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Varia31

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Everything posted by Varia31

  1. Hmm, even so, maybe I'll do something like put a cool down so it doesn't activate every single time Dixie is hit to keep it from being abused. No problem. I hope you look forward to the final version later! Also, "all 3?" Samus is almost done, but my Optimus Prime is already fully complete if you would like to check him out! He's available in this thread.
  2. Hey all. Thanks for sharing this here! @Pluscross I assume you're talking about the rage mechanic I put in for when Dixie gets hurt. Any ideas on how I could balance that better? @Nodog By standing medium kick are you referring to his tail swings? I can remedy that. I didn't really test that enough to notice if it was an infinite or not. I can change up the projectiles a bit more so that, one, they can be hit, and two, maybe change up the properties, like the bounce of the grenade. Any other ideas are appreciated. I apologize that Diddy took so long to even reach Beta status. The reason he took so long is due to several factors. A big part is that I lost interest in the project, dedicating more time to Optimus Prime and my Samus remake, and on top of that, as I was becoming a college senior I became so busy that I barely had time to even play video games. Now that I'm graduated I finally have more time on my hands for the time being. I actually rushed to put out this beta due to people who were asking for it. Now that I can focus, I'm actually going to be redoing some of his moves and mechanics to function better. Right now he sorely lacks reach, for one thing, along with some of the issues you all have listed so far and then some. Compared to how pleased I am with how Optimus turned out, and how Samus is coming along, I'm honestly not happy with Diddy as he is right now.
  3. Nah, you're good. I forgot to come back here to let you guys know the link got frozen and that I made a SendSpace link. I've been busy... Go ahead and keep your MEGA link. Thanks!
  4. It's Varia31. I released the full version of my Optimus Prime if you want to update the link. What you have right now is the beta. Here is the full version: https://www.dropbox.com/s/w1i4774venavjns/Orion Pax.zip?dl=0
  5. He's here, everyone! Optimus is finally finished. Please enjoy, and let me know if there are any bugs. Movelist included in the character folder. DOWNLOAD: https://mega.nz/#!UU9HUY6R!FlhV330xB4XoX168I_LXDesaL3DlveG0CAOB4zu9br8
  6. Surprise, everyone! I have been secretly working on none other than the kunoichi named Hibana from Nightshade! For those unfamiliar, Nightshade (aka "Kunoichi" in Japan) is the sequel to Shinobi for PS2, which is of course part of SEGA's Shinobi series. Hibana is the main playable protagonist in Nightshade, and she is one awesome female ninja! Hibana is a simple, 3-button character with stand, crouch, and air attacks, as well as three Hypers and a taunt! Her special attribute is her Stealth Dash ability. Taken straight from Shinobi PS2 and Nightshade, the Stealth Dash allows Hibana to dash in an almost teleportation type manner, leaving an afterimage in her wake. It can even be used in the air! The dash replaces her "run forward" and "hop back" movements, and is a great way to get behind an enemy, or to simply avoid taking damage from an enemy. Sprites come courtesy of Project X Zone 2 for the 3DS, ripped by Ploaj of the Spriter's Resource. Moveset list is included as a text file in the character folder. Please enjoy! DOWNLOAD (either click on the image of Hibana, or the link below it in case it doesn't work) https://www.dropbox.com/s/jqfjdicfyo5mift/Hibana.zip?dl=0
  7. Yep! I have nothing more to add to him. He has his new Level 3, some new sound and animations, and some balancing tweaks and technical fixes and changes. But... you never know if Sweet Tooth will return some day... stronger, and madder than before.
