In Progress The Lab of Mr.Din

The project is currently under development.
I love the cholo of the third row. Make his bandana slightly wider and closer to his brow so he looks like a real Ese.
 
Looks good!

He doesn't need weapon and to compensate that he could have a long combo (5 hits at least)
For Dante variation, give him 3 hits combo which doesn't knock down. This guy will be real nuisance if grouped with other enemies ;)
 
Don Vecta said:
I love the cholo of the third row. Make his bandana slightly wider and closer to his brow so he looks like a real Ese.
Any wider and he won't have any eyes! XD

Bloodbane said:
Looks good!

He doesn't need weapon and to compensate that he could have a long combo (5 hits at least)
For Dante variation, give him 3 hits combo which doesn't knock down. This guy will be real nuisance if grouped with other enemies ;)
These were my thoughts exactly. For his combo I was thinking Jab, Right hook, Left hook, Straight or Uppercut for one of his combos. This takes inspiration from ray/billy from Final Fight 3. I also thought of giving him an evasive move similar to the bartender from Final Fight 3 for his more evasive AI, should challenge the player to use the back attack a little more I think.
 
I was thinking in the wide of Mona or Lisa's bandanna in game sprite, more or less.

BTW, remember the game Karate Blazers? There were a sort of kickboxers there who had a very annoying dodging sway move. You can use their animation and value as well. :P

Also, did you read my feedback at the SORR Forums? Left a couple of observations myself.
 
Don Vecta said:
I was thinking in the wide of Mona or Lisa's bandanna in game sprite, more or less.

BTW, remember the game Karate Blazers? There were a sort of kickboxers there who had a very annoying dodging sway move. You can use their animation and value as well. :P

Also, did you read my feedback at the SORR Forums? Left a couple of observations myself.
Ah okay, I get what you mean now haha.

I'll check out karate blazers it's been a minute since I've played that, sounds like a good idea.

I got your feedback at the SoRR boards as well, I did some fixes on the boxer's neck and you were right it looks a lot better I'll be posting that up later maybe along with some animations :)
 
There were a sort of kickboxers there who had a very annoying dodging sway move. You can use their animation and value as well

Hmmm... were you referring to the hatted boxers who likes to uppercut? man, those guys are really annoying
 
Bloodbane said:
There were a sort of kickboxers there who had a very annoying dodging sway move. You can use their animation and value as well

Hmmm... were you referring to the hatted boxers who likes to uppercut? man, those guys are really annoying

Actually, I meant this ones (second row of enemies: tanned guys in red pants,yellow bandannas and also use a knife):
BF_Stage1Enemies.png


But yeah, those hopping boxers were also annoying, they had this backflip evasion, too. But I think, but these cholo boxers, the evasion frames can be taken from this guy from this image. :P
 
Maybe we should move this post to a general discussion? I wouldn't mind making a separate thread for the project itself when it's ready to show. So first off I fixed the boxer up a bit from vecta's suggestions, he definitely looks more proportionate now.
de5397a4da79320309b9c9e3fc2d3814-d85lgfq.png

Animations are still coming along, trying to think of what I want to give him still, he has a jab.

Next is the Ruffian goons, common goons with little to no affiliations outside of some side money or to stir up trouble. They're much like the SoR2 Galsia goons with maybe an added move or two and grabbing from behind, useless alone, annoying in a group.
walk_by_dintheabary-d92p7s4.gif

REALLY rough walking animation for ol Bill here but it'll do for now, I'll post up the chart of Ruffian goons when I've fixed them up a bit.

Need some critique on this one, another rough draft design. A female kickboxer, Rosa of the "Pretty Bandits" fights pretty similar to the karate goons in SoR3, a little weaker but trickier. Compliments the Muay Thai fighters. (still in concept) Not entirely sure where to go with this first design, I kept the Moon Beach level in mind with the bikini's and the biker jackets to match the gang, the bandanna was something random.
kickboxer_by_dintheabary-d92p6mv.png
 
Good sprites!
Walking anim is very smooth

I presume it's only the first step before to actually redraw the legs correctly.
Anyway good luck. :)
 
Great, the fixes on the boxers and cholos went pretty good. I'd love to see them in action.
I was thinking in a nice intro for them cholos (and a possible weapon for them). They'd start chugging a beer or a 12oz and when the players get close, they either can throw them or break them and use it as stab weapons (of course, same principle as SORR, you get knocked down, you lose the bottle).

May I suggest to make their punches and sways with a blurry effect? Think of KOF's Vanessa more or less. They'd look deadly with those frames.

As for the generic mook... I say let's get rid of his knee pads. They'd look simpler but more thug generic. I'm sure they'd look fancier with other palette combinations.

And about the kickboxing girls... dunno, they look A LOT like KOF's Angel. They still need some work... maybe their moveset being more MMA styled (think Ronda Rousey).

I have some ideas for other mooks.

If you're going to add Gold, Silver and Bronz (McBride, McLean and MacLeod) or equivalents to bodyguards/agents, may I recommend to separate them in styles?

I see Bronz more martial art skilled (think in the Double Dragon Agents agents more or less or in the Fox enemy from Ninja Warriors Again). Tough assholes that block and kick serious asses with agile and effective moves but rely too little in weapons. If he had to draw something, a pea shooter might do, but he could be disarmed easily or kill his 12 bullets ammo quickly. His build can be skinny and wiry, a bit like the boxers.

Silver, the bald man, see him more in a self defense style with lots of grabs. Probably a bit taller and bulkier (SORR doesn't have many big guys). Specialist in holds, throws and slams. Punches and kicks less elegant but more defense/knockdown oriented (a-la KOF Seth asa base) and maybe a taser as a weapon or a baton. If needed a firearm, a stubby shotgun could work, but as Bronz, not much reliance of them.

