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 July 03, 2008, 04:55:31 AM

Title: Old Character Threads
Post by: Sean Altly on July 03, 2008, 04:55:31 AM
(http://i21.photobucket.com/albums/b293/seanaltly/snowgif.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/snow2.jpg)

Real Name: Sean Orron Savakis
Height: 6'
Weight: 190 lbs.

Abilities: Various psychic and mental abilities, including causing searing migraines, thought projection, and the ability to project images into others' minds. He can also concentrate a large portion of psychic energy into a projectile called a Psych Shot, which, depending on the power, will drain Snow physically. His strongest Psych Shot can render an opponent physically devastated and permanently insane.

Bio: Sean Savakis was a typically rebellious teen who, with the help of his best friend Patrick, ran away from his overly-religious hometown deep in the Bible Belt of North Carolina. There, he was not allowed to wear flashy clothes or stand out as the individual he knew he was. His naive and idealistic point of view landed him in hot water often in his old hometown, and things were no different in New York. He and Patrick were forced to live as vagrants due to their joblessness, and were reduced to thievery to survive, wandering all over Manhattan and the surrounding areas. They were eventually arrested for vagrancy and held in jail. They had no money and no identification, and were perfect (involuntary) candidates for the S.H.A.D.E. Moses Maddigan ordered them transferred to Maddicorp's facilities where Sean became Subject #1.

Once freed from the confines after the Kelly Incident, Sean and Patrick took on the names Snow and Sabotage, and utilized their powers to earn enough money to sustain themselves. Snow especially resented his gifts, not because of the power, but because he knew that the people that had captured him and imprisoned him for two years would eventually try to take him back. His intense desire to be left alone and to avoid drawing attention to himself conflicts with Sabotage's occasionally flashy usage of his abilities, as well as his perceived notion that the two of them are "Super Heroes." Snow, above all else, wants to live in peace and come to terms with the mistakes he's made, but is constantly hounded by Maddigan's "Collection Agency." Of course, it doesn't help that Snow insists on dressing impeccably, all the time, in designer suits.

Screenshots:

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

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

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

Gameplay: Snow is a very defensive character. I'll make no excuses about his special moves: He is a Guile/Charlie/Ash-type character. He has the Psych Shot and the Psych Slice, his equivalent of the Sonic Boom and Flash Kick. He doesn't have as much emphasis on combos as some of the other characters, but he makes up for it with balance in his move set. There's a reason Guile got away with having just two special moves for so long, and that's because they are perfect compliments to each other. Add in Snow's Flipping Senton for low-blocking, turtling characters, and his Psy-Kick for an offensive move that is good for juggles and closing gaps, and you have possibly the most balanced character in the game.

Special Moves:

--Psych Knee - F,F,HK
   Snow executes a powerful knee move. The double-tap forward executes a forward hop, followed by pressing HK for the knee. A knockdown attack that moves Snow across the screen quickly.

--Psych Shot High - Charge B,F,P
   A psychically produced projectile. Travels the length of the screen, but at different speeds depending on the button pressed.

--Psych Shot Low - Charge B,F,K
   A psychically produced projectile that travels lower than the regular version. Travels the length of the screen, but at different speeds depending on the button pressed.

--Psy-Kick - D,DB,B,K
   Snow rolls sideways and delivers a delayed spinning kick. Does more damage than the Psych Shot but has slow recovery. Different kick button strengths affect the distance traveled across the screen.

--Psych Slice - Charge D,U,K
   Snow backflips, while moving up and forward at great speed. Basically a Flash Kick ala Guile or Charlie. The HK version moves up and forward, the MK version moves backwards to both damage and evade, and the LK version is basically stationary.

--Flipping Senton Splash - D,DF,F,K in mid-air
   Snow flips forward in mid-air and drives both legs down onto the opponent. The HK version moves Snow forward with the flip regardless of which direction he's jumping in. The MK moves him backwards, also regardless of jumping direction. The LK version has no horizontal velocity, so Snow flips in whatever direction he was jumping.

EX Moves:

--EX PSych Shot - Charge B,F,MP+HP
   A faster, multi-hitting version of the Psych Shot.

--EX Psych Slice - Charge D,U,MK+HK
   A much faster version of the Psych Slice with more hits and more forward momentum.

Throws:

--Monkey Flip - HP+HK
   Snow uses his legs to toss his opponent up and over him.

Level 1 Super Move:

--Psych Force - D,DB,B,D,DB,B,P
   Snow slides backwards momentarily before delivering a concentrated blast of telekinetic energy. This move is very close range and sends the opponent flying across the screen.

--Psych Sweeper - D,DF,F,D,DF,F,K
   Snow creates a crouching Psych Shot with more height, making the move difficult to dodge. It hits four times before dissipating.

Level 2 Super Move

--Psych Lance - D,DF,F,D,DF,F,P
   Snow creates a powerful Psych blast that is bound to him. It reaches about 1/3rd of the way across the screen and is shaped like a Lance in order to "stab" the opponent. Lower range but higher damage than the Psych Sweeper.

Level 3 Super Move:

--Psych Slasher - D,DB,B,D,DB,B,K
   Snow does three powerful Psych Slices in a row, hitting multiple times and sending his opponent flying into the air. Medium range but great anti-air and combo possibilities.

Level "S" Super Move:

--Cerebral Destroyer - D,DF,F,DF,D,DB,B,P
   Snow uses all of his energy to create a massive Psych Shot that deals incredible damage. However, he is left open for attack if the move does not connect fully or KO the opponent, as well as being drained of about 100 points of his own life bar.

***DOWNLOAD***

Download the latest version of Snow here:

http://www.sendspace.com/file/nq2tl8 (http://www.sendspace.com/file/nq2tl8)

He is also on my ESnips site and will soon be on my personal site as well.

Feedback welcome!
Title: Character Thread: Moses Maddigan
Post by: Sean Altly on July 03, 2008, 06:00:29 AM
(http://i21.photobucket.com/albums/b293/seanaltly/mosegif.gif)

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

Real Name: Moses Maddigan
Height: 6'4''
Weight: 285 lbs.

Abilities: Possesses superhuman strength, endurance, and reflexes. He is also naturally brilliant and skilled at hand-to-hand combat.

Bio: 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 New York 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.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen43.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen53.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen52.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen54.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen47.jpg)

Gameplay: Moses has a number of advantages over his opponents, though none that make him cheap or unbeatable. Moses is designed to be the final boss of the game and a has a wide array of special moves that cater to different play styles. Some have compared him to Geese, due to his blonde-hair, status as a business tycoon, and his utilization of counter moves. He also does not have much emphasis on combos, but what he lacks in comboability he makes up for in brutality and strength. He is versatile, having defense-priented grapples and counters, as well as a charging shoulder block and other offensive tools. One of his most unique and important moves is his vicious aerial Choke Slam, seen in the third screenshot. It can catch jumping, juggles, or falling opponents, so watch out fo it.

Special Moves:

--Bull Market - D,DF,F,P
   Moses utilizes his strength by jutting forward with a sliding shoulder tackle.

--Deal Breaker - D,DB,B,K
   Moses rears back before thrusting forward with a powerful Big Boot. The LK version knocks them back and away and creates distance between players. The MK version knocks the opponent down. The HK version not only knocks them down, but sends them flying into the wall, where they bounce off and are open for juggling.

--Tax Evasion - D,DB,B,P
   Moses pivots on his far foot and swings all the way around, hitting his opponent with a low hook punch. He is invulnerable for several frames of the beginning animation, making it useful for dodging attacks and projectiles and immediately going on the offensive. Different strengths of button cause Moses to advance at longer distances during the actual punching portion of the move.

--Ground Floor Shake Up - F,DF,D,K
   Moses stomps the ground with considerable force, causing the opponent to lose their balance. If the opponent is ducking, the move has no effect. If used while very close, the stomp will hit the opponent on the way down, however, if they are a within range of the shockwave but not Moses' foot, they will simply be knocked down, not recieving damage until they actually hit the ground. Good for disorienting opponents.

--Insider Trading - D,DF,F,K
   Using his considerable intelligence and remarkable reflexes, Moses catches his opponent's attack and delivers one of his own. LK counters crouching attacks, MK counters standing attacks, and HK counters aerial attacks. Super Moves can't be countered.

EX Moves:

--EX Insider Trading - D,DF,F,MK+HK
   An enhanced version of the original move that counters moves from any position and deals considerably more damage.

--EX Tax Evasion - D,DB,B,MP+HP
   Moves faster, and deals several more hits.

Throws:

--Hostile Takeover - F,DF,D,DB,B,P
   Moses grabs his opponent and delivers a vicious headbutt, before tossing them away like yesterday's trash.

--Chokeslam - HP+HK (standing or in air)
   Moses holds his opponent by the throat, swings them back and then down to the ground with brute force. Can also be performed in the air.

--Overhead Slam - B+HP+HK
   Moses pulls his opponent over his head and then slams them down on the other side.

Level 1 Super Move:

--Market Crasher - D,DF,F,D,DF,F,P
   Moses performs an enhanced, multi-hitting shoulder tackle that travels very fast and knocks the opponent off their feet.

Level 2 Super Move

--Total Monopoly - F,DF,D,DB,B,2P
   Moses brutally headbutts his opponent 3 times, and knocks them away with a powerful Deal Breaker.

Level 3 Super Moves:

--Black Tuesday - D,DB,B,D,DB,B,P
   Moses uses his strong arm to deliver a mighty straight punch that utilizes nearly all of his strength.

--Black Monday - D,DB,B,D,DB,B,K
   The same move as above, but instead of just throwing the punch, Moses waits for his opponent to attack him, then counters and shouts "You never learn!" before delivering the bone-shattering blow.

Level "S" Super Move:

--Ill-Gotten Gains - B,F,DF,D,DB,B,P
   Moses dodges an attack, much in the same manor as his Tax Evasion, then dashes forward and grabs his opponent. If the grab connects, Moses unleashes a flurry of headbutts and merciless right-handed blows to the chest, followed by a screen-shaking straight punch. Just to top it off, Moses then leaps into the air and chokeslams his unlucky opponent to the ground, dealing massive amounts of total damage. Moses requires all 3 super meter stocks and at least 50 points of life to perform the move.
Title: Character Thread: Fray
Post by: Sean Altly on July 03, 2008, 02:57:30 PM
(http://i21.photobucket.com/albums/b293/seanaltly/fraygif.gif)

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

Real Name: Stephanie Marie Cook
Height: 5'7''
Weight: 120 lbs.

Abilities: Her hands constantly produce explosive kinetic energy that is contained and controlled by her Curonium gloves.

Bio: Stephanie was the fifth subject of the S.H.A.D.E. She ended up with the ability to create concussive blasts of energy with her hands. Unfortunately, she has little control over it and is almost always producing the energy. She went to Jean Curren, a technical wizard/inventor, who created a special pair of gloves made out of a highly malleable alloy that contains traces of the element he discovered (called Curonium). These gloves allow her to better control her powers and even concentrate the energy into her bread and butter offensive weapon, the Energy Grenade.

Fray is an impulsive and brash young woman who lets her ambition (or over-ambition) cloud her priorities and decisions. As a teenager she had a constantly rotating roster of friends that she discarded whenever she got bored of them. She is mostly good at heart, but has a hard time showing it and often "rubs people the wrong way." Due to how dangerous her hands are, she fights with mostly kicks, reserving her explosive fists for her special moves and super combos.

Screenshots:

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

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

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

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

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

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

Gameplay: Fray is a fairly defensive character whose best attribute is her ability to play keep-away. She has a projectile for nearly every area of the screen, and due to the nature of her powers, her explosive moves often create a lot of distance between her and her opponent when they connect. The biggest example of this is her command grapple, "Jukebox Breakdown," which sends her opponent flying all the way across the screen, forcing them to once again attempt to approach Fray. However, don't let this fool you, as once Fray is forced to be close, she has some very lengthy chain combos.

Special Moves:

--Energy Grenade - D,DF,F,P (also in air)
   Fray throws a concentrated ball of energy that loses stability and "detonates" after a short period of time. Using different strengths of Punch causes the Grenade to be thrown at different angles. Also, the explosion lingers for a second, and the opponent can be harmed if they come into contact with it. Can also be performed in the air, but the aerial version does not have different trajectories for different button strengths.

--Ups and Downs - D,DF,F,K
   Fray does a high back roundhouse kick and then, without her foot touching the ground, reverses rotation into a regular roundhouse. The HK version not only travels the farthest, but the last hit will knock the opponent down.

--Rocks Tonic Juice Magic (R.T.J.M.) - F,D,DF,P
   Fray delivers a vicious hook while utilizing her powers to cause an explosion at the same time. If MP is used, she precedes the attack with two elbow strikes, while three elbow strikes are used if HP is pressed.

--New Wave - D,DB,B,P
   While moving backwards to evade enemy strikes, Fray performs a crescent-shaped motion with her arm while creating several small explosions, effectively creating a barrier above her. Useful for moving backwards quickly and catching opponents who are jumping over you or dashing towards you.

EX Moves:

--EX Energy Grenade - D,DF,F,MP+HP
   Fray throws out three energy grenades at once. covering every trajectory of her normal ones.

--EX Ups and Downs - D,DF,F,MK+HK
   Fray delivers a faster, more powerful version of Ups and Downs.

Throws:

--Gut Check - HP+HK
   Fray grabs her opponent and delivers a vicious knee to the gut.

--Jukebox Breakdown - F,DF,D,DB,B,K
   Fray reaches out with surprising range and holds her opponent at the upper chest/throat. She then unleashes a powerful, close-range palm strike that creates a large explosion, which knocks her opponent clear across the screen.

Level 1 Super Moves:

--My Sweet Fracture - D,DB,B,D,DB,B,K
   Fray dashes forward and delivers an explosive straight that hits so hard, her opponents bounce off the wall.

--Clash City Rockers - D,DB,B,D,DB,B,P
   Fray delivers a pair of nasty, explosive punches. Closer range than My Sweet Fracture, but higher damage.

Level 2 Super Move

--The Art of Misplacing Firearms - D,DF,F,D,DF,F,P
   Fray throws out five Energy Grenades in quick succession. As with her regular Energy Grenade, different punch strengths determine the trajectory.

Level 3 Super Move:

--The End - D,DF,F,D,DF,F,K
   Fray concentrates a massive amount of explosive energy into one grenade, which passes through opponents and does not detonate until it hits the ground, creating a huge blast when it does.

Level "S" Super Move:

--Certain Tragedy - F,B,DB,D,DF,F,P
   After delivering several quick and powerful elbow strikes, Fray grabs her opponent and uses an even more powerful explosive palm strike that deals incredible damage. However, whether the move hits or misses, it drains about 120 of her own life along with all three of her super stocks.
Title: Character Thread: Vesper
Post by: Sean Altly on August 16, 2008, 01:41:03 PM
(http://i21.photobucket.com/albums/b293/seanaltly/vespergif.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/vesperwins3.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/vesper2.jpg)

Real Name: Hnang Rma
Height: 5'8''
Weight: 115 lbs.

Abilities: Possesses many of the abilities generally attributed to the traditional literary "vampire," including super-strength, enhanced reflexes, enhanced senses, and nigh-immortality. She does not exhibit the weaknesses, such as sunlight, crosses, silver, etc. She also does not need blood to live, but ingesting it can cause her to become stronger.

Bio: Hnang Rma was a Vietnamese-American girl who was once very calm and intelligent. She was also very determined, even finding a way to attend college despite a total lack of support from her parents. She had to take out numerous student loans and work several jobs to pay for them, which resulted in poor performance and poor grades. She eventually was forced to drop out. With no completed education and no home, she became a prostitute in order to support herself. During these dark times, she became addicted to hard drugs, which all but drove her insane. On the brink of death after a vicious beating by a psychopathic john, she was picked up by a civilian and dropped off at the hospital. She fell into a deep coma and spent weeks in the hospital, with no identification and no family visiting her. These circumstances made her ideal for Maddicorp's SHADE.

When she awoke after the Kelly Incident, she had little to no memory of her life before. All she remembered was the face of the man who nearly killed her. She becomes a ruthless and vicious killer in search of her attacker, even aligning herself with Moses Maddigan in order to reach her goal.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen4.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen10-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen14-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen16.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen20.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen21.jpg)

Special Moves:

-Triangle Jump - F,DF,D,DB,B,K
     Vesper backflips all the way to the wall, then kicks off of it. She can then perform any of her aerial attacks, as well as a flying version of her bulldog.
-Twilight Fang - F,D,DF,K
     Vesper performs a sideways rolling flip-kick that catches opponents out of the air.
-From Dusk - D,DF,F,K
     Vesper flips forward, driving her leg down into a ferocious split-kick. Must be blocked high.
-Till Dawn - B,D,DB,K
     Vesper performs a standing backflip kick that moves her away from her opponent and knocks them into the air.
-Sunset Bite - F,DF,D,DB,B,P
     Vesper performs a triangle jump, propelling herself off the wall and grabs her opponent, biting them in the neck. She will then turn a color for a short period of time.
              Blue - Raises her defense.
              Red - Raises her attack power.
              Green - Restores 100 points of her lifebar.

