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Re: Samurai Shodown: Rebirth By Blood

 August 11, 2015, 06:22:38 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown: Rebirth By Blood (Started by Abster August 11, 2015, 12:38:50 am
 Board: Projects

Oh oh that's a great surprise

i use to play ofently SS in the past. so i will keep my eyes wide open on your project.

thx for the efforts you'll put in this project and the time you'll spend... hard work but not impossible.

what about the SP ?  no pics for now???

thx anyway and good luck !!!

This is mostly a character and lifebar pack for now, but I am currently working on an intro storyboard so look forward to that.

So far I have the 4 characters mostly done, Haohmaru, Nakoruru, Genjuro, and Cham Cham.  I intend to work on inserting Kuroko (judge) sprites to referee each match. 
    

Re: Samurai Shodown: Rebirth By Blood

 August 11, 2015, 01:30:04 am View in topic context
avatar  Posted by Abster  in Samurai Shodown: Rebirth By Blood (Started by Abster August 11, 2015, 12:38:50 am
 Board: Projects

Screenshots added.  Would like to see Arpa or whoever to see if he can help out.
    

Samurai Shodown: Rebirth By Blood

 August 11, 2015, 12:38:50 am View in topic context
avatar  Posted by Abster  in Samurai Shodown: Rebirth By Blood (Started by Abster August 11, 2015, 12:38:50 am
 Board: Projects

Starting in small droves back in 2005, I'm starting to get a knack for starting my project up again.  It ain't easy juggling a 30-40 hour week, but my love of the SS brand has got me here. 

Samurai Shodown:  Rebirth By Blood

What is Rebirth By Blood?

It's a full Samurai Shodown fangame using the Mugen engine.  Taking advantage of the huge amount of flexibility offered by Elecbyte's engine, this is essentially my hurrah to the series I enjoyed most in my youth.

Why come up with this in the first place?

This started as my retaliation to the dumbed down and quite frankly, castrated presentation of the Samurai Shodown series with Samurai Spirits Tenkachi Kenkayuden, known here as Samurai Shodown 6.  This game came only one year or so after Samurai Shodown 5 Special, the very last Neo Geo game, received high praise from the fighting game community for being one of the most balanced entries in the series.  It was one on one blade combat at its finest, and its bloodiest, enough for SNKP to think it had the finger pointed at them for the Saesbo slashing incident, which opened the floodgates for all Japanese fighting games from there on to remove all visible blood from all future arcade fighting game releases, persisting to this day.  Samurai Shodown was among the first series to get the rated PG treatment, and to me, making Samurai Shodown PG rated is something like making Mortal Kombat 1 for SNES.  Unbalanced gameplay, an abysmal soundtrack as well as voices, low sound quality, unfinished graphics, weak special effects, and a severe lack of impact the series is known for contributed to me looking at Samurai Shodown 6 as the worst game of the series, right around the same level of Samurai Shodown Sen of course.

The goal of Rebirth by Blood is to combine the best parts of Samurai Shodown 2, and Samurai Shodown 5 Special all into one, with a few of the good things that came out of Samurai Shodown 6.

What is the story of Rebirth by Blood?

The story of RBB is a "what if" scenario.  For those who played Samurai Shodown 2, Nicotine's ending implies that the SS2 boss Mizuki was never fully sealed back into the demon world.  To me, this is what happens if Mizuki was never fully sealed into the demon world after the first confrontation.

Hundreds of years ago, a priestess named Bizuki attempted to fight Mizuki, but failed.  As a result, Mizuki took over her body and became one of the most dependable servants to the dark god Ambrosia.  When Mizuki was defeated, Bizuki's soul was released from her body, allowing Bizuki to become whole once more.  The story takes some inspiration from the Samurai Shodown RPG.

What are its features?

- Play either one of two ways!

A Dou (動 Motion) type fighter relies on his anger to exceed his limits, and can hardly control himself when fighting.  Known as BLADE mode in English, these fighters rely on their weapon and brute strength to get through tough battles, the classic Samurai Shodown rage gauge experience.  Do weapon flipping techniques to disarm the opponent, enter a rage explosion for your final stand, and then attempt the zetsumei ougi to finish it once and for all!

