added exit portal for Krang & opponent following the giant eye beam added opponent dizzy state transition from liedown state Initial hit is a launch fist, if it connects Krang follows up with 8 more rapid fire launch fistsīefore tossing the opponent into Dimension X Added opponent bounce state to the end of Air Meteor Tackle Super Air Meteor Tackle Super is now universally chain-able, (this means following the thruster vulcan attack as well) Module Barrage Super is now a 2 part attack, the move expands only if the initial hand drill connects Increased damage for normals, reduced damage for specials (no more 90% combos hopefully) You can now chain Launch Fist into Launch Boot Decreased startup time for Launch Fist & Launch Boot Removed Red Attack Clsn from initial Launch Fist frames to make it a mid-long range attack Added Gear churning sounds to walk and stand to crouch/crouch to stand animations Hyper/Arcade Char Select Portrait based off of old toy box art for the Giant Krang figure ()įinally gotten back to working on Krang lately. Shock Sprites based on TMNT 3 Manhattan Project Can only combo Chest Missile (QCF + Any punch) or Nowhere Portal (QCB + Any punch) from it once it connects dependong on if you're in the corner or not, but that should be all you need. It hits twice and pops the opponent back/up on the 2nd hit. sprited and coded a new mallet move, this one will be Krang's standing HP: Liedown I need more audio of Krang being impatient or bratty to possibly play during this state. Walkie Talkie for the Rock Soldier Stampede it still looks wrong/off to me. Thanks to Enscripture & Tonberry2k for the original sprite rips! I just finished spriting Granitor & Traag for the Dimension Soldier Stampede super. I'm still debating what I can add to this move's aesthetics & functionality-wise. There's a variation that launches P2 into the air for a bit of air comboing as well. As of now its a 2 hit move that bounces the opponent back to Krang during the Portal Helper HitDef so that you can continue the combo.
Spirited and coded Ninja Sword of Nowhere. Might be useful for summoning or teleporting.
The sword cuts through reality into other dimensions. Tentative plan for the Dimension Portal Super is to model it after Tron Bonne's "Chuushoku Rush" from Marvel vs Capcom 2 with General Tragg and Granitor Rock Soldiers as stand-ins for Servbots.
flesh out basic combo chaining & begin spritework & code for specials I plan on coding a semi-source game accurate death animation, with Krang retreating in his escape pod I've got to finish the remaining basic sprites and make some of the support art: small portrait & hyper portrait Experimenting with making the LP Chest Rocket run cancellable Tweaking animation & hit timings on AIR attacks Been messing around with basic jump acceleration & gravity Coming from hardcore TMNT fans that means a lotĭizzy stance inspired by SEGA Tournament FightersĪIR Light Punch, Medium Punch, Light Kick, Medium Kick MAN! Always amazed by your work Dcat! really REALLY awesome stuff. Looks pretty awesome, I remember when I was younger I wanted to become a video game designer and remake all the Nes TMNT games with modern graphics mayber even 3d, but alas I dont have the match skills or the patience to be a video game designer I'll post more progress in this thread as I come to it. If anyone can give me more Krang audio samples I'd greatly appreciate it.
So I'm looking for quotes from the cartoon series (The youtube clips are blocked here in the U.S.). I already have the audio from the arcade game and tournament fighters, & what was available in the media section of the Technodrome website. I'm also asking for Krang audio for his voice pack. Something from a printed comic page that has Ben-Day dots (like what I used for my TMNT's large portraits) is preferable but I'll take whatever I can get. I'm looking for some nice official Krang art to include in my MUGEN conversion, if anyone can provide me with some or if you have any suggestions please post in this thread or send me a PM. Unfortunately he's severely lacking in the necessary sprites, so I've begun to sprite my own custom moves for him based off of Karnov from Data East's Fighter's History Arcade game. I'm making a Krang character for the MUGEN PC fighting game engine.