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Re: KarmaCharmeleon's WIP thread: Akira

 April 17, 2024, 04:50:34 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Thanks for the reports PeX. I'll bear them in mind for whenever I update the characters. I'll seize this opportunity to talk about my projects long term, since the state of my projects and the scope of updates changed quite a bit over time.



Let's talk about the updates.

My current standard is represented by Iori, Ryu, and Akira. These three characters are the result of years of getting better at coding MUGEN characters, understanding CvS2, and getting better at fighters in general. I made it my mission to keep them updated so in the future I don't have to deal with the problem I'm facing right now: most of the characters I made are far from the current standard that I set for myself.

This is a huge issue because in most cases the characters aren't an update or two away from being on par with my current releases. In fact, a lot of them need entire reworks. I'll split my characters in groups:

Characters that are salvable: Raiden, Gouken, Q, Rugal, Angel.
These 5 characters aren't that bad! In fact, most of the work they need is related to systemic updates that I made over time (things like fixing tick throws, correcting air movement, changing the way fireball supers interact with dampener).
Some of them have specific issues that need addressing. Angel for example was intended to be a high combo battery character with low damage due to bad super cancels... Turns out she doesn't need to use bar to do damage that expects my intentions:
https://streamable.com/ytvcf0
Rugal was supposed to have ridicolous damage but also a hard time hitconfirming... Turns out he can hitconfirm into God Slam (you know how strong the reward is if you played agaisnt my Rugal), and can neutral skip with easy by TKing the dive kick. I'm also not to thrilled regarding how the Omega Mode ended up feeling. Its ridicolously strong, but quite literally feels weird on my hands.
On the other hand, Raiden and Gouken are bit better, but need a bit of care in the presentation. Raiden doesn't have correct WinQuotes nor he has Color Separation implemented. Gouken has visual effects that clash a little bit, and could use a couple of animations to spice up his Intro/Win/Basic Movement portfolio.
Q is great altho a bit underpowered by nature. I want to explore his install super to make it feel like he's a real menace whenever he is on.

These characters are solid but do need a couple of weeks of focus to reach their true potential.

Characters that have significant problems: Haohmaru, Yun, Yang, Terry.
These characters are a byproduct of their time. Yun, Yang and Terry were made back when I haven't even discovered that the way we ported data was wrong. They also have some glaring balance issues; especially Terry who has brutal corner pressure and damage output thru the roof. The Twins are broken in other ways. With relentless dive kick pressure and installs that go way too far.

Haohmaru might have the correct movement implemented, but his frame data is a bit off, and his hitboxes were also made back when J and I didn't noticed the scale was wrong. He likely needs revisions on his sprites axis (!!!!) and color separation. I feel I nailed Rasetsumaru tho. He needs to be in pristine state because if he's not working correctly, a character in the next tier won't be also.

Characters that are lmao: Genjuro, Blanka, Rose
If you have these three in your roster its likely because there's no other version of the character out that its good enough. These characters are a mess. I have a lot of attachment to these three because they were my first time experimenting with different things: Genjuro was my first time making a character period; Blanka was my first time making a character datamining from CvS2, and Rose was my first character working with a character with custom sprites.
They kinda suck tho. Genjuro has SSVSP hitboxes because at that time I hadn't even seen how CvS2 hitboxes looked like. Blanka is cracked with his oppresive CvS2 neutral but actual great combos. Rose is as broken as Alpha 2 Rose, with brutal neutral, unintended safe supers, and cracked custom combos that you can cancel into and do like 60% on block. I know I'm all about respecting character's identity but I went too far by making her a mess.

Out of these three tiers, I feel that the last two are worth reworking entirely. While the second tier could use relentless updates to be on par with my current characters, having to re-rip that much data in almost all aspects makes me think that it'd be better to just make them from scratch.

If I had to pick a character from each tier to update/rework, I'd go with:
Angel/Haohmaru/Genjuro.
Angel needs balance changes mostly, and could benefit from lower potential power with higher consistency and accesibility.
Haohmaru and Genjuro would be great to redefine (yet again) what I want SamSho characters to be.

I'd also love to tackle Gouken, but I really want to wait for ben to sprite some extra anims that give him the extra push regarding presentation.



Now let's discuss upcoming projects. Once again this is gonna be long.

