I've finally decided to get working on my first Mugen character, and it's everyone's favorite killer Mayan space robot, Huitzil.I'm currently almost done with the sprite ripping phase. He's going to primarily be Night Warriors-based, with gameplay accuracy a high priority.I'm also planning to include some of the bits of abandoned data I've found in the source games, such as this unfinished beam super from Darkstalkers 1:And this combiner variant of Final Guardian (my plan for this is to use it in conjunction with Confusioner to create something similar to Savior2/Hunter 2's Final Guardian Beta):I'll update the topic as I make progress, suggestions and discussion are welcome.
if you are going for source accuracy good luck I can't wait to try this Mugen needs a good one we need more accurate to source DS chars anyways .
is there any reason why you chose night warriors to be the base?good luck in any case! ive always liked this character and seeing a proper conversion would be nice
I chose Night Warriors because I consider it to be Huitzil's most definitive appearance. He was a CPU-only boss in the first Darkstalkers, was missing from Savior, and although he was present in Savior 2 and Hunter 2 the general opinion of those two games isn't very good.
oh wait, i thought NW was the first game so... yeah you chose the right versionheres hoping for retaining the unblockable shenanigans
As someone who spent way too much time playing NW on the Saturn, I am definitely interested in this, especially since you're going for source accuracy! Just wondering, though: do the unused moves have any sort of collision data associated with them in the original game's data, or is it a case of making your own collisions for MUGEN?
For the love of god, I hope you're using turbo timings and adjustments... I can tell you how to make the adjustments.
Fuck yeah!! Huitzil was always a favorite character of mine. I always had a knack for the complexity of his animations.Best of luck to you. I'm watching this thread closely....
mh777 said, March 08, 2012, 03:52:40 amJust wondering, though: do the unused moves have any sort of collision data associated with them in the original game's data, or is it a case of making your own collisions for MUGEN?The DS1 beam has Clsn2's for Huitzil's body, but no Clsn1's for the beam. I haven't checked the Final Guardian combiner variant yet.Jesuszilla said, March 08, 2012, 03:59:05 amFor the love of god, I hope you're using turbo timings and adjustments... I can tell you how to make the adjustments.I hadn't really thought that far yet, but that would be helpful when the time comes. There was this blog post I came across some time ago that had calculated the exact rate for the various turbo speeds of each Capcom game, I need to see if I can find that again.
Awesome news!! Good luck with Huitzil, I know it will be accurate, I'll wait it Also, I've some things to talk with you about DS, I'll send you a PM
I'm really looking forward to this! Will he have his automatic float in air or his controlled float like in VS? Since he's from NW I presume the automatic float.
Sprite ripping is finished, all Huitzil sprites and all general FX have been ripped from DS1 and NW (I might take a few FX from VS later, but I'm not sure yet.) Now I'm concentrating on gathering animation data and doing sprite touchups/edits. DS1 Huitzil in particular is prone to little errors here and there, because he's made of a bunch of separate body part sprites that have to be put together, so it's easy to put a shadowed part in where a light one should go, for example.So I'm fixing up things like that. I'm also considering editing some of his NW animations, since some of them are kind of stiff compared to the DS1 ones, but that will come after fixing the little mistakes. Posted: August 16, 2012, 09:20:12 amSorry I've left this topic alone for so long. I've finished ripping all of Huitzil's sprites form all 3 games, and am now doing editing. Aside from fixing shading inconsistencies as I mentioned earlier, I'm entertaining the idea of adding some new inbetween frames and such. Huitzil's DS1 animations were very smooth with lots of frames, but his NW ones were downgraded a bit. All of Huitzil's DS1 sprites are broken up into lots and lots of parts, which makes Frankenspriting new frames easy. Here's my first experimental attempt at creating some new inbetweens:Original:W/new inbetweens:This is his standing medium punch, which actually originates from DS1. However, the recovery time was lengthened significantly in NW without adding any new animation frames, which made it a bit jerky.
This does look phenomenal. Huitzil/Phobos has always been one of my favorite characters, so its great to see a definitive version being worked on for Mugen.Best wishes in your endeavors. This looks red hot already, and I cannot wait to play him.
Another attempt at adding some additional frames: Close standing hard punch.Original:W/ additional frames:
the additional frames looks way better. hows the gameplay going on this so far. you said you were making it Dark stalkers accurate? I commend that I hope its done correctly. can't wait to try it.
I haven't gotten to work on the coding yet, but it's going to be accurate to the second Darkstalkers game (Night Warriors/Vampire Hunter). The hitbox script will help provide accurate CLSNs, I know of a website that has some detailed system data I can use for reference, and I've done some research myself on things such as on how the juggle system works.
the new frames are great and all, but i worry this will mess with the frame data (fun story: this is the reason SG will not be faster up to a certain percent; the animation team wanted to show their sprites off)id appreciate at least having a turbo option for those used to them~
I'm intending to keep the hitboxes and timings the same even with the addition of the new frames. The difference will be purely visual. And I am planning to include a turbo setting.About Skullgirls and game speed VS animation: Funny, the Darkstalkers developers had the same idea. They actually weren't planning to include a turbo mode at all in Night Warriors, but decided it was necessary at the last minute.