YesNoOk
avatar

RYU (Read 45997 times)

Started by Just No Point, April 04, 2014, 04:16:29 pm
Share this topic:
Re: Ryu, our template, our GOD
#101  April 14, 2014, 04:39:08 pm
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online
Okay.

JNP, Balth, it was only a placeholder, I didn't have any idea. You're free to change it.

HQ

Re: Ryu, our template, our GOD
#102  April 14, 2014, 04:58:39 pm
  • **

  • Online
Last Edit: April 14, 2014, 05:32:05 pm by voidednumb

ink

Re: Ryu, our template, our GOD
#103  April 14, 2014, 05:01:36 pm
  • ****
  • inktrebuchet
    • USA
    • s236.photobucket.com/albums/ff271/inktrebuchet/?

Moved the belt up a few pixels, as it was too low. Didn't fix any of the shading.
As much as I like this stance and work done here. I am wondering how well it will work in place of the old one. Will it transition into his other animations well?
Re: RYU
#104  April 14, 2014, 07:11:28 pm
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online

Re: RYU
#105  April 15, 2014, 12:04:43 am
  • *****
  • Nothing ever ends
    • Portugal
    • www.justnopoint.com/loona
Being awesome means you can ignore dumb popular demands such as having a seperate Evil Ryu character or even dumber, an in-game transformation.  :devil:

And I was entertaining the thought of Ryu going into his Satsui no Hadou stance/facial expression with when his life was at half the opponent's or lower plus full power bar for access to his berzerk's self's moves (maybe only supers, which means he'd revert back after using them) :/
Makes more sense to me than a separate character and works a bit of the lore into an otherwise mostly boring character, but hey, personal preference.
Also, the feature could be completely ommited from the readme to make it a bit of a surprise :P

Not with start but maybe QCF+light kick (because Start was intended to be used for the movelist).

I prefer QCF + K for the Horse Kick, and no reason why QCF + Start and plain Start can't have different effects.

Still, if Start is supposed to display a move list, does that mean no taunts? Also, displaying a move list won't pause or stop the opponent to give you time to read, I guess...


Oro dropping by during the win pose for a Perfect victory would be a nice touch.
Re: RYU
#106  April 15, 2014, 01:04:45 am
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online
and no reason why QCF + Start and plain Start can't have different effects.
I know you can assign different command so that D,DF,F,s(tart) makes a thing and just pressing s(tart) makes another, but I thought:
- in the old SF I recall doing it with QCF+kick;
- it could create some inconsistencies with the gameplay (for so little? Yes, maybe I'm nitpicking) because...
- ...not everybody has a move for that input (and I mean everybody).
- Let's add it was also personal preference, but the three points above support this.
Anyway, since it isn't considered (in the first post), let's leave it at that.

The taunt can be performed with Strong Punch + Strong Kick; also I don't get the last part about the movelist: I saw characters that had the movelist and you could read it, pausing the game.

The Oro cameo would be nice indeed.

Re: RYU
#107  April 15, 2014, 02:09:05 am
  • *****
  • Nothing ever ends
    • Portugal
    • www.justnopoint.com/loona
Ah, seems I missed that in the topics I haven't read yet.
I'm not much of a fan of using attack buttons for non-attacks (pet peeve with KoF rolls and SF characters hoarding all the buttons...) - so Start is my go-to solution for Mugen taunts.

I guess the AI can and should be prevented from opening the movelist, but I'm not aware of state controllers that force a pause on the opponent - then again, there's at least one Za Warudo implementation out that can be tweaked for this purpose, I guess.
Re: RYU
#108  April 15, 2014, 02:20:15 am
  • **
  • The Mad Editor
    • Philippines
The taunt can be performed with Strong Punch + Strong Kick; also I don't get the last part about the movelist: I saw characters that had the movelist and you could read it, pausing the game.

I think QCF + Strong Punch + Strong Kick  be another alternative command for Ryu's Feint Hadouken, since the game's planned to have Strong Punch + Strong Kick to trigger every character's taunt state.

Re: RYU
#109  April 15, 2014, 09:45:33 am
  • ******
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: RYU
#110  April 15, 2014, 10:35:58 am
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online
I think QCF + Strong Punch + Strong Kick  be another alternative command for Ryu's Feint Hadouken, since the game's planned to have Strong Punch + Strong Kick to trigger every character's taunt state.

Right, good idea.

HQ

Re: RYU
#111  April 15, 2014, 01:13:32 pm
  • **

  • Online
before actually spending more time on this finishing the animation - do you guys think that this is the stance we should go for?

considering that there would be a lot of editing to make it work towards walk and all the other existing sprites probably?

Last Edit: April 15, 2014, 01:18:33 pm by voidednumb
Re: RYU
#112  April 15, 2014, 02:50:39 pm
  • ***
  • Cool Jaeger Santa!!
    • Argentina
    • simonrojasnoel@hotmail.com
Is this useful? It needs more work
Spoiler, click to toggle visibilty
Re: RYU
#113  April 15, 2014, 03:03:34 pm
  • ******
    • www.justnopoint.com/
before actually spending more time on this finishing the animation - do you guys think that this is the stance we should go for?

considering that there would be a lot of editing to make it work towards walk and all the other existing sprites probably?


It might or might not be the stance he uses. At this point it's being completed for completion's sake :p

It would also be possible to make 1 transitional frame that could trigger after most moves but before the stance to make it smoother.

Though it might not be that big of a deal either. Look at the variety of stances some characters have and still go straight into the same attack anims in a flash. Off the top of my head Elena and Juri's idle animation

Re: RYU
#114  April 15, 2014, 03:38:16 pm
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online
I keep asking because no one answers this, what (sprite-group and anim) number should we use for the Comeback Technique? Something around 3000?

Re: RYU
#115  April 15, 2014, 03:46:34 pm
  • ******
    • www.justnopoint.com/
Everyone ignore Alex!!! :p

Yeah all supers are in the 3000 range. Defence version 3800 offense 3900 sound good?
Re: RYU
#116  April 15, 2014, 03:48:52 pm
  • ***
  • ^First attempt ain't so bad......
    • buckus.mugen-infantry.net/
I tested the stance, and it doesn't need any extra transition frames at all. Just plug it in and it's good. I personally would head swap and use it for Sean, but it's a nice alternate for all of them.
Re: RYU
#117  April 15, 2014, 04:08:15 pm
  • *****
  • aka G.o.D.
    • Italy
    • god-of-death-alex.deviantart.com/

  • Online
Ah, I forgot to put this here:

If it needs other fixes (or if voidednumb does the same thing he did on the old stance), then I'll update it.

JNP, I added the sprites of the gif I'm showing here in the .sff. Please download it.
And yes, it sounds good. Now I'm going to write it in the CT thread. :)

Last Edit: April 15, 2014, 04:20:25 pm by Alex Sinigaglia
Re: RYU
#118  April 15, 2014, 04:25:13 pm
  • ******
    • www.justnopoint.com/
Is this useful? It needs more work

Yes, if fixed up that could be useful. It could make his current MK be his far LK like it is in SFA and SF4 and that would be his far MK

Alex, I downloaded the new SFF. Going to start coding today
Re: Ryu, our template, our GOD
#119  April 16, 2014, 04:39:59 am
  • ******
    • www.justnopoint.com/
Here is the video you wanted, Just No Point. I'm not sure how much use it will be. I missed some out, let me know if you need them. I don't know much about 3rd Strike, I just went through stuff I know exists in Ryus move set, sorry for it's randomness. I know it's not much, but perhaps it will be of some use. Perhaps I will find a better way to data mine from SFIII when I have more time. To be honest, I thought this stuff from SFIII had already been done before.

https://www.hightail.com/download/elNKZ28wdVV0d0ZjR01UQw

Oops, it's rather large. Heres a smaller version.

https://www.hightail.com/download/elNKZ285RkV0TWtaQ2NUQw
Finally took a look at this. Great work! Wanted to thank you for doing this!
Re: RYU
#120  April 17, 2014, 08:16:55 pm
  • ******
    • www.justnopoint.com/
Updated Ryu's CLSNs on his basics. I wasn't thinking about it when I said I'd tweak those later. They're really important to know for coding. Not sure how much else I'll get done today though. Have family stuff to do. Might not get all the basics finished up this week as I'd hoped. Still going to try though.

Animation timings are not accurate to in game yet. I'm going to use data from CVS2 for that while my data has primarily been from SFA3 and SF3TS

EDIT: Well shucks, I missed close MK and SK...
Last Edit: April 17, 2014, 08:32:43 pm by Just No Point