On the other hand, a Sei (静 Stillness) type fighter hides his intention to fight, then releases it quickly, and this principle requires a state of calmness and a clarity of mind.  In MIND mode, the fighter relies more on smarts and being able to store energy through meditation.  This energy can then be used to power up your special moves.  When in a pinch, slow down the opponent and strike them down with the fatal flash!

- Every character is made from the ground up, unique to this full game project.

Some characters are to have completely new and unique styles of play, to be revealed in due time.  Lets just say fans of SS64 Asura Zanmaden will have something to look forward to.

- Ability to toggle items being thrown in during a fight

Either have no items at all, the classic SS2/3 style limited to food and bombs only, or SS6's expanded item list including unique items that appear relative to the stage you're in!

- Team mode support

Because the game is intended to be 1 on 1 matches only, simultaneous play is not supported

- 1.1 stage zoom and palette change support (Angry red skin)

- English and Japanese language versions

Help is wanted!

- I can use some assistance on a few things, namely due to my efforts to make this game as true to the original Samurai Shodown mechanics and gameplay as humanly possible.  As such I'd like the help of someone who knows exact technical parameters of the various games inside and out.  (I have SS3's debug savestate and also a SS5 Special collision box viewer)  This game is mainly inspired by my two favorites of the series, SS2 and SS5 Special.

- Custom sprites wanted!  A number of characters made for Samurai Shodown 6 lack a full set of sprites.  For example, they don't have unique frames for landing on their face or getting hit in the back.  There are also several fatality frames I might need help with as well.  While I am able to do some decent sprite edits I need good references to work with and sometimes I don't have said references, so I would need a pixel artist that can do these frames more from scratch.

- Additional details and faq will be added in due time as I get them.

EDIT:  Screenshots!

 
    

Re: Re: VioFitz's CVS Mina Majikina Sprite Pack W.I.P.

 August 10, 2015, 08:32:48 am View in topic context
avatar  Posted by Abster  in Re: VioFitz's CVS Mina Majikina Sprite Pack W.I.P. (Started by Jamessmithy967 August 06, 2015, 08:59:48 pm
 Board: Hall of Fame

Well, I can't wait until I make my SS Mugen announcement.  It will be hilarious.
    

Oh my god! How dangerous a boomerang is!

 March 07, 2015, 11:16:44 pm View in topic context
avatar  Posted by Abster  in Oh my god! How dangerous a boomerang is! (Started by Abster March 07, 2015, 11:16:44 pm
 Board: Projects

In honor of Reiko Chiba making her debut in the US next week at the Lexington Toy and Comic con, I fell compelled to dig up an old project of mine that's been sitting on my hard drive and convert one of the characters in it for a general Mugen release.

Because I have a full time job, there's no guarantee on this, but I'd like to release my Cham Cham for Mugen consumption by next weekend.  She will be a mixture of Samurai Shodown 5 Special style and my own intended to show a small portion of what will be in my larger scale Samurai Shodown project.

She will be Mugen 1.0 above only because of special palette changes only 1.0 and above provide (red skin when angry)

For now, enjoy the images!

    

Re: VioFitz's CVS Mina Majikina Sprite Pack W.I.P.

 March 07, 2015, 08:27:49 pm View in topic context
avatar  Posted by Abster  in VioFitz's CVS Mina Majikina Sprite Pack W.I.P. (Started by VioFitz March 07, 2015, 07:43:38 pm
 Board: Sprite Projects

You're back after I dunno how many years?  Good to see ya.
    

Re: 2D Samurai Shodown Warrior Rage Super jump & Zoom for Mugen 1.1

 March 31, 2014, 02:53:45 am View in topic context
avatar  Posted by Abster  in 2D Samurai Shodown Warrior Rage Super jump & Zoom for Mugen 1.1 (Started by OldGamer March 07, 2014, 08:03:05 am
 Board: Your Releases, 1.0+

I'm pretty sure most of these SS 64 graphics were ripped by Black Shroud, who's essentially a walking SS encyclopedia.  I doubt he'd mind you making these stages tho. 
    

