YesNoOk
avatar

KOF Raiden WIP (Read 82146 times)

Started by swipergod, June 20, 2009, 10:03:05 pm
Share this topic:
KOF Raiden WIP
#1  June 20, 2009, 10:03:05 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Okay, this is a follow up to the SNK Raiden topic that was posted in the development section.

In light of KOF XII, I want to take CVS Raiden and convert him to KOF, '98 advanced style.  In terms of graphics, the end result should look something like this:



That's a conversion done by c00per and modified slightly by Thedge.  The head may change, but that's not a big priority. 

So, what am I doing?  Well, I'm not a spriter.  I can do things here and there, but I'm mostly a programmer.  Still, I'm hoping I can help an eventual spriter as much as I can.  I'm currently in the process of adjusting the sizes of all sprites.  Capcom -> = 97% height, 95% width.  Removing the tedious steps that spriters have to do should allow them to go straight to the pixel touch up and shading stage.  What that means, is that Raiden looks more like this at the moment:



c00per will be giving me a demo on how to further facilitate the conversion for spriters with another step.  I'm hoping with this, and my Raiden programming, that I can attract a spriter to the project. :)

Speaking of programming, I've been working on this at the same time as the resizes.  What does this mean?  Readjusting Raiden's axis, coverting collision boxes to a KOF base, fixing velocities and animations.  Raiden's not yet ready for a video, but his basics (Run, Jump, Walk, etc...) are 90% done.  Here's what I'm going with so far for his base velocities based off of Tizoc, Daimon and CVS Raiden:

walk.fwd  = 2.4   
walk.back = -2     
run.fwd  = 4.6, 0   
run.back = -5,-4
jump.neu = 0,-8   
jump.back = -2.6   
jump.fwd = 2.7     
runjump.back = -3.7,-8.3
runjump.fwd = 3.9,-8.3

yaccel = .46

I've written a movelist in my KOFE topic, but I'll port it here in the next post along with a vid of the basics (hopefully).  One thing that I haven't quite decided on yet is whether I'll be changing his anti-air to his Piledriver grab from XII.  I think it'd work nicely though.  If you're a spriter with some time who'd like to help with this project, feel free to PM me.  Thanks.

Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: August 15, 2010, 06:04:41 pm by swipergod
Re: SNK Raiden
#2  June 20, 2009, 10:20:05 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
Wow
Raidens awesome :o
Welcome to the House of Fighting.
Re: SNK Raiden
#3  June 21, 2009, 03:01:12 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
I believe you quit... is great to see you are not!!

well, I still have my edited (unfinished) sprite... sorry if I couldn't finished yet, but I was really busy with my carreer, I'm going to make my professinal exam next week, and then, I will be out of school forever...

but, c00per has mentioned to make this Raiden a Wip Swipergod-SprAc (spriters-academy forum), to bring to mugen a new char in KOF style, since c00per-thedge and me are mods of that forum, probably if you agree, that's how it would be...

give me a few days more to finish this animation (I have another things to do before it)...

 :sugoi:
            Zorf Giudecca
Re: SNK Raiden
#4  June 21, 2009, 05:54:03 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Hi nio, great to hear from you.

I was on vacation in Europe.  I figured you were busy right now, so I didn't want to PM you until a little later about the stance.  Good luck with your exam.  I will wait patiently for your animation.  I have a feeling this project will be going for a while so there's no big hurry.  I think it would be great to get help from the Spriter's Academy.  I'm game for anything and will continue to help in the spriting process in any way that I can.  I should at least be able to do the rest of the resizing, if not more.  Cheers!
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: June 21, 2009, 03:57:39 pm by swipergod
Re: SNK Raiden
#5  June 21, 2009, 01:57:58 pm
  • **
  • Nobodies.. Heartless they're all the same right..?
    • www.SpriteZoneX.webs.com
Hi I can't tell which Raiden this is, the one from MGS2? MGS4? or Mortal Kombat?
Ragnaroc444 is Dante....




Finally got my sig up
Re: SNK Raiden
#6  June 21, 2009, 02:04:13 pm
  • avatar
  • **
  • Hyper Rainbow!
Re: SNK Raiden
#7  June 21, 2009, 03:00:48 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
Welcome to the House of Fighting.
Re: SNK Raiden
#8  June 21, 2009, 03:30:43 pm
  • **
  • Nobodies.. Heartless they're all the same right..?
    • www.SpriteZoneX.webs.com
Oh lol i never played Fatal fury but to be honest the ONLY fighting game i EVER played was MK 1,2,3,4,5,6,7,7,8,9, u get the idea and tekken lol never really played SNK VS Capcom all that yada yada yada i don't really like fighting games but mugen got me interested :)
Ragnaroc444 is Dante....




Finally got my sig up
Re: SNK Raiden
#9  June 21, 2009, 06:43:21 pm
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
Out of curiosity, which team is he going to be on?
Re: SNK Raiden
#10  June 21, 2009, 06:47:01 pm
  • avatar
  • ****

Monkey D. Luffy W.I.P Thanks to C.R.O.M Lando
Re: SNK Raiden
#11  June 21, 2009, 07:00:58 pm
  • ******
  • My power is maximum
  • Si monumentum requires, circumspice
    • USA
    • Skype - TheToxicAvenger666
Oh lol i never played Fatal fury but to be honest the ONLY fighting game i EVER played was MK 1,2,3,4,5,6,7,7,8,9, u get the idea and tekken lol never really played SNK VS Capcom all that yada yada yada i don't really like fighting games but mugen got me interested :)

You really should expand your horizons. It helps. :)
Re: SNK Raiden
#12  June 21, 2009, 07:02:12 pm
  • *****
  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/

  • Online
To make things easier, show spriters some KOF XII vids, Raiden is just... awesome in that game.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: SNK Raiden
#13  June 21, 2009, 10:19:11 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Hey Thedge!  Walt posted a great vid in the game section showing Raiden dominating (it's the last 2 fights in the vid):
http://www.youtube.com/watch?v=NEFU40OaII4&fmt=22
This vid actually made me change switch his anti-air move to the one to his XII one.

I'm planning to show what I'll be doing with SNK Raiden in vids to get people excited, but I'm currently in the boring phase of working on the basics (now on hit states).  I also played a little Fatal Fury Special to give some alternate perspective.  Anyway here's the vid of where Raiden's at so far.  He's resized in this version, with all his new velocities and KOF sounds:

http://www.youtube.com/watch?v=2Ow1E6YAysM

Not much of an exciting video, but it's a start right now.  I've upped his yaccel by 0.01 because he felt just a sliver too floaty.

SNK Raiden's on whatever team you'd like him to be on. ;)  KOFE Raiden will be on the villains team along with Billy, Eiji and Yamazaki.

Move set:

Command attack:

Stepping Headbutt (from the original FF.  Will have combo potential and function as an overhead hit)

Special attacks:

Charging Tackle (The FFS version would be broken in KOF because the invincibility is so huge.  There is a 4 tick delay between getting to the opponent and hitting them.  There may be a balancing issue to address there, but won't know until I code the move.  It works the way I believe it does in XII since his back is facing you when he dashes, but he turns when he hits you.  Thinking about giving it the cancellability it has in XII.)

Poison Mist (Will use Lin's poison mist graphics.  The button pressed determines the speed and length of the move).

Anti Air Piledriver (His XII move.  Since I'm going for '98 mechanics, I'll probably follow the same rules that Brian Battler's Anti Air follows).

Flying Clothesline (His CVS move.  It will animate differently though and follow different mechanics.  Thing Blue Mary's Spider from '98, but less height and more distance).

