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| | Albert Wesker From Resident evil Released | |
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+13crosspotts1.0 HastuneSakura JARRO77 bam77 Tsuyoi Werewood gartanham ParaDo0x WADEPOOL brucewayne74 Fede X Doom CAMARAO 17 posters | |
Author | Message |
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JARRO77
Posts : 1860 Join date : 2012-06-01 Age : 32 Location : Italy
| | | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Albert Wesker From Resident evil Released October 5th 2017, 9:01 am | |
| - FlavioCamarao wrote:
- 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? Under your Statedef 1501: - Code:
-
[State 1341, hit_ground] type = HitDef triggerall = p2statetype != A triggerall = hitcount = 0 && movecontact = 0 && MoveReversed = 0 trigger1 = time > 0 attr = A, SA damage = 60,10 animtype = heavy hitflag = MAF guardflag = sparkxy = 0,-70 getpower = 0 sparkno = s7010+random%8 ;Spark anim no (Def: set above) hitsound = s1,4 guard.sparkno = S7001 ;Sound to play on hit guardsound = s0,ifelse(random<500,6,7) pausetime = 0, 0 ground.hittime = 0 ground.type = high ground.slidetime = 0 ground.velocity = 0 air.velocity = 0,0 air.fall = 1 fall.recover = 0 air.juggle = 10 down.velocity = 0,0 down.hittime = 0 air.fall = 1 fall = 1 p2facing = 1 affectteam = B ID = 1340
[State 1341, hit_air] type = HitDef triggerall = p2statetype = A triggerall = hitcount = 0 && movecontact = 0 && MoveReversed = 0 trigger1 = time > 0 attr = A, SA damage = 140,10 animtype = heavy hitflag = MAF guardflag = sparkno = s10004 guard.sparkno = -1 sparkxy = 0,-130 hitsound = s0,10 getpower = 0 guardsound = -1 pausetime = 0, 0 ground.hittime = 0 ground.type = high ground.slidetime = 0 ground.velocity = 0 air.velocity = 0,0 air.fall = 1 fall.recover = 0 air.juggle = 10 down.velocity = 0,0 down.hittime = 0 air.fall = 1 fall = 1 p2facing = 1 affectteam = B ID = 1341 There are two (2) "guardflag =", you may want to change those to "guardflag = MA" to make this " UP Down PUCHN" special move blockable/guardable by P2/P4. | |
| | | CAMARAO
Posts : 702 Join date : 2012-07-07 Age : 34 Location : Portugal
| Subject: Re: Albert Wesker From Resident evil Released October 8th 2017, 8:39 am | |
| - borewood2013 wrote:
- FlavioCamarao wrote:
- 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? Under your Statedef 1501: - Code:
-
[State 1341, hit_ground] type = HitDef triggerall = p2statetype != A triggerall = hitcount = 0 && movecontact = 0 && MoveReversed = 0 trigger1 = time > 0 attr = A, SA damage = 60,10 animtype = heavy hitflag = MAF guardflag = sparkxy = 0,-70 getpower = 0 sparkno = s7010+random%8 ;Spark anim no (Def: set above) hitsound = s1,4 guard.sparkno = S7001 ;Sound to play on hit guardsound = s0,ifelse(random<500,6,7) pausetime = 0, 0 ground.hittime = 0 ground.type = high ground.slidetime = 0 ground.velocity = 0 air.velocity = 0,0 air.fall = 1 fall.recover = 0 air.juggle = 10 down.velocity = 0,0 down.hittime = 0 air.fall = 1 fall = 1 p2facing = 1 affectteam = B ID = 1340
[State 1341, hit_air] type = HitDef triggerall = p2statetype = A triggerall = hitcount = 0 && movecontact = 0 && MoveReversed = 0 trigger1 = time > 0 attr = A, SA damage = 140,10 animtype = heavy hitflag = MAF guardflag = sparkno = s10004 guard.sparkno = -1 sparkxy = 0,-130 hitsound = s0,10 getpower = 0 guardsound = -1 pausetime = 0, 0 ground.hittime = 0 ground.type = high ground.slidetime = 0 ground.velocity = 0 air.velocity = 0,0 air.fall = 1 fall.recover = 0 air.juggle = 10 down.velocity = 0,0 down.hittime = 0 air.fall = 1 fall = 1 p2facing = 1 affectteam = B ID = 1341 There are two (2) "guardflag =", you may want to change those to "guardflag = MA" to make this "UP Down PUCHN" special move blockable/guardable by P2/P4. DONE!!! is already fix it now I'll see if I can make a stronger AI | |
| | | HastuneSakura
Posts : 106 Join date : 2017-10-07
| Subject: Re: Albert Wesker From Resident evil Released October 8th 2017, 8:57 am | |
| Nice sprite mate! I love it. i'l test the Mugen later on and tell you what you think. Keep it up! | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Albert Wesker From Resident evil Released October 8th 2017, 5:39 pm | |
| Yo FlavioCamarao please check your PM for some MUGEN A.I. thingy......... | |
| | | HastuneSakura
Posts : 106 Join date : 2017-10-07
| Subject: Re: Albert Wesker From Resident evil Released October 10th 2017, 1:59 am | |
| Hey Great Job on your character! I just played as him then he has great assists and great attacks. I liked how you sprited his monsters too | |
| | | CAMARAO
Posts : 702 Join date : 2012-07-07 Age : 34 Location : Portugal
| Subject: Re: Albert Wesker From Resident evil Released October 10th 2017, 7:55 am | |
| - HastuneSakura wrote:
- Hey Great Job on your character! I just played as him then he has great assists and great attacks. I liked how you sprited his monsters too
Thanks I have done a better update of wesker. Today i release the download | |
| | | HastuneSakura
Posts : 106 Join date : 2017-10-07
| Subject: Re: Albert Wesker From Resident evil Released October 10th 2017, 7:55 am | |
| | |
| | | Doom
Posts : 10494 Join date : 2014-08-22
| | | | CAMARAO
Posts : 702 Join date : 2012-07-07 Age : 34 Location : Portugal
| Subject: Re: Albert Wesker From Resident evil Released October 12th 2017, 12:44 pm | |
| Wesker update Ai more stronger some details fixed Download Download Enjoy | |
| | | Doom
Posts : 10494 Join date : 2014-08-22
| | | | Tsuyoi
Posts : 847 Join date : 2013-07-09 Age : 28 Location : Brazil
| Subject: Re: Albert Wesker From Resident evil Released October 12th 2017, 9:43 pm | |
| Wow, thanks for the updates Flavio | |
| | | crosspotts1.0
Posts : 4856 Join date : 2013-04-15 Age : 31 Location : GLEN BURNIE maryland
| Subject: Re: Albert Wesker From Resident evil Released October 12th 2017, 11:40 pm | |
| We need all RE character 's in mugen | |
| | | CAMARAO
Posts : 702 Join date : 2012-07-07 Age : 34 Location : Portugal
| Subject: Re: Albert Wesker From Resident evil Released October 13th 2017, 3:20 am | |
| - crosspotts1.0 wrote:
- We need all RE character 's in mugen
What chars you like more in resident evil? | |
| | | ParaDo0x
Posts : 260 Join date : 2012-06-11 Age : 30 Location : Russia
| Subject: Re: Albert Wesker From Resident evil Released October 13th 2017, 11:12 am | |
| - FlavioCamarao wrote:
- crosspotts1.0 wrote:
- We need all RE character 's in mugen
What chars you like more in resident evil? Good Leon from re6 or Chris may be?) Thank you for update, love this char! | |
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