Infinity MUGEN Team
IMT Main => M.U.G.E.N Releases => Topic started by: Acey on January 01, 2017, 01:22:23 AM
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(http://www.infinitymugenteam.com/images/AceySprites/10%20years_Small.png)
Happy New Years all. It has been a long road so far. Infinity has made it past the 10 year mark, which very few expected to happen 10 years ago. Back in the summer of 2006 Infinity was founded and we have continued to grow and change over the years. Since that time I've had 3 kids, worked for 3 companies, completed 2 college degrees and obtained one Master Sword. Most of you had been on this same journey with me and I want to say thank you for being a friend.
I'm often faced with choices on how to spend my time. Being married with 3 kids, I spend a lot of time with my kids reading, defeating video game, engineering with Legos, Pokémon hunting, creating music, discovering new adventures and learning together. I love that my children share my interest in Marvel, Harry Potter, Nintendo games and so much more. I'm so grateful and proud to work hand in hand with my spouse, raising our beloved little ones.
We have a book we read called "Love You More" where a father and daughter compete about who loves the other more. One says "I love you more than there are flowers in the garden" and it escalates more and more, "I love you more than there are grains of sand on the beach." It ends with "I love you more than Infinity." The first time I read that years ago I realized it was true, and it meant more than the incomprehensible principle of Infinity. I meant my group of friends here who I have spent so much time with. Dozens of characters and stages later, I feel very content on where I am with my life.
I would like to share with you Leonardo. I've been wanting to work on custom sprite Ninja Turtles ever since I first started with Mugen. I had hoped to complete all four of the turtles by December (and much more), but I didn't, and I know exactly why I didn't and I don't feel bad about those choices. In time I'll finish the next one.
(http://www.infinitymugenteam.com/images/AceySprites/Leo.png)
Please enjoy Leonardo. I really do. Go for that 40 hit combo!
Download Leonardo (http://www.infinitymugenteam.com/Uploads/ACEY/Leonardo.zip)
Download Sewer Stage with NES Remix music by Living illusion (http://www.infinitymugenteam.com/Uploads/ACEY/Sewer.zip)
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Cowabunga! Booyakasha!
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Thanks brother and great words...been here a while too...things do change...now I hope to continue to change and grow with my family and start a great time in japan
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^^(PM)^ congrats on leo and the milestone of 10 years
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That's a great present! Thank you, Acey! :thumbsup:
Infinity Mugen Team FTW! Infinite live to IMT! :w00t:
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I'll give it a try. Happy new year to you and yours
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What a great surprise Acey!! :w00t:
Wasnt expecting Leo!! Great release man!!
I am huge fan of your chars all these years and u made my Mugen perfect!! Thanks for everything!!
Take your time on the other turtles!! Still want u to see u back on some Marvel chars too!! :)
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Wasnt expecting Leo!! Great release man!! :Terry :thumbsup: :w00t:
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This is awesome, Acey!
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cogratz acey, another cool character from you... thanks for sharing. I hope I see more marvel characters in the future. you really did a nice job over all and it really shows the dedication u put into it. :)
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I'll hve to make some time this week to try him. Contrats!
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Congrats on the release. Happy new year
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I think one of the hypers isn't working as well as it should. The one where Leo stands still spinning his blades
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Leo looks nice Acey. Happy new year :thumbsup:
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Look very cool men!!! Thanks. Great work.
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Congrats on this release Acey and thank you so much for sharing him with all of us. I'm a huge TMNT fan, and IMT fan, so I'm positive this is going to be a lot of fun. That's awesome news you have plans and possible already wips for the rest of the crew. It's gonna be a good year for sure. :w00t:
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Finally a great ninja turtle for mugen,i spent much time on arcade and old computer Games, and i can t believe someone made him,after hundreds of unknown chars,this is The story, i hope Raphael Will be the Next one
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Cheers Acey
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Thank you Acey :thumbsup: Here's to 10 more years :)
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I hope one day Leonardo and the other turtles will have this concept made by u as their opponent!! :)
(http://s32.postimg.org/3pe9tjwd1/Shredder.gif)
^:)^ ^:)^ ^:)^ ^:)^
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I believe he does have plans on working on Mikey next. At least he posted some gifs of it.
Also
(http://s32.postimg.org/3pe9tjwd1/Shredder.gif)
Wow ... did Ace made that? That's amazing
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Mikey sounds awesome as well!! :w00t:
Yeah Acey did that!! :)
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very nice, thanks
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Bit of feedback from Odb718:
(http://i.imgur.com/PZAmRBp.png)
The blue hitboxes should cover Leo's body. Like if P2 was trying to jump in and attack him, they wouldn't be able to hit him in his head or body at all because there's NO collision box.
