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Posts : 281 Join date : 2022-06-08 Location : France
Subject: Deadshot Release February 6th 2023, 12:01 pm
Hello there ! As promised some times ago, here's Deadshot from DC Comics !
This is mostly a sprite swap of Doom and O Ilusionista's Bullseye, so I want to thank them both for letting me use it for this character (I started years ago, and I'm no coder, so sprite swap is/was my main method).
It plays mostly like Bullseye, but the character is more gun oriented in style, and I changed one Special and one Super (as much as my coding abilities allow me to) to be more like Deadshot, with ricochet bullets. The downside: there is a little bug when using these two moves on arcade (not in training mode weirdly ) where sometimes Deadshot do a walking animation instead of his normal animation for the moves. I don't know why, so if any of you has any idea, let me know, I'll try to fix it.
I did not change everything, like the "cut in half" animation, as I didn't know where it activated, so there might be some stuff that may appear that I did not foresee... So if you see any problem, don't hesitate to tell, I'll try to fix it.
Edit: I made a new version (yes, half a day later) to fix/ change some stuff. I'll let the old version here if you want. The changes will be listed below. New version:
Posts : 2431 Join date : 2014-06-26 Age : 41 Location : ARGENTINA PARA EL MUNDO
Subject: Re: Deadshot Release February 6th 2023, 4:36 pm
Great job bro I think it's the right base for Deadshot, I like how the concept looks for this character.. But I think I should fix some details to make it cool - The stance is still that of the commando captain, try to make another one to differentiate it - The walk backwards is the same problem - When you hold the long weapon (carbine) the shooting position looks strange (if you want I can help you with the sprites of this animation) - It feels very fast (you should modify the speed values) - there is a super shooting movement: down, forward + Low fist, produces a bug which does not show the animation, which is changed by statically walking in place
This is what I saw quickly, I'm sure that with those small details it will be the best deadshot of all
Raijjin likes this post
Fede X
Posts : 2431 Join date : 2014-06-26 Age : 41 Location : ARGENTINA PARA EL MUNDO
Subject: Re: Deadshot Release February 6th 2023, 4:38 pm
fede de 10 wrote:
Great job bro I think it's the right base for Deadshot, I like how the concept looks for this character.. But I think I should fix some details to make it cool - The stance is still that of the commando captain, try to make another one to differentiate it - The walk backwards is the same problem - When you hold the long weapon (carbine) the shooting position looks strange (if you want I can help you with the sprites of this animation) - It feels very fast (you should modify the speed values) - there is a super shooting movement: down, forward + Low fist, produces a bug which does not show the animation, which is changed by statically walking in place
This is what I saw quickly, I'm sure that with those small details it will be the best deadshot of all
Raijjin
Posts : 281 Join date : 2022-06-08 Location : France
Subject: Re: Deadshot Release February 6th 2023, 4:49 pm
fede de 10 wrote:
Great job bro I think it's the right base for Deadshot, I like how the concept looks for this character.. But I think I should fix some details to make it cool - The stance is still that of the commando captain, try to make another one to differentiate it - The walk backwards is the same problem - When you hold the long weapon (carbine) the shooting position looks strange (if you want I can help you with the sprites of this animation) - It feels very fast (you should modify the speed values) - there is a super shooting movement: down, forward + Low fist, produces a bug which does not show the animation, which is changed by statically walking in place
This is what I saw quickly, I'm sure that with those small details it will be the best deadshot of all
Thanks for you words. I agree with everything you said. - For the weird animation, it's because when I started I had an incomplete sprite sheet, so I had to improvise. I recognise that this rifle anim is weird, I should probably redo it For the standing animation, I thought it was different... I've never really checked the original character, so with my incomplete sheet I thought it was something else . I might redo that too. I won't touch the walking animation however, because I hate doing those... - For the walking speed, I did not touch coding. It's just like Bullseye on this part, so strong AI and quick moves. I'll check if changing it modify stuff in a good way. - For this buflg, I know. It's also present with the ricochet Super, as I said in my post. I don't know of to fix this, but anyone capable of doing so is more than welcome
Fede X
Posts : 2431 Join date : 2014-06-26 Age : 41 Location : ARGENTINA PARA EL MUNDO
Subject: Re: Deadshot Release February 6th 2023, 4:57 pm
Raijjin wrote:
fede de 10 wrote:
Great job bro I think it's the right base for Deadshot, I like how the concept looks for this character.. But I think I should fix some details to make it cool - The stance is still that of the commando captain, try to make another one to differentiate it - The walk backwards is the same problem - When you hold the long weapon (carbine) the shooting position looks strange (if you want I can help you with the sprites of this animation) - It feels very fast (you should modify the speed values) - there is a super shooting movement: down, forward + Low fist, produces a bug which does not show the animation, which is changed by statically walking in place
This is what I saw quickly, I'm sure that with those small details it will be the best deadshot of all
Thanks for you words. I agree with everything you said. - For the weird animation, it's because when I started I had an incomplete sprite sheet, so I had to improvise. I recognise that this rifle anim is weird, I should probably redo it For the standing animation, I thought it was different... I've never really checked the original character, so with my incomplete sheet I thought it was something else . I might redo that too. I won't touch the walking animation however, because I hate doing those... - For the walking speed, I did not touch coding. It's just like Bullseye on this part, so strong AI and quick moves. I'll check if changing it modify stuff in a good way. - For this buflg, I know. It's also present with the ricochet Super, as I said in my post. I don't know of to fix this, but anyone capable of doing so is more than welcome
If you need help you already know... just contact me...
