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The 100 Mega Shock!

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Posts posted by The 100 Mega Shock!

  1. Here's to hoping for a HD Colosseum/XD sequel for the Wii U with consistent, high-poly models, Genius Sonority.

    those were made by the same people that worked on XY's pokemon so blame whoever doled out the budget for colosseum and xd

     

     

    having once dabbled in Pokémon fangames i can only say: lol @ using the RPG Maker XP engine with bolted-on scripts. Also fake-touchscreen style DS layouts on a PC game is a crime against UX design.

  2. SF2 has very random damage, dizzy and even execution windows spreads, but...they toned that down a lot as Capcom refined fighting game design.

     

    Shingo in KOF 98 actually has a critical hit ability, but that's mostly to offset him being a joke character. Melty Blood also has this as a universal mechanic, if you like that game.

  3. It's what it says on the tin.

     

    I wanted to do something a little different now and create something that would fit in better with more existing Mugen characters, as well as use a good, established system instead of a hodgepodge of mechanics from several different games. And, to commemorate over two years of creating trash characters, create a Mewtwo that does justice to the character.

     

    6PLrtwo.gif

     

    This animation is the most finalized, just missing the color layer over the shading and lines. Everything else is in a pre-cleanup state:

    Movement

    pYQxWSs.gifzjb8kQ4.gifsL4dZZ7.gif

    Gethits

    C6aFHJD.gif83DW1rM.giflFR6R71.gif

    Stand Basics

    YcsUojh.gift0TfI9N.gifJYPlqTJ.gif

    rWXYzi9.gifLhSZpBQ.gif

  4. Actually yes, but essentially a total overhaul that I'm going to be posting more about in the future. Update Time: http://www.youtube.com/watch?v=QX0svVtVO_Q http://www.mediafire.com/download/i8fialcpsodscw0/zangoose.zip http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose.7z This update fixes several bugs and oversights in the AI and character code and makes general improvements to most of the character, including more variance to the special attacks: AI: (Behaviour changes apply to higher difficulty levels; lower difficulty may perform actions at random) Might get around fireballs a little better. Shouldn't try to guard cancel fireballs unless the enemy is very close. No longer attempts Pursuit attacks before it's possible for the player to use them. Shouldn't try and combo into Crush Claw when startup is too long. Shouldn't try and combo into Tackle when startup is too long. Shouldn't try and use X-Scissor when the opponent is too high up. Checks both player's facing when choosing the appropriate ground recovery. ------------------------------------------------------ Palette select off by default. Times-out after a period of inactivity, should retain values between each round. Width adjusted to fit the sprite. Recovery time from jumping significantly reduced. Turning animation takes precedence when Zangoose jumps over the opponent. Fixed HK throw using the wrong variable in a trigger. Close MK reaches much further. Crouch MK hitbox slightly lowered. f+HK recovery changed. Ground Recovery faces player 2 when standing up. Crouching LK, MK and HP cannot be guarded high. Jumping normals cannot be guarded low. Most moves can now be blocked in the air. Fixed Tackle, Close HK, and Jump LP missing when next to very thin opponents. EX Iron Tail reduces opponent's defence for a short period of time. Fury Swipes: Reduced EX damage to reasonable levels. EX doesn't automatically attempt the 3rd attack. 3rd hit now causes knockdown, can't be cancelled into super. 2nd hit recovers much faster if not continued. Damage and startup reduced for Light and Medium variants. Pursuit: EX followups now unique. Width increased. Grab no longer reaches crouching opponents. Angle of jump adjusted for each strength. Tackle: Width made larger. Hurtbox made larger around the head and elbow. Hitbox pushes out slightly further and not as tall. X-Scissor: Knocks down opponents. Hitbox made slightly taller. X Velocity increased. Crush Claw: Attack sequence no longer uses hitdefs, so characters with odd hitboxes or a strange mid pos won't be stuck in the air. Hitdef now active from the correct frame when the hitbox appears Can't grab crouching opponents. X Velocity decreased; Y increased. Hitbox moved higher and further inside Zangoose's sprite Grab hitbox isn't active for the entire animation while falling Several EX moves / supers given small invulnerability periods Character-specific winquotes enabled. Minor animation & velocity changes.

  5. Posted Image
     
    A few hours left to wrap my Christmas present.
     
    Still six buttons, similar system to before. Faster, stronger, better coded and guaranteed smarter than Mewtwo
     
     
    Previous video since I don't have the means to record new ones right now:
    https://www.youtube.com/watch?v=p-b_chvLo3w
     
    Screens:
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  6. None at all? I think it would be cooler if it had a few, personally.

     

    Well, I don't think it's necessary given the different character design, and I'm worried it'd be hard to animate well in 3D because they weren't designed to do that. 

