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Asura/Dante Wip by alexlexus  (Read 77533 times)

Started by alexlexus, December 28, 2010, 08:36:43 am
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should i change asura's stance?

yes
53 (59.6%)
no
36 (40.4%)

Total Members Voted: 86

Re: Asura/Dante Wip by alexlexus
#561  April 25, 2011, 05:37:22 pm
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UPDATE: Dante has really been remade from the ground up. the KFM base has been moving rether quickly and not as much as a drag as i once thought it might be.

he has 3 sword slash buttons and one attack button

                                                           Light Slash (jab)    X            Medium Slash (Medium) Y        Launcher ( Z)

                                                 Attack (Physical Attack)    A                 Heavy Slash ( Hard) B

i am trying to go for more mvc this time and not the ggxx. the style and game play system was hard to control code wise.
think hayato mvc2.

he will have cleaned up version of some of the moves that did work correctly and the spaming devil trigger template will not retunr in its current form.

rain storm is one of them ( all 3 versions) new version of the blazing guns has already been made too.


Asura update:

All Basics are being touched up one by one.
 new teleport like cvs2
 no more parry ( its just now push/red parry)
 Genocide slapper is now going to move forward instead of up.
 shinku tatsumaki cutter might be removed since its not a move akuma has in terms of supers but we will see.
 fireball move is going to be remade.

Mr.infinate i have a job for you.

I have to ask, is it going to be based on MVC1, 2, or 3? Or is it gonna be based on "EOH"? So far the layout looks remniscient of MVC3 with the exception of the physical attack, and the launcher being out of place.
Re: Asura/Dante Wip by alexlexus
#562  April 25, 2011, 05:41:59 pm
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Reading my quote will help you understand something really useful about MvC characters, that can be used for other type of characters too.

Also, before going for specials, be ABSOLUTELY sure the basic stuff (movement, normals, etc.) work. I'm sure you've been told that before.
Re: Asura/Dante Wip by alexlexus
#563  April 25, 2011, 05:47:52 pm
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Reading my quote will help you understand something really useful about MvC characters, that can be used for other type of characters too.

Also, before going for specials, be ABSOLUTELY sure the basic stuff (movement, normals, etc.) work. I'm sure you've been told that before.

Given alexlexus's "experience" I hope he doesnt make that same mistake. I havent even touched MVC3 yet and I havent played either 1 or 2 in years and I can still understand the basics for all 3. Getting accurate velocities and hittimes, on the other hand, is a different story.

Spoiler, click to toggle visibilty
Re: Asura/Dante Wip by alexlexus
#564  April 25, 2011, 06:09:45 pm
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Spoiler, click to toggle visibilty

 :P

Also, alexlexus, you can take bugya's Dante as example for moves or take his FX if yours are bad. You don't have to copy it, just use it as inspiration to create a different Dante.
Re: Asura/Dante Wip by alexlexus
#565  April 25, 2011, 06:29:45 pm
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Spoiler, click to toggle visibilty

 :P

Also, alexlexus, you can take bugya's Dante as example for moves or take his FX if yours are bad. You don't have to copy it, just use it as inspiration to create a different Dante.

im not looking to do  anything like bugya. my dante was the 1st playable attempt for mugen and i plan on having him dont the way i had planned from the start now. bugya is drawing from the same source character i am. he has done a great job with his dante and did such great work on the animation. but mine is made to fit in cross over games like mvc, cvs2 etc. his look it to be like he was meant to be in those types of games.
nMo new generation of mugen exposure
Re: Asura/Dante Wip by alexlexus
#566  April 25, 2011, 07:49:01 pm
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Spoiler, click to toggle visibilty

 :P

Also, alexlexus, you can take bugya's Dante as example for moves or take his FX if yours are bad. You don't have to copy it, just use it as inspiration to create a different Dante.

im not looking to do  anything like bugya. my dante was the 1st playable attempt for mugen and i plan on having him dont the way i had planned from the start now. bugya is drawing from the same source character i am. he has done a great job with his dante and did such great work on the animation. but mine is made to fit in cross over games like mvc, cvs2 etc. his look it to be like he was meant to be in those types of games.

In all honesty, Dante should be based on his DMC1 or DMC4 incarnation or, in the very least, incorporate the moves he had in those games (namely Ifrit, Lucifer, Grenade Gun, Nightmare-B, and/or Pandora). At least it would make yours distinct from Bugya's.
Re: Asura/Dante Wip by alexlexus
#567  April 25, 2011, 08:23:20 pm
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im not looking to do  anything like bugya. my dante was the 1st playable attempt for mugen and i plan on having him dont the way i had planned from the start now. bugya is drawing from the same source character i am. he has done a great job with his dante and did such great work on the animation. but mine is made to fit in cross over games like mvc, cvs2 etc. his look it to be like he was meant to be in those types of games.

