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Silva WIPs: The Hulk Rough Beta (Read 122899 times)

Started by NDSilva, August 30, 2016, 02:30:52 am
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Silva WIPs: The Hulk Rough Beta
#1  August 30, 2016, 02:30:52 am
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Yo, what's up Guild? Those are the projects I'm willing to get some help/feedback from the community.

Current projects:

The Hulk



Using Buckus style, cuz I think it fits him. Gonna have 2 variations of moves, to cover up most of the changes he's got between each MvC game.

At this point, all normal attacks are finished; gotta do some final tweaks on Gamma Charge and start the other specials.


Check out this rough beta! :D



Side project:
Spoiler: Central Museum (click to see content)



Finished projects:
Spoiler: Tomichin (click to see content)
Spoiler: Doctor Albert W. Wily (click to see content)
Last Edit: July 21, 2018, 04:53:42 am by NDSilva
Re: The Silver WIPs: Dr. Wily and Central Museum
#2  August 30, 2016, 02:56:12 am
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Holy crap!  He's so versatile and thoughtfully made!  I'm excited for your project!
Re: The Silver WIPs: Dr. Wily and Central Museum
#3  August 30, 2016, 03:14:12 am
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Awww shit this is great, glad to see someone finally put those sprites to use.

  • Assists?
I'm not usually a fan of strikers/assists but for Wily it seems like a no-brainer.  Maybe have a hyper where he calls in some of his Robot Masters to do some various attacks.  IMT has some great RM sprites you could use.

One thing I did notice is the black outline on the robot hand attack that sticks out like a sore thumb.

Good luck on this, stage looks dope too.

Edit: Wishful thinking on my part but it would be sweet if he had a special intro with this stage I made a while back, maybe have him fly out of his fortress in the background and into the ship to start the fight.
Last Edit: August 30, 2016, 03:18:42 am by davismaximus
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#4  August 30, 2016, 03:32:35 am
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Wow man, your character is very fluid and looks very well coded.  The sound effects are spot on as well.

I'm very much looking forward to adding Dr. Wily to my roster!

Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#5  August 30, 2016, 10:47:10 am
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Holy Crapple Cakes Batman! I never knew how much I wanted Dr. Wily in mugen until just now. Everything about this wip just looks fantastic, I love it. It all looks really nice and smooth. Just awesome work. Love the stage concept as well!
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#6  August 30, 2016, 05:29:03 pm
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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#7  August 30, 2016, 09:08:00 pm
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Thanks for the comments everyone! ;D

@Chimoru:
Yeah, for sure a lot of work have been done until now to make sure he stands out against the average MvC fighters. :gouki:


@davismaximus:
Nice suggestion, never thought about a hyper attack! That line is hidden because I think there has to be a further discussion if the assists feature ends up to be added. I thought about the Robot Masters projects that are already out also - but for instance, how would this look if he's added in an Mega Man only full roster?
Thinking about this we could also consider the lesser known characters (the GB guys comes to mind). That would require some more spritework however. Well this part can be further discussed in the future anyway!

I see, the hand sprite is the same that comes from Power Battle, but then the outline gives a different effect with the edited palette. That's not hard to adjust :S

Bro, your stage is badass an I love everything about it! Yeah, this makes a good opportunity to make a flying intro like MM7 in a stylish way.
The stage would gain some adaptation for this complement as well, wouldn't it? Saying just because the main gate is closed at the start of the round.


@altoiddealer:
Thanks man! A good part of the sound comes from the MM8 rips by DarkKnightX100 on YouTube, plus my own rips/edits from the PSX and CPS-2 sounds. Expect some Battle & Chase references! :D


@rhiggatwat:
Thanks for the comment man! Lots of dedication will be applied to the stage as well.


@SmartMosquito:
Wow that's a very clean portrait! Thanks for the consideration, it certainly will be added! ;D

Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#8  August 30, 2016, 09:10:05 pm
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You're doing a INCREDIBLE work with Wily! Keep it up man! :D

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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#9  August 30, 2016, 09:45:51 pm
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Thanks Shin! Your Vs. Style works alongside Beximus and Gladiacloud were really good references when working on his MvC effects. ;P
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#10  August 30, 2016, 10:56:12 pm
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So I just noticed with the spikes-poking basic attack, that the yellow arm just instantly appears on the side of the ship.

Just wondering... are you considering having this transition in?  Maybe have one or two of those green "panels" flip open real quick or something?

If not I think it's a shame, because it looks a bit jarring (to me), compared with how smooth everything else is.

Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#11  August 31, 2016, 02:15:26 am
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Oh, nice work with Willy!  I was coding this character, it was in very early stages, but you are making such great work so I will stop my version an we can have your version (and I am very busy).

Keep the good work.
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#12  August 31, 2016, 02:38:13 am
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Wow great job with coding Dr. Wily.  You have awesome ideas.
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#13  August 31, 2016, 10:49:23 pm
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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#14  September 01, 2016, 04:09:15 am
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DOCTAH WAHWEE BABY
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#15  September 01, 2016, 05:09:12 am
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@O Ilusionista:
Good luck on your other projects man. If you ever have some ideas to improve the gameplay of this Wily feel free to share. :)


@laspacho:
Thanks mate! Your fullgame project is also very creative.


@altoiddealer:
You have a point, while the simple transition wasn't bothering me that much at first, it really makes more sense to have his UFO gimmicks be activated in a mechanical way even in normal attacks. So that's it, I added 3 more frames to his startup - get some 1 tick smoothness action! :]


@Gladiacloud:
Wow that's a very interesting rendition of the Wily Machine! How I wish to see these kind of concepts showing up in a official game...
I see his design and moveset is heavily inspired by the latest games (MM7-10), giving him the modern feel that suits MvC3. Those grab and orbital hyper concepts are also something to think about... And it's hella surprising that he took the same inspirations with the teleport effect and the Lvl.3 hyper! ;P (jeez, Cosmic Illusion, if I had thought in a simple name like this sooner... Well, I think I will stick with the MM10 IST reference anyway)



With this we have some new revamps on Wily basic animations:


Improved startup for Medium Punch as suggested by Altoiddealer (I hope to get this right)


Reworked Strong Punch to match the hand with Wily's palette, as suggested by Davismaximus. I tried to minimize some inconsistences with the UFO details as well.



In the meantime, have a little heads-up about Central Museum:



Luckily the original graphics are quite simple to rework upon! So a alternate 1.1 version is also in the plans. :)



DOCTAH WAHWEE BABY
*insane closeup* WHUAH HA HA HA HA HA HA HA...

Last Edit: September 01, 2016, 05:21:36 am by NDSilva
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#16  September 01, 2016, 05:36:53 pm
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Oh yeah, that's much better :)  Minor detail made a big difference.

Awesome work!

*edit*  Have you tried using the actual colors for the appearing arm to see if it looks alright?  Just wondering if that grey shape will be an issue with alternate palettes

Last Edit: September 01, 2016, 05:41:26 pm by altoiddealer
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#17  September 02, 2016, 12:23:20 am
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Not really, it was just to be faithful to Daeron's original idea for the transition. Also I can't picture that mechanism simply growing from a piece of his UFO panels without that looking strange. Besides, all the palette index is going to be reworked anyway. :ninja:



Quick question:


A or B? Which of the warning signs you folks think it translates better with the original one?
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#18  September 02, 2016, 02:18:44 am
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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#19  September 03, 2016, 04:16:24 am
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looking really awesome
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#20  September 06, 2016, 09:12:15 am
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*pops up* Did you say you need Rockman voices?! lol I ripped all of the ages ago.

