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Aoshi24

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Everything posted by Aoshi24

  1. Nice! That's what I was going for! He's challenging but not cheap.
  2. You can find the other characters here... http://www.youtube.com/user/A0shi24/about
  3. The famous Okita Souji of the Shinsengumi is now available in MUGEN 1.0+! This character includes 8 different levels of AI and a new gameplay system that will be present in the full game. If there are any bugs/issues to report, let me know. Thanks and enjoy! https://www.youtube.com/watch?v=rJGx1ap_eQw Character Info: Name: Okita Souji Age: 24 Style: Tennen Rishin Ryu/ Mumyo-ken Other: 63 Kg , 172 cm (5'8'') Real life history and his brief role in the Rurouni Kenshin anime: Movelist: DOWNLOAD HERE: http://www.mediafire.com/download/s4185s77avxr11t/Okita.zip
  4. Here is another video showcasing the capabilities of the Kenki system in combos. This also shows Okita Souji's progress (95% done) which will be released sometime next week. All I need to do now is add slash effects and AI! http://youtu.be/J1RAwp8k7RU
  5. Here is a new video showing the new lifebar and the combo breaker. Thanks to EXELord from Infinity Mugen Team for the lifebar. Enjoy! http://www.youtube.com/watch?v=06kV67BSHwg
  6. At the moment, there is no plan to change his stance. I think the current shen stance matches his fighting style. Custom spriting is time consuming and we are already pretty busy with updating Shishio sprites and creating other characters. If anyone can come up with a custom stance, I would be happy to update. Sorry.
  7. It's going to be a good year for Rurouni Kenshin fans. I've decided to do a public release of the beta game in August.. same time as the Rurouni Kenshin Live Action movie sequel premiere. Stay tuned for that! In the meantime, here is an updated look at the Lifebars.. thanks to EXELord from IMT for this one. It's a fusion of Last Blade and Rurouni Kenshin Enjou Kyoto Rinne from PS2. Let me know what you all think. Thanks again for all your support!
  8. The next character for the Rurouni Kenshin full game project has been decided... Makimachi Misao! She will be the first female character for the game. She will have easy combos, excellent mobility, and many projectiles but with low health and deals low damage. I must say I can't wait to get this one started. If you have any ideas for moves, specials, or hypers, let me know. Thanks!
  9. Actually Sanosuke is already done.. You can get him here Enjoy!
  10. It looks like the bgs in the rk games are broken down to different 3d elements. I guess the best way to convert these stages is to use screenshots through an emulator and break it down to different elements with cybaster's stage tool. For the time being, I'm putting more focus on the characters.
  11. At the moment, I am using other creators' works (such as Master Yoda and XTRM) as placeholders until I can figure out a way to rip stages from the PSP games. They will be credited though unless they don't want me to use their works at all.
  12. I just wanted to apologize for the lack of updates on the Rurouni Kenshin Mugen project. I haven't been able to touch the project since I had to move to a different state for a new job and I was also on vacation for a bit. Do not worry though... the project is still alive! Now that I'm settled for a bit, I can continue with the sprites for Okita Souji. Here is a playthrough video showing how much is done with Okita and the full game. I hope you enjoy the playthrough. http://www.youtube.com/watch?v=J9-NYWc3wQ8&list=UU7K0vphu2Xmb_9fZj53Gzjg&feature=share As you can tell from the video, I still have a long way to go to finish Okita's sprites but at least the gameplay is solid and bug free. I will try my best to finish Okita as soon as possible... and maybe even release a beta version of the full game in Fall 2014! In the meantime, here is how much I've done so far with Okita sprites... - Idle stances (standing, crouch,turn,guard) = 100% - Win/Lose/Taunt = 90% - Movement (walk, run, jump) = 75% - Get hit/ Lie down = 50% - Attacks = 0%
  13. Yes, I just noticed that. I'll continue to tweak the AI until he can use the sword more and maybe manage to be competitive against Kenshin. Thanks for the feedback.
