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Author Topic: buckus' w.i.ps  (Read 1801 times)

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Offline buckus

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buckus' w.i.ps
« on: May 10, 2011, 03:41:10 PM »
After finishing this semester of school, Streets of Rage Remake and MVC3, I'm back to working on my Mugen projects. Expect releases from me soon. Here are some w.i.ps i haven't revealed yet:

EDIT: Download my chars from my site:
http://buckus.mugen-infantry.net/


Eins (from Kakuge Yaro)


Marrow (from Marvel vs Capcom 2)


Here's a template for Eins since I need more palettes for him:


Also, I need help fixing my Dudley's running sprites (still have Tiger's feet, stripe down the legs, etc.) , so if you wanna try here's the GIF:


And here are some videos:
http://www.youtube.com/watch?v=wuGu3FJho7w#
http://www.youtube.com/watch?v=YU8c5HIkogE#

P.S: If someone would like to try and make a Gambit run anim, be my guest!!!
« Last Edit: May 10, 2011, 04:44:37 PM by buckus »



Offline HyperVoiceActing

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Re: buckus' w.i.ps
« Reply #1 on: May 11, 2011, 11:42:11 AM »
Looks nice man.

Hey, mind if I borrow those Dudley legs?

Offline ADSplay101

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Re: buckus' w.i.ps
« Reply #2 on: May 11, 2011, 11:46:57 AM »
Bucky you quickly became one of my favorite character creators in the MUGEN community. Your work is O.D. good  :w00t: You are real cool for this gesture dude XD
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Re: buckus' w.i.ps
« Reply #3 on: May 11, 2011, 08:36:31 PM »
Im not even worried about if its gonna be hot cuz im sure it is lol!!

just take your time man and do your thing bro. you have some good fun and coded characters....

I think you should re create the TMNT TF snes characters...

i was thinking about doing them myself but your coding talent is way stronger than mines so im sure youll pull it off faster
if you wanted to


anyway cool looking new wips!
« Last Edit: May 11, 2011, 08:48:22 PM by DeMoNk@I »
Lots and lots of supers so f*ckin what

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Offline Infinite Power

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Re: buckus' w.i.ps
« Reply #4 on: May 11, 2011, 08:37:54 PM »
I love those Hires effects, they really bring new life to older characters.

Now Die, Mortal.

Offline GrayFox

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Re: buckus' w.i.ps
« Reply #5 on: May 12, 2011, 04:33:42 PM »
Very solid works and looking forward to the day Asura come out.

Offline Luigi-Master

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Re: buckus' w.i.ps
« Reply #6 on: May 12, 2011, 08:06:08 PM »
I'm curious about this Asura character.  Was there some sorta contest going on or something?  Cause I saw a video where a guy was fighting Alexlexus' version and was commenting on how the artist's rendition of a move wasn't translated well by Alex or something.

Offline buckus

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Re: buckus' w.i.ps
« Reply #7 on: May 16, 2011, 03:59:22 PM »
Here's a video showing some super attacks from some w.i.p.s:


Offline O Ilusionista

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Re: buckus' w.i.ps
« Reply #8 on: May 16, 2011, 04:03:52 PM »
Nice progress you got here. Marrow seams to be very nice

Offline DEMONKAI

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Re: buckus' w.i.ps
« Reply #9 on: May 16, 2011, 07:52:04 PM »
:D that last super Sean did had me rollin! lol

I like that take down. that somethin simular to what i was going try to come with for my terry sometime ago. :O*D

cool progress man.
Lots and lots of supers so f*ckin what

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Offline Luigi-Master

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Re: buckus' w.i.ps
« Reply #10 on: May 16, 2011, 10:09:44 PM »
Buckus, you totally need to make Ash from Streets of Rage 3.  The notoriously gay stereotype boss, for the first level I believe.

He would be hilarious!

Offline GrayFox

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Re: buckus' w.i.ps
« Reply #11 on: May 17, 2011, 12:36:12 AM »
Marrow is looking very good and so those the other character's on their supers.

