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Author Topic: Boss - Metonger Z  (Read 2852 times)

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Offline O Ilusionista

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Boss - Metonger Z
« on: January 07, 2018, 09:03:20 AM »
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


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

IDLE


WALK


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:



The idea is to include it on the Phase 2 of the RMM project, so I should finish it soon. Wish me luck :)



Offline NX-MEN

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Re: Boss - Metonger Z
« Reply #1 on: January 07, 2018, 09:37:46 AM »
A char I am looking forward!! Good luck on it guys!! :w00t:

It can be a very cool boss for Phase 2 of RMM!!  :thumbsup:
 

Offline Mistah Jorge

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Re: Boss - Metonger Z
« Reply #2 on: February 02, 2018, 07:32:30 AM »
An idea/suggestion i had is not to make the only place to take damage being the cockpit, but make it take bonus damage, like the whole body would be hittable for damage, this could open up a guard option, with always throw invencibility, you know with ignorehitpause and everything, of course this idea would have to be better thought out if it carried out

Or maybe not, if in megaman 6 Metonger Z is only hittable in the cockpit and you want to follow the source material in that.

Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #3 on: February 02, 2018, 07:41:43 AM »
An idea/suggestion i had is not to make the only place to take damage being the cockpit, but make it take bonus damage, like the whole body would be hittable for damage, this could open up a guard option, with always throw invencibility, you know with ignorehitpause and everything, of course this idea would have to be better thought out if it carried out

Or maybe not, if in megaman 6 Metonger Z is only hittable in the cockpit and you want to follow the source material in that.

The whole body is hittable, but only in the cockpit it suffers damage.

Offline boogerboy

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Re: Boss - Metonger Z
« Reply #4 on: February 02, 2018, 03:48:08 PM »
Gosh, well good luck with that.
Game on!

Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #5 on: February 03, 2018, 02:05:35 AM »
Gosh, well good luck with that.
I don't get your point...

Offline boogerboy

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Re: Boss - Metonger Z
« Reply #6 on: February 03, 2018, 02:14:56 AM »
I don't get your point...
I mean good luck on making this boss.
Game on!

Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #7 on: January 06, 2020, 09:12:35 AM »
First preview on the new boss of RMM, Mettonger Z.
Sprites by Magma MK II and coding by me.



It has two forms, changing when he loses the first round - the video shows the second one. To damage him, you need to hit the upper area (where the Met is). If you hit the lower area, it won't cause any damage and works like a block.

Stage: Shadow Man stage
Download - http://brazilmugenteam.com/stages/stages-ilusionista/shadow-man-stage/

Offline C.R.O.M.-Mugen-Ninja

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Re: Boss - Metonger Z
« Reply #8 on: January 06, 2020, 09:39:28 AM »
Personally not a fan of demanding bosses, but I know a lot of people do, and for what it's worth I think the work put into it looks great. Seems like a challenging (yet, demanding boss), but I do like the ideas, it remind me of Abyss from MVC2 by changing forms each round, so that's cool. Great work.
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Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #9 on: January 06, 2020, 09:57:51 AM »
Personally not a fan of demanding bosses, but I know a lot of people do, and for what it's worth I think the work put into it looks great. Seems like a challenging (yet, demanding boss), but I do like the ideas, it remind me of Abyss from MVC2 by changing forms each round, so that's cool. Great work.

Mettonger Z can be easier or harder depending on which one you choose when fighting him. Plus, on the video, I've tried to give him some room to attack me so we can see more of his moves.

Some chars have specific attacks which can cause big damage and/or are easier to hit bosses. Bass Dynamo Strike (the thunder hyper) is one of those and it can cause a big damage on mettonger Z. There are other characters with one-hit hyper moves which causes big damage, like Wood Man's new hyper move.

And there even some attacks and/or weapons which are easier to attack bosses, like Snake Man's Acid Trap, Crash Man's Boulder attack - basically, all moves which hits from the top.

Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #10 on: January 21, 2020, 12:27:18 PM »

The new boss of the Robot Master Mayhem project is finished: Metonger Z :)


Now you can see his two forms in action. Each form has 6 different attacks.
First form is more projectile based (zoner) and will fly to avoid to be hit, so you will need to jump to reach him.

Second form is easier to be hit, but only takes damage on the upper area (it will blink in yellow when hit).

We are very close of the release and I hope to finished everything this week, so we can release it in January 30th.

Offline LoKoLoKo

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Re: Boss - Metonger Z
« Reply #11 on: January 21, 2020, 02:57:34 PM »
Working full time to include this new boss!? It looks pretty impressive. 10 days left!

Offline O Ilusionista

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Re: Boss - Metonger Z
« Reply #12 on: January 21, 2020, 03:02:10 PM »
Yeah, I was working until 3 am to finish him yesterday, then I've added the final touches today.

Now I am moving to Elec Man :)

Thanks for the support.

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