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・yoonybin・ reacted to Awannta in DevilCollection Screenpack
This is my first time making screenpack for IKEMEN GO.
Although my screenpack are not high quality,
I'm happy that I finished this screenpack!
Also, this screenpack is compatible with ratio modules
This screenpack works for 1.0 and higher version
Download (v1.0.1):
DOWNLOAD
What's new in v1.0.1:
- Removed the player 1 name layerno in select screen that I forgot to remove it
- Slightly adjusted the scale and position for custom action text to match the action sprite
Preview:
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・yoonybin・ reacted to jojo69transrights in Everything vs Literally EVERYTHING (638 chars | 39 stages)
Back by popular demand - August Update now featuring 638 chars & 1 new stage
If this is well received I'll keep going till the roster is filled entirely.
I can see why nobody has made one of these before now as we've reached a zipped file size of 7.7Gb, the load wait is quite long too now.
Big update including lots of Minecraft more superheroes & villains more star wars & tung tung tung sahur. Enjoy!
https://drive.google.com/file/d/10g3YTf8BVXyRwrT1NoqBNgdsu9U021PW
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・yoonybin・ reacted to N_N in Preservation!!!!!
Lately I've been doing a few things regarding old MUGEN stuff.
The first one of these is a new site of mine where I host certain authors' creations, mainly older / more obscure ones. I plan on making blog posts for certain characters that pique my interest as well. I've had this idea for a very long time, although I owe part of its existence to Charmanmugen's blog which I found quite helpful. There's not a whole lot there at the moment, but rest assured I will try to update it every now and then.
The second one involves an old Japanese image collection from an individual named DEL. There were roughly 1500 characters listed on DEL's site from 2000-2004, and even though there typically weren't any authors listed I've managed to identify a large chunk of the characters (with some assistance here and there). The intent of this is to ultimately provide some documentation for a site that originally didn't have a whole lot. Not only do I have a .txt file detailing all of this, I also have a giant pack in the works that aims to try and compile as many of the characters on the site as possible, down to the exact versions. The pack is sort of a mess right now, but it's getting there.
The last of these is a sequel of sorts to the 1999 MUGEN pack I previously uploaded. As you might've guessed, this time around it's characters from 2000 - characters designed for pre-06/27/00 builds, at that. Suffice to say it's also gonna require DOSBox. Expect to see both this and the other pack on Archive.org in the future.
I've been really excited to share all of these. I feel like the DOS era is surprisingly overlooked considering just how much went on, but I'm hoping these can shed some light into how things were at the time.
Finally, some pics of the DEL pack and the 2000 pack:
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・yoonybin・ reacted to WF4123 in Preservation!!!!!
Nice. Kinda interested discovering ancient MUGEN stuff since been looking into Wayback Machine and DiscMaster for lost media searching. Not to mention I also found this lifebar.
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・yoonybin・ reacted to jrm1007 - Rin in Why IKEMEN is NOT the future people think it is... for now anyways
I know this thread is nearly a year old but I'd still like to throw my 2 cents in.
"First off, it is compatible with MORE devices and systems than IKEMEN. The fact that I can't even run IKEMEN on my phone, yet I am able to play PS Vita games and Xbox 360 games on my phone, says a lot about how poorly handled IKEMEN has been."
Ikemen GO is using an entirely different coding platform from MUGEN, it's in the name. There's a chance the Coding Platform has compatibility issues with the Consoles in question. However, unlike MUGEN which was closed source, Ikemen Go's Open Source nature will make porting much more easy in the future, since you won't have to waste thousands of hours trying to open it up.
"It takes a LOT of effort to pursue something new, that is either currently DEAD (Knuckle Fighter), DYING (2D Fighter Maker 2nd), or BARELY ALIVE (IKEMEN). People who have devoted years of their life, are NEVER going to move to IKEMEN unless absolutely necessary for a VERY SPECIFIC feature."
"Thirdly, if characters made in MUGEN are COMPATIBLE with IKEMEN, then coding MUGEN characters is still the better option, because then they are compatible with MUGEN as well, making them MORE LIKELY to be used in the first place."
Even if they don't make Ikemen GO exclusive content, they can still make the switch. I've played WinMUGEN, 1.0, and 1.1b, speaking from experience, Ikemen GO has to be the most stable of all four I've used. Very minimal crashes or bugs for that matter, I'm sure many others can agree. Not only that but it also has support for features that were broken in 1.0/1.1b, such as FreqMul. On top of also having support for 1.0/1.1b features, including the 1.1b SFF, OpenGL Render, and recently now having Vulkan support.
