The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: KarmaCharmeleon on April 21, 2019, 02:40:00 AM

Title: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on April 21, 2019, 02:40:00 AM
(https://i.imgur.com/aLShtvM.png)
(https://i.imgur.com/lS6YTjN.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 21, 2019, 02:44:57 AM
Ooooh. Nice FX on the Slash Moves.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: FeLo_Llop on April 21, 2019, 02:55:53 AM
First of: good choice!
Second: nice FX!
Third: why not using Dampir's CvS sheet, if you're with a Jmorphman's style?(just a suggestion, not a request).
Spoiler, click to toggle visibilty

PS: And also a cool user portrait. Touch-a touch-a touch-a touch me / I wanna be dirty! Chill me, thrill me, fulfill me / Creature of the night!
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 21, 2019, 04:09:32 AM
I prefer SSV sprites, they're more consistent.

Also cool user portrait too.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 21, 2019, 06:32:01 AM
hey! Glad to see you're making progress with him!
when you're ready for beta testing I will gladly continue to help you with this.
more SamSho chars are always welcome.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on April 21, 2019, 04:23:56 PM
holy crap! nice! one of my favs from ss!
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 21, 2019, 05:32:54 PM
One of my dream characters for mugen. I wish you good luck in your endeavours - Genjuro looks good so far.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Mazemerald. on April 21, 2019, 06:38:15 PM
Very cool.

I would like the samurai spirits chars could be more valorized in CVS style, Charlotte,jubei and ukyo can be great in this style.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 22, 2019, 07:53:40 PM
So I've been working on Genjuro a little bit more, mainly on fixing and adding stuff. Now the crossup on MP and HP rekkas work as they should.

Spoiler: To do (click to see content)

I think I'm gonna release a beta version of Genjuro and his palette template once the highlighted issues are done.

Thanks to everyone for the support.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 23, 2019, 03:31:25 PM
https://www.mediafire.com/file/319av6oz3m6h6fx/Genjuro.rar/file <-- Beta
EX moves and supers missing. Would be really helpful to receive feedback from both CvS and SS players.


Template
(https://i.imgur.com/3uzdLV6.png)

CvS
(https://i.imgur.com/rTwuBcU.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 23, 2019, 04:35:37 PM
here's my feedback

- the cancel window from one stage of Sanrensatsu to the next seems very strict, both by SS standards and CvS standards, you can look at Kyo or Iori's rekkas for reference.
- Jumping slashes FX continue to play after you land if you do it close to the ground, it looks very weird because the attack didn't come out, but the slash FX did.
- his back throw animation looks very very odd, he seems to turn around but then he's on the same side, if you look at how it's done on SSV: Special it looks much better there.
- the sword stays in front of P2 on Hyakkisatsu success animation, you could crop the sword in a different animation and spawn a helper / explod to make it look like it goes through the enemy.
- he goes below the ground when bouncing from a knockdown
- his crouching HP is extremely fast for the range and damage it does, I think some balancing is necessary there.

- I think close MP should be special cancellable, that's just my personal opinion, not a flaw with the character.

that's all I found for now.
Aside from that, he feels really good to play coming from a SSV Genjuro player. I'll post if I find anything else.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 23, 2019, 07:13:03 PM
-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS. The pacing is different. SS is a slower, poking, high risk/high reward kinda game. CvS is Capcom based. Faster, more combo oriented. You'll have to adjust the char overall to reflect that, so in sync, his hitboxes should follow suit. A approximation of a CvS theme is what you're striving for after all.

-Back roll has no invulnerability.

-Projectiles are not restricted properly:
Spoiler, click to toggle visibilty
His slow animation will not make up for this.

-Dodge kick variant leads to invalid state:
Spoiler, click to toggle visibilty

-DP has no invulnerability on startup, or any type of clsns mapping to compensate. Which means you won't be using this for any type of interrupting. Also, HP version just flies over most people's heads. The damage on these attacks aren't very good either. Disregard the first part. Clsns are mapped to give him priority on startup.

-Should use CvS slash whiff and sword guard SFX for sword attacks.

-A suggestion: Instead of neutral j.HP having an alternate animation, while having j.MK/HK being the same thing, just slightly sped up for HK; Using that anim for his j.HK would give him more variety and give the player incentive to use at least one of his jump kick attacks. Cause as they are now, they're not very good.

-Why is stand far HP basically 100 damage stronger than close HP? I know far attacks should be stronger than close, but that's quite a boost. On that note, close stand LP/LK cause the same damage as their far variants. Also, you have another odd damage spike with close/far stand MP(32/70).

Feels good for the most part. Can't really get a full picture until he's further along. Though you have a solid/strong foundation and that's where it all starts.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 23, 2019, 08:20:57 PM
(https://i.imgur.com/sPFCUBm.png)
A quick custom palette.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 23, 2019, 11:20:33 PM
(https://i.imgur.com/0NX64ii.png)
(https://i.imgur.com/WHgfUUa.png)
(https://i.imgur.com/49RV11Q.png)
(https://i.imgur.com/nMkKGjs.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 23, 2019, 11:44:54 PM
- the cancel window from one stage of Sanrensatsu to the next seems very strict, both by SS standards and CvS standards, you can look at Kyo or Iori's rekkas for reference.
- Fixed.
- Jumping slashes FX continue to play after you land if you do it close to the ground, it looks very weird because the attack didn't come out, but the slash FX did.
- Fixed.
- his back throw animation looks very very odd, he seems to turn around but then he's on the same side, if you look at how it's done on SSV: Special it looks much better there.
- Now it's done just like SSV: Special, I was trying to be consistent with Jmorphman characters but you're right.
- the sword stays in front of P2 on Hyakkisatsu success animation, you could crop the sword in a different animation and spawn a helper / explod to make it look like it goes through the enemy.
-Hahahaha it looked really stupid. Fixed, thanks for the suggestion, I actually did not have any clue on how to handle that.
- he goes below the ground when bouncing from a knockdown
- Agaisnt which moves? I can't seem to replicate this.
- his crouching HP is extremely fast for the range and damage it does, I think some balancing is necessary there.
- I overlooked this so bad, you're right. Gotta nerf that soon.
- I think close MP should be special cancellable, that's just my personal opinion, not a flaw with the character.
- It supposed to be canceled actually, but a piece of code was preventing it. Fixed, thanks.
-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS. The pacing is different. SS is a slower, poking, high risk/high reward kinda game. CvS is Capcom based. Faster, more combo oriented. You'll have to adjust the char overall to reflect that, so in sync, his hitboxes should follow suit. A approximation of a CvS theme is what you're striving for after all.
- I partially agree with you on this, and I'll try to look into it towards the final release mainly because I'm not really sure on how to handle hitboxes. It's true that none of CvS characters use the hitboxes from source, but I honestly don't get the criteria behind on how Capcom adapted them. I mean, they make the game from scratch, don't really think that there's that much criteria. For now the hitboxes are functional enough, and my gameplay design is not good enough to pull hitboxes out of my ass and have a good result.

Now let's be clear on something. While it's true that CvS is faster and more combo oriented, Haohmaru playstyle in CvS is not. At least not if you want to play him in an optimal way. Maybe that's why he's kinda bad even having a solid match up agaisnt Sagat. He's more about pokes than specials and comboing, with a high risk/high reward kinda game (just like you descrived SS). Haohmaru honestly feels like he's a character from a different game, which is good IMO (nearly every character from SSVSP feel like they come from another game due to their stupid gimmicks, and that's what makes SSVSP one of my favourite fightning games of all times). I tried to speed up most of Genjuro's stuff by comparing his moves to the two adaptations of Haohmaru (in terms of velocities, frame data and damage). As a result Genjuro should feel just like Haohmaru in terms of slow gameplay.

Sorry for the wall of text but I wanted to substantiate mi vision on how Genjuro could have been if he was on CvS.
-Back roll has no invulnerability.
- Fixed. There were a fuck ton of issues with the roll and dodges thank you so much for reporting this.
-Projectiles are not restricted properly:
Spoiler, click to toggle visibilty
His slow animation will not make up for this.
- Fixed.

-Dodge kick variant leads to invalid state:
Spoiler, click to toggle visibilty
- Fixed.

-DP has no invulnerability on startup, or any type of clsns mapping to compensate. Which means you won't be using this for any type of interrupting. Also, HP version just flies over most people's heads. The damage on these attacks aren't very good either. Disregard the first part. Clsns are mapped to give him priority on startup.
- He's supposed to have invul on the top part of his body, ye. Actually that's how HP version works in source, he just flies over regular standing opponents (I think he can hit gedo). The move has really good range and fast startup but goes over most of the standing characters, which is why LP version is way more useful. In SvC the move works very differently, but I'm trying to avoid using SvC as reference mainly because I hate that crappy game and love SamSho V haha. About damage, the move does tiny damage on source but I'll look into it.

-Should use CvS slash whiff and sword guard SFX for sword attacks.
- With whiff you mean the woosh sounds of snd's Group 2? I'm using the same as POTS Nakoruru. Added sword guard sfx.

-A suggestion: Instead of neutral j.HP having an alternate animation, while having j.MK/HK being the same thing, just slightly sped up for HK; Using that anim for his j.HK would give him more variety and give the player incentive to use at least one of his jump kick attacks. Cause as they are now, they're not very good.
- Gotta be honest, I'm really tempted on making this change, but I want to avoid using slash animations for jumping kicks really bad. j.lp and j.mp are based on Haohmaru air kicks on CvS (he even uses the same anim for both j.mp and j.hp haha). I agree that they're not that good. I'll see what I do.

-Why is stand far HP basically 100 damage stronger than close HP? I know far attacks should be stronger than close, but that's quite a boost. On that note, close stand LP/LK cause the same damage as their far variants. Also, you have another odd damage spike with close/far stand MP(32/70).
- HP damage difference cames from CvS Haohmaru too. far HP does 3000 damage and cl HP does 1800, reasonable considering how open Haohmaru is when he doesn't hit far HP. Fixed LP/LK. Will look into close/far MP, the jump is quite high in SSV but I did something wrong because is not more than double.

Feels good for the most part. Can't really get a full picture until he's further along. Though you have a solid/strong foundation and that's where it all starts.
- I'll start working on EX and Supers once I can polish the foundation a little bit more.

Thanks to you both for the feedback, is really helpful. You might have play this beta and feel that a lot of things are out of place, that's because this is my very first character and while I'm having a lot of fun, some things are quite hard to get into.

And thanks you both sabockee and RagingRowen for the palettes, those are quite nice.

If anyone is interested on helping me out, I would really appreciate a small portrait and palettes. Would also be really cool if someone comes up with any idea of special intros agaisnt Sagat (scar thing), Iori (red hair thing) and Haohmaru (rival thing) using existing sprites. Coding help is well received too ofc.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: ArtistofLegacy on April 24, 2019, 12:35:13 AM
Probably not that interesting but there's a special intro with Haohmaru in NGBC. https://youtu.be/Qe1KiJ13S2o?t=43
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 24, 2019, 02:52:32 AM
- I partially agree with you on this, and I'll try to look into it towards the final release mainly because I'm not really sure on how to handle hitboxes. It's true that none of CvS characters use the hitboxes from source, but I honestly don't get the criteria behind on how Capcom adapted them. I mean, they make the game from scratch, don't really think that there's that much criteria. For now the hitboxes are functional enough, and my gameplay design is not good enough to pull hitboxes out of my ass and have a good result.

Now let's be clear on something. While it's true that CvS is faster and more combo oriented, Haohmaru playstyle in CvS is not. At least not if you want to play him in an optimal way. Maybe that's why he's kinda bad even having a solid match up agaisnt Sagat. He's more about pokes than specials and comboing, with a high risk/high reward kinda game (just like you descrived SS). Haohmaru honestly feels like he's a character from a different game, which is good IMO (nearly every character from SSVSP feel like they come from another game due to their stupid gimmicks, and that's what makes SSVSP one of my favourite fightning games of all times). I tried to speed up most of Genjuro's stuff by comparing his moves to the two adaptations of Haohmaru (in terms of velocities, frame data and damage). As a result Genjuro should feel just like Haohmaru in terms of slow gameplay.

You're jumping to assumptions. I never said Haohmaru was a faster combo char in CvS. Though he is a fair bit faster than his SS incarnations. Haohmaru is a slower char in the cast, but I disagree that he feels out of place. It's just a different approach you have to take with him. Your Genjuro speed wise, feels alright. That was never a cause for concern. I'm saying his clsns are odd for the format you adapting to, because the game they're pulled from are from that slower paced style. At any rate, don't worry about it too much, you're good. This is something that can be tweaked over time.

- He's supposed to have invul on the top part of his body, ye. Actually that's how HP version works in source, he just flies over regular standing opponents (I think he can hit gedo). The move has really good range and fast startup but goes over most of the standing characters, which is why LP version is way more useful. In SvC the move works very differently, but I'm trying to avoid using SvC as reference mainly because I hate that crappy game and love SamSho V haha. About damage, the move does tiny damage on source but I'll look into it.

NGBC could be used as a good reference. That game was good, albeit a bit boring.

- With whiff you mean the woosh sounds of snd's Group 2? I'm using the same as POTS Nakoruru. Added sword guard sfx.

I guess? Don't remember what group it is. It sounds different from Haohmaru though.

You might have play this beta and feel that a lot of things are out of place, that's because this is my very first character and while I'm having a lot of fun, some things are quite hard to get into.

Relax man. You're on the right track as I've already said. Just keep having fun and learning as you go.

Would also be really cool if someone comes up with any idea of special intros agaisnt Sagat (scar thing), Iori (red hair thing) and Haohmaru (rival thing) using existing sprites.

Red hair thing?(Iori) I got nothing now, though why Iori and Sagat specifically? I get Haohmaru. Meh, reasoning isn't important. I'll ponder on it a bit and see if I can come up with something.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 24, 2019, 09:39:05 PM
(https://i.imgur.com/edEQQth.png)
(https://i.imgur.com/m3WyYfZ.png)
(https://i.imgur.com/nFZkOl6.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: 2Dee4ever on April 24, 2019, 10:55:32 PM
Rivals.
Easy = Issen cross over(ngbc dual assault)
Advanced = Choreograph a fight scene(This is the easiest way to have a special intro with any group of characters)
I would also suggest something to do with rage. Idk if you were going to incorporate as a move.

The coolest thing would be the weapon clash, lack of sprites unfortunately.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 24, 2019, 11:16:34 PM
Looking forward to this.

As for intros, I would just add an intro with a Jman char as a little nod, let's say an intro with Jman's chun ?
https://youtu.be/n07MHnzAqg0?t=72
Genjuro is a killer after all so that Chun intro won't be out of place.( I have no idea what chun is saying)

Or maybe an intro with Yamazaki/Geese/Rugal/Akuma/Bison/ something among those lines.


Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 03:14:15 AM
-You're gonna want to add this parameter to all of you slash FX explods:

Code:
removeongethit=1

You may also have to take some extra precautions in State -2 with said slash FX when you start implementing super cancels and all.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 25, 2019, 02:00:43 PM
- Against which moves? I can't seem to replicate this.

against every move that makes him bounce up from the ground.

bounce below
Spoiler, click to toggle visibilty

stay on the ground
Spoiler, click to toggle visibilty

comparison
Spoiler, click to toggle visibilty
these were just a couple of frames apart.

you can replicate this with Genjuro vs Genjuro just by Kyoyokujin on each other.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 25, 2019, 03:36:06 PM
Probably not that interesting but there's a special intro with Haohmaru in NGBC. https://youtu.be/Qe1KiJ13S2o?t=43
- !! This is good enough. Thanks!
You're jumping to assumptions. I never said Haohmaru was a faster combo char in CvS. Though he is a fair bit faster than his SS incarnations. Haohmaru is a slower char in the cast, but I disagree that he feels out of place. It's just a different approach you have to take with him. Your Genjuro speed wise, feels alright. That was never a cause for concern. I'm saying his clsns are odd for the format you adapting to, because the game they're pulled from are from that slower paced style. At any rate, don't worry about it too much, you're good. This is something that can be tweaked over time.
- Ye I jumped into assumptions.
NGBC could be used as a good reference. That game was good, albeit a bit boring.
- I have plans for the NGBC content actually. I'm focusing on regular Genjuro right now but I'm gonna add an alternate Bust Mode in the future (like, if I ever work on another character haha), using SS3 as base for normals, having all the missing specials from Bust, and changing the properties of some moves (DP should work as a traditional DP like in NGBC, with toned down velocities and hitboxes on the ground and invisibility, instead of being based on SSVSP).
I guess? Don't remember what group it is. It sounds different from Haohmaru though.
- Gotcha, you're right. Changed the sounds to the CvS ones.
Relax man. You're on the right track as I've already said. Just keep having fun and learning as you go.
- Thanks man, I'm digging this very much even if I have a fuck ton of noob mistakes.
Red hair thing?(Iori) I got nothing now, though why Iori and Sagat specifically? I get Haohmaru. Meh, reasoning isn't important. I'll ponder on it a bit and see if I can come up with something.
- Ye I liked that kind of interactions from CvS, where characters with design similarities had special intros agaisnt each other (Terry vs Ken or Ryu vs Ryo, or Joe and Sagat for example). Sharing red hair and scar seem like a good enough to justify an intro haha.

(https://i.imgur.com/edEQQth.png)
(https://i.imgur.com/m3WyYfZ.png)
(https://i.imgur.com/nFZkOl6.png)
- Those are quite good palettes man, thanks a lot. Getting a bust vibe from the last one, it looks really good.
Rivals.
Easy = Issen cross over(ngbc dual assault)
Advanced = Choreograph a fight scene(This is the easiest way to have a special intro with any group of characters)
I would also suggest something to do with rage. Idk if you were going to incorporate as a move.

The coolest thing would be the weapon clash, lack of sprites unfortunately.
- Choreographing a fight scene sounds like an alternative, specially for Sagat and Iori. For Haohmaru I'm not sure, I know NGBC is a dream match so it doesn't matter but it always felt a little bit counterintuitive to have rivals to death working together on a final super. But it could work having a boss character in the center on the screen (in the same fashion as Rugal's Guile Statue), and then both samurais applying issen to it before settling things down. Maybe the boss character could be random with many cameos. Gotta think about it, thanks for the idea.
Looking forward to this.

As for intros, I would just add an intro with a Jman char as a little nod, let's say an intro with Jman's chun ?
https://youtu.be/n07MHnzAqg0?t=72
Genjuro is a killer after all so that Chun intro won't be out of place.( I have no idea what chun is saying)

Or maybe an intro with Yamazaki/Geese/Rugal/Akuma/Bison/ something among those lines.
- Ye I definitely want an intro agaisnt Sagat because of them sharing a scar as a core part of their design. Not sure about Chuns but his should be triggering when facing Genjuro maybe? I think that it was coded to trigger agaisnt many evil characters, don't know if Kibagami was one of them.
-You're gonna want to add this parameter to all of you slash FX explods:

Code:
removeongethit=1

You may also have to take some extra precautions in State -2 with said slash FX when you start implementing super cancels and all.
- Yes! Actually when fixing the jumping slashes bug reported by Henry Hero I noticed I didn't add the removexplod states in the -2. I added all of them like this:

Code:
[State -2, Remove s.LP Explod]
type = RemoveExplod
trigger1 = NumExplod(10200) && StateNo != 200
ID = 10200
- Of course changing accordingly to the respective explods. I think that should be enough for them to dissapear when hit, but gotta add later the removeongethit just in case.
- Against which moves? I can't seem to replicate this.

against every move that makes him bounce up from the ground.

bounce below
Spoiler, click to toggle visibilty

stay on the ground
Spoiler, click to toggle visibilty

comparison
Spoiler, click to toggle visibilty
these were just a couple of frames apart.

you can replicate this with Genjuro vs Genjuro just by Kyoyokujin on each other.
- I think I fixed this, I was using the wrong anim. It still seems a little bit weird but should be fixed. Thanks for reporting.


If you guys want to download a more updated version here's the link
https://www.mediafire.com/file/pmi5jjie07dcsn0/Genjuro.rar/file
Still no supers/ex moves, I'm gonna start working on them today. I want to add Issen as a lvl 1 super, I think Chazzanova handled it like Sakazaki's Ryuuko Ranbu, seems like an okay direction to take.

Bust Genjuro's level 3 should be Issen too, but then I might add some properties from SamSho to the Super (like doing damage proportional to the health missing).

Also, I'm tempted on adding suicide as a command. Phantom of the Server had it in his Nakoruru to start the next match with full bar (replicating suicide giving full rage when used).

Thank you all for helping me out.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 05:08:41 PM
-I think it'd be OK to make his far cr.MP hit low like Haohmaru's.

-You might as well make s.MK able to cancel into special/supers as well. Since you're using it for his dodge kick variant and it looks like it would allow it regardless. One dodge attack is suppose to knock p2 away. The other is suppose to allow cancelling from. It's too bad he doesn't have any other kicks, because it would have been a lot better to keep that as a command normal.

-Projectiles are still not restricted properly. During the disperse state of the projectile, basically when your var allows you to throw another one, you can constantly keep throwing them during that time(and beyond as long as you keep chucking em out), ignoring the var restrictions entirely.



The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it's kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 25, 2019, 05:19:53 PM
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
I feel the Suicide has use when you have like 0 power and have no chance of a comeback so you give in at that point for an extra boost next round.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on April 25, 2019, 07:10:07 PM
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
I feel the Suicide has use when you have like 0 power and have no chance of a comeback so you give in at that point for an extra boost next round.
The Suicide move in III and IV is used as that, but also you start the next round with your powerbar at full (all the 3 bars in the case of MUGEN). Too bad in V and V Special that doesn't apply anymore (you only start the next round as normal, no full powerbar anymore and in the next games the move was deleted)

Good to see more SS characters are made in 2019, even with it's in CVS-like style (nothing personal, I'm just tired of this "style"), good luck with it, genjuro is a great character and is great to see he receives more love in these days. I hope to make some palettes in these days
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 25, 2019, 07:46:37 PM
Just tested Genjuro he feels nice, I did notice some stuff.

When he uses the DF any punch special the only first hit that chains with the rest of the combo is the light version,
When u use the DF with the mp and hp the first hit does not chain with the 2nd and 3d one.

Dunno if this was by design but I believe its worth reporting.
Also some of the hitboxes that I assume you're gonna tweak when the char is finished are a bit iffy.


Also do you plan to give him a buffer system ?

