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Sean Altly

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Messages by Sean Altly


Re: [Theme Thread] CVS Sprite thread

 May 27, 2023, 11:32:22 PM View in topic context
 Posted by Sean Altly  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Ichiban Kasuga!


Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 May 27, 2023, 11:08:45 PM View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 PM
 Board: Graphics

I've been getting quite a bit of business on Twitter and I just wanted to share some of the sprites I've been making for people over there since I think a few of them are some of my best work:


Re: SeanAltly's Commissions Thread (Commissions Open, Details on Page 21)

 March 25, 2023, 07:20:48 PM View in topic context
 Posted by Sean Altly  in SeanAltly's Commissions Thread (Commissions Open, Details on Page 21) (Started by Sean Altly April 16, 2012, 10:30:30 PM
 Board: Graphics

Hey everyone! So I recently left my job of nearly 15 years due to the new GM they hired being an abusive bully. So basically I'm open for commissions again because I have this pesky addiction to food and shelter that I need to support. I'm also on several different medications that are basically keeping me alive right now and if I lose my insurance (thanks America) I'm figgity-fucked.

I am open to discussing full spritesets but just keep in mind at this point something complex is going to price in the $1k range, which can be done in installments. Other pricing:

Single Sprite From Scratch: $20-30 depending on complexity
Animations: $50-100 based on complexity and frame count

I have two roommates (thanks inflation) so my part of the bills around here is about $700 a month, so I'd love to be able to generate some revenue quick in case I'm out of work for a while.

I understand that everything is more expensive everywhere for everyone these days, so I understand if not many people have money to spend on stuff like this.

Also, if you messaged me in the last year or so about commissions and I didn't respond, I apologize as it's been one of the most stressful and challenging years of my life and I sometimes get overwhelmed.

Anyway, PM me for inquiries!

Re: Happy Birthday to...

 September 15, 2022, 10:19:09 PM View in topic context
 Posted by Sean Altly  in Happy Birthday to... (Started by TempesT January 11, 2010, 04:27:19 AM
 Board: All That's Left


Re: Street Fighter All-Stars - Version 1.0

 May 02, 2022, 04:10:24 AM View in topic context
 Posted by Sean Altly  in Street Fighter All-Stars - Version 1.05 (Started by RagingRowen April 29, 2022, 12:20:54 AM
 Board: Your Releases, 1.0+

Just a few quick bits of feedback from me, haven't had much time with the game yet.

-Alex's jump feels super floaty and weird since he's such a big heavy character
-When Alex lands, he must complete his (very long) landing animation before he can move forward or backward. He can jump again, do attacks, etc., but he can't walk forward or backward until the animation is complete
-Someone mentioned it but yeah Dan's stage is very disorienting because the camera follows too close
-Alex seems to be missing a gethit somewhere, he disappears briefly when he hits the ground from Haggar's normal 2P throw (Lift n Toss)
-Speaking of that throw, when Haggar actually throws the opponent away, they seem to be falling from much higher than where he's holding them, plus the camera movement during this throw are pretty wacky. You probably want to add a screenbound sctrl to P2's gethit state
-I would personally suggest changing Final Haggar Buster's command to a 360 like Alex's Hyperbomb for synergy but that might just be me

That's all I got for now. It's got a great look and feel overall though, good job.

PS: This is just the artist in me but Retsu and Batsu really need some extra care in the sprite department, they have some pretty off looking animations compared to the rest of the cast. Cool inclusions though. I have a 99% complete mostly unused spriteset of Joe that would fit right into this game I think.

Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)

 April 22, 2022, 03:57:24 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Check out this awesome Tier List video that Boss Brown made for the game. Let me know if you guys agree or disagree with any of this. I will be working on another update for the game based on this.

If you don't want to watch the whole video, the list looks like this:

S - Siege, Illian
A - Zico, Quavon, Tristan
B - Bryce, Elle, Vidael, Atleif
C - Sasuke

Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)

 March 23, 2022, 12:28:30 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Damn it, I was too late to bring up another issue I found. One of Zico’s supers in the movelist has the same error as Sasuke’s - the command is listed as a kick when I believe it’s a punch.

