Spoiler Alert #2 (New Comics Day)
Thursday, February 18, 2010
Starting today I'm adding a new semi-regular feature to the blog... every Wednesday or Thursday night, I'll try to post a sprite edit or something else inspired by the week's new comics. No guarantees about it being every week; we'll just have to see how it goes. This week's entry comes via Green Lantern #51, which besides being an awesome read, has a couple of great visuals as well:


First, they inspired me to update my Orange Lantern and Parallax palettes for the upcoming Hal Jordan release.

More important for tonight's update, though, was this: the book had a rad scene between Larfleeze and Orange Lantern Lex Luthor, which practically forced me to finally get around to making a special Orange Lantern palette for our Lex character. You can download it as an add-on for the character — with, alas, no custom behaviors (yet!) — on Lex's page.
Labels: Green Lantern, Lex Luthor, Spoiler Alert
Hal Jordan: Indigo Palette Tweak
Saturday, January 30, 2010
In the comments thread for my previous post, Matiax suggested I try making Hal "show a litle more skin" in his Indigo Lantern mode. My initial reply was that I couldn't, really, because bearing his chest, arms, and legs would be WAY too much skin. (See below for proof). But the smart palette I was working with used the same color for the upper arms and legs, so I couldn't bare his arms without also bearing his legs... ick (this is also the reason I'm not doing an official Star Sapphire palette for Hal... ew.)
So, I opened up Paint Shop Pro and tried separating the arms from the legs, and giving him pants with a bare chest and arms. And you know what? I like it quite a bit. I also inverted the colors on his chest symbol to look more like an Indigo Tribe tattoo, and bam! I think we have a winner. What do y'all think?

Labels: Green Lantern
Spoiler Alert!
Thursday, January 28, 2010
So, I just read Green Lantern #50, and as expected, it's another great chapter in the Blackest Night crossover. And I saw something in there that (spoiler alert!) made me want to revists the Black Lantern palette I designed for Hal's upcoming War Of Light remix:

Labels: Green Lantern, Spoiler Alert
Looking Back at 2009, Looking Forward to 2010
Wednesday, January 06, 2010
This past year has been a notable one for me personally, and for the ScruffyDragon team as a whole. I know you've probably had your fill of "end of the year"/"end of the decade" posts, so I'll try not to bore you with that (much), and instead focus on my plans for the new year.
But first, a brief recap on 2009:
- In January, as part of last year's "12 Days of Christmas", BobStarsky and I released Savage Hulk
- In April, as part of our Scruffyversary event, I released the first public version of Parasite, updated betas of Elektra and Sinestro, and "remixes" of both Green Lantern Hal Jordan and Ice
- In May, I picked up a great new partner for Parasite work, in the form of Jet the Phoenix
- Things got quiet for a little while, until I got an idea for a new "Blackest Night" edition of Hal Jordan. That effort is still ongoing, and should bear fruit soon.
Now, here are my goals for 2010:
- Blackest Night Hal Jordan (here's a list of the planned changes)
- Mandarin needs my attention before the new Iron Man movie comes out in May. At least a beta if not more.
- I'll be assisting the SGM team with the coding on tenchimuyo4ever's Green Skull character (he's an Amalgam of Red Skull and Lex Luthor; how could I say no? ;))
- Get Sinestro to a 1.0-level release before the end of the Blackest Night crossover.
- XFields and I are planning to work together again on Elektra, and bring her up to that 1.0 level as well.
- Finally get to that Marrow remix I had planned two years ago
- Invisible Woman: maybe, maybe not. Honestly I'm not very motivated to work on her right now.
- Bizarro: possibly collaboration with Kal-Elvis will re-ignite my enthusiasm here, but Kal's busy working on his music career, so I have no idea how likely that is.
So, that's the plan. I'll try to keep up the pace I set last year of posting something here at least weekly (usually on the weekend, Friday or Saturday), and we'll see how things go. I'm looking forward to a great 2010, and I wish the same for everyone here.
Labels: Elektra, Green Lantern, Mandarin, Marrow, Parasite, Sinestro
On the 11th Day of Christmas...
Monday, January 04, 2010