Again he feels really nice.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 25, 2019, 08:32:23 PM
(https://i.imgur.com/aSZzCLK.png)
Sorry for spaming your thread with palettes.
Just one more. Genjuro cosplaying Geese Howard.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 09:18:22 PM
Also do you plan to give him a buffer system ?

He is using it.



-For the slowdown when hitting p2 with heavy slashes; This occurs even if p2 parries it. So, you're gonna want to add a NumTarget stipulation to the slowdown as well.

-For Hyakki Satsu, is it not supposed to cause chip damage? Seems odd, cause it gives p2 meter on block but doesn't cause chip damage.

-This isn't a bug I don't think, but I'm curious: What's the conditions of his projectile sometimes bouncing up from hitting p2, then coming back down to hit them again? I know this is how it worked in one(or multiples) of those SS games, though can't remember them either. Currently, it seems random.

There was something else...but, I can't remember... I'll report back when(if) I remember.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 25, 2019, 11:59:04 PM
-I think it'd be OK to make his far cr.MP hit low like Haohmaru's.
- Yeah I agree, actually it hits low in source, no way it shoudnt in this conversion.

-You might as well make s.MK able to cancel into special/supers as well. Since you're using it for his dodge kick variant and it looks like it would allow it regardless. One dodge attack is suppose to knock p2 away. The other is suppose to allow cancelling from. It's too bad he doesn't have any other kicks, because it would have been a lot better to keep that as a command normal.
- Done, good to know that. I agree it's a shame that I don't have other kicks for Genjuro :/ he doesn't really have command now besides throws but oh well.

-Projectiles are still not restricted properly. During the disperse state of the projectile, basically when your var allows you to throw another one, you can constantly keep throwing them during that time(and beyond as long as you keep chucking em out), ignoring the var restrictions entirely.
- Now it's 100% fixed, moved the negative ParentVarAdd to Statedef 1008 where the fade anim is already done.
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it's kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
- It's true that with power charge is really redundant to have suicide. I mean of course it could have situational uses but you got me with that argument. I don't think I'm gonna add it.

Thanks a lot for the
-For the slowdown when hitting p2 with heavy slashes; This occurs even if p2 parries it. So, you're gonna want to add a NumTarget stipulation to the slowdown as well.
- Added.
-For Hyakki Satsu, is it not supposed to cause chip damage? Seems odd, cause it gives p2 meter on block but doesn't cause chip damage.
- You're right, added.
-This isn't a bug I don't think, but I'm curious: What's the conditions of his projectile sometimes bouncing up from hitting p2, then coming back down to hit them again? I know this is how it worked in one(or multiples) of those SS games, though can't remember them either. Currently, it seems random.
- The projectile bounces when you hold the attack buton while your opponent is blocking the projectile. About that, it was kinda hard to get the veloticies of the bouncing, and I'm 100% sure that I'm gonna change them because they need a lot of work.

Overall thanks a lot for your feedback, it's been really helpful for developing this character. It shows that you know the system well.

When he uses the DF any punch special the only first hit that chains with the rest of the combo is the light version,
When u use the DF with the mp and hp the first hit does not chain with the 2nd and 3d one.

Dunno if this was by design but I believe its worth reporting.
- That's actually intended, in source you can combo off the light rekkas but not with medium and hard. This is something that carries into SvC if I'm not mistaken. The medium/hard rekkas also crossup when close making a bit of a mindgame about which way you wanna block them (you can go from light Sanrensatsu into light, medium or hard Sanrensatsu2). Thing is, in SamSho the second rekkas make up for the non-chain shit with huuuuge damage buff. Sanrensatsu: Tsuno goes from doing tiny damage to do literally more than Sanrensatsu: Rin. I think I should make changes in order to mimic that, because right now there's not that much incentive for the player to use medium/hard over light rekkas.

Also some of the hitboxes that I assume you're gonna tweak when the char is finished are a bit iffy.
- Actually the hitboxes are partially done. Ye I might make tweaks to make them more cvsish but they're pretty much functional. If you see something weird please report it because I might have ripped some hitboxes wrong.

Also do you plan to give him a buffer system ?
- As said by DW, ye! It uses Jmorphman buffering system (it came form Benimaru, the character that I used as a template.
Again he feels really nice.
- Good to know!
(https://i.imgur.com/aSZzCLK.png)
Sorry for spaming your thread with palettes.
Just one more. Genjuro cosplaying Geese Howard.
Dude be my guest. Your pals are fire, would love to see more. If it's not too much to ask maybe one inspired on his 2019 design?

Thank yall for checking this out.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 26, 2019, 10:28:14 AM
Conveying his 2019 attire to this template was kinda tricky. Hopefully you like the result . I tried my best. I've made few more as well.

(https://i.imgur.com/i9fDzCf.png)
(https://i.imgur.com/zw3tIEz.png)
(https://i.imgur.com/OyBM1Ay.png)
(https://i.imgur.com/uDVVgIb.png)
(https://i.imgur.com/qOBbT4A.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KOFHƎRO77 on April 26, 2019, 06:32:07 PM
Yo Susan here's a small portrait:
(https://i.imgur.com/9w11jHD.png)
HadeS made it,just adapted it to work on your CS
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Warden-San on April 26, 2019, 08:36:08 PM
Actually, in Samurai Shodown 5-5 Special the Suicide move resets the timer for rage mode if you are in it. Yeah, being able to throw a round to just have a free touch of death loaded was one of many ideas in Samurai Shodown 4 that wasn't very good so they had to nerf it into that.

In a character that's using meter charge it's redundant but hey it doesn't hurt as an easter egg. I mean, like why use taunts in most fighting games. Not absolutely everything has to have a point.

Also I would at least use SS5sp's hitboxes as the foundation for what you're going with. There are nuances and things people miss when they just make up their hitboxes and it contributes to the overall horrible feeling a lot of customized characters have.

Also DW please play Samurai Shodown. No I'm actually not insulting your feedback at all. It's pretty good really. I just really want you and the entire world to play more of that series :3

Edit: One more thing, since you're using hitbox data I assume you also have that Genjuro aligned to an accurate axis. If you are using accurate axis, make sure the down.bounce offset is set to 0 as it's 20 by default. That usually solves underground floor bounces.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 26, 2019, 08:55:36 PM
Let me quote myself, because it seems some people are under the assumption I'm telling him to make up all the clsns:

-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS.

I have played SS. One more than any others, due to owning it on Genesis. Played 2 a good amount as well on arcade. While only playing 3 a handful of times on arcade. That's where it ended for me. I'll probably pick up the new one when it comes out. It's been years since I've played any of them, but that doesn't mean I've never played any of them. Back then though, I wasn't about to pay like $700+ for a Neo Geo console, and I never saw the others on arcade anymore around my living area.

I'll admit I'm not the biggest fan, but it's alright overall. Genjuro was one of my fave chars when he was introduced. As for the suicide, I said there too that if you want to add it, go for it. It really doesn't matter whether you do or don't. That aside, I may provide a pal or 2 later. Along with seeing if I can find his SvC big port. I used to have it, maybe I just can't remember where I put it.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 26, 2019, 09:31:27 PM
(https://i.gyazo.com/69ed9495ea084ac9a548b75e71d4bc38.png)
Sounds great !

As for the hitboxes. I understand but the HK ones are a bit iffy, they maybe source accurate but for mugen I would cover my basis.
I suggest taking a Look at a Jman/DW char for similar moves  and adjust if you would like.

I was crap at SS from day one but I really liked the games, KOF ,SF and MVC were the three big things where I lived games like SS were chilling in the BG but were still really loved.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 27, 2019, 05:43:01 PM
If you go to Cybaster's domain here and go to the hosted section; there you will find a bunch of ports converted by Saikoro. He did all the ports from SvC. You can get Genjuro's port there.

EDIT:

-In regards to the projectile bounce; It should destroy itself when coming into contact with the ground, or something along those lines. As it is now, he's stuck not being able to throw it again for a long time because it just goes underground, but it's technically still there, restricting him from doing it again.

-His special command grab has horrible range. Can't it at least have the range of his basic grabs?
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 29, 2019, 12:21:06 AM
@sabockee those are some pretty sick pals. Thanks a lot.
@KOF_HERO_77 That portrait is good enough, thanks. Is too bright atm so I think I'll change the tone.
@Alpaca-San Thanks for the heads up about down.bounce offset. I honestly didn't know that at all.
@PeXXeR I'll look into it. I think that there's even a hitbox that is not used in source because is tiny (thigs might be the one that seems odd).
@DW
- I wanted to ask you about this actually. You see, the trigger
Code:
FrontEdgeDist < -100 || BackEdgeDist < -100
Seems to work just fine for horizontal helpers. I tried changing these for something like TopEdgeDist/DownEdgeDist/UpEdgeDist/BottomEdgeDist. None of these seem to works. I tried googling for the equivalent but didn't had any luck. Do you know what's the correct line? Thanks a lot in advance.
- I'll buff it at least to Benimaru's throw range. I feel you on this one.
Also thanks for the palette, looks nice.
Btw downloaded Saikoro's port, not my cup of tea. Anyway I'm fine with the big portrait that I'm using, I like SSV's art very much. But thanks anyway.

I was unable to code that much these days because of work. Between yesterday's evening and today's afternoon I coded Gokou Zan. It was honestly quite hard, p2 states are a bitch to program but I've done it. It might seem as not a lot of work had been made but to me it was quite a lot. I'm thinking about how to do lvl 2 version, maybe less startup frames and 4 more hits? It would be nice to know how to play fucking hanafuda in order to know if there's any symbolism behind the cards that pop up during moves and make it more coherent in terms of aesthetics. I was also thinking about buffing the move a lot for lvl 2. Gokou Zan is an okayish an move in SSVSP, you can cancel into it from a couple moves for extra damage but is not really good as an anti-air despite how it looks. Maybe giving the move bigger hitboxes and a little bit of range could do the trick.

I'm still not sure about what the lvl 3 should be. There's his Fudajimai (https://youtu.be/TBaJS5ioLuA?t=685) fatality from SSV that is quite generic to be honest. SSIV's is an even less interesting autocombo. In SSVI he has this stupid shoryureppa like move that I guess is based on his rekkas from bust genjuro, and is as generic. btw fuck SSVI.

Iseen is an option too, having the move doing more damage the less remaining health Genjuro has. If I don't go with Issen as his lvl 3 move, it will definitely be his lvl 3 on bust mode.

In terms of functionality I think that they're all suited to be Ryoku Ranbu like moves, which is something that I don't enjoy that much because if I keep Issen as a lvl 1 it would mean that there's two of the same kind of moves on the moveset (not something unheard of on fightning games but there's generally something to balance them out in terms of usefulness besides the obvious +meter/+damage vs -meter/-damage).

Just sharing my thoughts, any suggestions would be appreciated. I did not play the 3D games (I played Sen for a couple days but I do not have memories of the game feeling any good).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 03:49:38 AM
You can use Pos Y to detect when it hits the ground:

Code:
[State #, End]
type = ChangeState
trigger1 = Pos y >=0
value =  ;<--- Your disperse state here

Or just add another trigger to the DestroySelf with the above trigger. If you really want it to go underground, I suppose something like:

Code:
trigger1 = Pos y >= 20

Just increase the Y position to where it'll destroy itself as soon as it reaches the desired position.



As for his supers, buffing Gokou Zan with a bit more range is cool. Though you could actually make it a legit anti air by just making him invulnerable during the active frames, and making it unblockable for p2 in the air. Range wouldn't be that big of a deal, with the aforementioned buffs. Two-four extra hits for the MAX version sounds good enough. It's really the damage that's the most important aspect.

That fatality move looks good enough as is to me for a lv 3. Up to you though. What's that super where he slashes them on the ground multiple times, while those cards show up in a row as p2 goes back from each slash, then he ends it with the straight stab? I'm guessing that his alternate mode or something? I always liked the aesthetics of that move.

Issen could be his Lv3 as well if you wanted to go a simpler route. You could add like a cherry blossom FX to it or something of the like, when connecting with p2 to look cooler. Someone made an edit of Genjuro LONG ago that had an FX like that for Issen. The overall char wasn't very good, though them FX were pretty nice, especially the cherry blossom FX they had on Issen.



Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on April 29, 2019, 05:20:06 AM
OK, finally tested Genjuro and this is my feedback, maybe it's not SS-accurate as Arpa or CVS-like accurate that some of the feedback here, but anyway this is what I found:
That's all I found. In general it's a solid character and I enjoyed playing with him. As a suggestion, you can make the 15-hit manual combo from SSIV as an auto-combo super in some of the modes, would get very cool on him ;)

Also, I made you a palette:
(https://i.imgur.com/gNkn1kr.png)
Kuki Tohma from SS Warriors Rage (old Haohmaru in that said said Tohma reminds him to Genjuro, so I use that as reference)
Aaaand... I wanted to make more, but I found bugs in your template:
As I said, I wanted to make more, but those bugs on the palette didn't inspired me much to make more, maybe I'll make more later :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 29, 2019, 01:37:35 PM
You can use Pos Y to detect when it hits the ground:

Code:
[State #, End]
type = ChangeState
trigger1 = Pos y >=0
value =  ;<--- Your disperse state here

Or just add another trigger to the DestroySelf with the above trigger. If you really want it to go underground, I suppose something like:

Code:
trigger1 = Pos y >= 20

Just increase the Y position to where it'll destroy itself as soon as it reaches the desired position.
Works like a charm, thanks.

As for his supers, buffing Gokou Zan with a bit more range is cool. Though you could actually make it a legit anti air by just making him invulnerable during the active frames, and making it unblockable for p2 in the air. Range wouldn't be that big of a deal, with the aforementioned buffs. Two-four extra hits for the MAX version sounds good enough. It's really the damage that's the most important aspect.
Giving him invulnerability during active frames and unblockable properties agaisnt air p2 sounds good, but here's the hitboxes for lvl 1 (taken from source of course):
(https://i.imgur.com/PqIg9c3.png)
(https://i.imgur.com/ZKXkcfS.png)
This plus the fact that it barely moves (in source it moves about about 24 pixels during startup frames) makes me think that a buff on the hitboxes is needed in order to fill the anti-air duty.

As for the active, I've been playing koi koi last night in order to get an idea of how many hits Genjuro should do. Since Goko is literally the best combination, I will probably need to do either 3 hits with 3 light cards that can make Sanko or 4 hits with the four needed cards to make Shiko.

That fatality move looks good enough as is to me for a lv 3. Up to you though. What's that super where he slashes them on the ground multiple times, while those cards show up in a row as p2 goes back from each slash, then he ends it with the straight stab? I'm guessing that his alternate mode or something? I always liked the aesthetics of that move.
I'm not really sure about the move you're talking about. It sounds like bust version of Goko (present in NGBC) but I'm not sure if you're referring to this super. It might be because I didn't play every single SamSho game. Honestly my forte is on SSVSP and SSII (the very best games of the series IMO, and some of the best fightning games of all times), I also played a lot of SSIV growing up, but not as much as the first two. My desire of making Bust Genjuro more accurate to SSIII comes actually from wanting to learn that game.
(https://www.fightersgeneration.com/characters/genjuro-smoke.gif)
Not realted but I love this winpose from SSII haha.



OK, finally tested Genjuro and this is my feedback, maybe it's not SS-accurate as Arpa or CVS-like accurate that some of the feedback here, but anyway this is what I found:
- Who is Arpa? When dming Jmorphman on discord he also mentioned him/her but I didn't have any luck founding the user on the forum.
  • In general he feels heavy and slow, not sure if it's about the JM's standards or the data you put on the char, but it feels heavy on the jump, like he got problems to jump, and he runs very slow. As I played with, Genjuro is a bit faster than that
- He feels as heavy and slow as Haohmaru in CvS2. In source Genjuro has the exact same mobility as Haohmaru (jump frames, both walk speeds) minus the dash speed, where Genjuro is a tiny bit faster, which is way Genjuro has the same basic mobility values as CvS2 Haohmaru.
  • Strong Touha Houyoku Jin doesn't hit the opponent and even passes over him/her. As I remember, every version of this Shoryuken-like move hits the enemy on the ground, not sure if this is the case, but it feels weird
- You're remembering wrong, his strong dp on source goes over most of his oponents (regular size and stupid girl size) on the ground.
  • For a moment I thought you made at least one move for the Bust move, but I was foolish and nothing happens but a nice palette u_u
- I do not have intentions of starting Bust Genjuro right now, I will in the future if I decide to keep coding characters.
  • If this char has a CVS-like system, shouldn't he combine the weak-medium-strong attacks? I barely can combine air attacks with ground ones
- Are you talking about chain combos? If you are, that's MvC, not CvS. Genjuro is by no means supposed to combo weak into medium into strong, that would mean that a confirm from his LP would secure his HP, which either does dino damage of is slandered by a damage dampener. He has Custom Combo anyway.

  • I was reading about getting the dampering system, but I found this Genjuro makes very few damage in general... or at last I felt that here, since SS chars makes good portion of damages just with normal slashes (just comparing him with CVS2 Haohmaru, for example). Maybe it is balanced for a normal MUGEN character, but for a SS char, it feels like he makes no damage at all IMO
- Most of his damage values came from comparing him to Haohmaru from CvS2. Jmorphman divides original CvS2 values by 14.1975308642 if I'm not mistaken. As such, a lot of his power cames from normals, his hp does more damage than most of his specials for example. You might be thinking about his dp doing tiny damage, and while that's true, that's how it is on source (it's actually buffed). The character is consistent in terms of adapting values, and still does a good portion of damage by poking. If you're expecting damage values from SamSho, that would make no sense because I'm not trying to replicate the system (I might in the future).

That's all I found. In general it's a solid character and I enjoyed playing with him. As a suggestion, you can make the 15-hit manual combo from SSIV as an auto-combo super in some of the modes, would get very cool on him ;)
- I'll think about it, but I'm not very fond on auto combos as supers and already have two possible ranbu moves on the works.

Also, I made you a palette:
(https://i.imgur.com/gNkn1kr.png)
Kuki Tohma from SS Warriors Rage (old Haohmaru in that said said Tohma reminds him to Genjuro, so I use that as reference)
Aaaand... I wanted to make more, but I found bugs in your template:
  • There're dark points in the hair that shared colors with other parts. There's no problem with dark/black colors, but in my case (and also seen in Sabockee's Geese palette), it notices too much. Same thing on the umbrella
  • The white in the headband shares colors with eyes and other parts, I wanted to make totally black (sharing colors with pants), but took me the eyes and other parts. Also in the chibi-Genjuro, the headbans shares with other colors (it is orange in my palette LOL)
  • The white part of the sword has like 3-4 types of white and can't be painted of other colors. Tohma's sword is colored red-to-orange, effect I couldn't make on Genjuro since the template uses other whites on the palette
As I said, I wanted to make more, but those bugs on the palette didn't inspired me much to make more, maybe I'll make more later :P
Thanks for the palette and thanks for pointing out the mistakes on the template, I'm not experienced doing a palette template to be honest. Doll Genjuro's headband was a mistake on color separation so thanks for pointing it out. Good thing is that the indexes are fine so all the palettes are usable. But about the sword, he is supposed to share the white with eyes and headband.

If someone wants to make a new template using the sff be my guest. If not, using the current one does the job just fine since the indexes are not wrong.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on April 29, 2019, 03:51:38 PM
- Who is Arpa? When dming Jmorphman on discord he also mentioned him/her but I didn't have any luck founding the user on the forum.
He already posted here, but in the forum is known as Alpaca-san :P he knows a lot of SS chars, especially in MUGEN, so he could be a good guide if you want some SS accuracy

Thanks for the aclaration on the points, so he's accurate to JM's chars as well to CVS2 Haohmaru, good to know that. Also, I think I can make more palettes soon, let me experiment more with that ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 29, 2019, 04:27:45 PM
Yo Basara, I tried loading your palette but it seems that the program you use to make palettes messed up the index.

Try using Fighter Factory or Photoshop or I will not be able to insert them.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on April 29, 2019, 04:33:37 PM
 :mwhoa:
OK, I'll make it again. The program I used to make the palette (Paint Shop Pro) probably inverted the palette, so I'll do it in Photoshop instead, sorry
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 04:54:39 PM
Chameleon, use FF3's "Invert all the colors of the palette" in the Advanced Palette Editing section. Sometimes older versions of FF/other programs like Gimp/Photoshop will swap the table like this. It looks messed up, because it's been swapped, all you have to do is re-invert it with said option.

Also, yes Arpa=Alpaca-san. He's a big fan of the series and knows a lot about it overall. It'd be wise to heed his advice in all things SS related.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 29, 2019, 05:07:50 PM
Doll Genjuro's headband was a mistake on color separation so thanks for pointing it out.

You may want to check his Midnight Bliss sprites as well. Some colors seem to be messed up.
(https://i.imgur.com/NlawcNn.png)

Also, I've made a bunch of new palettes :)
(https://i.imgur.com/uYViGa5.png)
(https://i.imgur.com/qff96aY.png)
(https://i.imgur.com/oWk6zcC.png)
(https://i.imgur.com/tut0iXt.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 29, 2019, 05:11:10 PM
(https://i.imgur.com/8rZ5tDC.png)-->(https://i.imgur.com/UJ2UcRb.png)

I think the indexes were not inverted, don't really know what happened in the process. No problem though.

How can I tag people from the forum? I tried a couple of posts ago but it didn't work. I'll tag Alpaca-san once I post the next beta (missing Issen and his lvl 3 right now, and all EX specials).

Also thanks for the palettes sabockee, your palettes are all quite good. I'll try to fix midnight bliss ASAP, it gave me a lot of problems since it's from dampir/drex cvs sprites.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 05:27:37 PM
Type "@" right before the user's name, then ":" . So, @ --> Alpaca-san --> : Or hover over their profile and see their "real" moniker, doing the same as above.

@Arpa:

^Like that.



(https://i.imgur.com/CNvC8hR.png)
Neo Discipline

Don't use the old one. :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on April 29, 2019, 05:54:46 PM
OK, now it's fixed
(https://i.imgur.com/nE1Vuwa.png)
I made few changes to the palette, like I left white the headband and I found another dark color to be filled with Genjuro's dark hair, so now it looks like the black spots of the former palette are gone.

