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 Albert Wesker From Resident evil Released

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JARRO77

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Join date : 2012-06-01
Age : 25
Location : Italy

PostSubject: Re: Albert Wesker From Resident evil Released   October 3rd 2017, 11:58 am

Really a KILLER RELEASE!!!!!!! This is one of the most Anticipated Mugen Chars and you did it great!! Thanks Flavio hope to see more by you Twisted Evil Twisted Evil
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Werewood

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Join date : 2014-08-11

PostSubject: 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! Twisted Evil

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! tears of joy
+ 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! scared
+ 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 geek :
- 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 Arrow :
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! clap

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. Wink
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FlavioCamarao

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Posts : 312
Join date : 2012-07-07
Age : 28
Location : Portugal

PostSubject: 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! Twisted Evil

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! tears of joy
+ 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! scared
+ 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 geek :
- 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 Arrow :
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! clap

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. Wink


DONE!!! Very Happy
is already fix it

now I'll see if I can make a stronger AI
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HastuneSakura

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Posts : 102
Join date : 2017-10-07

PostSubject: 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!
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Werewood

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Join date : 2014-08-11

PostSubject: 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.........
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HastuneSakura

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Posts : 102
Join date : 2017-10-07

PostSubject: 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
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FlavioCamarao

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Age : 28
Location : Portugal

PostSubject: 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
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HastuneSakura

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PostSubject: Re: Albert Wesker From Resident evil Released   October 10th 2017, 7:55 am

Oh cool
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Kylo

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PostSubject: Re: Albert Wesker From Resident evil Released   October 10th 2017, 8:13 am

Excellent Flavio !! cheers
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FlavioCamarao

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Age : 28
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PostSubject: Re: Albert Wesker From Resident evil Released   October 12th 2017, 12:44 pm



Wesker update

Ai more stronger
some details fixed


Download
Download

Enjoy Smile
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Kylo

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PostSubject: Re: Albert Wesker From Resident evil Released   October 12th 2017, 12:50 pm

Thanks for the update, Flavio ... Smile
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Tsuyoi

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PostSubject: Re: Albert Wesker From Resident evil Released   October 12th 2017, 9:43 pm

Wow, thanks for the updates Flavio
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crosspotts1.0

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PostSubject: Re: Albert Wesker From Resident evil Released   October 12th 2017, 11:40 pm

We need all RE character 's in mugen
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FlavioCamarao

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PostSubject: 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?
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ParaDo0x

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PostSubject: 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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