Canceled Shadaloo Dolls (WIP)

Project is halted prior to completion and will not receive further updates.

CRxTRDude

Member
I've researched stuff that I can use as a subject for a game and found the Shadaloo Dolls interesting concept for a mod, so I got to work on doing it, starting with the original, Cammy. Probably she would be the only playable character so far in the game. I would also like to add Juli and Juni as playable characters, making their movesets dissimilar to Cammy.

WIP - Shadaloo Dolls - OpenBOR game - 9/26/14

I'll be posting most of the synopsis, some previews and other things on this first post. I'll be posting my development on the succeeding posts. The demo will be posted once Cammy is complete, some enemies have been added and other stuff.

 
I ripped most of the sprites from Mugen characters via Fighter Factory. I also searched for other sprites related to Shadaloo Dolls and found all 12 characters (probably modified from Juli and Juni which are playable in SFA3). I might use backgrounds from SFA3 as well.

My primary source of information regarding the subject is from the Capcom Wikia, SFA3 itself (playing Cammy on A-ism using FBA) and various other canon.

My base mod is Rhythm of Destruction - Street Fighter Edition, since they already had some of the enemies laid down.

What I did so far:

Cammy:
  • Basic punch and kick moveset (kick is still buggy)
  • Spiral Arrow and Cannon Spike
  • Jumping, getting items, obligatory stuff

Enemies:
  • Used resources from RoD so far
  • Updating their sprites to match SFA3

What I will be working on:

Cammy:
  • Her throws. I might need consultation with that. Probably using DC's script or Bloodbane's script if anybody has it.
  • Finetuning of moveset.
  • Adding her voice after that.

Once Cammy's done, I'll proceed with the enemies, since I'll just get SFA3 characters that match the enemies and use existing code. I'm going to add new enemies as well, but they'll be done once the story's fleshed out a bit.

I'm going to answer this once, although RoD is my basis, this will not be similar to RoD in any way imaginable, this will be a new story based on SFA3 and other canon that I can find.

If anyone can help with this, help in scripts, moves and stuff, give me a heads up at the PM and we'll discuss about our communication and things.

Consultation is also acknowledged as well. I'm learning how to do this and I'm started to get comfortable with OpenBoR's stuff, heck even with the scripting, but I'm going to minimize the use of the script as if only needed, not to be central in the entire game. I'm investigating various mods and scripts as well for references as well, I got a lot of mods unpak'd so that I can read their script methods.

That's it for today, sorry for the long post
 
Hi,
I don't want to sound rude, but there are something on this post which bothers me:

Althought this is not a rule set in the stone here, its common sense to not open topics to talk about ideas wihtout any solid proof about the work itself.

So, I will move this topic to general discussion for now. I will revert it back once I see some progress.
Its nothing personal, its just to be fair with everyone - Beastie's TMNT project and MSW25's Strippers project were started in general discussion until they got a shape.

Thanks.
 
Thanks for the heads up Illusionista. Again, the first post is where I'll post all progress and stuff.

O Ilusionista said:
Its nothing personal, its just to be fair with everyone - Beastie's TMNT project and MSW25's Strippers project were started in general discussion until they got a shape.

Thanks about that as well. I did not know that it's supposed to be general discussion. I'll keep that in mind next time.

BTW, those botherments aside, what do you think about the concept so far?
 
I liked it. You will have a lot of work to do, but there are many possibilities there.

Dunno if you are aware, but me and Ethan Lives had made a custom Cammy (called Psycho Weapon) for Mugen, where Ethan Lives made many edits for her (basically, she has moves from Cammy, Juni and Juli)
so_psycho_01.png

Mugen #219: Nuclear Weapon

If credit us, I don't think it would be problem: http://brazilmugenteam.com/chars-2/chars-ethan-lives/psycho-weapon-mb-00-spec-ops/
 
Is she using the same sprites as SFA3 Cammy? What interesting moves are available for her, I might probably use that for Cammy as her ultimate Psycho Drive move ...

I think you gave me an idea to use MP for this one, once her MP tank is full, she can use that to unleash a psycho spin drive crusher that is maxed out (of course the original SDC is available as well).
 
