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Shishio Makoto Progress (Read 32149 times)

Started by Aoshi24, May 12, 2014, 05:14:30 am
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Re: Shishio Makoto Progress
#21  November 10, 2014, 03:06:42 pm
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nice looking great
Re: Shishio Makoto Progress
#22  November 15, 2014, 05:35:48 pm
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Nice progress ! :)

Is the "Observe and Learn" special coded to be only compatible with characters in the full game, or did you make it so it would work in normal Mugen too (against any character) ?
Re: Shishio Makoto Progress
#23  November 16, 2014, 02:03:46 am
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It will work on any MUGEN characters! The code was actually based on Warusaki's black polnareff character. I've tested with kfm, your Gokuz2, and waru's characters and so far it's working perfectly.
Re: Shishio Makoto Progress
#24  November 16, 2014, 02:08:09 am
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I was never really a huge fan of Ruroni Kenshin, but after seeing this project, I might change my stance on the series. I'm loving everything you've done so far. Keep it up! :D :D :D
Re: Shishio Makoto Progress
#25  November 16, 2014, 10:25:24 am
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It's great to hear it will be compatible with every character ! :)
Can't wait to play with him or against him. We'll see if he's as much of a bitch as Warner's version (even though the AI kept performing the same combos). ^_^
Re: Shishio Makoto Progress
#26  December 05, 2014, 06:29:32 pm
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I'll make sure this version will be just as (or more) challenging as Warner's version!

A Little Update Log:
  • Added custom intros against Kenshin and Saito
  • He can "reflect" projectiles after using "observe and learn" on them
  • Added a short range projectile for the fierce variation of the projectile attack
  • Finished coding his bite grab

Next up is his final attack, the Kaguzuchi!
Re: Shishio Makoto Progress
#27  December 08, 2014, 12:44:10 am
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Yes!!
I hope send you some progress soon.
You really know how to put the series feeling on it. :smash:
Re: Shishio Makoto Progress
#28  December 08, 2014, 12:51:22 am
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looking really good
Re: Shishio Makoto Progress
#29  December 08, 2014, 03:21:14 am
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Thanks City_Hunter... it will be even better when we showcase the updated sprites.

Speaking of the sprites.. DanMT  I am definitely looking forward to seeing your progress!  Again take your time though... no rush!

Here is another update video:
Re: Shishio Makoto Progress
#30  December 09, 2014, 02:48:25 pm
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warners version parried practically everything to the point it could take out alot of bs things and never lose. I look forward to yours. I respect Warner for Spriting it though.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: Shishio Makoto Progress
#31  December 19, 2014, 12:03:36 am
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Here is a sneak peek of his ougi.. the Kaguzuchi!  Another preview video coming soon!



Plans for this move:
  • Like the other cast's DMs, this requires Level 3 power and low health
  • Damage output is around 520 HP; Chip damage is 150HP (values can change based on feedback)
  • It is a close range attack with some start-up time
  • Connecting causes a crumple state
  • Causes a fatality state when opponent is KO'ed (Maybe)
Re: Shishio Makoto Progress
#32  December 19, 2014, 12:06:35 am
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That dude looks as scary as shit. Either way, I LOVE IT! :) :)
Re: Shishio Makoto Progress
#33  December 22, 2014, 06:27:10 am
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Thanks man!

Here is another video showcasing the latest update:

Re: Shishio Makoto Progress
#34  December 22, 2014, 08:04:40 am
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Being a fan of both the anime and this project. I would have to say, you are doing a fine job. Really reminds me of the characters a whole bunch. Good luck completing project.
Re: Shishio Makoto Progress
#35  January 04, 2015, 03:17:02 am
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Thanks man! Definitely working hard to capture the feeling of the anime/manga.

Anyway, I just finished implementing Shishio's Limit Break Mode.



Limit Break Mode Notes:
+ Activation is similar to SF3's Gill's Resurrection. (knocked out with max power level)
+ During activation, it refills his health to max... but then health slowly depletes back down during Limit Break mode.
+ Limit Break mode increases offense and defense by +100% and it removes damage dampener.
+ Limit Break mode is over when Shishio's health is fully depleted.  Time over causes "spontaneous combustion" just like the anime/manga.
+ Human players will only have access to this mode in Round 3  AI can access it during any round after 1st round lost.
Re: Shishio Makoto Progress
#36  January 15, 2015, 08:34:00 pm
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Totally awesome! :smash:
I'm hoping a little break to work on Shishio's sprites, I'm busy lately, but finishing the Limit Break mode's portrait. :cool2:
Instead of using Hayato as the basis for air movements, I'm using Shishio himself from PSP.
Re: Shishio Makoto Progress
#37  February 17, 2015, 06:13:15 am
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This last progress video is an AI Test.  Just working on some kinks and the release will be ready soon!