What's Next? (Part 1 of 2)
Friday, October 12, 2012
So this took me a while to get back to. Sorry, I'm kinda preoccupied with things I'm not prepared to talk about here (yet).
Anyway.
As Acey predicted in the comments on my last post, my enthusiasm for MUGEN creation has returned this week, at least in part because I had to go and test all of my unfinished characters so I could write this post about what they still need. So without further ado, here's the first part of the list (more coming soon; I have a few characters still to evaluate):
- I'm pretty happy with him as he is. I just went back and added a Black Lantern power set to Parasite (see that below), and the test fights I staged between those two were a ton of fun. This is probably the creation I'm proudest of (well, Luthor is probably a close second :) ).
- MUGEN 1.0 compatibility
- intros
- "Skrullektra" (a la Secret Invasion)
- vs Daredevil
- vs Wolverine
- vs Catwoman
- winposes
- add transition frames to current turn-and-pose
- take a cue from Marrow's "perfect" winpose (sai throw at screen)
- basics
- swap medium & strong standing punches
- animate / tweak vertical jump
- strong standing kick
- crouching medium punch / medium kick
- weak air punch / air kick
- special attacks
- air sai throw
- spin kick (like chun-li's)
- hyper attacks
- finish Death's Touch (hyper sai throw): better FX, knock-back, recovery time, etc
- finish Ninjitsu (Parasite's version is better right now)
- Focused Chi - temporarily boost damage, speed, and reduce damage taken
- Inner Calm - temporarily raise attack damage
- Catsai & Dare (Amalgam hyper)
- Blackest Night Hal basically has all the Green Lantern stuff — with SethZankuten's balance tweaks to boot — so I'm not going to do anything else to this old version.
- MUGEN 1.0 compatibility
- finish Iceberg (Amalgam) hyper
- Pillar of Ice hyper
- Fire & Ice team hyper
(I'm taking my cue for her movelist from Avengers Alliance; there are a ton of great ideas in that game, and if you're not playing it, you should be)
- MUGEN 1.0 compatibility
- Basics
- her stance and jump anims should be redone
- standing medium/hard punch & kick
- all crouching attacks
- air medium/hard punch & kick
- One or more throw(s)
- Specials
- Change Bubble to be more like Force Spheres (Avengers Alliance move)
- Force Field
- Hypers
- Rename Bubble Storm to Force Volley (and tweak it for better FX)
- Force Cage (Avengers Alliance move)
- Fantasticar charge? (meh, maybe not...)
- Required sprites
- her get-hits / being thrown sprites need quite a bit of polish. -_-
- Custom intros
- vs Dr. Doom
- vs Namor
- vs Reed
- vs Johnny
- vs Ben
- MUGEN 1.0 compatibility
- I'd like to add a few more helper characters to the Personal Superhero hyper, for non-Orange Lantern palettes (e.g. Bizarro, Mercy Graves, maybe Luthor-Superboy or Everyman)
- MUGEN 1.0 compatibility
- Lobo the Duck (Amalgam) hyper
- more intros & winposes, maybe...
- Basics still missing
- fwd/back jumps
- standing medium punch
- weak & medium standing kick
- all air & crouching basics =P
- finish the rest of the get-hits
- Specials
- freezing ray -- stand = freezes
- electro blast -- stand = shocks
- flare burst -- crouch = burns
- holographic illusions = creates 2 doppelgangers...the 3 attack (the real one that hits is determined by button)
