Well, after putting it off for a while, I'm releasing Mr. X. Motivation for creating has been lacking recently, which is why I went back and finished SHADEs 2. I'll get back to working on CVTW stuff soon, but for right now I'm not doing much, so I figured I'd at least release him. He has no AI right now, but he will get some added for an update later on. I didn't do it yet because I'm still working out kinks in the super armor, which I discuss below. He has a "win quote," but he's Mr. X so it's just "....." but I figured that's better than "Winner" every time he wins.
Mr. X is a villain/boss character from Resident Evil 2. In that game, Mr. X very rarely reacted to attacks, so that's why he has some super armor. I'm not that great at code, so what I ended up with was a slightly modified version of Winane's AI code that makes it so that he only reels from getting hit every three attacks. I'm releasing this finally because I want people to give me opinions on the super armor system and possibly help me make it better, since I feel I don't have the coding aptitude to make a more complex super armor system. I'm trying to learn, but like I said, motivation has been a bit down lately. One annyoing problem right now is that on the third hit that breaks the armor, the hit sound is played twice rapidly which just makes it sound like a really loud hitsound. If anyone knows how to fix that, let me know. I will admit that right now, with the high damage and super armor, he's probably a bit cheap, so I suggest using him as a boss character.
Anyway here's some screens, a video, the DL link and credits.
Spoiler, click to toggle visibilty
Download at www.mugenguild.com/seanaltly > Character Bios > Mr. X
MDD for most of the palettes
Cybaster, and MDD for beta testing
SafirKreuz for the large portrait
Winane for the super armor code
Adam Rogers, Executive Producer
Capcom/SNK for animation references, and Capcom specifically for creating Mr. X and Resident Evil
Everyone at MFG