Cosmic Creations WIPs

Started by ELECTR0, February 05, 2015, 09:45:30 PM

Previous topic - Next topic

ELECTR0

Creating a thread to show off some stuff that I plan on releasing this year.

Part of Ult Ryu's level 2 Hyper


Part of Ult M.Bison level 2 Hyper


Making a Deadmau5 stage with the song Moar Ghosts N' Stuff. Still extremely early in the process , but I have the over all layout I want. His stand is see threw so I can put animated images behind it as thow it where displaying on the stand. I'll redo the crowd to look more like ravers, like give them glowing paraphernalia and different clothing. Screen in the background will have it's own animations and Deadmau5 himself will also be animated. I probably need to change around the stage as well so it looks less like Duck Kings stage.





Status of channels video


Demitri


ELECTR0

Thanks, it's a build up to this dragon punch. Going to have a waterfall behind it as well.


GTOAkira

this is really great going to keep an eye on bison
good luck
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

SkySplitters

That looks really good. Looking forward to see more!
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.

Lord Kain

wow that Ryu looks legendary! keep up the good work!
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?

O Ilusionista

wow, those animations are awesome.

ELECTR0

#7
Thanks everyone! Here's more Ryu.

Possible intro ~ Warm Up : still needs tweakng



Costumes






ELECTR0

#8
Warecus suggested that I add splash effects to the waterfall and it looks even cooler now.



Hurricane Kick Hyper level 1



Added wind sounds and leaves blowing by on win pose.


ELECTR0


【MFG】gui0007

OMG! I'm really getting excited with all that i see!
ELECTRO ma'bro, all of that looks to being GREAT! :D

xcheatdeath

wow, Ryu looks great. Imo a config for the waterfall, and maybe a run/dash option would be nice.

the palette definitely looks interesting and I'm really digging the dragon punch.

Staubhold

Very nice!

Love the use of the old school sprites.  :thumbsup:

Some feedback...

- use some water sounds while the waterfall is on screen
- don´t like the dash sprites you used, cause they are part of one of his attacks. Use the sprites from guille_n_rolls RyuSSF'2
Preview
Spoiler (click to show)

- Ryu just grunts while doing the fake Hadouken/Hado no Kamae in the "source game", but that´s just nitpicking

ELECTR0

Thanks for the constructive criticism. I'll add some slight water sounds, but not to loud so I don't drown out the dragon roar. The dash i'm still working on, but i'll just draw my own and use Guile_N_rolls as a reference.

xcheatdeath

Hyper Hurricane Kick fails up close on characters with a fast air recovery.

try it on Froz's wolverine, once the knee hits in the beginning, he'll recover and land without being hit by the rest of the move.

Dragon punch hyper misses once you're about this far away

Spoiler (click to show)

the first three hits connect fine, but the final blow into the actual uppercut miss.

ELECTR0

Ok cool. I think I have the Dragon Punch problem fixed now by giving more pull torward Ryu when the initial hits connect, but i'm puzzled why the knee part of the Hurricane Hyper isn't sending the characters up like intended. Maybe it's a superpause problem, so i'll try adding a frame right before it for the superpause and then carry out the rest of the move. Thanks for the feedback.

Staubhold

#16
I really enjoy your take on Ryu in his classic sprites!  :)

Some feedback & suggestions...

- no jumping 2 hit middle punch "mid-air uppercut"?
- how about afterimages for the hypers/supers?
- Ultimate Dragon Punch F, D, DF + 2 Punches gives back power
- Hyper Hadoken does too
- and Hyper Hurricane Kick
- Hyper Hadoken hits only twice in the corner & p2 recovers quickly
- change the command for the Ultimate Dragon Punch to F, D, DF + 2 Kicks (I accidently do the U. Dragon Punch instead of the Hyper Hadoken because I go forward...) or make the command more strict to avoid that
- make the command for the Shakunetsu Hadokens more strict too (only ~B, DB, D, DF, F + P, avoid the ~B, D, F + P command - I walk backwards and wanna do the normal Hadoken, I´ll get the Shakunetsu version)
- Shakunetsu Hadoken (all versions) should knock p2 up when hit nearby, afar they just lit p2 on fire
- beside of the fake Hadoken give him a normal taunt
- maybe use the same command for the fake Hadoken like in the source game ( D, DF, F+ light kick in SSF2T HD or better D, DF, F + taunt in the alpha series), since it´s still a good mix up and shenanigan tool against human players
- In state 3200 set illegal pausemovetime
- needlessly complicated red CLSN on his jumping punches
- p2 animation on the throws looks strange...
Spoiler (click to show)


- p2 on fire sprites looks huge
Spoiler (click to show)

- crouching hard punch launcher is a two hit... but you can do the automatic Super Jump (just hold up) after the first hit, without launching p2...

ELECTR0

- no jumping 2 hit middle punch "mid-air uppercut"?

I forgot to apply this to the command.

- how about afterimages for the hypers/supers?

They should be working? I even made after images based on palette scheme. Hurmm i'll re-check. Also what Mugen version are you using?

- Ultimate Dragon Punch F, D, DF + 2 Punches gives back power

Fixed

- Hyper Hadoken hits only twice in the corner & p2 recovers quickly

Fixed

- change the command for the Ultimate Dragon Punch to F, D, DF + 2 Kicks (I accidently do the U. Dragon Punch instead of the Hyper Hadoken because I go forward...) or make the command more strict to avoid that

Feels more natural to do it with punches, so i'll see what I can do about making it more strict.

- Shakunetsu Hadoken (all versions) should knock p2 up when hit nearby, afar they just lit p2 on fire

Thanks

- beside of the fake Hadoken give him a normal taunt

Got any ideas? I'll do like you suggested and add fake hadoken to ~D,DF,F,light kick

- In state 3200 set illegal pausemovetime

Fixed

- needlessly complicated red CLSN on his jumping punches

Fixed

- p2 animation on the throws looks strange...

Fix it asap

- p2 on fire sprites looks huge

I just reused my Zangief rips, so i'll grab the smaller ones from game.

- crouching hard punch launcher is a two hit... but you can do the automatic Super Jump (just hold up) after the first hit, without launching p2...

Fixed

Thanks for feedback!



Staubhold

Quote from: ELECTR0 on February 12, 2015, 03:45:51 AM
They should be working? I even made after images based on palette scheme. Hurmm i'll re-check. Also what Mugen version are you using?

Mugen 1.0

If you have an updated version, I´ll gladly test further.

Btw... nice Mr. Fixit avatar...  :)

ELECTR0

Jimmy hates snakes.

Normal speed


Slow speed





Quote from: Staubhold on February 12, 2015, 11:22:51 AM
Quote from: ELECTR0 on February 12, 2015, 03:45:51 AM
They should be working? I even made after images based on palette scheme. Hurmm i'll re-check. Also what Mugen version are you using?

Mugen 1.0

If you have an updated version, I´ll gladly test further.

Btw... nice Mr. Fixit avatar...  :)

Sure i'll send you the beta as soon as I add a few more moves to Ryu. Your help has been great.