YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Steel Komodo is Offline
Contact Steel Komodo:

Steel Komodo

Contributor

Messages by Steel Komodo

    

Re: Capcom vs The World '20 Update by SeanAltly

 June 10, 2020, 12:25:08 pm View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

I don’t have that many suggestions for characters, but here they are anyway:

CAPCOM
  • Rainbow Mika: Mostly for female representation. You could do the same thing for her sprites that you did with Charlie and touch them up to make them match. Also, if there’s any sprites for Nadeshiko, you could use her assist as the UT, or Mika’s mic bit from SFV
  • Captain Commando: Mostly just for the variety and to avoid a glut of SF characters.
THE WORLD
  • Kamen Rider #1: I don’t know how familiar you are with Kamen Rider overall, but I’ve wanted to see a decent Rider character in MUGEN for a while. You could save a bit of time and make him an edit of Skullomania’s sprites, as Skullo himself was based on Kamen Rider.

...and that’s all I got. Sorry :P
    

Re: Capcom vs The World '20 Update by SeanAltly

 June 09, 2020, 12:19:22 pm View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

- There was a regular Mario in CvTW style made by Steel Komodo. Maybe still worth including?!

-Ah yes, I remember this, I'll check it out, but if I remember the sprites still just didn't quite fit.

If you’re going to use my Mario, I’d recommend that he gets a lot of updates to make him fit into the game better. I don’t think he’s very balanced, damage-wise, his move set is all over the place and also his UT and LVL 3 kind of suck. I’d go and fix him up myself, if you were interested.

Then again, that Bob Hoskins Mario looks a damn sight more creative than mine anyway. So if you decide not to use him, I won’t be too surprised :P
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 25, 2020, 10:49:47 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

Apologies for lack of updates. Been working on other, non-MUGEN things.

Have a WIP lifebar seperation thing to tide you other. I've also got a select screen concept in the works, so keep an eye out for that in the future.



UPDATE: Select Screen concept for y'all.



I know the diagonal select screen thing isn't really possible, but I like the look of this regardless.
    

Human's KOP Shading Tutorial?

 May 25, 2020, 09:48:49 pm View in topic context
 Posted by Steel Komodo  in Human's KOP Shading Tutorial? (Started by Steel Komodo May 25, 2020, 09:48:49 pm
 Board: Development Resources

So back in the misty days of your that was 2012, @Human/Kreuzer was doing the King of Pocket full game. At the time, they were using NGPC sprites re-shaded in a particular style, and they had a tutorial up on their (now dead) website to illustrate how this re-shading was done.

Does anyone have a copy of that tutorial? I'm thinking of using a similar style for a future project, only with the website defunct I can't seem to get hold of it anywhere.
    

Re: Capcom Heroines - Sakura (Alpha)

 May 17, 2020, 05:32:39 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects



Permit me to explain what's happening here.
  • I had to change the timing on the Flower Kick to get it to combo from stuff. If people think that's a bad call, I can change it.
  • The reason for the red flash on the EX Moves is because those are tied to that specific Heart. The same will apply to stuff such as Combo Breakers and Rage Mode. Other Hearts will get different colours.
  • Combo Breakers are currently very beta at the moment. I'm thinking of changing the animation, or maye just making it a straight-up Zero Counter instead. But that depends on if people would prefer that the Combo Breaker be able to reset the opponent for pressure or not.

Feedback is welcomed despite how early in development this is. And sorry to leave you all hanging - I got into a major creative burnout for a few days and didn't feel like doing anything. I'm feeling better now, but please don't expect development on this to be rapid.
    

Re: Capcom Heroines - Sakura (Alpha)

 May 16, 2020, 03:46:59 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

UPDATE: Sakura's single command normal is in. I also tweaked her block pushback values on her basics - some attacks were pushing a foe too far back, some were pushing a foe too far.

I'm currently working in implementing the Combo Breaker system, followed by her specials and EX Specials. Once I get at least the Hadoukens in, I'll have a video to demonstrate those. Also once again, apologies for slow progress - I've been in a funk all week, and had no motivation to work on this. I'll try to set some time aside tomorrow to get as much of this done as I can.
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 09, 2020, 07:15:44 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

Apologies for the triple-post, but I've made my mind up. I'm sticking with the "MvC-Lite" gameplay.

