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KarmaCharmeleon

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Messages by KarmaCharmeleon

    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 24, 2025, 04:08:26 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Alright guys, with Wild Wolf finally released, I feel like a cycle has come to a close. I’ve wanted to code that character ever since I first released Terry back in 2020, so I can’t express enough gratitude to everyone who helped make this release a reality.
But now—what’s next?

A third of the year has already gone by, and I just realized that I’ve managed to release something meaningful each month so far:
- January: Jubei
- February: Terry
- March: Chang
- April: Wild Wolf

And it looks like this streak isn’t stopping anytime soon. Two major reworks are slated for late May: a full re-release of the twins, Yun and Yang, both completely rebuilt from the ground up.

Yun and Yang were among the most outdated characters in my vault, and I had no real excuse left to keep putting their reworks off—so I didn’t. Over the past month, I’ve been rebuilding them from scratch, focusing first on getting their fundamentals right before tackling the more complex aspects of their designs. As of now, both characters are essentially done, aside from their install supers.

Back when I first made them, I knew I wanted their installs to be a core part of their gameplay. But due to inexperience, I fumbled both the implementation and the overall character identity outside of just activating their power-ups. The old versions of the twins ended up messy—especially Yun, whose Genei Jin felt more like a clunky attempt at cross-referencing 3rd Strike than something that actually captured the feel of triggering it in the source game.

This time around, I approached things differently. I made sure both characters worked well without their installs first, so I wouldn’t neglect the rest of their movesets. Thanks to that approach, Yun and Yang are nearly complete, including fully developed AI. Most of May will be spent solely on refining their installs to ensure they’re better than ever.

Soon, I’ll be posting their new palette templates too. Both characters got a full cleanup in terms of color separation. Yang also received a sprite glow-up, as I corrected most of his frames to better match Yun’s design, and he even got a newly animated stance courtesy of MotorRoach:

so smooth

One last thing, though. Yang’s old Level 3 won’t be returning this time around, for reasons I’d rather not disclose publicly.

Oh, and:
    

Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated

 April 24, 2025, 03:25:54 am View in topic context


Huge shout outs to FeLo for retouching some of the animations in time for this character to drop on the same day the physical version of Fatal Fury: City of Wolves did!

Spoiler: Akira's Changelog (click to see content)
Spoiler: Angel's Changelog (click to see content)
Spoiler: Ash's Changelog (click to see content)
Spoiler: Chang's Changelog (click to see content)
Spoiler: Dudley's Changelog (click to see content)
Spoiler: Gouki's Changelog (click to see content)
Spoiler: Iori's Changelog (click to see content)
Spoiler: Jubei's Changelog (click to see content)
Spoiler: Ryu's Changelog (click to see content)
Spoiler: Terry's Changelog (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 20, 2025, 04:44:21 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Woahhhh. These look so good!! Thank you so much Knucks!!
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 11, 2025, 10:17:46 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 11, 2025, 10:15:50 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

HA! Using that for the Midnight Bliss, eh? How fitting...and it looks super good too~ Gonna be doing the rest of that animation? And will you be giving any of the other characters this as well?
I think this one was made by Toni that time he went beast mode and made them for a bunch of PotS characters that didn't have one. I do plan on adding new ones to Q, Raiden and Blanka, once the time comes!



To celebrate CotW's release, Wild Wolf is hitting your rosters April 24!
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 02, 2025, 12:10:17 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

How's it going, guys?

First and foremost, I haven't had time to share Chang's template over here. Feel free to show him some love:

Template


Default



Second, let's talk about short-term upcoming releases.

Wild Wolf has been finished from a coding perspective, with only minimal adjustments over the past few weeks. Akito has been giving it his all to complete the missing animations and has now moved on to fixing some rescaling issues the character has. I think it's safe to assume that Wild Wolf will be out this month, but as always, no promises—you can't rush good stuff.

Whenever I drop him, I'll also try to release a maintenance updates for all the up-to-date characters (Akira, Angel, Ash, Chang, Dudley, Gouki, Iori, Jubei, Ryu, and Terry). This update will address some generic issues I've been dealing with recently and may include minor gameplay adjustments. Nothing too crazy.



Third, let's talk about future projects.

