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  1. didn't you already get a straight answer from MFG to begin with? what made you think the answers from this community will be any different?
    1 point
  2. Thread updated with the release of 16 stages based on Mario's Mystery Meat as well as another romhack and the original game.
    1 point
  3. Arxos

    Introducing SpriteClub!

    Hello! I am Arxos, creator of SpriteClub and writer of AI (edit) patches. By all means, please check my patches in the below thread! What is SpriteClub? SpriteClub is an automated Mugen betting site. Featuring a roster of 7000 characters and growing, across 1100 stages, while listening to a playlist of over 2400 songs. Our matchmaking system automatically generates matches and tournaments for everyone to bet on, as well as an exhibition period for users to request matches on. Sign up is free, and all the money is fake. This is purely for fun! What kind of matches can I expect? SpriteClub features several advanced matchmaking methods. SpriteClub's matchmaker will generate 1v1, 2v1, 2v2 and even 3v3 and 4v4 turns-mode matches. It can do so based on a total of 3 different matchmaking algorithms (Division, Rated and Free) to constantly create new, different and exciting matches, no matter how strong or weak a character may be. Besides matchmaking, tournaments are hosted as well. The tournaments range in size from a mere 8-bracket, to a massive 64-bracket -- with either a double or single elimination system. Even larger tournaments are possible, but those are generated manually (for example, we had a multi-day 512-bracket tournament a while back). Tournaments can be generated in every format that matchmaking matches can be generated with. Lastly, there are exhibition matches. Users can request specific characters to duke it out against each other in anything from 1v1 to 4v4 matches. Specify the stage as well as the song that should play during the match to create the exact match you want to see... You are the creator! If you're interested in reading more details about our matchmaking system, check out this thread on our forums. Is there anything else to do on SpriteClub? Recently we have frequently started to do Community Tournaments, where users can select characters or teams to compete in a tournament. Please check out this thread for more details. Besides Mugen betting however, we also do betting on FGC events such as SFV and UMVC3, as well as a few other major Twitch events (most notably, we watch & create silly bets for Games Done Quick events, come join us on July 2nd to July 9th this year!). This is done on the 'Live' version of our website, found here, however note that this part of our site may be inactive for extended periods of time when there are no events of note to cover (currently, we're also a bit understaffed to cover much). Any other special features worth mentioning? I do have some shout outs to some awesome features! - Character sprites and portraits can be viewed on each respective character page. - Characters already on the roster continue to receive updates. Character crashes are often fixed manually, or in case the crash is not so easily fixed, only the unstable palette is banned. - SpriteClub runs on Mugen 1.1! You wanna put zooms on your character? Go ahead, we can handle it! - We've worked hard to convert a sizable number of characters that were thought of as WinMugen only to be compatible with Mugen 1.1. I've actually written a tool for this which may be released at a later date. - Characters with palettes that are unstable or excessively annoying have only that palette banned from exhibitions, rather than the character in its entirety. - Advanced crash detection, in particular with regards to tournaments. If a tournament match gets stuck 3 times in a row, the match is automatically resolved based on round score (or a coinflip if even). Can I add to the roster? Absolutely! This section of our forum details the guidelines for submitting characters or stages to add to our roster, as well as songs for our playlist (keep in mind that your submissions may be rejected, however). New characters are added frequently, currently at a bi-weekly pace. This starts at the first matchmaking session after Friday 8 PM UTC, where for the next 24 hours characters from a large pool of new characters are gradually introduced to the roster during a 'debut' mode. Please check the earlier link for more details. Please feel free to ask any questions!
    1 point
  4. i made another stage packs they're from DOWNLOAD HERE P.S. Sorry there's no enemies like in my other Kirby stages Credits: Nintendo & HAL - Kirby Raccoon Sam & Will Mallia - Ripping The Maps
    1 point
  5. Doug Funnie by Gohkenytp: https://web.archive.org/web/20230525051434/https://www.mediafire.com/file/0fnq7g0gq78s9cp/Doug_Funnie.zip/file
    1 point
  6. MUGEN Survival Omega Tiger Woods 2nd ver My first uploaded video playing with the second version of Omega Tiger Woods by Most Mysterious "OTW 2007 Comeback Edition" The char had a few tweaks like his jumping X attack, those little sparks of light, they are more combo frendly but the damage they produce has been reduced like other attacks like "Heads from hell" attack, look the thumbnail for further reference... It's overall a nerfed OTW with reference to its original version, it is therefore weaker and there is more of a struggle to win playing with this version. There were times when I watched in disbelief as the CPU dodged my attacks like when Glacius dodged my bus and then Natasha did the same by jumping over it. Dang it! In the end I couldn't recognize what attack Beavis connected on me to finally defeat me.
    1 point
  7. Ganbare-Lucifer

