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Offline AxKeeper

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Project Mega Man X
« on: September 26, 2011, 01:50:02 AM »
Starting a Mega Man X in the style of MvC sprite art.
































Not making any promises whether this will get done or not so whatever I make for X is open source. I'll post the sprite sheet once it's finished.


I'd like to also make Vile, Zero, and Dynamo someday to.
« Last Edit: October 25, 2011, 10:18:06 AM by Forum Staff »


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Offline G.P.O.A - GatlingPunchRalf

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Re: Project Mega Man X
« Reply #1 on: September 26, 2011, 02:22:42 AM »
These all look awesome, but I'm seeing some unnecessary muscular shading on the unarmored sections. Legs also seem longer than the arms.

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Offline AxKeeper

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Re: Project Mega Man X
« Reply #2 on: September 26, 2011, 02:50:08 AM »
Thx

The muscular parts are from the original base, i was thinking of removing it to?

I'll have to try it down the line and see if it works best or not. I say that cause after watching Mega Man the cartoon series I've noticed muscles in the design which after a while seem proper for the mega man MAN version compared to the traditional kid version with no muscles  @-)

But yeah maybe I'll remove it



The legs were extended from the original MvC Mega Man base to get that adult size. They probably aren't correct in contrast to the arms which were not stretched.

I hoped it wasn't that noticeable :P

Once i finish the sheet I'll post it and maybe someone else can take a crack at it?









Gonna change the stance on this Zero edit made from the Mega Man X edit as a base. I can reuse Mega Man X to make the others I planned.
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Re: Project Mega Man X
« Reply #3 on: September 26, 2011, 03:48:45 AM »
Keep in mind when working, X is only about 1 foot standing taller than OG Mega Man. Zero was retconned to be the same height as X, if just ever so slightly taller.

Also, indeed be careful on your body definition, X and Gang don't flex, even when flexing.
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Offline AxKeeper

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Re: Project Mega Man X
« Reply #4 on: September 26, 2011, 05:12:02 AM »
The height I have is from the second base, Jin.

And I guess I will remove the lines in there, maybe the shade on the limbs is enough?

Post Merge: September 26, 2011, 06:42:18 AM


Quick blocking

Still working on the gameplay and commands. I think blocking would do best as a button command rather than holding back. Like MK style  :-?? I want to allow walking and dashing back like in SNES Mega Man X to allow wall climbing and directional dashing for strategy and adaptability in combat.

I'm also replacing super jump with a double jump dash module. Yes I think a closer version of SNES would be a refreshing and intricate battle style.
« Last Edit: September 26, 2011, 06:42:18 AM by AxKeeper »
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Re: Project Mega Man X
« Reply #5 on: September 26, 2011, 09:51:42 AM »
Just noticed, he's missing the drop at the cross-section on his chest. It's kind of a hard design to match up.



See how the grey sections come up so that the center blue area drops? Man, now that I see that, he's missing the little notch on the center of his pelvic area too. I can see the notch in the turning sprites, but only there.

EDIT: Oh and, unless you're counting Up dash from X3, X never had a double jump.
« Last Edit: September 26, 2011, 09:58:49 AM by Gangsta Luxury (C.R.O.M.) »
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Offline AxKeeper

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Re: Project Mega Man X
« Reply #6 on: September 26, 2011, 04:15:19 PM »
For the control scheme I wanna keep it close to SNES. I guess I have to label this a custom MMX then  o.O#

But yeah I think the fights will be more interesting if they adopt that format style. The bottoms should be consistent for the gameplay, X should shoot whether he's crouching or in the air via the same button Y.

But to add the same function for jump in the air I think it makes better sense if it double jumped like MMX3's dash straight up jump. Not only that adding adding a jump button will add that extra mobility you experienced in MMX's jump dash long jump!


For instance I have the dash function to work while standing using the A button, but while crouching he could slide kick like in MM8  :-?? and for his air dash he can air dash like his ability in MMX2

I am still working out the scheme though but I am generally doing a custom I guess? Like that custom Zelda Link out there.


BUT again the sheet is open source and anyone can code it their way, I think X should have all his basics sprited anyway. Sprites can also be edited, they are open source.

I plan on adding some MM Legends features, like that kick he does in the market, it would do well as a launcher. As well as special attacks instead of copied movesets from his opponents I could give him a drill, bomb, and a shinning laser like in MM Legends!



