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 The Grand Kai - WIP

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lucaster



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PostSubject: Re: The Grand Kai - WIP   January 30th 2014, 4:03 am

Ax,
It's amazing how you manage to animate him very well.

I wish have your skills oneday   
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Ax

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PostSubject: Re: The Grand Kai - WIP   January 30th 2014, 8:30 pm

The base does all the work. Check out my tips to creating mugen the easy way.
 Arrow  http://mugenmultiverse.fanbb.net/t641-mugen-tips-for-creating-characters

It's hardly a talent but an exercise!

Okay, here's the get hits standing.

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I hope I'll be able to get this to alpha so as to establish a good place to continue. I'm hoping to start each of these characters and get them all into an alpha state of progress.
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lucaster



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PostSubject: Re: The Grand Kai - WIP   January 31st 2014, 2:30 am

"Alpha" state ? Coud you explain that term, please ? (though i'm not sure with "beta" either...)

Anyway I like the animation ! it's seems easy for you.
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Ax

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PostSubject: Re: The Grand Kai - WIP   January 31st 2014, 12:32 pm

Sure thing.

A character that is released at alpha level or as an alpha is a character release that doesn't have all the basics required to be playable. There are some exceptions however in cases of a wip having the goal of being a port from some old 8-bit games or later where there isn't animations like getting hit or falling down for some characters, such as Super Mario Bros NES. That or a custom style of gameplay where the gameplay is altered, usually for full games and typically for games like card battles, rpg turn based battles, and possibly shooters. Many things have been done with this engine using clever character coding.

A character that is released at beta level or as a beta is a character release that has all basics and is playable but may lack special attacks, hypers/supers, pretty much anything that is keeping it from being labeled complete or finished. Usually this is done in comparison to either the original characters from their original games or a custom design of a completed character for a specific custom mugen game. If a character matches the number of completed aspects in comparison then that character it is deemed complete/finished, either by his peers or himself if no one cares  Laughing 

An editor may add a number system where a release name may be followed by a number level.

Example: Super Fighter Man V2/version 2 - Released OR Karate Fighter 1.2 - Released OR Boxer .05 - Released.

What these numbers indicate may vary. For some it may be keeping track of a newer version being released and may have nothing to do with progress or it may have to do with progress and the new version is an update of the old one.

The next example could be interpreted as finished but with an additional decimal and added value may indicate that even though the character's goal was met, new mechanics have been added or additional attacks/specials/hypers/supers. Others may interpret this as an update on a completed version though the logic on this is hard to follow considering that the release is all ready set past the "1.0" (finished/completed) mark.

The last example shows that a character is only half complete, possibly alpha or beta, depending how you or others might look at it. A character sometimes is released frequently in progression and the value continues to increase such as going from .05 to .07, and continuing all the way until you get to the finish line of 1.0 (Character complete/Finished)

Some of these have been used in combination such as "Version 2.2/V2.2"

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lucaster



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PostSubject: Re: The Grand Kai - WIP   January 31st 2014, 9:10 pm

Thanks,
@Ax wrote:
Sure thing.

A character that is released at alpha level or as an alpha is a character release that doesn't have all the basics required to be playable. There are some exceptions however in cases of a wip having the goal of being a port from some old 8-bit games or later where there isn't animations like getting hit or falling down for some characters, such as Super Mario Bros NES. That or a custom style of gameplay where the gameplay is altered, usually for full games and typically for games like card battles, rpg turn based battles, and possibly shooters. Many things have been done with this engine using clever character coding.

Btw, Baron Zemo last release was an "Alpha", right ?

@Ax wrote:

Usually this is done in comparison to either the original characters from their original games or a custom design of a completed character for a specific custom mugen game.

Ok but I don't really understand this part...You are talking about the "base" used for character ?
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PostSubject: Re: The Grand Kai - WIP   January 31st 2014, 9:41 pm

@lucaster wrote:
Thanks,
@Ax wrote:
Sure thing.

A character that is released at alpha level or as an alpha is a character release that doesn't have all the basics required to be playable. There are some exceptions however in cases of a wip having the goal of being a port from some old 8-bit games or later where there isn't animations like getting hit or falling down for some characters, such as Super Mario Bros NES. That or a custom style of gameplay where the gameplay is altered, usually for full games and typically for games like card battles, rpg turn based battles, and possibly shooters. Many things have been done with this engine using clever character coding.

