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Answer from Guilty Gear Xrd (Beta) [12/01/24] (Read 39259 times)

Started by Hexioum, March 23, 2024, 10:37:40 pm
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Answer from Guilty Gear Xrd (Beta) [12/01/24]
#1  March 23, 2024, 10:37:40 pm
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Answer from Guilty Gear Xrd Rev2


The sprites are the same size as the ones from Guilty Gear X and XX series.

A long project that started because I just wanted to play with this char in MUGEN; he's very unique.
We probably won't see him again in another entry, so here he is, immortalized.

Keep in mind that not every sprite has been redrawn yet, I'll keep working on him. Remember to check once in a while for more updates.

SCREENSHOTS:
Spoiler, click to toggle visibilty

PALETTES:
Spoiler, click to toggle visibilty
These are included in a separate folder with the character.

CREDITS:
Code: Hexioum
XX System: Muteki
Sprites: Hexioum
Portrait: Zandokan (pixiv)
Buffering Helper: JustMorphPointman

DOWNLOAD:
Google Drive

If you use IKEMEN, open Answer.def, Delete the semicolon in answer-ikemen.cns and add a semicolon to answer-mugen.cns.
This makes the character use 3 less helpers, and detects the edge of the stage right away instead of having to move around.

Remember to do this again when you update the character.

TO DO:
- Add Instant Kill.
- Add force breaks for Accent Core mode.
- Add forward dust for Regular mode.
- Redraw more sprites.
- Improve the AI.

I'm still working hard on this character, so if you feel like leaving a tip, I have a ko-fi page.
Last Edit: December 02, 2024, 01:15:42 am by Hexioum
Re: Answer from Guilty Gear Xrd (Beta)
#2  March 23, 2024, 10:46:54 pm
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Thank you very much, I'm going to test it now!
Re: Answer from Guilty Gear Xrd (Beta)
#3  March 24, 2024, 02:48:44 am
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Definitely redownloading mugen just to try him out. Outstanding work on the sprites. He looks 100% official.
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-
Re: Answer from Guilty Gear Xrd (Beta)
#4  March 24, 2024, 03:12:09 am
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    • Mexico
yesss thanks for sharing
Re: Answer from Guilty Gear Xrd (Beta)
#5  March 24, 2024, 05:12:24 pm
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    • Portugal
    • network.mugenguild.com/pots/
Fantastic job so far. I'm not that familiar with GG but found some stuff:

- Super misses mosts hits when close to KFM
- Uses invalid sound 2,0
- Uses invalid anim F888
- 5S has no counter hit announcer
- 5S (close and far) and 2S have no slash sounds like 5HS does
- State 235 goes under the floor for one frame while having statetype S
- He can combo after 623k (both). Not sure if intentional
- Throw attempt gives him one invincibility frame?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Answer from Guilty Gear Xrd (Beta)
#6  March 24, 2024, 06:56:39 pm
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  • Palette God? Champion? AntiChrist? Something.
  • I AM THE KING OF PALETTES!!
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This is some of the most impressive work I've ever seen for the engine.  It's right up there with what Mr. I has done to bring the modern SF characters into Mugen. 
Re: Answer from Guilty Gear Xrd (Beta)
#7  March 25, 2024, 07:21:11 am
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Extraordinary work on an extraordinary character both design and gameplay-vise. I can see why you were willing to put all that hard work into him.
There seem to be a small issue with his colors as shades on his costume are darker on some frames and brighter on others. This is only noticable for light palettes.
Re: Answer from Guilty Gear Xrd (Beta)
#8  March 26, 2024, 11:57:09 am
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    • ikemenfc.free.fr/
Very good work for this GG character, I tested it on Ikemen-go perfect results! Thank to you!
Re: Answer from Guilty Gear Xrd (Beta)
#9  March 26, 2024, 09:12:52 pm
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Extraordinary work on an extraordinary character both design and gameplay-vise. I can see why you were willing to put all that hard work into him.
There seem to be a small issue with his colors as shades on his costume are darker on some frames and brighter on others. This is only noticable for light palettes.

Yes, those are unfinished frames. I'm redrawing those.


Update: Fixed palette colors on victory animations and 421S/421H.
The final frames have been redrawn.


Re: Answer from Guilty Gear Xrd (Beta)
#10  March 27, 2024, 10:17:07 pm
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- Added another file that takes advantage of IKEMEN features. Provides better corner detection so the scroll formations will be more accurate to the source game. This also frees 3 helper slots.

