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Mugen Digimon : Agumon - 13/4 Latest update (Read 33271 times)

Started by suisiao, February 17, 2009, 05:06:22 pm
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Mugen Digimon : Agumon - 13/4 Latest update
New #1  February 17, 2009, 05:06:22 pm
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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, 01:14:44 pm by suisiao
Re: Mugen Digimon : Agumon - Beta (49% complete)
#2  February 17, 2009, 08:01:42 pm
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wow man looks nice
downloading  ;D
Re: Mugen Digimon : Agumon - Beta (49% complete)
#3  February 17, 2009, 08:54:32 pm
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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
Re: Mugen Digimon : Agumon - Beta (49% complete)
#4  February 17, 2009, 08:56:18 pm
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this looks pretty cool

I hope you make Patamon and Gatomon later on
Re: Mugen Digimon : Agumon - Beta (49% complete)
#5  February 17, 2009, 09:21:08 pm
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Cool Agumon, & nice way to use Tamers Battle Revolution 3D models into sprites.  :sugoi:
Re: Mugen Digimon : Agumon - Beta (49% complete)
#6  February 18, 2009, 10:31:47 am
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Re: Mugen Digimon : Agumon - Beta (49% complete)
#7  February 18, 2009, 06:19:30 pm
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Great beta!   ;D
Re: Mugen Digimon : Agumon - Beta (49% complete)
#8  February 18, 2009, 06:55:36 pm
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Re: Mugen Digimon : Agumon - Beta (49% complete)
#9  February 18, 2009, 08:07:09 pm
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Besides completing that evolution hyper, fix the hitsparks when he does his punches.
Other than those two, good beta!
Re: Mugen Digimon : Agumon - Beta (49% complete)
#10  February 18, 2009, 08:56:03 pm
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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

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Mugen Digimon : Agumon - Beta (49% complete)
#11  February 19, 2009, 03:50:17 am
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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?
Re: Mugen Digimon : Agumon - Beta (49% complete)
#12  February 19, 2009, 08:29:17 am
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  • +1 to whoever added Godzilla to the main index.
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

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Mugen Digimon : Agumon - Beta (49% complete)
#13  February 19, 2009, 10:16:36 am
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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
Re: Mugen Digimon : Agumon - Beta (49% complete)
#14  February 20, 2009, 02:42:12 pm
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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.....
Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
#15  February 22, 2009, 12:39:04 pm
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I Really Like Agumon And I Like The Way You Used Animations From Digimontm: Rumble Arena.




... are you STILL reading this?
Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
#16  February 25, 2009, 09:02:51 am
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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.
Re: (updated 22/Feb) Mugen Digimon : Agumon - Beta (70% complete)
#17  February 25, 2009, 12:09:51 pm
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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
Re: (updated 23/Feb) Mugen Digimon : Agumon - Beta (85% complete) Hyper Available!
#18  February 26, 2009, 03:31:09 am
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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.

Re: (updated 23/Feb) Mugen Digimon : Agumon - Beta (85% complete) Hyper Available!
#19  March 01, 2009, 06:52:08 pm
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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
Re: (updated 23/Feb) Mugen Digimon : Agumon - Beta (85% complete) Hyper Availabl
#20  March 03, 2009, 01:41:26 am
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Re: (updated 4/April) Mugen Digimon : Agumon - Beta (90% complete) Hyper Available!
#21  April 04, 2009, 07:04:40 am
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sigh...my computer is formatted...it will take longer time to complete....plus, im go to national service...T_T
Re: (updated 4/April) Mugen Digimon : Agumon - Beta (90% complete) Hyper Available!
#22  April 04, 2009, 02:30:39 pm
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not bad...(?)

it take alot of work to do 3D char, you know.
you shouldn't skip some frame to make it easy on you self  :P
it make he look laggy

I have to say it more like 40% complete than 90%

-sound need some fix up.
-sprite need to redo with high res and alot more frame for every move to be add.
-Palette of those Omegamon animation have to be redo it show alot of hole in animation frame.
-coding need alot more work.


but atleast it make me want to make one of this too (but I'll make the boss. screw the hero side hahaha >:D)


† Today you beg for your life, but one day you will beg me for your death †
Re: (updated 4/April) Mugen Digimon : Agumon - Beta (90% complete) Hyper Available!
#23  April 06, 2009, 08:36:21 am
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Awesomness! XD

Also i love this char, its incredible cool, there is some frames skipped in attacks tho, i think that should be fixed in next update.
Keep up good work! ;)
Re: (updated 4/April) Mugen Digimon : Agumon - Beta (90% complete) Hyper Available!
#24  April 25, 2009, 04:06:33 am
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I got him and played around in training and did 2 arcade matches here are bugs i found:
-for one of war greymons attacks he goes back to agumon
-when he jumps he goes back to agumon
-his special goes up really to fast
-one of his hyper moves the fusion one, what's the point of it?
suggestions:
-he looks great and all but amybe you could put all his forms in, then his special would be fine
-try to work on anothe digimn character too and compare there results
- maybe you could make him have, like a helper function to get some use out of other attack buttons, he could
summon gabumon, or patamon to do an attack
well that's my review, peace :sugoi: