sounds good, feel free to send whereveralso got feedback regarding the knife super, startup might be a sliiiight bit too much? either way over the weekend i'm gonna try to fix these issues and add heavy variants to all the supers / add 'crash today' along with a bunch of intro/win stuff, then upload that version of the beta to see if there's anything i missedi still have the command basic and the dodge to put in, too...sheesh...
no problem. also terribly sorry for the delay (finals week hork hork), will probably resume work on him as soon as i can around the weekendoh yeah. was also considering giving him a zetsumei ougi of sorts; not working in a traditional samurai shodown sense but more along the lines of 'won a round, has 3 stocks of super, and opponent is down to at least 20% health'. i don't really know what i'd do for it, though, i just want to try doing something like that at least onces'about it, though. be on the look out in the meantime i guessand i should say a certain 'toaster' fellow is doing his own spin on deke cay, since an unusually large amount of people were waiting for me to complete him which...yea that wasn't gonna happen. probably going to have a minute amount of input in that project. so also be on the look out for that (surprise he also has a stand, and you'll probably never guess who it is, although you'll probably be like 'oh, of course.' when you find out)(it's the undertaker)
nice will test reggie now also do you think you could update the first post would like to know what are your wip right now
thanks! and uh...y'know, that's a really good idea actually. i should probably revamp it soon, maybe tomorrow
【RTC】MelvanaInChains said, December 18, 2014, 08:47:24 pmoh yeah. was also considering giving him a zetsumei ougi of sorts; not working in a traditional samurai shodown sense but more along the lines of 'won a round, has 3 stocks of super, and opponent is down to at least 20% health'. i don't really know what i'd do for it, though, i just want to try doing something like that at least onceThat's kinda the standard for doing that in MUGEN because being 100% accurate with it would require the inter-character compatibility because of how the meditation meter plays into it.
yea that is true isn't it. and i ain't about to give reggie meditation or 'state of nothingness' either soanyhoo the first post has been slightly updated. as for reggie, of course i didn't work on him, but i'm gonna see what i can get done today. i actually did implement a couple heavy versions of some attacks....'miracle of sound in motion' is proving to be a very annoying move to code
SO with that out of the way, my next project is essentially a revisit of SF4 NES, namely the bunny girl Tracy (because i have not finished a female character yet and that is extremely strange to me?)if you remember how musashi had inexplicable toshinden references, this current one will have toshinden references that actually make sense!also it's a bit of an experiment for custom sprite edits; so far i have very simplistic extra sprite frames to add more sprites than just one. here they areand lastly if you were wondering about the super cut-in, i also have that covered nowi expect this to be released a lot faster than usual since i have an efficient base to work off of nowso, yeah.
since now this project is actually starting to get off the ground, tracy will have to wait. check the original idea engineering thread for details (and the palette template)extra details: have to make a custom set of gethits (it's going very mediocre), basically is going to play like an akatsuki blitzkampf character, not much else i can really say. stay tuned
About Tracy, good that you are doing another SF4 Character. I just know that there will be videos of your version vs mine when this gets released.
more video! it's just a victory pose videowith that silliness out of the way, i've been making more custom sprites, these ones a bit more simple than the other stuff i've had to make. other than his torso not being aligned very well in the hilt jab sprites and the skin being improperly indexed in the mid swipe animation, here's thesehave i mentioned he's going to have akatsuki blitzkampf-esque controls, because he will
just to reassure everyone neither the project nor me is dead (been busy with neo-geo parties, medical worries, etc), i might as well post the movelist i have planned, describing each to see if the movelist seems to round itself out well enough in the end. also almost all of it is references to his original set of attacks in Barkley Gaiden, appropriatelySPECIALS:*Zeta Slash - 236+X/Y/Zstandard projectile, gets bigger and slower as button strength is increased*Zeta Scan - 4(charge)6+X/Y/Zdashes forward, being invisible (not invincible, though) for a second before lunging forward with a slash*Fire Zauber - 262+X/Y/Z (air only)keeping in my weird tradition with referencing Hyo Imawano in my characters, is basically a take off of that character's move of the same command*Muscle Zauber - 22+X/Y/Za skull graphic hovers from behind him for a brief moment as a sort of shield. can eat projectilesSUPERS:*LV1 - Thunder Zauber - 22+bkneels down while three lightning bolts crash across the screen. pretty basic*LV1 - Ice Zauber - 236+bthrows two giant ice cubes forward and then lunges forward with a slash*LV2 - Every Columbus Day - 4(charge)6+btransforms into a terrifying drueger and dashes forward, hitting multiple times. may have the ability to eat projectiles if that isn't too broken*LV3 - Doubleteam - Clunges forward into a super that looks like it will be a ranbu, but charles barkley pops up and does a massively damaging dunk on the opponent insteadhe won't be entirely complicated but i want to see if he sounds like he'll be too powerful or too underpowered in terms of his abilitiesalso still need folk that can help out with custom sprites!!