@Illusionista, you got some of Bloodbane's scripts or DC's scripts related to grapple and throwing like bind0010? I'm actually confused that DC's link in his blog is broken and I can't seem to find Bloodbane's script in the forums.
 
Yep, I'd like to see some shots as well

you got some of Bloodbane's scripts or DC's scripts related to grapple and throwing like bind0010? I'm actually confused that DC's link in his blog is broken and I can't seem to find Bloodbane's script in the forums.

You can download Crime Buster v2.5 to get those scripts
 
Is this the same thing?

Nevermind, this is the tutorial, I also now have the copy of the game and grabbed script.c. I'll rip the grapple move first then use that on the game.
 
Your wish is my command. Here's the progress so far. Biggest thing done was the title background though, as you can see the UI still is far from complete, but Cammy is playable so far. If her grapple's finished and her supermoves implemented, I'll proceed to a demo, making stages and stuff.

WIP - Shadaloo Dolls - OpenBOR game - 9/26/14

Any suggestions of stages is helpful. I'm thinking of 5 stages with various enemies at first. What I'm going after those five stages is Juli and Juni as enemy fighters, they then de-brainwashed from Cammy's Psycho Power and the game will be at a standstill. At least that's the plan so far.  ;)
 
nsw25 said:
the timing of her moves need to be tweaked its way too fast and as a result looks clunky. her first knee attack and that yell will get very tired real quick. some moves i cant even see or make them out clearly as all i see is hit flashes
Yeah, the finetuning will be done once I finished her other moves, as long as it works so far, I'm okay with that.

nsw25 said:
also think about the range of atacks, she has to be up close for that knee then later in combo she looks like she is hitting right past them with her straight punch

Good thing you observed that. I had problems with it as well, I placed the entire arm or leg as the attack box, that is the problem there. People would need to get away in order to hit. The knee kick was just a starter though that's why I placed it, but come to think of it, it's bad for starter. I'll fix that.

nsw25 said:
also add bbox to enemies fall animations so you can juggle them

I'll do that, thanks for the suggestion. I'm frustrated with the fact that you need to wait for them to rise or something.

nsw25 said:
Also i suggest you increase video ratio, especially since she has moves where she goes across screen.
Well, I might need to remake the assets though in that case. I'll be doing that afterwards probably, since it would be labor intensive, I will edit that anyway eventually.

Any more suggestions can be helpful ;) But for now, I'm having transcription work first.
 
Hey dude, feedback time :)

also think about the range of atacks, she has to be up close for that knee then later in combo she looks like she is hitting right past them with her straight punch

Yeah. I suggest you to read this post made by DC, it has many useful information about ATCHAIN.

My base mod is Rhythm of Destruction - Street Fighter Edition, since they already had some of the enemies laid down.
Are the enemies the ones in the video? They kinda clash with the graphic style. And I see some KOF stages and characters too. Don't mix Zero styled characters with KOF styled characters, the clash is just too strong. Some style clash is acceptable, but they clash beyond any limit. And this lower the overall quality a lot, sadly :(

- Cammy attacks needs some pause. The stronger the attack, the bigger is the pause. This gaves more dramatic feeling for the moves. And she needs some recovery time too (the same rule above). Most of times, I use 8, 10 or even 12 as the last 2 or 3 frames of the animation, depends how much damage the move does.

- You will need to work on fall animations for the enemies. Its a common mistake in many mods out there (I remember this was one of the reasons I hated many old mods before I had entered the OpenBOR universe): the enemies falls like a log. I suggest you to give one more frame for each fall, turning the sprite 45º down or less. This makes it looks better.

Also, there is a trick we use in Mugen: fall animations MUST starts with pain sprites. Duplicate the sprite you use in pain animation and put at the first sprite in the fall animation. You will notice that now it looks way better.

- Cannon Drill has something wrong were the animation starts. I am pretty sure that she needs to "jump" before she extend her legs.
 
O Ilusionista said:
Hey dude, feedback time :)

...

Yeah. I suggest you to read this post made by DC, it has many useful information about ATCHAIN.