    MUGEN and kids

    So I've seen many characters from preschool media being made into MUGEN, and I've thought an adult obviously won't do such a thing since the appeal may be wrong or ridiculous. Rather, a kid with basic internet access who finds MUGEN appealing does such content (although with poor-quality code). So consider this a discussion to think about it... What's your stance on MUGEN and kids? Are you fine with it? Do you want to keep MUGEN off children otherwise? What would be the appropriate age to learn about MUGEN? I want to see your opinions by comments below
    1 point
  8. A custom reinterpretation and conversion to MUGEN of this giant tree image taken from the indie game "Sacrifire". The stage brings super jump, animation, looped BGM, 1.1 (zoom & no zoom) and 1.0 option files. STAGE DOWNLOAD
    1 point
  9. 1 point
  10. Charmugen

    Breno by Richardyzo

    Welcome back to MUGEN! Cool, let's have your old Bugs and Daffy. I didn't know you made Daffy. Daffy by you is not on Electrocaid's list or mentioned anywhere on the internet. Anyways, what other old chars do you have? How about Gengar by Majingoku277? Forgot to add: There was a fixed version of Breno by GohanSSM2, but it is missing also.
    1 point
  11. it's been 5 years i never created another topic about my creations i made some stages DOWNLOAD HERE NOTE: I Did Not Update The Blimp Stage, But Renamed It The Airship Credits: Nintendo & Rare - Donkey Kong Land Shiny - Ripping The Maps
    1 point
  12. GreatFunk

    Breno by Richardyzo

    mediafire link, in case the time limit: https://www.mediafire.com/file/euqb3faovdscxca/breno.zip/file
    1 point
  13. richardyzo

