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Author Topic: Multiple Man  (Read 1805 times)

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Offline SOS_1_bros

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Multiple Man
« on: May 07, 2010, 11:05:36 PM »


This is SOS_1_bro’s.  This is our 2nd edited character; my bro (Zujin) finally finished our “Multiple Man”.  My brother edited this mostly, he realize many viewers suggested his costume needed to be change a little closer to the comics version so he volunteer the job, despite traveling to province and back home, he finally finish the character… That’s why it took long to release it…

As always I just edit some of the pictures and all, my brother edit some programs add some deduct some also lastly the costume he edited it a little closer to the comics version…











 
For more info check our other post here are the links

http://cvgunited.com/index.php/topic,4290.0.html
http://www.infinitymugenteam.com/Forum_345/index.php?topic=28200.0
http://www.youtube.com/watch?v=uV9JAdOAjmg#
http://cvgunited.com/index.php/topic,5441.0.html

For downloading Multiple Man here’s the download link
http://cvgunited.com/index.php?action=downloads;sa=view;down=179

Thanks volzzilla for the help…



Offline The Question

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Re: Multiple Man
« Reply #1 on: May 07, 2010, 11:35:43 PM »
Nice release!

Offline volzzilla

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Re: Multiple Man
« Reply #2 on: May 07, 2010, 11:47:09 PM »
Thanks volzzilla for the help…

and thank you for helping us celebrate CVG Fest :)
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Offline Orochi Gill

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Re: Multiple Man
« Reply #3 on: May 08, 2010, 12:22:46 AM »
Concept is actually interesting, so let's see what we have here.

- Intro is misaligned (he moves forward to get to the p1 start position).
- You really could shrink down B's CLSNs to just the foot, and remove the priority there.
- QCF+Y is 20 damage weaker than QCF+X for some reason.
- All three versions of QCB+P do the same damage, and Z's version looks a little misaligned.
- Walk anim seems to be slightly misaligned (nothing too bad).
- All three versions of QCF+K are the same.
- QCB+2P pushes KFM into the ground for some reason (this needs fixing fast).
- "You messed with the wrong guy!" voiceclip on QCF+2P does not fit with the Spiderman voices.
- Intro lowers music volume somehow.
- I can do up to 400 with QCF+2K, which on a level 1 this is really not good.
- Hyper Combo Finish BGM should not flash like that.
- Following need less priority: B, Z, C, crouch Y, crouch B, crouch Z, crouch C. Other basics are almost there (just cover the red a little more).

Better than most CvG stuff, just needs some work on the points listed.
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Offline bigredguy

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Re: Multiple Man
« Reply #4 on: May 08, 2010, 05:33:50 AM »
my biggest gripe here is the jerky animations and the way the sprites change size eg when standing to walking. just needs some touch ups. keep working on it!

Offline UltraRoboninja

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Re: Multiple Man
« Reply #5 on: May 08, 2010, 12:05:12 PM »
Concept is actually interesting, so let's see what we have here.

- Intro is misaligned (he moves forward to get to the p1 start position).
- You really could shrink down B's CLSNs to just the foot, and remove the priority there.
- QCF+Y is 20 damage weaker than QCF+X for some reason.
- All three versions of QCB+P do the same damage, and Z's version looks a little misaligned.
- Walk anim seems to be slightly misaligned (nothing too bad).
- All three versions of QCF+K are the same.
- QCB+2P pushes KFM into the ground for some reason (this needs fixing fast).
- "You messed with the wrong guy!" voiceclip on QCF+2P does not fit with the Spiderman voices.
- Intro lowers music volume somehow.
- I can do up to 400 with QCF+2K, which on a level 1 this is really not good.
- Hyper Combo Finish BGM should not flash like that.
- Following need less priority: B, Z, C, crouch Y, crouch B, crouch Z, crouch C. Other basics are almost there (just cover the red a little more).

Better than most CvG stuff, just needs some work on the points listed.

Wow, that's the nicest OrochiGill review I've ever seen!  ^^(PM)^
This is a very cool character and you guys did a great job using his unusual powers to make attacks (I love how he blocks, lol). Aside from the stuff mentioned above, the only thing I'd change would be to lower his AI a bit (He kicked the Flash's butt in Watch mode  :o ). I was gonna mention shading, but looking closer it seems he has enough colors, they're just too similar in hue. That's just a simple palette change though and hopefully one of IMT's talented palette artists can fix that.

