O Ilusionista
Captain 100K
Looking good. And nice work with the stage animationsI started creating a Sukeban as an enemy and began testing.
Looking good. And nice work with the stage animationsI started creating a Sukeban as an enemy and began testing.
any chance of any of them attacking with bags and chains like the original Kunio kun?View attachment 14526
I have completed the design for the Sukeban character in advance.
While there may be slight changes from this point, I will work while maintaining the basic framework.
In this game, the Sukeban will not carry a bag as a weapon, but will carry a chain.any chance of any of them attacking with bags and chains like the original Kunio kun?
or would be too much work to do?
their designs are really pretty :3
Excellent work with Hasebe.
This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.
As you mentioned, the jump kick sound uses the strongest impact sound. I will consider changing it.Excellent work with Hasebe.
I like her Tetsuzanko super.
However somethink is very repetitive in term of BIG sound. The "powerful HIT" sound.
This sound is used for jump kick etc. and I think perhaps it could be used only for the special/super moves? (suggestion)
And replace it with a "medium HIT" sound for the less stong attacks like jump kick etc.
This is just a suggestion.
I really like the project and the level of detail you put on every aspect.![]()
Nice, I liked the people dancing on the background.This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.

Nice, I liked the people dancing on the background.
The only thing I would change is that beam of white light. I think it starts in a very strong tone, without opacity. You could do a test where the light starts in a more opaque tone instead of pure white, like a more gray tone - more or less the tone of the middle of the sprite.
View attachment 14559

yeah, it blends better with the overall lightI adjusted the brightness of the club's white lighting to make it softer.
This test video shows the completion of three enemy types. I plan to create the remaining enemies based on these. The biggest challenge is how to design the boss, but I will think about that later.
it looks really clean!!View attachment 14560
I adjusted the brightness of the club's white lighting to make it softer.
As it gets darker, transparency is added, making the lighting appear more transparent than before.
You can deal damage if an opponent approaches during a grab attack. We are postponing that animation due to a slight issue, but we plan to resolve it eventually.My only suggestion would be to make the whacko-throw and to-the-moon drop also hit other enemies that gets too close, much like other supers in the game.
everything else is perfect!!