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All eight Mega Man X1 bosses (using ripped SNES sprites) (Read 15293 times)

Started by Cyberspider, July 03, 2013, 11:53:33 am
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All eight Mega Man X1 bosses (using ripped SNES sprites)
New #1  July 03, 2013, 11:53:33 am
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If you wanted to play as the original eight MMX1 bosses in classic SNES sprites in MUGEN, now you can!

They use the pixelated 16-bit SNES sprites. You can shrink their scales to make them look better, if you need to.

They have walking sprites and a few other sprites not in the game.

Enjoy!

Download Link: http://rapidshare.com/files/1656885586/xmavericks.zip

Images:

Chill Penguin, Launch Octopus, Spark Mandrill, Armored Armadillo


Boomer Kuwanger, Flame Mammoth, Sting Chameleon, Storm Eagle


Last Edit: July 16, 2013, 03:17:28 pm by Cyberspider
Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#2  July 03, 2013, 01:14:14 pm
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Okay so I downloaded these and lemme start by saying, GODDAMN. For the most part, you know your shit when it comes to coding, as there are a lot of awesome effects that don't see a lot of use. For someone to release a first batch of chars from nowhere and have all these interesting concepts in them is, to be honest, very unexpected.

Now, I didn't play too in-depth, but I'll share what I got.

All of them
- Check your animation timings, some of the attacks seem to move faster or slower than they were in the source game. I mean I know you should make adaptations for MUGEN, but still...
- Some characters turn around to walk back, others just have a reversed walk anim. I prefer the former, since the latter looks a bit like moon-walking.
- Some characters with continuous moves (ie: Storm Eagles dives, and Armored Armadillo's ball thing) should really finish after a set amount of time. It's pretty weird to have it keep going until you push a button to stop it.
- TRAINING MODE ONLY: You can cancel supers into themselves. Granted, you won't have this much power in Arcade mode or VS, but it'd probably just be a good idea to have some safeguard for this.
- Could use more sound effects for when attacks connect, some of the attacks are sorely missing them.

Flame Mammoth
- I like the idea with the oil slicks, but if you put two next to each other and start up the fires, the damage it racks up is pretty high,

Chill Penguin
- That one sled attack doesn't really work. He uses it, the sled forms, and instead of jumping on it, he just slowly floats downward offscreen.

Armored Armadillo
- That striker should not OHKO the opponent. Additionally, since many of the supers were based on the powered versions of their weapons, why don't you give him the Rolling Shield and let you take a single hit for free?

Launch Octopus
- He has TWO strikers from that stage, and they're both very damaging. I wouldn't have them in, and I'd probably turn that life-drain tornado thing into a super (IIRC, his super verison is just more homing missles)

Again, lots of potential here, you just have to fix some basic things and tweak a few others, and you'll be good to go! I'll be watching for future releases from you.
Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#3  July 03, 2013, 01:31:50 pm
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Hm... While I haven't tried these yet.

From what I'm reading in Jango's response. Perhaps you could look at the PSP remake for super ideas? In hard mode, all the bosses got new attacks. For example, Chill Penguin shoots multiple Shotgun Ice shots towards the wall you're closest to. It's almost a wall of projectiles the way he fires it. Since they're all at different angles at the same time... Making him actually a little tougher then he should be.

Flame Mammoth if I recall right shot blue flames sometimes.

Armor Armadillo rolled all across the arena, he rolls across the floor, walls, and ceiling. Getting faster each pass.

I'd say if you're interested, look up videos for Mega Man: Maverick Hunter X.


Still, these sound really interesting... I'll have to pick them up sometime.
Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#4  July 04, 2013, 04:25:16 am
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Okay, my friend.

You'e done a bit well...

but the fails here are a bit awkward... so keep in mind fix them...

and theres allready a good Chill Penguin (well... not too good D:) by MUGENPlayer21...

BTW heres a free Armored Armadillo so you could start to make him very well...

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Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#5  July 04, 2013, 05:35:22 am
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How, or why are you using hitdefs to push the player backwards for the snow storms, wind blowers and everything? Wouldn't it be better to spawn an invisible helper next to the opponent to push them back? That way it should effect everyone, even those characters who may have hit overrides.

