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Megaman chars - Blade Man, Bass & Others (Read 34734 times)

Started by O Ilusionista, January 03, 2016, 11:47:07 PM
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Megaman chars - Blade Man, Bass & Others
#1  January 03, 2016, 11:47:07 PM
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Hi there.

I am working in some Mega Man characters for IMT's Robot Master Meyhem project. Some will have only the power sets addded (on this project, each robot has a power set of 6 different moves) but some will be coded from the strach.


Blade Man

Spoiler, click to toggle visibilty

Roll

Spoiler, click to toggle visibilty
Last Edit: November 20, 2019, 07:41:42 PM by O Ilusionista
Re: Blademan (Megaman)
#2  January 05, 2016, 02:31:29 AM
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Did you use Lip Sync as inspiration for his head?
Re: Blademan (Megaman)
#3  January 05, 2016, 03:27:44 AM
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The head were made by the original spriter.
Re: Blademan (Megaman)
#4  January 05, 2016, 03:54:18 AM
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Ah, it just looked similar to me XP I'll give it a shot to see what he has in store ^_^
Re: Blademan (Megaman)
#5  January 05, 2016, 04:01:07 AM
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Mudy is helping me to clean some sprites. This is the taunt/win animation, already cleaned.
Re: Blademan (Megaman)
#6  January 05, 2016, 03:11:43 PM
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Mudy? This became more interesting! :D

Say hi for me... if he remembers me :P
Re: Blademan (Megaman)
#7  January 05, 2016, 03:31:54 PM
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Re: Blademan (Megaman)
#8  January 05, 2016, 04:35:11 PM
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Ah, now I got the Lyp Sync reference :)
I like those Mega Man PC characters, specially that Blade Man and Shark Man.

Mudy? This became more interesting! :D

Say hi for me... if he remembers me :P

I will :)
Re: Blademan (Megaman)
#9  January 05, 2016, 07:06:24 PM
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Re: Blademan (Megaman)
#10  January 05, 2016, 07:23:56 PM
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I would kill too, because I think that char has a lot of potential. But someone need to sprite it first :(
Re: Megaman chars - Blade Man, Roll, TopMan...
#11  January 06, 2016, 01:37:13 AM
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I changed the topic title so I can talk about all the Megaman related wips.

Roll

Spoiler, click to toggle visibilty
Re: Megaman chars - Blade Man, Roll, TopMan...
#12  January 06, 2016, 09:01:20 PM
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Vacuum attack done


Power punch done

(Maybe I will change the glove for something more funny).
Re: Megaman chars - Blade Man, Roll, TopMan...
#13  January 08, 2016, 05:58:14 AM
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So here is Roll. 6 original powersets. All the additional edits were made by me. Both players and enemies can get the itens.

Please forgive the drop of framerate, my notebook is overheating :(


Re: Megaman chars - Blade Man, Roll, TopMan...
#14  January 08, 2016, 12:46:13 PM
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Really good set of moves for Roll. Not only it makes her stand out from being a Megaman clone, but they're also really nicely sprited and animated. Like, that heart spike ball flows so smoothly, did you do that by yourself?

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Re: Megaman chars - Blade Man, Roll, TopMan...
#15  January 08, 2016, 12:52:32 PM
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So here is Roll. 6 original powersets. All the additional edits were made by me. Both players and enemies can get the itens.

Please forgive the drop of framerate, my notebook is overheating :(

[youtube]http://www.youtube.com/watch?v=LuEnF-4-Iz0&feature=youtu.be[/youtube]

You did a nice job at making Roll different from Megaman while still being fun to play.
Current Status: N/A
Re: Megaman chars - Blade Man, Roll, TopMan...
#16  January 08, 2016, 05:35:30 PM
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Really good set of moves for Roll. Not only it makes her stand out from being a Megaman clone, but they're also really nicely sprited and animated. Like, that heart spike ball flows so smoothly, did you do that by yourself?

Thanks. The spiked ball came from another game. I've sprited the vacuum attack and the other attacks.

So here is Roll. 6 original powersets. All the additional edits were made by me. Both players and enemies can get the itens.

Please forgive the drop of framerate, my notebook is overheating :(

[youtube]http://www.youtube.com/watch?v=LuEnF-4-Iz0&feature=youtu.be[/youtube]

You did a nice job at making Roll different from Megaman while still being fun to play.

Thanks. That was my intention.

