The Mugen Fighters Guild

M.U.G.E.N Central => The Finished Hall => FullGame development => S.H.A.D.E.s of Manhattan => Topic started by: Sean Altly on December 14, 2007, 10:38:51 AM

Title: Old Release Threads
Post by: Sean Altly on December 14, 2007, 10:38:51 AM
I have released EX Snow on my ESnips site. EX Snow defers from Snow in that he is faster and uses roll commands, as opposed to charge commands, and his Specials are almost completely different. The only Special that they both have is the Psych Shot. They share many of the same Supers, but each has a different Level 3 Super. I have also given EX Snow an air throw and a new HK. He has 12 new palettes. I hope everyone enjoys him. I'd love to have some feedback, and to those that have both versions, WHICH DO YOU THINK IS BETTER? I put that in all caps so people would notice since I really want t o know. Well, here you go.

http://www.esnips.com/web/MUGENCreations/ (http://www.esnips.com/web/MUGENCreations/)

For screenshots and videos of the characters, so you can see them before you download, go to this thread:

http://mugenguild.com/forumx/index.php?topic=69036.0 (http://mugenguild.com/forumx/index.php?topic=69036.0)

Be sure to also check out Sabotage, whom I released in this thread:

http://mugenguild.com/forumx/index.php?topic=71135.0 (http://mugenguild.com/forumx/index.php?topic=71135.0)

Adamas and Chad In Black will follow soon.
Title: Re: RELEASED - Original Character: EX Snow
Post by: Sean Altly on December 15, 2007, 08:00:12 AM
What's up gang?
Title: Re: RELEASED - Original Character: EX Snow
Post by: Ryu_Momochi on December 15, 2007, 08:10:06 AM
Hmmm... looks fun... I'll try him out... give some feedback.
Title: Re: RELEASED - Original Character: EX Snow
Post by: Neokenjiro on December 15, 2007, 02:02:51 PM
I'll test him out and leave feedback later  :D
Title: Re: RELEASED - Original Character: EX Snow
Post by: Sean Altly on December 17, 2007, 10:08:42 AM
Liars! All of you!  ;)
Title: Re: RELEASED - Original Character: EX Snow
Post by: [Z] on December 19, 2007, 10:17:03 PM
WHICH DO YOU THINK IS BETTER?
Normal Snow by a mile. :sweatdrop:
Title: Re: RELEASED - Original Character: EX Snow
Post by: The Maverick of Death on December 20, 2007, 11:27:19 PM
Agreed.  EX Snow falls short...really short...I think you should just leave Snow as is.
Title: Re: RELEASED - Original Character: EX Snow
Post by: Sean Altly on December 22, 2007, 09:35:56 PM
How so? I think EX Snow is more original. Regular Snow is basically a Guile clone. EX Snow was how I originally intended him, and I only added the Flash Kick-type move to see if I could do it properly, and because my favorite characters are always Guile, Charlie, Remy, Ash, etc. I know Regular Snow is easier to pick up and play, but I think EX Snow is more fun because of the strategy involved in using his moves, as well as him having the Lung Blower as a grapple, which gives him an extra element to think about when you're fighting against him (when he's human controlled obviously, since he has no AI and I don't know how to make one).

Did you guys have any reasons why Regular Snow is better?
Title: RELEASE: Original Character - ADAMAS
Post by: Sean Altly on December 22, 2007, 11:00:23 PM
Here is my character Adamas. This character goes along with Snow and Sabotage, who I have released before and are on my Esnips site. Adamas has very high defense and good range, but he is slow. Despite trying to compensate for his range and defense with his lack of speed, he is still a bit cheap and will almost always win when against my other two characters. If anyone has any suggestions or thoughts on this matter, please feel free to share them. Here are some screenshots of him:

(http://i21.photobucket.com/albums/b293/seanaltly/ssc012.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/ssc001.jpg)

I didn't feel like building a site, so I'm using an Esnips account.

http://www.esnips.com/web/MUGENCreations/

For more screenshots and videos of my characters, so you can see them before you download go to this thread: http://mugenguild.com/forumx/index.php?topic=69036.0

Let me know what you guys think!
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Lime on December 23, 2007, 12:15:22 AM
I'm DLing the character right now, but I have a suggestion. I would recommend viewing a battle between the characters, and see how he has the advantage. Is there a move which he abuses? An attack with ridiculous strength? That sort of thing?

It could just be that his AI is smarter than the other two's.
Title: Re: RELEASE: Original Character - ADAMAS
Post by: paul bearer on December 23, 2007, 08:35:25 AM
Seems the link is down :-\
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Sean Altly on December 23, 2007, 08:41:47 AM
Hmm, I guess Esnips is down for awhile. Are there similar websites I could use temporarily? It'd really help if someone could let me know.
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Lime on December 23, 2007, 09:38:02 AM
There's Sendspace.
Title: Re: RELEASE: Original Character - ADAMAS
Post by: anthonygamer on December 23, 2007, 10:20:20 AM
Are there similar websites I could use temporarily? It'd really help if someone could let me know.

http://www.4shared.com/
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Sean Altly on December 23, 2007, 10:47:17 AM
ESnips is back up!

Title: Re: RELEASE: Original Character - ADAMAS
Post by: Aceman33 on December 23, 2007, 04:06:28 PM
there is freewebs
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Mugiwara no Wii on December 23, 2007, 05:19:27 PM
He looks like a cool character. I'll DL him now :)

Edit: He's pretty cool, but I think his Down+Forward Down+Forward punch super is waaaay to powerful
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Sean Altly on December 23, 2007, 08:46:18 PM
Well, the thing about that move is that it's easy to see coming, he can be knocked out of the animation if you hit him while he's gathering all the diamonds together, it takes away a chunk of his own life whether it hits or misses, AND it takes all three super stocks away. All of my characters have a move like that, since they are intended to be in a full game eventually. Think of it as something sort of like Guilty Gear's Instant Kill, or if every character has their own Shungokusatsu. Very hard to connect with fully, but if you do, the damage is massive and can win a match if you're behind.
Title: Re: RELEASE: Original Character - ADAMAS
Post by: Mugiwara no Wii on December 23, 2007, 09:08:46 PM
Ah, ok, thats true. Plus I haven't played any of your other characters yet. Nice character tho.
Title: Re: RELEASE: Original Character - ADAMAS
Post by: [Z] on December 24, 2007, 03:25:01 AM
He's very good, sou des' ne.
I have no feedback.  :S
Oh! Wait! You forgot to put your name in the DEF. ^_^
Title: Re: RELEASED - Original Character: EX Snow
Post by: MrBriggs on December 29, 2007, 02:02:52 AM
I absolutely love that Samoa Joe sprite you have, are you ever going to turn him into a character?  That would be absolutely awesome.
Title: Old Release Threads
Post by: Sean Altly on January 03, 2008, 07:38:23 AM
Bloodtide (an original character) is DONE.

***Here's what's been updated since the last time:***

1. Added a new win pose.
2. Fixed her ReadMe file to reflect new command changes.
3. Command for Ruby Weapon has become D,DF,F,2K so it is a bit easier to pull off.

(http://i21.photobucket.com/albums/b293/seanaltly/th_BloodtideVid.jpg) (http://s21.photobucket.com/albums/b293/seanaltly/?action=view&current=BloodtideVid.flv)
This is the same vid as before...

Get her at my Esnips site OR at Ascended Mugen, which there are links for in my signature.  Also, PLEASE leave feedback folks. Without feedback, I don't get better at this, and I can't keep making characters if I don't get feedback or get better.

:)
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: MrBriggs on January 03, 2008, 07:57:40 AM
I haven't download yet, but I asked in the other thread and never got a response.. are you going to eventually make a Samoa Joe character
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: ☺FenixAzul☺ on January 03, 2008, 08:12:09 AM
Nice Where you find that stage ? please It look interesting can you send it to me?
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: Sean Altly on January 03, 2008, 08:13:31 AM
Oh, sorry, I hadn't checked that topic in a while. Yes, I will eventually. I made that sprite one night because I though Joe would make a good Mugen character. Truthfully though, I will probably be finishing Bloodtide and Rook (the guy in purple and black) first, since Bloodtide's close to done and Rook has a lot of his sprites done as well.

That stage was made by Phantom of the Server and can be found on his website at http://www.mugenguild.com/~pots/
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: Laxxe23 on January 03, 2008, 04:11:32 PM
just use a helper instead and bind the helper to her
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: Sean Altly on January 03, 2008, 09:55:04 PM
Okay, well I created the helper, and it's bound to her, but now every time she turns it displaces itself. Cyanide mentioned something like this to me, but it wasn't the problem at the time, but now it is.
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: WooshaQ on January 04, 2008, 12:10:16 AM
looks kinda emo to me
Title: Re: RELEASE: Original Character BETA - BLOODTIDE (90 - 95%)
Post by: Laxxe23 on January 04, 2008, 12:24:23 AM
add facing = 1 to the bindtoparent after the trigger
Title: Re: RELEASE: Original Character - BLOODTIDE (98-99%)
Post by: Sean Altly on January 04, 2008, 07:14:33 AM
Quote
looks kinda emo to me

Emo? Why? Because she has dark clothes and purple hair? That's not emo. Bloodtide just has style. That outfit is PIMP and you know it.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: please dont on January 04, 2008, 10:55:41 PM
Looks like Michael Jackson with pink/purple hair.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 04, 2008, 11:52:03 PM
Quote
Looks like Michael Jackson with pink/purple hair.

Yeah, that's constructive.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 05, 2008, 07:23:00 PM
NO FEEDBACK'D
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Siebzehn on January 05, 2008, 08:20:37 PM
She seems pretty well done. I haven't seen anything particularly bad. The only problems I had are just nitpicky.

I had to rename her folder because I didn't know her .def file was sandy.def.

The motion to do the wall super is wrong in the readme file

And maybe some leeway with Ruby Weapon? I can't do the combination in the short amount of time that is her landing animation.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 05, 2008, 09:32:24 PM
Quote
I had to rename her folder because I didn't know her .def file was sandy.def.

Oh yeah, I forgot to tell people that. The character is based on my sister, so when I made her I named the files Sandy instead of her character's name.

Quote
The motion to do the wall super is wrong in the readme file

Yeah, I forgot to change it after I changed the motion. Sorry about that. I assume you figured it out, but just in case it is now F,B,DB,D,DF,F,K.

Quote
And maybe some leeway with Ruby Weapon? I can't do the combination in the short amount of time that is her landing animation.

Well, I can fix that. I originally was going to make it D,DF,F,and two kick buttons, but I'm not a big fan of those types of supers. What I do is begin the motion for the move during the twirl so that I'm pressing K right when she lands. But I might change it in her next update (which will probably be her last). Thanks for feedback!
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Siebzehn on January 05, 2008, 09:45:09 PM
Yeah, I looked through the .cmd file and found her real Wall super motion.

I still can't do Ruby Weapon, unfortunately.

Anyway, you're welcome.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 05, 2008, 10:09:54 PM
Well, I'm going to change the command to D,DF,F,2K in her next update. If you want to change it yourself in the one you have so you don't have to wait for a new update, you're welcome to.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Ichbin on January 06, 2008, 06:16:05 AM
I think she's got an adam's apple...
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 06, 2008, 11:27:42 AM
Quote
I think she's got an adam's apple...

Quote
Looks like Michael Jackson with pink/purple hair.

Quote
looks kinda emo to me

You know, pardon me for being overly defensive of something I worked on for hours upon hours, but seriously people, try to think of something constructive to say. I'm not going to change the way she looks. And to Ichbin, how in the blue hell does she have an adam's apple? There is nothing even remotely resembling one in her portrait, and as for the rest of her, she's a sprite made in MSPaint, where there is no space for that kind of detail. I don't understand why I release these characters so you guys can say these useless things. What's funniest is that I'm sure the people making fun of her also downloaded her. Why should I make these public? If she's got some bad code or some actual spriting issues feel free to let me know.

Thanks to anyone giving actual feedback.
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: DMK on January 06, 2008, 01:03:41 PM
You know, pardon me for being overly defensive of something I worked on for hours upon hours, but seriously people, try to think of something constructive to say. I'm not going to change the way she looks. And to Ichbin, how in the blue hell does she have an adam's apple? There is nothing even remotely resembling one in her portrait, and as for the rest of her, she's a sprite made in MSPaint, where there is no space for that kind of detail. I don't understand why I release these characters so you guys can say these useless things. What's funniest is that I'm sure the people making fun of her also downloaded her. Why should I make these public? If she's got some bad code or some actual spriting issues feel free to let me know.

Thanks to anyone giving actual feedback.

Don't worry about it, trust me. There will always be nitpickers and what not in MUGEN and you do make solid characters and edit them yourself.

These were made in MSPaint seriously? I would of thought Adobe because you make damn near better ones then the others I have seen and played with lately.

Just makes me wish I could sprite.

The character is solid like the rest of your great creations and have no real gripes right now.

Anything pops up I'll PM ya or post here.  :)
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: [Z] on January 06, 2008, 06:27:10 PM
Wow. eSnips is being really uncooperative. Instead of letting me download her, it keeps taking me to the sign-in page.
Don't suppose anyone else is having that problem...? :sweatdrop:
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: Sean Altly on January 06, 2008, 10:24:59 PM
Well, I just tried it and it seems to be working fine now. When you do download her, ley me know what you think! :)
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: DMK on January 06, 2008, 10:38:43 PM
Wow. eSnips is being really uncooperative. Instead of letting me download her, it keeps taking me to the sign-in page.
Don't suppose anyone else is having that problem...? :sweatdrop:

What part are you clicking?

Usualy clicking the main download part at top makes you sign in.

