Jump to content

BoyBoyz

Author
  • Posts

    225
  • Joined

  • Last visited

Reputation Activity

  1. Like
    BoyBoyz got a reaction from Éric Roy in The Killing Blade - Final Boss - Lord Wizard   
    The final boss of "The Killing Blade", Lord Wizard, is here.
     
     
    There is an error flood of no parent in bindtoparent, that I'm unable to fix, but that's about it.
     
    Movelist in file folder.
     
    https://www.mediafire.com/file/kjitk48kesuzd56/Lord_Wizard_3_Jun_2019.zip/file
     
  2. Like
    BoyBoyz got a reaction from hoodnerd88 in Shin Shishioh edit (Neogeo Battle Coliseum)   
    Jin's version, edited by someone to give it great AI. Uses KOFXI super sparks / sounds. Select original boss-colour palette with button a.
     
    Didn't like it that all the versions of Shin Shishioh out there do not have the following source-accurate stuff which I added:
     
    *added more edits - latest filename should be "edit2" instead of "edit"
     
    1. Adjusted movetimings and some sprites of earth chopper (light version comes out slightly faster while heavy version is slightly slower) (F,D,DF,x/y)
    2. Earth chopper heavy version is unblockable.
    3. Earth chopper both versions now negate normal projectiles.
    4. Adjusted timings and bgpalfx of nightmare (D,DF,F,a/b).
    5. Nightmare is now invulnerable to throws and projectiles while Shin Shishioh is darkened.
    6. Adjusted timings and stun duration of silent storm (D,DF,F,x/y).
    7. Adjusted timings of beast blow (D,DB,B,x/y).
    8. Beast blow now has smaller get-hit (blue) hitbox (only crouching attacks can hit him) in the startup (first 3 sprites). The actual boss used this to go through projectiles.
    9. Removed afterimages.
    10. New custom projectile special (DF,c) and super (DFDF,c)
     
    Hopefully this is the most accurate Shin Shishioh in terms of boss-accurate gameplay for now, with some brutal AI.
     
    https://www.mediafire.com/file/004c5hlf3z4w1q8/Shin-Shishioh_27+Dec+2020+edit.zip/file
  3. Upvote
    BoyBoyz got a reaction from gerarc21 in Ragnarok - final boss of Arcana Hearts 3   
    Finally, slowly completing all my dreamed of characters in Mugen.
     
    Custom version. Will look weird in bigger stages.  Differences from original:
    1. No platforms to jump on to better avoid his full-screen unblockable ultimate.
    2. The green projectiles in the original, do not cause enemy to get hit but still do damage. I tried experimenting with ground.type = none and some targetlifeadds but the result wasn't fantastic, so nope, unless someone advises better.
    3. The helpers and green projectiles move differently, according to my own custom manner (but still somewhat similar to the original).
    4. As a result of the above, nerfed some damages of certain moves except the ultimate. As shown in the video, he CAN BE BEATEN!
     
    Note: the green projectiles can be destroyed by attacking them!
    Note2: you may wish to check out how to place the lifebars in front of characters. An easy edit of the fight.def file in data folder.
     
    http://www.mediafire.com/file/0m0qv1u419sztyu/Ragnarok_3_Dec_2020.zip/file
     
    Movelist is in the folder. Simple commands.
     
    PS: there is an error with the .sff file if used in Mugen 1.0.  No idea why (might be something to do with fighter factory studio).. sorry.
  4. Upvote
    BoyBoyz got a reaction from CoolAnimeHustler in Perfect-G - final boss of Denjin Makai old-school game   
    *Due to the sub-optimal quality of screen-recording, some of the moves appear to have 'disappearing' frames. They are not like that in reality.
     
    Came across this boss character and thought he had quite a set of looks and moves, and seemed fairly simple to make.
    He cannot guard at all.
     
    https://www.mediafire.com/file/81gc4i8vstjpzil/Perfect-G_21+Dec+2020.zip/file
     
  5. Upvote
    BoyBoyz got a reaction from Lillie's 音MADs in Ragnarok - final boss of Arcana Hearts 3   
    Finally, slowly completing all my dreamed of characters in Mugen.
     
    Custom version. Will look weird in bigger stages.  Differences from original:
    1. No platforms to jump on to better avoid his full-screen unblockable ultimate.
    2. The green projectiles in the original, do not cause enemy to get hit but still do damage. I tried experimenting with ground.type = none and some targetlifeadds but the result wasn't fantastic, so nope, unless someone advises better.
    3. The helpers and green projectiles move differently, according to my own custom manner (but still somewhat similar to the original).
    4. As a result of the above, nerfed some damages of certain moves except the ultimate. As shown in the video, he CAN BE BEATEN!
     