Air Powerbomb (His other CVS move.  Would prefer his "Head Crusher" throw from FF & KOF XII, but I think that'd be too many custom sprites.  To make it fun, I plan to have Raiden send the opponent twirling to the ground like a drill).

DMs

Ground Spark (His FFWA move.  Raiden will pound the ground and send an electrical current few steps along the ground.  Kinda the way Geese's Thunder Break does in 2k2UM.  Will need to block it low.  SDM version causes an earthquake like Daimon's ground smash and has the current travel further).

Rolling Thunder Grab (the DM and SDM versions are variations of his new XII DM.  They'll start off with Raiden grabbing and rolling.  DM version does a leaping Powerbomb and the SDM is closer to his XII version, but Raiden stomps the opponent instead of sitting on them).

Fire Breath (Just think Chin, since it'll pretty much be a rip off of his fire breath DM and SDM).

Anyway, that's the move set.  Boring to read, but you'll get a better idea when I start coding these moves with the sprites that I have currently.  The best part is, aside from a few hit defs and a sprite or two for the Ground Spark DM, there won't be any real need for completely new sprites!  :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: June 21, 2009, 10:22:36 pm by swipergod

GT

Re: SNK Raiden
#14  June 21, 2009, 10:22:56 pm
  • *****
    • USA
    • Skype - gt_ruby
w00t! Big Bear's theme!


Anyway, hes looking pretty solid dude. How to see an new vid showcasing more.
Yeah Titiln, in fact, You Made Him
Re: SNK Raiden
#15  June 22, 2009, 12:15:33 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
it would be released for normal mugen too?!  :S (say yes!!)
            Zorf Giudecca
Re: SNK Raiden
#16  June 22, 2009, 12:36:00 am
  • **
  • Nobodies.. Heartless they're all the same right..?
    • www.SpriteZoneX.webs.com
Okay then i'll go *cough* download it *cough* huh what oh my throats sore that's all hehehe.... i wanna see it
Ragnaroc444 is Dante....




Finally got my sig up
Re: SNK Raiden
#17  June 22, 2009, 05:43:59 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
it would be released for normal mugen too?!  :S (say yes!!)

Absolutely.  That was the plan from the get go.  That's why all DMs will have SDM versions, why he'll be able to pow, he'll have more hitstates for compatibility etc...  The SNK_Raiden and Raiden_KOFE will be different, but will use the same sprite base. :)  Maybe a special intro with Tizoc?

I was thinking about Raiden's DM's and got a little creative.  Instead of using the FFWA (Ground Spark) DM, I put together a new DM.  Those who played SF3 will recognize the move.  You can see a very preliminary version here:

http://www.youtube.com/watch?v=06jnmhjbgrQ

What do you think?  Should I go with this one or keep the Ground Spark?  Thought this new one might work better because it doesn't require any custom sprites and I think the Ground Spark would be overkill in the DM projectile side of things.  Haven't quite figured out an SDM version of the new move yet.


Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#18  June 22, 2009, 10:10:09 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
I like it, fits pretty well the character
            Zorf Giudecca
Re: SNK Raiden
#19  June 22, 2009, 06:12:03 pm
  • ****
  • (o.O)!
  • MadkaT Was Here
    • Guernsey
    • a@b.xxx
    • Skype - admin
    • network.mugenguild.com/madkat
 o_O Woot!!! I also was thinking the MK Raiden --; ;P But well the KOFXII raiden would be a great addon for the KOF Mugen roost, i have to come back to see the progress ;D Congrats ;)
<- Foros Mugen en español. And also English forums.
Re: SNK Raiden
#20  June 24, 2009, 04:00:30 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Thanks supporting the project!  I've touched up the new DM a bit.  I'll resize the sprites a post the updated vid.  The final velocities will be calculated once I've done the other moves so it can be balanced accordingly.  For the SDM version, I figure I'll add more hits to the shoulder hits and finish off with something like an exploding Flying Clothesline.

Question:  For the test vid, I'll be using the KOFE sparkset, but for the actual release which sparkset should I include with Raiden? '98 or XI?  Or maybe another?  The concept of the character is that he is a '98 character, but since he'll be for general mugen and there are a lot of XI sparks out there, I'm really scratching my head over what to use.  When I way sparkset, I'm basically talking hit sparks and super sparks.  XI fire sparks are horrible IMO (they look shiny).
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#21  June 24, 2009, 04:07:25 pm
  • ******
  • 日本は素晴らしい国です。
Swiper, dunno if thats what you are doing, but you can go ahead with your work on the code side using the older sprites and then as new sprites are done you can start replacing them, it will help you with bug testing, since you can send the older sprites mish mash  version to anyone for beta testing.
Re: SNK Raiden
#22  June 24, 2009, 04:27:05 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Haven't actually completed any SNK sprites yet, although nio is working on his stance.  I'm only resizing right now, which is important I think, since it'll affect the collision boxes sizes and the character axis (really important for all his binded states).  I hope to finish the hitstates next weekend, then progress should pick up a lot quicker. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#23  June 24, 2009, 04:27:33 pm
  • ****
  • Every day is night
    • Brazil
    • magmadragoonmk2.webs.com
[size=90pt]GOOD![/size][/b]

D'Arby the gambler approves this char!
Re: SNK Raiden
#24  June 27, 2009, 07:22:18 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
I was working on the basics and realized that SNK Raiden and KOFE Raiden will most likely have slightly different basic attacks.  The biggest difference will be that Raiden's Jumping Belly Splash will be a Command Move for SNK Raiden (Air d + sp) while KOFE Raiden will just have it as his jumping sp.  Another difference will be that SNK Raiden will use his palm thrusts as jabs (like in XII), but KOFE Raiden will only use the palm thrust as a guard counter (kinda like FF2/FFS).  More as I start the basics.

Hitstates are almost finished.  Just need to do the air ones.  I was also working on Raiden's mist.  Hoping to post a vid later today that shows the touched up DM and the new Poison Mist.  Can't really show off anything else since hitstates aren't very exciting.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#25  June 27, 2009, 04:02:27 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Understanding the difference between SNK Raiden and CVS Raiden requires some knowledge of Capcom mechanics vs SNK mechanics. Velocities, clns and style.  Just to give you an example, the dodge for CVS worked differently than SNK.  The animation was quicker and the velocity was faster. You were also able to duck and then dodge IIRC, while SNK doesn't let you dodge while ducking.  A bunch of little things like that create a different feel from each other.  Plus the graphics will eventually change as well.

Here's the video I promised:
http://www.youtube.com/watch?v=X1-lrh2uGfk

For those of you that like pictures, here ya go:

Raiden's new DM.  Don't quite get the full effect from a pic.  My suggestion is that you watch the vid.


Poison Breath using Lin's poison mist projectile animation.  Even included poison spark effects :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#26  June 27, 2009, 04:26:52 pm
  • avatar
  • ****
Wow now this looks cool

Monkey D. Luffy W.I.P Thanks to C.R.O.M Lando
Re: SNK Raiden
#27  June 27, 2009, 04:35:35 pm
  • ***
  • I can't see :<
    • Poland
    • www.niewidomy.deviantart.com
Not cool, its epic
Re: SNK Raiden
#28  June 28, 2009, 04:00:03 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Thanks guys.

After a bit of experimenting, I realized I could create a makeshift animation that could substitute for the "lie on stomach" gethits.  For those who have no idea what I'm talking about, in KOF characters can "fall" on their backs or on their stomachs.  In Capcom games, they only fall on their back (there are exceptions of course).  Raiden CVS only technically has a back fall, but I created an animation that could work as a stomach fall.  Forgive my gif skills, I've never used the animator before, so the axis, timing and bg colors are off, but I'm sure you get the idea.