Sure they may not be making EXCLUSIVE content, they still make the switch regardless because Ikemen GO provides a much more stable experience, and you won't have to play in fear of crashing from simply playing the Arcade Mode.
"Also, the fact that we can't use cheap characters AT ALL, makes IKEMEN even more lame. Hell, there are winMUGEN patches that let me use 1.0 characters on them and even ways to downgrade 1.0 and 1.1 characters back to winMUGEN simply by editing some code."
First off, it's called "Cheapie" not "Cheap" saying Ikemen Go is bad because you can't win a match within 5 seconds is completely absurd. Second. WinMUGEN having 1.0/1.1b downgrade patches is not relevant to your current point. You're just throwing shit at the wall and hoping it sticks.
I'd go over more points, but it seems everyone else here beat me to it.
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・yoonybin・ reacted to HelloMyNameIsAAA in HelloMyNameIsAAA's Release Thread: ONI-MIKO BLT Released!
Simply a thread where I post my released works, including characters, AI Patches, and Edits, and also, updates when necessary.
For the rest of my workload, look at my threads in the House Creators section.
⛩️ 🥪
Links: Mediafire / MEGA / AK1
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・yoonybin・ reacted to CD2 in IKEMEN Plus Ultra
This is a custom version of the original Ikemen Plus 0.3 engine, that contains new features and improvements.
Lastest Releases: https://github.com/CableDorado2/Ikemen-Plus-Ultra
Changelog and New Features:
Main menu and Engine reworked:
Sprites directories generated for character select and continue screen regroup
Winmugen Lifebars Added
Start button as Enter key added
Pause button as Backspace key added
Fades added to every game modes and screens
Simul and Turns empty icons added
Restart game mode cursor in character select added
Wins and Match counter added to every versus mode
Win Quotes added when you lose or win in versus mode
Stages preview added
Team Mode select added to Bonus Games
New Game Modes Added:
- Training Multiplayer [1P vs 2P]
- Boss Rush Co-op
- Single Boss Fight
- Bonus Rush [Includes Co-op]
- Vs 100 Kumite Co-op
- Sudden Death [Includes Co-op]
- Time Attack [Includes Co-op]
Options menu reworked:
Max Draw Games added
Versus win counter added
All 4:3 resolutions added
Screen change between window or fullscreen added
Master, SFX and BGM control volume added
Control mapping reworked (Gamepads support disabled temporally)
Online menu reworked:
Host and Join Menus added
Online settings added in order to avoid desync
New Online Game Modes added:
- Training
- VS 100 Kumite Co-op
- Boss Rush Co-op
- Bonus Rush Co-op
- Sudden Death Co-op
- Time attack Co-op
Online replays menu reworked and better replay save system
Extras Menu reworked (New features added):
- Storyboards
- Sound Test
- Play credits
4GB Patch Available
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・yoonybin・ reacted to KorosKoros in HISTORY OF WINMUGEN
Found this little .txt in my Mugen folder. Have no idea who wrote it but its a pretty interesting read and the text file is from 06/25/2004. Figured I would share it.
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・yoonybin・ reacted to Meldo in Why IKEMEN is NOT the future people think it is... for now anyways
let's just say that he didn't agree with the changes I made to his collections, even though all I did was improve his layouts.
for the record, he was content with his collections looking like this before I stepped in.
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・yoonybin・ reacted to Meldo in Why IKEMEN is NOT the future people think it is... for now anyways
the person who made this thread is no longer active on this forum (following a minor inconvenience, but that's an entirely different can of worms), so it's highly unlikely he'll ever respond to the points made on this thread.
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・yoonybin・ reacted to 8-BitBird in Mugen Fighters Guild Archive Request
Man I really hope someone is able to archive it. If God-forbid MFG goes down permanently we'd be losing a massive piece of Mugen history and resources. If I had the means (and know-how) I'd do it myself.
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・yoonybin・ reacted to scristopher in selectplus - character select enhancements (search/filter, pages, tile sizes)
Fixed tile resizing. Resizing the tiles used to zoom the whole grid, which could push it off its panel and overlap other things. Now it re-flows instead: making tiles bigger just fits fewer per page shifting characters to next pages, making them smaller fits more moving characters to the previous page, and the grid always stays inside the character-select frame. This also fixes the cursor size to correctly fit the character portrait.