I decided to change Blademan's idle animation because I made another more more fluid

I still need to clean the sprites.
Last Edit: January 08, 2016, 05:38:36 PM by O Ilusionista
Re: Megaman chars - Blade Man, Roll, TopMan...
#17  January 08, 2016, 06:19:08 PM
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His helmet reminds me of the knights from Castle Crashers lol

That looks nice!  I'm not sure if it would look better if the arms were staggered just a little... like have the right arm be all the way up a frame or two earlier than the left arm being all the way down.  I understand he is a robot and your movement might be more suitable.

Re: Megaman chars - Blade Man, Roll, TopMan...
#18  January 09, 2016, 02:49:48 PM
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Thanks.

Mazerald made a cool edit to change her MVC look to TvC look


Is this a good idea?
Re: Megaman chars - Blade Man, Roll, TopMan...
#19  January 09, 2016, 03:07:10 PM
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I personally like it.It just needs to have the black horizontal line on her dress removed (just above her chest), and.... she seriously needs proper arms, not those Popeye arms she got there. Her arms under her sleeves would be more thin, not the exact same shape as her sleeves.


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Re: Megaman chars - Blade Man, Roll, TopMan...
#20  January 09, 2016, 03:15:07 PM
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I lol'ed at Popeye arms :) But I agree with you.
Re: Megaman chars - Blade Man, Roll, TopMan...
#21  January 13, 2016, 06:18:12 PM
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I will work on other things for now but I will work on him on my spare time
Re: Megaman chars - Blade Man, Roll, TopMan...
#22  January 17, 2016, 05:01:35 PM
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I've worked on Burstman a tad today:

- Fixed old bugs

- New aerial hyper moves



- New AI
Re: Megaman chars - Blade Man, Roll, TopMan...
#23  January 21, 2016, 05:56:00 AM
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More progress with Blademan:

- All required hit sprites are done. Thanks to Rage for the help with the cleaning


- All required hit animations done.


I will continue this character only in my spare time, because I have other things to do, including some commissions. So this could take a while to be finished.
Re: Megaman chars - Blade Man, Roll, TopMan...
#24  January 21, 2016, 08:17:06 PM
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That's not all there is to it, is there? I see hints of Killer Croc.
Re: Megaman chars - Blade Man, Roll, TopMan...
#25  January 23, 2016, 10:57:41 PM
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Here is the first preview of Top Man, with all this powersets:

1- Top Throw
2- Buzzsaw Top
3- Top Spin
4- Magic Hat
5- Coil attack
6 - Tornado spin

Re: Megaman chars - Blade Man, Roll, TopMan...
#26  January 24, 2016, 03:32:40 AM
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I actually really like that hyper move. Feels well made.

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Re: Megaman chars - Blade Man, Roll, TopMan...
#27  January 24, 2016, 03:36:04 AM
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It was made by JFA, I just fine tunned it.
Re: Megaman chars - Blade Man, Roll, TopMan...
#28  January 24, 2016, 07:58:10 PM
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Nice work O!!!!! Been a fan of your work for long time. Can't wait for that killer croc.
I'm a big thieve and troll, Mugen is free so u can't say nothing. I just want to make a buck by having traffic in my site. Hide your characters or I will take them and will send one of my minions to make a version that I can host. I live in ratverse, beware of my powers
Re: Megaman chars - Blade Man, Roll, TopMan...
#29  January 24, 2016, 10:11:05 PM
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Thanks.
By the way, Elecman sprites were remade to match more the original characters, so no more Megaman big arms.


I will post a template for Elecman, Blademan and Burstman so people can make some palettes.
Re: Megaman chars - Blade Man, Roll, TopMan...
#30  January 30, 2016, 10:55:54 PM
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I've made a big top in 3D for one of the helpers.
I tried to achieve a cell shading look.



Any thoughts?
Re: Megaman chars - Blade Man, Roll, TopMan...
#31  January 30, 2016, 11:16:55 PM
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This looks pretty good. Reminds me of a car game I used to play.
Re: Megaman chars - Blade Man, Roll, TopMan...
#32  January 30, 2016, 11:19:47 PM
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Thanks!
Re: Megaman chars - Blade Man, Roll, TopMan...
#33  January 31, 2016, 12:06:49 AM
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The animation looks pretty good, but I'm not sure about the spikes on the left of the sprite instantly going dark. I feel their shading transition could work smoother.

