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Nocturnis' Projects (Read 3988 times)

Started by Nocturnis, July 05, 2023, 03:41:29 pm
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Nocturnis' Projects
New #1  July 05, 2023, 03:41:29 pm
  • **
  • I dress like your Great Great Grandfather.
For the sake of sanity I'm placing projects, pending updates, and todo lists here. I uh, get disorganized sometimes.

Characters
Evil Dan
AdonEX
Walmart Akuma
El Gado (Mega big thanks to Rabano for letting me use the sprites!)

Stages
Tartarus (Nearly finished)
Spoiler: Tartarus (click to see content)
Abandoned Adobe
Abbey Ruins
Norge Har Mjød
Walmart Akuma's Stage
Spoiler: Walmart Akuma's Stage (click to see content)
Last Edit: December 08, 2023, 10:33:05 pm by Nocturnis
Re: Nocturnis' Projects
New #2  July 05, 2023, 03:45:35 pm
  • **
  • I dress like your Great Great Grandfather.
Evil Dan
  • Much need new Portrait.
  • Evil red fire energy stuff sprite to be updated finally.
  • Remove Custom Hitsparks so it matches user screenpack.
  • Implement Juggle System (In Progress... it's difficult, y'all.)
  • Fix Normal Chains
  • Minor Updates
  • CLSNs
  • Voice Sample Update (Done? Probably done.)
  • BGPalFX Fix on Hypers (Done... it was stupid.)
  • Knockback on Messatsu Gadouken (Done.)
  • Damage Scaling (Values adjusted and new dampener in place. Thank you PotS.) Partially complete.
  • Throw Fix - Remove p2distx for Ikemen compatibility. Stick to p2/1facing - facep2 may cause simul issues. Ikemen update fixed the problem anyway.
  • Meter Gain Balancing (In Progress...)
  • AI Update (In Progress...(pffft))
  • Gadouken Corner Loop Fix (Fixed)
  • Graphical Fixes
  • CLSNs
  • Storyboards
  • Intro/Ending
Spoiler: Vs Character (click to see content)

Spoiler: Intro/Ending Storyboards (click to see content)

Not high priority as I'm honestly pretty tired of looking at this character at this point.  --;
Last Edit: April 13, 2024, 07:24:33 pm by Nocturnis
Re: Nocturnis' Projects
#3  July 05, 2023, 03:48:36 pm
  • **
  • I dress like your Great Great Grandfather.
Adon EX (Revision)


He needs a revision. O Ilusionista did most of the heavy lifting on the original one and it's high time I try to execute what I originally intended to do on my own.
Note: O Ilusionista also deserves bigger props than last time if and when this gets released.

I want this to be a rushdown meter burn character. Combos with normals should be encouraged, but zoning with special spam less so. It's boring for a player to able to sit back and special spam from a safe distance in order to get all the meter they want for a big cash-in. Figure out how to balance energy gain for the sake of gameplay here. What should the meter get burned into if not hyper/supers? Modifying a move, that's what!

Note: Modifiers cost meter! - not their own resource. You don't wanna script that nonsense again. If the modded move should only be used once per combo, focus on that part of the code. However, with the right meter management it shouldn't be necessary.

On Adon's Character
  • Resonates with the Jaguar. Jaguars attack from on high and are capable of biting through skull like a hot knife through butter. Jaguars inspired Aztec Warriors (may be irrelevant - Adon is Thai.)
  • For some reason or another (lust for power?), wanted to uncover the secrets of a Shun Goku Satsu in SFZ3.
  • Is disappointed in Sagat for his loss to Ryu - avoid incorporating extra Sagat clone moves.
  • Wishes to be recognised as the Muay Thai God. Find a way to visually lean into this without storytelling. Effects might be the method.
  • Murdered Eagle, apparently.
  • Dismissive of Psycho Power. Bison, however, may have based the knee press partially off of Jaguar Kick.
  • Has Hanuman moves in his repertoire. Nuakan - Sagat's predecessor - had a signature move called Hanuman Kick.

Effects Notes

HitFX, unless specifically needed, should be up the the users screenpack.

