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Cyberbots Project (Read 55683 times)

Started by xxxXx, July 26, 2010, 07:48:22 pm
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Cyberbots Project
#1  July 26, 2010, 07:48:22 pm
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Being a great Cyberbots fan I've decided to contribute some characters and stages to Mugen. There is already much stuff around, but its usually either not that fun to play or not really compatible to anything else...
So I've decided to update Kong's stuff on a unified basis (he made all robots from Cyberbots) + add some new stuff
Since I plan to make quite a few things I've decided to create a joint topic under projects cattegory insted of polluting the forum with single toppics.

All new releases will be updated to this post.

As always I'd be grateful for comments and feedback :)

Releases:

Characters:

Valimes
Spoiler, click to toggle visibilty

Lightning
Spoiler, click to toggle visibilty

Vlade
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Atlas
Spoiler, click to toggle visibilty

Jage
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Insect
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Blue worker
Spoiler, click to toggle visibilty

RAD
Spoiler, click to toggle visibilty

Sculd
Spoiler, click to toggle visibilty

Toatus
Spoiler, click to toggle visibilty

NEW:

Gori
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Borer
Spoiler, click to toggle visibilty

Final note: All chars were moreless tested under winmugen and RC7 and showed no obvious problems, but are designed for winmugen.

Stages

two custom stages made for the chars above:
Spoiler, click to toggle visibilty

some older stages for cyberbots by me:
Spoiler, click to toggle visibilty

another custom stage for the project:
Spoiler, click to toggle visibilty
Last Edit: September 25, 2012, 06:36:19 pm by xxxXx
Re: Cyberbots Project
#2  July 27, 2010, 12:41:12 pm
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If you are making Cyberbots characters, please, please, make them more balanced than thoce that already exist... thoce so incredibly cheap...

Try and find a way to make them work well alongside... i dunno, CVS style characters...
Re: Cyberbots Project
#3  August 10, 2010, 04:59:08 pm
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2 new custom stages added (see the first post)

both based mostly on multiple arcade shooter sprites
Re: Cyberbots Project
#4  August 10, 2010, 05:07:05 pm
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Cool project! If I was you I would probably just use the original stages as the bots look out of place. Remember, these are some big ass robots.

Also if you need any help with ripping sprites give me a shout.
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Re: Cyberbots Project
#5  August 10, 2010, 06:57:36 pm
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Cool project! If I was you I would probably just use the original stages as the bots look out of place. Remember, these are some big ass robots.

Also if you need any help with ripping sprites give me a shout.

actually the concept of custom stages is moreless based on original stages (brawl in a city and on a space station)...

as for sprite ripping, do you happen to have artmoney tables for Armored Warriors or an idea how to make such for a cps2 beatemup game?
Re: Cyberbots Project
#6  August 10, 2010, 07:05:00 pm
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Cool project! If I was you I would probably just use the original stages as the bots look out of place. Remember, these are some big ass robots.

Also if you need any help with ripping sprites give me a shout.

actually the concept of custom stages is moreless based on original stages (brawl in a city and on a space station)...

as for sprite ripping, do you happen to have artmoney tables for Armored Warriors or an idea how to make such for a cps2 beatemup game?

you can get all Cyberbots sprites here http://www.mediafire.com/?sharekey=6137c08f94a0a3d30d428c4a089f9196d55e197f959290bd
Re: Cyberbots Project
#7  August 10, 2010, 07:10:40 pm
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thx for that .(O). , but I'm not looking for cyberbots sprites. I'm looking for Armored Warriors Sprites. It's a beatemup game, the predecessor of Cyberbots... It's a lot harder to get sprites from that game, especially, as I'm ripping mostly enemies...
Re: Cyberbots Project
#8  August 10, 2010, 07:35:55 pm
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Awesome custom stages...I'm diggin the city one A LOT! :sugoi:

Thanks for sharing them.
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Re: Cyberbots Project
#9  August 10, 2010, 10:15:37 pm
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Re: Cyberbots Project
#10  August 11, 2010, 06:27:09 pm
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thx for that .(O). , but I'm not looking for cyberbots sprites. I'm looking for Armored Warriors Sprites. It's a beatemup game, the predecessor of Cyberbots... It's a lot harder to get sprites from that game, especially, as I'm ripping mostly enemies...

hum, my bad. Maybe you can find something here http://emugif.fcmgame.com/

btw, great project!
Re: Cyberbots Project
#11  August 11, 2010, 09:45:54 pm
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thx for that .(O). , but I'm not looking for cyberbots sprites. I'm looking for Armored Warriors Sprites. It's a beatemup game, the predecessor of Cyberbots... It's a lot harder to get sprites from that game, especially, as I'm ripping mostly enemies...

hum, my bad. Maybe you can find something here http://emugif.fcmgame.com/

btw, great project!


wow thanks man, there is some stuff there I'havent seen on sprite database
Re: Cyberbots Project
#12  September 15, 2010, 08:00:55 pm
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Real life stuff has consumed most of my time lately...

As a result all I can show now is Atlas character (check the first post).

Now I'm going to finally concentrate on Jage...
Re: Cyberbots Project
#13  September 15, 2010, 08:29:01 pm
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Wow, Atlas is pretty fun so far.
lol @ summoning a missile cargo

With some work, this could end up being my favorite unofficial CBot~

Though I gotta ask. Why include autocombos?
Re: Cyberbots Project
#14  September 16, 2010, 12:49:19 pm
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Though I gotta ask. Why include autocombos?

Well, originaly I wanted just to update Kong's stuff since some of its features were well not that fun and then do new stuff... but since the project always lacked comments and suggestions (CBs was one of capcom's least popular games after all) I've decided to start with new things. As a result the gameplay may be somewhat similar to Kong's (he used autocombos), until I get enough feedback to do an overhaul...
Re: Cyberbots Project
#15  September 16, 2010, 08:39:48 pm
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That's part of what made Kong's so bad in the first place, though. The autocombos were pretty much exploitable and mainly part of the AI he set up.
It's like all the CB characters he made were all meant for AI battles. :/

Surprisingly, however, unlike the rest of his characters, his CB characters were proven to be great bases to work on and further improve, and you seem to be going on the right track. I remember someone taking Kong's Cyclone and making it actually decent, with a normal CB layout, visible weapon and boost system interfaces, etc., and I was quite pleasantly surprised. Pretty much the same here!

Is Atlas requiring power for his shockwave, grab and upper specials a final decision? Also, his backboost could use some sound and his general boost moment could go a bit slower. Also, his A grab sometimes turns him into Gaits to electrocute the enemy, though it only happened once for me. You should still check that.

That's all I got, though I could say his grab special could use some boost power and that his collisions could use some work.

EDIT: Oh yeah, his full quake is rather OP, you could at the very least make it crouch-blockable.
Last Edit: September 16, 2010, 08:43:46 pm by Walkin' Tall
Re: Cyberbots Project
#16  September 16, 2010, 09:32:00 pm
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Not to mention that the AI just SPAMMED Combos ALL THE TIME, NON STOP

Not fun AT ALL...

A suggestion would be to make a gameplay more akin to traditional Fighting games, or at least give typical fighter characters like Ryu or Kyo a fighting chanse against them. :S
Re: Cyberbots Project
#17  September 16, 2010, 09:33:27 pm
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This project gets more and more amazing over the time.
Re: Cyberbots Project
#18  September 16, 2010, 09:54:04 pm
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Thx for the feedback people :)

Next week I'll try to put up a char (I'm thinking of Atlas) using these suggestions or 2 or 3 versions. If anyone of them gets a better reception other chars will follow...
Re: Cyberbots Project
#19  September 26, 2010, 05:19:36 pm
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I got this stage:



Its pretty nice, with a lot of anims. Just lacks a music.

Congrats
Re: Cyberbots Project
#20  September 26, 2010, 07:04:18 pm
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But the background buildings' angles clash with the area the bots stand on and the bridge behind them. D: