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MoloMowChow

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Posts posted by MoloMowChow

  1. Showcase Video:

     

    For M.U.G.E.N v1.1

     

    The newest version is always available here:
    https://molomowmugen.wixsite.com/fkgmugen/other-dl

     

    Kuma is a port of a character from Alicesoft's RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts. Kuma, the main protagonist of the series, is the second-in-command of one such organization: Nayuta. He is tasked with increasing his clan's power through criminal activities. Along the way, he and his allies must contend with rival clans, as well as the corporation itself, while unraveling a greater conspiracy surrounding the city.

    Note on Controls:
    Just like the last Dohna character I made, Kirakira, this character originally came from an RPG, and lacks any proper movement animations. As such, he doesn't walk back or forward like a normal fighting game character. He can only move via jumps or dashes forward/backward. This also means no crouching either. This can make positioning difficult at times. To compensate, he has a strong moveset that utilizes his long range gun attacks, and his hops forward/backward are mostly invulnerable (except grabs).

    He exclusively uses a handgun in the RPG, and ended up being a heavy zoner-type character here as a result. He plays completely different from Kirakira, with his own gimmicks and systems separate from her, and thus should be approached/played differently. He has an ammo system that uses a bullet every time he fires his gun, and must reload periodically. He also has an assist system that allows him to call allies for help, which is a throwback to him being able to do the same in the original RPG. He uses the Assist system to supplement his combat. Combined, this allows him to keep distance and pelt away with his handgun.

     

    For more details on his controls, check out his readme.

     

    Some devblogging for those that care:

    Spoiler

    This character took way longer than Kirakira due to the assist system taking up more than half the devtime. I had wanted to work on Kuma next because he felt like the perfect excuse to make an Assist system, since he can calls allies for joint attacks in the original game and I've always wanted to try making an assist system for awhile now. After looking at some other MUGEN characters as references (mainly MvsC2_Thanos by Iwakick), it came out pretty good. But I wasn't prepared for how long it took.

    Making a menu system for all the assists was way harder than I first thought. I had to restart completely at one time because I realized the menu graphics I was initially using was way too messy to be practical, and had to make new ones. It's still not quite perfect, as stages with custom zooms will make the assist selector cursor smaller sized. I haven't found the time to fix it yet, but it's a purely visual bug.

    I was originally planning to have 9-10 selectable assists on release, but after taking 3-4 months making six assists and not finding more time to work on MUGEN, I decided to put the assists on hold and work on releasing Kuma himself instead. I would like to add more to the assist system in future updates, such as more assist characters, and secondary moves for each assist. Likely will update Kuma between actual character releases.

    I had difficulty with all the UI elements as well. In the end I just opted to conform to the screenpack I was using, but most likely the feet of the characters will be covered on most stages depending on the zoom and lifebar graphics one is using. I may look into adding adjustable UI elements for the Config.txt file in the future, if time allows it.

    On an unrelated note, some of you might be disappointed I wasn't working on one of the female cast this time. I'll be returning to them soon, don't you worry about that 

     

    This character was originally made for the purpose of AI vs AI spectacle fights, and wasn't meant for human challenge.
    But it is fully controllable, and nothing is stopping you from playing as or against this character.
    Thanks for reading!

  2. Note: The character design is very fanservicey. Although there is no outright nudity, it shows a lot of skin.

    Showcase video

     

    For M.U.G.E.N v1.1

     

    The newest version is always available here:
    https://molomowmugen.wixsite.com/fkgmugen/other-dl

     

    Kirakira is a port of a character from Alicesoft's recent RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts.
    Kirakira joined one such organization: Nayuta, to escape the monotony of life in the city. She wields a chainsaw and swings it everywhere in combat. Her gas mask is totally legit.

     

    Note on Controls:
    Unfortunately, since the character originally came from an RPG, she lacks any proper movement animations. As such, she doesn't walk back or forward like a normal fighting game character. She can only move via jumps or dashes forward/backward. This also means no crouching either.

    This can make positioning difficult at times. To compensate, she has a strong moveset that allows her to attack while moving, and her hops forward/backward are mostly invulnerable (except grabs). She also has a spot dodge which can cancel into some of her other attacks.
    For more details, check out the readme.


