Ilu's Mugen Wips

Preview of the new playable character in the project Robot Master Mayhem: Metal Man. The images were made by Laspacho and I'm reprogramming this character from scratch.

The new version of the project (2.5) will be released on February 28, 2019, save the date :)

 
And finally: Here is a preview of Nightwing's mode change.
He has 3 different mode - each one with different damage, effects and moves

• MODE A - Normal Batons
Unlocks Reversal Baton - can revert attacks from different types (aerial, standing, crouch)

• MODE B - Electric Batons
Does more damage, has electric properties na unlock Electric Spark

• MODE C - Staff mode
Changes all basic and punch animations, has more reach and unlock Projectile Reflection.

This is a WIP and somethings can be changed on the final product.


 
The staff reflect looked like he's hitting his opponent over the head rather than turning his/her own projectile against the person.
 
Uche said:
The staff reflect looked like he's hitting his opponent over the head rather than turning his/her own projectile against the person.
Because the enemy is too close. And the staff can hit him.
 
Dormammu is one of my favorite villains. Too bad he can't do anything against Nightwing, being constantly aggressed by some combos :o.
Maybye he needs a better A.I. .P.S.: Nice Dormammu alternate palette also 8)
 
It's time for more Cartoon Crossover - Woody Woodpecker (Pica-Pau) versus Rigby (Regular Show / Apenas um show).
Who gonna win? The classic Walter Lantz character or the Cartoon Network star?

 
A hyper move collection of our game Mega Man - Robot Master Mayhem (build 2.5.1), check it out.
https://www.youtube.com/watch?v=151bgMhc2_s
 
I've been working on RMM 3.0 version on the backstage, but now I can share some stuff:

I am revamping all the effects from the game - hitsparks, hyperbg, etc
CbWlOKH.png

(new launcher)

MrF08aH.png

(new hyper bg and hyper slash effects)

I decided to take a classic route and removed all the transparency /MVC2 like effects, using stuff on the same style of the old and good MVC1.

There are more to come, so be prepared - this end of year will be busy season for me :)
 
Here is a preview of something I've been working since last year - the new effects for the project Mega Man - Robot Master Mayhem.


No more too bright effects and heavy SFF - now we are back to the roots of MVC1, with other different games on the mix. I've been gathering and testing new effects and I liked the result.

Also, some hypers on Axl were changed, to give him more dramatic feeling.

The next version will be released in December 2019. Are you ready?
 
nsw25 said:
looks much better, I think the dark and coloured hitflashes also help eyes track where enemy is etc.

the MVC games went to bonkers with effects and became a headache. This looks more simplified and easier to register what is happening

Thanks for the feedback, nsw25 . This was my main concern on the previous versions (It wasn't made by me back on that day), because the hitsparks (how we call hitflash in Mugen) were mixing too much with the background.
 
That is exactly the main problem Pichon . If they blend too much with the background, the moves lacks impact. And I always want to make the players feel the impact of the moves, in very engine I work with.
 
Here is the first preview of Pharaoh Man, for the project "Mega Man Robot Master Mayhem". He lacks some of his weapons and 2 of his hypers, but all the rest are pretty much done, including his AI.


I still need to polish somethings here and there, like the riddle win pose time.
Also, I am testing a new intro and outro for my channel
 
More Pharaoh Man in action, now against Metal Man.
In this fight, we can see Metal Man's new intro and another Pharaoh Man's win pose (thanks, Laspacho).

 
By the way, Psykai had helped me with many palettes for him (the last two were made by me):
0X1Iwso.gif


TIw4jyQ.gif
F55kvdK.gif
h2ylW9t.gif
hbBFUit.gif
sQBYvfJ.gif
AI4krew.gif
Rkbtrxm.gif
X2DM1X6.gif
eqCXXZx.gif
Syelpt8.gif


Maybe, for a future update, someone could make a better Color Separation, so we could have different palettes :)
 
Back
Top Bottom