    Note: the green projectiles can be destroyed by attacking them!
    Note2: you may wish to check out how to place the lifebars in front of characters. An easy edit of the fight.def file in data folder.
     
    http://www.mediafire.com/file/0m0qv1u419sztyu/Ragnarok_3_Dec_2020.zip/file
     
    Movelist is in the folder. Simple commands.
     
    PS: there is an error with the .sff file if used in Mugen 1.0.  No idea why (might be something to do with fighter factory studio).. sorry.
  6. Upvote
    BoyBoyz got a reaction from gerarc21 in Tatsunoko vs Capcom Final Boss - Yami Form 1 (Update 29 Aug 2020)   
    This boss is very well made in the original game, lots of sprites; couldn't rip all of them hence some moves (esp the super moves) have lesser / custom sprites / animations.
    Lacking proper walking forward/back sprites, and some others.
    Lacking proper Tatsunoko hit / guardsparks for Yami.
    Lacking intro / win / lose / taunt animations.
     

    Update 29 Aug 2020
    1. Added and fixed walking sound
    2. Added combos from buttons x / a / b into specials (rockets) and 2 supers to make it accurate to source.
    3. Made the sound effect for Super Saw loop as the move would delay if it hit / was guarded.

    Movelist:
    Specials
    x - Hammer - Must be blocked high. Can hit lying down enemies (custom).
    y - Jump hammer - First hit must be blocked high; the entire base of its body can hit enemies (custom). Second hit when it lands on the ground is an earthquake that hits the entire ground (wont hit air enemies but can custom hit lying down enemies), no need to block low.
    a / b - Saw - Must be blocked low.  It can hit enemies even after the saw frame (when turning).
    D,DF,F, x/y - Air Rocket - shoots 4 rockets that descend from the air and track enemies (not exactly like original move as too hard to replicate).
    D,DF,F, a/b - Bottom Rocket - shoots 2 rockets that move forward and track enemies (not exactly like original move as too hard to replicate).

    Supers
    D,DF,F, z - Energy Wave - unblockable but low damage and radius. Drains ALL of enemy's power bar.
    D,DB,B, z - Super Saw - spins forward and back at fast speed. No need to block low.



    http://www.mediafire.com/file/bun0wuvraanf3t8/file
  7. Upvote
    BoyBoyz got a reaction from SSBKing65✯ in Tatsunoko vs Capcom Final Boss - Yami Form 1 (Update 29 Aug 2020)   
    This boss is very well made in the original game, lots of sprites; couldn't rip all of them hence some moves (esp the super moves) have lesser / custom sprites / animations.
    Lacking proper walking forward/back sprites, and some others.
    Lacking proper Tatsunoko hit / guardsparks for Yami.
    Lacking intro / win / lose / taunt animations.
     

    Update 29 Aug 2020
    1. Added and fixed walking sound
    2. Added combos from buttons x / a / b into specials (rockets) and 2 supers to make it accurate to source.
    3. Made the sound effect for Super Saw loop as the move would delay if it hit / was guarded.

    Movelist:
    Specials
    x - Hammer - Must be blocked high. Can hit lying down enemies (custom).
    y - Jump hammer - First hit must be blocked high; the entire base of its body can hit enemies (custom). Second hit when it lands on the ground is an earthquake that hits the entire ground (wont hit air enemies but can custom hit lying down enemies), no need to block low.
    a / b - Saw - Must be blocked low.  It can hit enemies even after the saw frame (when turning).
    D,DF,F, x/y - Air Rocket - shoots 4 rockets that descend from the air and track enemies (not exactly like original move as too hard to replicate).
    D,DF,F, a/b - Bottom Rocket - shoots 2 rockets that move forward and track enemies (not exactly like original move as too hard to replicate).

    Supers
    D,DF,F, z - Energy Wave - unblockable but low damage and radius. Drains ALL of enemy's power bar.
    D,DB,B, z - Super Saw - spins forward and back at fast speed. No need to block low.



    http://www.mediafire.com/file/bun0wuvraanf3t8/file
  8. Like
    BoyBoyz got a reaction from Blue Monkey in The Killing Blade - Final Boss - Lord Wizard   
    The final boss of "The Killing Blade", Lord Wizard, is here.
     
     
    There is an error flood of no parent in bindtoparent, that I'm unable to fix, but that's about it.
     