I think the indexes were not inverted, don't really know what happened in the process. No problem though.
I noticed the same issue too, maybe it has to be the "save as" feature in PSP. I wanted to invert the palette as DW noticed before but I found that, so I remade it under Photoshop instead, shouldn't be problems now

Neo Discipline

Don't use the old one. :P
And about making a Tohma palette, that one looks a lot like Seishiro :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 30, 2019, 03:12:07 PM
https://www.mediafire.com/file/v7865h2qb5zbvch/Genjuro.rar/file
@DW: New beta is up. Regular and MAX version of Gokou Zan, and Issen, are coded. Would like to ask you for some help regarding an issue: during success gokou zan (regular, sounds not implemented on MAX Gokou Zan) I implemented the voicelines for each hit. The problem is that they suddenly cut. I tried changing the channels (even using a different channel for every voice line, and always being different from wosh and hit sounds) but I don't able to fix this issue. If you could lend me a hand with this problem would be appreciated.

- MAX Gokou Zan doesn't have the improved properties nor a buffed hitbox (for now).
- There's placeholder damage for the suppers right now. Issen damage will be inversely proportional to user's life. +50% HP will do the minimum damage of a lvl 1 super in CvS2; -5% HP will do as much damage as strong lvl 2 super in CvS2. Still don't know which damage values I'm gonna use as reference.

Sick palette btw, loved it.

Testing the implemented supers in general would be apreciated. It's probably because I'm a newbie but making custom states is a nightmare haha.

Also @Peter B. Parker:, now the palette works perfectly. Thanks, it looks quite nice.

Once fixed all these issues, only the lvl 3 and EX moves will be missing for final beta version.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 30, 2019, 07:08:02 PM
Don't give them a channel at all. They're close together timing wise and short, so with all of them having the same channel, they'll cut each other off whenever the other triggers. Basically delete the channel parameter.

I can't seem to do Issen at all... QCB -> QCF + any punch is what it says in the Readme, ain't working though. Well, honestly the way you have it written in the Readme...I hope you don't have it coded the way it reads there. Gokou Zan feels a bit stiff as well. I'm not sure if you have this coded as a true double QCF, or as QCF -> D,DF + any punch. The latter would be better.

Also, I hate to say, but his projectile still isn't restricted properly. The way it's supposed to work is, he's supposed to be able to throw another one when an active one is gone, or not in a active state. So, during the state when it hits p2, showing the card then turning into cherry blossoms(disperse state), he should be allowed to throw another. He can't currently, he has to wait until the projectile is basically gone before he can throw another.

EDIT:

And about making a Tohma palette, that one looks a lot like Seishiro :P

I have no clue who that is lol. It's based off TMNT Leo Fast Forward season.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on April 30, 2019, 08:25:48 PM
Don't give them a channel at all. They're close together timing wise and short, so with all of them having the same channel, they'll cut each other off whenever the other triggers. Basically delete the channel parameter.
- Done. Gotta learn more about playsnd, I thought that channels were mandatory.


I can't seem to do Issen at all... QCB -> QCF + any punch is what it says in the Readme, ain't working though. Well, honestly the way you have it written in the Readme...I hope you don't have it coded the way it reads there.
- Sorry, forgot to say that I'm using HCBx2+punch as a placeholder. I'm not sure about what the command is gonna be, since it source is usually 3 attack buttons at the same time (in SSVSP is medium slash, kick and special).
Gokou Zan feels a bit stiff as well. I'm not sure if you have this coded as a true double QCF, or as QCF -> D,DF + any punch. The latter would be better.
- It's coded as in Jmorphman's Benimaru double QCF, using the exact lines of code haha. I honestly have problems reading his buffering system, but I'll try to get better and check this issue out.
Also, I hate to say, but his projectile still isn't restricted properly. The way it's supposed to work is, he's supposed to be able to throw another one when an active one is gone, or not in a active state. So, during the state when it hits p2, showing the card then turning into cherry blossoms(disperse state), he should be allowed to throw another. He can't currently, he has to wait until the projectile is basically gone before he can throw another.
- I think now it's fixed. I think I get what I was doing wrong.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 01, 2019, 04:41:37 PM
Sorry for double posting.

@DW:
So I need to adress the elephant in the room. Fudajimai fatality in source is a dash that when connects goes into autocombo and kills the opponent. Problem is quite simple: I don't want the lvl 3 to be the same type of move as Issen. I have a thought on how to play around this issue, and is related to the Rage Explosion mechanic:

(https://i.imgur.com/NkGgPDO.png)

In source this is a mechanic that you can perform while in ground during hitstun or standing. It has 2-3 frames of startup, pushes back your opponent, has full invincibility, is unblockable, and does no damage. It also fucks your rage meter for the rest of the match and you can perform the fatality if your opponent is in kenki gauge range and you're in round 2-3. Fatalities are invincibe blockable dashes.

I remember SNK handling rage explosion poorly in SvC. If I remember right, it's the exceed, and it's a slash that you can combo into. Then you enter in pretty much charged K-Groove and you can perform Issen. Far different from SSV, where you can Issen only during Muga no Kyouchi (was that the name or I'm messing the name up with some Prince of Tennis power-up?)

Two ways of adapting Rage Explosion into a level 3:

1) 2 frames stratup that pushes back your opponent. Does have full invicivility but is blockable, cannot be performed during hittstun and still does no damage. When hit, it combos automatically into Fudajimai fatality.
2) Trying to reproduce SSVSP as much a possible, having rage explosion being a get out of jail unblockable card. Going into rage explosion would put you in rage (+damage during a short period of time, in SSV Genjuro's rage last 8 seconds). During rage you can perform Fudajimai.

Option 2 seems natural as is super accurate, but would cause a fuck ton of balancing issues, plus Fudajimai would still be too similar to Issen in terms of function (Issen being potentially more efficent in terms of meter due to scaling damage). Of course there's not a "CvS2" way of handling this because CvS2 had K-Groove to cover rage as a mechanic and Haohmaru didn't have access to Rage Explosion during K-Groove.

Option 1 seems quite simple and still fairly strong for a lvl 3 and I think is the way to go but would like to get your opinion since you're experimented with converting this kind of characters.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 01, 2019, 05:00:57 PM
Option 1 sounds good to me. They both could work, though option 1 is more streamline, and sounds like something that would have been done for CvS. It still holds the essence of the move, but "modernized" so to speak. I like it.

On the subject of Issen though, I like how Waru/Chazz handled this for Haohmaru a bit better then the way you did it. I mean, it's essentially the same, yes, but the initial hit, into a dash back, then the slash through has more "OMMPH!"

I know the way you have it currently is straight from source, though it lacks impact. I think doing it the way Waru/Chazz did it for Haohmaru would give it a better feel overall. I think that super I mentioned earlier is a custom super made in MUGEN... Cause I looked through a showcase of SS2-6 for Genjuro, and didn't see the move anywhere in them.

Lines were blurred... Disregard, though I think I'll try and find it anyway just to show it. I'll also see if I can find some of those cherry blossom FX I saw with someone's Issen attack on their Genjuro. Looked really nice. It can help set him apart a bit more from Haohmaru. Even thought the move is practically the same between the two, alternate aesthetics can give the illusion they're different. :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: 2Dee4ever on May 01, 2019, 05:23:36 PM
You could always do it the NGBC way.

I had a similar idea of using rage, but may not fit what you are going for.
Spoiler, click to toggle visibilty
I made it so, Issen can only be used after it etc. So it could also work as a lvl3.
Spoiler, click to toggle visibilty
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 01, 2019, 09:16:19 PM
This is the super and the FX I was talking about:

Spoiler, click to toggle visibilty

Took me a while to find this, cuz it's some way back shit. Just wanted you to see the super I was referring to. I don't think it's a official super though, so disregard. Also, this is the Genjuro I was talking about. Now Arpa, don't jump down my throat about this. The Genjuro wasn't very good, we know this. I'm not suggesting he use it as any type of reference. Though the FX/SFX for Issen, are very clean and unique/befitting for Genjuro. Just throwing it out there. Whether you(Chameleon) do or don't, it's entirely up to you man.

Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on May 01, 2019, 10:44:04 PM
Man, that effect on the lvl 3 desperation move looks so cool.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Basara Huffman on May 02, 2019, 12:15:21 AM
Totally agree, those FX look sick AF :D

Also, I got inspired and I made some palettes based on the SS 3D games, also all psychopaths as Genjuro:
(https://i.imgur.com/U8DbXcU.png)
Haito Kanakura from Warriors Rage
(https://i.imgur.com/psrHZVG.png)
Yaci Izanagi, also from Warriors Rage
(https://i.imgur.com/sjzaJPL.png)
Deku (Haohmaru's evil clone) from the first SS64... but also could count as Asura from SS64-2 :P

I hope you like them ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Warden-San on May 02, 2019, 06:55:50 AM
What do you mean don't get on your throat Divinewolf? I thought you liked erotic asphyxiation...
Anyways
* I see very noticeable issues with the slashing fx
(https://i.imgur.com/Wj3uI5P.png)
should be layered behind him like
(https://i.imgur.com/vdThdz5.png)

(https://i.imgur.com/Dfjmupa.png)
is a bit off sync from
(https://i.imgur.com/Iszil8g.png)

* For the throw, the opponent should slide a bit before the kick as they're being pushed. As of right now it looks like Genjuro is aggressively making the opponent talk to the hand.

* In general Genjuro feels too weighted even by CVS standards. I feel more like I'm playing Samurai Shodown 3 all over again. Perhaps I'm spoiled by how light footed he can be in SS4-SS5sp.

My suggestions for how to handle Rage Explosion are as follows:

A) Instead of Exceed Combos, allow him to execute a Rage Explosion once per match. Its duration scales on how close you are to losing like in 4, the early 3D games, and the 2019 reboot (Current life total, if you lost a round). This also opens up Issen with the negative lifeadd scaling the same way.

B) What Warusaki did was make the Zetsumei Ougi and Issen share one level 3: It's that near invulnerable dash move but the Issen happens if it won't do enough damage to KO the opponent and the Zetsumei Ougi happens if the move is going to do enough damage to KO the opponent.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 02, 2019, 04:59:31 PM
What do you mean don't get on your throat Divinewolf? I thought you liked erotic asphyxiation...

Gotti...



Well, since it was brought up, I might as well give my opinion on it too. Custom(Excel) Combo.... What you want to do is up to you, Chameleon. Though, I was talking with JZ a few days ago, and to be totally honest, this ability is useless for like, 90% of the chars that have it. A lot of people do stuff like give normals that shouldn't have forward momentum, forward momentum to create the illusion that the mechanic is useful.

This is a high tier ability in CvS, but only for specific chars, like the infamous Sakura SRK loop. A-Groove for most other chars, is trash, because they have no loop to take advantage of. Arpa's idea sounds good honestly. It'd be way more useful than CC for Genjuro. Though as I said, it's entirely up to you.

EDIT:

I initially read that wrong. I thought Arpa said Excel, not Exceed. I'm not 100% on what that refers to. So, yeah... Still, it's all up to you(Chameleon). Regardless of anything suggestions/opinions thrown your way. I don't want to overload you with stuff.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Warden-San on May 02, 2019, 06:31:26 PM
I meant excel. For whatever reason I was originally thinking of about how it was done in SVC Chaos and that leaked into my post. Like what you people have done. You instilled SVC Chaos into this poor Alpaca's brain.

Also yeah, the thing with original combos too is that POTS version is actually nerfed as well. Like, almost nobody really needs it as you're putting your meter to better use with super cancels.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 02, 2019, 09:33:27 PM
Spoiler: Spoiler because too much text, thanks to everyone for the feedback and palettes! (click to see content)



I'll try to adress messages from both Alpaca-san and DW regarding CC and Rage.

First, regarding Alpaca's suggestions for rage explosion:

- Right now I'm using Issen as lvl 1, still doing damage that scales with the less life you have. Minimum damage is 1800 cvs units when 100%-50% life, and maximum damage being 4000 cvs units when in 5%-1%. I'm not sure what reference I used for the minimum (I think that the weakest -in terms of damage- supers in cvs2 does a minimum of 2000 units), but for the maximum damage I went for a value similar (+/- 200 units, can't remember) to Rugal's lvl 2 super grab.
- This Genjuro is mostly based on ssvsp instead of iv (because ssvsp is prolly my favourite ss game) where as you probably know Issen is limited to time slow state. Inserting proper versions of rage, rage explosion, fatality when in rage explosion, time slow, and issen should require to fuck the entire jmorphman's system in the ass, or at least change a lot of stuff.
- Have in mind that it really hurts me to alter the mechanics of both rage explosion and zatsumei ougi this much, especially since I started to mess around with programming for this engine when using Character of the Month as a reference for good quality (because half of the characters, --especially the ones that won the early cotm entries- are quite good), and then discovering that some of the cotm winners, while solid in terms of coding, anal raped the identities of the characters that they were converting.

Regarding CC (mosty to DW) and his uses of CvS2 (NOT Jmorphman's CC), I think you're undervaluing A-Groove a lot when saying that is trash for most of the characters. I know you're refering to the fact that is not that good when there's not a loop to abuse, but it's still the best groove for like 10-15 characters and some of these are the most stupid strong characters in the game (Blanka, Hibiki, Sakura). Of course Sagat is not good in A Groove but let's be honest, you can masturbate while only using Sagat's normals and still win some matches with how good they are, especially cr.hp. Heck, Haohmaru's best groove is either a groove or k groove (depending on how agressive you want to be). But it's true that Custom Combo in Jmorphman system is somewhat nerfed and not optimal.

Now I'm not gonna play dumb here. Not only for Genjuro but for every single SamSho character, the most efficient way to conver them into CvS-custom gameplay would be to just use K-Groove as base. You could implement all the mechanics that are giving me problems and have them being accurate characters to  both to CvS and SamSho standards. The thing is, I'm still not that experienced when it comes to programming (heck, I'm having problems with basic stuff like reading Jmorphman's buffering system, or adapting constants from source). For now I'm gonna keep the system as it is, and make Rage Explosion into auto Fatality his lvl 3. Later, when feeling more comfortable with this engine, I might try to go nuts and recreate a version of K-Groove more accurate to SSVSP, with rage explosion, fatality, and maybe even time slow.

I'll upload a version of Genjuro once jumping values (yaccel is giving me problems) are 100% right and lvl 3 is finished. I'm in finals period so it might take me a week.

Thanks a lot for the feedback and the discussion, it is helpful.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 03, 2019, 03:28:30 AM
I'm sorry, as I was using A-Groove/CC interchangeably. I'm mainly referring to POTS nerfed version of it. Also, it's not trash, it's just my lingo so to speak. In Mugen or in CvS(especially) it's only selectively useful officially. Though you wouldn't be able to tell that if Mugen was your only guide for that lol. At any rate, none of that matters. Sorry for overloading you with concepts and all. Just stick to your scheme, while fixing any bugs or anything out of place as you have.

I don't want you to get discouraged or anything. You are doing a great job. I would have advised against using any buffering system your first time out... I know stuff like that can be hard to follow. Though you are handling it well.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on May 03, 2019, 07:33:56 PM
just finish my kof version of genjuro feel free to use some ideas if you like! or need any help just ask me!

 


Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Warden-San on May 03, 2019, 07:50:10 PM
I hope player 1's palette isn't one of the ideas you're hoping to see used :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 09, 2019, 05:11:59 PM
https://www.mediafire.com/file/0u4a911r7hhoqqh/Genjuro.rar

Okay,
 
- Simplified moveset. Issen is the lvl 3 and he just has 1 regular Super (not unheard of, see SvC or well, SamSho). Does scaling damage depending on missing life. for no the command is hcbf+pp but I'll probably change it to 646+pp (I think that was his command for double Issen in NGBC?). A lot of assets came from JeanBurau so thanks!
- Changed all of his movement velocities, now he should feel way more like Haohmaru in CvS2 (almost 100% like him).
- All ex moves coded but rekkas. Still not sure on how to handle them but I discuss an idea with DivineWolf.
- Damage values are pretty much done.

Things to do:
- Adjust bouncing card y velocities for both regular and ex special.
- Add ex rekkas.
- Test for damage issues and add dampering where is needed.
- AI (not a fucking clue on this btw, barely any experience with cmd overall)

Thing I might add:
One command move based on his 66b from SSVSP, does two slashes where the first one hits low and the second one knocks down and causes wall bounce. It is a really useful tool since it's part of Genjuro's basic mixup with bouncing card.
Not 100% if I'm gonna add this.

Any kind of testing is appreciated.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on May 10, 2019, 02:30:07 PM
i can help you out with the A.I
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 29, 2019, 06:59:14 PM
(https://i.imgur.com/nJiMqou.png)(https://i.imgur.com/zUAf7El.png)(https://i.imgur.com/mpM0o9u.png)(https://i.imgur.com/GGo19TP.png)(https://i.imgur.com/LsXtTEm.png)(https://i.imgur.com/zIbY6Uq.png)

Working on Blanka right now. He's missing EX moves, lvl 2 Ground Shave Rolling, lvl 3 Shout of Earth, some fixes on his links, and shock related stuff. Don't know how much time it will take me to finish this guy. I'll try to make his A-Groove combos as strong as in CvS2.

MOVESET
Code:

<NORMAL>
     
.Rock Crush F + y
.Amazon River Run DF + z
.Coward Crouch D + 3p
.Surprise Forward F + 3k
.Surprise Back B + 3k
.Raid Jump k
.Wild Lift p
.Surprise Forward F + 3k
.Surprise Back B + 3k
.Wild Fang         F/B + 2p (near opponent)
.Jungle Wheel F/B + 2k (near opponent)
.Jungle Slam F/B + 2p (Air, near opponent)
.Wild Shoot F/B + 2k (Air, near opponent)
     

<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
.Rolling Attack (EX) (charge) B, F, p
.Backstep Roll (EX) (charge) B, F, k
.Vertical Roll (EX) (charge) D, U, k
     

<SUPER>
     
.Ground Shave Roll (MAX) (charge) B, F, B, F, k
.Direct Lightning (MAX) (charge) B, F, B, F, p
.Tropical Hazard (MAX) WIP?


<LV3 SUPER>

.Shout of Earth              WIP

- Not sure if Tropical Hazar will make the cut.
- Will have an special intro agaisnt my Genjuro.

 ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on May 29, 2019, 07:04:07 PM
Varo Hades' has a version with the Tropical Hazard, will you take reference from that? EDIT: Oh and an AI, if you're interested.

What's planned for the next char? If you even have any rn.

Edit: Shout of Earth isn't really a Lvl3 in spirit becuase it was a All-3-Levels super. I'd suggest making it another LVL 1/2 and for the new LVL3 maybe taking inspiration from SFV's Dynamic Rolling CA or maybe the Shout of Thunder from SF4 where he had 2 Variations (Varo's version did this).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 29, 2019, 09:17:37 PM
Varo Hades' has a version with the Tropical Hazard, will you take reference from that? EDIT: Oh and an AI, if you're interested.
(...)(Varo's version did this).
Why would I take his version as reference for Tropical Hazard when I could simply use SFA3 as source? I'm consciously not using ANYTHING from varo's Blanka. Not even his color separation.

What's planned for the next char? If you even have any rn.
Not 100% sure. Maybe a grappler from SNK? Shermie? Would also be really cool to make a character with some kind of gimmick. Maybe Chang feat. Choi from CvS2? I want to use the next 2-3 characters as learning experience. Then again in two weeks I could be like: OK let's make Alice from KoFXIV using POKET's sprites. Or Iori. Dunno.

Shout of Earth isn't really a Lvl3 in spirit becuase it was a All-3-Levels super. I'd suggest making it another LVL 1/2 and for the new LVL3 maybe taking inspiration from SFV's Dynamic Rolling CA or maybe the Shout of Thunder from SF4 where he had 2 Variations
I mean Shout of Earth it's one of Blanka's Ultra Combos from SF4 (what are you reffering as Shout of Thunder I think). Actually me doubting of adding Tropical Hazard is not only because the move is weird and impractical, it's because I'm considering making the move as you suggested (lvl 1 MAX, with anti-air variation as in SF4) and adding his SF5 Critical Art as a lvl 3 (not sure if I can work around with the sprites though).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on May 29, 2019, 09:36:29 PM
Chang + Choi would be cool, I'd love to see what new supers you'd give to them.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: GTOAkira on June 01, 2019, 11:10:06 PM
Not sure if you are using it but varo hades did a CS for blanka
http://mugenguild.com/forum/topics/blanka-street-fighter-pots-gameplay-165413.0.html
(http://i62.tinypic.com/287kf3a.png)
Title: Re: Susan Sarandon's WIP thread: Blanka
Post by: RagingRowen on June 01, 2019, 11:11:56 PM
He clearly said a couple posts ago he wouldn't take reference from Varo's version, sorry.
Also this char's Small Port is blessed.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on June 01, 2019, 11:21:39 PM
Cool Blanka !
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Staubhold on June 01, 2019, 11:33:06 PM
Working on Blanka right now. He's missing EX moves, lvl 2 Ground Shave Rolling, lvl 3 Shout of Earth, some fixes on his links, and shock related stuff. Don't know how much time it will take me to finish this guy. I'll try to make his A-Groove combos as strong as in CvS2.

Thank you. Finally some Blanka love!

MOVESET
Code:
<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
Hold on... Typo? Electric Thunder with p, not with k...

Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on June 03, 2019, 12:28:46 PM
Thanks a lot of the support guys! Just passing to say that I'm on the finish line with this guy. I'm having a little bit of troubles with the lvl 3 (from the design standpoint to the technical standpoint) but no biggies. If anyone has USFIV's ultra 2 fxs for Blanka, they're welcomed.

MOVESET
Code:
<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
Hold on... Typo? Electric Thunder with p, not with k...
Yeah, typo. Don't you worry :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on June 03, 2019, 05:24:06 PM
Looking good. You are progressing rapidly as well. Keep up the good work.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: senorfro on June 08, 2019, 10:03:02 PM
For Genjuro
- With exception of Hyakki Satsu (and of course Sanren Satsu: Kiba ), the other moves are missing their EX sound
- Why is there some slowdown for his HP during Custom Combo?
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 08, 2020, 12:52:33 AM
Hey guys, what's poppin'.

I've been working on Rose using FeLo's sprites. He's been helping me out with some missing frames.

However, I'm having some issues with visual effects. SFA3 has limited frames overall so they look awful when converted into HD. Just look at this:

(https://i.imgur.com/dC0TfkG.gif)

Does anybody know of any easy to use program capable of doing in-between frames? I think that having one or two transition frames could make for a good Soul Spark animation.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Lurker on May 08, 2020, 01:09:06 AM
I don't know if it's ripped, but you can try the sf4 effect.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on May 08, 2020, 01:18:45 AM
Nice to see this. varo_hades' Rose was kinda rough and had a few odd moments.