Oh, well. I’ll download this update when I can and get back to enjoying the game. Looking forward to the DLC, but take your time on it! :)

Yeah his super commands were completely wrong, that's what I get for working from a template and forgetting to change stuff, lol.

It gets better and better with each update. I forgot to say this last time, but I love how you did throw escapes. And your solution for infinite meter in training is so simple it makes me feel stupid. :derp:

When you're more or less done with quality control, I think you should show this to other fighting game communities.

A few things for Elle:
- Morning Glory does not spend Ego Drive
- If you do Lilac Angel further than half screen or so, the hits will not combo between themselves
- Meadow Superstar retains invincibility in the recovery frames

Thanks a ton, again it means a lot! This feedback helped me discover a weird issue that most people probably already knew but was news to me. This was the superpause code I had on that move:

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = s6301
sound = S45,0
pos = 0,-100
movetime = 30
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

Well in the animation for the move, I forgot to put a clsn2 on the second frame (the paused frame). Because of this, it was making the next 30 ticks invincible. I figured this out when I removed the NotHitBy sctrl completely and her clsn2s were still turning green. I was totally baffled until I added clsn2s to the paused frame and it fixed it. Super weird.

Anyway, I updated the patch to fix these issues as well as Zico's movelist. Also, someone commented on a YT video that after they downloaded the newest version of the game, Illian's standing HK is not hitting at all. I am not having this issue and have downloaded the game and the patch to be thorough. Anyone else having this issue? Nevermind, they told me the newest patch doesn't have this issue so problem solved!

Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)

 March 21, 2022, 09:43:17 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Updated with another small patch, but it does make some major changes. Barring any big bugs or issues, this will be the last update for a while so I can focus on some commissions, as well as start working on the two "DLC" characters. Here's the change log:



-Added velset=0,0 to basic states to improve game feel
-Everyone's jumps are shorter now
-Adjusted everyone's height constant so they can be jumped over with the new jumping vels


-Adjusted J.LK hitboxes to make crossup a bit easier
-Adjusted hitbox on all versions of London Eye
-Can now cancel St.Lp to St.HK (won't combo but good for pressure)


-Can now cancel Lilac Wing into her Offense Drive
-Fixed issue with EX Morning Glory adding to Offense Meter when it hits


-Fixed incorrect Legendary Catch command on the in-game movelist


-Fixed issue where he was gaining a small amount of Offense Meter during his Offense Drive

Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)

 March 19, 2022, 01:52:51 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

None of this is off-base at all, I appreciate the feedback. I'll address stuff in order:

  • Yeah I just wanted to avoid long, flashy combos like in the SHADEs games. There are links but yes it's intentional that you should generally start with target combos.
  • I can consider adding in hops, but I also wouldn't mind reducing jump heights in genera (would def have to reduce everyone's height as well so they can be jumped over). For cross-ups, everyone has a jumping normal with clsns designed to make it a cross-up, but the jump timing might be the issue. EDIT: Actually I just discovered Atleif and Vidael don't, whoops EDIT EDIT: Vidael does have one, it's her jumping LK. Also I just read that Boxer intentionally has no crossup in SFV so it might be normal for a boxing character not to have one. Hmmmm
  • This is something I've heard from some others. I didn't do a Guard Meter in this game because I didn't want to clutter the screen and felt like the Guard Crushes, easy grabs, as well as mixups should be enough to deal with guarding opponents.
  • Yeah I just decided to keep him simple with the low fireball only. Being the only main roster member with a projectile, I didn't want to give him too many tools for balance reasons. And yeah, I basically gave up trying to code the CC super and went with the super version of the projectile. This may get added in a future update.
  • Well her normals chain, so a good BNB is just LP>HP>Glado x 2>Obsidio. Also the Dive kick followups to her diagonal teleport all leave plenty of time to start combos off of them. I've had one or two people tell me she's OP already but I want to keep her gameplay intact so she just may get her health or walk speed nerfed.

Thanks for this honest feedback man, I will look into some stuff and I hope you stick with the updates!

Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)

 March 17, 2022, 11:24:24 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

I think there's a movelist inconsistency with Saito. One of his moves is listed as QCB2xK when it's actually QCB2xP. I tried getting it out with K multiple times before I found out it was actually P. Either the command needs changing to match the movelist or the other way around, but that really threw me.

Other than that, really enjoying the update! Did an arcade run with Bryce some time ago, and I think he, Atleif and Quavon are becoming my favourites so far.

Ahhhh whoops, I will fix that and update it, thanks!

Good my friend. Your game is perfect. I follow his work and was looking forward to the release. I would like to ask a question: How do you create the picture frame (9000.1). What format do you save and have to index colors? I'm asking this because I saw that the image of the char is sharp and with vivid colors. When I do this in my project, it seems like it loses resolution/sharpness. I save in png normally, without indexing colors or saving in pcx.

Not really sure, I made the full character art with colors and everything, then sent them to Mordecool as .png files and he did the rest, so he may have done something to them.

Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)

 March 15, 2022, 11:29:57 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+


Just put out a new Patch. Just like the last one, if you downloaded the game before today, March 15th, you'll need the patch, If you didn't, the main link is the most up to date game.

Here's the Change Log, and it's some BIG stuff:



-Defense Bar will stay full in training mode. This works by checking the opponent's Offense Bar during the intro state, so if you hit Space Bar to fill them during the intros of a regular match, this will cause the Defense Bar to stay full in other modes too. Simply do not do that, lol. If this cause sproblems I might just remove it in a further update
-Fixed fall bug on all sweep attacks
-In game movelist added, press Start to access whenever your character has control
-Taunts/Ego Drives are now done with HP+HK ala SF3:TS
-Added Ego Drive indicator


-Fixed issue that was preventing cancelling into God Bless the Ring during certain moves as intended
-Fixed issue where Atleif was doing damage with the Guard Break attack (it should only do damage if it hits a non-guarding opponent)
-Now easier to combo Cr.LK into Cr.HP
-St.LK now has more range, added 1f to startup, reduced recovery by 2f
-Genesis 2 travels further during windup
-Added non-dash version of Golden Cross called Shining Cross, uses QCB+P command
-Halo Hook is now done with QCB+K
-Adjusted several hitboxes
-Both normal versions of Holy Roller have 2f less startup
-Added "Holy" sound FX to some specials


-Adjusted vels on both normal versions of London Fire
-Great Fire will now blow through one hit of other projectiles (only he and Illian have projectiles anyway, lol)
-Lowered hittime of EX London Fire to prevent corner looping
-London Fire is now more visible on Wrestling Dojo stage


-Fixed issue with Maximum Overdrive not depleting both bars
-Added forgotten move to movelist, her dive kick Flowering Quince


-Omnisphere now knocks down aerial opponents
-Fixed issue where Magnum Opus was giving back a small bit of power


-Cosmetic changes to a few animations and moves
-Fixed floating bug that happens when you cancel Trouble in Calgary into Five Moves of Doom


-Lowered recovery on LK Koppou Kick by 3f, HK version by 2f
-Fixed issue with Jumping Liger Bomb grab anim coming out too early
-Increased damage of Legendary Catch from 290 to 340
-Fixed bug where Strong Style Catch was only active for 5f instead of the intended 10f


-Fixed bug where P2 would sometimes be facing the wrong way when hit by Umbra
-Fixed floating bug when Ascia gets interrupted
-Chasma now causes crumple state when hitting a standing opponent. This is not for combo purposes but because the opponent was recovering too fast.
-If Chasma hits in the air the opponent is knocked further away horixontally. No matter which version, if Siege is too close to the opponent afterwards, she will dash away.


-Rolling Thunder no longer completely invincible, can now be interrupted by crouching attacks


-More invincibility at beginning of LK Waning Moon
-Reduced invincibility frames on both normal Crescent Moon Slashes
-Fixed issue with LP version of Hundred Needles (the raw one, not the Rose's Thorn followup)
-Clarified some things in her movelist within the Game Manual


-Mountain Tackle now adds to the hit counter
-Fixed pseudo infinite involving his Silva Flash backfist during Blood Rage mode
-EX Superman Punch now hits overhead
-EX Mountain Tackle can now catch a falling opponent, reduced damage from 215 to 185 for balance

Re: Next Two Character Possibilities

 March 03, 2022, 11:29:36 PM View in topic context
 Posted by Sean Altly  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

Damn, Boyo Jun's looks give me serious Goro Majima vibes here, especially his third design. Any way to know, could there be any inspiration taken?

