Also, Dcat were you planning to give Shredder off-wall jump like he had in Manhattan project?It could work as a special move with it's own input or it could be something like ninja chars like strider or Hanzo from SamSho have - like jumping back and forward while at the corner.
drewski90 said, June 24, 2012, 04:57:00 amhope the release comes soonSTOP ASKING THAT !Grab looks great. Very violent and fitting.The dizzy stars are creative as hell. This is gonna be great.
Saikoro said, June 24, 2012, 09:25:02 pmWow. Those throws look awesome.Building upon the feign kicks (deception and trickery) and your newly added throws, have you thought of giving Shredder some high/low counter moves like Geese?? That would be a great fit.Also, feign sword attacks would be pretty sweet. You could do some nasty combo extensions if you coded those just right. Think along the lines of Steve Fox and Bryan Fury and you got the right idea.I'm not familiar with these characters are there well-coded Mugen conversions that are close enough to what you're describing here that I can use as examples?DeeDevilbat said, June 24, 2012, 09:56:24 pmAlso, Dcat were you planning to give Shredder off-wall jump like he had in Manhattan project?It could work as a special move with it's own input or it could be something like ninja chars like strider or Hanzo from SamSho have - like jumping back and forward while at the corner.This is a great idea! I'll try to incorporate it somehow.-Currently I'm finishing up an intro based on the cinematic you get after defeating Shredder miniboss in TMNT IV for the SNES!-Also managed to whipped up a shock sprite. Once I hammer out most of his intros I'll get back to attack coding... at least that's the plan. I'm known to be quite sporadic when it involves preset planning and Mugen creation but I want to attack this somewhat sequentially for now so implementing character specific intros for the whole TMNT bunch isn't all left at the end.
Hmm... The best two examples I can think of are these.Geese Howard by P.o.t.S. plays exactly like his in-game counterpart. You have Half Circle Back with Punches for a high counter, or with Kicks for a low counter. This would be a great addition considering how Shredder's throws already look.Sagat and his feign kicks from SSFIV are the only example I can think of. Also, if you have played Soul Calibur, you can feign any attack by immediately pressing guard right after an input. Perhaps you may not be able to continue with combos, but feigning sword attacks would be amazing for Shredder's repertoire.Geese is the only coding example I can think of.
For Geese, you can look at :- Geese by POTS : http://mugenguild.com/pots/- Geese by Vans : http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat3- Geese by K.O.D & Koopakoot : http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat21;dlsort=id;desc;p=10- Young Geese by IronMugen & OrochiKOF97 : http://randomselect.piiym.net/hosted/oro-geesenw.htmMy Batman also has a counter move like this : http://network.mugenguild.com/cybasterSo does Kasumi by IronMugen and many others.As for faint move, I guess looking at Last Blade or Samurai Shodown chars could help, but I'm not very familiar with their gameplay...
QuoteWould be good if he isn't easy to beat. Make the strongest AI possible and that is without some cheap lazors that deal damage to the entire screen. A good example of a strong and yet balanced AI is Marvel's VultureThis
Here's a short video of the general status of the tmnt bunch. Nothing spectacular just a short check-in on various works in progress.http://www.youtube.com/watch?v=RIWeM0kmUxQ
Fantastic! I really liked how you put together the Krang special when he increases his size. I can't wait for these to be done!
I really like that special intro of shredder and krang, it reminds me of that final episode of tmnt 1987 on season 1
Shredder is looking amazing. But not just through your amazing sprites or fantastic moves. It's through his personality. And that's what makes all of your creations shine. I can't wait to try Shredder out.This question comes after watching your video: with Anakaris hyper that ends in his sarcophagus crushing you, Leonardo does not appear to be crushed. On the flipside, Deathmask flattened Michelangelo. Will all four turtles include this flattening animation??
I'm glad everyone enjoyed the short preview, it was a bit of an indulgence after going so long since the last recording. As always, there will be more to come.Yes Saikoro, all turtles share that flattening anim in addition to the other special anims featured in the video. Deathmask is the first (only?) character I know of so far that has that special 'crushed/ stuck in ground' state but I could be wrong about that. Keeping that in mind, don't forget that Dr. Kelexo's Deathmask is a more recent character release than Thomas Hsieh's Anakaris by a considerable margin so that could be the most likely reason why the character doesn't use it. We have to start implementing it in future creations from now on, though.Spoiler, click to toggle visibiltyBalthazar said, April 10, 2012, 03:57:24 pmChamat, you are god XD!F. James Fernandez said, April 10, 2012, 07:13:20 pmCan be random intros not just the fighting or gooba stomp lolI'm thinking you can use this as a matchover winpose against those characters that have DrKelexo's Deathmask's Stuck in Ground animation standards. More Custom state standardization!!!MelvanaInChains said, April 05, 2012, 10:43:51 pm5888 - Stuck In GroundA general 'stuck in ground' state. Used for Deathmask's (by DrKelexo) Hammer Throw move, but could probably be used by something else in the future most likely. Pretty much just one sprite with a tick of 1.edit: character now publicly released