Obviously, it's not as great as having an actual stomach fall, but this means that, technically, Raiden doesn't need any custom sprites (well, not counting the blue mary arm and leg snap anyway).

BTW, I've also completed the rest of Raiden's gethits and all his jabs (including a custom crouching palm thrust jab like in XII)!  No vid until I'v completed all the basics.  Maybe next week :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#29  June 28, 2009, 04:57:59 pm
  • avatar
  • ****
Hmm It looks good

Monkey D. Luffy W.I.P Thanks to C.R.O.M Lando
Re: SNK Raiden
#30  June 30, 2009, 11:49:50 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
After watching more XII vids and reading a movelist, I now understand that Raiden's Cancel out of his Shoulder Tackle is actually a feint.  Since I'll be working on his shoulder charge today or tomorrow, just wondering what the popular vote is for:

Keep the feint and the actual tackle as separate moves

or

Give the tackle canceling properties.

Also, will remove the splash as a command move and just make it his reg jumping sp.  Will post something tomorrow or Thurs.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#31  July 01, 2009, 12:56:09 am
  • ****
    • Argentina
    • sangredivina.com.ar
so swipergod asked me which was the best way a non spriter guy (like himself) could help in the making of the sprites . . . i decided to answer here so maybe more people get interest
after the proper resize, i talked about a cleaning for the outlines. i meant a total cleaning (except for the chest and belly, that can be easily adapted), plus some lines are only insinuated in cvs, so you have to guess them and trace them (mostly muscles on the arms) . . . fter that, is a much more easier job for a spriter that knows the style

a lot of parts need serious fixes, but this is just an example
Re: SNK Raiden
#32  July 01, 2009, 05:12:04 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Thanks for the example c00per.  Your skills are legendary.  Once I've finished the resize and programming, I'll go back and start on this.

Whoops, the Giant Bomb (shoulder tackle) feint is a cancel within the move and not a separate one.  My bad.  Finished the SPs, working on the Giant Bomb now.  Will have the cancel for the move and autoguard properties.  I'll post some stuff when I'm finished.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#33  July 04, 2009, 07:04:33 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Sorry for the lack of updates.  Between RL and KOFE, my time is stretched a bit.  I'm almost finished all Raiden's kicks.  I've already completed his tackle.  It's pretty interesting to have it work the XII way.  It has full autoguard and gives enough stun to hit if the attack was late into the autoguard.  You cannot cancel the tackle move if the autoguard was activated.  Cancelling the move is done by hitting both kicks at the time while he's in the crouch.

Autoguarded!


Before I post anything new, I want to do his special throw first.  Then I'll post more pics and a vid.  Cheers.  
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: July 04, 2009, 08:08:58 pm by swipergod
Re: SNK Raiden
#34  July 05, 2009, 01:35:07 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Okay, I'm taking a break from Raiden until I finish KOFE Vice.  I've finished all his basic attacks.  The collisions have to be readjusted and the hit velocities and damage revisited, but it's a starting point.  The moves animate like they should.  The Dropkick will be his knockdown attack (both standing and air) and I haven't done it yet.

As for moves, I've finally finished his Powerbomb.  The grab animation and velocities were slightly tweaked for more of a KOF feel.  Note that the KOFE version of Raiden will make his opponent spin into the ground while the regular mugen version will just drop them (benefits of a full game) :) .

Vid: http://www.youtube.com/watch?v=39Waivy964Q

Raiden's close up SP from FF2/FFS


Raiden's close up SK with the additional stomp for 2 hits.  Just looks weird without the stomp.


Raiden's trip.  Oooooooo.


Raiden's jumping SP.  Since XII seems to use it without a command, it's no longer a command move.


Raiden's wiff special throw animation.


Raiden spinning Krauser towards the ground with his Raiden Bomb.


This'll be the last Raiden update for at least a week.  Cheers.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#35  July 07, 2009, 12:57:24 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
this is what I have so far...



head would be changed, right hand (and maybe left) will be slower...
maybe a more "bounce move"...
I will fix our right leg, and also try to animate the legs like Brian (kof)

            Zorf Giudecca
Re: SNK Raiden
#36  July 07, 2009, 01:15:02 am
  • ****
  • Snake Eater
    • mgmod.com/mugen/
Fuck yea, Raiden!

Oh lol i never played Fatal fury but to be honest the ONLY fighting game i EVER played was MK 1,2,3,4,5,6,7,7,8,9, u get the idea and tekken lol never really played SNK VS Capcom all that yada yada yada i don't really like fighting games but mugen got me interested :)

7,7? 8 9?

MK#'s Only go up to 4, Then MK:Name.

# Mortal Kombat (1992)
# Mortal Kombat II (1993)
# Mortal Kombat 3 (1995)
* Ultimate Mortal Kombat 3 (1995)
* Mortal Kombat Trilogy (1996)
* Mortal Kombat Advance (2001)
# Mortal Kombat 4 (1997)
* Mortal Kombat Gold (1999)
# Mortal Kombat: Deadly Alliance (2002)
* Mortal Kombat: Tournament Edition (2003)
# Mortal Kombat: Deception (2004)
* Mortal Kombat: Unchained (2006)
# Mortal Kombat: Armageddon (2006)
* Mortal Kombat vs. DC Universe (2008)
* Mortal Kombat Mythologies: Sub-Zero (1997): The first in a planned series of MK spinoff games featuring popular characters from the fighting games fighting mode as well.
* Mortal Kombat: Special Forces (2000): An Action Game starring Major Jackson Briggs.
* Mortal Kombat: Shaolin Monks (2005): A game starring Liu Kang and Kung Lao, telling an alternate version of the events between the first and second Mortal Kombat

Too lazy to post them all myself so copy+pasted
Interactive Stage W.I.P Click Below


--------------


I give my life not for honor but for you
Last Edit: July 07, 2009, 01:20:01 am by BigBoss
Re: SNK Raiden
#37  July 07, 2009, 01:33:24 am
  • *****
  • DAT SAX
NiO, the way you shaded his artist left arm is confusing. I was under the impression that the KOF lightsource was above and to the right, but the way you shaded that arm is implying that there is like a light in front of that arm somewhere.

It would look a lot better if you removed that light strip on his arm.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: SNK Raiden
#38  July 07, 2009, 01:48:20 am
  • ****
    • Argentina
    • sangredivina.com.ar
it'd look plain also
Re: SNK Raiden
#39  July 07, 2009, 02:14:50 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
it'd look plain also
agree...

that's why is shaded in that way, sometimes is required to break the "rules" to make a better looking sprite...

from spriters-academy
Quote
this is a preview, cause I want to get some ideas or opinions about it....

the animation is in about a 40-50% done, I don't know, maybe less...

a bit of update from the stand... a lot of things to change-fix, but I'm working on it
            Zorf Giudecca
Re: SNK Raiden
#40  July 07, 2009, 03:07:12 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Nio, fantastic!  It's so much more alive now.  The breathing body is animating wonderfully.  Once the remaining transition sprites are completed I'm sure it'll look amazing.  Already have a good idea where it's going.  As for the sprite scaling for this stance, maybe what I'll do is wait for the completed version and rescale that.  Mixing scales now might be too confusing. 
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#41  July 07, 2009, 03:14:10 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
Thanks, I'm still working on it, cause it has to look pretty well...

last "update" for now... I'm starting to edit the chest and our right leg...


to be honest, maybe on a gift doesn't look good, but in mugen, it looks pretty nice (I like it)...