If you do base your Dante on the first DMC game, how will you add the crazy combos in that game? In MvC3, Dante can do that too. (Example: Do his launcher, then mash H, which will make Dante fire with his guns at the opponent.)

uguu
Re: Asura/Dante Wip by alexlexus
#568  April 25, 2011, 10:02:59 pm
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easily...just incorporate that from 3...but if I were you Lexus just focus on making the sprites better on him.....his sword needs a much better look
Re: Asura/Dante Wip by alexlexus
#569  April 28, 2011, 06:31:17 am
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i regret to info that i have lost the support of a valued spriter who wanted to help me in the past and has. i wish him the best of luck  and would have been great to have him help me make some new attacks.more and more i understand that mistakes made and such negativity hurt my dante project but i still have faith that that dante will  be turning out much better this tiem aroun d and using kfm was the best course of action.

UPDATE:

dante's attacks are all in, all of the wanted voice samples are in as well. so far the basics of the attacks are nearly completed with just the air attacks  and the crounching attacks are being chipped away.

i m on the fence about the launcher button function because i can simply  do a D+HP ( hold down and  hit heavy punch ) like old mvc games. ( i want feed back on this)

the hit boxes come stright from KFM ( what mreo can i say.) once i added the wanted moves from older dante i will make the boxes  tighter on those moves.


asura:

toning down the AI, Wait no i wont do that. didnt see as many beat down videos this time around so it worked for a bit
nMo new generation of mugen exposure
Last Edit: April 28, 2011, 08:13:48 am by alexlexus
Re: Asura/Dante Wip by alexlexus
#570  April 28, 2011, 08:41:19 am
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I think its great that Dante gets a new start....as far as sprites use other bases too for him...youd be suprised what youd get from other guys....as far as launchers go Id make sure your dante cant overkill on the hits and he floats along with player 2 from what I see...I still have yer old version cuz while it is broken it has some potential for greatness...who did you have spriting Dante?
Re: Asura/Dante Wip by alexlexus
#571  April 28, 2011, 09:03:27 am
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I think its great that Dante gets a new start....as far as sprites use other bases too for him...youd be suprised what youd get from other guys....as far as launchers go Id make sure your dante cant overkill on the hits and he floats along with player 2 from what I see...I still have yer old version cuz while it is broken it has some potential for greatness...who did you have spriting Dante?

to be honest i can keep working on the old one. i know what needed to be done to fix it. just never got around to it. as for spriting help. i did the sprite but HEIN was going to help me touch them up to be ultra sexy. but i understand he has to do his thing now and is always welcomed back but as of now im no longer getting the help i needed for when dante was coded done. its nto a bad things because i have to push like i did for gouken
nMo new generation of mugen exposure
Last Edit: April 28, 2011, 10:13:58 am by alexlexus
Re: Asura/Dante Wip by alexlexus
#572  April 28, 2011, 04:29:49 pm
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maybe another spriter can help you out...I know a few bases to start with ;P

besides Rock...

Ken's head

Iori's punch attacks
http://www.fightersgeneration.com/characters2/iori-a5.html

look at the animation on the top left....it's the one where hekinda uppercuts twice then hits downwards

Ren Idagawa...

I did this edit a while ago but you can use it as inspiration


Ren Idagawa already has a trenchcoat, it just needs a bit of editing is all and his pants had to be color separated
Rebellion probly could look better but hey I tried
Re: Asura/Dante Wip by alexlexus
#573  May 01, 2011, 09:16:08 am
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Major Dante update:

Dante's hit boxes are all redone and not to mention the KFM code base is now making life easier in some ways but dante lost alot in he reboot. but the goal is to make him play alot like the ggxx version with all new cns files. many things will be ported over and other stuff just will ahve to be remade or reevaluated on a case by case basis. progress is moving really well in terms of the basics. i am still doing the work on the get hit animations again which sucked balls with the older dante but it must be done. there will be new sprites added in the mix for more fluid movement. dante is also getting the new sword sprites down the line but which in photoshop i str to rotate it for some reason it gets pixelated. still working around that. this is why dante didnt get the other sword before in past releases.

some of the moves like the shot got have to be remade because of vars and waht not. so  look for some small changes there with adding some variation to it.

Since he is rebuilt there wont be anythign spammable ( nothing i see yet).


