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  1. [PREVIEW] [DOWNLOAD] https://www.mediafire.com/file/gdhr272ppu7f1io/Clucking_Doom.zip/file [COMMENT] One of the stages from the GBA Billy & Mandy game. This one was pretty simple but also a lot of fun to make. There were about two more screens of tubes, wires, and all that but I figured it'd work better if I shrank it down.
  2. [PREVIEW] [Info] superjump = yes animated = no bgm = yes [Download] https://www.dropbox.com/s/5onhm5ugs3pj75r/AsahiHeroines_Nagisa.rar?dl=1
  3. [Preview] [Download] https://app.mediafire.com/fzq42dagu18nz [Info] The Training Room made by Elecbyte was used as a base for this creation. Animated:No BGM:Yes Stage By:MthedarkstarangeL
  4. [Preview] [Download] https://app.mediafire.com/be0qb88d1e3r5 [Info] Training Room made by Elecbyte was used as a base for this creation. Animated:Yes BGM:Yes Stage By:MthedarkstarangeL
  5. (Preview) (Download, file named "アルティメットアーマーエックス") https://onedrive.live.com/?id=504CC9EDC0A345DD!394&cid=504CC9EDC0A345DD (Comment) Despite what would probably pop into your mind upon hearing about a Mega Man X, this is not a small and spammy conversion. This X plays like something resembling Street Fighter, but keeping X styled dashes. This X even settles with having a common punch, his Buster and Charge Shot is divided into 2 special moves with 3 variants. Despite having only 3 physical attack buttons, his other 3 buttons are solely for a small selection of diverse Maverick weapons, and there's even a command grab referencing Gutsman from classic. Not only that, but the secret Hadouken and Shoryuken moves are also in there, but only usable if he has full life. Notably, he has the ability to cancel some of his attacks into his dash, which can be used into another attack. Very fun to experiment with.
  6. [Preview] [Download] https://app.mediafire.com/46uv0wex2itq5 [Info] Training Room made by Elecbyte was used as a base for this creation. Animated:No BGM:No Stage By:MthedarkstarangeL
  7. [Preview] [Download] https://app.mediafire.com/gtda3fdpvv923 [Info] The Training Room made by Elecbyte was used as a base for this creation. Animated:Yes BGM:Yes Stage By:MthedarkstarangeL
  8. [Preview] [Download] https://app.mediafire.com/x0ku7c6d9ofvg [Info] The Training Room made by Elecbyte was used as a base for this creation. Animated:Yes BGM:yes Stage By:MthedarkstarangeL
  9. Shadow The Hedgehog, by ABAB. This is a redux of an old edit I made of ABAB's Shadow, which is meant to fix issues with Shadow, as well as adding a few new attacks, fixing sound triggers, and such. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Well. Here is, my edit of ABAB's Shadow The Hedgehog. It used to be exclusive to MUGEN Archive, and.. being as light as I possibly can with my old editting work. it was shit. So 2 years later, I decided to throw the hat in again, fixing the errors and issues I had created back then, as well adding more gameplay and such. A Redux, if you will. just to note, ABABShadow.def and ABABShadowAIOff.def do not make a difference right now, because ABAB's last update for him (which was 2016) broke the AI.. somehow. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Sound Credits go to SEGA ZUN Marvel SNK Capcom ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Credit for Sprites goes to. SEGA - Made the original Sonic Battle Sprites ABAB, Cyanide - Sprites that were already there RudyTheFox, Deekman, Domenico, Shadow333, Ryujmkrebs30, Destro The Dragon, JoshuaTheDark13, Mark Haynes, shadow_91, superdarkshadic, Phantom644, neox, tanuke, ryu, Taymentthehedgehog - Custom Sprites used SumirekoUsami - Crouch/Air customs ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Redux Period - 2022 -Added the English Soundpack back in -Named all the Palettes, and split them up into 3 Different Folders, found in the Palettes Folder. -Fixed Trigger issues with air attacks, now the Air Punch can only be changed to if the Air Chop lands successfully -Added new Crouch Attacks to add better comboability. -Reverted Shadow's Chaos Spear sound back to Remilia Scarlet's sounds (tbh now I don't like it, too aggressive) -Medium Chaos Spear now takes more time to activate -Disabled Shadow's ability to chain into Standing Attacks from the Crouch Spin -Max Chaos Blast now has fitting sounds -Changed time triggers for the Chaos Spears to activate 1 second earlier (they are active once Shadow has his hand out at the opponent rather than a second later) -Disabled Shadow's infinite healing during Chaos Control (once Power is Drained, his state is changed to 701 by force, ending the heal) -Shadow can no longer spam the Light Crouch Kick while in Chaos Control (he can't infinite during Stopped Time anymore) -Chaos Control now uses a second sound when being activated, the singular sound really didn't fit -Heal Sound now uses a Loop trigger, instead of a persistent trigger -Voices now stop if Shadow is hit -Shadow cannot exit the Chaos Spear Super State until all Spears have been used now -Added a Gun Projectile (the same gun you saw in every sprite video made in the 2000's) -Added several new sounds for the Chaos Blast, and Chaos Control -Fixed Animation positions -Added a Gun Hyper (Uses 2000 Power.) -Added Bounce Bracelet Special -Nerfed the Pursuit Damage -Lowered Airjuggle Points -Disabled Shadow's ability to attack after using the Chaos Spear Hyper mid-air -Added a movelist for Ikemen Go users -Replaced all the Battle Sounds --------------------------------------------------------------------------------------------------------------------------------------------------------------- -Disabled Single button healing -Disabled Single button dodging ----------------------------------------------------------------------------------------------------------------------------------------------------------------- [Command] name = "hold_zx" command = /z,x ----------------------------------------------------------------------------------------------------------------------------------------------------------------- [Command] name = "FwdDodge" command = ~F,D,F,z time = 15 [Command] name = "BackDodge" command = ~B,D,B,z time = 15 -------------------------------------------------------------------------------------------------------------------------------------------
  10. Original Screenpack made by gwa_pao/pao. This Edit adds a Win Screen, a proper Congradulations Screen, proper Game Over/Continue Screens, and proper Survival Results No Credit stealing is intended Please enjoy this edit! Another Oldie, this one didn't get as much attention as Everything vs Everything, but I still like the overall aesthetic of the Screenpack, and decided it should get the same overall treatment, honestly. It originally was "ported" to 1.0, but barely, none of the new features supported, it was just the unedited WinMUGEN version, slapped onto a 1.0 build. None of the screens were fixed from the original either. This edit has been made to add the new features, as well as fix the screens. Included with the Screenpack, is a few screenshots, and Stages based off the Menus. ------------------------------------------------------------------------------------------------------------------------------------------------------- Systems are Sorted Differently this time. ------------------------------------------------------------------------------------------------------------------------------------------------------- Any systems utilizing their own specialized select.def, are put in the "SpecialSystem" Folder, with the slot number added at the end of the file name. ------------------------------------------------------------------------------------------------------------------------------------------------------- Any systems utilizing the universal, normal select.def, are put in the "NormalSystem" Folder, with the slot number added at the end of the file name. ------------------------------------------------------------------------------------------------------------------------------------------------------- All the System variations are listed out in the Screenshots Folder. https://www.mediafire.com/file/jai1slfo93lz7ih/UnknownEdit.zip/file
  11. T.Vinceson's Edit of Yatagaru's Checkered Training Stage, which gives it a more hazy vibe. https://www.mediafire.com/file/li1e710n5vbyc8s/CloudyTrainingTVinceson.zip/file
