Mugen - Brutal DoomGuy Updated

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  • เผยแพร่เมื่อ 4 ต.ค. 2024
  • As I promised, after I updated Panty, now it was time to finish the work on Brutal Doomguy (HD too.) Since many people requested and proposed certain changes, many of which I considered to be legitimate and forward-looking. I did most of them, while I also added some new features, and tweaked many things.
    List of changes:
    The Black Heart style blood system is itegrated.
    Tweaked some sprite FX, and animations.
    Mancubus Flamer and Revenant Rockets have easier combos now.
    Shotgun and Super Shotgun can hit and push back, if the opponent is too close.
    Super Shotgun bullet position is fixed.
    Less helper heavy and more randomly spreaded bullet shells.
    Some moves lacked empty shells.
    Opponents animations at Axe fatal displays more coherent.
    The AI use the knife attack much less.
    Updated the AI run, walk and jump behavior.
    The AI can use taunt now.
    Combo Breaker is now affected by difficulty level, as it should be.
    Added slide kick and and air jump kick move.
    Fixed power requirement for both AI and player.
    Fixed some typo errors.
    Link: mega.nz/folder...

ความคิดเห็น • 6

  • @doomslayerr69
    @doomslayerr69 หลายเดือนก่อน

    This is peak bro, good job.

  • @SuperFriendlyUser2407
    @SuperFriendlyUser2407 3 หลายเดือนก่อน +1

    Finally, you fixed a flamethrower and missiles super move now its working, but rapid gun is still difficult to do.

    • @smhungary89
      @smhungary89  2 หลายเดือนก่อน

      Yeah I admit it, it was a bit too hard to activate those. Since many people requested different things, like the blood spills, I wanted to fix/add these in a bigger update.

  • @kyoucchiinzaba5208
    @kyoucchiinzaba5208 2 หลายเดือนก่อน

    Hey man really cool to see someone release a more proper Doomguy for mugen even if its based off Brutal Doom. However, I have some feedback after messing around with him for a good hour or two and taking a look under the hood. I think if you could adjust some of these things he'd be even better.
    Bug wise heres some stuff I noticed:
    >Occasionally if he fires his gun in the air the bullet casing doesn't work and uses Doomguy's sprites instead
    >Sometimes with the grenade when it detonates itlll blow up and be the burn fatality sprites instead
    >His armor properties seem to be active still even if its fully turned off in the config? Im not sure if its a bug or if you coded him to just dampen damage from
    other characters in general even with that setting set to 0? (Might just be an IKEMEN issue)
    >He randomly just has constant meter generation going on (Might also be an IKEMEN only issue)
    Now for feedback regarding how he operates:
    >Head.pos and Mid.pos arent quite in the right position
    >Hes very safe on all of his normals so its hard to punish him in general. Almost all of his basic attacks lack some kind of blue.clsns within the red clsns of his attacks
    making it so he cant really be punished for throwing out moves.
    >A lot of his basic attacks would heavily benefit from having some ground.cornerpush.veloff and air.cornerpush.veloff. As it is is currently he nearly can put certain
    characters into infinities with very little effort.
    >The positioning of his sprites for his supper here he mounts on top of P2 should be aligned with him above the axis instead of ahead of it. P2's position should also follow
    this is in suit and be aligned on top of the axis. Otherwise in certain situations various characters up WAY out of position when he mounts them for the grab.
    >All of his super gives him back meter.
    >The rockets on the revenant super are coded kind of oddly with how they act. They shouldn't linger in place on top of downed opponents creating an inescapable damage situation.
    >Hes immune to being punished if he ever wiffs the BFG. Hes fully immune to taking any kind of damage if the move was dodged at all which isn't very fair.
    >Knife punisher is entirely projectile and grab immune
    >Knife punisher should also be a bit more safer for doomguy so doesn't result in him being punished for even using it. Making it so it pushes the opponent back in stunned state
    for him to combo off of or just in general stop him being punished for even landing it would be nice.
    >The universal counter he has should cost meter and not be entirely a free thing hes able to do whenever he wants
    >This one is a bit more of a nitpick. I think the grenade should be made to bounce a little less or have some meter cost just because of the fact they linger on screen for quite a long time
    Hes still very promising and I look foward to any updates you do to him. I cant provide some footage or screenshots for and of the issues i mentioned if you need them.

    • @smhungary89
      @smhungary89  2 หลายเดือนก่อน

      Thanks for the feedback, I appreciate it. About the bullet casing and grenade, I checked it, and I cant see any kind of problem with the code itself. I never tested him in Ikemen, because I use Mugen 1.0. If you lower the difficulty to 5, most of these things like getting power, etc. turns off. About cornerpush, I use Vans style cornerpush system. Revenant rockets are homing in Doom too, really hard to avoid it in open space. About the grenade, counter, knife, yeah want to tweak these in the near future.

    • @smhungary89
      @smhungary89  2 หลายเดือนก่อน

      Edit: I took care most of it you mentioned above. Soon I will share a new test version, do you have Discord?