- light blast -- stand = knocks P2 back to the wall
- sonic wave -- air = makes P2 dizzy
- teleport
- solidify gas = rocks appear on air and fall (different distances)
- force field generator = superblock, repels P2
- Hypers
- Mental Paralysis.... hyper level 1, stand, = paralyzes P2 and hits him on walls and floor
- black light.... hyper level 1 = screen goes dark(palfx) and mandarin gets in custom combo mode
- desintegration beam.... hyper level 3 = big beam
- vortex ring (flight).... flight mode
- force blast.... hyper level 1, stand, air = hit w/ knockback
- magnetic waves.... hyper level 1 = like Magneto's
- poison gas.... hyper level 1 = P2 loses energy by degrees
(Most of this movelist was actually planned out by McCready a looooong time ago)
- I still want to replace her sprites and recode her moves, but realistically, I think this may not happen. -_-
- MUGEN 1.0 compatibility
- Then, it's all about the power sets!
- Flash: finish Speed Force hyper
- Lobo: Rotgut special
- Plastic Man: Stone Fists special
- Etrigan: Dancing Blazes hyper
- Darkseid: Omega Sanction hyper
- Aquaman: whale/shark summon hyper
- Doomsday: adaptive evolution special / asteroid smash hyper
- The Atom: Subatomic Adventure hyper
- Shazam: Electric charge special / lightning strike hyper
- Starfire: Koriand'r Special
- Bane: charging fist special / bat-breaker hyper
- Vixen: Elephant Charge hyper
- Mongul: Earthquake special / Mongul's Insanity hyper
- Orange Lantern: Orange Corps hyper
- Star Sapphire: Love Conquers All hyper
- Black Lantern: Corrupting Touch special / Lifeforce Boost hyper (DONE THIS WEEK, WOOHOO!)
- Hulk: Super Armor
- Thor: Mystic Rainfall hyper
- Spider-Man: finish/fix Maximum Spider hyper
- Iron Man: finish/fix Nano Assault hyper
- Crystal: Element Storm hyper
- Wolverine: Weapon X hyper
- Dr. Doom: finish/fix Photon Array hyper
- Thanos: Stone Walls hyper
- Juggernaut: Power Up hyper / Super Armor
- Mr. Fantastic: finish Elastic Slam special / Pliable Pounder hyper
- Venom: Venom Fang special / Death Bite hyper
- Nightcrawler: Triple Threat Teleport hyper
- Songbird: finish Decibel Barrage special / Shatter Scream hyper
- Rhino: Rampage hyper
- Storm: Lightning Storm hyper
- Daredevil: finish Radar Sense special / ??? hyper
- Nothing; I'm satisfied. :)
Stay tuned for part 2; I promise it won't take me 3 months to write it!
Labels: Blackest Night Hal, Elektra, Green Lantern, Ice, Invisible Woman, Lex Luthor, Lobo, Mandarin, Marrow, Parasite, Strong Guy
Strong Guy 2.1
Thursday, February 02, 2012
Yesterday Snakebyte and Oldboy alerted me to a couple of playability issues with our recent Strong Guy release. I've updated the download to address these problems, so you'll probably want to grab the new version from his page.
Change list
* 2 Feb 2012: v2.1 - minor patch release to address bugs reported in 2.0 - Megaton Fury and X-Factor Attacks both prevent premature KOs now (which can cause weird end-of-round timing issues) (thanks, Snakebyte!) - Megaton Fury now works properly when triggered in a corner (thanks again, Snakebyte!) - fixed victory portrait & added win quotes (thanks, oldboy!)
Labels: Strong Guy
On Groundhog Day...
Wednesday, February 01, 2012

