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Author Topic: Zeke From Zombies Ate My Neighbors in MUGEN  (Read 1244 times)

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Offline ldro91

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Zeke From Zombies Ate My Neighbors in MUGEN
« on: September 05, 2010, 11:43:49 AM »
                    Zeke is a character in a popular game called "Zombies Ate My Neigbors" ( SEGA GENESIS and Super Nintendo ) and its sequel "Ghoul Patrol" ( Super Nintendo ) , here i leave my version for MUGEN.

                    http://www.youtube.com/watch?v=Akg3lD1622Y#

                    Download Zeke : www.creacionesldro.webs.com



Offline mugenmillenium2134

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Re: Zeke From Zombies Ate My Neighbors in MUGEN
« Reply #1 on: September 05, 2010, 10:24:32 PM »
Great job on Zeke!  The original one I downloaded felt like a spriteswap of the Super Mario 64 character.  You actually went back and created Zeke from the ground up.  I can tell you put a lot of effort into making him awesome, and it shows.  Definitely a worthy addition to my mugen.  Thanks for making him!
A.K.A kingofsupaht3ds01

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Offline Worksa8

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Re: Zeke From Zombies Ate My Neighbors in MUGEN
« Reply #2 on: September 13, 2010, 09:46:20 PM »
Okay, these characters are not exactly my cup of tea, but you did an excellent job on this. Also you offered a massive variety of moves, all were coded fairly well, the only downside was the sprites you had to work with.
Good luck with anything else you work on =3

Offline DrZaius

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Re: Zeke From Zombies Ate My Neighbors in MUGEN
« Reply #3 on: October 01, 2010, 11:48:36 PM »
Sorry for the late reply but I think this is a worthy enough post for reviving the thread.

Some feedback:

+It's a nice looking character with some great attacks and shows a lot of potential.

-Blue clsn boxes for some attacks, like normal attacks Y, A, B, and C, seem to fluctuate or even disappear all together, making the character invincible for a few frames.  I'd recommend keeping the same clsn box for all the frames of the standing attacks and making sure there are no boxes missing.
-If I press down for anything longer than a tap and then let go of the down button, he stays down for a little while before standing back up.
-Only one actual crouching attack and only two air attacks.
-The one crouching attack, down and A, doesn't appear to have any blue clsn boxes.
-Some regular attacks, such as the standing B, C, X, and Z attacks, take off block damage.
-Standing B's first hit is unblockable.
-Aerial Y's first his is unblockable.
-Standing Y makes the opponent disappear and lose some of their super meter.
-If too close to the opponent (in my case, Kung Fu Man) standing C will pass through them.
-QCF_x can only be blocked while crouching.  Same for QCB_c.  I'd recommend allowing people to block it while standing.  But I guess that's just personal preference.
-QCF_y makes the opponent lose some of their super meter.
-QCB_y commands random super attacks, with each taking various amounts off the super meter, though not having a bar doesn't stop the attacks from coming out anyway.  Some of these super attacks create objects that cover a portion of the ground.  When the opponent blocks these ground attacks, the object on the ground actually begins to slide around.
-QCF_xy heals energy yet doesn't require any of the super meter.
-Sometimes the commands for the Supers just do not register.  It requires luck for the Boss super to come out.  I don't know enough about scripting to explain why that is.
-Bestia super is unblockable.  When the purple monster version of the super hits, the first hit does not combo into the rest of the hits, which do combo.
-Boss, OVNI, Cientifico, ARAÑA, SKAENOID, and BBMT take off waaaay too much block damage.
-Either all or most supers seem to add to the super meter when they shouldn't.
-Zeke is invincible when he taunts, meaning he can build up his super meter without risk of being attacked.
-AAA and BBB appear to use some of the super meter but also fill it up.  They should do only one or the other, not both.  Caja appears to only add to the super meter.
-Fuego's first flame ball doesn't seem to hit the opponent.  Also, if used up close, it goes through the opponent (if it's Kung Fu Man).
-Monstruos1, Monstruos2, and Monstruos3 all take off from the super meter 3 times:  a small amount when you input the command, a larger amount when the creature appears, and another large amount when the summon hits the opponent.  If the opponent blocks, then the attacks only take off from the super meter 2 times.

There may be more but that's all I have time for.

Hope to see an update one day.

My MUGEN site.
Honestly, people need to stop using 4Shared.

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