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BLEED's work (Read 88655 times)

Started by Bleed, September 29, 2011, 06:33:34 am
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Re: BLEED's work
#521  January 03, 2013, 04:45:27 am
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well in the sad event the Project Falls apart please for the love of God release Scorpian and subzero as solo characters , these are simply too amazing to let die

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Re: BLEED's work
#522  January 03, 2013, 05:13:39 pm
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Just a question,will the games gameplay be like MK9 or the classics?
Re: BLEED's work
#523  January 03, 2013, 05:24:56 pm
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Play style selection is done once, while a round is loading.  It takes the command in roundstate = 0.

Main \ Default play style is my own design, has many moves like in Virtua Fighter, DOA, MK9...

Hold down for UMK3 style

Hold up for another style which I'm not sure what to do with yet.  It's just there waiting for updates.

Second way to change play styles is by holding start for about 2 seconds.  Select a play style from the menu and press start again.

Play style 01 = UMK3
Play style 02 = Bleed
Play style 03 = undefined

The moves list is not up to date, but most of the stuff should be on there.

Some changes not listed are a custom combo system based on motion flow.  The command is performed if a move connects, or during the recovery frames.

Which moves link, are mostly ones with a Direction+command input, and they should make sense visually with flowing movements.

Example:

d+LK, df+LP, U+HP, HK~hold down


Many things like hit states, gravity, block animations, etc.  will change or not happen if you are playing my characters against each other or random characters not created by me.


I have a damper system in place to try and stop infinite combos or anything too cheap from happening.  It will increase the gravity during juggles based on hit count, allow an escape from the spear if used more than once in a combo.  Light stuns will become staggers and those will become falling states.  Some special moves have timers to prevent abuse, the same move used twice in a row will cause a stagger or fall.
Re: BLEED's work
#524  January 05, 2013, 12:03:48 am
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The undefined style from that list is now similar to MK1.

I want to make the HD characters play like my older edits.  Right now, all of those new animations are missing from the HD version, so it still plays like normal MK.

Little by little, I'll keep adding moves and make them in to something different.

My favorite fighting games are Tekken, VF, SC... anything like that with a lot of moves.  That's what I'll try to move toward over time with the HD characters.

The style selection is there so if you don't like the new stuff, it can be changed easily.
Re: BLEED's work
#525  January 05, 2013, 03:57:17 am
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Re: BLEED's work
#526  January 21, 2013, 03:03:11 am
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More fatality stuff, the head for Cage's decap, and the impact for Kano's heart rip.

I ended up having to remake the palette, so I can have the bone and blood effects right on them.  Before I was rendering the blood and other things separate and layering them in Mugen, but there's no need for that now.  Not unless I want to have a lot of detail on it with the full palette.




Re: BLEED's work
#527  January 21, 2013, 10:36:30 am
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Is there any particular reason you decided to keep the head rotating only on a single axis? Obviously in the original game it was at least partly a matter of making the most of limited resources, but I imagine you could get it to look a lot more natural if you'd make the head rotate on all three axes. Especially when it bounces on the ground, the way the heads animate in the original games always made me think they looked like cardboard cutouts or something.
Re: BLEED's work
#528  January 21, 2013, 11:43:31 am
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fucking awesome :)
Re: BLEED's work
#529  January 21, 2013, 05:14:41 pm
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This animation is totally different from MK1.  I did it, because Kano's fatality animation for the enemy is nonsensical in MK1.  It's using sprites from other moves that don't match what should happen...

I agree about the head animation, I'll have to play with that some more.


Open the animation in a new tab if it's frozen.
Re: BLEED's work
#530  January 21, 2013, 05:24:17 pm
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I been following your work for quite sometime.
Words can not express how impressed I am with your talent.

That animation for the receiving end of Kano's heart rip is flawless!
Re: BLEED's work
#531  January 21, 2013, 05:53:23 pm
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Nice to hear man, thanks a lot.
Re: BLEED's work
#532  January 21, 2013, 06:38:41 pm
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Nice to here some more updated on your project bleed also I have a question about the blood effects, are you going to make it 3d and use photoshop to make it look more dense but have a liquid feel to? because I noticed the original blood you have was too watery and not dense like how blood should be
Re: BLEED's work
#533  January 21, 2013, 07:19:04 pm
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Something like what the old MK's had.

I'd like to make something like they have in MK9, but I don't know how to work with particle systems too much.  I have to do some research and experiment to see what I can get.
Re: BLEED's work
#534  January 25, 2013, 11:20:00 pm
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Something like what the old MK's had.

I'd like to make something like they have in MK9, but I don't know how to work with particle systems too much.  I have to do some research and experiment to see what I can get.

Bleed your work is excelent I can tell just by looking at thoses sprites that the final product will be pure awesomenes..

about the blood i think somthing like this might be of help ??
http://www.youtube.com/watch?v=k09ynmaqFY0&list=UUMo9tsLF-3-UOHFZetb149A&index=5
i know there is too mucho blood  in there but it was just a test for a particle sistem i did in blender.
Take a look to my current wips

http://mugenguild.com/forumx/index.php?topic=128494.0
*may the pixels be with you.
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Re: BLEED's work
#535  January 26, 2013, 08:20:52 pm
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Yeah, I want to have something close to that effect.  That would be for something new, the more strict MK project would need the large blobs like MK1.
Re: BLEED's work
#536  March 11, 2013, 09:19:10 am
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Update on Johnny Cage, I'm working on the bones / Skinning now.


Re: BLEED's work
#537  March 11, 2013, 09:19:48 am
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good news there , been worried this amazing project or atleast its characters were never going to see the light of day

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Re: BLEED's work
#538  March 11, 2013, 09:21:37 am
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Yeah I know, been kind of busy with other things, but it never stopped.
Re: BLEED's work
#539  March 11, 2013, 09:24:39 am
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Yeah I know, been kind of busy with other things, but it never stopped.

yeah i know what ya mean,Im married w/2 kids, so RL  stops me from doing alot more as far as creation goes, just wanted to say your an amazing creator & simply keep up the good work  johnny looks awesome

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Re: BLEED's work
#540  March 11, 2013, 09:26:22 am
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Great to see you're still pumping out this amazing stuff. :)