Today, my fellow ScruffyDragon Seth Zankuten uploaded an awesome video showcasing his progress upgrading and play-balancing characters for our officially-unofficial (i.e. "Please Disney and Warner don't sue us") "DC vs Marvel" game. It shows off all of the updates he's given to our Iron Man and Green Lantern characters, particularly in regards to hit sparks, super combos, and Amalgam hypers. If you care about our game project at all, you definitely want to check it out at Blip.tv, or click through here:
Labels: 12 Days of Christmas, Green Lantern
Parasite's All-you-can-eat Lantern Buffet
Wednesday, December 09, 2009
As I've mentioned several times, Parasite is my own personal skunk works, the place I design and develop new MUGEN code. To that end, I've been using him this week to build out the custom moves for Hal Jordan's alternate-corps palettes. Here are the first three.
Red Lantern power set:

Plasma Vomit special
Orange Lantern power set:

Selfish Grab special
Indigo Lantern power set:

Teleport Sphere special
Also, in unrelated news: the Strong Guy remix I mentioned a few weeks ago is on hold until McCready has enough time to work on it with me. Bummer, but it frees up more time for the Parasite and Green Lantern stuff I'm working on... which is a good thing.
Labels: Green Lantern, Parasite, Strong Guy
Parasite Plus Hal Jordan Equals...?
Wednesday, December 02, 2009
Quickie update tonight. Last weekend I had some productive hacking time while at my mother-in-law's for the Thanksgiving holiday; I put it to use working on updating my three blogs a bit more, especially pertaining to the navigation. Tonight I uploaded the latest update to this blog's template; the navigation toolbar you see in the header should be much nicer and more usable than the last attempt.
I promised in the comments thread for the last post that this one would be "Hal-centric", as people were asking about the progress I'm making on "War of Light" Hal Jordan. I spent part of last weekend's hacking time working on the complex state files that this new version of Hal is going to require; that effort is progressing, but I don't have any screenshots to show yet. Instead, I offer up the following:
I've been asked how Parasite is going to behave if he drains Hal when in one of his special-mode palettes. Now, you have an idea. And, as many of you probably know, Parasite is often my testbed for coding new moves for my characters, so at least some of Hal's special-mode attacks will probably get coded there first, then moved over to Hal's complex tree of state files when polished. The fun thing is that I know of character WIPs being discussed for Red Lantern Atrocitus, "Agent Orange" Larfleeze, Blue Lantern Saint Walker, Indigo Lantern Indigo-1, and Star Sapphire Carol Ferris, so in adding these power sets now, I'm building in future support for those characters down the road.
Finally, since it's December 1st, a note about this month: yes, I will be continuing the "12 Days of Christmas" tradition this year, together with my ScruffyDragon teammates. And since I know what some of the goodies are, I can say with full confidence that you're going to want to check back, here and at the ScruffyDragon portal, a few times between now and the 25th... ;)
Labels: _meta_, Green Lantern, Parasite
Upcoming Hal Jordan changes - a recap
Friday, October 16, 2009
This week I was a little light on spare time for MUGEN work, and what I had was spent on hand-editing Hal's sprites to use the new smart palette. Lots of work still to do there, plus the code changes. I'm also going to try and incorporate some of my fellow ScruffyDragon SethZankuten's changes that he's been giving Hal to play-balance him; more on that in a minute.
I thought I'd use this week's update to recap all of my plans for this next release of Hal Jordan, War of Light Edition (call it Version 2.0 WoL). From my notes, from visitor suggestions, and as best as I can recall, here are the changes you can expect in the next release, coming sometime before Blackest Night wraps next year (I kid; it'll likely be 2012 before it's ready to download, and the world may well have ended already. Or this upcoming Decemberween. Not really sure yet, frankly):
- General code changes:
- Merge Knockout & Smackdown hypers (per Seth)
- Ion Force hyper (Seth's new hyper)
- Add a throw or two
- No attacks or get-hits will generate power bar... you have to hold taunt (ring charge) to up your power
- All spectrum palettes:
- Custom intro and win/lose poses (several donated by ScruffyDragon forum member Amon-Ra)
- Red Lantern:
- More aggressive stance animation
- No voice samples... all moves will be accompanied by growls, grunts, and screams
- Replace Ring Strike special with a red vomit/blood/plasma attack
- Replace Soldier of Oa hyper with fighter jet
- Orange:
- More defensive stance animation
- Alter Plasma Sphere special: instead of holding the opponent in place, it'll draw them closer to Hal for a follow-up attack
- Replace Soldier of Oa hyper with an "Orange Corps" group beatdown: John, Guy, Kyle, and Kilowog
- Yellow:
- Replace Buzzsaw special with (different anti-air move)
- Replace Knockout hyper with Parallax (fear entity, not Evil Hal)
- Blue (+Green):
- Powerbar quickly recharges whenever you're idle for a short time
- Special and hyper moves cost half as much power as normal (since I can't give you a "200%" power bar ;))
- Defense stats will be slightly higher, meaning he'll take a bit less damage than normally
- Moves are occasionally blocked/missed/interrupted by the ring asking "what do you hope for?" (heh)
- Indigo:
- As with the others, custom intro and win/lose poses
- Increased resistance to energy-based attacks
- (New special move to absorb / redirect energy from other corps (e.g. GLs, Sinestro, etc))
- Replace Battering Ram special with Teleport
- Replace Smackdown hyper with Enforced Empathy (e.g. Penance Touch)
- Black:
- Custom voice clips
- Super-robust healing factor (can only be KO'ed by a level-3 hyper)
- Ring (i.e. power bar) charges very slowly, but using hyper moves won't deplete it
Hopefully more screenshots soon. I also have a YouTube preview vid in the works, but that's probably still a few weeks off.
Labels: Green Lantern
Hal Jordan - Smart Palette
Friday, October 09, 2009

