Thanks! Yes, I'm currently respriting and adding new animations (for intros and victory) as well. As of now, all standing and jumping normals are done.
Here is another alpha preview of Misao. There is finally some progress with the sprites although it's a slow progress. More sounds have also been added and still looking to rip some more sound bites from different sources. Hopefully I will be able to complete her sprites by end of May. Wish me luck!
Sorry for the lack of updates. But here is a concept video for the next character, Makimachi Misao.
Happy belated Lunar New Year to all our fans who celebrate it! Since it is the year of the rooster, here is a video of the Alpha version of Misao vs our favorite Rooster head. Note that Misao sprites are not done yet and moves may change for balance.
Misao will be a zoner type. A lot of her moves will give her nice set ups but she will have low defense and low attack damage.
Re: Rurouni Kenshin Soul And Sword Beta UPDATE PATCH 06/15/15
I apologize for the inactivity on this board. I wasn't sure if there was much interest in this project among the mugenguild community, so I rarely post updates except on our facebook page. Rest assure that the project is still alive despite the lack of updates here.
In fact, I'm about to post a concept video of the next character, Makimachi Misao. Check out the Makimachi Misao topic soon!
.= SCREENPACK UPDATES =. - Menu Font was Slightly improved
Options, Select, Versus and Winner Screens New fonts. New Background. Upper and Lower bars are smoother with semitransparent gradients.
- Lifebar New fonts for names. New Hi-res portraits for all characters. Portraits for both characters in simul mode; upper gauges for sidekicks, lower gauges for players. Fixed Values of Combo font for Player 2.
.= CHARACTERS UPDATES =. - Intros: "Black bars" (horizantal and vertical) were removed. - Select/Versus and Winner Portraits of all characters were slightly refined. Aoshi: New palettes. Battousai: New palettes. Enishi: Sprites were updated, new palettes. Kenshin: Correction in minor color separation issues and new palettes. Misao: She was disabled, to enable her again rename her folder from "Misao-" to "Misao" (without quotes). Okita: New Portraits. (Art base by https://www.pixiv.net/member.php?id=4344290) Saitou: New Palettes, both versions have yellow eyes now.
.= STAGES UPDATES =. Shrine was flipped horizontally. Waterfall stage was updated, mountain in the right, bell, house and elements on the floor were removed. Soujirou stage changed back to DM Dojo.
Spoiler: 2016(click to see content)
This major update includes the following:
This latest update features a new character in the roster, Udo Jin-e and some various look/balance changes and glitch fixes. This also includes a little surprise gift for those fans who have given support over the years. Enjoy!
UDO JIN-E!!
New stages and round intros
Updated Lifebar and basic user interface
Updated get-hit properties (less pushback) and gameplay mechanics (requires high kenki to use basic recovery moves/able to combo break special moves)
Fixed more bugs and infinites (Soujiro, Sano, Shishio, etc.)
Updated movesets for Sano (jumping zanza attacks/finger flick) and Soujiro (uppercut move/new level 1 super)
I know it's been a long time since the last update. I've been busy with my personal life but the project is far from dead. In fact, here is the latest preview of the Jinei beta. As you can see there are still more spriting to be done but the coding is done for the most part. Check it out!
Jinei will have low defense and attack, but he is the only character in the game that will fully utilize the Kenki system. His shin no ippo attacks have powerful effects when he has higher kenki than the opponent. Effects include power drain, poison, and even freeze opponents.
Other than shin no ippo, his primary special attack is a rekka which can be used in combos.
He will be available in the next full game update which will hopefully come out by the end of the summer. Until next time!
Here is a preview video of the alpha versions of Makimachi Misao and Hiko Seijuro.
Misao's sprites are being worked on by the talented DanMT. If anyone has great quality images of Misao that I could possibly use for her hyper portraits, please send them my way and you will be credited. Thanks!
Currently Finished Sprites: Small portrait Stand Turns Stand to crouch Crouch Walk All jumps Run Hop Back Run 1 Intro Taunt Roll Get up
I sincerely apologize for the lack of updates. Unfortunately, I haven't had much free time to work on the project. Jinei and Misao are still in the works though so don't worry! It may take awhile to complete with my busy schedule.
Here is a brief video of Jinei's 2 hyper moves... the Shin No Ippo Suffocation and the Hyouki No Jutsu.
