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RobotMonkeyHead reacted to cldz in How do I apply the default palette to relevant sprites?
1.open the sff on ff3
2.make new project-->sprites+import from another project,click ok and save
if all the char sprite have the same pal this should fix it
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
For the punch you just finished, maybe consider just switching the 2nd and 3rd frames?
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
These are coming along really nicely.
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RobotMonkeyHead reacted to Basara-kun in Megaman Classic Series
Megaman Classic Series Collection
This is my first collection on MFFA, based on Guild Database section I made recently and adapted to the style of various collections here. I hope you like it!!
Red is offline, Yellow is WIP, Green is AI only, Blue is edited and * needs an image.
Feel free to post characters aren't included here, correct things in collection, add links for offline characters or state if you're working on some of them as WIPs.
PS: Calamix's offline chars aren't (and won't) be included here since it's very unprobable those ones can be found, unless there's a link for them. So please don't ask about some of his chars to be included here unless you got the link for it. Thanks n_n
PS2: As said in MMX thread, Cesarsombra's chars are most (if not all) spriteswaps, get them for collection purposes only.
Other Megaman collections: X - Arcade - Zero/ZX - Battle Network - Others - Old MM Collection
Megaman 1-6 characters (NES)
Megaman/Rockman: Thomas Hsieh (MM2) - BLAZEMANXD (Spam N' Shootman) / Ahuron (MM4) / VinceJ / Shimon (MM6) / KhMaIBQ (MM2) / Tanicfan22 / Rico (scale2X) / KingPepe (scale4x) / Francisco Rondan / Gêmeos dos Jogos
Protoman/Blues: Calamix (MM3) / Francisco Rondan
Dr. Wily: MABS-KMK (scale2X) / Francisco Rondan
Sniper Joe: Basara-kun / Lukasxd / Oliver As Latias (Giga Joe) / Francisco Rondan
Missing/To be made: Metool
Bombman: Dxwho
Cutman: KM / Omega32able
Elecman: PyramidHead87 / Dxwho / MakaiBros
Fireman: Dxwho / Roberto22
Gutsman: Dxwho / Roberto22
Iceman: Roberto22 / Alerkina4
Missing/To be made: Yellow Devil
Airman: KhMaIBQ / Gamerduck13 / Francisco Rondan
Bubbleman: KhMaIBQ / Francisco Rondan
Crashman: KhMaIBQ / Oliver As Latias (Crashman no Constancy) / Francisco Rondan
Flashman: KhMaIBQ / Lukasxd / Francisco Rondan
Heatman: KhMaIBQ / Francisco Rondan
Metalman: KhMaIBQ / VinceJ / Emiliano Palleres / Francisco Rondan
Quickman: KhMaIBQ / J.K / Francisco Rondan / Alerkina4
Woodman: KhMaIBQ / Francisco Rondan
Mecha Dragon: N-Mario / Francisco Rondan
Alien: Francisco Rondan
Wall Robot: Francisco Rondan
Guts Dozer: Francisco Rondan
Geminiman: Francisco Rondan
Hardman: Calamix / Francisco Rondan
Magnetman: Francisco Rondan
Needleman: Calamix / Francisco Rondan
Shadowman: Calamix / Francisco Rondan
Snakeman: Calamix / Francisco Rondan
Sparkman: Calamix / Francisco Rondan
Topman: Calamix / Francisco Rondan
Missing/To be made: Breakman, Doc Robot
Diveman: Roberto22
Drillman: Roberto22
Pharaohman: Dxwho
Ringman: Calamix / TwistedSynapse (Ring Man ga Taosenai) / Oliver As Latias (Ring Thing)
Skullman: ArchaicGamer (aka Mature4evr) / Roberto22
Toadman: Ahuron / Neon Tiger (Copy Toadman & Meta Toadman)
Missing/To be made: Brightman, Dustman
Octopus Furnace: Mugendude26
Crystalman: Roberto22