Do you plan to incorporate her Soul Satellite from Super IV somewhat?

I'd also suggest changing the Thread title like one usually does to incorporate the Latest WIP.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharmeleon on May 08, 2020, 01:26:41 AM
I don't know if it's ripped, but you can try the sf4 effect.

I don't think they're ripped sadly. I had no luck with Blanka.

Nice to see this. varo_hades' Rose was kinda rough and had a few odd moments.
A few?
Do you plan to incorporate her Soul Satellite from Super IV somewhat?

Yes I do want to incorporate Soul Satellite instead of V-Ism (redundant because of CC).
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: RagingRowen on May 08, 2020, 01:39:55 AM
Yeah there was a lot with Varo's that was odd like the overlapping commands and damage output, but I did like the Soul Satellite super choice, so I'm glad to hear you'll do the same.

Do you also plan to put up a Pal Template? I wish you did that with Blanka aswell.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PeXXeR on May 08, 2020, 02:00:09 AM
Good to see you back Karma.

Looking forward to Rose.
People at the discord were posting a program or a page like that, that automates inbetween frames.
I'll post the link to the thread in the main MFG discord so lets hope someone responds.

I have also found a bug with Blanka, when you  hit him during his level 3 the whole effect like the FX will remain on him.
When the issue happened I hit him with a hadouken by Ryu.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: DW on May 08, 2020, 02:50:02 AM
You might be better off using something like... Chun-Li's projectile and coloring the frames different colors to emulate how Roses projectile changes colors.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: drewski90 on May 08, 2020, 02:57:09 AM
I see that another PotS styled rose is in the works. Hoping to see progress soon
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: FeLo_Llop on May 09, 2020, 12:35:32 AM
Have I've been summoned? Did what missed in the sheet(already noted by 2Dee), but finally decided to take it. I've been having eye/concentration problems and that's why I'm a bit rusty, so it's time for a comeback. I've already started to translate stuff from SF4/Omega. A bit rusty, but guess it's enough for a re-start:
(https://i.ibb.co/kmq2Yzj/susuu.png)

Also, rethinking the run(maybe a fast floating instead of what I did, similar to her run in SF4) and the powercharge. I'm open to ideas!
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Knuckles8864 on May 09, 2020, 10:02:43 AM
I was thinking one of the victory animations from SFIV for the powercharge, but they weren't that great. I'd say something like she holds out her arms like she's holding two orbs up in the air, or something M. Bison related, since she was his good side before he basically threw it all away for the Psycho Power, if I recall.

Also, nice to see you back, Karma!
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: FeLo_Llop on May 09, 2020, 02:33:44 PM
That's great, Knuckles, but I thought to convert it for a winpose. I'm thinking in:

- floating surrounded with orbs. Kinda as that Athena's attack, but maybe a bit stupid.
- Rescuing stuff from SFZ intro. Still undecided between these two:
(https://i.ibb.co/xLg91yH/charge-1-idea.gif) or (https://i.ibb.co/X5SNkwQ/charge-2-idea.gif)

Or even converting this in a charge too, adding arms and hair movement(as Dictator's in CvS):
(https://i.ibb.co/qgmJ50g/RoseSF4.png)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PeXXeR on May 09, 2020, 04:31:50 PM
Rose with them Jojo poses :D

If it were me I would go with something like this
(https://p4.wallpaperbetter.com/wallpaper/604/700/42/fighter-games-roses-street-wallpaper-preview.jpg)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on May 09, 2020, 10:16:41 PM
Do you also plan to put up a Pal Template? I wish you did that with Blanka aswell.
Maybe when the .sff is done. Blanka's template was not posted because I did not make color separation.

People at the discord were posting a program or a page like that, that automates inbetween frames.
I'll post the link to the thread in the main MFG discord so lets hope someone responds.
Damn, please hit me up about it.
I have also found a bug with Blanka, when you  hit him during his level 3 the whole effect like the FX will remain on him.
Yeah, I think I fixed it but since then I've switched computers so I'll have to see if the file I have is the most updated one or the one live. Anyway, I have plans or doing major updates for my characters once the fifth character is released.
You might be better off using something like... Chun-Li's projectile and coloring the frames different colors to emulate how Roses projectile changes colors.
I think I'll have to take your advice because this fx issue is driving me nuts. I've tried to make the inbetween frames myself to no result. I might use Chuns or Morrigan. Dunno.
I see that another PotS styled rose is in the works. Hoping to see progress soon
Is going slow cause of distance schooling but yeah.
Have I've been summoned? Did what missed in the sheet(already noted by 2Dee), but finally decided to take it. I've been having eye/concentration problems and that's why I'm a bit rusty, so it's time for a comeback. I've already started to translate stuff from SF4/Omega. A bit rusty, but guess it's enough for a re-start:
(https://i.ibb.co/kmq2Yzj/susuu.png)
You say you're rusty but your modern frames are actually cleaner than before. I guess that's what so many years of practice do to a spriter. Props to your talent <3 I might also reuse that frame to make parry or alpha counter in order to have some variety.
I was thinking one of the victory animations from SFIV for the powercharge, but they weren't that great. I'd say something like she holds out her arms like she's holding two orbs up in the air, or something M. Bison related, since she was his good side before he basically threw it all away for the Psycho Power, if I recall.

Also, nice to see you back, Karma!
That's great, Knuckles, but I thought to convert it for a winpose. I'm thinking in:

- floating surrounded with orbs. Kinda as that Athena's attack, but maybe a bit stupid.
- Rescuing stuff from SFZ intro. Still undecided between these two:
(https://i.ibb.co/xLg91yH/charge-1-idea.gif) or (https://i.ibb.co/X5SNkwQ/charge-2-idea.gif)
Unless it's a subtle float I might suggest to stick with option two.

Or even converting this in a charge too, adding arms and hair movement(as Dictator's in CvS):
(https://i.ibb.co/qgmJ50g/RoseSF4.png)
This pose tho... With closed eyes it would fit so much.




Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: FeLo_Llop on May 12, 2020, 03:26:54 AM

 I might also reuse that frame to make parry or alpha counter in order to have some variety.


Thanks man. From now on I'll keep the sprites in my wip topic, so I won't derail yours. Also, in SF4Omega, Rose's Soul passing acts like a counter while stealing energy from the rival if it's useful for you.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Jmorphman on May 12, 2020, 06:19:15 AM
I think the in between tool everyone's been trying out recently is Dain-app (https://grisk.itch.io/dain-app).


for a lot of sprite animations, the increased fluidity is frequently pretty seamless; though it can also look a bit odd, because pixel art in general is constructed and timed specifically for the limited amount of frames that they have.

But for sprite effects, and specifically an effect like Rose's projectile, I don't think that problem is much of an issue. I guess it really all depends on what the program spits out, though.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on May 12, 2020, 03:46:49 PM
Thanks man. From now on I'll keep the sprites in my wip topic, so I won't derail yours. Also, in SF4Omega, Rose's Soul passing acts like a counter while stealing energy from the rival if it's useful for you.
Allright, but do not be afraid of posting in here :)

I think the in between tool everyone's been trying out recently is Dain-app (https://grisk.itch.io/dain-app).

[youtube]https://www.youtube.com/watch?v=q2i6FXVjNT0[/youtube]
for a lot of sprite animations, the increased fluidity is frequently pretty seamless; though it can also look a bit odd, because pixel art in general is constructed and timed specifically for the limited amount of frames that they have.

But for sprite effects, and specifically an effect like Rose's projectile, I don't think that problem is much of an issue. I guess it really all depends on what the program spits out, though.
Thanks a lot for sharing de app Jmorphman.

However, the app sadly requieres drivers only for nvidia graphics cards. I'm an AMD user so I'm fucked.

Is there any kind soul capable of running CUDA 5.0 or higher available to help me our with this?

Also, yesterday I've finished coding the skeleton of all of Rose's specials. Today I'll be converting her effects into HQ and after that I'll be doing intros/win poses. I'll post an beta after that.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Umezono on May 12, 2020, 04:25:03 PM
Thanks man. From now on I'll keep the sprites in my wip topic, so I won't derail yours. Also, in SF4Omega, Rose's Soul passing acts like a counter while stealing energy from the rival if it's useful for you.
Allright, but do not be afraid of posting in here :)

I think the in between tool everyone's been trying out recently is Dain-app (https://grisk.itch.io/dain-app).

[youtube]https://www.youtube.com/watch?v=q2i6FXVjNT0[/youtube]
for a lot of sprite animations, the increased fluidity is frequently pretty seamless; though it can also look a bit odd, because pixel art in general is constructed and timed specifically for the limited amount of frames that they have.

But for sprite effects, and specifically an effect like Rose's projectile, I don't think that problem is much of an issue. I guess it really all depends on what the program spits out, though.
Thanks a lot for sharing de app Jmorphman.

However, the app sadly requieres drivers only for nvidia graphics cards. I'm an AMD user so I'm fucked.

Is there any kind soul capable of running CUDA 5.0 or higher available to help me our with this?

Also, yesterday I've finished coding the skeleton of all of Rose's specials. Today I'll be converting her effects into HQ and after that I'll be doing intros/win poses. I'll post an beta after that.
I have an nvidia card and a decently beefy cpu, I could give it a shot. Shoot me a PM.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Retro Respecter on May 13, 2020, 06:49:31 AM
I see you're building your own Rose.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Speedpreacher on May 13, 2020, 08:26:19 PM
On the ball as always, uche
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Retro Respecter on May 15, 2020, 04:03:06 AM
I'm going to download it anyways, so let's see how this Rose improves over all others.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on May 19, 2020, 09:45:09 PM
https://www.mediafire.com/file/a3vgrjdn3ojnvxk/Rose.rar/file
^Here's Rose beta. It's only halfway there but I think you can test some of her core gameplay.

She's missing ex specials, supers, taunt, an intro, two win poses, damage dampening, adjusting special effects, a couple of sounds that are going to be provided by RagingRowen who's also going to fix the volume on the sound files, and AI.

My take on Rose is making a character that spikes in power when having meter. There's two oddities that Rose has that other characters on this system don't. You can Super Cancel into Custom Combo (compensating for the loss of Soul Illusion) and you have a window to combo into a knockdown when Alpha Countering with Punch.

I hope you like it
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PeXXeR on May 19, 2020, 11:07:39 PM
Good to see you posting it here as well.
I really enjoy playing with her even now when shes not finished.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Retro Respecter on May 20, 2020, 07:18:32 AM
YOU REMOVED ROSE'S SOUL ILLUSION?!?!?! o_O
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: DauntlessMonk7 on May 20, 2020, 07:36:08 AM
YOU REMOVED ROSE'S SOUL ILLUSION?!?!?! o_O

...Yes, Karma did. So what about it? From what i can tell, Soul Illusion is basically the same thing as Custom Combo, which Rose already has anyway. So it makes it Soul Illusion redundant, unless Rose were to have something like DW’s Max Mode as opposed to Custom Combo.

Anyways, back on topic: i haven’t tried Rose yet, but i’ll be sure to do so soon & give feedback.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on May 20, 2020, 01:38:24 PM
YOU REMOVED ROSE'S SOUL ILLUSION?!?!?! o_O

Yes, Soul Illusion is basically Custom Combo. It would be redundant to have both CC and that super on this system unless I'm really interested on adding the multi hit mechanic, which I'm not. Imagine how awkward would have been to play A-Yun with Genei Jin.

But because I recognize how important is Soul Illusion to A2 Rose gameplay, I decided to make her able to super cancel into CC, which allows her to do some of the things she does in A2. Not all of them, of course. For example, if I wanted to give her the stupid chip damage on the drill, I would need to heavily buff the values of block damage on the system.

What's up with your posts anyway? It honestly feels like you're being passive agressive towards me for some reason.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: 【MFG】gui0007 on May 21, 2020, 02:49:48 PM
I agreed on removing Soul Illusion and a neat idea to cancel attacks to Custom Combo. It really feels like Alpha 2's Rose.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: FeLo_Llop on May 21, 2020, 10:18:43 PM
Good beta!! Also, why not swapping old Soul Illusion for this one for giving her some variety?

(https://i.ibb.co/Z65kqhx/3606849-bison-vs-thunder-hawk-rose-and-cammy-5-6-5-1.png)

Random Rose attacks from elsewhere at the same time.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on May 23, 2020, 05:26:52 PM
Good beta!! Also, why not swapping old Soul Illusion for this one for giving her some variety?

(https://i.ibb.co/Z65kqhx/3606849-bison-vs-thunder-hawk-rose-and-cammy-5-6-5-1.png)

Random Rose attacks from elsewhere at the same time.

I think I'll pass man, my goal is always to be accurate to the source. I feel comfortable with my decision.

Yesterday I've finished all the EX specials, tho the reflected EX projectile needs a tiny little fix.

She's missing:
* Supers
* Mada mada taunt/win pose.
* Special intro agaisnt Dictator by POTS.
* Damage dampering.
* Adjusting visual effects.
* Sound related stuff.
* AI.
* Bug fixing.

I might stop working on her for a day or two in order to relax. On another note, I asked for help in the MFG discord for the alignment of one win pose, and MotorRoach went out of his way and touched up the sprites so the animation is more fluid. Here's the result:
(https://i.imgur.com/zzJCZAQ.gif)
Thanks MotorRoach :]
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Retro Respecter on May 24, 2020, 03:04:21 AM
That's amazing! Sorry about before.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on June 08, 2020, 02:27:20 PM
^No problem man.

(https://i.imgur.com/WcmixaU.png)
Mind making some palettes for her?
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: DW on June 28, 2020, 05:29:26 PM
(https://i.imgur.com/UevpRdB.png)

Moonlight

Some of the darkest black shades on her FX seems to share with some parts on her. Maybe it's just the template, though you may wanna double check. I'm afraid this was all I could muster... I may try to do one more. Along with one or two for Terry.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on June 28, 2020, 10:47:27 PM
^I'm totally digging that palette man. Thanks a lot :]

And yeah the shared dark is just from the template.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Cyborg Sun on July 11, 2020, 03:02:24 AM
Congrats on the release of Rose!!!

...Now that you have a nice 4 characters under your belt (with a 5th on the way, it seems), have you considered getting a website? Somewhere to easily access all your characters in one place.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: sabockee on July 12, 2020, 04:15:19 PM
I hope you're still accepting palettes for Rose. I adapted a few palettes I made for Varo_hades to your template.
Thanks for the release , BTW. Great job as usual.

(https://i.imgur.com/5DB5Edo.png)
(https://i.imgur.com/RiI2gS3.png)
(https://i.imgur.com/CgMHZXK.png)
(https://i.imgur.com/z8hKn89.png)

Also... one palette for Terry
(https://i.imgur.com/ojhNswb.png)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Retro Respecter on July 12, 2020, 06:56:23 PM
Terry Bogard? That's a surprise.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on July 12, 2020, 11:43:12 PM
Congrats on the release of Rose!!!

...Now that you have a nice 4 characters under your belt (with a 5th on the way, it seems), have you considered getting a website? Somewhere to easily access all your characters in one place.

I'll stick to the creator's vault for now.
I hope you're still accepting palettes for Rose. I adapted a few palettes I made for Varo_hades to your template.
Thanks for the release , BTW. Great job as usual.

(https://i.imgur.com/5DB5Edo.png)
(https://i.imgur.com/RiI2gS3.png)
(https://i.imgur.com/CgMHZXK.png)
(https://i.imgur.com/z8hKn89.png)

Also... one palette for Terry
(https://i.imgur.com/ojhNswb.png)

They're more than welcome. Thanks a lot, dude :]
Terry Bogard? That's a surprise.
He has been a WIP for about a month, but only AI is missing so he's hitting release section soon!
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Cyborg Sun on July 12, 2020, 11:49:33 PM
I'll stick to the creator's vault for now.

Ah, I forgot about the creator vaults. Alrighty then. Can't wait for Terry!
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: XANDERAC on July 13, 2020, 01:37:13 AM
(https://cdn.discordapp.com/attachments/261679618749235202/732383982280507392/Rose1.png)
I'll probably try and make 1 or 2 more, I don't usually touch the effects, but I tried my best at getting her SF4 look


Did these 2 based off of her appearances in the SF cartoon, and also Menat
(https://cdn.discordapp.com/attachments/261679618749235202/732072139938726019/Rose2.png)
(https://cdn.discordapp.com/attachments/261679618749235202/732072137631989840/Rose3.png)


Also did one for Terry with that template used above, again based on SF4-style colours
(https://cdn.discordapp.com/attachments/261679618749235202/732081066571202620/Terry1.png)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PRØJECT.13 on July 13, 2020, 10:51:03 AM
I hear palettes are still being accepted. I've got two for Rose and thrice that for Terry =P

(https://i.imgur.com/GEedegt.png)
Midnight Moon

(https://i.imgur.com/rRkR03o.png)
Heat Haze

Spoiler: And now, The Bogard Color Bonanza! (click to see content)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Rness on July 13, 2020, 12:29:34 PM
  My attemp for rose, I hope you like it.
(https://i.imgur.com/1O4SoVx.png)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: 【MFG】gui0007 on July 13, 2020, 05:45:41 PM
kater15 did some pals to Rose.
(https://i.imgur.com/IIWiJ29.png)
https://1drv.ms/u/s!AvU46rJu3gNPgtNA84p4Gj13G7ifKw?e=YpMCj6
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PRØJECT.13 on July 14, 2020, 05:34:58 AM
Two more palettes for Rose incoming, really loving this character lol

(https://i.imgur.com/36Cq6q8.png)
Default palette based on her Alpha color scheme.

(https://i.imgur.com/gDl9odM.png)
Another Default, "EX Default" based on her Street Fighter IV look.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: sabockee on July 14, 2020, 06:05:15 PM
(https://i.imgur.com/AiBlBxa.png)
:D
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: PRØJECT.13 on July 15, 2020, 06:08:03 AM
Four more palettes for Rose, I keep having idea after idea lol

Spoiler, click to toggle visibilty
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Nedflandeurse on July 15, 2020, 09:53:27 AM
All of you guys make impressive work !
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on July 15, 2020, 05:51:18 PM
Guys! Thank you so much for all the palettes you're making! It makes me really happy to see my work being supported this much :) before I had to convert previously made palettes, now have way too many beautiful palettes to choose from :]

Rose update is ready, it's gonna be uploaded later today with Terry.
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: Rness on July 16, 2020, 07:36:27 AM
MI Fio Germi
(https://i.imgur.com/GKkt8KB.png)

MVC2 Jill
(https://i.imgur.com/7Od0bUI.png)

Default Alt
(https://i.imgur.com/ERyEmTQ.png)
Title: Re: KarmaCharmeleon's WIP thread: Rose
Post by: KarmaCharmeleon on July 16, 2020, 07:52:08 PM
Loved that Jill palette :]
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on August 18, 2020, 08:37:00 PM
Hey guys, what's up. If you are in the MFG discord server you might know it already. For those who are not there I would like to announce that my current W.I.P. is Yun from the Street Fighter series.

(https://i.imgur.com/YcFtI9R.png)

Unlike my previous creations, this character will not be inspired on his CvS incarnation. He will be heavily based off SF3:3S, one of the games where he's infamously strong. He's about 50% done, with only one missing special and no super coded.

Now I would like to ask you guys for help with two palette-related things:

1) Here's a palette template for anyone that wants to contribute with colors for Yun.

(https://i.imgur.com/8t9tE9X.png)

2) Froz's color separated sprites were based off Buckus .sff, which didn't have all of Yun's sprites. The missing animations are very minor. On top of them, there are 8 poorly adapted SF3 that would make for a very fluid and nice intro agaisnt Yang. If any of you color separators would like to lend me a hand, would you guys be up to color separate these into the color scheme of the template? This separation is a little bit difficult for me to do it properly, as the shoes and the yellow armor on the arm/hand share colors with pants and skin respectively.

(the first two frames are almost all separated by me, only the shoes are not)
(https://i.imgur.com/T7Q2DAK.png)(https://i.imgur.com/XL2Eh4g.png)(https://i.imgur.com/xmk1oN0.png)(https://i.imgur.com/GX3cOEn.png)(https://i.imgur.com/LwmaxNv.png)(https://i.imgur.com/4XFa6zT.png)(https://i.imgur.com/AzzErPx.png)
(https://i.imgur.com/HlAMtOg.png)(https://i.imgur.com/4ZNEbfg.png)(https://i.imgur.com/fHhIu75.png)(https://i.imgur.com/AiBCihB.png)(https://i.imgur.com/jK415hd.png)(https://i.imgur.com/T31f6Sq.png)(https://i.imgur.com/QZIcIRW.png)(https://i.imgur.com/2JnGQsP.png)

You can watch the lastest moves coded in the following videos too:
https://streamable.com/4kgs4d
https://streamable.com/60ftge

Allright, that's it. Karma out.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: RagingRowen on August 18, 2020, 09:35:43 PM
Glad to see you giving the SF3 crew chance, and I hope the chance grows after this boy. Might try the CS thing, I'll show it if I do.

Is Wild Wolf/Garou Terry coming along OK too.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: XANDERAC on August 18, 2020, 11:07:53 PM
Exciting I'll try and make some new palettes for him, I'm sure Yun will turn out awesome!
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on August 19, 2020, 02:48:19 PM
Is Wild Wolf/Garou Terry coming along OK too.

Sadly he isn't. He's not entirely off the table but it's certainly not high priority right now, the reason being the lack of system animations. Some of them I can kinda work around, like the dodge animation being recycled from Buster Wolf:

(https://i.imgur.com/at5pDQp.gif)

Others are a stretch, like using the first frames of Burn Knuckle as the Power Charge, or the capcom classic of recycling light/medium normals for medium/heavy attacks.
(https://i.imgur.com/GXniQDe.gif)(https://i.imgur.com/3RBXiZE.gif)(https://i.imgur.com/Zd5zmvs.gif)

And some are just impossible to recreate without entirely compromising the quality of the final product, such as s.MP/HP or a good Dizzy animation.

All of this being said, I have thought of a workaround to experiment with characters that have missing animations, just for functionality.

Exciting I'll try and make some new palettes for him, I'm sure Yun will turn out awesome!

