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Messages by Steel Komodo

    

Re: Rage Ideas

 December 12, 2014, 07:53:57 pm View in topic context
avatar  Posted by Steel Komodo  in Rage Ideas (Started by BC December 06, 2014, 11:36:27 am
 Board: Street Fighter Alpha 4

As for Sakura's Rage, you mean "Shin Shou-o-ken"? I am making a Sakura build, for my game, with her using it. I have a video of her against Mario using it against him, though the video was made months ago.

I had no idea the move was called that. Fixed.

Thanks for your ideas guys keep them coming!

Love the rolento idea ;)

Ha ha, thanks! That one was actually the least inspired of all of them, but it's good to know you like it :)

One more for the road, I guess!

Guile: Sonic Tempest (Guile performs a massive Sonic Hurricane-esque move that creates a tornado effect, carrying the opponent into the air. He then leaps up after them and performs a reverse somersault kick to knock them back down again.)
    

Re: Rage Ideas

 December 06, 2014, 07:29:21 pm View in topic context
avatar  Posted by Steel Komodo  in Rage Ideas (Started by BC December 06, 2014, 11:36:27 am
 Board: Street Fighter Alpha 4

Here's a few I came up with on the spot.

Bison/Dictator: Nightmare Booster (Ultra 1 from Street Fighter 4)

Rolento: Scorched Earth (Rolento strings the opponent up on a wire, a little like his Take No Prisoners super, then covers the ground with grenades. He then uses a Stinger knife to cut the wire, dropping the opponent onto the grenades in a massive explosion.)

Sakura: Shin Shou-ou-Ken (Sakura performs a series of combo hits before a Shin Shoryuken.)

R. Mika: Rainbow Hurricane (Mika starts with what looks like the Daydream Headlock, but instead of the actual throw she spins around the opponent, lifting them into the air. Think El Fuerte's Ultra Spark for this. She then throws them down to the ground and performs an earth-shaking body splash on the prone opponent.)

T. Hawk: Spirit of the Condor (T. Hawk grabs the opponent, slams them back and forth and then throws them against the side of the screen. He then performs an epic, flame-charged Condor Spire right through the opponent.)

Balrog/Boxer: Corkscrew Foul (Balrog emulates Dudley's Corkscrew Blow, except he strikes below the belt. Whilst the opponent reels, Balrog winds up and delivers a knockout blow.)

Will probably post more when I think of them.
    

Re: StormEX: Natsu Dragneel (Original Sprites)

 November 30, 2014, 01:00:12 pm View in topic context
avatar  Posted by Steel Komodo  in StormEX: Natsu Dragneel (Original Sprites) (Started by DragonSlayerEX July 03, 2012, 09:35:27 pm
 Board: Projects

Haven't posted in a while, so I thought I might as well throw my two cents in on this one. I've been following this project for a bit, though.

TBH, I dunno which side to take in the whole Hi-Res vs Lo-Res debate. I understand why some people would prefer the lo-res effects, but I'm honestly not sure they suit the sprite style very much. They look like something out of MvC when the sprites have a pseudo-CvS thing going on, and it clashes a bit too much, IMO. But at the same time, I don't really recall what the hi-res effects look like, so I can't say for sure if they looked any better than the lo-res ones or if it would be worth it to turn the lo-res ones hi-res.

It's ultimately up to you, however, and I'm sure the character will turn out well enough that the effects don't really matter in the long run. If enough people make a fuss, however, I'm sure a config file to choose between them would shut them up. The Z2 characters had something similar, I believe, although I haven't seen many people play with the hi-res effects on, so what do I know :P

Good luck with the project!  :)
    

Re: "Vs Style DEBUTS"(Official Thread)

 September 14, 2014, 03:25:57 pm View in topic context
avatar  Posted by Steel Komodo  in "Vs Style DEBUTS"(Official Thread) (Started by ShinZankuro December 25, 2013, 07:28:43 pm
 Board: Projects

Voted for Jin Kazama, as I did the last time. As far as I know, we already have a decent MvC-styled Mario with ShinRyoga's sprites, and a VS-styled Tekken characer, IMO, would be far more interesting to see. Modifying those string combos for VS gameplay would be quite the challenge!

Still, poll's not shut yet, so there's still time to see if Jin can still take the lead. :P
    

Re: Steel Komodo's Idea Dump

 September 02, 2014, 10:05:05 pm View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

I apologize for the long silence in this topic - I lost interest in it for a bit, then I had to move house and had no internet for like a week. But now that I'm back, I think I am ready to present a fullgame idea that, as JNP stated, I could readily contribute to if I wanted. Inspired by a comment from three years ago, waaaay back in the MKvsSF general topic:
I'm glad he did change his mind because those lifebars on the video look like a clusterfuck of epic proportions...not to mention they are fucking ugly. ;P They actually look like someone pasted the original old lores winmugen default lifebars over mugen luffy's MKvsSF ones. They destroy the overall look of the game. If you like them, then I'm sorry but you must have very poor taste in design if you do.

