What's Next? (Part 2 of 2)

Tuesday, October 16, 2012

I got some good response to Part 1 of my "what's left to do with my MUGEN characters" update. Here's the rest.

  • Savage Hulk
    • MUGEN 1.0 compatibility
    • need to incorporate SethZ's balance/changes
    • New/improved moves:
      • Gamma Tornado (spin-around-the-head throw)
      • Counter
      • Gamma Charge
      • Push-block
      • Tank Smash hyper -- Hulk reaches offscreen, grabs the barrel of a nearby tank, and starts beating the snot out of P2
      • Hulk Crush -- Hulk superjumps off screen, grabs a passing jet, and drops it on his opponent (MASSIVE damage, MONSTROUS lag)
      • Skulk Smash! (Amalgam hyper)
  • Sinestro
    • MUGEN 1.0 compatibility
    • I've got a bunch of stuff finished that I haven't released yet:
      • added taunt
      • added fwd/back jumps
      • tweaked FX for strong standing punch
      • tweaked strong standing kick damage (does more with construct)
      • added weak & medium crouching punches
      • tweaked crouching strong punch (adjusted hitspark, added construct effect)
      • tweaked weak air punch (more damage with construct, less vertical bounce)
      • added construct effects to air punches
      • added superjump follow to launcher (press up immediately after hitting)
      • added collision boxes to Deadly Stare ending
      • lose/draw game anims
    • one or two more intros:
      • re-create his first oath scene from Sinestro Corps War #1
      • vs Hal, Guy, John, Kyle, etc
    • a couple of outros
      • stand & laugh
    • custom gethits
      • shocked
      • burned
      • stoned
      • frozen
      • fix SFF issues with linked images
    • basic attacks:
      • some attacks still need powered-up alternate versions with constructs
        • weak & medium crouching punches
        • crouching kicks
        • air kicks
      • add missing weak & medium crouching kicks
      • at least one throw
    • special attacks to be done
      • Morningstar
      • Armored Assault (low-damage Psycho Crusher style move)
    • hyper attacks
      • Sinestro Corps Attack!
      • Parallax Unleashed
      • Master of Fear (yellow core hyper assist)
    • bugs to fix
      • hair gray streak in most palettes should be toned down
      • teeth in most sprites should be white, not yellow/green/gray
      • falling axes in Fall Before Me don't have hitsparks
      • some moves need collision boxes (so he's less cheap):
        • standing medium &amp strong kicks
        • strong air kick
      • some construct sprites need to be folded into the core palette so they can be recolored
      • medium & strong crouching kick are too similar
  • Bizarro
    • Hmm. Me am totally sure about this guy!
    • Seriously. I have no solid plans yet, only that I know he's not done yet. Any suggestions?
  • Flash
    • Like Bizarro, Wally needs more specials & hypers, but I honestly haven't thought much about the movelist yet. Thoughts?
  • I hope to have some new screenshots to show off soon.

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    The Outer Limits

    Sunday, February 19, 2012

    It's been an... interesting couple of weeks. Work at my day job has been busy (and mildly stressful), I've had to drive to work several times recently (eliminating that carpooling time I use to work on stuff like MUGEN), our family vehicle was at the mechanic for a few days, and to top it all off, my (rather expensive) smartphone got stolen right out of my rental car last Friday! AARRRGGGHHHH!

    So, yeah, MUGEN has taken a bit more of a back seat this month than I had hoped. Sinestro 1.0 is still coming — relatively soon, but I'm not going to give a target date. Instead, I'll get back to posting a Release Watch for him as he progresses. Look for that later this week.

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    [Release Watch] Sinestro, Day 1

    Tuesday, January 31, 2012

    Now that I'm all but done with Strong Guy 2.0 (expect a release very soon), it's time to turn my attention back to Sinestro 1.0, so welcome to my next Release Watch!