Main folder:
https://www.mediafire.com/folder/9ces94y6c9od9/Voices

Dr Wily Rockman Battle & Chase:
http://www.mediafire.com/download/mmzmlcdmmog/RockmanBattle%26Chase.7z

Dr Wily Rockman 8:
http://www.mediafire.com/download/j23ehzzjzm0/Wily.7z

Dr Wily Rockman Rockman
http://www.mediafire.com/download/2mzhl0zgytm/Wily.7z

Rockman 2 the Power Fighters (don't remember what's in this because I didn't name the files)
http://www.mediafire.com/download/d4mmyinnyeo/Rockman2-ThePowerFighters.7z

And can always ask me what's being said since I know japanese.
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#21  September 10, 2016, 05:36:28 am
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A gets my vote
Since my vote goes also to A, A it will be!

@Enscripture:
lol man, I just found your rips on the forum some few days ago! ;P Before it I actually recorded some samples from Battle & Chase - though you got clips that I didn't heard in the game as of now. You know what the "Kore De Sekai Ga Washi No Monoja" is all about (I think he says around the same line in Battle & Chase by the way)? It would be really cool to know at least what is said in the B&C clips.

As much as those voice clips are very helpful and japanese Wily has a interesting voice tone, now I don't know about dropping the current english lines from MM8 - they are also very iconic by themself, and maybe could blend with the edited Powered Up dialogues that I was thinking to add for some special intros. We'll see...



New video preview:



This time showing the current hit/guard system and winposes. I also took the opportunity to test the japanese Rockman 8 voice clips provided by Enscripture.

About guard feature
Spoiler, click to toggle visibilty


Also like the video above shows, here's my first attempt at spriting a new winpose for Dr. Wily


The iconic evil stance present in many artworks. 8)


The main elements left at this point are related to AI and miscelaneous stuff (at least one more winpose, intro, and a final K.O. also requires to be sprited).




Also more important news, because Laspacho notified me that Daeron made the Dr. Wily spriteset originaly for the MM: Robot Master Mayhem project, it's relevant to announce that this work will also gain a adaptation for the fullgame! Stay tuned for more progress :c00l:

Last Edit: May 19, 2017, 12:51:18 am by N. The Silver
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#22  September 10, 2016, 06:09:00 am
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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#23  September 10, 2016, 06:41:45 am
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Don't worry, the classic begging defeat is planned for the Round 2/Final K.O. He needs more sprites to fully accomplish this animation however (I also would like to make something based on the MM7 intro that is on this spritesheet!)

ExL

Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#24  September 10, 2016, 11:12:25 am
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Also like the video above shows, here's my first attempt at spriting a new winpose for Dr. Wily


The iconic evil stance present in many artworks. 8)
That's great! Indeed iconic stance and well done :evilgrin:
Also glad that you allowed to use him in RMM(after O Ilu will unify it with rest of characters of course). Was really excited when Daeron posted sprites at IMT and you making that reality! RMM suffering from coders shortage and you are helping project greatly this way, thanks a lot :lugoi2:
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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#25  September 10, 2016, 06:23:26 pm
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The stage would gain some adaptation for this complement as well, wouldn't it? Saying just because the main gate is closed at the start of the round.

I can definitely make an edit of the stage, maybe even make the gate on the skull fortress open up and have him fly out of there.  Let me know how you'd like to do it!
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#26  September 10, 2016, 06:55:15 pm
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Suggestion: You can put three voice sets for Wily.

One with the english soundpack, another with the japanese one, and one with the brazilian voice[WHO FITS HIS CRAZY BEHAVIOR A LOT :D]

And a suggesting a special intro against Zero[By Ramzaneko and Mr Karate JKA]

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Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#27  September 11, 2016, 04:19:48 am
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@ExL:
Yup, I talked to Laspacho about the project requirements, and he also helped with sound resources and showed the original voice actor for the project! Things are already being planned for the RMM fullgame. :thumbsup:

@davismaximus:
This sounds like a plan. The skull fortress quickly opening up seems like a neat idea! All in all it's open to you, you can also make an alternate .def to attach it with Wily in arcade mode, and I gotta set all details in a stylish boss intro.

@ShinZankuro:
Lol, I remember Wily has a badass voice in the brazilian dubbing :sugoi:  But it would be a tough work to find all resources from the animated series, wouldn't it? I think I really need to search the complete show.

A config file seems the most reasonable way to implement both english and japanese voice sets, thinking about it. And yea, a special intro with Zero is something really considerable!
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#28  September 11, 2016, 09:10:51 am
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A gets my vote
My vote goes also to A, so A it will be!

@Enscripture:
lol man, I just found your rips on the forum some few days ago! ;P Before it I actually recorded some samples from Battle & Chase - though you got clips that I didn't heard in the game as of now. You know what the "Kore De Sekai Ga Washi No Monoja" is all about (I think he says around the same line in Battle & Chase by the way)?

He's saying "Now the World is mine!"
Re: The Silver WIPs: Dr. Wily and Central Museum (MMFTW!)
#29  September 24, 2016, 05:43:07 pm
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I suggest you to animate the Round 1 KO pose to make him look panicking or picking a wrench to fix his Skull Mobile :)

because freezing in place bothers me :/
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Re: The Silver WIPs: Dr. Wily and Central Museum
#30  October 19, 2016, 04:12:33 am
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Well, the current liedown state is straight based on MM2: The Power Fighters (though he stands in ground for like 1 second here). But I see your point, I could considerate some more animation for the 1st round KO - this wouldn't be priority though, for now there are other crucial animations on the goal.

He's saying "Now the World is mine!"
LOL, MM8 had some faithful translation I see ;P


Sorry for the lack of news, I was waiting for more substancial updates. But all in all, back to work: Progress prevails!

• Added a Config file mainly for sound options. For now it only changes his samples from Rockman 8/Mega Man 8, but this part shall be extended upon.
• A.I is added! :kugoi: Now he has some tough gimmicks against the player based on both position on-screen. But once finding out the moves that open spot for a counter attack, you can beat him in an uncomplicated way.

• Started working on the final K.O animation, as this is one of the main pieces left gameplay-wise





After finishing the sound/animation stuff all that's left is re-indexing the palette and the initial build is ready to go.


And about Central Museum stage, well... there wasn't much progress actually... But the project is still on, gotta find atleast a cool underwater animation and revamp the floor sprites.
Re: The Silver WIPs: Dr. Wily and Central Museum
#31  October 19, 2016, 09:09:22 am
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Good stuff, looking forward to a video. On those underwater animations, exactly what are you looking for.
Re: The Silver WIPs: Dr. Wily and Central Museum
#32  October 24, 2016, 01:25:35 am
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No specific motif, but something that approaches to the original color scheme of the stage
Spoiler, click to toggle visibilty

Most animated gifs from Google have wide gaps in in the animation loop, or represent a too narrow space to stretch them in the hall (the required res. for the bg is 1600x900).

In fact I found some separate pics that could work with image editing, but I have to remember how to search them again lol
Re: The Silver WIPs: Dr. Wily Beta Released
#33  April 14, 2017, 02:37:29 am
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Well, almost half a year... Sorry for taking this long to bring a actual update. :uhoh:

But I need to say that progress still goes on for Wily. The missing animations yet have to be made, but the other main aspects certainly were already covered at the most part. Since the last video some slightly changes were made to gameplay, most being small tweaks or related to the Config.txt. I also got some fresh sound clips for both Japanese and English voiceset, each having it's own points;


A.I. preview:







Well, because of the last hiatus, and with the main gaps apparently covered, I think it's fair to launch a public beta for Dr. Wily :)
You can get it here: http://www.mediafire.com/file/pztgtunwi25f2d4/Wily_Beta.zip

Take a look at the Config file. In addition to choose between Jap/Eng lines, you can also change the number of hits he get before the invulnerability frames, disable guard, and activate a MvC inspired launcher.