EX Moves:

-EX Twilight Fang - F,D,DF,MK+HK
     A faster, farther reaching and multi-hitting Twilight Fang.

Throws:

-Twilight Bulldog - HP+HK
     Vesper swings all the way around her opponent, bringing them down on the back of their head with her arm wrapped around their throat.

Super Moves:

Level 1 - From Dawn Till Dusk - D,DB,B,D,DB,B,K
     Vesper performs a powerful kick combo, consisting of one Till Dawn followed by a fierce From Dusk.
Level 2 - 30 Days of Night - D,DF,F,D,DF,F,P
     Vesper delivers a seemingly endless series of attacks, ending with her signature Till Dawn kick.
Level 3 - Twilight Nightmare - D,DF,F,D,DF,F,K
     Vesper connects with three Twilight Fangs in a row, dealing massive damage.
Desperation Move - Permanent Mignight - D,DB,B,D,DB,B,P
     Vesper performs an enhanced version of the Sunset Bite that enhances her attack power and makes all of her attacks temporarily unblockable.

Gameplay:

     Vesper is very, very fast. Even without Kamekaze's AI, she was pretty tough in the hands of the standard AI because she's so quick. She is the most combo-heavy of all SHADEs characters, and the possibilities for chains are numerous. She can perform some pretty spectacular juggles as well. Her only real weakness is that she takes slightly more damage than the other characters. I did this as a blancing measure. Trust me when I say you'll thank me for it.
Title: Character Thread: Sabotage
Post by: Sean Altly on August 17, 2008, 05:38:06 AM
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/stance-1.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/CityPat.png)

Real Name: Patrick Ryan Osiris
Height: 5'11''
Weight: 245 lbs.

Abilities: Super strength and endurance.

Bio: Patrick Ryan Osiris lived in North Carolina for most of his life. He did not know his father personally, but was always told by his mother that his father was a handsome, married, and successful man who wanted nothing to do with her after their affair. Patrick did not feel as oppressed as Sean Savakis did and was lucky to have the support of a loving mother. However, wherever Patrick could be found, Sean was with him. So when Sean decided that he was not wanted where he lived, he decied to leave, bringing Patrick along with him. There, they found an even harsher environment and impossible living conditions. In North Carolina, they were shunned or scolded for upsetting someone. In NY, they could be killed for the same offense. Soon, they were left with no money and no home, and volunteered for the SHADE.

When Kane Kelly murdered most of the experiment's scientists and freed the other subjects, Patrick was able to obtain his own subject file before escaping with Sean. It was in his file that he learned that his father was the late Joseph Maddigan, making Moses Maddigan his half-brother. Patrick and Sean took on the names Sabotage and Snow, and utilized their powers to earn enough money to sustain themselves. Sabotage devotes much of his time to the same goal as Snow, which is freeing themselves from a life of evading Maddicorp and its agents. Sabotage wants nothing more than to use the powers he was given to  benefit mankind, but he and Snow are constantly hounded by Moses Maddigan's "Collection Agency." He and Snow occasionally clash, due to Sabotage having a hard time hating Moses, due to them being family as well as his general lack of interaction with his brother. Snow hates Moses for what he has done, while Sabotage has wildly conflicting feelings towards him.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen12-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen13a.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen14q.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen16a.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen17-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen18-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen21a.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen23a.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen26-1.jpg)

Gameplay:

     Sabotage is a "boxing-type" character, meaning he has no kicks and relies on the sheer power of his punches. He is not without speed however. He has a wide variety of punches and specials that hit at different heights and directions, making him slightly unpredictable. He is not confined to simple boxing-style punches, however. He can use his super strength to shake the ground his opponent is on, or throw his opponent around with German Suplexes. Sabotage is designed as the game's main protagonist.

Special Moves:

--Juke - D,DF,F,HP+MP
   Sabotage ducks his head down and dashes forward, traveling past his opponent to the other side. He is unhittable during, and acts much like a "teleport" move.

--Jive - D,DB,B,HP+MP
   Much the same as his Juke, only he travels away from his opponent.

--Several Knuckle Shuffle - D,DF,F,K or D,DB,B,K
   Sabotage ducks his head down and slides forward and under most projectiles, and delivers a punch when he rises. The punch is different depending on which strength of button you press. If the second listed command is used, Sabotage jukes backwards before delivering the blow.

--Ascention - F,D,DF,P
   A rising anti-air uppercut. I won't even try to pretend that this is any different than a Dragon Punch. The height and speed of exexution are dtermined by the strength of the button pressed.

--Hop 'n' Sledge - D,DF,F,P
   Sabotage hops forward and delivers a powerful two-fisted sledge-hammer blow.

--Earthquake Test - D,DB,B,K
   Sabotage uses his sledge-hammer punch on the poor, defenseless ground, causing a multi-ranged shockwave that knocks the opponent over.

Throws:

--German Suplex - HP+HK
   Sabotage grabs his opponent from behind and bridges backwards, slamming them head-first onto the ground.

--Rolling German - F,DF,D,DB,B,K
   Sabotage performs two German Suplexes in a row.

EX Moves:

--EX Ascention - F,D,DF,MP+HP
   Sabotage does a faster and more powerful version of the move.

--EX Several Knuckle Shuffle - D,DF,F,MK+HK
   Sabotage dashes forward at incredible speed and delivers several strong punches in quick succession.

Level 1 Super Move:

--Seismic Hammer - D,DB,B,D,DB,B,K
   Sabotage leaps high into the air, before crashing down to the ground with a powerful sledge-hammer blow that creates a screen length shockwave. The move can only be avoiding by jumping with proper timing, but does modest damage.

Level 2 Super Move

--Onslaught - D,DF,F,D,DF,F,K
   Sabotage does three of his powerful rising uppercuts in a row, the last one ascending high into the sky and delivering extra damage.

--Triple German - B,DB,D,DF,F,HP+HK
   Sabotage does three German Suplexes in quick succession.

Level 3 Super Move:

--Three Very Strong Punches - D,DF,F,D,DF,F,P
   Sabotage rushes forward with three bone-shattering, screen-shaking punches. Unblockable once the first punch connects.

Desperation Move:

--All Apologies - D,DB,B,D,DB,B,P
   Sabotage jukes forward and delivers a gut-wrenching shot to his opponents stomach and utters apologetically, "You're just caught in the crossfire." What follows is a barrage of punches that deals insane damage. However, if the move is blocked or dodged, Sabotage is left wide open for a counter attack.
Title: Character Thread: Chad In Black
Post by: Sean Altly on August 17, 2008, 06:38:26 AM
(http://i21.photobucket.com/albums/b293/seanaltly/chadgif.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/chad2.jpg)

Real Name: Jennifer Marie Chadwick
Height: 5'8''
Weight: 140 lbs.

Abilities: Can not only communicate with unseen spirits, but can also summon them and make them temporarily tangible in order to fight her enemies.

Bio: Jennifer Chadwick is a quiet, reserved, bookish young woman. She is naturally intelligent and intuitive, but has never been properly motivated to utilize her traits. She spends most of her life on the sidelines, observing other people in their everyday lives, silently judging and mocking them for their mistakes and perceived inferiority. Despite her stance towards other humans, she is at heart a compassionate and good human being who has a strong sense of justice. She is merely socially awkward and finds herself almost completely unable to connect or relate with other people. She was lured into the SHADE through a small advertisemtn on a telephone pole, offering cash compensation for participation in a standard medical experiment. She became suspicious when upon arriving at Maddicorp, she was asked if anyone knew she had come. She tried to escape, but was subdued and forced into the experiment.

When she awoke after the Kelly Incident, she was surrounded by the spirits of those slain by Kane Kelly. They knew she could see them, and began pleading with her to help them, which she at the time thought she could not do. She fled in fear and returned to her apartment. She discovered that it had been years since she left, and it had been rented out to a con-man and street hustler named Chance. She explained her situation to him and he reluctantly allowed her to take up residence in an extra room. She then discovered the true extent of her powers; she could not only communicate with the dead, but render them tangible in order to fulfill earthly vendettas, or to protect her during fights. These spirits are so grateful for her gift that they become the best friends she's ever had. She decides to cease communicating with the living, and embarks on a journey to settle the scores of her "friends." She is often captured in media photos of crime-scenes and areas of incident. In one of these pictures, she was standing alongside the wall of a large building, with graffiti directly behind her, spelling out Chad (originally reading "SHADE," but partially obscured as well as weathered). Because of this, online conspiracy theorists and tabloids have dubbed her "Chad In Black."

Ghosts:

     Chad is accompanied by 4 main ghosts. They come from different periods of history and all have different motives.
     -Klaus - A former Nazi soldier who died in WWII. He remains with Chad always, in order to fight for justice and atone for his atrocities.
     -Uri - A female practitioner of Ninjitsu. Her time period of existence is unknown but she is often amazed by modern technologies, indicating that she is from far in the past.
     -Belladonna - An '80s pop idol that was murdered by an obsessive fan. She seeks revenge for her killing.
     -Razhad - A mysterious and violent spirit with unknown motives. He does not speak but is highly effective in battle, which is why Chad allows him to fight alongside her.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/amugen27.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen29.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen30.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen31.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen34.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen35.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen37.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen40.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/amugen41.jpg)

Gameplay:

     This one is a doozy. Chad is what I like to refer to as a "High Concept" character. All of her attacks revolve around the fact that she never touches her opponent herself. She summons her ghosts for all of her attacks, even her standard punches and kicks. This originally created a HUGE problem with her combos, but I've since resolved that issue. She is kind of slow for a character her size, but her entire strategy is that of a keep-away character. All of her specials are designed to create distance between herself and her opponent, as well as punish those who are overly aggressive or rely a bit too much on jumping in on her. However, many different strategies can be applied to her particular style, so you really just have to play as her yourself.

Special Moves:

--Ghost Dive - Charge B,F,K
     Chad summons Klaus to propel himself forward head-first, like a torpedo.
--Revenant's Resonance - D,DB,B,P
     Klaus lashes out at super speed, appearing to have multiple limbs and hitting upwards of 9 times.
--Dead Rising - F,D,DF,P
     Klaus erupts from the ground, delivering a brutal uppercut. LP makes him appear directly in front of Chad, MP makes him appear roughly a half-screen from Chad, and HP cuases him to appear a whole-screen's length in front of her.
--Grave Digger - D,DF,F,P
     Razhad swings his spinning blade outwards, striking low first and then returning, moving in and upwards in a circular motion. This causes a successfully-hit opponent to fly into the air upwards and towards Chad.
--The Rise and Fall - Charge D,U,K
     Klaus jumps up high into the air while rolling, and then crashes to the ground, colliding with the opponent. Very useful.

EX Moves:

--Chad In Black is the only character who has no EX moves.

Level 1 Super:

-- Die Die My Darling - D,DF,F,D,DF,F,P
     A massive version of Klaus connects with an incredibly powerful version of the Dead Rising.

Level 2 Super:

-- Dead Reckoning - D,DF,F,D,DF,F,K
     Razhad appears directly in front of Chad's opponent and performs a crescent-blade attack, which sends the opponent high into the air. Razhad then strikes them with his blade on the way down.

Level 3 Super:

--Undead Juggernaut - D,DB,B,D,DB,B,P
     Razhad unleashes a gigantic spinning wave of energy that travels quickly across the screen and deals severe damage.

Desperation Move:

--Army of Darkness - D,DB,B,D,DB,B,K
     Each of Chad's most loyal ghosts take turn brutalizing her opponent. If the first hit is avoided, they will continue to attack blindly while Chad is left wide open.
Title: Character Thread: The Specialist
Post by: Sean Altly on August 20, 2008, 01:34:45 AM
(http://i21.photobucket.com/albums/b293/seanaltly/specgif.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/CitySpec.png)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/specialist2.jpg)

Real Name: Unknown
Height: 6'1''
Weight: 200 lbs.

Abilities: Can become invisible. Also, he has the power to "absorb" the mechanical structure and schematics of firearms, and later manifest them instantly. The weapons he manifests discintigrates once he loses contact with it.

Bio: The Specialist is an infamous hitman that has eluded police capture for years. He is well-known within the organized crime world as am extremely effective and ruthless killer. Whenever he is suggested to someone as the solution to their problem, he is referred to in code as "The Sure Thing," due to the fact that he has never failed to eliminate his target. His skills were honed to perfection even before he volunteered for the SHADEs project. He knew in his head that the abilities he would gain would make him better at his job, because according to him, "killing is in his blood." He was right. Now, with the ability to become invisible and to manifest any firearm he's come into contact with, he is the perfect killer.

Seeing first hand the results of the experiment, Moses Maddigan immediately retained the exclusive employ of The Specialist for a hefty sum that is rumored within the criminal underworld to be will into the eight-figure range. He is the "backup plan," in case his personally selected Collection Agency fails to do its job. There is always tension between The Specialist and the Collection Agency. The Specialist views them as incompetent since he was hired to make sure the job gets done, while the CA feels insulted by his presence.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen27-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen29-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen30.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen31.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen33.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen34-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen35-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen37.jpg)

Gameplay:

     In case any of you are wondering, yes, this is the character that eventually became Solid Snake. Thus he will have some similarities, gameplay-wise. He utilizes a lot of firearms, but he has some key differences. Instead of a low-shot like Snake, he has a high shot, which is useful for anti-air and combos. In fact, the combo people will probably use most is the Crouching HP -> HP Upper Shot. It's pretty useful. he also has a slide that hits low and knocks the opponent up and over, sort of like Adamas' slide but faster, and without the inherent juggle issues. He uses a lot of charge commands, which I know some don't like, but I like charge characters and I think it's good to have at least 2 or 3 charge-based characters in a game.

Special Moves:

--Gun Manifestation - Charge B,F,P
     Specialist manifests a gun and fires at the opponent. LP is a silenced Baretta 9mm, MP is an unsilenced Baretta 9mm, and HP is a pump-action Shotgun. The Shotgun does less damage the farther away you are. Also, if done up close, not only does the shotgun do significant damage, but it's a knockdown as well.

--Anti-Air Gun Manifestation - Charge D,U,P
     Specialist manifests a silenced Baretta 9mm and fires it towards a jumping opponent. Different strengths of P cause him to fire at different angles.

--Undercurrent - Charge B,F,K
     Specialist does a baseball-like slide that is very low to the ground. It must be blocked low as well.

--Land Mine - F,DF,D,DB,B,K
     Specialist lays down a small, pressure-sensitive land mine that explodes when stepped on. Be careful, as Specialist can also be damaged by them. He can lay up to 3 at a time. Fun when used in conjunction with knockdowns.

--Invisibility - F,DF,D,DB,B,P
     The Specialist becomes invisible for a set period of time (around 5-7 seconds). During this time, he can be hit, but will not be knocked out of the invisibility.

Throws:

--Cleaned and Gutted - HP+HK
     Specialist first stabs his opponent in the stomach with a small blade in the toe of his boot, then uses his other leg to perform an enziguiri to the side of the head. Very brutal.

EX Moves:

--EX Undercurrent - Charge B,F,MK+HK
     A much faster version of the Undercurrent.

--EX Gun Manifestation - Charge B,F,MP+HP
     Specialist fires of his Baretta 9mm 3 times in quick succession.

Level 1 Super:

--Sub Machine Gun - D,DB,B,D,DB,B,P
     Specialist fires a fully-automatic SMG for a 12 Hit combo.

Level 2 Super:

--Stranger In The Dark - D,DB,B,D,DB,B,K
     Specialist becomes invisible for an extended period of time, nearly 25 seconds.

--Blitzkrieg - Charge B,F,B,F,K
     Specialist brutalizes his opponent with a long combo of kicks and punches, and finishes it with his Cleaned and Gutted throw.

Level 3 Super:

--Riot Gun Assault - Charge B,F,B,F,P
     Specialist unloads on his opponent with a high-powered Shotgun.The same damage rules that apply to the regular version also apply here.

Desperation Move:

--RPG - D,DF,F,D,DF,F,P
     Specialist manifests the most powerful firearm that he has come into contact with, a large RPG. Does a devastating amount of damage.
Title: Old Character Threads
Post by: Sean Altly on August 20, 2008, 02:38:30 AM
(http://i21.photobucket.com/albums/b293/seanaltly/newstance2.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/bloodtide3.png)

Real Name: Sandra Kay Savakis
Height: 5'7''
Weight: 105 lbs.

