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Dr. Eggman Updated (4/2/2017) (Read 26700 times)

Started by DarkWolf13, March 27, 2017, 05:30:56 am
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Dr. Eggman Updated (4/2/2017)
#1  March 27, 2017, 05:30:56 am
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I was busy thinking of a simple but sort of annoying Boss for my fullgame project and the only idea that came to my mind was Dr. Ivo "Eggman" Robotnik. I'm also releasing him publicly to be compatible with any MUGEN game. He uses his Sonic Advance 3 voice. Don't let the size fool you. The AI can make this a very challenging fight as all his attacks cover him from the front and rear, ground and air. Remember his attack pattern and you should be all right.

What's on Eggman?
- 6 Attacks (2 Supers)
L. Punch- Flamethrower (Close range, can't hit small characters)
M. Punch- Fireball (Launches 4 fireballs at once. They form a small pillar of fire when they hit the ground, damaging those that touch them)
H. Punch- Fire Bomb & Stream (Costs a Super Bar to use. Launches a large fireball upwards that descends to the ground. Once it hits, a stream of fire pillars form across the entire stage. You need to be really close to Eggman and time your jump to get behind him to avoid damage. You'll be punished for jumping behind Eggman before the fireball hits the ground.
L. Kick- Float Mine (Costs 1/4 of a Super Bar to use. Deploys 4 floating air mines. They'll explode after few to several seconds pass or if they're hit. You can have up to 4 mines in play at a time.)
M. Kick- Dive Bomb (Costs 1/4 of a Super Bar to use. Launches a bomb from the top that descends to the ground just behind Eggman. Deals heavy damage if it makes direct contact. Forms a damaging explosion if they hit the ground)
H. Kick- Hidden Sub-Machine Gun Attack (Costs a Super Bar to use. Eggman's craft fires a gatling array of insta-fast bullets at the fighter's feet. A well timed forward jump is needed to avoid this attack as doing so will allow you to score some free hits on Eggman; However, this attack targets the ground right at the opponents feet so it can be used at any distance. You cannot move when attacking with this Super.

Be careful when you play as Eggman. He does not turn around if he goes around an opponent so press the Start button to make him turn. You're freely to move him in any direction as you wish but he cannot go way up in the air. This is to prevent cheapness via becoming totally out of reach from most characters.

Screenshots:





Download here: http://www.mediafire.com/file/cmf58sy5cb9igoa/Dr._Eggman.zip

Credits:
- Ray Fox at Spriters Resource for the Sprites
- Mr. Lange from Sounds Resource for the Eggman voices

ENJOY!
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Last Edit: April 05, 2017, 05:47:29 am by DarkWolf13
Re: Dr. Eggman Updated (3/29/2017)
#2  March 27, 2017, 06:18:21 am
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Changes made to Eggman - 4/1/2017

What's changed? (
-Added a couple more attacks.

Need to do:
-None. I feel Eggman is finally complete.

Video Showcase:
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Last Edit: April 01, 2017, 07:14:59 am by DarkWolf13
Re: Dr. Eggman Released (3/26/2017)
#3  March 27, 2017, 08:46:20 am
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"YOU LITTLE"
"OUCH"
"YOU LITTLE" "YOU LITTLE" "YOU LITTLE"... I LOL'd at this. XD

Okay, in all seriousness, this only works for Mugen 1.1? Cause I got an error running on mugen 1.0.

Otherwise, tested in 1.1. Not bad... A little too simple, but it's a start.

"You must defeat my flaming
dragon punch to stand a chance."
Re: Dr. Eggman Released (3/26/2017)
#4  March 29, 2017, 12:21:52 am
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Yeah... ONLY a start. He'll be updated eventually with more attacks and hopefully better AI once I figure out how to do it properly.

I'm not sure this will work but some ideas of new attacks:
-Floating mines from underneath
-Laser Beam
-Missile that's fired into the air and drop down directly in front of the opponent, hoping they'll run right into it.

I'm also thinking of an attack pattern for the AI to use.
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Last Edit: March 29, 2017, 05:12:37 am by DarkWolf13
Re: Dr. Eggman Released (3/26/2017)
#5  March 30, 2017, 01:03:05 am
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Great work so far DW. :)
Re: Dr. Eggman Released (3/26/2017)
#6  March 30, 2017, 01:39:02 am
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Thanks. And so far I finally got Eggman's AI to follow a specific move pattern but he'll be allowed to move off the screen. However, the player will be screenbounded but allow absolute movement. The only thing now to add onto him is the AI's attack. I'll be releasing that update soon and will be 1.0 compatible too because I left my new project coding on Eggman. EASTER EGG: you get to see the some of the coding I use before the initial release. That coding will be gone in the update.
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Re: Dr. Eggman Released (3/26/2017)
#7  March 30, 2017, 01:46:28 am
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LOL! this is a must have...good job. LOL
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Re: Dr. Eggman Updated (3/29/2017)
#8  March 30, 2017, 02:34:22 am
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Eggman updated! Check 2nd post!
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Re: Dr. Eggman Ruined (4/1/2017)
#9  April 01, 2017, 07:08:08 am
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Well, I really messed up big time. Check the 2nd post
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Re: Dr. Eggman Updated (4/1/2017)
#10  April 01, 2017, 10:59:05 pm
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Bah, I'm not really an April baka s joke person-desudesu  anyway. I quickly updated Eggman with couple of fixes.
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Re: Dr. Eggman Updated (4/1/2017)
#11  April 02, 2017, 01:34:21 pm
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Dunno if this is part of the April Fools, but...

Tested in Mugen 1.0.
Spoiler, click to toggle visibilty
Re: Dr. Eggman Updated (4/1/2017)
#12  April 03, 2017, 12:58:34 am
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It isn't. I didn't know 1.0 doesn't support "pos x + camerapos x". I always test in 1.1 because I felt it's more stable than 1.0. try it now cuz I removed the coding and replaced the pos in the explod with 0,0
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Re: Dr. Eggman Updated (4/1/2017)
#13  April 03, 2017, 01:15:38 am
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Yes, working in MUGEN 1.0 now.

Some feedback...

 - get debug flood on almost all attacks... "Warning: Expression truncated to integer"
 - flamethrower needs a flame sound
 - Hidden Sub-Machine Gun Attack goes on for a long time even with just one power bar... goes even on when p2 is ko
 - please add a readme
Re: Dr. Eggman Updated (4/2/2017)
#14  April 03, 2017, 03:44:24 am
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Appears I was trying to make a separate version of Eggman to use in any MUGEN and seems my copy pasting has failed and messed him up a bit. I'm fixing the issues now and will bring the proper update once I test him in a normal MUGEN. Just keep in mind, I do not use 1.0 for testing nor will I ever use 1.0 again.

EDIT: Updated and has the Readme
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Last Edit: April 03, 2017, 04:42:14 am by DarkWolf13
Re: Dr. Eggman Updated (4/2/2017)
#15  April 05, 2017, 09:09:38 pm
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Thanks for the update. Nice.

Re: Dr. Eggman Updated (4/2/2017)
#16  April 05, 2017, 11:14:31 pm
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Glad you like it. So Eggman plays well with no debug flood in 1.0?
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Re: Dr. Eggman Updated (4/2/2017)
#17  April 05, 2017, 11:33:57 pm
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Still the same debug flood...

Re: Dr. Eggman Updated (4/2/2017)
New #18  April 05, 2017, 11:38:00 pm
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Weird... I didn't get any debug floods in 1.1. Is it because I didn't bother putting the required hit sprites?
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Last Edit: April 05, 2017, 11:44:59 pm by DarkWolf13