Hello everyone! My name is FobiaZ, from Italy. I'm actually working in a Saint Seiya-based game along with Mugenpixart Team, btw I'm here to show some stuff about a personal mugen project, called HEROES MUGEN PROJECT. My purpose is to create a 2d fighting game about HEROES, an American sci-fi tv drama series created by Tim Kring and appeared on NBC from 2006 to 2010 (recently by surprise has been announced a new season expected foe 2015, called HEROES REBORN). Actually my project is really sketched. I'm working alone and I'm not an expert drawer so I've searched some good SNK-like characters to use as "starters" for the game characters. The first character I'm developing is the main character and my favourite, Peter Petrelli, althroug I hope to reach the number of 10-12 characters so I could tell the events of the first season (the most important and successful, I suppose). Here below there are the official project banner (with some stubbed characters), Peter's first anim and sprites, and the extimated characters and gameplay expectations lists:Spoiler, click to toggle visibiltySpoiler, click to toggle visibilty Spoiler, click to toggle visibilty= Extimated Characters =- Peter Petrelli- Nathan Petrelli- Claire Bennet- Noah Bennet - Niki \ Jessica Sanders (double char, the 2nd version is unlockable)- Matt Parkman- Ted Sprague- Hiro Nakamura- Claude Raines (umplayable sparring partner in training mode)- Haitian (unplayable sub-boss)- Candice (unplayable sub-boss, in a mirror match)- Sylar (unlockable boss)= Gameplay Expectations =- Special Moves & Enhanced Moves (just like in the last MK9, no hypers)- Unique Auto-Abilities for Characters (f.e. HP Recovery on Time for Claire, Immunity to Time-Stop for Hiro etc.)- Clash Moves (just like in Injustice, but less pyrotechnical) - Dynamic Intros and 1 Finishing Move for Characters (they change with character's palette\version)- Story Mode with Unlockings (with Mugen Story Mode by Kamiloxnumetal)Comment please!
This is a very nice idea, and you seem to use a good base for Peter.However, it's better to focus first on this first character only, and not try to create too much stuff at the same time.The goal would be to :- create a full character to show the gameplay system, - have the whole game system well coded in this character so you can use it as a template for the next characters,- see how much work it is to sprite and code a full character, so you can tone down your expectations a little (because 10 chars for a beginner spriter is really a lot, I can tell you).Hope to see more anims soon, as well as a potential movelist for Peter (or would he be like Twelve in SF3, or rather Rogue in MVC, stealing powers from his opponent, since he's a sponge ?).
Star Fucker said, July 15, 2014, 01:28:48 pmThis is a very nice idea, and you seem to use a good base for Peter.However, it's better to focus first on this first character only, and not try to create too much stuff at the same time.The goal would be to :- create a full character to show the gameplay system, - have the whole game system well coded in this character so you can use it as a template for the next characters,- see how much work it is to sprite and code a full character, so you can tone down your expectations a little (because 10 chars for a beginner spriter is really a lot, I can tell you).Hope to see more anims soon, as well as a potential movelist for Peter (or would he be like Twelve in SF3, or rather Rogue in MVC, stealing powers from his opponent, since he's a sponge ?).Hi Star Fucker! Thanks for the compliments!Yeah, I'm working only on Peter Petrelli in order to develop the basic code for the next ones. I know it will take time but I'm sure it will be a good game if I develop all my ideas!About Peter's movelist, he will have all characters' auto-abilities (one thing I forgot to write is that every character will have an auto-ability active during all the match: f.e. Niki will have a shield just like Colossus, Claire the ability to recover a portion of life after first k.o., Matt Parkman the immunity to mind-based attacks) and 1 Special Move taken from each other character (f.e. Telekinetic Push from Sylar, Time Slowing from Hiro, Lift from Nathan etc.), but less powerful\effective: in this way Peter won't be too much almighty. By the way in the future I would like to develop a "Fugitive" version of the char: since in that season he can absorb one power at once and have full control of it, he could have different single-power-based movelists selectable by palette and intros (f.e. palette 001 he shake hands with Nathan absorbing his power, palette 002 with Matt etc.). How you can read, I'm forward-looking and have clear ideas about the project!
【MFG】gui0007 said, July 15, 2014, 07:09:19 pmThis is looking awesome. I never thinking seeing Heroes in MUGEN.I never thought too. I think the world of MUGEN needs characters like these ones.
FobiaZz said, July 16, 2014, 02:25:03 pmI never thought too. I think the world of MUGEN needs characters like these ones.I thinking the same way bro. Keep it up. I'll be watching the whole progress.
Dragon-Kid said, July 18, 2014, 02:33:15 amAre going to put the finishing moves in the same style of Guilty Gear and BlazBlue?Hi Dragon! I don't know the mechanic of BlazBlue and Guilty Gear finishers because I never played them (I just saw gameplay videos). I thought something like x-ray moves btw If you know how BB & GG finishers work (requirements to activatation, power, gauge etc.) could you please explain me in this topic? It could be very useful!
For Guilty Gear, you can activate it by pressing the four attack buttons and then execute the proper command, make sure you gained enough power gauge before activate it or elsewhere your character loses a bit of life gauge unless you press the four attack buttons to deactivate it. It can be used once.For BlazBlue, in your "match point", make sure you got the power gauge is full and then check if your opponent is at least 35% of his/her lifebar to perform it. Once you complete the specific conditions, execute it with the proper command. As of Chronophantasma, you don't need the burst icons.I recommend you to use the BlazBlue method.
Dragon-Kid said, July 18, 2014, 03:10:29 pmFor Guilty Gear, you can activate it by pressing the four attack buttons and then execute the proper command, make sure you gained enough power gauge before activate it or elsewhere your character loses a bit of life gauge unless you press the four attack buttons to deactivate it. It can be used once.For BlazBlue, in your "match point", make sure you got the power gauge is full and then check if your opponent is at least 35% of his/her lifebar to perform it. Once you complete the specific conditions, execute it with the proper command. As of Chronophantasma, you don't need the burst icons.I recommend you to use the BlazBlue method.Ok therefore BlazBlue finishers are bond to enemy's health, althrough I would prefer to avoid those dipendences from lifebars in favor of a smart gameplay, Btw I'll consider it eventually. Thanks!
The guy's coat (on the standing sprite goes down to his legs but you cant see any of the coat between his legs, just saying.Other than that its pretty nice
21 said, July 19, 2014, 05:39:51 amThe guy's coat (on the standing sprite goes down to his legs but you cant see any of the coat between his legs, just saying.Other than that its pretty niceHi 21! There is the coat between the legs but is a bit short. and dark. I'll extend it later. Thanks!
Sorry for the long waiting! I've drawn a new Stand 'cause the previous was too tense imho, but I'll keep the old one for eventual future uses; plus I decided to use a maximum of 4 gradients for color:Other frames done (basic intro, turning, crouching, crouch, crouch turning):Up next: Walking!