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Re: Megaman chars - Blade Man, Roll, TopMan...
#34  January 31, 2016, 12:17:12 AM
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I will try to make it smoother.
In game shot:

I think it blended well with the other sprites.
Re: Megaman chars - Blade Man, Roll, TopMan...
#35  January 31, 2016, 07:17:04 PM
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I think the outline should be static throughout the animation (no jitter).

And there's that odd flashing band towards the left side that should probably match the rest of the top (again, static anim).  Plus that one pixel thing at the very top doesn't look right.

So I'm basically recommending that the only thing changing between frames should be the spikes and the spike's shadows.  And you might want to experiment with adding some kind of blur effect if you want to kick it up a notch.

But that looks really great :)  Nice job rendering that

Re: Megaman chars - Blade Man, Roll, TopMan...
#36  January 31, 2016, 07:48:47 PM
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I know what you are talking about. That one pixel will be removed.
About the jitter and the blur, the animation happens so fast and there are the hitspark and the dust...which makes it barelly noticiable.
Re: Megaman chars - Blade Man, Roll, TopMan...
#37  January 31, 2016, 11:25:24 PM
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New video: Top Man vs Burst Man
Re: Megaman chars - Blade Man, Roll, TopMan...
#38  February 01, 2016, 07:19:49 PM
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I am working on this just in my (few) spare times. This is the complete jump animation, with that "jiggle" Capcom puts on some movements:
Re: Megaman chars - Blade Man, Roll, TopMan...
#39  February 04, 2016, 06:06:59 PM
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Top Man is done. Here are all the palettes I made for him

Re: Megaman chars - Blade Man, Roll, TopMan...
#40  February 08, 2016, 06:57:56 PM
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Blade Man now has 6 palletes. I tried to make each more very different, so we can have something more unique.



Againt, any help is appreciated.
Re: Megaman chars - Blade Man, Roll, TopMan...
#41  February 08, 2016, 07:17:49 PM
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The Monarch


I find the color separation really weird.  Just IMO

Re: Megaman chars - Blade Man, Roll, TopMan...
#42  February 08, 2016, 07:19:23 PM
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On the original image, the colors are more organized. I will post it here soon.
You removed one of the colors for his legs, and this removes the details.
Re: Megaman chars - Blade Man, Roll, TopMan...
#43  February 08, 2016, 07:24:45 PM
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I'm just saying, it would be cool if his legs / helmet / blades / etc were not all sharing some of the same colors.

Re: Megaman chars - Blade Man, Roll, TopMan...
#44  October 13, 2019, 04:41:22 PM
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Here is the first preview of Pharaoh Man, for the project "Mega Man Robot Master Mayhem". He lacks some of his weapons and 2 of his hypers, but all the rest are pretty much done, including his AI.



I still need to polish somethings here and there, like the riddle win pose time.
Also, I am testing a new intro and outro for my channel
Re: Megaman chars - Blade Man, Roll, TopMan...
#45  October 13, 2019, 04:47:59 PM
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Awesome bump!
Love the work done on Pharaoh Man!
Jupp. That's cool alright.
Re: Megaman chars - Blade Man, Roll, TopMan...
#46  October 13, 2019, 05:02:41 PM
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Thanks. Laspacho really made a good job with the sprites
Re: Megaman chars - Blade Man, Roll, TopMan...
#47  October 15, 2019, 03:12:13 PM
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More Pharaoh Man in action, now against Metal Man.
In this fight, we can see Metal Man's new intro and another Pharaoh Man's win pose (thanks, Laspacho).

Re: Megaman chars - Blade Man, Roll, TopMan...
#48  October 19, 2019, 03:56:19 PM
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And more action from Pharaoh Man, including new intro and win poses, some new effects and etc


By the way, now I have new patron levels with new benefits, check it out! https://www.patreon.com/posts/30872662
Re: Megaman chars - Pharaoh Man
#49  October 21, 2019, 12:02:05 AM
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BEHOLD...THE TRUE POWER OF EGYPTIAN GODS!