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Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#6  July 04, 2013, 08:01:24 am
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Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#7  July 05, 2013, 12:40:12 am
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- Some characters with continuous moves (ie: Storm Eagles dives, and Armored Armadillo's ball thing) should really finish after a set amount of time. It's pretty weird to have it keep going until you push a button to stop it.


The continuous moves actually run on power, so they'll stop eventually.

Chill Penguin
- That one sled attack doesn't really work. He uses it, the sled forms, and instead of jumping on it, he just slowly floats downward offscreen.

This is strange; the attack works fine on my computer. He's supposed to jump on the platform, land, then ride at his opponent. Could you describe the problem a little more (i.e. does he float down forever, or does he eventually surface?) Also, are you using MUGEN 1.0?

As for your other points, well, actually these characters were supposed to be more of "fun" ones than real fighters, with fancy effects and stuff from the game; good for people to add to their MUGEN Mega Man collections/games and whatnot. I didn't take balance or "fighting-gameness" into full account while making them (i.e. reason that Armadillo's mole striker OHKOs is because it kills X in one hit in MMX1 on AA's stage; also, the characters flash and have a few seconds of invincibility frames after taking damage, like in the source game). But if people do want them to be more serious, I can try to tweak them (they still use those pixelated sprites though).

Actually, you can turn off the invincibility frames by modifying a single line in the CNS file (read the README files for how to do it) so that you can combo them properly. If people want, I can release the same set without invincibility frames as a separate download (along with other suggested changes) and keep the "fun" pack if people what that too.

Also, sadly I am not working on any characters at the moment. If enough people really want me to make something, I can try. I don't have that much interest in MUGEN anymore and I don't have a great deal of time; making these characters and all the special effects was actually tedious and time consuming. I'll be bug fixing and tweaking these characters though.

Hm... While I haven't tried these yet.

From what I'm reading in Jango's response. Perhaps you could look at the PSP remake for super ideas? In hard mode, all the bosses got new attacks. For example, Chill Penguin shoots multiple Shotgun Ice shots towards the wall you're closest to. It's almost a wall of projectiles the way he fires it. Since they're all at different angles at the same time... Making him actually a little tougher then he should be.

Flame Mammoth if I recall right shot blue flames sometimes.

Armor Armadillo rolled all across the arena, he rolls across the floor, walls, and ceiling. Getting faster each pass.

I'd say if you're interested, look up videos for Mega Man: Maverick Hunter X.


Still, these sound really interesting... I'll have to pick them up sometime.


Hmm, well I tried to make the chars based as close to the original Mega Man X as possible, and didn't think about the PSP remake. It's probably possible (but much harder) to rip "sprites" from that game and use those instead of the 16 bit ones. But I don't think that I'm going to be adding more content to these chars anytime soon (unless if lots of people want me to); just bug fixes.

How, or why are you using hitdefs to push the player backwards for the snow storms, wind blowers and everything? Wouldn't it be better to spawn an invisible helper next to the opponent to push them back? That way it should effect everyone, even those characters who may have hit overrides.

Actually, I tried the helper approach first. The main problem was that you could easily run through the helper. There were also some other problems as well (especially in 4-players) with this approach. Instead, I used the reversaldef bug as described in this thread:

http://mugenguild.com/forum/topics/an-actual-working-poison-effect-fullgames-113950.0.html

Originally it was used for poison but I applied it to some other "ailments" like being blown (having your velocity set), etc. This was used for most of the special effects (Flame Mammoth's burning, Storm Eagle's wind, etc.) Funny thing is that most of these effects caused by these characters rely on a programming bug to work, so if MUGEN 1.0 gets patched or if a new version is released that fixes the reversaldef, they wouldn't work properly anymore.

Thanks all for input and feedback. I'll be watching this thread if anyone else is interested.


Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#8  July 05, 2013, 01:25:10 am
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Well, I didn't mean you should rip the sprites from the PSP game. (Technically models.)

I just meant take a look at videos of the moves. And incorporate them into the move sets with whatever existing sprites you have. Or if need be, frankenspriting them into the poses.
Re: All eight Mega Man X1 bosses (using ripped SNES sprites)
#9  July 05, 2013, 02:06:05 am
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 Have you tried them in Mugen 1.1? Do the bugs still exist? I haven't tested them in 1.1, but I am assuming the bugs will eventually get fixed in some future 1.1 versions, then we'll have to find an alternate for push back that does not use bugs for advantages. ^_^ ;P

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