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) ?
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.
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!
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).
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 SaitoHe can "reflect" projectiles after using "observe and learn" on themAdded a short range projectile for the fierce variation of the projectile attackFinished coding his bite grab Next up is his final attack, the Kaguzuchi!
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:
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.
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 healthDamage 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 timeConnecting causes a crumple stateCauses a fatality state when opponent is KO'ed (Maybe)
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.
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.
Totally awesome! I'm hoping a little break to work on Shishio's sprites, I'm busy lately, but finishing the Limit Break mode's portrait. Instead of using Hayato as the basis for air movements, I'm using Shishio himself from PSP.
This last progress video is an AI Test. Just working on some kinks and the release will be ready soon!