    Movelist in file folder.
     
    https://www.mediafire.com/file/kjitk48kesuzd56/Lord_Wizard_3_Jun_2019.zip/file
     
  9. Like
    BoyBoyz got a reaction from guykazama in Suiko Enbu Final Boss - Chougai   
    Chougai (Transformed) is here.  Finally know how to rip sprites and music from MAME.

    Plays like the Arcade version, with 2 PS1 moves and 1 move from his non-transformed version incorporated.
     

    Download
    http://www.mediafire.com/file/oomg47i92epdsu5/Chougai_1_May_2019.zip/file
     
     
    Movelist:
     
    His light kick can repel smaller ground-based projectiles.

    [Command]
    name = "Invulnerable Barrier"  -  Can only be used when he is hit, or recovering from lie down position
    command = c

    [Command]
    name = "Flame"
    command = ~B, DB, D, x or y

    [Command]
    name = "Dark Ki Beam"
    command = ~D, DF, F, a or b

    [Command]
    name = "Iron Body Repel"
    command = ~D, DF, F, x or y

    [Command]
    name = "Arrows"
    command = ~D, DB, B, x or y

    [Command]
    name = "Light Dashing Kick"
    command = ~D, DB, B, a

    [Command]
    name = "Strong Dashing Kick"
    command = ~D, DB, B, b
  10. Like
    BoyBoyz got a reaction from ramon garcia in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  11. Upvote
    BoyBoyz got a reaction from AndreaGamer007 in True Lotus Master (Martial Masters FInal Boss)   
    The current lotus master isn't the final boss, so I decided to make this guy.  However, at 90% completion, life took over and I don't have the time or energy to continue. After a break of 1-2 months, I'll just post the 90% I have done.  Movelist is in Readme file.
     
    http://www.mediafire.com/file/9800cf2h8if0jr7/True_Lotus_Master_90%_7_Mar_2018.zip
     


     
    What's left:
    adjust damages
    hit pausetimes (normal moves done)
    intro and ending (90%)
    hitsounds some inaccurate
    hitsparks position
    guardsounds missing in some moves
    guard dmgs
    recovery roll after hit down
    etc
  12. Upvote
    BoyBoyz got a reaction from CoolAnimeHustler in True Lotus Master (Martial Masters FInal Boss)   
    The current lotus master isn't the final boss, so I decided to make this guy.  However, at 90% completion, life took over and I don't have the time or energy to continue. After a break of 1-2 months, I'll just post the 90% I have done.  Movelist is in Readme file.
     
    http://www.mediafire.com/file/9800cf2h8if0jr7/True_Lotus_Master_90%_7_Mar_2018.zip
     


     
    What's left:
    adjust damages
    hit pausetimes (normal moves done)
    intro and ending (90%)
    hitsounds some inaccurate
    hitsparks position
    guardsounds missing in some moves
    guard dmgs
    recovery roll after hit down
    etc
  13. Upvote
    BoyBoyz got a reaction from Tac Nayn in Goku Black by InSeph   
    Just had to sign in to say that this is awesome!
  14. Upvote
    BoyBoyz got a reaction from the master in Aizen Sousuke (Bleach) - 17 July 2015   
    These changes have been made today:
     
    1. Kyokasuigetsu is perfect (DB+c, gives full invulnerability) can be done in the air.  2. AI tweaks to make him always use that skill before using other skills. 3. All blood effects tweaked to only appear if p2 is hit or in the special state. This is to prevent the blood from appearing if some overpowered character is able to evade the hit or forced state.  
    http://www.mediafire.com/download/mcc748w966zrkj2
  15. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama - One-Punch Man - 13 Mar 2017   
    Update of 21 Apr 2016:
    1. Added new air moves with button y and b, with new sprites.  Both can be done backwards in air to do cross-ups.
    2. Added new lie on ground sprite.
    3. Fixed bug with Consecutive Normal Punches when Saitama vs. Saitama
    4. Added new uppercut sprite when he punches the meteor.
    5. Added a block sprite (120,2) but have not used it.
    6. Added Tatsumaki sprite, but have yet to code her as a helper.  May not do so if no time.
     
    New sprites are updated by JUS.  May add in more relevant facial expressions if I have the time.
     
     
  16. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama - One-Punch Man - 13 Mar 2017   
    Haha thanks.  Dont mind me, just listing down what I updated as of 16 Mar 2016:
    1. Fixed super armor to disappear when doing all his super moves, so in 1v2 scenarios, enemy(2) cannot hit him during a super.
    2. Also fixed super armor to disable during any normal moves with nothitbys.
    3. Fixed certain issues with Genos's fireball hitting enemies out of the custom state or pauseframe.  Now Genos's fireball can only hit P2 if P2 isn't already hit.
    4. Tweaked width in consecutive normal punch super, to prevent a bug where he wouldnt connect sometimes.
    5. The rising phase of his "c" normal is now invulnerable, to prevent any issues that might crop up with super armor.
     