Btw, Baron Zemo last release was an "Alpha", right ?

@Ax wrote:

Usually this is done in comparison to either the original characters from their original games or a custom design of a completed character for a specific custom mugen game.

Ok but I don't really understand this part...You are talking about the "base" used for character ?

No I am referring to a fighter type such as MvC style, it is different from SNK style. MvC has 6-buttons fighting while snk has 4-button fighting. In MSH you have infinity gems but in other fighters such as MK, you don't.

When you finish your character, you are either trying to make it so it has the same stuff as where the game comes from or you are making a custom character, in which case the standards are different for what is deemed complete/finished. These are the choices to which you can compare to decide whether your wip is finished or incomplete.
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lucaster



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PostSubject: Re: The Grand Kai - WIP   January 31st 2014, 10:51 pm

@Ax wrote:

No I am referring to a fighter type such as MvC style, it is different from SNK style. MvC has 6-buttons fighting while snk has 4-button fighting. In MSH you have infinity gems but in other fighters such as MK, you don't.

When you finish your character, you are either trying to make it so it has the same stuff as where the game comes from or you are making a custom character, in which case the standards are different for what is deemed complete/finished. These are the choices to which you can compare to decide whether your wip is finished or incomplete.

Ok I get it now...For my concern, I'm not yet really decide the "fighter type" for Ivy...but whatever.

Thanks for the clarification.
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PostSubject: Re: The Grand Kai - WIP   February 1st 2014, 5:42 am

@lucaster wrote:
@Ax wrote:

No I am referring to a fighter type such as MvC style, it is different from SNK style. MvC has 6-buttons fighting while snk has 4-button fighting. In MSH you have infinity gems but in other fighters such as MK, you don't.

When you finish your character, you are either trying to make it so it has the same stuff as where the game comes from or you are making a custom character, in which case the standards are different for what is deemed complete/finished. These are the choices to which you can compare to decide whether your wip is finished or incomplete.

Ok I get it now...For my concern, I'm not yet really decide the "fighter type" for Ivy...but whatever.

Thanks for the clarification.

I recommend going custom, full game versions are limited in that everything has to conform. In custom, you can make as many attacks as you want, you can limit whatever you like to limit, it's completely up to you on how your character will play and what they'll have. Going custom means you can throw out the rule book and do whatever you want lol! You can give your characters combo breakers, a feature that doesn't exist in MSH or you can make fatalities for Street Fighter characters like in mortal kombat   
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tordello89

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PostSubject: Re: The Grand Kai - WIP   February 1st 2014, 10:04 am

this char kicks ass, ax you did such a great job!!
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PostSubject: Re: The Grand Kai - WIP   February 1st 2014, 2:16 pm

@tordello89 wrote:
this char kicks ass, ax you did such a great job!!

Thanks, I know my work is a little choppy at times and not as good as some other artist but I take great joy in making a character for us and sharing that all around. DBZ in a type of Capcom-ish style is great, it has been long overdue for mugen and I'm glad others are doing it to, finally   

My hat goes off to those pioneers.  Thank you!   

For Grand Kai, I plan to do some whacky and weird moves, kinda like Yoda or Jatz  jatz ; crazy fighting style stuff. Maybe I'll have him spray ki energy bullets from his finger or make him do a tornado dance attack as he kicks crazily like chun li or Ryu from street fighter. Or maybe a sonic vibration slap that paralysis opponents in mid air. Or perhaps ki energy whips? Maybe some super breath like superman that blow someone away or floats liek a cloud with electricity for multi-damage, or maybe a kirby suck and spit attack   I think I'ma do that one for sure LOL

We know what piccolo does in every fighting game and anime, as well as vegeta, and goku, but we never saw Grand Kai fight so no one knows what he can do  Idea This will be incredible!  Like a Star @ heaven
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PostSubject: Re: The Grand Kai - WIP   February 1st 2014, 3:11 pm

@lucaster wrote:


Btw, Baron Zemo last release was an "Alpha", right ?


I forgot to answer this question, yes he is an alpha because he doesn't have all of his basic kicks and punches, only standing but not the crouching or aerial. An alpha is usually missing required stuff so like a get hit animation would probably be replaced temporarily with a turning frame animation until it can be completed. After that animation and any others get completed to where the character has all the required stuff to be playable, even though lacking extra stuff like specials or intros then it can be deemed as a beta. Then whenever everything is completely finished can it be called final release or finished/completed by adding in or finishing the extra stuff you didn't finish like intros, portraits, etc. Stuff that isn't crucial for basic gameplay fighting (kicking and punching, getting hit, etc.) but that makes it feel complete by having what others have in the same manner.

