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Girard's CS WIP Thread: Shermie Template Up (Read 52365 times)

Started by Girard, March 12, 2013, 06:49:26 pm
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Poll

Which palette do you prefer for Shermie and Orochi Shermie's default palette

KoF 97 & 02
6 (35.3%)
NGBC
6 (35.3%)
KoF 97(OS)
3 (17.6%)
KoF 02(OS)
2 (11.8%)

Total Members Voted: 11

Voting closed: December 20, 2014, 07:51:42 pm

Re: Girard's CS WIP Thread: Yamazaki
#301  December 30, 2013, 05:49:12 pm
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I'm a bit annoyed right now. I wanted to make one final update to the .sff to make the X on the belt an entirely independent color, but Fighter Factory will give me some sort of "wrong sprite order" error any time I try to replace the sprites. It's just 22 sprites so If anyone else wants to try adding them to the .sff then be my guest.
http://www.mediafire.com/download/5t42ig899jzfa8j/Psylock+Belt+Fix.rar

I'll do it.

Poison
http://i.imgur.com/OwjZzUa.png
(feedback?)

Skin colored boots look weird if you make the boots red and her thighs the skin color it will look great.

HsienKo (of course)

Yeah I know. I messed with it again, but I'm still not totally happy with it.

Goddamn, I'm loving everything I've been seeing in this thread.

I tried to replicate Strider's blue-to-white-to-orange-to-red effects, but if it looks fucked up in-game, here's a simplified one

personally i like how these look. Hiryu's would look better if it went to a darker blue though.



Last Edit: December 30, 2013, 05:55:16 pm by Girard
Re: Girard's CS WIP Thread: Yamazaki
#302  December 30, 2013, 07:16:18 pm
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Take your Pick


That blue for her hair is terrible. Change it to a less saturated one. I would go with another blue for the boots as well but I guess they are alright.

This was the reference pic I used
Re: Girard's CS WIP Thread: Yamazaki
#303  December 30, 2013, 07:19:10 pm
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Figured I might as well submit a few Psylocke pals xD
Distorted

Tifa Lockheart

Yang
Xan (on Skype) said:
Because fuck logic it's mugen

The reason I don't post more is because 1: I rarely have anything to say, and 2: I stink at saying it XP
Re: Girard's CS WIP Thread: Yamazaki
#304  December 30, 2013, 08:33:33 pm
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ok, I updated Poison palette with red boots, but I'm still not sure about it :(

also I'm not sure about this red color... ( guyz? :) )

and one more darkstalker pal :P

lady raptor


Re: Girard's CS WIP Thread: Yamazaki
#305  December 30, 2013, 09:12:51 pm
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leona is wearing shorts, so I would make the grey in her legs skin colour instead, same for skin coloring the arms.

The light cream color doesn't look good against the skin color. The only other thing that I could do without making it look like a blue haired Cammy palette would be to color the boots and gloves a skin color and that doesn't look good.
Last Edit: December 30, 2013, 11:35:22 pm by Drex
Re: Girard's CS WIP Thread: Yamazaki
#306  December 30, 2013, 09:14:28 pm
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Why is The CS WIP Thread is Still Yamazaki?

Youtube:Yagoshi300
Bored Person is Bored
Re: Girard's CS WIP Thread: Yamazaki
#307  December 30, 2013, 09:20:53 pm
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also I'm not sure about this red color... ( guyz? :) )
Could be a bit more saturated, but it still looks great.  Them Darkstalker palettes are ridiculously good BTW.

Fixed (hopefully) the effects on the Strider pal:


Edit - Here's another pal:
Custom
Last Edit: December 30, 2013, 10:14:19 pm by davismaximus
Re: Girard's CS WIP Thread: Yamazaki
#308  December 30, 2013, 09:21:04 pm
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Re: Girard's CS WIP Thread: Yamazaki
#309  December 30, 2013, 11:30:08 pm
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Spider-Girl
Re: Girard's CS WIP Thread: Yamazaki
#310  December 31, 2013, 12:25:15 am
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@sabockee That Lady Raptor palette looks really sharp too!
Re: Girard's CS WIP Thread: Yamazaki
#311  December 31, 2013, 03:14:54 am
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I managed to do one:



Blinded Divinity.
Re: Girard's CS WIP Thread: Yamazaki
#312  December 31, 2013, 06:38:24 am
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Super-Mega original Joker palette incoming for Yamazaki:
Re: Girard's CS WIP Thread: Yamazaki
#313  December 31, 2013, 09:50:30 am
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Looks nice but thats the old template. The new one has the MB on it. I think it was posted on page 14 or before that.
Re: Girard's CS WIP Thread: Yamazaki
#314  December 31, 2013, 02:44:40 pm
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doesn't really matter unless the MB is suppose to be special. Also no more Psylocke Palettes(unless you release them separate) patch is done and getting uploaded latter.

Why is The CS WIP Thread is Still Yamazaki?

