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Author Topic: Boss character: Yellow Devil  (Read 18187 times)

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Offline HyperVoiceActing

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Re: Boss character: Yellow Devil
« Reply #75 on: May 08, 2011, 07:34:53 PM »
That death is actually pretty gruesome for a classic Megaman game

Then again I only played 9 and 10

Offline .Batzarro.

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Re: Boss character: Yellow Devil
« Reply #76 on: May 08, 2011, 11:15:12 PM »
He's looking pretty awesome. Do think the bigger version might look better in comparison to the rest of the chars, as long as it keeps the same quality in sprites and all.

Any chance we'll be getting a transparent green pal for him like in Mega Man 8.? A transparent yellow one would be cool too.

Fixed the image for ya-
« Last Edit: May 09, 2011, 01:35:17 PM by SpiderMew »

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Offline HyperVoiceActing

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Re: Boss character: Yellow Devil
« Reply #77 on: May 09, 2011, 11:20:40 AM »
Baby Bowser rejects your idea Batz

Offline O Ilusionista

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Re: Boss character: Yellow Devil
« Reply #78 on: May 10, 2011, 07:43:19 AM »
I know how he worked in the Megaman games, but it worked like that cause you only had one way of offense, but here you have more than one.  Not only that, but a sadistic AI maker could give him an AI that makes him use ONLY the safe, keepaway attacks, minimizing your chances of victory, but who knows?   :D

'Twas just a suggestion.

I understand, but he isn't so hard to beat. As I said, a normal sized char can beat it easily.
Since we are using Mugen 1.0, I don't need to make tricks to get the Ai activated, so he just picks a random move by itself, like a normal char do.
the difference is in Mugen1.0, it works better, and I removed some normal actions, like crouch, jump, etc.

So, it picks a random attacks at his will, no pre-programmed attacks. Just in Walk state he has something to randonize the attacks, but nothing triggering the p2 position, attack, etc.

He looks great so far. I always loved fighting the Yellow Devil.
Will he have that move where he breaks apart, travels across the screen, and then reforms on the other side?

yes, he will have it.

He's looking pretty awesome. Do think the bigger version might look better in comparison to the rest of the chars, as long as it keeps the same quality in sprites and all.

Any chance we'll be getting a transparent green pal for him like in Mega Man 8.? A transparent yellow one would be cool too.

Fixed the image for ya-

Yes, there is a bigger version. I will make this first then I will see about the big version.
About the transparent palette, I will take a look.

Offline Magma MK-II

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Re: Boss character: Yellow Devil
« Reply #79 on: May 10, 2011, 10:00:37 AM »
Does this look ugly?



I've just put a 1.5 scale on him.

Offline Fou

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Re: Boss character: Yellow Devil
« Reply #80 on: May 10, 2011, 11:59:21 AM »
Magma Dragon ? you have not make hi-res sprites ? Like on your signature ? (If I understand ...)
Just change the sprites, not the size in Def file.

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Offline Magma MK-II

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Re: Boss character: Yellow Devil
« Reply #81 on: May 10, 2011, 02:17:00 PM »
That's just a test.

Offline Fou

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Re: Boss character: Yellow Devil
« Reply #82 on: May 10, 2011, 02:33:28 PM »
ok, nothing  :thumbsup:

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Offline Jelux Da Casual

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Re: Boss character: Yellow Devil
« Reply #83 on: May 10, 2011, 04:10:52 PM »
Does this look ugly?



I've just put a 1.5 scale on him.

See, that's what I'd imagine his scale would be compared to the MvC size Megaman.
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Offline HyperVoiceActing

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Re: Boss character: Yellow Devil
« Reply #84 on: May 10, 2011, 05:29:13 PM »
The big size looks fine to me

Offline G.P.O.A - GatlingPunchRalf

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Re: Boss character: Yellow Devil
« Reply #85 on: May 10, 2011, 10:54:48 PM »
looks very natural

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Offline O Ilusionista

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Re: Boss character: Yellow Devil
« Reply #86 on: May 11, 2011, 11:29:12 AM »
Does this look ugly?



I've just put a 1.5 scale on him.