Yeah, not so much for Christmas... this may as well be a Groundhog Day release! =P I know that I said a few weeks ago that any additional releases I made in January as belated parts of our 12 Days of Christmas event would get sarcastic titles like "on the 36th day of Christmas," but I managed to drag the polishing and beta cycle into February, so here we are. :-\ (note: I do still have two more holiday gifts, which I'll blog about soon)
Anyway, after a couple of weeks of beta testing with McCready and a few of my other ScruffyDragon teammates (thanks, guys), I'm proud to present Strong Guy 2.0! He's been almost completely restructured from bottom to top, with new sounds, effects, intros & outros, attack chains, and special & hyper moves:

"Up You Go!" anti-air special

Spinning Piledriver hyper

X-Factor Attacks hyper

Megaton Fury hyper
Here's the (abridged) change set from his readme file:
* 1 Feb 2012: v2.0 - revamped all basic attacks (changed the chain order, timings, etc) - MUGEN 1.0 compatibility - new voice samples - new intro w/ Lila Cheney - new KO animation (heart attack if KO'ed by health loss due to kinetic overload) - new "nearly heart attacked" winpose - new lose / draw game animations - new round-end effects (especially if winning by hyper) - heavily tweaked combo code - tweaked Touchdown hyper damage, movement, timing and kineticE effects - new special: Up You Go (anti-air) (F,D,DF + P) - new hyper: Spinning Piledriver (F,DF,D + PP) - new hyper: X-Factor Attacks (QCB + P and K of equal strength) - new hyper: Megaton Fury (F,DF,D + KK)
Anyway, we hope you enjoy him, and as always, feel free to let us know (here or over at Scruffy) if you find any bugs or unexpected behavior.
You can get Strong Guy v2.0 here, on his page.
Labels: 12Days2011, Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 12
Tuesday, January 31, 2012
Guido's officially in private beta! I've gotten feedback from McCready, Magus, and BizarroToro, all of which I will be using tonight to make a final beta. Then when I have the Big Mac's sign off, maybe by tomorrow, he'll go up for download here and on Scruffy! :)
Stay tuned later for the first Release Watch for Sinestro.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 11
Saturday, January 28, 2012
I finished the camera trickery for Strong Guy's hypers today. He's in McCready's hands now for final review, beta testing, and approval; I expect this to break loose in a day or two.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 10
Thursday, January 26, 2012
So, this is likely going to be the last installment of Strong Guy Release Watch! I've got the perfect sound effects for Havok and Polaris now, and have revamped how the Quicksilver part works as well. Then this morning I did an audit through all of his hypers to add the KineticE damage multiplier apply to all of his physical force-based hypers: Touchdown, Cannonball (Hyper Blanka Envy), and Pinhead. Finally, I've revamped Touchdown (again) to make it more visually appealing and to distinguish it a bit more from Hyper Pinhead in terms of how it affects player 2.
That just leaves the tweaks to camera behavior for Megaton Fury and Piledriver.
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Furynew hyper: X-Factor Attacks- Quicksilver entrance/attack/get-hit/exit/sound
- Wolfsbane entrance/fastball special/sound
- Madrox drop-kick/exit
- Polaris entrance/attack/exit/sound
- Havok entrance/attack/exit/sound
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the introTweak Touchdown hyper to a 2-hit attack: grapple, carry, smash into the wall
Completed tasks: 24 of 26
Tasks remaining: 2
I'll be giving it over to McCready tonight for final review. And then... :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 9
Welcome back to our ongoing Release Watch for Strong Guy! I had to drive to work Monday, effectively eliminating my MUGEN time for that day. Yesterday, I spent some time tweaking things here and there, adding missing "lost by timeout" anims, aligning messed-up custom hit animations for the Piledriver hyper, that sort of thing. As for the final remaining hyper, X-Factor Attacks, I've been hunting down appropriate sound effects; developing during my commute means I've been testing him with the sound off, and didn't even notice how quiet the attack seemed until last night! :-P I've got Polaris's and Havok's part done, so the sound effects are all that's left there. So close now I can almost taste it!
This puts my remaining task count at 0.2 subparts of the hyper (sounds for Quicksilver and Wolfsbane), and 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit/sound - Wolfsbane
entrance/fastball special/sound - Madrox
drop-kick/exit - Polaris
entrance/attack>/exit/sound - Havok
entrance/attack/exit/sound
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 22.8 of 25
Tasks remaining: 2.2
I may have good news for y'all tomorrow or Friday. :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 8
Saturday, January 21, 2012
Welcome to today's Release Watch update for Strong Guy. I've finished the segment of the X-Factor Attacks hyper involving the Madrox clones, tweaked Quicksilver's (again, I think for the last time now), and started building out the stubs for the final segment of the hyper, with Havok and Polaris, which should be pretty straightforward, because they're both just beam attacks, and I've done plenty of those. Oh, and as I promised yesterday, I have screenshots of the finished portions of the hyper:


This puts my remaining task count at 1.6 of 5 sub-parts to the hyper, and the 2 camera bug fixes (which really are both the same issue in two different places, so when I fix one the other will be trivial):
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox
drop-kick/exit - Polaris
entrance/attack/exit - Havok
entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 22.7 of 25
Tasks remaining: 2.3
Nearly there, folks. :)
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 7
Thursday, January 19, 2012
Today was a reasonably productive day for progress on Strong Guy. I've finished Wolfsbane's part of the X-Factor Attacks hyper, tweaked Quicksilver's, and made the changes McCready suggested for the Touchdown hyper. That puts the remaining task count at 3 of 5 sub-parts to the hyper, and 2 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox drop-kick/exit
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
Change Touchdown hyper's custom hit states- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.5 of 25
Tasks remaining: 2.6
Tomorrow I should be able to post another screen shot or two.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 6
I've been busy dealing with non-MUGEN stuff the past few days, so haven't had a ton of time to work on our Strong Guy release. That said, I've finished the Quicksilver part of the X-Factor Attacks hyper, coded most of Guido's part, and started doing the segment with Wolfsbane. So now I'm down to 3.5 of 5 sub-parts to the hyper, and 3 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Wolfsbane
entrance/fastball special - Madrox drop-kick/exit
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.5 of 25
Tasks remaining: 3.5
Tonight should be a good, productive night. As always I'll post my progress as I go.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 5
Sunday, January 15, 2012
I didn't post on Friday, partly because I drove to work instead of carpooling, so didn't have morning/afternoon MUGEN time. But when I got the kids to bed (after the requisite Wii time), I tackled a couple of things on my to-do list for our upcoming Strong Guy release: I've almost finished the Quicksilver portion of the X-Factor Attacks hyper, and fixed a minor bug McCready found with the new Lila Cheney intro. That leaves 4 of 5 sub-parts to the hyper, which I'll start splitting out as fractions of the main task, and 3 bug fixes:
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Madrox drop-kick/exit
- Wolfsbane entrance/fastball special
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
Bug: Lila isn't casting a shadow in the intro
Completed tasks: 21.2 of 25
Tasks remaining: 3.8
I've got the day off tomorrow but I'll be helping my daughter paint her bedroom. If I get some time to do new Guido stuff, I'll for sure post it here.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 4
Thursday, January 12, 2012
So I shared my in-development version of Strong Guy with McCready last night to get his feedback, and he's provided it. That adds a few more minor bugs/tweaks to my list, but Megaton Fury and Touchdown will be better for it. I've also started the X-Factor Attacks hyper, but there's not really enough to show off yet, maybe tomorrow.
Remix tasks
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
- Quicksilver
entrance/attack/get-hit/exit - Madrox drop-kick/exit
- Wolfsbane entrance/fastball special
- Polaris entrance/attack/exit
- Havok entrance/attack/exit
- Quicksilver
Bugs reported in beta testing
- Change Touchdown hyper's custom hit states
- Add better camera control for Megaton Fury startup
- Better camera control for Piledriver
- Bug: Lila isn't casting a shadow in the intro
Completed tasks: 20 of 25
Tasks remaining: 5
See you tomorrow!
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 3
Tuesday, January 10, 2012
Sweet! I think I've got Strong Guy's new hyper, Megaton Fury, done! That just leaves one more hyper, X-Factor Attacks, left to finish.
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hypernew hyper: Megaton Fury- new hyper: X-Factor Attacks
Completed tasks: 20 of 21
Tasks remaining: 1
See you tomorrow, hopefully with at least a first shot of X-Factor Attacks, and maybe more.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 2
Monday, January 09, 2012
Welcome to our next installment of Release Watch! I guess by now you probably noticed that I took the weekend off. If you don't like that, well, there are plenty of other places on the internet where you can take your clicks. -_-
I've been hammering away at Strong Guy's v2.0 release, trying to get it ready to release. The problem is that it's hard to show you progress when I'm just fine-tuning complicated level-3 hypers now. I could break it down in finer-grained detail and tell you that, since Friday, I've managed to get this much done on the new Megaton Fury hyper:
- got the timing right on the first half (the superpause was in the wrong place, and I didn't realize it at first)
- got the behavior of the Sentinel mostly done (he still needs boot jet anims)
- got the flying rock debris showing up and doing damage
- got the sentinel explosion coded and timed more or less where I want it (probably still needs a little fine-tuning, honestly)
That just leaves a couple of things to be done with that hyper:
- figure out why all of my explods (for the ground smash etc) aren't showing up
- code the sentinel shrapnel projectiles
- fix the move startup so it's easier to execute, but also possible for the opponent to block
Plus I still need to code the X-Factor hyper, which I haven't started yet, and which could be just as complicated. Worth it, I hope, but still way longer to finish than I had expected.
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hyper- new hyper: Megaton Fury
- new hyper: X-Factor Attacks
Completed tasks: 19 of 21
Tasks remaining: 2
See you tomorrow, hopefully with a second shot of Megaton Fury and the news that it's done and I've moved on to coding the last hyper.
Labels: Release Watch, Strong Guy
[Release Watch] Strong Guy, Day 1
Friday, January 06, 2012
Since this is taking longer than I had anticipated (real life complications mostly), I've decided to reinstate a practice I started on the march to finish Blackest Night Hal Jordan last year: the Release Watch. So here's what's left to do / finish before I feel Strong Guy is ready for his v2.0 release:
code cleanup (move basics/specials/hypers to their own .st files)add lose on time over animadd draw game animfix hypers to not give back power meterRevamp Kinetic Energy Bar (new sprites & code tweaks)Revamp basic attacks (strong kicks replaced with punches, reordered progression of attacks)De-cheapify basic combo chainsFix kinetic energy effects of grapplesnew special: Up You Gotweak damage/effects of Run Deep specialnew intro: Lila Cheney teleporttweak Touchdown hyperadd recovery rollnew audio for jacket-ripping intronew winpose: fatigued when kinetic energy level too highadd dizzy state & effectsimprove heart attack (KO via heart damage from too much kinetic energy)new hyper: Spinning Piledriver"Hyper Combo Finish" hyper names displayed when win by hyper- new hyper: Megaton Fury
- new hyper: X-Factor Attacks
Completed tasks: 19 of 21
Tasks remaining: 2
Hopefully this provides you a little perspective of how much is changing, and why it's taking longer than I anticipated. So, yeah. Keep it tuned to my RSS feed for updates as they happen.
Labels: Release Watch, Strong Guy
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:
Labels: Invisible Woman, Parasite, Scruffyversary, Sinestro, Strong Guy
Parasite's All-you-can-eat Lantern Buffet
Wednesday, December 09, 2009
As I've mentioned several times, Parasite is my own personal skunk works, the place I design and develop new MUGEN code. To that end, I've been using him this week to build out the custom moves for Hal Jordan's alternate-corps palettes. Here are the first three.
Red Lantern power set:

