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.

EDIT:

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)

SIZE
-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)

SIZE
-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.

Leaping
-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.

Tuesday, October 16, 2007

4000+ Views! And Some New News

First off, we got 4K!

Big acheivement seeing as how K'oss is the only thing on this site.

Secondly, I'm hitting sprites hard now. REAL HARD. I'm doing as many as I can and i've found the best way to keep from getting bored. Now I do other character sprites when I get tired of K'oss.

This means, more work on Aurdor and EM.

Each day (if I can keep it up), I'll be posting up a number of how many sprites I've done for that day. This will keep me from forgetting to work on them.

So far today I've done:

October, 16, 2007----29 Sprites ------

K'oss Original = 14 sprites*
K'oss Fury = 3 sprites*
K'oss Wing = 2 sprites*
K'oss HH = 1 sprite*
Aurdor (Newest version) = 3 sprites*
EM (Newest version) = 6 sprites*

*Tally subject to change until 11:59pm


To give you an idea of how long this takes...

-Converting K' to K'oss takes about 5 and a half minutes give or take 1 minute based on picture difficulty
-Converting K'oss to K'oss Fury takes about 1 and a half minutes
-Converting K'oss to K'oss Wing takes about 1 and a half minutes
-Converting K'oss to K'oss HH takes about 20 seconds
-Converting Another K' to Aurdor takes about 3 and a half minutes
-
Converting Vanessa to EM takes about 4 minutes

When I'm really focused, I go much faster, but these times include the downtime in between

-Creating a new wing custom pic takes about 7 minutes


....This is why I need a spriter

Monday, October 15, 2007

Version .75 Around the Corner, Important Updates.

First off, before I forget to, I gotta say thanks to a lot of people. Mainly, the people who download and play mugen (not just my character) because thanks to you guys mugen is back in effect.

I also gotta thank creators for really pushing the limits of this engine in what they can do with their characters and coding knowledge. Trying to one up certain characters keeps me constantly on my toes (which is a very good thing).

And I can't forget to thank the people who have helped me directly with this project.

Zeckle - Testing, Coding Assistance, AND A SFF THAT CAN USE PALS!!! (I kid u not)
Liger - Very indepth testing and advice
U-Division - Promoting the character
C-Division - Providing me the K sprites
Mugen-Infantry - Positive Feedback and support
MugenGuild - Ditto

And no, this isn't supposed to be a like an award speech or some bull, this is just giving thanks to those who deserve and should expect it, that is all.

-------------------------------------------------------------------------------------------
Alright, lets get to it!

.75 will have a completed sprite edit! I will work as hard as a can (especially with fall break coming up) to finish editing these annoying sprites before the end of October (I want that COTM so baaaad).

Like I mentioned earlier, Zeckle has agreed to provide me with a palette-able sff for K'oss. This means a alot trust me! Each mode will have 2 palettes, the regular one, and the hold start palette.

Holding start and selecting you character will automatically put you into your desired mode (YEAH!), but you will not gain the stat bonuses that you would if you chose regularly (WAAH!)

Of course there will be new moves, I don't even have to mentioned that. Level 1 specials will be back, and 1 level 2 special for each mode.

Once you have activated a mode, you will not be able to go back into the activation process (this clears up the C button for the discharge system.)

Small AI updates, but you're gonna have to wait for v.8 for the big updates in that area.

New intros.

A teaser of the HH mode. NOTE! This will be just be regular K'oss with HH mechanics and HH sprites. This is NOT going to be the full mode, just a little teaser to show you how he handles.

TBR OCTOBER 2007! If you like it, don't be afraid to vote in COTM at MI!

Wednesday, October 3, 2007

v.74 HAS ARRIVED!!! Wait.... What?

Yeah I know, it's not v.75, but it's close. I am very tired right now due to chemistry and a lack of sleep. I will update you on the meaning of v.74 tomorrow probably. For now, just enjoy the char.

Downlaod K'oss

Now i can get some sleep. Thanks for downloading and supporting.

Monday, September 24, 2007

Get Ready, v.75 is About to DROP! Pre-Release Statement

GENERAL OVERVIEW

"Version 7.5? What about the version 8 that you have talked so much about?"

Yeah, I can imagine that most of you are thinking that, but don't worry, this release has more than enough to constitute for a new version, trust me. My original plan was to release every thing pre-v1.0 in a .x scale, (x being consecutive counting integers, no halves, no fractions). Thats just a fancy way of saying, I wanted to release it all at once. But after remaking my "release-to-do-list" I saw that this was impossible.

Why? Simple, I made a lot of promises without a good foundation. I promised that HH form would at least be available in v.8, I promised that the new costume system would be in effect as well, and I also promised to have a fleshed out A.I.

None of these have been completed for this release (well, the A.I. is better, but not evil-ryu-esque). So what is done? THE FOUNDATIONS!!!

After playing K'oss a lot (yes, I started to actually PLAY mugen again) I noticed a lot of things that should have been fix 3 or 4 releases ago. And I was still going to leave them just out of a laziness! There is something to be said about redoing old moves, I never feel like it.

But, for the sake all who play with/against my char, I have redone a lot in this release. I have fixed tons of bugs (can't say all because there will always be bugs) and I have given the players an actual reason to be excited about the equip system.

In the last release, I really brought the equip system to forefront with the vid I made of it. And it was postively critiscized (rightly so). The problem was, "What was the point?" And to be honest, beside from the equip benefits and a couple of extra moves, there really wasn't one. This has changed drastically. I will wait for my release post to go into more detail, but just know that whatever mode you choose this time around will really affect your style of play.

Probably the most important accomplishment of this release is the number of attacks that I have added. You really can't have an equip system without making tons of attacks to vary each style. I have 2 more moves to make before I release him, but as of now... K'oss v.75 has 18 more attacks than K'oss v.7. Yeah, get ready to combo.

Speaking of combos, K'oss is now an aerial threat. With 8 new combo-able air attacks, 4 more setters (think volleyball, setters hit opponents into to air to start combo attacks), a new and improved "air_pressence" ability, and a much more improved air cyclone, K'oss is just as dangerous from above as he is on the ground.

But back to the equip systems. There may be 18 more attacks this time around, but the equip abilities will prove to be just as important. These ones, I can at least explain.

EQUIP ABILITIES


Wing's Abilities:

Flying - This was already there, but it has been nerfed a little bit. Kinda like Kirby from ssmb/m, The flying effect will decrease with every sucsessive burst. Until you hit the ground, then its back to full

Quick Teleport - Once in the wing mode, teleportation will become much quicker, making it all the more deadly.

Wing Counter - While blocking, you may extend your wing and counter hard, for the price of 1/2 special bar of course. Use the equip key, the dodge key will roll.

Prolonged Sidesteps - All sidesteps/dodges have been prolonged to make them more usefull (seriously, if you get used to it, it becomes seconds nature).

Attack Bonus - With the wing equipped, K'oss' attack goes up to 10%, 2.5% higher then last time around

Defense Bonus
- With the wing equipped, K'oss' defense goes up to 7.5%.

Power Recovery - All modes have been granted a power recovery rate. Wing modes is the highest.


Shield's Abilities:

Energy Shield - By holding the dodge button, K'oss will bring out his energy shield. He is nearly impervious to damage in this mode. It drains special and will only last as long as it covers his body (it shrinks). Another Smash tribute.

Shielded Teleportation - K'oss will have a very short period of protection after teleporting. Good for getting in close to the opponent.

Pushout Counter - Not really a counter, more like "GIMME SOME SPACE, BEOTCH" Haha, sorry for that outburst, typing this is taking a long time. Alright, the pushout counter will just launch a quick shield and push the enemy back in mid attack. This will give some much needed space. 1/4 special cost, no real damage done. Use the equip key, the dodge key will roll.

Defense Bonus - With the Shield equipped, K'oss' defense goes up to 20%. 5% more then in the last release. Making him much harder to kill.

