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Old 12-11-2018, 02:48 PM   #61
Halfshell
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Any further updates as of late?
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Old 04-01-2019, 07:07 PM   #62
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Yes, I've added some new stuff to Raphael and Michelangelo that makes them even more fun to play as.

Raphael Update
https://youtu.be/MSmW2rkzi8U

Michelangelo Update
https://youtu.be/0pQPwFs-pvA

Also been working on Bebop a bit more:
https://youtu.be/Gt7Fvvy5kRI
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Old 04-01-2019, 08:13 PM   #63
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Welcome back to the Drome for 2019, dcat! So glad you are still working on your Mugen characters and thanks for the heads up!
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Old 06-06-2019, 03:03 PM   #64
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Its good to be back, oldmanwinters. I've missed this place!

Heres a more in depth breakdown of Michelangelo's additional moves:

https://www.youtube.com/watch?v=3XQef1MuPD0
Quote:
-now has a Close Light Punch for quicker combos
-RISING THUNDER (Back then Forward + Any Punch button) has 3 variants for light medium and heavy
-BREAKDANCE special and DYNA BOMBER added and include EX versions too.
-Custom grabs can be done OTG or in the air now.
-Press Down after a BUCK BUCK Special (HP + HK, -500 power cost) and you may dive into the sewer retreat.
- You can hold down after a Sewer Dive to stay down longer or press a button to do a pop-up attack out of it.
-While airborn, Back then Forward + LP or MP yields Mikey's warmup nunchuck hit (I need a better name for this...), chain into or out of it for custom aerial raves
Stage: TMNT-Sewer by Reginukem BGM: Cowabunga! from TMNT Tournament Fighters-SNES


Also a breakdown for Donatello's updates:

https://www.youtube.com/watch?v=e9IF_W_G808
Quote:
-Added more chain-abliity overall for killer combos
-Included BO THRUST: mash Light or Medium punches for this classic move from SNES Tournament Fighters.
-He has a new Air Down + Medium Punch inspired by his move from the original NES platformer game
-While standing, You can now Mash Down + LP for a longer range hard-hitting launcher that dodges enemy Air Attacks
-Don's new BIG BO SLAM air special gets the party started, has 2 EX variants, and it can OTG afterwards
-Also included his Desperation attack from SEGA Tournament Fighters.
More posts coming soon...

Last edited by dcat; 06-06-2019 at 03:33 PM.
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Old 06-06-2019, 05:35 PM   #65
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Great stuff! Keep 'em comin'!

Love the throwback to the Desperation Attacks! Had a lot of fun trying pull those off successfully back in the day, and I never would have figured any of them out if not for the codes in the video game magazines.
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Old 06-10-2019, 06:26 PM   #66
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Here's some new sprites for Bebop been working on a few new attacks.
Close Medium Punch, an Uppercut inspired by Punch-Out, and a Standing Elbow that hits twice:



The ground-pound throw based on MVC2 Sabretooth


Also did another close attack with where Bebop hits the enemy with an uppercut with his tazer and you can follow up with a directional upward shot from his standing states - I might have to re-map his Belly Bump to Back + Medium punch and reserve Heavy button for solely moves where Bebop uses his Tazer be it in Melee attacks or for Projectiles.



I've also been working on Bebop's Chainsaw Special Attacks, here's what I got so far:


stay tuned...
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Old 06-10-2019, 08:13 PM   #67
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I absolutely love the visual motion effect on the 3rd chainsaw (incredibly unique & effective). This is all looking insanely cool overall! Great work.
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Old 06-10-2019, 10:43 PM   #68
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Quote:
Originally Posted by Gunpowder View Post
I absolutely love the visual motion effect on the 3rd chainsaw (incredibly unique & effective). This is all looking insanely cool overall! Great work.
Visceral visuals, no doubt!
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Old 06-29-2019, 05:48 PM   #69
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Loving the breaking from 2d sprite into a 3d looking sprites.
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Old 10-06-2019, 02:31 AM   #70
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Here's an Update:

Added 3 Supermoves to Bebop. also redid his Air Grab system to function based on Weak, Medium, Heavy Buttons with different style grapples. All EX Grabs are reserved for the HP + HK command.

https://www.youtube.com/watch?v=3ufK2gtHFmI
Quote:
Using Bebop WIP in a match against Krang -Showing Bebop's Super attacks, also his Nickelodeon / Hulk Davidson voice samples.
There's also a few combos that use his EX Down AIR GRAB to extend combos.
-WRONG DIRECTION SUPER (2 QCF + Any Punch)
-MACE BALL SWING SUPER (2 QCF + Any Kick)
-RAPID FIRE SUPER (2 QCF + Any Punch while In the Air)
I still need to code special intros and winposes, and incorporate Bebop's Jeep/ Monster Truck car from TMNT III: Manhattan Project into a Level 3 Hyper Attack. Sucks that all of my cool gif links are broken...
I've implemented the Chainsaw Attacks, I'll show that in another video.
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Old 10-06-2019, 11:23 PM   #71
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More Update videos, showing off Bebop's Midnight Bliss Sprite and a longer video that shows most of his updated moveset and a few combos.

https://www.youtube.com/watch?v=KoBC3QLwX1U

https://www.youtube.com/watch?v=cKxkmGr7vOg
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Old 11-03-2019, 04:16 PM   #72
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I'm truly impressed every time you update. The fact that you have been working on so many MUGEN TMNT sprites for so many years.
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Old 12-18-2019, 04:59 PM   #73
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Quote:
Originally Posted by Refractive Reflections View Post
I'm truly impressed every time you update. The fact that you have been working on so many MUGEN TMNT sprites for so many years.
Thanks, its a labor of love for me. And its great to know that people appreciate it. Here's some More Turtle Updates:

Did some match videos fighting against Gill by GM using the updated Turtles.

https://www.youtube.com/watch?v=85NwsghNlzg
Quote:
Also showcasing Leonardo's new EX Attacks Leo now has a standing EX Dagger Stab and an EX Air Launcher to extend combos. Raphael's Light , Medium & Heavy Chestbuster variants, plus his Skycutter can start and extend Aerial Raves.
https://www.youtube.com/watch?v=BqxV_p2dJ0c
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Old 12-18-2019, 05:32 PM   #74
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Very impressive. These are all personal Mutagen manipulated sprites of Bebop and the four Turtles?
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Old 12-18-2019, 07:29 PM   #75
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I don't exactly understand what you mean by "Mutagen manipulated"... I've made a bunch of custom sprites for the Konami based models of the characters from the classic videogames. This includes giving the TMNT 4 Sprite for Mikey some of his moves from the other, non TMNT 4 games such as his Kangaroo Kicks from Manhattan Project on the NES or his Rising Thunder from SEGA & SNES Tournament Fighter games and whatnot. The custom sprites expand on the movesets for my characters and give them a greater versatility of options for cool combos during gameplay.

And here's Bebop's turn:
https://www.youtube.com/watch?v=tqU_1iKRtQo

Quote:
Features Bebop's new Clutter Bomb special, where Bebop will throw a random item out at the opponent: Steel Barrel, Spare Tire, Fire Hydrant, Retro Mutagen Canister, or a previously captured April O'Neil are all possible projectiles that are subject to come out.
April O'Neil gives a Lifebar restoring Kiss as gratitude for catching her and also restores some of your Power-bar but it'll interrupt the enemies movements to give Bebop a short respite from his opponent.
Each projectile has different hit properties or inflicts status changes on the opponent, but they can also be deflected and knocked back at Bebop so that he is the one hit by them. Also the opponent can hit Bebop while he's mid-throw to get him to drop the item on his own head.
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Old 12-18-2019, 07:51 PM   #76
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Mugen. Autocorrect does not like "mugen".
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Old 12-18-2019, 08:30 PM   #77
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Quote:
Originally Posted by dcat View Post
What a hilarious cavalcade of updates to your Bebop!
I love the randomness of his "projectile" throw in how it can either hurt or help the opponent depending on how they react to it. The mutagen canister is very Darkstalkers-esque in downgrading the character temporarily, while the big tire makes for a funny moment of embarrassment.

