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Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Albert Wesker From Resident evil Released Sun 1 Oct - 19:16
Albert Wesker from Resident Evil Released
Sorry to report, but the wesker is still alive, and he's cursing the mugen world.
Download: http://flyper1989.weebly.com/chars.html
Last edited by FlavioCamarao on Sun 1 Oct - 19:43; edited 1 time in total
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Albert Wesker From Resident evil Released Sun 1 Oct - 19:22
Congratulations !! Beautiful job !! And thank you so much for sharing it ... Later I will try to put it in the news block ...
Fede X
Posts : 2440 Join date : 2014-06-26 Age : 42 Location : ARGENTINA PARA EL MUNDO
Subject: Re: Albert Wesker From Resident evil Released Sun 1 Oct - 21:58
GREAT WORK FLAVIO!!!!!
brucewayne74
Posts : 1065 Join date : 2012-11-29
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 3:14
Another resident evil char,Congratulation for this great release
WADEPOOL
Posts : 623 Join date : 2014-09-07 Age : 24 Location : Gotham City
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 5:04
THANKS!!!
ParaDo0x
Posts : 260 Join date : 2012-06-11 Age : 31 Location : Russia
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 12:25
Big day for you, and very big surprise for us! Very well, i love this legend char from RE and you make him best! I know how it, work without sprites, and this summons and moves... just 100% original Wesker, full char with all moves what he has. Just very, very thank you, for this big and hard work and for another legend on mugen!
gartanham
Posts : 1112 Join date : 2012-05-01 Age : 33
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 13:54
Another work of shivering my friend, congratulations
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 14:26
Finally, the main bad guy in RE is now in MUGEN!
I love every details you have put in this of your cool Wesker : + the "Wesker STARS ALPHA Team" intro is so touching....bringing back so much RE1 memory! + the "Change clothes" win poses....oh the typewriter.....I guess every RE player cannot live without this the most important item, even for Wesker to "save" his victory records in MUGEN! + the "Majini Soldier" with parasite pop-up......it really freaks me out because I am afraid of them in RE4! + the "Phantom Cut"....a very powerful special move, if the 1st first hit misses the enemy then there is backup 2nd second hit standing by! + the "Uroboros" RE5 ultra move, upon its ending, Jill comes out and gives clothes to Wesker.....even when she is brainwashed, she is so care-taking, a very helper Helper!
Alright, some minor things here : - some MUGEN Required Sprites are missing: 5011,0 & 5012,0 & 5061,10 => they are very needed for P2/P4's MUGEN Custom State(s).... - the crouching hard punch (Statedef 410), you made it look like a MvsC launcher, but after its hit confirmation Wesker cannot do a super-jump cancel? - the "Tiger Uppercut Long" special move (Statedef 1501).....you seemed to forget to give some values to the HitDef's guardflag = so it makes the move totally unblockable/unguardable by P2/P4... - the guard-counter-attack (Statedef 840), while you let it happen only when Power >= 100, but you can keep doing it once Power >= 100 because in the state there is no Power decrease, so one can counter P2/P4 as many times as he/she/it wants whenever Power >= 100... - for all "Call xyz" MUGEN Helpers, some can walk/die in the air after being hit, may be it is good to add a PosSet y = 0.0 when Pos Y < 0.0 to all hit-able MUGEN Helpers which have type = S... - the "Super Punch" hyper move (Statedef 3500).....when Wesker is close to thin P2/P4 like KFM, this move tends to miss.....perhaps you might want to use a PosAdd to keep a minimum distance between Wesker and any close thin P2/P4 like this :
Code:
[State 3500, PosAdd] type = PosAdd triggerall = Time = [-1,0] trigger1 = P2BodyDist X <= 0.0 x = -35.0 ignorehitpause = 1
* you cannot use the Width player = 35,## because your animation Action 3500/13500 has no blue collision boxes...
Overall, this is the best Wesker for MUGEN, and you have managed to add many essential RE references to him, so a big MUGEN success!
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 17:29
borewood2013 wrote:
Finally, the main bad guy in RE is now in MUGEN!
I love every details you have put in this of your cool Wesker : + the "Wesker STARS ALPHA Team" intro is so touching....bringing back so much RE1 memory! + the "Change clothes" win poses....oh the typewriter.....I guess every RE player cannot live without this the most important item, even for Wesker to "save" his victory records in MUGEN! + the "Majini Soldier" with parasite pop-up......it really freaks me out because I am afraid of them in RE4! + the "Phantom Cut"....a very powerful special move, if the 1st first hit misses the enemy then there is backup 2nd second hit standing by! + the "Uroboros" RE5 ultra move, upon its ending, Jill comes out and gives clothes to Wesker.....even when she is brainwashed, she is so care-taking, a very helper Helper!
