Showing posts with label Tenchimuyo4ever. Show all posts
Showing posts with label Tenchimuyo4ever. Show all posts

Thursday, August 6, 2009

WIP Focus: Apocalypse by Tenchimuyo4ever



At CVG United, we had a mini competition that involved giving feedback (posts/votes) in the Character Review Database. Thunder Wolf was the winner and he chose to have me do a WIP Focus article on Apocalypse by Tenchimuyo4ever.


1) So how did you decide upon bringing this version of Apocalypse to Mugen?


As everyone knows, Capcom had already created a larger version of the character. In making him only a large version I felt, unlike usual Mugen boss characters
like Abyss and Onslaught, it really does not feel like he has a lot of variation and he is somewhat limited. And watching the old 90's television series and looking at all the epic fights he has had in the comics, I knew I really wanted to create a smaller version that utilized what he could do ability wise better.

2) Please share your thoughts about his general comic back history and about the character in general.


The most important thing about Apocalypse that I really want to put into his game play is his power to alter his own mass and absorbing and using energies used against him. This is his original mutant power before he had found and merged himself with the celestial technology and it is an ability I think people tend to forget about.

3) So tell the readers what bases you are using for the character and for the various moves themselves.


So far I'm using a combination of Zangief and Abyss mainly, although I am still working on incorporating a few other base ideas.

4) May I ask how the progress going on Apocalypse?


I am sorry to say that progress on him is currently on hold as I have a few other wips I'm concentrating on at the moment for the coming SGM Anniversary event. But in between, I have been working on the Apocalypse base a little more.

5) What has stood out the most during the creation process in a positive manner to this point? What has been giving you the most trouble?


So far I think the most positive thing about this WIP would be how well the overall design looks. Over the years, Apocalypse has had a ton of different looks, with most of them oddly looking extremely similar. What's giving me the most trouble is designing a larger base for him off of this concept.

6) So what might we see new concept move wise in regards to this new size? Well we see anything in the larger size from him?


In terms of using the Capcom sprites, I might use them in a hyper or two. As far as a smaller than the usual known larger form that is closer to his comics ability, I am still working on a version that uses a different base.

7) What kind of special and hyper moves might we expect beyond what you might have just mentioned in the previous question?


Unfortunately that is still up in the air, but I should have a few concepts soon.

8) Any hints you can share regarding any intros or winposes with other characters?


Before he is done I will be making sure to give him special intros against: Cable, Archangel, and possibly the Summers family characters.

9) Is there anything else you would like to share about Apocalypse?


Well, I think it is really important to keep the character as close to the comics and 90's cartoon series as possible and that is what I intend on doing with this WIP.

10) So what are your general thoughts on beta releases? Can you give a possible timetable on a beta to release and/or a goal for the full release?


I am not a fan of releasing betas and I cannot give a timetable for release at this point, but future updates will be coming very soon.



If you would like to follow the progress of tenchimuyo4ever’s WIP of Apocalypse, please go to:

http://sicgraphicsmugen.darkbb.com/character-wip-s-and-releases-f22/apocalypse-by-tenchimuyo4ever-t486.htm

To learn more about the general comic history of the character, please go to:

http://en.wikipedia.org/wiki/Apocalypse_(comics)

http://marvel.com/universe/Apocalypse

http://www.comicvine.com/apocalypse/29-7612/



Tuesday, June 30, 2009

Volzzilla's Mugen Reviews: Iron Lantern by tenchimuyo4ever, Sic-1, and Twinimage


The following is part of CVGUnited's database where comprehensive reviews are given by me, and allow for the community to offer similar content and give their own ratings of the characters. To check it out, go to:

CVGUnited.com's Character Review Database

This is the character that started it all for the Amalgam: Age of Superheros project. Tenchimuyo4ever had started this character WIP before there was even a project and this inspired Sic-1 to look him up to start said collaboration. Tenchi did all of the sprites, of which there are a lot done by freehand. Sic-1 and Twinimage handled the coding side of things. Because this character was the basis of starting it all off, this is why he was saved for the final release of the group's guest portion of Scruffyversary.

Obviously from the look, you can tell he is a combination of his DC and Marvel counterparts to form this Amalgamation. I like it and how he gave him a hovering stance to separate things a little more. He has some intros to correspond to these guys which are interesting, but I wish the volume on his sayings there were turned up a little bit more. The AI is interesting, sometimes he puts good use to his hypers, and sometimes not. But he does a good job implementing his specials though.

I love all of his basics, even took the time to show them off in the training mode portion of this video. They are very imaginative. And in case you do not know about this character's Amalgam history, basically he has a set of armor that works similarly to a Green Lantern ring, but focuses mainly on making technological constructs whenever needed. This theory is put to good use in the basics as stated before, as well as with the special and hyper moves.

*Specials*
-----------------
- Repulser Beam: Similar to an Iron Man beam attack, but with a GL feel
- Weapon Master: Constructs 3 different guns to attack, dependent upon the button selected
- Magneto Envy: Creates a magnet that fires a charge at the opponent to pull them close for additional attacks
- Emerald Charge: Charging attack, both from air and ground
- Teleports: Can teleport to either side of the screen, depending on the button selection
*Hypers*
---------------
- Armor Hyper: Pulls out the heavy artillary
- Emerald Drill: Constructs a set of armor with some powerful drills for attack
- Sonic Charge: Very powerful charge attack
- Airforce Assault: Creates a large flying machine to attack with either bombs or lasers

There are a couple little issues. The current readme has some of the attacks listed wrong, so use:
Emerald charge: (QCB + K)
Airforce assult: (QCB + PK)
Tenchi has stated this will be adjusted soon for when the download home is moved back to SGM. In the discussion on the release, he has also stated that some of the code numbers for attacks might be tweaked as well. The main thing I saw was every so often (I think during Magneto Envy usage by the AI), he will either disappear to the top of the screen or the bottom for a time. But usually he comes back after awhile. I might be mistaken as to when this happens, I just know I saw it a couple times before making this video.