Yeah, I'll keep that in mind, thanks for this!

Are the enemies the ones in the video? They kinda clash with the graphic style. And I see some KOF stages and characters too. Don't mix Zero styled characters with KOF styled characters, the clash is just too strong. Some style clash is acceptable, but they clash beyond any limit. And this lower the overall quality a lot, sadly :(

I know that actually, I'll replace them soon enough, it's just the basis for their moveset already, so I'll apropriately use the SFA characters on those sprites. I got an idea about the others, but what can I use BTW for Joe? I looked at him and he's a nice thug sprite and I don't see any character that has that appeal in SFA, can you suggest someone for that.

- Cammy attacks needs some pause. The stronger the attack, the bigger is the pause. This gaves more dramatic feeling for the moves. And she needs some recovery time too (the same rule above). Most of times, I use 8, 10 or even 12 as the last 2 or 3 frames of the animation, depends how much damage the move does.

Like I said previously, I'll finetune them once I'm finished with some of them but I'll keep this in mind in pauses. Apparently, since I'm making a comic, especially an action comic, fighting moves should have pauses for impact, thanks for reminding me!

Also, there is a trick we use in Mugen: fall animations MUST starts with pain sprites. Duplicate the sprite you use in pain animation and put at the first sprite in the fall animation. You will notice that now it looks way better.

I've seen that in Mugen as well, I'll keep that in mind.

- Cannon Drill has something wrong were the animation starts. I am pretty sure that she needs to "jump" before she extend her legs.

Actually, she crouches before she does the move (that's in SFA as well as in the Mugen character that I got this from):
https://www.youtube.com/watch?v=v9GXxaGVpug
the vid's from SF4 BTW.
 
I used Webinaria to capture the game footage I've shown you here. I've observed that its maximum FPS it captures is 15 FPS, so most of her moves are skipped. What do you guys use for capturing video for preview, I would like to use something for game capture that's different and free, I've tried Camstudio, which is good, but doesn't capture the audio.
 
I like the concept dude!

And I would recommand to use Ilu and Ethan's Cammy edit.
Beware, her design is not exactly the same ans AFAIK she's color separated.
So don't mix up the sprites with a regular Cammy.
But, she's a good way to access to a bunch of nice sprite edited moves.

Also good idea to think of different gameplay / moves for the 2 other dolls.

I really hope this mod will not be based on beating bunch of cloned Kens, Zangiefs and Hondas... ::) (head swap + color swap = win :) )
 
nedflandeurse said:
I really hope this mod will not be based on beating bunch of cloned Kens, Zangiefs and Hondas... ::) (head swap + color swap = win :) )

Not really, I won't do that, don't worry.

Anyway, does any of you guys know the Joe character (pic is attached below)? I can't seem to find him anywhere. If you guys suggest a replacement for him that can be compatible with Zero's style, that would be awesome, for now, I shall have my rest, I already transcribed enough to doze me off.  :D

For bandicam, i might use the free version since I can't afford to buy it anyway, and they got a good set of features than fraps (10 minutes is enough for me than 30 seconds, regardless of the watermark).

[attachment deleted by admin]
 
IIRC most regular enemies in Rhythm of Destruction are just enemies with one or two attacks and no defensive abilities.
Therefore, it won't be hard to find replacement for Joe or any enemies in that mod. You can even pick an easy-to-edit character (Zero style) then edit him/her for regular enemy.
That's what I did to replace Sherme, Yashiro, K' and Ralf with edited regular enemies in Crime Buster mod
 
Got myself to edit the game to 0.3 where:
  • Grabbed characters from CvS2 and SFA3 for the game's enemies, as well as Blaze sprites from RV2.
  • Made the resolution bigger to give a more better experience (resolution specifically is 384x224, the resolution of SF3A if you play it on an emulator without filters and on 1x magnification)
  • Fixed Cammy's moves and made the pace tolerable.
  • Fixed the animated title screen to prevent it from showing alongside scenes.
  • Made a new logo

I'll post a vid once 0.3 is done, I only grabbed sprites, not used them to the game yet.
 
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