Tuesday, July 22, 2008

Through the Ashes of Fire, Comes New Life

K'oss is now entering the final stages of preperation before the big v.8 release, and I must say, losing K'oss was the best thing that happened to this character.

Have you ever worked on something, lost your work, and restarted only to find that you have greatly improved upon the original? Well that pretty much sums up the status of K'oss v.8. After I lost K'oss to a HDD failure, I have been able to recreate him from the bottom up, updating all of his moves, sprites, and redoing some much needing coding updates.

All in all, I am shooting for a release date of Olympic poroportions, 8/8/08 for vesrion.8, but that will depend on many, many factors. For now, I do have an older video I made a month ago showing some of the progess I have made on my flagship character, enjoy.

Friday, March 7, 2008

All Nighter Update

Well I pulled an all nigher, and amongst other things (owning in UT3 and playing a bit of Fifa08), I squeezed in a couple tedious hours of spriting.

Just to give you the new rundown, I just finished Fury Mode Jumping and regular Mode Jumping. Working on Wing Mode Jumping as we speak.

So now thats
-2142 Sprites
-648 Animations.

This is just to give you an idea of how long this takes that in 2 or 3 hours I was basically only able to edit 21 sprites (well, 42 actually because I had to bring the regulars up to Version 7 spriting).

Well, I have the full day ahead of me, If I can just get out of the common file (walking, getting hit, gaurding, jumping, etc), then I believe I can get some traction going.

Hopefully the next time I post, I will be on finished with the guarding sprites.

A Good Day for spriting

Now, to catch you guys up.

Hopefully you read the previous post regarding the different versions and what not. Well, before today, not one sprite was on version 7. Some were on version 6, 5, 4, 3, 2, 1 what have you.

Well after a days hard work of constant spriting and respriting, I completed no less than 178 sprites.

Can you believe that? I couldn't at first seeing as how I had to redo them so many freaking times due to a pixel i missed or discolored shoe. Either way, the sff doesn't lie, but don't let this confuse you.

Those 178 sprites, are the only ones that have passed the version 7 sprite test, and since version 7 finally includes the Fury and wing sprites, i've basically done about 59 sprites for each mode.

So, i got a long ways to go, but this is what i've done so far.

-Standing for all modes
-Crouching for all modes
-Turning for all modes
-Walking for all modes
-Walking back for all modes
-Running for 2 modes (still version 6 though).

By Tomorrow I want to add these to the list

-All "GetHIT"s for every mode
-Jumping and Landing for every mode
-Guarding (Ground, crouch, air) for every mode

Basically, I want to have every non-attacking sprite edit done with by saturday morning.

Can I do it? Well, we'll see.


Just to let you know, new stats.
-Sprites = 2121
-Animations = 642

Thursday, March 6, 2008

Back on the Spriting Grind!

Well, beautifying K'oss is no doubt the most fun I've had working on this character in a loooong time, but like anything else in the character making process, it becomes dull after much repetition.

That is why I have returned to the arduous, tedious, work known only as "SPRITING"

Remember how I said v. 6 was the last version of the sprite edit? Well I lied. I am now on version 7 of the K'oss sprite edit process, and this has to be the last because I just won't change anything else.

Let's recap the different versions that I have gone through thus far shall we?

Version 1: This was just a pants change from K' to K'oss.

Version 2: This is when I decided to make the K'oss original, 2-pointed hair-style. I thought this would be the last one.

Version 3: This is when I added the glove color change from greenish to a darker gray. I thought this would be the last one.

Version 4: This is when I decided to give K'oss Brown shoes, so that in the future, anyone who wanted to make their own pal would have the option of changing his shoe color as well. I thought this would be the last one.

Version 5: This is when I went back and decided to give K'oss 2 red leg bands for further pal customization and to separate him more from the other K' edits. I thought this would be the last one.

Version 6: This is when I took all that I had, and started to work on the wing mode and Fury mode based on the original design. I even told everyone that this would be the last edit.

Version 7: Changed somethings with the arm and leg bands. Redid the long hair wing face, and double checked every sprite for perfection before adding it. This is the last edit.

Tuesday, March 4, 2008

The Rundown As of Now (STATS)

Just thought I would update you guys on some interesting stats That I came across.

K'oss v.74 (the latest avaliable)

-Total Unzipped Size = 12.0mb
-Common1.cns = 69kb
-SFF File = 6.65mb
-Command Input (*cmd) = 128kb
-Helper Common = 27kb
-CNS = 984kb
-AIR = 330kb
-SND = 4.04mb

The Numbers
-Sprites = 1951
-Animations = 496
-Sounds = 118
-Lines of Code in the CNS - 40330

K'oss v.77 (the version I'm working on now)

-Total Unzipped Size = TBD
-Common1.cns = 74.6kb
-SFF File = 6.76mb
-Command Input (*cmd) = 134kb
-Helper Common = 27kb
-CNS = 1.1mb
-AIR = 513kb
-SND = 4.14mb

The Numbers
-Sprites = 2070
-Animations = 600!!!
-Sounds = 121
-Lines of Code in the CNS - 47497

Isn't that amazing? This update is nothing more than a huge bug fix, a reworking of the gameplay of K'oss, and an update on all the sprites and animations (ok, that's alot), but i've only added 1 new move so far.