    Late last year I posted a Dev Plan for Sinestro. That, plus a few other things I've since added to the plan, will form the outline I'll be tracking here:

    Sinestro 1.0 progress

    Dev Plan

    • forward jump
    • backward jump
    • taunt
    • new intro: oath scene from Sinestro Corps War #1
    • new intro: ???
    • new win pose: stand & laugh over P2
    • lose / draw game animations
    • add missing basic attacks:
      • crouching weak punch
      • crouching medium punch
      • crouching weak kick
      • crouching medium kick
      • at least one throw
    • add "powered" versions (with constructs) for basic attacks that don't have them yet:
      • crouching light punch
      • crouching medium punch
      • crouching hard punch
      • crouching light kick
      • crouching medium kick
      • crouching hard kick
      • air light punch
      • air medium punch
      • air hard punch
      • air light kick
      • air medium kick
      • air hard kick
    • special attacks to be done:
      • Morningstar
      • Armored Assault (low-damage Psycho Crusher style move)
    • hyper attacks:
      • Sinestro Corps (helper gang attack)
      • Parallax Unleashed
      • Master of Fear (yellow core hyper assist)

    Bugs

    • sound for standing hard punch sometimes doesn't play
    • Tweak basic attack damage to be stronger with the constructs
    • Launcher needs superjump follow
    • no landing sound on jump
    • hair gray streak in most palettes should be toned down
    • teeth in most sprites should be white, not yellow/green/gray
    • falling axes in Fall Before Me don't have hitsparks
    • cpunch3 and taunt constructs need to be folded into the core palette so they can be recolored
    • Some animations need collision boxes:
      • 240 (skick2)
      • 260 (skick3)
      • 660 (akick3)
      • 1120 (deadly stare end)

    Completed tasks: 9 of 29
    Fixed bugs: 3 of 9
    Total tasks remaining: 26

    Still a lot to do, but my ScruffyDragon teammate Bizarro Toro is helping a lot. I'll show off some of his contributions soon.

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    [Dev Plan] Sinestro

    Wednesday, November 30, 2011

    The response to my Elektra Dev Plan has been pretty positive, and it's also had the effect I'd hoped for: gotten me back in the more of MUGEN creation. So, I think I'm going to keep doing these kinds of posts. Today, let's take a look at my dev plan for Sinestro.

    Sinestro just got a new release a few months ago as part of this year's Scruffyversary, but he's not nearly done enough for my taste. Here's how I plan to get from here to there:

    • forward jump
    • backward jump
    • one or two more intros:
      • re-create his first oath scene from Sinestro Corps War #1
      • ???
    • a few more win poses?
    • basic attacks:
      • crouching & air attacks need powered-up alternate versions with constructs
      • weak & medium crouching basics
        • (can probably make a crouching medium kick out of the air medium kick)
      • at least one throw (I may use the bony-knuckles sprites & sound from BN Hal's YL mode, but make it a different type of attack)
    • special attacks to be done:
      • Morningstar
      • Armored Assault (low-damage Psycho Crusher style move)
    • hyper attacks:
      • Sinestro Corps (helper gang attack)
      • Parallax Unleashed
      • Master of Fear (yellow core hyper assist)

    More soon.

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    For the Unscruffy

    Monday, August 08, 2011

    I recognize that not everyone that reads my blog also checks ScruffyDragon.com on a regular basis, and not everyone is registered over there, so can't get the downloads section anyway. I get it.

    That said, most of you, Scruffy members or not, know that this past month we've been celebrating the annual "Scruffyversary" event, marking the anniversary of our domain and team identity as the Scruffy Dragons. It's usually an excuse to show off new stuff, preview upcoming projects, provide new downloads, and so on. This year has been, I think, even more eclectic than usual (certainly more freeform in its schedule :-p), showing just how wide-ranging our interests as a team truly are. Really, you owe it to yourself to go check it out if you haven't.

    With all of that said, my part of the month's festivities involved updates to a couple of my previously-released characters, and a preview alpha of one that's been on my back burner for a very long time: Susan Storm Richards, aka the Invisible Woman. These new downloads were all Scruffy-exclusive for the duration of the Scruffyversary event, but I've now updated them here as well. Check out these links to see the new stuff, and grab the new downloads:

    I also shared a video (taken by Magus; alas, my current MUGEN computer can't record video) of the updates I'm working on for Strong Guy, based on a bunch of new stuff McCready sent me a few months ago. Should be ready for release sometime soon:

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    Playtesting Hal, part 1

    Tuesday, February 08, 2011

    This week, based on the feedback I've received from my awesome beta team, I'm putting Blackest Night Hal Jordan though his paces, tuning, nipping, and tucking. The AI still feels a little too aggressive, and I'm not 100% sold on the way I'm handling the lantern charge yet, but he's getting there. Here's a peek at Yellow Lantern mode, versus (who else?) Sinestro:

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    Vlog #1: New Stuff is on the Way!

    Wednesday, July 07, 2010

    I just realized it's been over a year since I've posted any new videos to YouTube, so I just did this one as kind of a status update / signal of things to come. Don't know how regular these will be, but at least it's something. Bottom line: the time-hole that is grad school is done for me now, except the thesis defense in 2 weeks. Woo! So MUGEN stuff is back on my plate, and coming down the pipe soon.