What's left:
  • Finish some animations
  • Add new intros and outros
  • Remake the palette index and add new palettes
  • Tweak some stuff that will pop up

Last Edit: April 14, 2017, 04:15:16 am by N. The Silver
Re: The Silver WIPs: Dr. Wily and Central Museum
#34  April 14, 2017, 05:41:49 pm
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Very cool...just wish he would move a little faster and connect combos easier
Re: The Silver WIPs: Dr. Wily and Central Museum
#35  April 14, 2017, 09:19:56 pm
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Good to see some progress on the good Doctor, he's definitely fun to play with.  Unless I completely missed it, will he be getting a throw?
Re: The Silver WIPs: Dr. Wily and Central Museum
#36  April 14, 2017, 09:41:50 pm
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Apparently not a regular throw. I often thought of adding some sort of command grab special or hyper, and there's a animation left that would suit in this concept. Gotta try some effects and see how it turns out.
Re: The Silver WIPs: Dr. Wily and Central Museum
#37  April 17, 2017, 04:20:18 am
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Wow, nice update!  Downloading him now!

I swear I almost bumped this thread a week ago to request a status update :)

Re: The Silver WIPs: Dr. Wily and Central Museum
#38  May 17, 2017, 08:58:54 pm
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Hopefully I got this animation right... :ninja:



This is planned to be his command grab/throw special. You can also set the Evil Energy field a little further, at the cost of having more vulnerability as it fades out faster.

Still cooking up what happens after a succeful hit.
Re: The Silver WIPs: Dr. Wily and Central Museum
#39  June 02, 2017, 02:07:50 am
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Time to show the Skull Grab!



As about progress, the video also shows some slight details, like the dash canceling ability and other graphical updates.
Just need to accomplish the color separation - already got over phase 1 - and I can start working on the RMM Edition as well.


Speaking of color separation... :uhoh2:


Last Edit: June 02, 2017, 02:13:01 am by N. The Silver
Re: The Silver WIPs: Dr. Wily and Central Museum
#40  June 02, 2017, 05:50:20 am
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If you're running out of colors, you can just use RemapPal to change the pal of an effect to coordinate with player's palette.  Would need that controller in Round Initialize state and Intro states.  Value = xxx+PalNo   I use this with Jailbot to sync effects that have 255 colors

Re: The Silver WIPs: Dr. Wily and Central Museum
#41  June 02, 2017, 08:31:26 pm
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Yeah, I could think of adding a second set for the remaining moves.

On another way, the only stuff left were the elemental mines, the ligthning spark, the sight and homing bombs from Wily War hyper, and the "Blue & Purple-ish" effects like Skull Cannon and the new grab move - as the last two are straight based on MM8, I could give an excuse to emphatyse the backstory a bit and say they don't really need color variants as a result of originating from the Evil Energy.

I made the possible to ensure a palette spot for everything else not mentioned (besides MvC system fx), so in a way, he can still have a cool palette index that cover a lot of his energy attacks, and still use the more simple palette ordering from SFFv1.

So yeah, I'm pretty much stuck between using the old .act files, or dealing with the new color system from 1.0 and so on. :???:
Re: The Silver WIPs: Dr. Wily and Central Museum
#42  June 02, 2017, 09:44:14 pm
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Maybe I'm wrong, but I think you need to use SFFv2 in order to use the RemapPal controller.  I'm not sure what other pros and cons there are. SFFv2 worked out very well for my project.

And the Palette ordering should still be simple in SFFv2, it's just that the pals are all embedded, so you just rearrange the indexes in the FF3 editor instead of renaming .ACT files.

Re: The Silver WIPs: Dr. Wily's mad palettes
#43  June 18, 2017, 06:23:05 am
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Jeez, making a palette index can be quite painful - but the results are worthwhile:





So yeah, just making sure the Doctor has some cool references in the alternate pals. (one of them is even inspired by that Famicom board game)

And as mad as I'm going with this, I could already list what could be the overall 12 palettes. But if someone is feeling brave enough to color this guy, here's the definitive palette template:
Spoiler, click to toggle visibilty



Palettes aside, I think the only main thing missing at this point is the final K.O animation - you see I'm really engaged to achieve at least this detail.
Last Edit: June 21, 2017, 08:41:18 pm by N. The Silver
Re: The Silver WIPs: Dr. Wily's mad palettes
#44  June 24, 2017, 05:36:17 am
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This char looks amazing Silver! really looking foward to add it to my roster

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Re: The Silver WIPs: Dr. Wily's mad palettes
#45  August 11, 2017, 04:23:02 am
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Implemented the final K.O animation, and started working on his flying intro - now I'm thinking wether the small UFO part shall be universal, or just in pre-determined (open sky) stages :thinking:;



With these, it's safe to say this project is coming close to completion. :) 



Maybe gotta do a few tweaks on the palettes. If you want to know their general look right now here's a basic preview:

Spoiler: References Ahead (click to see content)
Re: The Silver WIPs: Dr. Wily's mad palettes
#46  August 12, 2017, 12:42:58 am
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nice work
Re: The Silver WIPs: Dr. Wily's mad palettes
#47  August 12, 2017, 03:35:34 am
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Fuck yes, Dr. Wahwee is looking great, I'll have to take a crack at some pals for him.
Re: The Silver WIPs: Dr. Wily's mad palettes
#48  August 12, 2017, 03:26:38 pm
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Nice Work Bro! Keep it up! I'll find some time to make a pal for him, it looks challenging. ;D
Re: The Silver WIPs: Dr. Wily's mad palettes
#49  August 12, 2017, 05:00:56 pm
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Thanks for the support, guys :sugoi:

Sure, if you end up taking the challenge to work with dat crazy index I'll certainly add it to the palettes folder - and depending on it's badassness level it can even be on the main row of pals.

@davismaximus: You have plans to update your Wily Fortress stage? Just asking cuz I may release a small patch down the line, so the gate opens up right at the start of the round.
Last Edit: August 12, 2017, 09:29:23 pm by NDSilva
Re: The Silver WIPs: Dr. Wily's mad palettes
#50  August 14, 2017, 01:39:41 am
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I completely forgot to take a look at the stage, I'll poke around and see if I can figure out that coding mess I made, lol.
Re: The Silver WIPs: Dr. Wily's mad palettes
#51  August 16, 2017, 12:26:41 am
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@davismaximus:
Lol, I actualy managed to adapt the stage myself - just adjusted the timings for the gate - so you don't need to look at the code again if you don't want to. :tongue3:




This is how Wily acts when fighting in the flying fortress stage by Davismaximus. This intro shows up more often in this stage than the other two;

Hey bro, what's your thoughts concerning the camera movement? It's better to lock it vertically or just let it moving normally?
Last Edit: August 16, 2017, 12:56:32 am by NDSilva
Re: The Silver WIPs: Dr. Wily's mad palettes
#52  August 16, 2017, 04:12:20 am
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I think the locked camera looks better.  Thanks for saving me the headache BTW, lol.

Here's an attempt at a squanchtastic palette, from one mad scientist to another:



Edit: Updated Rick pal and added Car Morty variant
Last Edit: August 18, 2017, 02:45:38 am by davismaximus
Re: The Silver WIPs: Dr. Wily's mad palettes
#53  August 16, 2017, 04:21:07 am
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I think the reference would be better if the ufo was colored in the same colors as the car morty turns into
Re: The Silver WIPs: Dr. Wily's mad palettes
#54  August 16, 2017, 04:27:30 am
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I was going off Rick's actual spaceship, but I could make an alternate pal with Car Morty.
Re: The Silver WIPs: Dr. Wily's mad palettes
#55  August 18, 2017, 05:50:50 am
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Yay, that's badass. I was secretly hoping that someone would come up with a Rick palette :ninja:



I'm with a little dilemma now. It's known that one of the special traits of Dr. Wily is the ability to create a huge ton of minions to reach his plans, and while doing a fan project I feel I should implement something to represent that. Something that always seems like a cool thought is the idea of making something close to the MvC assists system (can call them in a set amount of times for each match).