Characters that are next in line: Ash Crimson, Dudley, Kage Mode, SF6 Mode, Shin Mode, Secret Character?
First and foremost, I really want to get Ash out this year. Spritewise, he is like 4 anims away to have all the fluff I want in. I restarted progress on him recently, and I intend to make him count this time. I really want to push for a Dark Mode that cooks people on arcade runs, but honestly? The priority is to get the main mode out.
Second its Dudley. Not much to say about him other than it's very likely that I'll be collabing with a insanely talented spriter for the visuals to be on the next level.
Third is the last three Ryu Modes. I want to work them between releases, much like E. Ryu came out after I took a break and made Akira. I think its a great workflow. Next up is Kage or SF6 mode. Hopefully I can get Hashogeki sprited. Both present great challenges but I have huge expectations on them.
Fourth is a character that is no secret for people in the Discord Server, but I guess is not really public. Its nothing new nor groundbreaking, just a character that I've been working on whenever I wanted to do something fun and was a bit burnout.

Characters that I'll 100% make in the future: Birdie, K' Sasquatch, Wild Wolf, Tabasa
Nothing to say that I'll make these 4 for sure. We are in talks with Rabano for Birdie to have sprites for his SFV moveset to be possible. Wild Wolf will come out with Terry's update. The others will be made, eventually.

Other stuff:
On a Discord Talk I ended up making a tier list of the characters I'd tackle:
Spoiler: List (click to see content)
1 tier are charactes that I made.
2 tier are characters that I'll make.
3 tier are characters that I'd have fun working with, but their scope is wayy too big.
4 tier are characters that I'd be willing to make for specific reasons, but there are specific circumstances that prevent me from doing so. For example, 3rd Strike characters are a pain in the ass to make because assembling their .sff and capitalizing on their animations takes a lot of time. Another example is Claw, who would need for me to jump to IKEMEN GO to make him properly.
5 tier are characters that I'd like to make only while teaming up with Jmorphman (Dictator, Yamazaki) or JtheSaltyy (Chang, Sagat, Todoh). Dictator and Yamazaki are really cool characters that would be fun to make, but have some things that would be really annoying to tackle (Dictator's Aura and Yamazaki's multileveled Drill), and I think Jmorphman would make a better job than me approaching them giving his history tackling odd things that most would not dare to approach (butterflies, mutant palettes). I think JtheSaltyy would be a great parnet for Chang, Sagat, Todoh because of his deep knowledge on those characters; especially Chang, who is part of both of his 97 and CvS2 teams.
6 tier are characters that I would really love to make... With new sprites. Leona has been discussed on this thread. I also manifested my hate towards CvS Dan quite a bit on Discord. Take it as a wishlist tier.
7 tier is the dream. The unachiveable.



That's it for today. Feel free to discuss anything from this post, but for upcoming projects, considering I made a huge list with characters I'd make, limit the discussion around those.
    

Re: Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 14, 2024, 01:47:12 pm View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

    

Re: Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 13, 2024, 10:40:33 pm View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Some things I've noticed with Evil Ryu and Iori;

-During His special intro with Orochi Iori, Evil Ryu gains control prior to the match starting

-Iori uses the wrong palette on the select screen

Also I noticed Gouken does his special intro with Deathscythe's Akuma despite the latter not being updated with that intro.

Stealth updated the three of em addressing those issues. Thanks for reporting!
    

Re: Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 13, 2024, 04:08:28 am View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Ryu, Akira and Iori updated.

Ryu updated.
Spoiler: Changelog (click to see content)

Iori updated.
Spoiler: Changelog (click to see content)

Akira updated.
Spoiler: Changelog (click to see content)



You can redownload DivineAkuma's compatibility patch and it should work with his lastest public version.
You can also redownload Jmorphman's Ken and my Gouken. Both character got stealth updated for compatibility with the Special Intros.
    

Re: Ryu, Iori and Akira updated (Evil Ryu mode added)

 April 12, 2024, 05:13:49 pm View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Not sure if it’s just me but the special intro for evil Ryu Vs Violent Ken doesn’t seem to work
I might have forgotten to ask Jman to update his Ken to have the compatibility. He has been updating his characters as of recently so I'll ask but he might wait so he can push a bigger update for Ken in general. If he stealth updates Ken to have it trigger against my Ryu, I'll let you guys know.


Are you downloading the lastest version from here?
https://divinewolf.trinitymugen.net/chars/
Be sure you're getting that one.