Sinestro corps -- Default (GL corps) -- blue/green lantern
indigo -- violet (Star Sapphire) -- black
First, a quick note on this week's outage: I've done a move from my old web host to Dreamhost, and it took a couple of days to get the domain to switch over correctly. There was probably a better way to do the transfer that wouldn't have taken it down for so long, but at least it's done now, and good for a year.
Now, to tonight's topic: Hal Jordan, the Multi-Spectrum Lantern ® (heh). Friend and ScruffyDragon forum member ArmageddoN sent me some feedback on the color corps palettes I've been showing off over the past several weeks, and ways to make them even better (separate the glove hands from forearms so the Sinestro Corps palette can be accurate, lighten up the torso & gloves on the Black Lantern palette, etc). I took his advice, and also added another shade in the lower torso to make the suits a little more comic-accurate.
Oh, and I also added a palette for Star Sapphire (i.e. Violet Lantern), just for giggles. ;)
Labels: _meta_, Green Lantern
Hal as Black Lantern
Monday, October 05, 2009


Here's the sixth and final palette I've got planned for the "Blackest Night" edition of our Hal Jordan character. As with Indigo palette, I'm speculating a bit on what a Black Lantern Hal would have as a power set, based on what we've seen so far from other risen heroes. Here are the ideas I have planned:
- As with the others, custom intro and win/lose poses
- Custom voice clips
- Super-robust healing factor (can only be KO'ed by a level-3 hyper)
- Ring (i.e. power bar) charges very slowly, but using hyper moves won't deplete it
And... that's the plan. I'm not sure when I'll have him ready for release, because that depends on some factors outside my control (my available free time being one of the big ones), but he's progressing. My ScruffyDragon teammate SethZankuten has also been rocking some cool tweaks to Hal for the play-balanced version that will become part of the DCvsMarvel game we've been building towards... some of those changes may very well make it back into this version, or they may get left as project exclusives for now, but either way, between the comics and the characters, this is a good time to be a Green Lantern fan.
Labels: Green Lantern
Hal Jordan arcade intro
Saturday, September 26, 2009