later I will change the face to the one with the beard.
            Zorf Giudecca
Re: SNK Raiden
#42  July 07, 2009, 04:44:22 am
  • avatar
  • **
You still have a lot to reshade, of course, but what's been done now is very well detailed, and Raiden is impressively fluid. Though, you might want to add a small amount of movement in the feet.
Re: SNK Raiden
#43  July 07, 2009, 06:27:09 am
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
If swipergod wants the KOF XII look you're going for, please leave it as it is. If not, then you're free to change it to anyhting that you want.
Re: SNK Raiden
#44  July 07, 2009, 06:35:18 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
yeah, I need to change a lot of things... I think it's at a 50% done...

here's what I have so far...


also, the face depends on what the team decide (sprac team and swipergod of course)...
but I think it's looking good
            Zorf Giudecca
Re: SNK Raiden
#45  July 07, 2009, 11:02:23 am
  • avatar
  • ****
standing looks cool but his left(artists right) leg expands and that really does look wierd

Monkey D. Luffy W.I.P Thanks to C.R.O.M Lando
Re: SNK Raiden
#46  July 07, 2009, 11:39:13 am
  • ****
Let's compare


The thighs seem to throb since they moving without really moving at all. Do you see how in the original sprite's left knee*, rear, and crotch area all moving up and down? Compare to how nio's sprite stays stagnant in those areas (joints) yet the actual body parts (ligaments) are expanding in all sorts of unnatural directions. Why does the right calf expand backward further that the knee itself bends forward? I think nio is trying too hard to interpret movement while forgetting to actually move the whole body.

Nio, I haven't really checked out your completed works in full and i know this is a work in progress, but this just reminded me of Lien Neville's throbbing breasts.

  • All directional references are from the artist's point of view.
Re: SNK Raiden
#47  July 08, 2009, 01:22:11 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Honestly, I think it's a great effort considering it's only at 40%-50%.  I spent some time staring at the newest stance at work today and figured I'd throw in my two cents for you.

I think a bounce in the legs might work better in the case of your animation.  Your stance is more subtle than the CVS one, so I wouldn't give it as much bounce (ie go as low as the CVS one), but I think bouncing would go with the animation little bit more.  I like the upper body movement, although I think the left arm (the high arm) descends a frame or two too quickly (that's something that I could fix though, so it's no biggy).  Also the light spot on the right elbow pad may want to slide up a bit as his arm reaches the full turn to make it look more animated.  Just a thought.

Hope that helps. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#48  July 08, 2009, 11:10:31 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
Welcome to the House of Fighting.
Re: SNK Raiden
#49  July 09, 2009, 12:19:38 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Nio's mentioned that he's already aware of the hand and the shading that needs to be done.  It'll be fixed in time. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#50  July 09, 2009, 03:05:42 am
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
I knew Nio was going for the XII look. He's probably looking at your avarar for reference, swipergod.
^ Definitely not the sharpest tool in the shed
#51  July 09, 2009, 03:08:04 am
  • ******
  • KOF Spriter
Or maybe, Swipergod changed his avatar because he was inspired by his joint project with NiO! :D
Re: SNK Raiden
#52  July 09, 2009, 03:14:37 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
I knew Nio was going for the XII look. He's probably looking at your avarar for reference, swipergod.

in fact, I think I was looking at this avatar when I saw the face!!  :sugoi:
yesterday I was practicing with my band, so nothing new about Raiden...

today, maybe in a few hours I will give him a try again (I'm retouching an old sprite)

hands, head, legs and arms are not finished yet  :S
            Zorf Giudecca
Re: SNK Raiden
#53  July 09, 2009, 05:23:48 am
  • avatar
Re: SNK Raiden
#54  July 09, 2009, 03:29:24 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
Welcome to the House of Fighting.
Re: SNK Raiden
#55  July 09, 2009, 09:12:40 pm
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
I didn't so it can help to get ideas

thanks!  :sugoi:
            Zorf Giudecca
Re: SNK Raiden
#56  July 15, 2009, 01:38:30 am
  • ***
  • I can't see :<
    • Poland
    • www.niewidomy.deviantart.com
Lol he is so alive nice job, fix left cvs hand xd
Re: SNK Raiden
#57  July 16, 2009, 03:37:02 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Sorry for the lack of updates here.  Had to finish Vice and touch up a few things in KOFE.  Added in Raiden's knockdown attack.  Also changed his new DM so that the Dropkick is now the finish.  I'll have a vid up and you can compare which is better.  I just want to finish up his Firebreath DM and SDM and add an effect to the SDM version of the new move.  Also hoping to add in his throws.  Expect a vid for the weekend with a much more complete Raiden. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#58  July 18, 2009, 01:46:27 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Working out a few more things before a vid is ready.

Fire breath a la Chin.


His Shoulder charge DM now finishes with a dropkick instead of a punch.


SDM version of the shoulder charge DM has charge and big kick effects.


Still want to do his command attack and his basic throws before I post a vid.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#59  July 18, 2009, 06:11:43 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Okay, posted Raiden's most recent update vid here:

http://www.youtube.com/watch?v=1lbBrO9Zw4g

Obviously still needs refining.  I have to fix the velocities on the anti-air throw, but at least the animation is there.  Here's a pic:



From the vid you can see the new dropkick finish to the DM.  Think it works for him?  Command move is coming and then I take a Raiden break to start Mature for KOFE.  When I get back I'll do Raiden's final moves and intro and victory poses!  Then all he'll need is the sprite conversion.  Cheers!
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#60  July 18, 2009, 07:27:07 pm
  • ***
  • Master of Vicodin
Anti-air looks nice, maybe it's attempt's vels could be faster, but the throw itself looks just fine.
Re: SNK Raiden
#61  July 19, 2009, 03:42:41 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
dude, check you PMs, I haven't finished the animation yet (sorry, I was busy)... but I send you the sprites done so far... I will continue working on him on monday...

            Zorf Giudecca

9mb

Re: SNK Raiden
#62  July 19, 2009, 11:56:58 am
  • **
.............cvs char  ???
I am Chinese
Re: SNK Raiden
#63  July 19, 2009, 12:27:27 pm
  • ***
  • Give me Tea, or Cake!
Re: SNK Raiden
#64  July 19, 2009, 02:20:32 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Dr.H, I used KOFE Vice's current anti-air velocities as a placeholder, but since I haven't programmed anti-air throws before, I haven't really looked into their velocities much.  I'm not even sure if there's a big difference in velocities between the wp and sp version in an actual KOF game.  Maxima and Clark both have anti-air throws and Brian Battler has his anti-air DM, but Raiden's XII anti-air looks like it travels quite a distance horizontally.  Still, knowing the velocities of actual KOF anti-airs would be nice.  Anyone know those?

nio, pm received.  I'll figure out the resize values next weekend.  Then I should just be able to apply them to the final product. 

Raiden's really coming along.  I plan on giving him his DM throw as it is in KOF XII (minus the finger pointing part).  The SDM version will remain as mentioned on page one.  Between the anti-air grab, modifications to the shoulder charge and DM, he'll pretty much have what he has in KOF XII.  Once I play XII, I can fine tune him.


Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#65  July 19, 2009, 08:34:28 pm
  • ***
  • Master of Vicodin
The only anti-air throw worth mentioning is Clark's I guess, but Raiden's looks faster so scratch work there could work better.
Re: SNK Raiden
#66  July 20, 2009, 03:54:00 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Currently Raiden's ticks work like this for the Anti-Air:

4 for lift off and 4 in air before the Clsn1 kicks in (wp version)
6 for lift off and 4 in air before the Clsn1 kicks in (sp version)

I need to see a vid of Raiden with a clean wiff of the move so I can judge the correct travel velocities.  No rush though since I'm sure XII will come out before this project is done and I can get a better estimate.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#67  July 21, 2009, 05:08:11 pm
  • ****
  • Every day is night
    • Brazil
    • magmadragoonmk2.webs.com
This is becoming a fine char indeed! Makes me remember my old times on Fatal Fury Special!
Re: SNK Raiden
#68  July 22, 2009, 03:17:56 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
seems like the spriters wants to use CvS face instead the new KOFXII...

personally I'm fine with both, but if we use CvS, let's try to give him a nice face, not like in CvS, he looks stupid  :S
            Zorf Giudecca
Re: SNK Raiden
#69  July 22, 2009, 04:33:58 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
I agree.  Capcom face = lame.  Some sprites look okay though.  I liked the ones you had before.  Probably just change the stripe on the top of his head to a thunder bolt and some darkening around the eyes to make him look a bit more evil.  I'll see if I can find some of the better Capcom sprites and other images to help with ideas.