With this, Pharaoh Man is ready :) He will be available on the full game release (december 19)
Laspacho really made a good job here and it was a lot of fun (and hard work) to code this char.
Re: Megaman chars - Blade Man, Roll, TopMan...
#50  October 24, 2019, 01:44:31 AM
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That is what I call aTotal Mayhem: Metal Man and Burst Man vs Enker and Pharaoh Man, all using the new 3.0 template.
Re: Megaman chars - Blade Man, Pharaoh Man, etc
#51  October 26, 2019, 04:38:35 PM
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Here is a preview of Pharaoh's Man power sets, plus some changes in his antiair move + new hypermove

I really like the Sand Coffin weapon.
Re: Megaman chars - Blade Man, Roll, TopMan...
#52  November 03, 2019, 06:39:46 PM
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Here is a preview of all Shadow Man Power Sets, all hypers plus a new throw.
As explained before, it works on a different wat than all the other characters - it's a set of skills/boosts



Now moving to my next target - Elec Man :)
Re: Megaman chars - Blade Man, Roll, TopMan...
#53  November 05, 2019, 01:13:23 PM
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Shadow Man is back with his ferocious AI. Will Air Man stands against him?
Also showing the new Air Man voices, recorded by the Voice Actor Psykai :)

Re: Megaman chars - Blade Man, Roll, TopMan...
#54  November 05, 2019, 02:44:02 PM
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Slow and sure? at from yours it will be great!
Bass / Forte RMM
#55  November 10, 2019, 03:40:06 PM
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The most requested character had joined the official Mega Man Robot Masterm Mayhem project: Bass.



Initially, I wasn't going to code this character, but the previous coder had not time and Laspacho gave it to me and here it is :) I've working on him a lot and here are his 6 power sets - I tried to make something unique for him.

He is pretty much finished - I am just waiting the voice actor to record the new voices, so I can make a full video showing all his powers.

I've enjoyed a lot working on all those Robot Master Mayhem characters - IMT has a great team, like a real family :)

December 2019 will be a blast!

Last Edit: November 10, 2019, 04:06:07 PM by O Ilusionista
Re: Megaman chars - Blade Man, Roll, TopMan...
#56  November 10, 2019, 04:21:42 PM
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Bass looks pretty good, and very fun. Keep up the good work.
Jupp. That's cool alright.
Re: Bass / Forte RMM
#57  November 10, 2019, 04:26:25 PM
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Last Edit: November 10, 2019, 04:30:40 PM by O Ilusionista
Re: Megaman chars - Blade Man, Roll, TopMan...
#58  November 16, 2019, 02:57:15 AM
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I am converting all RMM characters to the 3.0 template, plus I am updating almost every single character on the project, like adding new intros, win poses, fixing stuff, and chaging things I think would improve the characters.

- Something new in the next release is that Artificial Intelligence now respects the difficulty you set the game up, making it easier or harder based on the level of difficulty the game is on.

- Heat Man now has flame effects, like Fire Man does


- Ice Man receives non-transparent effects, plus some of his hyper moves will be changed

Re: Megaman chars - Blade Man, Bass & Others
#59  November 20, 2019, 07:42:34 PM
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Showing the updates I did for Ice Man, which I've been working for some days.

- All transparent effects were changed
- Ice and snow Particles added
- Fixed old bugs
- New intros and win poses (not on the video)
- New throws
- New hyper moves

He will be available on the next RMM release (3.0 - december 2019)

Re: Megaman chars - Blade Man, Bass & Others
#60  November 24, 2019, 02:03:49 AM
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Here is a Bass preview, finally. First I show all his hyper moves, then an AI battle. Bass doesn't have a vicious AI like some other characters *cough* Shadow Man *cough*.

Also, now he has brand new custom voices, done by my friend Psykai.

Bass will be available on the next RMM release, in december 2019
Re: Megaman chars - Blade Man, Bass & Others
#61  November 25, 2019, 03:07:06 PM
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Since long time, I wanted to remake Elec Man, which was released 10 years ago (yeah, time really goes fast).

At the time, it was made for the EOH project, then it was for the "Rock Man Arena" project * and is now moving to the Robot Master Mayhem project. There were a lot of things in the original version that I didn't like, like the black-only chest shadow, Mega Man's arms, among other things.

Laspacho has offered to change all his sprites and, with the help of more people (Rage and others), this new version will be possible. Many moves will be modified (Rage created several new animations) and included the Power Sets.

A quick comparsion between the new (left) and the old (right) version of Elec Man sprites

There are still things I would like to improve on his sprites, such as adding another tone to his chest, but due to the short time (we are one month from launch), this is for next year's update.

I have several ideas in mind for him, but if anyone wants to suggest something to his Power Sets, feel free to contribute.