  12. A Collection of Low-Res Stages made by Ken, a collection of long training stages. (Was a MUGEN Archive Exclusive) https://www.mediafire.com/file/kmx46oobmktpv7x/KenTrainingStagePack.zip/file
  13. An Edit of LordMarte's Training Factory Stage, it speeds up the Animation by a few ticks, and also adds a proper zoom in, and out. https://www.mediafire.com/file/0tsl8ptqruleiz0/TrainingFactory.zip/file
  14. Well, here he is, Supermystery's Knuckles Custom (why he's named that I have no idea why.) He's meant to replicate Sonic 2/3&K Having the same controls overall, but now with the ability to punch, throw bombs, as well as being able to drop, and punch boulders. This Edit has the same tweaks and fixes as the previous ones, such as -Better Sprite Positions -Better Hitboxing -Added a few new winposes -Changed the portrait (now it's big enough to be a proper 120x140) -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Knuckles to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits -A new Pipe Attack (based off of Streets of Rage 2) activated with the C Button, after breaking a Super Monitor. https://www.mediafire.com/file/9tdzdjzbspgzyr1/knucklesSP.zip/file
  15. So, Supermystery's Tails, He behaves similar to Sonic, being styled after Sonic 2, however, unlike the original release, Super Tails is enabled by default, rather than the Plane being turned on instead, this edit fixes a few existing issues with him, such as -Changed the portrait. -Added Several new Palettes -Fixed a few existing palettes -Removed KFM Sprites -Made it impossible for Tails to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -CD Soundpack (comes with Sonic CD Sound Effects) -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits -Replaced existing S3&K Sprites with the S1/S2 2013 Sprites -Added Flight Cancel (Activated by pressing Down+A) -Repositioned a few sprites for better animation -Improved Flight Controls https://www.mediafire.com/file/m9tu9ws7lvw58t4/tailsS2.zip/file
  16. WARNING: THIS IS A CHEAP EDIT OF SUPERMYSTERY'S SONIC 2 STYLE SONIC, HE STARTS EVERY ROUND AS SUPER, MAKING HIM INVINCIBLE FOR LARGE PORTIONS OF MATCHES! An Edit of An Edit. I present to you, my edit of DarkLordXelrick's Dark Spawn Sonic (the 2016 Version) which, like the Ordinary Sonic Edit, uses Sonic 2 Style Sonic as the editing base, just like before. I didn't use the latest version of this Edit as the base, I used an Older Version, as the newer version had bugs that didn't exist in the previous version, I have ported all the features from the last release to this older version, which is less buggy However in doing this, one feature got cut, and it was the Ermac Striker. Dark Spawn Sonic is a recreation of a DOS ERA Horror Fangame made for Halloween that was based off of Sonic, imagine Sonic.exe, but he didn't see anything as a game, or a joke, and was a cold blooded killer with no laughs to spare. He starts every round Super, and like An Ordinary Sonic's Super.exe form, he consumes the Power, rather than Rings (which there is none.), and because his Power is 6,000 at the Start of Each Match, if he doesn't use any of his attacks besides Jumping and spinning, he's impossible to beat without spending 50+ minutes blocking This Edit contains all the fixes done to Sonic 2 Style Sonic, such as -Existing issues with spritework, cleaned up a few errors, fixed animations, and fixed 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 -Monitors are now Fully Animated This is pointless as Dark Spawn Sonic doesn't use Monitors -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits (now he supports HIMSELF) You've been warned about his cheap behavior. https://www.mediafire.com/file/kgl4g5sugu6bbli/DSSonic.7z/file
  17. An Edit of An Edit. I present to you, my edit of DarkLordXelrick's An Ordinary Sonic The Hedgehog, which used Supermystery's Sonic 2 Style Sonic as the editing base. However. I didn't use the latest version of this Edit as the base, I used an Older Version, as the newer version had bugs that didn't exist in the previous version, I have ported all the features from the last release to this older version, which is less buggy, these new features are accessed via the An Ordinary Sonic Fusion.def file By using the Fusion.def file, you have access to his Special Pal 6, 11, and 12 Modes - Pal11 is activated via Start+Y - Pal12 is activated via Start+Z This Edit contains all the fixes done to Sonic 2 Style Sonic, such as -Existing issues with spritework, cleaned up a few errors, fixed animations, and fixed 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 -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits (now he supports HIMSELF)