Fury's Abilities:

Hit Pausing - If you're a coder, I don't even need to explain this, but I will anyway. Simply, with Fury Equipped, K'oss will add his own pausetime to every attack (a paustime that he can move through). It's not long at all, but long enough to make countering a little easier.

Athleticism...? - Fury mode runs faster and jumps higher then any other mode

Fire Teleportation - Yes, it's back. The super cheap fire teleportation that K'oss used back in v.5. Well, it has been altered to make it not cheap. It still takes special, and it doesn't more the opponent anywhere, it just deals a very small amount of damage and gives about 4 gameticks of time.

Ignition - While blocking, use the equip button to ignite yourself, and your opponent for a cost of 1/2 special bar.

Attack Bonus - K'oss + Fury Equip = 15% attack bonus. +15% attack bonus + Fury Equip Combo-ing ability = Deadly!!!

Discharge - Aaaaah, not ready yet, will be in 7.6! I promise.


As you can see, there is a lot to be said in this release, but there some things that you wont see in this releas that you have seen before.


THE REMOVAL/PENDING LIST

All things you see in this list have been changed from in this release.

ReMapping:

Air striker in unequipped mode has been doubled over to account for the free button
Air cyclone(a & b) in unequipped mode has been doubled over to account for the free button
Air Punisher
in unequipped mode has been doubled over to account for the free button
Air Roll
in unequipped mode has been doubled over to account for the free button

All Kise attacks have been given a "D, B, F, (attack key)" variation to make them easier to preform.

D, DB, B, a has been remapped for a smash attack. Air pressence is still completable by using D, U

Re-area has been removed, this counter will be upgraded and given to HH mode

Air pressence has been removed and given only to Wing mode

All Hypers have been changed. They all require double buttons now. I did this to discourage using them. They have not been changed at all in over 2 versions. I really want to work on it, but that will come later

Rejuvination mode has been removed for now (it will have a special purpose in the Discharge Release)

Rolling is back, but it can only be done while dodging/blocking and after falling.


HOW TO TELL THE DIFFERENCE

Due to the fact that the costume change is not in effect yet, here are some ways to tell the differences (know what K'oss your fighting).

In unequipped form, it's near impossible, but that wont matter. Just know that your fighting K'oss.

Wing Mode - Purple energy flashes, embers have been changed to purple, All Fire Is Now Purple (took forever). Flying ability. Block has purple shield.

Shield Mode - Orange energy flashes, Shield flashes on and off. Block has shield.

Fury mode - Fire around at all times. Screen shakes. Screen flashes. Red flashes. Flame burst around. Double the amount of embers. Has more fire on all of his firebased attacks.

BUG LIST AND ATTACK LIST

Eh, this post is long enough as it is. I will have the complete attack list and bug fix list along with the release. I will also have my plans for the next few releases. Well, I hope you enjoyed reading this as much as I enjoyed typing (or more, hopefully more). Enjoy the new version when he comes. Which should be tomorrow at the latest.

I'll make a new video too, but that may have to wait until the weekend (I have a TON of homework)

Monday, September 3, 2007

Not much to say

I've been away for a bit, trust me, I know. But college classes and college parties are a whole new time consumer. I really haven't done too much work on K'oss since my last post concerning the spriting progress, but that is about to change. I've gauged my work load, work hours, and party time (I love my schedule), and I still have to fit some some good ole Mugen programming in there as well. I guess my little week long hiatus is over and its time to go back to work, in moderation.

Aside from that, I think I may have found a potential spriter, but I wont count my chickens before they hatch or w/e that's supposed to mean. I'll keep you guys updated on the progress and devolopements as best as I can.

On a side note, I was on National TV! (well, hasn't everyone been at some point?). Vanderbilt vs Richmond (yeah, not on espn's top priority, but w/e), when t he class of 2011 rushed out, I was one of the first one's out the gate with my yellow commodore wig and full gold body paint. It was pretty sick to say the least.