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Re: buckus' w.i.ps
« Reply #12 on: May 20, 2011, 02:13:37 AM »
Why have all the characters from the Vs series get massive nerfs when converted to other styles?  Like Captain Commando's fire move became a Lv1 super in Warusaki's conversion.

Offline shootYr.

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Re: buckus' w.i.ps
« Reply #13 on: May 21, 2011, 10:33:01 PM »
Obviously it's because CvS style is refined and MvC style is loose.

CvS style isn't about big damage and massive sprites. CvS tries to follow a strict system that includes low damage, small projectile sprites, and combos you actually have to work for.

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Re: buckus' w.i.ps
« Reply #14 on: May 22, 2011, 10:34:30 AM »
I understand that, but it'd be better if the system didn't make the character move like they're wearing shackles all the time.  Like everyone's favorite fighting series, KoF!

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Re: buckus' w.i.ps
« Reply #15 on: May 22, 2011, 01:50:34 PM »
I understand that, but it'd be better if the system didn't make the character move like they're wearing shackles all the time.  Like everyone's favorite fighting series, KoF!

It wouldn't be better because the character wouldn't change. -_-

Wow, u srs? SFA and SF2 also follow a similar refined style. So why are you talking about KOF?  ;*))

Of course the characters are going to move like they're wearing shackles. When you refine a system in order to make it follow a stricter set of rules it would make sense for it to lose some of its features. If it didn't then it wouldn't be a part of the style it's being adapted to.

Offline buckus

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Re: buckus' w.i.ps
« Reply #16 on: May 31, 2011, 06:06:35 AM »
Some updates on Asura. Here's a new intro (Slightly mimicking the CVS2 ending):


And here's a video showing it in action and updates on some supers.



Gonna change the kanji into another one- any suggestions?

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Re: buckus' w.i.ps
« Reply #17 on: May 31, 2011, 12:56:34 PM »
Hmm very cool. i think you should do somethin with a skull as a kanji when he finishes an enemy with the raging demon. Rugal is known for having skulls as death so maybe a kanji as a skull in some cool way would be cool. i mean not just any skull but somethin that stands out. Play around with it

and btw thats very cool you brought back his old head stomp super spin from KOf 98.
Lots and lots of supers so f*ckin what

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Offline buckus

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Re: buckus' w.i.ps
« Reply #18 on: June 09, 2011, 03:35:37 PM »
I'm gonna revamp Ortega and Haggar sprites. It's still just a simple resize (and still ugly), but keeping all the original shades/colors intact. Here's and example:



The order in the pictures is the new sprite, the original and the old sprite. I included another pal just for fun.

Offline Enso

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Re: buckus' w.i.ps
« Reply #19 on: June 09, 2011, 04:33:32 PM »
F*ck! That Asura is one hell of a cool. I'd be looking forward to him for his good shading.


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Offline BC

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Re: buckus' w.i.ps
« Reply #20 on: June 11, 2011, 08:33:23 AM »
Looks good, not sure on the transition from the misogi to lifting him up, and also I'd say be a bit more creative on the SGS it's a little plain (The KO end is fine).
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Offline buckus

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Re: buckus' w.i.ps
« Reply #21 on: June 13, 2011, 04:30:52 PM »
The SGS does need to be more original so I'll do something with that. As far as the transition, I'm only able to work with the sprites in the pack and I am terrible at editing. I can try but can't promise anything

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Re: buckus' w.i.ps
« Reply #22 on: June 13, 2011, 04:54:36 PM »
If all you doing is a straight forward resize why not just use the default mugen code?

[Size]
xscale = 1
yscale = 1 

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Re: buckus' w.i.ps
« Reply #23 on: June 13, 2011, 04:59:53 PM »
i think that transition to lifting him up is fine. maybe one more frame either before he lifts to when he reaches full exertion in air. thats really all. i like that move. its a bada$$ move. keep it bro.  :thumbsup: but sure you can spice up even more the rest of the super before the really nicely done ending. ::salute::

Offline buckus

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Re: buckus' w.i.ps
« Reply #24 on: June 13, 2011, 08:03:15 PM »
@Acey: The sprites get distorted too much that way. Plus I actually like the way the sprites look this way

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