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RobotMonkeyHead

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  1. Upvote
    RobotMonkeyHead reacted to Gaulbetti in Wario WIP by RobotMonkeyHead   
    -I can't seem to spawn the motorcycle anymore. After I tried it in Training mode, I went to use him in Vs. and I really can't seem to spawn it anymore no matter what.
    -Also, spawning the Dasherator also spawns the motorcycle, after the above glitch, he'll do a Focus Attack.
    -For some reason, when I throw any Bob-omb, I can't throw fireballs anymore, he'll do the animation, but no fire is thrown.
    -Many of his hurt voices often play at once when hit.
    -I had a strange glitch where I caught an enemy getting thrown back from an explosion, and they froze in the air right above the ground in a falling state, when the grab ended, (Spin) they took no damage and just fell to the ground.
    -If a chest spawns while he's in the air, Wario will stay in mid-air, regardless if he's on the chest or not.
    -Maybe the damage on Ground Pound and Round Down Ground Pound could be toned up a little? I mean, it IS Wario...
    His new hypers are really cool, and the motorcycle was awesome when I tried it. Some of these issues are probably caused from Add004, though...
  2. Upvote
    RobotMonkeyHead reacted to jenngra505 in Wario WIP by RobotMonkeyHead   
    Can you release a version for 1.0? (I use that for my main Mugen stuff). Now for actual feedback:
    First off the character is incredibly unbalanced with moves such as Captain's Pile Driver and GIMME YOUR LUNCH MONEY being too underpowered whilst other moves such as Flaming Wario are overpowered.
    Crouching Light Kick is incredibly safe with a whopping 12 advantage frames.
    Medium and Strong versions of Wustache Twister are able to combo into themselves allowing you to endlessly float in mid-air.
    Max Fastosity Dasherator is hard to figure out at first unless you know those are supposed to be pipes and not shiny red buttons.
  3. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead   
    It's all good.  Laharl, Staubhold and SPRI YAR ZON have been pretty on point with the technical feedback so far.  Really the only thing I'd like you to do is see if you can get him to break or produce weird glitches.  If you can, see if you can replicated it reliably and if so, just let me know what it is and what you're doing to get it to happen.  Any suggestions you have for move tweaks and the like are welcome too. :)

    At this point he's pretty close to finished, so the more problems found / detail tweaks made the better.
  4. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead   
    Ok, confession time.  I haven't refurbished the sprites yet.  But I got almost everything else done. The only thing that isn't finished at this point is the in game moves list, the intros and win poses, and a potential bonus hyper. 

    I'll send out a new beta soon, but before I do, is anyone else interested in beta testing?  Ballsdeep?  Clownman?  All you gotta do is see if you can break him or make him do weird shit, and if you do tell me how.  @Dhillon521 I haven't heard from you, are you still interested?

    In the meantime, here's a quick peak at a rough draft of the In Game Moves List (map scrolls behind text):
    Page 1:

    Page 2:


    Progress Update: 
    Bob-ombs are finished: Behavior = Blink, face opponent, wind up 3 times, hop, repeat for 3 hops then light.  Fuse burns for 2 seconds, while bob-omb begins to glow red/orange then explodes.  Explosions launch other bob-ombs toward opponent, and launch either Wario or opponent away from their center.  3 bob-ombs on screen max. QCB + QP drops one in place, QCB + MP throws one, QCB + SP throws an already lit one.  Works in air.  Bob-ombs can be knocked around the screen be either Wario or opponent, and fireballs (or other bob-omb explosions, or fire hyper) can be used to light bob-ombs.

    Captain's Piledriver hyper is finished.  Pretty standard pile-driver.  Can be linked to from the other throw chains, in place of the last throw.  Lunch Money hyper can also be linked into the same way.

    Ground Pound hyper is finished.  Similar to the special but with much greater range and effect.  

    Mad Bob-omber hyper is finished.  Wario eats a lit bob-omb, causing him to immediately gain 3 garlics and begin to glow red, for the exact duration of the bob-ombs fuse.  When it explodes, Wario bursts into flames and throws about 15 lit bob-ombs in all directions causing a massive explosion.  