There's a smaller download link just below that, that has never forced me to sign-in.  :)
Title: Re: RELEASE: Original Character - UPDATED BLOODTIDE (98-99%)
Post by: mauricio1gonzalez on January 06, 2008, 11:00:28 PM
Wow. eSnips is being really uncooperative. Instead of letting me download her, it keeps taking me to the sign-in page.
Don't suppose anyone else is having that problem...? :sweatdrop:

it does that sometimes when you are using it somtimes
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on January 06, 2008, 11:54:07 PM
She's now available on Ascended Mugen. Click the link below! Downloads open for everyone!
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: [Z] on January 07, 2008, 01:12:45 AM
I got v.1.0 from eSnips right before you posted that. :sweatdrop: Well now. Only problem I can see is how ridiculously difficult it is to
pull off Ruby Weapon. It seems to me that the main problem is that during the input window for Scarlet Tornado's followups,
pressing any direction key cancels it. Also, it doesn't help much that the readme and the command don't match. ;D It seems
like the input window is just about right for two button presses-- may I suggest "a+b,c"?
Other than this, she's smooth as butta. Well done, sean-Sensei.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on January 07, 2008, 01:26:04 AM
It looks like I uploaded the wrong file guys. It'll be a minute to fix it.  --;

EDIT: Okay, it's fixed. Sorry to those who DLed the wrong file. The real 100% version is up now.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Cybaster on January 14, 2008, 09:29:37 AM
Hi, I've tested your characters, so I'll put all feedback here to avoid reviving old topics. :)

Adamas :

- His sprites for D+z are a little misaligned. You can see that his right boot goes up by one pixel.
- D+kick (all versions) and D+y don't have any blue CLSN. You must have overlooked that.
- D+c is a bit fast IMO. It may just be me though.
- CLSNs during stance shouldn't be moving.
- Attack CLSNs during standing c are strange. Also, the sprites seem a little misaligned, look at how his left foot moves very fast when performing the move.
- There are many inconsistencies in the CLSNs. For example, in D+x, why does his CLSN change a bit whereas Adamas isn't moving something else than his punch ?
- D+z in the corner is an infinite.
- You may want to change his width in the constants, because the yellow line under his feet in debug mode is a bit too short IMO.
- This width causes Diamond Upper to not touch if performed too close from the opponent (tested on SPO Ryu by Rikard)
- I don't like Diamond Shard having a shadow, but that may be personal preference.
- Why does Adamas have an attack CLSN during the preparation of Diamond Shard and when he launches it ? Hadoken-type moves usually don't work that way.
- It's strange that Ice Storm doesn't push Adamas a little bit back in the air.
- Hitpauses for The Three Fists of Adamas are a bit too long IMO.
- The New Wave's effects shouldn't have any shadow.
- 750 damage for One Big Stone ! o_O You should add other requirements for the move, or tone down the damage a bit.
- Shadow is ugly for One Big Stone. Also, the explosion sprites are really big and need some graphical work.
- Supers lack some envshake to show their power.

Supers may give back power, I forgot to check, and only realized when testing Sabotage and Bloodtide.


Sabotage :

- CLSNs have the same inconsistency. You should take reference on POTS chars for example. You will see his CLSNs during stance, crouch, walking forward or back don't change, and that the character usually doesn't have more than 3 boxes of each type.
- Linking HP and HK over and over leads to 336 damage, which is far too much.
- Rolling German deals too much damage IMO.
- Supers give back power.
- If Onslaught is performed very close to the opponent, the 1st hit doesn't connect with the ones after, which makes the further strikes avoidable.
- Three Very Strong Punches works properly, but when it connects, it isn't a 3 hit combo.
- 836 damage for All Apologies !!! o_O What the hell did you smoke ?
- Why is the folder called "pat" ? :P



Bloodtide : (tested on old version, so problems such as readme have been fixed from what I read)

- CLSNs are much better, especially on stance. They are still too complicated during most moves though.
- The folder doesn't have the same name as the def file.
- She looks like Mickael Jackson on her big portrait... Well, in other words, I think it's ugly. :P
- Blood has shadow, looks bad IMO.
- High-res blood + low-res char ? Hmm, not such of a problem, since it's an effect, but it clashes a little.
- You made a mistake in the readme for The Wall's command.
- Is The Wall really supposed to stay this long on the screen after it's performed ?
- No need to define redcyclone AND aircyclone commands, as they have the same ones. Multiple definition of the same command isn't necessary.
- I'm having problems performing moves after Scarlet Tornado. Maybe it's just my timing that sucks (I couldn't perform Ruby Weapon even once). :(
- Since Dream Theatre deals damage when the opponent lands on the ground, it may be good to add an envshake.
- You know what I think about the massive damage of Level S super moves.
- Supers give back power.
- Could you change the command for Cerise Spike to "command = ~30$D,$U,x/y/z" so that it's easier to perform ?


Your characters are quite original and really have potential. Gameplay is quite interresting, and even if the coding needs some polishing, you're getting into it. :)
Work on the CLSNs a bit more by learning how they're ususally made in fighting games.
Sprites are consistent, and you have talent, nobody can say the contrary. Good luck with further creations. ;)
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: AdamP.Sky on January 14, 2008, 07:16:51 PM
From what i understand the moves that the Characters Adamas and Sabotage do that deal the large amounts of damage are the moves that also hurt the characters.  Sabotage's file is named pat because that is the name of the guy he is based off of.  The clsn box on the diamond shard attack is becuase in game when Adamas is to close to the other fighter the shard passes right through, so the punch is made for that instance.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on January 14, 2008, 10:25:04 PM
Before I reply to all that in detail, I have to say that I thought that in fighter factory, when you click "CLSN Standard" it makes a blue collision box that is in the same location throughout every frame, and the box is turned green so that I know it's a CLSN Standard. Did I misinterpret that?

Also, Bloodtide's physical appearance is based off of my sister folks, so the Michael Jackson comments aren't being taken very kindly.

In game portrait: http://i21.photobucket.com/albums/b293/seanaltly/sandyportrait3.jpg

Portrait of sister: http://i21.photobucket.com/albums/b293/seanaltly/sandy.jpg

It's hard to get likenesses perfect in MS Paint.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Itxi on January 14, 2008, 11:58:33 PM
When they say it looks like MJ I don't think they mean features, its the pale skin tone

Gonna download the char and test it out :)
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: RYU2 on January 15, 2008, 06:18:21 AM
Alright the Main thing I like about BLOODTIDE (Sandy*) is the Fact that Shes an Original Character. I Like her SUPERS, the Wall Super's pretty Good but that Ground Super of hers is my Favorite. Also her Voice sounds Really SEXY, like when she says, "Bleed for me" and Especially when she says "No Need to Get Up" also that Flying Air kick that she does kind of reminds me of "Juli" from Street Fighter Alpha 3. All in all, pretty Good Character! =)  :sugoi:
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Cybaster on January 15, 2008, 09:10:42 AM
Also, Bloodtide's physical appearance is based off of my sister folks, so the Michael Jackson comments aren't being taken very kindly.
In game portrait: http://i21.photobucket.com/albums/b293/seanaltly/sandyportrait3.jpg
Portrait of sister: http://i21.photobucket.com/albums/b293/seanaltly/sandy.jpg
It's hard to get likenesses perfect in MS Paint.
I didn't want to be mean or anything. As said, the skin on the portrait is a bit too "white" as you didn't use many shades. Now that you know you can use as many colors (well, 256, but whatever) as you want for big portraits, you can go back and make it look much better. ;)

Concerning the CLSN thing, I don't know, as I use Notepad++ to make the standard CLSNs, once I have drawn one.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Ryanide on January 15, 2008, 09:17:33 AM
Dude, how do you make these characters so fast? That's really impressive.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: vortex35 on January 15, 2008, 10:20:46 AM
just dl all ur characters and they move pretty smooth and i finally pulled of the ruby weapon special first time by luck but after that i got it lol anyway they look pretty good and forget what they say your character are good so u should keep releasing them and i wanna hear more about that comic it sounds really interesting lol sorry cant give u real useful stuff on ur characters but im not that advanced in mugen yet to notice that stuff they look fun enough to add to my roster so hey keep up the good work and i'll be waiting on ur nxt release
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on January 15, 2008, 10:41:37 AM
Quote
Dude, how do you make these characters so fast? That's really impressive.

Well, everyone but Bloodtide are characters I had worked on for quite some time before I even started posting here. By the time I officially released my first character (Sabotage) I had playable versions of Snow, Adamas, and Chad in Black (unreleased) in place. Bloodtide was finished so quickly because around mid-December, I quit my job due to managerial conflicts. I didn't do much job searching due to the holiday season not being the best time for that, and spent most of my free time working on Bloodtide. I'm currently working on a character named Fray, whose progress is slower due to me having a job now (though she is still moving along pretty quickly due to me not getting many hours and having a lot of free time by myself).

And thanks Vortex for the compliments. Also, thanks for pointing a lot of that stuff out Cybaster. I'll be honest, I only fixed some of it due to me feeling that some of the things you noticed don't really have any impact on gameplay and are rather issues of polishing things up, which I still appreciate. Sabotage's folder is "Pat" because he is physically based off of a friend of mine named Patrick, and I forgot to rename everything. I know you don't like the Level "S" supers, but these characters are intended for a full game where every character has one. Also, Level "S" supers are hard to hit with (Adamas' is easily blocked, Sabotage must connect with the first hit or nothing happens, Bloodtide's is the same, and Snow's is also a large projectile that is easily blocked), usually have long recovery time, and also subtract roughly 100-150 life from the attacking character whether the move hits or misses, making them very, very risky to try.

Quote
her Voice sounds Really SEXY, like when she says, "Bleed for me" and Especially when she says "No Need to Get Up"

Haha, that's my sister doing the voice work. I'll give her your compliment.   :P
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Cybaster on January 15, 2008, 10:58:59 AM
Quote
Also, thanks for pointing a lot of that stuff out Cybaster. I'll be honest, I only fixed some of it due to me feeling that some of the things you noticed don't really have any impact on gameplay and are rather issues of polishing things up, which I still appreciate.
No problem. Feedback about polishing isn't the most important anyway, especially when it concerns minor stuff which isn't so ugly.

Concerning S moves, having them in a full game makes sense. :yes:
Title: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Sean Altly on March 01, 2008, 09:55:24 AM
To tell you the truth, he feels pretty done. You can find him on my esnips site, link in my signature, and soon when he's finished, he will be on Ascended Mugen. I am releasing him for feedback and to see if there's anything wrong with him that I missed. Soon I will be releasing updates for Sabotage and Snow that include gameplay tweaks, better collision boxes, and special intros for when they are facing Moses Maddigan.

His file will be called "Mose," because my friends and I like to call him "The Mose."

Here's his bio, some gifs, and a video, all copied from his WIP topic:

Moses Maddigan is the son of affluent parents Joseph and Katherine Maddigan. His parents were born and raised in England and moved to the United States to escape the ruthless business world that they had embroiled themselves in and to raise their unborn son. Once there, Katherine died while giving birth to Moses. Due to his mother's death, his father badly spoiled Moses and raised him to be a cold, ruthless, womanizing businessman. Joseph passed away on Moses' 21st birthday, and because of his untimely (and mysterious) death, his company and assets were turned over to Moses. The company, Maddicorp, formerly specialized in small business ventures and minor pharmaceutical products. However, soon after Moses took control of the company, it branched out into high-grade (and highly dangerous) pharmaceuticals and eventually into secretive bio-weapons development and genetic engineering. After the massive failure that was the S.H.A.D.E.s experiment, Moses becomes obsessed with finding and eliminating all of the surviving subjects, through his own force, his manipulation of the Gray City Police Department, and his personal team of mercenaries called The Collection Agency. He carries with him his father's gold pocket watch at all times. He holds it in his right arm while fighting, both to time how long the fight takes and to prevent him from using his right arm due to his suspiciously super-human strength (since using his best arm would make him quite deadly, which would garner him unwanted attention). It is theorized that Moses was the first human test subject of the S.H.A.D.E.s experiment.

Here are some gifs and a gameplay vid (sadly with no sound):

(http://i21.photobucket.com/albums/b293/seanaltly/MoseBreathe.gif)
Moses Maddigan's simple stance.

(http://i21.photobucket.com/albums/b293/seanaltly/MoseWatch.gif)
Checking his pocket watch and saying "Let's make this quick."

(http://i21.photobucket.com/albums/b293/seanaltly/MoseStomp.gif)
Mose performing a stomp that shakes the floor beneath his opponent.

(http://i21.photobucket.com/albums/b293/seanaltly/MosePunch.gif)
Moses' Dodge Hook.

(http://i21.photobucket.com/albums/b293/seanaltly/th_MosesVid.jpg) (http://s21.photobucket.com/albums/b293/seanaltly/?action=view&current=MosesVid.flv)

Let me know what you guys think.

BTW, he is the intended final boss for my game, so his damage is high. Also, I think I would like to learn how to make custom AIs, so that he will be ultra bad ass, and so I won't have to rely on high damage and what not to make him harder.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Sean Altly on March 01, 2008, 09:31:23 PM
Really folks? Nothing? :(
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Laxxe23 on March 01, 2008, 09:37:15 PM
ill test when i have time, but remember its a saturday people are usually out and doing stuff
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: DNZRX768 on March 01, 2008, 11:25:22 PM
But I am learning stuff from Wikipedia!

I'll down load it and test it out but I'm busy also having too much fun with DDR's Fat Albert Update.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: DMK on March 01, 2008, 11:27:42 PM
Man. I have been trying to download him from everything and I still can't get the link to come up even when putting in my damn account.

God ESNIPS drives me mad.  :(
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Snake on March 01, 2008, 11:40:28 PM
the character in .rar format download just fine. maybe try a diff format other than .ace?
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: DMK on March 01, 2008, 11:45:08 PM
EDIT: LOL NEVERMIND
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Snake on March 01, 2008, 11:48:47 PM
...thats what i meant: .ace format will not have a popup show up, but the others in .rar do. my previous post was for sean
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: DNZRX768 on March 01, 2008, 11:53:38 PM
Snake, are you able to download the file?

Maybe you can send it to me...
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: DMK on March 01, 2008, 11:54:09 PM
Oh, I'm sure though I have downloaded files with that format. o.O

But meh...

btw, why did you use that format Sean?
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Orochi Gill on March 02, 2008, 04:52:17 AM
IIRC, dresmasher told me that WinAce (.ace) has better compression than Winrar. I don't really see it though, but I'm assuming that that's why he used that format.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: paul bearer on March 02, 2008, 06:33:24 AM
I can't download him for some reason.  just get a popup with a blank screen o_O.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%)
Post by: Sean Altly on March 02, 2008, 06:59:45 AM
I'm going to upload the file as a .rar file now. Sorry about all that!
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Sean Altly on March 03, 2008, 05:37:21 AM
I reuploaded and now nothing...:(
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Snake on March 03, 2008, 05:45:56 AM
he plays pretty well, but his stance makes it look like hes looking 'above the player' ie a spot above their head
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Cybaster on March 03, 2008, 01:06:31 PM
he plays pretty well, but his stance makes it look like hes looking 'above the player' ie a spot above their head
Actually, that would be a good point IMO, since he's a boss, hence he feels superior to his enemy and can look "over him". :P

- Black Tuesday and Black Monday both give back power to Moses when performed.
- His small portrait is made from a sprite, but on it, the light grey pixel on his shoulder looks strange.
- Since your characters are Capcom style, it would be nice to add negative edge to them.