Gyroman: Alexandre
Napalmman: Dxwho / Oliver As Latias (???/Hellbot [Bonus game])
Starman: Calamix
Waveman: Calamix
Missing/To be made: Chargeman, Gravityman, Stoneman, Darkman
Blizzardman: Shimon
Centaurman: Shimon
Flameman: ShoShingo / Shimon
Knightman: Shimon
Plantman: ShoShingo / Shimon
Power Megaman/Rockman: Anikiti
Tomahawkman: MegaMan X4 / Shimon
Windman: Shimon
Yamatoman: Shimon
Missing/To be made: Jet Megaman/Rockman
Megaman: The Wily Wars (Sega Genesis/Mega Drive)
Shadowman: ShadowMan & MegaMan X4
Missing/To be made: Megaman/Rockman, Protoman/Blues, all the other Robot Masters from MM1-3, Buster Rod G, Mega Water S, Hyper Storm H
Mechanical Fish: N-Mario
Megaman 16/32-bits characters (MM7-MM8-MM&B)
Bass/Forte: ShoShingo (MM7) - A.T. (MM8) / Hunter_eXe: MM7 - MM&B / True Bass (MM&B) / Bawiterry (MM&B) / VictorSSJ (MM&B) / Heyakes (MM8) / MegaMan X4 (MM&B)
Megaman/Rockman: Kitamin (MM7) / GatoSoft S.A. (MM8) / Hunter_eXe (MM8) / Basara-kun (MM&B, scale2X) / Karter (MM8, SSB style) / Emiliano Palleres (MM8) / MegaMan X4 (MM8)
Metool: N-Mario (MM7, scale2X) - HelloMyNameIsAAA / Blue B-Sky (MM8)
Protoman/Blues: Hunter_eXe (MM8) / MegaMan X4 (MM8)
Sniper Joe: Omega32able (MM8) / Lukasxd (MM8)
Missing/To be made: Dr. Wily (MM7/MM8), Protoman/Blues (MM7), Sniper Joe (MM7), Super Bass/Forte (MM7/MM8)
Burstman: Roberto22
Cloudman: Roberto22
Freezeman: DiegomanX5
Junkman: Alexandre
Slashman: Shimon
Springman: Calamix
Missing/To be made: Turboman, Shademan, Gutsman G, S-Adapt Megaman/Rockman
Hannya-NED: MABS-KMK (scale2X)
Mad Grinder: Basara-kun
Mash: MABS-KMK (scale2X)
Truck Joe: MABS-KMK (scale2X)
Van Pookin: MABS-KMK (scale2X)
Aquaman: Emiliano Palleres
Astroman: Emiliano Palleres (MM8)
Clownman: Emiliano Palleres
Cutman: Heyakes / PabloSSB / Calamix
Duo: Heyakes
Frostman: Lord Sinistro / DarkLuigi
Grenademan: Emiliano Palleres / Calamix / MegaMan X4
Rocket Tank: Emiliano Palleres (MM8)
Searchman: Emiliano Palleres
Swordman: Revengemaster / MegaMan X4
Tenguman: Emiliano Palleres (MM8) / Jojo Fu (MM&B)
Woodman: Heyakes
Burnerman: Heyakes / Jojo Fu
Coldman: Calamix / Shimon
Dynamoman: Cesarsombra
Green Devil: Ayce78 / Roberto22
Groundman: Omega32able
Hogale (Mech Whale): N-Mario
King: Heyakes / DiegomanX5 / Calamix
Magicman: Heyakes / Calamix
Pirateman: Heyakes / MegaMan X4
Megaman 9-10 characters (WiiWare/PSN/XBLA)
Dr. Wily: Emiliano Palleres
Megaman/Rockman: Emiliano Palleres (MM9)
Protoman/Blues: Emiliano Palleres (MM10)
Sniper Joe: Basara-kun
Missing/To be made: Metool, Bass/Forte, Helmetless Megaman
Concreteman: Emiliano Palleres / MegaMan X4
Galaxyman: Emiliano Palleres
Hornetman: Emiliano Palleres
Jewelman: Emiliano Palleres
Magmaman: Emiliano Palleres
Plugman: Emiliano Palleres / MegaMan X4
Splashwoman: Emiliano Palleres
Tornadoman: Emiliano Palleres / MegaMan X4
Fakeman: Emiliano Palleres / MegaMan X4
Blademan: Cesarsombra
Chillman: Cesarsombra
Commandoman: Cesarsombra
Nitroman: Cesarsombra
Pumpman: Cesarsombra
Sheepman: Emiliano Palleres
Solarman: Mothra67
Strikeman: Cesarsombra
Megaman GB (Rockman World) characters
Ballade: Mugendude26
Enker: Roberto22
Punk: Roberto22
Quint: Basara-kun
Missing/To be made: Megaman/Rockman
Mars: Roberto22 & Emiliano Palleres
Mercury: Calamix & Boilman
Sungod: Roberto22 / Ahuron
Terra: SpaceMouse
Jupiter: Emiliano Palleres
Missing/To be made: Pluto, Saturn, Uranus, Venus, Neptune
Megaman PC/DOS characters
Voltman: Basara-kun