Shin No Ippo Suffocation drains the opponents life for 10 seconds. It is unblockable but it only works if Jinei has higher Kenki than the opponent.
Hyouki No Jutsu gives Jinei infinite kenki. With this powerup, he can use tsunagi techniques multiple times and he can use shin no ippo freeze during a combo. His max kenki also refills his power level faster.
If you don't hear from me again, I wish you all a Merry Christmas and Happy New Year!
I know a lot of people have been asking for the Superman himself and so we finally have some good news for you! Thanks to the efforts of cj2fly07, we finally started to come up with concept sprites. Check them out below!
Note that there are still some work to be done in coloring/shading and making him look less Haomaru but at least we have a base idea. Let us know what you think and we will work on it! Thanks!
Check out the latest Udo Jinei Alpha preview! At the moment, he has 5 normal attacks, his backpass attack (featured in his epic fight against Kenshin), his Shin No Ippo variations, and all his hurt animations. Enjoy!
Note that he has 3 variations of the Shin No Ippo special.
Weak version drains opponent's kenki,
medium drains power (if opponent has lower kenki), and
heavy freezes the opponent (if opponent has lower kenki).
Next on the list are the rest of his normal attacks, specials, and his Shin No Ippo hyper (which will drain opponents health over time).
Re: Rurouni Kenshin Soul And Sword Beta UPDATE 02/28/15
------------------------------------------------- INSTRUCTIONS AFTER EXTRACTING:
1. Copy and paste "chars" and "data" folders into "Rurouni Kenshin SAS 1.0" or "Rurouni Kenshin Soul and Sword" folder 2. If asked, click "Replace the files in the destination" 3. That's it!
Update Log 06/15/15 ------------------------------------------------- What's done in this version ?
Spoiler, click to toggle visibilty
Shinomori Aoshi + Added damage dampener to goho juji special and super + Removed juggling from Rising Kick + Extended hit box for Onmyou Kousa
Himura Battousai + Adjusted the default color of sprites + Improved AI + Sou-ryu-sen to ryu-tsui sen causes a knockdown
Yukishiro Enishi + Jumping medium punch has a slight increase in start-up + Slight damage increase with Sen Ran Tou Sei + Adjustments in hitboxes for certain normal attacks
Himura Kenshin + Improved AI + Improved hurt boxes
Saito Hajime + Improved AI + Set defense value to normal (100) + Adjusted damage dampener
Sagara Sanosuke + Improved AI + Elbow drop causes hit stun instead of knockdown + Futae No Kiwame wave has faster recovery + Adjusted damage dampener + Zanza mode now requires 500 power only + Take less damage during Zanza mode + Zanza armor only applies in attack state + Fixed the Stun Gun Headbutt glitch + Added Finger flick counter (a+x in Zanza mode)
Shishio Makoto + Improved AI + In Boss Mode, he can automatically counter in guard state without "learning" + Activating Limit Break will gain back 500 hp only + Adjusted damage dampener + Faster start up for Tsui No Hiken Kaguzuchi + Slower health gain rate during maximum Kenki
Seta Soujiro + Improved AI + Tenken mode now requires 500 power only + Added limiter to Tenken Battoujutsu in a combo string + Higher power gain during Shukuji moves + Faster power gain rate during maximum Kenki
Here is a minor update video on Ji-nei.. which starts at 3:12.
Basic moves, Standing get-hits, and standing hard punch sprites are done. Hyoki no jutsu and Shin No ippo animations are done as well. Progress is slow since the original spriter couldn't continue anymore. I will be working on the sprites from now on but I am hopeful that Jinei will be available sometime in October or November.
Some notes on the specials: + Hyoki no Jutsu boosts his kenki by 50% but consumes 500 power + Shin No Ippo freezes his opponents if Jinei's Kenki is higher than his opponent's
Re: Character of the Month: March 2015 Nominations
I took down all of the characters that I've released in the past since I'm now focusing more on the Full Game. You can still play all the characters that I've done so far in the Full Game Beta. You can find it in another thread named "Rurouni Kenshin Soul And Sword Beta UPDATE 02/28/15"
Re: Rurouni Kenshin Soul And Sword Beta UPDATE 02/28/15
Thanks for the kind words everyone. I hope you are all enjoying the game. Stay tuned for more info on the other characters in the full game project sub-forum!