FUCK. YES. GRAZIE.Spoiler, click to toggle visibiltyINFOOOORMER! yodoslidoblibubbltyabblumbaybum. I lick ye boom boom NOOOWW!
I tested Deke. - Put the musics/voices during intros on a particular channel, and put a stopsnd in state -2. Because it looks odd to have the voices continue when you skip the intros.- Typo in readme for qcf motions, which are in fact qcb.- Organ Toss would feel more natural if the organ was describing an arc motion rather than a line, making it affected by gravity.- The crouch CLSN. - Same for taunt.- Turn sprites not added yet, but you know that. I love the Muse intro, it really cracked me up. It's shaping up nicely for now. I really want to see what other crazy ideas you'll come up with.
welp, this is late as hell but thanks for the reply cybaster. i've pretty much decided deke's gonna be next after this new project i'm planning. yeah i kicked around the idea of kyo hombre but after alter amiba, i kinda wanted to make a character who has a movelist that existsenter strawbelly jam (or drethdok outside of japan). yeah, another battle monsters character, big surprise. he seems like he'll be pretty simple to make though so i'm gonna set my sights on making him for now.a few notes though: in the game, upon holding A+B, he can regenerate his health. yeah. i think i'm just gonna rip off elena's healing move from third strike for that.this is also not his original palette, this is. thing is, when i rip from yabause, he has black that blends in with the background, pretty much making it unrippable. so i went with his alternate instead, and the other palette there is the 'blueberry jam' palette because lol funnybut yeah. basically this first and then deke because i liked how he was coming out
just a wee update. with the help of my good buddy kelexo, i've been able to get his original palette back, as you can see here plus another one kelexo made that just looks hella coolwhat has been done:- his basics (aside from like two of them)- his shoulder shove- his sound clips (he only has like 4 of them but still.)- that weird 360 kick roll he has- the double arm uppercut- that- a majority of his gethits (i still need to rip his crouching ones)- that one move where he slams his fist into the ground and causes the screen to shake + damages the opponent from a certain distance- his healing super. it kinda heals a lot at the moment. contemplating making it a level 2.- all the essentials (intro, taunt, win)what needs to be done:- his fire breathing attack- his cannonball attack- his actual super in game. mainly, just does a double arm uppercut like three times and then it ends in his bite throw. i say fuck that and just make the bite an attack rather than a grapple for this super.- collision boxes for most of the essentials (gethits really)that's pretty much it. he's making good progress at the moment so stay tuned???
well, just showin' off a few screens and noting a few things since he's nearing completionfirst, the 'cannonball attack' in the original game is pretty much useless so i'm nixing that until further notice. the 'fugu attack' here travels higher than it should but i kinda like how it accidentally came out since it acts more like an anti-air now seen hereprogrammed the throw in like a minute. pretty simple.lastly, i added his fire press attack which is basically like...just yoga flame i guess.i still gotta do his actual offensive super as opposed to the health recovery one (which has been nerfed a tiny bit), and his damage values...uh....they're HALF right. i tried doing the caveman method as you can see here, but apparently accurate damage scaling = 3 hit combo would do 50% damage. so i just halved the values and they work fine now.lastly dxwho ripped the hitsparks from the game which i didn't think of doing at all, so i'm gonna be snagging those. and no i'm not going to bother programming the blood dropsso basically all i gotta do now is align the hitsparks, his head.pos and mid.pos, fix the gethits a bit and he should be good to go soon
captain's log yaddayaddayaddaso i changed around a few things (again thanks to drkelexo) and tweaked it to be more 'accurate' in terms of aesthetics and, hey, functions help toothe cannonball attack was added. functions the same as it does in source; floats up and then crashes at a downward anglefugu attack was made to be more accurate to source, as it no longer shoots up in the air but does a small hop. also you may notice the hitspark there. those are straight from the game too; and yes they look like that in game. i know.the big jaw was made so that the distance was a bit farther, and it looks decidedly less awkwardand due to him dealing some pretty nasty damage during combos, a damage dampener was addedlastly i made his super. thing is i coded it in the most awkward way possible, so i'm gonna have to redo it, or at least redo the way it endsafter that, i need to add a special that happens after pressing A (or X in this case) repeatedlyand a note: after i'm done this, i will either go on a massive wip-finishing spree or start on either of two projects: ahmed johnson from wwf in your house and another character i'm keeping secret for now. but he'll have palette separation. hohoho he'll have palette separation.
First of all, you have sprites for WWF In Your House? GIMME.Second, I love what you did to Diss's Tower stage lol. Cinema Snob is the greatest.
well, in the process. there's a lot of sprites i still gotta get but i have a good few of them already doneand yeah thanx. there was a picture of juri saying 'just fuck me now' and i'm like 'nope' with that face because you aren't going to dirty up my stages with your sex talk lady
welp here's a preview vid if anyone's interested in seeing this beast made of clay in action (albeit getting his ass handed to him)when will he be released? i'uno, i wanna SAY soon but that'll just jinx it. really just aesthetic stuff needs to be tweaked now.
welp, started some progress. nothing much to say other than i did most of his basics, and thanks to jesuszilla figured out the best way to do priority with them. something roughly to this but with, y'know, actual blue collisions on kenneth himself. but i'm getting to that.i kinda want to give him a kof-style dodge to start learning stuff since i semi-plan on making hostile mspaint takeover after this. or maybe after whatever i do after this so that it doesn't get monotonous. whatevs.i dunno what i'm going on about
welp, being busy, and lazy, and slightly more motivated, and more certain on what i want to focus on yielded my decision to remake heart heat harni don't have screenshots but i have this. more to come later.oh and a side project inspired/started by midsinister: ghetto warmachine. again more to come later.
okay random progress update, slew of screenshots comin'getting the hang of how helper projectiles work, as the first screenshot shows a projectile where it goes upward and then bounces downward. the majority of his specials, if not all of them, are done at this point. i just need to do his throw, his super and his mash A 'combo'. also fiddling with the juggle gravity and such, cuz the dashing knee attacks can do some serious wreckage in the corneroh and custom small portrait as well. everyone else in battle monsters had a scaled-down shot from their ending slide cards except harn who simply had a shot from his standing sprite. that's a really lazy move so i just made a custom one in the fashion of all of the other characters'side from the throw, super, hitfx tweaks and AI he's pretty much almost done, so 'stay tuned'
okay, well. i got most of the stuff done and i don't really got the time or mindset atm to finish absolutely everything, so i figured i'd drop a public beta to see if there's any serious bugs so far. you can get it here.BE SURE TO READ THE README, SPECIFICALLY THE BETA TESTING SECTION. THIS WILL EXPLAIN THINGS LIKE THE THROW. thank you.
I still say you need to have smoke constantly coming out of him. Ghetto Warmachine would after all be smoking a joint at all times, within the armor somehow.