Missing/To be made: Megaman, Sonicman, Dynaman, Waveman, Torchman, Sharkman, Oilman, Blademan, Bitman, CRORQ
Special Edited Characters
Megaman NES edits
Coldman: Hunter_eXe
Cutman V: SesakaTH
Magicman: Emiliano Palleres
Megaman Zelda: Calamix
Roll: Francisco Rondan
X (MMX Command Mission): MegaMan X4*
Tiny Yellow Devil: S666
Original NES edits
Rocketman: Emiliano Palleres
Gingerbreadman: GTAguy
Adapted NES edits
Iwao (2ch): man
Saiyajin (Dragon Ball Z): Tako
Boba Fett (Star Wars): Mothra67*
Stephen Quire (Greatest Freakout Ever): AwesomeBlue
PeanutButterGamer: AwesomeBlue
Medic (Team Fortress 2): AwesomeBlue
Spy (Team Fortress 2): AwesomeBlue
Inazuman (Tokusatsu show): Mothra64*
Self-Insert NES edits
Oliver: Oliver As Latias - Joey S.
Austin: Austinsanims
Giko: Austinsanims
Natnat: NatnatGaming101
mu70: mu70
Marvel NES chars by bdc
Gladiatorman - Kaineman - Modokman - Novaman - Skrullman
Megaman Powered Up (Pocket) edits
Bass: Omega32able & Mariotime
Roll: Hunter_eXe / Passer-by (scale2X)
Axl: Hunter_eXe & Emiliano Palleres
Zero: The_Virus_X
X: Emiliano Palleres
Timeman: A.T.
Oilman: A.T.
Bombman: A.T.
Megaman 7/8 Edits
Dr. Mario (Dr. Mario): S666
Falco Lombardi (Star Fox): Tako / DarkWolf13 & Walruslui / Jeffery Bonez
Fireman: The_Virus_X (MM8) - A.T. (MM7)
Fox McCloud (Star Fox): YochiThMaster333
Knightman MM8: Eloco
Needleman MM8: Emiliano Palleres
Pharaohman MM8: Emiliano Palleres
Roll: Calamix & Laspacho (MM7/PF) / Zetah & TheMegaFBX (MM8)
Skullman: Heyakes (MM7) / Emiliano Palleres (MM8)
Wolf O'Donnell (Star Fox): BigShowOfAll
Hi-Res edits/resprites
Gamerizer (MM7): Kamekaze
Hornetman (MM9): Iron Commando
Metool Boss/Daddy (MM4): O Ilusionista & RamzaNeko
Hyper Stone H (Wily Wars): O Ilusionista & RamzaNeko
Burstman (MM7): O Ilusionista & RamzaNeko
D4?Roll?: Ali (joke char)
Other Games Characters
ZX Antique (MMZXA): The_Virus_X
Rockman 7/8 FC (NES demake games)
Freezeman: Hunter_eXe
Frostman: Emiliano Palleres
Rocket Tank: Emiliano Palleres
Slashman: Emiliano Palleres
Missing/To be made: Megaman/Rockman, Bass/Forte, Burstman, Cloudman, Junkman, Springman, Turboman, Shademan, Aquaman, Astroman, Clownman, Grenademan, Searchman, Swordman, Tenguman, Duo, Timeman, Oilman
Megaman 11 (ripped or recreated)
Blockman: Anderson Miguel Favian Caceres
Missing/To be made: Megaman/Rockman, Acidman, Blastman, Rubberman, Fuseman, Torchman, Pileman, Tundraman
General Missing Characters
Characters from Rockman & Forte: Mirai Kara no Chousensha (Wonderswan)
More characters from Megaman: The Wily Wars (Genesis)
Calamix's offline characters, not mentioned here as said above
Characters from Megaman Doujin Games (MM Unlimited, Street Fighter X Megaman, etc.), to be added soon
Other MUGEN Stuff
Stages: Magma Dragoon MK-2 / Basara-kun / Hunter_eXe (MM&B) / PabloSSB / Kung Fu Man (Powered Up) / MABS-KMK / MDI / VinceJ / N-Mario / O Ilusionista (MM6) / Bawiterry (MM&B) / Enscripture (MM7-8, MM&B) / Oliver As Latias (MM2 Flashman, SFxMM Akuma) / Gêmeos dos Jogos (MM10 Challenge Stage)
Lifebars: Basara-kun (MM1-6) / Hunter_eXe (MM8) / Omega32able (MM8)
Screenpacks: Emiliano Palleres (MM8) / Modelo H (MM Mugen V) / Dark Donald (MegaMUGEN)
Fullgames: Emiliano Palleres (MM9) / KhMaIBQ (MM1-6) / N-Mario (Megaman vs. Zero) / O Ilusionista (MM Powered Up Remix)
Resources
Sprites Rips: Sprite, Inc / The Mechanical Maniacs (MM DOS/PC)