Tonight I'm releasing a preliminary version of Hal's arcade intro for MUGEN, since it's been sitting half-finished on my hard drive for quite a while now. Enjoy!
You can download it from Hal's page, here.
Labels: Green Lantern
Hal as Indigo Lantern
Saturday, September 19, 2009


Here's the fifth palette idea I've had for our Hal Jordan character to commemorate the Blackest Night crossover. It's pure speculation, because thus far Hal hasn't wielded the Indigo light, and (SPOILER ALERT!) it looks more likely that Ray Palmer will have that honor. I didn't plan it this way, but this week in Blackest Night #3 our heroes finally meet the Indigo Tribe, and we the readers start to see what they're capable of -- just in time for me to try and figure out what that would mean for Hal to wield their spectrum of emotional energy, the light of compassion.
So far we the readers don't have a lot of information about what the Indigos' shtick actually is. They appear to wield staffs as their power focus, but are depicted using rings as well. They also seem to have a knack for using / redirecting the energy of the other light corps: so far we've only seen this with green and yellow (in the "Tales of the Corps" miniseries a few months back), but there's no reason to think it won't work with the others as well. They also forsake individuality, even giving up their names when they join the tribe! So for that reason I don't really see Hal "Question Authority" Jordan fitting in well. But these palettes are pretty crazy already, and I don't see Hal joining the Violet corps (the Star Sapphires) without certain... biological alterations (they appear to have a females-only roster), so let's just run with it, shall we?
So what kind of customizations am I going to give Hal for this palette?
- As with the others, custom intro and win/lose poses
- New special move to absorb / redirect energy from other corps (e.g. GLs, Sinestro, etc)
- Increased resistance to energy-based attacks
Kind of coming up short, here. I'm thinking I need more ideas... so if you've got any thoughts, feel free to post them in the comments below.
Next time, we imagine Hal as a Black Lantern!
Labels: Green Lantern


Here's the fourth palette idea I've had for our Hal Jordan character to commemorate the Blackest Night crossover. It reflects Hal's status during the recent Agent Orange story arc: Blue Lantern Saint Walker had placed a blue ring on Hal's finger to purge the poison of the red ring that had overpowered him, and the blue ring was "overclocking" the green ring, but it seemed the two were constantly fighting for control. So.... the palette will actually be a mix of blue and green elements, not straight blue.
This palette will not only look different, but will also behave differently than red, orange, and yellow... since it's mostly defensive, rather than changing his attacks it'll affect him in other ways:
- Custom intro and win/lose poses
- Powerbar quickly recharges whenever you're idle for a short time
- Special and hyper moves cost half as much power as normal (since I can't give you a "200%" power bar ;))
- Defense stats will be slightly higher, meaning he'll take a bit less damage than normally
- Moves are occasionally blocked/missed/interrupted by the ring asking "what do you hope for?" (heh)
So, mostly positive benefits, but at the risk of your high-power combo attack getting cut off by the overbearing ring. Seems like a fair tradeoff. >:)
Next up, indigo!
Labels: Green Lantern
Hal as Yellow Lantern
Friday, August 28, 2009


Here's the third palette idea I've had for our Hal Jordan character to commemorate the Blackest Night crossover. I can't find a comic scan of this look, other than the old Silver Age-style Bizarro Hal, who was also called Yellow Lantern. I don't recall it happening during the Sinestro Corps War crossover last year, but maybe it did and I just can't remember. But the fact that it's one of the five action figure variants DC is selling this summer gives me a clue that maybe it's coming up as part of Blackest Night.
Anyway, as with the red palette and orange palette, Yellow Lantern Hal will have several changes beyond the outfit and construct colors:
- Custom intro and win/lose poses
- Replace the Buzzsaw special with (something else)
- Replace the Knockout hyper with one based on Parallax (the fear entity, not Evil Hal)
Next up, blue!
Labels: Green Lantern
Hal as Orange Lantern
Saturday, August 15, 2009