- Fixed j.D sprites. 4th frame was redrawn.
Re: Answer from Guilty Gear Xrd (Beta)
#11  March 28, 2024, 02:12:53 pm
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Baiken vs Answer

Special intro

I need to (Baiken by TornilloOxidado)
Re: Answer from Guilty Gear Xrd (Beta)
#12  March 28, 2024, 08:35:14 pm
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    • alxp@blueyonder.co.uk
Truly amazing work.
Re: Answer from Guilty Gear Xrd (Beta)
#13  March 28, 2024, 09:01:10 pm
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Re: Answer from Guilty Gear Xrd (Beta)
#14  March 29, 2024, 01:38:39 am
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Re: Answer from Guilty Gear Xrd (Beta)
#15  March 29, 2024, 03:54:33 am
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- Fixed colors on 5D (standing Dust)
Re: Answer from Guilty Gear Xrd (Beta)
#16  March 29, 2024, 05:37:52 am
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Fantastic job so far. I'm not that familiar with GG but found some stuff:

- Super misses mosts hits when close to KFM Fixed
- Uses invalid sound 2,0 Fixed
- Uses invalid anim F888 Fixed
- 5S has no counter hit announcer Fixed
- 5S (close and far) and 2S have no slash sounds like 5HS does
I'm not sure about the problem with this.
- State 235 goes under the floor for one frame while having statetype S Fixed
- He can combo after 623k (both). Not sure if intentional
It's intentional, if you continue you get very low damage and lose oki, it's only to close the round when the enemy is very low on health.
- Throw attempt gives him one invincibility frame?
Not sure about the problem with this, Muteki's GG chars work the same way.

Thanks for the report, PotS.

- Slightly increased the hitbox on forward scroll dash, since KFM could crouch under it.
- Fixed a bug that could happen with the scroll detection if the round intro was skipped. (MUGEN version only, not present on initial version)
- Adjustments on 6246S/hcf super, the enemy should receive all hits before touching the ground if the phone hits at the start. (More damage than before)
Last Edit: March 29, 2024, 05:53:31 am by Hexioum
Re: Answer from Guilty Gear Xrd (Beta)
#17  April 01, 2024, 11:45:42 am
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    • network.mugenguild.com/pots/
I keep forgetting to post but I noticed he has above average health. That seems weird for a ninja type. I know converting health from GG can be especially tricky, but such a char would probably never end up being above average.

Edit: 5S (far and close) lack guard sounds.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: April 01, 2024, 01:09:54 pm by PotS
Re: Answer from Guilty Gear Xrd (Beta)
#18  April 01, 2024, 07:25:54 pm
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I keep forgetting to post but I noticed he has above average health.
Edit: 5S (far and close) lack guard sounds.

Ok, it's fixed now. Thanks again for your time, PotS.

- Max life is now 1000, defense is now lower.
- Fixed guard sounds on c.S and f.S.
- Changed block sound on j.H to match the other Heavy normals.
- Lowered damage on all hypers. (To match the source material)
- Decreased liedown.time to 25.
Re: Answer from Guilty Gear Xrd (Beta)
#19  April 06, 2024, 02:16:42 am
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- Fixed palette on 236236K animation.
- Fixed palette on IK activation.
Re: Answer from Guilty Gear Xrd (Beta)
#20  June 19, 2024, 09:46:57 am
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- Added buffer to his air normals and super commands. (Easier to chain 5D>JC>jS>JC>jS)
- 5K: Can no longer cancel into 2P.
- jS: Removed landing lag. Can no longer cancel into jK. Gravity adjustments during dust state.
- jH: Changed hit sound to heavy, was medium.
- Blue Burst: No longer becomes invisible in the last frame.
- Backdash: Sound effect changes.
- Ground Recover: Slight animation changes. Sound effect was changed.
- Throw: Voice clips added.
- 236236K: Sound effect added. Block sound was changed.
- Scroll H: Slight vertical speed conservation on s7D/s9D. (More combos work now)
- Many sprite changes, there is still more to import but I'm tired.
Re: Answer from Guilty Gear Xrd (Beta) [Updated 06/19/24]
#21  August 05, 2024, 04:51:35 am
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- Updated sprites: jumps, crouching normals, and 6P.
- New palette: Maximillion Pegasus (Yu-Gi-Oh!) added to the palette folder (must be imported manually with something like Fighter Factory).

Only the sff file and def have changed. No need to replace the def file as I only changed the character date.
Re: Answer from Guilty Gear Xrd (Beta) [09/14/24]
#22  September 15, 2024, 04:46:07 am
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An update, same link.
- Sprite improvements: 5K, 5S, 5H, Forward Airdash, Successful 623K (Izuna Drop), 46P (Resshou), 632146S (Cards hyper).
- j.S: Hit effect now spawns up to 3 times instead of 2.
- Scroll H: Hitspark position adjustments.


I forgot to say last time that I added a Kakashi palette to the folder, it's been there for a while. Preview is on the first post.
Remember to modify the .def file if you use IKEMEN.
Last Edit: September 15, 2024, 06:12:10 pm by Hexioum
Re: Answer from Guilty Gear Xrd (Beta) [09/14/24]
#23  September 15, 2024, 06:14:53 pm
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Ok, quick patch.
- 6H: Knockback adjustments.
- Scroll D: Animation on hit is different if the enemy is on the air.