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    Thesis versus Updates

    Saturday, June 19, 2010

    Soooo... yeah, it's been too long since I've posted an update. A lot going on at work and trying to finish my MA thesis in the next 7 days. In the meantime, while you wait for a more substantial update, enjoy this tease of the smart palette my Parasite partner-in-crime Jet the Phoenix made for Sinestro:

    Sinestro smart palette by Jet the Phoenix
    (top to bottom) Smart palette, First Flight GL, comic GL, Sinestro Corps

    So, y'all have that to look forward to later this summer, once I get this pesky thing called "school" out of the way. ;)

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    Meanwhile, Back at the Scruffyversary...

    Tuesday, April 27, 2010

    So far, I haven't talked much about Scruffyversary this year, but it's been happening nonetheless; last week's theme was Blackest Night Week, and was my first opportunity this year to join in the Scruffyversary fun:

    • We kicked off the week by announcing a small-roster, custom-storyline full game project, based on the just-ended crossover and headed by my Sinestro co-creator Larramones.
    • We released a bunch of custom palettes for the ScruffyDragon stable of characters, turning them into members of the various Lantern corps, and had a mini contest where people could design their own (with some pretty awesome results).
    • To give me a little breathing room (and to join in the fun), AngelEcks released a big update to his Ray Palmer: The Atom character, which is just a blast to play with. Whatta guy!
    • I released an update to Lex Luthor, with some new moves, bugfixes, and a brand-spanking new Orange Lantern mode that's pretty fun to play; I've uploaded it here now as well.
    • Finally, Larra & I released a significantly-updated Sinestro, which I've since uploaded here. I'd hoped it would have been an official 1.0 release, but I ran smack into a wall of Real Life Busy ™ last weekend, and had to leave a few things out. Expect an update on that pretty soon.

    I'd also hoped to have my "Every-Lantern" Hal Jordan update ready, but life had other plans... sigh. Anyway, he's still on my operating table, and I will release him as soon as I can.

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    Carpooling = More MUGEN Time

    Sunday, April 11, 2010

    I carpool to work with a good friend who does all the driving, and we share the cost of the gas money. It's been a pretty good arrangement, especially since last month when we bought a netbook, so I could be more productive during the 2.5 to 3 hours I spend in the car every day (ugh, one of the few downsides to living in a bedroom community)

    Admittedly, we didn't buy the netbook so I could work on MUGEN, and most of the time, I don't—I have a major grad school deadline looming, and most days I spend my commute time working on that effort. But when I need a brain break, I switch gears and work on something fun. This past week, my brain break time has yielded some fun results for our Sinestro character WIP:


    "Sinister Spear" special

    "Die Screaming" hyper

    I should point out, too, that the ScruffyVersary continues to roll on over at the ScruffyDragon forum; this past week we've been focusing on our Pocket projects (yes, there's now more than one), and there have been several really cool characters and videos released. If you haven't already done so, you should check it out... especially since we're just about to kick off next week's Scruffyversary theme! :)

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    Looking Back at 2009, Looking Forward to 2010

    Wednesday, January 06, 2010

    This past year has been a notable one for me personally, and for the ScruffyDragon team as a whole. I know you've probably had your fill of "end of the year"/"end of the decade" posts, so I'll try not to bore you with that (much), and instead focus on my plans for the new year.

    But first, a brief recap on 2009:

    • In January, as part of last year's "12 Days of Christmas", BobStarsky and I released Savage Hulk
    • In April, as part of our Scruffyversary event, I released the first public version of Parasite, updated betas of Elektra and Sinestro, and "remixes" of both Green Lantern Hal Jordan and Ice
    • In May, I picked up a great new partner for Parasite work, in the form of Jet the Phoenix
    • Things got quiet for a little while, until I got an idea for a new "Blackest Night" edition of Hal Jordan. That effort is still ongoing, and should bear fruit soon.

    Now, here are my goals for 2010:

    • Blackest Night Hal Jordan (here's a list of the planned changes)
    • Mandarin needs my attention before the new Iron Man movie comes out in May. At least a beta if not more.
    • I'll be assisting the SGM team with the coding on tenchimuyo4ever's Green Skull character (he's an Amalgam of Red Skull and Lex Luthor; how could I say no? ;))
    • Get Sinestro to a 1.0-level release before the end of the Blackest Night crossover.
    • XFields and I are planning to work together again on Elektra, and bring her up to that 1.0 level as well.
    • Finally get to that Marrow remix I had planned two years ago
    • Invisible Woman: maybe, maybe not. Honestly I'm not very motivated to work on her right now.
    • Bizarro: possibly collaboration with Kal-Elvis will re-ignite my enthusiasm here, but Kal's busy working on his music career, so I have no idea how likely that is.

