ninjaval09r (the file name of this december version) WIP

Started by kakkoii superhero, June 03, 2009, 05:20:43 PM

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kakkoii superhero

her gameplay by Dec 12 (today)
#bomb & mines
hit both party, hit downed body except for character who is omitting their clsn or give nothitby specifically, they also blow at the end of their life, and changed into middle attack all of them.

#kunai
changed into middle attack as well

#standing jab (has faster animation) comparable to others

#change the way standing low kick folowup was constructed, now pos add is set at the start of the state, and give a little velocity, since I asume her rotation will also slide sideways as well.

#crouch HP, get unrecoverable fall.

#Final Vultures power requirement is reduced into 2000 only

#venomize's poison is tweaked a little to make it less offensive.

#fixing some bug in roll, also add small window of control just before she does the sault, so if after pressing roll then pressing another attack immediately the roll would be faked/ canceled. but it won't cancel a roll into another roll  :)

#New big photo for her that thing I put on display lately...

#That movelist, and character details info and bg story...


her gameplay by Dec 03 release
I changed some of her gameplay,

#bomb and mines
- I decided to make her bomb and mines hit the downed opponent, it is more realistic that way.
beside the way it is now, the opponent will crouch as soon as they getup to block the bomb
while she would be ready next to him to give an overhead attack or throw so he would eat both her attack and the bomb as well,
and it feel way more cheapish. well both ways are still cheap but she comes with limited supply for all her weapons

- I changed the block distance for the slow bomb and mines into 10 pixel from p2,
so opponent doesn't get stuck into blocking animation while the bomb is still rolling slowly miles away,
also make opponent can move more freely to try avoid the bomb without disturbed with that blocking anim.

- I changed the sprite for the bomb and mine, so they are bigger & marked stripe in the same color with player's hanging
ornament ( that snake thing on her back), so no more confussion with both val players, and also more standout for the eyes of human player

- and mines changed into helper in order to make it easier to play the boom sound at the end of its life if by then still untriggered
thanks to Abo, Cyanide, and Byakko, to answer my question regarding this.

- and bomb is also released NOT as a pair, however player can roll another bomb with a maximum number of 2 active bombs in total,
when 1 of them is exploded can roll another one (whatever fast of slow) so it cuts down the total bomb number into half
counted correctly to the inventory icons

#counter stance
changed the movetype into I, so it won't trigger the blocking animation of the opponent,
so they can hop back, or walk few step back without interuption, only the followup moves are marked with A


# final vultures
- some new frames to smoothen the move and also change the animation sequence,
and adding big BG portrait in the same format as her venomize super
- adding superpause code by Hadoabuser
- missed anim will be followed with a roll now

- win by final vultures ended correctly with special winpose without time lag bug

# raging vultures
- reducing posadd to prevent passing through some opponent with narrow width
- changing the voice sequence
- adding big portrait too
- disabling juggle check for this move

# adding posset y = 0 to state 0 to correct possible anomality with sinking or floating

# adding clsn to long hunting claw since lots of people consider it a bug for that move to pass closeby opponent
(it was intended, but now changed into more expectable behaviour) and also the midair leap is no longer invincible to all attack
hyper, and fireball can stop it, however normal attack and throw can't


# cropping all new fx is done


# new inventory bar, new portrait, new palettes, many facial expression for moves and stance to show more personality


# new AI, tried to give more variations like jump, run and back dash, to make it less monotonous,
and also change things to better suit the current moves, since the previous AI was made for 2006 release.
also add movetype != H to a combo followup, to prevent her to continue her combo if being hit in the process
eventhough her previous move also hit the target, it was overlooked before.

her old AI and attacks felt like they force the opponent into continuous blocking state and very hard to move away
unless the character has counter or roll, hopefully this new changes would end that discomfort and make the gameplay better






I'm doing yet again... fixing her appearance  :P this time quite substantial,

made her 3 pix taller at her lower legs 2 pix on the leg & 1 pix extra sole, new torso again, and every frame would be corrected to be more faithfully follow the light source  :-X so far stance, walk, jump, crouch, block, run, are done...

here is the preview


and the comparison between normal stance and ripped clothes/ naked torso (1 round lose) nudity warning!
Spoiler (click to show)

these would be used on the next update of Val  :)[/size]

Ashurex


Rōjenomu

i just love the extra touches and i respect the effort you put in this char
Spoiler (click to show)

QuoteLord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:


kakkoii superhero

here some anims in slowmo,

stance
old:

new:

changes:
she is taller, without fish netting, add consistency in her height in each frame, and compared to other animation.

walk
fwd old:

fwd new:

back:

changes:
light source changed on her walk back anim.

jump

changes:
leg's length consistency during the anim fixed

Rōjenomu

great revisions
especially her walk fwd. seems slighty missaligned but she walks more naturally now.
Spoiler (click to show)

QuoteLord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:

kakkoii superhero

Quote from: Rōjenomu on June 05, 2009, 01:48:31 PM
great revisions
especially her walk fwd. seems slighty missaligned but she walks more naturally now.


thanks, I reduce the difference in heights so she is not bobbing too much just for a simple walking movement.

and here is the run
old:

new: (slowmo)

changes:
new frames, and also reduce the bobbing

kakkoii superhero

some progress, all poses opening, win, taunts are finished  :sugoi:

and here a zoomed air light kick effect.






ultimatedude

Damn, this is looking very nice
Although, on this last animation, theres something strange with the blur like effect, dunno what, just looks a bit stiff.
Overwise very nice overall, did you make this character up or is it based on something?