    Motorcycle special is finished.  D, D, P causes the motorcycle to appear.  Wario can jump on and off it freely. It can be hit and moved around the screen by either Wario or the opponent.  When riding, wario can wheelie, skid turn, jump with his velocity locked to the bikes, or just jump off leaving the bike moving as a projectile.  If he's going fast enough when passing the opponent it will hit.  Damage is proportional to speed.  Wario can also drive the motorcycle off of a bob-omb explosion, causing it to wheelie in air without knocking Wario off it. 

    Treasure system currently being implemented.  By accomplishing the REQ part, a treasure chest appears, and if Wario hits it, it opens and he gets the treasure inside.  Each treasure has a specific effect (FXS) and getting all of them unlocks the Bossummon level 3 hyper.  He will keep the treasures through all matches and rounds, so you can build him as you go, but when you lose a match, they all disappear. 
     
     
    ___________________________/ TREASURES
     
         1) Rocket Sprocket
         FXS: Increase motorcycles speed, accel, cornering, and wheelie control
         REQ: Get 100 coins
     
          2) Short Fuse
         FXS: Bob-omb shorter fuse, fireballs detonate it, 1 giant hop?
         REQ: Fill garlic meter with mad bob-omber hyper only
     
          3) Cymbalic Ring
         FXS: Increase sonic knucles range and dizzy duration
         REQ: 3 guard crushes in a round
     
          4) Liquid Quick
         FXS: Increase walk, run and dash speed (crawl?)
         REQ: Use up entire power bar on dasherator hyper
     
          5) Wicked Warios
         FXS: Increase jump and super jump height. 2 coins for jumping off opponent.
         REQ: 6 consecutive head jumps
     
          6) Soda Pop Gloves
         FXS: Increase basic attacks damage by 10%, and add 1 more 100% hit before damage dampener
         REQ: Win a round using no basic attacks
     
          7) Stinky Under-Armor
         FXS: Increase defense by 10%.  Fart any time.
         REQ: Land a level 9 garlic fart and belch in the same match
     
          8) Crystal Skull
         FXS: Continuous slow power gain, get 2 garlics for each projectile eaten.
         REQ: Go a round taking no damage and using no hypers
     
          9) Wrestling Mask
         FXS: Unlock extra throw chain: roll / air roll / neither into 3 consecutive slams.  Larger time window for throw linking.
         REQ: Link a full air or ground throw chain into lunch money hyper and captains pile driver
     
     
  5. Upvote
    RobotMonkeyHead got a reaction from Gaulbetti in Wario WIP by RobotMonkeyHead   
    Ok, confession time.  I haven't refurbished the sprites yet.  But I got almost everything else done. The only thing that isn't finished at this point is the in game moves list, the intros and win poses, and a potential bonus hyper. 

    I'll send out a new beta soon, but before I do, is anyone else interested in beta testing?  Ballsdeep?  Clownman?  All you gotta do is see if you can break him or make him do weird shit, and if you do tell me how.  @Dhillon521 I haven't heard from you, are you still interested?

    In the meantime, here's a quick peak at a rough draft of the In Game Moves List (map scrolls behind text):
    Page 1:

    Page 2:


    Progress Update: 
    Bob-ombs are finished: Behavior = Blink, face opponent, wind up 3 times, hop, repeat for 3 hops then light.  Fuse burns for 2 seconds, while bob-omb begins to glow red/orange then explodes.  Explosions launch other bob-ombs toward opponent, and launch either Wario or opponent away from their center.  3 bob-ombs on screen max. QCB + QP drops one in place, QCB + MP throws one, QCB + SP throws an already lit one.  Works in air.  Bob-ombs can be knocked around the screen be either Wario or opponent, and fireballs (or other bob-omb explosions, or fire hyper) can be used to light bob-ombs.

    Captain's Piledriver hyper is finished.  Pretty standard pile-driver.  Can be linked to from the other throw chains, in place of the last throw.  Lunch Money hyper can also be linked into the same way.

    Ground Pound hyper is finished.  Similar to the special but with much greater range and effect.  

    Mad Bob-omber hyper is finished.  Wario eats a lit bob-omb, causing him to immediately gain 3 garlics and begin to glow red, for the exact duration of the bob-ombs fuse.  When it explodes, Wario bursts into flames and throws about 15 lit bob-ombs in all directions causing a massive explosion.  

