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Author Topic: MvC Megaman Zero Edit update (5/24/11)  (Read 3507 times)

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Offline aznperson569M

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MvC Megaman Zero Edit update (5/24/11)
« on: May 24, 2011, 11:54:49 AM »
Havent been on here a while, but I thought that should I share my updated character here.

So here's the download. It's been a year long update, but hopefully it will be worth the weight. Alot of things have been changed, so check the Readme and Update Log for what's been changed. For those that didnt try out the first version, this is an edit of N64Mario's Megaman Zero character. It's MvC/TvC/MvC3 inspired.

I dont have a video, but here's some pictures if you're interested.

EDIT: Here's a video


(click to show/hide)
« Last Edit: June 02, 2011, 08:27:09 PM by aznperson569M »



"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline god of chaos

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #1 on: May 24, 2011, 11:57:51 AM »
sick  :o

Offline Luigi-Master

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #2 on: May 24, 2011, 04:39:55 PM »
Hey, this guy is pretty neat!  Lemme list out some feed back as I play the character.

*Since his Saber is a light source, I'd suggest adding an assertspecial to eliminate the shadow.
*His air dash's velocity feels kinda odd, like he's moving slowly for a little while during the beginning, then speeds up suddenly, with no acceleration.  This was a signature in the X/Zero series, so maybe you could add some afterimages to it, to look spiffier.
*Command for the Super Jump feels odd.  The super jump pillar appears a little too soon, and looks like it's positioned a little low.  It's also supposed to appear over the character.
*Midair Headshot looks kinda funny.  Not sure how to improve it.
*Since the Z-Buster is technically a normal move, shouldn't it use a normal (orange) hitspark?
*Charged Saber only has a fully charged (yellow) variant.  The saber itself doesn't hit the opponent, so I don't think a slashing sound effect would make sense.  Something along the lines of a projectile hitsound, and it could use a hitspark.
*Raijingeki has only a weak and strong variation.  Seems strange, but since strong punch is a projectile attack, I guess it kinda makes sense.  This also goes for the special moves that use punch buttons.
*The Readme says that when I hit a stunned opponent with the Hyouretsuzan, they will be knocked upwards, but I just see them fall.  Unless it's referring to something else.
*Shissoujin doesn't seem to work.  Like the readme states, probably the variables have been turned off.
*How do you perform Hadangeki?  The current method seems a little inconvenient, IMO.
*The way the background shatters during the end of Saber Combo should be the way the background always does.  In some moves, the glass shatters, but the background is still there.
*For the Super start ups, the portrait moves rather suddenly on the screen.  Likewise, the BGPalFX seems to fade a little for a short time, then the background appears.
*Buster Combo has some weak sounding hitsounds.  This might've been an oversight.
*Rekkoha would look cooler if the enemy was continually hit upwards with the move.
*Genmu Zero, compared to Dark Hold, looks and sounds rather lame.

That is all, for now.  Pretty impressive edit, to say the least.  Good job!   :thumbsup:

Offline aznperson569M

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #3 on: May 24, 2011, 05:51:13 PM »
Hey, this guy is pretty neat!  Lemme list out some feed back as I play the character.

*Since his Saber is a light source, I'd suggest adding an assertspecial to eliminate the shadow.
Okay.

*His air dash's velocity feels kinda odd, like he's moving slowly for a little while during the beginning, then speeds up suddenly, with no acceleration.  This was a signature in the X/Zero series, so maybe you could add some afterimages to it, to look spiffier.
Alrighty.

