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KOF Raiden WIP (Read 82453 times)

Started by swipergod, June 20, 2009, 10:03:05 pm
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Re: SNK Raiden
#21  June 24, 2009, 04:07:25 pm
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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
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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. :)
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Re: SNK Raiden
#23  June 24, 2009, 04:27:33 pm
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[size=90pt]GOOD![/size][/b]

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Re: SNK Raiden
#24  June 27, 2009, 07:22:18 am
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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.
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Re: SNK Raiden
#25  June 27, 2009, 04:02:27 pm
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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:

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Re: SNK Raiden
#26  June 27, 2009, 04:26:52 pm
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Wow now this looks cool

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Re: SNK Raiden
#27  June 27, 2009, 04:35:35 pm
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Not cool, its epic
Re: SNK Raiden
#28  June 28, 2009, 04:00:03 pm
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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:

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Re: SNK Raiden
#29  June 28, 2009, 04:57:59 pm
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Hmm It looks good

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Re: SNK Raiden
#30  June 30, 2009, 11:49:50 pm
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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
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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
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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
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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
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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
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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)

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Re: SNK Raiden
#36  July 07, 2009, 01:15:02 am
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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
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Last Edit: July 07, 2009, 01:20:01 am by BigBoss
Re: SNK Raiden
#37  July 07, 2009, 01:33:24 am
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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.

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Re: SNK Raiden
#38  July 07, 2009, 01:48:20 am
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it'd look plain also
Re: SNK Raiden
#39  July 07, 2009, 02:14:50 am
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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
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Re: SNK Raiden
#40  July 07, 2009, 03:07:12 am
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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/