Goodaldo, All of the colors are separated pretty well. The reason they arent from light to dark is to make it easier to see the clusters. If the darkest color was on the outside of the row, next to the default 0,0,0 black it would be a little harder to see where it ends. Except for the visor/gun colors the darkest color of the sets are in the middles. Pallet 1,1 would have to be the easiest to identify and work with.
The download for Samus should be working again. Didnt think I'd fly through 6gb of bandwidth that fast. I'm uploading to mega right now. will post the link later.
I've added a much nicer Ultra beam for her level 1 ultra. Added/Edited hitsparks for it too. Gotten rid of an error in her Metroid level 3 ultra. The ultra's are almost ready for release. I need a life drain effect and a life give effect for the Metroid. The level 1 is 95% ready. Just some timing issues on explodes and bg effects.
I've taken care of some problems with the grapple beam, but it's still no where near release.
I still need to fix the fact that if P2 doesnt have a good intro the Metroid isnt behind her back in her intro. Not sure what causes it.
My current mission is to try different scales for Samus and see if everything's still lined up. I'd like to think everything will work properly but I know I've had to miss something. When I load up mugen in other resolutions Samus looks completely crazy with her ultras. I'll test that out too.
Posted: June 02, 2013, 08:55:43 am I've gotten rid of an error in the Metroid Ultra. Killed a second bug. a third bug Made it work a little better; Before, if your life was full, and the Metroid was on Samus for over 310 tics, and you got hit, it wouldnt fill your energy. I made it so it will sit and only dispense "310" points if you get back to full health/hit/filled/hit/filled/hit. I'm working on some different animations for the Metroid so it's not always the same. So far so good. Still missing effects for the drain and recharge. There's a random problem with the Ultra, where if P2 attacks at the moment the Metroid hits, it doesnt sit and drain energy.
I feel that with the Ultras, she's worth uploading an update. Might come soon. The bombs are my next mission to take care of. I'll probably release once the bombs and ultras are ready. The beam and the other stuff will be on the 3rd release I guess. By that time Samus should be out of beta and be official.
Posted: July 22, 2013, 06:43:40 am Newer version is uploaded. Samus718.rar Download from Mega Here 7/10/2014 She has 2 Ultra moves. The giant beam from SSBB and an attack Metroid that will seek out the enemy, drain his health, and add it to Samus.
I've added in the bombs and all the various things involved with that. This is probably still buggy as heck. I _THINK_ I got rid of a bug that kept Samus in a custom state. It may still happen.
I still havent worked out the Grapple Beam so I've edited it out. I think I added in an additional pallet. Cant remember. All of the sprites are left in. Was too lazy this time. All of the effect sprites still suck, including the bomb explosion. I think a lot of people will recognize it...
Re: Optimus/Pit/Krillin/War/Spawn Which character should I sprite???
Blue Monkey, I'm all about it. If anyone wants to help out, or group up, I'm on IRC all the time on EFnet. Not sure if there's already a channel people use or not. I think it'd be good.
TRUEMicah, I'm not exactly sure what you mean... Do you mean for Bosstimus Prime or what? I plan on mimicking Apocalypse from XMvsSF with other stuff.
_Data_Drain_ That's pretty much exactly what I'm doing. It's how I made Samus. I do some custom animations needed for Mugen. But it's the easiest way I've found so far. I've done 3D animation since 2001 so it's natural for me. Though I could be a lot better.
To Ramza, and everyone else. I plan on making ALL of the characters. I decided when I posted my post above this one. I looked at the voting. At the time the top 4 were less than 5 votes apart. Pit was at 44, War and Spawn were Tied at 47, and Prime was under 50. It's still pretty much a tie. When I started doing Samus I almost got caught up working on Pit. I had to force myself to stop. The desire's still there, and so is the demand so I dont see why I shouldnt do it. I'll just use the voting as an order of production. Top vote gets produced first. Ties, I decide which one I'd like to do more.
Buuuut I've color separated Optimus a litle bit. Check out his new kicks
Spoiler, click to toggle visibilty
He's almost ready for ripping. I might make his fingers different, not sure yet.
I maaaaaayyyyy, MAAAAYYYYYY, get some 3D characters that would otherwise be impossible to use. I have to talk to a friend in the business about getting some models from a game that's not even out yet.... Doubt it'll happen but it'd be fucking awesome if it did!
Re: Optimus/Pit/Krillin/War/Spawn Which character should I sprite???
Since I've released Samus as a beta I will be ripping sprites soon. Probably start editing the colors of the character so I can get a good color separation at the beginning. I've tried my hand at War, but he's just a ton of grey. This is what I have so far.