Note: this only works on screenpacks that draw their grid slots dynamically. If a screenpack has the slots baked into its character-select background image, those slots can't move or resize - so tile resizing turns itself off automatically on those packs (the grid still displays fine at its normal size).
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・yoonybin・ reacted to jojo69transrights in Everything vs Literally EVERYTHING (638 chars | 39 stages)
Small update July 2026; 2 new chars 10 more stages
https://drive.google.com/file/d/1nMFkCSA4zvV6JthhO0-vVy1IcKgfBIw3
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・yoonybin・ reacted to Amidweiz in The Good Ol' "Mugen" AI tournment +R
No it's just your run of the mill AI tournament. Also I should have put this into Ikemen tournaments rather than here. Didn't notice that is a subforum here
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・yoonybin・ reacted to scristopher in selectplus - character select enhancements (search/filter, pages, tile sizes)
Fixed stage select flashing after character selection - thanks to sondi for reporting!
Fixed P2/P3/P4 not being able to search after P1 filters, thus being stuck with the search filter P1 made, broke in last RC.
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・yoonybin・ reacted to scristopher in selectplus - character select enhancements (search/filter, pages, tile sizes)
# selectplus - Character Select Enhancements for IKEMEN GO
Selectplus is a addon that gives you multi page character rosters, searching and dynamic character tile resizing.
It's fully customizable and you can edit/move/remove text or even use your own fonts down to every single letter
that is on the included on screen keyboard. See screenshots below from different screenpacks for examples and the documentation on how to customize it.
Selectplus will support thousands of characters, the goal of selectplus is that you don't design your screenpack around selectplus, you configure selectplus around your screenpack.
Here is a quick overview of the features:
Search by name - type a character name (open with F3 or controller START) Search by author with @author-name Search by tag/category with #tag (tags are fully user configurable) Change tile size (fine) with F5/F6 Change tile size (presets) with L1+L2 Next/previous page with PageUp/PageDown or a tap of L1/L2 Edge paging - push past the last/first cell with the D-pad to flip a page Open on-screen keyboard search with controller START Navigate on-screen keyboard with D-pad, A to select, B to backspace
Not to mention the style customizations
Show/hide any text element with show = true/false Reposition any element with x/y (localcoord) Use your screenpack's own font with font = '' (the default - inherits the motif automatically) Borrow a different font with font = 'font/yourfont.def' Set palette bank for bitmap/SFF fonts with bank Set text alignment with align = -1/0/1 (left/center/right) Set text size with scale = {x, y} Set custom color with color = {r, g, b} (needed for TrueType fonts, which have no built-in color) Style individual on-screen-keyboard letters with keys = { A = {...}, B = {...} } Style every other-position key at once with evenKeyStyle = {...}
New -
Please see the update history for the latest info on the recently added editor, heres a short version:
While in character select to change position/fonts/size of the text selectplus adds:
-- F10 toggle edit mode
-- F7 / F8 previous / next text element
-- arrow keys move the selected text element (hold to move a lot faster)
-- F11 / F12 scale text down / up
-- F1 align (Left / Center / Right)
-- F2 toggle show / hide
-- F4 Change FONT (based on fonts found in the build)
-- B Change BANK (palette bank for bitmap fonts; OFF = none)
-- C change COLOR (for truetype fonts; OFF = none)
-- F9 SAVE to selectplus_style.lua
https://mugen.doomjoshuaboy.com/resources/selectplus-character-select-enhancements-and-editor.1769/
https://github.com/scristopher/Ikemen-selectplus
**TL;DR:** Drop one `.lua` file into `external/mods/` and character select gets paging, live search (by name/author/tag), and on-the-fly tile resizing. No engine edits, no bundled assets, no screenpack rebuild. All on screen text is fully customizable, placeable and removable by editing the config section. IKEMEN GO nightly only - confirmed broken on stable v0.99.0. Also note - 2v2 not tested at this time but will be implemented soon.
If you are interested in how to configure selectplus to your liking see below!