And I only plan on taking 2 moves out, replacing them, and added the moves that fury mode didn't get in v.74.

Thus making the total number of new moves for v.77 four. But let me tell you, when i release this, you should really go through every single attack because some of them look infinitely better!

I'm still hard at work, i'll post more later.

Sunday, March 2, 2008

K'oss Gets a Facelift

Well, I haven't posted in a while, but i decided to catch you guys up.

Right now, I am currently going over EVERY single move and touching them up. Not only am I doing that, but I am also changing the damage, hit velocity, and in some cases, the entire move itself so that nothing seems stale or useless in K'oss' arsenal.

This is a long process, like spriting, but the rewards are very gratifying. All of the small tweaks and added animations really do add up in the long run.

On unrelated news, K'oss CNS file hit 1mb earlier this week. It's now at 1.1mb, and that's not including the common.

I've added a lot, trust me, but before I can add anymore, K'oss' appearance must be brought up to par with the rest of his features.

Saturday, February 23, 2008

The nintendo inspired fighting DNA

Big changes!

This past month, i have been thinking of what i want to do with K'oss to make him even more special. Well, after placing 4th in the Vandylan 2008 smash tournament (out of over 80!), i decided that K'oss needs some pro-ness!

Changes? You bet. SSBM inspired? Count on it.

Welcome to the world of PRO

Free Falling
-More control over the speed and direction of your falling (different equips will perform this better or worse)

Dash Dancing/Dodge Canceling/Crouch Canceling
-Dash dancing can only be done in HH mode due to him being the only mode that runs in both directions. basically, it's just to confuse opponents, but since mugen is mainly vs computers, it has it's other uses.... hehe (you'll see, it's GENIUS!)

-Dodge Canceling is used to cancel out of the after frames (frames after contact) of an attack. More on this later

-Crouch Canceling can be done with all equips besides from HH mode. Works on dash jumps. Crouch immediately afterwards to regain control instantly. Works best with Wing mode due to the way he dashes.

Dodge Dashing
-Same Idea behind the wave dash (youtube it). Now that you can control the aerial dodge in v.80 and up, you can now jump and when you come down dodge downward diagonally to gain about 4 ticks of invincibility and a good slide.

-This is the short hop of mugen (as far as i'm concerned :)). With the new slide physics coding, this is done on a crouch slide. Let me explain. First you run, then you crouch, and while crouching, you hit up to jump. Result? A longer, shorter (height wise), jump that has special affects on certain attacks.... you'll see.

There's more, but they are all still in the conceptual stage. More to come later!

Friday, January 25, 2008

Fruits of My Labor

Due to my inability to stay focused on one thing for too long, my 7 hour work block turned into a 5 hour work block, but needless to say, it was productive.

In that time, I finished "Final Editing" for K'oss standing, walking (forward and backward), jumping, and crouching sprites. In addition to that, I did the same for the Fury version. All of this amounted to about 70 or so sprites, so I was very happy.

Spriting wasn't the only thing I focused on during that time period. I also thought how I'm going to make fury mode stand out. As stated in the .74 pre-release document, Fury mode will not have that many moves that differ from the regular mode. So I needed a reason for players to choose Fury instead of wing, HH, or shield.

Well, that's when I used the already coded hit pausing installed in Fury Mode and expanded on it...

NEW IN '0.8

K'oss Fury Mode will now have the passive ability "Combo Burst." This is very similar to Smash chain combo-ing except that requires better timing and takes no special meter to perform.

How it Works? For just about every non-standard attack, if you hit the attack button once again at the right moment (think timed hits), you will unleash a fire burst attack.

However, this can deplete the Discharge bar. More on that later...

Thursday, January 24, 2008

7 Hour Work Block Today

Today, I'm running a computer lab at my college for about 8 hours. Luckily, i only have about 1 hour of homework so the rest of the time, I will spend on sprites and coding.

This 7 hour block should prove to be productive and should bring me that much closer to releasing the next version... If i can stay focused for that long.

And now for the new in '0.8 for today....

NEW IN '0.8

Specials. All non-equipped versions of K'oss will have 2 level 1 specials and 1 level 2.

Once equiped, K'oss gains 1 lv 1 special, 1 lv 2 special, and 1 lv 3 special.

However there are other ways to activate hidden specials.....

Wednesday, January 23, 2008

And the Award for the Worst Blogger of '07 Goes Too...

In all seriousness, I SUCK.

Sorry to the people that actually come to site, because I have been away fro what... 3 months! Man I suck. And the excuse that my site went down is not good enough.

I've also made so many promises to stay on top of my stuff, but last semester was a rough one (College is unforgiving).

Either way, I wont lie. Most of the time off was spent studying and not working on my characters, but that's all about to change. I will continue from my last post and try to give out informational tidbits every week day (kinda like the SSMBB Blog).

Well this is for starters. The new in '08 segment begins now (get it? version 0.8? HAHAHAAAH)

NEW IN '0.8

From now on, when you activate a mode, it will stay for upcoming matches, similar to how the AI operates.

Well, it's a start right? Well back to spriting. And remember, my email is wavebossa13@gmail.com if you want to help in Project K'oss in any way shape or form. Well, good to be back.