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Hoshikuro/Evil Dan Revision (Updated Aug 16th, 2022) (Read 22725 times)

Started by Nocturnis, April 29, 2008, 08:26:29 PM
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Re: Hoshikuro Revision
#21  July 03, 2022, 05:01:05 PM
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Okay so, I have a beta tester build ready. Is it more appropriate to link it here or in Releases?

I don't want to put it in the wrong place  :-\

Edit: For now, I'll leave it here unless otherwise instructed. Moved.

Current Bugs I'm aware of:
Afterimages not being destroyed properly.
Damage scaling is still wonky.
AI is uh.. well.. a cheater.
Screenedge issues with various attacks.
Last Edit: July 03, 2022, 10:41:53 PM by Nocturnis
Re: Hoshikuro/Evil Dan Revision
#22  July 16, 2022, 10:06:22 PM
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excellent job! i can'wait the next update!
that 's my only words!

my older name was danzey,now i'm SHIN DANZEY
FOLLOW ME ON YOUTUBE AND MY WEBSITE
Re: Hoshikuro/Evil Dan Revision
New #23  July 29, 2022, 08:33:08 PM
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Putting future update info here as there is no longer a beta and the next version should be considered a release.
Updated August 16th, 2022.
Changelog
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Upcoming
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Eine kleine Video:


excellent job! i can'wait the next update!
that 's my only words!

Thank you! <3

I'm always open to suggestions for the character keep in mind that it does not guarantee a suggestion will be added. The Divekick and Divekick hyper currently have me scratching my head, though. I was originally going to have a lightning bolt strike after Dan performs a heelstomp version of the kick. But I feel like that's too similar to Vyn's version on MvC Evil Ryu.
Last Edit: August 16, 2022, 06:24:28 PM by Nocturnis
Re: Hoshikuro/Evil Dan Revision
#24  August 04, 2022, 01:57:37 PM
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Flash Variants now have a solid look and feel. They still have a 15% activation chance (obviously set to 100% for the video). When active, both visual and audio cues will fire. I made the sound from scratch and I'm pretty happy with it. 10 points if you can guess what it originally was!

Re: Hoshikuro/Evil Dan Revision
#25  August 06, 2022, 05:02:13 PM
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YO!! You're Dan sprites look GREAT!! Can I use some of it... please :fuuu:

I need a few for Parry, Dodge, Zero Counter and Dash Backwards :mcry:
Re: Hoshikuro/Evil Dan Revision
#26  August 06, 2022, 07:56:40 PM
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YO!! Your Dan sprites look GREAT!! Can I use some of it... please :fuuu:

I need a few for Parry, Dodge, Zero Counter and Dash Backwards :mcry:

Thanks!

Sure, you can use them. Keep in mind that the face and hair are pretty altered from normal Dan (as they were meant to look 'evil'), so you might have to copy paste/edit an old head onto him in order for him to look right. Oh - and the palette organization & application is a total mess that I haven't fixed yet. I think bits of his face use the same color as his gauntlets, among other things.

If it helps you cut any corners I can tell you the base was R's Dan. Also, don't be afraid to just slap a black undershirt on any old shoto sprite and swap the heads.  :mlol: I do it all the time.
Last Edit: August 08, 2022, 05:04:06 PM by Nocturnis
Re: Hoshikuro/Evil Dan Revision
#27  August 09, 2022, 02:03:23 AM
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I'll just leave this here.

      Evil Dan's Current Development



I forgot to add Koryuken to the showcase. It still needs work anyway (issues cancelling into Messatsu Gadouken.) I also didn't show a secret intro or more advanced combos.

I feel like it's getting closer to a release, or maybe even an early release.
Re: Hoshikuro/Evil Dan Revision
#28  August 11, 2022, 04:58:02 AM
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I actually remember this one from the old days.

How about actually making his Tenma Kuujin Kyaku go *upwards*, as an aerial anti-air? This would differentiate him from the other evil shotos that already have the downward kick.