And, of course, the real gem here is your creative incorporation of April O'Neil into the moveset in a humorous way. The soundclips from the cartoon are nicely utilized. Nice to see you've sprited April a couple of new animations including the kiss and walk. I saw one instance in your video where she kissed Bebop instead of being tossed, so is that also an option for the player or is it randomly activated?
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Last edited by oldmanwinters; 12-18-2019 at 08:41 PM.
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Old 04-21-2020, 12:59 AM   #78
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TMNT MUGEN Characters Updated & Bebop Beta Released

Hey guys thought I'd drop these sooner but there's been technical issues.

Special Thanks to Warner for his pioneering Hand-drawn Bebop tons of ideas for his gameplay were inspired by your creation my friend. Tortuglio for his Human Bebop and Human Rocksteady custom Spritework. Special thanks to Oldmanwinters, HalfShell, The Ninjinister from the Technodrome Forums for Idea Engineering, Iced, DW, MajinKaine and all the other beta testers for spending their time with him, and the rest of you guys for being as patient as you've been.

https://www.youtube.com/watch?v=tqU_1iKRtQo

https://www.youtube.com/watch?v=MSmW2rkzi8U

https://www.youtube.com/watch?v=0pQPwFs-pvA

https://www.youtube.com/watch?v=eCOLuXhIpCk

Bebop is incomplete, still doesn't have his Hyper Attack, but he has 3 Supers, a whole mess of normals, specials, and grabs to fool around with that should provide plenty of fun, plus a VERY VERY dumb/rudimentary AI that I coded. If anybody wants to patch him, be my guest. Included his JB Smoove Voice if you select the 6th or 12th palette slot for some funny NSFW quotes.

Made the RETROMUTATION list a separate State File. If you have a character and want it to use one of Bebop, or Shredder's pre-packaged anims for their Transformed state, add their name to the list. there's gotta be a way to crowd source this so that the list gets universally updated and all/most characters are covered by a custom transformed animation.


Raphael, Donatello, Mikey & Leonardo have all been greatly updated. Added Classic attacks from previous video game iterations, more specials, More EX Moves, special TURTLE POWER EX Moves (Press HK + HP, -500 Power), graphical improvements to supers and game-play tweaks, for longer combos, greater air and the like.

Also updated Shredder, fixed his Foot Clan Air Super & added another Air Super. Can now perform more Foot Clan Assists per combo. Also I added a tweak to the config file so you can have the AI never use Super Shredder, useful for beginners.

I'll keep links to my old versions of these characters in case people don't respond well to the new updates. As always feedback is appreciated and fixes will be praised, it may be awhile before I address the bugs. Get 'em and go have some fun!!


NEW UPDATED TMNT FOLDER


BEBOP
UPDATED Donatello
UPDATED Raphael
UPDATED Leonardo
UPDATED Michelangelo
UPDATED Shredder

OLD TMNT FOLDER

Last edited by dcat; 04-22-2020 at 03:45 PM.
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Old 04-21-2020, 07:59 AM   #79
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Glad to hear of the progress, dcat! I'll download the new files once I get home today.

Looks like something went wrong on your Youtube embedded video. I couldn't find any new video listed on your YT page either.

EDIT:
Oh, if it's the Bebop vs. Gill video you uploaded a few months back, this should work for the embed:

https://www.youtube.com/watch?v=tqU_1iKRtQo
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Last edited by oldmanwinters; 04-21-2020 at 03:46 PM.
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Old 04-26-2020, 05:20 PM   #80
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Finally got a chance to download your newest Bebop and the other characters and it's a real joy to both play around with them and check out all the custom sprite work you packed into the files! I'm always happy to give you some feedback and support on your projects!
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