I could already sketch some cool ideas to go as Wily's assists, but that would take a quite amount of time to be truly accomplished for spriting reasons. So, my dilemma was between to hold the project until I get a reasonable set of sprites to make a consistent job, or to achieve all this as an update, some time after the first release. But just today this third option popped up:




What if I take the "cheap" route and make Dr. Wily minions going full-nostalgia and show up as their 8-bit counterparts? They could as well be sorta "robotic ilusions" if you think some crazy backstory has to be added. A quick mockup to show how the main candidates for the assists could appear:

Spoiler, click to toggle visibilty


So yeah, I'm considering any feedback from you folks regarding the last part of the project. If no one manifests, I will be inclined to take the 8-bit scheme before heading to the Doctah's 1st public release. :laugh:
Re: The Silver WIPs: Dr. Wily's mad palettes
#56  August 18, 2017, 06:35:06 am
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I think it's a really cool idea

It can showcase all the nostalgic bosses and references to that all robot master from Mega Man 2 onward are Wily's.
Re: The Silver WIPs: Dr. Wily's mad palettes
#57  August 18, 2017, 06:41:32 am
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kinda classes a bit
Re: The Silver WIPs: Dr. Wily's mad palettes
#58  August 18, 2017, 07:43:45 am
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I think that would be really neat, giving the fact he was the creator of some of the robots. Also, with the new megaman anniversary game being release soon.
Re: The Silver WIPs: Dr. Wily's mad palettes
#59  August 18, 2017, 05:54:37 pm
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To give my two-cents, I think that the assists are kind-of unneeded. I would choose to release a pubic beta first, before adding assists in.
To give time to fix any balancing problems.
Re: The Silver WIPs: Dr. Wily's mad palettes
#60  August 19, 2017, 06:14:56 am
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I don't liked it.

8 bit sprites is not good looking with Willy Sprites.
Re: The Silver WIPs: Dr. Wily's mad palettes
#61  August 19, 2017, 06:36:38 am
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yeah I meant to say clashes with sprites
Re: The Silver WIPs: Dr. Wily's mad palettes
#62  August 19, 2017, 11:22:43 pm
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Hmmn, you guys have contrasting opinions in this aspect. I see both points, thanks for the comments all in all.

Well, the truth is, the assists idea brings me so much hype that I will proclaim it now officialy part of the project. I'll be using the old platform sprites and give them a "holographic/illusion" theme in hope they don't feel too clashing in style. For the people who don't like the 8-bit assists idea, maybe it can be disabled in the Config file...? Well, I could also update everything whenever more original animations become avaiable in the future;



Showing the new and completely functional Assist System! (those icons below the lifebar)



Heavily based on the first Marvel vs. Capcom. But also has a small feature from the KoF 2000 strykers - you'll see in the end result, or might figure out by the screenshot.


Now I just need to bring some actual helpers. This shall be interesting...
Last Edit: August 19, 2017, 11:27:42 pm by NDSilva
Re: The Silver WIPs: Dr. Wily's mad palettes
#63  August 20, 2017, 07:26:51 am
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Put in Config file is a good idea, or... Search for good Robot Masters sprites in this same style.

You can put 2 versions sprites of this robots, "retro-style" and "new style" in config mode, perhaps.
Re: The Silver WIPs: Dr. Wily's mad palettes
#64  August 20, 2017, 10:28:26 am
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How about make him look like he pushes a button (or buttons), the ship levels out and pauses for a sec and "beams down" one of the robot masters?

If the bot sprites are going to be that big this idea wouldn't really work as well unless you have him either: not able to do it unless Y distance from ground, or the move makes him reposition higher to perform the move.

Give the bot a brief sinewave PalFX and appropriate sound effect that emphasizes the digital aspect.

I think this would make it look more like he's creating a digital version.

Re: The Silver WIPs: Dr. Wily and Central Museum
#65  August 23, 2017, 04:39:15 am
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Then it would be sorta like this?



Really thanks for the idea, bro!
Right now he goes to a specific position just like the remote mine move. The spotlight goes there for 2/3 of a second, so enemies have this amount of time to chase Wily and prevent the assist attacks.

At this point at least 3 cameos are planned for the move now called Holographic Assist. But depending on how the hype goes, the amount of robot masters may or may not increase. We'll see.
Last Edit: August 23, 2017, 04:45:30 am by NDSilva
Re: The Silver WIPs: Dr. Wily's mad palettes
#66  August 23, 2017, 04:45:05 am
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Some suggestions if you wanted something a little more MVC-style:
-Heat Man by Daeron - Probably my favorite set of RM sprites in this style.  I can't recall if anyone ever did anything with these.
-Any of O Illusionista's MM characters - Top Man, Burst Man, Shadow Man, and Elec Man all have some pretty decent sprites.  He's even got a nice Yellow Devil and Metool if you wanted to incorporate them somehow.
-Cut Man by Eternaga - Not sure if anyone has a working link, but IIRC he had the best sprite set.
-IMT's Mega Man characters - Air Man, Crash Man, Metal Man, and Ice Man all look serviceable IMO.  Might be able to dig up some stuff on the Robot Master Mayhem game they were/are working on.

I'm sure there's more floating around out there, this is just what I can remember from the long long ago.
Re: The Silver WIPs: Dr. Wily and Central Museum
#67  August 23, 2017, 05:17:24 am
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Thanks for listing them, I will take this into consideration. But, I would feel kinda bad dropping the 8-bit stuff now that some work has been done.

Maybe if... it turns out to be 2 different moves? Building both the MvC style assists and the holograms thing, if that doesn't feel too clashing and overly crazy.
Last Edit: August 23, 2017, 05:32:24 am by NDSilva
Re: The Silver WIPs: Dr. Wily and Central Museum
#68  August 23, 2017, 06:04:00 am
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To be honest, it sounds off because there would be some confusion as to why some are 8-but while some are higher quality.

The only way I can think it would work by a small margin is if it were a normal special and an EX variant.
Re: The Silver WIPs: Dr. Wily and Central Museum
#69  August 23, 2017, 06:19:52 am
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That 8 bit actually looks dope...maybe if the green light stayed on the whole time and you control both wily and the robot
Re: The Silver WIPs: Dr. Wily and Central Museum
#70  August 23, 2017, 07:02:00 am
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Some suggestions if you wanted something a little more MVC-style:
-Heat Man by Daeron - Probably my favorite set of RM sprites in this style.  I can't recall if anyone ever did anything with these.
-Any of O Illusionista's MM characters - Top Man, Burst Man, Shadow Man, and Elec Man all have some pretty decent sprites.  He's even got a nice Yellow Devil and Metool if you wanted to incorporate them somehow.
-Cut Man by Eternaga - Not sure if anyone has a working link, but IIRC he had the best sprite set.
-IMT's Mega Man characters - Air Man, Crash Man, Metal Man, and Ice Man all look serviceable IMO.  Might be able to dig up some stuff on the Robot Master Mayhem game they were/are working on.

I'm sure there's more floating around out there, this is just what I can remember from the long long ago.

Good idea, I liked this.

PS: If you want continue with the robot-masters in 8-bits style, in Megaman X8 is possible to fight versus a cutman in 8-bits style.

https://www.youtube.com/watch?v=PMIt9mR7FEQ

Here you can see your idea in action, but, I'll prefer the Robot Masters Sprites in MvC style.

Good luck! =)
Re: The Silver WIPs: Dr. Wily and Central Museum
#71  August 23, 2017, 03:51:22 pm
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Then it would be sorta like this?
Yep, that is exactly what I had in mind!