Hopefully more to come when my computers stops doing shit >:(...
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Sean Altly on March 03, 2008, 08:37:39 PM
I'm sorry, but what's negative edge?
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Rōjenomu on March 04, 2008, 04:17:10 AM
http://mugenguild.com/forumx/index.php?topic=40018.0
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Cybaster on March 04, 2008, 10:11:51 AM
Go Epilepsy beat me to it. Anyway, the coding for multi-button negative edge is quite tricky, but it's very easy to add the single button one. This can be done in no time. :)

After checking a bit more, his qcfx2+P also gives back power, so does his Super S Move during the last throw.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Carmell on March 04, 2008, 08:15:42 PM
Just downloaded your whole set.
They're pretty good actually.
I'm keeping the lot.
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: RDZreborn2k5 on March 05, 2008, 04:19:48 AM
I have a Problem after I downloaded the rar file of your Character it said that mose.snd is Corrupted
Title: Re: Release: Original Character - Moses Maddigan (Beta - 95%) - Reuploaded!
Post by: Cybaster on March 05, 2008, 09:16:46 AM
I have a Problem after I downloaded the rar file of your Character it said that mose.snd is Corrupted
It's working fine here. Try redownloading him, the DL may have stopped in the middle.
Title: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 20, 2008, 02:54:16 AM
So I have made some pretty big improvements to Snow. He now has a new outfit, the one originally intended for him, several new sprites for slightly improved animations, gameplay tweaks such as more combos and juggle fixes, better clsn2 boxes, and I have replaced his Rolling Leg Lariat with a new move, called the Psy-Kick.His "Push Back," which I'm told was rather useless, has been turned into a Level 1 Super Move and does more damage, making it useful. Here are some screens, including not only Snow, but a small peak of my newest WIP, Vesper:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen5.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen8.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen14.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen15.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen17.jpg)

He can be found on my ESnips site. Any one who downloads him, let me know what you think!
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 21, 2008, 03:18:19 AM
So, nothing? Not much interest in him, I guess...
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: C-Cool on March 21, 2008, 03:28:47 AM
It's a cool release.

I think it's just that people do not recognize the character (or something).

Maybe all you need to do is promote it more.

Try getting a website, instead of Esnips.
Try getting a spot on the Mugen Guild links page.

I don't know, you have some great creations (I'm a fan), but how people ignore this is anyone's guess.     
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 21, 2008, 03:30:52 AM
Well, I don't really know HTML, so that's why I don't have a website. I have some stuff hosted on Ascended Mugen, but I haven't uploaded my last couple of characters there yet.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: C-Cool on March 21, 2008, 03:38:12 AM
Well, I don't really know HTML, so that's why I don't have a website. I have some stuff hosted on Ascended Mugen, but I haven't uploaded my last couple of characters there yet.

Oh.

Well I know someone who knows HTML....

ME!!!!

 :sugoi:
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 22, 2008, 08:20:31 AM
You know, I've gotten a lot of good advice from the people here and what not, and not to sound bitter, but apparently the only way I'll ever get more than 10 replies in my release threads is to make the 78th version of Ultimate Heavenly God Level 9-and-a-Half Super Devil Shin Akuma. Oh well.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: kaijyuu on March 22, 2008, 08:32:39 AM
Unfortunatly, most people seem to only like characters they recognise.  :S


I think unique original characters are great. They just don't get a lot of downloads and feedback, despite taking more work and creativity to make...
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 22, 2008, 08:37:58 AM
Well, I appreciate the support. I really don't want to come off as unappreciative of the help I have gotten, it just seems pointless sometimes to try to make original characters. Oh well, ever since I was in elementary school I've wanted to make my own 2-D fighting game, and Mugen has let me do that, so I should be thankful.

All hail Mugen and Elecbyte!
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: devilmanozzy on March 22, 2008, 06:11:33 PM
Unfortunatly, most people seem to only like characters they recognise.  :S


I think unique original characters are great. They just don't get a lot of downloads and feedback, despite taking more work and creativity to make...

Ditto
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: DMK on March 22, 2008, 06:18:45 PM
You know, I've gotten a lot of good advice from the people here and what not, and not to sound bitter, but apparently the only way I'll ever get more than 10 replies in my release threads is to make the 78th version of Ultimate Heavenly God Level 9-and-a-Half Super Devil Shin Akuma. Oh well.

Bah, I'm sorry. When I was doing tons of feedback then I had freetime due to being out of school and I just hit spring break.

So sorry I haven't been doing my thing like I used too. I apolgize.  :(
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: devilmanozzy on March 22, 2008, 06:42:24 PM
I finally downloaded the new version. No issues to report. I however am hoping your get to making some of the other characters you have ideas for.

However since you have 2 versions of snow to begin with, I'll just take it as a way to make them look different.

Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Cybaster on March 23, 2008, 01:29:18 PM
Yeah, I know, it's a shame not getting a lot of feedback for good characters because people don't recognize them, because you're not famous yet, or because the character doesn't have a "OMG AI that destroys you in 3 seconds". :S --;

Anyway, even better than the old version. I like it. :)

Only noticeable problem is that all his supers give back power.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on March 23, 2008, 11:29:46 PM
I'm sorry, but I've put this off long enough - aside from making the "poweradd" setting zero, how do you keep super moves from giving back power?
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Metal_Sniper_63 on March 24, 2008, 06:02:18 AM
I'm sorry, but I've put this off long enough - aside from making the "poweradd" setting zero, how do you keep super moves from giving back power?

well put poweradd = -xxxx (xxx = anynumber  :sugoi:)


EDIT:

Well i tested the character and i really liked it. i really like original characters. I try to make that on my chars but i don't know how to draw very well...

mmm on other subject. The Hitsparks are a little off, it's pretty obvius on the guardspark... also i would put some new sparks and a little of ALpha transparency on the effects...

Everything else is AWESOME. keep the good work. This character is now in my roster  :sugoi:
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Cybaster on March 24, 2008, 09:45:41 AM
I'm sorry, but I've put this off long enough - aside from making the "poweradd" setting zero, how do you keep super moves from giving back power?
In the hitdef, add:
getpower = 0 ;)
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: goku262002 on March 24, 2008, 06:57:59 PM
You know, I've gotten a lot of good advice from the people here and what not, and not to sound bitter, but apparently the only way I'll ever get more than 10 replies in my release threads is to make the 78th version of Ultimate Heavenly God Level 9-and-a-Half Super Devil Shin Akuma. Oh well.

Shit hes out already?! i better go get him.  ;D

I think with enough patience and skill people will start recongizing your works. just keep at it! Like VPOC said, the supers give back power just fix that little thing and everything should be great.


Title: Release: Original Character Fray (99%) (Updated!)
Post by: Sean Altly on April 07, 2008, 03:39:10 PM
Fray is the latest addition to the roster of my full-game S.H.A.D.E.s of Manhattan. Fray is, unfortunately for those wondering, not the Joss Whedon character of the same name. Fray is a young girl in her upper teens who has the ability to create concussive, explosive energy with her hands. She does not control it well and often destroys things accidentally, so she had a tech wizard named Sean Curran create a special pair of gloves made out of an unnamed substance that helps her concentrate the energy.

Fray is a 6-Button character, with all of her standard attacks being kicks (sort of an anti-Sabotage, if you will), due to her powers forcing her to limit use of her hands. She is very much influenced by the Capcom style, in art and gameplay. She uses a Chain Combo system similar to that used in the Marvel vs. Capcom games and the Darkstalkers series. Here is a preview video of her character in action (the video is an older one, but the version you're downloading is more complete, with portraits and more sounds),preceded by screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen0.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen18.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen23.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen27.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen29.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen35.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen36.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen40.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/th_FrayVid.jpg) (http://s21.photobucket.com/albums/b293/seanaltly/?action=view&current=FrayVid.flv)

All that's really left is to get a better voice actress for her and get those sounds implemented. I'm releasing her now because I have already completed 3 more characters since finishing her, and I felt she'd been gathering dust too long. She's available on my esnips site, link in signature. Let me know what you guys think!
Title: Re: Release: Original Character Fray (98%)
Post by: Cybaster on April 07, 2008, 03:45:31 PM
Since this is an old video, I guess you have fixed the getpower problem during her supers, since I can still see her getting power in the video.

Anyway, seems very interesting, as usual. Downloading now, feedback later. ;)
Title: Re: Release: Original Character Fray (98%)
Post by: Sean Altly on April 07, 2008, 03:49:31 PM
Ah crap, no I haven't, give me a few minutes and I'll fix it. I always forget about the supers-getting-power thing. :(

EDIT: Okay, it's updated now. Just so you know, I do listen to you about the getpower thing. My current WIP, The Specialist, does not get power with his supers. I just keep forgetting to go back and fix the old ones.
Title: Re: Release: Original Character Fray (98%)
Post by: C-Cool on April 07, 2008, 04:49:00 PM
Now testing. It's great to see another one of your characters in here.

SITE UPDATE for seanaltly:

75%

The basic layout is done.

Designs I may need help on.

Can I use your sign as your website banner?
Title: Re: Release: Original Character Fray (98%)
Post by: Sean Altly on April 07, 2008, 05:15:34 PM
Sure, but I'm going to make a new one soon.
Title: Re: Release: Original Character Fray (98%)
Post by: Cybaster on April 08, 2008, 09:59:56 AM
- It's just cosmetics, but some explosions have shadows (the projectiles) and others don't (those which stay in her hand). I'd remove all the shadows.
- "Certain Tragedy" grabs the opponent even if he blocks, delaing 400 damage !!! o_O That's really cheap IMO, since it makes it more or less invincible. If you want to keep that feature, I'd suggest toning the damage down to something like 150 or 200 for the grab if the move is blocked.
- The small portrait has a different color of hair than the default palette for the char.
- "Clash City Rockers" is completely useless compared to "My Sweet Fracture", because although it has higher damage, it doesn't travel as far, but moreover it doesn't allow to juggle afterwards. It deals 200 damage and that's it. I can easily juggle a "New Wave" after "My Sweet Fracture" for an easy 235 damage.
- There are some missing CLSN boxes during her taunt (use CLSN default for clean and simple coding).
- The supersplode command in the CMD is useless, since you already implemented supersuper 1, 2 and 3. Just use them to trigger the air super.
- Speaking of that, you forgot to say in the readme that "The End" could be triggered in the air.
- You should really remove the shadow on "The End"'s pillar FX.
- Why not making the air version of "The End" having 3 throw distances, as you did for the ground version ?
- Still no negative edge ?
- What are these additional commands holddownfwd, holddownback, holdupfwd, holdupback ? They are unnecessary, since the $ parameter in front of the others means that it can be any combination containing said direction.
For example, holdback = /$B is equivalent to /B or /UB or /DB.

That's all I got for now. As usual, this is a fun and enjoyable character to play with. Good job. :)
Title: Re: Release: Original Character Fray (98%)
Post by: Sean Altly on April 08, 2008, 05:13:36 PM
Quote
- It's just cosmetics, but some explosions have shadows (the projectiles) and others don't (those which stay in her hand). I'd remove all the shadows.
- "Certain Tragedy" grabs the opponent even if he blocks, delaing 400 damage !!! o_O That's really cheap IMO, since it makes it more or less invincible. If you want to keep that feature, I'd suggest toning the damage down to something like 150 or 200 for the grab if the move is blocked.
- The small portrait has a different color of hair than the default palette for the char.
- "Clash City Rockers" is completely useless compared to "My Sweet Fracture", because although it has higher damage, it doesn't travel as far, but moreover it doesn't allow to juggle afterwards. It deals 200 damage and that's it. I can easily juggle a "New Wave" after "My Sweet Fracture" for an easy 235 damage.
- There are some missing CLSN boxes during her taunt (use CLSN default for clean and simple coding).
- The supersplode command in the CMD is useless, since you already implemented supersuper 1, 2 and 3. Just use them to trigger the air super.
- Speaking of that, you forgot to say in the readme that "The End" could be triggered in the air.
- You should really remove the shadow on "The End"'s pillar FX.
- Why not making the air version of "The End" having 3 throw distances, as you did for the ground version ?
- Still no negative edge ?
- What are these additional commands holddownfwd, holddownback, holdupfwd, holdupback ? They are unnecessary, since the $ parameter in front of the others means that it can be any combination containing said direction.
For example, holdback = /$B is equivalent to /B or /UB or /DB.

-Well, I've never paid much attention to shadows for projectiles and explosions and such. I guess I never really thought it worth the time to make them not have shadows.
-"Certain Tragedy" is her Level 'S' Super, which costs her some of her own life to use, and it does not travel very far. However, I am changing it now to where the Elbow Smash portion of the move does more damage and the throw does less. I'm a little torn though, since it might be more fair to just make the throw part at the end only trigger if the first part of the move hits. Which do you think would be better?
-To be honest, I only created the CCR move to utilize that sprite of her sort of squatting with her hand back like she's going to punch someone really hard. I didn't want it to go to waste. Also, I made it impossible to juggle afterwards because I made it so that, with careful timing, you can do My Sweet Fracture and then hit them with Clash City Rockers after they bounce off the wall, if you have two super stocks.
-Just fixed those, I will upload a fixed one before day's end. Thanks huge for catching that, I don't know how that happened.
-I think what you meant to say here is the command "airsuper" is useless. But yes, I see that now. I'm deleting it and using "supersuper" instead.
-Fixed!
-See first statement. I might fix these.
-Well, I consider the air version of "The End" as a 4th throw distance basically. I think with how it's possible to activate at any point during your jump and that just being able to do it while jumping, that makes the move pretty versatile as it is.
-Can you link me to the negative edge topic again? Maybe I'm dense, but I don't really feel a difference with the one character I did apply it to, but I guess if it's that important...
-These additional commands are there with the default cmd file I use as a template for all my characters. As much as Cyanide hates it, I use the Elecbyte player template with my characters, and that stuff's there already. I always assumed they were necessary if they were already in the cmd file, so I never messed with them.

Thanks for the great feedback. I will have an updated version up later today, after I fix some things. I appreciate it and I'm glad you enjoy her.
Title: Re: Release: Original Character Fray (98%)
Post by: Cybaster on April 08, 2008, 05:32:58 PM
Quote
I'm a little torn though, since it might be more fair to just make the throw part at the end only trigger if the first part of the move hits
Well, it's pretty unbalanced to have the throw part trigger even if the 1st part doesn't hit. God Rugal's Gigantic Pressure doesn't connect if blocked. :P
But well, that's why I said to lower the throw damage and make the hits' damages higher, to balance things out, because in fact, I think it's pretty cool... and it drains Fray's life anyway. ^_^

Quote
honest, I only created the CCR move to utilize that sprite of her sort of squatting with her hand back like she's going to punch someone really hard. I didn't want it to go to waste. Also, I made it impossible to juggle afterwards because I made it so that, with careful timing, you can do My Sweet Fracture and then hit them with Clash City Rockers after they bounce off the wall, if you have two super stocks.
Hmm, I see. In this case, if it was just created for the sake of using the sprites, why not using them as a follow up to MSF ? By this, I mean that the CCR move could be performed only as cancel to MSF, and in this case higher the damage a little. This would act a bit as Iori, when he follows Ya Otome with Ura 327 Shiki.

