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RobotMonkeyHead

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Everything posted by RobotMonkeyHead

  1. I have to stop for a second just to say this new layout is gorgeous. Fantastic work on Ryon's part and whoever else helped pull this off. Anyway I'm just recently back from 2 months of out of state work so most of my time is spent with my girlfriend as of now, which means Wario's taken a bit of a back seat in the last couple weeks. I haven't lost any interest in finishing him, progress has just slowed lately due to higher priorities. Progress update: Got the sprite set for the Snowman Wario hyper complete, loading it in and beginning coding tonight. I've been racking my brain for something fun / unique to spice up the bomb hyper, and I think I've got something good in store. As for the bobomb special I was thinking a basic bomb toss, but have each punch button throw a different kind of bobomb, maybe each from a different game. One with a plus style explosion like Staubhold and SPRI were talking about, one a typical bobomb, walks around, stops shakes and explodes, and one... I don't know, open to suggestion? EDIT: Ok let's talk about this Beta Staubhold's asking for. Being someone who usually does edits, rather than entire character overhauls like this one, I'm kind of new to the ins and outs of Beta releasing. If I release a beta every time I update something there will be no hype left for the actual release, and any updates to the release are more likely to be released. Take Chuchoryu for example. His characters are cool, but he releases updates constantly, so I never know if I actually have the most up to date version, and I kind of stop caring as much if I do. If I don't release any beta's the hype might be more for the actual release, but what's the actual point of hype? I mean I know for me it kind of sucks waiting a long time for someone to finish a project, where I would really like to have a beta just to mess around with in the meantime. So I guess I'm trying to find that sweet spot of how often is too often to release an update. Anybody with a bit more experience have any insight they'd like to offer?
  2. Anyone happen to know the name or author of this stage? And yea those are really nice. Second that.
  3. Update: The flaming Wario hyper is complete, as close to source (Wario Land Shake It!) as I could get it. Snowman Wario is underway. Also, about the off topic stuff, I'm not really the type to care at all if my threads derail, as long as when on topic subject matter comes up it's not missed on account of it ;)
  4. Nice work. I like that they let the stage breath. They're not over crowding or distractingly flashy. If this is your starting point, I can't wait to see where you go if you continue.
  5. ^ I don't know about the plus shaped blast. It is classic, but it's designed for a top down game, it would just look out of place in mugen I think. Maybe if I made a hyper bg out of a stage like the one you posted above and shrink him down, and have him move around on there and throw some some bombs for a little while... I'll think about it. After a bunch of noob flailing I got the Dolphin Emulator to work (only runs at about 60% speed tho) and downloaded a Wario Land Shake It 100% save file. Now I can screen capture (or if I can figure out how to dump sprites) all the sprites I need but don't have. That means I can finally (after 3 days of hard searching) get that little coal thing that sets Wario on fire. The rest of the flaming Wario hyper is already coded using the sprites from Shake It and a couple personal additions. After that, the Snowball hyper's getting coded, then the Bomb hyper / special. EDIT: omhfgita, texture dump? I check one box in the graphics configure and it dumps every new sprite the game loads into a folder named dump? Who designs this wonderful stuff? I'm sitting here like, "ok, got my pause, frame advance and screenshot hotkeys ready, all set to clean up a mountain of sprites..." then I notice that. Oh ma goodness. OTHER EDIT: After an embarrassing number of hours, here's the sprite set for that little coal thing that sets Wario on fire. Uploaded in case anyone feels like tossing it up on Spriters-Resource.
  6. What do you guys think for the bombs? Like a bomb special that works sort of like Link's in Smash Bros? Or a maybe a hyper where you maintain control of his movement and attack, but he'll toss a bomb once per second? I don't know, any ideas? Or possibly sprite links?
  7. And in case you really feel like getting your hands dirty, here's what everything in the .cmd file does, so you can change it to suit your needs:
  8. The reason I had it set at zero was because it's the only way to prevent the camera from scrolling up when it's zoomed all the way out. I guess to simplify things, that's all I'm really trying to do. Scroll up when zoomed in, no scroll up when zoomed out.
  9. ^ Will do Staubhold. I owe you one at this point anyway ;) I happened upon a downloadable archive of all of Wario's sprites from Shake It, with the axis in tact, as well as... the timing. The f'ing timing!? Thank you gabrielwoj & Joaowojwicz! ...which beats the sprite sheet I've been using. Luckily I'm a somewhat meticulous bastard and wrote down the values I used in Gimp to process the sprites. So the last few hours were spent processing the Flaming Wario sequence for his first hyper. So far plans for the hypers look like this: __/ Flaming Wario Coal drops from ceiling, and stays on ground for a second, then bursts into flames. If opponent steps on coal it cancels (no hyper bar used). If Wario touches it, he runs forward ass on fire, bounces off the front edge of the screen, flame grows, turns around and runs other direction, bounces off other edge of screen, flame grows again, bounces off front edge one more time, the is fully engulfed in fire and has control over left / right movement for a brief period of time, though very slow. Very much like this: __/ Snowball Wario Not quite figured out yet. Something involving rolling around in snowball form. __/ Captain Syrup Pile-Driver Hyper grab, rockets upward off top of screen, and pile-drivers opponent. Not spinning. One of his air throws is a spinning pile-driver, but I don't want to step on Giefs toes too much, let alone Captain Syrups. __/ Gimme Your Lunch Money Hyper grab, shakes opponent as coins fly out, then throws them against the far edge of the screen. Collecting coins will give Wario either health or power, depending on whether gold or silver. Certain opponents might throw a treasure with the coins, not sure how that's going to work yet... __/ Vamp-Off Garlic Breath Massive belch that emits a slow moving projectile cloud of noxious gut stench. This will drain his garlic meter and become more powerful depending on it's level. The garlic meter is increased by eating opponents projectiles, and it also boosts his alpha counter fart. Walougi, possible striker, possible hyper, possible intro, most likely a win pos. Depends on whether I find more suitable sprites. I'm not sure yet, but I want to have a good handful of win poses, and have them be determined by what "treasures" he gets during the fight. e.g. Chain all 3 Wustache Twisters for 7 hits to get Fickle Compass or something like that.