In short, very creative character and I admire all the freehand work that Tenchi put into him to make him stand out. This character finished off the Amalgam showcase for Scruffyversary very well.

You can find him at the downloads section of:
http://sicgraphicsmugen.darkbb.com/

My score: 8

And take this link if you would like to offer up any discussion on the character and/or offer up your own review:
http://cvgunited.com/index.php/topic,72.0.html

By taking that same link, you will also be given the chance to give your own score, and then compare it to others given by members of the community there. Hope to see you there rating characters and giving your own feedback!

Friday, April 17, 2009

WIP Focus: Dr. Doomsday by Tenchimuyo4ever

Volzzilla has shared with us another interview. This time with Tenchimuyo4ever who is working on bringing the Amalgam character known as Dr. Doomsday who is obvious a mashup of Doctor Doom and Doomsday. Here is the interview. Volzzilla's comments are in bold and the responses are unbolded.

As part of Amalgam week, I discussed how things are progression with the Dr. Doomsday WIP with Tenchimuyo4ever.

1) So how did you decide upon bringing Dr. Doomsday to MUGEN?

We were first going over our list of potential villains for the game and we noticed that Dr. Doomsday was the villain with the most appearances in the actual Amalgam comic history. Realizing that, we decided that he has to be in the game as a boss. Sic and I both knew that Deanjo, one of our sprite editors was already working on Doomsday and I originally wanted him to work on Dr Doomsday but he said his WIP list was pretty full and that he wanted to get more of them out way first. Looking at my own WIP list during the time, I figured that I needed a few more, so I decided to work on him myself. Even though I was going to design and sprite the character myself, I still wanted Dean to play a hand in his creation since he was working on Doomsday so he designed the original base. I tweaked it a little bit, created a stance and then AOS Dr Doomsday was born.

2) Please share your thoughts about his general comic back history and about the character in general.


When it comes in terms of power, the DC counterpart is pure strength
and not to mention the one character that has managed to kill Superman himself. To think of a character that powerful in terms of strength and then to have the high intelligence of Dr. Doom combined, would be a threat to the entire Amalgam universe. Like Dr Doom he's made the most appearances out of all the villains in the few published Amalgam comics and he's the type of character that can out match characters like FerroMan and Super Soldier alike. And to make things worse for the Amalgam heroes, his energy abilities are his actual abilities instead of being restrained to a suit of armor.

3) So tell the readers what bases you are using other than the obvious.

Well the bases are a little simpler than it looks. Obviously Zangief is part of the base while his upper body is Hugo from Sf4. The cape is taken from Dr Doom and the head and cowl are custom-sprited.

4) How is the progress going on Dr. Doomsday?

The progress is going great so far. I did have an earlier version of him coded for a video but I recently updated the sprites with more detail. Some of the punch animations are a little harder to create but with time and hard work it's something I can accomplish.

5) What has stood out the most during the creation process in a positive manner? What has been giving you the most trouble?

What stands out for this character is the feel you get when you look at that stance. The stance he uses look kind of unorthodox yet powerful - it's not the type of stance that someone would go into in a fight unless they were unmanageable and Dr Doomsday isn't too far from that. Also the animations that I have done so far make the good Doctor look like he's not putting in too much effort into some very powerful attacks. So far the basic attacks have been a little difficult to sprite being that Hugo is kind of very lanky in a lot of his poses.


6) What concepts for special and hyper moves can we expect from the Doomsday portion of the character? Same question, but from the Dr. Doom side. What other special and hyper moves that are totally unique can you share with the audience?

The Doomsday side of the character is going to be present in a lot of physical attacks. Dr. Doomsday is going to utilize attacks that are so powerful, that they will shake the entire screen. When Dr Doomsday walks, just his very footsteps make the entire screen shake,his grapples are going to be powerful enough to leave large craters in the ground and if you defeat him while his energy bar is full he can revive himself similar to how Gill can from Sf4, since Doomsday never dies =]. The Dr Doom side of the character is going to utilize many projectiles in a few different fashion, though he won't have as many as Dr. Doom, but the way he utilizes them have a more power effect being that he combines these abilities with his grapples.




7) Sounds like he will be very difficult to beat! Do you have any special plans in regards to intros/exits with any other characters?

I plan on him having special intros with Dr Doom and Doomsday both of course. I also plan on him having a special intro with FerroMan and possibly Super Soldier.

9) So what are your general thoughts on beta releases? Can you give a possible timetable on a beta to release and/or a goal for the full release?

Well being that he's one of the bosses of our game, he will be one of the later characters released…but don't worry Amalgam fans, I have another unannounced WIP to satisfy you until Dr Doomsday is done. I will be announcing this WIP sometime after one of my character releases =].

If you’d like to keep track of this progress:

http://sicgraphicsmugen.darkbb.com/character-wip-f10/aos-wip-dr-doomsday-t205.htm?sid=4a6d385f1db3318e76b42e4269a184e0

For more information of the character’s comic history:

http://en.wikipedia.org/wiki/Doctor_Doomsday