Abilities: Can manifest and manipulate a dark red, blood-like substance. She can change its mass, volume, and density to suit her needs.

Bio (SHADEs 1): Sandra is the full-blood, younger sister of Snow. They were very close as children and did not fight as often as most siblings. When Sandra was 16, she left home for unknown reasons. Snow was very hurt by this. After 5 years, Sandra resurfaced and was a very different person. She was grim, self-deprecating and mildly sadistic. She still remembers Snow and their past, but doesn't hold their history up on the same pedestal that he does. She is very secretive about her goals and desires. She is cautiously friendly with most of Snow's friends, accept for Fray, whom she believes to be two-faced and untrustworthy. She is elusive and will often disappear for days at a time before reappearing and refusing to acknowledge that she was ever gone. Snow worries about her and insists on protecting her, which she resents.

She ended up in the SHADE due to Snow and Sabotage going missing. She investigated and found out about the experiment. She volunteered to try and find the two, but ended up fully succumbing to the experiment. Snow views her search for him and her getting caught up in the SHADE as his own fault, but also as a sign that the Sandra he knew still exists within her.

SHADEs 2 Bio: At the end of SHADEs 1, Bloodtide revealed herself as an agent of the CIA. The CIA had been investigating Maddicorp for years and had sent Bloodtide to infiltrate the company. She was sent in lieu of a more experienced agent due to the danger inherent in the mission and her eagerness to please her superiors further after excelling at her training and early assignments. However, once there, she found her brother, Snow, and his friends captured. This shocked and distracted her long enough to be captured herself and forced to participate in the experiment. Once she was released with the others following the Kane Kelly Incident, she was immediately contacted by her superiors and told to keep her cover secure. So, she lied to her brother and told him that she'd come back to find him, and she continued to hide her CIA involvement. She finally revealed her true motives following Sabotage's defeat of Moses Maddigan after her superiors continued to stall the progression of their investigation. She now believes one of her superiors may be a Maddicorp mole, or someone looking to utilize Maddicorp's technology for themselves. While she is still loyal to the CIA and her country, she is no longer lying to her brother. Though their relationship is now strained due to her earlier disappearance and deception, they now work together to take down Maddicorp and stop the threat of Kane Kelly.

More Gifs:

(http://i21.photobucket.com/albums/b293/seanaltly/newstance2.gif)
Her stance in game has the blood swirling around her feet like in SHADEs 1.

(http://i21.photobucket.com/albums/b293/seanaltly/launcher.gif)
Launcher.

(http://i21.photobucket.com/albums/b293/seanaltly/intro1.gif)
Intro where she removes her coat from the first game. Animation based on one of Vanessa's.

(http://i21.photobucket.com/albums/b293/seanaltly/hk-1.gif)
Some kicks. She does these types of kicks in a lot of her moves.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen094.png)

More screenshots in the spoiler:
Spoiler, click to toggle visibilty

Gameplay:

     A friend of mine often describes Bloodtide as my "most interesting" character. She is a character of varied play styles. She has a couple of charge moves, a low-hitiing ground crawling projectile, and a few unique moves. She is moderately good for combos, especially with her supers. She requires a bit of strategy due to the generally low damage her moves do. The best way to play her is what I call the "Shark" method: don't stop moving. She has enough moves to keep her moving, even her charges. Don't give an opponent the chance to hit you, basically.

Command Moves:

--High Heel - DB+K (Launcher)
   Bloodtide comes from a crouching position into a fast and vicious upward kick that launches her opponent into the air.

Special Moves:

--Bloodshot - D,DF,F,P
   Bloodtide propels the swirling wave of blood around her feet forward like a projectile, and it skims along the ground where it must be blocked low. The different strength of punch used affects the speed of the projectile.

--Crimson Arrow - Charge B,F,K
   Bloodtide springs forward with a sudden flying thrust kick, wrapping her foot in blood for increased effect. Different kick buttons make the kick travel different distrances, at different speeds.

--Scarlet Tornado - D,DB,B,K
   Bloodtide twirls into the air, becoming unhittable for a short time. Different kick buttons make her travel different distrances, at different angles.

---Scarlet Barrage - K when landing after Scarlet Tornado
        Bloodtide delivers three quick kicks at different heights.

---Scarlet Needle - P when landing after Scarlet Tornado
        Bloodtide slides forward with her elbow pointed out and slightly upwards, delivering a piercing blow to the lower-body area.

--Vermillion Strikes - Charge D,U,K
   Bloodtide leaps into the air while delivering many lightning fast thrust kicks, which create sharp waves of blood that slash at the opponent. An anti-air attack, with very little forward movement.

Throws:

--Hurricanrana - F,DF,D,DB,B,P
   Bloodtide flips forward and, if close enough, catches her opponent's head with her legs and flips them high into the air. They are then open to a follow up attack by Bloodtide. The initial grab does little damage, but if she does not follow up and the opponent simply hits the ground, extra damage is dealt by the fall.

--Cherry Jawbreaker - HP+HK
       Bloodtide ducks and delivers a nasty vertical heel kick to her opponent's jaw.

EX Moves:

--EX Scarlet Barrage - 2K when landing after Scarlet Tornado
       Bloodtide does a faster version of the move with more hits.

--EX Bloodshot - D,DF,F,2P       
       A faster moving and more powerful version of the move.

--EX Vermillion Strikes - Charge D,U,2K
       A faster, multi-hitting version of Vermillion Strikes that has a greater hit radius and more forward motion.

Level 1 Super Move:

--Red Cyclone - D,DB,B,D,DB,B,K
   Bloodtide twirls into the air while also creating several rings of blood around her, which damage her opponent. The damage of the move varies depending on how many times she hits her opponent. It is up to the player to determine which is the best time to connect with the move to cause maximum damage.

Level 2 Super Move

--The Wall - F,B,DB,D,DF,F,K
   Using a vicious upwards thrust kick, Bloodtide creates a large wall of blood that stops the opponent in their tracks and deals great damage. Does not have much forward movement but great vertical range.

Level 3 Super Move:

--Crimson Tide - F,B,DB,D,DF,F,P
   Bloodtide summons a massive flood of blood that is very hard to avoid and does devastating damage.

Desperation Move:

--None yet. The old DM will be discarded and a completely new one created. I'm open to suggestions. Right now I'm considering a move where she encapsulates her opponent in a bubble of blood and then drives a massive spike (also made of blood) up through the bubble, impaling them inside it. This is not final though.
Title: Re: Character Thread: The Specialist
Post by: BC on August 20, 2008, 12:27:15 PM
i love the stance for this character its great, your a very talented spriter/animator congrats on the project.
Title: Re: Character Thread: The Specialist
Post by: Laxxe23 on August 20, 2008, 02:26:42 PM
i love the stance for this character its great, your a very talented spriter/animator congrats on the project.
he is also a talented coder
Title: Re: Character Thread: The Specialist
Post by: Lett1-retired on August 20, 2008, 04:49:05 PM
i love the stance for this character its great, your a very talented spriter/animator congrats on the project.
he is also a talented coder

Short: a very good creator.
Title: Re: Character Thread: The Specialist
Post by: Laxxe23 on August 20, 2008, 04:51:28 PM
you could even go as far to say he is a specialist
Title: Re: Character Thread: The Specialist
Post by: Sean Altly on August 20, 2008, 09:13:50 PM
All this verbal fellating is just begging for someone to come in here and tell me I suck.

But seriously, thanks for the compliments.
Title: Re: Character Thread: The Specialist
Post by: GalFord on August 21, 2008, 12:19:51 AM
If you'd like to be told that you suck, I'd oblige! :P

Pity that I like every character that you've made so far then. :P  Looking forward to playing with Vesper and Zenith.
Title: Character Thread: Adamas
Post by: Sean Altly on August 27, 2008, 11:51:41 PM
(http://i21.photobucket.com/albums/b293/seanaltly/adamgif.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/adamas2.jpg)

Real Name: Adam Michael Young
Height: 5'6'' (5'8'' with diamond)
Weight: 240 lbs. (vaies with diamond, as much as 500 lbs.)

Abilities: Has the power to encrust himself with a nigh-impenetrable diamond-like substance. Can also detach the substance and use it as a weapon, or currency (the substance has all the qualities of diamond, thus it is as valuable to appraisers).

Bio: Adam was a street vendor and harmless con-artist living in Manhattan. He always had a tremendous sense of humor and used this to distract his marks. His charm and resourcefulness always afforded him a reasonable amount of slack from the local police. They would occasionally hassle him but he always got out of it, one way or another. When he was a kid, he was always getting into trouble and finding a way out of it, due to his natural intelligence and intuitiveness. He left home at a young age to pursue a life of riches, and often viewed his chosen profession as a stepping stone on his way to a life in the performing arts. He met Snow and Sabotage when they first arrived in Manhattan, and promptly conned them out of a good portion of the money they had. Adam didn't know at the time their situation, but he always made a point not to feel guilty about his cons because he feared it would be his downfall. When he discovered that Snow and Sabotage were living on the streets, largely due to the loss of their funds to Adam, he decided to try to help them whenever he could. The three of them became good friends, without Snow and Sabotage ever knowing how badly he had ruined their chances to make it in Manhattan. When Snow and Sabotage hit rock bottom and were compelled to volunteer for the SHADE, Adam accompanied them to the facility as a sign of support. However, once there, Maddicorp's agents had no choice but to subdue Adam as well, and he became the third subject.

When he awoke following the Kelly Incident, Adam was covered in what appeared to be thick crystal (he would of course discover later it was identical to diamond). He left with Snow and Sabotage, but feeling that he'd already done enough damage to their lives, he went his separate way. He still sees the two every now and then, and supports their stand against Maddicorp (due to his own freedom being at stake as well). He can often be found fighting alongside them, and sharing his "funding" with them. He still has his sense of humor, but even though he takes a light-hearted stance to most situations, he can be serious when he needs to.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen43-2.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen46.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen50a.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen53-1.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen55.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen56.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen61.jpg)
(http://i21.photobucket.com/albums/b293/seanaltly/mugen62-1.jpg)

Gameplay:

Adamas is slow. However, he's a tank. He has higher defense than most characters (for good reason, diamond is supposed to be nigh-indestructable). He can hit you from far away with his projectiles or Dash Punches, or he can get you with some powerful attacks up close. Despite his lack of speed, I view Adamas as the Shotokan/Ansatsuken character of this game. Everyone should be able to pick right up and do well with him.

Command Moves:

--Diamond Slide - DF+K
--Adamas slides forward and sweeps the opponent up and over his head. Creates a number of combo possibilities.

Special Moves:

--The Fist of Adamas - D,DB,B,P
   Adamas dashes forward and delivers a mighty, diamond-encrusted punch. The LP version is a weaker, gut-level punch. The MP version is a standard right straight and has the best range. The HP version is an uppercut that hits twice and sends the opponent into the air.

--Diamond Upper - F,D,DF,P
   Adamas performs his uppercut Fist of Adamas, only he does not slide, making it an effective anti-air move.

--Diamond Shard - D,DF,F,P
   Adamas forms a diamond around his fist and tosses it forward, using his powers to manipulate it's speed. However, it dissipates after a set distance due to Adamas losing his control over it once it's been detached for a time.

--Diamond Dust - D,DF,F,P in mid-air
   Adamas performs an aerial move similar to the Diamond Shard, but he has less control over the projectile, so it dissipates almost immediately, creating dust. However, the dust can still hit. The HP version propels Adamas backwards regardless of his jumping direction. The MP version propels him upwards, and the LP version has no effect on his jump.

Throws:

--Two-Fisted Fling - HP+HK
   Adamas grabs his opponent with both hands and throws them over his head and clear across the screen.

--Diamond Cutter - F,DF,D,DB,B,K
       Adamas performs his own, devastating version of the popular pro-wrestling maneuver.

Level 1 Super Move:

--Ice Storm - D,DF,F,D,DF,F,P in mid-air
   Adamas uses all of his concentration to throw three large diamonds at his opponent while airborne.

Level 2 Super Move

--The Three Fists of Adamas - D,DB,B,D,DB,B,P
   Adamas performs all three of his Fist of Adamas moves in succession. Once the first connects, the other two are inescapable.

Level 3 Super Move:

--The New Wave - D,DF,F,D,DF,F,K
   Adamas kicks up a veritable tidal wave of diamonds that are very hard to avoid.

Desperation Move:

--One Big Stone - D,DF,F,D,DF,F,P
   Adamas creates an incredible diamond and hoists it above his head before tossing it at his opponent. Does respectable damage if blocked and a massive amount of damage if not.
Title: Re: Character Thread: Adamas
Post by: exgem on August 28, 2008, 12:18:53 AM
great char seanaltly ;D good sprite and code
Title: Re: Character Thread: The Specialist
Post by: tetsuo9999 on September 02, 2008, 10:26:47 PM
It's Snake... <_<
Title: Re: Character Thread: The Specialist
Post by: Laxxe23 on September 02, 2008, 10:58:57 PM
It's Snake... <_<
actually snake is him
Title: Re: Character Thread: The Specialist
Post by: Sean Altly on September 03, 2008, 05:24:01 AM
Quote
It's Snake... <_<

I mentioned this in the first post...

Quote
Gameplay:

     In case any of you are wondering, yes, this is the character that eventually became Solid Snake. Thus he will have some similarities, gameplay-wise. He utilizes a lot of firearms, but he has some key differences. Instead of a low-shot like Snake, he has a high shot, which is useful for anti-air and combos. In fact, the combo people will probably use most is the Crouching HP -> HP Upper Shot. It's pretty useful. he also has a slide that hits low and knocks the opponent up and over, sort of like Adamas' slide but faster, and without the inherent juggle issues. He uses a lot of charge commands, which I know some don't like, but I like charge characters and I think it's good to have at least 2 or 3 charge-based characters in a game.
Title: Re: Character Thread: The Specialist
Post by: Roamin' Dragon 4001 on September 04, 2008, 09:41:08 AM
It's Snake... <_<

Still, looks good.

About what % is the whole game done?
Everytime I think about this project I wanna do, Seanaltly is the first person that comes to mind. lol
Title: Re: Character Thread: Chad In Black
Post by: vortex35 on September 09, 2008, 07:10:09 PM
love the concept for this character great ideas are just float around in your head huh?  :sugoi:
Title: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: Sean Altly on September 19, 2008, 05:10:59 AM
(http://i21.photobucket.com/albums/b293/seanaltly/stance.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/132.jpg)

Real Name: William Darwin Turtle
Height: 5'9''
Weight: 138 lbs.

Abilities: Able to protrude razor-sharp bone growths from 13 different points on his body: His wrists, his shoulder blades, his knees, the top of his spinal cord, his sternum, the heels of his feet, his elbows, and the most painful and disfiguring of them all, his right eye socket. Every time he uses his powers, the bones rip through his flesh, but as a result of the experiment, he gained superhuman healing abilities, meaning that he must re-open his wounds every time he uses his powers.

Bio: (Contains some tweaks from the Bio posted earlier in the WIP topic) William Turtle is basically the world's unluckiest man. Born on a Friday the 13th, and the youngest of thirteen children (his parents often told him that he was an accident), he was plagued by bad luck and a miserable childhood while growing up. He was shy and meek, and often suffered emotional damage at the hands of countless students taunting him. He was perpetually clumsy and socially awkward. Into adulthood, his luck was no better. Unable to connect with other people and constantly unemployed, his parents kicked him out on the street, where he wandered aimlessly, homeless and with very little money, until he became addicted to cheap drugs and a life of crime. He was apprehended in his birthday for trying to steal a car, and was sentenced to 13 months in prison. William's life took a tragic turn in prison when, through the use of a false DNA test, he was wrongly convicted of a girl's rape and murder that had occurred some year's before, and sentenced to spend the rest of his life in prison. In prison, his ID number ended with the number 13. Due to the nature of the crime and the age of the victim (15), he was beaten badly every day by prisoners and guards alike. He attempted to end his life by slitting his wrists with a sharp piece of concrete he chipped off the wall of his cell, but failed and was left in a coma in the prison's infirmary. There he was abducted by Moses Maddigan's men and used as the 13th subject of the SHADE project.

The constant pain and the disfiguring nature of his powers finally drove William to complete insanity. He is unstable, vicious, and unreasonable. He is also a serial killer and the most unpredictable and uncontrollable of all the SHADE subjects.

Screenshots:

Rather than screenshots, instead check out this Youtube vid of Thirteen (also a preview of the game).

http://www.youtube.com/watch?v=M74oPUTF6QY (http://www.youtube.com/watch?v=M74oPUTF6QY)

I lied, here's a cool screenshot I took earlier:

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


Gameplay:

     Thirteen is an unpredictable character with a wild fighting style and no real reason to his rhyme. In addition to his standing punches and crouching punches, he also has the spiked versions if you press forward along with the punch button. These versions have longer reach and higher attack power, but are a little slower and don't have as many combo possibilities. While he has no projectiles, a few of his moves have very long range, such as his DF+HK, which is a low dropkick with a spike protruding from one heel. This move reaches slightly over halfway across the screen! He is very balanced if you ask me, and I think has a lot of personality.

