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Subject: Re: Hydroman WIP June 27th 2022, 11:05 am
jspiderman171717 wrote:
Hello friends! Continuing with the celebration of these 10 years of MMV I bring you one more video preview about Hydroman, stay tuned for more updates since the next thing on the list are the special moves and Hypers!
great work on this guy
Last edited by volzzilla on June 29th 2022, 9:01 pm; edited 1 time in total
gartanham and jspiderman171717 like this post
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Hydroman WIP June 27th 2022, 12:03 pm
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch)
only thing i would suggest is to add additional frame or 2 to standing strong kick. it ends kinda abruptly, without any transition (i actually think lethal syndicate also has that abrupt animation ending, but for some reason it was more noticeable here)
ps. i looked up Victor, and he indeed doesnt have transition back from that kick, since in his case its an air kick but maybe some turned images of other kicks like that, or some other ones could be used for purpose?:
just a suggestion, i think the leg direction doesnt really match the kick on those ones, so it might look completely wrong, but you know, just to give an idea of what i mean
amazing work, in any case
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jspiderman171717
Posts : 290 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Hydroman WIP June 27th 2022, 3:27 pm
warecus wrote:
I was just about to say that darkstalkers has some good animations to use. Although his lower half is too static
(Sorry for the late answer) Yeah, I didn't realize it until I made the gif to show it here in the forum, although it doesn't look bad in terms of gameplay, I still agree that it could be better, rest assured that I will polish the movements that need a touch up like this
jspiderman171717
Posts : 290 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Hydroman WIP June 27th 2022, 3:32 pm
JARRO77 wrote:
I like it alot so far you did an awesome job
The only things about feedback is try to improve a litle the moviment
Would be cool give him a litle more speed during basics moviments and attacks
Moviments should be more fast you can do it on Fighter Factory
By the way this can be one of the best hydroman ever keep going man
Can't wait for specials and hypers
thanks for comment! The theme of time in animations is sometimes complex, I know how to edit the time intervals so that the animation is faster or slower, I am aware that some movements must improve their timing, gradually there will be some changes like that to improve the character, believe me this idol is a preview, really the final version will look better! the same goes for the water effects they will be there when the character is more advanced
jspiderman171717
Posts : 290 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Hydroman WIP June 27th 2022, 4:48 pm
BigPimp wrote:
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch)
only thing i would suggest is to add additional frame or 2 to standing strong kick. it ends kinda abruptly, without any transition (i actually think lethal syndicate also has that abrupt animation ending, but for some reason it was more noticeable here)
ps. i looked up Victor, and he indeed doesnt have transition back from that kick, since in his case its an air kick but maybe some turned images of other kicks like that, or some other ones could be used for purpose?:
just a suggestion, i think the leg direction doesnt really match the kick on those ones, so it might look completely wrong, but you know, just to give an idea of what i mean
amazing work, in any case
Thanks for your words friend, I'm really trying to make the sprites as similar as possible to those of lethal syndicate. As for the kick animation you mean the standing strong kick right? In the wuchash video you can see that the animation is slower at certain times but I didn't know if it was because of the char itself or because spidey was using his hyper spider sense so I opted for a slightly faster animation than the one in the video for the moment.
And as for the animation frames with the kick, it does have a final animation so that it doesn't end in such an abrupt way, but in the video it may not be so clearly noticeable: [You must be registered and logged in to see this image.] In any case, that's something that can be easily fixed, a little editing in time and it will be much better, thanks for the feedback as always man!
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RenatoNat.J
Posts : 602 Join date : 2018-01-14 Age : 33 Location : Apocolypse Brazil
Subject: Re: Hydroman WIP June 27th 2022, 5:47 pm
Quote :
@jspiderman171717 Excellent project. Congratulations, he's getting great, maybe you'll find some water effects in Naruto's Kisami character.
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volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Hydroman WIP June 29th 2022, 9:04 pm
BigPimp wrote:
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch) amazing work, in any case
question, were thinking of expanding the spiderman game for him?