I just looked him up and I definitely see the resemblance. My only familiarity with the Yakuza games was when I looked into them recently while considering a commission, so it may have been subliminal. The general idea for the character started as a mix of Shen Woo and the real life wrestler Orange Cassidy. I think I was also rewatching Cowboy Bebop at the time and something in there influenced it but I can't remember what.

I'm very invested on this game as you probably know so I'm hyped af. I'm pushing for both Camila and Yaayaa. I feel Osgood would be good if the roster size was bigger.

Any basic ideas for movesets or archetypes for the characters to fill? I feel LB could use a setplay character.

What is an example of a setplay character? I sometimes lose track of fighting game jargon. I googled the term but can't really find a good example. I'm mainly familiar with Street Fighter and KoF, but I have passive experience with Guilty Gear, and very little experience with anime fighters.

Re: Next Two Character Possibilities

 March 03, 2022, 10:47:09 PM View in topic context
 Posted by Sean Altly  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

I think a demon flip is a great idea, but adding those supers might make the reference too blatant.

As for the others, I can say the girls immediately clicked more with me. Especially the second one.

Good point, it's a bit on the nose, lol.

¡Camila! :D

A small word of advice: her surname here is a very big State/city, which is spelled Córdoba. Add a reference to "Fernet con Coca" and give her a blatant Cordobés accent for a greater effect. -> [youtube][/youtube]

So should I spell her name like that as well to be more accurate? Camila Córdoba? I made this mistake a long time ago with Castle and I'm open to changing it.

Next Two Character Possibilities

 March 03, 2022, 10:08:26 PM View in topic context
 Posted by Sean Altly  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

So now that the game is out and people are playing, in between my focus on balance and bug fixes, I've started to plan two more characters for the game. One is set in stone, while the other I have a few options. I just thought I'd present them here and get some opinions. Here's the set in stone character:


Nation: Mexico(?)
Fighting Style: Lucha Libre
Bio: El Demonico is a mysterious luchador known for his quickness, strength, and "fire breath" ability.

The concept for El Demonico is simple. If Sasuke and Quavon are grappler versions of Ryu and Ken, Demonico is their Akuma (with a dash of Dan absurdity). ***BEFORE ANYONE POINTS IT OUT, I KNOW "EL DEMONICO" IS NOT ACTUALLY SPANISH FOR THE DEMON. IT'S INCORRECT ON PURPOSE.***



-Fire Breath - QCF+P - Breathes fire at his opponent. LP is straight forward and HP is an anti air. Functions similarly to Yoga Flame.
-Demonico Flip - DP+K - Exactly what it sounds like, his version of Akuma's Demon Flip, complete with followups.
  -Demonico Dropkick - Do nothing, and when he lands he flows right into a low dropkick
  -Demonico Spike - LK - A dive kick
  -Demonico Shoulder - LP - A shoulder thrust that doesn't change his trajectory
  -Demonico Palm - HP - An OH palm strike
  -Demonicanrana - HK when close - Catches his opponent in a headscissors and flips them over
-Psycho Driver - HCB+P - Grabs the opponent in a torture rack position, jumps up and drops them down like a piledriver
-Human Tornado - QCF+K - Performs a forward moving spinning double lariat that hits multiple times
-Snap Dragon - HCB+K - Runs forward and grabs, then transitions into a sharp, snap german suplex

OFFENSE DRIVE - Demon's Breath - QCFx2+P - A big ass version of his Fire Breath
DEFENSE DRIVE - Demon's Landing - QCFx2+K - Teleporting massive elbow drop (think Misogi)
MAXIMUM OD - El Demonio Furioso - QCFx2+S - Raging Demon of course, but it ends with a classic piledriver


As for the second character, here is some concept art for the other options. I'm pretty set on the first option, but if the other ones generate more interest I could change my mind.