  8. Hey all! Sweet Tooth has been updated one final time! This update features new sounds, animations, balancing tweaks, and a new win pose! This update has too many things going for it to just be a simple CNS or SFF patch, so the whole character will need to be downloaded again. Like last time, either download Sweet Tooth by himself, or download the Editing Kit package if you want to make your own version! Enjoy the changes, and stay twisted, boys and girls! Video showcase: "Sweet Tooth Extra Twisted Edition" Change list Link 1 Link 2 (combo pack)
  9. Don't worry everyone, this project is still going. I've just been slowed down lately due to the job I'm working. Here is an update on how Diddy is coming along so far! https://www.youtube.com/watch?v=8kxy8CRNxnw
  10. Ummm... 30%, maybe? lol Traveling over spring break slowed me down.
  11. Thanks! I'm trying to work quickly (but efficiently) on this one. :)
  12. @Mʀ. Stᴇal-Yoᴜʀ-Waifu Um... okay? Not a fan of Diddy? lol
  13. All of his basic standing attacks are done! Remember, he is a 4-button character, so there aren't too many moves. Diddy actually moves forward a little bit with a couple attacks as he struggles a little with reach due to his short size. Some of these GIFs may appear slower than the animations actually are. Light Punch Light Punch Follow-up Heavy Punch Light Kick Heavy Kick
  14. Oh, I tried creative liberties with Sweet Tooth, that's for sure. I made him a mixture of humor, over-the-top, and brutal. I think I made him more of an embodiment of Twisted Metal itself, which has been each of what I just listed. Really, that character was basically my Twisted Metal tribute, not just a tribute to Sweet Tooth himself. So that example aside, I'll probably take a few liberties with Diddy, but mostly leave him faithful to the source material. For instance, he'll have a bit of that DKC feel with being able to toss barrels. Or he'll have a small touch of Smash Bros. and have a banana peel tripping hazard. And if I can get my hands on an orange model, then I'll probably give him the orange grenade from DK64, too!
  15. Actually, in DKC1 when you lose something (like a mini-game) Diddy will actually throw his hat down and stomp on it out of frustration. lol I mean, he doesn't get angry often, but he is capable of that. In DK64 he had this kind of plucky teenager type of personality, and he had some attitude like that of a tough or cool guy. Case and point http://youtu.be/RcP91tQ4ZSM (skip to 1:47). He's still a generally fun and happy guy, but he's got a tough side to him. I don't exactly like how in Smash Bros. he's almost ALWAYS silly. But yeah, I wanted to convey the way he is in DK64 with my character. ;) EDIT Almost forgot! Here is the perfect example of him getting ticked off in DKC Returns! Skip to 1:10 http://youtu.be/ltOwVX0PKzk But yeah, I'll still make him fun, but with some of his attitude in tact. I hope to get him done quickly, but not too quick to make sure he still turns out as a quality character. I just don't want to spend a year on him like I did with my previous creation, Sweet Tooth. lol
  16. Play the new Donkey Kong Country games or Donkey Kong 64. He can get angry. I also just want to make him look battle ready. I think it adds some extra personality. And look at his taunt! He'll have elements of fun to him, too. As for his voice, I said this in my OP: it's his Donkey Kong 64 voice. He doesn't really have much spoken dialogue, save for one instance where he actually says "come on."
  17. Yay! I hope I can do good with him! EDIT Palette gallery!
  18. Well, it wasn't only when he rapped. There were some instances, such as this artwork here, where he had his cap backwards. I appreciate the suggestion, though! But I do have my reasons for leaving it backwards. I know it's his standard look to leave it straight, but I've seen every MUGEN version of Diddy using that (mainly because they just use the sprites from the DKC games), so I'm wanting to do something a little more distinguishing for my version. I also think it makes him look more battle-ready, personally! Plus, at the rate I'm going, it may be a little late progress-wise to switch it now. Sorry. Still, I will still be able to implement him turning and pulling his cap down in shame when losing by time over and such. Sadly I can't separate the cap from his head, so him throwing it is not possible. The cap is attached via a bone on the top of his head, and I've no clue how to separate that. But anyways, again, I appreciate your feedback!