Hey thanks for the heads up! I forgot there was a different page for updated versions of DW's characters. Now with that said, I have a feeling Akuma was updated from the version you patched because the patch is still not working (System.cns is crashing), but I do notice new SFX on Akuma. Might want to check it out.

Oddly enough it loads on Ikemen but with an extra Akuma in the background.
Dang, he updated DivineAkuma a day after I dropped my character. I remade the patch and uploaded it to mediafire. Thanks for reporting.



Tomorrow I'll be dropping Ryu's update. It will also include a Iori and Akira update to address some minor issues and implement a better ground bounce code. Thanks for the support you guys!
    

Re: Ryu, Iori and Akira updated (Evil Ryu mode added)

 April 11, 2024, 03:08:17 am View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+

Thanks for the support guys!

The colors on his small portrait are messed up
Woops. Fixed!
the landing effect and sound also plays 1 frame too early when he touches the ground performing any version of Shoryuken or Evil Ryu's Messatsu Goshoryu.

Also in my opinion, he feels kinda stiff when he returns to his standing animation from using Ashura Senku. Since he can't move for a few ticks after teleporting and the landing sound plays, he has no animation and just sits there. Not sure if that is accurate to CvS2 or it's just me.
Yup, those are intended.
I have nothing too relevant to say, I noticed 2 small things:
Ryu and Evil Ryu specific winquotes doesn't work when they fighting against each other.
Evil Ryu LK pal and start+HK pal are too similar (just a slightly different tone of green), it could be a problem in a mirror match. And his teeth have the same color of his gi on some palettes.
Fixed the WinQuote issues. All of my characters didn't trigger WinQuotes vs Ryu :o
Regarding the palette, it gives me an excuse to change that one to Alpha's palette.
Multiple attempts of redownloading DivineAkuma and applying your patch but still couldn't get the special intros working. Tried in both Mugen 1.1 and Ikemen nightly (could that be the reason?)
Are you downloading the lastest version from here?
https://divinewolf.trinitymugen.net/chars/
Be sure you're getting that one.



All reported issues and some more were addressed. I'll upload an update on the weekend also adding this:
https://streamable.com/ig0tkc
Don't expect a real update for Gouken, just a stealth one to add these intros hehe.
    

Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added)

 April 09, 2024, 05:13:02 pm View in topic context
 Posted by KarmaCharmeleon  in Ryu, Iori and Akira updated (13/04/2024, Evil Ryu mode added) (Started by KarmaCharmeleon April 09, 2024, 05:13:02 pm
 Board: Your Releases, 1.0+




Ryu updated.
Spoiler: Changelog (click to see content)

Iori updated.
Spoiler: Changelog (click to see content)

Akira updated.
Spoiler: Changelog (click to see content)



Compatibility Patch for DivineAkuma.



    

Re: KarmaCharmeleon's WIP thread: Akira

 March 14, 2024, 02:38:08 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

    

Re: KarmaCharmeleon's WIP thread: Akira

 March 10, 2024, 11:27:59 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Haven't had a chance to thank for guys for the palettes. Most of these are already in but those that aren't will be on the next update for sure.
Update the Neo Geo Pocket color Palletes and added 2 Evil Ryu's Palletes








Loved the NGPC ones, they're very creative!



Speaking of the next Ryu update, have a look:

https://streamable.com/py5zh1
https://streamable.com/wk1w1o
https://streamable.com/fy8vv0
https://streamable.com/816dab

Made myself a RoadMap to follow my own progress for Evil Ryu. This is all that is been done:

Code:
1) Create new .def files. ✓
2) Add all of the official Evil Ryu's sprites. ✓
3) Add all of the official Evil Ryu's anims. ✓
4) Add all of Evil Ryu's voice samples. ✓
5) Add var(40) in CMD. ✓
6) CMD for new moves (SGS). ✓
7) Add WinQuotes. ✓
8) Code all alts anims. ✓
9) Code all alt sounds. ✓
10) Code new Normals. ✓
11) Code Kikokuzuki Target Combo. ✓
12) Code Seichuu Nidan Tsuki. ✓
13) Code Tenma Kujin Kyaku. ✓
14) Code new Shoryu and Tatsu. ✓
15) Code Classic Tatsu. ✓
16) Code Ashura Senkuu. ✓
17) Code Goshoryu. ✓
18) Code Metsu Hadoken. ✓
19) Code SGS. ✓
20) Code Special Intro vs Ryu. ✓
21) Code Special Intro vs Gouki. ✓
22) Code Special Intro vs Evil Ken. ✓
23) Code Special Intro vs Orochi Iori. ✓
24) Code Ryusokyaku.
25) Code Evil Ryu's AI.
26) CS all new sprites.
27) ASK BROY FOR SHAKUNETSU VOICE SAMPLE DON'T FORGET.
28) Tweaks: Metsu Hadoken, Special Intros, Sound and AfterImages for Ashura Senku and SGS.