Sprite Rips from The Spriters Resource: Various Authors (MM1 - MM2 - MM3 - MM4 - MM5 - MM6 - MM7 - MM8 - MM&B) / Random Talking Bush (MM9 - MM10 - MMPU)
Sprite Rips from Sprite Database: Various Authors (MM1 - MM2 - MM3 - MM4 - MM5 - MM6 - MM7 - MM8 - MM&B) / GregarLink10 (Powered Up style) / Megadoomer (SFxMM Ryu) / DualEdge & Zou (MM&B WS)
Music from Sprite Database: Darkmew5 (MM1) / SuperFlomm (MM2)
Sound Rips: Enscripture
Sound Rips from The Sounds Resource: Nai255 (MM1) / J-Sinn: MM2 - MM4 - MM5 - MM6 / Blaz125 (MM3) / XBuster (MM7)
Missing: Enscripture Sprite Rips (all offline)
That's all by now. As I said in the beginning, I hope you like it
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
For the skull in the 4th frame, I'd angle the mouth down a little.
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
Hell yea, def lookin good!
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
Nice. Once you finish the walk, it looks like you've got the walk, jump, crouch and dash movements basically done, right?
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RobotMonkeyHead got a reaction from black dragon in crossbones by Black Dragon
I like it. Looks a little like his pose off the Marvel card that introduced me to him back when I was a kid. Anyway, yea sprites are looking really good so far. Looks like you've been getting the bones symbol to map onto his chest properly.
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RobotMonkeyHead got a reaction from CoolAnimeHustler in The time has come!
Ok, that's good to know. It shouldn't be a problem tho, I'm just going to auto pay it annually anyway. I'm actually looking forward to the tech support. I've been studying HTML, PHP, and CSS a bit and I want to see how accessible the sites code is to me in case we end up wanting to tweak some details or something. Eventually if I can get comfortable with it to a point where we don't need (at least constant) tech support anymore, that could be a pretty nice financial lift off our shoulders.
@CoolAnimeHustler
Man, I hear you. Ryon really has built the foundation of an awesome fucking community here. There are soo many cool people and so much hard work in art and coding, so much beautifully organized Fucking Sweet mugen content on this forum it would just suck beyond measure to see it go down. Thanks for helping foot the bill man, it really does help :)
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RobotMonkeyHead got a reaction from CoolAnimeHustler in The time has come!
I like it. A lot. It's much easier on both of us financially, plus I think we'll make a really solid team. You're all over this forum and I'm pretty good with technical and artistic stuff. That's the feeling I get anyway, I say let's go for it.
And thanks for covering the year @Ryon, that's pretty freakin awesome.
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RobotMonkeyHead got a reaction from Flowering Knight in Grasshopper (Character Balancing / Frame Data Tool)
Hello MFFA peoples!
This is a character balancing / frame data tool I made a couple years back called Grasshopper. I finally just finished polishing it off.
It allows you to gather multiple characters' frame data and damage values on a chart. You can easily copy / paste / move them around for averaging and comparison. It's geared for creators and editors who want to make highly balanced characters, or balance out existing characters or rosters.
