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Jmorphman's WIP thread: updates updates updates (Read 1688218 times)

Started by Jmorphman, November 01, 2010, 09:13:43 PM
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Poll

Got a light?

This is the water
81 (25.2%)
And this is the well
77 (24%)
Drink full, and descend
33 (10.3%)
The horse is the white of the eye
37 (11.5%)
And the dark within
52 (16.2%)
This is the water
41 (12.8%)
And this is the well
0 (0%)
Drink full, and descend
0 (0%)
The horse is the white of the eye
0 (0%)
And the dark within
0 (0%)

Total Members Voted: 319

Re: Jmorphman's WIP thread: Demitri FX are done! Time to update the palettes!!!
#6101  March 01, 2019, 03:52:49 PM
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Re: Jmorphman's WIP thread: updates updates updates
#6102  December 31, 2019, 04:38:52 AM
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I'm still slowly picking away at updating all pre-King characters, and am currently in the midst of updating Ken. So hopefully that will get done relatively soon, since the hard/tedious stuff is all out of the way.

In the meantime, however, I noticed that I had completely fucked up everyone's super invincibility times (everyone who came after and including King, that is), so I had to go back and fix that. And, while I was updating Benimaru, the final character who needed that fixed, I noticed a few things that irked or otherwise looked wrong to me... so I got derailed and started working on doing a much more involved update to Benimaru. And because the changes are almost entirely visual, and especially because Benimaru's got a move named Super Inazuma Kick and one named Benimaru Collider, I felt I would be negligent to not make a video using a very specific piece of music:

One can only hope that Benimaru believes in hard work and guts.

In brief:
 - characters with compatible shocked animations used to play that animation only during hitpause, and immediately returned back to normal hit animations right after. Which, I dunno, looked kinda weird to me; it wasn't conveying the electrocution aspect well enough. So now it lasts longer, and also they now jitter back and forth rapidly, ala Darkstalkers. This is probably the most minor, least important thing that got changed in this update, but believe it or not, it was this thing that got me started on this update; I kept finding other shit in the course of changing this behavior!
 - Originally both level 1 and level 2 Raikoken looked identical. That's lame! Now the MAX version is slightly increased in size and also has small sparks surround it, patterned specifically on KOFXIII.
 - Benimaru Collider and Elec-Trigger used to share the same FX of a big lightning bolt shocking the opponent while they're held by Benimaru (this is also how it is in CvS2), and that seemed kinda wrong. Surely the super (Elec-Trigger) should have the big lightning bolt while the special (Benimaru Collider) should have something more subdued, right? Well, KOF has them use different FX, so I nicked the KOFXIII Benimaru Collider FX and added them, and they seem to blend in pretty well with everything else. There were also some other minor animation changes. Very exciting stuff, I'm sure!
 - Having distinguished Benimaru Collider from Elec-Trigger more, I still kinda felt like something was missing from the latter, so I tried to make the move even more like it behaved and looked in KOF. Besides some minor animation timing tweaks, Benimaru also has small electrical effect appear near his hands right at the end of the move, where the opponent get thrown. In KOF, this is a unique visual effect, but I tried to sort of fake it with existing FX he already had, by repurposing stuff from Raikoken and Denei Spark:


 - I dunno I think it works. Maybe. It's hard to tell when you've been staring at something for so long!

So uh yeah. I'm just putting the finishing touches on these pretty minor updates, they should get released very shortly. And then it's back to Ken!
Re: Jmorphman's WIP thread: updates updates updates
#6103  December 31, 2019, 12:31:49 PM
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Awesome stuff, the new FX look great.
I've been looking forward to that Ken update since you started updating your older chars.
Re: Jmorphman's WIP thread: updates updates updates
#6104  December 31, 2019, 12:54:51 PM
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I've been rotting away waiting for a Ken update, good luck buddyrino.
Re: Jmorphman's WIP thread: updates updates updates
#6105  January 01, 2020, 09:20:38 PM
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Yo Jmporphman... when you update Ken, can you make his EX version of Tatsumaki Senpukyaku like MvC2?
Last Edit: January 02, 2020, 02:14:32 AM by Godlike Emerie
Re: Jmorphman's WIP thread: updates updates updates
#6106  January 02, 2020, 01:58:35 AM
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Nah.

maybe Master mode's tatsus could be like that, but I dunno. Not really feeling it.
Re: Jmorphman's WIP thread: updates updates updates
#6107  January 02, 2020, 02:02:41 AM
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On the topic of modes, could Chun-Li get some sort of mode which has her SFA moves but without the Shadow Lady stuff?
Re: Jmorphman's WIP thread: updates updates updates
#6108  January 02, 2020, 02:15:37 AM
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Last Edit: January 02, 2020, 07:00:20 AM by Godlike Emerie
Re: Jmorphman's WIP thread: updates updates updates
#6109  January 02, 2020, 02:16:45 AM
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Lastly will Master Mode get some his SFIII Mode likes like the Guren Senpuukyaku?
Re: Jmorphman's WIP thread: updates updates updates
#6110  January 02, 2020, 05:19:20 AM
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I swear there was something cool here!!
Re: Jmorphman's WIP thread: updates updates updates
#6111  January 02, 2020, 06:30:12 AM
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On the topic of modes, could Chun-Li get some sort of mode which has her SFA moves but without the Shadow Lady stuff?
There's not really anything super interesting or distinguishing that can be done to differentiate SFA Chun-Li from normal Chun-Li. Sure, there's SFA palettes but they don't totally work; the Alpha outfit just can't be conveyed very well with her usual outfit. And of course, there'd be no difference in the voice or intros/taunts/winposes/whatever.

The whole reason there's a Shadow Lady mode to begin with was because of these issues: I wanted to do a SFA moveset mode of some kind, but it needed something unique and special. And thus, the inclusion of all the Shadow Lady stuff. It's a solution I really like, because it keeps the cool SFA moveset, but also incorporates all the cool stuff from Shadow Lady (palette shifting, Final Mission) while ditching all the lame stuff (literally every other move she has in MvC, they're so dumb). Which is also the reason why there's never gonna be a pure Shadow Lady mode with her full MvC moveset! Because it sucks!

Lastly will Master Mode get some his SFIII Mode likes like the Guren Senpuukyaku?
I dunno I guess but I feel like adding all the SFIII mode stuff is just gonna completely bloat up the moveset. And it's already absurdly bloated and crazy (such is the nature of Master modes)!
Re: Jmorphman's WIP thread: updates updates updates
New #6112  January 03, 2020, 01:58:27 AM
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I guess if you really wanted to spice up Shadow Lady without that char's MvC moveset you could just implement Shadow Nash's Warp, but then again she obviously didn't have that.
Edit: Or just give her an Air Hyakuretsukyaku because those sprites were made.