Plasma Vomit special
Orange Lantern power set:

Selfish Grab special
Indigo Lantern power set:

Teleport Sphere special
Also, in unrelated news: the Strong Guy remix I mentioned a few weeks ago is on hold until McCready has enough time to work on it with me. Bummer, but it frees up more time for the Parasite and Green Lantern stuff I'm working on... which is a good thing.
Labels: Blackest Night Hal, Parasite, Strong Guy
Great Minds...
Tuesday, November 10, 2009
So this weekend I was working on filling out several more of Parasite's power sets, including the one I started for Guido (Strong Guy):

Then Sunday evening, my ScruffyDragon teammates and I were talking about our upcoming "12 Days of MUGEN" event that kicks off on Christmas Day, and what sorts of things we've been working on that could be ready by that time. One of the projects that came up was McCready's Guido... he's had a batch of updates on deck for a while now, but apparently the coder that was going to do them isn't able or willing to get the new version done, so I volunteered to step up and do it. Kinda helps me come full circle on that guy: I started coding the first version and had to hand him off to DG to polish, so now it looks like I may get the chance to finish the job I started so long ago.
As always, stay tuned...
Labels: Parasite, Strong Guy
Time for an update...
Tuesday, August 03, 2004
Gee whiz, time goes by more quickly than you'd expect it to. Lots of stuff has happened since last post here (remember, Warmachine Madness forums are much more active when it comes to finding out what I'm doing ;)).Lobo: Main Men and Mr. Hook are done. Working on his Frag! special, but it still needs to be balanced. When the air version if done, I'll be releasing Beta 1. Not long now. Also, this Lobo the Duck sprite was done for a sprite contest over at Warmachine Madness, but it's the basis for the Amalgam hyper Lobo's going to eventually have (except it might not be a proton cannon by that point)

Ice, Parasite, & Green Lantern: Actually I haven't worked on them since last update, but they're coming to the top in the pile of WIPs that I have on my plate now... I'm afraid I've taken on a bit more than I should have at once. :-
Marrow's nearly done. Just have to clean up the nasty sprites from the Bone Buster & Stinger Bones hypers, and fix the programming of the Ricochet Slash and Ride & Slash specials (both are off a bit). She'll very likely be my next release.
Guido: He's coming along rather nicely. Has a few specials & hypers now, McCready's working on a few more and he'll be done. Maybe in a few months...

Silver Surfer: X-Boy, the guy who's Human Torch WIP I'm programming for the Fantastic Four Project, has sent me a slew of cool Silver Surfer sprites, so I've started putting him together too (Torch is on hold, by the way, until Surfer is done). I've got his standing basics done, and have sprites for most of his gethits, crouching & air basics, so they'll be coming up soon too.


Labels: Green Lantern, Human Torch, Ice, Lobo, Marrow, Parasite, Silver Surfer, Strong Guy
New WIPs
Saturday, March 13, 2004
Lots of new news. Three items I'll touch on today.1. Erradicator has started programming GokuEX3's Superboy WIP whose preview page I host. A beta should be coming soon!
2. McCready has asked me to code the Strong Guy (Guido Carrosella) character WIP he's doing with GokuSSJ4 for ProjectX.
3. Smogon has asked me to code the Ice (Tora Olafsdotter) character WIP he's doing for DCvsMarvel.
This teaser shot shows very early versions of both Guido and Ice:
I'll most likely not be doing WIP pages for these, since coding isn't really something you can preview in any systematic way, like you can with sprite editing. But watch this space soon for more, including an update with new stuff I've (FINALLY!) started doing on Parasite.
Labels: Ice, Strong Guy, Superboy