--- ## What it does Character select in IKEMEN GO/MUGEN is usually a static grid: what you see is what you get, and once a roster gets big, scrolling a giant page of tiny portraits looking for one character gets old fast. selectplus adds the things a large or actively-updated roster actually needs - paging, search, and resizing - without the roster/screenpack maker having to touch any code or rebuild anything. It reads the screenpack's own grid layout automatically, so it works with whatever screenpack you're already playing. Every feature below can be turned off individually, so if a roster maker only wants search and not paging, that's one line to change. ## Features **Pages** - Adds next/prev page browsing when a roster has more characters than fit on one screen. **Edge Paging** - Push Right off the last character on the screen to advance a page. Push Left off the first one to go back a page. **Tile Scaling** - Resize the character grid on the fly. Portraits, cell boxes, and the cursor all resize together, so nothing gets misaligned. Fine control via keyboard (F5/F6), or cycle through preset sizes with a controller shoulder-button combo. **Search** - Type a character's name to filter the roster live. The closest match is prioritized, so typing "ken" finds Ken before it finds "Broken Warrior." **Author Search** - Prefix your query with `@` to search by character author instead of name, e.g. `@pots` finds every character credited to P.O.T.S. **Tag/Category Search** - Prefix your query with `#` to filter by franchise or category, e.g. `#sf` shows every Street Fighter character, `#kof` shows King of Fighters. This only works if the roster/pack you're playing has tags set up for it - see the creator section below for how that's done. **On-Screen Keyboard** - A controller-navigable key grid so search works without a hardware keyboard. **Styling** - The screenpack/roster maker can control how all of this looks and where it sits on screen, matching their own theme instead of whatever selectplus defaults to. By default it just uses the screenpack's own font, so it looks right without anyone having to touch anything. ## Install Copy `selectplus.lua` into your build's `external/mods/` folder and launch. The console prints `selectplus <version> loaded`. To uninstall, delete the file. That's the whole install process. ## Controls **Keyboard:** `PageUp`/`PageDown` = prev/next page, Arrow keys = move cursor (edge paging can trigger at grid edges), `F3` = open/close search, `F5`/`F6` = shrink/grow tiles. **Controller:** tap L1/L2 = prev/next page, Right on the last cell / Left on the first cell = page forward/back, L1+L2 together = cycle tile size preset, START = open/close on-screen keyboard search, D-pad+A = navigate/type, B = backspace. Default logical tokens: L1 = `d`, L2 = `w`, START = `s`, A = `a`, B = `b`. These, and everything else, can be remapped by whoever set up the build you're playing. ## Requirements **IKEMEN GO nightly only.** Confirmed broken on stable v0.99.0 - the game crashes on reaching character select regardless of screenpack. If your build crashes going into character select, it's likely running on a stable release instead of nightly. --- ## For screenpack and roster creators Everything below is configuration - none of it is needed for someone who just wants to play. Full reference for all of this is in the README: <https://github.com/scristopher/Ikemen-selectplus> **Every feature has an on/off switch and its own settings**, all in one config block at the top of the file: ```lua selectplus.PageScrolling = { enabled = true, edgePaging = true, } selectplus.Search = { enabled = true, openKey = 'F3', } selectplus.IconResize = { enabled = true, scaleMin = 0.5, scaleMax = 2.0, presets = {0.7, 1.0, 1.3, 1.6, 2.0}, } ``` **Tags** (for `#category` search) come from either an inline param on a character's line in `select.def`: ``` Ryu, stages/sf.def, sptag = sf|capcom ``` ...or an optional separate file (`selectplus_tags.txt`) next to the build, which lets you tag a whole roster in bulk without editing `select.def` at all: ``` [sf] ryu ken akuma morrigan = ds|capcom ``` Both are optional and can be used together - a character can be tagged in either place, or both. Multiple tags on one character are separated with `|`. **Styling** lets you show/hide, reposition, and re-font any text selectplus draws (page readout, search prompt, on-screen keyboard), including individual on-screen-keyboard letters. Everything defaults to your screenpack's own font, so a fresh install already matches your theme. When you do want to customize an element, it supports: - `font` - point at any font file from your screenpack. - `bank` - palette bank, for bitmap-style fonts. - `color` - color override, mainly needed for TrueType fonts. - `align` / `scale` - alignment and text size. Styling has been tested against several structurally different screenpacks - a stock IKEMEN GO motif, a wide 3x21-grid pack, and a bitmap-font motif using palette banks - so it holds up across a range of layouts and font setups, not just one. **Common setup issues:** - A custom font renders invisible - TrueType fonts need an explicit `color` set; bitmap-style fonts need the right `bank` instead. - `@` or `#` shows as a box - the font you picked for that element doesn't have those characters. Pick a different font. - Text lands somewhere odd on screen - adjust that element's position in the config. ## License Free to use as-is in any free build, roster, or collection - no credit required, redistribute the unmodified file freely. This mod must remain free: no selling it, no paywalls, no bundling into paid products. If you modify the file or reuse the code, you must credit the original author and can't present the work as your own. Full terms are in the file's header. ## Links GitHub (source, full config/styling reference): <https://github.com/scristopher/Ikemen-selectplus> Bugs and feature requests welcome - drop them here or on GitHub . -
・yoonybin・ reacted to Amidweiz in The Good Ol' "Mugen" AI tournment +R
It has been a long time hasn't it, around six years to be exact since I last did one of these. I got inspired from another AI tournament that happened recently to do this again after thinking the tag functionality was pretty cool to watch.