Quote
I think what you meant to say here is the command "airsuper" is useless.
Yeah, that's what I meant. :P

Quote
Can you link me to the negative edge topic again? Maybe I'm dense, but I don't really feel a difference with the one character I did apply it to, but I guess if it's that important...
Here you go : http://mugenguild.com/forumx/index.php?topic=40018.0
And to tell the truth, negative edge is completely useless to 95% of the mugen players I guess. But once you get used to it, it really helps gaining some milliseconds which can be vital in a combo.
Plus, since your chars are Capcom gameplay style, negative edge is a "must-have".

Quote
I always assumed they were necessary if they were already in the cmd file, so I never messed with them.
The only necessary stuff is the one with "don't delete this, required", or something like that. Anyway, these commands don't hurt, they are just unnecessary.
Plus, you're not using them, so...

Quote
Thanks for the great feedback. I will have an updated version up later today, after I fix some things. I appreciate it and I'm glad you enjoy her.
No problem. We are the ones who should be glad you're spending time making very fun and original creations. :)
Title: Re: Release: Original Character Fray (98%)
Post by: Golden_Andriod on April 10, 2008, 08:10:22 AM
A very interesting project, still needs some small tweaks here and there but it looks like it'll be a great char.
Title: Re: Release: Original Character Fray (98%)
Post by: Sean Altly on April 11, 2008, 05:05:00 AM
I uploaded Fray with many of those mistakes corrected. She still does not have negative edge though. I'm not sure when I'll have the time to implement it, so I thought I'd at least upload this one. Please enjoy her and if there are any more comments I'd love to hear them.
Title: Re: Release: Original Character Fray (99%) (Updated!)
Post by: devilmanozzy on April 12, 2008, 03:54:02 AM
Cool character, the only thing sort of bugging me is the voice the character has. However, That may be a problem you can't fix. The character is working well for me.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: flipthemaster on July 07, 2008, 02:06:02 AM
The only reason I go to this site is to check out the original characters, I hate it when people show off retarded remakes of the same characters over and over again.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Laxxe23 on July 07, 2008, 02:11:21 AM
its an update smart one, not a remake
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: flipthemaster on July 07, 2008, 02:28:09 AM
its an update smart one, not a remake

I know that, I was simply agreeing with the former statements above with regards to the fact that unoriginal characters get more attention then original ones.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Laxxe23 on July 07, 2008, 02:30:32 AM
its an update smart one, not a remake

I know that, I was simply agreeing with the former statements above with regards to the fact that unoriginal characters get more attention then original ones.
oh sorry thought you were insulting the update for this
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Hamish on August 02, 2008, 12:26:03 AM
I haven't really seen much of this S.H.A.D.E.s of Manhattan project but I personally think it's great to see how much efforts gone into the characters. I tried him out and I really like him, maybe if you established a personality or story then you could make him more unique and it would be easier to relate to him as a character. If he already has a background somewhere then my apologies.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on August 02, 2008, 09:03:01 AM
He has his own character thread, which outlines his back-story and such. Check it out and thanks for the compliments!
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: SimpliBand on August 07, 2008, 04:19:44 AM
nice character!great job!I like it! :)
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: BC on September 05, 2008, 12:31:13 PM
nice job on the sprites i like them.

heres my feed back

-extremely cheesey voice lmao  :P just playing........theres no drama in you voice(assuming its yours) its all a little cheesey with too much echo. take marvel characters for reference they are american not all of them have echo.

-nice elevation move i really liked that one, and the basics are all very good too.

-1 win pose? "try using your brain next time", gets annoying after 3 wins hwen playing in FF lol

im not a fan of the projectiles and positioning, especially the overpowered super where he falls to one knee exhausted, its overpowered and doesnt look like its coming from him, mayb editing the sprite to have the glow from the beam on his face or eyes or something.

-i like psych force, thats believable.

thats about it.  ;)
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: BC on September 05, 2008, 12:39:19 PM
nice character i like this one, who did the voice?


moves are cool not much to report here. what does she say in her taunt?
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on September 05, 2008, 01:16:46 PM
My sister did her voice. In her taunt, she says "Dude...no."

Thanks for the kind words. A much better, newer version will be available soon!
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on September 05, 2008, 01:26:32 PM
Quote
nice job on the sprites i like them.

Thanks man, this was my first character so the sprites were very simplistic, so I later updated them to the suit and tie look.

Quote
-extremely cheesey voice lmao just playing........theres no drama in you voice(assuming its yours) its all a little cheesey with too much echo. take marvel characters for reference they are american not all of them have echo.

Yeah, that's my voice, and trust me when I tell you I am the best actor of the group of friends I got to do the voices. I didn't want it to sound melodramatic, so I didn't overact them. The echo is there because of his powers. He's the only character of mine who has echo in his voice.

Quote
-1 win pose? "try using your brain next time", gets annoying after 3 wins hwen playing in FF lol

He's supposed to have two, I may have messed up a trigger somewhere. He's supposed to have one win pose for when he wins a round, and then one when he wins the match. If you're only playing in Fighter Factory, that's why he only has one because the match never ends.

Quote
im not a fan of the projectiles and positioning, especially the overpowered super where he falls to one knee exhausted, its overpowered and doesnt look like its coming from him, mayb editing the sprite to have the glow from the beam on his face or eyes or something.

Well, I mentioned at least once in every thread for my characters that that super move is his "Level S." It's very powerful, yeah, but it represents the most powerful attack the character is capable of, it moves slowly and takes away some of his own health. Since every character of mine has them (they're intended for a full game), it's pretty balanced if you ask me.

As far as his other projectiles go, I'm not sure what you mean about the positioning. He has a high Psych Shot, that has to come out of his head so it's positioned that way, but you can duck under it, so he has a low one that you have to block or jump over. It's not the first time someone's had a high/low projectile (Sagat, Remy, etc.).

Quote
-i like psych force, thats believable.

Word. I don't know if it is in this release or not, but the Psych Force is no longer a "Push Back," but an alternate Level 1 Super.

Thanks for the feedback.

Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Ryanide on September 06, 2008, 05:36:58 AM
I think it'a amazing how fast you're able to create new characters!

I stopped watching for a moment, and then suddenly she's complete. XD

I'm going to test her out when I can and tell you what I think.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Roamin' Dragon 4001 on September 11, 2008, 08:44:15 AM
Hey sean
Snow looks good, but I'm not seeing a difference. I didnt download him, but "w/new outfit" I thought he'd look different. MAybe I should just download him. Still, I like the design. I'm still waiting on XIII  ;P


BTW, if you're still looking to do a website, I'm a flash designer.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Sean Altly on September 11, 2008, 09:05:36 AM
The original did not wear a suit, instead he had a sleeveless turtleneck and gloves that went up most of his arm. The title still says "New Outfit" but this one's been out a while, lol.

Thirteen is coming along very nicely. I got all of his standard attacks done today. All that's left are his specials, supers, and personal stuff (taunt, winpose, etc.). I'd put him at 65% or so.
Title: Re: Release: Updated Snow (w/new outfit and sprites, other improvements)
Post by: Roamin' Dragon 4001 on September 11, 2008, 08:32:17 PM
The original did not wear a suit, instead he had a sleeveless turtleneck and gloves that went up most of his arm. The title still says "New Outfit" but this one's been out a while, lol.

ah yea, I saw on the site. Or at least what I assumed to be the older version (now EX).


Thirteen is coming along very nicely. I got all of his standard attacks done today. All that's left are his specials, supers, and personal stuff (taunt, winpose, etc.). I'd put him at 65% or so.

SWEET  :sugoi:
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: CaseyAmazing AwesomeGuy on September 21, 2008, 11:59:01 PM
off topic: omg your a wrestler?
on topic: wow, are all your characters hand drawn sprites?
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: tetsuo9999 on September 22, 2008, 12:07:36 AM
How else would he draw sprites, with his feet?
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: CaseyAmazing AwesomeGuy on September 22, 2008, 12:17:10 AM
i believe that would be foot drawn.
Title: Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)
Post by: Sean Altly on September 22, 2008, 06:44:42 AM
They're not hand-drawn, but I do draw them myself in MSPaint. They're not sprite-edits or frankensprites (though I sometimes will use other characters' hands or feet, because they are the hardest to draw in pixels). They are as close to hand-drawn as they can be without me physically sketching and scanning them. But hey, since I use a mouse to draw them in MSPaint, which is operated by hand, they sort of are hand-drawn.
Title: Old Release Threads
Post by: Sean Altly on May 19, 2009, 10:50:15 PM
(http://i21.photobucket.com/albums/b293/seanaltly/steph-1.gif)

Wyldestar is one of the many other previously unrevealed subjects of the SHADEs Project. I'm pretty proud of the way she turned out.

I used Annie from ROTD for reference on many of her animations.

Video:
http://www.youtube.com/watch?v=1GdQU8qypw4  (http://www.youtube.com/watch?v=1GdQU8qypw4)

Go here for the same screens and stuff but more information on her moves and gameplay.

http://mugenguild.com/forumx/index.php?topic=96743.0 (http://mugenguild.com/forumx/index.php?topic=96743.0)

Download at:

www.mugenguild.com/seanaltly (http://www.mugenguild.com/seanaltly)> Character Bios > Wyldestar

Temporary Sprite Patch to fix portrait issue:
http://www.sendspace.com/file/mb9vfo (http://www.sendspace.com/file/mb9vfo)


Note: No AI yet. Hopefully Kamekaze will do one and I will be able to release a patch soon.

New Note: She apparently isn't very good, according to some people. While I can accept this, I would like her to be better. If you'd like to try her out and give respectful, honest feedback, I appreciate it. If all you're going to do is flame or be an asshole, don't bother. I don't have time for internet FEUDZ.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MOTVN on May 19, 2009, 10:52:48 PM
awww yeaaaa
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: OKP on May 19, 2009, 11:05:26 PM
The charachter is good.
And those lifebars too.
Can you tell me the link to download them.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Dr. Lulzor on May 19, 2009, 11:16:36 PM
404 error.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Laxxe23 on May 19, 2009, 11:22:56 PM
let me fix that it was fin when i uploaded it

found theproblem
fixing now

aaaaaand its fixed

[size=5pt]for those wondering it was some kindof....i blame val for the bug
[/size]




The charachter is good.
And those lifebars too.
Can you tell me the link to download them.
they were in the full shades 1.0 game
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: -Greed- on May 19, 2009, 11:39:51 PM
Still 404.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Laxxe23 on May 19, 2009, 11:41:08 PM
damn program making things lowercase... one moment please

edit- try now
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: -Greed- on May 19, 2009, 11:43:00 PM
damn program making things lowercase... one moment please

edit- try now

NOW its fixed.

:3
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Laxxe23 on May 19, 2009, 11:47:02 PM
and this is why people should post first, instead of saying stuff like downloading now
feel bad for the 127 people that looked but couldnt get it though
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Orochi Gill on May 19, 2009, 11:55:56 PM
I've actually PM'd Sean about it, he hasn't responded back and/or fixed it himself yet.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 12:00:48 AM
It works now though, right?
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ShiroTori on May 20, 2009, 12:15:41 AM
Even though she doesn't have AI she's still a very fun character.  ;D

Love the sprites too  :2thumbsup:
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: -Greed- on May 20, 2009, 12:16:26 AM
It works now though, right?

Yeah.

Anyways....

+ Good Sprites.

- No large portrait :O

- Original voice sounds... somewhat unconvincing.  

- Said voice isn't forceful enough for a fighter to boot.

I didn't personally find anything wrong with the gameplay, and most issues I have are cosmetic.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 12:18:21 AM
Oh whoops, it's in the .sff, I just accidentally have it numbered 9001, 1. Just change that to 9000, 1. Sorry about that.

As soon as Zeckle gets back on, I'll have him update it.

EDIT: I added a link to a new .sff file to overwrite the old one if that's easier for people. Once it's updated on the site I will remove the patch.

It works now though, right?

Yeah.

Anyways....

+ Good Sprites.

- No large portrait :O

- Original voice sounds... somewhat unconvincing.  

- Said voice isn't forceful enough for a fighter to boot.

I didn't personally find anything wrong with the gameplay, and most issues I have are cosmetic.

-Thanks, I work hard on them.
-Fixed the portrait issue.
-Well, she's based on a friend who insisted on doing her voice, and those clips are the best we could get out of her. I'm sure I could find someone over at VAA to do it, but it would hurt her feelings, and I don't think what we ended up with is too bad, so it will have to remain this way. Thanks for the feedback though.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: -Greed- on May 20, 2009, 01:00:34 AM
Oh whoops, it's in the .sff, I just accidentally have it numbered 9001, 1. Just change that to 9000, 1. Sorry about that.

As soon as Zeckle gets back on, I'll have him update it.

EDIT: I added a link to a new .sff file to overwrite the old one if that's easier for people. Once it's updated on the site I will remove the patch.

-Thanks, I work hard on them.
-Fixed the portrait issue.
-Well, she's based on a friend who insisted on doing her voice, and those clips are the best we could get out of her. I'm sure I could find someone over at VAA to do it, but it would hurt her feelings, and I don't think what we ended up with is too bad, so it will have to remain this way. Thanks for the feedback though.

Ok, s'all good then.  Nice work.  :sugoi:
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: KMLoneMouseWolf on May 20, 2009, 01:14:27 AM
For an amateur VA, I think it's a good performance, plus I think it matches her biography enough to me. The character is as tight as the rest of the SHADE's cast, and in my eyes, you are one of the current legends in MUGEN, no doubt.

Offtopic, thanks for introducing me to that cover version of I Wish through the video, that was phat. XD;
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 02:02:13 AM
No prob, The Secret handshake are pretty fun. I heard it live when I went to go see a friend's band play before them, having never really heard of them. I think it's on the awesome Punk Goes Crunk album and I never realized it.

...and in my eyes, you are one of the current legends in MUGEN, no doubt.

