don vecta
Active member
Joshiro said:I put in the extra frames. Looks nice. I didn't use the haymaker sprite because GlassJawBoxer made an extra attack for angry mode but I did use all the other frames. Plus, I noticed you used the sprite from 64th street detective story as base and we are going to have those characters in the 4 player version. You did good work though and I appreciate the help.
Ah, cool. Heh, rather interesting you caught the source of the spriting. ;D Yeah, used Rick's haymaker. But if there's an extra hit for the clothesline, no problem.
Just remember, if you're gonna add the characters from 64th, you gotta resize them and styling them into the rushing beat style. In that regard, I can also help. At least using the palette of the RB series.
Probly we could add some goons from 64th as well, and once again we can style them.
Oh, one good suggestion. We all know the characters have headswaps have the same attack patterns, they fight exactly the same. But since they're separated in their own folder and have their own animation, how about changing their style of fighting? No need to change their sprites, just the value and type of attacks.
Also, probably you'd remember the mooks change palette color after reaching South of the Border (stage 4). I might suggest to change their names into their Japanese counterpart as they change color (the blue/yellow helmet dude might be Case whereas the golden helmet dude could be called Ride).
Here's some ideas for the different attacks.
- Bullet/Kamikaze. Attack 1) Spare jabs (att1), with big delay into each other and a third slow cross punch (att2), very small damage. Attack 2) Single cross punch (att2), bigger damage, but still low. Attack 3) Flying kick (att3). Average damage. Never done in early levels (maybe until South of the Border when he becomes Kamikaze).
- Case/Ride. Attack 1) Three jabs (att1), with big delay into each other and a fourth flying kick without delay (att23), very small damage in jabs, kick with average damage. Being hit by the flying kick is a punishment from not stopping Case's jab barrage, hence the delays between the jabs. Attack 2) Slow Flying kick (att3). Average damage. He could crouch a couple of seconds to telegraph the jump kick so the characters can move out of the way. Remember, Case/Ride are still basic mooks. Ride incarnation could be more aggressive and add the cross punch as a third attack.
- Skinny. Attack 1) blur of 4 kicks (att1), no delay between them (just like the original one), very small damage each kick. Attack 2) Grab of knee to the nuts (grabatt1), average damage. Taunt after it (add a laugh SE, from Rushing Beat Ran), make the taunt longer so he could be punished. He shouldn't grab so often, he's still a basic mook. Attack 3) Ghetto kick (att2). Average damage, very slow. Taunt after hitting up. His palette swap might be still named Skinny, as Slick is a completely different character.
- Reggie/Bob. Attack 1) Slow Kicks (att1), with big delay into each other and a third slow ghetto kick (att2), very small damage, average damage ghetto kick. Attack 2) Grab of barrage of knee attacks (grabatt1), 4 knees, chip damage and a 5th slower knockdown knee. No taunt. Attack 3) Ghetto kick (att2). Average damage, slow. As Reggie is a more advanced version of Skinny (he appears until stage 2), he could be a more damaging version of Skinny but with small delays in his basic combo, but a faster ghetto kick and a repeated grab attack. He could grab more often than Skinny, also. His Bob palette can be even more aggro. Since his taunt wouldn't be used as much, he could use it as a spawn intro.
- Ryu/Warrior. Right as he is. High rate of blocking.
- [font=verdana, arial, helvetica, sans-serif]Sho/Dingo. [/font]Attack 1) Hyakuretsu ken (att1), hitting 3 times (alternate att1-1, att1-2, att1-3, att1-2, att1-1), very small damage and a fourth knockdown back kick (att2, use a frame made of att2-1, att2-3 and att2-2, no jump). Attack 2) Tatsumaki without advancing (att2), hits once, but bigger damage and flies out the character awake, think of Ryu's Shinku Tatsumaki Sempukyaku. Attack 3) Special grab attack, knees to the head (made of the attached frames grabatt1-1 and grabatt1-2), 3 knees, third knockdown. No block. His style is more different than Ryu and slightly more advanced as he appears later than Ryu.
[font=verdana, arial, helvetica, sans-serif]More to add later. Check the enclosed frames.[/font]
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