As you guys can see Evil Ryu is not that far off from being completed. Still, will take some time considering 26) is the item that will likely take me the most time to complete.
    

Re: Akira (sprites by Rabano), Iori and Ryu updated (20/02/2024)

 February 20, 2024, 12:33:56 am View in topic context
 Posted by KarmaCharmeleon  in Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024) (Started by KarmaCharmeleon February 15, 2024, 09:50:27 pm
 Board: Your Releases, 1.0+

Sorry if I didn't test earlier. Here's what I found so far:

- Senshubu doesn't knock down against air. First hits of EX as well
- Same with Urarimon
- Haten Mueishu is too effective at long range, still doing most of its max damage and being safer on block than when done close. The Lv1 version also just flat out reaches too far but I guess it's to make the animation work better
- Kiko Kai has a lot of width, making it less effective with all the pushback. I like to limit extra width to a light punch's pushback myself
- Kiko Kai Clsn2 could be a lot bigger when you consider its purpose in Mugen
- Lv1 Kiko Kai could have a smaller scale than the MAX version
- Renkan Ko input is wrong in the readme (starts with F + z)
- Kurakusho should disable Y movecamera for P2
- cHP misses KFM at point blank. Even if he microwalks back a bit
- The victory portrait isn't vertically centered. Considering the only standard we had for it was (I think) KFM's normal big portrait, you should treat it as having 140 pixels in height
- Urarimon is kind of a do everything move. Relatively safe, good super cancel confirm and good in CC. Just food for thought
- The AI is very weak against keepaway fireballs

EDIT:
- Can't CC Air Kiko Kai

Dang, I wanted to transition into using CvS2 lie down hurtboxes, but I'll have to match the standard. Fixed.
You have to consider that they're kind of good for nothing in that game. I think Sakura's are too wide, too.
Everything was addressed. Thanks for the feedback, PotS.

[youtube]https://www.youtube.com/watch?v=X-XfZB2UjQ4[/youtube]
I rushed to make this one.

Thanks!

A small suggestion for her lv3: It might be better to give her two helpers individual voices instead of repeating the same sound.
https://streamable.com/kr9hkc
Currently, it sounds a bit robotic at regular speed. Well, to me, at least.

This is intentional actually. Project Justices uses the same sample for both Zaki and Yurika specifically for this cinematic, I'm guessing so they sound synced.

The typo on quote 2 is "fall in the flames"? Being fall *into* the flames the correct sentence?
I probably should've specified, but the typo in question was "seem" yourself, not entirely sure about the "fall in the flames" bit being incorrect, but I digress.

Great job on Akira for the most part though.


Thanks for clarifying.



Iori, Ryu and Akira were updated.
Spoiler: Iori's Changelog (click to see content)
Spoiler: Ryu's Changelog (click to see content)
Spoiler: Akira's Changelog (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 16, 2024, 03:49:15 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Thank you so much for posting em. They look sick!
    

Re: Akira (sprites by Rabano) released, Iori and Ryu updated (16/02/2024)

 February 16, 2024, 03:46:58 pm View in topic context
 Posted by KarmaCharmeleon  in Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024) (Started by KarmaCharmeleon February 15, 2024, 09:50:27 pm
 Board: Your Releases, 1.0+

Just a small minor error I discovered right away on Ryu's update. When you inverted his big portrait, it's now completely off-centered as the x axis is 119 instead of 0.
Fixed. Thanks for the report!
That skulls effect looks great!
Also really impressed by how fluid the animation are in general, base on the gif.
Excited to test her out!
Yeah, Rabano did an impressive job. Thanks for the support :]
Akira
-Liedown hurtbox is awfully low to the ground

you might want to raise the height of it to match that of DeathScythe's Sakura or so , as I've noticed this happens with knuckles8864's Yamazaki: https://streamable.com/kwwv1a
Dang, I wanted to transition into using CvS2 lie down hurtboxes, but I'll have to match the standard. Fixed.