Nation: Argentina
Fighting Style: Kickboxing
Bio: She was born with a rare heart condition that had her in and out of surgery for most of childhood. Despite this obstacle, she fought hard to become a champion kickboxer to prove that the human spirit is indomitable.

(three possible designs for the same character)
Nation: China
Fighting Style: Street Fighting
Bio: An orphan who never knew his parents, Boyo grew up on the streets of China having to fight for scraps with many other displaced children. He developed a unique fighting style and began to show it off at local unsanctioned bare-knuckle tournaments, and later in professional fights, which drew the attention of the Last Bout tournament.

Nation: Germany
Fighting Style: Not sure yet
Bio: Moritz is academically gifted and can be quite arrogant. He always excelled in school and became interested in martial arts to prove that size and strength didn't matter, only intelligence, and that any fighter who is smarter than their opponent can defeat them.

Nation: England
Fighting Style: Karate
Bio: Osgood is Bryce's father and the CEO of Infinitum, a media and tech conglomerate that sponsors the Last Bout tournament. He has an extremely pleasant outward demeanor that hides how skilled he is in the ring. He mentored Bryce in karate, but allowed him to branch off into Taekwondo at a young age to prove himself.

(two possible designs)
Nation: Ghana
Fighting Style: Judo
Bio: Strong and a bit hard-headed, YaaYaa is a Judo practitioner from Ghana who dreams of making it to the Olympics. For now she will have to settle on the Last Bout tournament, which she hopes to win so she can pay for an expensive and experimental surgery for her ailing twin brother Ekow.

Re: Last Bout: Styles Will Clash (Updated w/patch 2/28/2022)

 March 02, 2022, 06:10:44 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+


Thank you, that means a lot! I really appreciate hearing stuff like this, it makes all the work worth it. Thanks for finding that Elle issue as well, bit of a rookie mistake on my part. I went back and forth so many times on which of her supers should be Offense or Defense, lol. And yeah, one of the two characters I'm adding will be from Mexico, so I may just take you up on that.


I'm trying to stay on this one and make it better and you've helped a ton. I'll check out the layering issue and hopefully fix it for the next update.


Thanks! :D

Re: Last Bout: Styles Will Clash

 March 01, 2022, 04:29:11 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Thanks again everyone, it really means a lot!



I've updated the game with lots of fixes and changes. The link to the patch is in the first post. If you haven't downloaded the game yet, the regular DL link has been updated so the patch isn't needed. Here is the Change Log:

Spoiler, click to toggle visibilty

Re: Last Bout: Styles Will Clash

 February 26, 2022, 11:33:24 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Congrats on the full release of the game, Sean!

Thank you thank you!

One question - I thought Elle was British? At least I remember her being referred to as such in SHADEs 3. So how come she's under the French flag here? Or have I remembered wrong all this time?

You're correct, it explains in her intro that she is French born but raised in the UK. I wanted to include her but didn't want repeat Nations, so this is how I explained it. I got the idea from Noam Dar in the WWE Cruiserweight Classic some years ago, he's Scottish but was born in Israel so they had him representing Israel.

- Crush Drive PalFX also affects the dust effect. Might happen with more chars Whoops
- When landing from Heaven's Gate, the Width parameter is too high and serves as an invisible barrier against counterattacks. I think that sctrl can be removed entirely I added that for some specific reason I can no longer remember, so to be safe I just made a new landing state without that sctrl in it
- At the end of Magnum Anvil, Illian is facing the wrong way, so to combo after it you have to do special motions (e.g. Heaven's Gate) backward. You can either fix this by remaking the inputs in the game (lots of work), or by just mirroring the animation Ohhhh okay I will check this out
- Omnisphere is the best move in the game. "Period". It's too strong. The fastest, most effective nerf to it would probably be to make it one hit only. EX version is OK I went back and forth a bunch of times on this, at one point it was only one hit, I should have left it like that