GO DORES!

Friday, August 24, 2007

New Videos, Spriting over 70% completed.

Well, 2 main things. I found out my very first version of Burn, so I made a retro vid of him. Cool right? And I announced that I will be redoing him (but he's a private char so email me if you want him when he comes out). And I made a video of K'oss v0.7 fighting against some hard enemies.

No, its not the most recent K'oss, but it's the most recent one that I have avaliable for download. V0.8 is still a good bit away from completion (stupid sprites).

Well, here are the vids. Enjoy. Oh, and the reason why the audio/video quality is low is because Fraps stopped working for winmugen for me. So i needs ta fix dat. HyperCam just ain't cuttin it.






Comment Count... 1, BOUT TIME.

Tuesday, August 21, 2007

K'oss Hits the BackBurner for a bit, Work on Aurdor and EM Picks up Again.

Well, if you read the post under this, you probably thought "cool, that should work." Buuuuut, it seems that a number of highly downloaded characters that are made in the image of a certain CVS game tend to put their opponent into their own state after each attack. I'm guessing this is to make it more accurate in the game.

Now this would not affect me because I don't have many of these characters, but it's not about me. If it was then I wouldn't be releasing my char would I? Well, until I can resolve how I want to do this (may use some tricky stuff with helpers), my focus on K'oss is shifted to EM and Aurdor.

Both of which are in also in the sprit edit stage (BOOOORING), but it must be done. These characters wont be just like K'oss and should take about 15% of the time K'oss is taking to finish.
That is because the K'oss that I am making for you guys is K'oss unleashed, and will be a boss in my mugen game, Dark Area.

The playable K'oss is toned down alot. I'm still debating on whether or not to release Aurdor and EM. The'll be in the mugen game regardless, but i know some people would want them in their own mugen.

Well either way, I have to work on these chars eventually, so that's what I'm doing at the moment. In case you've forgotten, this is how they look.




I'm not two-toning Aurdor. His pants will match his shirt. Too much work for that. EM is just like K'oss. Shoe edit, color edit, hair edit, glove edit, and a form of face edit (shades). These, unless I do something stupid, are final. These are how these characters look now, and will look.

Expect a little vid of EM and Aurder sometime in the near future. And Expect a post explaining "DARK AREA" sometime even sooner.

I'll say it for the sake of saying it, feel free to comment.

Monday, August 20, 2007

Palette Change as it was Intended to Be
























































Nowadays, just a bout all mugen characters have multiple palettes (besides from K'oss from yours truly), but how many of them actually change more then just the color scheme when you switch what costume your using? Well? How many? Because I have no idea, but I can tell you, it's not a lot.

That is why I decided to go the extra mile in designing K'oss so that the different equip modes really do take up a personallity of their own. This always fits in with K'oss' schizo nature in my comic in the sense that each equip will not only fight differently and move differently, but also look unique.

The candidates are above, and this one below is the HH (also a candidate but this mac that I'm on is screwin with me and not letting this one go up there with the others).

Starting from left to right:

- Sheild Equip: Or what we know as regular K'oss. Simple and clean. Fights very defensively compared to the other. Lacking a bit in speed. Hit A to activate the mode. This is K'oss as we've known him for sometime now. So I changed nothing.

- Sevin's Wing Equip: This was the second equip made for K'oss. Faster than Zodiac, and Sheild and great at recharging special. Good mix of offense and defense. Only equip that can fly. Hit B to activate this mode. The long-spikeless-hair resembles my comic's K'oss when he is in a calmer state of mind.

- Kaotic Fury Equip: Fast, powerful, and extremely chainable. This equip hits hard. As far as power is concerned it's king (unless you get luck and bring out the SkyScrapper with Zodiac Equip). Only downside is it doesn't add too many unique attacks. It's just for raw power and speed. Hit C to active this mode. I went with a crazier hairstyle for this one to match the fury fighting style. Hard and Fast.

