Wow, there's no refuting it; you fellas clearly have a way with assist fighter fabrication. To that end, Lou is a stalwart contribution. On a whim, I absolved his large portrait of its excess peripheral blemishes. Help yourselves to it.
On the heels of some recent health setbacks, I've resumed the methodical molasses that is my projects. I'm presently aiming to have the freehand separation (which, for a first, is mysteriously therapeutic) ready within the week. All things considered, I believe I'm making strides on this front.
Gone are the subtleties, the evasive hints, the allusions of a day to come. With 2019 proceeding at quite the clip, I thought it apropos to enact my resolve to be about the masses with greater frequency for the foreseeable future. By my reckoning, this is as good a springboard as any. That having been said, I give you my extant escapade.
The Penguin (Oswald C. Cobblepot)
After lengthy conceptualization between colossal stretches of inactivity, the objective stands as follows:
2 Modes: Batman Returns & Extra (think CvS)
8 Special Moves & 5 Supers
Vans' Tiny Buffering System
A KOF-esque Combo Build
Intro & Ending Sequences
Classic & Modern Colors
A Number of Win Quotes
AI
Exclusive of facets such as damage values (which were atrociously high in the SNES interpretation of Batman Returns), emphasis will be placed on balance and precision (essentially, the blueprint for all my character releases moving forward). In preparation for those keen on palette submission, I'm assembling a CSed template to dispense among the forums. Anyone itching to participate further may message me. As is always the case, I urge insight and recommendation.
Re: What do you do to get inspiration for your projects?
More often than not, brawlers, comparable fighting titles and motion pictures are my sole catalysts for character construction. Deriving motivation from other sources is an uncommon convention for me of late.
@jafar: With regard to the wasteland, there's a thin partition on the left-hand side approximately thirty-four pixels from the bottom of the screen. The visuals in both scenarios are otherwise admirably immaculate.
They weren't joshing about the change in marketing strategy; this trailer has restraint written all over it. However, kudos to the Russos for ensuring its somber tone conscientiously carries the gravity of Infinity War.
Given that it's become a sort of ritualistic step in my workings, I'll maintain support for your unnecessary necessary feature. That said, I congratulate you on another exceptional update, kind sir.
I never imagined having to explain this (as I've yet to receive such a complaint from anyone), but here we are. The stage section of my site utilizes image maps with coordinates to establish two clickable areas (one being the word "download" and the other the abbreviation "bgm"). They allow you to obtain the main files and the background music, respectively.
To be candid, my learning to code came as a consequence of being permanently banned from the long defunct Mugen Development forum for stealing from another, and thusly concluding that I needed to comprehend the means on my own. As many already know (and others could reasonably deduce), this was considerably prior to the institution of open source within what stands of the community.
@Jmorphman: My apologies. At the time, it hadn't dawned on me to test Chun-Li in a run apart from practice. The remaining techniques work as they should.