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Street Fighter - General Brainstorming topic - (Read 169714 times)

Started by FeLo_Llop, March 19, 2014, 12:13:32 am
Re: Street Fighter
#121  March 28, 2014, 09:28:22 pm
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If you finish ryu's sprites before we start working on him we'll use those edited sprites. If not we can add them in and alter the clsn later on. Win win. CS can be done after the sff is made.

As for the get up hurricane kick, I think Ryu should use both of his feet like he does in the SF2 movie against Fei Long. Basically that's like an upside down spinning bird kick.(right side up? :p)
Re: Street Fighter
#122  March 28, 2014, 09:31:50 pm
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a ground-to-up tatsumaki? Sounds pretty good.
Re: Street Fighter
#123  March 29, 2014, 10:52:18 am
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Grrrr...Dunno where I had that sheet you did with the sketchy completaions, Balthy U_U!!!

I'll take today for starting process of fixing the hair.

Also, this is WHY I prefer Chucho's/Chamat Sagat instead of Armentis':


It looks big, agressive, intimidating. That's what makes it the BEST Sagat (in terms of sprites). Also, that's a quickie, rushed downgraded cvs palete I did for him.
This is how their relationship looked like in SF1:

In SF4(it seems Ryu grew...or Sagat went smaller D: )


Bonus:

(Not meaning is going to be a wip, just a bons sprite)
I swear there was something cool here!!
Last Edit: March 29, 2014, 10:56:50 am by FeLo_Llop
Re: Street Fighter
#124  March 29, 2014, 11:59:09 am
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You have to consider that:
- in the SF1 pic Sagat's leg is straight, he is not bent in a fighting pose but he is guarding; in his fighting pose he would look "smaller";
- Ryu aged quite a bit from SF1 to SF4, so that means he could have become taller;
- the graphics changed, the art (and I also include the 3d models) changed with the artists (and in this case I consider the creators of the 3d models artists).

I would say Sagat sprite style clashes with Ryu's, but in the end it's your choice, you're the leader (you created this topic!).
Re: Street Fighter
#125  March 29, 2014, 12:50:23 pm
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I do agree the SF3 Sagat clashes quite a bit, even with the color reduction.
Armenti's SNK converted Sagat does look a lot better imo. And the smile, if you dislike it, is a very easy edit (but we're talking Armentis here, so Sagat's colors are bound to have issues, same as his Ryu has).
Re: Street Fighter
#126  March 29, 2014, 04:01:14 pm
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i think a more bulky sagat helps to reinforce his image as a "big boss".
Re: Street Fighter
#127  March 29, 2014, 04:44:35 pm
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I agree with making him two heads taller than Ryu but at the same time this fucking shoulder from the side is as wide as Ryu's belly from the front (and his biceps isn't much smaller), there's a limit to how big he should be. That's okay with Hugo but it's a little bit much with Sagat. Maybe a bit of a horizontal downscale would be enough.
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Re: Street Fighter
#128  March 29, 2014, 08:23:06 pm
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I agree too, can be fix only changing the size and save troubles of sprites and color separation and don't need do more sprites of him, even ryu too.
The stages will have super jump or not?
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Re: Street Fighter
#129  March 30, 2014, 01:07:33 am
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I don't think regular superjump for the characters could be good, but i think longer stages for dramatic or special purposes (i.e. akuma, falling superpunch/palm or like the stages intros in third strike new generation) could be pretty awesome.
Re: Street Fighter
#130  March 30, 2014, 01:35:12 am
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Stages won't have super jump because we'll be using stages from several games and most won't have super jump. Adding it would involve a lot of sprite work on the stages.

Now interactive stages are possible however.
Re: Street Fighter
#131  March 30, 2014, 01:48:52 am
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I wanted to ask you guys something in all seriousness, this brainstorming is really amazing and I love how the community/SF fans are sharing ideas here but.
Is this going somewhere? I mean, after you settled the system, roster, etc.
Will this lead to a community co-operative fullgame?

Re: Street Fighter
#132  March 30, 2014, 01:53:24 am
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Lemme just throw this out there about entire communities making fullgames:
Have you not seen how games Eternity of Heroes and the Mortal Kombat Project turned out? It will be really difficult to achieve a coherent project. It will be an inconsistent mess of decently coded characters that try to be themselves and horribly coded characters that try to be a stupid hodgepodge of the author's own ideas with disregard to fitting in the full game project. A full game needs a small, focused group that can work together in harmony rather than just have all these random people make contributions of wildly varying quality.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Street Fighter
#133  March 30, 2014, 03:05:32 am
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Will this lead to a community co-operative fullgame?
Hopefully yes.
And your point is?
Ah, I get it, since the other communities tried and failed, then we'll fail too (in quality). Oh, thanks for being optimistic!