- Whip Equip: Fastest of all the equips and also the hardest to code. My plan is to make its "C" charge as similar to sheiks chain attack from ssmbm. Hard? Yeah, i know, but I can do it. This equip (when coded), along with the HH equip, will offer the most diverstiy in attacks. Hit X to activate this mode. Can K'oss even see with all that hair? Who cares, he doesn't have too.

- Zodiac Equip: Differnt from other equips because the activation will bring out a random weapon (1 choice of 3) that will differ in attack and moves (even more diversity? what is this the UN?). If, by luck, the Zodiac SkyScraper is released, attack quickly, because you wont have long before it consumes. ZSS has insane attack power. Essentially sheild equip with metal armguards.

And that will do it for equips. Comment if you like the ideas or think i should change something. These designs aren't final, but I dont want them to be too complex (too much work). However, I wont be adding any more equips, these 6 will be more then enough.

Well once again, feel free to comment or e-mail me at wavebossa13@gmail.com

*I typed this on a mac, so firefox wouldn't spell for me. Excuse any errors.

Sunday, August 19, 2007

The Face Game

Well, Despite getting alot done with K'oss Sprites, I also drew up 2 more pics to add the "K'oss Portrait" Fray. I have posted them up on mugenguild (regardless of how much they hated me last year, its still a good site), and I will post them up on Mugen-Infantry when I get the chance.

But of course, I have to post them here as well. Well, I'll just copy the post I made at Mugenguild cuz I'm in a lazy mooood right now.

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If you have my char, you've prolly realized that he has no face graphic. Yeah, that's lazy, I know. But I can't decide which one to color and make the face portrait. So... this is where I need your help.

















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These four pics are in order of when they were drawn, and none of them took over 30 mins (the second only took 5, but I still like it). I know the drawing style on each of them is quite different, but thats the good thing about making a portrait for an 8bit pixelatted character, you have room to experiment.

Keep in mind, I will color the one that you choose, so level of detail isn't too big of an issue. The first one is more like the K'oss form my comic, and doesn't have the "horn-type-hairstyle." The second one, is more of an amiable portrayal of K'oss. The third one is how I draw issue covers, very over-exaggerated (eyes, viens, shading, width of mouth, tongue, teeth, hair). And the last one is a calm, focused, K'oss (i used a very "sketchy" drawing style for that one).

I had one more, but it was my realistic type, and... it sucked. So there, I dont feel like drawing any more K'oss pics ATM, so tell me what you think out of these four.

Thanks in advance for your time.

COMMENT ON WHICH ONE YOU LIKE BEST.

For the official thread I made on mugenguild, go here

Saturday, August 18, 2007

Well Still Looking For a Spriter

Today is a good day. I have arrived on college campus, a bit early I might add, and I have put away my comic once again to work on K'oss. As you could have guessed, I spend the past 4 or so weeks focused on my comic and not on K'oss so his progress has been minimal to none.

But do not fear, I am back on the ardous task of sprite editing. I have found away to make K'oss sprite file on mcm and not have worry corrupt sprites. This way is actually a rather LOONG walk-around that will eventually lead to K'oss' sprite file being around 20-30mbs. Oh well, its 2007, we have big hard drives, we can deal with it.

I have decided that working on the modes and AI will be all I will do for v0.8. This may seem like it's not much, but trust, it will be. I can't put down I release date yet, but hopefully, I can make a lot of progress before classes start.

On an unrelated note (but pertaining to the title of the post), I am in desperate need of a spriter. Not that I cannot do it myself (I actually enjoy doing it, just not doing the same thing over 700 times!), but, in order for me to be able to release the "DARK AREA" mugen game that I plan on making, I need to speed up my character development.

If you have any interest in aiding yours truly with some seriously BA character designs send me an e-mail at Wavebossa13@gmail.com

Or if you have any other mugen skillz and want to help I-Division grow to what it once was (only mugen related this time around) then send me an e-mail and we'll go from there.

Or, you could just comment. Come on, you would be the first, ever, on this site, ever.... DO IT! >:)