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Messages by Dcat


Re: TMNT Bebop WIP

 September 25, 2017, 12:41:02 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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


Re: TMNT Bebop WIP

 September 24, 2017, 03:11:30 pm View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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.

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

 August 22, 2017, 12:57:19 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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: List of Flying Characters

 July 27, 2017, 12:52:19 am View in topic context
 Posted by Dcat  in List of Flying Characters (Started by Omega July 26, 2017, 06:13:51 pm
 Board: Requests

Petshop from Jojo's Bizarre Adventure
Sentinel from MVC
Baxter Stockman (fly) from TMNT

Re: TMNT Bebop WIP

 July 27, 2017, 12:43:47 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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


Re: TMNT Bebop WIP

 July 20, 2017, 03:08:07 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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 Liberty (By Ryoucchi & Omega)

 July 20, 2017, 03:01:39 am View in topic context
 Posted by Dcat  in TMNT Liberty (By Ryoucchi & Omega) (Started by Omega July 18, 2017, 12:22:37 pm
 Board: Your Releases, 1.0+

Very cool indeed. Liberty looks way better than the dead-eyed, square-jawed original I love your custom stages, Omega. Appreciate the classic audio track as well. Keep it up

Re: TMNT Bebop WIP

 July 16, 2017, 07:17:31 pm View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

Here are 2 palettes from Me.



Thanks for the palettes folks, keep em coming!

This guy looks super only thing is (I know I said it before) but maybe just a little more muscle definition on his legs for his idle/ 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

 July 15, 2017, 12:53:34 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

 July 08, 2017, 02:08:58 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

 June 30, 2017, 12:02:19 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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.

Re: TMNT Bebop WIP

 June 13, 2017, 09:30:44 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

 June 05, 2017, 03:52:29 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

 May 20, 2017, 01:29:50 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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.


Re: TMNT Bebop WIP

 May 19, 2017, 01:32:18 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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...

Re: TMNT Bebop WIP

 May 17, 2017, 03:46:29 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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...


 April 29, 2017, 01:37:25 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

Re: TMNT By Dcat Updated to 1.0, Shredder + Krang released!

 April 24, 2017, 04:42:54 pm View in topic context
 Posted by Dcat  in TMNT By Dcat Updated to 1.0, Shredder + Krang released! (Started by Dcat February 03, 2013, 01:45:12 pm
 Board: Your Releases, 1.0+

Character updates for Shredder and Krang.


-Tweaked Normal Shredder A.I. -- Shredder should now use more Special Attacks and the SHADOW CLONE SUPER
-Improved chaining from Crouching HP > EX HEAVY ENERGY CLAW

I messed with a bit of Veanko's Shredder A.I. cause I got tired of seeing him launch Energy Claw projectiles into the heavens with all of his opponents on the ground. I also improved a combo or two and let him use his OTG throwing star and Tsuki Nage specials more frequently. This one has been long overdue so hopefully it an improvement. Check him out and lemme know what you guys think.

The input for Chaining EX ENERGY CLAW following Shredder's standard Launcher is now more intuitive, just press QCF, MP + HP to get the Heavy / High EX version. No longer need to do the finger gymnastics of pressing  QCF, LP + HP to get the HEAVY/High EX Attack on followup.

KRANG UPDATE - 3/23/2017

-Fixed bug with WRATH OF KRANG HYPER not connecting properly in Simul Mode
-Added an Opponent Bind code by SYN & Cybaster for Wall Bounce / Floor Bouncw / Explosion Burned States. Now these special hit effects should be correctly applied to all enemies regardless of Mugen game mode

I added an Opponent Bind Helper code to Krang that was present in Shredder to my Krang character as well. Should be able to do more dynamic P2 and P4 effects when a few of his flashier attacks connect. Also experimenting with making Krang's Air Haymaker send the player into Flattened / Squished / Stuck in Ground Custom State.


Re: TMNT Sewers (By Ryoucchi & Omega)

 April 24, 2017, 04:00:46 pm View in topic context
 Posted by Dcat  in TMNT Sewers (By Ryoucchi & Omega) (Started by Omega April 20, 2017, 02:22:38 pm
 Board: Your Releases, 1.0+

Looks sweet, I love all the little details. Definitely nabbing this one.

Re: Requesting Sketch Turner / Old Dcat Stuff for WinMugen

 March 14, 2017, 08:19:54 pm View in topic context
 Posted by Dcat  in Requesting Sketch Turner / Old Dcat Stuff for WinMugen (Started by Dcat March 14, 2017, 03:50:00 pm
 Board: Requests

Thank you Staubhold! Much appreciated, my friend!

Okay thanks to Staubhold, Sketch Turner by Dcat character download now available at my MUGEN site as well:

  • Still requesting Blaze Fielding from Streets of Rage by Dcat, if anyone's got her
  • Also Axel Stonefrom Streets of Rage by Dcat