Again, great job!  :thumbsup:

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Offline Ununsed-Username

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Re: Multiple Man
« Reply #6 on: May 08, 2010, 12:28:28 PM »
Concept is actually interesting, so let's see what we have here.

- Intro is misaligned (he moves forward to get to the p1 start position).
- You really could shrink down B's CLSNs to just the foot, and remove the priority there.
- QCF+Y is 20 damage weaker than QCF+X for some reason.
- All three versions of QCB+P do the same damage, and Z's version looks a little misaligned.
- Walk anim seems to be slightly misaligned (nothing too bad).
- All three versions of QCF+K are the same.
- QCB+2P pushes KFM into the ground for some reason (this needs fixing fast).
- "You messed with the wrong guy!" voiceclip on QCF+2P does not fit with the Spiderman voices.
- Intro lowers music volume somehow.
- I can do up to 400 with QCF+2K, which on a level 1 this is really not good.
- Hyper Combo Finish BGM should not flash like that.
- Following need less priority: B, Z, C, crouch Y, crouch B, crouch Z, crouch C. Other basics are almost there (just cover the red a little more).

Better than most CvG stuff, just needs some work on the points listed.
You should be given a contributor rank for your very helpful reviews, in which you find bugs. :thumbsup: ^^(PM)^

Offline Venom-Crawler

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Re: Multiple Man
« Reply #7 on: May 08, 2010, 12:42:13 PM »
WoW nice release. Im going to try this character! Thanks!


Offline ELECTRO

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Re: Multiple Man
« Reply #8 on: May 08, 2010, 01:50:42 PM »
Everything looks pretty solid so far - Only thing i don't like are the streaks on some of his attacks - There a little to large & maybe change the pink ones to blue like his other moves - Good work & good character @-)

Offline animaraz

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Re: Multiple Man
« Reply #9 on: May 08, 2010, 02:49:57 PM »
Very cool, very funny, very hard. Excelent work. Thanks Amigo

Offline Esʞy

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Re: Multiple Man
« Reply #10 on: May 08, 2010, 02:53:12 PM »
You should be given a contributor rank for your very helpful reviews, in which you find bugs. :thumbsup: ^^(PM)^
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Offline Megabyte

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Re: Multiple Man
« Reply #11 on: May 13, 2010, 10:14:47 AM »
My suggestion is actually to make him more like his comic self. Multiple Man's powers are triggered by impact. He can't make copies just on the fly like that. So maybe for ALL of the moves that summon a copy he should do different things for impact like pounding his chest for the hyper that makes all the copies go across the screen, or like you have him snapping his fingers for that other special move. Also he seems to move just a little stiff...maybe adding a few more frames to his moves so that he feels a little less cardboard cutout...(sorry if that comes out wrong...I know NOT how to sprite myself and I am grateful for the work you have released here...)

Offline Arkady

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Re: Multiple Man
« Reply #12 on: May 13, 2010, 10:51:32 AM »
this is a great release, but only needs effects on his duping, the jerky animation everybody seems to not like would not be an issue if there was a binded helper effect atop of the duping which everytime i see this character in action (cartoons/movie/comics) it has a yellow/lime effect (with a dna hint) this suggests that he has dupped himself, also more intros with him unmasked would be a great addition, and more involvement in sprites with madroxs in the hyper rumble, other than that very well thoughout character, i assumed when i saw the release that he would be a bonus game (much like the hydra character) but this worked out way better
p.s. needs also AOA pallet (maroon and gold)

Offline tremainekr

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Re: Multiple Man
« Reply #13 on: May 15, 2010, 09:19:30 PM »
yes this was a nice reveiw lol. first nice one i ever saw..also great work. the other clones could have a flash sprite when they appear

and a smoke sprite disappear when come out his body and after the make contact with opponent.kinda like they are projectiles or

like black heart minions,capitan commando team hyper even pop out his body like war machine missle hyper except use dropkicks 

sprites or his barrel roll sprites. maybe turn the pink kinetic energy swipes grey or white reminds me of gambit. just suggestions
« Last Edit: May 15, 2010, 09:43:49 PM by tremainekr »
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Re: Multiple Man
« Reply #14 on: May 16, 2010, 02:35:21 AM »
Thanks for the release!

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