Hello, haven't posted anything here for a long time, but here's my latest creation I'd like to share:"Omega Weapon", a super armored boss character that cannot guard. Inspired by "Omega" from Final Fantasy 13-2,using sprites from the Metal Slug games.VIDEODOWNLOADhttps://www.mediafire.com/file/4giftt8ptt7mhz1/Omega.rar/file
I was also making a version of this boss at one point a long time ago. A few quick observations:- Overall it's way too easy to beat it- It can be thrown, which I think is unintentional- The animations where it does a "wheelie" are misaligned. The tracks go below the ground level- The Missiles dust seems misaligned- The way Machinegun works makes it too slow to come out- Some supers do no chip damage- If P2 blocks Wave Cannon, he can then walk through the beam- Seems like there's not much point in jumping- Needs more palettes. I also think the default one should be based on the portraits
PotS said, December 31, 2022, 01:34:29 pmI was also making a version of this boss at one point a long time ago. A few quick observations:- Overall it's way too easy to beat it- It can be thrown, which I think is unintentional- The animations where it does a "wheelie" are misaligned. The tracks go below the ground level- The Missiles dust seems misaligned- The way Machinegun works makes it too slow to come out- Some supers do no chip damage- If P2 blocks Wave Cannon, he can then walk through the beam- Seems like there's not much point in jumping- Needs more palettes. I also think the default one should be based on the portraitsThanks for the feedback! Like I said in my post, I haven't been into MUGEN for a long time now. Did you ever finish your version of this boss? Would be neat to see a PotS style metal slug tank -It's lacking a proper AI so that could be one reason why it is easy to beat? Maybe I could also increase the defence value to make it tougher...-Yes, it was supposed to be unthrowable, but forgot to test that. I have a slight idea what went wrong there and how to fix it.-I'll definitely check those misaligned sprites, atleast for the wheelie.-The machinegun attack was a bit of a pain for me to implement. I tried to add some benefits for using it though, because I too noticed it to be a bit unpractical to use in the end.-I always struggle on how much chip damage should I use and sometimes forget it altogether lol. -Wave cannon should be a quick fix, I think I'll start from there....-No point in jumping?! But it looks so cute when the tank jumps! -About the palettes... Never got in depth with those, have to check how I can change/add them if it's not too complicated/time consuming.
Dr.T said, December 31, 2022, 11:21:38 pmThanks for the feedback! Like I said in my post, I haven't been into MUGEN for a long time now. Did you ever finish your version of this boss? Would be neat to see a PotS style metal slug tank I didn't. Like so many other things, heh.Quote-It's lacking a proper AI so that could be one reason why it is easy to beat? Maybe I could also increase the defence value to make it tougher...I think it's a combination of several things:- The health, as you said. Usually characters that can't block have higher health or are hard to reach- It's slow- Most of its attacks aren't "scary"Quote-I always struggle on how much chip damage should I use and sometimes forget it altogether lol.Just make up a rule. I used to use 12,5% of regular damage but now use 25% like several modern games.