Here's the second palette idea I've had for our Hal Jordan character to commemorate the Blackest Night crossover. Still no download yet, and I'm thinking "smart palette" might not happen... his current palette is pretty difficult to work with, and I don't really feel much like hand-editing hundreds of sprites. But I will do enough to make all of the palettes work, anyway.
As with the red palette, Orange Lantern Hal will have several changes beyond the outfit and construct colors:
- Custom intro and win/lose poses (the custom intro you see in the above shot is courtesy of my talented friend and ScruffyDragon forum regular and contest winner, Amon-Ra)
- More defensive stance animation
- The Plasma Sphere special will behave differently: instead of holding the opponent in place, it'll draw them closer to Hal for a follow-up attack
- I may alter/replace one of the hypers, too. Not sure yet.
Next up, yellow!
Labels: Green Lantern
Green Lantern: First Flight
Monday, August 10, 2009
(Listening to: Ring Capacity, by Kirby Krackle)
I watched the new straight-to-video Green Lantern movie, First Flight this weekend. Overall I enjoyed the heck out of it (and the soundtrack was EPIC), but I had a few quibbles.
Most striking to me was that, despite a few nods to current continuity (e.g. Sinestro's "evil" uniform, his motivation for opposing the Guardians), but overall the mythology Geoff Johns has built up over the past few years isn't there: the yellow impurity, Abin Sur's killer (and why he died), even the role of the central power battery is different here.
I don't want to be "that guy," I recognize that the GL's decades-long history of published comics needs to be streamlined in order to produce an approachable film, but I personally felt that a few more nods could have been easily made, for example Abin Sur's killer could just have easily been Atrocitus, even if his backstory was different. And framing the "green power" and "yellow power" in terms of the emotional spectrum would have been a nice touch, even if their respective entities and the other five color corps aren't referenced. But then again, there's nothing necessarily preventing those aspects from getting grafted on after the fact, just as Johns has been doing in the comics themselves. If successful enough (hint: go buy it!), I can totally see them doing a Sinestro Corps War movie.
Which would be at least 31 flavors of awesome.
Labels: Green Lantern, Links
Hal as Red Lantern
Thursday, August 06, 2009


Here's the first of several palette ideas I've had for our Hal Jordan character in honor of the just-launched Blackest Night crossover. No download yet, as I'm working on a rather complicated "smart palette" to enable some costume alterations.Red Lantern Hal will have several changes beyond the outfit and construct colors:
- Custom intro and win/lose poses
- More aggressive stance animation
- No voice samples... all moves will be accompanied by growls, grunts, and screams
- The "Soldier of Oa" hyper will be replaced by a new move I won't reveal (yet)
More to come soon. Still busy getting settled in to our new house and new work responsibilities, plus I'm working to try and merge my blogs at my new host (more on that soon), so I'm plenty busy even when it looks like nothing much is happening. ;)
Labels: Green Lantern
War of Light idea
Saturday, July 18, 2009

Sorry this is a day late, still neck-deep in boxes from last week's move.
In honor of the new Blackest Night / War of Light event that just kicked off in Green Lantern this week, I'm toying with the idea of releasing a series of patches for my Hal Jordan MUGEN character. The idea is to redo the sprites so that I can do custom palettes reflecting all of the various other lantern corps that are part of the ongoing event, and give each alternate palette a custom move or two, maybe a custom stance or intro or winpose as well. The first candidates will be red, orange, yellow, and blue, as Hal has briefly wielded each of these rings in recent issues of his title. (Indigo and Violet may not happen, in fact... that remains to be seen). Anyway, I'll be taking a look at what it would take to redo Hal's palette to support this kind of customization, and will post more news soon.
Labels: Green Lantern
Green Lantern Remix 1.5
Wednesday, April 29, 2009

