Nothing to thank me for friend, you're welcome, thank you as well. I am just glad that i could contribute in some way at least. Keep it up.![]()
Now with all the extra player sprites you're gonna have to make extra enemy sprites too so the animation interactions look better.![]()
you mean extra enemy sprites for pain / fall anim? or something else entirely?
Ahh I already make fall3.gif just for a testing purpose (temporary) yeah they look weirdGuys move when he puts the enemy on the floor then punch's them (ground n' pound) the enemy needs some extra transition sprites, it looks odd at the moment.
I'll try to make some sprites for you to show what I mean.
you can use the pain sprites, rotated in 90 degreeGuys move when he puts the enemy on the floor then punch's them (ground n' pound) the enemy needs some extra transition sprites, it looks odd at the moment. I'll try to make some sprites for you to show what I mean.
Great job! The combos are amazing, and the charge attack is working very wellNINJA HOUSE Part 2 by Don Vecta
Not everything is ready so there is still a minor error lol but I am satisfied with the result so far
Credits and big Thanks @don vecta @Kratus @danno
Did you mean the wrong color when you get a knife? It seems like a palette error, maybe some wrong palette declaration at the header or the weapon model doesn't have the correct palette applied on all sprites.still a minor error
damageentity function instead of attack boxes.d*mn! this is getting intense!NINJA HOUSE Part 2 by Don Vecta
Not everything is ready so there is still a minor error lol but I am satisfied with the result so far
Credits and big Thanks @don vecta @Kratus @danno
Great job! The combos are amazing, and the charge attack is working very well![]()
Did you mean the wrong color when you get a knife? It seems like a palette error, maybe some wrong palette declaration at the header or the weapon model doesn't have the correct palette applied on all sprites.
Also I noticed a minor issue at 7:51 related to the grab system, it seems that Andore grabbed you during your throw or slam move. I suggest removing the bboxes while performing any scripted throw/slam to avoid interruptions,
plus simulating damages using thedamageentityfunction instead of attack boxes.
This is going to the right direction, it seems. Maybe a few refining points:
Inside the ninja house we could have some health items in the first level. The area is dangerous and dying there is easy, some health could work.
Another thing, almost at the end of the first floor there's an opening there. You could make some enemies spawn from there so we can use those entrances.
Besides that, it's looking super sexy.
Now, for the boss area, I wanna ask the community. What do you prefer?
1) Captain Commando's Kabuki show (Yamato boss batle)
2) Final Fight 2's Retu stage
I'll mix elements of both games but I want to know which one would look cooler for this one.
d*mn! this is getting intense!
I like the result! So much progress.
Again ,I never imagined the gameplay would go so far into something advanced!
I'm satisfied and proud at the same time.
I can't wait to see more and to have a look at all characters advanced moves. Including Maki of course.
(I think she can be a very complete character, I have some ideas...)
Good luck for Guy's extra updates !
UPDATE: I remixed the audio and looped the tracks so you don't get fade in fade out looped music, I also compressed the music and some sound fx and other stuff, I managed to get the overall size of the game down from 205mb to 95mb
I could get the size down even further by changing sprites and removing files etc but I kinda feel it's not my place to do that, to be honest I'd like to add new throws and other moves but I know that would break the vision you have for your game.
They are two reasons why I prefer Yamato:...Now, for the boss area, I wanna ask the community. What do you prefer?
1) Captain Commando's Kabuki show (Yamato boss batle)
2) Final Fight 2's Retu stage
I'll mix elements of both games but I want to know which one would look cooler for this one.
Right, by any chance anyone has the animated frames of the musicians/crowd of this stage? The assets I have only have one frame. I could really be so tahnkful if someone can help out.
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You're a real prince, a scholar and a gentleman. Much much much appreciated. This will go in good use.@don vecta I ripped the sprites right now from a custom Winkawaks I have, I hope it can be useful
There's only 2 frames for both musicians/crowd.
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View attachment 4299
do you have new slam animation for haggar?wow
You've added loads of stuff I wanted to add myselfgreat work buddy, this looks so fun to play. well done.
Actually the two bosses you mentioned wouldn't be here, the boss here is still a secretThey are two reasons why I prefer Yamato:
First he's more nimble. Retu is comparatively too much static.
Then the way Yamato is introduced on scene: you get captured by a team of Samurai and get tranfered in a place where Yamato appears in a puff of smoke.
All in all I feel Yamato is cooler (his intro is more polished and his animations feel smoother than Getu's) he's faster and looks a bigger threat with his naginata (more reach maybe).
Edit: I just checked the two bosses on youtube. Surprisingly both music stages share a similar melody, the composers seem different though.
Excellent work machok and don vecta on the stages and Guy's new moves look dope as hell!