Author Topic: Dink Smallwood, part I+II  (Read 1526 times)

Offline The_None

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Dink Smallwood, part I+II
« on: March 25, 2017, 03:06:58 PM »
Yes, lads. It's not a simple update. It's such an overhaul that he may as well be a completely new character.

After a long wait I've actually done it, at least half-way through (more on that soon). Completely overhauled both in terms of presentation and gameplay, this is a project I've been hoping to do for a really long time but ended up actually starting it at around last summer. There may be few blemishes along the way - especially regarding the spriting - but I hope what I've done shows just how far I have progressed as both a mugen coder and a spriter.

I actually have quite a scope for this project as I've intended this character to have two fighting styles totally not unlike my Possessed Heita, this project was just taking me so long (procastination issues be damned) that I've decided to release the character with the single complete moveset for now, hence the "part I". My work's not done yet, I will in fact continue working on the character so he would have the two movesets like I've initially planned, just hopefully this won't take me that long, much like I hope what I've released for today was worth the long wait. I myself wished the last few years were more productive release-wise, but with life you can't get some things quite you want I'd guess.
[spoiler=More Screenshots]



[/spoiler]
Get him at Logical Bends and stay tuned for a major update that would come in a few months if we'd get lucky.
« Last Edit: July 24, 2017, 02:51:49 PM by The_None »

Offline The_None

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Re: Dink Smallwood, part I+II
« Reply #1 on: July 24, 2017, 02:52:47 PM »
This forum may be not very active but I'll still bring it anyway

Dink now comes with two movesets as I've planned before. One more themed around magic, one (the one new to this update) more themed around weapons. And while I'll admit that graphicswise few things could use some refinement, at least that way I left some room for a further update down the line (not that major as I did pretty much what I've planned so far as of this update, but few extras when I'd be out to do alongside whatever my next project would be would be nice), not to mention I went so far with the character anyway that I would use some much needed rest and perhaps move on to other things and projects. Who knows, maybe one day I would deliver the one character I've always wanted to do, to the point that my last few original sprited characters I did so far (and perhaps the next few characters I may end up getting sidetracked for) would all lead up to it (ain't bringing up who that would be yet, but fingers crossed). Whatever the case, big thanks for sticking with me throrough these years.

Around 860-ish sprites in one year. Man did I went a long way.

[spoiler=Changelog since the March 2017 release]
  • New style added: "Slas" (indicated by the icon of the bottom being a sword/bow/axe combo), coming with it's own basic "punches", special and super moves
  • Tweaked/remade animations for jumping hard punch, standing high hard gethit, taunt, style switch super getting blocked and the Ducks
  • Tweaked very few aerial hitvelocities
  • Made the crouching hard punch jump cancelable only on hit with the airborne opponent (the jump cancel air combo on hit from it I still kept, tho')
  • Made the (regular) fireball air-blockable
  • The Acid Rain would actually stop hitting after Dink gets hit
  • Lowered the hit priority of the duckling from the Papa Duck super
  • Made the actual Papa Duck around as 108% fast as Dink's running speed so Dink won't be able to outrun it
  • Projectiles now compatible with Vans's projectile reflection code
  • 6 new intros and 5 new winposes (2 normal and 3 that would apear on match over state. The duck transformation winpose became a possible matchover one)
  • Air throw added
  • Ground normal throws can now be teched out of
[/spoiler]