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SeanE

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Messages by SeanE

    

Re: Project Z.E.D - Demo 1.2

 April 03, 2019, 03:00:57 pm View in topic context
 Posted by SeanE  in Project Z.E.D - Demo 1.2 (Started by SeanE June 17, 2014, 06:04:46 pm
 Board: Your Releases, 1.0+

Hey guys, thanks for the constructive feedback so far!

This picked my interest, so I decided to do a bit of testing.

Two characters don't work (at least on my side, might work for someone else, I dunno.)

Using Tomoe Kassatsu Izayoi Gekka Blade Rain against herself on the air makes her sink into the ground until the move ends.

That's all I can find for now.

Hmmm that's weird. I double checked my folder and managed to load up Inch and Jonathan with no issues.

As for the Tomoe Blade Rain glitch, I'll get that sorted. Thanks! :)

Nice to see that you're still working on this project. Here's a couple of things i've notice:

Stages- Screenleft and right need adjusting. The characters go too far off screen.

Jinzai
Throw - Seems inconsistent while in the corner. Some times it pushes you back some times it doesn't based on how close you are in the corner and how the throw pulls your opponent forward. You should also be able to throw an opponent during max stun state.

F+Hp - Hitbox needs adjusting(slightly wider) and it seems inconsistent with the ground bounce unless you put a limitation on it? I've only been able to do two.

Beastial Charge - Lv.2 changes Jinzai combo chain to link combos. Was that intentional?
The heavy version startup could be slightly faster. I understand its unblockable but it builds up way too slow.


Stages, Jinzai's Throw and F+HP hitbox stuff, noted! Thanks! :)

The ground bounce has a universal limitation of two per combo no matter which move is being performed. Jinzai has two moves that ground bounce: F+HP and Heavy Crushing Lion (Lv.2 and 3)

Beastial Charge Lv.2 changing his chain combos to links was intentional to make it harder to score huge damage from damage buff he gets.

Heavy Beastial Charge - Noted! Thanks!

    

Re: Project Z.E.D - Demo 1.2

 April 02, 2019, 11:00:03 pm View in topic context
 Posted by SeanE  in Project Z.E.D - Demo 1.2 (Started by SeanE June 17, 2014, 06:04:46 pm
 Board: Your Releases, 1.0+

A new demo is available for download. Check the first post. :)
    

Re: Project Z.E.D

 October 21, 2017, 12:49:12 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Thanks for the critiques as always Alex.

I'm using helpers for the hitsparks. I'll try and find another method.
    

Re: Project Z.E.D

 October 19, 2017, 05:43:20 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Hi guys,

I'm back with another Tomoe trailer since she's now nearing completion. This one features the stuff she can do with meter.



I hope you enjoy the trailer.
    

Re: Project Z.E.D

 March 09, 2017, 02:32:29 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Thanks guys! Glad to see you guys enjoying the trailer.

Sounds like her voice clips are peaking.

Thanks for that I'll be sure to get some of those voice clips sorted.

Here's some feedback based on the video:
- 0:16 → 0:18 this could be an infinite combo; is there a restriction for it so that it can't be spammed?
Same combo at 1:19 → 1:22.
- 0:53 → 0:54 I would suggest another get hit (in the stomach), maybe in a custom state so that the enemy looks stabbed, otherwise it looks like she stabs the enemy's ass :laugh:
Same thing happens at 1:00 and 1:33 and he says "that hurts" for a reason (I know it was a different clip, it was just a joke);
- 1:45 → 1:50 another possible infinite combo? There may be a ground bounce limit so I'm not sure.

The preview looks cool though and the sprites flow nicely! :)

The combos at 0:16 - 0:18/1:19 - 1:22 aren't infinites. You get 3 reps off of it max if you're point blank. I'm looking to change the properties of her double hitting normal anyway because that loop deals a little too much damage.