    Motorcycle special is finished.  D, D, P causes the motorcycle to appear.  Wario can jump on and off it freely. It can be hit and moved around the screen by either Wario or the opponent.  When riding, wario can wheelie, skid turn, jump with his velocity locked to the bikes, or just jump off leaving the bike moving as a projectile.  If he's going fast enough when passing the opponent it will hit.  Damage is proportional to speed.  Wario can also drive the motorcycle off of a bob-omb explosion, causing it to wheelie in air without knocking Wario off it. 

    Treasure system currently being implemented.  By accomplishing the REQ part, a treasure chest appears, and if Wario hits it, it opens and he gets the treasure inside.  Each treasure has a specific effect (FXS) and getting all of them unlocks the Bossummon level 3 hyper.  He will keep the treasures through all matches and rounds, so you can build him as you go, but when you lose a match, they all disappear. 
     
     
    ___________________________/ TREASURES
     
         1) Rocket Sprocket
         FXS: Increase motorcycles speed, accel, cornering, and wheelie control
         REQ: Get 100 coins
     
          2) Short Fuse
         FXS: Bob-omb shorter fuse, fireballs detonate it, 1 giant hop?
         REQ: Fill garlic meter with mad bob-omber hyper only
     
          3) Cymbalic Ring
         FXS: Increase sonic knucles range and dizzy duration
         REQ: 3 guard crushes in a round
     
          4) Liquid Quick
         FXS: Increase walk, run and dash speed (crawl?)
         REQ: Use up entire power bar on dasherator hyper
     
          5) Wicked Warios
         FXS: Increase jump and super jump height. 2 coins for jumping off opponent.
         REQ: 6 consecutive head jumps
     
          6) Soda Pop Gloves
         FXS: Increase basic attacks damage by 10%, and add 1 more 100% hit before damage dampener
         REQ: Win a round using no basic attacks
     
          7) Stinky Under-Armor
         FXS: Increase defense by 10%.  Fart any time.
         REQ: Land a level 9 garlic fart and belch in the same match
     
          8) Crystal Skull
         FXS: Continuous slow power gain, get 2 garlics for each projectile eaten.
         REQ: Go a round taking no damage and using no hypers
     
          9) Wrestling Mask
         FXS: Unlock extra throw chain: roll / air roll / neither into 3 consecutive slams.  Larger time window for throw linking.
         REQ: Link a full air or ground throw chain into lunch money hyper and captains pile driver
     
     
  6. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Welcome to MFFA! Introduce yourself here!   
    Glad to see you're enjoying it here. 
    It's refreshing to see nice people joining the community.
    Hope you have fun, and thanks for all the suggestions on the Wario thread already!
  7. Upvote
    RobotMonkeyHead got a reaction from Scrombo in MFFA's Ask a User Thread (Ask OxyontheWolf)   
    @OMEGAPSYCHO Thanks amigo!  Sounds like a good time!  It was very interesting to hear you're thoughts, and I particularly enjoy your affinity for the darker themes :)

    Do you mind if I ask you one more quick question on the way out? <- Not counting that one  ;)  Did you ever get into the original Killer Instinct?  What did you think of it?
     
    The hardest aspect is pushing through the repetitive parts, batch processing sprites, loading them etc.  Once that stuffs done, the creative coding part is actually fun.  

    I've actually never made a character from the ground up tho.  The Wario I'm doing now began as an edit that was just so damn fun to work on that he pretty much just 'became' a completely new character over the course of about 5 months.  He's just about entirely fresh code at this point  (90% + or so), so I'm trying to answer from a stance of "knowing how to make a character.". 
  8. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    No, sorry that was misleading, the reason I wrote Gohan is that I'm not only using Goku and SS Goku Extreme Butoden sprite sheets, but also SS Gohan extreme butoden sprite sheet; seeing as how they are all wearing the same clothes, it's possible to mix them together for seamless and expanded results. One could literally build the most comprehensive and best Goku with the greatest of detail using all these resources together. With a little frankenspriting, recoloring, you can have the largest spritesheet ever and make three times the attacks!
    Unfortunately I'm making a different Goku though I love the fact that my resources for this version have expanded to a level I never thought possible, both by the first instance of bases made available to me, then Bathazarr's resources springing up, allowing me to finally start a Goku, and then finally Extreme Butoden coming in to fill any other gaps, as well as allowing me to add/expand more!!!
    I'm gonna turn this into this basically, ~

    EB Goku and EB SS Goku don't have this facing the player pose (as seen in the anime pictured on the far right ((screen-cap)), but SS Gohan does, so I just need to swap out a head, turn him shirtless and wallah, new animation for Goku. 
    Note: this is a mock edit, merely to demonstrate, this took 1-2 minutes. Notice the legs are EB Gohan's, not EB Goku's!
     
