Game is long way from finish so we'll see, thank you for the suggestion! The more I know what people want and are looking for in the release, the more it'll steer me in those directions. Maybe converting the original SFC files into an NES sound font somehow I dunno. If we do go for 8-bit music, I'll have to find some way to do it myself or get help from an outside source. Every bit of music and sound that I put into the game I personally ripped and edited(though not every song in the game is from me). One thing I'd like to try and avoid is taking music from other sources other than the games they come from. I could also have it so that the partner jumps in immediately after defeating their opponent, but I like the idea of them waiting until their partner loses. If their partner loses, they'll jump to the other plane to try and win the round. Then when P1 and P2 or P3 and P4 win their part of the fight, they'll wait around for the other group to finish. Instead of fighting on the same plane, players 3 and 4 would fight lower down on the screen. I got this idea for a new kind of team mode earlier today. This is a fake screenshot but it'll show what I'm thinking. And as far as I'm aware you'll never have seen it in a Mugen game before. I really think I'll be able to get it to work. PLEASE don't let me forget about this, it involves plains and axises. I might revisit more character animations as the game gets to the "tune up" phase after the new content is developed.Īny more feedback like this is very appreciated and will go towards making the finished product better.Įdit: GUYS! I just had a really cool idea for how I could make team modes work in the game. So it definitely could be touched up, thanks for pointing that out. With that Balrog animation, I think originally he only had 2 frames and the third was an edit, which is why it probably doesn't move more. Should be out in the next two days.Įxcellent feedback! Solid aftereffects would look really cool with this game and I never would have thought to change it, thank you. I only have 4 more sprites to edit, and their top halves are done before I can get a preview out. Like little wind/spiral effects for his punches. The preview video will also not have his new voices yet, nor will it have effects I plan to draw on his fists. Still have to do the SFV exclusive moves but those will be in the video with their placeholder sprites. Btw I only have to sprite his smash special moves and then he'll be ready for video. I'll come up with some new names for the moves to make him different than Rog in that regards, I just used the old names for convenience sake. This version is unlike SF2Nes Balrog's gigaton blow, it comes out faster but is unsafe on block. Knocks into the air, you can cancel on the second hit to juggle more or in a very tight window you can follow up with charging buffalo You can cancel with KKB during any time to extend the combo or fake out with overhead or throw) You can combo into this like you can in SFV and how like most command supers can be combo'd into in SF2Nes Yes, he actually already has it! There's a catch though, I put it in as a super.
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