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Hoshikuro/Evil Dan Revision (Changelog Updated: Sept. 6th, 2022) (Read 114090 times)

Started by Nocturnis, April 29, 2008, 08:26:29 pm
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Hoshikuro/Evil Dan Revision (Changelog Updated: Sept. 6th, 2022)
#1  April 29, 2008, 08:26:29 pm
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Most Recent Changelog Info: HERE

Aug. 19th, 2022: Please note that I currently do not have a time window for a release. Additions, adjustments, and updates are still happening. I promise soon as I have a good idea of when I'm close to a full release, you'll hear about it! Rest assured it won't take 14 years. :P

How many of you remember THIS p.o.s. alpha build codenamed Hoshikuro? Couldn't be very many of you. I left the reins to a gentleman named Ilcane, I believe who went on to make Evil Dan in the style of the late Reu's Evil Ken. That's all fine and dandy, it turned out nice. But recently I redownloaded mugen and decided to dig up some of my old projects. Hoshikuro (The codenamed Evil Dan) being the prime candidate for an update.

I've rebalanced some things, added new sound (sadly I couldn't capture that in the video), added combo-ability, revamped the old transformation intro... Still more to come. Next on my list is a specific intro vs Sagat.

Youtube Video showing his new updates.
Last Edit: September 06, 2022, 11:49:14 pm by Nocturnis
Re: Hoshikuro Revision
#2  April 30, 2008, 05:50:02 am
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looks good you should for sure have a intro with gouken about how he can't be his student anymore because his anger for sagat is to much and then dan turns evil  >:D
Re: Hoshikuro Revision
#3  April 30, 2008, 06:45:34 am
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looks good you should for sure have a intro with gouken about how he can't be his student anymore because his anger for sagat is to much and then dan turns evil  >:D

I'll keep that in mind.

For now I've uploaded a second video (this time with actual character sounds) showing an actual match. Sorry for my terrible fighting skills.. I'm not what I used to be.
http://www.youtube.com/watch?v=f9k-b9EGZVQ
Re: Hoshikuro Revision
#4  April 30, 2008, 07:29:09 am
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after watching that vid I came to the conclusion you should really change his main stance for the simple reason Ilcane did so much with your work... last thought um his dive kick looks goofy, i really feel he doesn't need a dive kick every evil character has one give him something OG.
Re: Hoshikuro Revision
#5  May 06, 2008, 11:55:18 pm
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Well, It's been a few days since I've posted any kind of update on this character. But, I've worked on it none the less. Still working on some damage balancing, but other than that... The taunt sprite has been redone, a traditional asura warp brought back (with a different style pose), the fireball has been given a slight makeover, a new win state, and a new variant of the Raging Demon.

New Video Showing Changes

There's still more to come, though. Likely another hyper, and a character exclusive move. I'm still toying with the idea of character specific intros. Specifically one against Sagat discussing Dan's hatred for him, and one against Gouki revealing where Dan learned to embrace 'the evil/murderous intent'.
Re: Hoshikuro Revision
#6  May 08, 2008, 09:27:42 pm
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 :) ;)Ya the stance is much better now heh and the dive kick looks a lot better as well.... Would it be possible if i could be one of your beta testers/spriters since i have to learn how to sprite anyways I just had the guy who made lino give me his work on Mumm-ra.

contact me
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Re: Hoshikuro Revision
#7  May 09, 2008, 12:29:21 am
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He's baaaaaack! ;D

・・・・・・・・⑨
Re: Hoshikuro Revision
#8  May 14, 2008, 06:05:41 am
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Small Update: The character is set for a sprite overhaul... well.. not much of one. I am going to adjust it accordingly for the palettes sake. The old palette was trash and has redundant and unused colors. The overhaul I will be doing will allow proper color changing of handguard/gauntlet/gloves (whatever you want to call them), gi, skin, eyes, and hair.

As of right now though, I've given him:
I. A basic AI (though nothing compared to the other impossible AI's out there)
II. Fixed more coding and rehashed what was basically stolen code from the alpha
III. Added 12 palettes (1-6 are Light Dan-ish colors, 7-12 are dark evil colors)
IV. Revamped a couple sounds (nothing major)
V. Fixed some old combo chains and added some new ones
VI. Fixed some (but not all) redundant coding/sprites/airfile data...

As I update all the sprites and palettes accordingly, it'll open up more colors to be used for swanky special effects so, expect most of what you've seen in the youtube videos to change. I'm sorry to say I don't have a real "date" to set for any kind of release yet. But I'd rather have something that's quality out there, rather than another trashy alpha build.