  10. Thanks Laharl. I'm going to wait on Waluigi and see if some possibility emerges. As of now I'm getting all the sprites ready to load that I want to use for the hypers. I also just downloaded the Dolphin emulator and the Shake it rom so I can rip whatever sprites I want that I don't have, namely those little coal things that set Wario on fire. As for the sound files, I've already downloaded a few of his voice sfx compilations, and when I got to that point I was planning on just posting links to see which voice people liked best. I suppose now's as good a time as any tho, so here's some links to different voices. If you wouldn't mind telling me which one you prefer, or posting a link to one you like better, I'll use the one people like most: Wario World voice Super Smash Bros Wii U voice Mario Kart Wii voice Mario Kart 8 voice
  11. Made a little garlic counter that appears over Wario's head for a moment when he gobbles down a projectile. Also upped it's power add from 100 to 150 as per DarkWolf's recommendation. Considering adding in other "treasure icons" that appear when you do certain things, then have them all show up on the victory screen.
  12. I got the projectile eating coded, adds 100 power, makes the alpha counter fart more effective, but there's one thing I can't figure out how to do, which is remove the hit sparks from the projectile. I have Wario use a hitoverride, which triggers a helper hit box that gives the projectile something to hit. The hit sparks look a little weird with the eating tho, is there a way to just straight up remove the projectile that anyone knows of?
  13. Found a link to Uknown's Walougi on a youtube video. Laharl, I'm just posting it in case you want it for warehousing purposes. Man, I gotta say tho, that animation... I'll dig through it and see if I can find some attack that looks clean enough to use, but I don't know.
  14. Ok, 100 Wimp Slap stays. The Alpha Counter Fart has been added, and with increased push back strength depending on how many projectiles are eaten. 0 - 2 push back no knock down, 3 - 5 dizzy, 6 - 10 flying across screen knock down. He will also gain 100 - 150 power per projectile. Sorry Staubhold, the more I thought about it the more I liked it better than the idea of just charging over time (SSBB). The "limited time carry" could be done by holding whatever 2 throw buttons are pressed, I'll consider this a bit more. Laharl, those Walougi sprites look good, but I would need some attack sprites. Anyone know where that Walougi can be downloaded?
  15. Nice, I like the idea of him shaking coins out of the opponent. The coins could each give him a certain amount of power (or life?) back as he collects them. That raises 2 questions. 1) Should I get rid of the 100 hand wimp slap, and only use that animation for the shake hyper? 2) The way he carries enemies in Shake It could just be applied as a general mechanic (limited time carry) which could chain into either his grabs or the Shake Hyper ...or to carry the opponent to the corner. Better that or not? Staubhold, I plan on using the fart animation for an alpha counter. I could have the knock back increase by the amount of projectiles he eats. What do you think? On another note, I re-did the Ground Pound not as a hyper, but as a normal special (down + kick in air) which can hit a player on the ground, in the air, or when down. I also added the ability to bounce off the opponents head. The two work nicely together.
  16. Agreed. --- Wario's 4 linkable ground throws demo. There are also 4 air throws very similar in style that can be linked to the ground throws that aren't shown here. Suggestions welcome.
  17. I like the ideas so far. Is there an existing Wario that anyone knows of that has Wario-Man sprites in it? Or an existing Walouigie that is a similar style to this Wario? Laharl, for the coins, what about one of those time blocks that make a bunch of coins appear for a limited time (ticker sound effect) and then make it so when Wario get's a coin he throws it at the opponent. So you sort of have to run around the screen "collecting" all the coins that appear and throwing them at the opponent? He also does have a bite sprite, and I'm absolutely going to program that projectile eating special. Also made some wheelie sprites for the bike today.
  18. Damn that's crazy, I think I got it tho. Thanks again for the help Tex, it's very much appreciated.
  19. Spent pretty much the last 3 days processing Wario's sprites. I was able to get him down to a 64 color palette, and reloaded all of his sprites 1 by 1 twice (messed up the first time!) and now he's Mostly separated. I tried my ass off to get complete color separation, but alas my monkey style Gimp fu was not strong enough. I think the closest I got was applying a .33 radius gaussian blur which didn't obscure the sprites, but localized the colors so they weren't Exact matches depending on what they were surrounded by. Still no success. He's close to separated tho, and his entire sheet from spriter's resource has been filtered and converted to that 64 color pal, so once the hypers are done and all the sprites are added, the color separation should be easier. Anyway, now that all the sprites are accessible and uniform, on to actually coding the hypers.
  20. This can be placed in any state, as long as that state gets entered at some point. State -2 is probably best, because it's guaranteed to run. [state 0] type = VictoryQuote trigger1 = p2name = "Wonderwoman" ; <- not their displayname, but their name from their .def file. value = 5 ; <- provided it's victoryquote5 you want said.
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