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C.Viper by Megamaze - Edit (Update 3.5) (Read 39769 times)

Started by NDSilva, June 28, 2017, 03:29:43 AM
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Re: C. Viper by Megamaze (Edit)
#41  July 09, 2017, 03:00:44 AM
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Oh, the CLSN topics on the Guild, thanks for reminding me that. :mugoi:
Re: C. Viper by Megamaze (Edit)
#42  July 11, 2017, 08:18:30 PM
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nothing can save those sprites, not even a cs.

What's the problem with them? :/ I know there's stuff from MvC3 AND from Omega that may be done(aswell for Rose too), but guess they're not that bad :/.
Not wanting to derail the topic, just wanting to know what's in my hand to update.
I swear there was something cool here!!
Re: C. Viper by Megamaze (Edit)
#43  July 11, 2017, 11:17:57 PM
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I bring palettes!

Spoiler, click to toggle visibilty
Last Edit: July 11, 2017, 11:40:21 PM by HadeS
Re: C. Viper by Megamaze (Edit)
#44  July 11, 2017, 11:41:58 PM
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Those are nice! :lugoi:
Re: C. Viper by Megamaze (Edit)
#45  July 12, 2017, 12:38:00 AM
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Is there no way to fix that infinite?
nothing can save those sprites, not even a cs.

What's the problem with them? :/ I know there's stuff from MvC3 AND from Omega that may be done(aswell for Rose too), but guess they're not that bad :/.
Not wanting to derail the topic, just wanting to know what's in my hand to update.

Number one thing here is the lack of frames in her attacks. Everything about it just feels incomplete, but you already knew that. I've seen you say it before. The sprites aren't terrible, I thought it'd just been said that they were not finished.
Re: C. Viper by Megamaze (Edit)
#46  July 12, 2017, 01:35:04 AM
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Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#47  July 19, 2017, 04:01:53 AM
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Alright, for anyone that was waiting for a new update on this side project, maybe I got something interesting to show. C.Viper was again adjusted to feel closer to the official appearences, this time using frame data from SFIV as a base.

New update has a revamp on the majority of CLSNs, animation timings, hit velocities, as well as some adjust on gameplay and special FX. The screenshot below maybe can show part of the effort I put to reaching for some accuracy -



(yeah, possibly gonna redraw this frame so it doesn't use AngleDraw. Who knows)



For now the revamp apply for the current normal and special moves she already has. But whenever I get some more freetime I gotta also do a final tuning on the super moves, and possibly add some new skills for MAX Mode.




Check 1st post for the update;

Last Edit: July 19, 2017, 04:19:04 AM by NDSilva
Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#48  July 20, 2017, 09:54:55 PM
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impressive job !! but I suggest you to add an A.I . The character will be more interesting to play against or watch her. thanks for all

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Re: C.Viper by Megamaze - Edit (Update 07/18/2017)
#49  July 20, 2017, 10:12:30 PM
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What? You used frame data?!?!
hell yeah thanks for this, I will
Try her new update.
Re: C.Viper by Megamaze - Edit (Update 3.5)
#50  July 24, 2017, 12:15:09 AM
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:hyo: Yeah bro, it's fun to see there are lots of information about SF4 frame data. One should take then in consideration when making a SF char at least once;



Yo, Viper got a small update if anyone's interested. I just noticed the intro & win poses were needing some sound effect for the cellphone, and that her s.HK has a way different performance upon jumping enemies.

So this quick update takes care of the facts aforementioned, plus a new feature during MAX Mode that for now only a few players may notice. :curtain:
Re: C.Viper by Megamaze - Edit (Update 3.5)
#51  July 24, 2017, 03:44:25 AM
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Nice update, here is a pic of her knuckle move. I don't know if the fx is properly aligned, don't remember her doing that in game(sf4). Just food for thought, thanks a million for updates.

Re: C.Viper by Megamaze - Edit (Update 3.5)
#52  July 24, 2017, 04:25:34 AM
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she's damn fine to play as, good job NDS, if only the sprites were fully finished.
Her small port is pure sex though.