Another thing to note on MMX's appearance is that it changes in almost every game



The boots eventually changed, then the color schemes, the ear piece, the underwear notch above the crotch, age difference from boy to teen, and adult, the curve on his hand, the helmet spiking, etc.

You can always touch up the sheet yourself to be in the style of Mega man X 6 once I complete that sheet.

On another forum someone suggested I slim him down to be like MMX8  :-?? What can i say, it's preference I guess?
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Offline Kriven

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Re: Project Mega Man X
« Reply #7 on: September 27, 2011, 05:01:13 PM »
I dig the sprites man. The stance especially, as it's very close to his stance in the games, and details like that always make me appreciate characters a little more.

Offline AxKeeper

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Re: Project Mega Man X
« Reply #8 on: September 27, 2011, 07:06:10 PM »
Thanks

I am updating with more detail as well

I try and make my stance animation to be as dynamic as possible.

I just finished the getting hit stuff to, I just need to create the falling animations and then I can move onto the attacks.


I am thinking of adding Super Smash Bros gameplay, that is Samus style fighting see as she has an arm gun like Mega Man X.

Post Merge: September 27, 2011, 09:27:22 PM


Post Merge: September 28, 2011, 10:16:00 PM


« Last Edit: September 29, 2011, 07:56:37 AM by AxKeeper »
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Offline mugenstation360

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Re: Project Mega Man X
« Reply #9 on: September 30, 2011, 06:10:51 PM »
 :thumbsup: Awesome work.

OK class! Now remember, in order to give someone proper feedback, you must BASH them! Because being nice, and or respectful, is frowned upon in the Mugen community... Ok, so what do we do to new creators and patch makers kids?

(Kids yelling) BASH THEM!!!


That's right class! now get out there and discourage someone!

(Kids) Yay!!!!!!!!!!!!!!!!

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Offline AxKeeper

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Re: Project Mega Man X
« Reply #10 on: September 30, 2011, 08:34:03 PM »
Thanks

Reworking Zero concept




Still needs more work, the hair is driving me crazy  :'(

I tried to stay away from the new Zero from MMX2-MMX8 but his stance does seem to work the best  :-??

For some reason X's falling stuff is taking me longer to do, sorry for the delays on that. Maybe I am running out of steam  :(

Still working on it though, updates coming still around ;)
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Offline AxKeeper

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Re: Project Mega Man X
« Reply #11 on: October 03, 2011, 01:37:36 AM »
Okay finally DID IT!!!!!



MAN THAT TOOK LONG!!!!!

Anyway I am gonna move onto Mega Man Legends style rolling dodge evasion, and that should just about finish the basic movements.

Scratch that, i have to make a getting up animation to :'(

Post Merge: October 03, 2011, 05:41:26 AM
MEGA MAN LEGENDS ROLLING DODGE EVADE!!!



I hope it's good enough, again this is one of those maybe things like the SNES Jump style.

Mostly made from recycled sprite edits. Hope it works for ya'll :D



Post Merge: October 03, 2011, 05:08:19 PM
A lot of X's attacks will be more move technical based and less offensive to better assimilate to the SNES style gameplay.


Introducing Wall dash and aerial Mid-Air Dash



To be done with the A Button either on a wall or after jump/double jump.
« Last Edit: October 03, 2011, 05:08:19 PM by AxKeeper »
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Offline mugenstation360

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Re: Project Mega Man X
« Reply #12 on: October 04, 2011, 08:17:11 PM »
The forward dash seems a bit odd to me. It looks more like Raiden's(MK) flying thunder god attack.

at 2:32 wouldn't it look a bit better with this dash? Not bashing your work at all, its just ive never seen X do a dash like that.

OK class! Now remember, in order to give someone proper feedback, you must BASH them! Because being nice, and or respectful, is frowned upon in the Mugen community... Ok, so what do we do to new creators and patch makers kids?

(Kids yelling) BASH THEM!!!


That's right class! now get out there and discourage someone!

(Kids) Yay!!!!!!!!!!!!!!!!

Objection!

Offline TGM

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Re: Project Mega Man X
« Reply #13 on: October 05, 2011, 12:04:04 AM »
He does have a point about that but you know what I'm not gotta bother so do as you'll like Axekeeper  :thumbsup:

Offline AxKeeper

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Re: Project Mega Man X
« Reply #14 on: October 05, 2011, 06:47:25 AM »
The forward dash seems a bit odd to me. It looks more like Raiden's(MK) flying thunder god attack.

at 2:32 wouldn't it look a bit better with this dash? Not bashing your work at all, its just ive never seen X do a dash like that.

