 June 16, 2014, 08:22:31 pm View in topic context
 Posted by [Judas]  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

After much internal debate, the beard and I must part ways. ALL THE SAD FACES.
    

Re: Joe (SF1) - Spriting has begun! First Anims on Page 4!

 June 10, 2014, 02:16:25 pm View in topic context
 Posted by [Judas]  in Joe (SF1) - Spriting has begun! First Anims on Page 4! (Started by Sean Altly April 23, 2014, 11:42:51 pm
 Board: Sprite Projects

He's too.... BLONDE!

No, really. He's coming along nicely. With some adjustment to the timings, those insults would be plain as day. Subtle and great. That same pose would make a great taunt. Having it in a taunt would probably subconsciously make them more apparent in the dashes. Or maybe I just really think it suits his trademark smirk. The classic chin flick insult gesture would work, too. Possibly a winpose for that one. Ramble, ramble.

JJBA:ASB has spoiled me; all characters need multiple taunts.
    

Re: E3 2014 (Last Upd: 03.06)

 June 09, 2014, 08:48:37 pm View in topic context
 Posted by [Judas]  in E3 2014 (Last Upd: 03.06) (Started by Bad News GBK May 10, 2014, 07:02:44 pm
 Board: Gaming

See, I thought I was the only one clamoring for a new Phantom Dust. I enjoyed the hell out of it while most people have never heard of it. People I know and commonly associate with outside of forums, at least.

Breakdown:
Spoiler: MY JAM (click to see content)

The teaser they showed featured Freia, a major character from the original, and new (or drastically redesigned?) character in an environment that vaguely resembles the original's world.
    

Re: E3 2014 (Last Upd: 03.06)

 June 09, 2014, 08:12:09 pm View in topic context
 Posted by [Judas]  in E3 2014 (Last Upd: 03.06) (Started by Bad News GBK May 10, 2014, 07:02:44 pm
 Board: Gaming

....Phantom Dust is going to make me buy a fucking xbone. Hype reserved, but if it is close to the majesty of the first one, it's an obvious day one for me. Original is my favoritest game ever, I think. At least in my revolving top five.

Dragon May Cry looks pretty legit, too. Platinum, so yeah. Expected.