You can group the characters data however you want. By game, or play style, etc. Grasshopper will then tell you the frame data averages for these groups and allow you to compare that average against specific characters data. It will show you either the difference between the two, or the average between the two, whichever you prefer. This will give you a clear sense of what damage and frame advantage you should set for each attack of your character.
Frame data for comparisons can be found on a reference site, or by using the Training character to get the frame data from existing Mugen characters. Grasshopper actually comes with about 5 or 6 characters frame data already loaded on it. If anyone decides to upload and share their frame data (partially or fully filled charts) for the good of the community, here's a thread specifically for that project. Hopefully, over time it could build up to a little library type resource of frame / damage data which could help bring much needed balance to the Mugen!
(A couple SF2 / SF3A characters frame data are included, along with links to pages where you can find more.)
Here's a gif that nicely shows the type of data Grasshopper works with:
Other possible uses:
Here's some pics:
And here's the link:
Download Grasshopper 1.0 - Contains original OpenOffice version, and a Microsoft Excel '97 exported version.
Download Microsoft OpenOffice - Free open source excel / word / draw clone. The program Grasshopper was made in, and the sure way to run it.
tl;dr
Spreadsheet for viewing, comparing and averaging characters frame data and damage.
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RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead
I almost certainly will, but not till he's finished.
(If for whatever reason I don't end up doing it, it would be a really easy conversion for whoever does.)
Steady progress on the in game moves list. That's actually turning out to be quite the project. It has a configure page which allows for In game palette switching, and option toggling. Here's a preview of one of the finished pages:
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RobotMonkeyHead got a reaction from Gaulbetti in Wario WIP by RobotMonkeyHead
I almost certainly will, but not till he's finished.
(If for whatever reason I don't end up doing it, it would be a really easy conversion for whoever does.)
Steady progress on the in game moves list. That's actually turning out to be quite the project. It has a configure page which allows for In game palette switching, and option toggling. Here's a preview of one of the finished pages:
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RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead
Ok, I know I haven't been the best about staying current with this wip thread, but despair not!!
Progress has not stopped! Not once, actually, and it's not about to now! I've just gotten a little lazy with the updates (2 months already!?)
Feedback
Fixed. No dancy.
1 - You can ignore the readme. It's in the process of being replaced by an in-game moves list.
2 - Fixed. Silly mistake :)
3 - Yea good call, the Dasherator's a bit unsafe. Made it so he's invincible to all attacks except other hypers now.
4 - Yes coin sound effects are a definite. All the sound will be overhauled once the coding is done.
5 - Bike and Bossummon commands fixed.
6 - I don't know what the dark area around Wario during the dash attack is all about... I can't seem to replicate it. Could it be the stage?
Thanks, too, glad you like the Bossummon hyper so far :) It's gotten a little better recently too, I added a zoom feature, along with some environment shake, and explodes.
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Progress Update:
* A lot of minor tweaks and touch ups to specials and hypers.
* Complete in-game moves list implemented (double tap taunt to toggle). Working "configure" page allows you to change his palette and any configurable options mid-fight. It also makes keeping track of your treasure collecting easy.
* I'll be starting in on the sounds very soon, and thank you very much@Clownmanfor the sound files!
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RobotMonkeyHead reacted to Clownman in Wario WIP by RobotMonkeyHead
Happy new year~! Good news: Your voices for Wario are finally here too.
http://www.sounds-resource.com/wii/wariolandshakeit/sound/5906/
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RobotMonkeyHead reacted to Noctis in Character W.I.P Video Showcase
I had the time yesterday and decided to make some test videos of Agrias.
She's all black because I'm color separating her, but I accidentally chose the palettes that didn't have all the separated colors.
Combo testing
https://www.youtube.com/watch?v=dO2pGkm5iAw
Magic testing
https://www.youtube.com/watch?v=2bAg2ksK2Ys
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RobotMonkeyHead got a reaction from Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ in Characters You Wish Were In Mugen
More than anything, characters from GWAR.
Close second, source accurate Killer Instinct 1 characters. Any of them would be nice, but particularly Fulgor, Orchid and Sabrewulf.