I am glad you brought that up, I should have explained my choice in that


VS

I know it would be a regular dash animation but since I am working on a MvC spectrum/resolution I wanted to try an alternative look to how a "life size" version would look when performing a dash across a mid air fall.

No worries though if it fails it can always be changed to the regular dash animation.

It was an experimental choice to try out, it is not an official move right now.

Post Merge: October 05, 2011, 04:55:58 PM

Updated


Buster shots

Maybe it needs an arm swing motion?  :-\
« Last Edit: October 05, 2011, 09:56:58 PM by AxKeeper »
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Offline TheClone45

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Re: Project Mega Man X
« Reply #15 on: October 05, 2011, 08:44:04 PM »
Sorry to say this, he's too tall. i would suggest you use this sprite.

Sprite by Manic.

By theclone45 at 2011-01-02

Offline AxKeeper

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Re: Project Mega Man X
« Reply #16 on: October 05, 2011, 09:56:08 PM »
Ah you're right, I did add too much there.

How's this?

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Re: Project Mega Man X
« Reply #17 on: October 06, 2011, 12:59:24 AM »
Ah you're right, I did add too much there.

How's this?



Good, But Still too tall.

By theclone45 at 2011-01-02

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Re: Project Mega Man X
« Reply #18 on: October 07, 2011, 12:08:57 AM »
too tall? He seems about right size to me. X is taller megaman, you could look up up that maverick hunter movie on youtube and you can see x is about right. On snes he does looks similar to megaman in size but in reality he is taller if you look at the other games.

OK class! Now remember, in order to give someone proper feedback, you must BASH them! Because being nice, and or respectful, is frowned upon in the Mugen community... Ok, so what do we do to new creators and patch makers kids?

(Kids yelling) BASH THEM!!!


That's right class! now get out there and discourage someone!

(Kids) Yay!!!!!!!!!!!!!!!!

Objection!

Offline Jelux Da Casual

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Re: Project Mega Man X
« Reply #19 on: October 07, 2011, 01:00:01 AM »
too tall? He seems about right size to me. X is taller megaman, you could look up up that maverick hunter movie on youtube and you can see x is about right. On snes he does looks similar to megaman in size but in reality he is taller if you look at the other games.

Statwise, X is only roughly a foot taller the MegaMan. Japanese source books state that Mega Man is 132cm tall and X is 160cm tall, so by converting that into feet and inches as best as I can, it means that Mega Man is 4' 3-½" and X is 5' 2-½".
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Offline AxKeeper

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Re: Project Mega Man X
« Reply #20 on: October 07, 2011, 07:06:35 AM »
Mega Man X is seen in a wide spectrum range that is never truly consistent.

(click to show/hide)

I wouldn't stress too much on accuracy when you have X changing throughout most MMX games, he's a lot like Sonic going through puberty throughout SEGA's sequels :P







« Last Edit: October 07, 2011, 03:58:53 PM by AxKeeper »
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Re: Project Mega Man X
« Reply #21 on: October 07, 2011, 02:48:37 PM »
His looks may change, but I'm pretty sure he stays the same height bro.
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Re: Project Mega Man X
« Reply #22 on: October 07, 2011, 03:36:42 PM »
Good, But Still too tall.

This is just going to be tall Megman, just think of it like Rario.

Offline AxKeeper

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Re: Project Mega Man X
« Reply #23 on: October 07, 2011, 06:08:12 PM »
 :P

Well we can think of it as a custom Mega Man X   :-??

Any-who

By request on Elecbyte forums I was asked to create a run state to mirror SNES' MMX running.

However Jin does not have a run base to create from so you can pretty much see how impossible it was to construct one so I did the next best thing by using a base that did have a run motion. I used Kim from Fatal Fury/KoF/



I hope it's better now  :P

I think it needs more touching up but here it is basically.  :)
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Re: Project Mega Man X
« Reply #24 on: October 07, 2011, 06:24:27 PM »
Just fix the chest and it will look epic  :)

Offline AxKeeper

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Re: Project Mega Man X
« Reply #25 on: October 07, 2011, 08:32:45 PM »
Yeah the more I see it the more I wanna go back and redo that part  ???