What I was also thinking, but didn't spell out verbatim, was that the bot could have a very intermittent sinewave type PalFX after the beam anim goes away - just to further convey that the bot has been created on-the-fly digitally.  I wouldn't suggest mixing 8-bit and high res bots, unless...

Here's another thought... if you want to do the 8-bit AND high res, make them 2 different tiers of the attack.  So more Power cost, more charge-up time, stronger beam anim, making the whole screen flash, etc for the high res bots.  Maybe over-dramatisize the high res version by having him equip a pair of heavy duty goggles for the crazy flash that beam causes.

Last Edit: August 23, 2017, 03:54:50 pm by altoiddealer
Re: The Silver WIPs: Dr. Wily and Central Museum
#72  August 23, 2017, 11:42:14 pm
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What if you used the 8-bit sprites for assists, but the MVC style ones for a Level 3 Hyper?  Have Wily call in a bunch of them to attack the opponent with their different powers from off screen.  That would differentiate that they're the "real" Robot Masters, and the ones projected from the ship are holograms.

I don't wanna judge until I see it in motion, but judging by the screenshot I'm not the biggest fan of the filter used on the 8-bit sprites.  How would they look without the filter, but the PalFX dealie altoiddealer suggested?
Re: The Silver WIPs: Dr. Wily and Central Museum
#73  August 26, 2017, 10:06:58 pm
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PS: If you want continue with the robot-masters in 8-bits style, in Megaman X8 is possible to fight versus a cutman in 8-bits style.
This proves the 8-bit style is actually part of the Mega Man canon. :P



It's now set: both 8-bit and MvC-esque robots will show up during Dr. Wily assist moves. Agreed that the best way to have some consistence with this is by having different conditions to call them.

Already built the base for each type - the "old school" holograms and the new hyper, carefully named Master of Robots -



^ when I get enough cameos I'll turn this hyper into a Lvl.3. Different 8-bit strykers are also planned to show up using different motions.
Re: The Silver WIPs: Dr. Wily and Central Museum
#74  August 31, 2017, 04:31:24 pm
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Looking nice Silva! hopefully we can get Pharaoh Man in there since he's one of my favourite Robot Masters

"What do you see in me? a man or a beast?"
Re: The Silver WIPs: Dr. Wily and Central Museum
#75  August 31, 2017, 08:39:19 pm
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So I took the challenge and made one pal:

Re: The Silver WIPs: Dr. Wily and Central Museum
#76  September 01, 2017, 04:45:37 pm
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How hard would it be to make a Neo Cortex pal?
Re: The Silver WIPs: Dr. Wily and Central Museum
#77  September 02, 2017, 01:37:05 am
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You know, when I was creating the pal I thought about the same thing XD
But I kinda suck in making inspired palettes. To be honest the only thing I like in mine was the energy ball.
Well I can try.
Last Edit: September 02, 2017, 01:49:21 am by L.E.O.N
Re: The Silver WIPs: Dr. Wily and Central Museum
#78  September 02, 2017, 05:57:59 pm
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Re: The Silver WIPs: Dr. Wily and Central Museum
#79  September 04, 2017, 06:17:34 pm
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Dr. Eggman/Robotnik? Check
Rick Sanchez? Check
Dr. Cortex? Check

Now all we need is a Fawful palette.. i would make one myself but i have no experience making character palettes

"What do you see in me? a man or a beast?"
Re: The Silver WIPs: Dr. Wily and Central Museum
#80  September 04, 2017, 08:05:49 pm
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Re: The Silver WIPs: Dr. Wily and Central Museum
#81  September 05, 2017, 01:04:46 am
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Hmm...I was thinking the same thing, so I tried to change a little bit. See if it's better now.

Old Version ---> New version                                                   


Palette
Spoiler, click to toggle visibilty
Re: The Silver WIPs: Dr. Wily and Central Museum
#82  September 05, 2017, 07:52:06 pm
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Cool!
Re: The Silver WIPs: Dr. Wily and Central Museum
#83  September 09, 2017, 01:41:04 am
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Yo, nice choice of colours L.E.O.N! I actually tried a Neo Cortex palette too, but it needs a bunch of adjustments as of now...

Spoiler, click to toggle visibilty



I was planning to bump this thread a lil' sooner, but a ton of internet issues made me wait one more week to go back here.

Fortunately, at that point I had enough resources to build something cool for Wily's new assists. So the last week was fully dedicated to progress on all this. ;D







@O Ilusionista: hope you don't mind if I used a few assets from your chars. They're just really good! :ninja:
Re: The Silver WIPs: Dr. Wily and Central Museum
#84  September 09, 2017, 09:36:52 pm
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If there's anything i like about Silva's Cortex Pallete over L.E.O.N's is that green energy ball
it reminds me of the beam he shoots in Crash Twinsanity

"What do you see in me? a man or a beast?"
Re: The Silver WIPs: Dr. Wily and Central Museum
#85  September 10, 2017, 02:04:40 am
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Lol thanks, I just watched a YouTube compilation with all Dr. Cortex battles and tried to replicate the crazy energy colors from the PS1. LEON nailed it in several details too (like the pink area on his mega blaster). Both palettes are gonna be avaiable anyway!


And now, showcasing the Robot Masters team!


I hope this move is smart looking enough. Don't really know if more assists will be included in the whiff version. Now I just need to update the A.I with them.


And by the way,
Big thanks to @c00p: for this impressive Wily animation! :D
The more serious pose could go well in a Zero special intro, thinking about it...
Re: The Silver WIPs: Dr. Wily and Central Museum
#86  September 10, 2017, 04:41:10 am
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Holy smokes, awesome work!!  That's amazing!!

On that anim I think his tie should flap faster, stands out from everything else

Silva WIPs: ??? and Central Museum
#87  September 24, 2017, 01:04:39 am
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Now that the ambitious Doctor Wily project can finally be considered finished, I'm gonna take a break before thinking to start another big project...

And imo, maybe a good way to take a break is trying to take some fun out of the unused & secondary stuff from a old beloved fighting game. That's why the next character in production is...




Tomichin

The unused assist character from Marvel vs. Capcom, that also got kicked by Norimaru in Marvel Super Heroes vs. Street Fighter!

In fact he won't be much more than a punching bag with lots of assists as his attacks - this project shall be as simple as possible. It's just that I ended up liking his silly concept and now I want to make something consistent out of it ;D


Since it's a pretty simple character with a few sprites, we couldn't pass the opportunuty to make a color template for him:

Re: Silva WIPs: Tomichin, the Special Partner
#88  September 24, 2017, 01:28:46 am
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NOW WE'RE TALKING!

THAT'S THE BEST IDEA YOU HAVE LOL

Looking forward to this character gaining life XD

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
- Donations is welcome
Re: Silva WIPs: Tomichin, the Special Partner
#89  September 24, 2017, 02:04:13 am
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I want to see how you would make "Absolute Fusion" go! Goodluck
Re: Silva WIPs: Tomichin, the Special Partner
#90  September 24, 2017, 04:24:54 am
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YEAH, LET'S GET HYPED FOR TOMICHIN!!!!!!!!

Lol, I hope to get the task of creating a comic character with really low number of sprites right. I have some crazy ideas in mind for that...


