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PockeFreeman's Samurai Jack (chibi version) (Read 1718 times)

Started by Creamy_Goodness, December 03, 2008, 06:01:23 am
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PockeFreeman's Samurai Jack (chibi version)
#1  December 03, 2008, 06:01:23 am
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> A while back, I tried out PockeFreeman's Samurai Jack character, but could never get past his heavily pixelated, upsampled look. Over the past few months, I've been editing Jack into a chibi character, and made the following changes to him...

> Shrank Jack, projectiles, and effects to half size, and adjusted their positions and hitboxes.
> Raised Jack by three pixels using draw.offset.
> Shortened third bloodspark (6002) to 10 frames, and simplified it to three drops of blood.
> Merged sprites of fourth and fifth bloodsparks (6003 and 6004) into one (6003), and simplified it to one single spray of blood.
> Added Evil palette.
> Cropped portrait to 120 x 140 pixels.
> Deleted blank frames of Fall - Recovery animation (5210).
> Raised Air Fall (5050) and Bounce (5160) animations by 20 pixels.
> Hammer super (2000) now costs two stocks instead of one, and does 300 damage instead of 270.
> Wave super (2100) now costs two stocks and does 200 damage (instead of 270) if wave alone hits. If sword hits as well, super does 380 damage. Each melee hit of wave super (2100) now does 20 damage instead of 5.
> All blows of Level 3 super (3000) now connect, because it no longer knocks down opponent, and Jack moves forward as he performs super. The move can now do up to 700 points of damage.
> Realligned frames of Lose animation (170).
> Copied frames from Lose (170) over to Dizzy (5300) and added hitboxes.
> Both versions of Level 1 short wave super (2200) now does 190 points of damage at most.
> Both ground smashes (1300 and 1301) now do 80 damage at most.
> Standing quick arrows (1000 and 1100) now do 15 damage, while aerial quick arrows (1200) do 20 damage.
> Standing hard arrows (1001 and 1101) now do 25 damage, while aerial hard arrows (1201) do 30 damage.
> Changed ground.velocity of fire sword uppercuts (1400 and 1401) to 0 to ensure all hits in combo hit.
> Decreased damage of hard fire sword uppercut (1401) from 160 to 120.
> Decreased damage of fire dash specials (1500 and 1505). Quick version now does 75 damage, while Hard version does 125.
> Jack can no longer use his supers without having the required energy stocks.

> There is one particular error I couldn't fix. When Jack dives at his opponent sword-first, and is hit before the move finishes, the wave effect stays on the screen and follows him around until he does the move again and completes it uninterrupted. I'll find a way to fix it someday, and will include that fix in the edit's next update.

> Link - http://iwow.cottages.polycount.com/Games/MUGEN/Edits/Characters/samurai_jack%28CGX01%29.zip
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Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Last Edit: December 07, 2008, 09:32:55 pm by Creamy_Goodness
Re: PockeFreeman's Samurai Jack (chibi version)
#2  December 04, 2008, 09:36:27 pm
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  • 10 Years! Still going strong.
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would you mind posting pictures or video? these changes sound pretty cool.
Project: Ultimate Zero & Ultimate X

Status: W.I.P.

~~~~~~~~~~~~~~~~~~~

MMZ Soundpack Project (Canceled)
Re: PockeFreeman's Samurai Jack (chibi version)
#3  December 07, 2008, 09:42:35 pm
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    • USA
    • creamyg.jdluke.com/
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Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/