I'd also make his Ashura Warp a variant... On his roll.

The SGS could really use an autograph attack or reference.

The rest, honestly looks really neat.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Hoshikuro/Evil Dan Revision
#29  August 11, 2022, 04:07:39 PM
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I actually remember this one from the old days.

How about actually making his Tenma Kuujin Kyaku go *upwards*, as an aerial anti-air? This would differentiate him from the other evil shotos that already have the downward kick.

I'd also make his Ashura Warp a variant... On his roll.

The SGS could really use an autograph attack or reference.

The rest, honestly looks really neat.

I like the reverse (upward) divekick idea, but I'm honestly still on the fence about the move as a whole. But if I decide to actually do a hyper for it, it'll probably be something like that - good idea.

For the Asura variant on roll: Do you mean have an option to cancel into Asura Warp from the roll? Or do you mean a Flash Variant that turns the Asura Warp itself into a Asura Roll?
Re: Hoshikuro/Evil Dan Revision
#30  August 13, 2022, 08:15:47 PM
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I did a lot the past few days. Fixed up the CMD, found so many bugs and then fixed them, added sprites (my friend bought me aseprite cause he was tired of me complaining about GIMP haha), worked on a secret intro (10% chance for it to happen), cleaned up code bloat... I honestly can't remember all of it - sleep isn't so great right now   :mlol:



I recorded the new Special FX pass for the level 3's and the new Taunt (It does damage on hit, I just forgot to show that) that can activate charge mode by pressing and holding Y+B. The Evil Bubbles of Doom are now gone. Sorry if anyone actually liked them.

So, yeah... Progress is being made!

Edit: Sorry for fumbling the SGS. I'm tired heh.

Edit Edit: I updated the animation to fire properly while charging, and removed the shadow from the red circle helper. I really don't know how I missed that yesterday, even as sleep deprived as I was.
Last Edit: August 14, 2022, 04:47:16 PM by Nocturnis
Re: Hoshikuro/Evil Dan Revision (Updated Aug 14th, 2022)
#31  August 14, 2022, 05:34:41 PM
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Just a better video showing off the former charge and its application. The animation is corrected and I'm not fumbling every stinkin' move.
Re: Hoshikuro/Evil Dan Revision (Updated Aug 14th, 2022)
#32  August 15, 2022, 07:57:53 PM
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Things have progressed in a significant way since the Beta release and I'd like to know if those of you who are still interested think that I should keep working or have an early release. The reason I'm asking is because I have limited time in the day to work on this and am often dead tired in the evenings, or have other things I have to do. Please, feel free to chime in!

What's Left To Do

• Neutral Throw.
• Update Messatsu Buraiken with additional hits per level.
• Flash Variant Shun Goku Satsu.
• Replace some Explod Effects.
• Taunt 2: Dan turns his back to the opponent.
• Legendary Taunt: I want what happens here to be a surprise.
• 1 Secret Winstate.
• CLSN Maintenance.
• Alpha Counter.
• New AI.
• Palette Correction on a lot of sprites.
• Sounds. Both adding and editing.
• Screen effect when ending round with a hyper.
• Intros vs certain Fighters (e.g. Sagat, Gouki, Sakura.)

All of the things above (in no particular order) are things that I really want the character to have. I fully intend to have them integrated at some point.

The items below, however, I am unsure about. I really really want some feedback on these.

Might Be Added?
• Air Fireball & Hyper.
• Guard Push.
• Ikari Mode.
• A heal. (it would activate from his Back-turn taunt, and cost meter.)
• A couple of extra normals.
• Intro/Ending storyboards.

Again, please let me know what you think about an Early Release vs a longer wait for a Full Release. Thank you!
Re: Hoshikuro/Evil Dan Revision (Updated Aug 14th, 2022)
#33  August 16, 2022, 12:51:39 AM
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aw sweet! didn't expect to see Evil Dan get a huge update like this. looking good so far.

gonna wait for the full release to check him out