I want to see how you would make "Absolute Fusion" go! Goodluck

What's this "Absolute Fusion" you're talking about? Is it related to the japanese text from the MSHvSF flyer? If so I actually understand 0 information about that poster, and nobody seems to have made a full translation of it. :S
Re: Silva WIPs: Tomichin, the Special Partner
#91  September 24, 2017, 03:37:25 pm
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One of the things i love about MUGEN is that any character can become playable
Divinewolf's Eliza Masters is a really good example, good luck making Tomichin Silva
considering he's based on Atsushi Tomita i expect plenty of references  to the games he worked on

"What do you see in me? a man or a beast?"
Last Edit: September 24, 2017, 03:55:49 pm by Kreutz Warrior
Re: Silva WIPs: Tomichin, the Special Partner
#92  October 08, 2017, 06:12:49 am
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First preview of all the action of Tomichin:



It already points out pretty much everything to expect for the next features - a nod to the old Vs. Capcom stuff tied in a simple, joke character;

It's gonna be half source accurate/half freestyle, the objective is to make something good-looking while trying to avoid headaches. :)
Re: Silva WIPs: Tomichin, the Special Partner
#93  October 13, 2017, 09:42:02 pm
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So yeah, progress is actually going on for this dude. I can say 30/110% of the movelist is done;

You noticed when I mentioned all the action of Tomichin in the post above? Well then, seems like he surpassed himself and now can perform the Taunt Punch in the air as well! :ninja:






Hey fellas, got some few ideas for the alternate colors?
Re: Silva WIPs: Tomichin, the Special Partner
#94  October 14, 2017, 08:52:47 am
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He will have a super move with MVC special partners? You can use sprites that I've done, in that case. :)
Last Edit: October 14, 2017, 12:38:41 pm by Gladiacloud
Re: Silva WIPs: Tomichin, the Special Partner
#95  October 14, 2017, 09:39:31 pm
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Thanks very much, I'll take them into consideration when the time of brainstorming the hypers comes. But for now, I gonna stick with the base sprites from MvC.


Just got a little update on the palette template - replacing a weird pixel miscoloring from the hand to a new iris/eyes spot.

Re: Silva WIPs: Tomichin, the Special Partner
#96  October 20, 2017, 04:59:39 pm
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The original Capcom cast is finished, making the Tomichin project 45/110% completed



Along with updates, the video above also showcases the recent WinMUGEN adaptation of Dr. Wily! ;D

Check the release thread!
Re: Silva WIPs: Tomichin, the Special Partner
#97  October 20, 2017, 11:23:03 pm
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This character looks very funny and fun

How would you be able to summon the assists? would it be with a button and direction or a special command like half circle quarter forward?
Re: Silva WIPs: Tomichin, the Special Partner
#98  October 20, 2017, 11:47:32 pm
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Each attack button + a directional calls for a different assist. But at least 2 of them are planned to be summoned through a hyper motion.
Re: Silva WIPs: Tomichin, the Special Partner
#99  October 22, 2017, 12:43:41 pm
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Michelle Heart shouldn't go all the way down to floor level, but she should get to the same y position of the enemy.
Re: Silva WIPs: Tomichin, the Special Partner
#100  October 22, 2017, 06:01:38 pm
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Really? That's interesting.
Sorry for the oversight and thanks for the heads up, gonna tweak it. :hyo:


Btw already started on the Marvel side, beginning with Thor and boi, that thunder is gonna be tough to rip...... :-X
Last Edit: October 22, 2017, 06:06:10 pm by N. The Silver
Re: Silva WIPs: Tomichin, the Special Partner
#101  October 23, 2017, 11:51:54 am
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Really liking where this project is going. Here's some palettes I made yesterday.

Shadow Tomichin

Norimaro

Ed
Re: Silva WIPs: Tomichin, the Special Partner
#102  October 24, 2017, 05:36:33 am
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Thanks, they're impressive! :D

I tried some new color schemes as well. Right now there's this one that looks kinda... evil

Re: Silva WIPs: Tomichin, the Special Partner
#103  October 24, 2017, 05:38:36 am
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So uh, is Tomichin not gonna have any walk animations? It feels kinda weird honestly to see that one frame dash pose being used in place of a walk animation.

Other than that, I actually love what you are doing here. Proceed.
Only way to go is up.

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Re: Silva WIPs: Tomichin, the Special Partner
#104  October 24, 2017, 06:02:12 am
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To be fair, the initial sprites for Tomichin was a unused concept which had one frame which is a dash sprite so there's not really a reference for walking.

I do agree however that he should have a least a bit more added animation but if its for the sake of extended creativity and authenticity, then I'll accept it.
Re: Silva WIPs: Tomichin, the Special Partner
#105  October 24, 2017, 06:18:57 am
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Given his joke nature I'm not bothering that much about new frames right now. Most edits are actually on the gethits.

But gotta try to think about some new stuff for him. He's a quite simple character sprite-wise, and there must be some cool walking reference around there.

(Although I don't really mind the sliding frames that are in)
Last Edit: October 24, 2017, 06:39:57 am by N. The Silver
Re: Silva WIPs: Tomichin, the Special Partner
#106  October 27, 2017, 01:25:44 am
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Time for one more video preview, showing some aesthetics shenanigans, along with the brand new walking animation. And a Marvel assist too:
Re: Silva WIPs: Tomichin, the Special Partner
#107  October 27, 2017, 06:31:50 am
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Wow, that looks really well done.
Did you do the animation yourself or did someone else draw them?
Re: Silva WIPs: Tomichin, the Special Partner
#108  October 28, 2017, 09:46:38 pm
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The true answer is:
Spoiler, click to toggle visibilty
Re: Silva WIPs: Tomichin, the Special Partner
#109  November 28, 2017, 06:05:16 am
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During the last weeks my focus was entirely on helping in the final steps of the fullgame Mega Man: Robot Master Mayhem, which will be out in the next month. My work on Dr. Wily was also fully adapted to the game and believe it, there's some cool new stuff coming from it:



By the way, that's why the Special Partner project was on hold during this month. :ninja:
Re: Silva WIPs: Tomichin, the Special Partner
#110  December 31, 2017, 10:25:22 pm
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Sup everyone, happy new year! :hippy:

The Special Partner project is still going on, reaching 75/110% of it's cunclusion:




Minor detail-wise, there's still one spot left for the alt palettes. You peeps still got some ideas?

Re: Silva WIPs: Tomichin, the Special Partner
#111  December 31, 2017, 10:29:48 pm
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Pretty nice work.
Re: Silva WIPs: Tomichin, the Special Partner
#112  January 01, 2018, 01:26:50 am
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Re: Silva WIPs: Tomichin, the Special Partner
#113  January 01, 2018, 08:39:07 pm
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Pretty good, I like the contrast on it. :]

The palette index inside the image got messed up though. But don't worry, I fixed it already. ;D
Re: Silva WIPs
#114  January 27, 2018, 01:04:56 pm
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Hello everyone! Those last weeks hiatus went with the purpose to make sure the next thread update would be a bit more impressive. Saying that I'll now proudly announce that the Special Partner Project is finished, reaching it's 120%!!! (ya know, because of the 20 assists from MvC + the 2 hidden ones)

Check this masterpiece out! :]





Now that my current character tasks were fullfilled, I'll just cool down and think about something else... Well, still gotta finish that stage project too, right? :S
Re: Silva WIPs: "Who's next", you think?
#115  February 25, 2018, 09:22:43 pm
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Well, the stage project will be on hold again, partially because I gotta recover the needed hype for that, and some resources too. And partially because I'll prioritize my time in a new fighter:



The Hulk


Using Buckus style again, cuz I think it fits him. UMvC3 will be the main reference, so his face/hair will be edited to have a more savage mood (61% of the spriteset is revamped right now). I'm also using Kamekaze's Hulk as reference, but only for animation & axis. Gonna try to keep it original coding-wise, with only a few stuff borrowed from here and there - e.g., PoTS guards sparks.

The super armor thing is still something debatable... All in all, comments & criticism are welcome! :D
Last Edit: February 25, 2018, 09:35:33 pm by NDSilva
Re: Silva WIPs: "Who's next", you think?
#116  February 25, 2018, 11:45:02 pm
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I think there is some cool stuff you could use from mvci like the wall jump
Re: Silva WIPs: "Who's next", you think?
#117  February 26, 2018, 08:54:38 pm
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Cool, now Juggernaut will have someone to play with :P

Good luck, I really like how you are editing his sprites to match his savage look.