If there was a full source accurate KI1 roster, say the way OMEGAPSYCHO did Mortal Kombat 1 and 2, pretty much all of my mugen dreams will have come true.
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RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead
Ok, I know I said I'd address this stuff soon, and it's been about 3 weeks so I have to apologize. I have been busy tho, I've been writing a lot (and I mean a metric fuck load) of stuff for Tier 1's up & coming reopening. There's a sort of Mugen Training Camp in the works. That's coming along really nicely so far.
Also got a lot of work done on Wario. The boss summon hyper is finished and almost all of the feedback's been addressed code wise. I'll reply to the feedback soon, but I'm pretty excited about the boss summon thing, so I'm gonna explain it.
__/ Level 3 Boss Summon Hyper
There are 9 treasures total. They break down into 3 groups, each with 3 treasures. Get all 3 treasures in any 1 group and it adds a boss to your boss summon hyper. So by the time you get all 9 treasures, 3 bosses appear when you do the hyper. There's Bloomsday, Large Fry and Shake King. You get their boss emblems from Shake It in the "unused silver treasure chest" at the beginning of the round. (graphics where in the game data, but never used in the game itself. Same with the palette for Bloomsday and the crystal skull, wrestlers mask, rocket sprocket, and cymbalic ring sprites that I used.)
Bloomsday has his intro from Shake It, and immediately does his vacuum move, which pulls the opponent up to the flower, draining their life, then drops them in front and does the fan thing, which deals pretty heavy damage. The wind moves them around the screen whether or not they're actually hit. Bloomsdays pot acts as a barrier that p2 can't pass through but Wario can.
Large Fry has his intro from Shake It, after which he floats up to the top of the screen toward player 2. When he's over them he does 3 downward slams, then floats up off the screen and comes charging in from the side for 1 last heavy hit. He also gets bigger depending on how many other bosses are on the screen.
Shake King has the last part of his intro from Shake It where he drops out of the top of the screen, landing in front of p2. He does 3 fist pounds and a charge. He's also impassable to p2, so he creates some nice defense for Wario.
All 3 at the same time is pretty fuckin nuts. That's the last thing that I plan to add to him besides the in game moves list which will also show the treasure, and boss emblems and explain their effects and requirements.
EDIT: Added crawl.
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RobotMonkeyHead reacted to Big Green in Wario WIP by RobotMonkeyHead
I also experienced the glitch.
I may have been able to toss more than one HP Bob Omb at one point.
Certain Specials also have no sound, like the fireball. And I never ran into the treasure system.
Keep in mind I only made a quick glance, so I may have missed out on stuff.
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RobotMonkeyHead reacted to Clownman in Wario WIP by RobotMonkeyHead
I had been expirencing one where Wario starts doing "Push ups" for some reason until he gets hit. Then just recently: I did a Shoulder Bash air attack and now his "shield effect" for it is stuck on him.
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RobotMonkeyHead got a reaction from AxSeeker in Wario WIP by RobotMonkeyHead
Ok, so SPRI YAR ZON recently asked me to fix a few things in Wario by flammableking, Axkeeper and Set555's, and at first I was like "Well I like Warner's Wario, and I got that in my roster right now, and this one's got too many issues for me so..." but the more I play tested it, the more I was like "Ok, I think I can work with this."
So I started by exporting all the sprites into gimp, batch processed them to get some flatter bolder tones that looked a bit more mugen appropriate, and reloaded them back in, one by one. 16 hours. Had to do it that way to preserve the x,y axis. Oh, on that note, if anyone happens to feel like passing the suggestion in the spoiler at the bottom along to VirtualTek over at MFG, that would be awesome. Might save a bunch of people a bunch of time.
Anyway, then I started redoing all the animations and clsns and untangling and rebuilding the code. It was a little bit like Ryu and Wario in a blender at first. I added in animations, rounded off edges... well, there's a change log below that has most of what I did. So after about a week of solid work I'm about 2/3 of the way through the project, and I've been posting the work log on my edit's thread.
As it happens, I'm going to visit my girlfriend for the long weekend, so I was just going to pm SPRI YAR ZON a private beta so he didn't have to wait, but then Staubhold asked for a beta to test. I figured he was probably right, I should put a beta up for testing before I release it. Given the actual amount of work I put into it, which will hopefully show, I figured I'd do it right and make an actual topic, rather than just popping it up on the ol edit's thread. So here we are.