Command Moves:

--Lovely Bones - F+LP, MP, or HP
     Attacks with his wrist spikes (LP and MP), or his Eye Spike (HP).

--Crouching Lovely Bones - DF+LP, MP, HP, or HK
     Attacks with his wrist spikes (LP,MP,HP), or his left heel spike (HK).

--Twisted Sister - B+HK
     Thirteen performs a back-spinning roundhouse kick.

--Wicked Spring - DB+HK
     Thirteen's launcher for air combos, a  roundhouse that sends the opponent flying upwards.

Special Moves:

--Blood Simple - D,DF,F,K
     Thirteen leans forward and utilizes the spike on his upper back/spine to attack. A fairly straightforward move.

--Bed of Roses - F,D,DF,P
     Thirteen cuts off a jumping opponent with three long spikes from his spine and shoulder blades, jutting directly upward and slightly out to the sides. Will rarely hit a standing opponent (depends on their size).

--Serial Killer - D,DF,F,P
     Thirteen slides forward while attacking with his wrist spike. Can be repeated similar to Fei Long's Rekka Ken, however only if the sequence of punches used is LP -> MP -> HP.

--Relentless - F,DF,D,DB,B,K
     Thirteen suddenly rushes towards his opponent and grabs them. He then slashes them his wrist spike and tosses them away.

--From Hell - B,D,DB,K
     Thirteen performs a vicious, low, scissor-like swipe of both of his wrist spikes. If timed properly, will negate most projectiles.

--Slaughterhouse - B,D,DB,P
     Thirteen leans in forward and delivers quick elbow shots with his spikes protruding. The stronger the punch button used, the more times he strikes.

--Roaring Elbow - D,DB,B,P
     Thirteen spins around 360 degrees and punishes his opponent with a vicious spiked elbow smash. Can be chained from any successful hit during Slaughterhouse.

Throws:

--No More Screaming - HP+HK
     Thirteen grabs his opponent by the neck and stabs them in the throat with his wrist spike.

Level 1 Super:

--Bleeding Heart - D,DF,F,D,DF,F,K
     Thirteen attacks a jumping opponent with the largest of his spikes, the one in his chest.

Level 2 Super:

--Blood Frenzy - D,DF,F,D,DF,F,P
     Thirteen performs a flurry of forward wrist-spike attacks, stabbing his opponent repeatedly.

Level 3 Super:

--Things Fall Apart - D,DB,B,D,DB,B,P
     Thirteen grabs his opponent, stabs them multiple times, and tosses them into the air, and then impales their descending body with the spikes on his back.

Desperation Move:

--Friday the 13th - B,F,DF,D,DB,B,K
     Thirteen rushes his opponent, grabs them, and holds them up above him, before driving the spike out of his own chest and through his opponents, impaling them completely.
Title: Re: Character Thread: Thirteen
Post by: ~*Ishida-Uryuu*~ on September 19, 2008, 05:28:19 AM
So you decided to actually add him to the game then?
Title: Re: Character Thread: Thirteen
Post by: Sean Altly on September 19, 2008, 05:35:31 AM
Yeah, the reason is I though the game would be done before him, but I started making good progress on him and decided to finish him and add him. I'll also be adding EX Sabotage, but Zeckle doesn't know that yet, lol.
Title: Re: Character Thread: Thirteen
Post by: Luis Alejandro on September 19, 2008, 05:38:47 AM
god dam.. hes looking vicious as hell.
im really liking his super move and winpose.
Also that other character is good aswell.

i noticed that your using mugen defaults hitsparks and hyper sparks, do you plan on making your own or using different types?
Title: Re: Character Thread: Thirteen
Post by: Sean Altly on September 19, 2008, 05:40:15 AM
We plan on using different ones for the finished game. I think Zeckle has someone making them for us.
Title: Re: Character Thread: Thirteen
Post by: Roamin' Dragon 4001 on September 19, 2008, 08:58:58 AM
I'm really excited about this character

curious, do you have a theme song for him?
Title: Re: Character Thread: Thirteen
Post by: CaseyAmazing AwesomeGuy on September 20, 2008, 05:59:49 PM
that bio is sad and depressing. :'(
Title: Re: Character Thread: Thirteen
Post by: Sean Altly on September 20, 2008, 10:23:48 PM
that bio is sad and depressing. :'(

Then it's all going according to plan...
Title: Re: Character Thread: Thirteen
Post by: Roamin' Dragon 4001 on September 21, 2008, 12:52:15 AM
Got inspired by XIII when I was going through my sample library. I started playing around with an old Buddy Miles Express tune came up with this ;D :

http://www.zshare.net/audio/1912420649fc61f7/
Title: Re: Character Thread: Thirteen
Post by: CaseyAmazing AwesomeGuy on September 21, 2008, 11:48:41 PM
that bio is sad and depressing. :'(

Then it's all going according to plan...
you are one sick son of a bitch. lol
Title: Re: Character Thread: Thirteen
Post by: Sean Altly on September 22, 2008, 06:45:08 AM
MWAHAHAHAHAHA
Title: Re: Character Thread: Thirteen
Post by: Roamin' Dragon 4001 on September 22, 2008, 03:45:26 PM
about the song...
Title: Re: Character Thread: Thirteen
Post by: Sean Altly on September 22, 2008, 11:21:30 PM
Oh yeah, sorry, I've been busy that last couple of days.

I like it (though if you want me to 100% brutally honest, I think it gets a tiny bit repetitive), it will fit in with the rest of the music. I'm not sure whether to use it as his stage's music or during his ending. Probably the latter since it's not really a song that inspires fighting. I appreciate that you crafted a song just for one of my characters. Makes me feel like he's something special. How should I credit you in the game's credits?
Title: Re: Character Thread: Thirteen
Post by: Roamin' Dragon 4001 on September 23, 2008, 01:22:36 AM
Oh yeah, sorry, I've been busy that last couple of days.

I like it (though if you want me to 100% brutally honest, I think it gets a tiny bit repetitive), it will fit in with the rest of the music. I'm not sure whether to use it as his stage's music or during his ending. Probably the latter since it's not really a song that inspires fighting. I appreciate that you crafted a song just for one of my characters. Makes me feel like he's something special. How should I credit you in the game's credits?

Yea, It is a little repeative. I actually have the intention to to write to it (and one of my artists).

Email me about credits. Wanna try to work out lyrics before we settle on that -- although that can just be changed.
Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: vortex35 on September 24, 2008, 01:47:47 AM
thats cool so he is gonna be in the game thats good news I like his manical style not too many of those in mugen as far as I seen anyway lol cant wait for this game awesome character ideas and it's own style characters
Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: Roamin' Dragon 4001 on September 25, 2008, 08:35:18 PM
Nevermind on the lyrics, but I can make some in-game and/or menu music.
Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: CaseyAmazing AwesomeGuy on September 26, 2008, 02:44:02 AM
im gonna get winrar just to get your characters. they look so fucking awesome!!! Im totally your fangirl.
Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: vortex35 on September 26, 2008, 03:55:10 AM
wow man already on another project you are constantly busy :sugoi:
Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: Tayobktailz on October 01, 2008, 04:38:23 AM
Yes....gore...death....slash...PERFECT...~downloads~ >:D >:D >:D >:D
...sorry i like horror stuff. ;P
Title: Character Thread: Zenith
Post by: Sean Altly on October 03, 2008, 08:27:02 PM
(http://i21.photobucket.com/albums/b293/seanaltly/zenithgif.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/zenith2.jpg)

Real Name: Undisclosed
Height: 6'
Weight: 175 lbs.

Abilities: Zenith has no supernatural powers, but is a ninja, and a highly-skilled martial artist in peak physical condition.

Bio: Zenith (whose real name is unknown) was born to an African-American mother and a Japanese father sometime in the mid-seventies, in a hospital located somewhere in California. His father was only visiting the U.S.A. when he slept with Zenith's mother, and was never heard from again following his return to Japan. His mother died shortly thereafter and Zenith was forced to live out some of his childhood in the foster system, where he was often abused and neglected. Sometime shortly after he turned 12, he disappeared for a long stretch of time and was presumed dead. Not much is known about the time between his disappearance and his return to the United States, other than what is readily apparent (such as his training in ninjitsu, and his complete assimilation to Japanese culture). Zenith is not a subject of the S.H.A.D.E.s project. However, he is highly trained in several different fighting styles, primarily ninjitsu. He is in fact a ninja, and lives by a certain code. He is skilled with many weapons, the most commonly seen ones being calthrops (makibishi) and his double-edged, retractable scythe. It is unknown how he became mixed up in the S.H.A.D.E.s drama. What is known is that he is the leader of Moses Maddigan's Collection Agency.

The Collection Agency is a group of world-class mercenaries recruited by Moses Maddigan to hunt and "collect" the escaped subjects. They mainly consist of former marines, a few members of MI6, and a few specialists in certain areas. Zenith is their commander and treat him in a manner as if they were a unit of the military. They follow his commands blindly and trust him with their lives. However, Zenith secretly pities them for their undying loyalty and wishes that they would question him more often. Zenith also sometimes wonders if what he is doing is right. Despite his doubts, he continues to operate under Moses Maddigan, leading many to believe that he may owe Maddigan some sort of debt.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/mugen65-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen66-1.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen68.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen69.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen71.jpg)

(http://i21.photobucket.com/albums/b293/seanaltly/mugen78.jpg)

Gameplay:

     Zenith has insane reach and is very fast. He is great at poking and keeping distance between himself and his opponent. However, his speed can also allow him to close in on an unsuspecting opponent, making him a well-balanced character. His double-edged scythe is retracted most of the time, effectively rendering it a staff, which he uses for most attacks.

Command Moves:

--Piercing Kick - F+MK
   Zenith performs his MK but with a forward hop first.

--Blade Kick - F+HK
   Zenith performs a cutting roundhouse kick.

--Sickle Kick - B+HK
   Zenith performs a low-range, standing crescent kick. Can be used for dodging (since he leans back and becomes a smaller target) or catching an opponent jumping over him.

Special Moves:

--Saku - D,DF,F,K
     Zenith suddenly rushes his opponent.

--Yame - LP or LK during Saku
     Makes Zenith stop running.

--Tobu - MK during Saku
     Makes Zenith hop into the air.

--Sasori Kame - HP during Saku
     Makes Zenith swing around into a piercing elbow strike.

--Gengetsu Zan - MK during Saku
     Zenith performs an upward-rising crescent kick.

--Shun Sasori - HK during Saku
     Zenith performs a low-hitting slide that sweeps his opponent.

--Shou Katsu Zan - F,D,DF,P
     Zenith performs a rising, swinging slash with his scythe. The LP version is very fast but does not use the blade of the scythe.

--Makibishi - D,DF,F,P
     Zenith throws out a handful of small, tri-pointed objects that both injure and slow down an opponent who steps on them.

--Sagi Naguri - D,DF,F,K in mid-air
     Zenith performs a lightning fast flying kick. Different strengths of kick button alter the angle of the kick.

--Kieri - B,D,DB,K or F,D,DF,K, or the same motion but with MK+HK
     Zenith hops into the air and disappears into a cloud of smoke, reappearing somewhere else on the screen. If using the MK+HK versions, he will appear in mid-air.

--Sasori Shippou - D,DB,B,P
     Zenith uses his scythe to perform an overhead slash with great reach, but slow start-up. Must be blocked high.

Throws:

--Zurashi - HP+HK
     Zenith reaches out with his staff and lifts his opponent up and over his head. If Zenith is not close enough, he simply pokes them, doing little damage.

Level 1 Super:

--Doku Sasori Shippou - D,DB,B,D,DB,B,P
     Zenith performs a powerful Sasori Shippou, with an added wave of mysterious purple energy shooting from the ground when the blade lands.

Level 2 Super:

--Musou Shou Katsu Zan - D,DF,F,D,DF,F,P
     Zenith performs three Shou Katsu Zan's in a row.

Level 3 Super:

--Chuu Kiri Musha - D,DB,B,D,DB,B,K
     Zenith unleashes both blades of his double-bladed scythe, and then throws it forward, rotating it at high speeds. The buzzsaw-like flying weapon then returns to its master, like a boomerang.

Desperation Move:

--Hisshou - D,DF,F,D,DF,F,K
     Zenith rushes towards his opponent, before delivering a vicous flurry of attacks. He then launches them into the air, teleports beside their falling body and delivers a powerful Sagi Naguri, with the Japanese character for "Hisshou" (Certain Victory) appearing on screen.
Title: Re: Character Thread: Zenith
Post by: -Greed- on October 17, 2008, 10:54:32 PM
Ninja Zasalamel XD.

Seriously, this guy looks nice... either that, or I have some obsession with scythes.
Title: Re: Character Thread: Zenith
Post by: the_original_vitrial on October 23, 2008, 03:05:51 PM
i'v been waiting for this guy, his bio is a million times cooler then i imagined it. domo arigato.
Title: Re: Character Thread: Zenith
Post by: BC on October 24, 2008, 06:56:49 PM
this character looks excellent... cant wait to test him out, is he being released with the game or seperate?

Title: Re: Character Thread: Thirteen (Updated w/New Special Moves)
Post by: BC on October 24, 2008, 07:06:09 PM
this is by far your best character, and its proving quite popular too, i like him he's great.....although i havent tested the update, from what ive played, i was dissapointed with his back spike super, there wasnt enough blood on p2? and the way p2 bounces off didnt seem right, just my opinion, and mayb more work would be needed for this but using the tips of the spikes as an explod to make them look like they penetrated p2 would be cool, i dunno.. just something didnt seem right for that type of move.
Title: Re: Character Thread: Zenith
Post by: Laxxe23 on October 24, 2008, 07:58:54 PM
this character looks excellent... cant wait to test him out, is he being released with the game or seperate?


as part of the full game
Title: Re: Character Thread: Zenith
Post by: BC on October 25, 2008, 11:22:49 PM
ok thats cool either way im sure he'll be worth the wait :)
Title: Re: Character Thread: Vesper
Post by: BC on November 01, 2008, 01:11:52 PM
WOW, she looks awesome, congrats on the spriting.
Title: Re: Character Thread: Snow (Now with download!)
Post by: ShiroTori on November 11, 2008, 01:57:00 AM
Awesome character! He's fun to play as :sugoi:
Title: Re: Character Thread: Zenith
Post by: Hadoabuser on November 13, 2008, 09:20:54 PM
I know the S.H.A.D.E.s Team already released S.H.A.D.E.s, but what is the hitpause times on Musou Shou Katsu Zan. (CPU)Thirteen keeps hitting me out of it even tho he got hit with the first part of it.  :S. Sidenote: Hisshou looks friggin awesome, the slow down on the hit and the flash red just adds more to the "I just pnwed his ***" effect.
Title: Re: Character Thread: Adamas
Post by: Derryb on December 13, 2008, 12:52:11 AM
Probly my favorite character in all of shades of manhatten
Title: Character Thread: Kane Kelly
Post by: Sean Altly on March 31, 2009, 04:26:51 AM
(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/KaneKelly.gif)

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

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/kane3.png)

Real Name: Kane Kelly
Height: 5'10''
Weight: 180 lbs.

Abilities: Kelly possesses two powerful abilities. Firstly, he can detect and absorb Negative Energy, an energy that is created by both actions and emotions, such as violence, abuse, hatred, fear, etc. This Negative Energy can be used to enhance Kane's strength, speed, reflexes, and endurance. His second ability is his most deadly. He houses within him a symbiotic, ethereal being known simply as "The Entity," which may or may not have been created by the SHADEs Project (it's origins are discussed further below). The Entity possesses extreme strength and is intangible to normal humans. It is self-aware, but due to it's reliance on Kane's survival for its own, it obeys his commands and is used as a formidable weapon against his enemies.

Bio: Not much is known about Kane Kelly's existence prior to his involvement in the SHADEs Project. He was a vagrant who was captured by Maddicorp agents against his will. He would say nothing to his captors except that his name was Kane Kelly, and that they would regret the day they ever laid their hands on him. He was subdued before he could resist.

During the 2 year period inside his stasis chamber, Kane was largely unaffected by the constant stream of anesthetics and pain killers that were pumped into his body. He remained conscious but unable to move or free himself. This apparently drove him completely mad. It is also believed that this is what "awoke" The Entity within him. However, without control over his body, The Entity could not assist in escaping the chamber. Kane's opportunity arrived when an error within the SHADEs Computer System's programming resulted in the normally automated draining, filtering, and refilling of the chambers' fluids having to be performed manually. He broke free of his chamber and killed everyone in the laboratory at the time. During his rampage, he caused the system to release the rest of the subjects. He disappeared right after the incident, but has recently resurfaced, leaving behind him a trail of death and mayhem.