Raijjin likes this post
Raijjin
Posts : 281 Join date : 2022-06-08 Location : France
Subject: Re: Deadshot Release February 6th 2023, 5:03 pm
fede de 10 wrote:
Raijjin wrote:
fede de 10 wrote:
Great job bro I think it's the right base for Deadshot, I like how the concept looks for this character.. But I think I should fix some details to make it cool - The stance is still that of the commando captain, try to make another one to differentiate it - The walk backwards is the same problem - When you hold the long weapon (carbine) the shooting position looks strange (if you want I can help you with the sprites of this animation) - It feels very fast (you should modify the speed values) - there is a super shooting movement: down, forward + Low fist, produces a bug which does not show the animation, which is changed by statically walking in place
This is what I saw quickly, I'm sure that with those small details it will be the best deadshot of all
Thanks for you words. I agree with everything you said. - For the weird animation, it's because when I started I had an incomplete sprite sheet, so I had to improvise. I recognise that this rifle anim is weird, I should probably redo it For the standing animation, I thought it was different... I've never really checked the original character, so with my incomplete sheet I thought it was something else . I might redo that too. I won't touch the walking animation however, because I hate doing those... - For the walking speed, I did not touch coding. It's just like Bullseye on this part, so strong AI and quick moves. I'll check if changing it modify stuff in a good way. - For this buflg, I know. It's also present with the ricochet Super, as I said in my post. I don't know of to fix this, but anyone capable of doing so is more than welcome
If you need help you already know... just contact me...
Thanks, but it's quick fixes, I'll look into it tomorrow and post an update ASAP
Pilgrim
Posts : 475 Join date : 2012-12-02
Subject: Re: Deadshot Release February 6th 2023, 6:16 pm
Good Job¡¡¡¡
Doom
Posts : 10488 Join date : 2014-08-22
Subject: Re: Deadshot Release February 6th 2023, 8:33 pm
Thank you very very much !!
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Raijjin
Posts : 281 Join date : 2022-06-08 Location : France
Subject: Re: Deadshot Release February 7th 2023, 6:12 am
Hi again !
I followed some of Fede de 10's remarks, and changed some stuff: - I changed the stance for a more original one. I hope you like it. - I changed the rifle anim, because yes, it was ugly. Hope this one is better. - I finally got rid of the bug during the ricochet attacks (or at least I hope so) - I fixed some palettes issues that I didn't see before.
If you prefer the old version, no worry, the links still here, the only absolute upgrade is just the bug fix, the rest is more a liking.
yolomate likes this post
skhsato123
Posts : 2935 Join date : 2013-04-04 Age : 38 Location : Egypt
Subject: Re: Deadshot Release February 7th 2023, 6:50 am
We need also a more comic mugenized portrait for the character Is it the Deadshot of new earth ? Right ?
Avaid
Posts : 173 Join date : 2021-06-12
Subject: Re: Deadshot Release February 7th 2023, 6:55 am
i got these 2 , they are already resized
Raijjin
Posts : 281 Join date : 2022-06-08 Location : France
Subject: Re: Deadshot Release February 7th 2023, 7:05 am
skhsato123 wrote:
We need also a more comic mugenized portrait for the character Is it the Deadshot of new earth ? Right ?
Oh yeah, totally ! I don't care much about portraits these days as it depends on what esthetics you look for your game, and mine is still a matter in progress.
There was also a MVC Style Portrait made here a few years ago, if someone is interested.