Zero attempt number 3...



This time based on the original stance, the foot however is a bit off and the hair could be elongated but I think it passes on a first impression?

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Re: Project Mega Man X
« Reply #26 on: October 09, 2011, 03:20:57 AM »
nice to be a base sprites for sigma..  :(|)

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Re: Project Mega Man X
« Reply #27 on: October 09, 2011, 04:22:44 AM »

Looks funny with the bottom (the fore legs). Really weird with the legs looking he's dancing and its alignment is off. I'm not an expert in MVC style but observing how the animation looks. I don't want to sound like I'm too strict, but you need the motion for how character moves like.

His running animation looks complicated to edit. Look at some parts what need to be fixed. The head is ok though but other parts, like what I said. You can fix his animation to make it look better to you.


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Offline AxKeeper

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Re: Project Mega Man X
« Reply #28 on: October 10, 2011, 08:23:15 PM »
nice to be a base sprites for sigma..  :(|)

Sigma would be awesome to get done, but doing X alone is proving to be more work all ready and I haven't even done the special attacks  :o

But Mega Man X will need a boss battle for ssure  ;)

Looks funny with the bottom (the fore legs). Really weird with the legs looking he's dancing and its alignment is off. I'm not an expert in MVC style but observing how the animation looks. I don't want to sound like I'm too strict, but you need the motion for how character moves like.

His running animation looks complicated to edit. Look at some parts what need to be fixed. The head is ok though but other parts, like what I said. You can fix his animation to make it look better to you.

Right right. I changed the frame sequence to play better.

                               


I also got a chance to work on the charge shot animation based on a suggestion from a forum poster's link.
                                 
       
                                       


Buster+Variety



Gonna complete the rest so X can bust in any situation ;)

X running shot(s)

« Last Edit: October 10, 2011, 09:04:02 PM by AxKeeper »
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Re: Project Mega Man X
« Reply #29 on: October 10, 2011, 08:53:29 PM »
Now its lookin' good. Keep up the good.

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Re: Project Mega Man X
« Reply #30 on: October 11, 2011, 08:07:15 PM »
Thanks, will do.

I think i have the gameplay figured out, why don't I share my scheme?


I always wanted to try the arrow feature here.

So the idea is six button but no traditional wise.

So MMX will fire with Y:bp except at a close distance range from Opponent he will instead do a punch combo identical to Samus in Super Smash bros by continuously pressing  :bp+ :bp+ :bp to execute that.  :4+ :bp or  :6+ :bp or  :bp

Buster will be chargeable by holding and then releasing  :bp

While crouching the same move can be done but instead at close range a Mk styled uppercut would work well to get that range and accurate attack. That extension will make a ground attack more successful.  :2+ :bp

While in the Air the same move can be preformed except at close range the move will change into MMX's Helmet crush from MMX1 in the style of Armeddon from TMNT as a 3 hit move. Air+ :bp

I always felt it was an awesome feature that X should have retained. The move itself will allow better range and accuracy for a close range attack.




Punching X  :bp wile standing will be a thrusting punching, a kinda fierce punch in the style of Super smash bros where you hold forward + Punch, except MMX will just X :bp

While crouching punching X  :2+X :bp will perform a ground punch giga crush where a field rises up to cause damage around MMX's body.

Punching X while in Air+X :bp will create MMX's Giga attack from MMX2 except it will be a watered down version where it creates a simple field around MMX's body to cause damage mid air. for any on coming physical attacks.

Z :bp Punching while standing will create a super smash bros field like shield around MMX's body and the principles of pushing  :4+ :4 or  :6+ :6 will will result in dodging into a roll evasion and recovery in it's direction inspired by MML1 and 2.

Z :bp Punching while crouching or in aoir will just create a field shield on X.

The shield feature was inspired by MMX where in one of the games he finds an armor upgrade where after being hit a shield comes up to protect X's body for a moment.



Examples














And that's the idea I have for punching commands :(|)
« Last Edit: October 11, 2011, 08:12:27 PM by AxKeeper »
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Offline AxKeeper

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Re: Project Mega Man X
« Reply #31 on: October 14, 2011, 07:10:49 AM »
Slide Kick



The first physical non projectile attack from X. I estimate 8-10 more animation moves until the sheet is completed.

