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4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead (Read 4512 times)

Started by RobotMonkeyHead, September 02, 2011, 10:35:37 pm
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4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
New #1  September 02, 2011, 10:35:37 pm
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These are my conversions of Omegapsycho's boss characters into 1.0. The old versions required camera zooming. These ones don't, and they are the same size as they were, relative to other characters, so getting them seen entirely took some work on the cameras in their stages.  make sure they are used with the updated stages that are included in their folders, otherwise half of them will screw up and the other half will look like crap. These all work beautifully on my computer. 

If you want screen shots, visit Omegapsycho's site: http://omegapsycho.webs.com/bosscharacters.htm

**CYBER SKELETON fixed. Now includes stage. ;D

__/ Crocomire:
http://www.mediafire.com/?6ti8aa8rz389r8b

__/ Cyber Skeleton:
http://www.mediafire.com/?bjcaxzcabtezv73

__/ Infinity Phalanx:
http://www.mediafire.com/?at4ysk27459fs4m

__/ Somulo:
http://www.mediafire.com/?d4ukmbc2mn750bd

Enjoy
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#2  September 03, 2011, 01:38:23 am
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Oh man i was waiting for someone to do this
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#3  September 03, 2011, 05:22:41 am
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Just tested Crocomire, and he indeed works fine.
But yeah, it played like I suspected it to play. Since you can't really scale characters within a particular Mugen stage, you end up with the whole "bonus game" (Crocomire here) and stage being twice as big as in regular Mugen.
This kinda kills the atmostphere a little because you end up seeing nothing at what the opponent is shooting at you. :(

Not much can be done though, unless one edits all his chars with localcoord to make them smaller... not gonna happen.
Oh well, this is still as good as it can get. Thanks for your work. ;)
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#4  September 04, 2011, 08:44:04 pm
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I did basically the same thing with Endogear's Kraid and Phantoon. Anyone Interested?

Videos of the unedited versions:

__/ Kraid
http://www.youtube.com/watch?v=nLEbO4FfFlc

__/ Phantoon:
http://www.youtube.com/watch?v=kP1bA1Y5bM0

(his Mother Brain turned out to present some problems i couldn't get by, but if anyone is interested in helping i have her about half way done too...)

you end up with the whole "bonus game" (Crocomire here) and stage being twice as big as in regular Mugen.
This kinda kills the atmostphere a little because you end up seeing nothing at what the opponent is shooting at you. :(

Yeah i know, this is especially true for Phalanx. I wish you could see that huge beam he fires, but all i could do was basically lock the camera to the players y cord so when you jump you get to see as much as possible...  considering the available options, i think it's about the best i could do.  Plus I figure it's just nice to be able to have these characters in 1.0 anyway. they are some of my personal favs.

Oh well, this is still as good as it can get. Thanks for your work. ;)

no prob. it's good to finally have something to give back.
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#5  September 07, 2011, 02:42:19 pm
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Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#6  September 12, 2011, 12:20:04 pm
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Cyber Skeleton doesn't come with modded stage data-the STAGE folder is empty.  Mistake?

Infinity Phalanx works as it should.

Crocomire seems to work.

As much as this is a good conversion, the reduced field of view hurts playability BADLY.
\"So you have chosen....death.\"-Saruman.
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#7  September 12, 2011, 11:51:49 pm
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if you could get your hands on mugen 1.1 you might have a better chance at converting them to look better since they have a new zoom option
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#8  September 14, 2011, 02:33:22 am
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Just tested Crocomire, and he indeed works fine.
But yeah, it played like I suspected it to play. Since you can't really scale characters within a particular Mugen stage, you end up with the whole "bonus game" (Crocomire here) and stage being twice as big as in regular Mugen.
This kinda kills the atmostphere a little because you end up seeing nothing at what the opponent is shooting at you. :(

Not much can be done though, unless one edits all his chars with localcoord to make them smaller... not gonna happen.
Oh well, this is still as good as it can get. Thanks for your work. ;)

Stage and boss character for that stage must be localcoord = 320,240

Chars to play on it must all be changed localcoord = 640,480

Not a good idea for using in a universal engine, especially those with a retarded amount of characters...

The localcoord line can be added to the winmugen version of the projects without any real 1.0 editng or converting.
They will still handle in 1.0
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#9  September 14, 2011, 05:58:07 pm
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Cyber Skeleton doesn't come with modded stage data-the STAGE folder is empty.  Mistake?
Fixed.

As much as this is a good conversion, the reduced field of view hurts playability BADLY.

Not really,  actually.  The playability is still almost exactly what it was before.  What suffers are the visuals, but you have to jump a lot to hit any of them anyway, so you do end up seeing everything.  i actually kind of prefer it the way it is. They seem much more intimidating when they're huge, rather than the player being smaller.
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#10  September 14, 2011, 05:58:42 pm
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Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#11  September 15, 2011, 12:59:57 am
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i heard a few people here has a copy just to do beta testing with

there some people who already making things for mugen 1.1

i think kungfu man has a copy since on his website he stated that he has made some work with the beta copy of it

just a suggestion nothing more
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#12  September 17, 2011, 12:56:42 am
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Tried a KFM vs Crocomire in mugen 1.0. Seems fine when you fight its first form. However, on the 2nd round, when you run to the right before the skeleton appears, you automatically die?
It could be a camera focus error, I'm not sure. But seems to cause if the player is too far to the edge, and that the camera seems to get in focus with the skeleton form, so that the player gets pushed into the center of the screen, I guess.

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dragon punch to stand a chance."
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#13  September 21, 2011, 09:15:35 pm
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Fun play, but like some others are saying, the reduced view kills the atmosphere.  Would be cool to see a version with the view like the original (though probably never going to happen.)
This is how you recognize a character is polished or not : when small details are taken care of to provide the best experience possible.
Re: 4 of Omegapsycho's Bosses converted to 1.0 by RobotMonkeyHead
#14  September 24, 2011, 02:33:39 pm
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Fun play, but like some others are saying, the reduced view kills the atmosphere.  Would be cool to see a version with the view like the original (though probably never going to happen.)
one the new mugen version come out it will happen since they have the zoom  but that would depend when ever they will release it