  9. Upvote
  10. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    Cool. I'm trying to update this with a lot of new stuff to make it worth the download. I hate to make updates with only a few add on improvements. This one restructures some basic attacks to behave differently and has many more tweaks and changes, including new content. A class 5 seizure warning is in order to LOL.
    ok.
    I added a air kick combo, as goku kicks his opponent into the air (while in the air), goku moves very fast above his opponent to deliver and knock down with club attack. A classic DBZ combo seen many times. Almost like Volleyball.

    I might redo the air kick with the new extreme butoden sprites for a smoother delivery. The martial masters base has its limitations.
  11. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    LOL
    & thx. :)
    Okay so I was playing against Broli EB and I just love his shield. I remember Goku had a similar shield in the anime as Frieza was powering up, Goku's aura shattered and split off into little bits and as it landed the bits exploded everywhere they landed. So I'm thinking after Goku uses his Aura attack, I can make it stay on while he continues his fight and when he gets hit or blasted, it'll disappear, maybe I can have it coded like Super Armor? I've experimented with the aura on the whole time and it wasn't too bad, well this can give it a little more of the anime feeling, or at least the DBZ Legends for PSX feel. 
    .....This Goku is starting to get heavy with DBZ, maybe I'll end up adding the solar flare, image splitting combos, nimbus power pole, piccolo striker, reverse blast punch, Ozarru transform, and instant transmission kameha. :S
  12. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    I should note that the blood occurs lightning fast, so you will indeed still be able to see every frame. The timing of the attacks are also slower now so you won't miss anything at all anymore.

    New gut punch, the attack starts by Goku teleporting behind his opponent, as his opponent turns in surprise, he punches that sweet gut for that ultra satisfaction of making your opponent fall in utter defeat. This attack is also rich in sounds and fxs. There is a bright spark, as well as blood coming out of the mouth area for the opponent, as well as a bg flash and lots of shaking for added impact.
    It's a nice filler until you get to the super kaio-kan punch.
    The attack is a grab only move. It happens in place of a throw.
     
    The next attack will be a completion of Goku's air kick. Goku will kick his opponent into the air and will appear above his opponent in a flash to deliver a doubled handed knock down punch like in the animes and DBZ Legends for PSX. This will be a normal attack.
    As an added note, the normal attacks have been enhanced with variations in affect. Some attacks  will send your opponent flying in a unique direction with a few fxs.
    Lastly, the spirit bomb technique now has an effect on startup.
     
  13. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    It's a tougher challenge and the reward of defeating something that is cheap is very rewarding because you overcome impossible odds. Kinda like a DBZ episode where someone who didn't stand a chance just wins in the end; or in a mugen example, defeating wonderwoman by loganir.
     
    But that's just me I guess and no one else. But that's what i like about mugen; you can have it your. ;)
  14. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead   
    That's an interesting idea for the shake it sprite.  I might actually do something like that, replacing the 100-Hand Wimp Slap with it.  As for the bob-omb, I checked out those sprites, and they are decent.  Laharl also sent me a couple suggestions, but in the end I decided to go with the one posted above.  I really liked the shading on it, and I thought and the style / feel really fit with Wario.  I did wind up using that second explosion tho and it looks fucking great in action.  Can't wait to post a video preview of the bob-omb in action so you guys can see it.  I just got a little more to do on it first.
    Yea that's pretty much how I work amigo.  I just get as many resources and ideas as I can together, and the just let the inspiration flow and do the best I can with what I got.  It's really great to have all you guys suggestions to work with to.  It just makes the spectrum of options and ideas so much greater.  It's been a blast working on him, I have to say, and most of it comes you guys comments on this thread. :)

    Progress Update:
    Finally, after 2 straight days of work (easily 20+ hours of coding) I got the bob-omb mechanics working.  Wario sets down a bob-omb and it blinks > turns to face the opponent > winds up 3 cranks > hops > lands > and does it again.  After 3 hops, its fuse lights, it squints, begins to glow red and after exactly 2 seconds it explodes.  1, 2, boom.  While it's hopping around it can be hit by either Wario or the opponent, and essentially knocked around the screen.  It takes the actual hit velocity from the hitdef that hits it too, so a lifter will lift it, juggernaut will send it flying etc.
    All that's for the QCF quick punch.  QCF medium or strong punch will throw a bob-omb in an arc.  Medium bob-omb will not have a lit fuse, and after it lands it will carry out it's normal 3 hop cycle before exploding.  Strong will be thrown with a lit fuse. It will explode on impact with the opponent, or if it misses and lands on the ground it will carry out it it's 2 second count down, starting from the time it was thrown.