    Breno by Richardyzo

    Gotchu, I also got Bugs and Daffy! https://we.tl/t-Q0yyy1JIyx
    1 point
  14. In celebration of Super Metroid's 30th anniversary, Scepter and I bring you our latest stage! This one takes us to the surface area of Planet Zebes, Crateria, and is styled after Sunsoft's Galaxy Fight. Download: https://drive.google.com/file/d/1Xa43U9WAwXIoZZjYVTt9XnUUzD6tuXpV/view?usp=sharing Sprite art by ScepterDPinoy As usual, we hope you enjoy!
    1 point
  15. I think this is handled via IKEMEN's options? Game settings > Red Life > No. Sure thing, this is how:
    1 point
  16. CvS2 System Changes: Fixed burn/shock sparks accidentally showing on targets getting up. Alex Changes: Fixed bugged MAX cancels for command basic throws. Fixed Red Parry. Added IKEMEN-Go movelist. Eagle Changes: Fixed Red Parry. Added IKEMEN-Go movelist. Gallon Changes: UM system applied. Added IKEMEN-Go movelist. NOTE: all movelists are designed for use with IFE's custom glyphs. Get them at Trinity MUGEN: Downloads→Characters→Jesuszilla EDIT: Please redownload Gallon if you got him earlier; I fixed an oversight with the configurable NGBC run and QuickMAX dash/run cancels.
    1 point
  17. I didn't like the PSX sound quality he had so I used my rips I had lying around from SFA3 MAX and the PS2 collection to use. Get it at Trinity MUGEN Downloads→Addons→Sound packs
    1 point
  18. I honestly Thought I posted this here, I apologize for being so late but anyway Well, I've been working on mortal kombat stages and such, making them 1.0 compatible, and adding super jump and slight edits to just about every stage! I've made every stage basically exactly how they were in their source, while throwing minor(or major) edits in them :) also, they all come with their original(mk1) BGM and MK9 version(if they were in mk9 of course!) So, here we go! MK1 Stages 1.0 http://www.mediafire.com/download/jrhu38ta370ryj3/Pit.zip 1.1 http://www.mediafire.com/download/dl10happi1a2ia2/PitZoom.Zip The Pit Bottom 1.0 http://www.mediafire.com/download/va0e0kf5s8tzcw2/PitBottom.zip 1.1 http://www.mediafire.com/download/6ylctb4c3dtet9j/PitBottomZoom.zip The Throne Room Shang Tsung's head follows the action 1.0 http://www.mediafire.com/download/og8fex8naa5ru45/ThroneRoom.zip 1.1 http://www.mediafire.com/download/vlxy6n217n4o55f/ThroneRoomZoom.zip The Courtyard 1.0 http://www.mediafire.com/download/d0gb9g216yqsm66/Courtyard.zip 1.1 http://www.mediafire.com/download/l3bs11741pt1868/CourtyardZoom.zip Warrior's shrine! 1.0 http://www.mediafire.com/download/052cmaycegtr554/WarriorShrine.zip 1.1 http://www.mediafire.com/download/6j2y6r6fc7rq0r1/WarriorShrineZoom.zip Goro's Lair 1.0 http://www.mediafire.com/download/g6u19bw2kexu5yp/GoroLair.zip Palace Gates 1.0 http://www.mediafire.com/download/xevqqr7xfa7jd1m/PalaceGates.zip 1.1 http://www.mediafire.com/download/t7ne2z2add1aqpp/PalaceGatesZoom.zip MK2 Stages http://www.mediafire.com/download/1jcvricgewingyg/Armory.zip http://www.mediafire.com/download/z1dd5qdnjsse01h/ArmoryZoom.zip The Pit 2 http://www.mediafire.com/download/fgaowz6oy80bwpk/Pit2.zip http://www.mediafire.com/download/ta2zz2xf7m54shs/Pit2Zoom.zip The Dead Pool http://www.mediafire.com/download/34xy3fwrmwi893m/DeadPool.zip http://www.mediafire.com/download/uw007w555fyn323/DeadPoolZoom.zip The Living Forest. (I figure some of you might not be happy since it's not the original version, but i really prefer this version over the original version. I may come back and do the original version eventually hah.) http://www.mediafire.com/download/1oztjsna39pf3ji/LivingForest.zip http://www.mediafire.com/download/sedmuilcgd6so9r/LivingForestZoom.zip Kombat Tomb http://www.mediafire.com/download/5a2vqpjunss2i12/KombatTomb.zip http://www.mediafire.com/download/4xb7m2mg0fbg4in/KombatTombZoom.zip The Wasteland http://www.mediafire.com/download/y7f4zcsc9e6fqv4/Wasteland.zip http://www.mediafire.com/download/uu9dd38c5n2t27a/WastelandZoom.zip The Tower, (I didn't add a top to it, bc if i remember correctly Mortal kombat shaolin monks showed that there wasn't a top to it.) http://www.mediafire.com/download/8f48n4yxnjcm5b7/Tower.zip http://www.mediafire.com/download/wr495c63a21hbq3/TowerZoom.zip The Portal http://www.mediafire.com/download/r3dj3grpsvgz0kd/ThePortal.zip http://www.mediafire.com/download/9xj3di5ejd96d9j/ThePortalZoom.zip Kahn Arena If you don't want Kahn in his chair find it in the DEF and I added instructions of how to take him out. http://www.mediafire.com/download/tsluqjdy2u1bira/KahnArena.zip http://www.mediafire.com/download/p38v4i8v0olia43/KahnArenaZoom.zip MK3 Stages http://www.mediafire.com/download/2e22556dvqlo95f/The+Temple.zip Noobs Dorfen http://www.mediafire.com/download/5v105x4hsq5v357/NoobDorfen.zip The Street