Next in line is the Twins' remake. Throughout March, I've been completely remaking Yun, and he's actually done except for his Genei Jin super. I stopped there because I'd like to sprite-swap him into Yang first and then focus solely on adding their respective installs. However, I put a pause on this to focus on general updates first, as I deemed them a higher priority. If everything goes well, I can see myself dropping the Twins in late May.

After that, I'd like to pick up a Capcom character. It'll most likely be a grappler, but nothing is set in stone yet.
    

Re: Chang (sprites by Rabano, CS by MT7) released

 April 02, 2025, 11:54:22 am View in topic context
 Posted by KarmaCharmeleon  in Chang (sprites by Rabano, CS by MT7) released (Started by KarmaCharmeleon March 31, 2025, 11:26:08 am
 Board: Your Releases, 1.0+

- Add in the readme that you can move forward/backward while doing Tekkyu Dai Kaiten
Added.
- Typo in the readme. Not EX Tekkyu Dai Kaiten can be charged up, it's EX Tekkyu Funsai Geki can be charged.
Fixed.
- Nice to see those different finishers on Tekkyu Dai Boso.
Was thinking on adding all the other ones from the KoF games, but felt a bit superfluous.
- Tekkyu Taiko Uchi... How about snot shooting out of his nose? I think I've seen it in one of his SNK win animations. Unsure.
I could add a flying pixel hehe.
- EX Tekkyu Taiko Uchi. Maybe add Changs forwad fall animation from KOF 2002 at random?
I'll reserve the fall strictly to the EX version.
- Love the sound of the Iron Ball hitting! Maybe add those to his Power Charge. It's from KOF XIV?
It is from 14. For the Power Charge I'll keep the CvS one. A tragedy that CvS itself didn't have iron ball hit sounds.
- No room for Tekkyuu Dai Sekai?
Oh damn I tried to fit it. I didn't want to make it a raw super like it is because its too much on the joke character direction, but I wanted to make it a random finisher for Tekkyu Dai Boso that consumed your bar. The problem is that it threw Chang's damage over the roof lmao.
- Please add that comedic bounce sound from KOF 97/98/02 to his Tekkyu Dai Assatsu. Maybe even the belly splash rebounce from Chang in the MAX version.
Sprites don't really allow a *good* belly rebounce, but I think it looks funny enough as it is.
- Has he just one "normal" intro?
Yup.

Alright guys, how's it going?

The story of this Chang is odd. It’s not a character I had been cooking for long or anything—it just happened after some convos with Rabano. Initially, I pitched the idea of making Chang and having him sprite the Lv3 and any other animation he felt like doing. He ended up making all of the missing animations for Chang to have his most complete moveset.

In the same vein, I pitched Chang to MT7, thinking he would decline, but instead, he finished the CS in record time. Kind of crazy how everything aligned to get a fully working Chang in just a matter of weeks. ;D

Designing Chang was pretty fun. He’s one of the weirdest characters I’ve ever made. He is this defensive, unorthodox powerhouse with great zoning, but is vulnerable to being zoned himself. He has a damaging command grab but can’t quite play like a grappler due to his lack of tick throw buttons and how slow the grab itself is. He has a very strong defensive neutral, but with a slow jab and a humongous hurtbox, he’s extremely vulnerable to rushdown offense. To top it all off, Chang seems easy to pick up at first, but due to his obtuse effective range and some hidden tech, he ends up being quite hard to master.

All in all, I hope you guys enjoy this dude. Maybe we can make his pal Choi in time for March 31st, 2026?
    

Re: Chang (sprites by Rabano, CS by MT7) released

 March 31, 2025, 07:27:38 pm View in topic context
 Posted by KarmaCharmeleon  in Chang (sprites by Rabano, CS by MT7) released (Started by KarmaCharmeleon March 31, 2025, 11:26:08 am
 Board: Your Releases, 1.0+

I contacted the authorities and it seems that the forum was temporarily affected by one of those advanced bugs that turns links into pretty good covers. I couldn't fix it in time because I was busy fighting in a pit for money. But I'm back at my grandmother's home so now everything should be working as supposed.

Have a good day everyone, sorry for the preposterous issue.
    