I'll be doing Raiden's last Special move later today.  Post when it's done.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#70  July 29, 2009, 03:52:30 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Sorry I haven't updated here.  Hush, hush stuff was going on with Raiden.  Since the last post here, I've completed his final special and his command attack. 

I've also completed him DM throw (not the SDM version yet).  I'll try to post a vid tomorrow and would really appreciate feedback for this one.  His DM throw is the one from KOF XII.  I copied velocities as best I could, but I wonder if it would look better if he didn't just go straight up and down.  You'll see what I mean when I throw up the vid.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#71  July 30, 2009, 04:03:01 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Here's the vid of his completed moveset as promised:

http://www.youtube.com/watch?v=63_E9ig5RbA

Could really use some feedback since I'll be re-tweaking things over the weekend.  Damages aren't set in stone yet.  Also noticed the bug of having only one level drain on the SDM throw.  Fixed it.

Feedback so far from Dr. H:  Fix the grab speed of the anti-air throw. 
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#72  July 31, 2009, 01:09:57 am
  • ******
    • network.mugenguild.com/pots/
- Charging with one shoulder but hitting with the older doesn't look natural
- Its DM/SDM version looks very satisfying to hit with :thumbsup:
- KOF12 super should move forward while jumping and I love its SDM finish
- Needs a follow-up to one or more throws to keep up with KOF tradition
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: SNK Raiden
#73  July 31, 2009, 03:55:40 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Thanks PotS!

I agree about the shoulder thing.  Whiff should be one shoulder, hit should be the other, but I don't think I'm doing it right.  Lemme see what animations I can play around with to fix it.  I'll try to take cue from XII.

I've actually fixed the DM throws since the vid.  There is more forward movement and touched up the ground sparks.  The SDM version lands a bit later now so there's more impact and I've adjusted it so Raiden's more towards the enemy's center when he lands.

Raiden's got this ground stomp from CVS, but it doesn't naturally flow from his current throw list.   :-\


Other fixes I've done:  Changed the anti-air's vels and grab time.  I've developed a standard based off of Clark's anti-air, but Raiden's vels are different (looks like he travels further horizontal than Clark).

Fixed some animation problems with the Lariat.  Looks smoother.  Also borrowed Blue Mary's Spider velocities to make the move more KOF-like.  Raiden feels more solid now.  I'll see what I can do about the shoulder thing.

Weekend I'll work on the intros, victories and fixing clns.  He should be 90% done programming by that point.  Once I start color flattening, SPAC will help convert the sprites to SNK.  Exciting no?
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#74  August 02, 2009, 06:29:34 pm
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
made by thedge-swipergod



I like this WIP!!  :)
            Zorf Giudecca
Re: SNK Raiden
#75  August 02, 2009, 09:07:23 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
I like the Spriter's Academy for helping me with this WIP.  :sugoi:

I'd give it about a week or so, once I've finished Goenitz for KOFE, and I'll start pumping out the color flattened images.  Basics first. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#76  August 02, 2009, 11:30:27 pm
  • ***
  • Mental Organism Designed for Only Shitting.
Yeah, this Raiden looks promising. I would love to try this out. I wish he had his head crusher.
Re: SNK Raiden
#77  August 14, 2009, 01:20:03 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
If you've read my KOFE project lately, you'll know that I'm going on hiatus from coding and spriting for the remainder of the year.  That doesn't mean that SNK Raiden will drop off the face of the earth hopefully.  I plan on handing the reigns over to the Spriter's Academy team while I'm away, since most of the remaining work is the sprite conversion.  They are more than welcome to do whatever they need to do whenever they have time until I can return to help them out.  I'm still going to do a few more things first before handing him over.

Move fixes mentioned by Pots will be put into effect.
The last of the sprites will be resized
The coding should be fixed up a bit

Things that I won't be able to do include:
Sprite conversion (obviously)
Clsn readjustment
All hitdef conversions for more KOF accuracy
'98 POW system won't be implemented

That's all.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#78  October 11, 2009, 07:18:37 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Well, I was supposed to complete the SNK Raiden package for the Spriter's Academy group a week after my last my last post.  Unfortunately I misjudged exactly how burnt out I was.  I found myself unable to get into the tweaks that were required.

I still want Raiden to come home to KOF, so I'm still 100% behind this project.  I've owed SNK Raiden to Nio and the others for awhile, so with a month and a half of rest, I've started touching up the package for the Spriter's Academy team.

Things I need to do:

- Incorporate all sparks (Hit, Fire, Super) into the SFF and his cns.  He currently uses KOFE standard sprites instead of his own.

- Repair all the collisions for basic attacks.  That would still leave the Specials, DM and hitstates, but it's a stronger starting point I think.

That's it.  It doesn't sound like much, but I'm engrossed in another project at the moment, so I don't have much time to work on him.  I've decided to drop the POW system for now.  If people demand it, I can implement it.  Koopakoot and Jin have made characters without it, so I think it'd fit in the non-KOFE Mugen world.  The damages need to be adjusted to, but this'll be something for later on.

I hope to get these touch ups done by next weekend.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/

rad

Re: SNK Raiden
#79  October 11, 2009, 11:50:43 pm
i along time ago i played fatal fury 2 and special on arcade, and big bear (raiden) had three throws and a bearhug that made all the magic of using raiden and distroing the competition - could u implement those moves
also in normal snk raiden to make him 100% ?

hint for the  2 throws:
in ff2 or ffsp go near opponent by crawlin (hold df for crawling till you reach the char and when u do that
press - try pressing one by one the buttons i dont remember whitch button was) wery importing !!!
if you do it from left to right is a throw from right to left is another throw - different throw !!!
for these try ffso to be sure, but also try ff2 too

and the thrd throw:
reach the oppnent by walkin and near hold b+punch


pls implement those four grapling muves in normal snk raiden to be 100%

thanks

Re: SNK Raiden
#80  October 11, 2009, 11:58:20 pm
  • ***
  • Give me Tea, or Cake!
Actually in Fatal Fury Special Big Bear had almost the same amount of throws as Zangief did in SFII! o_O

Throws
------
Power Bomb               f + HP close 
German Suplex            b + HP close
Lariot Drop              df + HP close
Choke Hold               f + HK close
Headbutts                b + HK close
Overhead Toss            df + HK close
Bear Hug                 uf + HK close

LOVED the 'Lariot Drop'. :)  I used that far too much I think. ;)
Re: SNK Raiden
#81  October 12, 2009, 03:10:33 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Lariat Drop is its own special move now a la CVS.  :D

I think the term SNK Raiden is a little misleading as this Raiden is meant to be a "KOF 98" style Raiden.  In '98 characters only had 2 throws.  Adding so many throw variations would require a lot of sprite edits, which can't really be promised at this point (I'm not the one who'd be doing that).  He currently uses the choke and belly to belly (a replacement for the northern lights he did in FFS).  The only 3rd throw I could give him at the moment would be the standing powerbomb, but we need to convert the essentials first (basics, specials, DMs etc...).
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#82  October 13, 2009, 01:31:03 pm
  • ***
  • Give me Tea, or Cake!
Must admit, I didn't use Raiden in CvS... hell, I didn't really like CvS.. possibly because King was so butchered it wasn't funny.