    If you want a Saitama that can be killed, you now need to disable the assertspecial, lifeset, and lifeadd in statedef -2. 
     
    I love this character and I want him to be as bug free as possible, be it whether the updates are downloaded/noticed or not xD.
     
    https://www.mediafire.com/?lsd108505blou44  -  Saitama 16 Mar 2016.rar
  17. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama - One-Punch Man - 13 Mar 2017   
    Haha just remove the assertspecial and lifeadd things in the statedef -2 area. Then he can be killed before he reaches 1 power bar (where he will kill instead) xD
     
    im thinking of trying to do a remove super armor button where he can purposely let enemies smack him around. 
  18. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama - One-Punch Man - 13 Mar 2017   
    Update:
    1. Added the super armor officially, and he takes no damage while moving or doing anything. HOWEVER, if you press start or hold start, he can be hit and damaged as long as he isn't knocked off the ground (where he will enter the superarmor state and regain full health)!  But he won't die if life reaches 0.
     
    2. NEW MOVE!  You'll be reminded of the deep sea king fight, where he 'punches the rain away'.  The video shows a 2-hit combo, but I have fixed that already. Perform by pressing D,DB,B + b.
     
     
    https://www.mediafire.com/?lsd108505blou44  -   make sure the file you download is titled Saitama 14 Mar 2016_1 for the correct version.
  19. Upvote
    BoyBoyz got a reaction from DarkRuler in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  20. Upvote
    BoyBoyz got a reaction from gui0007 in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  21. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  22. Upvote
    BoyBoyz got a reaction from 00EccoTenshi in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  23. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  24. Upvote
    BoyBoyz got a reaction from Kazagami in Saitama - One-Punch Man - 13 Mar 2017   
    New Video 13 Mar 2017
    [
    CREDITS TO JUS FOR THE SPRITES! Credits to Cliff for some sprites, animations, and coding that I used in the latest update.
     
    He has localcood to make him look bigger, so the effects may look bigger or smaller in other mugen configurations. 
     
    He has 5 winposes with 8 randomly triggered voices, and 4 intros with 4 randomly triggered voices. Try to catch all of the good ol' Saitama quotes!
     
    Movelist is in the folder.
     
    Changelog 13 Mar 2017
    System:
    changed sprites for 100 pushups, 100 situps, 100 squats introduction
    new gethit sprites (only when u press and hold enter can he get hit)
    new guard sprites
    standing animation changed
    new running animation and tweaked speed
    tweaked hop back distance
    AI updated with new supers
    fixed remappal issue
    movelist writeup updated
     
    Normals:
    added air dash
    added normals: air chop (can do in air), roundhouse kick, launch kick, air dash punch, dashing elbow, one inch punch. movelist changed
    changed some hitsounds for normals
    pressing start now has different animation when he becomes hittable
    Added Tatsumaki helper. She randomly does 2 moves - tornado and meteor (credits to Cliff for the idea/code)
     
    Supers:
    Added saturday sale uppercut as a super (credits to Cliff for the idea/code)
    new animation added for punch meteor super (credits to Cliff for ripping the animation)
    white eyeball sprites for serious punch / death punch (credits to JUS for the sprites)
    new accurate animation added for death punch (credits to Cliff for ripping the animation)
    Added split earth atmosphere animation during serious punch (credits to Cliff for ripping the animation)
    Added latest super (quite simple one) - whirling butt attack used on suiryu. Changed the whirling tornado effect.
    Completely redid animation for air consecutive punches (credits to Cliff for ripping the animation)
    added another variation of super sidehops (code by Cliff)
    Fixed punch rain super to have rain sound in the start.
     
    What may be missing:
    Almost unnoticeable stuff like some guardsparks/hitsparks here and there.
     
     
     
    https://www.mediafire.com/?5g9ey4rupgd6ot5  -   68mb
  25. Upvote
    BoyBoyz got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Saitama (One Punch Man)   
    Theres so much thats not the video :D hes actually 60% complete. 
     
    Im making a character in mugen that is accurate to th anime source, not to a fighting game. Mugen is that beautiful because it can convert dreams into reality. My dream for saitama is to be a walking cheat/joke character.  But ill make him interesting enough that his cheapness doesnt spoil the fun
×
×
  • Create New...