I know that this is going to upset some people since I said that I was going to do something different with this. But as much as I keep saying that this is a learning experience for me, there's a lot I don't know and not a lot I'm confident about when it comes to these kinds of things. I look at how others have implemented juggle systems in their characters and I actually get scared. I don't understand what I'm seeing, and I don't know how to omplement anything like this myself without either hideously breaking the character or breaking something else. It's far too intimidating for me, honestly.

I'd love for somebody to explain it to me in a manner I can understand and give me examples so that I could implement it myself. But I'm very aware that's not going to happen anytime soon. So I'll keep what I have now, and until I get a better grip on development or a helping hand, I won't immediately change it.

    

Re: Capcom Heroines - Sakura (Alpha)

 May 09, 2020, 07:00:26 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

UPDATE: Some small tweaks have been done to Sakura.
  • Her damage values have been nerfed consirerably. She was originally taking off half a lifebar with a simple chain combo to air combo and that wasn't kosher.
  • All custom hitsparks have been correctly aligned.
  • I've decided to keep the "MvC-Lite" gameplay that was started by my Ryu template. Basically, I don't feel confident that I can implement a juggle system that isn't broken as all fuck. I've tried looking at the custom juggle systems others have implemented and they terrify me. So unless someone can explain them to me in a way that makes sense and that I'm confident I can implement it properly, I'll keep hold of what I have now.

The next update will bring her single command normal, a special move and possibly the Heart-specific EX move as well.
    

Re: Hitspark Problems

 May 09, 2020, 02:03:43 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

Not tried touching that, I’ve been a little nervous to do it since I don’t know what that does. I’ll report later with results.

UPDATE: It works! Thanks! I'll just have to remember to change that particular number now, instead of the one that I think is the actual X axis :P
    

Re: Hitspark Problems

 May 08, 2020, 05:37:06 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

See, when I try that, that doesn't fix the problem. The hitspark doesn't appear where I want it to. In this case, it's for the Hard Kick - I want it to appear at the end of the foot when it hits, and I don't understand why that doesn't happen. It was my impression that you needed to edit the X and Y co-ords to make it work, but the Y co-ordinates work while the X doesn't.

I legitimately don't understand what is wrong here. I'm really pulling my hair out on this one and just considering using the default sparks, because I'm starting to not want to deal with the hassle.
    

Hitspark Problems

 May 08, 2020, 05:07:12 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

So I'm trying to use @Memo's custom hitsparks for a character I'm working on. I've used these before and I've had no issues with them before. The problem here is that no matter how much I try to adjust the x axis, it won't move. I'm completely stumped as to how to get this to work, and it's been very annoying for me to put up with.

Here's what I'm working with:

Spoiler: Custom Spark definitions (click to see content)

Spoiler: -2 State (click to see content)

Spoiler: Example Hitdef (click to see content)
    

Re: Capcom Heroines - Sakura (Alpha)

 May 08, 2020, 04:36:00 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects



All of Sakura's basics are done. At the moment, she still has the MvC-lite gameplay her template has. I'm still on the fence if I want to change it or not, but as you can see I've made some poor choices in what attacks to use :P

Please ignore the misaligned hitsparks and Ryu voices. I'm working to change/fix those, although the former is proving a pain in the ass. Also please forgive the bad recording, I'm having to re-learn CamStudio all over again after years of not touching it.
    

Re: Big Bang Beat x Street Fighter

 May 08, 2020, 04:11:33 pm View in topic context
 Posted by Steel Komodo  in Big Bang Beat x Street Fighter (Started by Ryu From Streets™ May 06, 2020, 10:48:15 pm
 Board: Projects

    

Re: Big Bang Beat x Street Fighter

 May 08, 2020, 12:27:49 pm View in topic context
 Posted by Steel Komodo  in Big Bang Beat x Street Fighter (Started by Ryu From Streets™ May 06, 2020, 10:48:15 pm
 Board: Projects

I'm getting a similar error that lexluey's getting. You mentioned something about a patch - where can I download that?
    

