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Batsu Updated! 19 MAR 2014 (Read 53239 times)

Started by Memo, January 13, 2014, 04:59:43 am
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Batsu Updated! 19 MAR 2014
#1  January 13, 2014, 04:59:43 am
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BATSU    Rival Shcools

SENDSPACE
http://www.sendspace.com/file/likjui
MEDIAFIRE
http://www.mediafire.com/download/5wh1vviagg7rdd4/Batsu_MEMO.7z

PICS
Spoiler, click to toggle visibilty

MOVE LIST IN READ ME
OR ON PAUSE SCREEN

control layout like MvC3, Low, medium,and heavy attack buttons
mapped to x, y, and b.  The launcher is a, and trow is z.

Theres basic combo chaining, Basics chain into specials and hypers, specials into hypers
Custom super jump system.
Short and long jumping, dash, push guard, Negative edge
Try him out, give me some tips and ideas.

CREDITS
Spoiler, click to toggle visibilty
Last Edit: March 19, 2014, 08:44:00 pm by Memo
Re: Batsu prototype from MEMo Full game Project (no name yet)
#2  January 13, 2014, 05:15:11 am
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Some screens would be nice Memo

Re: Batsu prototype from MEMo Full game Project (no name yet)
#3  January 13, 2014, 05:30:02 am
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Re: Batsu prototype from MEMo Full game Project (no name yet)
#4  January 14, 2014, 04:32:20 am
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I almost got guy finished in this style, just need to add his hyper explodes and sparks so it matches batsus.
I also fixed an infinite batsu had and changed his animation for his fireball, I removed the part where he raises
His hands before he throws it, he only does it on his hyper.

I will make 2 more chars like this, probably morrigan and skullo before I start trying to find extra gameplay mechanics
To add to them for the full game.  Or should I do a shoto? Ken or ryu? Akuma?

PS. I cant code any A.I., I didnt learn that yet so sorry if the chars act retarded.  There really for feedback so I can find
What will work with them gameplay wise.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#5  January 14, 2014, 04:39:24 am
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why did you scale him down horizontally when that was unnecessary given the sprite style he's aimed to be in
Re: Batsu prototype from MEMo Full game Project (no name yet)
#6  January 14, 2014, 04:44:07 am
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why did you scale him down horizontally when that was unnecessary given the sprite style he's aimed to be in

I used a template I use for cvtw to edit him thats why hes like that,  I might keep it , it wont look bad with all
My chars like that in the full game.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#7  January 14, 2014, 04:53:14 am
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But it does look bad.

It's like seeing the CVS/post-CPS styled characters in Beximus' full game with the rest of the roster. Nobody in there is scaled appropriately in that Chun-Li and Eagle are the same as they were in CVS yet Yang, Megaman, Rose, etc., they haven't been scaled down and look much, much larger by comparison.

But here, where Jill seems appropriately scaled in the screenshot, Batsu is squished and it looks really, really weird.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#8  January 14, 2014, 05:03:06 am
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But it does look bad.

It's like seeing the CVS/post-CPS styled characters in Beximus' full game with the rest of the roster. Nobody in there is scaled appropriately in that Chun-Li and Eagle are the same as they were in CVS yet Yang, Megaman, Rose, etc., they haven't been scaled down and look much, much larger by comparison.

But here, where Jill seems appropriately scaled in the screenshot, Batsu is squished and it looks really, really weird.

Does he look wierd?  I think he looks fine next to jill, I'll experiment a little with the scaling for the update
I will post tommorow.

Thats jill from cvtw not a regular char, I think shes scaled too.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#9  January 14, 2014, 05:06:23 am
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Yeah but the point is Jill is meant to be scaled at 0.833333333... at a 4:3 screen resolution like 640*480.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#10  January 14, 2014, 06:38:03 am
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Yeah but the point is Jill is meant to be scaled at 0.833333333... at a 4:3 screen resolution like 640*480.

You think I should use his regular scale?  Or scale him to 0.955?  Hes 0.833 now.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#11  January 14, 2014, 11:53:56 am
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In any case, scale him with the same xscale and yscale.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#12  January 22, 2014, 01:00:48 am
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Thanks to Chazzanova, he did some hi res FX's for batsu. Im
In the process of adding color back to them using gimp so when
Im finished tonite I will post some screen shots.  I also did a prototype
of Guy and Ryu that are done for now, for Batsu im gonna recode all his
basic attacks like I did Guy and Ryu and when im finished with him
I will release them all together so you guys have more than one char
with my system to play around with and give me feedback on it.