  19. lol Thanks. I'm hoping to give him that classic DKC feel while also being his own thing. I'm definitely giving him a lot of "attitude", as if that wasn't evident enough from his idle stance. ;)
  20. Like GarchompMatt said, the sprites will be properly scaled down in game. I use XNALara to take pictures of every pose, so the animating process is very time consuming. Besides, if I scaled the images down in photoshop or something it would reduce the quality of the image and would take even more time to do. It took me all of 2015 to make Sweet Tooth. I'd rather try to get Diddy done quicker.. Also, I used cel-shading this time and I've indexed the sprite to be a 25 color palette so that it's simplified and cartoony looking, yet still maintains a 3D look which fits with the classic DKC art style. And again on scaling, Diddy is actually quite small in game. Allow me to provide an example. EDIT And we've got ourselves a taunt! Diddy says "come on" while gesturing to his opponent.
  21. Hey all! I made an announcement thread over at MMV: http://mugenmultiverse.fanbb.net/t7571-announcement-varia-s-upcoming-projects-list#91829 As stated there, my next project is Diddy Kong! While I work on him, I will try to at least lay down some ground work for Jango Fett as well. As evident with my work on Sweet Tooth, I'm hoping to establish a sense of quality standards for all of my creations. For Diddy, I'm going to keep it pretty simple. He will be a 4 button character, and retain the agility and quickness he is known for! He will have a double jump and even an air dash due to having a jetpack, as well as a few tools and weapons. He will feature his voice from Donkey Kong 64, and sound effects from the Super Smash Bros series. Finally, Diddy will be my first creation to feature legitimate alternate palettes! I've already made one that gives him a blue shirt and hat. Plans for special moves -Peanut Popguns -Barrel throws -Dixie Kong assist -Banana peel hazard Plans for Hypers -A Popgun barrage Hyper -A Hyper involving Dixie Kong -A Hyper inspired by the "beat-the-snot-outta-the-boss" mechanic established by Donkey Kong Country Returns and DKC: Tropical Freeze Finally, here is a bit of what I have made so far! It's not much, but it's a start! Idle pose Character Select Portrait (CSP) Character Select Icon/Battle Icon Dixie Kong sprite for palette template --- Hope you look forward to the project!
  22. Please forgive the double post, I just felt this was necessary to bump. I fixed a small mistake, and for the folder that contains the necessary files to overwrite the old ones with, I included some files I forgot to put in the folder, and I updated the link: https://www.dropbox.com/s/woajaw57j8dps1x/Sweet%20Patch.zip?dl=0 If you haven't downloaded Sweet Tooth, then ignore this link and download from one of the images in the original post to get the complete character.
  23. Dropbox allows me to just overwrite the files from my computer, so it just refreshes the download link with the new file. That said, here's a link to just the CNS and SFF to overwrite the old ones with: https://www.dropbox.com/s/woajaw57j8dps1x/Sweet%20Patch.zip?dl=0
  24. Sweet Tooth has received a patch! Download and enjoy some brand new animations (to replace old ones) and some technical fixes. Patch 1.1 Notes Technical changes/fixes -Added slight spread to SMG bullets -Fixed P2's animations to properly utilize required sprites for throw moves -Made Sweet Tooth invisible off the side of the screen when coming back from "Welcome2TM - End" so that he isn't seen just standing there in case P2 ventures off further down the screen. -Increased duration of NotHitBy controller on "Welcome2TM - End" by 5 ticks -Fixed guardspark for "Who wants a treat?" ice cream cone -Added Cheese KO (anim 5950) -If Helpers (such as the Fire Missile or trick ice cream cone) are hit by a counterattack/reversal and turned into a Sweet Tooth clone, they will now be properly eliminated by a DestroySelf controller -Made minor tweaks and improvements to Sweet Tooth's AI Visual changes -New animation for Aerial Punch -New animation for Aerial Clown Kick -New animations for Machete Massacre hits 1 and 2 that also cause Sweet Tooth to step forward for extra reach -New "Round Lose" animation -New "shove" animation that also gives Sweet Tooth slightly more reach -New Combo and Finishing Move animations for "A butcher like me" Hyper
  25. Apologies everyone, someone found another issue that I fixed. I'm updating the download links now. In the mean time, please download this patch: https://www.dropbox.com/s/jjakd9ing35x2va/Sweet%20Tooth%20CNS%20patch.zip?dl=0 EDIT Links have been updated.
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