    This character was originally made for the purpose of AI vs AI spectacle fights, and wasn't meant for human challenge.
    But it is fully controllable, and nothing is stopping you from playing as or against this character.

    Thanks for reading! 

  3.  

    For M.U.G.E.N v1.1

     

    Download Link (v1.0):
    http://tstorage.info/1mi16klo47bg

     

    Anri is a Jazz themed MUGEN character. Her gimmick is filling the stage with several different musical notes, which has various effects on both Anri and the opponent depending on how many kinds of musical notes Anri has collected, and which ones the opponent has around them.
    Anri needs power meter to use her stronger moves, and relies on Musical note collection to quickly build power meter, as well as powerful defensive measures. Collect enough musical notes and you can use her Finishing move!
    This character was originally made for the purpose of AI vs AI spectacle fights, and isn't exactly meant for human challenge, nor is she properly balanced to traditional fight game mechanics. But nothing is stopping you from playing as or against this character.

    I originally started work on this character several months ago, but put her on a long hiatus when I couldn't be satisfied with how the AI played with the intiial movesets and Musical Notes system. As a result, she isn't utilizing the Higher Res sprites method I had developed earlier, unfortunately. At least I've managed to rework the Musical Notes and movesets now.
    There were originally more things I wanted to do with her. Such as giving each individual musical note type more unique effects. But I couldn't find enough creative ways to balance it properly (I know, "Balance" on this kind of character...) and she was getting bloated already as is. Hopefully she still offers something to people's rosters.

     

    There's a lot of little things that the Musical Note system does. So I'll put the details in a spoiler below. The same info can be found in the readme.

    Spoiler

     

    Musical Notes
        - Each of Anri's move sets will spawn Musical Notes that are flung onto the stage randomly.
        - There are seven kinds of musical notes in total.
        - These musical notes can be hit and destroyed by enemies.
        - If Anri walks near a floating Musical Note, she will collect it, and it will float around her. If an enemy walks near one, it will float around them instead
            - You can only have one of each kind of Musical Note floating around you at one time.
        - A musical note will have various effects when picked up depending on how many times you've collected that particular note:
            - The more notes you have, the more Power bar you generate passively.
            - There are various other effects depending on the Note level and the ones orbiting around you and the opponent
        - You can collect more notes by expelling the ones currently floating around you with a certain move.
    Musical Note Bar
        - The Musical Note bar at the bottom of the screen shows how many of each kind of musical note Anri has collected
        - Anri can collect each musical note 3 times, raising the level of that note for each one collected.
            - Lvl 0 is black, lvl 1 is blue, lvl 2 is red, and lvl 3 is Gold.
        - Raising the level of a musical note will allow more effects to happen for that specific note.
            - Level 1, that type of note generates more power when it explodes, and if the same kind of note is orbiting around both Anri and the enemy, the one around the enemy might explode if Anri is attacked
            - Level 2, that type of note generates more power passively when collected, and enemies that hit the free floating kind of that type of musical note will cause them to explode
            - Level 3, Enemies that walk near the free floating type of musical note if they have the same kind orbiting around them will be detonated.
        - If you manage to make a complete collection (collect 3 of each kind) you can immediately use Anri's finishing move

     

    FYI, Anri cannot guard normally

     


    Additionally, there are some Known Issues that I am unable to fix at the moment due to my lack of knowledge and time. These are mainly caused by the heavy usage of several helpers and the Musical Note system:

    Spoiler

     

       Due to Anri's heavy usage of multiple Helpers with hitboxes, there are often many visual bugs with enemy throw moves or grappler characters that end up grabbing Anri's Musical Notes. This often results n clones of Anri appearing briefly. I have done all I can to minimize these occurences by making the Musical Notes not get hit by Throw type attacks. They also attempt to delete themselves if they get hit or are in the standing state somehow. But everyone seems to code their Throws a bit differently that makes them inevitably hit the musical notes and throw
    them into a custom state. That and I am still inexperienced in handling these mishaps.
        It's also likely ReverselDefs that are the culprits as well, since the musical notes technically have attack hit boxes. If the enemy Reverses a Musical Note and throws it into a custom state, then a clone is likely to appear.