Good to see he'll have the Lariat Drop though.  You mentioned the Powerbomb.  Is this also a special, ala FFS?  (Minus the cheesy little explosion, lol!)

Either way, I'm really looking forward to this as Big Bear was one of my favourite fighters.. it's just a shame SNK chose to keep him as the heel Raiden and change him from a pure grappler.  But hey, I'm just happy he's still around. :)
Re: SNK Raiden
#83  October 15, 2009, 02:16:59 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Raiden was one of the guys that Capcom didn't kill so badly.  He still felt to Capcom-ish, but he was more fun to play than sayyyyy ATHENA!!!!  Kinda like Geese was.

In the world of King of Fighters, his simple powerbomb doesn't really hold up to Tizoc's Spinning Air Suplex.  I gave him the CVS air powerbomb, but changed the vels.  He's also got some of his KOF XII self mixed in.

This is an older vid:
http://www.youtube.com/watch?v=63_E9ig5RbA

I've changed some moves to make them smoother.  3 of his 5 specials are unblockable throws. :)

In other news, I've completed all standing basic attack clns.  Gonna do ducking and jumping tomorrow and if I can find time, all the hitstates.  Since I had to modify most of the Specials and DMs AIRs already, there isn't much need to do those at the moment.  Still on completing his update for the weekend.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/

rad

Re: SNK Raiden
#84  October 15, 2009, 02:33:13 am
but those moves can be implemented because big bear also known as raiden is a grappler like goro daimon and
clark - personages who use grappling moves besides the two throws standard

the standard throws where:
- Choke Hold               f + HK close
- standing Power Bomb               f + HP close

other grappling moves where in ffsp:

-German Suplex            b + HP close
-ground Lariot Drop      df + HP close(not from the cvs !!! - but that one is welcomed too)   
-Headbutts                b + HK close
-Overhead Toss            df + HK close
-Bear Hug                 uf + HK close

you can change the motions to fit kof

get the ideea?
Re: SNK Raiden
#85  October 15, 2009, 03:44:29 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Here's how KOF throws worked in '98.  Characters only had 2 basic throws.  One finished with the opponent thrown in front, the other with the character thrown behind.

Characters like Goro and Clark, just have lots of special throws.  They didn't have multiple basic throws (Clark has an air throw though).


the standard throws were:
- Choke Hold               f + HK close (Got it as a basic throw)
- standing Power Bomb               f + HP close (Currently using his Leaping Powerbomb, may add this one later, once all the basics are done)

other grappling moves where in ffsp:

-German Suplex            b + HP close (Raiden didn't have a German, that's a Northern Lights Suplex.  It was replaced in CVS with a Belly to Belly Suplex.  I use this as his other basic throw.)
-ground Lariot Drop      df + HP close(not from the cvs !!! - but that one is welcomed too) (There's no animation from the classic Lariat Drop. The New Drop replaces the old one) 
-Headbutts                b + HK close (There's no animation for this)
-Overhead Toss            df + HK close (This is the Press Slam right? There's no animation for this)
-Bear Hug                 uf + HK close (There's no animation for this)

That's a lot of additional sprite work that I just can't promise at this time.  :-\
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#86  October 15, 2009, 04:48:55 pm
  • ****
  • Every day is night
    • Brazil
    • magmadragoonmk2.webs.com
Don't worry, we're patient!

rad

Re: SNK Raiden
#87  October 15, 2009, 06:38:20 pm
thanks for the info, but you can use help for creating those moves at spriters academy forum - why don't u try?

a 100% movelist from all games (ffsp, cvs, cvs2, kofxii) done takes time but believe me it's worth the effort!
Re: SNK Raiden
#88  October 15, 2009, 07:22:37 pm
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
When will Spriters Academy finish converting his sprites? Why didn't SNK make a King of Fighters Raiden until The King of Fighters Re-Birth AKA The King of Fighters XII?
Re: SNK Raiden
#89  October 15, 2009, 08:38:40 pm
  • *****
  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/

  • Online
When will you stop using blue fonts to type SNK?
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: SNK Raiden
#90  October 15, 2009, 08:45:12 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Hi Thedge.  :D

I agree that making a full character would be very rewarding.  Some at the Spriter's Academy agree, but for now, the focus is on bringing Raiden over to KOF first, and adding all the bells and whistles after.  That way other people could help if they wanted.

The Spriter's at the Academy are aware of the project and have been for some time.  There's a lot of sprites they're already converting (around 200 iirc).  That's why there isn't time at the moment to do custom sprites.  Besides, sprites like Mary's arm and leg snap animations and Gai's arm snap would be more important for blending into Mugen.

I can't give a timeline on their progress.  I can tell you that it hasn't started yet, which is why I'm trying to finish my coding part.  All the members who've agreed to help (including myself) are busy with a lot of other projects.  Raiden is an "if time permits" project between all of us, although we're trying.  I was supposed to assist in the color flattening process, but I'm too busy at the moment.  I figure stuff with Raiden will really pick up in March when I can come back to Mugen full time (if he isn't completed by then).  I haven't contacted the spriters yet since I wanted to have a finished product to give them first (they don't have Raiden yet).
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#91  October 16, 2009, 01:45:07 am
  • avatar
  • **
Looking forward to the finished product. It looks to be worth the wait.

When will you stop using blue fonts to type SNK?

When he posts something worth reading. Which will happen at roughly the same time the world ends.
Re: SNK Raiden
#92  October 19, 2009, 07:40:31 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Spent the weekend dealing TV issues.  I managed to complete the revamp of the collisions for all basic attacks and hitdefs.  The Specials and DMs also need to be changed (didn't realize it until I looked at them), but those will be done later.  I corrected and added all the sparks except fire and DM (that's what I'm doing today).  Once that's done, I'll have a good package to give to the Spriting team.

Things that'll be left to do later on:

- Fix Specials and DMs collisions
- Make a more '98 combo friendly version (chaining command move into throws for example)
- Spritework
- Damage adjusting
- Other things I'm probably forgetting right now...
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#93  October 20, 2009, 06:24:14 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
I've passed Raiden on to the spriter's academy team.  I'll be back on this project full time in March, maybe sooner, but if there's anything else that happens in the meantime, I'll be sure to post here.  Plus, I'll probably touch up the rest of the code before then (the stuff mentioned in the previous post).  With any luck, we'll have at least one or two pretty pics to show y'all.  Cheers!
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#94  October 20, 2009, 04:00:01 pm
  • ****
  • Every day is night
    • Brazil
    • magmadragoonmk2.webs.com
Ya should make a video with the progress so far! :sugoi:
Re: SNK Raiden
#95  October 20, 2009, 06:48:18 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Lot of internal stuff.  Not so much external stuff.  Can't really see all the new clsns when playing and all.  Vels as visibly better than the last video, but I'll wait until the Spriters team has something before posting a vid update.  Stay tuned. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#96  November 17, 2009, 10:32:16 pm
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
today I added into the char the stand animation, it's made by 14 sprites instead the 4 it originally have on the .sff

I changed his face to the "viking" style cause it was voted to be the model by most of the spriters...
isn't finished, but it's already into the char...

here the preview of what's done (fixed the color palette, changed the face, "barba", removed some colours from my old animation that were not needed)

added a new palette (easier to spritework in my case)

-face, hands, mouth, and a few details aren't finished...



and now the question... should we use another colors for his moustecheand "barba"?!

btw Raiden would have an special intro against Blue Demon Ramon (WIP only announced on sprac so far)

but, well... he is -------------------->
            Zorf Giudecca
Re: SNK Raiden
#97  November 17, 2009, 10:42:45 pm
  • ****
  • There is a demente in everyone!
    • www.dementi.it
u should do something with his legs... they enlarge!!!


Re: SNK Raiden
#98  November 17, 2009, 10:47:41 pm
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
yeah, I need to change that...
right leg looks nice, even if it's not finished yet, but left leg seems like it's growing xD

a gew tweaks to make him looks better, but doesn't look thta bad in mugen (animation looks slower)
            Zorf Giudecca
Re: SNK Raiden
#99  November 17, 2009, 10:56:06 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
today I added into the char the stand animation, it's made by 14 sprites instead the 4 it originally have on the .sff

I changed his face to the "viking" style cause it was voted to be the model by most of the spriters...
isn't finished, but it's already into the char...

here the preview of what's done (fixed the color palette, changed the face, "barba", removed some colours from my old animation that were not needed)

added a new palette (easier to spritework in my case)

-face, hands, mouth, and a few details aren't finished...

http://i79.photobucket.com/albums/j153/nio107/SPRAC%20STUFF/standraid3.gifhttp://i79.photobucket.com/albums/j153/nio107/SPRAC%20STUFF/standraid2.gifhttp://i79.photobucket.com/albums/j153/nio107/SPRAC%20STUFF/standraid1.gif

and now the question... should we use another colors for his moustecheand "barba"?!

btw Raiden would have an special intro against Blue Demon Ramon (WIP only announced on sprac so far)

but, well... he is --------------------> http://i79.photobucket.com/albums/j153/nio107/SPRAC%20STUFF/masked.gif
I thought that was red dragon from 3 count bount
Welcome to the House of Fighting.
Re: SNK Raiden
#100  November 18, 2009, 02:17:53 am
  • *****
  • Nothing ever ends
    • Portugal
    • www.justnopoint.com/loona
Re: SNK Raiden
#101  November 18, 2009, 04:00:46 pm
  • ******
  • Dead and buried.
    • Finland

  • Online
this looks great

im not fond of kof 98 but meh, still looks great

some of the effects dont bled in too well(in the vid)
"Multiple exclamation marks are a sure sign of a diseased mind."

"Okay, okay. So you put a Nazi on the Moon. Fuck you, Moon."
Re: SNK Raiden
#102  November 18, 2009, 07:09:16 pm
  • ******
  • KOF Spriter
Re: SNK Raiden
#103  November 19, 2009, 12:12:53 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Well, he's not exactly '98 anymore.  After eyeballing a lot of Mugen creations out there I noticed that the preferred method is DMs and SDM without any POW initiation.  I didn't get any feedback of people being against that type of DM management so that's how it is right now.

FX are all taken from SNK KOF games.  The superspark has been replaced with the XI sparks.  The FX should blend better when Raiden's sprites are converted.  Think of the FX as pre-work.  There's been some other changes since the vid.  Best way to preview Raiden now is to test out his KOFE beta in the v0.75 download.

Nio, the sprites look great so far.  A lot of progress from the first set.  I'll throw more feedback at the spriter's academy.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#104  November 20, 2009, 11:48:48 pm
  • ***
    • www.mediafire.com/folder/bn6ymdvllj9lf/Mugen_Stages
Raiden is one of my favourites characters in fighting games, and we have good things here. The head could be the classic "non bearded". Personally i don't like that Big Bear/Raiden mix done by Capcom. The skin needs less colors variations.  
Good luck friends :sugoi:
Last Edit: November 20, 2009, 11:53:26 pm by Reginukem
Re: SNK Raiden
#105  November 21, 2009, 12:05:05 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
People voted for the beard so that's what we're going with.  The look is actually from Fatal Fury Wild Ambition.  The CVS games borrowed it.  Since Billy Kane also has his FFWA look, it matches up alright.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: SNK Raiden
#106  November 21, 2009, 02:21:22 pm
  • ****
  • Every day is night
    • Brazil
    • magmadragoonmk2.webs.com
Just a tip, "Barba" in english means "Beard"!

Continue the good work! ;)
Re: SNK Raiden
#107  May 08, 2010, 03:14:32 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Work on SNK Raiden will be resuming soon.  Please standby!  The release of KOFE v0.8 is imminent.  Once it's out, Raiden conversion will be my main priority before returning to the fullgame project. :)

You can try Raiden's KOFE beta in the fullgame.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOF Raiden WIP
#108  March 25, 2016, 10:02:36 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Resurrection!!! Raiden is back and we'll kick this bugger off with some thoughts about how to approach this guy. There's CVS Raiden that could get SNK-ized and there's KOF XII Raiden which could get "downgraded" to 32 bit. Now that Thedge is on the KOFE team, we'll test out the look of each and post here. What are initial thoughts?
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOF Raiden WIP
#109  March 25, 2016, 01:46:35 pm
  • avatar
  • *
Kof xii for sure!
Re: KOF Raiden WIP
#110  March 25, 2016, 02:48:43 pm
  • ****
  • Ah ah ah ah
    • motorroach.tumblr.com/
Not sure why, but I'm leaning more towards the KOF XII design. Can't wait to see how both of the turn out!
Re: KOF Raiden WIP
#111  March 25, 2016, 07:21:58 pm
  • ***
  • Democracy is non-negotiable.
  • Phase 1 has begun
    • USA
prefer the CVS one myself... its all about the beard.
Re: KOF Raiden WIP
#112  March 25, 2016, 07:26:23 pm
  • *****
  • 2 edjy 4 u
  • spriting drains the soul
    • USA
you can have a color seperation to add the beard in perhaps

i personally prefer his XII look
Re: KOF Raiden WIP
#113  March 25, 2016, 07:42:30 pm
  • *****
  • I laugh at my own jokes 99% of the time
  • Sacred Fire!
    • nass.yh95@gmail.com
CvS, because CvS2 forever. :P

G'luck Swiper, looking forward to what you and THEEEEEDGE bring forward. :D
Re: KOF Raiden WIP
#114  March 25, 2016, 08:03:53 pm
  • *****
  • ♫Happy Holidays♫
    • youtube.com/DemonicKirishima
I would go for CvS as well.  Beardness.
Re: KOF Raiden WIP
#115  March 25, 2016, 09:21:23 pm
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
I am thinking a mixture of both.
Re: KOF Raiden WIP
#116  March 25, 2016, 09:33:03 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Well people do love the beard, don't they? lol
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOF Raiden WIP
#117  March 25, 2016, 09:37:41 pm
  • ***
  • ORA ORA!!!
I have made a XII Raiden in the oldschool style some years ago, maybe this helps to decides the sprite's way.
Re: KOF Raiden WIP
#118  March 25, 2016, 09:42:30 pm
  • ***
  • Democracy is non-negotiable.
  • Phase 1 has begun
    • USA
wow, that's a really high quality sprite.
Re: KOF Raiden WIP
#119  March 25, 2016, 10:06:46 pm
  • avatar
  • *
That's awesome metal warrior!
Why not make a xii raiden with the stance and the singlet... With cvs beard? That would be more original since kofe is getting it's own characters.
Re: KOF Raiden WIP
#120  March 25, 2016, 10:14:32 pm
  • ******
That looks amazing.

Unless you're willing to make 2 separate heads I think the beard/mask combo works the best. Showcases both his personas.
Last Edit: March 25, 2016, 10:19:01 pm by GSN
Re: KOF Raiden WIP
#121  March 26, 2016, 02:18:21 am
  • ***
  • ORA ORA!!!
That looks amazing.