Gold, by the other hand, I see him as a weapon nut. Not much of a hand to hand combatant, he'd pull out pea shooters, shotguns and even mini uzi's (a-la SORR Slash). He'd be more classic as in always welding a gun, hit you with it and try to have distance to shoot you. His build might be regular, like the original.

Just few concepts. If you like them, I could support a bit myself.
 
nedflandeurse said:
Good sprites!
Walking anim is very smooth

I presume it's only the first step before to actually redraw the legs correctly.
Anyway good luck. :)
Thanks! that's the idea here for the generic goon, might redo the animation altogether but we'll see.

Don Vecta said:
Great, the fixes on the boxers and cholos went pretty good. I'd love to see them in action.
I was thinking in a nice intro for them cholos (and a possible weapon for them). They'd start chugging a beer or a 12oz and when the players get close, they either can throw them or break them and use it as stab weapons (of course, same principle as SORR, you get knocked down, you lose the bottle).

I like that idea, even though I hadn't planned to give them weapon usage I can see this fitting them quite nicely.

May I suggest to make their punches and sways with a blurry effect? Think of KOF's Vanessa more or less. They'd look deadly with those frames.

I was thinking the same, I think the animations I'm working on will satisfy in this regard.

As for the generic mook... I say let's get rid of his knee pads. They'd look simpler but more thug generic. I'm sure they'd look fancier with other palette combinations.

Something I was thinking of doing, the goon is actually a variation of Galsia who still has the kneepads but I think I'll get rid of them across all the variations to make them a little more generic.

And about the kickboxing girls... dunno, they look A LOT like KOF's Angel. They still need some work... maybe their moveset being more MMA styled (think Ronda Rousey).
Yeah the current look is really rough kind of a mixture of different things. I thought of maybe a more aerobic style, cartwheels, flying knee for an anti air maybe even a frankensteiner like May from FF3?

I have some ideas for other mooks.
I'd be glad to hear them! you can PM me if you'd like.

If you're going to add Gold, Silver and Bronz (McBride, McLean and MacLeod) or equivalents to bodyguards/agents, may I recommend to separate them in styles?

Great minds think alike :) I have some ideas cooking for different types of suited goons as well as the gun trio

I see Bronz more martial art skilled (think in the Double Dragon Agents agents more or less or in the Fox enemy from Ninja Warriors Again). Tough assholes that block and kick serious asses with agile and effective moves but rely too little in weapons. If he had to draw something, a pea shooter might do, but he could be disarmed easily or kill his 12 bullets ammo quickly. His build can be skinny and wiry, a bit like the boxers.

Silver, the bald man, see him more in a self defense style with lots of grabs. Probably a bit taller and bulkier (SORR doesn't have many big guys). Specialist in holds, throws and slams. Punches and kicks less elegant but more defense/knockdown oriented (a-la KOF Seth asa base) and maybe a taser as a weapon or a baton. If needed a firearm, a stubby shotgun could work, but as Bronz, not much reliance of them.

Gold, by the other hand, I see him as a weapon nut. Not much of a hand to hand combatant, he'd pull out pea shooters, shotguns and even mini uzi's (a-la SORR Slash). He'd be more classic as in always welding a gun, hit you with it and try to have distance to shoot you. His build might be regular, like the original.

Just few concepts. If you like them, I could support a bit myself.
These all sound like solid ideas, they're almost boss characters in that regard! I do have a particular bruiser type character you may like, one of his variations is a nod to armand/duke.
 
Well, actually they could be sub-bosses in a fight... then subsequent appearances can leave them as toned down mooks.
 
Don Vecta said:
Well, actually they could be sub-bosses in a fight... then subsequent appearances can leave them as toned down mooks.
Depending on the direction I may go this route.
 
I am thinking that this should go to General Discussion as well. As for the ruffians, I'd like to see them behave as something outside of a Galsia clone. The females looks like they're fit for a beach.
 
Uche said:
I am thinking that this should go to General Discussion as well. As for the ruffians, I'd like to see them behave as something outside of a Galsia clone. The females looks like they're fit for a beach.
Yeah I think it's for the best, I'd like to post my other experiments in here sometime later.
Ruffians will stay the same, they're literally generic goons there for punishment.
 
moonbeach_by_dintheabary-d9c54pu.png

Moon Beach concept, Engine is going okay. Struggling with certain things which is why I'm not satisfied enough to record any game play but the project is still alive!
 
DintheAbary said:
moonbeach_by_dintheabary-d9c54pu.png

Moon Beach concept, Engine is going okay. Struggling with certain things which is why I'm not satisfied enough to record any game play but the project is still alive!

MOON BEACH~! <3 :-*
 
Uche said:
The female bikini kickboxers haven't changed.
Yup still in concept while I work on the base goons. Any suggestions would be appreciated.
[quote author=Don Vecta]

MOON BEACH~! <3 :-*
[/quote]
After piecing together bkm moon beach I couldn't resist. This baby is coming along great, the theme is in place (and properly looped) just adding the finishing touches before I move on to enemy/item/etc placement. I even have a couple of alternative versions in mind :)

Here's a little info on Axel, no graphics yet as I'm replying on my phone.
- two versions, the newly designed Axel that plays a mixture of SoR1 (base moveset) SoR2 and BKM along with a couple of new things to boot. You may have seen his new design already. Classic Axel plays more like SoR1, fun for a challenge. I may also include BKM/SoR2 design.
- Well rounded, will have tools for any situation although not as prominent as other characters.
-second strongest character in the game.
- Story depicts Axel as a retired disgruntled vigilante (not a cop) wrapped in a dangerous game provided by the syndicate.
- can charge finishing attacks (not implemented)
- can do ground attacks on low health (not implemented)

Cheers!
 
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