*Command for the Super Jump feels odd.  The super jump pillar appears a little too soon, and looks like it's positioned a little low.  It's also supposed to appear over the character.
*Midair Headshot looks kinda funny.  Not sure how to improve it.
*Since the Z-Buster is technically a normal move, shouldn't it use a normal (orange) hitspark?
I'm not really sure on this. In MvC, did Megaman's Mega Buster move count as a normal attack?
*Charged Saber only has a fully charged (yellow) variant.  The saber itself doesn't hit the opponent, so I don't think a slashing sound effect would make sense.  Something along the lines of a projectile hitsound, and it could use a hitspark.
*Raijingeki has only a weak and strong variation.  Seems strange, but since strong punch is a projectile attack, I guess it kinda makes sense.  This also goes for the special moves that use punch buttons.
*The Readme says that when I hit a stunned opponent with the Hyouretsuzan, they will be knocked upwards, but I just see them fall.  Unless it's referring to something else.
It means that when the opponent is stunned, if you hit the opponent, they will be knocked into the air.
*Shissoujin doesn't seem to work.  Like the readme states, probably the variables have been turned off.
You can change the variables. It says in the readme for what file to open.
*How do you perform Hadangeki?  The current method seems a little inconvenient, IMO.
Charge back for 2 seconds, and then forward + P. I liked the command the way it was in TvC, though I'll change it to QCF if it's that bad.
*The way the background shatters during the end of Saber Combo should be the way the background always does.  In some moves, the glass shatters, but the background is still there.
*For the Super start ups, the portrait moves rather suddenly on the screen.  Likewise, the BGPalFX seems to fade a little for a short time, then the background appears.
*Buster Combo has some weak sounding hitsounds.  This might've been an oversight.
*Rekkoha would look cooler if the enemy was continually hit upwards with the move.
In TvC, this didnt happen. I wanted to make the move accurate to that game.
*Genmu Zero, compared to Dark Hold, looks and sounds rather lame.

That is all, for now.  Pretty impressive edit, to say the least.  Good job!   :thumbsup:

Thanks for feedback.

Also, the reason why there are only weak and strong versions for any Punch move is because it interferes with the Z Buster move. Until I find a workaround, I'm sorry. :(
« Last Edit: May 24, 2011, 07:36:40 PM by aznperson569M »

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline Luigi-Master

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #4 on: May 24, 2011, 10:21:20 PM »
I think the buster shot was considered to be a normal, so I'd stick with that.

Ah, gotcha.  I thought you meant when I hit with the icicle attack twice.

Alright, but I was figuring by default to have them activated.

Oh, it's a charge motion.  The Readme confused me a little.  Anyhow, the animation for that move looks a little weird, like he jumps his frames around.

Alright.  However, 12 hits in, the opponent seems to shift up a little, then at 18 hits again.  That's because the timing for the hits seems to be random, like at the beginning it's every two ticks, then it goes to 4, then during the skips it's like 5 or 6 ticks.

Also, he doesn't seem to charge his projectiles when super jumping, but he can do that during regular jumps, and even air dashes.

Still, pretty damn impressive, and your Weegee is pretty cool, too.  Any plans for an update on him?  Cause he could use a wobbly walking animation.
« Last Edit: May 24, 2011, 10:39:47 PM by Luigi-Master »

Offline overlordnick

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #5 on: May 24, 2011, 11:40:51 PM »
nice, my favorite mugen char ever (n64mario's)
with a wicked awsome update
You know they're scraping the bottom of the barrel when they make me a mod

Offline SPRIGGAN

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #6 on: May 25, 2011, 11:06:50 AM »
very awesome ,but now you need a Omega to go with him :w00t:
THE SUPREME FIST

Offline aznperson569M

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #7 on: May 25, 2011, 06:09:18 PM »
Alright.  However, 12 hits in, the opponent seems to shift up a little, then at 18 hits again.  That's because the timing for the hits seems to be random, like at the beginning it's every two ticks, then it goes to 4, then during the skips it's like 5 or 6 ticks.

What is this for? I'm not sure which move you're talking about.

Quote
Still, pretty damn impressive, and your Weegee is pretty cool, too.  Any plans for an update on him?  Cause he could use a wobbly walking animation.

I was going to do a major re-haul on him, pretty start all over again.

very awesome ,but now you need a Omega to go with him :w00t:
  :-??

I had a little discussion about this. It's a future idea, though I would make him different than Zero.