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Hydroman WIP June 29th 2022, 10:20 pm
volzzilla wrote:
BigPimp wrote:
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch) amazing work, in any case
question, were thinking of expanding the spiderman game for him?
i mean its easy conversion man, if im not adding any new animations or moves or editing sprites in general (which it seems it will be the case) its just adding 1.1b AI, movelist, changing throw controls and maybe changing hyperbgs, portraits, hitsparks and effects to screenpack ones, if character uses different ones. could be done in like an hour or 2
but there is 1 issue is that there is no space on the select screen left, so any new chars would have to go offscreen as "hidden" characters sadly i dont think i have a way around that, pretty much every corner is now filled with someone or something, tombstone and morbius filled the last possible spots. no space even for carnage portrait (which has little reason to be offscreen too, but he just has too). but yeah man, i dont think it should be a stopping issue, if char doesnt require any significant editing, and is one of the major tas villains, i will be on it
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Hydroman WIP June 29th 2022, 10:47 pm
jspiderman171717 wrote:
And as for the animation frames with the kick, it does have a final animation so that it doesn't end in such an abrupt way, but in the video it may not be so clearly noticeable: [You must be registered and logged in to see this image.] In any case, that's something that can be easily fixed, a little editing in time and it will be much better, thanks for the feedback as always man!
and yeah man, it definitely does, for some reason didnt see it in the video, but now at slower speed i did see it
ps. not sure if it will look better ingame but maybe something like this one, with that swooth effect still slightly present on last frame?
ps. i messed up the timing here, but just the general idea
candido159
Posts : 1221 Join date : 2013-05-16 Age : 25
Subject: Re: Hydroman WIP June 30th 2022, 1:38 am
BigPimp wrote:
volzzilla wrote:
BigPimp wrote:
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch) amazing work, in any case
question, were thinking of expanding the spiderman game for him?
i mean its easy conversion man, if im not adding any new animations or moves or editing sprites in general (which it seems it will be the case) its just adding 1.1b AI, movelist, changing throw controls and maybe changing hyperbgs, portraits, hitsparks and effects to screenpack ones, if character uses different ones. could be done in like an hour or 2
but there is 1 issue is that there is no space on the select screen left, so any new chars would have to go offscreen as "hidden" characters sadly i dont think i have a way around that, pretty much every corner is now filled with someone or something, tombstone and morbius filled the last possible spots. no space even for carnage portrait (which has little reason to be offscreen too, but he just has too). but yeah man, i dont think it should be a stopping issue, if char doesnt require any significant editing, and is one of the major tas villains, i will be on it
The most possible way to add him is to remove one character, since sandman isn't in TAS so he'll probably fit to be replaced. But you did took your time to clean sandman and even made him a stage so it would be a waste if you'd replace him.
Still Pilgrim has that other screenpack, so probably spidey fans should use that if they like
Anyways looking good progress there @jspiderman171717 For Specials and hypers I suggest to stick to capcom effects. The Hydroman we currently have sometimes uses HD water and would not look like it's from the character's water body most of the times. So I hope anyone here can help you find these effects
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Hydroman WIP June 30th 2022, 3:40 am
candido159 wrote:
The most possible way to add him is to remove one character, since sandman isn't in TAS so he'll probably fit to be replaced. But you did took your time to clean sandman and even made him a stage so it would be a waste if you'd replace him.
Still Pilgrim has that other screenpack, so probably spidey fans should use that if they like
Anyways looking good progress there @jspiderman171717 For Specials and hypers I suggest to stick to capcom effects. The Hydroman we currently have sometimes uses HD water and would not look like it's from the character's water body most of the times. So I hope anyone here can help you find these effects
had the same train of thought man) i didnt really spend alot of time on sandman tbh, pretty much just the screepack changes i mentioned above that could be made in an hour or 2. but that stage... yeah. took almost of full week to make it and sandman arguably the best quality character there. and really, dont want to remove anyone
as for effects, i think Jspiderman actually has most of those down already (we talked in pm) but there is 1 effect which, as far as i know, is so far was impossible to find the source of, used in lethal syndicate videos. its that water blast hyper, the spiraling one:
https://youtu.be/g_-LV0A5f4o?t=99
dev
Posts : 593 Join date : 2012-05-18
Subject: Re: Hydroman WIP June 30th 2022, 5:04 am
BigPimp wrote:
candido159 wrote:
The most possible way to add him is to remove one character, since sandman isn't in TAS so he'll probably fit to be replaced. But you did took your time to clean sandman and even made him a stage so it would be a waste if you'd replace him.