    Speaking of that, I was just in the middle of redoing the stance while I re-added all the existing sprites to fix bad color indexing I'd messed up without noticing.

     

    Posted Image

     

     

    As well as the current Zangoose palettes and a color template for more submissions:

     

    Posted Image template Posted Image normal P1 color for reference

    Posted Image the 16 colors currently included

  7. Enormous bump time: Zangoose has been completely reworked and is pretty much nearly complete at this point, save for a finished big portrait, some more work on intro poses and winquotes. I've put up a public download, though I'd hesitate to call it a full release for those reason and because I'd like to hear feedback and opinions first, as well as catch any mistakes that slip past me. It also contains a complete AI (based on The_None's Shaq) that you can see in this video. Video: https://www.youtube.com/watch?v=p-b_chvLo3w Download

  8. To be fair, 600+ Pokémon characters still can't compare to the amount of Ryus out there :=D: A lot of the good ones that have been made are the most logical: human-shaped bipeds - those that stand on two feet and fight using punches and kicks. Pretty much all of the non-biped characters are silly gimmicky things that don't fight like regular characters (I mean, a ball of plasma? What was that person thinking?!).

    i dare you to make the second coming of Petshop, mate
  9. Zangoose and Lopunny team on my roster.....I can see it!  Just make sure they got some tough and smart AI so they don't get 2-0 destroyed.  xD

     

    Yeah, it's a priority this time for the computer to not get destroyed and actually understand what they can do.

    I love your Mewtwo and we really do need more pokemon. Wonder if you could do the same with master chief? Been dying to get/make a good master chief myself.

     

    That's an interesting idea, but not something I'm very familiar with, and the rendering techniques I'm doing takes advantage of Mugen's limitations in a way that works great for cartoon characters, but not as much for realistic ones.

    Well, good luck for those chars.

    Thnaks.

    I'm now back on track after a very busy couple of weeks and have finished all Zangoose's basic normals and overhauled most existing animations:

    http-~~-//www.youtube.com/watch?v=_lbzXB4asHo

    A few sprites look like a bootleg Waku Waku 7 character because they're quick prototypes without outlines; Photoshop is giving me grief.

    Far Punches

    Posted Image

    Close Punches

    Posted Image

    Crouch Punches

    Posted Image

    Jump Punches

    Posted Image

    Far Kicks

    Posted Image

    Close Kicks

    Posted Image

    Crouch Kicks

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    Jump Kicks

    Posted Image

  10. Thanks, matt.

    Where did you get the models?

     

    Zangoose was my own creation. Lopunny is based on the model from Poképark for the Wii. You can find many of the model files online or take them from a copy of the game, they're not hidden and the game uses a standard Wii graphics format that can be openened in a program called BRRESViewer, which also works with a fair number of Nintendo titles like Brawl and Mario Kart.

    Arghh!!! Man... I will make a Feraligatr for MUGEN, if I had the expert-knowledge of an artist... but I can't even draw and I'm a bit afraid to ask someone to make at least a spritesheet...

     

    by the way how did you manage to make such awesome creations?

    Just almost two years of hard work and practice animating, really.

    also here's a painting:

    Posted Image

  11. Yeah, punching things without a thumb just looks weird. I've been adjusting the design to make it more suitable for a fighting game than the official model: Posted Image

     

    Where do you get your character animations?
     
    please If you could teach me how to make characters like this. I'll gladly make some of my own favorite pokemon!

     

     

    All the animation is done by myself using 3D models in a program called 3DS Max. It's quite a complicated thing to jump into I'm afraid - even though you can find models from official games on the internet it takes time to learn about how 3D graphics work and animation especially. My Blaziken that was released last year is much, much less refined in terms of the quality of the sprites and how well done the animation is, and it still took me almost a year to learn how to make that.

  12. Hi, I'm The 100 Mega Shock. You might know me as that guy on MFG who made some honestly not that good Pokémon characters. Now, I'm back with a two-for-one special on characters that might actually be fun to play and contain very challenging AI at high levels.

     

    Enormous bump time:

    Zangoose has been completely reworked and is pretty much nearly complete at this point, save for a finished big portrait, some more work on intro poses and winquotes. I've put up a public download, though I'd hesitate to call it a full release for those reason and because I'd like to hear feedback and opinions first, as well as catch any mistakes that slip past me. It also contains a complete AI (based on The_None's Shaq) that you can see in this video.

    Video:

    http://www.youtube.com/watch?v=p-b_chvLo3w

    Download

    A looooot of animations

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    Lopunny:

    Lots of code changes and new special moves to come since this video

    http://www.youtube.com/watch?v=IRU_FkM0C8Q

    Animations

    Posted ImagePosted ImagePosted ImagePosted Image

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