Re: Silva WIPs: "Who's next", you think?
#118  February 26, 2018, 11:01:07 pm
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>Buckus Style

I'm down for Buckus style, and speaking of which is he still active? The last character he made was Rash back in 2013 and I haven't seen anything new from him since.
Re: Silva WIPs: "Who's next", you think?
#119  February 27, 2018, 12:44:50 am
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Buckus is still around, he posted again in the thread for a full-game he's working on 5 weeks ago. and his profile says he was active 10 hours ago. Also good luck with this Hulk Silva.
Re: Silva WIPs: "Who's next", you think?
#120  February 27, 2018, 03:48:29 am
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Orange Hulk confirmed?
Re: Silva WIPs: "Who's next", you think?
#121  February 27, 2018, 05:07:18 pm
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I think there is some cool stuff you could use from mvci like the wall jump
Wall jump is already made. I plan to bring some other stuff from MvC:I as well.


Cool, now Juggernaut will have someone to play with :P
I'll make sure this Hulk is on par with your Juggernaut, pal. :P


Orange Hulk confirmed?
This idea was brought up to me recently, and it sounds kinda cool: make a alt. mode for Hulk, with the same moves but different deffence, move properties, and combos possibilities. I'll keep this idea in mind... :)
Re: Silva WIPs: "Who's next", you think?
#122  February 27, 2018, 05:52:37 pm
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Hulk looks really cool.
Re: Silva WIPs: "Who's next", you think?
#123  March 02, 2018, 01:31:30 pm
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Why Hulk is forgotten?
Give Hulk some love!
Re: Silva WIPs: "Who's next", you think?
#124  March 03, 2018, 08:12:03 pm
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@Infinite Intel.: It's a honor, Mr. Infinite. Hopefully it'll reach the quality standards of other nice fighters, like yours. :hyo:

@WumpaFruit96: Wait a little, bro. The lack of news means I'm trying to bring a substantial update to the project, actually.



Basic attacks are finished, and 71.5% of the spriteset is revamped. Hulk officialy got a steady shape. :) Now I gotta deal with some new command normal sprites, and the Guard Break/Counter moves;

Concerning the feedback from this early showcase, I think the most interesting way to proper adapt his gameplay to the CvS-esque style is by building 2 variations of Hulk - a strenght based one and a technique based one - and let the Alt. mode (what could it be called? "Orange"? "Red"? "Grey"? "Smart"?) be selected via alt. palettes, or a different .def;



With that said, here's the potential movelist for him:
Code:
=======================| Command Moves |=======================

-------------(normal mode)-------------
Gut Punch: F + x

-----------(alternate mode)------------
Impact Punch: F + y  (hold)

=======================| Special Moves |=======================

-------------(normal mode)-------------
Gamma Wave: QCF + p

Gamma Charge: Charge B, F + k
 - 2nd Charge: F(or U) + k

Gamma Air Charge: Charge D, U + k
 - 2nd Charge: F(or U) + k

Gamma Tornado: HCB + p



-----------(alternate mode)------------
Gamma Wave: Charge B, F + p

Gamma Charge: QCF + k
 - 2nd Charge: k

Gamma Air Charge: F,QCF + k
 - 2nd Charge: k

Gamma Tornado: HCB + p

=======================| Super Moves |=======================

-LVL 1 Supers
Gamma Tsunami: QCFx2 + p
Gamma Quake: QCFx2 + k

-LVL 2 Supers
Gamma Crush: QCFx2 + 2p

-MAX LVL Supers
*To be thought*


And if you wanna get a vibe on how his moves could feel different between each mode, here's a interesting resource:



Re: Silva WIPs: "Who's next", you think?
#125  March 04, 2018, 01:26:49 am
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This looks very nice.

I would like to see a different .def for the alternate version.
IMO either name the alt. mode "Orange" or "Grey".
What about the wall jump? Will both version have it?

How about adding a new move - the Thunderclap? You could use it either as a normal special or a new level 3 super.
Spoiler, click to toggle visibilty
I know I have seen a nice animation for that in one Hulk mugen version...
Re: Silva WIPs: "Who's next", you think?
#126  March 04, 2018, 12:30:14 pm
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If the alt is gonna be based on technique, it should definitely be Gray Hulk. Orange should be exclusive to what Onslaught's Hulk was in MvC1 in my opinion. Different .def might be useful.

I'm not a fan of Marvel 3 Hulk's hair, but since you made Wily I'd trust you with my life, let alone trust your work. Can't wait to see the results.

EDIT: Clap animation is here, not sure if this is where Staubhold saw it but:

https://youtu.be/CTQGEEtaw5w


Amateur artist, graphic designer, and MUGEN experimenter.
Last Edit: March 04, 2018, 01:23:26 pm by Afterthought
Re: Silva WIPs: "Who's next", you think?
#127  March 04, 2018, 06:31:04 pm
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What about the wall jump? Will both version have it?
Yeah, it will be the same for both versions.


And yeah, the alt. mode shall be called "Grey Hulk" afterall, given his overall importance in Hulk's backstory. About the ThunderClap, that's a good point - Hulk indeed has a well made animation for it, since a while ago: https://youtu.be/-3tka96JA_Y?t=34

I'll considerate these suggestions, thank you guys. Also thanks for the kind words Afterthought, take my word that Hulk's mvc3 hair can still look pretty good in MUGEN. :P





Rotating CPS-2 sprites is a little tricky, but I think I got the proportions right. :)
Re: Silva WIPs: "Who's next", you think?
#128  March 04, 2018, 10:49:46 pm
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You know a japanese guy called Rel made a UMvC3 Hulk and made sprites for the Impact Punch, just though you should know.
Re: Silva WIPs: "Who's next", you think?
#129  March 05, 2018, 09:21:29 am
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Thanks for poiting it out, wasn't aware someone made a Hulk with MvC3 gameplay. It's a interesting reference indeed - it seems Rel got trough almost the same bases for those sprites. :tongue3:
Re: Silva WIPs: "Who's next", you think?
#130  March 09, 2018, 07:59:14 pm
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Impact Punch animation progress, with some elements inspired on Rel's version;



The plan is for it to be the focus attack/guard break animation for one version, and a command normal with super armor and Lvl.1/Lvl.2 variations (like in MvCI) for the other version - then he won't have the default guard break.
Re: Silva WIPs: The Hulk
#131  March 14, 2018, 08:16:55 am
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And after quite some time, the Impact Punch sprites are finished. :]





The video shows the guard breaker variation. Now that the system stuff is fully set, I'll start working on the throws, and then the specials.
Re: Silva WIPs: The Hulk
#132  March 14, 2018, 10:26:00 am
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looks pretty cool, I would add some movement to his tattered pants and shirt since it looks really static during his pauses
Re: Silva WIPs: The Hulk
#133  March 14, 2018, 03:34:39 pm
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The key frames of the punch look great, but the impact and weight of it is almost non existent. Try adding in some proper anticipation and follow-through once he actually swings the punch. Use the stretch technique similar to Akuma's st. heavy punch in 3S, that would improve it vastly.

Also for the first frame of the punch his hair is wider but all of a sudden it shrinks once he actually punches.
Re: Silva WIPs: The Hulk
#134  March 14, 2018, 03:55:56 pm
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I would also put the aurora charge around his fist since that is the point of interest
Re: Silva WIPs: The Hulk Rough Beta
#135  July 21, 2018, 03:07:18 am
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Gamma Charge! One more!




Progress is going on again for the Hulk. I actually implemented different velocities/properties for all his current moves (normal attacks + Gamma Charge) for the alternate version - that I opted to just call it "Alt. Hulk" btw.