  14. Hey everyone.. I just added an update patch on the first post. This includes AI and certain fixes. Enjoy!
  15. He doesn't have an AI at the moment. It will come in the next update along with a hyper move in zanza mode.
  16. Sagara Sanosuke from the Rurouni Kenshin anime series has been updated. https://www.youtube.com/watch?v=iV7GJo4CtMk 04/11/14 Update includes: + 8 different levels of AI + Fixed the poweradd issue for Sanjou no Kiwami + Fixed the hit attributes for grab moves and machine gun punch + Fixed portrait issue for those with custom screenpacks + Fixed misc. bugs with Zanza mode + Slower recovery time for machine gun punch + Revised hit boxes for some attacks + Resized heights in certain states + Added a new hyper attack for Zanza Mode + Added Kenki system and Tsunagi attacks Credits to the talented DanMT for the sprite edits and Edogawa Inpo for the base sprites. Any feedback/suggestions will be addressed for the full game beta. Thanks! Download: http://www.mediafire.com/download/9r81q58fyrenm61/Sanosuke.zip
  17. I noticed I've posted many updates for Sano and few for Okita Souji. To all Shinsengumi fans, here is an updated preview! Sorry for the low video quality. http://youtu.be/f-kuffVO4iI Sprites are still work in progress while coding is done for the most part. Two new supers were added since the last update. I've also added a combo system that only Okita can do in which players can extend combos with Mibu charge-Slide kick. Damage dampener and limited power add were added to balance things out though. It will be worth the wait... Enjoy the video for now!
  18. Yea, I will definitely look for other sounds to replace the default mugen hit sounds. Anyway, I was able to rip some nice scenes from the PS1 RPG game "Rurouni Kenshin: Juuyuushi Inbou Hen" and I was wondering if anyone can help me decide which is the best to use. OR if anyone knows of any scenes with Sano that can work, let me know as well. http://youtu.be/-Yzr64l5oMY Hopefully if all goes well, I can release Sano by the end of summer/start of fall. Thanks!
  19. Thanks again for all the support! Here is the latest preview for Sanosuke on Mugen 1.1. Notes: * Sano has 2 versions of Futae No Kiw. to keep the opponent guessing. Straight or leaping. It is chargeable as well for more damage * Futae is unblockable but it has low priority... when it connects Sano will take some damage as well * In zanza mode, he has limited super armor (only flinch after 2nd consecutive hit) and it can be cancelled when thrown... * Zanza mode also requires 1 power level to activate (I might change it to level 2 for more balance.. I don't know yet) What I'm working on: * Looking for better hit/guard sounds for zanbatou... any suggestions?? * grab, Hypers and victory movie
  20. Here is a preview video of Sagara Sanosuke beta. Required Sanosuke sprites are done for the most part and sounds have been successfully ripped from the PS2 and PSP games. Progress has definitely been smooth and he might actually be finished before Okita. We'll see how it goes. Here is the proposed movelist.. Special Attacks Kiwami Hazushi Headbutt air headbutt Shoulder tackle Machine Gun punch Futae No Kiwami Leaping Futae No Kiwame Rising Tackle Elbow drop Activate Zanza mode (near Zanbatou) Downward swing (in Zanza mode) Horizontal swing (in Zanza mode) Zanbatou Thrust (in Zanza mode) Desperation Attacks *Machine Gun Punch EX **Kiwami Hazushi Counter **Zanbatou Smash (only in Zanza mode) ***Sanjou No Kiwami (when any Futae No Kiwami special connects)
  21. Thanks man! I can definitely use the first 2 as transition sprites. I agree that the 3rd looks more natural but I think I can do better. stay tuned.
  22. Not sure if there's anyone tracking this project but I wanted to get some input on what his zanbato stance should look like before I show another video showcase. Here are some stances that I frankensprited from all of the available sprites that I have. Please let me know which one you think is the best to use. Thanks!
  23. Sorry for the double post but I have some fantastic news. My partner DanMT is back and it looks like Sanosuke will get done sooner than expected! He finished all basic attack sprites and basic movements/get hits sprites. I guess my next update will show a video preview.. For now, here are some samples.. Enjoy!
  24. Thanks Disk. Good news is that the spriter for Sanosuke is back in action so it's definitely going to be easier for me to have more and faster progress with him. In the meantime, I finished the sprites for Okita's basic movements such as walk, run, jump, crouching, defend. Next up are the attack sprites. For an idea of how he will play, check out this gameplay video. Thanks for the support! http-~~-//www.youtube.com/watch?v=te7kqMvQo3c
  25. Yea, I forgot to mention that he will definitely have one super with the zanbatou. It will be that move he used on Kenshin when he spun the zanbatou over his head and swung his sword. That will be his only super with the zanbatou though. I don't want him to have that many options with it or else he may become broken. Thanks for the suggestion.
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