Im thinking of adding a CD attack like in king of fighters to break combos,
but it will cost 500 power like EX moves, what do yall think?
Re: Batsu prototype from MEMo Full game Project (no name yet)
#13  January 22, 2014, 02:21:26 am
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I like the direction of your style but, please focus on one fighter at a time. Not saying you can't handle them all together, just don't want a rush product or delayed one. Also, Batsu would be awesome in your style and very defined. Please consider what I'm saying from a creator stand point. Keep up the hard work and keep it rocking in 2014. Peace my man.
Re: Batsu prototype from MEMo Full game Project (no name yet)
#14  January 22, 2014, 02:57:44 am
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I like the direction of your style but, please focus on one fighter at a time. Not saying you can't handle them all together, just don't want a rush product or delayed one. Also, Batsu would be awesome in your style and very defined. Please consider what I'm saying from a creator stand point. Keep up the hard work and keep it rocking in 2014. Peace my man.

Thanks for the advice, im just trying to get as much as I can done in the mean time
since I dont have my own pc yet.  Ive been speed coding these characters together
Pretty fast.  I made a template so far with everything the chars will share,  Its a blend
of stuff from Infinite, Sean, Pots and Mouser.  In the end I will probally recode it all
so it looks neater, and to reduce file size I will remove unwanted code and sprites.
What I will release in these upcoming days will serve more as prototypes for feedback
and suggestions because im not yet decided on what gameplay mechanics I want to
Include.  I want something different from whats cooming soon from other creators.
my game wont have super jump but it will have some MVC mechanics and if I can figure
out how to do tag properly with out debug keys thats being inculded too.

Re: Batsu prototype from MEMo Full game Project (no name yet)
#15  January 22, 2014, 09:26:14 pm
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Here some pics of batsu's new FX's Chazzanova made me
Im still not done coloring them all yet and i did it for 6
hours yesterday taking a couple smoke breaks here and there.





Re: Batsu prototype from MEMo Full game Project (no name yet)
#16  January 24, 2014, 02:59:18 am
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Dammit!  I think A.S.A.P buckus bad luck rub off on me.
His computer crashed and today I finished coloring
Batsu's FXs and doing some work on Ryu, I was super
Happy with how my chars where turning out,  I took
A smoke break and left mugen running, I come back to
A black screen saying BOOTMRG is missing?
The pc wont boot up for shit!
Now I have to go find another pc and create a
Start up recovery disk for usb since theres no
Cd drive on the laptop. I dont even really have
Friends who have a computer!  Im gonna have to
Make friends with the guy next door to see if I can
Make this boot usb on his pc..f$uck I hope I didnt lose anything..
Re: Batsu prototype from MEMo Full game Project (no name yet)
#17  January 24, 2014, 10:49:55 am
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Hell yeah! I recovered all my files, (im happy) now im installing win7
to fix the pc since i couldnt fix the BOOTMGR is missing issue. 
Now im gonna upload all my mugen projects,  just in case
...shit happens again...
Re: Batsu prototype from MEMo Full game Project (no name yet)
#18  January 29, 2014, 06:14:26 am
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I updated Batsu, if you got my old one...delete that shit and get this one.
Its got alot of changes, Hi res FX's, bug fixes. If you find bugs please report them.
Next char will be Guy, then Ryu if i can hurry and fix some bugs in him or
Jill since i have her almost done in my style.

I included a read me with details about the Gameplay system and a move list.
I hope you all enjoy my take on Batsu!
Re: Batsu Updated! 28JAN2014
#19  January 29, 2014, 09:08:35 pm
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Some Pics of Batsu.









Re: Batsu Updated! 28JAN2014
#20  January 29, 2014, 10:48:59 pm
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From a very quick test, the ground FX needs to be separated into foreground and background parts, because it looks pretty bad as is.
Also, it's too high Y-wise, while it should be placed on the ground.
Finally, it should have bindtime=1 or something like that, so it doesn't follow Batsu as he moves.