Re: Big Bang Beat x Street Fighter

 May 06, 2020, 11:10:17 pm View in topic context
 Posted by Steel Komodo  in Big Bang Beat x Street Fighter (Started by Ryu From Streets™ May 06, 2020, 10:48:15 pm
 Board: Projects

Hey, I remember seeing all this on YouTube! This game looks wild and crazy, and I’m definitely going to give the demo a try when I can. I’ll most definitely give feedback too, but don’t expect it to be too in-depth.

Gonna keep an eye in this one. Good luck! :D
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 06, 2020, 09:39:09 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

So Sakura's coming along. Her ground and crouching basics are done. Next, I want to get her air basics and her sole command normal done, put Memo's fancy hitsparks in, then I can do a preview video to show all that off. But I've had a new niggle come to me.

See, so far, Sakura's based on my old custom Ryu, which had a "MvC-Lite" gameplay with some custom elements, such as the Rage Mode and Ultra Combo. A lot of this stuff is being changed for Capcom Heroines, obviously, but I do wonder if I should change the base gameplay so radically and go for the more grounded style I'm proposing. While I did say that this would be an attempt to try to learn to code new things, maybe it'd be better for me to not jump the gun with something new and at least stick to some familiarity.

I've started a poll to decide what people want. If you need more elaboration, I can provide it, but the difference is basically "air combos" vs. "juggles". And that's literally all it is, bar a few small things. Additionally, you can download the beta of my old Ryu here: http://www.mediafire.com/file/e9ugkurzxxci89h/Ryu_CvU.zip, so you can see what that's all about.
    

Re: Capcom Heroines - Sakura (Alpha)

 May 04, 2020, 09:24:58 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

Just a note to say that progress is going to be mostly pretty slow, but I'm working on getting all of her basic attacks down right now. I'll worry about more in-depth systems, like the Hearts and all the no air block and ground recovery, once I get moves in. I'll also probably want to add a custom juggle system into Sakura, since apparently MUGEN's default juggle points system sucks? But I don't plan for the game to have any crazy OTG stuff, so maybe that'd be unneccesary?

I've also made some changes to Sakura's movelist. To wit:
  • I've dropped the fireball charging mechanic. I know it's Sakura's thing, but it doesn't make sense for her to have it if she's going to be the Ryu of this game. Her base kit needed to be a bit more streamlined for that to work, Haru Kaze notwithstanding.
  • Shunpukyaku also got the same treatment.
  • EX Moves have been tweaked slightly.
  • Rage has received changes, mostly for balancing purposes. If this version of it doesn't go down well, I'll consider other options.
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 03, 2020, 10:58:20 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

UPDATE: So I've decided to make some changes to the currently-available Hearts. I'll post them in the OP in a moment, but I'll detail them here first.

#1 Strong Heart
An agressive, all-out style that makes use of rushdown and enhanced attack power.
  • Heart Power: EX Moves. Allows the character to enhance any one of their special moves. Costs as much as a Super, so should not be abused.
  • Change of Heart: Combo Breaker. A Killer Instinct-styled counterattack that puts the opponent at frame disadvantage.
  • Heart Surge: Rage. The character loses their temper, gaining a ten-second boost in power, but cannot use EX Moves or Super Combos during this time.
#2 Focused Heart
A more cautious, strategic style that enables defensive tactics.
  • Heart Power: Focus Attack. Works very much the same as it does in SFIV, with Focus Cancels costing one segement of bar.
  • Change of Heart: Pushblock. Shoves the opponent away.
  • Heart Surge: Fortify. The character gains Armor for ten seconds and can shrug off around two attacks in succession.

...and that's about it.
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 03, 2020, 07:10:37 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

That depends on the kind of character the original boss is :P. Again, this is still very early planning stages, so a lot of this is in the air higher than most kites. I won't have a solid plan until I get a few characters out and most of the roster on lock.

Also, the Projects thread for Sakura exists now! Go look it up here: https://mugenguild.com/forum/topics/capcom-heroines-sakura-alpha-189817.0.html
    

Capcom Heroines - Sakura (Alpha)

 May 03, 2020, 07:06:50 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

UPDATE 13/06/2020: Sakura is cancelled. I'm not working on her or Capcom Heroines as of now.

Spoiler, click to toggle visibilty