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Subject: Brutal Doomguy November 9th 2023, 12:23 pm
Okay I'm still kinda new here, so I dont know if this is the proper place, but I share this here.
I've been planning to make a proper Doomguy character for Mugen for a long time, mostly because what we have is pretty lame. So I started to work on this character, almost a year ago by now.
The only problem was, because I can't draw sprites from the scratch, so I needed a proper source. Luckely, there are many great Doom mods, and sites with tons of sprites, but even with these, porting a character from an FPS to a Fighting engine wasn't an easy task. One of the most time consuming part of the whole project was the part with the necessary moves like crouching, jumping, guarding, etc. This was one of the most time consuming part of the whole project. Besides making the hyper moves and fatalities of course.
It's worth to mention that this Doomguy is not based on the classic Doomguy, but the Doomguy from Brutal Doom mod. And just like that, this is a highly configurable character, so you can choose from several options. Like if you want to hear one-liners, or you prefer the classic, silent Doomguy. You can choose between walk and weapon sounds, armor level, AI level, enable gore janitor, or you can turn off fatalities.
Speaking of fatalities, these can only happen after the first round, if the criterias are met. Aka the enemy health is below or equal 10%. When a fatality can happen, a helper will indicates the player. When you successfully did the combo, you can decide which fatality will occour by holding left, right, up, or down during this state. If you don't press and hold any button, the system will choose randomly. The only exceptions are the character specific fatalities, which are strict to some authors. (Mostly for compatibility reasons.)
But that's not all! When I was maybe around half of this project, I started to mess with upscaling algorithms, on multiple characters, with mixed results. On some character sprites, the result was more than decent, while the others looked mostly the same. Just larger, and only negligible differences. Personally, I never was a big fan of filtering, like when I play with GZDoom, one of the first things I ever do is to turn it off, because I like to keep it sharp. Upscaling is a whole different thing, but I can be really picky of which I consider good. So as I said before I prefer the original, pixelated sprites, but since some people like it, I also made a "HD" version. Other than the sprites, this is identical to the original version. I used xBRz scaler (https://sourceforge.net/projects/xbrz/) to make this.
You can download both version from here: https://mega.nz/folder/BCxXwCYC#Yz0rL0KyNs4gePRl4iaGLQ/folder/YLhXlazB
Credit:
Sergeant Mark IV - Brutal Doom pa1nki113r - Project Brutality EmeraldCoasttt - Brutal Doom Platinum Blackmore1014, Iddqd_Idkfa_Idclip, Doomsmile, Bifurcator, Vsonnier - Brutal Doom Black Edition Dox778 - Brutal Doom addon DBThanatos & Michaelis - Doom 4 Death Foretold Vostyok - Ashes 2063 Mike MacDee - Robocop Doom Ghastly - Marine Skins v7 Inkoalawetrust, Lewisk3 - AI Marines Tormentor667, Mancubus - Zombie Flyer TommyGalano5 - ZDOOM crouch sprites Alice Jameson - DoomGirl sprites sebabdukeboss20 - Dukeinator sprites (And everyone else, who I maybe forget to mention...)
It would not have been possible without their awesome work!
Also thanks to all those Mugen creators whose content I used in some way:
T.O.P.S - Duke Nukem Warusaki3, DrKelexo - Yoko Infinite, chuchoryu - Jin Kazama JARRO77 - Bushwacker TonyADV, The Pizzaman, Mr.Chainsaw & Vegetto - Ash Williams Shimmering Brony - Panty Anarchy Xihark, Pyrovivi - Master Chief
Shining
Posts : 5034 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Brutal Doomguy November 9th 2023, 1:47 pm
It seems a fantastic and well done work...It seems you have great skills ...i Will try doomguy , really thanks for it
crosspotts1.0
Posts : 4991 Join date : 2013-04-15 Age : 32 Location : GLEN BURNIE maryland
Subject: Re: Brutal Doomguy November 9th 2023, 2:00 pm
You did great and I love the pixalated one
smhungary
Posts : 11 Join date : 2023-11-02 Age : 35
Subject: Re: Brutal Doomguy November 9th 2023, 2:27 pm
Thank you guys, I appreciate it! Mostly I do edits, but I also try "my own" characters when I can.