    So, that's the plan. I'll try to keep up the pace I set last year of posting something here at least weekly (usually on the weekend, Friday or Saturday), and we'll see how things go. I'm looking forward to a great 2010, and I wish the same for everyone here.

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    BOO! (Did I scare ya?)

    Tuesday, November 03, 2009

    So, it seems like I should post something here tonight, since I missed an update last weekend, and since I'm working on a couple of pretty creepy villains, Sinestro and Parasite, that are somewhat Halloween-appropriate.

    So what should I tell you about? Hmmm...

    Sinestro:
    - no new screenshots yet, but I've gotten some great inspiration lately from the Blackest Night / War of Light storyline. Plus I've had several contributions from folks that have potential. Expect to see screenshots soon. :)

    Parasite: some new stolen moves I can show off:
    Eradicator's Flying Punch
    Eradicator "Speed Punch" special

    Starfire's Star Sphere
    Starfire "Star Sphere" special

    Poison Ivy's Toxic Kiss
    Poison Ivy's "Toxic Kiss" special (sprites by Dead-X)

    There are a few others I can't show yet because they're not coded, like Batzarro's Rhino Charge special he sprited for me in support of his cool Rhino character. Plus still quite a bit of "smart palette" re-editing still to do. Always more to be done with this guy... <sigh>

    Oh! And I've started a site redesign that will integrate this blog with my other two into one big great ball of awesome. So far all I've done is move the navigation from the sidebar to the top, but there will be more tweaks, large and small, in the near future.

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    Promising character updates

    Friday, May 15, 2009

    As I mentioned earlier today, there have been some pretty cool things happening with my in-progress characters in the past few weeks. Here are a few of them:



    New Thing 1


    * I recently received an email from Jet the Phoenix with a very generous gift, and a great idea. The gift was a large subset of Parasite's sprites, edited to include the white stripes that his modern incarnation usually sports:

    parasite striped sprites


    The idea was for a very sophisticated "smart palette" for Parasite, which would enable me to not only have the green shorts and white stripes versions, but a ton of other character-inspired variations as well:

    parasite smart palette


    Shortly after JtP sent me this stuff, I shared it with my friend and talented sprite artist Sei, and completely unsolicited, she generously sent me a new, more aggressive stance for Parasite, using the smart palette JtP had designed!

    parasite new palette




    New Thing 2


    * In another unsolicited and generous offer, Sei sent me this new stance animation for Lobo, which I will be adapting to the character soon:

    Lobo stance remix


    New Thing 3


    * Lots of people have been sending me their ideas for Sinestro moves. Some have been really good, and I'm looking for ways to incorporate them into the character. No screenshot this time, but trust me when I say he's looking pretty promising.

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    Sinestro Alpha 2 Released

    Friday, April 24, 2009

    Sinestro Alpha 2

    As part of Scruffyversary's Villain Week, I wanted to share with you the latest version of Sinestro, which I'm calling Alpha 2.



    As an alpha release, Sinestro's still got quite a lot of missing stuff, but from the beginning he's been a public WIP, so he gets released in very raw form whenever there's new stuff worth sharing:


    • added fwd/back dashes & effects

    • added standing hard kick

    • new special: Chains of Despair

    • new hyper: Needle Storm

    • added guard animations & shield effects

    • added standing and crouching get-hit animations


    Be warned that he is still pretty raw: he's still missing his thrown and falling sprites, as well as basic attacks when crouching and jumping. It's still very much "early days" with this guy, so if you have some great ideas you think would fit, feel free to let me know via email or the ScruffyDragon forum.



    Go get him on his page.

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    Stuff in the pipeline

    Saturday, January 31, 2009

    Whew! Just like last year, the "12 days" event kinda burned me out for wanting to work on MUGEN stuff for a few weeks. But I AM doing some stuff, and a lot of things are starting to take shape in the "release pipeline", so to speak. Here are a few notes on what's in there.