Chang (sprites by Rabano, CS by MT7) released

 March 31, 2025, 11:26:08 am View in topic context
 Posted by KarmaCharmeleon  in Chang (sprites by Rabano, CS by MT7) released (Started by KarmaCharmeleon March 31, 2025, 11:26:08 am
 Board: Your Releases, 1.0+

    

Re: Terry updated (04/03/2025)

 March 26, 2025, 11:45:28 am View in topic context
 Posted by KarmaCharmeleon  in Terry updated (04/03/2025) (Started by KarmaCharmeleon February 24, 2025, 10:07:46 pm
 Board: Your Releases, 1.0+

It is taken after CvS2's C-Groove lvl2 Geyser. He got the triple geyser on the lvl3 version of that move. I might revert it back to 3 geysers for my max variant aswell on the next update.
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 March 17, 2025, 12:07:37 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Thanks for supporting my work!

I should clarify that the rip credits are entirely on Insanius. I just optimized the palettes so the sets dropped indexed and organized. Regarding whether or not I'd be willing code a Power Instinct character, I think it would only happen if I already made most of the characters I want to make. I honestly don't see it. I have no real attachment to the series sadly.
    

Re: Character of the Month: January 2025 Voting

 March 16, 2025, 12:56:01 pm View in topic context
 Posted by KarmaCharmeleon  in Character of the Month: January 2025 Voting (Started by Lyrica February 24, 2025, 02:11:30 pm
 Board: Contributions of the Month

Thanks Lyrica for the message :) and thanks to everyone for yet another win. Shout outs to Rabano for creating such a masterpiece.
    

Re: Jubei (sprites by Rabano) and Ryu updated (05/02/2025)

 March 16, 2025, 11:32:59 am View in topic context
 Posted by KarmaCharmeleon  in Jubei (sprites by Rabano) and Ryu updated (05/02/2025) (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

I'm not sure where to post that since many places talks about your characters.
The best place is usually my last release thread (if mods could move these two messages to Terry's thread I would appreciate it).

Are you planning to upgrade Jubei's moveset more? (not needed a tall, but just curious about it)
I don't think I will. Jubei might only need a single extra Special Intro that we discussed with Rabano, but it will be down the line for a character that hasn't been made yet.
I'm curious about the voices. Where are they from?
The voices are from Hiroshi Masuoka, Master Roshi in Budokai Tenkaichi 3. The samples were heavily curated so the dialogue makes sense. Hopefully it won't be an issue considering Roshi's voice actor hasn't been on the role for about 15 years!!
I noticed a bug/problem in Angel's AI.
May be in other characters.
To make it happen you have to be far from her, she will start running to you, then you can jump over her.
Result she will run against the edge of screen indefinitely. -> Untin you hit her to maker her quit this run loop.
Oh yeah, it happens in some other of my characters I think. It was an issue that popped up when I tried to implement more aggressive AI on my character. I'll fix it soon!

Thanks for the report!

    

Re: Terry updated (04/03/2025)

 March 16, 2025, 11:21:51 am View in topic context
 Posted by KarmaCharmeleon  in Terry updated (04/03/2025) (Started by KarmaCharmeleon February 24, 2025, 10:07:46 pm
 Board: Your Releases, 1.0+

Sorry for the late reply. Thank you so much for the feedback!

-The hitspark on his Grasping Upper plays 1 frame later (It's relatively quick, but if you pause each frame by ticks, the opponent gets thrown after the hit).
This one is intentional.
-There is no swish sound on his Buster Throw.
Added.
-The swish sound on his standing HK cuts off when the landing sound effect plays (The landing effect itself isn't there either).
Changed the channel so it doesn't get cut-off. Added the landing visual effect.
-The swish sound on Crack Shoot plays after it hits the opponent.
This one sadly has to be a thing because the startup on the heavy version is so big.
-Don't know how Round Wave and EX Power Wave works in source, but he has a few frames of vulnerability when executed (Making them less useful as he can easily get hit and be interrupted).
The idea is for you to frame trap with the them. You cancel a normal on block into it up close if your opponent tries to mash a normal it gets punished by the projectile. They're also plus on block so you can keep the pressure going if they don't do something about the blockstring.
    

Re: Terry re-released, Iori and Jubei updated (25/02/2025)

 March 04, 2025, 10:40:49 am View in topic context
 Posted by KarmaCharmeleon  in Terry updated (04/03/2025) (Started by KarmaCharmeleon February 24, 2025, 10:07:46 pm
 Board: Your Releases, 1.0+

Do excuse me for the colors bug. Terry has been updated.