Drop flame effects for effects in keeping with original Adon. Yellow/orange & Mint Green gradated energy. Use Helpers for effects. Allow palette selection to dictate colors for anything gimmicky/fancy/etc. Explore alternatives (pure green for example) if the effects match cannot be done. Note: Alternative 1: USS4 uses Orange coloring for his particle effects.

Place new "hyper" effects on Adon as he accumulates power to perform hyper, modded moves, etc. Match aforementioned mint/orange fx colors. Power coalesces around fist/foot/etc before attack with corresponding limb. Maybe use a reverse animated hitspark as a particle base? Remember helpers are more flexible here for pulling off fancier effects like movement lines from random places, shimmering/reverberations, etc.

Hyper effects should be more dramatic than the modified effects.

Also check for viable Energy Jaguar effects. Might be a cool thing?

Note: Guile Sonic Boom effects (at least in SSF2 & SFA3) can be color matched to Adon's effects.

Modified moves/hypers get custom hitsparks? Yes, this is doable.

KO Effects: Modified moves finishing a round should give a satisfying effect, too. It should not outshine ending the match with a hyper/super, though.
   Idea 1: Freeze Frame on KO hit with a Jaguar roar sound & special winpose for Modified move finish.

Check if effects (and hitfx) can be helpers to allow PalFX, particles, and other jazzy visual stuff like particle emitters. - Yes. Doable.

See if effects can be blurred to black background for transparency blending in game. UPDATE: You can, big man. You can. Note: Lots of quality color saturation is what you want to happen here.

Effect example/theory: Jaguar Wave charges with curved particles into Adon's foot/leg. 2d Explod overlay of the "energy" in the limb executing the move with opacity gradually increasing. Move occurs, Projectile comes out. Projectile shimmers and pulses as it moves before eventually dissipating.


Sound Notes

Explore SSF4 voice set as an option. AI can possibly assist you here. Note: Rocky territory here. Japanese has the dynamics, but sounds slightly off (probably changed VA's.) English is actually pretty solid, but sort of tame in some areas.

Engineer your own hyper sound. Something like glass breaking in reverse with a bitcrushed stutter crescendo behind it.

Modified energy moves should sound something like a sound tube and a jaguar growl. Heavy phaser but with organic components. Keep it tinny on the high end, don't let it get mid-bassy like a lightsaber.

Let engine and screenpacks dictate hit and swing sounds. Only use your own if/when absolutely necessary.

Don't forget nostalgic notes here, as well. A well placed sample from from SF2 can really make a character fun.

Move Notes

Jaguar Guard - (Probably not going to do this) Possibility 1: After successful input while guarding up to 3 variables are stored - each decays quickly. At 3, Adon enters a "camouflage" state and is in nothitby for 30ticks to allow for a counter opportunity. Inputs cost meter.
   Possibility 2: Defense value increases per input with a cap. Inputs cost meter.
   Possibility 3: Grab and push-away p2. No damage. Costs meter.

Jaguar Stealth - IF Possibility 1 from above is not used, maybe turn it into a move itself. Sort of a dodge mechanic. This is also a maybe move. You don't want it to detract from actual gameplay.

Jaguar Feint - Another maybe move. A boxing style dodge backward that can lead into other moves. Huge maybe. Likely to be ignored.

Revisit Zero Counters? - The more practical version of Jaguar Guard is to just leave the Zero Counter options as they are.

New Throw - Notes: Elbow, Elbow, Kick Opponent up into air with short juggle window? Possible unsafe command throw? Think about this one. May not be a good fit.

Launcher - Back + Fierce Kick? Launcher should operate in a safer manner. Maybe reorient the fall direction for p2 or make it a semisafe option from other moves? Remember Super Jump doesn't have to be an MVC clone in order to engage aerial combos.

Jaguar Wave Projectile - Notes: Initial windup causes low damage hit to allow for connection. Modifier: Rapid Press for Charge strength. Multi hits per charge. USE HELPER instead of projectile. Projectile slow moving like Juri's.