The Entity

Due to the SHADEs Projects genetic nature, it is unclear as to how The Entity was created. The Entity, as mentioned, is completely self-aware, intelligent, and extremely deadly. One theory is that The Entity is some sort of extra-terrestrial organism that Kane came into contact with in the past. This theory states that the organism was most likely no bigger than a spore, and that it may have been incubating and growing within Kane for years before it's dormancy was interrupted by the emotional and physical distress of the SHADEs Project.

Another theory states that The Entity may be a spiritual being or ghost that has somehow become bound to Kane, possibly through a curse or ritual. Other theories exist, but these two are the most popular.

Screenshots Video:

http://www.youtube.com/watch?v=5t1D9Pyauls

Gameplay:

Kane is fast (but still slower than Vesper and Zenith), and a bit unpredictable. He utilizes moves that cover great amounts of distance in short periods of time, such as his Dash and Elbow Strike moves. He also has moves that chain out of his Dash, which are good for combos. He does possess a pretty standard anti-air move, for balance, and a command grab. He is very well-rounded and can be used fairly in versus matches, but also makes for a challenging boss/villian character.

Command Moves:

--Short Uppercut - B+HP
     Kane delivers a low-range uppercut that is quick and can catch people out of the air.

Special Moves:

--Mortal Coil - D,DB,B,P
   Kane leaps up and forwards, spinning around and delivering a piercing elbow strike, followed by a downward punch. The HP version utilizes NE, and the LP version is just the elbow strike.

--Avenging Angel - F,D,DF,P
   Kane performs a fast, rising shoulder and elbow strike. An effective anti-air maneuver.

--Jet Black Stare (JBS) - D,DF,F,P
   Kane uses NE to propel him forward at such speed that he knocks his opponent into the air before he passes straight through to the other side.

--Jet Black Impact - D,DF,F,P during JBS or after JBS connects
        Kane interrupts his forward momentum and delivers a strong uppercut.

--Jet Black Strike - D,DF,F,K during JBS or after JBS connects
        Much like the Jet Black Upper, but he instead performs a jumping roundhouse.

--Jet Black Retreat - D,DB,B,P during JBS or after JBS connects
        Kane can cancel his advance before connecting or strategically place himself in front of his opponent after connecting.

--Entity Strike - D,DF,F,K
        Kane summons The Entity to strike out at his opponent with enormous strength. The HP version is very low range but does great damage, as well as knocking opponents out of the air. The MP is a mid level attack and has middling range and damage. The LP version has the greatest range and speed, but the lowest damage.

Throws:

--Tossed Aside - HP+HK
   Kane grabs his opponent and flings them over his shoulder.

--Entity Grab - F,DF,D,DB,B,K
        The Entity reaches out and grabs the opponent, before tossing them back and into the side of the screen, dealing damage and setting them up for an additional juggle.

Level 1 Super Move:

--Sins & Punishment - D,DF,F,D,DF,F,K
   Kane performs several consecutive Avenging Angels.

Level 2 Super Move

--Jet Black Destiny - D,DB,B,D,DB,B,P
   Kane dashes forward using NE, and if he connects, will follow the first strike with a viciou barrage of attacks.

Level 3 Super Move:

--Gatecrasher - D,DF,F,D,DF,F,P
   Kane performs several Jet Black Stares in succession at insane speeds and great distances. Very hard to avoid.

Desperation Move:

--Symbiotic Harmony - D,DF,F,DF,D,DB,B,P
   The Entity reaches out and grabs the opponent. It then lifts them up by their head and throat before draining them of life energy while Kane simultaneously channels NE into them to deal enormous damage. To punctuate the attack, The Entity then slams the opponent into the wall.
Title: Re: Character Thread: Kane Kelly
Post by: OZ on March 31, 2009, 05:00:19 AM
Great concept.
Highly anticipated as always.


Gameplay sounds innovative and entertaining.
Keep doing what you do.  :)
Title: Re: Character Thread: Kane Kelly
Post by: Rōjenomu on March 31, 2009, 12:07:15 PM
his hyper goes on if mis on 1st hit
would it not be better to change that? otherwise it can be too usefull
(something like gen's ultra sf4)
Title: Re: Character Thread: Kane Kelly
Post by: walt on March 31, 2009, 07:34:47 PM
Hey Sean, how about you try this face

(http://img293.imageshack.us/img293/2938/headz.png)
Title: Re: Character Thread: Kane Kelly
Post by: OZ on March 31, 2009, 07:42:38 PM
Makes him look more fierce and emotionless.
First looks somewhat forelorn or reluctant.
Title: Re: Character Thread: Kane Kelly
Post by: Sean Altly on March 31, 2009, 07:50:36 PM
his hyper goes on if mis on 1st hit
would it not be better to change that? otherwise it can be too usefull
(something like gen's ultra sf4)

His Lvl2 Super works like that, where the first hit must connect for the rest to activate. The Lvl3 does all the hits if it connects or not, but I like that, and it's okay if it's very useful, because it's a Lvl3.

Hey Sean, how about you try this face

(http://img293.imageshack.us/img293/2938/headz.png)

I like the face I drew, but I do like the changes you made to his hair. Honestly though, I'm already spriting my next character, so it's going to be hard to get motivated to go back and edit every sprite to match the change, especially since he has the most individual frames of animation of any SHADEs character so far.

Thanks for the interest guys.
Title: Re: Character Thread: Kane Kelly
Post by: Roamin' Dragon 4001 on March 31, 2009, 09:26:33 PM
Nice, not how I expected him to look. I suppose thats a good thing tho, he doesnt have the cliqued "boss" look or moves.

Whos the dude in the back? plug for another character, or striker perhaps?
Edit: nevermind. Reading does wonders. lol
Title: Re: Character Thread: Kane Kelly
Post by: Rōjenomu on March 31, 2009, 09:31:01 PM
his hyper goes on if mis on 1st hit
would it not be better to change that? otherwise it can be too usefull
(something like gen's ultra sf4)

His Lvl2 Super works like that, where the first hit must connect for the rest to activate. The Lvl3 does all the hits if it connects or not, but I like that, and it's okay if it's very useful, because it's a Lvl3.


ahh i see
perfect
Title: Re: Character Thread: Kane Kelly
Post by: Guilty on April 02, 2009, 03:03:58 AM
Read the damn topic.
Title: Re: Character Thread: Kane Kelly
Post by: Cybaster on April 02, 2009, 02:45:42 PM
It's a pink background. :ninja:

More seriously, looks very interesting. I think it would have been nice to add a move where he absorbs dark energy from his ennemy, draining his power or making him weaker. But anyway, original work with awesome sprites. I'll be waiting for the release. :)
Title: Re: Character Thread: Kane Kelly
Post by: walt on April 03, 2009, 04:16:14 AM
Read the damn topic.
Did that. Interesting how the entities might work as JoJo-esque attibutes, and how the story might develop in this direction as well =)
Title: Character Thread: Wyldestar (Now With Video!)
Post by: Sean Altly on April 10, 2009, 10:52:18 AM
(http://i21.photobucket.com/albums/b293/seanaltly/steph-1.gif)

(http://i21.photobucket.com/albums/b293/seanaltly/Character%20Art/leighwins.png)

Real Name: Leigh Wylde
Height: 5'3''
Weight: 120 lbs.

Abilities: Leigh has a natural animal-like quality due to prolonged exposure to them, since studying the habits of animals, especially felines, is one of her favorite hobbies. The SHADEs Project gave her super-human senses and awareness to compliment that. Her main power however is her ability to manifest bright, concussive, star-like energy, which she uses as an offensive weapon.

Bio: Wyldestar is one of the many other previously unrevealed subjects of the SHADEs Project. She's a close friend of Bloodtide's, and the only person who knew about her *SHADEs 1 spoiler* CIA involvement. She has extensively studied animals (felines specifically) and aside from that hobby, is a total slacker and party girl. She doesn't approve of Bloodtide's government affiliation but remains close to her.

Before the SHADEs project, Wyldestar had lost track of her work with animals and had descended into a wild, drug-fueled world of raves and all-night parties. She was captured one night when she wandered away from one of these parties and into the cold streets because of a negative reaction to some acid she'd been given. When she escaped after the Kane Kelly Incident, she remained a fun-loving party girl but swore off hallucinogenics. She now fights alongside her friends (Snow, Bloodtide, Sabotage, and Adamas) to remain free from Maddicorp's grasp.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen5.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen6.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen7.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen8.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen19.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen10.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen14.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen15.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen16.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen17.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen20.png)

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

Gameplay:

Wyldestar is meant to be fairly unpredictable. She is fast, almost as fast as Vesper, and can cover distances quickly due to her very long jump distance (the farthest in the game). She has a few different offensive options that cover many different ranges. A key to using her effectively is utilizing the Star Shine's multiple directions. Her LP version has the longest range and requires a low guard to be blocked, making it the best option. The MP version has decent range and is a tad faster than the LP and HP versions, but has no knockdown (though it is vital in many combos involving Supers). Her HP version is an anti-air move, though you'll be tempted to use her Crescent Star Kick for aerial opponents. Both are effective, though the CSK will sometimes miss due to it being mainly designed for frontal assaults. Her supers are strong and have great range, making her a decently balanced character.

Special Moves:

--Star Shine - D,DF,F,P
   Leigh creates a sonic wave of starry energy. MP is a forward striking version, LP is a crouching version which must be blocked low, and HP is a diagonally facing, anti-air version.

--Crescent Star Kick - D,DF,F,K
   Leigh performs a fast, forward-moving flip kick, creating a crescent-shaped wave of starry energy with her feet.

--Shooting Star Bomber - F,D,DF,P
   Leigh ascends nearly vertically, and at the peak of her jump, she moves forward at super speed while rolling into a ball, with a trail of starry energy following her as she is propelled by it.

--Wylde Child - F,DF,D,DB,B,K
        Leigh jumps and flips forward into a pouncing position, and if she connects, she latches onto her opponent and viciously scratches them, before tossing them away with a standing leg throw.

Throws:

--Waistlock Leg Toss - HP+HK
   Leigh wraps her legs around her opponent's mid-section, then backflips, sending them over their heads and flying.

Level 1 Super Move:

--Star Shine Blade - D,DF,F,D,DF,F,P
   A longer range, super move version of Star Shine. The same qualities of that move apply here as well, with different button strengths equaling different striking directions.

Level 2 Super Move

--Radiation Vibe - D,DF,F,D,DF,F,k
   Leigh performs two consecutive Crescent Kicks, and if successful with the last hit, will follow it up by catching her opponent during their descent with a massive Star Shine Blade.

Level 3 Super Move:

--Starlight Spirit Gun - D,DB,B,D,DB,B,P
   Leigh shapes her hands into a playful gun formation, and then channels all of her starry energy into the tips of her index fingers. She then fires her "gun," resulting in three massive starlight explosions.

Desperation Move (Health must be at or below 250, will deplete all available super meter):

--Groove Comets - D,DB,BD,DB,B,K
   Leigh summons a great number of unpredictable shooting stars from the sky. They are fast and descend from random trajectories. If only a few hit, they do moderate damage, but if you're lucky enough for every comet to hit, it does massive damage.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: -Greed- on April 10, 2009, 11:46:15 PM
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen5.png)

(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen20.png)

Her face looks a bit off in both of these sprites.  Don't know if the rest walking anim looks like that.

I'm not just nitpicking, either.  As an artist, I believe it looks fairly off like that.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: Sean Altly on April 11, 2009, 12:10:27 AM
I dunno, aside from her looking a bit cross-eyed in her win pose (which is hard not to do with pixels and forward-facing sprites like that), I think she looks fine.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: GT on April 11, 2009, 02:11:33 AM
I Think You Should Change Her Face A Little Bit Judging From The First And Last Screenshot. It Looks Slightly Bulk To Me.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: Sean Altly on April 11, 2009, 02:51:09 AM
I already stated that I thought it looked fine.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: GT on April 11, 2009, 03:28:33 AM
lol okay.
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: ShiroTori on April 11, 2009, 08:37:52 AM
Those effects are outstanding! :o
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: ~*Ishida-Uryuu*~ on April 11, 2009, 06:53:00 PM
lol they're just ingrid's effects
Title: Re: Character Thread: Wyldestar (Incomplete)
Post by: Sean Altly on April 11, 2009, 08:43:39 PM
Yeah, they're from Ingrid. They do look nice though.
Title: Re: Character Thread: Wyldestar (Now With Video!)
Post by: vortex35 on April 22, 2009, 03:36:33 AM
maybe its just me,but I wouldn't expect bloodtide to be too friendly with her...  but then again I will lok over bloodtide's bio to get a feel for her again
Title: Re: Character Thread: Wyldestar (Now With Video!)
Post by: star.shine616 on May 28, 2009, 05:15:25 AM
sean this is awsome. i love you!! i look so cute as a character
Title: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Sean Altly on September 13, 2009, 10:00:30 PM
(http://i21.photobucket.com/albums/b293/seanaltly/ByrneStandNew.gif)

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

Real Name: Andrew Byrne
Height: 6'1''
Weight: 190 lbs.

Abilities: Byrne has the ability to project and control fire. He also can withstand extremes of temperature, both hot and cold, and he has very durable skin to withstand burns from the fire he projects.

Bio: Andrew Byrne was a normal punk rocker with anarchistic tendencies living in lower Manhattan. He had trained in Tai Kwon Do at the insistence of his friends and family as a means of defending himself on the mean streets, but never mastered it. He was never very serious about being an Anarchist, never expressing it beyond normal, anti-establishment behavior and creating graffiti that read things like "Free Your Mind" and "Fuck Authority." He was starting to build a healthy criminal record, consisting mostly of petty crime and the occassional public drunkenness charge. One night, when he was stumbling out of an underground club, drunk and unstable, he attacked another man. The two fought until they were bloodied and near death. They finally collapsed in an alley, and the audience for their fight left them there. No one called an ambulance or the police. Unfortunately, they were both found by agents of Maddicorp as they searched for "volunteers" for the project.

When Byrne regained lucidity following the Kane Kelly Incident, he was overwhelmed with fury. After escaping, he discovered that he had been declared dead long ago by the apathetic police department and that his family had moved to the other side of the country. Enraged, he began using his fire projection abilities for more serious crimes. He now proclaims himself a full-fledged Anarchist, hell-bent on destroying the government and freeing the collective minds of the people. He refuses to kill unless he absolutely has to, but otherwise he will do anything to achieve his goal of spreading chaos. He also must deal with Maddicorp's Collection Agency, and will sometimes fight alongside Sabotage and his crew to protect his freedom, but he disagrees with their ideals and more often then not finds himself standing opposed to them.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-31-31-66.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-31-36-96.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-33-53-42.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-33-55-83.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-33-58-70.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-34-07-37.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-34-10-28.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-34-14-95.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-34-20-45.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/winmugen2009-09-1315-34-26-75.png)


Video:
http://www.youtube.com/watch?v=x4crJps3qqw (http://www.youtube.com/watch?v=x4crJps3qqw)

Gameplay:

Byrne is a well balanced character designed to be the new "pick-up-and-play" guy of SHADEs 2. He does have some depth with his FIrestarter attack that uses the Rekkaken-like follow ups and an unorthodox anti-air with the Flare Burst. He also can be quite dangerous in Ignition Mode, the mode activated by Phoenix Ignition. During this mode, all of his standard attacks become powered-up flaming attacks. He also walks faster and his Flare Shot projectiles are much faster than before. If he has at least 2000 power during Ignition Mode, he can unleash a nasty L3-strength Super Move called Hellfire Blitz (the name being an homage to Ifrit in Final Fantasy), however, this is the only super he has access to during Ignition Mode (other than his DM, which he has one chance to use when his health gets below 250 regardless of mode).

Special Moves:

--Firestarter - D,DB,B,P
    Byrne performs a mid-range swipe attack that ignites a crescent shaped flame.

--Second Degree/Third Degree - D,DB,B,P after Firestarter
    Byrne performs a firey backhand attack as a follow-up. This move can be performed twice after Firestarter with proper timing, hence "Third Degree."

--After Byrne - D,DB,B,K (also in air) or D,DF,F,K
    Byrne dashes backwards (or forwards) leaving a flaming copy of himself behind that damages the opponent if touched. The backwards version is performable mid-air.

--Flare Shot - D,DF,F,P
    Byrne shoots a concentrated flaming projectile from his fist.

--Flare Burst - F,D,DF,P
    Byrne slams his fist into the ground, creating a vertical burst of super-heated energy.