What is this:
This is a mugen Ikemen GO AI 4v4 tag tournament involving P.O.T.S's active tag module based off Commit 6af1527 of the nightly. If one wants to optimize said team to best utilize their character's AI. I haven't personally tried doing so but I'm sure it shouldn't be too hard to do so. Regardless on it's own it does a pretty good job of managing characters
Rules:
Rules are similar to before but some have been amended due to the game mode
No characters with insta-kills/OHKO No characters that perform infinities No characters that start before the round starts No characters with resurrections No bonus game/Onslaught type characters No characters with constant super amour Character download links are to be done via said forums only (thanks to a certain someone using alts on discord to add more entries than allotted) Download links via accessible resources (aka: not from MA) One team allowed Do note despite the rules on this list I can ban a character for any reason I see fit
Engine/Tournament Setup
Engine: Ikemen GO nightly Commit 6af1527
Time: 99
Life: %120
Rounds: 1 per match
A losers bracket will be included
I'm planning to have at minimal 8 people in the tournament, maybe 16 depending upon how popular this gets. I'm not sure if I'll stream this but at I'll do minimum a YouTube premiere. I've also mirrored this link to MFG and AK1
Teams Submitted so far:
Team Burning Soul: Captain Commando by Gui+Me+Rowen's changes, Guy by POTS 2022 Vers Edited by Me, cvsxdarkryu by vyn, EX Iori by Karma Team B-manopp: Order-Sol (Muteki, AI by Nateruo), Ultimeto (Robo), Tohru Adachi (OHMSBY, AI by DaMarioMemer), Volk Greeshno (Robo) Team DOSMugen 99' Fighter Team (WF4123): Scaner by himself and edited by WF4123, Iron Ball by Daniel Gularte, Biped by Alpha, Iori Bogard by Wing Syo Dream Fighting Team (KF2416): Uncle Joel:, Moments with Heavy, Sweet Tooth, Maavo Team RagingRowen: Sailor Moon by Million Miles, Lei-Lei by PotS, '02UM Iori by Ikaruga, Geese_Howard (KOF Sprites) by Don Drago Team Street Fighter 20XX: The New Covenant of Lowtiergod (Lowkeygenuinely): Cory by Valgallah, Eiko Kano by ZETA, Dudereal EX by The_None, Gardener by The Magic Toaster Team Minimunch: Thrash by aeron_00897, CVS Athena by Warusaki3, Pencil by NovaMagnolia, 'XI Ash Crimson by Ikaruga Team Macaulyn97: Morrigan by JJkoolaid, Dizzy by Muteki, Enid by Forla, Yumi by Ohmsby Team I Am Cool: Vectorman by RSR, Shantae by RSR, Pac-Man by RSR, Kid Dracula by RSR Team Robert from King of Fighters 2010 (funk): Dee Bee Kaw by The_None, Terrance Bongo by Brergrsart, KICK THAT by VIC, Juan by Quetzalcoatl_88 Team Galaxy Gals (reoyoshi8) Lum by brucewayne74, Starfire by Pulloff, Arina by inverse, and Roomi by NHK Team Gene Worm: Krizalid911 by ????x?, GOD slayer ken by Poloculto & Marancv, Blood Rugal by Korean Project Team, Evil Shao Kahn by ETALKING -
・yoonybin・ reacted to JoeyTehMUGENGuy in Marvel vs Capcom 2 screenpack 2496 slots edit
You want to see the Marvel VS Capcom 2 screenpack with over 9000 slots, you got it.
https://www.mediafire.com/file/rzofz3ige9v8wev/MVC2_Screenpack_With_Slot_Patches.zip/file
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・yoonybin・ reacted to mozzy616 in New Mugen AI Installer.
Hi I'm Mozzy616 and i was fed up of my Mugen's AI being lame so i made my own.
Backup You Chars Folder First Just In Case!!!
Works best with blank AI Chars this will give them an AI.
Works with chars that already have AI It will just reprogram them to use my AI rules.
