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KarmaCharmeleon's WIP thread: Akira (Read 790133 times)

Started by KarmaCharmeleon, April 21, 2019, 02:40:00 am
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Re: KarmaCharmeleon's WIP thread: Ash Crimson
#341  April 23, 2021, 09:09:36 am
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Strange, I've never encountered that error before even though I've had KC's Terry on my IKEMEN GO roster for months. Can you tell me how exactly you did that so I can replicate that?

same here, never had that issue.
Aumio, did you patch him with anything ?

Nope. I used him directly after downloading from the source. I didn't played as him that much yet. It happened during recording some AI battle. I used Mugen 1.1 version.
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Last Edit: April 23, 2021, 09:16:03 am by Aumio Khan
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#342  May 22, 2021, 03:38:09 pm
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Okay people, the first of my commission is wrapping up quite nicely. As some of you might know, its Angel from King of Fighters 2001 :)!

She took more time than expected on the planning stage because of how hard she was to learn across all the games.

Angel has an unique feature: the Unchain System. This poses a dilemma, because she has two very strong traits tied to her fighting game identity. SNK let her run rampant on 2001 and 2002 by giving the Unchain System virtually no limitation. This leads to broken combos and infinites in the corner, hence the idea of Angel being a combo monster. However, SNK decided to limit the Unchain System by 2002 UM, which turn her into more of a pressure machine, with a naturally strong mixup game and a lots of versatility.

Going for a gameplay with roots on a footsies game, 2002 UM approach felt easier to work with, but I've decided to keep some of her comboability on the table under certain circumstances:

https://streamable.com/d6sweo

Not only she requires a very tight execution in order to perform the more crazy stuff, but she also does it only under certain circumstances. This combo, for example, only works by connecting Reppun Kamui at point blank. A little bit of pushback by connecting from jab and she totally drops the BnB (tho it has a shorter, less damage route from jab). My idea is to keep her expressive combo game, but way more limited and situational.

At this point she is only missing her Supers and AI. Because of this, I expect her to be done in two to three weeks.

She doesn't have any Color Separation, but if you guys feel like, here's an indexed sprite to make palettes:


Cya.
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#343  May 22, 2021, 06:07:25 pm
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Awesome to see its Angel, looking good !
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#344  May 22, 2021, 09:43:29 pm
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Already told you, this feels  by far like the funniest Angel in Mugen :) !!!
I swear there was something cool here!!
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#345  May 22, 2021, 11:13:06 pm
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Glad to see some progress about it.
And also to see she will not be too toned down from the original games.

Any plan to give her some moves/animations from Kof XIV ?
anyway, good luck. You did what so many creators feel a bit scared to do, and I can understand how complex Angel can be to code. Keeping a stable gameplay transfered into POTS style.
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#346  May 23, 2021, 12:06:46 am
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I was sure someone had cs her sprite but I probably mixed her up with another one of dampir sprite set
Still she's looking great!
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Re: KarmaCharmeleon's WIP thread: Ash Crimson
#347  May 23, 2021, 12:10:29 am
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Her KoF sprites have been colour separated, but Karma appears to be using Dampir's edited sprites. I don't think anyone has ever CSed those.

Angel's looking fantastic by the way!
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#348  May 23, 2021, 12:17:07 am
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I was sure someone had cs her sprite but I probably mixed her up with another one of dampir sprite set

Yes, me too, I had this strange feeling.
I exchanged with Karma few weeks ago telling him I had these memories. But I have no idea why.
Perhpas because Dampir actually separate the black outlines in her costume. Making some color schemes looking very good compared to the limitation of palette her initial KOF sprites gives.


@shiroTori Yes, he definitely use Dampir's sprites.
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#349  May 23, 2021, 12:42:38 am
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Here's a couple of pals for ya, some based on seasons and of course a certain badass

Winter


Autumn


K'/K Dash
He who is brave is free! - Lucius Annaeus Seneca
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#350  May 23, 2021, 01:17:28 am
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Oh, looks like I'm not the only one who thought of doing a K' palette. :sweatdrop:



K', Kula, 3 Customs

Might do some more later. I do like working with more simple palettes. Colour separation is great and all, but it can be overwhelming to work with sometimes.
Last Edit: May 23, 2021, 01:22:34 am by ShiroTori
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#351  May 23, 2021, 01:48:13 am
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Guys, thanks a whole lot for all the support and the palettes! They look amazing!