He's still the main project i just didn't upload any of the stuff i did for him cause it would of been lost in the Psylocke palettes there where some Yamazaki palettes done in the last few pages and now Psylocke is done anyway so it's back to Yamazaki.

Fixed (hopefully) the effects on the Strider pal:

Yup looks good now.

Re: Girard's CS WIP Thread: Yamazaki
#315  January 20, 2014, 06:50:13 pm
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Some  more Yamazaki stuff

And a new palatte and the New Template(only adds the new small port no palette table changes)
Gaston


Re: Girard's CS WIP Thread: Yamazaki
#316  March 13, 2014, 07:12:20 pm
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So now that i am no longer sick i'm gonna get back to work on this stuff, So i went a head and commissioned Sean Altly for Yamazaki's 2003 stance.

Now all i have to do is figure out how implement it and add hit boxes which i have no idea on how to do. I also believe i need a transition sprite between the 2 stances since Yamazaki doesn't seem to have any that would work.

DW

Re: Girard's CS WIP Thread: Yamazaki
#317  March 13, 2014, 07:37:28 pm
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Adding the anim to his AIR file is easy. Open his AIR file up in FF, click on the green plus to the left menu where it shows the play/stop/etc. commands. This will allow you to make a new anim, it will ask you to give the anim a number. Be sure that it doesn't share a number with any other anim in his AIR file, it must have it's on unique number. Once that's done, just add the frames in order and animate them, giving proper timing ticks to each individual frame. Hit the play button feature to see it in action. Adding clsns to a stance is easy too. All you need do is add one for the body, one for the head, in the first frame. Then change the type of the clsns to clsn constant. The clsns shouldn't change during his stance. You'll have to be the judge of how you want them to be placed on him....

Though, I wonder if this stance would require a new head.pos... I suppose not, since his gethits remain the same. What do you mean you need a transitional frame between stances...? Shouldn't it be either or? I don't understand. The stance looks nice, though the problem may be him transitioning fluid from his attacks. Similiar to how people wanted JMM to add that weird Ryo stance to his edit of CK's Ryo. While it could have worked it that case, it was still pretty odd, and would have required a fair amount of working around to get it to flow well. I'm not sure just how well this stance will flow with the rest of his CvS default animations...
Re: Girard's CS WIP Thread: Yamazaki
#318  March 13, 2014, 09:17:27 pm
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Adding the anim to his AIR file is easy. Open his AIR file up in FF, click on the green plus to the left menu where it shows the play/stop/etc. commands. This will allow you to make a new anim, it will ask you to give the anim a number. Be sure that it doesn't share a number with any other anim in his AIR file, it must have it's on unique number. Once that's done, just add the frames in order and animate them, giving proper timing ticks to each individual frame. Hit the play button feature to see it in action.

Oh no i already know how to do all that i was talking about  being clueless on the CLSNs.

Adding clsns to a stance is easy too. All you need do is add one for the body, one for the head, in the first frame. Then change the type of the clsns to clsn constant. The clsns shouldn't change during his stance. You'll have to be the judge of how you want them to be placed on him....

All right that sounds easy enough to do.

What do you mean you need a transitional frame between stances...? Shouldn't it be either or? I don't understand.

Well right now i have the stance work the way it does in KoF2003 where he transitions into it after a few seconds of being idle so i think i need another frame so it's more fluid in it's transition. Though i did want to give people the option to choose from having the default CVS stance, his 2003 alt stance or having it work like in the video but that would require some coding i think.

The stance looks nice, though the problem may be him transitioning fluid from his attacks. Similiar to how people wanted JMM to add that weird Ryo stance to his edit of CK's Ryo. While it could have worked it that case, it was still pretty odd, and would have required a fair amount of working around to get it to flow well. I'm not sure just how well this stance will flow with the rest of his CvS default animations...

To me it seems to work fine but i'll make a video to show case it so i can get other peoples opinions on it.

Re: Girard's CS WIP Thread: Yamazaki
#319  March 14, 2014, 12:01:31 am
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You don't need to do any coding, nor any CLSN work. Just make sure the first frame of the animation is the only frame with CLSN in it, and that those CLSN are the constant, CLSN2Default type. Also add the line "LoopStart" just before the 2k3 stance part, so it will loop correctly. Transition looks fine as it is.

So you can have normal stance as animation number 0, 2k3 stance as animation number 1, etc. If someone wants to change the animation they just need to edit the air file and switch the numbers around. Or, for lazy people, you could provide copies of the air with that already done.
Re: Girard's CS WIP Thread: Yamazaki
#320  March 14, 2014, 12:09:42 am
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So now that i am no longer sick i'm gonna get back to work on this stuff, So i went a head and commissioned Sean Altly for Yamazaki's 2003 stance.

Now all i have to do is figure out how implement it and add hit boxes which i have no idea on how to do. I also believe i need a transition sprite between the 2 stances since Yamazaki doesn't seem to have any that would work.

It looks fine, but you can do what leona had. That is, have the stance be random or dependant on how many powerlevels he has.