Asura update:

After looking at other rugals im going to stay on track with my direction for him but i will be remaking alot of the moves.
hitboxes on basic attacks are going to be adjusted because he doesnt fight like gouken. so he should not have his set for attacks which was a problem using his template. but i will remove the air file in the template from now on.
nMo new generation of mugen exposure

MDD

Re: Asura/Dante Wip by alexlexus
#574  May 03, 2011, 06:16:03 am
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Seems good so far. Hopefully you don't create another mess of a character though.

Also, I would recommend trying to get some beta testers IN THIS FORUM at some point, just because your nMo buddies may not give you good or in depth feedback.

Also, a bit off topic, but how the hell are you playing on Live while you're in Iraq?
Last Edit: May 03, 2011, 06:20:01 am by MalaDingDong
Re: Asura/Dante Wip by alexlexus
#575  May 03, 2011, 06:29:26 am
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You can't do much about the pixelation when rotating pixel art stuff. You'll have to rotate it and then clean the sprite by hand, pixel after pixel, in order for it to look nice.
Otherwise, you can always create a sprite and make it be used as a helper that you'll rotate and all via Mugen, a bit like Warusaki did with Hayato's sword, but it's kinda tricky and can be very buggy if done wrong, so I think it's better you stick with the regular way of making the sword for each sprite.
Re: Asura/Dante Wip by alexlexus
#576  May 03, 2011, 07:57:31 am
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Seems good so far. Hopefully you don't create another mess of a character though.

Also, I would recommend trying to get some beta testers IN THIS FORUM at some point, just because your nMo buddies may not give you good or in depth feedback.

Also, a bit off topic, but how the hell are you playing on Live while you're in Iraq?

i found a way to get on live a few weeks ago. and sometimes i get 100% connection like in black ops. mvc3 sometimes lags but not much. im going to test mk9 tonight.

as for the misconception of nmo feedback......i released my asura to eveyone and the feedback has been coming from non nmo memebers.
nMo new generation of mugen exposure
Re: Asura/Dante Wip by alexlexus
#577  May 03, 2011, 07:58:47 am
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You can't do much about the pixelation when rotating pixel art stuff. You'll have to rotate it and then clean the sprite by hand, pixel after pixel, in order for it to look nice.
Otherwise, you can always create a sprite and make it be used as a helper that you'll rotate and all via Mugen, a bit like Warusaki did with Hayato's sword, but it's kinda tricky and can be very buggy if done wrong, so I think it's better you stick with the regular way of making the sword for each sprite.

this is what happened with dante before. laxxe wanted the sword to be done that way. and it was hard to get it perfect.
nMo new generation of mugen exposure
Re: Asura/Dante Wip by alexlexus
#578  May 05, 2011, 06:02:45 pm
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if i remember correctly corel painter wont destroy the image when rotating.
also u may would like to try  http://info.sonicretro.org/RotSprite

there is 1 more thing while rotating with PS make sure u set : EDIT/PREFERENCES/GENERAL/Image Interpolation:  nearest neighbour..or it will also destroy the colors

goodluck with the rest
Re: Asura/Dante Wip by alexlexus
#579  May 06, 2011, 08:26:15 am
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if i remember correctly corel painter wont destroy the image when rotating.
also u may would like to try  http://info.sonicretro.org/RotSprite

there is 1 more thing while rotating with PS make sure u set : EDIT/PREFERENCES/GENERAL/Image Interpolation:  nearest neighbour..or it will also destroy the colors

goodluck with the rest


pardon but i had to say thanks. i was looking for something useful like this
Re: Asura/Dante Wip by alexlexus
#580  June 17, 2011, 08:50:24 pm
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update on dante: after using the kfm base i took the old dante for a spin and seeing as there is too much potential there i think all the correction that are made with in the KFM base will be used to correct the currrent dante build. before anyone jumps here is the plan.
the hit boxes will be that of the kfm base. the base of the coding will be kfm but the gameplay will be programed back to the ggxx style.
how ever the button layout from the kfm will be used and the physical attack button will be used also.


dante rebuilt will be the 90% and 10% ggxx. we will see but im planning on having testers play both versions to see what i should stay with.

i want serious people to play these early versions of dante because i want to fighting this character to move on to other projects. its time to finish this.


Update JUNE 17th.

i am redoing asura from the old coding. it's going accoding to plan as seeing his build was to have a playable version running. he will no longer have focus attack. parry was removed but i will see. im looking into a more cvs 2 style of play. this is to eliminate bugs and persisting issues. the AI will also be redone.

this move is to beging the move to cvs 2 sprite WIPS. gouken might be the last but things can change . we will see.


so as of now dante and asura's coding will be new from the older versions.
nMo new generation of mugen exposure