Any plan to give her some moves/animations from Kof XIV?
What do you specifically mean by this? I'm curious because I've been questioned before regarding Angel moveset, and barring XIV adding new climax and moving the HDSM to the reversals, I think Angel's moveset is functionally the same across all the games. The only thing that changes are some cinematics (and I'm sticking to 2K2UM for them). Am I missing something? Does she have a new special move outside of 2K2UM that I'm totally ignoring for some reason?

Anyway, I'll stick to the resources I have! So I doubt I'll add anything outside of 2k2 UM. The two animations that I would really like from XIV are her f.5B and cl.5A. Angel would really appreciate a new medium kick, and could get some variety with a close jab :P
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#352  May 23, 2021, 04:44:57 am
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No problem! I got a few more done but I think my ideas are running thin, I'm a bit out of practice at palette making.



All custom.
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#353  May 23, 2021, 04:55:58 am
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some basics pals for ya
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#354  May 23, 2021, 01:56:05 pm
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Guys, thanks a whole lot for all the support and the palettes! They look amazing!

Any plan to give her some moves/animations from Kof XIV?
What do you specifically mean by this? I'm curious because I've been questioned before regarding Angel moveset, and barring XIV adding new climax and moving the HDSM to the reversals, I think Angel's moveset is functionally the same across all the games. The only thing that changes are some cinematics (and I'm sticking to 2K2UM for them). Am I missing something? Does she have a new special move outside of 2K2UM that I'm totally ignoring for some reason?

Anyway, I'll stick to the resources I have! So I doubt I'll add anything outside of 2k2 UM. The two animations that I would really like from XIV are her f.5B and cl.5A. Angel would really appreciate a new medium kick, and could get some variety with a close jab :P

I thought about her HDSM of course and also some heel drop flip kick she do in one of her super move.
Also her new normale attacks of course. Because it's true that classic Angel's normal kicks are a bit limited (particularly to make a 6button character)
Sadly, dbeside of soma frankenspriting, I'm not sure I can handle such animations (at least right now, and in this short delay)
Perhaps Dampir himself can add the missing animations, you just have to find a good video reference for these moves.

About her HDSM, if needed, I think I can try some camera mod to have a "normal view" as a base for Dampir.
We just have to be sure it will be used in your character.

I'll try to talk with him if he's not too busy right now.
Last Edit: May 23, 2021, 02:04:59 pm by Nedflandeurse
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#355  May 23, 2021, 02:32:03 pm
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I wouldn't worry too much about the HDSM and such because Angel already got things to work for Supers, but I'll take any extra sprites because she could really use some new stuff.

Also her new normale attacks of course. Because it's true that classic Angel's normal kicks are a bit limited (particularly to make a 6button character)
Sadly, dbeside of soma frankenspriting, I'm not sure I can handle such animations (at least right now, and in this short delay)
Perhaps Dampir himself can add the missing animations, you just have to find a good video reference for these moves.
Like this?


No problem! I got a few more done but I think my ideas are running thin, I'm a bit out of practice at palette making.



All custom.

some basics pals for ya
:smitten:
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#356  May 23, 2021, 03:41:45 pm
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Re: KarmaCharmeleon's WIP thread: Ash Crimson
#357  May 23, 2021, 04:50:51 pm
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Kof 2002 B, C, D:

And some customs based on XIV:
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#358  May 23, 2021, 05:45:56 pm
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1-K9999(KOF 2001)

2-Mexico

3-Shermie(KOF 97)

4-Yoruichi(Bleach)

5-La Diabla Custome(KOF XIV)
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#359  May 23, 2021, 06:23:22 pm
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this wip took my atention, will do  that animation.....
Re: KarmaCharmeleon's WIP thread: Ash Crimson
#360  May 23, 2021, 06:50:46 pm
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Kof 2002 B, C, D:

And some customs based on XIV:

1-K9999(KOF 2001)

2-Mexico

3-Shermie(KOF 97)

4-Yoruichi(Bleach)

5-La Diabla Custome(KOF XIV)

Nice job, guys. 2k2 D Palette is a classic, and the Yoruichi one is very creative, I really like it.

this wip took my atention, will do  that animation.....

Wow! Thank you so much!

Here's a .rar file with the frames and the references:

https://www.mediafire.com/file/k1mo32reotrqjeh/5MK_%252B_Twirl.rar/file

There's also 5 frames from the twirl animation from KoF 2k2 UM. If it isn't too much to ask, would you also convert them? They were absent on every file I found of your Angel sprites. They're already resized to match the proportions of yours too.
Again, thank you so much! :)