Throws:

--Eruption Kick - HP+HK
    Byrne grabs his opponent, pulls them close and delivers a nasty vertical kick to their jaw, sending them flying.

EX Moves:

--EX Flare Shot - D,DF,F,2P
    Byrne shoots a faster, multi-hit version of the Flare Shot.

--EX Flare Burst - F,D,DF,2P
    Byrne performs a faster version of the Flare Burst with a taller, more powerful pillar of flame.

Level 1 Super Move:

--Phoenix Ignition - D,DB,B,D,DB,B,P
    Byrne releases a great burst of flames from his chest in the shape of a Phoenix, during which he is invincible. Following this, all of his standard attacks are powered up flaming attacks for a short period of time. He also walks faster and his Flare Shots are quicker.

Level 2 Super Move

--Flare Cannon - D,DF,F,D,DF,F,P
    Byrne fires a powerful beam of super-heated energy from his fists that is fast and damaging.

--Hellfire Blitz - D,DB,B,D,DB,B,P during Ignition Mode (after Phoenix Ignition)
    Byrne unleashes a flurry of flaming attacks that deals high damage, and ends it with a powerful Flare Burst. Due to the move only being useable in Ignition Mode, it technically requires 3 Super Bar Stocks.

Level 3 Super Move:

--Heat Wave - D,DF,F,D,DF,F,K
    Byrne slams his fist into the ground and creates several powerful pillars of flame. Does the most damage if the opponent is hit with the first pillar, since it will knock them back into each subsequent pillar.

Desperation Move (Health must be at or below 250, will deplete all available super meter):

--Gabriel's Fury - D,DB,B,D,DB,B,K
    Byrne summons a sword formed out of super-heated energy and impales his opponent with it, then dashes behind them and impales them with another sword, holding them in place. He then dashes back in front of them and causes a cataclysmic pillar of flames to erupt beneath them, sending them high into the air.
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Cybaster on September 13, 2009, 11:05:42 PM
:thumbsup:
I really like the portrait, he looks badass !

Also, stupid question : is the VS screen from Shades' screenpack ?
What about these SF3 edited lifebars, they're sweet. :)

Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Sean Altly on September 13, 2009, 11:24:47 PM
That screenpack is The Last Line screenpack, I got it from the Club Syn site. It's what I've been using for my personal mugen (for playing). Thanks for the compliment though!
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: vortex35 on September 14, 2009, 08:52:51 PM
Wow update in sprites look badass and I agree with Inglourious CyBasterd's commit tha Portrait is amazing
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Sean Altly on September 14, 2009, 08:57:55 PM
I sent him over to Kamekaze yesterday to create an AI, and he came up with some great ideas and modded the character a bit. The afterimages during Second and Third Degree (the backhand) now fade instead of blink, his After Byrne special also fades instead of blinks, and he threw in some increased comboability and fixed some timing issues on Second/Third Degree. If I get a chance today, I will officially release Byrne v1.0, probably in the actual release section since I'm pretty confident. I mean, just look at Cybaster's feedback in another topic. He said it was good stuff, and everyone knows that he can legally rate your shit.  ;D

Wow update in sprites look badass and I agree with Inglourious CyBasterd's commit tha Portrait is amazing

Thanks a lot, these sprites felt like they took forever so it's nice to have it noticed. Also, I was worried people wouldn't dig the portrait but it seems it was a success, so thanks again guys.
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: ShiroTori on September 15, 2009, 03:28:25 AM
Looks like he's coming along great, I can't wait to try the finished Byrne.

I also look forward to hearing his voice :)
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Cybaster on September 15, 2009, 10:38:07 AM
I mean, just look at Cybaster's feedback in another topic. He said it was good stuff, and everyone knows that he can legally rate your shit.  ;D
:laugh:
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Prodigy_LXM on November 14, 2009, 02:03:58 AM
I like this character a lot SeanAltly. He has some nice corner combos that i've tested out!
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Laxxe23 on November 14, 2009, 03:15:06 PM
by corner combos do you mean infinites?
Title: Re: Character Thread - Byrne (New Gameplay and Origin Info)
Post by: Prodigy_LXM on November 14, 2009, 08:24:48 PM
I only know one infinite that was described in another thread. But from full-screen, LP Flare Shot -> Forward After Byrne -> Dash forward (Projectile hits) then you can mix it up from there.....i usually go for the LK, MK, HP chained followed by 2 EX Flare Bursts then a Flare Cannon.
Title: Character Thread - Exile (Major Update 5/19/2010)
Post by: Sean Altly on November 23, 2009, 06:02:47 AM
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/Stance2.gif)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/exilenewportrait2d.png)

Real Name: Alim Daivari
Height: 6'3''
Weight: 180 lbs.

Abilities: He is constantly slowly draining the energy and life force from anyone within a certain distance of his person. He can concentrate the drain to make it slower or faster, but he can never make it stop completely. His uniform, given to him by Maddicorp, is made of a synthetic material that hinders the drainage to an almost complete stop, but his dependence on it makes him a slave to Maddicorp. The uniform is also fitted with retractable "claws" that are made of whip-like material.

Bio: Alim is of Arab-American descent, and was always an outcast as a child because of his race and because of his odd bone and muscular structure. The children around him labeled him a freak, but he didn't care as much as other kids because he wished to be left alone. He displayed heightened intelligence at a very young age and felt above their petty insults. He grew up constantly rejecting the help and affection of those around him, including his family, doctors, and those who wished to be his friend. He felt he needed no one but himself. However, he was stricken by a rare cancer in his early twenties. Alone and dying, Alim realized how badly he needed human contact, and vowed to appreciate those around him if he could beat his illness. Unfortunately, he fell into a coma, alone, and was never expected to wake up. Because no family members were around to sign a DNR, he remained in a coma for months.

Then, just as they had Vesper, agents of Maddicorp abducted Alim from his hospital for the SHADE Project. They wished to see if their experiment had any disease curing or healing capabilities. After the Kane Kelly incident, Alim awoke and found he had the unfortunate "ability" to drain the energy and life force of all those around him, but his cancer had apparently been cured. He now had his second chance at life, but couldn't let anyone get close to him for fear of causing their death. He remained an outcast, dubbing himself "Exile," living on the outskirts of New York City, a once proud intellect, now begging for change and food from those he could be around long enough without hurting them. He became unable to live in such a way anymore, but recognized the miracle of science he'd become (holding the genetic key to the cure for cancer), so he willingly turned himself into Maddicorp. Maddigan, recognizing the weapon he had in his posession, promised Exile a cure for his new illness if he would help the Collection Agency and Maddicorp recapture the SHADE subjects. He does not trust Maddigan or the Agency, but cooperates with the hope that there is a small chance that Maddigan can cure him.

Screenshots:

(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen0.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen15-1.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen1.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen7-1.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen21.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen24.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen5-1.png)
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen6-1.png)


Video:
Video by OrochiGill: http://www.youtube.com/watch?v=RkqUzLIUtH0 (http://www.youtube.com/watch?v=RkqUzLIUtH0)

Gameplay:

Exile moves at a medium speed, leaning on the side of slow, but has good reach with most of his standards, and his attacks themselves are quick and do good damage. His movements and attacks are supposed to conform to his contortionist style, most evidenced by his odd HP and launcher. He is mostly a charge character due to his defensive style. His most unique aspect is his Spinal Distortion move, where he drops down into a creepy bridge stance, where he can walk back and forth like a spider or crab. He moves faster in this mode, and has three specials he can perform during it, as well as the ability to shift back to his normal stance on command. As of now, he can't jump or dash during Spinal Distortion, but I may add those features.

Special Moves:

--Cursed Spiral - Charge B,F+P EX Version Available
   Exile spins like a top torwards his opponent with his arms and claws outstretched. Hits multiple times and goes a great distance since it's a charge move.

--Cursed Scythe- F,D,DF,K EX Version Available
   Exile leaps forward gracefully, spinning in mid-air, before landing and delivering a vicious crescent slash.

--Downward Spiral - Charge D,U+K EX Version Available
   Exile ascends into the air at an angle, then suddenly descends with a downward spinning drill kick.

--Mortal Coil - Charge D,U+P
                Exile performs an upward spinning drill kick. Not much horizontal movement, but still a good anti-air.

--Spinal Distortion - D,D,P
                Exile bends backwards into a low bridge stance. He can move forward or backward in this stance. Ducks below most standing attacks and projectiles.

--Distorted Strikes - Any Punch during Spinal Distortion
                Three different punch attacks, like his standing punches. Can be chained just like his standards. Basically three new standards, with the HP version being his proper sweep (since he has no crouching attack that acts like a sweep).

--Distorted Deceiver - U+HP during Spinal Distortion
                Exile hops upwards, avoiding most low kicks/sweeps and delivers a rotating slash as a counter attack. Holding forward or backward along with up will make him move iin the respective directions.

--Distorted Coil - D,DF,F,HP during Spinal Distortion
                A version of Mortal Coil.

--Distorted Helix - D,DF,F,MP or LP during Spinal Distortion
                A spinning head attack. Button pressed affects distance and trajectory.

--Distorted Capture - F,DF,D,DB,B,P during Spinal Distortion
                Exile flips towards his opponent with arms extended, catches them around the head, then drops down and stabs them, draining some of their life and restoring some of his own.

--Distorted Advance/Retreat - F,F or B,B during Spinal Distortion
                Exile quickly scurries/dashes forward or backward.

--Return - LK,MK, or HK during Spinal Distortion
                Returns to normal stance.

Throws:

--Cursed Toss - HP+HK
   Exile performs a bridging belly-to-belly toss.

Level 1 Super Move:

--Cursed Vortex - D,DB,B,D,DB,B,P
   Exile performs a very strong version of Cursed Spiral. No forward motion, but creates a vacuum that pulls the opponent torwards him.

--Radial Distortion - D,DF,F,D,DF,F,P during Spinal Distortion
   Exile performs a very strong version of Distorted Coil. He extends his arms in the first hit, which knocks the opponent into the rest of the hits.

Level 2 Super Move

--Further Down the Spiral - D,DB,B,D,DB,B,K
   Exile connects with a Downward Spiral, but keeps on pressing onto the opponents head while spinning like a drill, before using his legs to toss them into the air and catch them with a strong Mortal Coil.

Level 3 Super Move:

--Blade of Ruin - D,DF,F,D,DF,F,P
   Exile leaps forward and connects with a crescent slash, and follows it up with a powered-up Cursed Vortex.

Desperation Move (Health must be at or below 250, will deplete all available super meter):

--Thinner - D,DF,F,D,DF,F,P
   Exile extends his claws a great length, and of he connects, pulls his victim in and delivers a flurry of attacks, and finishes by driving his other claw into their chest and draining a concentrated amount of life force from his opponent, restoring a small amount of life to himself.

--Slow Chemical - D,DB,B,D,DB,B, during Spinal Distortion
                Exile flips toward his opponent, catches them around the head, then spins around several times, drilling into their heads with his claws, then drops down and performs a Life Draining stab. He then kicks them away before asking for forgiveness.
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Orochi Gill on November 23, 2009, 06:13:04 AM
He definitely should have a lifedrain super.
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Prodigy_LXM on November 23, 2009, 06:14:59 AM
SeanAltly  said:
This draining does make him more powerful, but Exile is a peaceful man who always had a hard time getting close to people. Now, he can't be close to them whether he wants to or not, or he will eventually kill them.

Based on this, I believe he should be somewhat of a slow character because of his peaceful personality. I might need more insight on him to know If I could come up with some moves or what not. But I like how he's coming along! Keep it up!
Title: Re: Character Thread - Exile (Work In Progress)
Post by: ShiroTori on November 23, 2009, 06:46:11 AM
Ooo, this guy looks very interesting!

I look forward to see more progress on him and find out what his moves are gonna be.
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Dreams In Stardust on November 25, 2009, 02:57:11 AM
Those sprites look amazing.

But yeah, he sounds like he should be a slow character. But not too slow.

And a life-draining super sounds right as well.
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Person Man on November 25, 2009, 03:09:41 AM
I'd suggest using the one on the right as his default.  The skin tone seems more natural... if that makes sense.

I'm liking this guy so far.  Based on the backstory you've given him, I'd imagine him to be a very defensive character.  I'd also like to throw my support behind the life-drain super idea.
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Alpha Proto on November 25, 2009, 01:24:26 PM
You could make him fight kinda like Leona, or Heidern?
If the character is deffensive charge attacks are great for blocking.

Also Leona, and Heidern have power drain moves aswell.

Or you could add a little bit of Rogue to the characters moves? She drains energy with that dashing kiss.
Maybe he could have a dashing grab?

Would the drainging of power give the charcter short term powers like Rogue? Or just extra energy like Heidern?
Title: Re: Character Thread - Exile (Work In Progress)
Post by: Mirror Wave on November 25, 2009, 02:41:48 PM
The ideas behind this character seem very good.

SeanAlty, I've been checking your creations' progress since a while, and I must say you come up with some great concepts; as a creator, this seems to be your highest positive point.^^

And his story (good guy who works for the villain without doing any evil) is cool too, reminds of Zenith.

Well, if you feel like programming, maybe those ideas may be useful:

> He may drain energy from the foe for his own use, instead of simply restoring HP. Example: boosting his stats, increasing his moves' strenght, gaining new moves, etc. (how about a gauge which shows how much energy he has drained?). For balance, he may start the battle pretty weak, and needs to drain his foe to fight properly.
> He could be a bit like Ragna from Blazblue: several physical attacks, that drain his foes' energy from even touching them.
>
Quote
He definitely should have a lifedrain super.

 
Quote
I'd also like to throw my support behind the life-drain super idea.
 
Quote
And a life-draining super sounds right as well.
  Well, since his very presence near someone drains them, I think even his BASIC throw could drain life... just my humble opinion.

 Perhaps these ideas would make them a very TECHNICAL character, which would be hard to use properly but pays off once mastered. If you already have some defensive/agressive oriented characters in your mind, this would add a cool twist element to your game.

I hope I helped.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Sean Altly on May 19, 2010, 02:41:36 PM
Major update guys, let me know what you think. I'll try to have a vid of him up soon.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: HadeS on May 19, 2010, 03:04:01 PM
The new stand looks so cool, I like so much your latest chars and this, is one of these... keep doing! :sugoi:
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Cybaster on May 19, 2010, 03:35:52 PM
Very nice. I really like his story. :D
I see a sort of mix between MOTW Freeman and SC Voldo; he's a freak and he's got cool moves.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: walt on May 20, 2010, 12:50:51 AM
Those sprites look hella hot.

Want moar please.

Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Nero D. on May 20, 2010, 12:59:59 AM
Man, why didn't I see this before.

These sprites are so cash dude.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Orochi Gill on May 22, 2010, 06:19:54 AM
Very nice. I really like his story. :D
I see a sort of mix between MOTW Freeman and SC Voldo; he's a freak and he's got cool moves.

So I'm not the only one who thought that...

Honestly, he feels like a weird Guile, but in an awesome way.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Nero D. on May 22, 2010, 06:27:41 AM
So I'm not the only one who thought that...
(http://i21.photobucket.com/albums/b293/seanaltly/Screenshots/mugen5-1.png)

Looking at this awesomeness, I doubt it.

Sean, I cannot wait to see this guy in action.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Sean Altly on May 26, 2010, 11:41:34 PM
Thanks for the kind words guys, I worked hard on the sprites and I'm glad to see you guys appreciate them.

I sent the first beta to a couple of people to test, and got great feedback. As a result of Cybaster suggesting I go more in depth with Spinal Distortion, I've made it more of a second stance. Still not a full on second stance, but there's a lot of options once you get into the stance.

