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 Shonen Jump vs. Capcom - Megaman X Update Release

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CVS Artist



Posts : 674
Join date : 2012-10-26

PostSubject: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 2:12 am

this version is the update from the last videos and now you can play with him
not last version as there are hit spark not in right places, he plays fine and for some who would like to play with him for fun!
anyway there will be more move for x later on so for now enjoy

this is not one of the but there will be more surprises coming!
have a nice time

and thank Laspacho!!!




http://www.mediafire.com/download/em6przmrs0tjexo/%28SJvC%29+Megaman+X+Update.rar
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Doom



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Join date : 2014-08-22
Age : 38
Location : Argentina

PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 11:04 am

Ohh ... thanks ... What a Face
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btony89



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Location : México

PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 11:10 am

awesome, i'll kept this one in case of becoming offline, thanks for sharing, good luck with your project.
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Shinkemaster



Posts : 117
Join date : 2015-08-05
Age : 18
Location : Argentina

PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 3:15 pm

It's fantastic, if this version is great, I do not want to imagine what follows c:
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laspacho



Posts : 25
Join date : 2012-06-08

PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 8:08 pm

Cool.  I'm glad you having fun coding my X sprites.
This is coming along great and is looking awesome!

I noticed on X's stance and a few sprites on his run his eye's aren't black for some reason.
Also the armor hyper looks real cool.  The colors are off though.  I separated the colors for pallet reasons since I made a complete sprite set with the armor.  Smile

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mazemerald



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Age : 26
Location : CAPCOM GALAXY

PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 21st 2016, 9:49 pm

reallly fantastic!

thank you so much for this.

i hope more capcom chars keeps coming here!

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laspacho



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 22nd 2016, 8:51 am

@rhiggatwat wrote:
Very cool, but he is HUGE. Why is he so big? shouldn't X be Megaman size? It even looks like you scaled up the sprites, they look very pixelated next to Vegeta.

Megaman x is significantly taller then regular Megaman.
When I made X's sprites I did not scale them up.


This isn't the best example but you can see the size difference in this picture. Smile
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CVS Artist



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 22nd 2016, 1:37 pm

the reason why Vegeta is like that is because i had to scale him down so he would be normal size not bigger than everyone else
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TK830515



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 22nd 2016, 4:21 pm

Great looking Megaman X! If you could boost his AI and make it more intense that would be epic! :3
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borewood2013



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 23rd 2016, 7:56 am

Wow a new type Megaman X yay! cheers

Well, the size seems alright to me.  yes

>> there are hit spark not in right places
I just made a temporary fix for this one, mainly for the "Fire Wave" D, DF, F, x special move [Statedef 1000]:
- open Coding\Helpers.cns and find the hit/guard sparks Helpers
under [StateDef 8014], add these lines of MUGEN code:
Code:
[State 8014, PosSet]  ;hit spark re-positioning
type = PosSet
triggerall = Root, NumTarget
triggerall = Root, Var(33) = 8014 || Root, StateNo = 1000
trigger1 = NumEnemy
x = EnemyNear, Pos X
y = EnemyNear, Const(size.mid.pos.y)
ignorehitpause = 1
under [StateDef 8001], add these lines of MUGEN code:
Code:
[State 8001, PosSet]  ;guard spark re-positioning
type = PosSet
triggerall = Root, NumTarget
triggerall = Root, Var(34) = 8001 || Root, StateNo = 1000
trigger1 = NumEnemy
x = EnemyNear, Pos X
y = EnemyNear, Const(size.mid.pos.y)
ignorehitpause = 1

Oh by the way, the hyper move, "Hadouken" D, DF, F, y+z, its ending hit [Statedef 3000] HitDef has "guardflag =" so it is not guardable/blockable at all.......was that by your intention please? Question 
If so then never mind......
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CVS Artist



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 23rd 2016, 6:13 pm

yes you can't block the last hit you have to avoid it
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mazemerald



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   April 30th 2016, 6:30 pm

really well done!

congrats!
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exit370



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PostSubject: Re: Shonen Jump vs. Capcom - Megaman X Update Release   May 22nd 2016, 1:47 pm

He's bad assed, thanks so much.
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