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,-8.3runjump.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.
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)...
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!
Ragnaroc444 said, June 21, 2009, 01:57:58 pmHi I can't tell which Raiden this is, the one from MGS2? MGS4? or Mortal Kombat?
Ragnaroc444 said, June 21, 2009, 01:57:58 pmHi I can't tell which Raiden this is, the one from MGS2? MGS4? or Mortal Kombat?The one from fatal fury
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 said, June 21, 2009, 03:30:43 pmOh 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.
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=22This 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=2Ow1E6YAysMNot 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).DMsGround 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!
Okay then i'll go *cough* download it *cough* huh what oh my throats sore that's all hehehe.... i wanna see it
nio said, June 22, 2009, 12:15:33 amit would be released for normal mugen too?! (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=06jnmhjbgrQWhat 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.
Woot!!! I also was thinking the MK Raiden But well the KOFXII raiden would be a great addon for the KOF Mugen roost, i have to come back to see the progress Congrats
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).
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.
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.
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.
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-lrh2uGfkFor 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
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
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 movesorGive 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.
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 interestafter 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 stylea lot of parts need serious fixes, but this is just an example
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.
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.
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/FFSRaiden'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.
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)
Fuck yea, Raiden!Ragnaroc444 said, June 21, 2009, 03:30:43 pmOh 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 KombatToo lazy to post them all myself so copy+pasted
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.
c00per said, July 07, 2009, 01:48:20 amit'd look plain alsoagree...that's why is shaded in that way, sometimes is required to break the "rules" to make a better looking sprite...from spriters-academyQuotethis 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
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.
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.
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.
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.
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
Let's compareThe 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.
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.
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.
I knew Nio was going for the XII look. He's probably looking at your avarar for reference, swipergod.
Uche_of_MFG said, July 09, 2009, 03:05:42 amI 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!! 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
cool spritecheck other spritesfrom kof 12 herehttp://kofaniv.snkplaymore.co.jp/info/15th_anniv/2d_dot/index.php
Dark Tengu said, July 09, 2009, 05:23:48 amcool spritecheck other spritesfrom kof 12 herehttp://kofaniv.snkplaymore.co.jp/info/15th_anniv/2d_dot/index.phpa lot of people here already know about it
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.
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.
Okay, posted Raiden's most recent update vid here:http://www.youtube.com/watch?v=1lbBrO9Zw4gObviously 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!
Anti-air looks nice, maybe it's attempt's vels could be faster, but the throw itself looks just fine.
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...
9mb said, July 19, 2009, 11:56:58 am.............cvs char ???No, read the topic. A CVS conversion to KOF/SNK style.
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.
The only anti-air throw worth mentioning is Clark's I guess, but Raiden's looks faster so scratch work there could work better.
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.
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
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.
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.
Here's the vid of his completed moveset as promised:http://www.youtube.com/watch?v=63_E9ig5RbACould 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.
- Charging with one shoulder but hitting with the older doesn't look natural- Its DM/SDM version looks very satisfying to hit with - 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
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?
I like the Spriter's Academy for helping me with this WIP. 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.
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 resizedThe coding should be fixed up a bitThings that I won't be able to do include:Sprite conversion (obviously)Clsn readjustmentAll hitdef conversions for more KOF accuracy'98 POW system won't be implementedThat's all.
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.
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 movesalso 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 thatpress - 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 tooand the thrd throw:reach the oppnent by walkin and near hold b+punchpls implement those four grapling muves in normal snk raiden to be 100%thanks
Actually in Fatal Fury Special Big Bear had almost the same amount of throws as Zangief did in SFII! Throws------Power Bomb f + HP close German Suplex b + HP closeLariot Drop df + HP closeChoke Hold f + HK closeHeadbutts b + HK closeOverhead Toss df + HK closeBear Hug uf + HK closeLOVED the 'Lariot Drop'. I used that far too much I think.
Lariat Drop is its own special move now a la CVS. 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...).
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.
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_E9ig5RbAI'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.
but those moves can be implemented because big bear also known as raiden is a grappler like goro daimon andclark - personages who use grappling moves besides the two throws standardthe 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 closeyou can change the motions to fit kofget the ideea?
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.
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!
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?
Hi Thedge. 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).
Looking forward to the finished product. It looks to be worth the wait.Thedge said, October 15, 2009, 08:38:40 pmWhen 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.
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...
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!
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.
today I added into the char the stand animation, it's made by 14 sprites instead the 4 it originally have on the .sffI 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 -------------------->
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 xDa gew tweaks to make him looks better, but doesn't look thta bad in mugen (animation looks slower)
nio said, November 17, 2009, 10:32:16 pmtoday I added into the char the stand animation, it's made by 14 sprites instead the 4 it originally have on the .sffI 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.gifand 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.gifI thought that was red dragon from 3 count bount
nio said, November 17, 2009, 10:32:16 pmadded a new palette (easier to spritework in my case)A way to give him a barechested look like the KoF XII palette work?
this looks greatim not fond of kof 98 but meh, still looks greatsome of the effects dont bled in too well(in the vid)
Loona said, November 18, 2009, 02:17:53 amnio said, November 17, 2009, 10:32:16 pmadded a new palette (easier to spritework in my case)A way to give him a barechested look like the KoF XII palette work?No color sepparation, the spriting itself is already hard enough I bet he only means a high contrast palette a la Felo to be able to sprite correctly.
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.
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
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.
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.