Thanks :)!
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: DauntlessMonk7 on August 19, 2020, 05:14:40 PM
Is Wild Wolf/Garou Terry coming along OK too?

Sadly he isn't. He's not entirely off the table but it's certainly not high priority right now, the reason being the lack of system animations. Some of them I can kinda work around, like the dodge animation being recycled from Buster Wolf.

Others are a stretch, like using the first frames of Burn Knuckle as the Power Charge, or the capcom classic of recycling light/medium normals for medium/heavy attacks.

And some are just impossible to recreate without entirely compromising the quality of the final product, such as s.MP/HP or a good Dizzy animation.

All of this being said, I have thought of a workaround to experiment with characters that have missing animations, just for functionality.

Hm... I know you said you thought of a workaround for the lack of medium normals & stuff, but if that doesn’t work out, i was thinking: what about maybe trying to have Garou Terry using less attack buttons, like 3 or 4, instead of 6?

I know a couple authors who have tried that in some of their “POTS/CVS Style” characters. MC2’s Kula has 4 attack buttons, for one (that character does change up alot of stuff compared to most “POTS/CVS Style” characters, but the general idea is still the same, from what i can tell).

Sennou Room started some of his characters in a 3 button style, such as... I think it was Konata & Eri from Vanguard Princess? I don’t really remember all that well which ones use that style.

Then Cruz adopted that 3 button style for his Arcana Heart characters (Heart & Saki).

I know it would kind of make Wild Wolf stick out more in comparison to your characters, but he wasn’t really designed with 6 attack buttons & certain mechanics/animations in mind in the source games, unlike Rose, the CVS characters, & i think Genjuro? (I remember hearing Samurai Shodown used a pseudo 6 button style where the HP & HK attacks were done by pressing A+C or B+D, but i’m not entirely sure).

So i think it’s kind of difficult to really get around that, outside of maybe making new sprites for medium attacks & other missing animations.

(Dampir made a CVS style sprite patch for Vans’ KOF 2003/XI Wild Wolf/Garou Terry, & i believe that does have a dizzy animation, but i think that one might clash a bit with the Garou animations, at least without some edits.)

Also, CVS1/Pro was a 4 attack button fighter before they switched to 6 buttons in CVS2, so i don’t really think it’s that far off in terms of “CVS Style”, anyway.

Although i haven’t played CVS1, so i’m not really sure what major differences their are between the 2, aside from having more EX characters & less grooves.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on August 19, 2020, 05:38:08 PM
Hmmm, the whole deal for me was to adapt his Garou gameplay into CvSesque/POTS Standards, as it differs very much from pre-2003 Terry. I don't think I want to compromise that vision. It's not like I'm agaisnt 3/4 button layout, but I think I would stick to GM's version if I was limiting myself to what the source game allows me to do. Btw, I think dampir recycled sprites for the dizzy animation when making the patch for Vans Terry. There's honestly no room for negotiation with this issue, I will either do the character they way I want to or I won't do it. Wild Wolf will stay frozen for a fair amount of time unless someone hits me up wanting to make extra animations. If I ever decide to resume the project (I probably will) it wont leave open beta status unless a spriter sees what I did and wants to work over it.

Also, Genjuro is a 3-4 button character in source (Light, Medium, Heavy Slash, one kick), but SSVSP mechanics gave me a lot of versatility to fill the system requirements for CvSesque characters, as you have stuff like parry, meditation, dodge, roll, directional kicks, etc.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: RagingRowen on August 19, 2020, 06:19:00 PM
Ok, here's my bit for Yun as I said:
(https://i.imgur.com/rl0Wlh6.png)(https://i.imgur.com/AHPvp0f.png)(https://i.imgur.com/wY2NSNN.png)(https://i.imgur.com/blN5xOF.png)(https://i.imgur.com/PTPVRzO.png)(https://i.imgur.com/fPJGl3N.png)(https://i.imgur.com/oU4xNNg.png)(https://i.imgur.com/B3kWDv1.png)(https://i.imgur.com/PQzUMBZ.png)(https://i.imgur.com/il5dFx8.png)(https://i.imgur.com/UiExWrI.png)(https://i.imgur.com/zxGMBhU.png)(https://i.imgur.com/Ksfqh4I.png)
I did the Arm Armor and the Shoes if that's what you were aiming for.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: DauntlessMonk7 on August 19, 2020, 06:52:55 PM
Ok, here's my bit for Yun as I said:
I did the Arm Armor and the Shoes if that's what you were aiming for.

Looks pretty nice, Rowen.

Hmmm, the whole deal for me was to adapt his Garou gameplay into CvSesque/POTS Standards, as it differs very much from pre-2003 Terry. I don't think I want to compromise that vision. It's not like I'm agaisnt 3/4 button layout, but I think I would stick to GM's version if I was limiting myself to what the source game allows me to do. There's honestly no room for negotiation with this issue, I will either do the character they way I want to or I won't do it. Wild Wolf will stay frozen for a fair amount of time unless someone hits me up wanting to make extra animations. If I ever decide to resume the project (I probably will) it wont leave open beta status unless a spriter sees what I did and wants to work over it.

Alright, then. Sounds good.
I was just throwing out some suggestions.

Btw, I think dampir recycled sprites for the dizzy animation when making the patch for Vans Terry.

Oh, really? Then i guess that probably wouldn't work all that great, then.

I think a lot of Dampir's CVS sprite sheets are kind of low quality, to be honest.

I was just suggesting it as something that had a dizzy animation that could be used.

Also, Genjuro is a 3-4 button character in source (Light, Medium, Heavy Slash, one kick), but SSVSP mechanics gave me a lot of versatility to fill the system requirements for CvSesque characters, as you have stuff like parry, meditation, dodge, roll, directional kicks, etc.

Ah, ok. I have several SamSho ports & collections.

They're good, i just haven't really gotten into them like i have with other games.

So i don't really know a whole lot about them.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on August 21, 2020, 05:34:21 PM
Thanks a lot, Rowen!
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: RagingRowen on August 21, 2020, 05:51:40 PM
I was afraid that what I did wasn't enough for ya'. Not a problem buddy.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: sabockee on August 22, 2020, 05:30:36 PM
(https://i.imgur.com/NgAOqwu.png)
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: Scramble on August 22, 2020, 07:21:47 PM
Alpha Chun-Li
(https://cdn.discordapp.com/attachments/544940929556152340/746780942047117362/Alpha_Chun-Li.png)
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: Retro Respecter on August 23, 2020, 02:21:30 AM
Does that mean Yang will follow?
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on August 23, 2020, 01:46:14 PM
I was afraid that what I did wasn't enough for ya'. Not a problem buddy.
It was :) thanks a lot.
(https://i.imgur.com/NgAOqwu.png)
Alpha Chun-Li
(https://cdn.discordapp.com/attachments/544940929556152340/746780942047117362/Alpha_Chun-Li.png)
Damn, nice palettes. Thanks!
Does that mean Yang will follow?
It will! Not right away, but eventually.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: sabockee on August 23, 2020, 03:25:47 PM
(https://i.imgur.com/l5ixkhm.png)(https://i.imgur.com/TcLhJB5.png)(https://i.imgur.com/3Xe7XmY.png)(https://i.imgur.com/r2AZhcG.png)
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: PeXXeR on August 23, 2020, 05:29:52 PM
That Juri pal is mad.
Title: Re: KarmaCharmeleon's WIP thread: Yun
Post by: KarmaCharmeleon on September 29, 2020, 06:50:13 PM
Now that both Yun and Yang are released I can start thinking about what's coming up next. Progress will be slow because of work but I think it's okay to start discussing. First of all, I would like to address that Genjuro update is on the works, and it's gonna be released with Haohmaru made by me. Both characters will have Bust/Rasetsu Mode and be accurate. I got Vans ArtMoney table for Tenka to work on CE so things will be even cleaner than before (tho no character will be based off that horrible game). I'm also way better at coding than I was so yeah. This being said, I ask you guys to hold back from asking questions about Genjuro/Haohmaru because I would like the thread to take another direction.

This was briefly said on Yang's release thread but I would like to interact with the community a little bit as a way to thank you people for all the support you gave me thru the releases, with sprites, palettes, assistance on coding, feedback, and good vibes in general. As a one time thing, the idea is to let the community decide which character I should code next, but instead of opening up a poll that kills the interaction, I would like to generate a debate.

The idea is to post in here what character you would like for me to code and explain why. Of course, I will not code a character I don't want to code, nor I'll code a character that doesn't have the necessary resources (sprites) to be made properly. In this sense, I would like to narrow down the possibilities by limiting your decision to 6 games: CvS2, CFJ, Vampire Savior 2, Samurai Shodown V Special, King of Fighters XI, and Neo Geo Battle Coliseum. I will decline some propositions in advance: Todoh, Donovan and Chang (this last one because I'm not sure there's enough sprites to give him all he needs back), and will decline more if I simple I don't feel the characters appeals to me. I would also like the arguments to be more than just "because X character hasnt been converted <properly>" or "because X characters need justice to be made". I think that way of thinking feeds a collection mindset that I simply don't agree with. I would like you guys to propose characters that you actually play on source and will play on MUGEN. Just like I made my characters for me to play, I'll make this one for you guys to play :P

Last thing: I will not be making the character ASAP, it will be started after finishing my round of updates.

So yeah that's it. Let's debate, I hope you people like the idea.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: JtheSaltyy on September 29, 2020, 07:24:54 PM
I have 2 requests I can put up for debate. One, I would want CvS2 Sagat. Though he has a ton of versions, seeing a source accurate pots Sagat would be pretty cool, considering his dominance in CvS2, and he’s my favorite fighting game character ever so that’s just a personal bias from me. On the other hand, I would also like to see Kyo, because you have Iori, and they’d make a pretty good duo. Especially since there isn’t too many pots Kyo’s out there, I would like to see your take on a CvS2 Kyo, and maybe add in a few KOF stuff from him if you want. That’s just my opinion though, I’m not even spitting facts, except for Sagat being the goat of CvS2.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: jenngra505 on September 29, 2020, 07:26:38 PM
I suggest either Dhalsim or Zangief as they're characters from the genre-defining Street Fighter 2 who appeared in CVS2 that are a little more obscure than the likes of Ryu and Chun-Li.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on September 29, 2020, 07:39:50 PM
I understand your feeling, but at the same time, I kinda don't. I understand you have feelings of gratitude towards a community that helped you grow as a creator (a feeling I share, as you of all people probably know), but I see what you made so far as, in itself, a "thank you gift". What you received from the community returned to the community in the form of high quality characters.

As for your request... You said it yourself to me, a while ago.

for good character coding you need to understand the character you want to make first. Prep yourself by playing a lot of source before jumping into coding. Even tho I didn't main some of the characters I coded (Terry, Yun) I played them across the games for about a week so I could get a grasp of what were their strengths and weaknesses. I honestly like to think that understanding the characters its what sets myself apart of some of the other clones.

So I wouldn't really like to request a character you're unfamiliar with, or to put you in a position where you're stuck making a character you don't really "feel" just because we asked for it. So I have a counter-question: which characters, of the games you mentioned, are on top of your "I'd-like-to-make-it" list?

I'll put here my own personal requests, just because. I'd like a good version of Orochi (if Mizuchi from NGBC counts as Orochi) for two simple, egoistic reasons: 1) I like him and 2) I want him as the final boss for my own mugen. That's it, that's my reason. Alternatively, Gai Tendo.

Oh, and I support JtheSaltyy's suggestion of a new Sagat.


Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: porcaro on September 29, 2020, 07:50:31 PM
First of all, I really appreciate your work ; now, thanks to you, I love yun and yang (it wasn't the case cause I didn't like the twins ;)). I suggest, dictator, I appreciated the froz version but he hasn't a correct dataframe and the clns are bad. However, I 'm completely agree with jthesaltyy for Sagat, could be cool.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Akito on September 29, 2020, 07:51:58 PM
I consider Geese is a good option, because you maked a Terry, why not Geese too?

The only Geese we have is the old POTS version, or no?

Other char is good option (for me) is Adelheid. Don't have a POTS version of him, the son of Rugal.

PS: Dhalsim have the Knuckles version and Sagat have the BahamianKing version and Divine's version too (I like all).
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: PeXXeR on September 29, 2020, 07:55:55 PM
Rugal/God Rugal

Pros
CSed sprites and you are also used to the system already on how to rip from CVS2 with ease.
Very fun to play.
Badass

Why Rugal ?
This will also give you a challenge of converting/ balancing a Boss char for normal play, while you can keep the AI version of him insane.
Hes very very fun and also one of the reasons why we played so much arcade back in the day.
It was a joy to see who we would get be it akuma, rugal, god rugal etc


Vega (Claw)

Pros
CSed sprites and you are also used to the system already on how to rip from CVS2 with ease.
Fun to play and strong af.

Cons
Coding Claw would be a mess if you want to keep all of his gimmicks intact.
What I would do is just split him into two versions Masked and unmasked.
Cause it will require custom coding in other chars wich lets be fair here very few people would add that in.

Why Claw ?
Claw is awesome !
He's insane in CVS2 and is a joy to play, granted im shit with him but still he's one of the best chars in the game.
I feel you have the skill to bring him over with all of that intact.

Gief

Pros same as above.

Cons
Lots of grabs to code which are annoying.

Why Gief ?
While slow and clunky, when you smash someone's head in the floor its very fun.
He also has that cool intro with Raiden and Eagle :P
You can go ham on him even implementing that meca gief if you want to ( annoying to code)
=====================================================
=====================================================
We have talked about darkstalkers and Samsho and Kof so I wont be listing those here.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Macaulyn97 on September 29, 2020, 07:58:45 PM
The four characters I'm gonna suggest are from Darkstalkers (Vampire Savior 2):

Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: lui on September 29, 2020, 08:33:46 PM
Shion from Kof Xi would be my suggestion


He's insanely versatile with two full stances, an incredibly diverse and fun moveset (especially for a SNK Boss) and is a relatively niche pick, so it could provide some variety to your portfolio of characters.

Has fantastic animations to mess around with and ideally it would teach you a few new things code-wise.



Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ReddBrink on September 29, 2020, 08:51:58 PM
My recommendation would be asura from NGBC. An underated character much like shion that is never even looked upon as an idea. also i think i still have his CS on my PC i will need to check though. The CS was done by 2Dee4ever i believe.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: DauntlessMonk7 on September 29, 2020, 09:05:49 PM
The idea is to post in here what character you would like for me to code and explain why. Of course, I will not code a character I don't want to code, nor I'll code a character that doesn't have the necessary resources (sprites) to be made properly. In this sense, I would like to narrow down the possibilities by limiting your decision to 6 games: CvS2, CFJ, Vampire Savior 2, Samurai Shodown V Special, King of Fighters XI, and Neo Geo Battle Coliseum. I will decline some propositions in advance: Todoh, Donovan and Chang (this last one because I'm not sure there's enough sprites to give him all he needs back),

Actually, i remember seeing this one solo Chang by Falcon Rapper which used CVS style sprites by...
I want to say Dampir, but i'm not entirely sure.
But i remember the sprite sheet having most, if not all of his KOF attacks.


Dampir & FR also did Choi if you want to take a look at that sprite sheet, as well,
in case you would like to do him solo or has him as a striker for Chang like in CVS2.
I think Choi has most, if not all of his KOF attacks, too.

Now in terms of what character i could recommend you could do next...
...Nothing really springs to mind for me, honestly. I'll have to give it some thought.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: GTOAkira on September 29, 2020, 09:52:43 PM
Zangief would be amazing. He is a super fun character to play and is known to bring some of the hypest moment in fighting game. Not sure how much sprite work would be needed but it would also be pretty cool to incorporate some of his stuff from SFV. His sprite have also already be color separated. The big thing with zangief is that he kind of has 2 differents Sprite set you could use. His CFJ one or his CVS2 one.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: MCX on September 29, 2020, 10:30:48 PM
Hanzo from Samsho

Pros - Would be nice to see another take on a Samsho char in this style. He's really fun to play and has a lot of tricks, also ninjas are cool
Cons - Didn't have a CS, also I think his affects aren't HR

Mr Karate
Pros - Csed sprites, badass, a tons of moves, can borrow moves from Takuma and other Kyokujin fighters. He can have 2 modes. Would be awesome to see your take on a boss character.

Leona

She's awesome, has 2 sprite sheets that you can use, both CSed, it's on your avatar, I don't know what else to say
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: SuliOfTheNerdVaid Suli on September 30, 2020, 01:01:41 AM
Moriya Minakata from Last Blade/Neo Geo Battle Coliseum - I don't think I've see anybody convert this character in POTS style (except 2dee4ever but that was for his full game). His style and character design are dope asf too, I think you might have fun converting him.


Sie Kensou from King of Fighters XI - The Psycho team gotta be complete and I feel like you'll be able to do it, I mean Dampir has already made a CVS palette so seeing him in POTS would be amazing. The thing is he as A LOT of special moves so that might be a pain but i know you'll pull it off.
(I couldn't find a video lol)

I wish u luck my guy
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Akito on September 30, 2020, 01:13:45 AM
Moriya Minakata from Last Blade/Neo Geo Battle Coliseum - I don't think I've see anybody convert this character in POTS style (expect 2dee4ever but that was for his full game). His style and character design are dope asf too, I think you might have fun converting him.
[youtube]https://www.youtube.com/watch?v=xwN9tMKAqvA[/youtube]

Sie Kensou from King of Fighters XI - The Psycho team gotta be complete and I feel like you'll be able to do it, I mean Dampir has already made a CVS palette so seeing him in POTS would be amazing. The thing is he as A LOT of special moves so that might be a pain but i know you'll pull it off.
(I couldn't find a video lol)

I wish u luck my guy

I liked of your options man, good.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Emerie the Goat on September 30, 2020, 01:20:55 AM
I consider Geese is a good option, because you maked a Terry, why not Geese too?

I did a tiny update on him. It's on my edit thread (https://mugenguild.com/forum/topics/emeries-edits-191225.0.html).
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: NateBoi on September 30, 2020, 01:52:02 AM
Id like to make a couple suggestions.

1. Adelheid Bernstein
He is extremely fast, and quite powerful, though he isn't as strong as his father. His move all use the same effect from Rugal, and since his effects are already hi-res, you can use them for Adelheid too. Chuchoryu also did CvS Sprites of Adelheid, though im not sure how good they are.

2. Lucky Glauber
I feel Lucky would bring a lot to the table, especially since his attacks can cover quite a bit of range. He also has his spin kick move, and a fast dash that acts similar to Athena's Teleport. It would also complete the American Sports team in POTS style since Heavy D and Brian Battler have already been done in the style. Only problem like Adelheid might be a lack of a CS.

3. Kaede from Last Blade.
Kaede is awesome. He is similar to a mix of Haohmaru and Genjuro, but with a little bit of a speed boost. He is quite fast, and in the right hands can pull some devastating combos. I believe a CS has been already made for him, but i'm not sure. He only has 2 supers in the whole game, but I've seen people give him some custom supers, so you could take inspiration from them. Whichever sprite set you want to use, he would be a cool pic. If you want to use the Last Blade sprites, you could even do a mode swap between his Seirann and Seiryuu forms.


That's all really. Whatever you want to do, I won't judge
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on September 30, 2020, 02:00:40 AM
^Lucky is out of the table, he's not part of the four games I limited the choice. The other two are cool choices :)

I like how the thread is going. It seems like there's two sides of the argument; either a classic Super Turbo character (Zangief and Dhalsim seem to be on many people's wish list) or an underrated character outside of CvS2 (Shion, Gai, Moriya, Asura, Hanzo, Rikuo, etc).

I get both sides, but I think it would be better for the underrated side to reach a consensus on which character would you want to have.

On a side note, if you people end up settling on a VS2 character, it would be on the same gameplay that Jmorphman's Demitri has.

O a second side note, Ziltoid asked for a "top of your "I'd-like-to-make-it" list". The characters I'd like to make are gonna be made either way, but let's say there's a "I'm interested on this but not enough to code it by my own initiative" list. It's extensive and there's no particular order but let's see:

Spoiler: Capcom vs SNK 2 (click to see content)
Spoiler: Capcom Fightning Jam (click to see content)
Spoiler: Vampire Savior 2 (click to see content)
Spoiler: Samurai Shodown V Special (click to see content)
Spoiler: King of Fighters XI (click to see content)
Spoiler: NGBC (click to see content)

Does this mean that characters outside this list are not fair game? Nah. If you guys really want Yunfei or Gedo from SSVSP I would be up to. Others I'm already planing on converting, like Sasquatch.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Macaulyn97 on September 30, 2020, 02:08:42 AM
On a side note, if you people end up settling on a VS2 character, it would be on the same gameplay that Jmorphman's Demitri has.
I urge you to not do that. I'm not trying to tell you what to do, but it feels like such a waste. You see, one of the cool things about how you made Genjuro and Rose is that neither of them were well made in this specific style yet. Jmorphman's Demitri is too close to the original Darkstalkers, which is something we already had before, and most, if not all Darkstalkers characters already have good conversions of the original gameplay. It would be so much better if you made them in your custom CvS style, because the Darkstalkers characters suggested here and the ones you showed interest in making don't have any good version with that style. Again, this is, ultimately, only my opinion, and I don't want to feel invasive, but please, try to reconsider.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Mr.Karate JKA on September 30, 2020, 02:43:11 AM
Hi! Can i suggest Remmy, Necro or Oro from SF III?

Cheers!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: NateBoi on September 30, 2020, 02:45:00 AM
^Lucky is out of the table, he's not part of the four games I limited the choice. The other two are cool choices :)


oh my bad, I thought Lucky was in NGBC for a second. I got him confused with Mr. Big
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Lurker on September 30, 2020, 03:07:54 AM
I think that Zangief would be nice, because we don't have many good Zangiefs in mugen, he's a grappler character and we don't have many of those either + he's one of the og street fighters and I always feels weird without him on my roster.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Basara Huffman on September 30, 2020, 03:34:16 AM
More than characters in specific, I aim to Samurai Shodown and Darkstalkers chars in CvS2... and maybe last Blade should be added too, any option is fine already, since we don't see much chars from these games in that style apart of the ones made by POTS and the Morrigan resprite (and Lilith edit), so yeah, any of those options should be great
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Nep Heart on September 30, 2020, 03:35:45 AM
 Personal bias, but a Hotaru and/or Akari (I know this one is not on the list, but worth a suggestion anyway) would be nice from you.