These changes should make more combos from the source game possible.
Last Edit: September 15, 2024, 09:46:13 pm by Hexioum
Re: Answer from Guilty Gear Xrd (Beta) [09/14/24]
#24  September 15, 2024, 06:51:53 pm
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    • UK
    • ironpalm666@hotmail.com
looks amazing, keep up the good work :)
Re: Answer from Guilty Gear Xrd (Beta) [09/14/24]
#25  October 05, 2024, 02:55:50 am
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Major update, Answer now has a lot of new effects.
- Added 2 palettes, 09 from Xrd and Tazuna from UMPD.
- Added glasses adjustment animation, is automatically performed after 5cs, 5fs, 5h, air super. Cancellable at any time.
- Adjusted hitspark position on jP, jK.
- Added VFX to: 6H, 22P, cards, scroll helpers, scroll dash, cards super, air super.
- Counter Scroll K no longer causes the enemy to fall.
- 6K: Recolored the sprite shadow.
- 6H: Smear added, on CH enemy bounces higher.
- jH: Changed sound on hit.
- 2D: Removed grunt sound.
- Can no longer attack in mid-air after air super.
- Increased the leniency to perform high jump.
- Increased time before Answer appears again after a successful 22P.
- Hanging from scroll time is now fixed to 2 seconds, and no longer falls if the scroll was catched right before dissapearing.
- Improved some parts of the code and split the different states from MUGEN and IKEMEN into 2 other files.
- Added voice clips to his intro.

The DEF file has changed, remember to comment "answer-mugen.cns" and uncomment "answer-ikemen.cns" if you use IKEMEN.
Last Edit: October 05, 2024, 03:09:21 am by Hexioum
Re: Answer from Guilty Gear Xrd (Beta) [10/05/24]
#26  October 19, 2024, 01:59:59 pm
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Another big update, it also features a new portrait in the style of GGXXAC by Zandokan, made specifically for this project. Their Pixiv has been added to the credits in the first page. The full image will be added to the Extras folder in a few days.



System:
- Added R2 explod to indicate that the player is in Rev2 Mode.
- More attacks turn the enemy red briefly when counter hit.
- New sprites for standing block.
- Can buffer and use some moves on the very last frame, so Answer can link attacks right when the animation finishes. (This happens in most games, the char does not need to return to State 0 to attack again. Meaning, you can link moves one frame earlier.)
- Lowered priority of 22S/22H so 2S>236S is easier to perform.
- Removed invalid PlaySnd sctrls.
- Changed ground recovery animation after a spin out/diagup animation. Now it's the same as the others (recovering from trip, on the ground).
- Increased airdash momentum preservation for air normals (Makes easier to perform jS>jH and land all hits).

f.S: Changed swing sound effect.
5D: Now there's a smoke effect when the frog is about to disappear.
6K: Changed sounds. Slightly increased horizontal speed. Horizontal knockback is now fixed to only one velocity.
6H: Reduced damage. Counter hit properties are now applied if RISC bar is flashing.
2S: Changed sound on hit.
2H: Improved sprites.
jS: Changed swing sound effect.
jH: Changed swing sound effect.

Scroll P: Seal visual effect now is bound to the player during cornerpush. Can be FRC'd on AC mode, if successful.
Scroll K: Increased speed. Reduced damage.
Scroll S: Added a sound at the start of the move. Increased horizontal speed. Increased damage. Reduced knockback if the move was not a counter hit.
Scroll H: Changed sound effects. Increased gravity. Decreased damage. Enemy ground bounces on counter hit. Fixed a problem that would get the enemy in a custom state when it should not.
Scroll D: Improved tracking of auto dash (Dust Button without holding a direction). Horizontal speed decreases after 16 frames.
Scroll cling: Increased range. Moved origin upwards (Not a visual change, increases precision). Removes super jump after-image effect.

Air Scroll Summon (214x): Removes super jump after-image effect. Now regains control at the end of the move.
Card Throw S (236S): Reduced startup by 6f. The card vanishes if Answer is hit before the card becomes visible. Reduced blockstun. Increased buffering. Can be FRC'd if on AC mode. Can be RC'd in Rev2 mode.
Card Throw H (236H): Reduced startup by 4f. The card vanishes if Answer is hit before the card becomes visible. Reduced blockstun. Increased buffering. Can be FRC'd if on AC mode. Can be RC'd in Rev2 mode.
Card Teleport (22S/22H): Sprite changes, added smoke bomb.
Clone Summon (421S/421H): Increased buffering. Slightly increased clone tracking. Slightly increased horizontal knockback. Reduced startup. Increased blockstun by 1f. Frame data now matches the source game. Visual changes.
Re: Answer from Guilty Gear Xrd (Beta) [10/19/24]
#27  November 09, 2024, 05:47:55 am
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Small update:
- New sprites for 5P.
- New sprites for j5P.
- New sprites for j5K.
- Minor sprite change on "stand to crouch" animation.
- Minor sprite change on 5K.
Re: Answer from Guilty Gear Xrd (Beta) [12/01/24]
#28  December 02, 2024, 01:24:52 am
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Update:
- c.S: Sprite improvements.
- 6H: Fixed lighting on the sprites.
- Request for Approval (214P/K/S/H): Sprite changes on both ground and aerial version.
- Clone Summon (421S/421H): Sprite changes.

The next update will have better sprites for most hurt animations.