- Consider adding tech hits/throw escape since it's been a common thing since SF2. If you don't want to make new animations for it, you can do the type where the opponent lands on his feet and takes reduced damage. I actually looked into this at the last second, I was trying to find like a tutorial but no matter how I searched it I couldn't find what I was looking for. I will keep looking though because it's a feature I wanted to add
- Have you thought about making normal attacks reset the opponent instead of juggling? That tends to make games more interesting. I'm going to sound really dumb here, but what does that entail? Making them recover in the air into a custom state that's invulnerable until they land? Or am I mixing up my fighting game terms, which I often do, lol

If you want to keep the downward hit, you can just make those attacks knock down.
Will do

Another thing is it's hard to tell when you have, say, 25% or 33% and can use the bar for something. You have to eyeball it right now.
I will have to see if Mordecool can add something like this since he did the screenpack but it's def a priority

You already made the projectile a helper, so you could give it different transparency parameters when on that stage.
I keep forgetting new Mugen has the stage variable stuff now


I'm working on the first update everyone, it will just be a big patch to fix everything I've gotten to so far from everyone's feedback. I will probably put out that update Monday or Tuesday!

Re: Last Bout: Styles Will Clash

 February 25, 2022, 12:15:17 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Sir, wanted to tell you how fantastic this turned out!  Just played through Arcade mode a few times; enjoyed it immensely!


I am delighted to have been able to work as a designer on a game as varied and unique as Last Bout, I really enjoyed every moment working together with everyone!
I released a video on my channel demonstrating the game, designs, etc along with the download link to this forum.
Please enjoy everyone, and thanks for the kind words!


Thanks again for your work Mordecool!

- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.

I'm finding lots of little errors in the Manual, I must have rushed through it. That's a rookie move, lol

- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.

This is a fair assessment, I can probably just make it blockable and make it do a bit more damage or something to make it worth the EX

Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.

I look forward to it!

I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:

This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.

I will def shorten the taunt, and I will look into the issue with her dropping airborne opponents

Thanks again for the invaluable feedback!

Congrats on the release! That menu screen looks especially crisp. Great designs all around!

EDIT: I have to say, as a black man I really appreciate allowing 1P to be a black dude. It might seem super small but most fighting game companies don't even do this. Good to see the representation, even in an indie project. You're awesome.

Hey I noticed this edit way after the fact and I wanted to say thanks! I won't lie, waaaaay back when I first made Tristan, the idea was for him to front his own game, but the more I developed the other characters, the more sense it made to shift Bryce into the "Ryu" slot and Tristan into the "Ken" spot. The blonde white guy main character is kind of predictable, plus Bryce represents strength, hard work and dedication while still having a personality, and in the end Tristan became almost a kind of joke character, lol. Overall I just wanted the game to have a diverse, worldly cast.


On a different note, here's an awesome launch trailer, created once again by Raging Rowen!


Re: Last Bout: Styles Will Clash

 February 24, 2022, 12:34:15 AM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

The problem is when the slow startup is hidden behind the hit stun of other attacks, or on wakeup. As merely food for thought, SF4 solved it with invincible back dashes.

I just looked into this and this is a good idea, plus I don't have to add a new mechanic that requires new sprites.

- Following the game's logic, forward and back jumps could fill the respective power bars as well

Good point

- Jumping hard punch, when hitting air to air, allows the opponent to recover before he does. Could be an issue with more normals that hit downward
- London Fire Clsn1 is too big

A holdover from me starting with the CVTW template where that was big problem. I just realized a lot of characters probably have a similar issue, whoops

- It's easy to get an accidental super cancel when doing the full Gladio sequence, unless you do it slowly on purpose. One of those commands could be changed
- What's the purpose of reverse Rapide?

-I will change the command to QCFx2+K
-I meant to add followups to this and I completely forgot. I actually may just remove it since she already has tons of mobility and her backdash is already really good, plus everyone's backdash will have invul soon

- Maybe keep the flag with the right colors in all palettes. Imagine Tristan with an American flag that changes colors to see what I mean

This makes perfect sense, I was just being lazy, lol. I just got done fixing this, thanks!

The intro for the select screen's music reminds me of another one, but I can't recall what it is and it's killing me.