Unless you're willing to make 2 separate heads I think the beard/mask combo works the best. Showcases both his personas.

That's a good idea! Make Raiden without beard and Big Bear with beard, just changing the head.
Re: KOF Raiden WIP
#122  March 26, 2016, 02:54:03 am
  • *****
  • 2 edjy 4 u
  • spriting drains the soul
    • USA
color seperation can do the trick like i said in the last page :P
Re: KOF Raiden WIP
#123  March 26, 2016, 02:55:21 am
  • ***
  • ~~~ヾ(^∇^)
    • Argentina
    • darkgirl.mugenimperiolatino.com
Another conversion to KOF style! this year there are many interesting projects :D
That Raiden sprite is very impressive, Metal Warrior you have much talent! Can't wait to see more!
Re: KOF Raiden WIP
#124  March 26, 2016, 08:56:45 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
Not sure if color separation would do the trick without compromising quality. Big bear has more of a bushy beard than stubble. Glad to hear everyone's thought's. Thanks MW for that Raiden post. It looks great. I'm more about two shoulder straps than one. That's the Big Van Vader fan in me though. More to come.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOF Raiden WIP
#125  March 26, 2016, 05:51:12 pm
  • ****
  • Ah ah ah ah
    • motorroach.tumblr.com/
I have made a XII Raiden in the oldschool style some years ago, maybe this helps to decides the sprite's way.


This is a really decent translation from the XII sprite. The only thing that didn't translate too well into the style for me is his upper body, it feels like it's shorter than it should be. I'd make his upper body taller to look more in proportion.
Re: KOF Raiden WIP
#126  March 26, 2016, 06:22:48 pm
  • ******
That's why I didn't bring up color separation. It could work if his beard was trimmed but that's not the case here.

His upper body looks fine to me. He's a bit more athletic than Chang, so it'd make sense for his torso to look shorter.
Re: KOF Raiden WIP
#127  March 26, 2016, 06:30:22 pm
  • **
    • Brazil
    • silveirademeira.jonathan@gmail.com
I have made a XII Raiden in the oldschool style some years ago, maybe this helps to decides the sprite's way.


I think if Metal edit this Raiden following this sprite it would be amazing, very well detailed.
Re: KOF Raiden WIP
#128  March 26, 2016, 06:46:14 pm
  • ***
  • Democracy is non-negotiable.
  • Phase 1 has begun
    • USA
I have made a XII Raiden in the oldschool style some years ago, maybe this helps to decides the sprite's way.


I think if Metal edit this Raiden following this sprite it would be amazing, very well detailed.
its a very high detailed sprite and a great sprite, the proportions, size, and some details are not pre xii accurate though, xii and xiii all of the bigger characters had cartoony proportions where as all the other games before it had more realistic sizes and proportions with really defined muscles in most cases, so that sprite exactly really would fit in IMO.
here's a comparison.

raiden should be much taller then kyo
Re: KOF Raiden WIP
#129  April 12, 2016, 10:36:50 am
  • *****
  • Spoiler
  • let's bring order to chaos
    • Mexico
    • none
I have this, maybe it could be useful, it was made from his CVS incarnation, never fnished... can't even remember why I was trying this.



Mostly all his body is CVS shape, but head was changed and as you can see I was trying to make him look a bit more menacing.


            Zorf Giudecca
Re: KOF Raiden WIP
#130  April 21, 2016, 06:25:22 pm
  • *
  • Oreta awai tsubasa... ♪
    • Brazil
I have this, maybe it could be useful, it was made from his CVS incarnation, never fnished... can't even remember why I was trying this.



Mostly all his body is CVS shape, but head was changed and as you can see I was trying to make him look a bit more menacing.




Cool
Re: KOF Raiden WIP
#131  July 08, 2016, 05:52:12 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
And here we go...



7 years in the making? Mugen will finally be getting an old school KOF Raiden. WIP, but Thedge and I almost narrowed down the design.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: July 08, 2016, 06:05:52 am by swipergod
Re: KOF Raiden WIP
#132  July 08, 2016, 06:00:54 am
  • *****
  • The Sweeper
  • Surpass my Aniki
    • Algeria
    • Zeratul455@hotmail.com

  • Online
Looking great
Spoiler, click to toggle visibilty
Re: KOF Raiden WIP
#133  July 08, 2016, 06:57:01 am
  • **
And here we go...



7 years in the making? Mugen will finally be getting an old school KOF Raiden. WIP, but Thedge and I almost narrowed down the design.

Kickass, man! Really like that you're using his KOF 12 design. Will he be using his KOF 12 voice, or his CVS2 voice? Personally, I always liked his CVS2 voice better.
Re: KOF Raiden WIP
#134  July 08, 2016, 07:47:42 am
  • ****
  • Ah ah ah ah
    • motorroach.tumblr.com/
Holy shit, Thedge, that Raiden is looking on point. This just makes me so happy!
Re: KOF Raiden WIP
#135  July 08, 2016, 08:05:34 am
  • *****
  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/

  • Online
Me and swips been working on setting the final desing on Raiden lately, he'll be the best we can came up with, so the bar is high.
Btw, Metal Warrior did help with that sprite, mad thanks to him.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: KOF Raiden WIP
#136  July 08, 2016, 08:11:38 am
  • ***
  • Democracy is non-negotiable.
  • Phase 1 has begun
    • USA
you gonna make the fat jiggle?
Re: KOF Raiden WIP
#137  July 08, 2016, 09:13:34 am
  • ***
  • ORA ORA!!!
And here we go...



7 years in the making? Mugen will finally be getting an old school KOF Raiden. WIP, but Thedge and I almost narrowed down the design.

Relax, my Strider have 7 years too lol.
Re: KOF Raiden WIP
#138  July 08, 2016, 12:50:16 pm
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
The man ain't fat! He's just... big boned... ;) No jiggle. I feel like Raiden's all abs under that belly.

Yes MW, patience is definitely key. lol. Things are starting to move along though. Raiden, Morrigan. It's all good.

BTW, we didn't mention it, but there will be color separation so you can remove his top etc. to give him a more FF1 type of look.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOF Raiden WIP
#139  July 08, 2016, 01:14:40 pm
  • ****
  • Hoping for the best, prepared for the worst.
  • 2D Fighting games forever!
    • Brazil
If E. Honda has abs, why can't Raiden have too? I agree with you swipergod.
Re: KOF Raiden WIP
#140  July 08, 2016, 01:26:24 pm
  • avatar
  • ****
    • USA
    • Skype - Uche1234@hotmail.com
This ought to be good.
Re: KOF Raiden WIP
#141  July 08, 2016, 03:26:37 pm
  • ****
    • Argentina

  • Online
That Raiden looks amazing, guys!
Re: KOF Raiden WIP
#142  September 27, 2017, 05:34:26 am
  • *****
  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/

  • Online
BTW This project is not dead.



That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: KOF Raiden WIP
#143  September 27, 2017, 02:57:21 pm
  • ****
  • Ah ah ah ah
    • motorroach.tumblr.com/
Raiden looks great as usual in your sprites. Only nitpick is his animation, given that it feels a bit too choppy for the style. I did a quick edit in order to help you out on it:



(It's the least I could do, since you are blessing us with a properly done Raiden)
Re: KOF Raiden WIP
#144  September 27, 2017, 10:43:15 pm
  • ***
  • Democracy is non-negotiable.
  • Phase 1 has begun
    • USA
Amazing work, love new content.
nice of you to help MotorRoach, it does looks smoother, this is the best part of opensource.
Re: KOF Raiden WIP
#145  September 28, 2017, 01:45:58 am
  • ****
  • The True Form of Chaos
    • mugekofe.web44.net/
So much pretty :) Nice work.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/