Doing research for both characters is a REAL brain-racker, Funny how Roaring Thunder Pursuit claims it takes Common Sense to figure it out.No, it takes ACTUAL Research of BOTH series, ACTUAL facts, and ACTUAL understanding of the terms of both characters abilities, both positive and negative.
L-L-L-Let's Go! Read the full description to skip to characters. Also, this is not all supers for each characters, I was just too lazy to research sometimes or the characters were unfinished. And this is just the first video. You got time on your hand, do you? Music is from the Korean Guilty Gear X2 OST. And if you ask 'Lolol what is this game, where can I buy it' just friggin Google for once.
So I finally decided to let a pro take the lead in my quest to finally get an accurate DS character in MUGEN. Late last year I commissioned Rajaa to make an accurate version of Bishamon from Darkstalkers 3. After I was impressed with how serious he was taking the project and now with his recent release it cements the fact he is the perfect choice for this task.
He stated he should be able to start work in about 2 weeks(give or take some weeks) on this project. As with Necro was with SF3 the intent here is to make a DS3 standard template. I've always wanted to make an accurate DS character but really get drained with coding. Figuring out how to accurately translate small details from a full game into MUGEN is extremely tedious and I'd like most of the work to be done for me.
It's a lot easier just to code basics, specials etc to be accurate Why Bishamon 1st? Because of his slice effects.
To be honest Bishamon is my least favorite character to play in this game. He's the hardest for me to play with correctly. I love the character himself. And I love playing as every character in DS.
So it's not that I hate picking him. I just can't use him correctly at all! Though I'm getting a lot better since he's who I primarily play as atm trying to get a feel for his creation. I told Rajaa that he can take any liberties he needs to make the engine accurate even if it isn't compatible with universal mugen standards. So anyway here is where we are at with this. This project is getting close to completion.
I have reripped everything. I still have a few things to rip for his EX attacks but that's almost done. Still got to finish ripping all system related stuff like hit sparks, life bars, etc The engine will be from Vampire Savior 1. Though with the config file he made with Necro it'd be easy to make a VS2 mode since you pretty much just disable air chains.
His move list will be from VS1 and some stuff from Night Warriors. From NW he gets his sword throw (he will still have ghost throw) Sword Throw will dissipate a projectile and travel a bit further after. ES Sword Throw can go all the way through a projectile and initiates opponent's hari kari in the same manner as it does on NW. Without Bishamon running in for the stab. He will also have his Tsurane Giri. The move where he turns into several samurai and slices thru the air.
Here are special features I know of off hand so feel free to give ideas as long as it stays within the DS3 scheme. Color choice at the start of the match.
Picking a character with any button other than Hard Kick will give you 10 palettes to chose from at the start of the fight. Each button gives a different palette group at the start of the fight depending on said button. Hard kick will randomly choose one of the 50 palettes. Since MUGEN can't know how many rounds you have set I am thinking of a way to set this. Perhaps holding up as the fight starts will activate the round # selection? Start pauses gives you move list.
Access to palettes, and ability to change the number of rounds (probably for the next fight only working in arcade mode). Unique features LP+LK = Dark Force Change MP+MK = Dark Force Power D+MP+MK = Dark Force Armor (comes from remixed VH2 on Darkstalkers Collection PS2) HP+HK = taunt I will also add a special mode by holding start while picking Bishamon. This mode isn't fully idealized as it is primarily going to be used to code things other characters have as standards. Like normal projectiles that push against each other. So feel free to give ideas for this Bishamon as long as it uses something from another character's standards.
Ink: Same here. I just can't play him in the aggressive fashion he deserves and suck at using his bar efficiently Cybaster: 1.
If not possible it can be omitted. I haven't asked Rajaa if it would be difficult. It's not a make or break deal. DS3 uses a 1 round system that uses stocks in the form of bat icons. In a 2 round match you start with 2 bats. When your life bar is depleted to 0 you lose a bat but get back up with a full bar. There is no break between rounds.
I'm sure Rajaa will be able to make an option to have normal rounds that work within mugen's standard system. But for the full DS3 effect all matches will be 1 round and you get more bat stock. I am assuming you could adjust this in a pause menu during the match for future matches in arcade using the variables that can persist between matches in arcade mode. If not then it won't be in the pause menu either.
Other authors have made the DS3 round system within their character so I know it's at least possible. Devilgeneyagami: Basara is currently waiting on my color separation as well I'm glad you're hyped. Be sure to teach me how to use him correctly at some point Got DS Resurrection on PS3? EDIT: Possibly 3 Bishamons Capcom Fighting Jam 2 version by Lost Avenger. Posted: April 24, 2013, 04:47:56 pm Also 1 custom animation standard not found in the DS series. I commissioned Judas for this one. Collapse death anim like CVS, SF3, etc Falls over, hair blowing in wind, body fades to lightest color, blows off leaving the armor still in the air.
The armor just falls straight down from where it was at. Sword still stuck in ground.
You can make the palette if you want, or, I can at least do that for the time being. I like the templates to be very, very organized! Just give me to the image from which the color separation is based; the image that makes all the colors of Bishamon different. If any separated color is the same as another color for Bishamon, then the separation will account for nothing. And make sure all the sprites contain the colors, so I can do a mass application of the palette. And, yes, building the.sff will help me learn Bishamon because I'll be building it by going through his animations and seeing how I'll organize the template! And, also, yes, I am on this people!
If artmoney comes through for me, expect the same strive for accuracy as the SF3 Necro (hopefully hit velocities have a global algorithm)! There were 2 things that would need new colors not here that I hadn't ripped yet. The board for Enmaishi and the Table.
I'll rip them. Color separate them and add them to the image above so you can make the palette. I'm assuming you want control over where each color will be indexed in the palette itself. If you are not that picky I can make the palette myself grouping everything together (possibly the same way you would do it) I think the sprites will be finished today or tomorrow =D Everyone can wait on palette making till the indexed one is up.