So we will scale it? So I will adapt the code to work at with any scale.

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Re: Boss character: Yellow Devil
« Reply #87 on: May 11, 2011, 12:18:35 PM »
I think he's planing on resizing the sprites and then cleaning them up. At least I hope so.

Offline Magma MK-II

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Re: Boss character: Yellow Devil
« Reply #88 on: May 11, 2011, 12:53:52 PM »
I was just testing to see how he would look with a x/y scale. Made a video to show more:



About resizing and cleaning the sprites, only time will tell.

Offline HyperVoiceActing

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Re: Boss character: Yellow Devil
« Reply #89 on: May 11, 2011, 01:40:38 PM »
Looks fine to me. Then again I'm not the one leading this project

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Re: Boss character: Yellow Devil
« Reply #90 on: May 11, 2011, 01:59:09 PM »
He's looking pretty awesome. Do think the bigger version might look better in comparison to the rest of the chars, as long as it keeps the same quality in sprites and all.

Any chance we'll be getting a transparent green pal for him like in Mega Man 8.? A transparent yellow one would be cool too.

Fixed the image for ya-

that transparent green one could actually made quite easy

(i used vectors here, but any other programme can draw one big circle for the body and 3 for the arms +1 one for the hand...even beginners could animate it)


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Re: Boss character: Yellow Devil
« Reply #91 on: May 11, 2011, 07:14:25 PM »
bigger is better.  XD||

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Offline O Ilusionista

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Re: Boss character: Yellow Devil
« Reply #92 on: May 11, 2011, 10:00:11 PM »
the 1.5 I think its too big makes the sprites pixels to be too big.

I've tried 1.25 and for me it looks better, take a look:



for scaling the projectiles, you need to change the proj.doscale = 0 (at the start of the main cns) to 1.
Helpers will be scaled perfectly too (its new on Mugen 1.0)

Any position will be off. but its easy to fix.


Offline laspacho

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Re: Boss character: Yellow Devil
« Reply #93 on: May 12, 2011, 08:18:57 AM »
That is a really good idea if the code will work with any scale.  The scaled devil in the post above looks good to me.   :thumbsup:

Offline Magma MK-II

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Re: Boss character: Yellow Devil
« Reply #94 on: May 12, 2011, 12:52:08 PM »
the 1.5 I think its too big makes the sprites pixels to be too big.

I've tried 1.25 and for me it looks better, take a look:



for scaling the projectiles, you need to change the proj.doscale = 0 (at the start of the main cns) to 1.
Helpers will be scaled perfectly too (its new on Mugen 1.0)

Any position will be off. but its easy to fix.



That's fine!  :thumbsup:

Offline O Ilusionista

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Re: Boss character: Yellow Devil
« Reply #95 on: May 12, 2011, 05:42:12 PM »
Cool, I will continue it soon...

...because I got a new toy:


CPS1 Power Battle running on the Dingoo A320. It works so perfect :)
Dingoo A320 is a portable emulator videogame, cheap but amazing.

Google about it :)

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Re: Boss character: Yellow Devil
« Reply #96 on: May 12, 2011, 05:52:56 PM »
Cool, I will continue it soon...

...because I got a new toy:


CPS1 Power Battle running on the Dingoo A320. It works so perfect :)
Dingoo A320 is a portable emulator videogame, cheap but amazing.

Google about it :)
:o :o :o I so want so bad  \-/o

Offline O Ilusionista

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Re: Boss character: Yellow Devil
« Reply #97 on: May 16, 2011, 10:23:43 AM »
now, lets talk a about updates!

New moves added (MagmaDragon ideas, I just change things here and there):

- Goo attack (rip off from Rubber Soul)
- Willy Machine
- Teleport (a pain to made)
- Wave attack

you can see the changes here:

Offline Magma MK-II

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Re: Boss character: Yellow Devil
« Reply #98 on: May 16, 2011, 10:48:56 AM »

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Re: Boss character: Yellow Devil
« Reply #99 on: May 16, 2011, 12:29:44 PM »
 ^^(PM)^ that's the Yellow Devil, purrrrfect!
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