    Video preview soon to come.
  15. Upvote
    RobotMonkeyHead got a reaction from Clownman in Wario WIP by RobotMonkeyHead   
    haha that's true.  I take it you mean that crazy shake it sprite.  I'll come at it from the other side then, if I end up needing it I'll use it, otherwise fuck it.
  16. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    I don't mind it at all. I deserve it for many other reasons. Thanks for sticking up for me but it's okay, I'm used to it.
    Anyway,
    Back to work,

    This is the 4th hyper/super, I based it on an energy field used in conjunction with a tackle, based on these various scenes. I don't believe Goku has ever done this attack, however. So this will be an original move, it's designed to work like Pikkons, But it' going to look like Gregory. The attack will behave like Frieza's counter assault, but rather than a counter, it'll be a direct attack like Gohan's attack on Radditz. This will be a multi-hit rush. So it's a nice new move and fun finale.

    I might end it Nappa style?
  17. Upvote
    RobotMonkeyHead reacted to Nick in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    -rep over a character? lmao
  18. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    An update for all of you on the progress of this final release, I hope the alignment is fixed now, as I tried O illusita's steps on how to properly align sprites. Goku now has a super kaio-kan punch from Goku vs Pikkon and it's in the style of Goku vs King Piccolo. I mixed a little tree of might for the japanese version fans out there. My main focus was to bring it close to the American version that aired on Toonami but I could not resist more alterations. They were too good to pass up! I am a huge fan of the Ocean dub versions of the show. It took me a long time to adjust to the new Goku voice actor. The original japanese track was awesome!
    I'm also experimenting with a new alternative fxs for the move. I might ditch this though as it kinda looks weird....I knocked off Goku HR.

    I'm planning a 4th super/hyper in where Goku turns into a blue aura of fire to unleash a Nappa kill on his opponent. It's not really canon at all to the character. This will be a unique and original move. Similar to Pikkon's counter attack from other world tournament.
     
    I'll also be starting the grab attack frieza saga gut punch and the air kick ping ball combo, as seen in the anime and some popular games.
  19. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    I logged in right now hoping you would post this video. You uploaded this video about an hour ago and I could not stop laughing. LOL
     
    But to answer one of your questions, Goku has Vegeta's theme for 2 reasons. 1, it sounds better than the original frieza saga one that Goku had and, 2, the theme was used not just for Vegeta. Gohan used it along with Vegeta and Goku as they were all stopping Perfect Cell.
     
    Check it out
     
    http://www.youtube.com/watch?v=SBOj04v4eAw
     
     
    I was trying to recreate the wave like in that scene to.
     
     
    My goal for this release was to do 2 things, 1, I wanted to make a hard Goku, and 2, make it epic. Ridiculous attacks, over the top specials and attacks, waves, etc.
     
    Seeing your review has brought great joy to me. I really feel great in that I accomplished these things according to your review. This is exactly what I was trying to do. I wanted the world to fight a real Super Saiyan, the only other one that I saw doing this better was supermystery with more accurate damage and stuff liek that.
     
     
     
    BTW I should have mentioned this in the release earlier but it's best to use this character in a long stage to really enjoy the other side of the super attack.
  20. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    @trinity,
     
    I wanted to make it a super move originally but Goku just doesn't have that many attacks. Every other Goku struggles with this same issue and so a lot of filler comboes are added are added to compensate for this. I recall that I spent weeks tryign to figure out what specials he could do and how they should be done?
     
    I really wanted something unique from the other mugen incarnations of Goku because it wouldn't have been worth making another clone for mugen.
     
    At the very least you can still dodge, and block the attack with gaming skill ;)
     
    Though yeah I gotta admit it is cheap LOL But I think something as strong as a super saiyan can get away with being a little cheap. Afterall they supposedly can destroy planets in the anime or even travel faster than light, etc.
     