Spoiler, click to toggle visibilty
As you can see he still has a ton of gray and dark gray left to sort. Optimus is pretty much the same.
I have started Bosstimus Prime already. I've yet to make him a fully functional Boss, but I'm pretty sure I have enough sprites to handle any ideas anyone can come up with. I might make a thread just for it. Optimus is in the lead for votes. I will make a "regular" sized character for him.
Each character "rip" will only take a few days to do. But the possibility of missing some moves may be there. As I said, I'm totally willing to work with people on each character. If the person(s) get serious about the character I'm totally willing to make custom animation for new moves.
+The hitsparks are misaligned on "purpose". I've created a system of properly placing them based off of P1's Pos Y instead of P2's. I havent gone through and aligned them on the beta build. +The bomb, and all of it's moves are working 100% except the bomb floats slow to the ground when it nears it. Otherwise it's perfect. I thought I ripped out all of the code. That's why the error occurs. +The sounds are a major problem right now. I have to redo all of the sounds levels. It's just a ton of work. +I dont see any slow down from my clsns boxes. I prefer them to be as accurate as possible. I dont like the concept of being able to punch air, so I try to avoid it at all cost. +The pop up goes high because I want the player to actually delay, or think about which moves to connect with. I feel in the MvC series the characters are in the prime spot for combos. How I've tried to set it up, you pick when to start the attacks and the P2's spot will be in a different spot. So Lp,Lk,Mp,Mk,Fp wont always work. You'll have to mix up the combos. I am looking for a type of MvC game play. I feel pop ups are needed in mugen. I just prefer them. Same thing with push block. Against moves like the raging demon, push blocks are a must have to survive. +Samus' jump control comes from SSBB. She's a very "floaty" character. It adds another option. Jump-faking is pretty useful. +The air High punch knockdown/pop up has always been in the back of my mind. I want it to mimic SSBB. +The air grab was supposed to be gutted but I forgot. In the working version she floats a little higher and then falls about a body width to the right of the enemy. Right now the problem with the throw is the enemy doesnt bounce. I havent been able to work out WHY that's happening. +I dont mind having to use the different button, commands for the 3 types of projectiles. I dont see a problem with how it is. +Homing missiles were made to lock in on the character's chest. Depending on which speed missile is launched the accuracy over distance is changed. But it will always hunt the same exact spot. +I measured the screw attack and tried to get it to the same height as SSBB. It's supposed to go as high as a standing double jump I believe. It can be performed two different ways to go backwards or forwards. So the diagonal IS there. Also, Samus is WIDE open for attacks after the screw attack misses. The height of it is a negative attribute at that point. if you use it after a double jump and miss, youre open for anything. +I agree with the blast wall's lack of priority. I want it to absorb projectiles and still be active against the player. I need to look into how to code it. You can link the standing blast wall directly after the crouching FP and combo it. It's an extremely tight window. The blast wall super pop up is my experiment with velocities versus Y position of P2. I want P2 to get locked in and go for all 5 hits no matter where they are when it connects. One of the experiments has very wrong numbers. I plan on ironing out those differences. +The charge shot comes out the fastest if it's fully charged. it's missiles X, Y, Z<super missiles X, Y, Z<charge shot. I think missile Z = super missile X or they're extremely close if I recall correctly. The damage they do is uniform I think. I plan on making the difference only 5 or 10 points. I plan on having the charge shot work like it does in SSBB, just reversed for button pressing. SSBB you have to press the button and release it and it charges. The second button press releases it. I plan on having it be a button hold->release for it. Like capcom basically. +The taunt... totally forgot about it actually. +The grapple beam is working 60% and has been gutted for the release. The sprites of the whip are terrible and disjoined. I wanted the release to focus on problems with things that are "working".
+A lot of my animations ARE too slow. I totally agree with you ExShadow. The way I rip the sprites, is how long it is in SSBB. I feel a couple just dont work right with Mugen. I've edited out a lot of frames, and extended some frames in different moves. I'll look at her crouching again. I havent added in the ground check or the sides check code to the homing missiles. The ground missiles use the same code as the air. So both will get fixed
Nedflandeurse, I'm not sure what xnalara is. I dont use it for pallets or to capture sprites. The way I got my sprite pallet was to take the Samus 3D model's skin image. The unfolded image of all her body parts. I cut out the individual colorized portions. I reduce those individual images down to the number of colors I want to allow. Then manually built my pallet once I had all the sections. After the pallet was built with all of the colors in the original image, I use FF3 to force the colors into my sprites. Seems to work pretty solid. So technically it's Pre and Post processed.
I'm not a fan of the CvS gameplay or look. Although the newest one is pretty beautiful. I dont mind if people want to modify the character's gameplay or sprite. Just include my name in the credits. It's Mugen.
