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 Bullseye Released by Doom & O Ilusionista

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O Ilusionista



Posts : 712
Join date : 2012-05-16
Location : Brazil

PostSubject: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 4:12 pm

After many time, we are finally releasing Bullseye, to all comic fans there, which marks the opening of the Atlas forum.

I've made a graphic readme, which will be stardard for my chars (the whole version is inside the file):


Shots




Video




Download the character here:
http://cavernofcreativity.com/Atlas/Thread-Character-Bullseye

Download the remix version of his stage here:
http://cavernofcreativity.com/Atlas/Thread-MUGEN-Stage-Bullseye-s-stage-Remix

Original concept: Doom
Remix concept and codes: O Ilusionista
Music by Morbid Khaos project (O Ilusionista's band), composed and played by O Ilusionista


Feedback is welcome. We hope you like this char.
Thanks Doom to be a so nice teammate.

Compability with Binho's Scorpion fatality, Zvitor's Mystique morph.
Features a fatality. To make your char compatible, take a look at the readme.

Known issues:
- the base change in some moves
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babuino23



Posts : 3
Join date : 2012-07-29

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 4:20 pm

greaaaaaaaaaaaaaaaaaaat!!!!!! i will tets him

he is great, love the pistol hyper


Last edited by babuino23 on November 16th 2012, 4:52 pm; edited 1 time in total
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Quicksilver



Posts : 132
Join date : 2012-06-21

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 4:30 pm

Very Happy
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volzzilla



Posts : 5484
Join date : 2012-05-02

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 5:28 pm

congrats on the release Smile

feedback later
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O Ilusionista



Posts : 712
Join date : 2012-05-16
Location : Brazil

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 5:49 pm

@volzzilla wrote:
congrats on the release Smile

feedback later

please do.
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wingnut



Posts : 816
Join date : 2012-11-10

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 16th 2012, 8:38 pm

Awesome!!
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Red Hood



Posts : 908
Join date : 2012-06-16

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 12:28 am

it's such a surprise, i know what i will do tomorrow Razz
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XXDreamBrotherXX



Posts : 842
Join date : 2012-06-15
Location : Australia

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 2:01 am

I'm sure everyone will be enjoying this release Very Happy

Really fun to play with, good work Ilusionista
Congrats on what I think is the first complete Daredevil char in mugen
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volzzilla



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PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 9:01 am

good character, congrats again to doom and o'ilu

feedback:
- sprites look great
- some of the new move concepts are very cool and well coded
- good job on voice work
- i thought the intro voice clips volume could be increased a little
- love how you altered the fps concept in how you can fire multiple times
- also liked how elektra body stay on ground during fight after that intro
- shading on the gun not good
- i would say crouch mk need pushback in the corner, but it look like going for a special move with it? perhaps make a command string for the slide (maybe DF+K) and put in a traditional crouch MK? just a suggestion due to dont know the train of thought to putting a slide attack onto crouch MK
- take this with a grain of salt due to i'm a little unsure when it come to alignment on bg involving envshake. anyway, there were times it looked out of alignment due to how could see underneath the red hyper bg near bottom of the screen for a few pixels
- when taunt, musculature on abs dont mesh with stance. would look better to alter that look on taunt
- little hit grunt sounds by him are there for all standing basics except MK and MP
- additional frames maybe (?) on: crouching LP, MP, HK
- AI pretty brutal and too parry heavy in my opinion
- AI tend to overuse grenade and not use other specials much
- Increase AI hyper probability use on the some hypers. He tend to mainly use QCB+PP and QCF+PP


Last edited by volzzilla on November 17th 2012, 9:43 am; edited 1 time in total
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dev



Posts : 433
Join date : 2012-05-18

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 9:41 am

Pretty solid feedback from volz.I may add this:


Well,the legs don't have a shape.Almost in all his sprites you can see that he's a muscular guy.This sprite needs some muscles on his legs.
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O Ilusionista



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Join date : 2012-05-16
Location : Brazil

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 11:23 am

@volzzilla wrote:
good character, congrats again to doom and o'ilu

feedback:
1- sprites look great
2- some of the new move concepts are very cool and well coded
3- good job on voice work
4- i thought the intro voice clips volume could be increased a little
5- love how you altered the fps concept in how you can fire multiple times
6- also liked how elektra body stay on ground during fight after that intro
7- shading on the gun not good
8- i would say crouch mk need pushback in the corner, but it look like going for a special move with it? perhaps make a command string for the slide (maybe DF+K) and put in a traditional crouch MK? just a suggestion due to dont know the train of thought to putting a slide attack onto crouch MK
9- take this with a grain of salt due to i'm a little unsure when it come to alignment on bg involving envshake. anyway, there were times it looked out of alignment due to how could see underneath the red hyper bg near bottom of the screen for a few pixels
10- when taunt, musculature on abs dont mesh with stance. would look better to alter that look on taunt
11- little hit grunt sounds by him are there for all standing basics except MK and MP
12- additional frames maybe (?) on: crouching LP, MP, HK
13- AI pretty brutal and too parry heavy in my opinion
14- AI tend to overuse grenade and not use other specials much
15- Increase AI hyper probability use on the some hypers. He tend to mainly use QCB+PP and QCF+PP

1-6 - thanks
7- yes, the problem is bullseye sharing colors with the gun. I will fix it soon
8- hum, I don't want to split te moves, I like the sliding one because we can start combos with it. I've modified the super version (after the Rolling to ya), now knocks the enemy, but still makes combos.
9- Mugen bug, Maybe I will stretch the bg by code.
10- Taunt is more a place holder, we need to make something different
11- I think they are random. But I omited in some moves, or it would be repetitive. If you take a look, there are voice variations on almost every move

12- LP is the same of Capcom. MP is okay to me. HK maybe.
13/14/15- Totally intentional

Quote :
Well,the legs don't have a shape.Almost in all his sprites you can see that he's a muscular guy.This sprite needs some muscles on his legs.

We are aware of that

btw, it was updated (1.1)
What is new:
- Fixed bugs reported
- new big portrait
- new palette

Whats Left:
- Intro Avengers
- Hyper Amalgam
- Add more Palettes
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volzzilla



Posts : 5484
Join date : 2012-05-02

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 2:58 pm

i figured you had a reason for the slide, but i had to go off my lack of knowledge concerning that for my feedback.

how do you mean about the standing basic sounds being random though? i tried multiple times to make sure, no grunt like the others on mp and mk. but again, for all i knew you had a reason.

also wondering why you want the ai to use that particular special and the other 2 hypers more if may ask?
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O Ilusionista



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PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 3:00 pm

They are easier to hit. In fact, he uses 3 hypers on the same rate I think
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O Ilusionista



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Join date : 2012-05-16
Location : Brazil

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 3:40 pm

What is new (1.2)

- New 6 palettes by Goodaldo:

- Bug fixes at some of his hypermoves
- readme updated

Thanks guys
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volzzilla



Posts : 5484
Join date : 2012-05-02

PostSubject: Re: Bullseye Released by Doom & O Ilusionista   November 17th 2012, 6:53 pm

@O Ilusionista wrote:
In fact, he uses 3 hypers on the same rate I think

when i tested the ai, i had it bullseye v bullseye. both those 2 hypers happened far more than any other. i saw the sword one a couple times and never saw fps one.

btw, found a bug, but maybe you addressed it due to i still have v1.0.

what happened was he killed p2 right before the activation of the sword hyper, but the sword hyper began and kept going anyway
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