* This project is currently ready to be launched. The author just asked me to take a look at it, which should only be done in 2020.
Re: Megaman chars - Blade Man, Bass & Others
#62  November 25, 2019, 07:16:56 PM
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Wow, how 10 years go by fast. This was my first sprite job at the time, I really liked the result. But today I want these sprites to be upgraded because they have details in them that also displease me. I'm glad this character has come to light again and I hope the changes are indeed good.

I feel compelled to help with something, as my spritter skills have improved over the years. At the time, I received help from some people to advance some sprites, just to advance the process. Maybe that's why the quality was not 100% satisfactory.

PS: I'm seeing an effort in you that I haven't seen in a long time, because with all due respect, there were several projects that you entered and couldn't finish. I like your work, and I'm sad when you leave any of them unfinished.

Keep up the effort, and thank you for giving us fun with one more of your work. I hope "Rockman Battle Arena" can get your attention in the future too, contact me if you need anything!

OSU!


Re: Megaman chars - Blade Man, Bass & Others
#63  November 27, 2019, 03:30:15 PM
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No offense taken. Mugen is a hobby to me, so I decided to take things easier and focus in what I enjoy coding.

First preview of Needle Man, which is being coded by Mistah Jorge.
Showing the power sets, specials and hypers.



Needle Man is still under development so things can be changed until the release
Re: Megaman chars - Blade Man, Bass & Others
#64  November 27, 2019, 05:12:02 PM
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No offense taken. Mugen is a hobby to me, so I decided to take things easier and focus in what I enjoy coding.

First preview of Needle Man, which is being coded by Mistah Jorge.
Showing the power sets, specials and hypers.

[youtube]https://www.youtube.com/watch?v=gB0F9UfqNGc[/youtube]

Needle Man is still under development so things can be changed until the release
But youre do these full space! I not yet seen you at any weak think... even that not Mugen
Re: Megaman chars - Blade Man, Bass & Others
#65  November 27, 2019, 05:28:40 PM
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Re: Megaman chars - Blade Man, Bass & Others
#66  November 30, 2019, 06:04:58 PM
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Metooll Daddy vs Hyper Storm H  - Giant Boss Battle


Here comes a funny fight: a battle between two giant bosses from Mega Man Robot Master Mayhem project - Metoll Daddy versus Hyper Storm H.
This fight is not allowed on the game because they aren't meant to be playable, so it's just for now :)

Both characters were sprited by Ramzaneko and coded by me.

The next game version will be released in December 2019, near the Christmas.
Re: Megaman chars - Blade Man, Bass & Others
#67  December 02, 2019, 03:54:58 AM
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Re: Megaman chars - Blade Man, Bass & Others
#68  December 07, 2019, 08:57:35 PM
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Thanks buddy.

And now we have a definitive date for the Robot Master Mayem 3.0 release: December 30, 2019


- Additonal Playable characters

- Additonal Boss

- Additonal Stages

- New Effects added to all characters

- Bug fixes / Upgrades to all characters

Are you hyped? :) 

I can't wait to release this - we've been working hard on it and it looks a different game  :)
Re: Megaman chars - Blade Man, Bass & Others
#69  December 23, 2019, 06:29:00 PM
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stay tuned on this project.... Ilusionista gets to make awesome codes with these chars, everything looks amazing.

i hope bass is available next year soon.
Re: Megaman chars - Blade Man, Bass & Others
#70  December 26, 2019, 03:40:08 PM
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Thanks buddy.

Here is a preview of Snake Man update for the Mega Man Robot Master Mayhem project.


As I said at community, I have good and bad news.

Good news: Snake Man update is done, finally. It was the hardest character to update, since all of his previous effects used CVS-like transparent effects but the results are awesome!

Bad news: We won't be able to release the update in December 30th :(

Yeah, that suck but we (me, mostly) need more time to polish some stuff and I don't want to release something which can looks rushed, incomplete.

The release date was moved to 30-01-2020.

This decision was very heavy for me, as this project would mark the commemoration of my 20 years of mugen and now the date will pass without my release, but unfortunately it had to be made.

I'm very upset about this, but I asked myself to postpone the date.

Sorry guys :(

But in the end, I think the result will worth the wait and you will be enjoying a better product.

