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Messages by Dcat


Re: TMNT Bebop WIP

 December 08, 2017, 02:53:45 pm View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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.


Re: TMNT Bebop WIP

 November 27, 2017, 09:00:10 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 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

 November 25, 2017, 05:23:58 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

Re: Teenage Mutant Ninja Turtles 3 Turtles released!!

 November 14, 2017, 04:21:26 am View in topic context
 Posted by Dcat  in Teenage Mutant Ninja Turtles 3 Turtles released!! (Started by Bananero-kun October 27, 2017, 02:19:34 pm
 Board: Your Releases, older Mugen

checking these guys out. Great release Basara!!

Re: TMNT Bebop WIP

 November 14, 2017, 04:09:00 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 catch, fixed it

Re: TMNT Bebop WIP

 November 13, 2017, 02:35:03 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'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

 November 02, 2017, 11:54:01 pm 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 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

 October 18, 2017, 01:58:19 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 so I've got a new update with Bebop
Recorded a video that showcases his command Grab system.

(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
UP/No Direction = LAUNCHER THROW -- Opponent takes damage if he hits the ground after he is launched.

In The Air:

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.

Re: TMNT Bebop WIP

 October 06, 2017, 08:19:03 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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.

Re: TMNT Bebop WIP

 October 03, 2017, 11:48:28 pm View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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

 September 29, 2017, 03:55:10 am View in topic context
 Posted by Dcat  in TMNT Bebop WIP  (Started by Dcat April 29, 2017, 01:37:25 am
 Board: Projects

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:
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"
"Say your prayers
"This is gonna be good"

Shredder: "Get off your tail, we got work to do"
Bebop: "Boss, you're really not addressing of my stature deserves"
Shredder: "Move before I pound you into the ground like a tent peg"
(from episode Atlantis Awakes, S7E23, good for Bebop and Shredder interact)

Shredder: "So help me you insufferable pork brain..."
Bebop: "Silence I'm the boss now, Shred head"
Shredder: "That does it!"
(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.

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!"
Bebop: "Yeah, for me. You're gonne Get snapped"
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"
Bebop: "Oh yeah? Well strike two shellback and you're out!"

For attacks:
"Try these on for size"
"Try these on for size" (faster)
"Out of my way"
"In a minute you'll be in space!"

Getting hit:
"mammaaaaaaaaaaa" good for a KO

Throw/or Attack:
"ah, gotcha"
"gotcha" :

Bebop and Don ( Ep : Turtles on the Orient Express/S7E10 )
Don: "Strike one, try again"
Bebop: "Oh yeah? Well strike two shellback and you're out!"

Re: TMNT Bebop WIP

 September 28, 2017, 12:04:38 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 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...


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