Edit: I know the majority of you aren't particularly interested in yet another evil character. But there are two things I want you to know: I'm going to put alot of time and effort into this to make it a great character. And this is good practice for the next 'non evil' character release.
Last Edit: May 14, 2008, 06:09:27 am by Nocturnis
Re: Hoshikuro Revision
#9  May 22, 2008, 10:54:32 pm
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In the midst of tweaking things I decided to record an example of the Basic AI the character now has.

Evil Dan A.I. Video

It's not quite up to snuff with Evil Ryu or Evil Ken, but it gets the job done for what it is. Later I plan to make it a bit more difficult. In the video you can see some that the combo chains have been tweaked. They now work much better than they previously did. Special Cancels are possible now as well. Blah, blah blah... Expect some graphical updates in the next video to come.
Re: Hoshikuro Revision
#10  May 23, 2008, 04:26:26 am
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I think what your doing is awsome but that dash and fireball sprites look way to much like ryu...
Re: Hoshikuro Revision
#11  May 23, 2008, 06:07:04 am
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The fireball sprites are specifically changed to the more traditional Ryu/Ken/Gouki style for a reason (which will be explained in the storyboard and intro vs Gouki). The dash however isn't going to change.
Re: Hoshikuro Revision
#12  May 24, 2008, 12:09:04 am
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well thats cool and all but change his face a little or something.... he actually look like ryu, i dont mind the actual thing your going for.
Re: Hoshikuro Revision
#13  May 24, 2008, 10:37:40 pm
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Re: Hoshikuro Revision
#14  June 29, 2022, 02:30:51 am
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but change his face a little or something.... he actually look like ryu


I don't see it?

Saw it 14 years later...



New Transformation Intro
The transformation intro has been overhauled with new sprites, effects, and sound. I don't think I'll be doing much more to this intro since I'm kind of happy with it now. I've done away with the old hunched over sprite that didn't really look like it went with the character and attempted to create a new one.
Spoiler, click to toggle visibilty

New Stance
It's a new stance. Nothing fancy.

New Asura Warp
New warp sprites, sound, and better afterimages. Not much else to be said, I suppose.

New Gadouken
This was a bit of a pain. The gadouken now fizzles out as it travels, like the classic. It hits a bit harder, has a sort of spinning wind up and has a 12% chance grant an invincible frame like Dan's Koryuken. Hyper Version included.

New Koryuhiji Elbow
Had fun with this one. I wanted another gap closing reset option for Dan and came up with this. It's sort of a Gouki stomp with an elbow strike. It also has a chance to grant an invincible frame.
Spoiler, click to toggle visibilty

New Shun Goku Satsu
This move made me hate afterimages. Uses the new Asura Warp, naturally. It connects and delivers good old fashioned raging demon hits, only with Dan screaming Oyaji at the end.

Revised Taunt
Juiced up the stomp taunt with some palfx and some explods.

Restored Koryuken
Evil Dan doesn't need to be so radically different spritewise, as his Koryuken already looked like a Shoryuken gone wrong. So I put it back where it belongs here. Hyper Version included.

Tweaked Dash
Changed up the sprites a bit. It still only serves as an unsafe gap closer or distance tool. I think I'll either make it air-combo friendly or remove it.

Palette Pass
So... much... palette work. New colors, corrections, etc. Probably needs one more pass.

Sprite Updates
I 86'd the old Evil Dan edits I did so many years ago. They're more recognizable in relation to Ilcane87's version anyway. I basically redid the hair... I never did finish it. It looked bad before.

I'm not certain how close to a release this character is. If I were to put a number on it, I'd say it's about 75% done.

To Do
Sound Tweaks.
Visual Tweaks.
Alpha Counter (eh, Maybe).
Intros for other characters. E.g. Sagat, Gouki, Evil Ryu, etc...
Screen splash effects for ending the round with a Hyper.
Update an explod effect on the Shun Goku Satsu.
Tweak the combo chainable Normals/Specials to feel better.
AI Maintenance.
Final quality pass.


You might be wondering why I'm necroing this thread. Well, because I really liked this character for some reason. It was and still is full of frankencoding, sprites ripped by other people, and dumb edgelord decisions. So I found my old HDD, used some weird, potentially dangerous wiring to get it working and recovered the files.

I hate Afterimages, by the way.

Hoshikuro was basically another attempt at making an Evil Dan, only a few years later. I had originally wanted to do it while making the Shin Dan edit (Which is basically just R's Dan with bells and whistles.) I don't even know how many years ago. I wanted it to work like Reu's Evil Ken at the time and he actually told me to make it my own, rather than just copy someone else's work. It took the wind out of my sails to be certain. So I eventually abandoned the work, Ilcane87 took it up... and then did just that. Oh, well  :laugh4:.

It still bugged me years later, hence my trying to come back 14 years ago with more. I -did- have a lot of improved content, but nothing of significant worth. Not sure why I stopped working on it this time. Life happening? I was also a jerk in my mid 20's (and way before that). Sorry about that. It probably had to do with me being a jerk.

