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Sage's Character Planning  (Read 3198 times)

Started by SageHarpuiaJDJ, August 21, 2013, 06:02:43 pm
Sage's Character Planning
#1  August 21, 2013, 06:02:43 pm
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This is just a simple thread for posting my thoughts and ideas for the characters that I plan on doing. Other ideas besides characters will be posted here.

System Ideas:

Elememtal 'Groove' System
Spoiler: About (click to see content)
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Last Edit: August 21, 2013, 06:40:37 pm by SageHarpuiaJDJ
Re: Sage's Character Planning
#2  August 23, 2013, 03:39:39 am
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Characters:

Lineup:

Current character: Ken
Future character: TBA
Future data: To be decided by vote.

Ken(EG):
Spoiler: Data (click to see content)

Spoiler: Stats (click to see content)

Spoiler: Moveset (click to see content)


Lynn(EG):
Spoiler: Data (click to see content)

Spoiler: Stats (click to see content)

Spoiler: Moveset (click to see content)
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Last Edit: August 31, 2013, 04:33:13 am by SageHarpuiaJDJ
Re: Sage's Character Planning
#3  August 23, 2013, 11:29:19 pm
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I may put this on the second page, but here's all the characters that I plan on doing so far:



That's alot! OMG!

You'll notice that there's a rectangle above each character. This rectangle is a bar that show how much progress I've made on the character. The main character, which is Ken, has some red in the rectangle. That means that I've made progress on his coding. Blue shows how much that I've CSed the character. There will yellow in this Box in the future. The yellow will mean that I've made progress on updating the character.

Now for the talk on Ken's Progress:
Right now I'm coding and learning as I go. I'm focusing on his standard standing attacks. Fooling around with the Juggle system is really fun. It's also fun to see what resulted in the code that you typed. I'm using KFM as a base. Some of the comments in the CNS are very easy to understand, and I don't even have any experience with coding. I can't figure out the proper code in the CMD file for command normals. I may ask about that in Configuration Help. I plan on fooling around with the animations of the Groove bars.

Which brings me to a question: anyone has a better name beside Elemental Groove?

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Re: Sage's Character Planning
#4  August 24, 2013, 01:10:33 pm
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Here's a few animations of the Fire Groove Bar:








These first 3 showcase a glowing effect that will show up when 1 bar of meter is full. The flames there won't appear until there is one bar filled. The bars will also change color when there is one bar full, also shown here.


A very complicated animation of the fire appearing after 1 bar of meter is full.
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Re: Sage's Character Planning
#5  August 24, 2013, 01:11:53 pm
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Seems a bit basic atm. I guess you could always work more on it as you go. ^^'
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Re: Sage's Character Planning
#6  August 24, 2013, 01:14:57 pm
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Yep. That's the plan.
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Last Edit: August 27, 2013, 06:31:03 am by SageHarpuiaJDJ
Re: Sage's Character Planning
#7  August 27, 2013, 06:31:14 am
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Ken's Standing Normals besides a command are complete. The crouching ones won't take as long, but I don't want to get my hopes up.

Anyways, I'm gonna put up a poll for a week to decide who's data gets posted next.

I'm also going to record my progress when all normals are complete

EDIT: Poll Up.
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Last Edit: August 27, 2013, 06:34:52 am by SageHarpuiaJDJ
Re: Sage's Character Planning
#8  August 29, 2013, 04:48:18 am
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Gewd News Everyone! I fucked up and overwrote all the progress that I made on Ken! Isn't that just peachy? I'm going to have restart everything that I did, but I don't really feel up to it. I also saw an animation of Ken's Jonen Shinryuken made my Balthzar. That made me want to wait until he was finished with that.

On another note, I think that Lynn will be my main focus, so I'm going to post her data tomorrow. Which will be a good time to ask this: what's a good Mugen Lynn? I've never actually played RotD. The reason I got into Lynn because she's my main in CvtW. Yep, you can stone me now. I remember hearing about the game before, but I never actually saw it. If there isn't a good Lynn out there, I'd like to hear some ideas on how she'll play as well as get opinions on my ideas.

On another note, I plan on creating a second system for one of my KoF characters, Kyo. It probably won't get posted in weeks, but thought that I would put that out there.
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Re: Sage's Character Planning
#9  September 01, 2013, 05:00:13 am
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I actually got the inspiration to restart on Ken. So he'll be restarted tomorrow. I may work on another character, but I'm not sure.
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Re: Sage's Character Planning
#10  October 24, 2013, 11:26:39 pm
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Le Necro.

