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Posts : 1308 Join date : 2012-05-30 Age : 41 Location : warrington (uk britain)
Subject: Re: Mr Sinister beta release February 20th 2021, 12:12 am
Wow, it feels great to see this character finally get released at last ..I've just tried him out today as well and the sprites are beautiful, plus he plays very smooth/fluidly ..I also really like his moves too, he is Awesome especially for a beta ..I like him a lot personally, Great Job
well done BigPimp and Dev many thanks for choosing to share this Awesome character as well very, very much appreciated
he was definitely worth the wait
cheers guys
also nice palettes yolomate and that 3rd palette does look like the animated 90s X-Men Cartoon version like ME72K_U said ..well done
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dorian123
Posts : 70 Join date : 2020-03-07
Subject: Re: Mr Sinister beta release February 20th 2021, 12:36 am
I loved your tough AI for your Spiderman game. Would be awesome if you could make Sinister as hard or even harder to beat by improving his AI. After all, he is a boss character.
BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Mr Sinister beta release February 20th 2021, 1:03 am
dorian123 wrote:
I loved your tough AI for your Spiderman game. Would be awesome if you could make Sinister as hard or even harder to beat by improving his AI. After all, he is a boss character.
really? i actually purposefully downgraded him because he was beating everyone in my x-men mugen, and still got requests to further downgrade him
well, to quickly up his ai level, you can just edit the .cmd file and raise all "random <" and "random <=" values
for example turn "random <= 555" into "random <= 900" and "random = [150,300]" into "random = [0,900]" (increase range)
it will increase AI chance to perform attacks/block. you can pretty much balance it to your liking
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galactus
Posts : 1308 Join date : 2012-05-30 Age : 41 Location : warrington (uk britain)
Subject: Re: Mr Sinister beta release March 10th 2021, 12:26 am
I know that this is a bit off topic but just wanted to say that the Doctor Octopus in your signature looks Awesome BigPimp
is he a wip too by any chance? ..I always liked the 90's version of him personally, so just wondered
crosspotts1.0
Posts : 4988 Join date : 2013-04-15 Age : 32 Location : GLEN BURNIE maryland
Subject: Re: Mr Sinister beta release March 10th 2021, 12:33 am
Galactus yes he's a wip look in some sprites to see his progress big pimp an deno are working on him and I do small edits that they can use
galactus
Posts : 1308 Join date : 2012-05-30 Age : 41 Location : warrington (uk britain)
Subject: Re: Mr Sinister beta release March 21st 2021, 1:40 am
many thanks crosspotts1.0 my friend ..I just found and watched the video on youtube and just like to say that is definitely the best Doctor Octopus for mugen in my opinion, I like him a lot personally ..Great Job
and I wish you both good luck with him as well
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hey guys, so here is finally a beta release of mr.Sinister by Bigpimp and Dev
not really everything done, not the complete version that was planned originally, but as some people said to me, its better to release character than letting him collect dust on the shelf (and its already been more than 10(!) years since 1 sprite of this wip was drawn)
has 4 fully working specials (some with variations), 3 fully working hypers only 1 intro and 1 winpose with random voice lines, but i think it should be enough for a beta
ps. big thanks to Thatguy for fixing palette issue
this thing is very very very good ,but he is breathing so fast nobody breathes like that.
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Swanky
Posts : 24 Join date : 2021-02-02
Subject: Re: Mr Sinister beta release September 27th 2021, 8:36 am
FYI... I *am* working on an edit of this character.
I have already reached out to BigPimp and I hope that he will get back to me - if you're reading this, sorry the link I've sent you is already outdated, I am working so much on him right now. LOL Depending on whether he (hope I'm assuming this right) likes the edit or not and allows for it to be published, I may post an update to him.
Version 1.0 internal changelog (so far) - completely rebalanced damage - reworked his telekinetic QCB P/K grabs - they now toss the opponent around and BOUNCE them (AvX bounce states were already present in the code) - QCB P now won't turn if opponent gets thrown close to the wall - this makes for some very interesting combos - each grab can be used ONCE per combo - his normals were rebalanced and fixed - can combo punches or kicks, but not zigzag. Can link standing / crouching punches, standing / crouching kicks - sHP and sHK are now overheads, sHK hits twice if close enough - rebalanced a lot of frame data - specials and hypers should now correctly do block damage and have rebalanced damage values (QCF KK shouldn't do 400dmg up close anymore) - Energy-based hypers & specials can destroy projectiles - concussive blast hitboxes have been slightly adjusted - Statedef 3000 and 3100 Hypers grant 15 iframes on startup - he can now cancel into specials and hypers from normals (specials into hypers, not so much but not needed) - learned to PushBlock in all block states (ASC) - learned to counter (edited statedef 220 variant) - learned to throw (forward / backwards) - added Hyper Combo Finish screen, sprites by Winane - 9000,1 portrait shortened to 140*120 - added effects for enemy being successfully grabbed by throw, backthrow or either telekinetic grab (flashes purple) - Winquotes - taught the AI how to use the new toys. Intentionally not made him an all-powerful spamming input reading ape.
To Do - still need to find an idea to have him have another combo opener (not sure if needed, jMK is decent) - clean out all this unused template stuff - find something more fitting for the super bgs
Ideas - a decent power infused heavy punches special (D, DF, F, P - but where to go with his beam special? - repeat input for second slash that knocks away) - taunt - morph into different characters?
Known Issues - Bounce mechanics go haywire in Team matches (unless turns mode is being used) - Floor bounce on QCB K has to be set rather high so opponents don't get accidentally put into state 0 when they "hit" the floor - combos are dependant on enemy size, comboing is more inconsistent with smaller opponents and those that recover quickly.