-Distorted Strikes - All 3 punch buttons act as a new set of standards for the stance. They work just like any other standards, with the HP version having the traits of a sweep. They can be chained just like any other standards.
-Distorted Advance/Retreat - He already walks faster in SD than he does normally, but he can also quickly dash forward or backward. I've found it very useful in the in-depth testing I've done.
-Distorted Deceiver - By holding up (or up+forward or up+back) and pressing HP, he will sort of hop opwards while doing a downward rotating slash. The point of this move is for when your opponent is trying to low kick you (since you pretty much have to attack low to hit him since he's so low to the ground), Exile hops up far enough to avoid most low kicks/sweeps and will attack his opponent as well. If this is a bit hard to picture, here's the gif of the animation:
(http://i21.photobucket.com/albums/b293/seanaltly/dd.gif)
See what I mean?
-Distorted Helix - D,DF,F,MP or LP, this move is a spinning headbutt move (think Dhalsim or Skull-o-Mania). It's quick and does around 80-85 damage (low for a special but hard to punish). The MP version has a straighter trajectory and travels farther, while the LP version has a shorted horizontal distance but goes higher and lingers in the air more. Good for confusing opponents and hopping over low attack or projectiles.
-Distorted Coil - D,DF,F+HP, basically a different way of performing Mortal Coil. Hits twice, knocks down and does good damage. A smart opponent won't jump in on you much if you're in SD, but it's here just in case.
-Distorted Capture - HCB+P, Exile backflips out of SD and catches the opponent around their head, then drops down in front of them and stabs them for a life-drain type of move. Takes about 110 away from the opponent, and gives Exile 55 back. I wanted him to have a life drain special, but I didn't want it to be something you could abuse. Since you have to enter SD to do it, and the opponent has to be on the ground to connect with it, it seemed fair to me.
-Radial Distortion - A super version of Distorted Coil. The first hit has his arms extended so it has about twice the horizontal range of DC, and the first hit knocks them up and into the rest of the hits. It's a Level 1 super.
-Slow Chemical - Exile is unique in that he is the only SHADEs character with 2 DMs, this being his 2nd. Has the same traits and hit properties of Distorted Capture. He attaches to the opponents head and drills down into them with his claws, before dropping down for a Life Drain (gives Exile 100 life back), then he kicks them away. A lot like his normal DM but with a different set-up.
-Return - pressing any kick button will return him to his normal stance. He can be hit when transitioning between stances.
 
I'm pretty proud of this feature of Exile's, and I think he's probably the deepest and most dynamic character I've created yet (as far as gameplay goes). I can't wait to finish tweaks here and there and get him an AI so I can release him. After that, I will start working on the last SHADEs character, who I will reveal in the next few days. Thanks guys for the interest and I appreciate the comments and suggestions.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Nero D. on May 26, 2010, 11:49:42 PM
Holy shit my man. This is fuck-all awesome.

I can't even...words...wow dude.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Cybaster on May 27, 2010, 12:02:43 AM
NOW THAT'S WHAT I WAS EXPECTING FROM THIS CHARACTER !!! :D
Great job with the update and all the additional possibilities. Can't wait to try him out.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: walt on May 27, 2010, 12:10:34 AM
looks like I already have a new favorite shades character.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Maikeru on June 02, 2010, 08:32:08 PM
 Reminds me of Voldo from Soul Calibur series. Who is also creepy, claw wielding, elastic, works under someone and of course; Bald. Despite that, he looks original. I played Shades Of Manhattan and i found it really challenging specially with sabotage. İt appears; i've chosen a hard character to start with (again). İ do simple punch+mp+hp but the mp has a long cooldown which allows my opponent to combo me to death! His teleportation like moves equal things up, i guess i should practice more.
 
  By the way; something about the game being "not-fullscreen" feels weird. For example; The Black Hearth is fullscreen and it makes you completely focus on the story/theme while Shades doesn't feel the same. Im aware you will use new backgrounds for Shades2 but in Shades; stages like Sabotage's feels kinda weird like they don't belong t the game at all...

 Well keep up the good work! Im planning to draw the sprites of my very first characters this summer, maybe i can be as good as you some day :) . By the way; What program do you use to make Sprites?
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Sean Altly on June 02, 2010, 08:40:44 PM
All you have to do to Make SHADEs fullscreen is press Alt+enter. Sabotage's background in SHADEs is based on a real place in NYC though, so it belongs since the whole game takes place in NYC and in Manhattan.

I just use MSPaint for my sprites. I've been told by many people that it's better to use other programs, like Photoshop or Graphics Gale, and 've tried those programs, but I always just end up going back to paint. I'm just more comfortable with it.
Title: Re: Character Thread - Exile (Major Update 5/19/2010)
Post by: Maikeru on June 22, 2010, 06:52:44 PM
 I also use mspaint (actually i use one called paintbrush, works as mspaint for MAC but is way more crappy, with less tools and tons of bugs). I guess photoshop like programs are better since they have layer tools and all that but paint has everything necessary to make sprites. I've been trying hi-res sprites and currently creating black and white ones since it is easier to edit (for animations), they look immature (well im a beginner) but im sure they will improve once they are colored.

 I should try the full screen option as soon as i can!

 What i wanted to say about Sabotage's back ground was the people at the back ground. They have a different style compared to your characters. They are fine, i like that stage :)
Title: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on July 31, 2010, 11:29:14 AM
(http://i21.photobucket.com/albums/b293/seanaltly/stance-4.gif)
(http://i21.photobucket.com/albums/b293/seanaltly/GarretPort2c.png)

Real Name: Garret Laurel
Height: 6'2''
Weight: 210 lbs.

Abilities: Det. Laurel was not a part of the SHADE Project, and thus has no super-human abilities. However, he is quite adept at hand-to-hand combat, and is skilled in the use of police-related weaponry. He also weilds a powerful firearm unapproved by his precinct, a revolver-style pistol that can fire both Magnum and Shotgun rounds, called The Judge.

http://en.wikipedia.org/wiki/Taurus_Judge (http://en.wikipedia.org/wiki/Taurus_Judge)

Bio: Garret is a strong, highly intelligent detective working for the NYPD. He grew up the son of a police officer and the grandson of a Korean War veteran, and was taught discipline and respect for the law from a very early age. He lived a relatively normal life, and was an above average cadet at his academy, showing particular strengths in close-quarters combat and deductive reasoning. He married a beauitful woman and fathered 2 children. He had never been wounded on the job and rarely left a case unsolved, until he became involved in the investigation into the death of Joseph Maddigan, former CEO of Maddicorp and father of Moses Maddigan.

Det. Laurel was convinced that not only was Joseph Maddigan a victim of an assassination, but that it was carried out by Maddicorp or a related entity. Evidence pointed to Joseph being the victim of a random killing at the hands of a deranged sniper suffering from PTSD, but Det. Laurel sympathized with the man and his illness and desperately tried to convince his fellow officers that the man was not responsible. Laurel became increasingly obsessed with proving the man's innocence, despite mounting evidence that he believed to have been planted or manipulated. His obsession led to a psychological breakdown, a messy divorce and the loss of the custody of his children, and a demotion from Homicide to Property Crimes. His reputation was further destroyed by a manipulation of news items and police records, presumably by Maddicorp (or its influences), that portrayed him as an obsessive conspiracy theorist. He gave up his efforts when the sniper mysteriously died in prison. Laurel had worked in Property Crimes without incident until he was called to the scene of a commotion, where an entire car had been overturned onto a sidewalk. Witnesses claimed it had been lifted by a blonde man in a blue shirt, and tossed at what was described as a "SWAT team lookin' guy" by an articulate onlooker. Det. Laurel began to make connections between this incident and other strange occurrences throughout the city, and once again decided that Maddicorp was involved. He launched an independent investigation, hoping to uncover more of what he described to fellow officers as a "massive crime ring and cover-up operation being run by Maddicorp."

Screenshots

None Yet, but here's his walking animation:

(http://i21.photobucket.com/albums/b293/seanaltly/walk-4.gif)

Video

None Yet

Ganeplay

Det. Laurel will make use of his trusty gun, The Judge, as well as his knowledge of hand-to-hand combat. He has one arm slightly behind him, holding his jacket back to give faster access to The Judge, a baton, and the hand-cuffs he has around that area of his belt. He's going to be fairly slow, but hard-hitting. I'm open for move suggestions and ideas for the character. Keep in mind that all of his moves will be named after action movies. Here's the moves I have planned so far.

Special Moves

-Lethal Weapon - B,DB,D,DF,F,P (Press LP+MP+HP to reload)
          Det. Laurel pulls out The Judge and fires one Magnum round at his opponent. The Judge only has room for 5 rounds before reloading is required.

-Die Hard - Charge B,F,P
          Det. Laurel charges towards his opponent shoulder first, but just before impact, hits them with a wild, powerful haymaker instead. The initial charge will absorb one standard attack or projectile, like a Focus Attack or Super Armor.

-Pistol Whipped - D,DB,B,K
          Det. Laurel lets his guard down and waits to be attacked. If he's attacked, he swiftly dodges, and shifts behind the opponent before pistol whipping them in the back of the head with The Judge.

I have some more move ideas, but I'll type them up later. Feel free to give me any suggestions or ideas about the character, since he's a WIP. His design was inspired by Det. Gumshoe from Phoenix Wright, and by the character SA Seely Booth from Bones (played by David Boreanez). Thought I'd point it out before anybody else did! Also, his animations will be coming mostly from Eagle, Ralf, and possibly Clark and/or Yamazaki.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: ARCoolguy on July 31, 2010, 11:43:22 AM
cool nice new character so what is his hand to hand fighting style I might suggest some cool moves for him.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: HadeS on July 31, 2010, 02:14:35 PM
Amazing, more characters ;P
This one, I like it. You have great ideas :'(
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: ShiroTori on August 01, 2010, 06:29:33 AM
This guy sounds interesting!

I liked his back story a lot.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Cybaster on August 01, 2010, 11:08:07 AM
- For the purpose of your fullgame, you could create a super where he puts the handcuffs on his opponent and then smash him or something else. This would require particular anims, and would create some unique interaction between SoM2's chars.
- Using some of Clark's throws may work well, especially the one where he runs to the opponent and makes him fall by catching his legs (you used it for Rorshach no ?).
- How do you have access to the shotgun bullets ? Via a super move ?
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Sean Altly on August 01, 2010, 11:30:42 AM
Yeah, the shotgun rounds would be part of a super move. Actually, now that I think about it, I think my original plan was to use shotgun rounds as the regular special (Lethal Weapon) and the Magnum Rounds as the super (which would be called Magnum Force, after the Dirty Harry movie).
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: GalFord on August 03, 2010, 11:33:22 PM
Nice concept!  Sounds like he's a rather heavy hitter.  Got an idea for a super too...

Last Action Hero: D, DF, F, D, DF, F+Kick
Garret lashes out with a single punch with his forward facing arm.  (Think somewhat like Yamazaki's Hebi Tsukai, but maybe without so much reach?)  Upon connection, he takes a quick dash forwards into a crouching uppercut (Again, maybe Yamazaki's C.HP would work?) that pops his opponent into the air.  Garret intercepts with a quick flying attack before pulling out the Judge to deliver a shotgun blast finale.

Might need changing to your own liking depending on how flashy Garret should be. :)
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: blackwallerd on August 05, 2010, 06:15:01 AM
I've kinda been lurking around the S.H.A.D.E.S. project and have to say that you've got an interesting piece of work here. I've gotten the first installment and...well haven't made much headway with it (it's EXTREMELY hard to play a fighter using a laptop keyboard). Still, this is another example of excellent work.

A move idea I had was a quick  baton sweep of the legs followed by a Magnum/Shotgun blast to the victim on the ground (or a reload, should he be out of rounds), but I figured since dude is a cop that's a little dirty so maybe just a quick reload?   I was thinking something like:  F DF D+K to sweep, then D DB B+P to fire or +K to reload. As far as names go...The Quick and the Dead?

Keep up the good work!

...Add also that I'm digging Fray's new look.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: O Ilusionista on August 05, 2010, 02:52:37 PM
Hey, very cool design, dude!
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Diepod on August 14, 2010, 06:53:36 AM
Exellent use of CvS Eagle here.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Sean Altly on August 14, 2010, 07:18:08 AM
Exellent use of CvS Eagle here.

All I used is his walking animation for reference (even then his arms move differently), and his shoes. I still draw the sprites myself though, so I wouldn't really say I "used" Eagle here. Thanks though.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Enso on August 16, 2010, 02:18:52 PM
Your characters are way amazing especially your new character, Garrett. Do you really draw with hand or do you sprite the character bases? Looks terrific! ;D Keep up as usual!
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Sean Altly on August 16, 2010, 10:13:52 PM
Thanks for your interest.

My spriting process goes like this: I find an existing character with the attack animation I want to use (because I'm not very good at animations). I then create all black sillhouettes of the sprites of the animation. Then, I draw my character over the black sillhouette, so that I get the correct proportions and placement of limbs, making changes as needed for the character. Also, on most of my characters, I use someone else's hands/feet, because hands and feet are very hard to draw in pixel form. So while the animations might not be original, the actual sprites themselves are 95% hand drawn (with a mouse, in Paint). I hope that all makes sense.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: 8-Bit Mr. A on August 21, 2010, 10:34:24 AM
I watch nuttinfancy on youtube and he actually reviewed the Taurus Judge and said its a shitty gun used mainly for shooting snakes. Other than that, the Shades game is looking cooler and cooler, this character especially.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Mechy on August 27, 2010, 06:11:14 PM
i can try to voiceact him if ya want
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Roasted Pheasant on August 28, 2010, 11:07:18 PM
Mr. Laurel looks pretty awesome, and I can't wait to see a demo video.

I can't wait to see how he turns out. Perhaps a Specialist rival battle? Eh? EH? Wink wink nudge nudge say numore.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: SkySplitters on September 06, 2010, 04:31:24 PM
Hah, Nice Sean  ;D
This one look realy intressting.
You have great ideas too so I just think to myself what's next of these brilliant chars would be next  ;D
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: flipthemaster on October 07, 2010, 04:15:54 AM
I have a few movie titles you could use as a few attacks. The last 4 are all movies from Clint Eastwood. He makes the best movie titles.

'Platoon'- a group of officers jump on screen and assist for a team attack.

'kill bill'-??

'the terminator'- says one of Schwarzenegger's famous phrases before pulling out his gun and aiming at enemy's face, could just be one of his taunts.

'crank'-??

'the dead pool'-??

'tight rope'- something involving a hangman's rope

'sudden impact'- jumps up, grabs enemy by the shoulders right before doing a pile driver on them flipping them into the ground.

'the gauntlet'- pulls on a glove(to hide fingerprints) then chokes opposing player with it. Then takes it off. Edit: didn't notice he already had a glove on. Well you get the point, some type of attack involving his glove.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Sean Altly on October 25, 2010, 08:36:52 AM
Thanks for all the idea suggestions guys. Creation for Det. Laurel is slow going since his sprites are pretty detailed, but things are moving along. I just finished his first intro, and all of his standards are done. Since I don't start making attack sprites until the "boring" stuff is done, rest assured that this means all of his required sprites and basic animations are done as well. As far as sprites goes, he still has his specials, supers, win poses and an intro or two left to do. Here's a .gif of all of his standards so you can see how he's coming along:

(http://i21.photobucket.com/albums/b293/seanaltly/standards.gif)

That's supposed to be one of those retractable riot batons in his Heavy Punch attacks by the way.

I also have made 13 palettes for him, a good number of them being themed palettes. Here's a few:

(http://i21.photobucket.com/albums/b293/seanaltly/tracypal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/spiritpal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/gumshoepal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/crockettpalette.gif)(http://i21.photobucket.com/albums/b293/seanaltly/tubbspal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/captainjackpal.gif)
From left to right: Dick Tracy, The Spirit (movie version), Det. Gumshoe, Crockett (Miami Vice), Tubbs (Miami Vice), Captain Jack Harkness (Torchwood)

Let me know what you guys think!
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Cybaster on October 25, 2010, 10:52:24 AM
Wow, very nice animations on the basic attacks. :yes:
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: HadeS on October 25, 2010, 11:44:20 AM
Wow, really awesome, those anims looks not so easy :sugoi:
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: walt on October 26, 2010, 02:33:31 AM
Sean. You'll always be my hero, thanks for being around and being so kick ass
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on October 26, 2010, 05:22:14 AM
Thanks guys!

Sean. You'll always be my hero, thanks for being around and being so kick ass

No problem Walt, I try!
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Diepod on October 26, 2010, 10:47:09 PM
Main. I'm pretty sure hes my favorite of yours now.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on November 03, 2010, 11:35:11 PM
Here's an updated movelist guys. Still not finished, but getting there. I'm only including what's actually done. Afterwards I'll describe some tentative stuff I have planned.

Sudden Impact - F,D,DF,K
  -Det. Laurel jumps into the air before descending on his opponent with a powerful stomp. Think more Alex's stomp, not Bison's.

Die Hard - B,DB,D,DF,F,P
  -Det. Laurel dashes forward, shoulder first, and when he stops he delivers a vicious swinging, double-fisted uppercut. The dash part will keep going even if he's hit, but only once, and he still takes damage.

Striking Distance - D,DB,B,K
  -Det. Laurel counters a standing attack by spinning around his opponent while pulling them forward, and then striking them in the back of the head with his gun.

Lethal Weapon - B,D,DB,P, then P to fire
  -Det. Laurel pulls out the Judge and aims. Pressing P again will make him discharge the weapon. Pressing P repeatedly with the correct timing will make him fire multiple times. After 5 shots, he must reload. LP aims downwards, MP aims straight, HP aims upwards.

Hard Boiled - D,DF,F,K
  -Det. laurel sweeps his opponent's leg with his baton, which must be blocked low. He then strikes them multiple times while they are prone on the ground.