I've started back on Ken. So far I've done his movements and working on his basic attacks and the way they will combo. I'll start a project topic when I finish all of his basic attacks and made a few screens.

Once again, using KFM as a base and learning more about coding as I go along.
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Re: Sage's Character Planning
#11  November 18, 2013, 02:57:58 am
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Here's something that just popped up in my head:



A custom style May Lee with CvS styled sprites.

A few things that I thought about:
-Her Knockback attack from KOF(Forgot the Name) will be her new far Heavy Kick, and her current one will be the close Heavy Kick.
-Her Original close Heavy Kick will be a Command Normal.
-Hero Mode will be made into a separate character.
-Her Kick Combo Special will be slightly faster than in KOF02.
-Ex variants of the Kick Combo Special will go as followed:
 -The forward kick will cause a wall bounce.
 -The jump Kick will cause a KOF13 style Crumple state.
 -The bicycle kick will launch higher and uses less juggle points.
 -The axe kick will force the opponent to the ground.
 -The sweep kick will do more damage.
 -The starting combo itself will do more damage.
-Her counter can be cancelled into her Kick Combo Special.
-EX variant of the counter has projectile immunity at startup.
-EX version of her DM will be unblockable as well as do more damage.
-She'll still have KOF style rolls.

If I decide to make this, it'll be after I finish my first character. So does the idea sound good so far?
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Re: Sage's Character Planning
#12  November 18, 2013, 03:17:58 am
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- Hero Mode will be made into a separate character.
- The jump Kick will cause a KOF13 style Crumple state.
- EX version of her DM will be unblockable as well as do more damage.
- :S
- I'm pretty sure most characters have no CLSN on their crumple animations in the AIR. Might want to think of something else.
- :gonk:
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Sage's Character Planning
#13  November 18, 2013, 03:27:50 am
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- Hero Mode will be made into a separate character.
- The jump Kick will cause a KOF13 style Crumple state.
- EX version of her DM will be unblockable as well as do more damage.
- :S
- I'm pretty sure most characters have no CLSN on their crumple animations in the AIR. Might want to think of something else.
- :gonk:

-I enjoyed playing as more normal May while using Hero mode as a last resort. Maybe I should keep it like that.
-Okay.
-The move isn't really that safe imo, but I think the damage thing may be too much.
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Re: Sage's Character Planning
#14  November 18, 2013, 03:41:48 am
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MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Sage's Character Planning
#15  November 18, 2013, 03:52:13 am
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Xan

Re: Sage's Character Planning
#16  November 18, 2013, 04:07:14 am
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Just the extra damage is all that's really needed outside of it being more visually impressive. The rest is up to you.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Sage's Character Planning
#17  February 25, 2014, 04:07:24 am
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Bump.

There was a topic in this section that made a classic suggestion: more anime in mugen. I've been getting into Kill la Kill recently and after I get a tablet and start drawing, I'm going to start working on some characters from this anime, mainly Ryuuko and Uzu, Ryuuko because she has a lot to work with, and Uzu because he's my favorite character. I'm gonna to spend a LOT of time brainstorming this, so feel free to help with ideas. Here's A few that I already have:

General:
-Maybe a 3 button style gameplay with a drive button ala Blazblue.
-Only certain characters will have an air dash.
-Maybe only certain characters will have double jumps.
-Power may be 2000, but I'm not sure.
-Countering may be able to be boosted and cause different effects up by using meter.
-OTGs?

Ryuuko:
-She'll be a Glass Cannon.
-She'll have an Air Dash.
-Her Drive will allow her to cancel out any type of attack.
-She'll have moderate range.
-Her other forms will be used as Hypers, unless they make more appearances in the anime.

Uzu:
-He won't be a high damaging character, but he will be a combofiend.
-Blade Regualia MK3 will be the Goku Uniform that he uses.
-His Stance will kinda be Haohmaru from Samuarai Shodown.
-Some of his moves will be inspired by other FG samurais.
-His range won't be as good as Ryuuko's.
-I think that I want him to Rely on Juggles more, so he won't have an air dash or a double Jump.

Also, I've always wanted to sprite and code Harpuia ever since I started seeing M.U.G.E.N videos of him. So he will also be on that list. I even had ideas for a moveset, but I won't post it today.
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