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TMNT Bebop WIP  (Read 209860 times)

Started by Dcat, April 29, 2017, 01:37:25 am
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TMNT Bebop WIP
#1  April 29, 2017, 01:37:25 am
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Hey guys its been a long time since I got to working on another MUGEN character in any official capacity
Finally taking a crack at the one and only Mutant Warthog Punker Thug Bebop!

-He'll be a 6 button character like the rest of my creations and have combo heavy gameplay

I've resized and improved the classic Arcade spritework 120% for this guy and I'll be doing a whole mess of additional custom sprite-work for the rest of his attacks.
You can see the size comparison in this sample sprite:


So far I've re-sprited all of his original walking , idling, and gethit frames. I've also made a shocked sprite for him




I'm not too familiar with the vital details of the character beyond what I can recall from my childhood & the whole punker-turned warthog premise. So any and all information/ fun-facts about him that I can implement into the character are welcome here. Any canonical attacks or weapons he's used in the show would be great to mention in this thread as well.

These forums have really delivered in the past with community input for my other characters and I was hoping to call on some of that help yet again.
If you've got any ideas on what you'd like him to play like or want to post some Bebop related art I'd very much appreciate it.

He'll be using his laser gun from the arcade game for the bulk of his special attacks. I was thinking it could have multiple effects/ gun modes?Something like what Cable has in MvC2 with his multi-functional blaster only Bebop's would have Flame/Shock/Freeze cartridges or something but I'm not sure if this would work too well during combos

I'll post more progress as it comes along...


Spoiler, click to toggle visibilty
Last Edit: May 24, 2017, 08:18:38 am by Dcat
Re: TMNT Bebop WIP
#2  April 29, 2017, 01:57:05 am
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And here we have it ladies and gentlemen. The man is back!

KojiroBADNESS here btw. Long time bro, how you been? Anyway, looking forward to seeing what you do with, Bebop. Gonna keep a close eye on this. Welcome back dude!  :sugoi:

Re: TMNT Bebop WIP
#3  April 29, 2017, 02:15:02 am
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Great to see you man.

Pistols, lazers and all should work well for Bebop but, you should randomize it with different moves aswell.

Bebop kicks a tree here. Check 0:02.
He could kick a tree towards the opponent.
https://www.youtube.com/watch?v=3cOLy3Vl9dY

Bebop spins a nunchuck type thing here. Check 0:38.
It could be a special where he throws it while spinning.
https://www.youtube.com/watch?v=vhukaXpTKpc

Good luck with your Character.
Re: TMNT Bebop WIP
#4  April 29, 2017, 02:22:34 am
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great work so far
Re: TMNT Bebop WIP
#5  April 29, 2017, 02:50:46 am
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It's about time Bebop finally got MUGENized! I wish you great luck on this character.

DW

Re: TMNT Bebop WIP
#6  April 29, 2017, 03:11:35 am
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Awesome. Without a doubt, the funniest char from the classic TMNT series. I don't remember much currently, but I can go on a marathon and see what's good. Good luck with him.
Re: TMNT Bebop WIP
#7  April 29, 2017, 04:00:16 am
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Hey Dcat.

Glad to see you active.

BEBOP, the iconic warthog, part of the Bebop and Rocksteady duo is usually considered the lighter and breezier of the two, with Rocksteady being usually more linked to heavy destruction and demolition and Bebop with thug like weapons. His favored weapon in several appearances was the chainsaw.
The duo was not part of the original comic line, like Krang, they were created for the sindicated tv show.


On the archie comics they were represented as being foolish and used for comic relief.

On the IDW comics they are represented as being blood thirsty and almost bullet proof ( while still being foolish)





The bebop of the recent tv show is too different to make sense adapting anything from, hes a hacker that fights using stealth and digital camouflage.


Driving vehicles into things, monster trucks, anything like that is not out of the question for the duo. Bebop is also prone to using chains to fight; Knuckledusters; Muscle cars; chainguns; turrets.

You can play up the creepy factor that makes their foolishness seem dangerous using shadows on their faces.

Bellow is dan berger T file for bebop:
Quote
DAN BERGER's T-FILES :: BEBOP

BEBOP
 

☣ ☣
 

HEIGHT: 5' 4"
 

WEIGHT: 325.5 lbs
 

WEAPON: Fists is good, but guns is better!
 

FAVORITE COLOR: Black & Blue (heh heh heh!)
 

HOBBIES: wrestlin', um... and wrestlin'
 

FAVORITE MUSIC: I likes lotsa musical types of music, I thinks...
 

NICKNAMES: Da Boss calls me all kinda names... I doesn't bother to remember dem all.
 

FAVORITE FOOD: Hot dogs and rhubarb pie
 

FAVORITE BOOK: I doesn't likes books, dey give me a headache.
 

PERSONAL PROFILE
 

Me and my bestest buddy, Rocksteady, was just normal human-bean-type peoples until da Boss decided ta makes us into mutant-type peoples. We used ta have fun bullyin' peoples on our block, but tanks to da Boss we gets ta bully lots more stupid peoples all over da universe! Da Boss is real smart... smarter den Rocksteady even! Rocksteady used ta be da smartest guy I knew, dat is until I met da Boss. Da Boss is smarter den Rocksteady. Rocksteady is real smart, but not as smart as da Boss.
 

My favorite thing ta do is fight. Fightin' is real fun, and ya doesn't gotta read no stupid books or nuthin' ta fight real good. I is a tough guy, ya know what I'm sayin'? I think I can beat Rocksteady inna fight. I dunno if I could beat da Boss... he's real tough. I is real tough, but da Boss is real tough, too. I dunno if I could beat da Boss inna fight, though. Sometimes I wonders if I could beat da Boss, but den he starts yellin' real loud and dat kinda scares me. He gets dese little veins in his forehead poppin' when he yells and he turns kinda purple-red-like. He looks kinda scary like dat. He's pretty tough, too. I don't think I could beat da Boss. I think I could beat Rocksteady, but you couldn't. Rocksteady is real tough. But I is tougher den him. But da Boss is tougher den me, dat's what I think. I don't think I wanna fight da Boss, cuz he's real tough.
 

I has got ta travel ta lotsa places all around da universe wit da Boss and dat funny little pink guy, Kramp, I think he's called... he's a weird little pink-type peoples, but he don't look like no normal peoples, dat's for sure! He don't even look like no normal mutant-type peoples! He yells alot, too... maybe dat's why him and da Boss is friends, cuz dey both likes ta yell alla time. I know I could really beat dat Kramp guy easy! Da Boss could, too... sometimes I dunno why da Boss has da pink-brain-man around. He has lotsa weird machines dat da Boss likes ta use, but dat Kramp guy, he's annoyin', ya know what I'm sayin'? I kinda wanna smash him sometimes... like a little pink bug! Heh heh heh! Dat would be cool! But da Boss, he don't wanna let me do dat just yet... maybe some day, tho.
 

I is bored. I needs ta go break somethin' with my buddy Rocksteady! He's real smart, dat Rocksteady! Not as smart as da Boss, but he's smart, alright!


They used to write him with a very heavy accent, but I would go for something a bit less heavy nowadays, to show the mesh of all the versions he has been since.

I remember contributing with winquotes and a bunch of suggestions for your old chars, if you want I could try to give you more like that.
Re: TMNT Bebop WIP
#8  April 29, 2017, 06:17:45 am
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Excited!!  Looking forward to more updates!

Re: TMNT Bebop WIP
#9  April 29, 2017, 08:56:58 am
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Sweet! Bebop should be awesome to see in Mugen.

And I'm sure Rocksteady won't be far behind, can't have one without the other.
Re: TMNT Bebop WIP
#10  April 29, 2017, 09:31:00 am
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Your finally back DCAT! And with Great News! Would love to see Bebop making an Impact to the MUGEN Scene!
Re: TMNT Bebop WIP
#11  April 29, 2017, 10:17:34 am
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Bebop and Rocksteady are depicted to have  tremendous strength in the Original Cartoon, grabbing the Turtles and tossing them around easily if they get the chance to do it.



Bebop is even able to lift and trow cars with without much effort.



In the Show if Bebop don't had a Long rage weapon, he either used something that would lie around for example a Morning Star in a Museum or any random item he could use as a mele weapon, or he would just charge at the Turtles trying to hit the Turtles with brute force.