Also, I wanna say THANK YOU to everyone who still supports my work, after all those years.
Re: Megaman chars - Blade Man, Bass & Others
#71  December 26, 2019, 04:40:01 PM
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Take your time Professor. ;)
Re: Megaman chars - Blade Man, Bass & Others
#72  December 26, 2019, 04:45:25 PM
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Thanks buddy :)
Re: Megaman chars - Blade Man, Bass & Others
#73  December 30, 2019, 11:04:43 PM
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Don't stress my dude. This might be my most anticipated mugen project, but I can wait.
I know how much this 20th anniversary means to you, and you deserve all rewards and recognition. You're amazing my friend.
Jupp. That's cool alright.
Re: Megaman chars - Blade Man, Bass & Others
#74  December 30, 2019, 11:07:11 PM
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Really thanks for your nice words. They mean a lot to me.
Re: Megaman chars - Blade Man, Bass & Others
#75  January 06, 2020, 03:22:38 PM
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First preview on the new boss of RMM, Mettonger Z.
Sprites by Magma MK II and coding by me.



It has two forms, changing when he loses the first round - the video shows the second one. To damage him, you need to hit the upper area (where the Met is). If you hit the lower area, it won't cause any damage and works like a block.
Re: Megaman chars - Blade Man, Bass & Others
#76  January 21, 2020, 06:28:04 PM
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The new boss of the Robot Master Mayhem project is finished: Metonger Z :)


Now you can see his two forms in action. Each form has 6 different attacks.
First form is more projectile based (zoner) and will fly to avoid to be hit, so you will need to jump to reach him.

Second form is easier to be hit, but only takes damage on the upper area (it will blink in yellow when hit).

We are very close of the release and I hope to finished everything this week, so we can release it in January 30th.
Re: Megaman chars - Blade Man, Bass & Others
#77  January 24, 2020, 04:09:35 AM
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Finally, the preview of Elec Man's power sets for the Robot Master Mayhem project.



He is very close to be complete and unless something bad happens, we will release the next version, finally, in January 30th.
Re: Megaman chars - Blade Man, Bass & Others
#78  January 24, 2020, 01:29:56 PM
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Re: Megaman chars - Blade Man, Bass & Others
#79  January 24, 2020, 02:19:51 PM
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Thanks buddy. We are working hard (and I am work almost non stop) to delivery this game.
Re: Megaman chars - Blade Man, Bass & Others
#80  January 25, 2020, 07:23:12 AM
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One more completed character: Elec Man
This video shows an AI versus battle, at HARD 7 level.

Re: Megaman chars - Blade Man, Bass & Others
#81  January 25, 2020, 07:30:03 AM
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I'm very happy with this, good work friend.
Re: Megaman chars - Blade Man, Bass & Others
#82  January 26, 2020, 07:19:29 AM
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Thanks

Elec Man has a scalable AI, so the higher you set the game difficult, the harder he will be.

Some AI (level 8) fights, plus showing:
- Custom intro against Guts Man and Wily
- New Hyper move

Re: Megaman chars - Blade Man, Bass & Others
#83  January 28, 2020, 08:20:49 PM
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Finally, here is the last updated character for the next release: Guts Man.
This character was needing a big udpate, so Laspacho and others fixed his sprites and I've recoded a lot of stuff from the previous coder.



The redundant moves where removed, new power sets were added and some new hypers too. I know there is still room for more improvement and maybe I will work on him later but, for now, I think he is okay.

The video shows his power sets and some AI fights, where you can see some of the new moves.

With this update, the Robot Master Mayhem project is ready to be launched, and we should be uploading it in January 30th.

Thanks everyone for the patience!
Re: Megaman chars - Blade Man, Bass & Others
#84  January 28, 2020, 08:37:03 PM
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Amazing! Guts man really needed it, and it's great to have the big guy getting priority.

Looking forward to this weekend!
Jupp. That's cool alright.
Re: Megaman chars - Blade Man, Bass & Others
#85  January 28, 2020, 08:38:12 PM
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Indeed he needed some work.
Thanks buddy
Re: Megaman chars - Blade Man, Bass & Others
#86  January 29, 2020, 03:49:26 AM
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This game has has skyrocketed with updates! AWESOME!
Re: Megaman chars - Blade Man, Bass & Others
#87  January 29, 2020, 03:50:23 AM
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Re: Megaman chars - Blade Man, Bass & Others
#88  January 31, 2020, 03:53:25 PM
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Re: Megaman chars - Blade Man, Bass & Others
#89  January 31, 2020, 04:35:39 PM
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