Author Topic: Mugen Digimon : Agumon - 13/4 Latest update  (Read 13457 times)

Offline suisiao

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Mugen Digimon : Agumon - 13/4 Latest update
« on: February 17, 2009, 10:06:22 AM »
woot! since one year i havent update my agumon!
but still this is just some minor update...gah...busy life...

SS:











Whats updated:
- lowered agumon's attack
- adding damage for wargreymon's fusion
- fixed evolution power drain
- some coding fixes

[Note: No sprite fix! All sprites are same as old version...]

DL:
http://www.mediafire.com/?m2mgz4btzzy


buttons:
x = melee attack (3 combos)
y = cross fight
z = pepper breath, dramon killer (still meelee type)
a = omnimon fusion (a 1 hit KO for 1000 hp based char)
b = evolution, Gaia Force for WarGreymon (10 sec cooldown for next execution)

I feel that this agumon are somewhat unbalanced, i need ur suggestions about any problem for this agumon

Next update (it would be half year later):
- all new sprites! (i gonna remake all sprites and missing sprites by myself, and yes, HD!)
- some missing moves and skills
- fix bugs (if any)
- balancing (i nid to know what shall i tweak, power increasing rate of agumon or wargreymon's damage)

« Last Edit: April 13, 2010, 06:14:44 AM by suisiao »

Offline Ares-Ax

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #1 on: February 17, 2009, 01:01:42 PM »
wow man looks nice
downloading  ;D


Offline EpsilonZX

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #2 on: February 17, 2009, 01:54:32 PM »
Man this is good...

It's only made better by it being the Rumble Arena "sprites"

Obviously you have to finish the Evolution version for that are you going to have WarGreymon do a hyper move, or have him be playable for a set amount of time...

Also for cosmetics...you could try to make the Digivolution more flashy, kinda like in the actual game, but that isn't that important...

But of course, this is 49% done, and I am probably saying things that may actually be done...

Other than that everything seems fine so far, good job

Offline Lucky Dearly

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #3 on: February 17, 2009, 01:56:18 PM »
this looks pretty cool

I hope you make Patamon and Gatomon later on

Offline Takamachi Shou

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #4 on: February 17, 2009, 02:21:08 PM »
Cool Agumon, & nice way to use Tamers Battle Revolution 3D models into sprites.  :sugoi:


Offline suisiao

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #5 on: February 18, 2009, 03:31:47 AM »
this looks pretty cool

I hope you make Patamon and Gatomon later on



i will do that if someone volunteer help me to rip them ;D ;D

Offline srmoai

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #6 on: February 18, 2009, 11:19:30 AM »
Great beta!   ;D

Offline suisiao

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #7 on: February 18, 2009, 11:55:36 AM »
thx for all supporting...
but i need for help

>>http://mugenguild.com/forumx/index.php?topic=94105.msg831484#msg831484<<

if those problem not solved, i cant complete this agumon... :(

Online Blackmore

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #8 on: February 18, 2009, 01:07:09 PM »
Besides completing that evolution hyper, fix the hitsparks when he does his punches.
Other than those two, good beta!

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Online MirageAtoli

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #9 on: February 18, 2009, 01:56:03 PM »
For lack of a better term, what ripping method are you using?
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours


Quote from: Iced
I for one, do not enjoy round corners!  :bigcry:

But they hurt much less when we accidentally hit them!  :S


Offline suisiao

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #10 on: February 18, 2009, 08:50:17 PM »
For lack of a better term, what ripping method are you using?


1.i recorded with screen recorder
2.excract all frame with irfan view
3.rip wanted frames with photoshop

any better ripping suggestions?

Online MirageAtoli

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #11 on: February 19, 2009, 01:29:17 AM »
For lack of a better term, what ripping method are you using?


1.i recorded with screen recorder
2.excract all frame with irfan view
3.rip wanted frames with photoshop

any better ripping suggestions?


Not really. That had to be an obnoxious task to preform.

Is there a debug mode in the game you can use to get all the frames or are you doing this all the old fashioned way?
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours


Quote from: Iced
I for one, do not enjoy round corners!  :bigcry:

But they hurt much less when we accidentally hit them!  :S


Offline suisiao

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #12 on: February 19, 2009, 03:16:36 AM »
For lack of a better term, what ripping method are you using?


1.i recorded with screen recorder
2.excract all frame with irfan view
3.rip wanted frames with photoshop

any better ripping suggestions?



Not really. That had to be an obnoxious task to preform.

Is there a debug mode in the game you can use to get all the frames or are you doing this all the old fashioned way?


i did in old fashion way...but some effects are blocked by life bar or off screen (thats why i use alternative sprite for evolution....) mayb i will "steal" those sprites from other chars ;D

Offline blackcat_natsume

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Re: Mugen Digimon : Agumon - Beta (49% complete)
« Reply #13 on: February 20, 2009, 07:42:12 AM »
at 1st i thought it'd be just like that of the pokemons and digimons earlier created with hand drawn sprites......but then this one really amazed me......i know you can make sf ex characters be put into mugen but again u proved mugen deserves it's definition of infinite 4 infinite possibilities.....

Offline Sonicstar3000

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Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
« Reply #14 on: February 22, 2009, 05:39:04 AM »
I Really Like Agumon And I Like The Way You Used Animations From Digimontm: Rumble Arena.

Offline Spy Gentleman

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Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
« Reply #15 on: February 25, 2009, 02:02:51 AM »
Look really great. Here's my summary:
+Japanese voices. That great that you added japanese voices from Digimon Rumble Arena. The English one sucked cause it's damn annoying,attack names doesn't sound the same and some of them are weird(Look Imperialdramon or Agumon)
-You can stil see some polygons so how about making him as a hi-res char
+Gameplay from original game
+Can evolve into Mega form
-After evolution when you attack he power point goes to 0(or is just me)
-Voices are too quiet

3 pros and 3 cons. For a beta not bad! But you should make some big changes before you release the full version.

Offline suisiao

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Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
« Reply #16 on: February 25, 2009, 05:09:51 AM »
a-You can stil see some polygons so how about making him as a hi-res char
b-After evolution when you attack he power point goes to 0(or is just me)
c-Voices are too quiet



a: how make him to hi-res? i just direct rip from the game...
b: nope, because i duno how to code a drain power for a certain time so i temporary make time-based evolution
c: any suggestions?

thanks for your feedback ;D

Offline Ryon

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to make him high res.

put all his sprites on a sheet, then enlarge it by 2. then clean the sprites up 1 by1.

there is another method but i'm lazy.


Offline Smash

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Dont make him high-res because im still to lazy to go get high res mugen and he is fine the way he is i played the crap out of that game when it came out and this reminds me of those days and MUGEN needed mor digimon

Offline Banned by The Bald Fat Virgin, Titiln

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to make him high res.

That is not Hi-res. ;)
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