GTA

Re: TMNT Bebop WIP
#12  April 29, 2017, 02:07:59 pm
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Alright, Dcat is back in black.

Some clumsy moves will do the trick. For example like Dan or Hyena from KOF Maximum Impact 2.
Re: TMNT Bebop WIP
#13  April 29, 2017, 02:17:59 pm
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looks nice so far.... good luck
Re: TMNT Bebop WIP
#14  April 30, 2017, 03:56:13 am
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If you are going with the multi functional blaster idea, maybe have it be kinda like Silver Samurai's element change thing, but not timed? Have it affect a super, and maybe the main special used with it.
Re: TMNT Bebop WIP
#15  May 01, 2017, 11:22:14 am
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It's a pleasure to see you back!

And I look forward how your progress is going along, when Warenr has to be shocked about this.
Re: TMNT Bebop WIP
#16  May 01, 2017, 11:36:37 am
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I bet Warner doesn't even care.
Hey.

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Re: TMNT Bebop WIP
#17  May 01, 2017, 02:31:17 pm
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Nice to see you create something new Dcat!

Some suggestions for attacks & weapons...

 - maybe you could use a "Two-handed chokelift" for a throw, like seen at 0:29 in the vid below
Spoiler, click to toggle visibilty

 - how about the uppercut & the charging shoulder tackle Bebop does in the "Teenage Mutant Ninja Turtles II The Arcade Game" NES boss fight or the "Teenage Mutant Ninja Turtles 1989 Arcade Game"
Spoiler, click to toggle visibilty

 - Juggernaut like "Earthquake Punch" at 0:17 & elbow drop at 1:35 from the "Teenage Mutant Ninja Turtles: Legends" iOS/Android game
Spoiler, click to toggle visibilty

 - for weapons I would suggest the following...
   - Crowbar & chains
p.e. 2016 Playmates Toys Action Figur for Teenage Mutant Ninja Turtles: Out of the Shadows.
Spoiler, click to toggle visibilty
or in his human form
Spoiler, click to toggle visibilty

   - Chainsaw & Bombs
p.e. his boss fight in the "Teenage Mutant Ninja Turtles: Mutants In Manhattan" game
Spoiler, click to toggle visibilty
or comics
Spoiler, click to toggle visibilty


   - dual-wielding knives & hand grenades
p.e. in the "Teenage Mutant Ninja Turtles: Legends" iOS/Android game
Spoiler, click to toggle visibilty

   - then we have the whip from "TMNT 4 Turtles in Time"
Spoiler, click to toggle visibilty

   - and in "Teenage Mutant Ninja Turtles 3: The Manhattan Project" NES we had that strange head-spinnin' ball and chain attack Bebop
Spoiler, click to toggle visibilty
...and the 1991 Wacky Action Figure Head Spinnin' Bebop
Spoiler, click to toggle visibilty

All for now... Will do more research.


Don´t know if you will use it, but I found this here...
Spoiler, click to toggle visibilty
Scratch that. You´ve already seen that in the Technodrome forum.



More stuff...

 - in the "TMNT: Out of the Shadows" movie Bebop delivers a expertly looking clothesline to one of the Turtles
10 in the vid below
Spoiler, click to toggle visibilty

 - in the "TMNT: Legends" game 80´s/classic Bebop does a Punch, Butt Attack, Fart combo, as seen in the vid 20
Spoiler, click to toggle visibilty
Last Edit: May 03, 2017, 12:30:26 pm by Staubhold
Re: TMNT Bebop WIP
#18  May 07, 2017, 06:46:19 am
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They ain't gettin' any prettier...  :mlol:
Re: TMNT Bebop WIP
#19  May 17, 2017, 03:46:29 am
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Whoah so many ideas and suggestions for this guy that's what I like to see. I'm really digging the crowbar and chainsaw bits for specials or supers could do some interesting things during the combo. Also a Bebop Monster truck Hyper attack feels like a must to rival Donatello's Turtle Van. Thanks folks

I remember contributing with winquotes and a bunch of suggestions for your old chars, if you want I could try to give you more like that.

Yes, winquotes would be great!

Okay so I'm chugging away at Bebop the color separation is adding a lot of time to spritework but I'll  get there eventually. Once the ball gets rolling things should pick up. So far, I've got an original standing forward punch and a turn kick attack for the Beebs. Also updated the charging sprites since the in-game sheet has him shrinking considerably whenever he runs. It looks much better in game now.

Spoiler, click to toggle visibilty

More to come...
Re: TMNT Bebop WIP
#20  May 17, 2017, 03:41:59 pm
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Nice stuff man.

I think his head should move a bit more when walking.  Looks like you have a spare head frame that would work well from the "aim" anim.

That LP is top notch.

DW

Re: TMNT Bebop WIP
#21  May 17, 2017, 06:41:55 pm
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Yeah, when I saw that last night, I was thinking the same thing. In regards to his head being too stiff for his walk anim. Though other than that, everything is indeed looking great. Good job, looking forward to his progression and development.
Re: TMNT Bebop WIP
#22  May 17, 2017, 10:14:42 pm
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Oh yeah, original animation for the attacks look nice.

Some questions...

How big will Bebop be compared to default KFM, Ryu or one of your Turtles?

Will he have a crouching shoot & standing shoot animation?

Maybe you could create a new running animation and use the one you have for a shoulder attack?
Re: TMNT Bebop WIP
#23  May 17, 2017, 10:21:10 pm
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Maybe you could create a new running animation and use the one you have for a shoulder attack?
Maybe you could use the same one, but just add AfterImage and maybe increased Vel for the attack version... and a different startup?

Re: TMNT Bebop WIP
#24  May 19, 2017, 01:32:18 am
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I like the walking animation but I'll see if I can improve it a bit.

Will he have a crouching shoot & standing shoot animation?
Yes I still need to make a standing shoot sprites. 

How big will Bebop be compared to default KFM, Ryu or one of your Turtles?

My Bebop is bigger than the turtles and is intended to be an overall meatier and more weighty character than the ninjas. I was going with the implied physics of his first appearance in the cartoons where him and Rocksteady were basically heavyweight bruiser powerhouses. He will have some envshake added to his charging, jump land, and knocked down states to convey this kinda like Hugo from Street Fighter III.

Here's a size comparison with my other TMNT characters:





Maybe you could create a new running animation and use the one you have for a shoulder attack?
Maybe you could use the same one, but just add AfterImage and maybe increased Vel for the attack version... and a different startup?

On the Running sprites I'll add some effects to him and actually have a followup where he leaps and launches his body at the opponent; kinda like an aerial shoulder tackle, so i can use the arcade squished sprites from when he crashes into Rocksteady. 

-----> 

He'll hit the opponent then be knocked back onto his rear. Or maybe he'll use that animation if he whiffs the opponent & connects with the edge of the screen...
Last Edit: May 19, 2017, 01:37:09 am by Dcat
Re: TMNT Bebop WIP
#25  May 19, 2017, 07:54:33 am
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Nice always loved your characters. Cant wait

GTA

Re: TMNT Bebop WIP
#26  May 19, 2017, 09:45:33 am
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Will Bebop have some grab moves like Hugo or Zangief had? I know not too much from them, otherwise he'll do much SF moves than his own mover.
Re: TMNT Bebop WIP
#27  May 19, 2017, 10:46:20 am
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On the Running sprites I'll add some effects to him and actually have a followup where he leaps and launches his body at the opponent; kinda like an aerial shoulder tackle, so i can use the arcade squished sprites from when he crashes into Rocksteady. 

-----> 

He'll hit the opponent then be knocked back onto his rear. Or maybe he'll use that animation if he whiffs the opponent & connects with the edge of the screen...

ROFL! I wanna see how good it looks animation wise when he hits the opponent with that totally straight Bebop sprite at the point of impact.  ;D
Screen edge idea is good too.  :mlol:
Re: TMNT Bebop WIP
#28  May 19, 2017, 01:05:04 pm
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Dcat, with height comparison I realized krang should be bigger...maybe in another update?
Re: TMNT Bebop WIP
#29  May 20, 2017, 01:29:50 am
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Sprited a Crouching Medium Punch based on Blanka's attack. Took all day... I'm not very quick at this. Also did a Standing Light Kick based off of Bebop's classic move from TMNT 3 Manhattan Project on the NES

Crouching Medium Punch / Crouching Medium Kick / Standing Light Kick


Crouching Slide Kick


Dcat, with height comparison I realized krang should be bigger...maybe in another update?

