Popular Post BoyBoyz Posted February 26, 2016 Popular Post Posted February 26, 2016 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 2017System: 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 00EccoTenshi, Krypto 'SAM' saiyaN, Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ and 4 others 6 1
Krypto 'SAM' saiyaN Posted February 26, 2016 Posted February 26, 2016 Ha...Ha...Ha...Ha...I WANNA BE A SAIKYO HERO!!!! It's been a while Boyz, good to see you back. Finally you released this OP hero, gonna grab him now!
A person Posted February 26, 2016 Posted February 26, 2016 Awesome, this guy tops even the most OP character in my roster! Although, I did find an issue where sometimes when using the Y attack after getting put into a stun state by a character, he will get stuck in his sleeping intro.
Laharl Posted February 26, 2016 Posted February 26, 2016 my one suggestion is giving him a hitbox and making attacks hit him but do literally nothing like the show did. also maybe some special intro with your broly? of him getting annoyed at broly charging XD.
Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ Posted February 26, 2016 Posted February 26, 2016 Just now, Laharl said: my one suggestion is giving him a hitbox and making attacks hit him but do literally nothing like the show did. also maybe some special intro with your broly? of him getting annoyed at broly charing XD. ^This. Absolutely. If it can be done, give him a few intros with certain bosses where they see him, and just quit and walk off. Giving him a win without a fight even happening. Theres a Entei that runs off the moment the round starts
Laharl Posted February 26, 2016 Posted February 26, 2016 it can be done its just a helper that is used like super armor but negates all types of damage. Secondly better idea is if the enemy has a LONG intro I think thats detectable to make saitama react to it with annoyance.
BoyBoyz Posted February 27, 2016 Author Posted February 27, 2016 Yes he has this feature! Press and hold start. The taunt makes him stand there and get hit but not flinch or take damage, while recovering life and taunting when he gets hit! I wouldnt miss that big feature out man lolol. LOL i didnt think of that reaction to long intro thing! How to detect long intros? Have to code specifically for some chatarcters or just make a voice play after some time? I have a yawning voice for saitama (the one where he faced the beast king). ill look into the Y bug soon. Maybe its a problem with the other character because Saitama is coded quite simply
Laharl Posted February 27, 2016 Posted February 27, 2016 I would reccomend using the one wheres hes like "You done? shut up" as for what I meant was to have that as part of him at all times boyboyz so when hes hit you hear the impact but it does jack shit. as for the intro detecting maybe checking how long his ai is off?
BoyBoyz Posted February 27, 2016 Author Posted February 27, 2016 Oooh!hahaha giving him superarmor at all times isnt v fun lol. Need to let thr enemies beat him up (while he cant die) and he just suddenly kills them with one super. Reminds me of how he fought tatsumaki n said he just let her beat him up till she got tired lol Omg yes the u done voice! Ok ill try something soon lol.
Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ Posted February 27, 2016 Posted February 27, 2016 Why not give a source acc version with constant superarmor, and the other version without it? His superarmor should require at least 10 hit combo to even cause him to flinch. He should look like he doesnt care most of the time, not mad. Otherwise very very nice. Have you thought of respriting him with those other sprites where he is full sized and regular dimensions?
BoyBoyz Posted February 27, 2016 Author Posted February 27, 2016 thanks lol. Erm, i dont have sufficient sprite to make a proper version. Of course if i had i would! And i dont do spriting too
BoyBoyz Posted February 28, 2016 Author Posted February 28, 2016 Update: Sorry, those who downloaded this update, there was another fix released to fix the background not turning when the move was done from the other side. Pls redownload if it bugs you. 1. Added a new move "Checkmate" where you'll instantly remember the Sonic's balls being crushed scene. It's hilarious man u gotta try it! D,DB,B + yhttps://www.youtube.com/watch?v=NhCMujw2048&feature=youtu.be 2. Added a 5th intro, that of him yawning and saying "blah blah are you done?". This is not a reaction to long intros, as it's hard to gauge which intros are very long and Broly for example, has 2 intros, one that is short and one that is long. So I gave it up. 3. Added some AI, where he will definitely use a random super move at 1 powerbar. 4. Fixed some bugs/stuff. Gave up doing the super armor thing, as it doesnt sit well with his programming.
BoyBoyz Posted February 28, 2016 Author Posted February 28, 2016 Added screenbound to the meteor super, and adjusted some values so that it appears ok in smaller training stages. But bigger stages (like those for huge bosses), will make some backgrounds look out of place. Added the ability to do reverse air moves by pressing and holding Back when u execute the move, allowing for crossups. He could be killed occasionally. Hope I have fixed that properly this time. Fixed other random bugs/ added some misc stuff. And I forgot to credit JUS for the awesome sprites. https://www.mediafire.com/?lsd108505blou44
Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ Posted February 29, 2016 Posted February 29, 2016 How can super armor be added to him, for those of us who want it?
Laharl Posted February 29, 2016 Posted February 29, 2016 I actually talked with a friend and the way to tell how long an intro is would be saitama having a long intro but stating out of it when the opponents is done so if their intro is super long he would play the full animation. Hope that helps and thanks for the update. Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ 1
BoyBoyz Posted February 29, 2016 Author Posted February 29, 2016 hmm i could fiddle with the intro thing! Its definitely interesting to test! theres actually a leftover superarmor code in the statedef -2 section, which i nulled out. The helper stateno is 11777. Thing is i did not tweak it to show other facial expressions or voices. Its very plain n not recommended. It also messes up the hold start to become unhittable code, as well as the undying code (i think).
Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ Posted March 12, 2016 Posted March 12, 2016 Canon Series Accurate One Punch Man A edit I did of my friend BoyBoyz Saitama, but to make him accurate to the series. Pit him against prospectone's canonized Superman and coldskin1's series accurate Goku. BoyBoyz himself is cool with it and said i should post it up. http://mugenarchive.com/forums/downloads.php?do=file&id=20102 Warning = to those who dont know the series, One Punch Man is unrealistically powerful, so you will experience what he can do in his stories.
BoyBoyz Posted March 13, 2016 Author Posted March 13, 2016 Waifu's edit adds super armor and increases damage of all normal moves, in case you all wondering what's been edited.
Solarflared Posted March 13, 2016 Posted March 13, 2016 Suggestion for the "blah blah are you done?" intro. Have his other ones play out like normal, but if Saitama's coding recognizes that it's still roundstate = 1 instead of roundstate = 2 after a certain period of time, he goes straight to said "blah blah are you done?" intro.
Ryon Posted March 13, 2016 Posted March 13, 2016 Sorry I did not read all of the previous posts. but I was wondering for a super or rather an addition to an existing super. Do you remember that scene where he was fighting the Deep Sea King, alot of people over look the fact that it was raining and after he punched him, he literally punched the rain away. could you make it so after certain super or random supers, it would have random weather effects? - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
BoyBoyz Posted March 14, 2016 Author Posted March 14, 2016 Yea i could try, the rain effect is a nice idea. dylanus i actually tried that coding, but the intro would take unusually long and if u're in watch mode, u cant tap out of it. U all like the super armor mode? If so ill add it in (waifu edited on an earlier version with a bug i didnt solve yet).
Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ Posted March 14, 2016 Posted March 14, 2016 Just now, Ryon said: he literally punched the rain away. It hurts, its so good. Just now, BoyBoyz said: Yea i could try, the rain effect is a nice idea. dylanus i actually tried that coding, but the intro would take unusually long and if u're in watch mode, u cant tap out of it. U all like the super armor mode? If so ill add it in (waifu edited on an earlier version with a bug i didnt solve yet). I didnt try to change him really, just produce a canon version. Seeing him trading blows with guys like Akuma and Madara just doesnt feel like the series. Even Toriyama said he would drop Goku at maximum power with one shot. Even I could sprite, Id try to help you resprite him, Im still learning.
TopKirby8305 Posted March 14, 2016 Posted March 14, 2016 I know considering the nature of the show, Saitama is a beast that can't be beat but is it possible to make a balanced version of him that could be defeated? I'd absolutely use him on my roster if that was the case! He is made extremely well and is fun to watch. :3 Currently LPing: Higurashi - When They Cry (Steam) / Legend of Zelda - Temples of Turmoil Revamped (ZC)Next LPs: A Boy & His Blob (NES) / Legend of Zelda - First Quest Layered (ZC)
BoyBoyz Posted March 14, 2016 Author Posted March 14, 2016 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. Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ 1
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