No Borders, No Nations

kakkoii superhero

thanks  :)

Maybe since she switches leg there, she started the kick with left leg, and then after the first kick she turns and kick with right leg, since I put it in slowmo that might look weird, is that the case?

She is original, I sketched the movement first, and use it as reference

Ashurex

Quote from: navets on June 03, 2009, 05:20:43 PM
I'm doing yet again... fixing her appearance  :P this time quite substantial,

made her 3 pix taller at her lower legs 2 pix on the leg & 1 pix extra sole, new torso again, and every frame would be corrected to be more faithfully follow the light source  :-X so far stance, walk, jump, crouch, block, run, are done...

here is the preview
http://www.geocities.com/vultures_live/val2009-rerendered1.gif

and the comparison between normal stance and ripped clothes/ naked torso (1 round lose) nudity warning!
Spoiler (click to show)

these would be used on the next update of Val  :)
AWWWWW YEAH GUUUURRRLLLLL...(a little c viper/ guile humor for ya)... :wink3:


Jexsam

#15
Nice.  Looking good.  Can't wait to see how it turns out.  This'll give me a reason to pick mugen up again.  :D


*EDITED to add noobish questions so I've got my facts straight*

So, you're reworking her looks totally, increasing her height by three pixels.  Awesome.

Now, I understand there are two different breast size versions, an H and what appears to be a D/E.  Will both be available in both censored and uncensored?  (I ask for the sake of everyone; I'm only interested in the D/E uncensored, personally)

The nude/clothed comparison pic also raises a question.  Are they different breast sized models, or is her top just that restricting?

Lastly, if/when you release betas, where would I be able to find them?

That's all, actually.  I'll be keeping tabs on this one...  ;)

kakkoii superhero

Quote from: Jexsam on June 26, 2009, 11:16:15 PM
Nice.  Looking good.  Can't wait to see how it turns out.  This'll give me a reason to pick mugen up again.  :D


*EDITED to add noobish questions so I've got my facts straight*

So, you're reworking her looks totally, increasing her height by three pixels.  Awesome.

Now, I understand there are two different breast size versions, an H and what appears to be a D/E.  Will both be available in both censored and uncensored?  (I ask for the sake of everyone; I'm only interested in the D/E uncensored, personally)

The nude/clothed comparison pic also raises a question.  Are they different breast sized models, or is her top just that restricting?

Lastly, if/when you release betas, where would I be able to find them?

That's all, actually.  I'll be keeping tabs on this one...  ;)

yes some 3 pixels taller, and fixing some proportion issue of fore-shortenings in some other movement, and filler for smoother animation, what left at this moment are "hit/hurted" sprites,
so I will release it maybe by the end of next week.

now when standing she is as tall as lets say leona.

about breast size... the new version has bigger size than the previous 2007 release  ;D
censored and uncensored version is also completed, the first 6 palette will have censored version, and the last 6 palette will have uncensored frames. (different opening, taunt, winpose, final vultures)


gameplay wise, I changed some commands, so more movements can be done after a run. and her final vultures hyper move can be performed after a combo (won't link & avoidable but can be performed).

Galsia once send me his beta coded KoF version of the old sprite (my earliest 2009 beta), so I plan to update the sff, and I'll ask him if he still interests in coding her with the new sprites.

all my beta releases are here:
http://mugenguild.com/forumx/index.php?topic=98118.0

anyway, your user name remind me of someone in TESeyecandy forum, are you the same person :)

Jexsam

#17
One and the same.   ;D

Okay, I did find the current beta (and kuromaru <.< ) and have enjoyed what I've seen so far (the enlarged breasts aren't as bothersome as I expected they would be; I like big ones, but not TOO big, if you catch my drift).  I can't seem to figure out any of the new button combinations, though.  I need to dig up the old movelist and see if any of those still work.

Did you plan on releasing an updated movelist when you complete the new version?

Anyways, I'll definitely keep an eye on this one.  I had a good deal of fun with her '07 incarnation (uncensored, mind you), so I'm sure, with the addition of Kuromaru, I'll have a lot more fun with the new one.  Can't wait for the uncensored palettes!  Good luck with everything!   ;D

*EDIT due to a compelling urge to unintentionally be a pest*

I finally found the uncensored palettes a little while ago.  Nice stuff.  But I have a question regarding her outfit ripping after the end of round 1 upon losing; do you intend to turn that into an effect that stays into later rounds, or is that just eye candy?

Also, I have a suggestion.  I've noticed that since the original Val's assless pants, there has been a distinct lack of nude booty (though the back of her outfit is mighty small).  What I'm suggesting is an additional win pose where she turns around and strips, allowing a good view of her butt.  Maybe she can put her hands on her hips and look over her shoulder at the player, too.  I think that, with the already plentiful amount of bare boobs she offers, as well as the kuromaru compatibility, a little ass would perfect her already sweet package.

kakkoii superhero

I already made new movelist with the 28may version, can be seen in the intro in arcade mode, and there is also jpg file of the movelist.

yes, she doesn't have sexy winpose showing her back, that is indeed a good idea  :sugoi:

it is great to meet you here Jexsam ;)

Jexsam

Nice to finally see you again, too.

Can't wait to see what my suggestion spawns.  ;D