-Well I was looking for something with lots of horns. I originally was going to use Getaway Car by Aesop Rock (the instrumental version). The beginning also kind of reminds me of the Brooklyn Nine Nine theme song.

Thanks again, gonna get to work on some of this stuff!

Re: Last Bout: Styles Will Clash

 February 23, 2022, 08:51:11 PM View in topic context
 Posted by Sean Altly  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Oh wow, thanks for the feedback PotS! My response in bold:

Looks like one of the best things to come out of the Mugen engine. Congratulations. :thumbsup:


- Would be nice to have infinite meters in Training mode (other than the bug mentioned) Is there a way to detect Training Mode in Mugen? I think I Googled this once and forgot
- Clash Scramble is stronger than Clash Counter IMO, so maybe their costs could be reversed I will look into this, it seemed like the one that did damage would be better but I gues sthe scramble is more useful and can be used for combos
- Characters stay too long on the ground after falling (liedown time). Especially after a crumple. I think you should lose Mugen's way of handling that and use your own I will look into some options for this
- The powerbars could use more visual indication that they are full Great point, I will add some sort of indicator
- Unless I'm missing something, Crush Drive is going to be a problem, I think. It's not only unblockable but also guarantees a combo if the opponent tries to block it. In a game without rolling, parry, etc I guess my thought process here was that the moves are slow and telegraphed by the flash so they're easily interrupted, but if it looks like they'll be too much of an issue I can change it. I may add a roll or spot dodge mechanic in the future as well
- The screenpack is sick. Congratulations to Mordecool too He's the man and I really think commissioning him for this made all the difference
- Title screen F1 menu is behind the logo. Very, very minor issue

- Pushups don't stop automatically like the manual says. I kind of like that, so maybe it's the manual that needs fixing ;P I shall change the manual, and add a note that in order to stop doing pushups you have to press Taunt again
- I like that he has a hop kick that hits low just for how unusual that is Thanks, this was actually added because I sprited his first LK and didn't realize until afterwards how stubby and useless it was, so this was a way of repurposing those sprites
- London Fire is basically invisible in the Dojo stage You're right, I will either add some sort of indicator or something the stage floor to fix this
- Tower of London, being the defensive super, should probably have more invincibility than The Great Fire. This might apply to more characters I'm realizing now that I forgot to put invincibility on a lot of supers, so now I'm rechecking all of them

- You should specify in the manual that to do the M.G.K. followups you have to hold forward Whoops!
- The Rising Son has a frame of vulnerability at the start that looks unintentional I looked at the code and I did indeed do this on purpose but I am not sure why, lol. I just changed it though

- I expected the Japan representative to be a ninja, or karate or whatever, but you made it a wrestler. For that you win again. Just wanted to say that, because I haven't tested him yet Thanks! Most of these characters are supposed to be "styles clash" characters, like the Indian character being a woman who does Jeet Kune Do, the English wrestler being a TKD practitioner, a Norwegian boxing preist, etc. The only traditional character types I went with were Russian huge guy and the MMA/BJJ guy being Brazilian

- Eye color is wrong in the standing animation Whoops again!
- Standing HP can cancel into some specials but not others. Was that on purpose? I was trying to make the combo system a bit more limited and deliberate in this game but after a while I cut loose a bit, I think I just forgot to apply that to Atleif, I will address this
- His cancels are oddly limited compared to other characters. Normally this is a ticket to the bottom tiers Same as above, lol

Will return with more when I get the chance. I really hope so, I want to make this game as good and as balanced as possible!

Thanks for the feedback, I'm working on fixing stuff now!

Speaking of Quavon, I think his red trunks palette has a bug where his trunks change color to blue during certain animtaions.

Yeah so I completely fucked up his palette when I added the "Q" to his chest, and I didn't realize it until I had added all the new sprites to the .sff. So rather than fix the sprites, I just tried to fix the palettes and this is one I missed. He used to have a bunch of good color separation since he was designed to be headswapped but I ruined it and didn't want to add the "Q" to every sprite all over again. I feel dumb for missing this, I just fixed it and will be in the next update. Thanks for catching this for me!