In the Leo on the right, there's no way to attack him from behind. Some characters have warps to put them behind the other character.
Not only that, but the Width collision will cause all types of problems. As soon as P2 bumps into Leo, they're going to SNAP away from each other because of the width bar. You may be able to see it in my image but the width is waaaaay off center on the left Leo also.
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Thanks Magma,
The hit boxes are there. Who ever made this original post was unaware that newer versions of Mugen often leaves out the "default" collision hitboxes when in debug mode.
(http://s23.postimg.org/q5wkr1117/hitbox.png)
Also, the width is correct for the character. The light kick does a full body rotation while keeping the front foot planed.
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The hit boxes are there. Who ever made this original post was unaware that newer versions of Mugen often leaves out the "default" collision hitboxes when in debug mode.
Sorry to disagree Acey, but you are wrong. Let me explain:
Take a look at the strong crouched kick - it has a default CLSN
(http://i.imgur.com/8s0W5CO.png)
and when he attacks, there is no CLSN over his body
(http://i.imgur.com/Gu1OjlG.png)
Do you believe that its a debug mode bug, right? But its not - you can't hit Leonardo, as you can see here
(http://i.imgur.com/3sWO4wh.png)
When you use a DefaultClsn and add a new Clsn of the SAME TYPE (1 or 2), the DefaultClsn gets Overwritten by the new one. And this is on mugen since DOS version.
This is something you really need to fix, since it breaks the character and happens in almost every animation.
Also, I see some issues with the CLSN on those two frames:
- In the first frame, there are too much CLSN boxes. You don't need 3 CLSN for that kick
(http://i.imgur.com/FYhE4CR.png)
This is how it could be made
(http://i.imgur.com/yrpcLcO.png)
More clsn = more calculations = more memory usage
- In the second frame, there are too much CLSN + some CLSN are wrong.
(http://i.imgur.com/o60xhKH.png)
Which could be done like this
(http://i.imgur.com/3onkRGr.png)
Take a look that the blade has NO CLSN. On a logical way of thinking, blades should NOT have CLSN because you should not be able to hit a blade with a punch, for example. Some coders put a CLSN on the half of the weapon (its a very old discussion), but I don't agree when it comes to blades.
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yep. Oilu is right, I do mine like his sample but I don't use same size for both red and blue, I make the red a little bit smaller as I seen many creator do it this way.
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I enjoyed reading your post .:O:. & learned a few things. I too never give weapons a blue collision box unless they are projectiles. Anyway, Acey this is a pretty good character & I like the sprites a lot.
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Thanks for the Tip O Ilu. Tested are you are correct. I've been lead astray by Fighter Factory all these years.
Update pending.
Edit:
New version uploaded. Thanks Odb718, Magma and O Ilu.
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Thanks for the update Acey!!! :w00t:
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Small feedback from GT:
There are two of the same snd state controllers in state 3000.
[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8
[State 3000, PlaySnd]
type = PlaySnd
trigger1 = anim = 3001
value = S36,1
channel = 8
When activated, the playsnd plays every tick.
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I still don't get what the :2 :3 :6 :k :k hyper is meant for. It's not even listed in the readme
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I still don't get what the :2 :3 :6 :k :k hyper is meant for. It's not even listed in the readme
The Hyper Sword Spin is best used when combed into it. It has 1 frame activation (it pauses the opponent during the start up animation) It should be used as a combo ender or perhaps halfway through a combo if you haven't used your OTG yet.
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The Hyper Sword Spin is best used when combed into it. It has 1 frame activation (it pauses the opponent during the start up animation) It should be used as a combo ender or perhaps halfway through a combo if you haven't used your OTG yet.
Gotcha. I just haven't seen too much attention toward it so I was curious
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Would be cool as a multi hit
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Also upon trying it out, I think maybe you should have it so that when he knocks the opponent into the air, it's not too high up so they can properly get into the spinning blade
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warecus: I agree that since it's an end hyper, it should give some reward for working it in, either a little more damage than the other hypers, more combo hits or both. I'm playing with it to see what seems to work best.
HyperVA: Do you have opponents who are missing the blade? Let me know. I haven't seen that happen yet.
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Ace... I see what you were doing...I thought it would work like your Haggar when he performs his lariat hyper that has multi hits and wall bounces...but some would argue if Leo is that strong to perform this...well besides the latest movie showing them being hulk turtles...the 80's playmate toys had bios and stats it said Donnie can hold 500 science books (damn I'm old but got a good memory ) if Donnie can do this being presumably the weakest one I see it feasible. ..said all that to say this...I would hope it worked like haggar's hyper
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Because Leo's HP is a wall bounce, and his HK is a mini launcher, plus with the air knock down and the free OTG, I didn't want to give him too many more tools to extend the combos.