ƒıЯ£-ŁØřĐ, I want to congratulate you on the recent status of the beta. Your newer lifebars impressed me the most. They look awesome and just breathe new life into the MKvsSF universe.

Don't make the Daigo vs Justin spoof video ones, seriously...they look like an Alien flying saucer from Las Vegas with beeps and lights is hovering over the fight. Might as well call the game "MKvsSF: High Stakes Casino Edition" if you are going to use those.
Ladies and gentlemen... without a shred of decency or irony... I give you:

Spoiler: Mortal Kombat X Street Fighter: High-Stakes Casino Edition (click to see content)

Comments and critique would be appreciated, as usual.
    

Re: Full Game - Last Bout: Styles Will Clash (World Warrior-type game w/Tristan)

 July 27, 2014, 04:38:09 pm View in topic context
avatar  Posted by Steel Komodo  in Full Game - Last Bout: Styles Will Clash (World Warrior-type game w/Tristan) (Started by Sean Altly July 24, 2014, 05:35:34 am
 Board: Idea Engineering

in trf level3 used both bars.

Oh, my bad. I haven't played Rumble Fish, and only recently saw a video of it in motion, so I was unaware of how it worked. Mind you, it's not like Sean's system has to work exactly the same way :P
    

Re: Full Game - Last Bout: Styles Will Clash (World Warrior-type game w/Tristan)

 July 26, 2014, 06:13:44 pm View in topic context
avatar  Posted by Steel Komodo  in Full Game - Last Bout: Styles Will Clash (World Warrior-type game w/Tristan) (Started by Sean Altly July 24, 2014, 05:35:34 am
 Board: Idea Engineering

I remember seeing this in your sprite topic, and was wondering whatever happened to this concept! Looks very promising, and the Offense/Defense mechanic certainly adds a unique flair.

Some suggestions:
  • Unless you've already decided on the eight character, how does a Judo practicioner sound? I haven't really seen a decent Judo rep in fighting games, unless you count Paul Phoenix - and his style was technically MMA/Kajukenbo/whatever. The character could specialize in counters and reversals, turning opponent's attacks against them, and with the right techniques wouldn't require much in the way of extra sprites or custom states for other characters.
  • For the bars - The two Level 1 supers could be mapped to the Offense bar, whilst the Level 3 super could draw from the Defense Bar. I can see how this would be too similar to SF4's Ultra Combos, and indeed SHADE's Desperation Moves, but it would give you something for the full-meter Defensive option. Failing that, would some kind of SFA3/CvS custom combo option work?
I'll be watching this thread intently for further progress. Good luck!
    

Re: Request: PDC Sprite Creation Tutorial/Templates

 June 05, 2014, 07:15:35 pm View in topic context
avatar  Posted by Steel Komodo  in Request: PDC Sprite Creation Tutorial/Templates (Started by Steel Komodo May 31, 2014, 05:07:59 pm
 Board: Development Resources

Yes, it is! Thank you very much! :)
    

Request: PDC Sprite Creation Tutorial/Templates

 May 31, 2014, 05:07:59 pm View in topic context
avatar  Posted by Steel Komodo  in Request: PDC Sprite Creation Tutorial/Templates (Started by Steel Komodo May 31, 2014, 05:07:59 pm
 Board: Development Resources

So this request isn't really for a MUGEN project, but the content I'm looking for is MUGEN-related, I guess.

Basically, when O Illusionista was working on Pocket Dimensional Clash as a fighting game, I remember the full game section had a board talking about creating sprites for the project. I also distinctly remember there was a sort of "kit" for creating NGPC-styled sprites similar to SvC: MOTM, that consisted of base heads and hands as well as guides for drawing limbs. It was a long time ago, so I could be remembering this wrong, but I'm pretty sure that was a thing.

Anyway, I'm currently starting work on a game project with Game Maker, and I want to use a similar sprite style, although with some colour and shading. After some thought, I figured using that kit would help speed up the creation of sprites for the main character, among other things, but I can't seem to find it anywhere. Does anyone have it saved somewhere? I would appreciate it very much if somebody could post it here, if they did have it.
    