-Aside from a corner only link I've found there doesn't seem to be much practical use to Airborne EX Kiko Kai (especially given it does the same damage as HP version, which you can cancel into from j.MP for free, granted unless there's something I'm missing here).
The usage of EX Kiko Kai is a bit limited yeah. His main usage over regular version is in conjunction with j.MP as Instant Overhead, which leads into a combo. I took away the ability to hit crouchers with iOH j.MP because it skewed the character towards rushing the opponent down instead of playing footsies.

There's genuine utility on this cancel tho, as a way to punish throws:

https://streamable.com/8hh37r

Even then; I recognize that I may have been a little too conservative with this move, and with other moves. I wanted to make Akira less flow-charty and it might have been for her own detriment.

Also correct me if I'm wrong, but Kaihosho's follow-ups can only be done if you've comboed into Kaihosho from HP; was this intentional?
This is intentional.

-Readme says that HP launches for a juggle reset, did you actually mean the command launcher or is this just an error?
Oh, its HP Senshubu. I'll change the description as not only is ambiguous that way but also doesn't explain that the juggle reset is on the second hit.

-Just a suggestion, maybe omit the latter part of "Hit by Apple for You" as the apple kinda ends up awkwardly floats there when Akira "holds it" to her chest, again just a suggestion.
That's actually hardcoded on BBH. I forgot to tell Jmorphman that Akira had compatibility for him to make the needed adjustments.

Iori
-victory quotes 2 and 7 have typos (the ";" put after "Congratulations" in victory7 causes the rest of the quote to not display)
The typo on quote 2 is "fall in the flames"? Being fall *into* the flames the correct sentence?
Great catch on victory7, didn't even knew that ; could affect inside the victory quotes.

-Kotosuki In refuses to transition into its attack portion of the move on certain wide characters (ex. Victorys' Juggernaut) while they're standing in addition to an odd interaction with Yami Sogi: https://streamable.com/9s64i9
I'll start to using P2BodyDist X for the detection of Kototsuki In. It will fix the problem with wider characters in general; I hope it doesn't mess anything else in the process.
Regarding Yami Sogi: I can't believe this bug still haunts me. Fixed, this time hopefully for good.

-EX Yami Burai has a reflection/shadow upon being destroyed (EX Mode)
Fixed.

-Not really attributed to Iori himself but Claw (Vega) doesn't do his part of the special intro upon initially loading the match (only on reload)
Fixed. Updated the patch.

-Finally Iori is missing a sprite for "Hit by Hammer Throw"
Added.

Apologies for the large amount of feedback, just thought this stuff should be mentioned.
Nonsense. Nothing makes me happier than people testing out my characters and finding bugs to iron out. I intend to keep my current releases (Iori rework and onwards) as updated as possible, so feel free to post whenever you find something funny to correct. Thank you so much for the reports :)

I'll hold on the updates a little bit just in case anything else comes out.
    

Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024)

 February 15, 2024, 09:50:27 pm View in topic context
 Posted by KarmaCharmeleon  in Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024) (Started by KarmaCharmeleon February 15, 2024, 09:50:27 pm
 Board: Your Releases, 1.0+


Huge shout outs to Rabano for spriting her out of nowhere ;D he is the real MVP.



Iori updated.
Spoiler: Changelog (click to see content)

Ryu updated.
Spoiler: Changelog (click to see content)

Akira updated.
Spoiler: Changelog (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 15, 2024, 12:15:25 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Experimental (custom)


Red, Black Gold


SF4 styled colours


Based off her SFV appearance
Wah, I think they're great! Thank you so much. However, I can't use em. When I download the images they're saved as webp and don't have indexed colors.
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 13, 2024, 07:35:04 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

If I'm not mistaken, she had some tweaks thru the years, from '96 thru '03, to where some animations in one game were different in another.  Though, maybe it's too much work to go through each year to see what's changed.
I actually went thru all of her sets and while they did update some of the animations over the years, a lot of her basic ones like jumping were kept intact.

Maybe switch it to where the flip is the back jump, and arms in the air is the neutral?
Indeed her neutral jump looks a bit more like a back jump.