Yeah I might have to increase Krang a bit with Bebop being a part of the roster now...

Will Bebop have some grab moves like Hugo or Zangief had? I know not too much from them, otherwise he'll do much SF moves than his own mover.

I wanna give him a clothesline attack and a headbutt for sure. Also butt drop seems standard for chubbier characters like Bebop, I could use it as an air combo finisher. For the headbutt, I was thinking about something like what Street Fighter 3 Alex has that can stun the opponent and then Bebop can set them up for some air combos.

I was also considering changing the launcher setups for Bebop from the standard Marvel vs Capcom type layout. I'd change it so that Bebop starts his aerial raves following a command grab or based off of knocking the opponent into a wall bounce or ground bounce. Where its more environment based as opposed to my other characters where you simply hop off into the air, Bebop slugs you into something and the enemy bounces up from there.

Also something like this Power-blow grab that Q has at 2:07 that launches the enemy high after a dramatic wind up delay


Could make for some harder hitting/nastier looking combos.

Last Edit: May 24, 2017, 08:10:44 am by Dcat
Re: TMNT Bebop WIP
#30  May 20, 2017, 01:07:46 pm
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You could use that "Two-handed chokelift" suggestion as a tool to get a wall bounce.

P.e. like King in Tekken (same throw, just called "Executioner Drop") Bebop could choose if he throws p2 in front or back.
At 9:37 in the vid below with the front & back version.


Maybe you could give him a ground pick up into the "Two-handed chokelift".

P.e. Colossus in "X-Men: Children of the Atom" had a OTG throw (Body Press/Hold) where he could even walk forward or backwards for a short time with the opponent over his head and then throw him. I would suggest the same but with the "Two-handed chokelift".
Re: TMNT Bebop WIP
#31  June 05, 2017, 03:52:29 am
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Good suggestions, Im working on the two handed choke lift sprites right now. Based on Haggar from final fight series and Boris from Violent Storm. I'll check on Collosus as a sprite base as well.

Got two more attacks polished.
Bebop Elbow Drop - could be a Heavy Air Punch, and a Two-handed Standing Heavy Attack
 
Re: TMNT Bebop WIP
#32  June 05, 2017, 07:00:14 am
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Sweet!
Re: TMNT Bebop WIP
#33  June 05, 2017, 09:11:53 am
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Hmm. How about a Rekka-esque attack that ends with a command grab finisher? Kinda like Seiger's flying backbreaker chain from Samurai Shodown 2...

At 0:16





Re: TMNT Bebop WIP
#34  June 05, 2017, 03:33:15 pm
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The Elbow Drop looks really nice. Love the animation of the glasses in the Two-handed Heavy Attack.
Re: TMNT Bebop WIP
#35  June 05, 2017, 08:38:53 pm
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This is just a suggestion - the basic attacks are excellent as is, but I think you should emphasize his clumsiness more often like in that wall bump.

This is kind of a crap edit so please excuse the quality... and me, if you don't agree :)

A less sure-footed Bebop, which could still be embellished much further.



For that double overhand, that's perfect if he connects but maybe make him follow through very clumsylike if he misses, as if he almost takes a head first dive into the ground as his hands go between his legs.

Re: TMNT Bebop WIP
#36  June 06, 2017, 02:23:51 am
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love the sprite work on him...although I think it would benefit to have his legs on the idle stance match the thickness and definition as all the other sprites and attacks...which would seem the best because that is only one sprite as opposed to changing all the other sprites to be skinny legged...And I love the new leg sprites you have made...I am only saying this because it looks a little weird to have them shrink and grow in his animations
Re: TMNT Bebop WIP
#37  June 06, 2017, 08:43:13 pm
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Thats awesome u are bringing Bebop to Mugen!! I have all your chars and love to have this one too!! :)
Re: TMNT Bebop WIP
#38  June 06, 2017, 09:43:29 pm
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Thats awesome u are bringing Bebop to Mugen!
Re: TMNT Bebop WIP
#39  June 08, 2017, 04:42:14 am
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I'm actually hyped for this bebop character dcat, hope you're progressing beautifully!
I like trains :]
Lol JK, I'm only gonna be stalking here, nothing much to do here anyway.
Re: TMNT Bebop WIP
#40  June 09, 2017, 03:20:47 pm
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Cool project man! It's looking good!
Re: TMNT Bebop WIP
#41  June 13, 2017, 09:30:44 am
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love the sprite work on him...although I think it would benefit to have his legs on the idle stance match the thickness and definition as all the other sprites and attacks...which would seem the best because that is only one sprite as opposed to changing all the other sprites to be skinny legged...And I love the new leg sprites you have made...I am only saying this because it looks a little weird to have them shrink and grow in his animations

Thanks for the tip. I've re-updated the idle and walking sprites so that Bebop's legs are more proportional, I resized him a bit too.
Here's the comparison between old and new sprite work:


Also new Walking Animation


Air Light Punch


I've sprited and coded the Bebop Butt Drop -- Standing Heavy Kick and the full Elbow Drop Recovery frames
 


This is just a suggestion - the basic attacks are excellent as is, but I think you should emphasize his clumsiness more often like in that wall bump.

This is kind of a crap edit so please excuse the quality... and me, if you don't agree :)

A less sure-footed Bebop, which could still be embellished much further.



For that double overhand, that's perfect if he connects but maybe make him follow through very clumsylike if he misses, as if he almost takes a head first dive into the ground as his hands go between his legs.

That's an excellent suggestion!! I'll get started on that right away. Thanks for the idea.
Stick around folks, he's coming together nicely.


Re: TMNT Bebop WIP
#42  June 13, 2017, 12:32:11 pm
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That's smooth looking and I'm liking the improvement man. Good luck.

Off topic question. I was just wondering if your sprites were open source or not. It's just a question. No other meanings.
Re: TMNT Bebop WIP
#43  June 13, 2017, 08:59:23 pm
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You should adjust the shading of his belly button area for the sprite in that screenshot - looks like you clicked one time with a 10px square brush then drew a hole lol

Re: TMNT Bebop WIP
#44  June 13, 2017, 10:03:01 pm
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I've sprited and coded the Bebop Butt Drop


Nice! Maybe you could add a fart & a fart cloud at random, just like in the "TMNT: Legends" game.

- in the "TMNT: Legends" game 80´s/classic Bebop does a Punch, Butt Attack, Fart combo, as seen in the vid at 2:20
Spoiler, click to toggle visibilty
Re: TMNT Bebop WIP
#45  June 13, 2017, 10:26:30 pm
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this looks great
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Re: TMNT Bebop WIP
#46  June 30, 2017, 12:02:19 am
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Hey guys, been a while since I've posted progress with Bebop.
I've been hard at work spriting a few more normal attacks for him

Standing Elbow Stomp -- this will serve as Bebop's Standing Medium Punch Bebop steps forward and thrusts his elbow at the opponent


New Crouching Heavy Punch Anim-- Bebop's Ground Bounce launcher with clumsier footing. The Ground Bounce effect works like a dream in game.
Thanks for the advice on the clumsiness factor, altoiddealer. FYI, His air heavy Kick has Bebop pratfall onto his butt if it connects on the opponent in mid-air, so you'll be falling down on the job when you're winning too. Klutz Bebop is default Bebop now.


Sprited New Jumping Frames for Bebop as well.


Air Light Kick -- standard Blunt Knee Attack


New Air Punch Anim-- I might edit this one and have Bebop use his knife here to give the character some slash effects for more hit variety


New Air Tazer Punch -- Bebop could fire off a blast as he hits the enemy with his blaster, maybe knock them back into the wall for more juggling once he lands, I dunno yet.



--------------------------
I'm getting close to having enough done hopefully for a short preview video soon. Until then I'm gonna keep grinding away at him until he's up to my standards.



Off topic question. I was just wondering if your sprites were open source or not. It's just a question. No other meanings.
Also just so everyone's aware I keep seeing requests asking about my custom MUGEN character sprites on other forums, just to let everyone who's interested know; they are ALL Open source, free to use them for your own TMNT projects. Credit my original work if you like, but go ahead and feel free to include them in your other TMNT mods or whatever, spread the word.