Example, Creator guy made a character with 3 hypers and 4 specials so I made 3 hypers and 4 specials in my character. I can say I am finished since this is where creator guy and/or the original game had it set out to be in comparison.  

For Barron Zemo I simply disabled the button commands in mugen where the character would normally respond to using a crouch kicking or aerial kicking basic attack because I never converted these finished bits just yet.

The same was done for Goku Alpha release on this forum.

When I have a chance to come back after some things i have to take care of, i'll add in more stuff and maybe release a Beta. Then Later I'll work on it some more and hopefully i'll be able to complete/finish the character with a  final release.


You may release alphas and betas if you like. Others don't like these releases and some do if it means an early preview. Releasing alphas and betas are also a good way to backup your wips in case your PC blows up.  bomb dead 

It's better than restarting all over again LOl

Betas and alphas are good for feedback to, if something is terrible, someone may alert you of the issue before you continue to repeat it over and over. An alpha can also give a player a better preview in that maybe it'll help them give feedback ideas on what to do next or what they would like to see. Some may even be able to suggest sprites and animations that would fit perfectly on this alpha or beta that you never even realized existed/thought about!

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My Joker was developed like this and because I shared my early work, others made great suggestions on things to add into the character. It was almost as if we built him together. I share my alphas usually on xat chats such as MugenArcadia and there immediately users tell me about a good good fish animation I could add on Joker for this size or for this attack. They even offered replacement ideas which ended up working even better than my original ideas.

It was a lot like team work, it's hard to come up with everything on your own. 2 heads are better than 1 Wink

The origin of Joker's Pogo stick super jump came from these guys on that chat.  Idea
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lucaster



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PostSubject: Re: The Grand Kai - WIP   February 2nd 2014, 12:13 am

@Ax wrote:

I recommend going custom, full game versions are limited in that everything has to conform. In custom, you can make as many attacks as you want, you can limit whatever you like to limit, it's completely up to you on how your character will play and what they'll have. Going custom means you can throw out the rule book and do whatever you want :lol!:You can give your characters combo breakers, a feature that doesn't exist in MSH or you can make fatalities for Street Fighter characters like in mortal kombat  

Yeah I already few idea for Ivy...like for example "Jump Forward = Medium/Strong air Kick " stuff like that  

@Ax wrote:

My Joker was developed like this and because I shared my early work, others made great suggestions on things to add into the character. It was almost as if we built him together. I share my alphas usually on xat chats such as MugenArcadia and there immediately users tell me about a good good fish animation I could add on Joker for this size or for this attack. They even offered replacement ideas which ended up working even better than my original ideas.

It was a lot like team work, it's hard to come up with everything on your own. 2 heads are better than 1 Wink

The origin of Joker's Pogo stick super jump came from these guys on that chat.  Idea

Well, seems great to works with others but...

As a novice, the only things that I'm really afraid of...is oneday there are some newbie (or not) take, use and do sh**t with my original works then claim it's their own entirely works without I know it (or do) and before I have the time to finish for the official release.  

So that's why for now my works are not yet open source.

EDIT :
Off topic (or not):  One of my favorite movie are the Fountainhead by King Vidor with Gary Cooper...it's about "The individual against the collective."
Spoiler:
 
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PostSubject: Re: The Grand Kai - WIP   February 4th 2014, 12:27 am

Falling animation


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Really unstable in this animation build but it's better in the game's arrangement. These are all the frames put together. You can kinda get the idea. Well anyway, I think the harder stuff is just abut done, now all that remains is the attacks.

Currently I'm working on bases for the roster. I am almost done finishing the sprite design edits. Here's my roster idea so far.

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PostSubject: Re: The Grand Kai - WIP   February 8th 2014, 12:07 am

Working out a base for Android 16

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Really hard base to get ready. This will require a lot of work!!!  Crying or Very sad 
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PostSubject: Re: The Grand Kai - WIP   February 8th 2014, 1:11 am

@Ax wrote:
Working out a base for Android 16

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Really hard base to get ready. This will require a lot of work!!!  Crying or Very sad 
The T.Hawk One Hands Down
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