Spoiler: Terry (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 March 04, 2025, 10:26:35 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Hoooly fucking shit. You went absolutely nuts with these. Thank you so much, Knuckles! I'll update Terry in a bit with these wonderful additions.
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 March 03, 2025, 07:32:10 am View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Progress on this guy is smooth sailing. Here's footage of a Wild Wolf combo with Feint Cancels and Breaking: https://streamable.com/n0p3ws

And here's the palette template for you guys to do some colors:

Template


Default
    

Re: Character of the YEAR: 2024

 March 03, 2025, 07:29:06 am View in topic context
 Posted by KarmaCharmeleon  in Character of the YEAR: 2024 (Started by Lyrica February 12, 2025, 02:11:40 pm
 Board: Contributions of the Month

Thank you all for voting for Akira and for supporting my characters in general! This is an accolade I'm incredibly happy about, as I've been chasing it for quite some time now.

I'd like to extend my gratitude for all the support you've shown towards my characters throughout the year. It has brought me nothing but joy to see each of my releases receive such a positive reception, motivating me to keep improving them. I'm also deeply grateful to the people who helped bring my characters to life. A huge shoutout to Rabano and FeLo for creating Akira and Ash from scratch, and an extra special thanks to FeLo for always being willing to add new things to my characters. Your contributions mean the world to me. I also want to acknowledge the amazing work of the color separation artists, such as MT7, Froz and Scramble, as well as the talented palette makers who give my characters their unique colors. Your efforts add so much personality and variety to them, and I truly appreciate it.

Finally, I have to give my respect to PotS and Jmorphman, as they're both the OG coders who pushed the 2008 style into something amazing enough for me to pick up and work with. Without their influence, none of this would have happened.

Mad respects to all of the competition from this year, as despite being very proud of Akira, I was convinced either Terrence or Mario were gonna take it.

All this being said, I hope I can pay this community back with a 2025 full of cool releases.
    

Re: Character of the YEAR: 2024

 February 27, 2025, 02:29:57 pm View in topic context
 Posted by KarmaCharmeleon  in Character of the YEAR: 2024 (Started by Lyrica February 12, 2025, 02:11:40 pm
 Board: Contributions of the Month

Me and Rabano right now:
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 February 27, 2025, 01:22:16 pm View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Thank you guys so much for the palettes provided for my characters. Quite literally you bring colors to my stuff :D



Now that regular Terry is done and released, I can start turning him into his Wild Wolf persona. I started working on this dude early February and the .sff is what took me the most. Currently I finished recycling all was there to recycle from the CvS DNA.

https://streamable.com/38mg2h

I want to keep the CvS2 feeling on this guy, and as such a lot of the stuff is shared between Terry and him. Moves such as Power Wave, Burn Knuckle and Power Dunk are nearly 1:1 to his regular counterpart. Some of the moves are slightly tweaked to have its own distinctive flavor though, like minor frame data adjustments on his normals, his Crack Shoot being a slow overhead or Buster Wolf no longer launching for a juggle and instead having better juggle potential coupled with higher raw damage. Next step is all about the exclusive stuff, which will take longer to design and but its frankly the coolest part about making this character.

Color Separation is currently being worked on by ElNamPrime.

While I used CotW voice samples to give this guy its own distinctive voice, his moveset design will be mostly based off his MotW appearance, as:
1) Its the version I played the most with.
2) Its more unique next to the CvS2 I already released.

Minor things will be taken from CotW, such as his Target Combos (which likely won’t quite have the same functionality as in source), or his Diagonal Rising Tackle (as I don’t want to make the MotW2 leaked sprites go to waste).

The sprite set is a resized MotW set with cleanup on the stance and crouching animations. According to FeLo, it is not too time consuming to clean these up, so I’m confident that a spriter might pop up in the future and make them work. As you guys can see, though, there’s a couple of placeholder sprites in there. There are 38 frames total that are placeholder from CvS2, and about 10 sprites that are recycled from Wild Wolf’s NeoGeo set (his Power Stream super and the dizzy animations). These quantity puts him into the awkward range of not needing a full set but still needing quite a bit of frames to be a completed project. All of these things will be present on the final release, and I’ll gaslight you into thinking they are rare 1.1 or Ikemen GO visual bugs that I can’t fix as I’m a humble DOSMugen user.

I hope you guys are pumped about Wild Wolf as much as I am. To be frank, this is an edit I wanted to make for years. I'm glad I'm tackling him now when I'm on my best possible moment as a coder.