Special Request:

If anyone here has any audio clips of Bebop from the original 80's cartoon It'd be greatly appreciated I barely have one or 2 sounds for him so far. Or if you know of a Voice Over artist who has a similar sounding character let me know so I can check it out. I've used this method previously with including clips of DBZ's Garlic Jr. in my Krang character and of Sonic the Hedgehog in Leonardo.

Thanks guys, more coming shortly.
Last Edit: June 30, 2017, 12:05:49 am by Dcat
Re: TMNT Bebop WIP
#47  June 30, 2017, 05:02:12 am
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Aw yeah, nice progress!  All looking good - that jump anim is so smooth but I think his ponytail should wiggle up/down when he comes down... or maybe fly up and wiggle left/right

Re: TMNT Bebop WIP
#48  June 30, 2017, 05:29:34 am
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Man you give so much life to those sprite. Cant wait to try him out

DW

Re: TMNT Bebop WIP
#49  June 30, 2017, 05:55:36 am
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Looking good man. Keep it up. I look forward to seeing the progress vid.
Re: TMNT Bebop WIP
#50  June 30, 2017, 06:52:33 am
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He is looking fantastic
Re: TMNT Bebop WIP
#51  June 30, 2017, 08:42:43 am
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He is looking fantastic  :mthumbs:
Re: TMNT Bebop WIP
#52  July 08, 2017, 02:08:58 am
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OK here's a few more:

Aerial Butt Drop - Trying to get this to behave like Super Mario's ground pound thing that he's always doing. Could also be a finisher to one of his on the ground throws like E.Honda had from Street Fighter Alpha.


Air Heavy Punch - Handclap animation replaces the Elbow Drop which is now a command normal


New Standing Light Kick - A bit clumsier and less sure footed Bebop as suggested by altoiddealer


New Crouch Kick


New Shoot Anim
  >>>

Custom Get Hit Frames pretty proud of these, more to come folks...
Re: TMNT Bebop WIP
#53  July 08, 2017, 02:13:45 am
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I love it
Re: TMNT Bebop WIP
#54  July 08, 2017, 02:59:06 am
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Re: TMNT Bebop WIP
#55  July 08, 2017, 06:13:12 am
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Great
Re: TMNT Bebop WIP
#56  July 08, 2017, 04:07:39 pm
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I love it
Re: TMNT Bebop WIP
#57  July 15, 2017, 12:53:34 am
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Okay guys a few Updates with Bebop


Sprited a new small portrait


Also this new axe kick move

Improving some old animations as well
>>>


Here's Bebop's Palette Template if any of you guys wanna try your hand at making some alternate outfit choices for him



I've already got a few done for him so far:
Spoiler, click to toggle visibilty
Re: TMNT Bebop WIP
#58  July 15, 2017, 01:51:37 am
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Great work.

Here are 2 palettes from Me.

Goldar


Mario

Last Edit: July 15, 2017, 01:57:44 am by Omega
Re: TMNT Bebop WIP
#59  July 15, 2017, 02:30:11 am
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This guy looks super dope...my only thing is (I know I said it before) but maybe just a little more muscle definition on his legs for his idle/stance...it would match a little better because now when he performs his actions they get noticeably buffer...which I like just his legs in idle look smaller less defined by comparison
Re: TMNT Bebop WIP
#60  July 16, 2017, 07:07:03 pm
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Re: TMNT Bebop WIP
#61  July 16, 2017, 07:17:31 pm
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Here are 2 palettes from Me.

Goldar


Mario





Thanks for the palettes folks, keep em coming!


This guy looks super dope...my only thing is (I know I said it before) but maybe just a little more muscle definition on his legs for his idle/stance...it would match a little better because now when he performs his actions they get noticeably buffer...which I like just his legs in idle look smaller less defined by comparison

Yeah my spriting has always been pretty floaty like that sorta squashing and stretching the character around. I don't find it to be that big of an issue for me though but if its that glaring, I'll see what I can do with fixing the proportions




 
Re: TMNT Bebop WIP
#62  July 16, 2017, 08:00:26 pm
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Re: TMNT Bebop WIP
#63  July 20, 2017, 03:08:07 am
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Sprited a Hyper Portrait for the Beebs!



It's keeping with the sort of video game select screen style from my other TMNT characters, still a work in progress though

Still working on the chain based attack. I'm thinking it could have some properties like Yamazaki from King of Fighters for snatching opponents out of the air or linking combos if the enemy gets knocked away too far.
Re: TMNT Bebop WIP
#64  July 21, 2017, 05:18:18 pm
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Spoiler: Color Slot Doesn't Change Anything (click to see content)

It's unfortunate how some of the separations are... teeth colors being shared with his necklace + gun; shading on the bottom of his shoes is also, like, everywhere; The bullets on his vest shared with parts of his teeth and gun.

KABOP


Baby Piggy


BEBOP IT

Last Edit: July 21, 2017, 08:52:18 pm by altoiddealer
Re: TMNT Bebop WIP
#65  July 22, 2017, 11:59:13 pm
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nice port man


as for the sprites don't change any sprites they all look awesome...I just thought the stance sprites's legs could use a little pump and definition


and I like baby piggy pal
Re: TMNT Bebop WIP
#66  July 23, 2017, 12:54:46 am
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Why do I get such a feeling that this character's gameplay will be the same as all of his other TMNT characters......









But in KOF style?
I like trains :]
Lol JK, I'm only gonna be stalking here, nothing much to do here anyway.
Re: TMNT Bebop WIP
#67  July 27, 2017, 12:43:47 am
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Spoiler: Color Slot Doesn't Change Anything (click to see content)

It's unfortunate how some of the separations are... teeth colors being shared with his necklace + gun; shading on the bottom of his shoes is also, like, everywhere; The bullets on his vest shared with parts of his teeth and gun.
Yeah, this is just an initial palette slate to get the ball rolling I haven't included the monster truck colors or anything else yet, just doing the basic spriting first and greater color separation will be achieved once Bebop actually has a full sff file. I appreciate the preliminary palette ideas though, lots of offerings from you guys that I never would have considered as color choices so I still welcome submissions.
Thanks for pointing out the unused color, I'll have to re-purpose that slot in the future.


Why do I get such a feeling that this character's gameplay will be the same as all of his other TMNT characters......
But in KOF style?

Well yes. He will be very similar to my other Turtles characters with 6 buttons, chain ground & air combos, a launcher, 3 supers, and 1 hyper. I gather from your tone that that's not something you'd be interested in. I admit my bias towards combo-focused gameplay comes from being raised on Capcom fighters as it was always this aspect that appealed to me as one of the more fun facets of gameplay for the fighting genre. Never really got into ArcSystem or those doujin fighters since the long attack chains seemed a bit way too over-the top though even by my standards.

That being said, This is indeed a Work In Progress and I wouldn't post on these forums if I didn't want your community input. The amount of ideas I can come up with on my own is severely limited, so outside participation with the attack brainstorming, art direction, and game-play features is vitally necessary to the final outcome. If any of you guys have any suggestions on how to diversify the moveset or an idea for a more appealing approach or application of the character's gameplay I'm definitely interested in hearing about it. Don't be shy here, lemme know what you'd like to see, I'm hungry to hear it.   :D

Last Edit: July 27, 2017, 12:49:18 am by Dcat
Re: TMNT Bebop WIP
#68  August 22, 2017, 12:57:19 am
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Okay I got some more sprites done for Bebop

Got some idling/ intro poses from some Classic Beat 'Em up thugs in Final Fight. I'll have to do a few more of these.


Frozen sprite


New Crouching Medium Punch


Belly Bump, this replaces Bebop's Standing Heavy Punch. Not sure if it should knock the opponent down or just push them back at the moment. It currently functions as a wall bounce but I'm leaning towards removing this effect so Bebop can have more grounded normal combos.


Drop Kick knocks Bebop to the ground if it connects or is blocked by the opponent


Suplex Bebop does a side switch animation to get in position behind the enemy if you hold forward direction during input.


Custom Throw this one is styled after E.Honda's throw where he bounces off of the opponent after face-palming them into the floor.


Did this one based off of Hugo's wall toss, I'll probably just add Bebop's gun back in so this can be another punch attack instead.

Re: TMNT Bebop WIP
#69  August 22, 2017, 01:18:50 am
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Just flawless man, really looking forward to this one.
Re: TMNT Bebop WIP
#70  August 22, 2017, 02:34:42 am
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Amazing!

