Ilu's Mugen Wips

Video showing my work in Snake Man powersets, for IMT's Robot Master Mayhem project. In that project, all robot master have 6 power sets.


Sprite edits by Laspacho. Character code by DCL.

 
:o :o :o :o :) :) :) :D :D :D ;D ;D ;D 8) 8) 8) ::)

That´s the best of the best Nightwing ever!!! Congrats man!!!!

O Ilusionista said:
I'm back with Nightwing. Working on his mode change
mjTNwL2.png


He has 3 modes: normal, electric baton and long staff.

 
Thanks

More work done for Crashman's powerset

Commando Bomb (you can control the bomb direction. If it hits the ground, unleash fire bursts)
x5X9HAx.png

aLbRjyn.png


Homming Sniper
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Junk Shield
BmmmTXq.png
 
December is getting close.. The First release of Robot Master Mayhem is coming!

Crash Man vs Crash Man AI versus fight. His AI is a Wip, but its kinda aggressive.
Sprite edits by Laspacho. Power Sets by O Ilusionista.

 
Phew, November was a very busy month for me  /:O

Here are some info about my works:

• I've finished my work for Laspacho's Robot Master Mayhem, finally.
RMM.png


It was a long work! I've been helping and working on this project more actively since 2016, while doing other things. In recent months, I've gone into a turbo mode to finish several things and make it possible to launch the project.

Among the things I did (and I remember, there were many things) are:

First, the old jobs
- Burst Man > update in supers, hypers and AI
mugen016.png


-Roll > General fixes and create all powersets
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- Top Man > full release (I've reworked a lot of things from the prior coder, new specials, supers and Powersets)
tZmp64M.png


- Blade Man > Haven't finished him and he won't be on the next release sadly.
backwalk_by_oilusionista-d9naooc.gif


- Metool Boss [ > general improvements in his code
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- Yellow Devil > improvements and fixes
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Most recent works

- Cut Man > reworked specials, animations (clsn boxes), codes, AI and all power sets.
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- Snake Man > finish some moves and code the powersets
22549965_1839177139443253_9122701998399564922_n.png


- Crash Man > Fixes (codes, animations and AI) and all powersets
aLbRjyn.png


- Fire Man > Revorked all the animations (clsn boxes), new effects, recoded some supers and all powersets. He is a different character now.
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-General fixes > In all characters from the game. Improved animations (with clsn boxes), codes, AI and bug fixes. This consumed a lot of time.

• Commissioned works
I've made many commissioned works, but most of them are private so I can't talk too much. Range from simple animations to stages, complete characters and there is even a full game on progress.

Some works includes
- Superman > 2 New Hyper moves (still working)
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- Daken > 2 New Hyper moves
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And some other cool stuff I can't talk about yet :)

It looked like I was away from Mugen, but boy...actually I was working A LOT behind the scenes ;)

So I would like to say THANK YOU to all people who had trusted in my for all those years and follow my work. You guys are great!  Gomen ne
Will I have some surprise for this year yet? Who knows?  :Wink

PS: this includes only my Mugen works. I am working in two more engines...
 
Preview of the Superman's second hyper move I was hired to code for a Mugen character. No he is finished :)

Don't ask me for the character, as far as I know its a private character and won't be released.
I've enjoyed a lot coding this :)
 
I waitin for that great Nightwing!!!! :o I created palettes for old but I wanna now this char!! ;D ;D ;D ;D
 
Char: Metonger Z (Mega Man 6)
Spriter: Magma Dragoon (main edits and ideas), Rage (big portait), O Ilusionista (minor edits and ideas).
Code: Me

I decided to scrap my old work with Metonger and start again, now using the RMM template.

First thing, I've scaled (using code) it to 1.25 - like I did with Yellow Devil, to make it look more dangerous
mugen023.png


Using Magma's edits, I made some animations for it:

IDLE
idle.gif


WALK
walk.gif


Talking with Magma (and somehow base on Rage's input) I decided to make this character a 2-in-1 boss. In the first round, you will fight only the red machine where Met stands (lets call it Met Cockpit).
Once you it loses the first round, them it will return with the full body(Full Metonger Z) - and way harder.

Reading at wikia, the weak point of Metonger Z is its cockpit, not the whole body. So I will make it take damage only on that area, while the lower body will block the attacks.

Some more shots:
TkIzxZC.png

mugen026.png


The idea is to include it on the Phase 2 of the RMM project, so I should finish it soon. Wish me luck :)
 
I've terrible busy in my RL but I am working on my characters whenever I can (which is rare, lol).
One of the things I am making is fixing all the reported issues in RMM project, plus changing / creating new stuff.

There will be one new boss in RMM, but I won't spoil the surprise :) I can garantee it's someone which was't expected.