Well thanks!
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ExShadow on May 20, 2009, 02:15:00 AM
i fucking love those lifebars

oh btw this character kicks more ass xp
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: kakkoii superhero on May 20, 2009, 02:22:51 AM
awesome character & sprites, sexy looking torso as well

haven't try in game yet but judging from the video
walking backward anim looks great, the walking forward anim looks cartoony compared with it.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: [[D4RK_R4V3N]] on May 20, 2009, 02:49:46 AM
 Like the edits, is this her final version? by the way how's your progress with Vesper?
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: RunningWild on May 20, 2009, 03:45:08 AM
Well I downloaded her just to see what she was like. Here's my thoughts -

- Really, really bad sprites. Seriously, they look awful. I dunno why everyone thinks they look good, because they don't.
- Most annoying voice ever. My god, what an annoying bitch. Her pre-fight intro is just pathetic, and she is so lame when she shouts the names of her special moves with hardly any personality.
- Really boring gameplay. Nothing exciting about her or her move list. She's just not fun to use.
- Jump feels really stiff and awkward.

i fucking love those lifebars

Those lifebars suck. They look terrible.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 03:48:39 AM
You couldn't produce better original sprites on the scale that I do in your wildest dreams. I'm not going to address the rest of your comment because you're obviously trolling for a response and this is the most you're going to get from me.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ShiroTori on May 20, 2009, 03:54:56 AM
Don't mind WildTengu, all he seems care about is SNK :P
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Orochi Gill on May 20, 2009, 04:03:36 AM
The situation's done with, all your post did, Jordan, was possibly lengthen it.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ExShadow on May 20, 2009, 04:13:04 AM
i fucking love those lifebars

Those lifebars suck. They look terrible.
what makes them suck?
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Duos.act on May 20, 2009, 04:15:11 AM
I'll agree the lifebars look somewhat off.  I love the concept and the design, but something looks wrong about them.  I just can't put my finger on it.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Kamekaze on May 20, 2009, 04:16:17 AM
The situation's done with, all your post did, EXShadow, was possibly lengthen it.

That was basically Tengu's obligitory "your char sucks" comment. Keep it movin. :ninja:
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ExShadow on May 20, 2009, 04:21:37 AM
sure sure but i still love those lifebars =p
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: blackcat_natsume on May 20, 2009, 04:24:39 AM
real nice............this is a great character.........this topic is getting very popular......... ;D

some people tend to point their attention on d lifebars than d character though....... ;P

also wild tengu is just jealous...........because he's not getting any positive attention like u are having now.......... ;)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: walt on May 20, 2009, 04:31:14 AM
FOR THE RECORD

Sean: Every new character you make it's a vast improvement over the last.
I went in the SFF to make sure Wild Tengu wasn't being jumped on, but yeah, turns out he's a troll :pleased:

ROCK ON MAH NUGGA :buttrox:
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 20, 2009, 06:13:50 AM
I have to agree with Tengu on this one:

-Feels too much like Annie. I didn't really like the S.H.A.D.E.s of Manhattan sprites because the shading is just too pale, which really puts me off.
-Voice is annoying in my ears, but that's personal preference. Although she doesn't sound really, eh, like someone who's fighting.
-Jump did feel stiff on my end.

You couldn't produce better original sprites on the scale that I do in your wildest dreams.
Wyldestar looks more like an Annie edit than anything else. Plus, doing a comment like that, you just lost respect. :/
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: -Greed- on May 20, 2009, 06:22:24 AM
I have to agree with Tengu on this one:

-Feels too much like Annie. I didn't really like the S.H.A.D.E.s of Manhattan sprites because the shading is just too pale, which really puts me off.
-Voice is annoying in my ears, but that's personal preference. Although she doesn't sound really, eh, like someone who's fighting.
-Jump did feel stiff on my end.

You couldn't produce better original sprites on the scale that I do in your wildest dreams.
Wyldestar looks more like an Annie edit than anything else. Plus, doing a comment like that, you just lost respect. :/

I said this too. <_<;
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 06:57:56 AM
Well if that's how your respect is lost, yet the way Wild Tengu conducts himself doesn't affect you or at least justify the response he got from me, then your respect isn't worth having.

Also, read the whole topic first. I explained the reason for her voice acting earlier, and if that's not good enough reasoning for you, than it's probably because you don't know what it's like to have good friends whose feelings you don't wish to hurt.

Also, I believe I'm seeing a pattern here.

People who actually create for Mugen = People who appreciate the work I do and what I bring to the table.

People who don't actually create, like Tengu = The exact opposite of that. I'm sorry you don't like my sprites, but what I said is true, he couldn't create them as well and on the scale that I do. They are original sprites that I craft in MS paint meticulously, something I don't really see much of. They aren't as good as Capcom's or even SNK's, sure, but that's ludicrous to expect that. The shading is anime-style, less tones, because I don't get paid to do this.

I can't please everyone, but the fact that I let these comments bother me is frankly a detriment to my character.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Duos.act on May 20, 2009, 07:22:56 AM
Actually Sean, I believe Viren is Shwa.  He's made stuff.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 07:39:34 AM
Well if that's the case, I retract that part of my statement and apologize. However, the rest of what I said stands.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: atomicbuster on May 20, 2009, 10:07:47 AM
Sean, I know you take pride in your work, and so you do good work to justify your pride. Everyone knows you made all the required sprites (to scale & shaded) and coded all the attacks to work like they're supposed to (and they all work fine). These are the basics of a char and you succeeded with flying colors.

The finishing touches, I would say, are the sparks and sounds. The sparks are good. I think the the voice is just a bit subpar. With coaching for the artist and better mixing in the soundboard, it could work.
Thanks for the next Shades character.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 11:25:49 AM
Thanks AromicBuster, I really appreciate the comments. You're right man, I do take pride in my work because it is what it's called, work, which I guess is why I get so upset when some trolling hack comes on here to try to make himself feel better hating on my stuff. I just got done arguing with him a few days ago about his attitude, so I could have posted a COTY contender as my next release and he would have shit on it regardless.

But anyway, a friend of mind pointed out that I may be focusing too much on the negative comments from Tengu and Viren, so I thought I'd tell you how much I appreciate your feedback. I know the voice is bothering a lot of people, but believe me when I tell you that what we got was the best I was going to get out of her, and I've been very good friends with Leigh for almost 8 years, so I really don't want to hurt her feelings by replacing her or making her re-record. I thank the ones who understand what I'm talking about, and I guess it's just going to have to go in the books as one of her flaws.

Also, as for SHADEs characters, for those who actually like them and don't hate the sprites because they're not professional quality, Ruckus will be released soon, so look out for him.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 20, 2009, 01:24:32 PM
They are original sprites that I craft in MS paint
Why use MS Paint when you can use GraphicsGale? It's a free spriting tool.
If you manage to crack it to Pro (which is real easy), you can use it to view what you're attempting to animate with onion skinning features and an animation window. Also has layers. It's basically the Photoshop of spriting and it's pretty damn good.
Without it, I wouldn't know what I'd do considering I made original sprites using it. :/

Also, don't get me wrong, I like your work. Mostly Rorschach, Snake and Thirteen since they were, well, awesome. They felt nice, they looked nice, the sounded nice, and as a whole, it was just awesome.
Wyldestar's the only one that got me "...eh...", and that's it. But that's just how I feel.

And uh, I don't make characters, but I do make tweakings and edits, and lifebars and stages. I would take action into making one, but I'm just too damn lazy. :D

Plus, I understand about the voice. I've read through the whole thread, too. You didn't say you were friends with the VA for nearly 8 years. :P



So yeah, just keep on doing your stuff. I'm rooting for ya.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MightyKombat on May 20, 2009, 01:37:48 PM
I went in the SFF to make sure Wild Tengu wasn't being jumped on, but yeah, turns out he's a troll :pleased:


Oh, RIIIIIIGHT, because nowadays, Feedback = Trolling. I love the Double Standards MUGEN operates by.

Can people just accept the fact that not everyone has to worship the ground most creators walk on and get on with their lives?
You couldn't produce better original sprites on the scale that I do in your wildest dreams.

And odn't get me wrong, I lvoe your stuff, but that comment was VERY Tim Buckley-ish.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Rajaa Retired on May 20, 2009, 01:42:15 PM
Oh, RIIIIIIGHT, because nowadays, Feedback = Trolling. I love the Double Standards MUGEN operates by.

Can people just accept the fact that not everyone has to worship the ground most creators walk on and get on with their lives?[quote

Of course not, they only need to worship the ground of some of them, I'm sorry but that comment made you sound VERY Tim Buckley-ish. hypocritical.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MightyKombat on May 20, 2009, 01:44:50 PM
:(

But still. Not every MUGEN critic is nice.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ExShadow on May 20, 2009, 01:47:18 PM
Maybe people would listen to them if they were more nice

but not to nice though
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MightyKombat on May 20, 2009, 01:51:25 PM
Otherwise if critics were too nice, most creators would get arrogant and think anything they make will get Five Stars, Ten out of Ten and all that guff. Then MUGEN would be swamped in rubbish, so maybe we need to toe the line softly. Not too much of a complete prick, but not an arsekisser, either.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Rajaa Retired on May 20, 2009, 02:04:30 PM
That's called being hateful.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MightyKombat on May 20, 2009, 02:07:23 PM
Yeah, maybe thats just me. Ah well.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Cybaster on May 20, 2009, 02:28:31 PM
Just passing by to say that the FX for the Lv3 super has shadows, and it doesn't look pretty, especially since all other FXs don't have any shadow.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: kakkoii superhero on May 20, 2009, 02:29:20 PM
To me it's a great character, it can't be compared with other character from popular games sprite or gameplay wise, since she is pretty original and she has the same style with other characters planned on the roster.

However if somehow later you do some sprite rework on her, my suggestion is to use softer color for her eyebrows and mouth, use dark color for her upper eye lashes instead and use softer tone for her brows,
and maybe if possible to have special color for her lips, so you can change it without affecting something else.
Some heads maybe can be shortened with 1 pixel (like the nose is 1 pixel too long)

I think it's normal if you are still too attached with your new character now after your hardwork and all, but after sometime you can see it more objectively. Good luck!  ;)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 09:22:02 PM

Oh, RIIIIIIGHT, because nowadays, Feedback = Trolling. I love the Double Standards MUGEN operates by.

What Tengu did in this thread, and does most of the time, is not feedback. It's douchbaggery disguised as feedback. He makes no effort to sound helpful or unbiased. He just always sounds like a troll trying to get a rise out of people. There are GRAY AREAS. Just look at anything Cybaster does. That is in-depth, honest feedback that sounds like he actually wants to help, not make you feel bad or insult you. I don't want the ground I walk on worshipped, but we all deserve a bit more respect than Tengu could ever think about giving anyone. He's just too much of an incorrigible asshat.

Also, thanks to Rajaa, Extravagence, and others for backing me up here. Navets, I will remember that when I get back around to her again. I'm working pretty hard on Ruckus right now, but thanks for the suggestions.


Why use MS Paint when you can use GraphicsGale? It's a free spriting tool.
If you manage to crack it to Pro (which is real easy), you can use it to view what you're attempting to animate with onion skinning features and an animation window. Also has layers. It's basically the Photoshop of spriting and it's pretty damn good.
Without it, I wouldn't know what I'd do considering I made original sprites using it. :/

Also, don't get me wrong, I like your work. Mostly Rorschach, Snake and Thirteen since they were, well, awesome. They felt nice, they looked nice, the sounded nice, and as a whole, it was just awesome.
Wyldestar's the only one that got me "...eh...", and that's it. But that's just how I feel.

And uh, I don't make characters, but I do make tweakings and edits, and lifebars and stages. I would take action into making one, but I'm just too damn lazy. :D

Plus, I understand about the voice. I've read through the whole thread, too. You didn't say you were friends with the VA for nearly 8 years. :P

So yeah, just keep on doing your stuff. I'm rooting for ya.

Sorry if I misinterpreted the tone of your earlier comment. I think I found it hostile because you started with "I have to agree with Tengu here," when all Tengu said was hateful and not constructive in any way. But yeah, I just prefer MS Paint because it's what I'm comfortable with. I tried using Photoshop and Gimp, but I always end up using MS Paint again. I think it's the simplicity of it. However, I'll try to check out the program you suggested. If you make orginal sprites, why don't you make characters? What do you do with them? I'd love to see some of your stuff.

Sorry I jumped down your throat. I was just in defensive mode after the Tengu stuff.

Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: walt on May 20, 2009, 09:42:04 PM
(MSPaint+1)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 20, 2009, 10:49:31 PM
Sorry I jumped down your throat. I was just in defensive mode after the Tengu stuff.
S'alright, though you should know that Tengu's critique wasn't really hateful. It's just critique. Plus, arrogance is his trademark. :P
It's not like it's illegal to post a negative opinion, after all. You shouldn't really flip out because of that, and I've seen it happen a lot from other creators.

Although, with the reaction you had earlier, it made me remember that being in a place like MugenGuild where there's almost nothing but constant praise, it's rare to see a creator react positively to any kind of critique, let alone see someone post some unless it's already a well known contributor/creator. Unless said creations look bad for obvious reasons (uncropped, unremoved transparency, obvious spriteswap/recolor/horrible Shin Orochi Lv.9999 edit, bad reputation), it's rare to see negative feedback.

I suggest you should take more time to analyze what was posted and see what you could do about it.


And something about Wyldestar's shading still does bother me, though, so I'll just go and edit the palette to see what I can do.
Personal preference, though.

EDIT: Well, only the three first colors bug me, so I've decided to make a variant of the first one.
(http://i9.photobucket.com/albums/a72/MaximLoki/Wyldestar.png)

Minor change, but already I feel more comfortable with her.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 11:13:13 PM
How can you say what Tengu said wasn't hateful? I don't care what his trademark is, this isn't pro wrestling. If his life is so pathetic that he has to come on the internet and pretend like he's a bad-ass who knows what he's talking about, than that's his problem. I'm not wrong about his attitude. I had and have every right to be upset about what he said. I didn't even "flip out." I stated a truth and let him know I was done with him, but apparently that couldn't be the end of it, could it? It's not illegal to post a negative opinion, don't give me that. I don't need that explained to me. It's also not illegal or wrong for me to have reacted to him the way I did.

I have received plenty of negative feedback before, but the kind I respect is the kind that's designed to help. Tengu's comments were not designed to help, and the fact that you can't see that is very frustrating. I have no reason to seriously consider Tengu's "critique" because it's just mindless bashing. I'm not going to change my spriting style because some clown (Tengu) says they're "really, really bad." The fact that he acknowledges that most people say they're good but completely disregards that fact just proves that he's a useless to me as a critic, because he's obviously another self-centered, "everyone is wrong but me," ITG that the internet's anonymity breeds so well. How many times must I point to people like Cybaster, Oz, Navets, and so on for people to realize that there is a respectful way to go about feedback and critique?