Is someone interested to see how it looks right now? His alt. mode is selectable via alternate colors.
Last Edit: July 21, 2018, 04:52:50 am by NDSilva
Re: Silva WIPs: The Hulk Rough Beta
#136  July 21, 2018, 06:04:54 am
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That green fx looks really cool. Not able to test out, so do fx changes with the varation of the move. Keep up the hard work.
Re: Silva WIPs: The Hulk Rough Beta
#137  July 21, 2018, 11:24:59 am
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If you get hit during a gamma charge the effect will remain there.
Also the small portrait could use a change.

Will you make his crouch animation... well... animate? In older games when he crouches he also moves a bit. Probably Marvel Super Heroes.
Last Edit: July 21, 2018, 12:06:28 pm by AlexSin
Re: Silva WIPs: The Hulk Rough Beta
#138  July 22, 2018, 12:08:19 am
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• Oh snap, what a oversight. Gonna fix it quickly;

• In fact, I actually made a properly detailed & indexed small portrait, which appears in my previous videos. It's just that I'm holding it for the final release, because reasons.

• Wow that's interesting, didn't notice the MSH dudes lost their crouch animation when going to the VS. series... That shall be updated. :)


Not able to test out, so do fx changes with the varation of the move.
It's the same FX, it just switch colors along the character palette. In the above case they represent the colors from (U)MvC3 and MvCI, respectively.


Real thanks for the feedback. :)
Last Edit: July 22, 2018, 02:51:37 am by NDSilva
Re: Silva WIPs: The Hulk Rough Beta
#139  July 22, 2018, 12:58:45 am
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So...Idk if you've changed something recently or what... But I can't even do certain moves with him without him getting stuck or glitching in a very odd way. :-\ Like, I tried to do LP G.Wave and he like slides forward and then faces the wrong way? MP\HP version gets him stuck in an animation loop(seems to be tiny buffering issues). Vels/physics are very floaty and unorthodox. All of the start up timings on all his normals are god awful, and his neg frames are rough bruh. I like how you made grab able to perform with any 2 punches. That's something I always disliked with Buckus' chars is it could only be done with 2 specific punches.

He looks really misaligned as well. TBH I feel like you may have uploaded the wrong version, or this is some type of joke? I like Buckus' chars/style, so I'm actually looking forward to this. When you get this all straightened out, give me a holla and I'll test.

*Edit

Or maybe I overlooked something? Like all you've done so far is G.Charge and his normals? I glanced over the ReadMe, though didn't see anything about that, so I assume everything that's mentioned, should be in working order.
Re: Silva WIPs: The Hulk Rough Beta
#140  July 22, 2018, 02:48:12 am
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I'm sorry if the beta somehow gives a joke impression, I should've done a few adjusts to it rather than putting out all the unfinished code as is.

And yeah, everything else besides normals and [ground] Gamma Charge are leftovers from Buckus' Captain America - acting weird due to the different animations.

As rough as his velocities and move properties look, they are straightly based on UMvC3 frame data. So I believe it's actually working as intended? If it doesn't seem too broken I'll most likely keep those, to better differentiate the two variations of Hulk.
Last Edit: July 22, 2018, 02:54:26 am by NDSilva
Re: Silva WIPs: The Hulk Rough Beta
#141  July 22, 2018, 03:42:49 am
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Nah man, I'm sorry as I'm assuming things and all. You're doing fine, it was rude and pretentious of me to come at you like that. And for that, I truly do apologize. Though my points still hold weight. His sprites look misaligned. Especially for moves like G.Wave and cr.MP. As for the velocities and physics, UMvC3 frame data ain't gonna help with that.

And TBH, UMVC3 may not be the way to go in general. If I were to give a suggestion to a reference you could use fo MUGEN itself, it'd be Kamekaze's Hulk. He's MvC2 accurate from what I remember and felt really good when I was playing with him. Using Kame's Hulk as reference would help in a big way. I'll test him out some more, barring the obvious and get back with you. Once again I'd like to apologize. I wasn't trying to down you in any way.
Re: Silva WIPs: The Hulk Rough Beta
#142  July 22, 2018, 04:51:13 am
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It's all good, bro! Well, in fact, Kame's MvC2 Hulk is my base for sprite alignment and animations, as well as CLSN. Look at the alt. moveset (palettes 7-12) and you will see most of his velocity keeps the same from Kamekaze's Hulk! :P

For sure, I gotta polish up the normals a bit more, for both variations. Maybe incorporate frame data from different games, or simply looking at fighters that have a similar style.
Re: Silva WIPs: The Hulk Rough Beta
#143  July 22, 2018, 10:46:17 pm
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Alright, Hulk's beta gained some minor updates:

Sff file was optimized, Cap. leftovers were deactivated, Incredible Punch was nerfed, G.Charge fx during a hit was fixed, and a properly indexed small portrait was added. :megusta:
Re: Silva WIPs: The Hulk Rough Beta
#144  July 25, 2018, 06:02:01 pm
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He feels pretty good overall. The alternate version is a fair amount better. With default mode, I suppose I see what you were going for. It's more based on his MSH/MvC1 appearances. While alternate is MVC2(3) and up. I don't really see the point, as the Alternate mode is the superior mode, though I suppose you did it just for people who may be more used to classic Hulk? It's not a big deal though. One of the things that gets me with Buckus' chars though is the damage dampener. It gets really anal once you go above a certain amount of hits. You'll barely cause damage after that kicks in.

Since you don't have any supers implemented yet, it's hard to tell how this will effect Hulk. Though currently, I can get a 400+ dmg combo with him as is. It's nothing special either. I'll chop this up to him still being in a beta state, though I figured I'd give a heads up. I suppose other than that, you should probably expand the FX for the focus attack to fit Hulk's size. Looks odd as is. Also, I realized when playing with him why his animations timings are a problem: It's because he doesn't have super armor. You might wanna take that into consideration. Chars like him and Juggs had super armor in their respective commercial games. That's why their bad timings wasn't as big a deal. W/O it, they become punching bags pretty much.
Last Edit: July 26, 2018, 06:06:21 pm by DivineWolf
Re: Silva WIPs: The Hulk Rough Beta
#145  July 30, 2018, 04:58:19 am
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With default mode, I suppose I see what you were going for. It's more based on his MSH/MvC1 appearances. While alternate is MVC2(3) and up. I don't really see the point, as the Alternate mode is the superior mode, though I suppose you did it just for people who may be more used to classic Hulk? It's not a big deal though.
Quite a good guess, my friend. The two renditions I'm going for Hulk are, basically, a "power type" (a Hulk that looks heavy) and a "speed type" (a Hulk with good combo potential).

Thanks for the overall feedback. The focus attack animation and it's FX will definitely be updated.

I'll take a better look at the damage dampener and button buffering, as well as implement a super armor for the slower version - he indeed looks off without it.
Re: Silva WIPs: The Hulk Rough Beta
#146  August 02, 2018, 09:10:20 pm
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Good afternoon.

I write here because I don't know how made other.

I ask permission NDSilva to work on Megaman flame sword to make magma man magma sword.

I need it to my project Magma Man who will made perhaps end august september 2018.
Thanks
Re: Silva WIPs: The Hulk Rough Beta
#147  August 03, 2018, 02:07:40 am
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Hi :hyo:

Yes, you can use my animation as a base for your project. You're aware I also released those sprites separately, right?

   
Spoiler: spritesheet (click to see content)



By the way, if someone ever wants to take my previous works as a base for future projects, there's no need to ask me for permission - just a heads up will be cool. :)
Re: Silva WIPs: The Hulk Rough Beta
#148  August 03, 2018, 10:15:34 am
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I think this will make people happy for the Mayhem Robot Master project.

Big thanks.

Laspacho will also be happy.