Today I'm proud to offer up the latest and greatest version of Green Lantern Hal Jordan. Thanks to McCready, all of his ring construct effects have been retouched to look more like solid light and less like green plastic. (Thanks, man!)
Other changes you'll notice in this release:
- all of the non-green palettes (like Black Lantern and Sinestro) won't work anymore, because of the SFF changes. I may try to fix this later on, but for now it's a limitation.
- air charging ram is back (it somehow got accidentally disabled in the previous release)
- green afterimages when your power meter is full
- general move tweaks here and there to make the AI better without being quite so "spammy"
You can download GL Hal Jordan Remix on the ScruffyDragon portal, or on his page here. And as always, if you have any feedback about this release, feel free to email me, or head over to his release thread at ScruffyDragon.
Labels: Green Lantern, Scruffyversary
Hal patch release
Sunday, December 30, 2007
I've uploaded a new version of Hal Jordan, based on initial feedback from users of the initial 1.0 version. It includes the following fixes (v1.1 was uploaded Thursday but I forgot to mention it)- 27 Dec 2007: 1.1
Changed black palette to be more like a "black lantern" might be (i.e. dead)
Changed DCvsMarvel-style portraits out for ones that fit a normal screenpack
- 28 Dec 2007: 1.2
Tweaked standing & crouching basics and ground combos (sped up the regular moves slightly too)
Fixed forward dash and added a back dash/hop
Added forward air dash
Added AI from ThePacifist; I'll beef it up later, but this is better than what he had before.
Tweaked Ring Slinging trail effects
Fixed Plasma Sphere infinite (and added a fadeaway/disruption anim at the end)
Have fun!
Labels: 12 Days of Christmas, Green Lantern
The 3rd Day of Christmas
Thursday, December 27, 2007

Forgot to post this earlier. Mixing it up a little, day 3 isn't a release, it's a new YouTube video. This time, it's a tease of Larramones' and my Sinestro WIP:
He's progressing fairly well: about half of his basic movement animations, 3 standing punches, and a special move. But that said, he can't hold his own against Hal Jordan (yet), so for the purposes of the video I've turned off Hal's AI.
Labels: 12 Days of Christmas, Green Lantern, Sinestro, video
The 1st day of Christmas
Tuesday, December 25, 2007

After several years of starts and stops and the hard work of several talented sprite artists later, I'm proud to announce the release of Green Lantern Hal Jordan! Go get him here.
Note: He's a 1.0 public release, so there's bound to be stuff missing, moves that need tweaking, and (gasp!) some bugs. But for now, enjoy, and post any feedback you have here or over at the release thread on the ScruffyDragon forum.
Labels: 12 Days of Christmas, Green Lantern
New Parasite / Hal Video
Saturday, October 20, 2007
Hot off the presses... here's a peek at Parasite using powers he's stolen from GL and Deadpool. Oh, and no, I don't have the Unlimited's character yet... I'm just preparing for it. >:)
Labels: Green Lantern, Parasite, video
In Blackest Day, In Brightest Night...
Saturday, October 13, 2007
Beware your fears made into light!Let those who try to stop what's right,
Burn like my power, Sinestro's might!
Yep. With Smogon, McCready, Larramones, and whoever else wants to help, I'm making Sinestro for MUGEN. Click on his fantabulous portrait (donated by the talented Mr. Pychewing) for his newly-minted (but not yet very populated) WIP page:

Oh, and I recently revamped my characters front page, too:
Select your champion here...
Finally, there are minor updates to the WIP pages for Hal and Parasite. Both are progressing quite nicely, but thanks to both being leaked and shared on YouTube and other places as "ultra rare charz", I'm not going to releases betas until they're finished. You can thank the leakers and those who support them for that. =P
Labels: Green Lantern, Parasite, Sinestro
Emerald Knights
Friday, August 31, 2007
Here's a new teaser of Hal Jordan's moveset. Don't worry about sprite quality; I'll fix the messed-up ones later.Enjoy.
Labels: Green Lantern
Another YouTube vid
Thursday, March 15, 2007
I completely forgot to put this here when I uploaded it to YouTube last week... it's a preview of GL Hal Jordan versus Magus's new Ironman Remix (which is in public beta over at the DCvM portal)A couple of things to note: his get-hit animations aren't done, so there are times when he may seem a bit slow/sluggish recovering from a hit, or when it looks like he's just plain standing still... those are supposed to be his falling/getting hit/lying on the ground animations, which Enzo, Arque, & I are slowly working on adding.
Anyway, here it goes, enjoy:
Labels: Green Lantern, video
Some new stuff
Tuesday, February 20, 2007
Not a lot of activity around here since last fall's big Lobo release, but I've been plenty busy. Between grad school and family, MUGEN has slowed down a bit, but I'm still actively working on Hal, Hulk, Lex, thanks to my three spriting partners: Arque on GL, BobStarsky on Hulk, and Enzo on Luthor. Here are a few teases of the stuff I've been programming for these three:Arque's new sprites for Hal's dash/charging star special:

BobStarsky's new "Thunderclap" hyper:

A peek of the cool stuff Enzo's doing with Luthor:

DC's 52 comic has had some fun Lobo inspiration. New intro in progress:

A few more updates on individual character pages.
Labels: Green Lantern, Lex Luthor, Savage Hulk
Real Life gets in the way sometimes... =P
Monday, May 09, 2005
Okayokayokay, 2 months with no update = teh suck. I know.I'm also WAAAAAY overdue for a site update. That'll happen with my next character releases...
Ice & Lobo are in their final finishing touches now before release. I'm not gonna give a date, because I'll probably blow it, but I can say that they're both really close.
After that will most likely be Marrow. Then GL (Enzo is working fast on his share of the edits, which is turning out to be most of them! :))
Labels: Green Lantern, Ice, Lobo
Guess I owe everyone an update...
Friday, March 04, 2005
I've been busy with a bunch of stuff, some MUGEN related and a lot of them not. But so you know that there IS progress in my WIPs, I wanted to give you all a "State of the WIPs" update.

Lobo
Basics are all re-done with shinguards, thanks to Magus's help.
Voice is more or less done.
I'm re-editing the sprites for his Hook and Frag specials; they weren't very good. :|
Ice
I feel like she's so close to being finished that it's hard not to just release her now as-is... but there are still a few things she needs added. Magus just sent me a load of new sprites for her (things like a recovery roll and alpha counter), and she still needs a few sprites to finish her Amalgam attack, but she's most likely going to be my next release.
Her voice is also more or less done, thanks to some donated stuff from Loganir. :)
Green Lantern
If you've been visiting my site for very long at all you know that this guy's been on my "TO DO" list for pretty much my entire public MUGEN career. Well, thanks to my friend Enzo, he may someday soon become a reality... Enzo's sprite editing skills have increased TREMENDOUSLY over the past few months, and he has volunteered to help sprite a bunch (most?) of GL's stuff, so that the char actually gets done (what an amazing concept :-p). He's done a great job so far in making the new sprites fit the style that PrimeOp did so well in the sprites that HE finished, it should be seamless. I hope to post more here soon.
Marrow
Somebody has finally figured out the ArtMoney tables for Marvel vs Capcom 2, so a full sprite sheet of Marrow has finally been released. With that, I'll finally be able to go back and add in the stuff that my old WIP was missing... but there are still some pretty major programming bugs that I need to find and correct before she sees release... and somebody out there just might beat me to it, if I don't hurry. :-P
Silver Surfer
X-Boy recently sent me some new stuff he's working on, but it's not ready for me to add yet. Maybe I'll update this soon.
So I guess the theme of this update is, "I get by with a little help from my friends." Every single WIP I'm actively working on has had other people involved as well. Guess I just work better in groups. ;)
Labels: Green Lantern, Ice, Lobo, Marrow, Silver Surfer
Time for an update...
Tuesday, August 03, 2004
Gee whiz, time goes by more quickly than you'd expect it to. Lots of stuff has happened since last post here (remember, Warmachine Madness forums are much more active when it comes to finding out what I'm doing ;)).Lobo: Main Men and Mr. Hook are done. Working on his Frag! special, but it still needs to be balanced. When the air version if done, I'll be releasing Beta 1. Not long now. Also, this Lobo the Duck sprite was done for a sprite contest over at Warmachine Madness, but it's the basis for the Amalgam hyper Lobo's going to eventually have (except it might not be a proton cannon by that point)

