Posted by Sir Ghostler
in gouken remasterd released!!! (Started by alexlexus January 27, 2024, 12:12:34 pm
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
He looks pretty good. Gouken has always been one of my favs.
One thing that randomly crossed my mind, is you have him blocking after his air-flip move. I think it'd be cool if it was a parry. He could smash P2 down into a ground bounce. Might be an interesting way to start a combo.
But I have a feeling you're making something a little closer to source.
The updates look nice. A lot cleaner and crisp. I'm confused by the SGS though. Aside from Gouken having it at all, why is the opponent dizzy and then falls down? Looks odd. That's my only criticism. FX look nice. Moves are more cohesive and snappier. I like it.
From my understanding, due to being made before SF4 this Gouken worked more like Akuma but as a good guy. This take on the SGS is meant to purge the opponent of corruption or something like that.
Also, it's awesome seeing someone after all this time stepping up and helping alexlexus deliver a definitive version of his Gouken. Everything looks to be working a lot smoother now and, as DW said, the effects are a big improvement.
I remember when I first got into mugen around when SF4 came out, me and my friend would play as your Gouken a lot, glad to see him getting updated after such a long time. I am curious though is he supposed to play like a Marvel character? the MVC2 style portraits I'm not sure if they're just a placeholder but I feel like unifying them under what you have set up for the SGS with the more monochromatic image works better, especially since if you also want to differentiate them by strength you could have a blue/red/yellow. Either way just a small nitpick but he looks pretty promising so far!
[youtube]https://www.youtube.com/watch?v=5dK97z_IYWQ[/youtube]
Another preview, this one comparing various moves between the old version and the update.
Fusion HAAAAAAAAA
Gouken was made at a time Capcom didn't have him playable until SF4. When I spoke to seth Killian at comic con 2010 he and capcom knew about my gouken. I wish Sir ghost was with me back then cause maaaaaaaaan this version is going to be sick. I was quietly working on gouken in secret. The sprites were taking the longest time and II think Ghost played an early build of what I had. Then offered Ideas to remix and revamp.
A mix of sf3\ sf4\ mvc. I took out the guilty gear stuff like air dash but this is a balance of the games I played most. just wait and see good things are coming. Ghost motivated me to get back on track. He brought me back from the brink of going away for good. Life and new priorities are he reason it took so many years to get a big update like this. Major changes
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The shockwave itself is fine, but pretty sure the dust originated from the Marvel vs Capcom series and not meant to be used like that as it's for supers due to the effect's proportions. Why not use a dedicated dust shockwave effect for it instead? I'm certain there is one out there you could use.I just like how the effects look currently, I don't really mind what the dust effect is used for in source.
You can, but I don't like how it appears behind her and not in front. And it also disappears too quickly so you can't see it and it's not big enough to cover the bottom corner. A dedicated super portrait for it is much preferred, but I'm not sure if Jarquin10 is willing to do that as the portraits match the character's palette.I was generally following how Melty Blood does it, and I didn't want the portrait to obscure the characters by having it display in front of them. I can possibly extend the freeze so the portrait has more time before it disappears.
I originally thought you were going for the Marvel Super Heroes vs. Street Fighter aesthetic since the super background came from there. You're also missing a super spark when a super is activated.I'm planning to add a super spark eventually, I just haven't decided on one yet.
Are you certain? Because if any character uses a super and freezes briefly before they attack, the background from Akko's supers will be the only thing that's still moving. Like what kind of situations? Just so I can get an idea.Well, anytime the opponent uses a Pause or SuperPause sctrl, it would freeze the background. I can't predict when other characters will use those sctrls and what they'll be using them for. If I allow the background to be frozen, then it can freeze in situations where it shouldn't, and if I don't allow the background to be frozen, then it can't freeze in situations where it should. There's going to be problems no matter what I do, that's just how it is outside of a fullgame. I'm just going with the option that I think will cause the least amount of them.
I see. I was thinking about voice clips from the anime like what Shimmering Brony did with his Panty and Stocking. The only thing you'll have to worry about is the background music if any.That's the main reason why I've been using as little amount of clips from the anime and OVAs as possible. Pretty much all of them that we took from the anime had background noise/music, and I want to have a consistent level of quality with the sounds Akko has.
It really depends on the lifebars you use. They should appear as the H icon when finishing a opponent and all show S as they were beaten with a special. The default lifebars should easily tell.Metamorphie Faciesse, Boiling Flame - Furious Aura, and Shiny Arc all register as a super/hyper when defeating the opponent if the lifebars have a unique icon for them. The Ex specials only register as a special which is intentional.
No problem, I never knew who the author was and turns out it was you who done it. Well done.Thanks again.
-There is no sound effect where she jumps (It's only used when she jumps while running forward).I only wanted there to be a sound when she does a high jump, and a high jump will trigger if she jumps while running.
-When she hits the ground twice, it's the dust effect for supers and not the ground shockwave.I was following how KOF does it where the first impact uses a shockwave effect and the second impact uses a dust effect.
-Float should have a sound effect where she's swinging her hands trying to fly.I wanted to include one, but I couldn't find anything that properly fit. Maybe I could play the whiff sounds for her normal attacks repeatedly and that could work, idk. I'll have to experiment with it.
-All super moves should have a dedicated portrait and not use it's big portrait (Changing (9000,1) will change that as well, so I can't give her a custom one if I want to).I can duplicate her big portrait so the super portrait has its own dedicated sprite.
-There is no KO background animation when defeating an opponent with a super.At this current point in time, I don't think she really needs anything else other than just a super background and super portrait, tbh.
-The super background doesn't freeze during superpause (The BG animation still keeps going when using Training's menu).I can fix this, but I'm not sure if it's worth doing, tbh, because I fear it'll lead to situations where it gets frozen where it shouldn't.
-The voices feels lacking as she says the same things when using specials or supers.I agree, but I don't think there's much I can do. The majority of the voices were sourced from Chamber of Time, and there isn't much variation there either.
-All her supers except Shiny Arc has the wrong attribute flag when the opponent is defeated (S instead of H).Do you mean the attributes specified in the HitDefs?
attr = S, HABecause they should be correct for the other supers.
Yeah, Shim did a great job on the sprites. I'm glad you liked what I did with them. Thanks for the feedback.Wow! About time we finished her, and yes, I'm the one who made all her sprites (save for the normal and win portraits my friend Jarquin10 did for us), and we enjoyed working on this project we put effort and dedication to!The sprites are great. Although, I just wish your friend could make another portrait dedicated for supers. Amazing work on the character by the way.
I'm joking ofc. Anyway, it's still forcing views in my opinion. It's like those pages on fb or any other social media that forces you to share their post or like their page in order to access something else. Why do I need to click the video and THEN click the download link, giving the video one extra view count if I could just go direct to the download link? Idk, seems wrong to me.
She's solid bro.
Even if she have some kind of vanilla/simple feeling.
I love this character. Very good work!
I like how her commands are not the usual charge ones, 'cause I hate them. And damn, she feels so satisfying to play and I'm not even good with KoF characters.