That being said, I'll try to recover my old youtube channel here to give an actual video update. Any suggestions on file hosting? I don't even know where it's done these days.

Thanks.

I really hate afterimages.

Edit: There's no hyper version of Koryuhiji. Sorry. Not sure why I typed that.
Last Edit: July 01, 2022, 02:54:52 pm by Nocturnis
Re: Hoshikuro Revision
#15  June 29, 2022, 05:10:27 am
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HOLY SHIT, You're back!!!
Re: Hoshikuro Revision
#16  June 29, 2022, 05:22:30 am
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Mediafire is your best bet for long term file hosting. Onedrive is another preferred choice, but lately there is a glitch making getting files from there difficult.

Nice to meet you, it's amazing you returned to Mugen over a decade later to dust off a WIP, truly something of a miracle even. Will be very interesting to try a character nearly 15 years after conception for sure.
Re: Hoshikuro Revision
#17  June 29, 2022, 06:12:40 pm
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I think this showcases most of the important stuff. I'm aware that damage probably needs some scaling/tweaking.  :yaoming:
Re: Hoshikuro Revision
#18  June 29, 2022, 07:03:12 pm
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Holy Toledo you're back!
Re: Hoshikuro Revision
#19  July 01, 2022, 07:16:39 pm
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Changes/Updates

I. Adjusted Shinkuu Gadouken. Has additional frames and an explod for the stomp impact part of the move. Should probably come up with a new name since it behaves differently. Messatsu Gadouken?

II. Updated Divekick with windup animation and edited kick sprite. Now it doesn't just happen and travel diagonally down the screen. (Image in spoiler)
Spoiler, click to toggle visibilty

III. Superjump tweaked. Altered height and afterimage and added an explod on the ground for takeoff.

IV. All Normals pausetimes are uniform now. Gives the hits a better feel and chaining together a string feels more manageable.

V. Minor palette updates.

VI. Updated small portrait.

VII. It also acceptable to display the Roman numeral 4/IV as IIII. This has nothing to do with anything...
Re: Hoshikuro Revision
#20  July 01, 2022, 11:28:14 pm
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Looks awesome. I remember playing Evil Dan back in 2007. Might download him again if I can find him.
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
#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 Sept 7th, 2022.
Changelog
Spoiler, click to toggle visibilty

Upcoming
Spoiler, click to toggle visibilty

Eine kleine Video:
Spoiler, click to toggle visibilty

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: September 08, 2022, 03:28:44 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:
Emerie's MUGEN Content

Everyone have Greatness :)

Don't give up... just... take a break :(
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.  (WIP, a lot of stuff done.)
Alpha Counter.
• New AI.
• Palette Correction on a lot of sprites.
• Sounds. Both adding and editing. (80% finished.)
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. Probably not. Every Evil Shoto has one. Evil Dan has enough crap as it is.
• Guard Push. (Note: This sort of feels a little unnecessary if not kind of cheap when he has an alpha counter. Thoughts?)
Ikari Mode.
A heal. (300hp Heal, difficult to pull off.)
• 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!

Edit: Just a fun little combo video. A lot of things were adjusted from the Beta that allow for a little more creativity in the combo department. Ignore the sound error. It's from recording on headphones for the second half.
Last Edit: September 05, 2022, 04:14:31 pm by Nocturnis
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
Re: Hoshikuro/Evil Dan Revision
#34  August 19, 2022, 12:57:00 am
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Or do you mean a Flash Variant that turns the Asura Warp itself into a Asura Roll?
Keep the Asura Warp only very very short, and have the long version be an Asura Roll.

The SGS could use him putting on the tengu mask first (once it connects) before fading to black.

Again, this would differentiate him from other Evil Shotos.

This looks awesome!
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Aug 21st, 2022)
#35  August 21, 2022, 09:14:51 pm
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Everyone have Greatness :)

Don't give up... just... take a break :(
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Aug 21st, 2022)
#36  August 22, 2022, 02:44:36 am
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thinking about the SGS (and because it's Dan), why not have a rare chance for the SGS to backfire (I.E. he connects with the move and the screen fades to black and the hitsparks appear, but after it's done. Dan is seen on the ground instead of his opponent)
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Aug 21st, 2022)
#37  August 22, 2022, 02:12:12 pm
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A lot of people are worried about the SGS and Dan Comedy still  :laugh4:

Okay, I understand.

The Shun Goku Satsu will have a Flash Variant that I think you'll all be happy with.