Ice, Parasite, & Green Lantern: Actually I haven't worked on them since last update, but they're coming to the top in the pile of WIPs that I have on my plate now... I'm afraid I've taken on a bit more than I should have at once. :-
Marrow's nearly done. Just have to clean up the nasty sprites from the Bone Buster & Stinger Bones hypers, and fix the programming of the Ricochet Slash and Ride & Slash specials (both are off a bit). She'll very likely be my next release.
Guido: He's coming along rather nicely. Has a few specials & hypers now, McCready's working on a few more and he'll be done. Maybe in a few months...

Silver Surfer: X-Boy, the guy who's Human Torch WIP I'm programming for the Fantastic Four Project, has sent me a slew of cool Silver Surfer sprites, so I've started putting him together too (Torch is on hold, by the way, until Surfer is done). I've got his standing basics done, and have sprites for most of his gethits, crouching & air basics, so they'll be coming up soon too.


Labels: Green Lantern, Human Torch, Ice, Lobo, Marrow, Parasite, Silver Surfer, Strong Guy
Minor tweaks all over
Monday, September 15, 2003
Okay, lesse...- PrimeOp sent me a bunch of prototype stuff for Green Lantern, and I'm actually doing some of my own stuff for him as well. I'm keeping some of it to myself for the moment (hehehe), but have put together a couple of things for his wip page.
- Added a preview of some sprites I'll be using in Lobo's Amalgam attack. Rough at the moment, but it may give you some idea of what's in the works right now... ;)
- Parasite is desperately in need of an update. Hopefully I'll get to him soon.
Oh, and we're about to get clobbered by a Hurricane, so don't expect to hear from me for a while. Check my personal blog for more details.
Labels: Green Lantern, Lobo, Parasite
Monday, June 09, 2003
Upgraded the WIP pages for Lobo, GL, and Parasite so that they should work in Mozilla/Netscape. (And I must say, if you haven't tried Mozilla Firebird yet, go do it right now!!! I love it! The Parasite page still isn't working right on Moz because of the little palette thing I'm doing with the image-swapper, but you IE people (in other words, 99% of you reading this page) should have no problems.Other slightly cool news: I've got CJB domain forwarding turned on now, so if you want to shoot straight to your fave WIP page, you can bypass the news page entirely! (not that I'm suggesting this is a good idea, mind you, as news often hits the main page before it trickles down to the others) Anyway, give it a try here:
lobo.buyogslair.cjb.net
gl.buyogslair.cjb.net
parasite.buyogslair.cjb.net
Labels: _meta_, Green Lantern, Lobo, Parasite
Saturday, April 26, 2003
Wow, where to begin? I'm here at our new home in North Carolina now, settling in a bit. Three rooms of the house are still full of boxes and such, but we made it. :)I've done quite a bit with this site. I'll list the changes, going from minor to major:
- Tweaked various text around various pages, to make things a bit clearer where necessary.
- Changed the color schemes on the stages, add-ons, & Lobo WIP pages.
- Finally got around to doing a nicer logo for the add-ons page.
- Made the logo & background on the WIP page slightly cooler (see if you can figure out where the logo ends and the background begins! Whee!
- Moved the site to a different server (again)-- when we moved, we had to change ISPs. I may have one final move to make in a few days, if I decide it's necessary.
- Tweaked the layout of Lobo's WIP page a bit
- New animations for Lobo: he's got all 6 basic punches & kicks now! Just a few more frames & he'll be ready for an Alpha release!
- New WIP pages up for Green Lantern & Parasite! Check'em out!
Labels: _meta_, Green Lantern, Lobo, Parasite