 Hotaru's stance system is something that rarely ever gets explored, but it's really interesting as a system. Lots of combo and mix-up potential, but I think you may probably have to balance that with lower than average damage by PotS standards. Even for beginners, she's pretty convenient with her basic, yet effective tools.

 Akari, well... we kinda discussed a little on that at the server, but her summons can offer a different experience for the PotS system as well if we take some leeway and reference her Last Blade appearances and not solely NGBC. She's also pretty remarkable because of her status effects via tags, which can test your coding skills farther than usual.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Darkseid DC on September 30, 2020, 04:58:24 AM
First I would like to thank you for all the time and hard work put into your characters
My suggestion would be for a darkstalkers (vampire savior)

Jedah – 1) Very charismatic character 2) Unique movements 3) Fun gameplay 4) Would make a good boss/sub-boss such as Gill, Bison and Geese 5) Aspects of darkstalkers, CFJ and even MVCI can be incorporated if sprites allow
Rikuo – 1) Unique movements 2) Fun gameplay 3) No pots version out there 4) He is curiously attractive for a fish-man
Spoiler, click to toggle visibilty
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: AMultiverseAuthor on September 30, 2020, 05:03:51 AM
All I want is Shiki (NGBC), or Athena (NGBC)

Didn't Dampir make a CVS sprite set of SVC/NGBC Athena?
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on September 30, 2020, 06:55:42 AM

O a second side note, Ziltoid asked for a "top of your "I'd-like-to-make-it" list". The characters I'd like to make are gonna be made either way, but let's say there's a "I'm interested on this but not enough to code it by my own initiative" list. It's extensive and there's no particular order but let's see:

Spoiler: Capcom vs SNK 2 (click to see content)
Spoiler: Capcom Fightning Jam (click to see content)
Spoiler: Vampire Savior 2 (click to see content)
Spoiler: Samurai Shodown V Special (click to see content)
Spoiler: King of Fighters XI (click to see content)
Spoiler: NGBC (click to see content)

Ok, I’m gonna do a serious request now, based on the characters on your list.
Dictator would be very cool for the reasons someone mentioned above: the version we already have feels a bit incomplete and could use a rehearsal.
From the Darkstalkers side I endorse either Jedah or Zabel, for personal reasons (I.e. I find them cool), but honestly either one I would be happy with. Hell, I dream to have the whole roster someday.
From KoF XI, since you mentioned him I will repeat my request: I think Gai would be cool because I think he’s an underrated character, he was fun to play, he was from a relatively obscure game and would bring variety to the table, and mugen as a whole lacks a “mma fighter” stereotype. Alternatively, a new “true pots” version of K’ would be cool, I’m pretty dissatisfied with the current one.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Nedflandeurse on September 30, 2020, 07:18:41 AM
My suggestions would be
-Gai from Buriki one (sprite set by Dampir)
-Kisarah NGBC version (sprite set by Dampir)

just for a change.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: XANDERAC on September 30, 2020, 09:56:18 PM
I recall Dampir made a sprite set for Hanzo from Samsho, and I don't think it's been used too much. I've never seen a conversion of him in a proper cvs-inspired style, so I think that one would be nice.

I think either J. Talbain or Jedah would be my secondary choices, Talbain because I think he'd have an interesting set of moves to play around with, maybe even expand upon slightly. Otherwise Jedah but with some of his MVCI moves, which I think I heard some of those sprites were in ShinZankuro's version, unless I'm mistaken so that one seems to have a lot of potential. Also I guess if you wanted to do a Halloween release I guess one of these 2 would be pretty fitting
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: RagingRowen on September 30, 2020, 10:02:27 PM
I'm desiring both a Jedah (In the PotS-stalkers style) and a Leo from you. I'd love to see a Jedah with a deadly AI and I always saw Leo as as a nice beefy sword fighter even with his rather limited moveset.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: BurningSoul on September 30, 2020, 10:21:13 PM
I'm gonna suggest Oswald,a fighter using cards is just dope,
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: dampir on September 30, 2020, 11:03:48 PM
Quote
Didn't Dampir make a CVS sprite set of SVC/NGBC Athena?

in plans...not right now, but maybe within 2020

Quote
Hanzo from Samsho

got sprites done sometime ago, i could also do edits of whatever yu need for this one(if you decide to do so)


 
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: sabockee on October 01, 2020, 11:35:40 AM
Every single character from Darkstalkers would be a great addition to the roster. Although coding those might be pretty challenging. I would love to see Zabel or Aulbath treated with your magical touch :) And yeah.. good old Zangief would be a great choice too.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: oraora? on October 01, 2020, 02:37:30 PM
I am looking forward more to God Rugal without Ex Special moves  ;)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: JuniT on October 01, 2020, 02:57:20 PM
Personally I would like to see more Darkstalkers / Samurai Shodown characters. They need more love for the Mugen Community.

If I can make a Suggestion would be:

Devilotte by Beximus (If was possible)

Darkstalkers:

Bishamon, Q-Bee, Victor, Zabel, Hsien-ko, Rikuo, John Talbain, Phobos, Jedah

Samurai Spirits:

Nicotine, Amakusa, Ukyo, Shizumaru, Rimururu, Mina, Sogetsu,Gen-An, Kazuki, Basara

NGBC

Athena, Asura, Shiki, Cyber Woo

Fatal Fury:

Jubei Yamada (has CVS sprites, Duracelleur made a KOFish version)


Other I would like to see in future (Chars tha doesn't have CVS Sprites yet):

Tabasa/Tessa from SVC Chaos

Rasputin from World Heroes

Sokaku / Chonshu / Chonrei / Cheng from Fatal Fury


Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 01, 2020, 10:59:59 PM
^If you suggest +25 characters I can't believe you want anything particularly. Make a case for one or two, maybe three.

Zangief seems to be either the go to or the "I'm fine with" option for some people, and Vampire Savior characters got a lil bit of an uprising during this page. NeoGeo characters sadly got no consensus whatsoever.

Maybe it was too ambitious for me to generate a debate considering the time distance between posts, I just didnt want to settle this on discord because there's people that doesn't use the platform. Should I make a series of polls? There's plenty time to discuss tho, as I'll be making the character as early as late November to early 2021.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: 【MFG】gui0007 on October 01, 2020, 11:37:12 PM
Here's my recommendation.

NGBC = Moriya, Washizuka, Kisarah, Ryo (Mr. Karate II), Asura and Shiki.

CvS2 = Bison/Vega (Dictator), Rugal, Balrog/Bison (Boxer), Kyosuke and Gief.

VS2 = Bishamon, Victor, Zabel and Aulbath.

SamSho V SP = Galford, Sogetsu, Mina, Amakusa, Ukyo and Hanzo.

KOF XI = Oswald, Elisabeth, Ramon, Adel, Shion and B. Jenet.

CFJ = Jedah (and yes, will be interesting to see his version from CFJ instead from VS2), Alex, Leo, Mukuro and Urien.

And yeah KC, a series of polls is a good idea. :)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: FeLo_Llop on October 01, 2020, 11:39:58 PM
I'd say chars with CvS(or alike) sheets finished, tjat includes DS, SF, CvS and Last Blade(kinda). Also, Dampir converted plenty of other sagas' chars, so that widens the view.

If I was the one suggesting? Shiki and a good CvS converted to sprites(as Armentis and others started). Also others which appears in my topic, but just personal taste
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 01, 2020, 11:41:48 PM
^If you suggest +25 characters I can't believe you want anything particularly. Make a case for one or two, maybe three.

Here's my recommendation.

NGBC = Moriya, Washizuka, Kisarah, Ryo (Mr. Karate II), Asura and Shiki.

CvS2 = Bison/Vega (Dictator), Rugal, Balrog/Bison (Boxer), Kyosuke and Gief.

VS2 = Bishamon, Victor, Zabel and Aulbath.

SamSho V SP = Galford, Sogetsu, Mina, Amakusa, Ukyo and Hanzo.

KOF XI = Oswald, Elisabeth, Ramon, Adel, Shion and B. Jenet.

CFJ = Jedah (and yes, will be interesting to see his version from CFJ instead from VS2), Alex, Leo, Mukuro and Urien.

Impeccable comedic timing, thanks for the laugh!

Btw yeah, discussions are neat but a poll is a better idea. Or you'll get everyone suggested and we'll never settle.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: 【MFG】gui0007 on October 01, 2020, 11:47:19 PM
^If you suggest +25 characters I can't believe you want anything particularly. Make a case for one or two, maybe three.

Impeccable comedic timing, thanks for the laugh!

I ain't see that lol xD

So i'll reduce my recommendations tho.

NGBC = Moriya, Kisarah and Shiki.

CvS2 = Gief, Bison/Vega (Dictator) and Kyosuke.

VS2 = Bishamon, Zabel and Aulbath.

SamSho V SP = Galford, Sogetsu and Hanzo.

KOF XI = Oswald, Elisabeth and Ramon.

CFJ = Jedah (and yes, will be interesting to see his version from CFJ instead from VS2) Mukuro and Urien.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Vocalnoid on October 02, 2020, 12:34:57 AM
Rimururu and Goddess Athena are definitely cool and cute choices, but yeah gotta agree with gui. CFJ Jedah would be boss.

Don't know would kind of spritesheet would work best for athena though, possibly ohgakis (if given permission), some other custom sprites if someone else has made, or just a good workaround like your Genjuro.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 02, 2020, 12:43:13 AM
I had an idea you may (or may not) find interesting and challenging: I suggest you Nakoruru, but with a twist. Give her two modes: a normal/slash version with Mamahaha, and an alternate/bust version with Shikuru the wolf based on Purple Nakoruru and Rera. I know this is not technically a SSV option, but you get the idea.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: FeLo_Llop on October 02, 2020, 01:25:35 AM
Just forgot to add, my wishlist. Those from SvC(both pocket and chaos) without their sheets unconverted to CvS with a graphic conversion to CvS. That would be nice.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: lui on October 02, 2020, 02:08:25 AM
From the list you gave, Shion and Oswald all the fuggin way.

Espeically since they both have highly unique, yet distinct movesets that provide different types of playstyles in their own way.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ShiroTori on October 02, 2020, 02:37:44 AM
I had an idea you may (or may not) find interesting and challenging: I suggest you Nakoruru, but with a twist. Give her two modes: a normal/slash version with Mamahaha, and an alternate/bust version with Shikuru the wolf based on Purple Nakoruru and Rera. I know this is not technically a SSV option, but you get the idea.

Man this would be so cool, I thought about suggesting it but I couldn't think of a better explanation than "I like her and she's fun to use". Unfortunately, I dunno if it would be feasible with the CvS sprites without someone doing some new ones of Nako on Shikuru's back.

On top of that, I'd love to see you tackle making a Dan Hibiki Karma. I love me some Dan the Man and he could use a more up to date version with proper sprites (PotS' version uses those blown up ones). I'm curious to see how you'd approach making a definitive version of a joke character too.

And if not those, I second the idea of you tackling either Hibiki Takane, Jedah, or Gai Tendo.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Macaulyn97 on October 02, 2020, 05:27:32 AM
There's plenty time to discuss tho, as I'll be making the character as early as late November to early 2021.
Which means there is plenty of time for me to try and convince you to not make a Darkstalkers character Jmorphman style if you make one of them.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: K4thos on October 02, 2020, 09:50:33 AM
There's plenty time to discuss tho, as I'll be making the character as early as late November to early 2021.
Which means there is plenty of time for me to try and convince you to not make a Darkstalkers character Jmorphman style if you make one of them.
you know that you are very likely a minority here with this opinion, right? Demitri like style is definetly something that I would like to see if the chosen character was from Darkstalkers.

As for the character I'd prefer, dunno, I will gladly eat whatever Karma serves. But if I had to choose it would definately be someone from Samurai Shodown. No prefferences, everyone there is damn cool. Nakoruru already has perfectly fine pots style conversion though (by pots himself), so that's the only character from SS I wouldn't be thrilled to get. If it's going to be Mina I'd prefer her clothed appearance.

edit: since I don't really have a preference who I'd like, I definatly have the opposite one. Please not yet another version of pots dictator, gief or sagat (or anyone from sf2 really). (And I know this is a minority opinion too :P)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: TheHateThatHateMade on October 02, 2020, 11:16:28 AM
I have one character in mind.

Yoshitora Tokugawa, the main protagonist from Samurai Showdown V.
Unlike a lot of choices he hasn't been converted mpultiple times or has a stand out version in mugen.
He's a great all-round character as far as play style with a stand out look.
I think since he isn't a typical pick. Him being created would be more unique.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 02, 2020, 11:20:19 AM
Man this would be so cool, I thought about suggesting it but I couldn't think of a better explanation than "I like her and she's fun to use". Unfortunately, I dunno if it would be feasible with the CvS sprites without someone doing some new ones of Nako on Shikuru's back.

Man, you're right, I didn't think this through. One "soultion" could be disregarding her mounting moves and only give her some Galford-esque assist attacks, but yeah... Wouldn't be as cool, maybe.

edit: since I don't really have a preference who I'd like, I definatly have the opposite one. Please not yet another version of pots dictator, gief or sagat (or anyone from sf2 really). (And I know this is a minority opinion too :P)

I kinda understand you. One side of me has the "collector mentality" and I'd rather want a never-before-seen character in PotS style instead of another version of what there's already available. On the other hand, a side of me has a "uniformity mentality" that makes me want less characters but with similar styles, and since some "core SF characters" such as Dictator, Zangief and Sagat aren't on par with some other characters, I'd like them to be remade properly. Right now, my "uniformity side" has a stronger voice.

That's also why I'd prefer to have a DS character made like Jmorphman's Demitri (on that we agree).
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: PRØJECT.13 on October 02, 2020, 11:49:51 AM
Got a big bias for Oswald, Adelheid, Shen and Jedah on the list, with honorable mentions to K' and Moriya. I feel like these characters would definitely thrive in the P.o.t.S style.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: SolidZone 26 on October 02, 2020, 12:51:28 PM
edit: since I don't really have a preference who I'd like, I definatly have the opposite one. Please not yet another version of pots dictator, gief or sagat (or anyone from sf2 really). (And I know this is a minority opinion too :P)
I actually second this. I've been giving it some thought for the past two days thinking what character I want in mind (Which is why I haven't replied until now), but I can't think of anyone in mind and the characters I main have already been done by someone else. Instead, I've come to a conclusion that I personally rather not have someone that exists in the PotS style already. So I'm part of the minority as well...

If Karma does make another existing character like Iori and Terry, I like to see him do an EX version like he did with those two to add variety.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: K4thos on October 02, 2020, 03:26:21 PM
On the other hand, a side of me has a "uniformity mentality" that makes me want less characters but with similar styles, and since some "core SF characters" such as Dictator, Zangief and Sagat aren't on par with some other characters, I'd like them to be remade properly. Right now, my "uniformity side" has a stronger voice.

I consider current iteration of those characters to be very good, if not great (dictator made by pots himself, with various cosmetic updates by other authors, gief by Knuckles, Sagat by DivineWolf). They are among better characters made in this style, imo (if we consider max mode characters part of the same family). I'm pretty sure Karma's version would replace each of them in my roster, if she would make them, but it's hard for me to feel excited for something that would replace stuff that I already like.

Imagine hypothetical time line in which Karma released Ryu and Ken duo instead of Yun and Yang. What a thrill ;)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: PeXXeR on October 02, 2020, 04:14:50 PM
at this point if I was Karma I would just plop a couple of chars that I have interest in  making and just let people vote.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 02, 2020, 04:27:11 PM
^I might pick up the four most requested characters from each of the 6 games and make a poll with them and 3-4 votes for each person.
On the other hand, a side of me has a "uniformity mentality" that makes me want less characters but with similar styles, and since some "core SF characters" such as Dictator, Zangief and Sagat aren't on par with some other characters, I'd like them to be remade properly. Right now, my "uniformity side" has a stronger voice.

I consider current iteration of those characters to be very good, if not great (dictator made by pots himself, with various cosmetic updates by other authors, gief by Knuckles, Sagat by DivineWolf). They are among better characters made in this style, imo (if we consider max mode characters part of the same family). I'm pretty sure Karma's version would replace each of them in my roster, if she would make them, but it's hard for me to feel excited for something that would replace stuff that I already like.
I don't think Knuckles made a Zangief tho.

It's actually cool to see people not addressing me only and also addressing other's suggestions as it gives me a picture of what you guys don't want.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Akito on October 02, 2020, 04:58:47 PM
BahamianKing maded a Zangief POTS, I like him.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: sabockee on October 02, 2020, 05:32:18 PM
Imagine hypothetical time line in which Karma released Ryu
Great idea! Now I want to see Karma's take on Ryu :)

And that Zangief from Varo/Bahamian was meh.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Emerie the Goat on October 02, 2020, 07:58:21 PM
I'm on planning on updating Ryu from PotS but SOO many did it already.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 02, 2020, 08:17:10 PM
I'm on planning on updating Ryu from PotS but SOO many did it already.

Yeah, remaking Ryu? What a dumb idea, hahaha... whistles nervously

Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 02, 2020, 08:49:24 PM
There's no need to vote for Ryu because ever since Terry my idea was to make Ryu for my tenth character (the one being decided in this thread is the 9th). I want him to be my magnum opus.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Retro Respecter on October 03, 2020, 12:28:14 AM
Have you tried Kaede from The Last Blade?
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 03, 2020, 12:35:08 AM
Have you tried Kaede from The Last Blade?
I did, you wouldn't imagine how good my Kaede is.

It's actually pretty bad compared to my Kagami.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Retro Respecter on October 03, 2020, 12:43:15 AM
Ouch! Sorry about that. What about...
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 03, 2020, 12:49:57 AM
^3 of the characters from the list arent actually part of the 6 games I listed ;(

I made a poll for you people to vote. 3 votes for everyone yay.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ReddBrink on October 03, 2020, 01:50:35 AM
My votes go to zangief, Victor & Zabel but personally it's Zabel all the way.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Yagoshi300 on October 03, 2020, 01:59:04 AM
My vote goes to the team Last Blade (Kaede, Moriya and Akari)

Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: jenngra505 on October 03, 2020, 02:41:13 AM
I voted Dhalsim, Zangief, and Jedah.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Trololo on October 03, 2020, 03:15:45 AM
Rugal, Oswald and Shiki.
Emphasis in the second one: we need an epic bald card guy.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: carlosspeed on October 03, 2020, 03:22:29 AM
Rugal, Bishamon and Q-Bee.
I don't recall we ever have a good Q-Bee in Mugen so might as well.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: K4thos on October 03, 2020, 03:53:10 AM
voted Mina, Gai, Moriya
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ShiroTori on October 03, 2020, 04:04:07 AM
DANG IT, I should have read the post first. I saw the poll first and assumed I had two choices like CotM.

I voted for Hibiki and Gai, can I throw Jedah a gimme?
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: PeXXeR on October 03, 2020, 04:04:21 AM
Rugal, Oswald and Shiki.
Emphasis in the second one: we need an epic bald card guy.

same
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: NateBoi on October 03, 2020, 04:58:23 AM
Oswald would be really cool. I also think Adelheid would be awesome
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Eric The Nihilist on October 03, 2020, 05:52:49 AM
Voted Adel, Shion, and Oswald.

just cause I love KOF XI
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Knuckles8864 on October 03, 2020, 05:56:00 AM
I don't think Knuckles made a Zangief tho.

It's actually cool to see people not addressing me only and also addressing other's suggestions as it gives me a picture of what you guys don't want.

I can confirm that I never made Zangief. The only wrestler I've done is Raiden.

Anyways, I voted for him, Oswald and Jedah (although I would like to do him myself, but I'm sure you can do way better than I can.).
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 03, 2020, 07:42:18 AM
Voted for the bald card guy, the half naked mma guy, and the devil bloody guy.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: PRØJECT.13 on October 03, 2020, 09:17:31 AM
Oswald, Jedah and Adel were my picks. So excited for the end result lol
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: YugaCurry on October 03, 2020, 10:54:08 AM
Jedah, Leo and Gai
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: BurningSoul on October 03, 2020, 12:55:40 PM
Voted for Kenji,Oswald Kaede
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Nedflandeurse on October 03, 2020, 01:18:00 PM
Basically, I voted SNK characters ^^

Adel - Would be great in this style !
Gai - We need a fast grappler/striker from SNK side
Shiki - really badass female character from Sam Sho...
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Kamui_Kanjai on October 03, 2020, 02:33:19 PM
I would have liked to see Galford with Pots gameplay, but in the end Kaede or Moriya can fit him well with that style of gameplay.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: oraora? on October 03, 2020, 03:46:35 PM
I voted Rugal, Zangief and Bishamon (I wonder if Rugal has his God Mode included as well as Bishamon having his Oboro mode?)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: RagingRowen on October 03, 2020, 03:51:16 PM
Voted Jedah, Leo and Kaede.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 03, 2020, 04:04:28 PM
I voted Rugal, Zangief and Bishamon (I wonder if Rugal has his God Mode included as well as Bishamon having his Oboro mode?)
Yeah alt modes are included if sprites are available.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ComboAssassin20 on October 03, 2020, 05:10:12 PM
they say Shion is a guy, more of a chick to me!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: 【MFG】gui0007 on October 03, 2020, 05:16:36 PM
Voted Zabel, Jedah and Shiki.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: AVPboy on October 03, 2020, 07:34:54 PM
Gai Tendo, all the way through, hehe
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Noside on October 03, 2020, 07:37:20 PM
Shion, Ukyo and Shiki.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: XANDERAC on October 03, 2020, 08:15:04 PM
voted Jedah, Q-Bee and Shiki
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Akito on October 03, 2020, 08:20:50 PM
Adel, Gai and Kaede.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Vocalnoid on October 03, 2020, 09:51:26 PM
Voted just Rimururu. Big mistake? I think not :V
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: SolidZone 26 on October 04, 2020, 03:00:25 AM
I think I'll choose Leo, Bishamon and Kaede. I don't main any of them, but I'm a stinger towards swordsman characters. If I choose one I want the most, I'll have to be Kaede as he's the main protagonist of Last Blade series.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Rness on October 04, 2020, 04:01:16 AM
voted Mina Majikina, I want to see Viofitz cvs spriteset in action.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Nep Heart on October 04, 2020, 04:04:16 AM
 Voted Akari, Hibiki and Jedah. I'm especially insistent on Akari (and Hotaru) in particular. :P
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: GreenZed on October 04, 2020, 06:54:51 AM
Personally, I am really looking forward for Iori update.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 12, 2020, 03:01:51 AM
Personally, I am really looking forward for Iori update.