Modifiable Jaguar Kick strengths - Notes: Kick, Kick to Knee, Kick to Knee to Flashkick. Air version causes floor bounce? to Flashkick to Knee?

Jaguar Knee - Notes: Can be modified to wall bounce.

Jaguar Tooth - Notes: Delayable wall latch (No Mod Meter cost). Can be modified for additional hit(s) after impact (anime style, as though a bunch happen afterward). See if sprites can be fleshed out, too. Newer versions of Mugen/Ikemen will easily expose the unfinished wall latch sprite.

Teleport/Dash Jaguar Elbow - Notes: Two moves combined into one for convenience - NOT an actual teleport. Afterimage left behind. Can be extended via inputs ala Jaguar Kick. Elbow, x1 rekka, x2 rekka... Maybe even encourage link into Jaguar Fang.

Hyper/Super Moves

Jaguar Fang - Fast elbow move that causes crumple. Crouching windup animation?(seems doable) Pixel blur on elbow before hit. Must look painful at impact.

Jaguar Kick Barrage - A kicking version of the Super Punches? One big gnarly kick?

Revisit Jaguar Kick Hyper - Notes: Spice it up? More Drama, fx, etc.

Revisit Super Punches Hyper - Notes: Spice it up? More Drama, fx, etc.

Revisit Jaguar Rage - Notes: See SF4 Ultra 1 & 2. Something similar or a combination of the two maybe? Ranbu styled like O Ilusionista did before. If all else fails, retain what the original Adon Ex had. It's not bad, it just needs aesthetic updates.

Revisit Jaguar Bane - Notes: Functions as normal from start, if hit contacts standing opponent, a guy/vega diagonal attack fest. If hit contacts falling opponent, brief pause (for flashy stuff) and secondary bigger hit with some flashy special effects - maybe a jaguar sprite.

Jaguar Skullcracker- Leap forward into a front flip ending in a jaguar kick with significant downward force. Nasty Crunchy SFX on hit, hard af knockdown with slide back.

Note: USSF4 Ultras seem to be doable via sprites. Consider these.

Things to Avoid

Crappy Damage Scaling - Figure something out here that's better than what you did with Evil Dan. It wasn't horrible, but it wasn't good either.  Someone probably has a good idea of what to do here.

Charging - I don't want the ease of use, nor gameplay shortcut on this version of Adon. The hope is to reward the player for aggressive gameplay.

Overly Flashy Effects - While they are pretty, too many CvS-like Effects tend to be flashier than I would like and only work in some areas. If everything he does under the sun has a big explosion that happens as a result. You did alright with Evil Dan in blending non-alpha effects with the prettier ones. Try to maintain that (maybe even less so).

Slow Gameplay - Self explanatory. You want a fast, aggressive Adon.

Messy Code - Note to self: You hate this. Remember what you had to deal with when you updated Evil Dan because you didn't have time to go back and do it from scratch. It's a mess, state numbers are all over the place, cmd file basically needed to be rewritten, etc. Don't allow that to happen again or you'll want to pull your hair out - and you're already bald.

Incompatibilities - Ikemen GO is awesome but see if you can achieve everything you want in Mugen 1.1. Some people are reluctant to, or simply can't update to Ikemen.

Feature Creep - Don't keep tacking on stuff. Stick to your list.

Inconsistent AI - Evil Dan's AI was a pain in the neck to code partially due to the nature of the old ramshackle cns coding itself. However, the AI was just wonky anyway because of other factors. Keep this AI clean - If Ikemen is the main engine, let it handle the AI itself.
Last Edit: July 09, 2023, 02:04:41 pm by Nocturnis
Re: Nocturnis' Projects
New #4  October 28, 2023, 04:12:33 pm
  • **
  • I dress like your Great Great Grandfather.
Walmart Akuma (Placeholder)
... don't ask. More info to be added.




(Yes, I'm actually going to do it. Wouldn't put it here otherwise.)

  • Character - In Progress
  • Stage - In Progress
  • Music - In Progress
Last Edit: October 29, 2023, 07:00:21 pm by Nocturnis