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Author Topic: Rurouni Kenshin: Soul And Sword Game Project  (Read 6206 times)

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Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #25 on: May 25, 2014, 11:31:21 AM »
Oh I gotcha. Yes flame effects will be implemented. The effects are not in alpha state right now since the new sprites are not done yet. But it will be there.

As for the input-reading code, I think it might be possible but not practical. If I code it that way, then the observe move will not work against AI opponents since they dont use commands like human players. The best way to trigger this move is using state numbers and opponent names.

Offline Trinitronity

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #26 on: June 03, 2014, 05:31:18 AM »
Why opponent names?
If I remember correctly, then Warusaki's Black Polnareff (J.P.Polnareff posessed by the Anubis Sword) has got a similar special move, where he first do a counter special, and if that counter special connects, then B.Polnareff actually REMEMBERS that move, and then can automaitcally counter the same move by just pressing an attack button during his guard state.
Or maybe I've just understood you wrong...

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #27 on: June 07, 2014, 12:13:17 PM »
Interesting... I definitely have to check that character's coding to see if there is a more efficient way. Thanks for the heads up!

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #28 on: June 10, 2014, 01:04:13 AM »
Here is another look at the alpha version of Shishio Makoto. Sprites are still being remade as we speak.


Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #29 on: June 13, 2014, 05:10:53 PM »
Great news to all Jinei fans!  A fan by the name of Karasu Arejandro wanted to contribute to the project and so now I found a great spriter for Jinei.  Here is a sample.



At the moment, he is working on basic sprites like idle, movement, and get-hits.  There is no time line as of now since I am still busy with Shinsen Saito and Shishio.  Although, there is a chance that I will work on Jinei before Misao in the future. Let me know what you think. Thanks!
« Last Edit: June 28, 2014, 01:08:38 PM by Aoshi24 »

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #30 on: October 14, 2014, 11:21:33 AM »
Hey all, I know it's been awhile since my last update. Now that I'm back here are a couple of gameplay videos for Shishio beta version. 





The 2nd video shows his "Observe & Learn" special. Like in the manga, he can learn any opponent's attacks and if successful, he can easily counter them during guard states.  A maximum of 5 moves can be "learned".  This move is similar to Black Polnareff's Anubis Memory move in Jojo's Bizarre Adv game.

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #31 on: December 22, 2014, 12:41:07 AM »
Here is the latest update video on Shishio Makoto:



What's left?
- 2 more basic attacks
- 8 levels of AI
- "Limit Break" Mode/ Boss Mode
- Sprite refining

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #32 on: August 03, 2015, 07:04:52 AM »
Check out the latest Udo Jinei Alpha preview! At the moment, he has 5 normal attacks, his backpass attack (featured in his epic fight against Kenshin), his Shin No Ippo variations, and all his hurt animations. Enjoy!

Note that he has 3 variations of the Shin No Ippo special.
  • Weak version drains opponent's kenki,
  • medium drains power (if opponent has lower kenki), and
  • heavy freezes the opponent (if opponent has lower kenki).



Next on the list are the rest of his normal attacks, specials, and his Shin No Ippo hyper (which will drain opponents health over time).
« Last Edit: August 03, 2015, 09:06:39 AM by Aoshi24 »

Offline animaraz

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #33 on: August 03, 2015, 08:49:00 PM »
Very good!!! ¡Bravo!

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