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Master Huang

Started by KenshinHimura, January 02, 2010, 08:15:14 AM

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KenshinHimura

This is my newest project, I know somebody called Madcook or sort was making him. However his version doesn´t seemed to be a accurate version of Master Huang anyway. My version will have a normal mode and also a custom mode as well. So far I´ve codified the Hard Punch, Straight Kick (with add on), Consequence Kick (which can give 7 hits with the add-ons, Ascending Dragon and Zen Kick. See video: http://www.youtube.com/watch?v=YWWaP-CJnlU I´m still adding the basics which are really though to figure out.

LaQuak

Hey good work on the character man. Looks like it's coming along really nicely. Keep us posted.

Blagoy


Mishulika

two thumbs up!
uve done a great job so far.
Even though i have no clue about Martial Masters - this char is gonna rock!

GLB

Looks very nice, as said above keep us posted.

KenshinHimura

Here is another video:
http://www.youtube.com/watch?v=pTMLRvQWkkI&NR=1
Some new moves added like the Zen Kick, Shadowless Kick and Ascending Dragon.
The moves Consequence Kick, Zen Kick and Shadowless Kick still need more work. The most dificult move to code was the Shadowless Kick which in truth hit 4 times and made the enemy fall after the 4th hit, unfortunatelly is difficult to get the right timing to make all the kicks connect. It was said the Zen Kick have a add-on version, however I never managed to make it work. The Consequence kick needs more work in the velset from each hit and the Ascending Dragon might have to rise more during the attack. In note, the hit spark order still not accurate. Just need more time studying and ripping the sparks.

KenshinHimura

#6
Here is some new images:




I´ve updated the Ascending Kick and the Shadowless Kick. Soon I´ll code the supers as well.

LaQuak

Second image looks kinda off since the knee attack is so far from hurting p2, unless the animation played it self fully. Also how will we be able to change from Normal to Custom mode, like you mentionded in your 1st post, directely in game with a mode selector or you will include .def files?

Looks great man.

KenshinHimura

Quote from: LaQuak on January 11, 2010, 11:13:43 PM
Second image looks kinda off since the knee attack is so far from hurting p2, unless the animation played it self fully. Also how will we be able to change from Normal to Custom mode, like you mentionded in your 1st post, directely in game with a mode selector or you will include .def files?

Looks great man.
Yup, the get hit sprites must be reviewed. Fervicante allowed me to use some stuff from his Reika, however Master Huang is much more complex than Reika which made the things difficult. I really wish to learn more about codifying ratter than copying codes and pasting them. The super "Wind Strike" is loosely accurate and it was though to do, it hit 20 times (originally it hit only 18 times, might be a error in the hit def). It might have a def file for both normal mode and custom modes, I might add a Groove bar to change styles when I learn more during my vacation from the work. Meanwhile I´m ripping another Martial Masters character to be another wip. That character will have some special effects and new intros, acting more sexy and provocative than her original port. The characters of Martial Masters have two types of liedown and lied dead, I wonder how to code that yet.. And many characters have exclusive sprites during their throws, quite confusing.

Cyanide

Thank you for introducing me to this game. It's got some excellent character designs in it. Bit shallow on the gameplay front but that doesn't matter too much.

Might i suggest a slight scaling on the X axis? I recommend 8.333 at least. It's sorta capcom res and needs to be scaled down a little to prevent it looking fat.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

KenshinHimura

Quote from: Cyanide on January 13, 2010, 09:36:20 AM
Thank you for introducing me to this game. It's got some excellent character designs in it. Bit shallow on the gameplay front but that doesn't matter too much.

Might i suggest a slight scaling on the X axis? I recommend 8.333 at least. It's sorta capcom res and needs to be scaled down a little to prevent it looking fat.
Hmm, it would be weird. The characters which Fervicante did doesn´t seem to have that atribute. By the way, do you wish to test him? Also I can help you by ripping a character from the game with artmoney. Here is a quick demonstration of the Wind Strike: http://www.youtube.com/watch?v=AnCwfDpgosM Tell me if there is any error message, ok?

Cyanide

I think over half a bar for one super is possibly a bit over the top. Try the downscale and see what it looks like. Characters in game aren't particularly fat. You can always change it back.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

c001357

are you going to add the shadow attacks? those are cool

KenshinHimura

Quote from: Cyanide on January 13, 2010, 10:42:03 AM
I think over half a bar for one super is possibly a bit over the top. Try the downscale and see what it looks like. Characters in game aren't particularly fat. You can always change it back.
I believe Master Huang is fine as is since modifying their size only make the character lost pixels and not getting accurate with their original port. Lee Rekka who share the same character which inspirated Master Huang is much slimmer due his Last Blade/SNK styled sprite which might give the impression Master Huang is kinda "fat", but he in fact is not.
Quote from: c001357 on January 13, 2010, 12:13:02 PM
are you going to add the shadow attacks? those are cool
Yup, I managed to rip the preparation of the move already, just need to rip the effects.

Nnaajj

Never heard of the game but, the character looks good.
Is the gameplay going to be new or like it is in the game?
Quote from: Luis Alejandro on July 27, 2010, 07:46:45 PM
Quote from: RaiN on July 27, 2010, 07:44:57 PM
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly

KenshinHimura

Quote from: Nnaajj on January 14, 2010, 08:21:33 PM
Never heard of the game but, the character looks good.
Is the gameplay going to be new or like it is in the game?
He´ll have two versions, a normal which will be more accurate with his game port and a custom version with new stuff. Here is the intro against Lotus Master (even though such character was never released):



See more of it here:
http://s62.photobucket.com/albums/h98/Yumi_Fan/Wips/
In truth the Wind Strike is supposed to do only 18 hits: It might be a error in both air and cns files, however the custom version might have 20 hits anyway. Nope, this super don´t take out a huge amount of life from the foe since still under development.

span

Looking good so far my old friend, the best of Luck!

Kind Regards, SPAN... ;D

Randomish

Finally a Good master huang
Welcome to the House of Fighting.

LaQuak

Id keep him the way he is without scaling for the time being he looks pretty nice as is. MM sprites are really nice. Good job so far. Also are you going to release ported version of the character first and then the custom version or together?

KenshinHimura

Quote from: LaQuak on January 17, 2010, 05:26:28 PM
Id keep him the way he is without scaling for the time being he looks pretty nice as is. MM sprites are really nice. Good job so far. Also are you going to release ported version of the character first and then the custom version or together?
I have seem how Reika got re-scaled as suggested and the character lost much quality in the sprite, getting quite weird. That´s why is better letting the sprite as is without modifications. Well, I already started to code the throws:
a) The 1st is almost accurate, just need some fixes:


Obs: Master Huang have his own animation when he is throwed by himself.
b) The 2nd is giving a pain in the neck, since is made to be suitable for other characters:


I´ve used Fighter Factory for this throw and coded correctly, however the adversary always get frozen at the end of the throw. I tried to fix many times, but the result was always the same:

Somebody know how to fix?