    Hulk

    As I mentioned a few weeks ago, I'm working on a Hulk update for all y'all:
    • It'll have AI, thanks to the very talented assistance of Tunglashor.
    • It'll have the alternate select screen portraits I posted about recently.
    • It'll have some minor bug fixes.
    • It'll have custom "frozen" animation for when he's fighting Ice/Bizarro/etc.
    • It'll most likely have another finished hyper (the "Hulk Crush" that's about half finished and disabled in the current release).
    • It'll have an arcade intro.
    • There's a good chance it'll have ground and air throws.
    • And, the superarmor code will likely be a little tweaked to make him slightly tougher.
    Overall lots of smallish tweaks, but I think they'll come together to make what was a bit of a rush release, that much more "finished"-looking.

    Possible Betas

    I'm also considering kicking out another beta of Sinestro and/or Elektra, if I can get more of their get-hit sprites finished soon. Truth be told I hate doing those kinds of sprites, so they're both kind of slow going. -_-

    Bone girl

    And... following up on something I mentioned over a year ago, I'm feeling the need to give Marrow some attention. Her code needs an overhaul, and she could use a few new/tweaked moves, plus of course I want to add the DCvM-style to her so she plays similarly to my other characters. This one will take more work, but it really really needs to be done.

    The purple elephant in the room

    I know that probably my most-anticipated WIP right now is Parasite, and don't worry, I haven't forgotten about him. But he needs more spit and polish before I feel comfortable releasing him, he's my baby right now and I'd hate for another unfinished version of him (like the craptastic leaked/stolen one floating around on eSnips) to get out in the wild. But he IS still being worked on, fear not.

    DCvM

    Plus of course my teammates and I are still working on pulling everything together for the official DCvsMarvel "Phase 1" release. Seth Zankuten is currently working on play-balancing the other characters, particularly the ones like Dr. Doom and Wonder Woman that are otherwise essentially finished. For my part, I've got Amalgam hypers to finish for Lobo, GL, Luthor and Hulk. Still quite a bit of work to do on that front, but progress is being made:
    Skulk hyper in progress

    Watch this space...

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    Been too long

    Sunday, July 06, 2008

    Yeah, it's been a while since I posted something. Larramones, my partner in crime on Sinestro, had a hard drive failure and lost a bunch of work. But he's back at it now, and has sent me a new kick, and a new guard:


    I'm also adding the "Needle Storm" hyper I prototyped for him as part of Parasite's "Sinestro" power set:


    Oh, and I'm getting ready to move my family over 2000 miles cross-country next week. So expect updates to be pretty thin on the ground for the next little while.

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    The 4th Day of Christmas

    Friday, December 28, 2007



    The 12 Days of Christmas continue with the eponymous leader of the Sinestro Corps. As I originally stated when I started this WIP, I'm going to be trying something a little different with him. Since anyone is open to contribute to Sinestro, I feel everyone should have access to him as he progresses. So expect frequent alphas as I progress... consider it something of an experiment into a different way of thinking about MUGEN WIPs. Anyway, enjoy this VERY early taste of what's to come... like with Elektra, this is Alpha 0.1. Unlike Elektra, though, he's not that far along yet... what you saw in the YouTube video yesterday is pretty much all he's got so far. <_<

    Go get Sinestro here.

    As with the other chars I've released in this 12-days blitz, please feel free to post any feedback you have over at the ScruffyDragon forum (the release thread is here). This is ESPECIALLY true this time, because the more people contribute ideas & sprites, the faster he'll progress. ;)

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    The 3rd Day of Christmas

    Thursday, December 27, 2007



    Forgot to post this earlier. Mixing it up a little, day 3 isn't a release, it's a new YouTube video. This time, it's a tease of Larramones' and my Sinestro WIP:


    He's progressing fairly well: about half of his basic movement animations, 3 standing punches, and a special move. But that said, he can't hold his own against Hal Jordan (yet), so for the purposes of the video I've turned off Hal's AI.

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    In Blackest Day, In Brightest Night...

    Saturday, October 13, 2007

    Beware your fears made into light!
    Let those who try to stop what's right,
    Burn like my power, Sinestro's might!

    Yep. With Smogon, McCready, Larramones, and whoever else wants to help, I'm making Sinestro for MUGEN. Click on his fantabulous portrait (donated by the talented Mr. Pychewing) for his newly-minted (but not yet very populated) WIP page:


    Oh, and I recently revamped my characters front page, too:
    Select your champion here...

    Finally, there are minor updates to the WIP pages for Hal and Parasite. Both are progressing quite nicely, but thanks to both being leaked and shared on YouTube and other places as "ultra rare charz", I'm not going to releases betas until they're finished. You can thank the leakers and those who support them for that. =P

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