Thanks go to SPRI for suggesting this character, and of course flammableking, Axkeeper and Set555 for all the hard work they already put into it.
Without further adieu, Wario:
Here's the up to date list of changes:
Stand: Walk: Taunt:
________________________________/ STANDING BASICS \________________________________
s.QP: s.MP: s.SP:
s.QK: s.MK: s.SP:
________________________________/ CROUCHING BASICS \________________________________
c.QP: c.MP: c.SP:
c.QK: c.MK: c.SK:
And of course, the download link: Download WarioRMH_beta.zip
P.S. Here's that suggestion I was hoping someone could pass to VirtualTek:
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RobotMonkeyHead reacted to Staubhold in Wario WIP by RobotMonkeyHead
Some feedback (all tested in MUGEN 1.1)
- in some of the intros Warios laughter is misplaced/plays too soon
- crouching HP needs a ground hit sound
- Focus Windup Punch goes indefinitely if you hold down MP & MP... Should have a time limit
- Belly Bounce (MP,MP) does not hit correctly, you Wario will only hit with his arms, not his belly because of his distance to p2
- Belly Slide (hold MP in the air)... Wario turns suddenly on the ground in his back jump version. Neutral jump Belly Slide has no slide on the ground at all
- some of the throws have two grab sounds
- suggestion on air fireball... maybe have diff. angles?
- I can do all level 2 hypers in the air, resulting in Wario standing in the air or Dasherator stays in the air
- I can jump over p2 and hold up forward, Wario will not turn around facing p2
I get a lot of debug messages... Needs more sounds.
Other then that, really like it!
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RobotMonkeyHead got a reaction from 00EccoTenshi in Wario WIP by RobotMonkeyHead
Ok, so SPRI YAR ZON recently asked me to fix a few things in Wario by flammableking, Axkeeper and Set555's, and at first I was like "Well I like Warner's Wario, and I got that in my roster right now, and this one's got too many issues for me so..." but the more I play tested it, the more I was like "Ok, I think I can work with this."
So I started by exporting all the sprites into gimp, batch processed them to get some flatter bolder tones that looked a bit more mugen appropriate, and reloaded them back in, one by one. 16 hours. Had to do it that way to preserve the x,y axis. Oh, on that note, if anyone happens to feel like passing the suggestion in the spoiler at the bottom along to VirtualTek over at MFG, that would be awesome. Might save a bunch of people a bunch of time.
Anyway, then I started redoing all the animations and clsns and untangling and rebuilding the code. It was a little bit like Ryu and Wario in a blender at first. I added in animations, rounded off edges... well, there's a change log below that has most of what I did. So after about a week of solid work I'm about 2/3 of the way through the project, and I've been posting the work log on my edit's thread.
As it happens, I'm going to visit my girlfriend for the long weekend, so I was just going to pm SPRI YAR ZON a private beta so he didn't have to wait, but then Staubhold asked for a beta to test. I figured he was probably right, I should put a beta up for testing before I release it. Given the actual amount of work I put into it, which will hopefully show, I figured I'd do it right and make an actual topic, rather than just popping it up on the ol edit's thread. So here we are.
Thanks go to SPRI for suggesting this character, and of course flammableking, Axkeeper and Set555 for all the hard work they already put into it.
Without further adieu, Wario:
Here's the up to date list of changes:
Stand: Walk: Taunt:
________________________________/ STANDING BASICS \________________________________
s.QP: s.MP: s.SP:
s.QK: s.MK: s.SP:
________________________________/ CROUCHING BASICS \________________________________
c.QP: c.MP: c.SP:
c.QK: c.MK: c.SK:
And of course, the download link: Download WarioRMH_beta.zip
P.S. Here's that suggestion I was hoping someone could pass to VirtualTek:
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RobotMonkeyHead reacted to Staubhold in Wario WIP by RobotMonkeyHead
Never test with costum screenpacks/lifebars particularly with a tag mode!
Always test with a basic & plain MUGEN version.
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RobotMonkeyHead reacted to Scrombo in Wario WIP by RobotMonkeyHead
Spoiler: Lots of pictures, some feedback.
Keep up the great work!