Re: TMNT Bebop WIP
#71  August 22, 2017, 03:55:07 am
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...This is beautiful~ Is like watching your favorite anime girl´s boobs.

1000/10
Re: TMNT Bebop WIP
#72  August 22, 2017, 04:58:05 am
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Why not call it the "Belly Bop"?
Re: TMNT Bebop WIP
#73  August 22, 2017, 02:41:08 pm
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Just a suggestion - I think the standing one would look even better if he had his head tilted back, peering down.  You know, that other sterotypical thug look.
It's literally perfect as is, I just  think it would make an interesting variety.

Re: TMNT Bebop WIP
#74  September 22, 2017, 05:55:02 am
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I love the Belly Bump Move idea. If you make it as a Wall Bounce attack that would be sick bro. Im liking all of Bebop's Grab Sprites

GTA

Re: TMNT Bebop WIP
#75  September 22, 2017, 10:02:32 am
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I love the Belly Bump Move idea. If you make it as a Wall Bounce attack that would be sick bro. Im liking all of Bebop's Grab Sprites

If Bebop has it, I'm sure Rocksteady will have that too, only different throw and grab moves.
Re: TMNT Bebop WIP
#76  September 22, 2017, 02:21:59 pm
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So much epicness. I love every bit of it. Great job man. Bebop will be very enjoyable to use.

Are you considering special intros with Shredder and Krang?
Re: TMNT Bebop WIP
#77  September 24, 2017, 02:08:38 am
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DCAT, Have you ever played with O Ilusionista's Red Cyclone or Killer Croc? You should check out the VEGYS System.
Re: TMNT Bebop WIP
#78  September 24, 2017, 03:11:30 pm
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DCAT, Have you ever played with O Ilusionista's Red Cyclone or Killer Croc? You should check out the VEGYS System.

I'll have to check these out, had Red Cyclone way back when years ago along with Sonic Machine and Sevil Nathe. I've seen videos of Croc- grapple godliness!!


So much epicness. I love every bit of it. Great job man. Bebop will be very enjoyable to use.

Are you considering special intros with Shredder and Krang?

Yes I'll have to include intros but I haven't gotten started on any just yet, still doing basic moves.


Quote
Also here's a little preview of how Bebop is progressing. I was gonna include annotations but Youtube has disallowed them for reasons...
I go through Bebop's movement and standing crouching and air attacks. So far he's all normals plus the mace ball if Air HP Connects.


Bebop has a forward hop dash instead of a standard running animation, The hop dash can be used as an OTG Jump-in for HP or HK currently.

The running animation  from the games is used for his Charging Shoulder Tackle Special (QCB + Any Punch). The Shoulder Tackle is unblockable but Bebop has Blue CLSN on him so he can be hit out of it if your attack has priority of invincibility frames.

Also the opponent can dodge or jump out of the way of the Shoulder Tackle and Bebop will crash into the screen injuring himself -- Bebop only takes damage if he doesn't have an enemy to hit and this self-inflicted wall damage can kill him so gauge your Shoulder Charges wisely.

QCF + Any Punch fires a Tazer Blast
Also there's the Butt Drop Special (QCB + Any Kick).

Any suggestions on where to go from here are welcome, he's very basic at thee moment

I did a match vid against my Leonardo's AI but it's taking forever to upload, expect more later...

Re: TMNT Bebop WIP
#79  September 24, 2017, 03:34:12 pm
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 :mthumbs: :thumbsup:
Re: TMNT Bebop WIP
#80  September 24, 2017, 09:20:46 pm
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Bebop's stomach move reminds me of chang from KOF, and his Throw to the ground reminds me of E.Honda. i cant wait for his release!
Re: TMNT Bebop WIP
#81  September 25, 2017, 12:41:02 am
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Bebop's stomach move reminds me of chang from KOF, and his Throw to the ground reminds me of E.Honda. i cant wait for his release!
Yes I wanted him to have a bunch of grabs still a far ways to go towards reaching that end goal though, but I'll keep spriting away...


Here's an update video of me using Bebop against my Leonardo.

Spoiler, click to toggle visibilty

Last Edit: September 25, 2017, 12:46:22 am by Dcat
Re: TMNT Bebop WIP
#82  September 25, 2017, 02:02:37 am
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Loving the flow of his moves up to this point. Will he have rock steady, do a quick assist attack. Keep it rocking my friend.
Re: TMNT Bebop WIP
#83  September 25, 2017, 03:13:14 am
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Bebop So far is amazing! Love his Gameplay.

Anyways, i got a suggestion. About 0:50-0:51, Ive Noticed When Leonardo & Bebop went up and collided into each other Leo Blocked. Ever thought of Giving Bebop Like a Air grab move that brings the opponent down. Similar to Guile's Air Grab Move?
Re: TMNT Bebop WIP
#84  September 25, 2017, 04:29:53 pm
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Bebop and Rockstead always talk a big talk, so I'd love to hear Bebop taunting / smack talking during attacks and such - and some fail quotes when he gets reversed / knocked down.  I think it would be a big improvement :)

Re: TMNT Bebop WIP
#85  September 26, 2017, 02:24:47 pm
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looks great.  I hope rocksteady gets his own character
Re: TMNT Bebop WIP
#86  September 26, 2017, 02:49:32 pm
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looks great
Re: TMNT Bebop WIP
#87  September 28, 2017, 12:04:38 am
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Bebop So far is amazing! Love his Gameplay.

Anyways, i got a suggestion. About 0:50-0:51, Ive Noticed When Leonardo & Bebop went up and collided into each other Leo Blocked. Ever thought of Giving Bebop Like a Air grab move that brings the opponent down. Similar to Guile's Air Grab Move?

Air Grab


This is a great suggestion!! Working on Bebop's Air Grabs now. Been watching a bunch of videos of Android 16 from Dragon Ball Fighter Z, informing a more mobile-grappler sensibility for Bebop going forward combo-ing into/out of grabs. Here's my Air Grab animation, I'll sprite a back breaker knee version as well...


Butt Dance based on Boggy from Global Champion.

 This is currently just a winpose but it could be used in an attack animation; maybe Bebop could shoot out his Mace Ball like a yo-yo from his hand positions with this one...

Crossed Arms Cocky Pose is updated. Bebop's mouth now moves, pose looks a bit more natural



Bebop and Rockstead always talk a big talk, so I'd love to hear Bebop taunting / smack talking during attacks and such - and some fail quotes when he gets reversed / knocked down.  I think it would be a big improvement :)

I'll have to put a heavy focus on this. This was one of my favorite parts of Balthazar, Jango and Team Z2 's Hercule/Satan Z2. There so many funny audio clips and sight gags, It'll be tough getting audio for Bebop though. I can't find any clips that are loud enough and in that classic cartoon heavy voice that I like (JB Smoove is a great talent but he doesn't really fit for me here, could be a cool idea for an alternate palette specific voice pack though).

 I might have to ask if any of you aspiring voice actors out there in contributor land can do an original Bebop voice specifically for the character? It'd be a great help here... I don't exactly have a script as of yet though.

More to come, stay tuned...

Last Edit: September 28, 2017, 12:24:18 am by Dcat
Re: TMNT Bebop WIP
#88  September 28, 2017, 05:29:22 am
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Re: TMNT Bebop WIP
#89  September 28, 2017, 11:34:50 pm
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If you can find the clips, and ID where they are from (series name, season, episode, timestamp), I could probably help make good sounds :)  Wavlab is great software for it if you can get your hands on it

Those cocky win poses are awesome

Re: TMNT Bebop WIP
#90  September 29, 2017, 01:29:17 am
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Go on Netflix and check if they are showing TMNT 87 Series. If not, theyre should be episodes of TMNT on YT. I know the later episodes after Episode 6 or 5 (somewhere in season 2) after Baxter Stockmam turned into a Fly and Bebop/Rocksteady go back to Earth you will hear alot of them
Re: TMNT Bebop WIP
#91  September 29, 2017, 03:55:10 am
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If you can find the clips, and ID where they are from (series name, season, episode, timestamp), I could probably help make good sounds :)  Wavlab is great software for it if you can get your hands on it

Those cocky win poses are awesome


The user Halfshell on Technodrome forums had a few suggestions of sources:
Quote
In the Episode Atlantis Awakes (S7E23) Where Bebop becomes falsify King of Atlantis, he has a few negative interactions with Shredder, like Shred is thinks he's in charge and king bebop "deserves respect", etc. Only thing, James Avery doesn't not provide the voice of Shredder, but I can still get the audio if you want to use King Bebop arguing with Shredder as an intro.