EDIT: In that palette you've made, her hair is now a different type of blonde (looks more bleached when the blonde is supposed to be natural), and her skin appears too yellow. Her shirt is supposed to be bright-mint green, but that just looks like green. I like the changes to the pants though.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 20, 2009, 11:37:56 PM
Guh. You know what?
Forget it.
I tried.
I'm not getting involved in this anymore. Seems useless, really, since it won't change a goddamned thing.



Now, about those colors, I barely touched them on the skin level. What type of monitor are you on?
Tried to find the yellow-ish parts you spoke of, couldn't find any. Although, thanks for the clothing and hair info, gonna fix that.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 20, 2009, 11:44:42 PM
Guh. You know what?
Forget it.
I tried.
I'm not getting involved in this anymore. Seems useless, really, since it won't change a goddamned thing.

I'm not sure what you were trying to change in the first place. I just don't see how you can't see how hateful and unhelpful Tengu's comment was. Oh well, I guess I should give up too.

Now, about those colors, I barely touched them on the skin level. What type of monitor are you on?
Tried to find the yellow-ish parts you spoke of, couldn't find any. Although, thanks for the clothing and hair info, gonna fix that.

I'm not sure about my monitor, but the second to lightest tone, not the one on her nose and forehead, but the one on her stomach, looks yellow to me.

How about this though:

(http://i21.photobucket.com/albums/b293/seanaltly/newpal1-1.png)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Iced on May 20, 2009, 11:49:25 PM
Hair outline seems odd.
it seems to be a strange tone that upsets the rest.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 20, 2009, 11:51:20 PM
How about this though:

http://i21.photobucket.com/albums/b293/seanaltly/newpal1-1.png (http://i21.photobucket.com/albums/b293/seanaltly/newpal1-1.png)
It looks fine to me now! :D
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: la;MISS~FairY-! on May 21, 2009, 12:15:37 AM
You couldn't produce better original sprites on the scale that I do in your wildest dreams. I'm not going to address the rest of your comment because you're obviously trolling for a response and this is the most you're going to get from me.
Why not? I've made nicer looking sprites than just about anything custom in her SSF and I don't know shit about sprite editing.

You not being able to stand being told the character isn't very good (which it's not) doesn't make the statement trolling. Granted, WT can be a douchebag at times with the "lol this sucks" Posts but that wasn't what he did, and the fact he does that alot doesn't change the fact his post was pretty accurate feedback for the creation.

Despite all your hot air and bluster here and on MI over this character doesn't seem any less mediocre then it did when you first released it. and the way you reacted to blunt feedback (Which was what his post was, like it or not) here and in other threads only reinforces how true that really is.

What little feedback I gathered which is in essence a co-sign of what tengu said. (So shoot me) I didn't mind her voice, though. Not sure why alot of people bitched about that. :S

- Horrible sprites. (Though they're somewhat better than most of your work due retaining more of her base) Her palettes weren't very good, either. Maybe fixing them would help?-shrugs-
- She felt rather stiff. Characters should have some sense of flow to them, she didn't. Why?
+ She did combo well for what I'd imagine is the system for your game. Not my preference, though. But still.
- Generally boring and uninspired as a whole. When I stop playing a character I should have some memory about them, with her I really didn't remember anything at all.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 12:53:15 AM
I'm sorry, but you're not going to convince me that what Tengu said was anything genuine. I explained this already.

And what other release are you talking about? I've only released her here, and just a couple of days ago. What are you talking about?

You don't like her, that's fine. Her sprites aren't horrible though. They may not be as good as Capcom or SNK, but I'm only one guy. What the fuck do you expect from me? They're better than most "original sprites" that I've seen. The only thing she retained of her base is her hands. I sprite the rest pixel-by-fucking-pixel, using Annie's animations as reference (to mimic). As I've said before, you may be able to produce nicer looking sprites, but not on the scale that I have, whole characters worth of original sprites that animate fluidly and aren't broken. I have the ability to create sprites with more color depth, but fortunately I have a life outside of this place and can't devote it to making Capcom-quality sprites, and you're out of your mind for expecting that and not being able to at least recognize and respect what I've accomplished.

I hope people like you feel better about yourselves for basically shitting on all the hard work I put into these sprites, something I don't see any of you doing.

Also, if it turns out this character just isn't very good, well I'll live. Even Francis Ford Coppola made Jack. They can't all be winners.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: atomicbuster on May 21, 2009, 07:12:52 AM
Can people just accept the fact that not everyone has to worship the ground most creators walk on and get on with their lives?[quote
Of course not, they only need to worship the ground of some of them, I'm sorry but that comment made you sound VERY Tim Buckley-ish. hypocritical.
LOL. Rajaa loves word play! Don't see that too often. Thanks. :)

On Topic: I prefer the light green shirt, but the more vibrant skin color. It might seem more yellow but it gives the effect of her being slightly tanned. If the skin looks more pinkish, she starts to look very Anglo. Just depends on what you're going for. Darker jeans with rips look very "designer", whereas the faded ones look more naturally worn. I also think a lighter black on her jacket(?) lets you see more shading contrast.

I don't think there's anything "boring" about this character. She's very standard. The problem is that she's taken out of context. She's part of a larger whole; the Shades of Manhattan Project. Most people see this character by itself and then compare it to the best(or freakiest) in mugen. Can't do that. Gotta step back and look at her from the perspective of how she compares with Adamas, Thirteen and Zenith. You will get accustomed to her as you see where she fits in the Shades saga. And there's the problem; the story has not been created yet. Imagine if all-mighty CAPCOM actually distributed a game with only Ryu, no story, no bg, not even music, and didn't release another char for almost a year. You would quickly say he sucked(how the hell does a blue ball come out of his hands?!) and move on. "She's boring" is a shallow comment that says you choose not to look at the larger picture.

Off Topic: Despite the anonimity and expressive freedom of the internet, this is still a forum where all different people come to share works, ideas, and yes, opinions. In situations like this, be it online or in person, you should at least try to be polite, even when you are compelled to criticize or disagree. The argument that no one has to be nice is bogus. Let me go over to one of your houses where you have child relatives, and let me start cursing and complaining and acting beligerent. Hey, I don't have to be polite, right? Get real. You can't just not care if you offend anyone. Brutally honest? More like honestly a brute. The laws tell you what has to be done, but it's common sense mixed with good taste which tell you what should be done. Yes, children, it's cool to do the right thing.

Hot Topic: I bet WT shops there.  :P
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 07:35:07 AM
Very well said AtomicBuster.

Also, perhaps, since she would seem better within the whole story of SHADEs, I shouldn't release any more SHADEs 2 characters until the full game is out. Or at all even. Save my public releases for the popular characters (Snake, Rorschach, upcoming Squall, though he's actually not very popular) since only a small group seem to appreciate my original characters.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: la;MISS~FairY-! on May 21, 2009, 08:48:39 AM
I'm sorry, but you're not going to convince me that what Tengu said was anything genuine. I explained this already.

And what other release are you talking about? I've only released her here, and just a couple of days ago. What are you talking about?

You don't like her, that's fine. Her sprites aren't horrible though. They may not be as good as Capcom or SNK, but I'm only one guy. What the fuck do you expect from me? They're better than most "original sprites" that I've seen. The only thing she retained of her base is her hands. I sprite the rest pixel-by-fucking-pixel, using Annie's animations as reference (to mimic). As I've said before, you may be able to produce nicer looking sprites, but not on the scale that I have, whole characters worth of original sprites that animate fluidly and aren't broken. I have the ability to create sprites with more color depth, but fortunately I have a life outside of this place and can't devote it to making Capcom-quality sprites, and you're out of your mind for expecting that and not being able to at least recognize and respect what I've accomplished.

I hope people like you feel better about yourselves for basically shitting on all the hard work I put into these sprites, something I don't see any of you doing.

Also, if it turns out this character just isn't very good, well I'll live. Even Francis Ford Coppola made Jack. They can't all be winners.
It's not what he said, though. It's what multiple people said. (to various degrees) Honestly, my problem as an observer wasn't so much with the fact you couldn't stand what he said, but the way you replied to it. I was just bitching at someone else a few days ago. (Over him, too. What irony) You shouldn't act like a bigger child than the person who's feedback you take issue with. If anything, that should make you want to act like more of an adult not less. (I'd think)

It was other threads where I noticed a similar reaction. They were old, though. So they probably have no barring here?-shrugs-

I don't expect anything from you. I commend the fact that you are trying to make a full project (You're actually one of about two people who made a full mugen game that delivered what it promised. Which is a big deal regardless of me liking it or not) with all original characters, and I also commend the fact most of the work is being done only by you.
The thing is, though. You shouldn't act shocked and offended when people state what apparently even you believe to be true. That the spritework is certainly not up to standard in the typical sprite based fighting game market. If you have no problem with that then people saying as much shouldn't incite a bunch of dick swinging bullshit. No matter who the statements are actually coming from.

Frankly, I don't get all this stupid Wild Tengu hysteria anyway. It amazes me that people (apparently) don't know everything he does is just part of perpetuating his mugen persona of being some sort of trollish, heartless badass who can't code anything who's also obsessed with Ryo or whatever. If he was truly as insignificant as people seem to say then I'd imagine his "feedback" Would be completely ignored. Rather than often times getting equal or even greater attention than the damn serious posts.
I never cared about any of that, though. (Not to say it makes me better, but still) So I suppose all this anger that burns so intensely people throw all tact to the wind and end up behaving more sleazily than he supposedly does is just absolutely lost on me. But I digress. You should certainly not keep your creations private if people enjoy them. But you should also be able to accept people like myself who are going to react intensely and adversely due to them just not being their flavor. Even when those people aren't entirely nice about it.
I hope you didn't take my statements too heart, though. Because despite my rather prickly exterior I don't direct my statements at people personally. (Usually>_>) And I also don't really think having internet beefs and rivalries serves any valid purpose at all, so I'd hate to come off as though I were trying to create something like that. Doh!

With that said if you'd like to continue this for some reason do feel free to PM me. As I'd rather not contribute to the derailing of your release thread with stuff like this if at all possible.
I don't think there's anything "boring" about this character. She's very standard. The problem is that she's taken out of context. She's part of a larger whole; the Shades of Manhattan Project. Most people see this character by itself and then compare it to the best(or freakiest) in mugen. Can't do that. Gotta step back and look at her from the perspective of how she compares with Adamas, Thirteen and Zenith. You will get accustomed to her as you see where she fits in the Shades saga. And there's the problem; the story has not been created yet. Imagine if all-mighty CAPCOM actually distributed a game with only Ryu, no story, no bg, not even music, and didn't release another char for almost a year. You would quickly say he sucked(how the hell does a blue ball come out of his hands?!) and move on. "She's boring" is a shallow comment that says you choose not to look at the larger picture.
Just to note the problem is there is no big picture to see. I didn't download a full game. I downloaded a SINGLE character. And since the source game isn't released right now I can't look at a "big picture" Because I'd have to be able to play the game and find out if my feelings changed once the character was in context as you put it. Which I'm not able to do.
Unless you meant that toward someone else, but since I'd said more or less the same thing I figured it worth mentioning. :P
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 10:39:58 AM
Quote
It's not what he said, though. It's what multiple people said. (to various degrees) Honestly, my problem as an observer wasn't so much with the fact you couldn't stand what he said, but the way you replied to it. I was just bitching at someone else a few days ago. (Over him, too. What irony) You shouldn't act like a bigger child than the person who's feedback you take issue with. If anything, that should make you want to act like more of an adult not less. (I'd think)

No, not multiple people, just Tengu and you. In fact, you're the first people (and Ohsky, another insufferable prick, who has actually been banned - see a pattern?) to have a problem with my spriting style beyond just nicely, respectfully saying "I'm not a fan of the spriting style." I replied in a much more mature manner than he displayed in his first post. You get hung up on my statement about Tengu's inability to do what I do, but it is the truth. He gets a free pass for his dickery, but the moment I act confident about something I'm the bad guy who can't accept criticism? Nice double standard there.

Quote
The thing is, though. You shouldn't act shocked and offended when people state what apparently even you believe to be true. That the spritework is certainly not up to standard in the typical sprite based fighting game market. If you have no problem with that then people saying as much shouldn't incite a bunch of dick swinging bullshit. No matter who the statements are actually coming from.

Yeah, but you see, he didn't say "Hey Sean, your spritework is not as good as Capcom or SNK's sprites." He said "they're really, really bad, just awful." And you said they were "horrible," which they're NOT. That is not helpful, but insulting, and frankly hurtful. They are a color shade shy of being just as good as anything else out there. They have nice details and animate very fluidly. It's not fair to compare these to those of Capcom and SNK because they are professionals who get paid. I don't, I'm doing this as a hobby, and the less color-depth, anime-style of shading I use is my style. I expected more people to shit on them at first, not later when I had been doing it for so long, creating acclaimed and popular character adaptations such as Solid Snake and Rorschach, and had seemingly established that this is how I sprite.

Quote
But you should also be able to accept people like myself who are going to react intensely and adversely due to them just not being their flavor. Even when those people aren't entirely nice about it.

The problem there is that if they "just aren't your flavor," there should be no "intense" reaction. I react intensely because these are hard work for me, each representing hours of work and a deep, personal involvement. What reason do you or Tengu have to react intensely? They're just characters you don't like. There are far, far worse characters out there, and plenty of people will tell you that frankly I know what I'm doing at this point. I have no obligation to be nice to someone who just brazenly and needlessly insulted my art. I'm accused of "dick-swinging bullshit" when Tengu's attitude, "gimmick," whatever you call it, is all designed to make himself feel like someone. He can't differentiate himself with his work, because he creates nothing. The only way he can stand out is to be an unmitigated pain in the ass. I treated him as the insignificant little leecher that he is until you had to come on here and support his "feedback," a term I use very loosely.

Also, SHADEs of Manhattan has been released, but not the sequel. There is existing context, but there's no point in you downloading it if you can't even get passed my sprite-style. Wyldestar may not be my best work, and she may be mediocre as you say, but there is no need for people to be jerks about it.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Alkanphel on May 21, 2009, 11:08:50 AM
Fairy brought up a good point, everytime Tengu posts in a thread most people scream "omfg troll" and throw fits and make sure to say how much they hate him or think he's an ass.  If he's really just a troll, it would make far more sense to ignore him, otherwise he'll just be laughing his ass off at the fact people got upset at what he said, mission accomplished.  Amazingly here some people actually agree with some of the things he said as being valid, but I guess since Tengu said it and was a big meanie it's invalid now.  Frankly I've seen far more hurtful things that were said on the old Dev forums than anything Tengu says. 