Combo at - 1:45 - 1:50 - isn't an inifinite because there is a ground bounce limit. 2 per combo. Also your opponent's character's weight will increase as their being juggled when you reach a certain number of hits in your combo.

Thanks for the feedback as always :) I'll be sure to get that other stuff sorted.

    

Re: Project Z.E.D

 March 09, 2017, 01:17:20 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Finally it's Tomoe's turn to show off what she can do in her first trailer:



Credits go to Heidi Tabing for the wonderful voice of Tomoe.

Technical notes:
Tomoe is a character that requires pretty high technical ability as well as pretty high execution. Her vast array of normals and chains allow for massive extended combos. She also has a really strong mixup game which I didn't get to show because most require meter but you'll get to see most of that in the next trailer.
Some of these combos may likely change in the future.
    

Re: Project Z.E.D

 February 10, 2017, 11:07:22 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

And here it is. Jinzai's 3rd and final trailer, this one showcasing his supers.

    

Re: Project Z.E.D

 December 23, 2016, 02:12:58 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

They are all interesting... Bausman and Xiu are my favorites because I like grapplers and Bruce Lee (I hope she will make funny sounds like Bruce in fight).
For Bausman, you will make him like a MMA grappler or something more original like luchadors ?

Xiu will definitely make Bruce Lee sounds haha.

As for Bausman I'm aiming more of an original style. The theme I'm going for with him is like a no respect street fighter style. Think if Yamazaki from KOF was a grappler.

I mean, does it matter who you make first? they'll be made afterwards anyways, yeah? :)

Haha, well, I guess, in regards to having to wait for characters to get completed then it kind of does, but outside of that not really. I'm just really indecisive. :)
    

Re: Project Z.E.D

 December 21, 2016, 02:22:49 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

I really like your work, great animation and design. :)

Thanks man, I really appreciate the kind words. :)

As for the big announcement. I'm planning to run a poll to vote for any future characters (Izzy aside) you like the look/sound of. You can find an image of each character within the spoilers as well as a small description of what you can expect from the character fighting style/gameplay wise.

Xiu:
Spoiler, click to toggle visibilty

Jinkuro:
Spoiler, click to toggle visibilty

Bausman:
Spoiler, click to toggle visibilty

Karl:
Spoiler, click to toggle visibilty

Teal:
Spoiler, click to toggle visibilty

Grim:
Spoiler, click to toggle visibilty
    

Re: Project Z.E.D

 December 19, 2016, 12:37:10 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Hey guys, sorry I that I haven't updated this thread for a while, this project has still been making progress despite my absence from here.

Jinzai has a new trailer up.


I also have some more updates about plans for the future so stay tuned. :)
    

Re: Project Z.E.D

 March 31, 2016, 02:17:04 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Ahhhh, you meant his Jump light punch. sorry about that. Yeah, that's a hitspark error on my end, it's supposed to appear on the palm instead of the knee/foot level. The move hitting twice was intentional to make his aerial juggle combos more consistent.
    

Re: Project Z.E.D

 March 31, 2016, 03:04:03 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

How about just saying "welcome back", is that difficult?



The new character looks cool but I have some points I'd like to discuss:
- is the combo at 0:12 really feasible? Can the enemy recover from that trip attack? The same could be said for the combo shown at 0:30.
- The attack at 0:20 (the fourth hit of the combo) doesn't look very strong, I think it's got to be the timing on that animation;
- the attack at 1:03 (the two-hit flying uppercut, third and fourth hit of the combo) hits twice, but I think it should only hit once (you made it so both the blur frame and the normal frame hit).

The combos at 0:12 and 0:30 are both feasible the enemy can't recover once the sweep connects.

As for the 'two hit flying uppercut' (Dancing Dragon), it's meant to hit twice, the animation shows that he's using both of his legs to do that attack. (Starts with a knee and finishes with a high arching kick.)

 As for the attack at 0:20 (Crushing Lion), I'll see what I can do about that, looking back at it now it does seem pretty off.