Still Pilgrim has that other screenpack, so probably spidey fans should use that if they like
Anyways looking good progress there @jspiderman171717 For Specials and hypers I suggest to stick to capcom effects. The Hydroman we currently have sometimes uses HD water and would not look like it's from the character's water body most of the times. So I hope anyone here can help you find these effects
had the same train of thought man) i didnt really spend alot of time on sandman tbh, pretty much just the screepack changes i mentioned above that could be made in an hour or 2. but that stage... yeah. took almost of full week to make it and sandman arguably the best quality character there. and really, dont want to remove anyone
as for effects, i think Jspiderman actually has most of those down already (we talked in pm) but there is 1 effect which, as far as i know, is so far was impossible to find the source of, used in lethal syndicate videos. its that water blast hyper, the spiraling one:
https://youtu.be/g_-LV0A5f4o?t=99
Been trying to find it too, with no succes. As for Sandman, to me it doesn't matter whe appeared in tas or not. Sandman is one of the best characters in mugen period. And this game is about quality first.
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XmatixX
Posts : 358 Join date : 2021-06-20
Subject: Re: Hydroman WIP June 30th 2022, 8:07 am
speak of this spiral?[You must be registered and logged in to see this image.]
BigPimp, alnyrd and jspiderman171717 like this post
dev
Posts : 593 Join date : 2012-05-18
Subject: Re: Hydroman WIP June 30th 2022, 8:35 am
XmatixX wrote:
speak of this spiral?[You must be registered and logged in to see this image.]
Nah man. Check the video bigpimp posted
Edit: oh noo! My bad, sorry. I just had to look again. That's the effect man. Good job.
jspiderman171717
Posts : 290 Join date : 2015-06-25 Age : 26 Location : Mexico
Subject: Re: Hydroman WIP June 30th 2022, 12:04 pm
candido159 wrote:
BigPimp wrote:
volzzilla wrote:
BigPimp wrote:
amazing work man just looked at yours and old lethal syndicate videos and honestly minus some water effects, looks like its the same character, maybe even + in some small ways (like transition back from jump heavy punch) amazing work, in any case
question, were thinking of expanding the spiderman game for him?
i mean its easy conversion man, if im not adding any new animations or moves or editing sprites in general (which it seems it will be the case) its just adding 1.1b AI, movelist, changing throw controls and maybe changing hyperbgs, portraits, hitsparks and effects to screenpack ones, if character uses different ones. could be done in like an hour or 2
but there is 1 issue is that there is no space on the select screen left, so any new chars would have to go offscreen as "hidden" characters sadly i dont think i have a way around that, pretty much every corner is now filled with someone or something, tombstone and morbius filled the last possible spots. no space even for carnage portrait (which has little reason to be offscreen too, but he just has too). but yeah man, i dont think it should be a stopping issue, if char doesnt require any significant editing, and is one of the major tas villains, i will be on it
The most possible way to add him is to remove one character, since sandman isn't in TAS so he'll probably fit to be replaced. But you did took your time to clean sandman and even made him a stage so it would be a waste if you'd replace him.
Still Pilgrim has that other screenpack, so probably spidey fans should use that if they like
Anyways looking good progress there @jspiderman171717 For Specials and hypers I suggest to stick to capcom effects. The Hydroman we currently have sometimes uses HD water and would not look like it's from the character's water body most of the times. So I hope anyone here can help you find these effects
Yeah, I'm trying to implement the best effects on the friend, I can say that the Darkstalkers Saga has been very useful for Hydroman not only because of Victor's limbs but also Rikuo and Pyron's water/Liquid effects, currently I'm working with some mvc2 abyss sprites