RobotMonkeyHead and to anyone else, PLEASE agree with points people post. I do consider everything people post, but if enough people agree I have no problem making it standard. If one or two people want something I dont really agree with I figure they'll edit it how they like. I'll take a look at trying to tighten up the animations with what I have. If you want, could you make an animation using the available sprites and post it in this thread?
Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?
As this is my first character I've built from the ground up I was nervous about her release. Thank you guys for the insight and ideas. If you think you have any edits I might like, post them here. I'll cut and paste them in, maybe other users will too. I've had a ton of personal stuff drop in the last few days. I'm sorry for a couple delays on things I promised a few people.
I plan on working on Samus more in about a month. My main focus right now is my girlfriend. Second is my job. Third is Optimus/Bosstimus Prime and War. I'll be a sprite ripping fool here soon! Then Pit and Maybe Spawn. Depends on who starts to work with my sprites.
Re: I want to make some small portraits, but I seem to be running into a problem
You can use paint. Just get the colors off of the pallet using fighter factory and use paint's color selector to change to those colors. Save as a png, import using fighter factory, and force the colors of the sprite. It should work pretty easy.
force, I think it'd still make a great Medium Kick. Make an alternate of the same kick. Like I said, reduce the time it's fully extended and remove the shake. Make it so he's a little more focused on where P2 is, so he's not using as much force.
Something like this
Almost exactly like this I just made that in 2 minutes but I hope you get the idea. I just spliced two sprites together and bent his feet into position. You could also make a Chun-Li type of standing quick kick combo.
Also for the walk. The inside band should stay in position relative to his belt. Meaning they should bounce the same. The other thing I noticed, his bottom hand might look better twisted instead of with the top to the screen. Have his four fingers toward the screen. I feel the arms shouldnt bounce so much.
I agree I think the stronger version of the kick could send P2 flying. Maybe make it so it can combo after the wall bounce?
So are you making it Killer Instinct style or no? The same exact move shouldnt be able to trigger in a combo. This should be done in the command list. Set up the variables and have the triggers in the commands check to see if it hasnt been used. Stop it at the source.
First off, in your system you dont list a second linker. combo starter > auto 3 hits > linker > auto 3 hits > finisher so I take it the finisher is the second linker.
You will need to set up a variable to keep track of each individual linkers that have been used. Then inside that move's state, there should be a different hitdef that activates depending on what the variable's value is. If the variable = 0 starter hitdef 1 should work, if the value is 1, then the linker hitdef (2) should work, and if the value is >1 then the finisher hitdef (3) should work.
You'd also be able to use those variables in the commands to skip going to the same stateno. This way his uppercut would be the finisher move instead of the same move as always.
BTW, I'd love to test Jago out. I started Maya a while back and lost interest since I started on Samus. Maybe it'll help me get back into making her.
I've had FF3 decide to use the second or third pallet on sprites that were linked to another pallet just because it felt like it. No matter what I tried I couldnt un-link them. What I did have to do was make a blank character, open the needed pallet, import the affected sprites forcing them to use the pallet. Then I imported them back into the character.
I'm not sure about the rest of you, but when I make a new animation in paint, I lay out about 10 to 20 images. I usually add in the effects to see how things will look. I have had color loss in Paint. Only when I do BIG jobs. One or Two sprite edits, Paint works perfect. Over the years Paint has lost a lot of it's ease of use.
Well, I've tried switching the selfstate to exit to 5100 in other characters with no result. None of the enemies bounce.
Evil Ken's air grab to roll throw exits to selfstate 5050 then goes into 5100 when it hits the ground. On top of this, Samus actually bounces when Evil Ken throws her. So it cant be her statedef 5100. I've been going over Evil Ken's throw with a fine tooth comb and cant see anything different or unused by Samus. Targetdrop, hitadd, it's all there. It's the same except the positions of the targetbinds.
By the way, why would Samus' common files dictate how the other characters are acting??
One thing that tends to get overlooked when editing input of commands is the actual part of cmd that directs it to the statedef. Meaning people wont edit a trigger for statetype. So if the move ends in D, and you change it so it ends in F, it's no longer statetype = C, it's statetype = S.
In the anchored attacks, check to see if there's a trigger that checks for control. Most moves remove control, and if the trigger's looking for control it will never work.
I think the animation's frames are good for a medium attack. Mediums usually extend further out than both light and strong. Strong's total anim time is usually the longest. I'd suggest shortening the "shake" time where it pauses fully extended. It'll make the attack quicker and reduce the energy spent. I think it'd make a great medium right at the height. It'll also reduce the distances medium to strong can combo. Which is a good thing in my opinion.