Reload - D,D,P or D,D,K
  -Det. Laurel reloads his Judge. The first command loads the gun with Magnum rounds. The second loads the gun with Shotgun rounds. The Magnum rounds fire faster and have more range, but do less damage, while the Shotgun rounds do not travel as far and have more recoil, but do more damage and have a wider radius of fire.

L1 Super - Dark Blue - D,DF,F,D,DF,F,P
  -Det. Laurel repeatedly strikes his opponent in the legs and torso with his retractable riot baton, before knocking them down and beating them senseless with it.

L2 Super - The Enforcer - D,DB,B,D,DB,B,P
  -Det. Laurel reloads The Judge with Magnum rounds, and then unloads all five rounds in quick succession at his opponent.

L3 Super - Last Action Hero - D,DF,F,D,DF,F,P
  -Garret charges forward, shoulder first,a nd upon connecting a punch to the stomach, unleashes a barrage of physical attacks. He then knocks his opponent into the air, and unloads one shotgun round into them on the way down.

L3 Super - Magnum Force - D,DB,B,D,DB,B,K
  -Det. Laurel pulls out his "backup" weapon, a .44 Magnum Revolver, and fires one extremely powerful shot at his opponent.

DM - Cop Land - F,B,DB,D,DF,F,P
  -This isn't final, but it will involve Det. Laurel's partner Det. Jack Kaneda driving up in a police cruiser, and then the two of them unload their weapons into the opponent. Sort of like a move that flipthemaster described above, and inspired by Solid Snake's L3 Super where a bunch of Genome Soldiers shoot the opponent while trying to shoot Snake. Det. Kaneda will also probably make a cameo during a win pose or intro.   
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Orochi Gill on November 14, 2010, 04:25:03 PM
http://www.youtube.com/watch?v=d9SmFB3Hmhg
Bit of a preview for you guys. He's so much fun to use. I forgot to use QCF+P in the vid, and his other level 3 wasn't shown, I know.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Diepod on November 14, 2010, 08:28:38 PM
Horacio Cane!!!!!
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Manda-Chuva on November 15, 2010, 04:02:25 AM
Hey, congratulations for everything, you should be working with this, there is high quality work here

PS: this is my fav design so far, loved the "david caruso" win  :sugoi:
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 15, 2010, 04:08:25 AM
I found my new favorite SHADES character.

Also, I have a few palette ideas for him. Want to see them?
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on November 15, 2010, 04:20:13 AM
I'm glad people like the CSI: Miami win pose, I thought it would be funny. He also has a special one for any character named "Ryu" (which includes PotS' Ryu), and for Thirteen. They're just as funny, if not more so since they're character specific.

I found my new favorite SHADES character.

Also, I have a few palette ideas for him. Want to see them?

Absolutely! I love input, plus, he's fun to make palettes for, but hard at the same time because I ended up linking a few colors on his pants with his shoes. I admit his color seperation could be better. Anyway, bring 'em on.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Duos.act on November 15, 2010, 04:26:21 AM
You know what, you should just give him a bunch of character specific pun winposes.  That would be the ultimate icing on the cake.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Kirishima on November 15, 2010, 04:35:52 AM
Absolutely! I love input, plus, he's fun to make palettes for, but hard at the same time because I ended up linking a few colors on his pants with his shoes.
Nah, he ain't that hard, though it might be experience at dealing with shared colors on my view.

That reminds me, I took a sample, and look who I based the colors on.

(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-MisterJ.gif)

....then again, it doesn't seem fitting since Garret is suppose to be a cop.  Still looks alright though.  Indeed, there were shared colors around and quickly got over it.

Looking forward to him!
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on November 15, 2010, 05:41:50 AM
You know what, you should just give him a bunch of character specific pun winposes.  That would be the ultimate icing on the cake.

That's the plan, a friend and I are in the middle of writing them. We already have lines for Snow, Moses Maddigan, and a few others. They probably won't be all done until the full game. We thought about having the VA do some lines for other popular characters, like Akuma and Iori. It's kind of up to the VA, Dan Conlin, if he doesn't mind doing so many lines.

Absolutely! I love input, plus, he's fun to make palettes for, but hard at the same time because I ended up linking a few colors on his pants with his shoes.
Nah, he ain't that hard, though it might be experience at dealing with shared colors on my view.

That reminds me, I took a sample, and look who I based the colors on.

(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-MisterJ.gif)

....then again, it doesn't seem fitting since Garret is suppose to be a cop.  Still looks alright though.  Indeed, there were shared colors around and quickly got over it.

Looking forward to him!

That looks awesome. I guess the shared colors weren't much of a problem after all.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 15, 2010, 06:41:36 AM
(http://img193.imageshack.us/img193/1857/bondjamesbond.gif)(http://img560.imageshack.us/img560/411/charlenashinterpol.gif)(http://img177.imageshack.us/img177/9241/imthegoddamnbatman.gif)
James Bond, Charlie and Batman. I gave Charlie a shirt because without one, he looked like a male stripper.

I may do more later. I like this guy.
Title: Re: Character Thread - Det. Garret Laurel (WIP)
Post by: Joulz on November 16, 2010, 01:53:57 AM
I also have made 13 palettes for him, a good number of them being themed palettes. Here's a few:

(http://i21.photobucket.com/albums/b293/seanaltly/tracypal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/spiritpal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/gumshoepal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/crockettpalette.gif)(http://i21.photobucket.com/albums/b293/seanaltly/tubbspal.gif)(http://i21.photobucket.com/albums/b293/seanaltly/captainjackpal.gif)
From left to right: Dick Tracy, The Spirit (movie version), Det. Gumshoe, Crockett (Miami Vice), Tubbs (Miami Vice), Captain Jack Harkness (Torchwood)

Let me know what you guys think!

this char looks tasty!! as for the palettes, what about John Hartigan from Sin City (played by Bruce Willis) ? :p
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Diepod on November 16, 2010, 03:40:17 AM
Where's the Bluestreak pallet?!  >:(
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 16, 2010, 04:00:50 AM
Is Bluestreak a cop or detective? Didn't think so.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Berry on November 16, 2010, 04:14:29 AM
So i searched up Bluestreak...all i found was electronics  --;
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 16, 2010, 04:15:10 AM
Bluestreak is the guy in his avatar.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Diepod on November 16, 2010, 04:24:53 AM
ARRGGG!!!
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Cowboy-pool on November 16, 2010, 05:00:26 AM
There must (and I'm hoping) there will be a special victory win pose for him against Bison with a lame pun or joke like: "looks like this Bison...just went extinct" or something along those lines. This is by far the coolest SHADES character imo
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 16, 2010, 05:03:05 AM
He needs where against Charlie where he screams "INTEEERRRPOOOOOLLLL" or "SORRY, BUT LOOKS LIKE YOU INHERITED A BIG PROBLEM." Also, for Bison he needs "LOOKS LIKE SHADOWLAOW JUST FELL."

Yes, I want you to become Chris Klein.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Kirishima on November 16, 2010, 05:07:04 AM
Where's the Bluestreak pallet?!  >:(
(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-BlueStreak.gif)

I miss Cyclysm already.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on November 16, 2010, 05:08:13 AM
I miss Cyclysm already.
Please, don't remind me. I'll start crying.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Nero D. on November 16, 2010, 05:22:43 AM
im diggin this character more and more sean


but you knew that
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Berry on November 16, 2010, 05:32:43 AM
Bluestreak is the guy in his avatar.
and here i was thinking it was a martin lawrence movie  :-\
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Zero-Sennin on November 16, 2010, 05:47:22 AM
(http://img268.imageshack.us/img268/4668/laurelquestion.gif)

Provided I didn't fail, here's The Question, in keeping with the 'detectives' palettes. (May adjust colors later, kind of have to go now.)

Looking forward to this release for sure, Sean. :kugoi:
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Diepod on November 16, 2010, 05:52:08 AM
Where's the Bluestreak pallet?!  >:(
(http://i278.photobucket.com/albums/kk81/Kurow_Kirishima/PaletteColors/Kiri-BlueStreak.gif)

I miss Cyclysm already.


Thanks you didn't have to, I'm just trying to leave my mark.
Title: Re: Character Thread: Bloodtide (Updated/Overhauled for SHADEs 2)
Post by: Sean Altly on November 29, 2010, 08:20:11 PM
Bumping since I updated it. This is the last character to be updated/created for SHADEs 2. Once I finish her, I can focus on fine tuning the code on the other characters, then finishing the screenpack. Should be able to release a beta within the next couple of weeks. The beta will likely not have intros/endings for the characters yet, and might be missing some FX here and there, but I'd like to get one out there for testing. Anyway, let me know what you guys think.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Diepod on November 29, 2010, 09:04:15 PM
Another promising looking character.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Roasted Pheasant on November 29, 2010, 09:19:33 PM
I love the new sprites. Love the idea of the DM too. If anything, I'd call it Bloodbath.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Cybaster on November 29, 2010, 09:54:54 PM
The graphical update is top-notch, as you did with the other chars for Shades 2.
Great job with this.

I see the blood FX for Crimson Tide is low-res, while the one on her stance is high-res. Unless you're really sure it doesn't clash, you may want to downgrade the stance FX to low-res.

About the DM, I like the idea. I'd go even further, if it's possible : Bloodtide catches the opponent and send him in the air, and locks him in a giant blood bubble, as you said. Then, several (4 to 6) spikes come from all over the screen to impale the opponent, and finally Bloodtide throws (psychically, without actually touching it) the bubble against the wall, making it explod when it reaches the wall.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on November 29, 2010, 10:42:11 PM
Downgrading the stance FX is easier said than done, I think. Everyone else has HR FX for their stuff (Adam's Diamonds, Snow's Psychic Energy, etc.), so I think this will be okay. The FX for the waves in Crimson Tide are so big and full of movement it's not that noticeable that they are lo-res while her other FX are hi-res. I think it will be okay.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Orochi Gill on November 29, 2010, 10:50:16 PM
As long as it doesn't clash as much as it does with the 2008 version.

And nice timing: just when I pick up the old Bloodtide :V
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: HadeS on November 29, 2010, 11:02:36 PM
Oh my f... gosh! I think that her face is a bit bad :ninja:, but great job! Sean, you r0x! :sugoi:

Where are her belt chains (or whatever) in the intro? :-X
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on November 29, 2010, 11:24:14 PM
I think her face looks fine, but alright. I figured her belt chain would be slightly out of view because of the angle her body is facing, but maybe I should add a little bit of the chain into view to be safe. Thanks!
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: ShiroTori on November 29, 2010, 11:41:19 PM
Her sprites are a major improvement from her ones in the first SHADES for sure. I liked using Bloodtide in the first SHADES, so I'm looking forward to seeing her updates for SHADES 2.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Orochi Gill on November 29, 2010, 11:42:18 PM
She looks a little small to me, but that's basically the only thing I see wrong.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Cybaster on November 29, 2010, 11:43:36 PM
Hey, my girlfriend is 1m48, you got a problem with that !? >:( :P
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on November 29, 2010, 11:48:45 PM
She looks a little small to me, but that's basically the only thing I see wrong.

Well, her animations are mostly based on Cassandra from Rage of the Dragons, so she's the same size as her since I didn't do any resizing of the sprites, and the SNK Wiki has Cassandra listed as being 5'7'', 106 lbs. They're also pretty much the same height as the old sprites, just less bulky.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Orochi Gill on November 29, 2010, 11:50:05 PM
Fair enough
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: SOLIDUS SNAKE on November 30, 2010, 07:38:33 PM
Nize looking character bro but, do you a beta tester for your sp? :twisted:
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: 8-Bit Mr. A on December 01, 2010, 10:22:37 PM
Needs more Mr. A  ;D
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: GalFord on December 02, 2010, 03:30:27 AM
Seriously Sean, your style has improved so much from the original SHADEs... it's quite awesome.
Bloodtide was a fun character in teh first SHADEs... I'm hoping she'll be as fun in this incarnation. :)
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: -Greed- on December 02, 2010, 05:32:52 PM
For the DM, you could have her crush the opponent inside of the bubble with her hand, crunching/bone-snapping noises included.  Or you could go the no kill like overkill route by impaling them, slamming the blood bubble around, and then crushing them into implosion.  Maybe as a special animation should you kill them with her Desperation?

... Possible insane laughter? *shot*

Imploding people is fine too : D

Amusingly enough, I have an OC that controls blood, so I'm rather chock full of ideas on the subject...
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Iced on December 02, 2010, 05:43:26 PM
She could create the bubble and RIDE it into and across the walls and ceiling, then finishing it off by jumping off the bubble, slit her own wrists, and the the blood spray turning into a massive scythe like blade ( hanging from her wrist) to deliver the killing blow.

You could have a special winpose with said scythe.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on December 02, 2010, 05:46:50 PM
I actually just got done making her DM. In it, she encloses the opponent into a bubble of blood, lifts them into the air, and then 5 huge spikes come from different directions off screen (also made of blood), they impale the bubble and blood sprays out of it. The bubble then lifts a little higher, and then is slammed down fast onto the ground. The buuble pops/explodes, and the opponent is left laying on the ground.

Thanks for the ideas though guys! I pretty much went with a combination of my original idea and Cybaster's.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: -Greed- on December 02, 2010, 06:01:32 PM
But... but.... bone crushing and snapping!

 :'(

As a side note, these sprites are awesome.  She looks so much better than she did in Shades one.  The difference is very pronounced, given she was one of your first characters that I can remember.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Mechy on December 02, 2010, 08:56:12 PM
her power sounds like the virus thing from Prototype

anyway, good luck with the char
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on December 03, 2010, 02:33:15 PM
But... but.... bone crushing and snapping!

 :'(

As a side note, these sprites are awesome.  She looks so much better than she did in Shades one.  The difference is very pronounced, given she was one of your first characters that I can remember.

Thanks, she was looking pretty bad alongside the newer characters and the updated sprites. I tried just updating her shading like on the other older characters, but 6-7 sprites in I realized it wasn't going to cut it. Plus, she needed a retooled design for her new character direction.

her power sounds like the virus thing from Prototype

anyway, good luck with the char

I don't think I ever played that. I'll have to check it out.

***Update***

She's almost finished with her updates. I just need to tweak some code here and there and some other things, and have her beta tested, then she should be released. Det. Laurel is currently getting his AI done by Kamekaze, and as soon as that's done, he'll be released as well. Hell, they might get released at the same time.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: ShiroTori on December 04, 2010, 04:05:20 AM
Hell, they might get released at the same time.

Not a bad idea.
Title: Re: Character Thread: Bloodtide (***Updated for SHADEs 2 on Nov. 29th, 2010***)
Post by: Sean Altly on December 04, 2010, 04:10:47 AM
Preview video of the updated Bloodtide:

http://www.youtube.com/watch?v=lzKQ_5LLsBo (http://www.youtube.com/watch?v=lzKQ_5LLsBo)
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: The Wist on December 23, 2010, 01:12:28 PM
Little sugestion dont you think removing is glove will make him look more better like more common detective
because i think with the gloves he look like an spy or sumting
and for the desperate move (the final bullet) make an combination of hits in wich the final hit is an bullet in the head of is opponent
and make the screen turn into like in a silouette look  ;D
here an example of the look i talk about
http://img522.imageshack.us/img522/5425/stockphotosilhouetteofa.jpg
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Berry on December 23, 2010, 06:04:16 PM
Little sugestion dont you think removing is glove will make him look more better like more common detective
because i think with the gloves he look like an spy or sumting
and for the desperate move (the final bullet) make an combination of hits in wich the final hit is an bullet in the head of is opponent
and make the screen turn into like in a silouette look  ;D
here an example of the look i talk about
(http://img522.imageshack.us/img522/5425/stockphotosilhouetteofa.jpg)
FIXED
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: Sean Altly on December 23, 2010, 09:39:33 PM
Thanks for the suggestions. I like the look of the gloves, honestly. If he's wearing the long coat, it's probably cold enough for the gloves too. It's just a style choice. Plus, it wouldn't be as simple as just removing them. It would require me redrawing every hand on every sprite, which frankly isn't happening at this point.

Also, I don't think a Detective would execute someone like that, because a point blank shot to the head as you suggest would definitely be an execution.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: MDD on December 23, 2010, 10:08:11 PM
You wouldn't really need to redraw the gloves, as color separation would probably do the job. I like the gloves though.
Title: Re: Character Thread - Det. Garret Laurel (Updated October 25th)
Post by: The Wist on December 29, 2010, 10:23:20 AM
thank you for reading my request :P and i tried  Det.Garret and i notice during is stance while he point his gun we cant kick . Do the final version will have kick during is stance ? i suggest that kicks will be an extra launcher
exemple: D,BD,B,Z (anti-air stance u put) and add a kick so we can launch the opponent to the air and sorry if i have bad grammar its because my maternal language is french