M.Bison SFII World Warrior [UPDATE 10/13/12 v0.7 BETA]

Started by Sheng Long, September 13, 2012, 02:37:00 AM

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Sheng Long

This is probably a redundant character for a WIP, though I have yet to see any real good SFII World Warrior M.Bison's laying around. So here's the WIP topic of this version.


This is an edited portrait to correct the colors of his actual SFII World Warrior picture.
It's still slightly different from his SFII'CE portrait in terms of shades, colors, pixels. It's based on the fix shown in the SNES version, but in arcade style.
I don't know if I'm going to fix the symbol to look like the shadaloo icon or not, as the shadaloo icon only appeared in the SNES console version of the portrait before Super SFII.


I have ripped the necessary sprites to begin development of this character. I plan for it to be as close as possible to the World Warrior boss version. Though I'm not sure if I'll make the clsn as accurate, but the animation times are accurate so far. The sprite offsets are accurate as the way I ripped them.


Here's a sheet I did for his color palette. It has color separation (except for a few minor areas gone unnoticed), so if you want to make your own palettes for this.


Here is some colors I did so far. Note that I am not using any colors after SFII' Champion Edition, as this is NOT the CE version of M.Bison. So colors will either be this, or completely original from here, which is why I did the color separation above.

- The colors in the middle are a reference to his odd colors of his VS screen portrait being all red. Even his cape will be red in his intro.
- Also note the SNES colors on the right that I picked up. I am thinking about using both CPS1 arcade, and SNES hit sounds in the mix. In other words, player can choose wither CPS1 arcade colors, or the SNES colors could result in different sound effects.

Here's some additional alpha palettes I included. :)


Screen Shots:
Spoiler (click to show)





RELEASED: - October 1, 2012
http://gcnmario.free.fr/mugen/mbison-sf2ww.html
UPDATED: October 13, 2012
VERSION: 0.7 BETA



"You must defeat my flaming
dragon punch to stand a chance."

Sinnesloschen

I always liked the SNES hitsounds for SF2. I'm glad to see you're going through with this idea, N64! Also, I love how you even made a palette as a reference to "angry red demon Bison". I played the SNES version first, so I was used to the correct colors. Speaking of which, any chance of having angry red demon Bison as an alternate portrait?
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Σaxβeta


Mario this is delicious and I've always wanted an accurate SFIIww Bison in my mugen because its just a badass boss char that has so much nostalgia value to me and I bet to A LOT of people.

Is it just me or is there a stray white pixel in the blue area of the portrait?

Anyways I will be watching this!
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
www.instagram.com/tanooki_ninja

Noside

Very interesting, as a SFII vet, i'm looking forward to this, best of luck with this character N-Mario.

RamzaNeko

Awesome I'm lookin foward, love your works

Sinnesloschen

Quote from: CalmAxel on September 13, 2012, 03:11:28 AM
Is it just me or is there a stray white pixel in the blue area of the portrait?

Yeah, I'm seeing that as well.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Saikoro

I'm with CalmAxel here... We need moar goodness in the form of SF2 Mugen adaptions. I'm sure by the time you release him I'll be well within my upcoming SF2 portrait set.

Another great project to look forward to from an amazingly talented author.

Should we expect more SF2 goodness from you??
All of your Mugen Portrait needs may be found HERE.

Quote from: Unstabler on January 31, 2013, 04:11:33 PM
I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
Quote from: GarchompMatt on September 17, 2013, 12:37:33 AM
There should be a Saikoro plugin for Photoshop.

Sinnesloschen

Quote from: Saikoro on September 13, 2012, 06:24:12 AM
Should we expect more SF2 goodness from you??

If I'm not mistaken, he's gonna eventually make all the SF2:WW bosses for Mugen. In other words, yes we should.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Saikoro

All of your Mugen Portrait needs may be found HERE.

Quote from: Unstabler on January 31, 2013, 04:11:33 PM
I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
Quote from: GarchompMatt on September 17, 2013, 12:37:33 AM
There should be a Saikoro plugin for Photoshop.

Sheng Long

For those that are wondering about the stray pixel, that's in the original SFII Word Warrior portrait as well. I left it there intentionally. :)

It's not noticeable due to the black BG in the game, but it IS there. :P

"You must defeat my flaming
dragon punch to stand a chance."

Σaxβeta

I can clearly see it now that you've posted a screenshot of the actual game...but um...it's black and almost unnoticeable that way.

Remember this is mugen and not a paid commission revival from Capcom...what I mean is, visually speaking, you can always fix what Capcom originally "wronged" in the first place.

I'll mention Caddie's recent work on SFA3 stages as a good example of this...he fixed tiny places in sprites where the layer originally overlapped others and looked odd or out of place/context.

There's really no harm in it if you ask me.

But whatever...if you insist, I'll just go there myself when this is released and edit that pixel out. :P
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
www.instagram.com/tanooki_ninja

Sheng Long

Okay, well technically since it is an edit anyway, I guess I'll fill the loose pixels in. But I'm not fixing the original version, which is used as the character select portrait in mugen. Updated the portrait here. It'll probably be used during the win quote screen, I guess. :-/

"You must defeat my flaming
dragon punch to stand a chance."

YoungSamurai5

mugen or nothin


DNZRX768

It has been a LONG time since we say anything from you!

Looking forward to this!
Hug the Pikachus!

Hug A Pikachu Today!

Meldo

I thought you're working on Oyaji :(

drewski90

ok, i tested your bison and so far, he doesn't have his get hit pose and he does his standing pose while in the air and falling on the ground, i have no idea what codes are called when u hit your fighter and knock the opponent in the air and fall to the ground

felineki

Glad to see you started working on this. Can't wait to see how abusable that no-charge scissor kick is. ;D

mh777

Just wondering: since your goal is to make an SF2:WW-accurate Dictator, would that extend to his AI, as well?  I know, I know, AI doesn't make a character and all, but Bison's AI in the arcade version was very specific, as it were.  Basically it would react the same every time in certain situations, such as jumping in at you, or jumping away and going for Psycho Crusher more often when his life was low.  Would you go that far in terms of accuracy?

YoungSamurai5

Quote from: drewski90 on September 14, 2012, 08:27:49 PM
ok, i tested your bison and so far, he doesn't have his get hit pose and he does his standing pose while in the air and falling on the ground, i have no idea what codes are called when u hit your fighter and knock the opponent in the air and fall to the ground

doesnt sound like a code probem sounds more like he didnt add those animations in the right place

i could be be wrong though
mugen or nothin


drewski90

Quote from: YoungSamurai5 on September 14, 2012, 09:14:42 PM
Quote from: drewski90 on September 14, 2012, 08:27:49 PM
ok, i tested your bison and so far, he doesn't have his get hit pose and he does his standing pose while in the air and falling on the ground, i have no idea what codes are called when u hit your fighter and knock the opponent in the air and fall to the ground

doesnt sound like a code probem sounds more like he didnt add those animations in the right place

i could be be wrong though

yeah, he needs the animation of getting hit, getting hit in the air and getting hit on the ground