Alright, some minor things here : - some MUGEN Required Sprites are missing: 5011,0 & 5012,0 & 5061,10 => they are very needed for P2/P4's MUGEN Custom State(s).... - the crouching hard punch (Statedef 410), you made it look like a MvsC launcher, but after its hit confirmation Wesker cannot do a super-jump cancel? - the "Tiger Uppercut Long" special move (Statedef 1501).....you seemed to forget to give some values to the HitDef's guardflag = so it makes the move totally unblockable/unguardable by P2/P4... - the guard-counter-attack (Statedef 840), while you let it happen only when Power >= 100, but you can keep doing it once Power >= 100 because in the state there is no Power decrease, so one can counter P2/P4 as many times as he/she/it wants whenever Power >= 100... - for all "Call xyz" MUGEN Helpers, some can walk/die in the air after being hit, may be it is good to add a PosSet y = 0.0 when Pos Y < 0.0 to all hit-able MUGEN Helpers which have type = S... - the "Super Punch" hyper move (Statedef 3500).....when Wesker is close to thin P2/P4 like KFM, this move tends to miss.....perhaps you might want to use a PosAdd to keep a minimum distance between Wesker and any close thin P2/P4 like this :
Code:
[State 3500, PosAdd] type = PosAdd triggerall = Time = [-1,0] trigger1 = P2BodyDist X <= 0.0 x = -35.0 ignorehitpause = 1
* you cannot use the Width player = 35,## because your animation Action 3500/13500 has no blue collision boxes...
Overall, this is the best Wesker for MUGEN, and you have managed to add many essential RE references to him, so a big MUGEN success!
Thanks for your feedback!! Im try to fix it...
I just want you to be happy. while I can I will always post new chars
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 18:22
FlavioCamarao wrote:
I just want you to be happy. while I can I will always post new chars
Tsuyoi
Posts : 847 Join date : 2013-07-09 Age : 29 Location : Brazil
Subject: Re: Albert Wesker From Resident evil Released Mon 2 Oct - 21:46
Saw it yesterday, but just could test it today... MAN THIS IS AWESOME!!!
Seriously, your Wesker is perfect, and I say thanks to you as a great RE fan and as a great Mugen fan
* Maybe I'm wrong, but I didn't find any file to drop on Chris folder for use the Special intro
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Albert Wesker From Resident evil Released Tue 3 Oct - 6:01
Tsuyoi wrote:
Saw it yesterday, but just could test it today... MAN THIS IS AWESOME!!!
Seriously, your Wesker is perfect, and I say thanks to you as a great RE fan and as a great Mugen fan
* Maybe I'm wrong, but I didn't find any file to drop on Chris folder for use the Special intro
Thanks bro
for the week I launch the full game and have chris doing that special intro with wesker
bam77
Posts : 884 Join date : 2014-03-07
Subject: Re: Albert Wesker From Resident evil Released Tue 3 Oct - 8:49
Good work with Albert Wesker! He is very loyal to the character. thanks friend.
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Albert Wesker From Resident evil Released Tue 3 Oct - 10:10
bam77 wrote:
Good work with Albert Wesker! He is very loyal to the character. thanks friend.
you are welcome my friend
how is the darth vader?? I'm waiting for this char .. should be very good.
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: Albert Wesker From Resident evil Released Tue 3 Oct - 11:50
borewood2013 wrote:
Finally, the main bad guy in RE is now in MUGEN!
I love every details you have put in this of your cool Wesker : + the "Wesker STARS ALPHA Team" intro is so touching....bringing back so much RE1 memory! + the "Change clothes" win poses....oh the typewriter.....I guess every RE player cannot live without this the most important item, even for Wesker to "save" his victory records in MUGEN! + the "Majini Soldier" with parasite pop-up......it really freaks me out because I am afraid of them in RE4! + the "Phantom Cut"....a very powerful special move, if the 1st first hit misses the enemy then there is backup 2nd second hit standing by! + the "Uroboros" RE5 ultra move, upon its ending, Jill comes out and gives clothes to Wesker.....even when she is brainwashed, she is so care-taking, a very helper Helper!
Alright, some minor things here : - some MUGEN Required Sprites are missing: 5011,0 & 5012,0 & 5061,10 => they are very needed for P2/P4's MUGEN Custom State(s).... - the crouching hard punch (Statedef 410), you made it look like a MvsC launcher, but after its hit confirmation Wesker cannot do a super-jump cancel? - the "Tiger Uppercut Long" special move (Statedef 1501).....you seemed to forget to give some values to the HitDef's guardflag = so it makes the move totally unblockable/unguardable by P2/P4... - the guard-counter-attack (Statedef 840), while you let it happen only when Power >= 100, but you can keep doing it once Power >= 100 because in the state there is no Power decrease, so one can counter P2/P4 as many times as he/she/it wants whenever Power >= 100... - for all "Call xyz" MUGEN Helpers, some can walk/die in the air after being hit, may be it is good to add a PosSet y = 0.0 when Pos Y < 0.0 to all hit-able MUGEN Helpers which have type = S... - the "Super Punch" hyper move (Statedef 3500).....when Wesker is close to thin P2/P4 like KFM, this move tends to miss.....perhaps you might want to use a PosAdd to keep a minimum distance between Wesker and any close thin P2/P4 like this :
Code:
[State 3500, PosAdd] type = PosAdd triggerall = Time = [-1,0] trigger1 = P2BodyDist X <= 0.0 x = -35.0 ignorehitpause = 1
* you cannot use the Width player = 35,## because your animation Action 3500/13500 has no blue collision boxes...
Overall, this is the best Wesker for MUGEN, and you have managed to add many essential RE references to him, so a big MUGEN success!
I already corrected some things that you asked me
The only thing I could not do was fix the tiger uppercut! What values are missing? can you tell me?
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Subject: Re: Albert Wesker From Resident evil Released