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Brutal Doomguy November 9th 2023, 10:05 pm
welcome to the forum and glad you got involved by sharing
hope you will continue to do so (editing membergroup now)
btw, can we get a screenshot or single sprite...for preview panel usage.
JARRO77
Posts : 1883 Join date : 2012-06-01 Age : 32 Location : Italy
Subject: Re: Brutal Doomguy November 10th 2023, 1:53 am
You have really great skills
I like alot what i see here
Big fan of Doomguy so i'm really happy for this release thanks for sharing
smhungary
Posts : 11 Join date : 2023-11-02 Age : 35
Subject: Re: Brutal Doomguy November 10th 2023, 2:35 am
volzzilla wrote:
welcome to the forum and glad you got involved by sharing
hope you will continue to do so (editing membergroup now)
btw, can we get a screenshot or single sprite...for preview panel usage.
Thank you! I believe in creative freedom and fair use so of course, you can use any part of it. =)
JARRO77 wrote:
You have really great skills
I like alot what i see here
Big fan of Doomguy so i'm really happy for this release thanks for sharing
Well after 12 years I learned a few things. =) Still I'm never really satisfied with my characters, so I update them periodically.
jackBedson
Posts : 28 Join date : 2022-08-09 Age : 24
Subject: Re: Brutal Doomguy November 10th 2023, 9:38 pm
"Is nice" - Heavy weapons guy
ModeratorBot
Posts : 536 Join date : 2012-05-29
Subject: Re: Brutal Doomguy November 11th 2023, 8:20 am
smhungary wrote:
volzzilla wrote:
welcome to the forum and glad you got involved by sharing
hope you will continue to do so (editing membergroup now)
btw, can we get a screenshot or single sprite...for preview panel usage.
Thank you! I believe in creative freedom and fair use so of course, you can use any part of it. =)
This is what you were being asked to do...
Reminder regarding getting onto the preview panel on the forum index...
MMV made one for you, but we prefer not to do that and hope everyone does it for themselves.
Angelus_Silverhead
Posts : 1833 Join date : 2012-05-01 Age : 33 Location : Ukraine
Subject: Re: Brutal Doomguy December 5th 2023, 3:05 pm
Oh he is so great!!! But I dream about remake of this guy in Capcom style. Just imagine the epic fight between him and Duke Nukem...
crosspotts1.0
Posts : 4991 Join date : 2013-04-15 Age : 32 Location : GLEN BURNIE maryland
Subject: Re: Brutal Doomguy December 5th 2023, 5:41 pm
That be a fun fight to watch
OGSymbiote
Posts : 923 Join date : 2012-09-11 Age : 42 Location : U S of A
Subject: Re: Brutal Doomguy December 5th 2023, 11:14 pm
well done on the character. love the moveset
smhungary
Posts : 11 Join date : 2023-11-02 Age : 35
Subject: Re: Brutal Doomguy December 15th 2023, 8:29 am
Thanks guys! About the sprites, yeah it would be nice, if someone can redraw them in a style like T.O.P.S. Duke Nukem. Unfortunately, that is the part I can't shine. I can edit existing sprites, but drawing from the scratch is too much for me.
smhungary
Posts : 11 Join date : 2023-11-02 Age : 35
Subject: Re: Brutal Doomguy July 5th 2024, 1:48 pm
Character was updated today. Since many people requested and proposed certain changes, many of which I considered to be legitimate and forward-looking. I did most of them, while I also added some new features, and tweaked many things.
List of changes: - The Black Heart style blood system is itegrated. - Tweaked some sprite FX, and animations. - Mancubus Flamer and Revenant Rockets have easier combos now. - Shotgun and Super Shotgun can hit and push back, if the opponent is too close. - Super Shotgun bullet position is fixed. - Less helper heavy and more randomly spreaded bullet shells. - Some moves lacked empty shells. - Opponents animations at Axe fatal displays more coherent. - The AI use the knife attack much less. - Updated the AI run, walk and jump behavior. - The AI can use taunt now. - Combo Breaker is now affected by difficulty level, as it should be. - Added slide kick and and air jump kick move. - Fixed power requirement for both AI and player. - Fixed some typo errors.