Felineki's Huitzil

Started by felineki, March 08, 2012, 01:25:54 AM

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felineki

I've finally decided to get working on my first Mugen character, and it's everyone's favorite killer Mayan space robot, Huitzil.

I'm currently almost done with the sprite ripping phase. He's going to primarily be Night Warriors-based, with gameplay accuracy a high priority.

I'm also planning to include some of the bits of abandoned data I've found in the source games, such as this unfinished beam super from Darkstalkers 1:

And this combiner variant of Final Guardian (my plan for this is to use it in conjunction with Confusioner to create something similar to Savior2/Hunter 2's Final Guardian Beta):


I'll update the topic as I make progress, suggestions and discussion are welcome.

GOH


Jesuszilla


Laharl

if you are going for source accuracy good luck I can't wait to try this Mugen needs a good one we need more accurate to source DS chars anyways -_-.

Quote from: Cybaster on May 21, 2013, 04:37:37 PM
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?

c001357

is there any reason why you chose night warriors to be the base?
good luck in any case! ive always liked this character and seeing a proper conversion would be nice

Jesuszilla


felineki

I chose Night Warriors because I consider it to be Huitzil's most definitive appearance. He was a CPU-only boss in the first Darkstalkers, was missing from Savior, and although he was present in Savior 2 and Hunter 2 the general opinion of those two games isn't very good.

c001357

oh wait, i thought NW was the first game so... yeah you chose the right version

heres hoping for retaining the unblockable shenanigans

felineki

Yeah, it gets confusing since the first game's subtitle was also "The Night Warriors".

mh777

As someone who spent way too much time playing NW on the Saturn, I am definitely interested in this, especially since you're going for source accuracy! :D  Just wondering, though: do the unused moves have any sort of collision data associated with them in the original game's data, or is it a case of making your own collisions for MUGEN?

Jesuszilla

For the love of god, I hope you're using turbo timings and adjustments... I can tell you how to make the adjustments.

Cybaster

Definitely hyped by this, good luck. ;)

Saikoro

Fuck yeah!! Huitzil was always a favorite character of mine. I always had a knack for the complexity of his animations.

Best of luck to you. I'm watching this thread closely....
All of your Mugen Portrait needs may be found HERE.

Quote from: Unstabler on January 31, 2013, 04:11:33 PM
I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
Quote from: GarchompMatt on September 17, 2013, 12:37:33 AM
There should be a Saikoro plugin for Photoshop.

felineki

Quote from: mh777 on March 08, 2012, 03:52:40 AMJust wondering, though: do the unused moves have any sort of collision data associated with them in the original game's data, or is it a case of making your own collisions for MUGEN?
The DS1 beam has Clsn2's for Huitzil's body, but no Clsn1's for the beam. I haven't checked the Final Guardian combiner variant yet.
Quote from: Jesuszilla on March 08, 2012, 03:59:05 AM
For the love of god, I hope you're using turbo timings and adjustments... I can tell you how to make the adjustments.
I hadn't really thought that far yet, but that would be helpful when the time comes. There was this blog post I came across some time ago that had calculated the exact rate for the various turbo speeds of each Capcom game, I need to see if I can find that again.

Basara Bogard

Awesome news!! Good luck with Huitzil, I know it will be accurate, I'll wait it ;)

Also, I've some things to talk with you about DS, I'll send you a PM

JustNoPoint

I'm really looking forward to this! Will he have his automatic float in air or his controlled float like in VS? Since he's from NW I presume the automatic float.

felineki

NW-style jumps: auto-float at apex of jump, 3-way drop (forward, neutral, backward).

felineki

Sprite ripping is finished, all Huitzil sprites and all general FX have been ripped from DS1 and NW (I might take a few FX from VS later, but I'm not sure yet.) Now I'm concentrating on gathering animation data and doing sprite touchups/edits. DS1 Huitzil in particular is prone to little errors here and there, because he's made of a bunch of separate body part sprites that have to be put together, so it's easy to put a shadowed part in where a light one should go, for example.

So I'm fixing up things like that. I'm also considering editing some of his NW animations, since some of them are kind of stiff compared to the DS1 ones, but that will come after fixing the little mistakes.

     Posted: August 16, 2012, 09:20:12 AM
Sorry I've left this topic alone for so long. I've finished ripping all of Huitzil's sprites form all 3 games, and am now doing editing. Aside from fixing shading inconsistencies as I mentioned earlier, I'm entertaining the idea of adding some new inbetween frames and such. Huitzil's DS1 animations were very smooth with lots of frames, but his NW ones were downgraded a bit. All of Huitzil's DS1 sprites are broken up into lots and lots of parts, which makes Frankenspriting new frames easy. Here's my first experimental attempt at creating some new inbetweens:

Original:

W/new inbetweens:

This is his standing medium punch, which actually originates from DS1. However, the recovery time was lengthened significantly in NW without adding any new animation frames, which made it a bit jerky.

JustNoPoint


Cybaster