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline Luigi-Master

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #8 on: May 25, 2011, 06:24:25 PM »
Ah, I'm so sorry, I meant that for the TvC Rekkoha move.  I apologize.

And yes, a rehaul would be awesome!  You can use angledraw instead of warping his sprites in an image editor, unless they are the required sprites.  And maybe you can see if you can edit his other Mario is Missing sprites, and give him some moves reminiscent to some of the animations, though I think this would be defeating the purpose of Weegee.

Offline aznperson569M

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #9 on: May 27, 2011, 12:08:49 AM »
Updated the link, because word came to me that Zero's CLSN boxes were missing, so I fixed that up, alongside a few other things (Like the Superjump effect), so check the first post.

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline GrayFox

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #10 on: May 27, 2011, 12:49:11 AM »
No dl link!Got it! :)


Offline LarsAlexandersson

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #11 on: May 27, 2011, 01:07:43 AM »
So what's his new move list. Is it the same as TvC/MvC3.
Possible UMvC3 JP voice for Marvel side as FREE DLC Pack:
MvC3: Marvel JPN VA List by ~LarsMasters on deviantART

Offline aznperson569M

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #12 on: May 27, 2011, 05:17:03 PM »
All of the MvC3 moves were added in, plus TvC's Level 3 move (Dark Hold)

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline dkcador

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #13 on: June 01, 2011, 07:40:58 PM »
 ^^(PM)^ :thumbsup: keep it up!

Offline LarsAlexandersson

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #14 on: June 01, 2011, 10:54:35 PM »
 :thumbsup: OK, i've tried Hadangeki's TvC Command Charge Move but....... which one is: Raikousen, Sentsuizan, MvC3 Rekkoha, Dark Hold & Genmu Zero. I kinda didn't see the list on new readme
Possible UMvC3 JP voice for Marvel side as FREE DLC Pack:
MvC3: Marvel JPN VA List by ~LarsMasters on deviantART

Offline aznperson569M

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #15 on: June 02, 2011, 12:22:54 AM »
Updated link with a Mediafire link, and a few other bugfixes.

:thumbsup: OK, i've tried Hadangeki's TvC Command Charge Move but....... which one is: Raikousen, Sentsuizan, MvC3 Rekkoha, Dark Hold & Genmu Zero. I kinda didn't see the list on new readme

Hadangeki: Hold Back for 2 or more seconds, then Forward + Punch
Raikosen: F, D, DF + Kick
MvC Rekkoha: D, DB, B + 2 Kick buttons
Dark Hold: F, D, DF + 2 Punch buttons
Genmu Zero: F, D, DF + 2 Kick buttons

There is no Sentsuizan move, since I couldnt find sprites/couldnt edit the sprites enough. The Hyouretsuzan move acts somewhat like the Sentsuizan move.

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline LarsAlexandersson

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #16 on: June 02, 2011, 01:16:58 AM »
Updated link with a Mediafire link, and a few other bugfixes.

Hadangeki: Hold Back for 2 or more seconds, then Forward + Punch
Raikosen: F, D, DF + Kick
MvC Rekkoha: D, DB, B + 2 Kick buttons
Dark Hold: F, D, DF + 2 Punch buttons
Genmu Zero: F, D, DF + 2 Kick buttons

There is no Sentsuizan move, since I couldnt find sprites/couldnt edit the sprites enough. The Hyouretsuzan move acts somewhat like the Sentsuizan move.


 :D THX 4 d' tip
Possible UMvC3 JP voice for Marvel side as FREE DLC Pack:
MvC3: Marvel JPN VA List by ~LarsMasters on deviantART

Offline zodiaclibra

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #17 on: November 23, 2013, 04:06:42 AM »
the download link is broken  when i click the link it says that the file is not on media fire anymoe

Offline ExShadow

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Re: MvC Megaman Zero Edit update (5/24/11)
« Reply #18 on: November 23, 2013, 07:56:07 AM »
Do not necro bump topics.

Use this board to request offline characters: http://www.infinitymugenteam.com/Forum_345/index.php?board=9.0

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