from the Episode "Atlantis Awakes (S7E23)"

"You can't fight at all, and I don't fight fair" http://www.mediafire.com/file/56xd2ixaa72vavh/Bebop_-_you_can%27t_fight_at_all_I_don%27t_fight_fair.mp3
"Say your prayers http://www.mediafire.com/file/5pwlu0gh5yxqb4r/bebop_-_Say_your_prayers.mp3
"This is gonna be good" http://www.mediafire.com/file/o0ld5uvfj797u43/bebop_-_this_is_gonna_be_good.mp3


Shredder: "Get off your tail, we got work to do" http://www.mediafire.com/file/8yt9i6851h85yy0/shred_-_get_off_your_tail_we_got_work_to_do.mp3
Bebop: "Boss, you're really not addressing of my stature deserves" http://www.mediafire.com/file/crydfxq772m3nxu/bebop_-_boss_your_really_not_addressing_of_my_stature_deserves.mp3
Shredder: "Move before I pound you into the ground like a tent peg" http://www.mediafire.com/file/2q56he9qd9ufk4b/shred_-_move_before_i_pound_into_the_ground_like_a_tent_peg.mp3
(from episode Atlantis Awakes, S7E23, good for Bebop and Shredder interact)


Shredder: "So help me you insufferable pork brain..." http://www.mediafire.com/file/8zs5z13y8cfwejj/Shred_-_so_help_me_you_insufferable_pork_brain.mp3
Bebop: "Silence I'm the boss now, Shred head" http://www.mediafire.com/file/1elwb828a5hd54a/Bebop_-_Silence_I%27m_the_boss_now%2C_Shred_head.mp3
Shredder: "That does it!"  http://www.mediafire.com/file/gh2zurzocd28fl6/Shred_-_that_does_it.mp3
(from episode Atlantis Awakes, S7E23, good for Bebop and Shredder interact)



Season 7 E23 seems to be the Holy grail of classic Bebop Audio.
Halfshell posted links to quite a few voice effects but none of the rips were clear enough for me to use for the character.
He also posted a few additional ones.

Quote
Bebop doesn't have a lot of speaking parts as for just mumbo jumbo talking and interacting with Rock. And a lot of them has music or heavy sound effects.
I have a few here from various episodes
_____________
Bebop and Donatello ( Ep: Shredder's New Sword/S7 E8 )

Don: "This is gonna be a snap!" http://www.mediafire.com/file/cqukxei1hp98526/Don-_this_is_gonna_be_a_snap.mp3
Bebop: "Yeah, for me. You're gonne Get snapped" http://www.mediafire.com/file/e9bwfbukb1foonu/bebop_-_yeah_for_me_me%2C_youre_gonna_get__snapped.mp3
There is a sound of Bebop tapping a club in his hand, but its one of the best i can find without alot of music in the background)

Bebop and Don ( Ep : Turtles on the Orient Express/S7E10 )
Don: "Strike one, try again" http://www.mediafire.com/file/dujg3q8v7vv1p3y/Don_-_strike_one_try_again.mp3
Bebop: "Oh yeah? Well strike two shellback and you're out!" http://www.mediafire.com/file/x0537kd9x1na04j/bebop_-_oh_yeah_strike_two.mp3


______________
For attacks:
"Try these on for size" http://www.mediafire.com/file/e3dgo0adotw29v8/bebop_-_try_this_on_for_size.mp3
"Try these on for size" (faster) http://www.mediafire.com/file/9e2a53m4cbiif5r/bebop_-_try_this_on_for_size_%28faster%29.mp3
"Out of my way" http://www.mediafire.com/file/b5wh1hs2phhsuu5/bebop-_out_of_mt_way.mp3
"In a minute you'll be in space!" http://www.mediafire.com/file/44gkkxc4lwgltmz/bebop_-_in_a_minute_and_you%27ll_be_in_space.mp3

Getting hit:
"Ommph" http://www.mediafire.com/file/ot9e58wdm9z8j31/bebop_-_oofph.mp3
"ow" http://www.mediafire.com/file/sr8yrij0pkzrjob/bebop_-_ow.mp3
"mammaaaaaaaaaaa" good for a KO http://www.mediafire.com/file/2kj8epx63szbs19/bebop_-_mama_%28good_for_ko%29.mp3
"Yeow" http://www.mediafire.com/file/8jjnh88kpwf1d8t/Bebop_-_yeooow.mp3


Throw/or Attack:
"ah, gotcha"  http://www.mediafire.com/file/q9w5wipwhulg763/bebop_-_Ah_gotcha.mp3
"gotcha" : http://www.mediafire.com/file/vsd40z2da7m556w/bebop_-_gotcha.mp3


Bebop and Don ( Ep : Turtles on the Orient Express/S7E10 )
Don: "Strike one, try again" http://www.mediafire.com/file/dujg3q8v7vv1p3y/Don_-_strike_one_try_again.mp3
Bebop: "Oh yeah? Well strike two shellback and you're out!" http://www.mediafire.com/file/x0537kd9x1na04j/bebop_-_oh_yeah_strike_two.mp3
Re: TMNT Bebop WIP
#92  September 29, 2017, 06:15:43 am
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When I have a little time I'm going to see if I can help, I'll PM you

Re: TMNT Bebop WIP
#93  October 03, 2017, 11:48:28 pm
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I've been busy trying to chip away at some more Bebop animations.

Updated and enlarged Bebop's classic taunt frames


Made a Sliding Mace Ball Attack, this'll be one of Bebop's dash-in Light Punch at the moment.


Got this Grab Walking animation based on Boris from Violent Storm -- my alignment sucks on this one...


And a Back-Breaker Knee Option for his throws.



I've added Impact Crater explods to several of Bebop's moves, Ground Bounce Launcher, Suplex etc...



I've also coded the hit properties of Butt Drop Special so that now Bebop lands on the opponent's face. Fun stuff here.




---------------------------------
I've been checking out a few more Grappler type characters like Illusionista's Killer Croc and Red Cyclone as well as the Slam Masters characters. Tons of innovative stuff here, great mechanics.

Trying to get a play-style with Bebop where he can combo into his throw attacks that feels intuitive but familiar enough so the button layout is becoming an issue here, Also I don't really like the idea of your momentum halting entirely during throws so we'll see.
Re: TMNT Bebop WIP
#94  October 04, 2017, 04:32:37 am
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On that grab move, will it be a run after he grab you. You know like sf3 Andore does.
Re: TMNT Bebop WIP
#95  October 06, 2017, 08:19:03 am
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On that grab move, will it be a run after he grab you. You know like sf3 Andore does.

It could be, I kinda want him to have that same type of aggression but way less skill in his execution.

I've coded a command grab move (QCB+ Heavy Punch & Heavy Kick buttons), that launches P2 into the air for followups based off of SeanAltly & ReddBrink's Mike Haggar character.
Bebop lunges forward and flings 'em up into the air, he can follow up with an air combo, or hop up and do an air grab after.


------------------
Spent all day beginning true color separation, its a grueling process but I'm making headway at the end of day one.
Nose ring, necklace, bracelets, belt, teeth, and gun will all be uniquely indexed once I get done, but midway through it right now & the results are already pretty great.
Last Edit: October 06, 2017, 08:22:24 am by Dcat
Re: TMNT Bebop WIP
#96  October 18, 2017, 01:58:19 am
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Okay so I've got a new update with Bebop
Recorded a video that showcases his command Grab system.



Quote
(Hold Back/Forward with Any Punch + Kick Button simultaneously to do a command grab). This allows Bebop to combo into his grapple attacks, and you can choose on the fly which throw and which direction to fling the opponent.

After command Grab connects press and hold a direction to get a cool move!

On The Ground:
FWD = Suplex
BACK =Wall Toss -- can combo
DOWN = BUTT BOUNCE
UP/No Direction = LAUNCHER THROW -- Opponent takes damage if he hits the ground after he is launched.

In The Air:
FWD = KNEE BREAKER
BACK= BACK BREAKER
UP = SPINNING PILE DRIVER

For the Command Grabs you can initiate them in the middle of either a Ground or an Air combo. Once you connect, You can press & hold a direction and the general direction that you're holding will determine what throw comes out. This felt more intuitive than a button press, and far more forgiving.

