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Subject: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 2:12 am
this version is the update from the last videos and now you can play with him not last version as there are hit spark not in right places, he plays fine and for some who would like to play with him for fun! anyway there will be more move for x later on so for now enjoy
this is not one of the but there will be more surprises coming! have a nice time
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 11:04 am
Ohh ... thanks ...
btony89
Posts : 2134 Join date : 2015-06-04 Location : México
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 11:10 am
awesome, i'll kept this one in case of becoming offline, thanks for sharing, good luck with your project.
Shinkemaster
Posts : 121 Join date : 2015-08-05 Age : 26 Location : Argentina
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 3:15 pm
It's fantastic, if this version is great, I do not want to imagine what follows c:
laspacho
Posts : 118 Join date : 2012-06-08
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 8:08 pm
Cool. I'm glad you having fun coding my X sprites. This is coming along great and is looking awesome!
I noticed on X's stance and a few sprites on his run his eye's aren't black for some reason. Also the armor hyper looks real cool. The colors are off though. I separated the colors for pallet reasons since I made a complete sprite set with the armor.
Mazemerald
Posts : 3999 Join date : 2012-12-10 Age : 28
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 21st 2016, 9:49 pm
reallly fantastic!
thank you so much for this.
i hope more capcom chars keeps coming here!
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rhiggatwat
Posts : 113 Join date : 2012-11-08
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 22nd 2016, 8:22 am
Very cool, but he is HUGE. Why is he so big? shouldn't X be Megaman size? It even looks like you scaled up the sprites, they look very pixelated next to Vegeta.
laspacho
Posts : 118 Join date : 2012-06-08
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 22nd 2016, 8:51 am
rhiggatwat wrote:
Very cool, but he is HUGE. Why is he so big? shouldn't X be Megaman size? It even looks like you scaled up the sprites, they look very pixelated next to Vegeta.
Megaman x is significantly taller then regular Megaman. When I made X's sprites I did not scale them up.
This isn't the best example but you can see the size difference in this picture.
Nexus Gaming
Posts : 901 Join date : 2012-10-26
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 22nd 2016, 1:37 pm
the reason why Vegeta is like that is because i had to scale him down so he would be normal size not bigger than everyone else
TK830515
Posts : 857 Join date : 2015-09-23
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 22nd 2016, 4:21 pm
Great looking Megaman X! If you could boost his AI and make it more intense that would be epic! :3
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rhiggatwat
Posts : 113 Join date : 2012-11-08
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 22nd 2016, 10:14 pm
Eh, okay. I still think you should scale down the sprites a touch. He would just look better, since his base is the smaller Megaman. I scaled him down to see and it looks better for sure. He can be smaller and still bigger than original Megaman. In Ultimate Marvel vs Capcom 3, Zero is definitely shorter than the other fighters, and X and Zero should be the same height, no?
Just my 2 cents.
These sprites you posted right here look amazing. I really like Laspacho's original colors:
Some beautiful sprite work here, I just think it should look as good as these sprites deserve!
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 23rd 2016, 7:56 am
Wow a new type Megaman X yay!
Well, the size seems alright to me.
>> there are hit spark not in right places I just made a temporary fix for this one, mainly for the "Fire Wave" D, DF, F, x special move [Statedef 1000]: - open Coding\Helpers.cns and find the hit/guard sparks Helpers under [StateDef 8014], add these lines of MUGEN code:
Code:
[State 8014, PosSet] ;hit spark re-positioning type = PosSet triggerall = Root, NumTarget triggerall = Root, Var(33) = 8014 || Root, StateNo = 1000 trigger1 = NumEnemy x = EnemyNear, Pos X y = EnemyNear, Const(size.mid.pos.y) ignorehitpause = 1
under [StateDef 8001], add these lines of MUGEN code:
Code:
[State 8001, PosSet] ;guard spark re-positioning type = PosSet triggerall = Root, NumTarget triggerall = Root, Var(34) = 8001 || Root, StateNo = 1000 trigger1 = NumEnemy x = EnemyNear, Pos X y = EnemyNear, Const(size.mid.pos.y) ignorehitpause = 1
Oh by the way, the hyper move, "Hadouken" D, DF, F, y+z, its ending hit [Statedef 3000] HitDef has "guardflag =" so it is not guardable/blockable at all.......was that by your intention please? If so then never mind......
Nexus Gaming
Posts : 901 Join date : 2012-10-26
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 23rd 2016, 6:13 pm
yes you can't block the last hit you have to avoid it
Mazemerald
Posts : 3999 Join date : 2012-12-10 Age : 28
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release April 30th 2016, 6:30 pm
really well done!
congrats!
exit370
Posts : 95 Join date : 2013-04-14 Location : Chicago
Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release May 22nd 2016, 1:47 pm
He's bad assed, thanks so much.
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Subject: Re: Shonen Jump vs. Capcom - Megaman X Update Release