I am looking forward to updating Iori too!! While I think he's very solid for my third character, there's a lot of issues that went unnoticed on development and some bugs that are due to my limited coding experience. There's also issues related to me being a bit tired of Iori at the end of the developing cycle, which lead to throw away some interesting things I had planned to do with him in the first place.

He's being updated with Blanka and Rose after I finish with Haohmaru and Genjuro, expect him to drop late December hopefully with the release of the character being decided by the poll going on.

This being said, now that things settled down and we only have to wait for the results (which by the way even I can't see the results), I'd like to talk about what's coming up on the incoming months. As expected, picking up teaching hours lead up to me having a rather limited time, which probably will slow down the monthly releases I've been dropping. I'm still consistently working on some projects, tho:

Haohmaru and Genjuro update
https://streamable.com/fo1z5c
(Here are Haohmaru's normals done (still missing FXs, damages were adjusted after the video), while also flexing sabockee's AMAZING new rasetsu stance)

I'm making Haohmaru! The movelist will be very similar to Chazzanova's, tho recoded to match accurate CvS2 data. The major change will be on Issen, something that will be also reflected on my Genjuro. The decision is not 100% final but I think I'll implement SSVSP Rage Explosion as a lvl 3 on all of my CvSesque SamSho characters. The idea is simple, 3 meter combo breaker that leaves both you and your opponent in neutral and installs Rage. You are also able to perform Issen, a move that will still do damage depending on low your lifebar is. I might make it so you can't charge the powerbar after using Rage Explosion in any means, reflecting how you break the rage bar on SSVSP after exploding.

The idea behind this is to facilitate the designing of a level 3 for SamSho characters that have hard to adapt "ultimate" moves like Genjuro (I COULD make a hit command grab for his fatality (https://youtu.be/ZKj61x5Syzs?t=294)) or Rasetsumaru (his fatality is impossible to adapt because he rips he heart of the chest of the opponent). I'm still not sure if I'll give Genjuro an unique level 3 and make it so Rage Explosion level 3 is available only on Bust/Rasetsu modes, or if I'll give the Rage Explosion option to all the SamSho characters no matter if they have another level 3 or not.

As hinted, while revamping Genj I'm also adding Bust Mode to his arsenal, based off SS3. It's been a little bit hard to give him a solid identity considering SSV merging took away from Bust the most unique difference (bouncing card), but my plan is to also give him things from regular Genj that haven't made into the normal mode arsenal, like his slow unblockable from SvC:C or his super from Sen.

Last, I doubt these two will be my only SamSho characters converted in this style. Let's say VioFitz's Mina is haunting my dreams.

Ash Crimson
You might have know it already, either for figuring it out from FeLo's post or because you are part of MFG Discord server, but I'm adapting Ash Crimson to Jmorphman's gameplay!

https://streamable.com/g96eaz

Frame data and hitboxes were designed by studying and comparing both CvS2 and XIII Iori. His progress is slower compared to my other works in progress because he is still being sprited. His identity as a character will be signed by his versatility, with natural amazing zoning (he's french Guile afterall!) but also good juggle potential, powerful corner game, and dangerous Sans Culotte combos. As a tradeoff, his damage will be rather low, and his comboing will rely a lot on having Sans Culotte to do damage.

I'm very pleased with the direction of this project, I hope you guys are hyped too.

That's it for today. The results of the poll are surprisingly close, with 4 contenders going head to head and a fifth option not falling far behind. I hope the result pleases everyone, tho ;D
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: vyn on October 12, 2020, 03:36:38 AM
Color me excited for Ash. Very much so.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: GTOAkira on October 12, 2020, 07:49:58 AM
Really cool to see that new rasetsumaru standing animation in action
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 12, 2020, 10:47:23 AM
Ash Crimson
You might have know it already, either for figuring it out from FeLo's post or because you are part of MFG Discord server, but I'm adapting Ash Crimson to Jmorphman's gameplay!

For a second I thought Ash was the poll winner and was very confused. I'm not exactly an Ash fan, but if it's you making him, I'll still play him!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: K4thos on October 12, 2020, 11:09:27 AM
KarmaCharmeleon said:
I hope you guys are hyped too.
:flipout: I am.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 25, 2020, 12:17:42 PM
Progress on Haohmaru has been slow but steady. I'm very proud of the quality I'm reaching with him.

https://streamable.com/lw645o

All of his specials (not EX specials) and basic supers are done. Right now I'm working on Rage Explosion, a combo breaker level 3 that installs Rage. Rage buffs both your attack and your defense, and allows you to perform any Super for free (which will reset the bar). Issen is also accessible while raged, working pretty much like with my Genjuro. Once the rage buff is gone, you can't build meter for the rest of the round/match (not set on this one).,

You can check the supers and Ikari Bakuhatsu here:

https://streamable.com/qfql7b

I'm not sure if this will be on Haohmaru and Genjuro normal mode, or if its going to be relegated to be the only lvl 3 of Rasetsu/Bust modes.

You can make palettes for Haoh with Chazzanova's Template, as I kept the indexes to preserve the already made palettes:

(https://i.imgur.com/1w3jPLv.png)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on October 25, 2020, 12:57:08 PM
I'm not sure if this will be on Haohmaru and Genjuro normal mode, or if its going to be relegated to be the only lvl 3 of Rasetsu/Bust modes.

If you're talking about the Ikari Bakuhatsu, I'd say to give it to the normal modes also.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Shadic12 on October 25, 2020, 03:19:09 PM
@KarmaCharmeleon wanted to make sure you received my response to your message yesterday. If you did reply via PM
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: sabockee on October 27, 2020, 12:31:51 AM
(https://i.imgur.com/PnM2Wed.png)(https://i.imgur.com/yjuqM8O.png)(https://i.imgur.com/JyqhBcE.png)(https://i.imgur.com/79wgUqB.png)(https://i.imgur.com/WwTCwyy.png)(https://i.imgur.com/ROiSE1L.png)

(https://i.imgur.com/7oKVh9F.png)(https://i.imgur.com/1DrWIuA.png)(https://i.imgur.com/aQt3s4X.png)(https://i.imgur.com/onsauku.png)(https://i.imgur.com/3K5SBF7.png)(https://i.imgur.com/AyzG8ur.png)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: vyn on October 27, 2020, 02:15:14 AM
(https://i.imgur.com/PnM2Wed.png)(https://i.imgur.com/yjuqM8O.png)(https://i.imgur.com/JyqhBcE.png)(https://i.imgur.com/79wgUqB.png)(https://i.imgur.com/WwTCwyy.png)(https://i.imgur.com/ROiSE1L.png)

(https://i.imgur.com/7oKVh9F.png)(https://i.imgur.com/1DrWIuA.png)(https://i.imgur.com/aQt3s4X.png)(https://i.imgur.com/onsauku.png)(https://i.imgur.com/3K5SBF7.png)(https://i.imgur.com/AyzG8ur.png)

lovely
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: SOLIDUS SNAKE on October 27, 2020, 02:30:59 AM
Wow semxy man, I love them.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 27, 2020, 09:24:31 PM
(https://i.imgur.com/PnM2Wed.png)(https://i.imgur.com/yjuqM8O.png)(https://i.imgur.com/JyqhBcE.png)(https://i.imgur.com/79wgUqB.png)(https://i.imgur.com/WwTCwyy.png)(https://i.imgur.com/ROiSE1L.png)

(https://i.imgur.com/7oKVh9F.png)(https://i.imgur.com/1DrWIuA.png)(https://i.imgur.com/aQt3s4X.png)(https://i.imgur.com/onsauku.png)(https://i.imgur.com/3K5SBF7.png)(https://i.imgur.com/AyzG8ur.png)

Those are simple too good, holy shit.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Nedflandeurse on October 27, 2020, 09:30:14 PM
Masterpiece Sabockee!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: sabockee on October 27, 2020, 10:48:20 PM
You're too kind, guys!
I've noticed that Kage palatte needs small update.
The scabbard (?) blended together with Haoh's gi.
Here's the fix:
(https://i.imgur.com/4PzsV5L.png)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on October 30, 2020, 11:36:55 PM
Thanks for the fix!! I would like to try to guess the references:

(https://i.imgur.com/PnM2Wed.png)
Kage
(https://i.imgur.com/yjuqM8O.png)(https://i.imgur.com/JyqhBcE.png)
Oni and Evil Shrek
nvm those are Rasetsumaru's alts from SSVSP!!!
(https://i.imgur.com/79wgUqB.png)
Dunno
(https://i.imgur.com/WwTCwyy.png)
Errrr Half-Shaded Shiki?
(https://i.imgur.com/ROiSE1L.png)
Asura Shin Rasetsumaru?

(https://i.imgur.com/7oKVh9F.png)
(https://i.imgur.com/1DrWIuA.png)
These look custom.

(https://i.imgur.com/aQt3s4X.png)
(https://i.imgur.com/onsauku.png)
These look based off his classic alt colors.

(https://i.imgur.com/3K5SBF7.png)
(https://i.imgur.com/AyzG8ur.png)
First one I don't know but second one seems to be based off his tan look on Warriors Rage?



On another note, today I've finished absolutely everything from Haohmaru's Normal Mode.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: sabockee on October 31, 2020, 02:45:04 PM
Kage, RasAlt1, RasAlt2, Toxic, Spectral, Furious, Tranquil, CursedBlade, HaohAlt1, HaohAlt2, CottonCandy, WarriorsRage :thumbsup:
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: JtheSaltyy on October 31, 2020, 10:09:49 PM
Here are some pals I made


Haohmaru
(https://i.imgur.com/Ft2CzxS.png) (https://i.imgur.com/JiChWQy.png) (https://i.imgur.com/2vwv0dh.png) (https://i.imgur.com/FVDMjht.png) (https://i.imgur.com/D9zCnTG.png) (https://i.imgur.com/t5y7zlU.png)

Rasetsumaru
(https://i.imgur.com/iOiJAgZ.png) (https://i.imgur.com/3o9ibXh.png) (https://i.imgur.com/R4UvLul.png) (https://i.imgur.com/hhEzJa8.png) (https://i.imgur.com/NJdnPfU.png) (https://i.imgur.com/yvIMlz1.png)

I hope you like them.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on November 03, 2020, 12:01:15 AM
^Thanks a lot Saltyy <3

By a very small edge, Jedah won over Shiki!

(https://www.fightersgeneration.com/characters2/jedah-craz.gif)
(https://www.fightersgeneration.com/characters3/shiki-ee5.gif)
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Macaulyn97 on November 03, 2020, 12:28:24 AM
Karma, please hear my plight, don't make your Darkstalkers chars like Jmorphman's Demitri. I don't mean to tell you what to do, it is your creation, but think about it this way: Jmorphman's style is a slightly custom version of regular Darkstalkers, and, specially in Jedah's case, we already have one of those. Your custom CvS style is something that most Darkstalkers characters don't have, so it would be better if you stuck to that style to make those characters, because you'd bring something new.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: ShiroTori on November 03, 2020, 12:49:32 AM
Let it go man. Karma already decided on the matter.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: SolidZone 26 on November 03, 2020, 10:18:37 AM
Jedah? Nice! Even though it's not the characters I voted for, I really never cared who the character was as long as it's someone that hasn't been done in the style already.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Evergarden on November 03, 2020, 02:46:42 PM
Shiki should've deserve more love. Oh well. Maybe next time.
But still, Jedah is a good choice.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: EgyLynx on November 03, 2020, 07:06:14 PM
Zankief, isnt that usually? Jedah?
Sorry :(  to not time to vote...
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Terry McJarrow on November 04, 2020, 03:03:47 AM
Since Jedah won the poll, this may actually end up being one of the most wanted character to have POTS gameplay on my list. Do what you gotta do, Karma.
This would be discussed more in terms of his AI, but i am happy as hell that he's being worked on.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: FeLo_Llop on November 04, 2020, 09:35:20 AM
Jedah is an awesome choice, people! And I'm pretty sureKC will do his magic as always!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Ziltoid on November 04, 2020, 11:50:08 AM
Yay! Can't wait to see what you'll do with Jedah!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Vocalnoid on November 05, 2020, 01:36:01 AM
^Thanks a lot Saltyy <3

By a very small edge, Jedah won over Shiki!

(https://www.fightersgeneration.com/characters2/jedah-craz.gif)
(https://www.fightersgeneration.com/characters3/shiki-ee5.gif)


Nice Samurai Jack reference :P

Finally, a decent POTS-Stalkers Jedah by my main man Karma (sowee Varo). Can't wait!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Knuckles8864 on November 05, 2020, 05:11:36 AM
By a very small edge, Jedah won over Shiki!

(https://www.fightersgeneration.com/characters2/jedah-craz.gif)
(https://www.fightersgeneration.com/characters3/shiki-ee5.gif)


"Before the final vote was struck, I tore open a portal in time, and flung Shiki to the future, where my victory was assured!"
"Now, the girl seeks to return to the past, and undo the future that is Jedah!"

In all seriousness, I'm excited to see what you bring to the table with Jedah!
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on November 08, 2020, 04:42:08 PM
Heyo. I've been working a lot on Rasetsumaru as of late. I finished the skeleton of all of his specials this dawn. I'll make the visual fine tuning once I get quality sound rips from SSVSP, but I wanted to give you people a sneak pick of how he plays.

While Haohmaru is an honest samurai that requires precise positioning to poke and whiff punish, Rasetsumaru is an aggressive demon that thrives for the opportunity of getting in and doing short but dangerous combos. In exchange, his mixup potential is rather weak due to the absence of comboable overheads, and his anti-air options are very limited and unsafe.

Rasetsumaru has a nice set of interactions whiting his specials. After connecting a cancelable normal, he has four different combo paths:

1) Gou Ha Path: the chad damaging meterless combo.
(https://i.ibb.co/6YQwpLp/Shoulder.png)
Just like in source, Shoulder is the cornerstone of Rasetsumaru's offense. On block, Light is -3, Medium is -4, and Strong is -5. At max range, all of them are safe (at some distances they're even plus). On hit, you can juggle after to sneak a Fierce Slash for a good chunk of damage but short knock down time.

2) Nagi Yaiba Path: the virgin middle meterless combo.
(https://ibb.co/GFGNzZW)
This is might be the most inefficient follow up, but can be useful on block if guess a response from the opponent. If you try to special cancel from crouching forward the pushback will probably make it whiff. The knock down time is 91 frames, nice but not good enough.

3) Senpuu Ha Path: the thad baby meterless combo.
(https://i.ibb.co/K0N3jzD/Pocket-Sands.png)
Pocket Sand makes a comeback as a 3 hit projectile with a rather nice hitbox. The move itself is very unsafe, as its -12 on block, and you can only combo into the Light variant. The damage is really low but the knock down time is just what you need. While the damage on shoulder path is way higher, your oki options are limited to 16 brief frames. Meanwhile, this path gives you 106 frames of knock down to do whatever you want. This is when Shitatari hits the playing field. Shitatari is a self cut move where you lose 20% of your maximum life in exchange of an entire stock of meter. The animation its freaking 96 frames long, making it virtually suicide when used in neutral. However, you can safely cut yourself after Senpuu Ha because of the long knock down time. Why would you need the meter? Well...

4) EX Senpuu Ha Path: the lad meter combo that fucks you over.
(https://i.ibb.co/Qj5N8tH/EX-Pocket-Sands.png)
Rasetsumaru made his first official appearance on SSV, but his spirit lived since SSIII in the form of Haohmaru's Bust/Rasetsu moveset. In this game, Pocket Sand is an incredible special: its very quick, its an overhead, it doesn't knock down, and its plus on hit. This leads to an infamous infinite loop that makes Bust Haohmaru the best character in the game.
EX Senpuu Ha pays homage to Rasetsu's SSIII tyranny by being a +10 on hit/block that doesn't knock down. This means that after hitting EX Pocket Sands you are virtually free to do whatever you want. You can confirm a super cancelable normal, you can shoulder for a damaging combo, and depending on the pushback distance, you can even confirm a special cancel for a second round of EX Pocket Sands. This makes Rasetsumaru a genuine threat when he as meter, which makes the less damage path an important option to have in mind.

Playing Rasetsumaru will require good footsies to whiff punish properly, and quick reads on the game state to determine what is the most efficient way to combo. This will make him a fun to play hard to master character :)

I might make an in deep guide on Rasetsumaru close to the release, and might aswel do it for my other characters.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: zahikel on November 08, 2020, 05:48:16 PM
You are so good  at teasing your char
I can t wait
But take your Time and have a nice day
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: oraora? on November 15, 2020, 04:59:39 AM
I can imagine your Jedah having two modes base from Vampire Savior series and Marvel vs. Capcom Infinite(since there are edits sprites for him)  :truestory:
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on November 15, 2020, 02:32:46 PM
https://streamable.com/1ku20v
I'm close to finishing this guy. Showing his WFT + a short short BnB involving it.
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: KarmaCharmeleon on November 30, 2020, 03:23:27 PM
Okay, now that I'm done with Haohmaru the natural follow up would be to finally start updating Genjuro. However, since Jedah is supposed to be a way for me to say thank you to the community, I was thinking on gifting him on a Christmas release. This would only leave me 25 days. I don't enjoy deadlines, so I can't promise anything, but I think its doable.

My idea is to please everyone with this one and add an option on the config file to change from VS accurate to  POTS CvSesque gameplay (yes, with Power Charge and dodge). This would not be a mere on/off toggle for the mechanics; Morrigan CvS2 velocities are differenr to VS ones, so I'll have to study deeply how to convert Jedah properly. It will be a challenge, and I'm up to it.

Today I'll start assembling the .sff with CFJ sprites. I'll also check VS for any missing anim
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: zahikel on December 02, 2020, 01:59:58 PM
Take your Time
It is sure that It will be a Good present for christmas
But just sharing your (excellent) char and playing with them is a real pleasure
So thank you dont rush enjoy the present
And once again thank you
Title: Re: KarmaCharmeleon's WIP thread: Updates and more?
Post by: Darkseid DC on December 04, 2020, 04:39:24 AM
Can’t wait for Jedah, definitely already one of the most awaited christmas gifts for me!
Thanks for sharing your great characters with us, always demonstrating quality and passion in them
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 09, 2021, 04:20:36 AM
Hey people, I've been working on Ash as of late. Could you guys help me out with some Palettes?

Palette Template
(https://i.imgur.com/aLShtvM.png)

CvS2
(https://i.imgur.com/lS6YTjN.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 09, 2021, 04:46:36 AM
Oh my god that's gorgeous. Love Ash. <3

I'll try and come up with something.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 09, 2021, 05:06:44 AM
Attempted a palette based on Remy. Lil' rough but, I think it's decent? What do you guys think?

(https://i.imgur.com/gAC1EvQ.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Kamui_Kanjai on January 09, 2021, 06:11:40 AM
(https://cdn.discordapp.com/attachments/313031182621081601/797331486352736286/1-AshIori.png)

Well, here is Iori Yagami
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: EveryonesKouhai on January 09, 2021, 06:33:44 AM
(https://imgur.com/OS6y7wp.png)
thought i'd throw my hat in the ring, here's saiki, based on his artwork, cause his sprite is more white colored focused than his artwork
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 09, 2021, 11:08:44 AM
The three of these palettes look amazing! Thanks a lot guys.

I'll leave a small clip showing Ash specials :)
https://streamable.com/ueb2s5
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: CozySquirtle on January 09, 2021, 01:35:46 PM
(https://i.imgur.com/Plcs3PH.png)
(https://i.imgur.com/vXyySbY.png)

- KOFXIII
- Dark Ash KOFXIII
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Nedflandeurse on January 09, 2021, 01:42:31 PM
Heavily based on 087-b's Remy.

I did some purple themed one.
(https://i.imgur.com/urRjmuf.png)

I'm not the biggest fan of Ash, as a French, I feel he's nothing like a french character.
But the result of what you do is great!!
And I like to support good projects like yours.

Thanks for the video, it looks pretty good right now.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: RagingRowen on January 09, 2021, 01:46:01 PM
Nice to hear about Ash, but is Jedah okay? I'm surprised nobody's asked that yet. You haven't mentioned anything on him since the holidays and I'm hyped for him aswell as this lad.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 09, 2021, 03:19:28 PM
Those are some nice palettes.
(https://i.imgur.com/Plcs3PH.png)
(https://i.imgur.com/vXyySbY.png)
The glow on the Dark Ash one looks amazing!

(https://i.imgur.com/urRjmuf.png)
Loved the harmony of the colors, good job Ned.

Nice to hear about Ash, but is Jedah okay? I'm surprised nobody's asked that yet. You haven't mentioned anything on him since the holidays and I'm hyped for him aswell as this lad.
He's on hold atm. December was extremely busy, but I've managed to assemble the whole .sff and most of the .air file. He is tricky and he has a lot of things going on. Not sure when I'll resume progress on him.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 09, 2021, 06:57:50 PM
(https://i.imgur.com/OVikTGi.png)

Attempted to do a pal based on One Piece's Sanji... didn't come out quite right but I thought it still looked nice.