A community is made of several people who can give feedback and work with us, fixing mistakes etc.; we help each other to refine the style we intended to make for the fullgame. This is not IMT (that post you quoted was referred to that) where "Nice +1" is the norm. We have some actual feedback (bugs, glitches reports).
Last Edit: March 30, 2014, 03:08:39 am by Alex Sinigaglia
Re: Street Fighter
#134  March 30, 2014, 03:07:16 am
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I apologize for bringing up something that you hadn't thought of before.

EDIT:
A community is made of several people who can give feedback and work with us, fixing mistakes etc.; we help each other to refine the style we intended to make for the fullgame.
It seems you're misinterpreting, given what you said. Having the entire community code one project would lead to what was said. What you say is not what was meant. Kay thanks.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: March 30, 2014, 03:35:52 am by Sinneslochen
Re: Street Fighter
#135  March 30, 2014, 03:13:30 am
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Ah, I get it, since the other communities tried and failed, then we'll fail too (in quality). Oh, thanks for being optimistic!
You know you'll get quoted and mocked for this if the project ever happens to end up dead.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Street Fighter
#136  March 30, 2014, 04:29:51 am
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Stages won't have super jump because we'll be using stages from several games and most won't have super jump. Adding it would involve a lot of sprite work on the stages.

Now interactive stages are possible however.

You could ask Lightflare, if i can remember (and if i'm not wrong) he was working on many extended stages from SFA3-SF2 stages.
Re: Street Fighter
#137  March 30, 2014, 04:52:04 am
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There are more chances things can screw this project over and/or end it completely than there are chances it'll get somewhere even a quarter where we're reaching.

I don't know all the details about those community projects but from what you're saying it sounds like people made whatever they wanted with no kind of quality check or assignments.
I'm tweaking my approach that I had hosting the Web Comic Awards into this. It's a lot different but I think there are many similarities.  Yes, it's to be an open community project but there needs to be a host. I've taken up that mantle. I have a set plan for how to assign and distribute the work. I'll be open to ideas that will improve the distribution and the work flow. But to break it down in a general sense.

Spoiler, click to toggle visibilty

That's just a bit of the idea I have for this/ I'm sure there are a lot of flaws but we have a lot of talented people that should help us figure out how to accomplish this. It's a community project but it'll probably still be a pretty small group working on things at a given time. I hope any of that made sense :P

But yes, I'm well aware this is a very uphill battle.

You could ask Lightflare, if i can remember (and if i'm not wrong) he was working on many extended stages from SFA3-SF2 stages.
That's a possibility.  We'll have to see the quality and the number of stages he has converted.
Last Edit: March 30, 2014, 05:25:44 am by Just No Point
Re: Street Fighter
#138  March 30, 2014, 05:10:29 am
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That sounds perfect, you know, maybe I don't have the skill (I kinda suck) but I want in.
This project sounds just too awesome and I wanna be a part of it, sure I'll have to learn the stuff but I wanna help anyway I can.

Re: Street Fighter
#139  March 30, 2014, 07:57:46 am
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I don't think that the Sagat eFeX, Chuchoryu & me did fits. We conceived it with SF3 sprite style.

I don't like neither Armentis' Sagat because to me is simply SvC' one with reduced colors, but that's me. Neither I like his Ryu to be honest, I know it is originally from SF3 but I don't know which style he is aiming to, plus it has some jerky animations.

About chuchoryu, I thank him for helping me finishing SF3 Sagat but I still see some issues in his sprites.

I would recommend to keep CvS2 Ryu and CvS2 Sagat. There is another option that could fit but you would have to edit CvS2 Sagat same as DGO's:



Maybe it's not that menacing by size but he fits, plus that it is in the scale CAPCOM selected for Sagat in CvS2.

Size comparisson:


1.In CvS2 the difference is minimal,2. in SvC is bigger 3. Which Armentis kept, 4.But the ones you are comparing doubles CvS2' size difference.

5.Even that, is the same eFeX used for SF3 leaving Sagat as huge as Hugo, 6.But in SvC Sagat isn't that tall.

7.If you want an easy choice you can use Armentis' Sagat with CvS2 Ryu.

*Plus, in the ones you are chosing (SF3 Sagat+Armentis Ryu) the shade styles totally clash

Of course you can use whichever you want, if you want to use mine go ahead but I still think it clashes.





Re: Street Fighter
#140  March 30, 2014, 10:12:45 am
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I must say I totally agree here (using CvS Ryu and CvS Sagat or Armentis's Sagat). That DGO edit looks pretty good but yeah I guess he doesn't have a full sheet of those. I'm just kind of iffy on using any of Armentis' stuff in general because of the known problems with those (messy colors/choppy animations).

Here's a mockup of Ryu's would-be Super Recovery move thing:


JNP's methods sound good too (I can only imagine there can be issues when overwriting/merging the code done by multiple persons?).
Also the part of having open-source codes in the threads for all to see and learn from. Good job man.
Last Edit: March 30, 2014, 10:55:15 am by Balthazar