Re: Samurai Shodown - Bathed in Blood

 October 07, 2013, 12:26:25 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

No no.  I'm only doing this with the lifebars and some of the interface.  Double ressing the actual character sprites would take too long.
    

Re: Samurai Shodown - Bathed in Blood

 October 03, 2013, 03:41:59 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

We can help each other with resources, sprites, code, and other stuff, but we have too differing opinions to combine our projects together right now.  I don't want to put unnecessary cameos and just obsess about blood and gore all day.  I'm into the more traditional SS project, like the Messiah of Ambrosia screenpack that KGenjuro made about a decade ago.  Remember him?  I want to be essentially the Mega Man Unlimited of the Samurai Shodown universe.  I want to make a game that's balanced and is accurate to SS lore, part of why I'm making characters from scratch.  I've been occupied by a commercial project I'm doing that is unrelated to this, but I have started to high res some classic style graphics and am putting resources together to give my game the update it needs.  Then I'll post all about it.
    

Re: Samurai Shodown - Bathed in Blood

 August 31, 2013, 12:03:13 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

The stages I haven't mentioned issues with so far I think are good as they are.

As far as Ambrosia itself goes...




This is the only time Ambrosia is actually fought, in the RPG.
    

Re: Samurai Shodown - Bathed in Blood

 August 31, 2013, 02:14:56 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

I've already mentioned it to you in PM.
    

Re: Samurai Shodown - Bathed in Blood

 August 30, 2013, 10:39:31 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

Ok, so we are in our proper locations then.  Vgames seems to want to add somewhat random things to his vision of SS while I want a more traditional SS in its design.
    

Re: Samurai Shodown - Bathed in Blood

 August 30, 2013, 03:52:15 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

I've been in the Mugen scene in more than a decade, and have been making my game since 2005.  I can't be Quan Chi.  :p
    

Re: Samurai Shodown - Bathed in Blood

 August 29, 2013, 11:59:33 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

That leaves the question, which one is Shang Tsung and the other being Quan Chi?
    

Re: Samurai Shodown - Bathed in Blood

 August 29, 2013, 05:38:07 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

If that's the case, I might as well confirm now that vgames and I have formed a deadly alliance.  Hopefully we can show off some collaboration efforts soon.
    

Re: Samurai Shodown - Bathed in Blood

 August 28, 2013, 04:01:44 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

Well, keep in touch somehow.  I'd like to show you more of my game before we start to really snug together.  I sent you a pm regarding my game.
    

Re: Samurai Shodown - Bathed in Blood

 August 28, 2013, 03:13:03 am View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

I'm not into the notion of taking other characters and editing them to my liking although that would technically be easier.  I've seen in many SS character conversions that are lacking a significant number of frames, or have gameplay that is too different to standard SS gameplay.  I went to war on certain forums over SS Tenka's butchering of SS's mature image, but putting Mortal Kombat as a primary form of inspiration for the project is kinda missing the point since the lack of violence is far from the only thing wrong with it.

I don't want to join anyone else until I show everyone what my SS game is about.
    

Re: Samurai Shodown - Bathed in Blood

 August 27, 2013, 11:13:08 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

I've essentially been making one character a year.  Cham Cham in 05, Nako in 06, Haohmaru in 07 and Genjuro in 08.  I took a break from the project in 09 because I started on my Constancy: Roa project, but have gotten inspiration to go back to the project recently.  I work at a better pace than you realize.  Right now I'm putting together the fightfx file.
    

Re: Samurai Shodown - Bathed in Blood

 August 27, 2013, 10:26:31 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

I've only got 4 characters for my project so far.  I'd throw up something once I made 5.  These characters are all made by me from the ground up.  Haohmaru, Genjuro, Nakoruru, Cham Cham.  For number 5 I was thinking Hanzo or Iroha but I'd need custom sprites for both characters.
    

Re: Samurai Shodown - Bathed in Blood

 August 27, 2013, 09:54:10 pm View in topic context
avatar  Posted by Abster  in Samurai Shodown - Bathed in Blood (Started by VGames July 16, 2013, 12:44:34 am
 Board: Projects

My ideas for a SS game are a bit different than yours though.  Just give me a little bit and I'll post about my game.  I'm fine working with ya on a SS game but I'm unsure as to exactly which ways.