Doing the fire was annoying, though. So I mainly went and pulled the fire colors from another char I have downloaded and modified accordingly lol
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: JtheSaltyy on January 10, 2021, 01:31:46 AM
regular ash
(https://i.imgur.com/pdEoo6s.png)
(https://i.imgur.com/dqUrt1j.png)
(https://i.imgur.com/3CvBbFh.png)
(https://i.imgur.com/3gQk38D.png)
(https://i.imgur.com/sYRDNjd.png)
(https://i.imgur.com/7n4KmLF.png)
dark ash
(https://i.imgur.com/fcf3S7y.png)
(https://i.imgur.com/81Dwn4Z.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: sabockee on January 10, 2021, 03:46:13 PM
(https://i.imgur.com/XFzZ85O.png)(https://i.imgur.com/orsVcy6.png)(https://i.imgur.com/5Bz6Jc2.png)(https://i.imgur.com/fRX6xS3.png)(https://i.imgur.com/YvG2QyD.png)(https://i.imgur.com/wParKro.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 10, 2021, 05:04:39 PM
Those are some insane palettes from all of you guys!! Thanks a lot. I'm getting Shego (Kim Possible) vibes from the last one!!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 10, 2021, 05:09:12 PM
God I love all these palettes. I need to start coming up with a few custom ones. I have some ideas in mind for a few more at least haha.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: sabockee on January 10, 2021, 08:46:24 PM
(https://i.imgur.com/viTfw8H.png)(https://i.imgur.com/hY9HZIT.png)(https://i.imgur.com/eSh7vY7.png)(https://i.imgur.com/FLXY9uQ.png)(https://i.imgur.com/PkeuUsf.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: CozySquirtle on January 10, 2021, 10:28:32 PM
(https://i.imgur.com/769U5Xj.png)

- Dark Ash (FX updated)

Speaking of Dark Ash, I don't suppose you'll include him in your Ash as a 2-in-1 character? Just wondering out of curiosity.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: GTOAkira on January 10, 2021, 11:33:19 PM
Sabockee you are easily my favorite palletes maker. I love your color usage and how you're able to make the character pop out. Great job!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: NateBoi on January 10, 2021, 11:43:32 PM
my attempt on the default Ash look. instead of a black, I went for a more darker red

(https://i.imgur.com/Mh1GlsC.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Nedflandeurse on January 11, 2021, 01:02:17 AM
Wow! all of you guys are very talented.
I might try one more later... I'm a bit slow when working "from scratch"
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: extravagant on January 11, 2021, 11:31:14 AM
Ash looks good. Is the Felo's spritesheet? Those look really good. You can use Vans' KOFXI hitbox viewer to datamine info!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 11, 2021, 11:42:56 AM
Wow! all of you guys are very talented.
I must say I agree!! These colors look soooo goood. Thanks, guys.

Ash looks good. Is the Felo's spritesheet? Those look really good. You can use Vans' KOFXI hitbox viewer to datamine info!

It is FeLo's spritesheet. I'm waaaaaaay ahead of you. Since day 1 I'm using Vans dataminer to compare data from XI Kyo and XI Ash to CvS2 Kyo in order to get "CvS2 velocities" for Ash. Same with windows (tho I design them by comparing data to Iori particularly). You would not imagine how many data values Ash and Kyo share.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: extravagant on January 11, 2021, 07:20:06 PM
may I ask where you got the Ash spritesheet? I never saw the release. Was it private release? Cuz I made a CvS2 Ash like 10 years ago, and I would love to update him sometime too! Lol

Kyo is literally my main char in CvS2. I've been using him to clutch many epic fights, beating A-groove fighters and top tier C-Sagat guys. I am literally surprised that Ash and Kyo share velocities. That's very interesting. In what ways? Anyways, looking forward to this release!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 11, 2021, 07:35:33 PM
(https://i.imgur.com/p5Fr0Dn.png)

Made another Ash palette, and I have an inkling you'll like this one.

See what I did there.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 11, 2021, 08:02:07 PM
may I ask where you got the Ash spritesheet? I never saw the release. Was it private release? Cuz I made a CvS2 Ash like 10 years ago, and I would love to update him sometime too! Lol
The spritesheet is not out.

Kyo is literally my main char in CvS2. I've been using him to clutch many epic fights, beating A-groove fighters and top tier C-Sagat guys. I am literally surprised that Ash and Kyo share velocities. That's very interesting. In what ways? Anyways, looking forward to this release!

Movement.

(https://i.imgur.com/p5Fr0Dn.png)

Made another Ash palette, and I have an inkling you'll like this one.

See what I did there.
Nice one! You did some nice painting :mlol:



Leaving a combo here.
https://streamable.com/q8gx2p
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 12, 2021, 12:25:27 AM
I don't like CVS style at all. Never been a fan of it. Which I've made known.

But goddamn, already there's just something about your Ash that makes him feel different from other CVS/POTS style chars. I commend you for your hard work and attention to detail with creating CVS2 accurate chars, and I have mad respect for it. But I think, for me, this is the first time it feels like the real game. It doesn't feel like a perfectly replicated character, or a new character in that style. It straight up feels like I'm looking at CVS2 gameplay.

I can't really describe it better than that. I feel with Ash you've already really started to encapsulate the spirit of this game. Kudos, dude. Fucking kudos.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: FeLo_Llop on January 12, 2021, 12:34:01 AM
Your coding is getting more and more refined!! For what I've seen, you're putting a lot of time, effort and love coding him.

Also, such bunch of awesomely crazy colours!! I love'em all!!

may I ask where you got the Ash spritesheet? I never saw the release. Was it private release? Cuz I made a CvS2 Ash like 10 years ago, and I would love to update him sometime too! Lol

I'm still working on him. Just sending K-Cham stuff when it's done. XIII conversion still misses 53 sprites to finish. Once that's done, I'll go converting stuff from 2k3/XI :)



Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on January 12, 2021, 12:46:41 AM
Hi Karma, I  know Rose's update is far off however I would like to provide you with the following.
I hope it does some good. Im fine with Rose as is but I know how you work so this may come in handy.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: NDSilva on January 12, 2021, 01:45:07 AM
(https://i.imgur.com/ZmvG4QE.png)
Nagase


(https://i.imgur.com/r4jgeCG.png)
Mignon Beart


(https://i.imgur.com/jwoLNk0.png)
Giorno Giovanna 1


(https://i.imgur.com/KamppkI.png)
Giorno Giovanna 2

Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: sabockee on January 12, 2021, 04:35:54 PM
Sabockee you are easily my favorite palletes maker. I love your color usage and how you're able to make the character pop out. Great job!
Thanks, man! I appreciate it!

(https://i.imgur.com/Xt9ChNS.png)(https://i.imgur.com/6hYOt1m.png)(https://i.imgur.com/tuFGpvN.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 13, 2021, 02:37:56 PM
I don't like CVS style at all. Never been a fan of it. Which I've made known.

But goddamn, already there's just something about your Ash that makes him feel different from other CVS/POTS style chars. I commend you for your hard work and attention to detail with creating CVS2 accurate chars, and I have mad respect for it. But I think, for me, this is the first time it feels like the real game. It doesn't feel like a perfectly replicated character, or a new character in that style. It straight up feels like I'm looking at CVS2 gameplay.

I can't really describe it better than that. I feel with Ash you've already really started to encapsulate the spirit of this game. Kudos, dude. Fucking kudos.

Thanks a lot for the kind works. I strive for that feeling. I spend hours researching data values and comparing characters present on both sources to get the perfect cross section. It's hard and sometimes I fuck up, but its nice to see someone recognizing it :)

Hi Karma, I  know Rose's update is far off however I would like to provide you with the following.
I hope it does some good. Im fine with Rose as is but I know how you work so this may come in handy.
[youtube]https://www.youtube.com/watch?v=5rdX0qIv5Ug&ab_channel=TheoryFighter[/youtube]
Heyy PeXX. Long time no see. I actually came across that video (and channel) before! I suggest you to also watch the one about grappler's empty jumps. Rose will experience a super makeover soon, but I hope me and FeLo can do some magic once SFV Rose comes out.

(https://i.imgur.com/ZmvG4QE.png)
Nagase


(https://i.imgur.com/r4jgeCG.png)
Mignon Beart


(https://i.imgur.com/jwoLNk0.png)
Giorno Giovanna 1


(https://i.imgur.com/KamppkI.png)
Giorno Giovanna 2



Sabockee you are easily my favorite palletes maker. I love your color usage and how you're able to make the character pop out. Great job!
Thanks, man! I appreciate it!

(https://i.imgur.com/Xt9ChNS.png)(https://i.imgur.com/6hYOt1m.png)(https://i.imgur.com/tuFGpvN.png)
:smitten:  :smitten:  :smitten:  :smitten:
I'm pretty sure its FeLo sprites and color separation but damn. The palettes for Ash are being soooooo goooooood!


Thank you all for the kind words and support  ;D
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: extravagant on January 13, 2021, 07:30:29 PM
How do I make a palette? I've never made a palette before using the method everyone is doing here. I usually just edit in fighter factory you know, with the whole SFF and everything intact. I'm asking so I can make some palettes for this Ash.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 087-B on January 13, 2021, 08:17:32 PM
How do I make a palette? I've never made a palette before using the method everyone is doing here. I usually just edit in fighter factory you know, with the whole SFF and everything intact. I'm asking so I can make some palettes for this Ash.

The template provided a page or so ago is already color indexed. Load it up in Fighter Factory and change colors to your heart’s content.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on January 13, 2021, 10:31:38 PM
I don't have much free time nowadays to post and such but I do keep an eye on the forum.
Yeah, ive seen the video, dude puts out good content.

I just saw this
https://streamable.com/q8gx2p

Good job to both you and Felo.
All of the pals provided til now also look sick.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 18, 2021, 03:06:08 PM
Hey, I would like to give you guys a little update about the current and upcoming projects, and the release schedule I want to fulfill for the year.

First of all, Ash progress is wrapping up nicely. Past Saturday I've finished both MAX Thermidor and MAX Pluviose, so now he's only missing Sans Culottes, Germinal, Fructidor and the throws (moveset wise). He will also have a Dark Mode inspired by his XIII boss appearance. He will, however, be toned down a bit to fit CvSesque boss characters better. For starters, his moveset will be charge based and his life/defense will be reduced like Orochi Iori or Evil Ryu. In exchange he will have cheap zoning and very damaging combos. Expect him to be very annoying and not to lose against sweeps.

On a second note, I didn't forget about Jedah. Jedah is being worked on atm, but is heavily delayed by something that I want to give him:

(https://i.imgur.com/AREnKsH.png)

This color separation is extensive and a lil bit difficult to apply, but more importantly: Jedah has about 1000 frames to color separate. Instead of losing my mind rushing a difficult color separation, I'll be progressively csing thru the year. He will come out when he comes out, but I would not be surprised if this takes me the whole year, so don't expect him any time soon.

On a third note, I would like to organize the releases on my year in four blocks. I want to release exactly 4 characters and 8 updates this year (four major updates [Genjuro, Blanka, Iori, Rose], four minor updates [Terry, Yun, Yang, Haohmaru]), two of the releases being Ash and Jedah. The idea is to have one character released and one character updated between January-March, a second pair between April-Juny, a third pair betweeen July-September, and fourth pair between October-December.

I follow a development cycle similar to Jmorphman's, interpolating SNK and Capcom reps (Yun a Yang kinda fucked up the loop but oh well):

Genjuro (SNK) -> Blanka  (CAP) -> Iori (SNK) -> Rose (CAP) -> Terry (SNK) > Yun (CAP) -> Yang (CAP) -> Haohmaru (SNK) -> ??? (SNK?) -> ??? (CAP?) --> Ash (SNK) -> Jedah (CAP)

This leaves me two spaces to keep balance, one for Capcom and the other for SNK. I'm still unsure about what direction will I take, tho. I might work on two characters from neither Capcom or SNK. If I were to make an SNK and Capcom rep, the Capcom rep is set on stone, but the SNK one not so much. Maybe it could be a time to revitalize the Wild Wolf project, maybe I could tackle Todoh, I really don't know.

I hope you guys are fine and healthy :] have a good day everyone.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: FeLo_Llop on January 18, 2021, 11:07:04 PM
I find pretty amazing how you organize stuff not just for he future updates, leaving 2 empty places for both Capcom and SNK representatives is well thought.
[ EDIT: Read again your text and saw you're thinking about Wild Wolf/MOTW Terry; is not possible adding those sprites inside Terry and leaving it as a START+Button character? Expanding his colour chart to add those sprites from MOTW. Also, skin, hair and jeans could be shared with those in Terry, so this would save some colour count. ]


Also, Jedah seems hard to CS, because each area has an amount of 4 colours, except 5...then you move alongside the sheet and find variations. Also, dunno how you're going to organize his sprites, but in his sheet, wings are put aside the body...soooo...this leaves me a bit curious about it.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on January 23, 2021, 01:42:00 PM
^We addressed the Wild Wolf thing over Discord. Haven't seen you there lately btw.

Sans Culotte madness has started.

https://streamable.com/n669es

This is truly lvl 2 and 3 Custom Combo mostly :P
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: XANDERAC on January 27, 2021, 03:15:24 AM
Some palettes I made for fun, my usual styled default and a custom.
(https://cdn.discordapp.com/attachments/261679618749235202/803802261728919602/AshCrimson1.png)
(https://cdn.discordapp.com/attachments/261679618749235202/803810028150587402/AshCrimson2.png)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 07, 2021, 04:21:35 PM
Some palettes I made for fun, my usual styled default and a custom.
(https://cdn.discordapp.com/attachments/261679618749235202/803802261728919602/AshCrimson1.png)
(https://cdn.discordapp.com/attachments/261679618749235202/803810028150587402/AshCrimson2.png)
Late reply but nice palettes!



Hey guys, how is it going? Unlike previous instances of my creative process, I've been working on multiple things at the same time. Let's make a rundown of my WIPs

Ash
Ash is wrapping up nicely. All of his XIII sprites are finished and most of the code for those sprites is finished too. He won't be released any time soon, tho. There's a lot of extra misc things to be sprited, a Dark Ash mode to design and code, a lots of testing to do. We won't be setting any release dates with FeLo, but he will most likely be released this year.

Rugal
Rugal Bernstein is being worked on. I wanted to do an SNK character and I wasn't sure about who should I tackle. Just to kill time I started assembling the .sff and the .air for Rugal, and at some point it was too late to back down. All of his system and misc stuff is done. All of his normals and specials are coded too. I stopped working after experiencing a bit of a burnout short after coding Dark Barrier the most accurate and functional way possible. It was a fucking challenge but thanks to Bannana, Jmorphman, 2OS and a lot of labbing, it was possible. The project is still very alive.

Rugal will have three modes. Normal Rugal, Omega Rugal, and God Rugal. Normal Rugal's moveset is based off CvSPro+CvS2 + KoF '98, Omega Rugal's will be based of KoF '98 UM entirely + his Beads Destruction from 2k2UM, and God Rugal will be entirely CvS2. Here's a teaser:

https://streamable.com/wkgvfb

Samurai Shodown characters
I recently did a very meaningful update to Haohmaru! Genjuro will experience a similar update soon. I think that while gameplay design is my strength, visuals are my weakest point, so I think there's still room for improvement on the visual department. Before settling down on the design made by Mordecool, this was my first draft of the visuals for the Rage bar.

(https://i.imgur.com/JVQN9vM.png)
(https://i.imgur.com/id91dIU.png)
Its was based off POTS' vintage excel bar!

The final design, still inspired on POTS visuals.
(https://i.imgur.com/aa1JqHd.png)

I'm still looking for a design that sits well with the visuals of POTS Styled character while fitting with most of the meterbars people use on their personal builds.

Genjuro and Haohmaru will not be the only Samurai Shodown characters I'll convert. A certain runner-up will probably join too.

non-SNK nor Capcom characters
This was said on CvSAbstract thread but I will be tackling characters that are not from Capcom or SNK. The gameplay will still be POTS and the data very CvSesque. Asuka Kazama is one of them, and her moveset will be heavily based of SFxT. But I also been working on the color separation of another character from a very different fighting. I'll leave a single clue: one of my (many) usernames.

On a side note, I'm so hype for Guilty Gear Strive! When the game drops I will probably want to explore a GG characters too hahaha.



Hope you guys are doing fine :] thanks for reading and playing my characters.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: MCX on March 07, 2021, 05:24:21 PM
If you still need help creating the design of the rage bar, we can come up with a concept together and I can create it with you. Just hit me up with a dM here or on discord and I can help you with that
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on March 07, 2021, 05:52:56 PM
Ruuuuuuuuuugalllllllllllllllllllllll fuck yes where do I sign up ?

Jokes aside, holy shit am I happy to see Rugal being worked on, cant wait for Ash too.
I am really loving the .. well, love SNK has been getting, the update to Haoh, DW's Robert updates, now Rugal and Ash ? HELL YEAH.

As for the bars I really dont think they need to be too big or to small the ones you  have in the first screenshot look fine to me.
Mords ones are a bit chunky, but still look good, I would fuse them both tbh. Use the size of the original but keep the rage inside of it.
Even if you decide to go with something original, I would suggest keeping them slick and modern.

Runner up huh ? Cham cham ?

I hope you are doing well too, thanks !

As for the combo I'm not really sure Rugal can do that, I would limit it I guess to 1 bar.
I do remember A rugal doing some funky excel combos in the air though need to find an example of that.

Edit:
Looking at the video I would center these right in the middle where his hands are crossed up..
The orb excel thingy, I know this may not be accurate to CVS but then again picking the focal point of the pose looks better to me.
(https://i.imgur.com/sEgECCW.png)


Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 07, 2021, 11:07:19 PM
If you still need help creating the design of the rage bar, we can come up with a concept together and I can create it with you. Just hit me up with a dM here or on discord and I can help you with that
Eyy, thanks man, but don't worry. I'll keep experimenting with it.

Runner up huh ? Cham cham ?
Hahahaha, I meant Shiki! The runner-up from the poll.

As for the combo I'm not really sure Rugal can do that, I would limit it I guess to 1 bar.
I do remember A rugal doing some funky excel combos in the air though need to find an example of that.
A-Groove is string is actually from CvS2 :D he got a bunch of creative original combos.

I'll re-align the orb :P
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: kaczor787 on March 08, 2021, 12:30:50 AM
With those versions of Rugal i'm so motivated to see him fully released. With Ash too. But most i'm hoping for a great versions of Geese/Nightmare Geese.
I'll keep to watch a process. Keep it a great work.   
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: GTOAkira on March 08, 2021, 12:31:38 AM
Everything is looking great so far! Really excited to finally abstract asuka sprite being used!
For the rage bar I feel like something something similar to the vtrigger gauge in SFV would work. Something not to big that wont cover most powerbars
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: NDSilva on March 08, 2021, 01:18:04 AM
One more pal for Ash:


(https://i.imgur.com/K311GN8.png)
Lumine (Mega Man X8)

Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: oraora? on March 08, 2021, 08:49:13 AM


Rugal
Rugal Bernstein is being worked on. I wanted to do an SNK character and I wasn't sure about who should I tackle. Just to kill time I started assembling the .sff and the .air for Rugal, and at some point it was too late to back down. All of his system and misc stuff is done. All of his normals and specials are coded too. I stopped working after experiencing a bit of a burnout short after coding Dark Barrier the most accurate and functional way possible. It was a fucking challenge but thanks to Bannana, Jmorphman, 2OS and a lot of labbing, it was possible. The project is still very alive.

Rugal will have three modes. Normal Rugal, Omega Rugal, and God Rugal. Normal Rugal's moveset is based off CvSPro+CvS2 + KoF '98, Omega Rugal's will be based of KoF '98 UM entirely + his Beads Destruction from 2k2UM, and God Rugal will be entirely CvS2. Here's a teaser:

https://streamable.com/wkgvfb
Rugal  :o one of the character that I voted  :8): curious to see how his Omega mode looks like in CvS2 sprite  ;D
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: extravagant on March 08, 2021, 09:12:24 AM
I cannot wait for these creations.... especially Ash!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: 地獄の花 on March 08, 2021, 02:29:54 PM
I'm interested on the omega rugal version , is it just moveset or does he have a separate sprite of his own?
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 08, 2021, 05:29:52 PM
(https://i.imgur.com/K311GN8.png)
Lumine (Mega Man X8)
Very nice one

I'm interested on the omega rugal version , is it just moveset or does he have a separate sprite of his own?
It is just moveset. God Rugal will have an alt .sff for the people that uses different slots. I would do the same with O. Rugal using Falcon Rapper's sprites, but those are based off KoF animations and not CvS2 ones.

Thanks for the support, people.

Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 09, 2021, 05:38:06 PM
I've been working of this Super as of yesterday and this morning  ;D

https://streamable.com/4lhnss

https://streamable.com/bbc8ha
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Lurker on March 09, 2021, 06:48:44 PM
Didn't know that Rugal could juggle his super after a sweep, cool.
*Is there a creaking chair in the background?
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 09, 2021, 06:57:19 PM
Didn't know that Rugal could juggle his super after a sweep, cool.
Neither did I until recently!
*Is there a creaking chair in the background?
I don't think so hahaha.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on March 10, 2021, 02:11:12 PM
Karma send me that "Get ready " Terry voice byte he uses for the intros with Joe and Mary etc, I guess we forgot to edit it and its low volume and its driving me nuts.

Edit: Ill extract it from the SND and send it to you over discord.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 10, 2021, 02:26:35 PM
Allright PeXX, thanks :]

Leaving here some of the things Rugal can do after slamming the opponent against the wall.

https://streamable.com/1raemw
https://streamable.com/88hycs
https://streamable.com/u5o0xf

EDIT:
https://streamable.com/wnamkj
The hardest and most damaging one yet.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on March 10, 2021, 02:51:10 PM
Yo those are exactly those funky air combos I was talking about, great stuff.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: extravagant on March 11, 2021, 07:59:08 PM
Rugal looks great so far. the only thing I would suggest is try experimenting with how Genocide Cutter would look without any EnvShake. Yes, I'm just talking about visuals at this point. but I think all Genocide Cutter moves (and his super version) in general shouldnt have any EnvShake, it'll look cleaner and I think that's how it was meant to be. But that's just my two cents. I'd say just give it 2nd look and deciding what looks best for you. Other than that good stuff.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Nedflandeurse on March 11, 2021, 08:27:10 PM
Awesome! I like what I see !!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: SOLIDUS SNAKE on March 12, 2021, 12:25:59 AM
Awesome.
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: FeLo_Llop on March 13, 2021, 12:46:00 AM
That God Press and follow ups are impressive :-]  !!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: KarmaCharmeleon on March 17, 2021, 05:42:26 PM
https://streamable.com/djtrpt
Dead End Screamer is DONE.

Huge shoutouts to people at MFG for giving visual feedback, and especially thanks to FeLo for correcting my clunky frankenspriting attempt:

(https://cdn.discordapp.com/attachments/319049781798240256/821560768032931840/unknown.gif)
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Nedflandeurse on March 17, 2021, 06:25:33 PM
Yes, you did it!
Good job! I always liked this move in 98.

And great sprite fix by FeLo!
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: PeXXeR on March 17, 2021, 08:56:53 PM
Looks awesomeeeee
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Jh0nnY2k on March 18, 2021, 12:09:06 AM
Nice, good job
Title: Re: KarmaCharmeleon's WIP thread: Ash Crimson
Post by: Kamui_Kanjai on March 20, 2021, 04:37:41 AM
(https://cdn.discordapp.com/attachments/319049781798240256/821560768032931840/unknown.gif)

It looked cool, now, Rugal will wear two versions (The normal and GodRugal mode) as Terry, Kyo and Iori?