http://www.mediafire.com/download/caa7og8q0fi75b5/Street.zip The Balcony (or Motaro's stage, whatever) http://www.mediafire.com/download/7pa6ga8txph755y/Balcony.zip The Bank http://www.mediafire.com/download/r54kxx8popuv8g1/TheBank.zip The Bridge http://www.mediafire.com/download/l13nu5v6kctefph/Bridgemk3.zip The Pit 3 http://www.mediafire.com/download/1izvaemfcoytco2/Pit3.zip The Portal http://www.mediafire.com/download/lahdn5ndad40tlh/Portal3.zip The Rooftop http://www.mediafire.com/download/kb27g9ydrluxvsd/RoofTop.zip The Subway http://www.mediafire.com/download/31x46b4lpr5blby/Subway.zip Bell Tower http://www.mediafire.com/download/q8rili2lwap9dif/BellTower.zip Graveyard http://www.mediafire.com/download/94tb9palkb8p8wz/Graveyard.zip Soul Chamber(Decided to not connected it to the balcony like in the source. Mainly a personal decision because of mk9) http://www.mediafire.com/download/snpg9ped50mkqvr/SoulChamber.zip
    1 point
  19. I have released a Yuji Kishi voice pack for Warusaki3's Violent Ken. As many know, Monster Maezuka stepped in for the role of Ken in SVC Chaos. These voices have been converted using Sound Forge for manual editing in cases where the enunciation wasn't proper and RVC v2 AI using a custom Yuji Kishi model using several Street Fighter games' worth of data (3S-V) as well as crossovers (CvS2, SFxT, Smash Ultimate). Took all day yesterday to get everything converted to satisfactory results so I hope you all enjoy! http://www.trinitymugen.net Downloads > Addons > Sound Packs
    1 point
  20. After screwing around with Audacity and the HFTF sound test for a bit, I made a couple new .snds for some Jojo characters. These characters previously used sounds from the PSX port which meant they didn't sound as good as they were supposed to. On the other hand my .snds are sourced straight from the original arcade game and should hopefully sound better. I can't guarantee that the sounds are a 100% match to HFTF, but hopefully someone will find them useful. Currently I have made .snds for the following: Black Polnareff (Warusaki3) [10/25/23] Rubber Soul (bad darkness) [11/10/23] Here's a quick comparison video for Black Polnareff, showing the difference between the old .snd and the new one: https://streamable.com/z7jc1k FIND 'EM HERE To install, just replace the old .snd with the one from the archive.
    1 point
  21. Updated with a soundpack for Rubber Soul by bad darkness.
    1 point
  22. I present to you, my edit of Supermystery's Sonic 2 Style Sonic. It's meant to fix existing issues with spritework, clean up a few errors, fix animations, fix hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -CD Soundpack (comes with Sonic CD Sound Effects) -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits He retains all of the original features, as well as the original name Credit for Sprites goes to Supermystery - The Sonic Sprites that were already there. SEGA - For Making said Sprites Sketch, type_a, Nerples, Nightly, Krebbit, and Hans-Cuff - Custom Made Sonic 1 Styled Sprites (Group 181) Custom Super Sonic sprites by EXEcutor-The-Bat, and ThomasTheHedgehog888
    1 point
  23. Please keep in mind. While I have no problem with you editing any of my AI patches, please at least credit me. Similarly, feel free to reupload them anywhere, as long as I have credit for the patch. While I'm not against AI requests, don't expect me to do them right away. I may take very long because of how often I get distracted. Hello all. I've been into MUGEN for quite a while. Starting this year, I was finally able to make my own content. For the most part, I've only done AI patches so far, though I am working on my own projects as of right now. These AI patches are all intended for watch mode and might seem quite unfair to fight against as a human. They have also all been developed under Fast 6 and are intended for speeds around that area. Below are summaries for the AIs that I wrote. Bare in mind that the ranking for these is based on a little system that Guy Kazama made. Check it out here: https://guykazama.neocities.org/rating.html Latest release: Gun Hishi: Original creator: Valgallah Rank: Above Average A speedy fighter. Hishi sports fast moves, many of them moving her around the stage aswell. Her comboability is pretty good and she doesn't lack damage like other characters from Second Cross. However quick they may be, however, her moves are also a bit predictable, espacilly her OTG Wave. She may miss it in AI battles and leave herself open, simply due to how some characters recover from the ground. Hishi also really can't fight from far away at all, as her sole projectile is a super, though her meter gain being as fast as her sort of makes up. Hishi doesn't sport any particular