Plus, I've playing with Wood Man a bit. Now he has an AI, but different from the other chars - He is not that offensive, been more a close combat character. But once you get close, you will have trouble.

On the video, you can see some new effects and his 3 new throws: Grab punch, Back Breaker and Giant Swing (command throw).


I don't have a date of when RMM will be ready again, but It will be asap.
 
Here are the partial results of the character pool from Kirbyt Dream Battle project:
kirby-rzcvgimj.png


I will be working (SOMEDAY) on all disliked characters, to fix their issues.
Note: some people asked to remove Mega Man from the game. Sorry, but this won’t be happening at all.

To download the previous version, go here https://gamejolt.com/games/kirby-the-dream-battle/32268
 
Here is a Hyper Move collection of the old  Kirby The Dream Battle version 3.1, one of my many projects which I need to finish someday.

Looking at some of those hypers, some are pretty cool while some are pretty bland in my view (in most cases, they weren't coded by me). As my trademark, I like things more...cinematic or dramatic, so I plan to rework many of those moves.

If you have any suggestion for any more, feel free to give your opinion.

=======================================================
Do you like my work? Please like and subscribe :)


DOWNLOAD THE GAME: https://gamejolt.com/games/kirby-the-dream-battle/32268

Follow me at Facebook: https://www.facebook.com/brazilmugenteam/
 
Mega Man could have a version of his commercial game Hyper Moves: Mega Legends, Mega Armor, etc.

With Mega Legends, you could add in even more Mega Men (Zero, Vent, Aile, Grey, Ashe, and OVER-1 at least, though BBMM, Beck, and Captain N’s weird Version are optional). Like say the Inti 5 come in and slash the foe with a melee combo attack before the shot sequence activates, with perhaps Beck, BBMM, and Captain N Mega being in the Blast radius with the foe?

And maybe for Meta Knight, summoning the Halberd would be awesome, as would calling in some flunkies. Golem could send out multiple rock hands. If Boxin gets a second Hyper, maybe have it based on Violent Buffalo? Or just have that part come before the Buster Wolf? Same for Box Boxer. Bronto Burt could send in another Bronto Burt to mirror him ala Darkness Illusion. Tedhaun’s Ghost swarm could end with a bigger Ghost from Scott Pilgrim.

And I suggest Kid Chameleon as a guest character. For more sega, Tempo, Opa-Opa, Emerl, and maybe NICOLE might work. How about some characters representing HAL’s earlier works, such as Day Dreamin’ Davy? Perhaps even Marvel’s Scarlet Spider, Groot, or Vision?
 
About Mega Man, thanks but no. By two reasons:
- I simple don't reconize any game outside the Classic series as a Mega Man game. The only exception is the X saga, which I don't like too much. And Legends is the saga I most hate in Mega Man.

- It's just too much work. My plan is to add all the classic weapons from Mega Man 1-11, and this is already a huge effort.

Thanks for the other suggestions, I will take them into consideration. Opa-Opa looks a cool idea.
 
Another online co-op playthrough, this time with Mugen!

Features me (Fang - Contra Hard Cops, in Brazil) and Magggas (Ritcher Belmon - Castlevania Bloodline, in Germany) playing mine and Zvitor's Battle Stormer Classics.


========= LINKS ========

Download Parsec: https://parsecgaming.com/
Configuration tips: https://www.youtube.com/watch?v=OifIGIvhjb8
Discord channel for OpenBOR matches: https://discord.gg/fXQFNsE

Download "Battle Stormer Classics" FOR FREE http://www.brazilmugenteam.com/bsc (WARNING - This old version doesn't works in Windows 8+. I will update this game once I can)
 
Dart Vader stage udpated for Battle Stormer Clasics game.
Now it has animations :)

The stage will be modified when I change the lifebar position.

========= LINKS ========

Download "Battle Stormer Classics" FOR FREE http://www.brazilmugenteam.com/bsc (WARNING - This old version doesn't works in Windows 8+. I will update this game once I can)
 
Some news about the game.

==== MECHANICS ====
One of the things I've changed on this project is that now it works only as a boss rush. This means no more Versus, team versus or Survivor matches. Now there is only Arcade, Team Arcade and Team Co-op.

With this, you don't even face the playable characters anymore - only the bosses. This gives me more freedom to code the bosses and gives me less work. The game never were planned to work as a normal mugen anyway.

==== LIFEBARS ====

New lifebars were made by Exelord  (WIP).
dkIeVHW.png


And them were moved to the bottom area, as many feedback had suggested. This gives more room to the fight itself.

==== NEW PLAYABLE CHARACTERS ====
- Red Ranger
- Tyris (Golden Axe)
- Foot Soldier (TMNT)
And some others I want to code, like the protagonist of SkyBlazer.
 
I like the decision you made with the game being a boss run. The lifebar placement looks nicer and makes more sense with the style your now going for.
 
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