If you're among those who are worried about Dan comedy and such, reveal the spoiler below. But it DOES ruin a surprise. :stare2:
Spoiler, click to toggle visibilty
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Aug 27th, 2022)
#38  August 28, 2022, 04:54:47 pm
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This is where I'm at with Evil Dan's progress. There's still a good amount of things that need to be done, but I'm getting really burnt out. I'm really struggling with the AI coding and will likely have to scrap it and start over in order to eliminate the plethora of problems that are arising - a systematic approach isn't working. I think I've just done something wrong in the process. What I've got now is unreliable and not staying in the parameters very well. For Example: You can see the excessive jumping and random normals in the video above.

Funny fact: The AI trashed Reu's Evil Ryu once, when it actually was 100% working. I was super surprised and certainly wasn't intending for that level of difficulty.

Alpha Counter is pretty cool, though. I'm pretty happy with the Asura option and I really love the sprite for it (it almost makes me want to add a parry.) Hopefully no one hates it.

You can see the new intro/winstate in the video above, too.

Anyway, I think I'm taking a break this week. I feel like I'm spending too much time trying to force progress. Besides, my kid is learning to walk and that's a lot more fun right now :P

Edit because I don't want to bump the thread:

I updated every face sprite that was previously edited. I wasn't happy with the look and felt it wasn't a close enough match to Dan and it felt incongruous with the full sprite set. I wanted to keep that signature Dan butt-chin, but still make him look like he's actually turned evil. I think the result is a good compromise. Pictures in Spoilers (sorry if the watermark is screwing it up).

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Last Edit: August 31, 2022, 11:03:49 pm by Nocturnis
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Sept 3rd, 2022)
#39  September 03, 2022, 04:51:53 pm
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Edit: Accidentally pressed save instead of preview. Oops!

Had fun doing this version of the SGS.

Like the video says, it requires the player to be paying attention in order to maximize the damage output of the move. Most of the Flash Variants operate in that manor, anyway. So I figured: why mess up an established trend?

The highest number of hits I've gotten is 27 so far. That's an extra 81 damage. It's so fun to just mash the hell out of buttons when this move is activated.

I may tweak some BGPalFX and AllPalFX in the future, but it's basically done.

You can also see the new retouch of Dan's face in this video.

Last Edit: September 05, 2022, 07:15:58 pm by Nocturnis
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Sept. 5th, 2022)
#40  September 05, 2022, 07:21:07 pm
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Updated Information:



See that thing up there? Let me explain.

The Scroll System

Evil Dan is a bit more interactive than the usual shoto. Because Dan never completed his Shotokan training, he cannot utilize some of the hidden (Ansatsuken) abilities as well. He must instead store the power in order to use his Level 3 Power abilities (e.g. Shun Goku Satsu). In order to store the power, he utilizes the Ten Kanji.

During 2 of his standard Taunts, you can press any Punch to cause the kanji to appear. This is stored on a scroll icon on the upper playerside portion of the screen. Using any Level 3 uses Kanji Scroll. If Dan tries to use a level 3 without a Kanji Scroll, he loses 1000 power, gets hurt and is in a winded state - leaving him wide open for attack.

The other scroll is the Flash Variant scroll. Dan may not have finished his training under Gouken, but he is constantly evolving his Saikyo techniques. During 3 of Dan's Taunts, the player can summon forth his Saikyo Spirit and gain one Flash Variant Scroll charge. This allows Dan to use a Flash Variant at will. Using a Flash Variant Scroll will consume ALL charges.

Kanji Scroll can be charged 1 time.
Flash Variant Scroll can be charged 3 times.

If all charges are stored and the scroll is complete, Dan can use the Flash Variant Shun Goku Satsu, or the Legendary Taunt.

This should encourage the player to do what Dan does best during gameplay: Taunt!

Saikyo Mode

Saikyo Mode is a secret mode enabled by a button combination at a specific time. What happens during Saikyo mode? Dan's Saikyo Spirit begins to take back control of his body and enables him to use all Flash Variants with impunity. That's right, you don't have to build a scroll to use the Flash Variant Shun Goku Satsu any more. It's not easy to enable this mode during gameplay, but if the player is skilled and sets it up accordingly, it's ultra powerful.

The only move that will require a Kanji scroll during this mode is Messatsu Haoh Gadouken.


Last Edit: September 05, 2022, 09:27:50 pm by Nocturnis
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Sept. 6th, 2022)
#41  September 07, 2022, 03:49:21 am
  • **
  • I dress like your Great Great Grandfather.
You must gather your party before venturing forth...

Last Edit: September 11, 2022, 02:31:22 pm by Nocturnis
Re: Hoshikuro/Evil Dan Revision (Changelog Updated: Sept. 6th, 2022)
#42  September 30, 2022, 08:13:44 am
  • ***
  • I'm a llama!
Wow this right here is getting me back into mugen .... very nicely done... The added sprite work you did looks outstanding.