And honestly I understand the friend thing, but when you're working with stuff like this you have to have some standards on things.  I'm sure Capcom and SNK as well as various projects in the Mugen community have lots of situations going on with people being friends and all, but they can't let that get in the way of quality work.  That doesn't mean being a dick, just being upfront and honest and trying to work something out.  I don't really believe this was the best the person could do, not because "she sucks" or anything like that, but because honestly I feel voice acting isn't nearly as difficult as people make it out to be.  All it requires is having the right voice for the character(helps a lot if you can change your voice) and being able to portray emotion well.  Just try and think of all the bad english dubs we've all seen in games like KOF MI2 where the actors didn't put their all into it and instead it feels like they just churned out some lines just to get it over with or not taking it seriously because "it's just a videogame who cares" 

As for the sprites...  well, she plays an awful lot like Annie, just using 6 buttons now, and well...
The artists for Jin's suited Rugal, CvS Yoko, Alba Meira, Original Vega(female M. Bison), Thor, Wonder Woman, Batman, Etrigan, Captain Marvell, that Hi-res Yuna and many other characters didn't get paid either for their works and they managed to use sufficient shading...
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 11:25:14 AM
She has the right voice for the character because the character is her. It's more important to me to have her voice in the game and for her to have fun and be a part of it all than it is for you people to be happy with her voice. So for the last time, I get it, the voice acting isn't very good, but it's staying the way it is, and not for some stubborn, artistic arrogance or inability to accept criticism, but because I want my friend to be happy and to be a part of what I'm creating.

As for the sprites...  well, she plays an awful lot like Annie, just using 6 buttons now, and well...
The artists for Jin's suited Rugal, CvS Yoko, Alba Meira, Original Vega(female M. Bison), Thor, Wonder Woman, Batman, Etrigan, Captain Marvell, that Hi-res Yuna and many other characters didn't get paid either for their works and they managed to use sufficient shading...

Yes, they are a bunch of individual artists who have created only a character or two's worth of original sprites. I've created many characters worth, in a style that I both like and is manageable without being extremely meticulous and unnecessarily time-consuming. Many of those characters are frankensprited or heavy edits (Thor, Batman, WOnder Woman). Also, many of those characters' animations range from choppy and unnatural to barely serviceable (outside of a couple of exceptions, such as Yoko). I have a hard time playing as Batman and Alba because they are so jerky in the way the move that it is an eyesore, while my more recent characters animate rather fluidly (particularly Rorschach and this one, Wyldestar). One less color tone is not an eye sore to me, and if it is to you, please, don't play my characters. All those people, for some reason or another, had the time to create extremely detailed sprites. I'm not going to say why or why not for them, I can only speak for me, and I've stated my reason for not spending that much time on that much shading. We are different people in different situations, so my excuse only applies to me. However, go ahead and continue to perpetuate the air of snobbery here, and refuse to either accept my style or politely say that it's not your cup of tea. It's obvious that some people can't be pleased (or even pleasant in their displeasure), and have no interest in showing me or what I've accomplished as one person any respect (no I'm not ignoring Fairy's "commendations" in her last post, but it's hard to appreciate that kind of thing after I've had my work savaged).
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: kakkoii superhero on May 21, 2009, 11:48:36 AM
about her sprite,
of course we can occasionally make godly sprites here and there, even an animated stance, or taunt, that looks incredibly beautiful, vibrant with colors and even put a secondary lighting source,
spending 3 hours to beautify it and use it proudly on our signature,

but making the whole hundreds of frames with the same quality require a lot more , we should consider that point of view before criticizing.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Pizzapie on May 21, 2009, 02:34:26 PM
SeanAlty, I really appreciate your work, and I really enjoyed wyldestar :)

I think your sprite style is simple, clean and nice, and animations are smooth and very well made... EVERY single sprite and animation, unlike many snk or capcom or other edited char, is good, not choppy, nor jerky. The only thing that bothers me a little is the palette: maybe you should try to add a little bit of contrast, more anime style.

Also, the gameplay is quite good, pretty intuitive and combo friendly: wyldestar is a pretty good fighter ;)

So, keep up your good and original work... we appreciate it ;)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Person Man on May 21, 2009, 03:05:15 PM
 --;  Whole lotta internet drama going down in here, huh?

Another nice character, SeanAltly.  I like her animations, they look really smooth.  There are a couple of minor tweaks I've noticed that could be made, but nothing that hasn't already been said.  All in all, great job.  The mugen community needs more creators like you making interesting, well made original characters.  There's only so many ways  people can keep recreating existing characters in new styles, so it's always nice to see someone doing something brand new.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Bastard Mami on May 21, 2009, 07:11:48 PM
Just ond't throw the "I have a life " argument, it's really bad to do it, as a counter measure I could say that if you REALLY had that much of a life you would nto even be bothering with mugen.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: atomicbuster on May 21, 2009, 07:19:57 PM
Just to note the problem is there is no big picture to see. I didn't download a full game. I downloaded a SINGLE character. And since the source game isn't released right now I can't look at a "big picture" Because I'd have to be able to play the game and find out if my feelings changed once the character was in context as you put it. Which I'm not able to do.
Unless you meant that toward someone else, but since I'd said more or less the same thing I figured it worth mentioning. :P
I understand you can't see the big picture. Neither can I, yet. What I was implying, with many examples, is that your (or anyone's) reaction should be, She's got no flaws, good; Now let's be patient; wait and see where she goes from here. Not, Hey, I don't know what's going on! I'm confused! She sucks! WAAAAH! See the difference?

Also, SHADEs of Manhattan has been released, but not the sequel. There is existing context, but there's no point in you downloading it if you can't even get passed my sprite-style. Wyldestar may not be my best work, and she may be mediocre as you say, but there is no need for people to be jerks about it.
Damn, I didn't know that. DLing SOM & testing...Holy Crap!  :o It's really very good. Can't wait for 2!

And honestly I understand the friend thing, but when you're working with stuff like this you have to have some standards on things.  I'm sure Capcom and SNK as well as various projects in the Mugen community have lots of situations going on with people being friends and all, but they can't let that get in the way of quality work. 
He does have a standards, his standards. Your comment about friends doesn't make sense. If he wanted to make a char based off a friend, so be it. He tried to make it as accurate as possible. Are you saying he should have taken his friend as a source, then made her better somehow? That turns an expression of friendship into an insult.

BTW, It's not good to compare anything in mugen to the companies. And the reason they can't let that get in the way of so-called quality work is because there's money on the line. Do yourself a favor, please don't ever think CAPCOM or SNK do anything out of the goodness of their heart. Everything they do, whether it pleases old fans or new, is for the all-mighty dollar/yen/euro. If you get quality from them, it's purely by accident/coincidence/planets-aligned/blue-moon/Groundhog-Day, etc.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: MightyKombat on May 21, 2009, 07:30:50 PM
You forgot the Pound (£)

Anyway, bottom line is that you have to be prepared for critics who deal out harsh words. You're lucky WT didn't say "You are a talentless loser who should die in a fire" cos if he did that, then your acts are warranted. But remember, what WT said about Wyldestar is his opinion. Like it or not, opinions are NOT illegal.

Oh and before people claim WT is an accuracy whore...

http://www.youtube.com/watch?v=zHzzcJwrXh4&feature=channel_page

Notice that Ryo? Just ask Ironmugen if its accurate.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: DTK on May 21, 2009, 09:53:27 PM
What's with these massive walls of text? Jesus titty-fucking Christ.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Deadface on May 21, 2009, 10:10:24 PM
I think that if you'd put the viewing mode to all pages, you'd swear this shit was 8 pages long.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Laxxe23 on May 21, 2009, 10:24:46 PM
hey, hey any one think she needs a beard? she would definately look better with a beard
come on sean add a beard
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 10:39:31 PM
Anyway, bottom line is that you have to be prepared for critics who deal out harsh words. You're lucky WT didn't say "You are a talentless loser who should die in a fire" cos if he did that, then your acts are warranted. But remember, what WT said about Wyldestar is his opinion. Like it or not, opinions are NOT illegal.

I still feel what I said back to him was totally warranted. And nobody said opinions were illegal. What's with that anyway? I never said they were. You guys realize that I don't have to like someone's opinion, or even be nice to them if they're not nice to me, right? Responding to a particularly insulting opinion in an unpleasant way isn't illegal either.

Just ond't throw the "I have a life " argument, it's really bad to do it, as a counter measure I could say that if you REALLY had that much of a life you would nto even be bothering with mugen.

Is that not a valid point though? If I had no job, no friends, no girlfriend, and no social life, I'd have all the time in the world to devote to the most amazingly detailed sprites EVAR. But I don't, so I do them the way I do so that I can create characters that don't take years to make and still look good (which they do to most). Hell, the only reason I've been so active on here lately is because I'm kind of broke and had 4 days off on a row, so I decided to do a bunch of Mugen stuff so I wouldn't spend any money.

Anyway, I appreciate the kind words from many of you, especially Person Man, Pizzapie, AtomicBuster, and others. It's nice to get some encouragement after a bunch of people jump down your throat.

Let's try to get this back on topic though. So far, this is what I've gathered as legitimate feedback:

-Her voice could use some work. I may get Leigh to try again, I might just make two versions of the character, one with Leigh's voice for me and my personal games and one with a voice from someone at VAA for release.
-Her main palette and a few others should have a bit more contrast, like the edits Viren and I posted.
-Her moves are very standard and kind of bland. I've been discussing things with Iced about how to make her more interesting.
-Too much like Annie. I will modify the Wild Child special so that it's not so similar to Annie's special, and perhaps tweak the sprites later so she doesn't resemble her so much.

Thanks guys, I appreciate the honest, respectful feedback.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Bastard Mami on May 21, 2009, 10:49:26 PM
Just ond't throw the "I have a life " argument, it's really bad to do it, as a counter measure I could say that if you REALLY had that much of a life you would nto even be bothering with mugen.

Is that not a valid point though? If I had no job, no friends, no girlfriend, and no social life, I'd have all the time in the world to devote to the most amazingly detailed sprites EVAR. But I don't, so I do them the way I do so that I can create characters that don't take years to make and still look good (which they do to most). Hell, the only reason I've been so active on here lately is because I'm kind of broke and had 4 days off on a row, so I decided to do a bunch of Mugen stuff so I wouldn't spend any money.


nah, it's a pretty retarded point to throw in an argument, it's almst like saying "you are gay".
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 10:56:51 PM
Well, I'm sorry if the obvious logic and the glaring correlation between the two is over your head.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Alkanphel on May 21, 2009, 11:04:07 PM
Well, I'm sorry if the obvious logic and the glaring correlation between the two is over your head.

Yeah because I'm sure kabao(who did CvS Yoko) or Loganir who did several characters as well as many other people who did characters with more shading had no lives, no jobs, no gfs/bfs and literally spent all day chained to a basement drawing sprites endlessly. 
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Duos.act on May 21, 2009, 11:07:50 PM
Well, I'm sorry if the obvious logic and the glaring correlation between the two is over your head.

Yeah because I'm sure kabao(who did CvS Yoko) or Loganir who did several characters as well as many other people who did characters with more shading had no lives, no jobs, no gfs/bfs and literally spent all day chained to a basement drawing sprites endlessly. 

When you take a look at Kabao's site it's not too much a stretch =P
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Bastard Mami on May 21, 2009, 11:10:08 PM
Kabao is a professional mangaka, so he has a pretty demanding job consiering he gets his original stories published in weekly magazines as well as working on other mangas like gurren laggan and queen's blade as the main artist.

Yeah, you just use the  "no life excuse" but in fact you have no skills and that is why you only vomit sprites rather than spriting something half decent :P ... well, at least nobody can guess the bases you use because you ruin the sprites so much.

Spoiler, click to toggle visibilty


Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 11:18:35 PM
Hey Alkanphel, did you miss the part above where I said that this is the reason I can't do it? Where I clearly stated that this reasoning applies to me because I can't speak for other people? Jesus, memory issues much?

If you knew a thing or two about spriting though, you would know that for them to create extremely detailed sprites on that scale, frankly, yes, something had to missing. They either had no job, not a lot going on socially, or perhaps they sleep very little. It's simple logic, really. There is also a small chance they are spriting wizards and can do it while doing all that, but it's a bit unrealistic to expect that from everybody. Sorry I don't sprite like Kabao, move the fuck on.

I'm tired of all this drama. I wish a mod would move this topic to the SHADEs section so I could trim it down to just a release topic again.

Kabao is a professional mangaka, so he has a pretty demanding job consiering he gets his original stories published in weekly magazines as well as working on other mangas like gurren laggan and queen's blade as the main artist.

Yeah, you just use the  "no life excuse" but in fact you have no skills and that is why you only vomit sprites rather than spriting something half decent :P ... well, at least nobody can guess the bases you use because you ruin the sprites so much.

Spoiler, click to toggle visibilty

You call that a "better" argument? Spewing bile like that when the majority of people like my sprites and appreciate the work I put into them? I have skills, son, they're just not as good as some.

You're kind of an idiot aren't you?
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Bastard Mami on May 21, 2009, 11:23:56 PM
nah, you are pretty dense yourself as you don't even know what's going on. Which has me having a lot of fun in this boring afternoon.

no hard feelings, you know there are several techniques on art, some related to speed, maybe you could try and learn some of those so you can improve the quality and invest less time while working on your sprites.

let me explain what's going on as I see you are lost.

The whole "I have a life" argument makes most of your points moot and puts other people against you for they feel very insulted, let's say ANON can make a cvs quality sprite in the same amount of time it takes YOU to make a shades quality sprite; he has been spriting for several years so he knows exactly what is he doing. Then you pull out the "no life" argument and how do you think a hard working fellow who feeds his family, spends some quality time with them and has hobbies outside spriting will feel ? insulted , right.

I await your answer.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 21, 2009, 11:30:54 PM
I explained, several times, that the reasoning I provided is for me and me only, although it is simple logic. The people that can do it and juggle their lives and commitments, are better spriters than me. So be it. But that doesn't mean my work should be disrespected on the level it has been here.

I understand your point though, but I had no intention of insulting others with an excuse I was applying to myself. Anyone who felt insulted, I apologize. I don't take pride in insulting people on the internet, unlike some people I know (Tengu, etc.)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Pizzapie on May 22, 2009, 01:23:09 AM
wow...

by te way, I made just for fun two pals, like the "shoto pals" you made for tristan...
inspired by the white star on wylestar back, i made terry bogard (MOTW) and rock howard pals:

(http://img38.imageshack.us/img38/8435/wyldestar.png)

it's quite a joke, but I'm using them...  I think they're nice :)
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 24, 2009, 10:49:05 PM
Since as far as I'm concerned, the drama is over, I'm unlocking this topic.