  18. Supermystery didn't make Mighty ever, did he..?? Well.. I'm here to rectify that... sort of, this is Mighty the Armadillo, in the same style of Supermystery's Chaotix Characters He has mostly the same controls, but now has the ability to use his Wall Jump from the game, having the same time limit mostly. He can also use the Mania Dive Drill, which is only usable by smashing a Super Monitor. Sonic 2 Style Sonic was used as the base for Mighty's Creation Wall Code modified from Supermystery's Espio Artwork Modified using Paint.net You can create more palletes using fighter factory of a similar program Known BUG: Sometimes when using the Dive Drill (typically beyond the camera's usual bounding) he doesn't bounce upward after. Credit goes to SEGA - For making the Knuckles Chaotix Sprites Custom Sprites made by E-122-PSI, Yuski, Cinossu, & Team Megamix Sprites ripped by Mystic Fire, Yawackhary, and Toadkarter https://www.mediafire.com/file/oyazad2dvxy5cjs/mightykc.zip/file the Stage made for this Project is right below
  19. Well........ It's been a while since I posted anything stage related, this is the Knuckles Chaotix's Botanic Base Level 1 (at Day) It has all the animations from the Level, having the functioning Fountains, and Waterfalls, it's a decently lengthy stage, but doesn't have much vertical support. the Level's Music, Midnight Greenhouse, is included in the zip, as a .ogg file, with looppointing, so the song loops as it normally does in Chaotix, it is exclusive to 1.0/1.1b, but can be downgraded to WinMUGEN, at the cost of the Localcoord features, as well as the Looppointing. (Due to issues with Mediafire at the moment, Google Drive is used instead) https://drive.google.com/file/d/1HKTeMpQRdscMnigOVltkSxtZ-QoRkwUR/view?usp=sharing
  20. [PREVIEW] [Info] superjump= no animated = yes bgm = yes [Download] https://www.dropbox.com/s/3kqxlu6mst27ym2/BlackBeltChallenge_Nova.rar?dl=1
  21. [PREVIEW] [Info] superjump = no animated = yes bgm = yes [Download] https://www.dropbox.com/s/jiqnleq6ledwfkn/BlackBeltChallenge_Balbora.rar?dl=1
  22. This is unexpected even for me, but here it is... and it has a story: last night during a chat on Mugen Guild Discord, it was pointed to me that Scott have some bugs I never fixed. I checked it out and effectively they were there and I never noticed before, but some of them also were present in my other chars. So, I made a massive update on the 4 of them with bug fixes, mostly in CNS department. The bugs are so minor to name them, but all I can say that now they play better, only I can say that the big change you'll notice on Scott is that Bass Playing now knocks off the enemy and is not anymore an useless move thanks to all the boys and girls who pointed me these stuff, you know who you are (but you're in the readmes anyway XD). This also may reignites me to continue the SP project I got years ago, like finishing Kim Pine and a big update for Nega Scott, I hope I can make them possible in a close future... No screenshots since there's not much to show this time... and no, this is not a joke as the "update" on Sumo Santa, this is real shit ^^ Sorry I guess =P Characters -> Adaptations
  23. [PREVIEW] [Info] superjump = no animated = yes bgm = yes [Download] https://www.dropbox.com/s/hkh6ez04j7ywivq/BlackBeltChallenge_Owl.rar?dl=1
  24. [PREVIEW] [Info] superjump = yes animated = yes bgm = yes [Download] https://www.dropbox.com/s/petal64e4q9emha/KMF_Cube_Ring2.rar?dl=1
  25. [PREVIEW] Normal version Beta/Demo version (Taken from Fire Eaters: Zero Bandits) [Info] superjump = no animated = Normal version only bgm = yes [Download] Normal ver. : https://www.dropbox.com/s/mqsuii2wh7qllip/BlackBeltChallenge_Stahlfeder.rar?dl=1 Beta/Demo ver. : https://www.dropbox.com/s/gh4pyrtgjzwyy0i/BlackBeltChallenge_Stahlfeder_(Beta).rar?dl=1
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