Thanks for the feedback
    

Re: Project Z.E.D

 March 30, 2016, 05:01:47 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Hey guys, I'm back and with a new trailer to show you.



And here it is, Jinzai's first trailer showing off his meterless combos, while also featuring the voice work of the talented Matt Shipman.
Out of everyone in the cast so far, Jinzai is the only character that can deal massive amounts of damage without the need of meter, compared to the rest of the cast his meterless combos are very straight forward and are less varied. The character becomes a lot more scarier when he does have meter though.

Enjoy
    

Re: Project Z.E.D

 November 14, 2015, 07:45:02 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

A small video demonstrating some of Jonathan's changes.

    

Re: Project Z.E.D

 September 30, 2015, 11:35:16 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Aww, thanks guys :)

@F.James
I can't wait to see it :D

In these screenshots Inch's Slash rave special has been completely revamped. It now is a sort of teleport attack that travels Inch forward. The distance he travels depends on strength of the button that is pressed.



Light Slash Rave



Strong Slash Rave


    

Re: Project Z.E.D

 September 20, 2015, 12:54:20 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

@Sin-

Thanks, Its good to be back :)
    

Re: Project Z.E.D

 September 17, 2015, 01:34:06 am View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

Hey Guys, I'm back with another update.



Tomoe's level 1 super. It works like her Spiritual Edge special move except once you let go of the button it unleashes a powerful attack


Jinzai Sweep


A new special move for Tomoe, named 'Sakura Fall'. It is a command jump. It's mostly used as an offensive tool and mix ups. She can also empty blue dash in all directions during this special, making it more deadly as a mix up tool.


This is a follow up special to her 'Sakura Fall', named 'Heavenly Asunder'. It is a fairly fast overhead which you can combo from.


Jonathan's Raging Ice Fang is now chargeable.


If you charge it long enough you can score a free wall stick and continue your combo.


I've decided to use the new Inch design as his main design. I feel at the moment Inch isn't as interesting gameplay wise as the other characters at the moment. So, I'm going to somewhat revamp his move list as well as his design, a few moves will stay the same and some moves will be changed but overall I feel what I have in store will make the character a little more interesting. I won't be completely getting rid of the old design, I do plan to keep it playable in some way.
    

Re: Project Z.E.D

 March 07, 2015, 10:37:13 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

@Alex
Will replace the other the design or somehow keep both.
    

Re: Project Z.E.D

 March 06, 2015, 07:31:59 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

@Uche
Thanks man.. Jinzai doesn't have a transformation.

@SuddenPatrick
Thanks for the feedback. If I decide to go with the other design, I'll most likely work on it once Tomoe and Jinzai are finished.

@yaret
Haha, Thanks dude XD
    

Re: Project Z.E.D

 March 04, 2015, 11:10:22 pm View in topic context
 Posted by SeanE  in Project Z.E.D (Started by SeanE October 11, 2012, 04:00:42 pm
 Board: Projects

So its been a while since my last update but I'm back with another one.

First off, I'm thinking of possibly re-designing all of Inch's sprites and re-animating some of his moves. What do you guys think?


A new special attack for Jonathan. This one is named 'Shining Ice Flake'. It's a special that is used for zoning/controlling space in the air. You can only use the EX version to extend your combos.
Spoiler, click to toggle visibilty

Tomoe's Standing Hard Punch and Jump animations are done.


This is one of Tomoe's special moves names 'Spiritual Edge'. Tomoe summons an invisible projectile. The projectile can remain invisible as long as one of the 'Kick' buttons is held down. You can track the projectile by the smoke trail on the ground. Once you let go of the button the projectile becomes visible and it's attack will be active.
Spoiler, click to toggle visibilty

Jinzai's Standing Hard Kick all cleaned up.


One of Jinzai's special moves. This one is named 'Beastial Charge'. This move is used to level up Jinzai's Beast Mode Ability. It only levels up Beast Mode, once the attack connects, which will be hard since the move itself is pretty slow


New Portraits