archetype weaknesses, though she isn't the strongest character either. Still, could make for some enjoyable matches in the lower tiers. Pasta SFIV Original creator: Exclamation_Question Rank: : Jobber Pasta is definetly the better of the two bootleg shotoclones - his projectile can be hard to jump over and he's got decently fast normals, espacilly his low medium punch. Pasta's got some weird atributes to him that can hinder him alot, such as his Tatsu not even being a combo despite carrying him across the entire stage. His inability to combo does not particularly help him either, though he's got good damage on all of his moves, at least. If his opponents have any sort of counter, be it a parry or similar, they will most likely have the advantage over him. Pasta can sit comfortably around lower tiers, but there's no denying he'd never be above them. He also has the tendency to just job matches every now and then as per usual with these kinds of chars. His throw is likely his best way of dealing damage, it's very fast and consistent. He can win matches every now and then, but it's not the usual for him. Phoenix Original creator: Exclamation_Question Rank: Above Average A character quite accurate to his source game - read, the game was terrible. On the surface, Phoenix may seem quite weak - he can only do attacks in the air when jumping forward, for example. But a closer look show that Phoenix is quite the janky character. He can only block low, and just ignores most attempts by opponents to combo him. In particular, launching him into the air is a bad idea, as he'll just fall back down, recover and hit back with surprisingly fast and spamable normals. Aside from a throw, a dash attack and a projectile, that is all Phoenix has though - he's not going to pull many tricks. Still, for lacking any combos, the speed of his attacks can more often than not make up for it. From his weird aspects, several opponents he shouldn't even be able to beat might just fall against him. In particular, he deals well with superarmor. Rober Rank: Jobber Rober is the worse of the two bootleg shotoclones - his projectile is faster, if more predictable, though he does have Pasta's decently fast normals. Rober's got a way worse tatsu, as it goes back and fourth rather than aiming for the opponent and it still doesn't combo. His inability to combo does not particularly help him either, though he's got good damage on all of his moves, at least. His best move is likely his Shoryuken, which can be used as a crutch in the corner, dealing great damage - only held back by a very short range. If his opponents have any sort of counter, be it a parry or similar, they will most likely have the advantage over him. Rober also has a tendency to job hard. Just like Pasta, his throw is likely his best way of dealing damage, it's very fast and consistent. On his own, however, Rober stands in a much worse light overall, he is not going to win as many matches. SCP-4666 Original creator: Taffy, Mighty Starmie Rank: Above Average A weirdly styled character. 4666's got good damage and range, but lacks in many options. It's normals are very slow and predictable, leaving it wide open should they miss. On the other hand, 4666's command grab comes out near instantly and interupts what opponents throw at it. Once it does get a hit in, 4666 can rack up some nice damage. When the opponent is knocked down, it'll use it's item throw special, tossing out a random helper. Sort of Faust style. It's a pretty good move that can help for 4666 to cause some damage from far, better so than fighting up close. Zoners are a big problem for 4666, as it just doesn't have the best tools to deal with them, being simply too slow. Older descriptions: Link to all of my patches: https://mega.nz/#F!n5EBXIba!b78tW65rMLrBLx8Me7To3w Future patches will be released in this thread aswell, so keep an eye out for those incase you're interested. Feedback is very appreciated. If there's something wrong with any of my patches, or you have a suggestion for one of them, feel free to tell.
    1 point
  24. Dunno how related this may be, but there's a ton of MF and MEGA links that are dead on a lot of those collections. Might wanna make a note that some characters may need to be recovered again.
    1 point
  25. Downloads: Character: https://www.mediafire.com/file/y9bpcybgbskusnx/Arcade_Tribute.rar/file Stage: https://www.mediafire.com/file/yndaqmoc9xd3pcn/Arcade.rar/file
    0 points
  26. Just a personal edit of the UM2C screenpack that i use. It's more or less a combination of both the original and Meldo's edits of the same screenpack. For Mugen 1.1, 640x480 screen size. Download it here. Preview Images
    0 points
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