I would consider doing the jump ignoring these animations. I've added extra sketched frames to see what the first jump would look like and it's still confusing on screen, they're very bad animations to work with it.


Spoiler, click to toggle visibilty
I'd use Maki's jump edited with extra frames and some modification, maybe with the arms stretched out like in Leona's original jump, the movement would distance itself enough from Maki and fit Leona's fighting style enough to not be Very obvious. she has proportions very similar to Leona, so it wouldn't be so complicated to adapt and it would be clearer on screen.
it would only need to be done by someone who knew how to do animations in the KOF style or a simple conversion in the style of CvS of the entire spritesheet Painting over shading with flatter colors (in the future these sprites could be improved) which I think is what best fits with all the characters you have been doing, although I understand that it is a lot of work.
 
Great frames! Almost makes her weird neutral jump work. And yeah, Maki seems like a good reference because of her body type and ponytail. Likely with a change on her arms position her animations would get a good result that fits Leo. I think Leona's official jumps the forwards jump is somewhat savable with an extra frame aswell.

But all in all this would be something for someone interested on fixing stuff as trivial as basic movement, and I don't think any KoF spriter is interested in such a thing considering the time would likely be better spent on other stuff.



In other news, Ryu's Template is out:

Spoiler: Template (click to see content)

Spoiler: Adapted Palettes (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 12, 2024, 11:42:52 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Sadly yeah, dampir's set doesn't address the animation issues present in the NeoGeo animations.
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 12, 2024, 08:43:07 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Full disclosure Leona is one of the characters I'd like to do the most; with Iori and Genjuro she is on my top 3 favorite SNK characters of all time and I'd be down to code her even with her NeoGeo KoF sprites.

However, her animation issues run deep.

This is her neutral jump


This is her forwards jump


This is her back jump


The her basic movement animations alone have all sorts of issues that range from "its a bit choppy" to "why would they go with that for a neutral jump?!".
I also don't like her 13 costume :p
    

Re: KarmaCharmeleon's WIP thread: Akira

 February 12, 2024, 04:22:57 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Thank you guys for all of the palettes, I legit love them!



I wanted to pass by to drop some public updates on the projects.

Akira
Akira is nearly done. After very minimal things are corrected she'll be ready for release. Expect her soon ;D

Ryu
Today I finished implementing MT7's Color Separation into Ryu. After making a Template and porting palettes I'll be able to drop an update on him. Minor bugfixing aside, he's getting small changes on his Denjin Hadoken:

https://streamable.com/ngfs0k

You can charge it to inflict more hits, and the guard break is still there for all the charges!

Future Projects
After Akira is released with Ryu and Iori updates, my idea is to focus on the first secondary mode for Ryu. It will likely be Evil Ryu. The idea is still to alternate between a Ryu mode and a new character. I also want to continue tackling updates, as I feel Iori's update is one of the my biggest successes and one of the projects that I had more fun with.

Nothing is set on stone but likely the dev cycle will look like this:

Akira -> Evil Ryu -> Ash -> Shadow Ryu (Kage) -> Dudley -> EX Ryu (SF6) -> Blanka (recode) -> Shin Ryu (Boss Mode)



Cya guys, take care.
    

Re: KarmaCharmeleon's WIP thread: Akira

 January 11, 2024, 12:11:22 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

What's up fellas? It's been a long time ever since I posted updates in here.

Last year was a dry year for releases due to working conditions, but this year is shaping up to have a better schedule for my hobbies.

In any case, I want to start 2024 with a bang:

Template:


Default:


I've been working on Akira all December. My plan was to release her for xmas, but because of technical issues it just wasn't possible. Now she's nearly done. How much done? I'm finishing her lvl 3:

https://streamable.com/83mea5

Hope you guys are as pumped as me for this one. Big thanks to Rabano for letting me code her.
    

Re: Character of the Month: November 2023 Voting

 January 11, 2024, 12:04:30 pm View in topic context
 Posted by KarmaCharmeleon  in Character of the Month: November 2023 Voting (Started by Basara Lapis December 20, 2023, 05:40:17 pm
 Board: Contributions of the Month

Hey guys. Thank you so much for voting Ryu ;D cool things are planned for him going forwards, but at the moment I'm in a bit of a detour that you might find interesting.
Spoiler: Template (click to see content)