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 Dust Dragon(Forgotten Worlds)

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DarkRuler



Posts : 4
Join date : 2014-08-26

PostSubject: Dust Dragon(Forgotten Worlds)   April 27th 2015, 7:00 am



It is My First Topic and First Release in This Forum.
The character is a Dust Dragon, the boss comes to arcade shooting game from Capcom in 1988. Because people extract the sprites and sounds on the Internet took a long production period.

Here is a note about this character.

Spoiler:
 


DownLoad Link
Spoiler:
 

My Site: http://darkrulersmugen.weebly.com/characters.html
Preview: https://www.youtube.com/watch?v=AL9pfrcBhP4&feature=youtu.be
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Dust Dragon(Forgotten Worlds)   April 27th 2015, 8:01 am

Thank you for bringing so many action game bosses to MUGEN!

I like your mugenized Altered Beast bosses very much!  yes

And this Forgotten Worlds Dust Dragon is very interesting, what a classic! farao

Yes this kind of action game bosses are not regular fighting game characters so it has some more care-taking (i.e. Helper get hits, facing, screen position,..etc.) when trying to mugenize these action game bosses. 

>> Load only one if possible on a Stage.
This is what I tried to do when I was mugenzing a Ghouls 'N Ghosts last boss Lucifer:
"when P2 is also Lucifer then it will just display gameover other than the character itself, as well as restrict all Helpers calling, in order to avoid unwanted side effect".
Code:
[State -3, AssertSpecial] ; for the Player1
type = AssertSpecial
Trigger1 = P2Name = "Custom GNG Lucifer" || Enemy, Name = "Custom GNG Lucifer" || EnemyNear, Name = "Custom GNG Lucifer"
flag = invisible
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -3, gameover]
type = Explod
Triggerall = P2Name = "Custom GNG Lucifer" || Enemy, Name = "Custom GNG Lucifer" || EnemyNear, Name = "Custom GNG Lucifer"
trigger1 = NumExplod(908) = 0
persistent = 0
anim = 908
id = 908
postype = p1
facing = facing
pos = -10, -GameHeight/3
sprpriority = 5
ontop = 1
removetime = -1
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State -3, Helper] ; for all the Helpers
type = Helper
Triggerall = P2Name != "Custom GNG Lucifer" && Enemy, Name != "Custom GNG Lucifer" && EnemyNear, Name != "Custom GNG Lucifer"
triggerall = Alive
triggerall = RoundState < 3
..........
..........
..........

You can add more with some MUGEN Trigger redirection keywords like helper / partner / playerID to make more pre-cautions for unwanted side effect.  Up to you though. Wink
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DarkRuler



Posts : 4
Join date : 2014-08-26

PostSubject: Re: Dust Dragon(Forgotten Worlds)   May 2nd 2015, 9:29 pm

2015.5.3

Dust Dragon has Updated.

- Fixed code of the part normally victory in the state.
- The speed of the Lizard Man has slowed down somewhat.
- Upon the death body motion and the motion it was modified to move the head so that the original motion deaths.
- Attack Damage has been slightly increased.
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Neophyte



Posts : 1627
Join date : 2014-06-17
Age : 22
Location : Ohio

PostSubject: Re: Dust Dragon(Forgotten Worlds)   May 2nd 2015, 10:35 pm

Nice release, Ruler! I can't wait to see more from you. ★
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Mistah Jorge



Posts : 1749
Join date : 2013-07-04
Age : 18
Location : Portugal

PostSubject: Re: Dust Dragon(Forgotten Worlds)   May 3rd 2015, 4:39 am

Great boss character, but i think the bullets from the shooter and the dragon hand attack should be blockable?
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