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 Mr Sinister beta release

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Swanky
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AuthorMessage
galactus

galactus


Posts : 1308
Join date : 2012-05-30
Age : 41
Location : warrington (uk britain)

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptyFebruary 20th 2021, 12:12 am

Wow, it feels great to see this character finally get released
at last Mr Sinister beta release - Page 4 2800933067 ..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 Shocked ..I like him a lot personally, Great Job Mr Sinister beta release - Page 4 670481599

well done BigPimp and Dev clap clap many thanks
for choosing to share this Awesome character as well
very, very much appreciated Very Happy

he was definitely worth the wait yes

cheers guys cheers Mr Sinister beta release - Page 4 705151839

also nice palettes yolomate and that 3rd palette does look
like the animated 90s X-Men Cartoon version like ME72K_U
said yes ..well done Mr Sinister beta release - Page 4 670481599

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BigPimp




Posts : 784
Join date : 2012-05-01
Age : 33
Location : Russia

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptyFebruary 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 Mr Sinister beta release - Page 4 670481599

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galactus

galactus


Posts : 1308
Join date : 2012-05-30
Age : 41
Location : warrington (uk britain)

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptyMarch 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 Mr Sinister beta release - Page 4 670481599

is he a wip too by any chance? ..I always liked the
90's version of him personally, so just wondered scratch
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crosspotts1.0

crosspotts1.0


Posts : 4988
Join date : 2013-04-15
Age : 32
Location : GLEN BURNIE maryland

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptyMarch 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
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galactus

galactus


Posts : 1308
Join date : 2012-05-30
Age : 41
Location : warrington (uk britain)

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptyMarch 21st 2021, 1:40 am

many thanks crosspotts1.0 my friend Smile ..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 Mr Sinister beta release - Page 4 670481599

and I wish you both good luck with him as well Smile
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Swanky




Posts : 24
Join date : 2021-02-02

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptySeptember 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.

gartanham, BigPimp, alnyrd, chancethegamer, Splash and GomesOgm like this post

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BigPimp




Posts : 784
Join date : 2012-05-01
Age : 33
Location : Russia

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptySeptember 27th 2021, 12:29 pm

Swanky wrote:
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 Mr Sinister beta release - Page 4 3855700884 ). 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

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptySeptember 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

Mr Sinister beta release - Page 4 K2pSKlG

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BigPimp




Posts : 784
Join date : 2012-05-01
Age : 33
Location : Russia

Mr Sinister beta release - Page 4 Empty
PostSubject: Re: Mr Sinister beta release   Mr Sinister beta release - Page 4 EmptySeptember 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

Mr Sinister beta release - Page 4 K2pSKlG

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

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