Might not work with all chars i don't know yet, I have not had any probs as of this post and Ive tried 100's of chars.
This AI was created for Mugen 1.1b so don't know if it will work with 1.0 you will have to test.
Just put the unzipped folder in your Mugen game folder, Start the Install.bat drag your Mugen game folder into the installer window and press enter.
Now you can choose what level AI you want,
1.Easy
2.Normal
3.Hard
4.Elite
Choose the number of the AI you want and press enter.
Done all your chars now have AI enjoy.
MicaHD AI - Complete Feature List:
Detection & Difficulty:
AI_Detect - Detects CPU vs Human (IsHomeTeam) AI_Aggro - Base aggression level AI_AggroBoost - Aggression doubles at half HP AI_AggroMax - Aggression triples at quarter HP Movement:
AI_Rush - Walk forward aggressively AI_Retreat - Walk back when cornered/attacked AI_Dash - Run forward to close gaps fast AI_BackDash - Quick backdash escape AI_Jump - Jump in from range, chase airborne AI_SuperJump - Evasive high jump vs projectiles AI_Crouch - Crouch vs low attacks Defense:
AI_Guard - Stand guard when attacked AI_AirGuard - Block while in the air AI_Wakeup - Attack immediately on getup Strategy:
AI_Taunt - Rare taunts when winning AI_Cooldown - Action cooldown counter AI_CooldownSet - Pause between actions AI_LearnR2/R3/R4 - Gets harder each round 4 Difficulty Levels: Easy(50), Normal(120), Hard(250), Elite(400)
Download :- MicaHD-AI.zip
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・yoonybin・ reacted to lhadias in The Cancel Culture release
a version of Twitter that isn't a punching bag
https://mugen.doomjoshuaboy.com/resources/the-cancel-culture-twitter.316/
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・yoonybin・ reacted to N_N in Omega Pico [Beta 1]
A silly character I've had on the backburner for quite a while. I felt really bad having this one just sitting around, so I decided to release it.
This is more or less a tribute to all those old "bad" characters, so to speak. Pico was another sort of experiment where I tried making the most out of a very limited set of sprites (she originally had less than 20 in total). She's also deliberately kind of cheap, so don't expect any fair fights.
I originally planned on giving Pico a LOT more content. She still has quite a bit, mind you, but not as much as I had planned. Chances are I'll regularly come back to update her. All in all though I'm still rather proud of how she came out.
[Download]
https://www.mediafire.com/file/cfvu6db85w84gwy/o_pico%5Bb1%5D.7z/file
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・yoonybin・ reacted to SpookyKujo in [SPOOKY M.U.G.E.N] - "TheScariestMugenCharacter" Released!
It's been a while eh?
Now, I finally have something new for all of you!
The spookiest character ever made!!! (boooh)
He's an edit of Ahuron's Slenderman! (So all credit goes to them ofc)
Note: He should do more damage but IS not as tanky as any normal character, so, somewhat of a Glasscannon!
He, as always, features a ReadMe.
PLAYSTYLE:
- 3 Buttons
- Launcher with 3Z
- 1 Grab Button and a Specialty Button (B)
SCREENSHOTS:
DL LINK, and Have fun!:
https://www.mediafire.com/file/4gdd3iaww41ub46/THESCARIESTMUGENCHARACTER.rar/file
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・yoonybin・ reacted to Ryon in Im making a new Character Creation tutorial!
Howdy ya'll. It's been a long time.
So after many moons of ... mooning.
I've finally started to re-make my character creation tutorial.
I'm making good progress, and through a series of youtube polls everyone agreed on a MVC style Terry Bogard as the test subject.
While the videos are not public yet (I'm still recording) You can follow the adventure of sorts on my youtube channel and its posts.
https://www.youtube.com/@RyonTeachesMugen
Episode 1 will be about building the SFF, and alignment. I go over using pre-ripped sprites (as per request) from someone like Kong who has ripped sprites in single files. and how to do it from a sprite sheet as well.
Episode 2 will be about animations and hitboxes
Episode 3 will be gameplay mechanics, normal moves, special moves, and I think I snuck the hyper move into it as well.
i'm currently working on Episode 4.
and again NONE of these episodes are public. I just have like 30gb of raw footage i have to edit and stuff.
Show some support, come and subscribe to ya boi.
I think I may come around a visit more often.... and before you say it! Hi Laharl.
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・yoonybin・ reacted to Ryon in Im making a new Character Creation tutorial!
The tutorial is live folks!
please check it out