    Uncommonly, there are times where the Musical Notes don't perform as expected. There are times where a note level completely resets, detonations don't happen properly, or pick ups don't occur. However, it does work 99% of the time otherwise, and I can't consistently replicate the odd bugs that happen in these rare cases. Let's just chalk it up to weird MUGEN mechanics  :8):

     

     

    That's all for now. Thanks for reading! If there's any confusion or bugs about the Musical Note system, feel free to reply about it.

  4.  

    For M.U.G.E.N v1.1

    This is the 6th fan character I've created for M.U.G.E.N. She is a joke character with one-button attacks and wasn't meant to be a sophisticated fighting character. I simply wanted to add her in a M.U.G.E.N format and for AI battles.
    This character uses the infamous MLG meme as a concept for a joke character (along with other mildly related memes).
    There wasn't any particular reason why I combined the character and the MLG joke, I just did it on a whim. I didn't think I'd go back to making another joke character so soon though...

    Comedic mileage will vary, but for those of you who find the MLG meme too obnoxious, I made a version that removes that specific content (she still has the other jokes though). This is the "FKG" version.

    Download Link (MLG version):
    http://tstorage.info/myngwk7fpg2x
    Download Link (FKG version):
    http://tstorage.info/6or5c7reh9y5

  5.  

    For M.U.G.E.N v1.1

     

    This is my 4th M.U.G.E.N fan character. It was originally made for the purpose of Ai vs AI spectacle fights and pre-released on the MUGEN streaming website called Spriteclub.

     

    After having fun going overboard and experimenting heavily on Flower Drunk Girls, I got back to making something "normal" again, practicing making characters and getting used to MUGEN more. So nothing too out of the ordinary this time. I tried a few new things and learned a few more things as a result. She is a simple character with one-button attacks, and isn't meant to be a sophisticated fighting character. I simply wanted to add her in a M.U.G.E.N format.

     

    Since she was originally made for AI spectacle fights, her AI is likely quite unfair, and wasn't initially made for human challenge in mind.

     

    Download Link: http://tstorage.info/4ulfcwzhf2wc
    Note: There's a known issue with one of her moves, specifically her Air Grab, where she's supposed to throw the enemy down diagonally towards the furthest screen edge. But if she grabs the enemy near the center of the screen, she'll sometimes end up dropping towards the same direction as the enemy is thrown. Nothing game breaking, but end up looking a bit weird as a result. This issue is actually displayed in the showcase video.

     

    Thanks for reading!

  6.  

    For M.U.G.E.N v1.1
    This is my 3rd M.U.G.E.N fan character. It was originally made for the purpose of Ai vs AI spectacle fights on the MUGEN streaming website called Spriteclub.

     

    This time around for my 3rd attempt, I just wanted to have fun and go nuts making an unconventional Joke character while learning more new things for MUGEN char development. So I ended up slapping on as many gimmicks as I felt necessary to this one while trying to make it at least entertaining to watch. As such, she has things like perma-super armor, permanent helpers, etc. That being said, she isn't exactly an overpowered super killer either. She's more annoying to opponents than anything, probably.

     

    Since this was a character made for AI spectacle fights, and should be considered more of a Joke/Boss character, it isn't meant to be controlled by a player at all. Nothing's stopping you though.

     

    Download Link: http://tstorage.info/g0efwd1uui2h

     

    Thanks for reading!

  7. On 5/10/2018 at 9:44 AM, CoolAnimeHustler said:

    ʕु-̫͡-ʔु”-- Awesome!! Keep Up The Good Work, Yo! ^_^

     

    Thanks for the comment. I plan to continue making characters while improving my knowledge in MUGEN.

     

    The next one I'm making is even less of a traditional fighting character since I'm making it mostly for fun, but I hope it'll be entertaining to watch either way.

  8.  

    For M.U.G.E.N v1.1
    This is my 2nd attempt at making a M.U.G.E.N character. It was originally made for the purpose of Ai vs AI spectacle fights on the streaming website called Spriteclub.

    Lady's Sorrel is another character from Flower Knight Girl. Like the previous character I made, she's also a simple character with one-button attacks, and isn't meant to be a sophisticated fighting character. While my first character was a sandbox for my introduction to MUGEN character creation, this one was a way for me to apply and practice what I already learned before moving on to learning more things.
    Since she was originally made for AI spectacle fights, her AI is likely quite unfair despite a small moveset.

    Download Link: http://tstorage.info/ebuffdkp3hxz

    Thanks for reading!

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