What did you expect from a Chameleon in super early alpha development lol?And the platforming is for the ice clones ::V
Yes I'm bumping this because RENT said he release beta on the 15th... So I think that a reasonable reason... thx Rent.
omg this is fucking crazy! best use of projectiles ive EVER seen. so weird...yet...so right. the coding must be insane for this. amazing work...this is gonna be awesome when its 100% done! great progress!
DJ_HANNIBALROYCE said, November 16, 2014, 03:59:11 pmomg this is fucking crazy! best use of projectiles ive EVER seen. so weird...yet...so right. the coding must be insane for this. amazing work...this is gonna be awesome when its 100% done! great progress!yes it looks like it has such high potential and with mugen on it's last legs we could use this... Creators can learn from this.
XD oh haha, well I feel uneasy releasing projects I haven't made significant progress in, but guess I could post a mini-mini-mini-progress update. I've just been working on the transformable characters:So far I've only been able to bring Cage to sub-par "playable" conditions. This transform brings back the contra/commando theme & mercenary from a post-apocalyptic war background. He can switch between his gun and his knives -- which can change his playstyle from slow and ranged, to fast and melee.Vela, the character I'm spriting now, is very goddess-like. She surmounts ferocity similar to Sula/Uranus ( from bloody roar) but has some composure of grace. I have tons of plans for Vela: Aside from her energy projectiles she'll use a chain whip (similar to Ivy from soul calibur). She will also be able to float and will have a very unique air-combo playstyle.Honestly, I'm stuck on spriting, I'm a strong coder, but a very weak artist Each of the sprites are taking me 15-35 minutes to make (~400 sprites total). 150 sprites to go... BUT once I get over this barrier, I can start coding -- which is where the magic happens haha.In the future, I'm going to change transforming to be more of a direct mechanic, because the current transformation system is just too hidden. In order to design the transforms to be more straight-forward, they will be directly accessible from Elemental Chameleon, instead of transforming to Darkside Chameleon, then transforming again. Each "acolyte" will be able to transform back anytime.Additionally, I'm going to design a selection menu at the start of the match for quick access. Players will be able to select whoever they want before the match starts. the selection menu will look similar to the bottom row of this picture.DOWNLOADthis version has a lot of bugs cos its been restructured to accommodate many characters. But it does give you the opportunity to try out Doomslayer Cage: give it a try (first link updated as well).TO TRANSFORM TO CAGE:First trasnform to darkside chameleon [Hold C + Down + Down --then-> Tap C + Down]Then create a Forceball [Down + Back + C]Create Void Ball by casting Thunder near Forceball [Fwd + Down + C]Transform to Cage (be behind Void Ball) [Down + Fwd + C --then-> Down + Fwd]*this process will change in the next update.---OR--- if you have the technical know-how you can open up the CNS file and want to try cage out directly, you can skip the transform heirarchy and use ctrl + F to find "Test", this should bring you to the character switch controller. In this controller, change var(0) = 0 to var(0) = 3
Character is looking very good and unique reminds me of Sean altly way of thinking very diverse ... we look forward to your imagination.
Updated chameleon, made some progress to conclude 2014.There's a Character Select Menu that lets you select a sub-character before a match. Hold down during the pre-intro to access it.Cage and Vela's designs are complete, but their damage, hitboxes and hitdefs haven't been worked on yet. Working on Vela's summoning mechanics. Cheers!DOWNLOAD