Though special attacks will need to be done to, I am not entirely sure how many of them should be done though? Maybe 4-6 solid?

I am definitely thinking Mega man Legends styled specials.
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Re: Project Mega Man X
« Reply #32 on: October 18, 2011, 05:46:17 PM »


MEGA PUNCH!!!!   :)

Inspired by the Maverick Hunter X video game cut-scenes.

[youtube=425,350]http://www.youtube.com/watch?v=_E-86l6vdNE[/youtube]


@5:10

He does a "Mega punch", I am thinking about adding a charge up button hold, similar to super smash bros when holding a directional button at the same time a punch is mashed. I'd like to make it glow to like in that scene in the vid, same green glow would be awesome!

Post Merge: October 19, 2011, 09:23:49 PM


Mega Man X's Boot kick up launch attack. Inspired by mega Man Legends trash can kick.

I think there's about 7 basic attacks left, then I can begin on the special attacks and call it done!   #:-S
« Last Edit: October 19, 2011, 09:23:49 PM by AxKeeper »
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Re: Project Mega Man X
« Reply #33 on: October 20, 2011, 07:52:54 PM »


An uppercut move for a close range ground attack. Next I'll move onto a simple ground kick, and then maybe I'll start the giga smash move?

More to come ;)
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Re: Project Mega Man X
« Reply #34 on: October 22, 2011, 10:46:07 AM »

Why does X have a butt crack? :P He might look like a human. We know he's definitely a robot.

The first one looks like he's jumping. Is he supposed to stand or jump? First part looks like he's jumping and then he's standing with his left leg while kicking with his right. Yeah. I played MML before.


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Re: Project Mega Man X
« Reply #35 on: October 22, 2011, 01:35:21 PM »
 o.O#

Yeah thanks for catching that, it was all ready removed after someone somewhere else said  :D

 :P

Most of the work comes from the base, sometimes I forget what should go and what shouldn't.





On the kick I wasn't sure either, it was derived from both bases MM & Jin? It may be the last frame though, I may have edited the wrong half on his legs so maybe that's throwing off the key frames order?

I'll check back on it again, thanks for pointing that one out, it definitely needs touching up.
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Re: Project Mega Man X
« Reply #36 on: April 24, 2012, 02:04:32 PM »


Okay well since X is gonna get an update by Empawk as a X7 version, i might as well start on Zero so he can start converting him to whatever version he wants. That is if he'll have him  :-??

However I must state that I fully intend to make my personal custom version with the gameplay scheme I have in mind. So Whatever Empawk is gonna do with his I will likely not be doing that with mine.

In fact they will probably have very different gameplay styles and a few different moves, who knows. Whatever the case may be, everyone will get a chance to enjoy multiple versions of X.

So enjoy the splendor that is MMX.  :thumbsup:

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Re: Project Mega Man X
« Reply #37 on: May 05, 2012, 07:12:11 PM »
Some new hit-sparx





I tried for literal sparks, like fire scrapes and electrical impact damage.
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Re: Project Mega Man X
« Reply #38 on: May 11, 2012, 03:25:14 PM »
loved the sparks!

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Re: Project Mega Man X
« Reply #39 on: May 11, 2012, 03:32:45 PM »
Thanks  I found some online and I mixed them up with MvC effects. It's really easy to make this stuff. You can never do enough customization. I am sure anyone can do better ones to.

When I was working on the MK mugen stuff those creators really set the bar high, they did really detailed & complicated, very small details but you noticed how amazing it was when you saw it implemented.

Always go the extra mile, EYE CANDY makes the difference between an average mugen character and a superb mugen character.  :)
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Re: Project Mega Man X
« Reply #40 on: May 31, 2012, 01:56:33 AM »


Okay well since X is gonna get an update by Empawk as a X7 version, i might as well start on Zero so he can start converting him to whatever version he wants. That is if he'll have him  :-??

However I must state that I fully intend to make my personal custom version with the gameplay scheme I have in mind. So Whatever Empawk is gonna do with his I will likely not be doing that with mine.

In fact they will probably have very different gameplay styles and a few different moves, who knows. Whatever the case may be, everyone will get a chance to enjoy multiple versions of X.

So enjoy the splendor that is MMX.  :thumbsup:

I'm currently working on making an MVC Megaman X. Could you help me find some spriters to work on my project?

http://www.infinitymugenteam.com/Forum_345/index.php?topic=37572.0

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