Example combo: sWK, sMK, sHK -> QCB B, F (might need FF)-> jWK, jMK, jHK -> sWP, sMP, QCB P, FF (depending on range), sMK, QCF K or QCF KK
Overall I feel he's pretty complete as is. Not sure he needs another special or hyper. Sure, his kit is limited but it is tied together by his ability to combo normals into specials via his telekinetic grabs combo extensions.
Mr. Sinister remains a tall, slow dude with average damage that revels in mid range field control. Once he can pull the opponent with one of his grabs, he can do good damage with his extended combos. A new throw, counter, pushblock and the existing concussive blasts round out his near field control.
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BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
FYI... I *am* working on an edit of this character.
I have already reached out to BigPimp and I hope that he will get back to me - if you're reading this, sorry the link I've sent you is already outdated, I am working so much on him right now. LOL Depending on whether he (hope I'm assuming this right) likes the edit or not and allows for it to be published, I may post an update to him.
Version 1.0 internal changelog (so far) - completely rebalanced damage - reworked his telekinetic QCB P/K grabs - they now toss the opponent around and BOUNCE them (AvX bounce states were already present in the code) - QCB P now won't turn if opponent gets thrown close to the wall - this makes for some very interesting combos - each grab can be used ONCE per combo - his normals were rebalanced and fixed - can combo punches or kicks, but not zigzag. Can link standing / crouching punches, standing / crouching kicks - sHP and sHK are now overheads, sHK hits twice if close enough - rebalanced a lot of frame data - specials and hypers should now correctly do block damage and have rebalanced damage values (QCF KK shouldn't do 400dmg up close anymore) - Energy-based hypers & specials can destroy projectiles - concussive blast hitboxes have been slightly adjusted - Statedef 3000 and 3100 Hypers grant 15 iframes on startup - he can now cancel into specials and hypers from normals (specials into hypers, not so much but not needed) - learned to PushBlock in all block states (ASC) - learned to counter (edited statedef 220 variant) - learned to throw (forward / backwards) - added Hyper Combo Finish screen, sprites by Winane - 9000,1 portrait shortened to 140*120 - added effects for enemy being successfully grabbed by throw, backthrow or either telekinetic grab (flashes purple) - Winquotes - taught the AI how to use the new toys. Intentionally not made him an all-powerful spamming input reading ape.
To Do - still need to find an idea to have him have another combo opener (not sure if needed, jMK is decent) - clean out all this unused template stuff - find something more fitting for the super bgs
Ideas - a decent power infused heavy punches special (D, DF, F, P - but where to go with his beam special? - repeat input for second slash that knocks away) - taunt - morph into different characters?
Known Issues - Bounce mechanics go haywire in Team matches (unless turns mode is being used) - Floor bounce on QCB K has to be set rather high so opponents don't get accidentally put into state 0 when they "hit" the floor - combos are dependant on enemy size, comboing is more inconsistent with smaller opponents and those that recover quickly.
Example combo: sWK, sMK, sHK -> QCB B, F (might need FF)-> jWK, jMK, jHK -> sWP, sMP, QCB P, FF (depending on range), sMK, QCF K or QCF KK
Overall I feel he's pretty complete as is. Not sure he needs another special or hyper. Sure, his kit is limited but it is tied together by his ability to combo normals into specials via his telekinetic grabs combo extensions.
Mr. Sinister remains a tall, slow dude with average damage that revels in mid range field control. Once he can pull the opponent with one of his grabs, he can do good damage with his extended combos. A new throw, counter, pushblock and the existing concussive blasts round out his near field control.
hey man, of course, of course release it. as ive said, no reason to reach to me, as long as people doing creative work, and not just want to get into credits, im completely fine and encouraging it. Dev said the same thing, his stuff is open source, so since this character made by us 2, only with small contributions from other people, it is free to update
and whatever i like it or not, will only affect what parts i will use and transfer to my own eventual update (or maybe will just use yours completely as a base, if everything is in line with how i see this character myself. for now, from what ive read, everything was done by more experienced coder than me, since ive never even considered many stuff you fixed here, it seems beyond my coding expertise. but i still usually check everything closely, before using something, since im very picky in what i upload myself). but in any case, it shouldnt affect your creative work
the only thing i dont really think you guys should do is put versions on it, i mean you free to do it, since we with Dev released it as beta, but i personally wouldnt name it version 1.0 when he still has very few intros/winposes and only 2 attack hypers, which is not enough for a full 1.0 character imo, i think its just misleading. and it would just get confusing if i release *another* version 1.0 later (which again, might be just update over your update, which is already named 1.0 ). but again, feel free to do it as you like too, thats just an advice for editors
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Swanky
Posts : 24 Join date : 2021-02-02
Subject: Re: Mr Sinister beta release September 28th 2021, 5:51 am
I have released the edit here: https://mugenguild.com/forum/topics/mr-sinister-edit-mugen-1-0-194487.msg2518037.html#new
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BigPimp
Posts : 784 Join date : 2012-05-01 Age : 33 Location : Russia
Subject: Re: Mr Sinister beta release September 28th 2021, 9:01 am
Swanky wrote:
I have released the edit here: https://mugenguild.com/forum/topics/mr-sinister-edit-mugen-1-0-194487.msg2518037.html#new
great man, really looks like alot of great fixes have been added for sure will use some, if not just alltogether for a later update
really appreciate you guys doing a full changelog too, makes it just much much easier to navigate everything, thank you
so i guess i already have some stuff to transfer for both doc and sinister
and also you changing right hand variation for blast special to last punch instead of middle gave me an idea.. to keep only left hand for a special and modify hyper where he shots left-right-left-right in quick succesion and finishing with both, instead of just using both from the start (kinda like lady deathtstrike stretch arm special/hyper). i think ill go for it