    @Dissidia,
     
    I look forward to your review :p
     
    But thanks anyway, I do enjoy your videos and your detail analysis. I do intend to use your recordings to fix up my stuff in the future.
     
    @Kaiser,
     
    You know I hate fights that I can win so easily in mugen. When I beat a character like Loganir's Thor or Wonderwoman, I can't help but appreciate and enjoy my victory more than any other circumstance, especially after you keep losing for so long, it just makes that win that much more special.
     
    Don't you get a thrill from really using strategy and your gaming skills to win a fight? I know I do! Try and beat Sandman or Magneto by Kong and you'll get that gamer's High for sure when you do. LOL
  21. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    Goku - Beta 2 - Release

     
    http://mugenmultiverse.fanbb.net/t4573-goku-beta-2-release
     
    I tried to finish this but I was unable to. Though he has a lot more progress now and a few fixes. There are some bugs now though which I am unable to fix right now. The character is a little more cleaner and faster now with improved A.I. The character is no longer palette compatible at the moment. He has a new portrait and an updated palette.

    This version has all specials and 1 hyper/super.
  22. Upvote
    RobotMonkeyHead reacted to AxSeeker in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    Okay, I finished the transform intro
    The counter kick strike was also finished.
     
  23. Upvote
    RobotMonkeyHead reacted to Cayne in Goku - Beta 2 Release (2015 Updates - Final/Completed Release Coming Soon)   
    I don't understand why you guys use this guy like a punching bag. I mean seriously, does that  sht make ya'll feel good? I understand hazing and constructive feedback, but you guys have hit this dude with -17 rep for not fixing an issue you don't like. Y not just avoid using the character or make it a boss character? I mean Ax is whatever he is, but at least he tries to contribute to the continued existence of mugen even if his chars aren't an Class-A effort. Dis you guys consider he just might not be as talented as Ry, or Pots, or whatever the fuck Werewood is calling himself now? Some of you muthafuckers are getting old or bogged down with real life sht like work or parenthood, but if you bash the sht out people for trying and failing according to your extensive knowledge, there may not be a new generation of creators and mugen will fade. If you don't like the fucking char DL it, open up fighter factory, fix it, upload it, and show the man how its done you dicks. Gotdammit I hate fucking bullies man.
  24. Upvote
    RobotMonkeyHead got a reaction from Scrombo in Wario WIP by RobotMonkeyHead   
    @Clownman: Tanks!  The flexing animation I'm pretty sure is going to be a taunt.  As for the sounds, sounds great.  I'm doing all of them once I'm done coding the moves, so there's still plenty of time.  Yea nice clean rips from Shake It / Brawl would be great. :)
    @AxSeeker: Intro-esting idea... maybe like a lose by time over pos or something where he's frustrated?  Still not totally sure...
    Maybe I could use it to replace the 100 hand wimp slap and just have it be a knock back, sort of anti air special...

    Progress Update: Got the Bob-omb sprites just about finished, and ready to load. 

    Figured out a mechanic for the Motorcycle special:  Charge back, forward and punch, Motorcycle rides in from off the screen behind Wario, and through clean off the other side of the screen.  Sort of a large unmanned projectile.  Wario can jump and land on the bike, and if he does he can wheelie it by pressing an attack button essentially increasing its height.  Or by pressing throw, he can hop off and pick up the motorcycle and carry it around.  He can throw it by pressing any attack button, or hop back on it by pressing throw again.  While carried it will also act as a bit of a damage shield, taking one hit to destroy.  

    Also figured out a mechanic for the Bob-omb moves:  Specials - QCF punch.  QP - he sets down a bob-omb where he's standing, and it hops toward the opponent, lighting it's own fuse if it gets close enough.  MP - throws a bob-omb in a high but short arc which explodes on contact with either ground or opponent.  SP - same as medium but a long shallow arc.  Max 3 on the screen at once.  Hyper - Wario eats a bob-omb, essentially triggering the old combustion hyper where he's surround by a ball of fire. Adds 3 garlics to his meter.


    I'm having a little trouble deciding between these 2 explosions....


     
     
  25. Upvote
    RobotMonkeyHead reacted to TMC55 in Wario WIP by RobotMonkeyHead   
    I say go for the second one, it looks a little more cartoonish than the first which would fit him
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
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