Sky79 sent me this .gif as an idea for a new stance that isn't so obviously Annie. While I like the stance I had, especially for it's fluidity, I like this one as well. I'll need to touch it up a bit, but overall I'm liking it.

(http://i77.photobucket.com/albums/j77/lightdark888/WyldStar.gif)

Let me know what you guys think.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Foobs on May 24, 2009, 11:07:57 PM
I like it, but her breast go crazy in a couple of frames.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 24, 2009, 11:14:32 PM
Yeah, that's definitely one of the things I plan on touching up,  :).
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Foobs on May 24, 2009, 11:28:45 PM
 (http://i77.photobucket.com/albums/j77/lightdark888/WyldStar.gif)(http://i21.photobucket.com/albums/b293/seanaltly/steph-1.gif)
Other thing. It may be the angle, but she looks too skinny compared to the original. Are you going to make this stance a bit bulkier ?
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on May 24, 2009, 11:32:00 PM
(http://i77.photobucket.com/albums/j77/lightdark888/WyldStar.gif)(http://i21.photobucket.com/albums/b293/seanaltly/steph-1.gif)
Other thing. It may be the angle, but she looks too skinny compared to the original. Are you going to make this stance a bit bulkier ?

Yeah, one of Wyldestar's defining physical traits is her hips. I'm waiting for Sky79 to send me the source sprites since I honestly don't know how to split up a .gif into individual frames.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Retro Respecter on May 25, 2009, 12:22:11 AM
Either way, Wyldestar is turining dynamite!!!
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: ~*Ishida-Uryuu*~ on May 25, 2009, 12:27:06 AM
(http://i77.photobucket.com/albums/j77/lightdark888/WyldStar.gif)(http://i21.photobucket.com/albums/b293/seanaltly/steph-1.gif)
Other thing. It may be the angle, but she looks too skinny compared to the original. Are you going to make this stance a bit bulkier ?

Yeah, one of Wyldestar's defining physical traits is her hips. I'm waiting for Sky79 to send me the source sprites since I honestly don't know how to split up a .gif into individual frames.

Irfanview has a function for this.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Duo Solo on May 25, 2009, 01:53:25 AM
Nice. I wonder if you can get a deal with Capcom with this gaming idea.
Title: RELEASE/UPDATED: Ruckus by SeanAltly (UPDATED to Ver. 1.1)
Post by: Sean Altly on July 18, 2009, 11:39:23 PM
(http://i21.photobucket.com/albums/b293/seanaltly/ruckusD.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/ruckuslarge1a.png)

Video preview: http://www.youtube.com/watch?v=2ybDoW3nEM0 (http://www.youtube.com/watch?v=2ybDoW3nEM0)

Well, I got all his sounds, everything's in order so I figured I'd release him. This is slightly beta, though he is mostly done. I'm looking for feedback, especially if anyone finds any bugs or anything like that. I plan on updating him if you guys find problems. Thanks guys.

Download: At my site! (http://www.mugenguild.com/seanaltly)

***EDIT***

I really shouldn't have rushed that ReadMe. I forgot to mention his command moves (F+HP is a Spinning Chop,B+HP is a Reverse Elbow, D+HK in mid air is the Harlem Hangover, and DB+HK is a launcher), as well as his actual Level 1 Super (F,DF,D,DB,B,2P while standing or F,DF,D,DB,B,P during To the Five Boroughs - a grapple super). I will upload a fixed version soon, with juggle fixes as well. If anyone else finds anything please let me know.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Nnaajj on July 18, 2009, 11:48:50 PM
1 word: EPIC
Testing ATM.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Foobs on July 19, 2009, 01:11:45 AM
You made some mistakes on the readme. Blast zone is QCF+P, you listed it as QCB+P. Also, fighting spirit uses 2 powerbars, not 1.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: GalFord on July 19, 2009, 01:20:22 AM
Apart from those mentioned by Cyan Paul... the DB+K launcher in the corner can be repeated as an infinate.  The damage scales to nothing after 12 or so of them but still...

Can't seem to combo into anything after a chain combo, but then I can't seem to combo any of his supers except after the launcher.

Might just be me... but feels like he needs a chain throw or an air throw.  **shrugs**  Will keep playing around with him.  All in all though, not bad at all!
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Laxxe23 on July 19, 2009, 02:02:18 AM
Its hosted on the site now. 
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Sean Altly on July 19, 2009, 02:11:13 AM
You made some mistakes on the readme. Blast zone is QCF+P, you listed it as QCB+P. Also, fighting spirit uses 2 powerbars, not 1.

Oops, I kinda rushed the readme because I realized right before uploading that he didn't have one. WIll fix that in the next updte, thanks man.

Apart from those mentioned by Cyan Paul... the DB+K launcher in the corner can be repeated as an infinate.  The damage scales to nothing after 12 or so of them but still...

Can't seem to combo into anything after a chain combo, but then I can't seem to combo any of his supers except after the launcher.

Might just be me... but feels like he needs a chain throw or an air throw.  **shrugs**  Will keep playing around with him.  All in all though, not bad at all!

Hmmm, I know you can combo either the LP or MP Blast Zone into a Super Blast Zone, and the Fighting Spirit can be chained from many of his standing punches, but I'll look into increasing his comboability. Also, I forgot to adjust the juggle parameter on the launcher, I'll fix that. Thanks!
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: ShiroTori on July 19, 2009, 04:54:59 AM
Sweet, he's been released!

I'll try him out right now.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Nnaajj on July 19, 2009, 12:21:51 PM
CharacterWise..
Some of his moves are hard to pull of but, other than that he's a good character
OVERALL = 8.5/10
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Cybaster on July 20, 2009, 02:34:12 PM
- He's supposed to be fast and light, but his jump feels really too light IMO.
- When Ruckus jumps over an opponent, if you continue jumping in the same direction, he'll be facing the wrong side.
- On his HP+HK throw, a noise when he kicks/jumps from the opponent would give more "power" to the move. It seems weak as it is.
- All in all, during his specials, I think some of them (if not most) would gain in having some envshake, because the moves seem a little weak without them.
- A problem hard to perform : place the opponent in the corner, and make him walk forward just a little (the size of one foot). Then perform Fighting Spirit! Just before the last attack, Ruckus will push the opponent against the wall, and cornerpush will not be taken correctly into account, resulting in the last attack missing, as shown in this image :
Spoiler, click to toggle visibilty
- Super Blast Zone's FX has shadow, which doesn't look really nice.
- Super Blast Zone can miss cornered opponents.
- Kicky Fast's last hit doesn't connect on all opponents. For example, it didn't connect on SPO Ryu by Rikard.

You can be proud of Ruckus, he's a really nice character. :)
After seeing some of his anims, I was hoping he wouldn't be too close to Ramon, gameplay-wise. You didn't disapoint me. While some animations and one or two moves are clearly taken from Ramon's arsenal, all the changes and things you've put in this character make him play completely differently. As said, an air throw would be a nice addition to his techniques.
I'm more and more fan of moves with follow-ups, and To The Five Boroughs (2T5B) is the perfect example of what I like. Great job on this move.
Throws bind perfectly and very smoothly from what I saw, which isn't always easy to achieve. :2thumbsup:
Finally, the additionnal shades you've added to him really make the sprites look even better, even though the style hasn't changed in itself. :yes:

I'll be waiting for the AI, and especially for Byrne now. Good luck.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Sean Altly on July 21, 2009, 10:04:06 PM
- He's supposed to be fast and light, but his jump feels really too light IMO.
- When Ruckus jumps over an opponent, if you continue jumping in the same direction, he'll be facing the wrong side.
- On his HP+HK throw, a noise when he kicks/jumps from the opponent would give more "power" to the move. It seems weak as it is.
- All in all, during his specials, I think some of them (if not most) would gain in having some envshake, because the moves seem a little weak without them.
- A problem hard to perform : place the opponent in the corner, and make him walk forward just a little (the size of one foot). Then perform Fighting Spirit! Just before the last attack, Ruckus will push the opponent against the wall, and cornerpush will not be taken correctly into account, resulting in the last attack missing, as shown in this image :
Spoiler, click to toggle visibilty
- Super Blast Zone's FX has shadow, which doesn't look really nice.
- Super Blast Zone can miss cornered opponents.
- Kicky Fast's last hit doesn't connect on all opponents. For example, it didn't connect on SPO Ryu by Rikard.

You can be proud of Ruckus, he's a really nice character. :)
After seeing some of his anims, I was hoping he wouldn't be too close to Ramon, gameplay-wise. You didn't disapoint me. While some animations and one or two moves are clearly taken from Ramon's arsenal, all the changes and things you've put in this character make him play completely differently. As said, an air throw would be a nice addition to his techniques.
I'm more and more fan of moves with follow-ups, and To The Five Boroughs (2T5B) is the perfect example of what I like. Great job on this move.
Throws bind perfectly and very smoothly from what I saw, which isn't always easy to achieve. :2thumbsup:
Finally, the additionnal shades you've added to him really make the sprites look even better, even though the style hasn't changed in itself. :yes:

I'll be waiting for the AI, and especially for Byrne now. Good luck.

-Hmmm, too light. I kinda dig it though.
-What's the best way to fix this? This tends to happen when I have landing animations that have a few frames instead of it being like one frame. Any ideas from anyone?
-I actually meant to do that but forgot. Thanks for reminding me, it will be fixed.
-I guess I didn't give his throws and what not envshake because I figured he was too light, but I guess it would look better.
-Hmm, I will have to look into that. Would giving him more cornerpush help?
-Ahh, the FX/Shadow thing. Will fix that.
-Oops, will definitely fix that, thanks.
-Damn, I trie that move on like 20 different guys of all shapes and sizes. I thought I had it where it would hit everyone, but alas, there are still people it won't hit. I may just change the end of that move completely because I'm not sure how to make it hit everyone, everytime. I'm not sure it's worth the hassle anymore, because that move was a ton of hassle during coding.

Thanks for the feedback, as always it's some of the best around. I will definitely fix the problems mentioned for the next update. As far as AI goes, I need to contact someone who can make it, like Kamekaze. I've been spriting so much I've forgotten about things like AI. And thanks for noticing the extra detail in the sprites. I consider his sprite quality somewhere between the old sprites and the new sprites for CIB. They have what c00per referred to as "pillow shading," but they definitely look nicer than the old style.

Thanks again!
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Cybaster on July 22, 2009, 10:53:14 AM
Quote
-What's the best way to fix this? This tends to happen when I have landing animations that have a few frames instead of it being like one frame. Any ideas from anyone?
facep2 = 1 in statedef 40

that is all you have to do

Quote
-Damn, I trie that move on like 20 different guys of all shapes and sizes. I thought I had it where it would hit everyone, but alas, there are still people it won't hit. I may just change the end of that move completely because I'm not sure how to make it hit everyone, everytime. I'm not sure it's worth the hassle anymore, because that move was a ton of hassle during coding.
SPO Ryu is the only one I've seen with light blue CLSNs (meaning he's not touchable at this point, might want to check his hit flags), instead of dark blue ones as everybody else. To avoid this kind of problem, you may want to code special states for P2 during the whole move.
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Sean Altly on July 27, 2009, 08:54:03 PM
Hmmm, I'm going through Ruckus, fixing the issues people found, and Cybaster, I'm not sure why you said his moves don't have EnvShakes, because most of his specials do. The only one that didn't have them were his Missile Dropkick special. So, I increased their amplitude and time to maybe make them more noticeable, but they were definitely there before.  :-\

Expect an update tomorrow! To those who care!
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Cybaster on July 28, 2009, 11:07:21 AM
??? Did my eyes fuck up ??? Anyway, I'll wait to see the update, and come back with my whining concerning envshakes if I don't fuck up (again ?). ;P
Title: Re: RELEASE: Ruckus by SeanAltly (ver. 0.99, please help test!)
Post by: Sean Altly on July 31, 2009, 01:41:53 AM
Alright, he's been updated to version 1.0, bugs fixed, sprites cleaned up a tiny bit more, and the ReadMe is fixed. Thanks guys!
Title: Re: RELEASE: Ruckus by SeanAltly (UPDATED to Ver. 1.0, Bigs Fixed, ReadMe fixed!)
Post by: Laxxe23 on July 31, 2009, 02:14:22 PM
Sorry havent been able to update the site front page, but I will. 
Title: Re: RELEASE: Ruckus by SeanAltly (UPDATED to Ver. 1.0, Bigs Fixed, ReadMe fixed!)
Post by: Alpha Proto on August 07, 2009, 09:04:59 AM
Is the update posted yet?
Title: Re: RELEASE: Ruckus by SeanAltly (UPDATED to Ver. 1.0, Bigs Fixed, ReadMe fixed!)
Post by: Sean Altly on August 07, 2009, 09:21:44 AM
It's posted, but I found yet another problem, I've fixed it already, I just need Zeckle to upload it. It involves his L3 Super, Kicky Fast. In the update I created a custom gethit state but improperly coded it on accident. Using the move will cause a debug message involving the custom anim to appear, and if the p2 character has an anim numbered 2222, then they will go into that anim. Sorry about that guys.
Title: Re: RELEASE: Ruckus by SeanAltly (UPDATED to Ver. 1.0, Bigs Fixed, ReadMe fixed!)
Post by: Laxxe23 on August 07, 2009, 01:49:32 PM
Is the update posted yet?
check the site, but i would wait for version 1.1
Title: Ruckus 1.1 bugfix update
Post by: Laxxe23 on August 09, 2009, 11:49:14 PM
D-D-Double post
Ruckus bugfix 1.1 uploaded
Title: Re: RELEASE/UPDATED: Ruckus by SeanAltly (UPDATED to Ver. 1.1)
Post by: Alpha Proto on August 25, 2009, 02:57:42 PM
Why doesnt he grunt when he's hit?
Title: Re: RELEASE/UPDATED: Ruckus by SeanAltly (UPDATED to Ver. 1.1)
Post by: Sean Altly on August 25, 2009, 07:45:32 PM
I totally forgot to implement that. He will in the next update though.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Ness on February 03, 2010, 05:57:35 AM
Okay so I guess i'm necro bumping.  but the patch to fix her portrait is gone :-/ ...
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Sean Altly on February 03, 2010, 07:24:05 AM
I had forgotten all about this, and the version of the site never got updated. When I released her, a ton of drama started over a comment I made to Wild Tengu, and I must have forgotten. Anyway, if you have FF or can open her .sff file, the portrait is in there, just change the sprite number from 9001, 0 to 9000,1.
Title: Re: Wyldestar (S.H.A.D.E.s of Manhattan 2) by SeanAltly
Post by: Ness on February 03, 2010, 05:31:41 PM
Thanks Sean, good man ... good man.   :sugoi:

Love your characters by the way :)