Re: SD Bluestreak

 May 03, 2014, 04:53:42 pm View in topic context
avatar  Posted by Steel Komodo  in SD Bluestreak (Started by Balthazar June 14, 2013, 09:10:25 pm
 Board: Projects

Y'all a bunch of pantsies, talking about what he DOESN'T have. There's a shitload of awesome stuff he DOES have right there, talk about that instead, you nilly willy nitpickers >:(

Sorry, but I gotta agree with Senorfro. As awesome as this guy is, the fact that he doesn't have a backward through really threw me. Was that a conscious choice in development, or did you just forget to put it in? :U

I'm actually sort of digging the gameplay style Bluestreak's got here - but then again, I've always had a soft spot for pocket-style characters. Hope we get to see more SD characters in this style somewhere along the line!
    

Re: Steel Komodo's Idea Dump

 April 26, 2014, 06:40:16 pm View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

Komodo, how well are you for coding?

Um, do you mean have I actually started coding him, or am I any good at coding? If the former, no :P. If the latter, it's been a while since I tried anything, so my skills maybe a little rusty. Last time I checked, I can definitely code basics and projectiles, and was wrangling with some code for a Shoryuken way back in an unreleased character. Some things are currently beyond my ability, like some sorts of supers, but I guess I'll learn sooner or later.
    

Steel Komodo's Idea Dump

 April 25, 2014, 08:02:27 pm View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

Alright, I finally pinned down the movelist for Iron Man. Do take a look at it and tell me if it's any good.

Spoiler: SNK vs. The World - Iron Man (click to see content)

Also here's a basic outline of Street Fighter vs. Capcom, since I mentioned it earlier.

Spoiler: Street Fighter vs. Capcom - Civil War of Heroes (click to see content)

You may also have noticed I updated the first post with a new-detail - Pre-Fight Dialogue. I noticed most SNK fighting games had this, especially SvC Chaos, so I thought it would be a nice think to include. It'd only appear in Arcade Mode, mind.
    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 01:19:23 pm View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

@DAN_HIBIKI: But... but I like Benimaru D:. Also, I don't really know who most of those characters are, so I can't do anything there.

@Trinitronity: Pfffft, either one of those could work. If someone had managed to rip Bad Box Art Mega Man's Japanese voices, I would totally do it.

@Chazzanova and FeLo_Llop: Yeah, the roster really is getting a bit too big, isn't it? I only really expanded it because people were complaining there wasn't a big enough representation of SNK characters, when really I envisioned the roster as it was to avoid having a big roster in the first place, and therefore a bigger workload. Like you guys suggested, I would probably release some standalone characters first to test the system, then work on the full-game release with the roster I cooked up first and add everyone else as DLC.

In all honesty, I'm beginning to wonder if this was such a good idea. I had another project idea I could have posted, called "Street Fighter vs. Capcom", that probably would have been easier to accomplish how I saw it, but I posted this instead because I felt it was the more interesting one. Guess my lack of knowledge on SNK is biting me in the arse here :(.
    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 03:47:28 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

I don't know if this game will ever 'be made', but your top priority should be John Cena because he is the champ and he is here.

Pffffft, good point. Of all the characters on the World roster, he's the one who needs the most work done, since nobody's actually made him for MUGEN yet. I do know he'll be getting the Attitude Adjustment for his DM, and the Five-Knuckle Shuffle for a Super, but other than that I can't think of much else to do with him, apart from maybe the Protobomb as a command throw.

Maybe less is more when it comes to some characters. Or maybe I need to watch more John Cena vids to get inspiration.
    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 02:21:42 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

I just looked him up, and whilst he may involve a lot of custom spritework, I would definitely consider him. The trouble would be finding a good rival for him on the World side. Any ideas?

Uhmm... Ky Kiske from GG is a lightning swordmaster :P Maybe him could work.

I always wanted to see Brocken v/s Dictator, but It's a bit common to include the Dictator, right?

Ky could work. And yeah, I wanna be careful with how much of a series I put in - Dictator's kind of popular with these sorts of crossovers, and too much SF could lead to a bit of an imbalance.

Also shit, I just realised I could have had a Skullgirls character on the roster, and I know just who. Gimme a sec.

EDIT: So I accidentally put Ragna as Yuri's rival. That was dumb, so I made it Squigly instead. We need a character with a stance-based moveset, anyway :P. Also I included Setsuna and Ky, as suggested by Chazzanova.

So I'm thinking that, as this roster is growing quite a bit, I'd have to plan out the hypothetical releases of this project in steps. I'd probably initially release it with the smaller roster I had originally planned, then add others via DLC or whatever. Similar plan to what SeanAltly had with CvtW, I think.
    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 02:05:44 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

@Steel Komodo: I see you've altered a bit by adding to the roster Haohmaru and Athena :) Something quite original for the game would be add characters that doesn't make appearances on other crossovers games. This is difficult mainly because the sprites, but that's a problem of The World side too, so I guess that you have some kind of solution for that.

Maybe Setsuna from LB? From my point of view, he is very popular and well received by the fans.