On the OTG launcher throw, Bebop can followup with a typical air combo or simply jump up and do an air grab or wait and do nothing as the opponent falls back to earth and takes fall damage.

The Wall Slam throw is a good setup for extending combos, Bebop can even do his standard Crouching HP Launcher after it  go into an air combo and finish it off with an air grab back down to earth.
Last Edit: October 18, 2017, 02:11:33 am by Dcat
Re: TMNT Bebop WIP
#97  October 18, 2017, 01:46:06 pm
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awesome

MCX

Re: TMNT Bebop WIP
#98  October 18, 2017, 02:45:15 pm
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Oh man this Bebop will be awesome
Re: TMNT Bebop WIP
#99  October 18, 2017, 05:16:56 pm
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On the GetHits with tears showing, I think you should add a frame and loop it, to animate the tears.
Or maybe even have them drawn as an Explod from State -2 so you can ignorehitpause(?)  Just a thought!

Man his throw moves are really good.  Awesome work!

Re: TMNT Bebop WIP
#100  November 02, 2017, 11:54:01 pm
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Sprited a new winpose based off of Barts

Also a Head Crush animation


I also sprited a new Standing Shooting Animation


The new command for the Tazer Blast is now simply Heavy Punch button, similar to Cable from MvC2. I'm not sure If I should also make this a Rapid Fire attack just like Cable had the 4 chainable shots. Right now you can only shoot once.
The new command for the gun attack changes the Belly bump command; it is now Back + HP. I'm not sure yet on whether I should switch these.
 
I've also been working on improving the dash-hop states to make attacks flow a bit more smoothly.
Re: TMNT Bebop WIP
#101  November 03, 2017, 12:10:26 am
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Dcat seriously, you brought this character to a whole new level, I love it! :yuno:
Re: TMNT Bebop WIP
#102  November 03, 2017, 04:50:16 am
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Hell yeah he did
Re: TMNT Bebop WIP
#103  November 13, 2017, 02:35:03 am
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Okay I've been busy working on Bebop's Tazer Blast attacks.  This has been remapped from a Fireball  Motion special to the Heavy Punch Button ala MVC2 Cable. There is a ground version and an Air version that aims down diagonally plus a Dashing Forward + HP version where Bebop leaps forward and shoots forward in midair. Whenever Bebop shoots his Blaster while in the air the recoil will push him back a bit before landing.
Standing Tazer Shots can be chained 3 times consecutively.

 Here's a couple screenshots



Also I've added the Tazer Blast Muzzle Flash colors to the palette so you can have palette specific bullets or lasers

SHOOT On The Ground/ SHOOT after DASH/ SHOOT in AIR


Also improved the Jumping Light Punch animation to this cheeky Short Elbow pose- adds much more personality


I'll make a new combo video shortly to show off the new possibilities here. @altoiddealer or anyone else out here that's got any Bebop audio, if you have those sound rips I'd love to get my hands on them right about now, Bebop is still scary quiet without 'em.

More to come, folks
Re: TMNT Bebop WIP
#104  November 13, 2017, 05:31:43 am
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Nice progress :)  Maybe it looks good in-game, but in the 2nd screenshot I think it looks odd how the blast is angled up higher than the gun.

Keep up the great work  :thumbsup:

Re: TMNT Bebop WIP
#105  November 14, 2017, 04:09:00 am
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Good catch, fixed it
Re: TMNT Bebop WIP
#106  November 14, 2017, 06:15:41 am
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Keep up the great work
Re: TMNT Bebop WIP
#107  November 14, 2017, 10:59:54 am
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Such nice work Dcat! Keep it up.

Good catch, fixed it


Looks like it is still angled up high... Should be a straight line from the guns muzzle to the end of the projectile.
Re: TMNT Bebop WIP
#108  November 21, 2017, 03:58:10 am
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I gotta say Dcat Bebop is pretty great for me to test out. Any updates for this character? And another question I might add. Will Rocksteady, Metalhead, Baxter Stockman (fly mutant) will be in the works soon?
Re: TMNT Bebop WIP
#109  November 25, 2017, 05:23:58 am
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I gotta say Dcat Bebop is pretty great for me to test out. Any updates for this character? And another question I might add. Will Rocksteady, Metalhead, Baxter Stockman (fly mutant) will be in the works soon?


Currently I'm just working on Bebop. Stockman would be a great mixup as I've never done a flying character before plus you could incorporate the Mouser robots as strikers and add some new Custom Animation Opponent states for when they grabbed the Turtles hands in those classic Konami games! Rocksteady would be a good option since him and Bebop are usually a package deal so there could be some fun character interactions if I could get some usable Bebop Audio eventually.


I've been trying to implement a lot of the feedback from Beta testers the past short bit of time now. Thanks for your suggestions guys here's what I've been up to lately:

=====================================
UPDATE 11/24/2017
=========================

-Updated Color Palettes
-Changed SHOULDER CHARGE special command to (QCF + Any Punch While Standing)
- Removed initial Gun Butt HitDef from STANDING TAZER SHOT (Heavy Punch button now solely fires the Gun)
- Added Pushback recoil from STANDING TAZER SHOTS (Heavy Punch Button While On the Ground)
- Lessened Pushback recoil from AIR TAZER SHOT (Heavy Punch Button or Back + HP While in the Air)
-Remapped AIR LIGHT KICK and AIR MEDIUM KICK animations, updated HitDef Properties for both
-Changed AIR HANDCLAP Command to MP,MP or Down + MP or Forward + MP or QCF +MP (While in the Air)
-Limited AIR ELBOW DROP to Once per Combo String (Press Down + HP While in the Air), Bebop now fires an AIR TAZER SHOT on 2nd Attempt
-Added Gun Cocking Noise to TAZER SHOTS
-Improved Air Combo Chaining for AIR TAZER SHOT (HP While in the Air)
-Added Follow-Up Attack to AIR LIGHT PUNCH (Press LP, LP While in the Air for a new Animation)
>>

-Replaced Dashing Light Punch animation with new GUN SWIPE Attack (Forward, Forward + LP)
-Added GUN SWIPE to Combo Ender, after 2 Normal Light Punches Connect (Standing LP, LP, LP or Dash Forward + LP), you can follow-up after GUN SWIPE with a launcher combo or by shooting some long range TAZER SHOTS depending on distance Bebop is from the corner


-Added HEADCRUSH as a command Normal (Back + LP or QCB+ LP While Standing) Like Alex's Heavy Punch from Street Fighter 3

-Added Classic Bebop Uppercut from the Arcade game as well, this one splats P2 on the wall (Back + MP or QCB+ MP While Standing)

-Limited BELLY BUMP (Back + HP) to Once per Combo String, 2nd Attempt will yield PORKSCREW CLOTHESLINE attack (Press Back + HP or QCB + HP after Belly Bump Connects & Bebop will jump into the Air to bring the Wall-Bounced Enemy to the Turf)


-I tried my hand at spriting an Animated Idle stance. I'm no good at this but Bebop looks less catatonic now, still really choppy though :(
>>> UPDATE>>>

-And to cap it all off I've added simple SUPER ARMOR to Bebop as well! (This is one-hit stun like Hulk from MvC and Bebop still takes 100% of the damage value inflicted on him, also Bebop can still be put into custom states and grabbed if your attack negates his armor or you combo into him). Trust me, it makes his grapple gameplay more suspenseful and fun. Well placed command grabs can bully right through the enemy's successful attack leveling the playing field against speedier opponents like Shredder! 

stay tuned
Last Edit: November 25, 2017, 12:50:51 pm by Dcat
Re: TMNT Bebop WIP
#110  November 25, 2017, 05:53:49 pm
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Wow very interesting update i have to try for my next videos. I like the alex move from SF III. And yes for Stockman that can work for using mousers as a striker as he commands them to charge for LP, charge mid jump for MP, and charge hi jump for HP (for down right controls to have the mousers to charge).
Re: TMNT Bebop WIP
#111  November 26, 2017, 12:17:10 am
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I know it's tricky to make custom anims, but I feel like he's performing some weird exercise routine for his idle :)

Maybe it's just me, but I think even just this would suffice:


...which would be improved if his front foot moved only slightly (not as much as that frame in your anim)

Re: TMNT Bebop WIP
#112  November 27, 2017, 09:00:10 am
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Okay thanks for the critique I see now I was doing too much all that additional movement looks terrible in game especially with such a retro character.
Here's my new attempt :
Re: TMNT Bebop WIP
#113  November 27, 2017, 11:16:49 am
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looking nice...now I love super involved movement for idle...but yours work better with a simple solution
Re: TMNT Bebop WIP
#114  November 27, 2017, 03:45:16 pm
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The hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.
Re: TMNT Bebop WIP
#115  December 08, 2017, 02:53:45 pm
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UPDATE 12/7/2017
====================
--Coded TMNT 1 ARCADE INTRO [StateDef 1910]
-Coded SHOULDER CHARGE INTRO [StateDef 1989]
-Added FX To HOG'S HEAD Command Normal ( While Standing : Back + LP or QCB + LP)
-Can Now Combo into Standing HK from HOG'S HEAD
-Resprited a larger Wall Splat Sprite
-BackDash changed to Back Hop
-KNEE BREAKER now hits instantly, no longer has delayed hit after BEBOP Lands on the Ground
-BUTT BOUNCE Throw is now only available after a command grab
-UPPERCUT will now be Bebop's Standing Heavy Kick + FWD/BACK throw command, replacing BUTT BOUNCE
-Changed Jumping Heavy Kick to only knockdown Bebop if it connects while P2 is in the Air
- FWD / BACK Directions during COMMAND GRAB now control the direction of wall toss
-Added TAZER SHOT HITSPARK colors to the color palette
-Updated Palettes

The hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.

Unfortunately, No. I'm still futzing around with the basics at the moment. I'll have to sprite those animations next.

Last Edit: December 08, 2017, 03:05:56 pm by Dcat
Re: TMNT Bebop WIP
#116  December 14, 2017, 03:14:07 pm
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UPDATE 12/7/2017
====================
--Coded TMNT 1 ARCADE INTRO [StateDef 1910]
-Coded SHOULDER CHARGE INTRO [StateDef 1989]
-Added FX To HOG'S HEAD Command Normal ( While Standing : Back + LP or QCB + LP)
-Can Now Combo into Standing HK from HOG'S HEAD
-Resprited a larger Wall Splat Sprite
-BackDash changed to Back Hop
-KNEE BREAKER now hits instantly, no longer has delayed hit after BEBOP Lands on the Ground
-BUTT BOUNCE Throw is now only available after a command grab
-UPPERCUT will now be Bebop's Standing Heavy Kick + FWD/BACK throw command, replacing BUTT BOUNCE
-Changed Jumping Heavy Kick to only knockdown Bebop if it connects while P2 is in the Air
- FWD / BACK Directions during COMMAND GRAB now control the direction of wall toss
-Added TAZER SHOT HITSPARK colors to the color palette
-Updated Palettes

The hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.

Unfortunately, No. I'm still futzing around with the basics at the moment. I'll have to sprite those animations next.



What happened to his E. HONDA grab? When bebop puts his opponent down and butt slams to the ground. I didn't see it anymore.
Re: TMNT Bebop WIP
#117  April 02, 2019, 03:16:46 am
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Been working on updating all of the Turtles as well as finishing up Bebop.
Here's a few progress vids:


Spoiler: Raphael Update (click to see content)

Spoiler: Michelangelo Update (click to see content)
Spoiler: Bebop Update (click to see content)
Re: TMNT Bebop WIP
#118  April 02, 2019, 02:44:35 pm
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So nice to see you back with updates Dcat.

I really enjoy the animation of Bebop shooting on the ground. Nice job.

Would be nice to have progress vids just in training mode. There is so much going on in the versus vids, that it´s hard to clearly see it all.

GTA

Re: TMNT Bebop WIP
#119  April 02, 2019, 04:10:17 pm
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So after the updated turtles and Bebop, are you going for a new char?

DW

Re: TMNT Bebop WIP
#120  April 02, 2019, 04:59:18 pm
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Aye! Looking good! I like the extras you added to Mikey and Raph. Especially Raph's new air super. Reminds me of SS Blue Vegeta's super from DBZF. Looking forward to Leo's update showcase. Also, of course liking Bebop as well. Good to see you around again.
Re: TMNT Bebop WIP
#121  April 03, 2019, 01:27:27 am
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9mb

Re: TMNT Bebop WIP
#122  April 03, 2019, 08:50:20 am
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Ich denke, Sie können sich auf diese beiden Rollen beziehen.






I am Chinese!打倒一切洋奴,慕洋犬和港台毒!
Last Edit: April 03, 2019, 08:53:30 am by 9mb

TiE

Re: TMNT Bebop WIP
#123  April 03, 2019, 09:20:17 am
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[BGdef]
 ;Filename of sprite data
spr = stages/ ***.sff
Re: TMNT Bebop WIP
#124  June 06, 2019, 11:18:42 pm
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So after the updated turtles and Bebop, are you going for a new char?

I’d assume Rocksteady
I really want to do all of the classic TMNT mainstays from the 80s, I've always really wanted to do a Casey Jones or Splinter, something kinda big and unique like my Shredder or Krang characters were but that requires a whole lot of custom and franken-spriting like all of my characters thus far. I have a good feeling I'll get to them eventually, but I'm still pretty hung up on Bebop at the moment. Plus updating the turtles characters. I've almost fully polished Michelangelo, Raphael, and Donatello in that order. Just need to add some extra attacks to Leonardo next and really get down to basics to finish a good chunk of Bebop so I can release it.

here's a more in-depth breakdown of Mikey and Donatello that showcases all I added in there

Spoiler: Michelangelo NEW MOVES (click to see content)

Spoiler: Donatello NEW MOVES (click to see content)




Ich denke, Sie können sich auf diese beiden Rollen beziehen.








I'll have to check out Burnov, I like his charging move. As for the Pig character in your 2nd picture, what game is this from it looks very interesting. There's a real language barrier here, I'm not quite sure what you've said in this post but I appreciate your interest in my MUGEN projects.
Last Edit: June 06, 2019, 11:27:34 pm by Dcat
Re: TMNT Bebop WIP
#125  June 08, 2019, 09:46:12 pm
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I'll have to check out Burnov, I like his charging move. As for the Pig character in your 2nd picture, what game is this from it looks very interesting. There's a real language barrier here, I'm not quite sure what you've said in this post but I appreciate your interest in my MUGEN projects.

The Pig character is from a Chinese "Journey to the West" IOS Game, and it seems the language barrier comes from a translationsoftware mishap, his post is written in odd sounding German, I don't think he did that intentionally.^^

Edit: After some more investigating I'm realy sure that the IOS Game is a Port of "Oriental Legend" or  "Oriental Legend Special Plus" the character that is shown on the screenshot is called "Ba-Chien".
Last Edit: June 08, 2019, 10:19:30 pm by Lichtbringer
Re: TMNT Bebop WIP
New #126  June 13, 2019, 12:40:45 am
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Thanks for the translation, Litchbringer. I've checked out the game and its got some great retro beat em up action and wonderful spritework.

Here's some new sprites for Bebop been working on a few new attacks.
Close Medium Punch, an Uppercut inspired by Punch-Out, and a Standing Elbow that hits twice:



The ground-pound throw based on MVC2 Sabretooth


Also did another close attack with where Bebop hits the enemy with an uppercut with his tazer and you can follow up with a directional upward shot from his standing states - I might have to re-map his Belly Bump to Back + Medium punch and reserve Heavy button for solely moves where Bebop uses his Tazer be it in Melee attacks or for Projectiles.





Last Edit: September 30, 2019, 07:09:49 am by Dcat

DW

Re: TMNT Bebop WIP
#127  June 13, 2019, 02:38:22 am
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Those chainsaw attacks are looking awesome. I like the updates for Mikey and Don as well. Don is looking especially beefy with all those bo throw attacks you added to him. Looking forward to updates for my fave turtle, Leo. ;)
Re: TMNT Bebop WIP
#128  June 13, 2019, 03:49:51 am
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Daaaamn those Bebop sprites are looking savage! Especially the chainsaw swipe, and the bash'n'throw.

Looking forward to an update on the turtles as well.

Re: TMNT Bebop WIP
#129  June 16, 2019, 07:37:13 am
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Reeeeally good animations!

9mb

Re: TMNT Bebop WIP
#130  June 16, 2019, 03:47:43 pm
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Belly attack, some funny effects.

I am Chinese!打倒一切洋奴,慕洋犬和港台毒!