I just looked him up, and whilst he may involve a lot of custom spritework, I would definitely consider him. The trouble would be finding a good rival for him on the World side. Any ideas?

i'll tell you right now that if you want to lighten the sprite workload you should use cvs sprites because they would blend in better with your "the world" cast

I'm afraid that's where I would have to disagree with you. Whilst many people here see no problem with mixing CvS sprites with Alpha/MvC sprites, I personally don't like it. I would rather spend ages getting the characters down to a consistent sprite style then cheat my way out with clashing styles. I will consider this, but being the perfectionist I am I wouldn't be very happy with it.

Also, you seem to have forgotten I'm just spitting in the wind at the moment - no real plans to do anything with this yet, so there is no real workload to speak of. If enough people show some interest, though, I'll ask around for a team to help out.
    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 01:54:51 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

Jeez, if I'd have known people were such sticklers for detail I wouldn;t have even posted this!

Right, I added Haohmaru, Hanzo Hattori and Athena to the SNK side and Tekkaman, Ryu Hayabusa and Petra Lagerkvist to the World side. I also replaced Leonardo with as-of-yet undecided Power Rangers/Super Sentai character and Heart Aino with Ragna from Blazblue. Everyone happy now? :U

I actually just got inspired for a moveset for Iron Man. I'll probably post it tomorrow, but until then keep discussing! Preferably the mechanics as well as the title :P
    

Re: KoF vs. The World - A Fullgame Idea

 April 25, 2014, 01:39:03 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

Alright, give me a moment to look at the roster and I'll see what I can do.

Just because all of these chars make appearances in KoF games, doesn't mean that's all of there original game series. SNK vs The World is fine. However, this in itself seems sorta redundant. Since the World side from Sean's game actually features SNK chars. Along with it being the World, it could have anyone there. Though, you trying to make your own spin on it is cool.

Thanks for pointing that out man - you worded it better than I did. Also the World side pretty much means "everyone else", so I figured Sean including SNK characters in his game didn't really detract from that. Hell, I could put more Capcom characters in here, if I wanted, and it would still mean the same thing :P

    

Re: SNK vs. The World - A Fullgame Idea

 April 25, 2014, 01:28:47 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

u should rename it.
kof vs the world
u have no snk chars in there
besides kof chars and the alien dude
from metal slug

Capcom and SNK got away with calling their games Capcom vs SNK and SNK vs Capcom, didn't they? And they barely had any other characters besides KoF and Street Fighter! >:[ Besides, KoF is basically two separate franchies mashed together, so I figured it counts.

Eh, if enough people complain about it I'll change the name, but right now I don't see much reason to. Anyone else feel as strongly about this?
    

Steel Komodo's Idea Dump

 April 25, 2014, 01:16:20 am View in topic context
avatar  Posted by Steel Komodo  in Steel Komodo's Idea Dump (Started by Steel Komodo April 25, 2014, 01:16:20 am
 Board: Idea Engineering

So I was playing SeanAltly's Capcom vs. The World a few days ago, and then this thing sprouted up in my head and wouldn't go away. So I decided to post it here. I know I haven't really contributed much to MFG apart from a few idiotic arguments and thread derails, but hopefully this idea for a full-game thing might count for something. Assuming someone picks it up and decides to give it a go - full game projects are always a difficult business. If somebody does want to pick this up, I would be more than happy to play the role of assistant director/beta tester/whatever.

Note that the only KoF game I've played to any degree is XIII, meaning I have little idea of what makes a good KoF game if at all. If someone points out to me that I'm doing it wrong, I completely understand :P Also note that a lot of this is still in the planning stages and is subject to change at a moment's notice. Also I put most of this in spoilers because the post was getting pretty big.

System Mechanics
  • 4 Attack Buttons - 2 Punch and 2 Kick, like any KoF game.
  • Back Dash, Run and Tactical Hop.
  • Throws done with LP + LK, for ease of use. I know it's traditionally done with 2P/2K in SNK games, but I can never get used to that after playing so many Capcom games.
  • Power Charge on HP + HK.
  • Supers and EX Supers a la KoF XIII/Infinite's characters.
  • Desperation Super - akin to Rage moves from BC's SFA4 characters or SF4's Ultras. Would probably require a second gauge?
  • Universal Defensive Manoeuvre - the equivalent of the Unique Tactic of CvtW. Labelled as S button, this allows the following defensive mechanics:
     - Standing S: CvS Dodge
     - Forward/Backward S: Evasive Roll
     - Whilst being attacked: Blowback Counter/Combo Breaker
    Could possibly run on the hypothetical second gauge.

Spoiler: SNK Roster (click to see content)

Spoiler: The World Roster (click to see content)

Spoiler: General Notes and Rambling (click to see content)

So there you go. Just dumping this here so it leaves me alone, but feel free to comment/critique as you wish.