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Everything posted by jrm1007 - Rin
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Inuyasha - Meta Gouki Edit - 2026 SpriteClub Redux
jrm1007 - Rin replied to jrm1007 - Rin's topic in [ EDITS & ADD-ONS ]
------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,18,2022 - It's been a long time, hasn't it? ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Working on a Palette Selector (Credit to PlayerOne, Flawless, Humanoid Typhoon, and Seravy) for wip X-Costume Addition (Check workfiles) -Lowered Inuyasha's overall damage percentage by 5% -Properly sorted the Palettes -Ikemen Go Movelist added -Cleaned up a few animations -A few CLSN fixes -Improved Crouch Kongosoha animations -Kaze No Kizu, and Backlash Wave take one second longer to activate. -Redone Intro Animations -Added Additional Intro Sprites -Better damage balancing -Redone Taunt Animation -Sankon Tetsou Hyper takes more time to exit. -Hijin Kesso Triple takes more time to exit. -Kaze No Kizu Max takes more time to exit. -Backlash Wave takes more time to exit. -All Hypers now end when the Opponent hits the ground and begins getting up. -English Dub Inuyasha now uses the same SuperPause time as Japanese Inuyasha. -Increased Dash Speeds -Refined a huge amount of the Animations to have smoother returns to Standing Animation -Inuyasha now has a Crouch Grab, it had unused anims for several updates. -Fixed Sankon Tetsou explod effect time triggers -Reimported a few sounds from the Original 2006 Release of Meta Gouki's Inuyasha -Crouch Grab uses sounds from the 2006 Release -Sankon Tetsou uses sounds from the 2006 Release -Sankon Tetsou Hyper uses the Jump sound as well as the 2006 sounds -Blood Effects play when Inuyasha uses Blades of Blood -Using Blades of Blood now hurts Inuyasha by 30 health -Dust Particles play when using Backlash Wave ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 12,4,2022 - A new Hyper | I recommend deleting the existing Folder when grabbing the new update, see why below. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Backlash Wave has been bumped up to Level 2 -Backlash Wave damage has been buffed by 5 -Ported more sounds from the 2006 Release -Added Low-Health Win -Added Low-Health Lose/Draw -More sprites, some for the new hyper, others for Low-Health Poses. -Rearranged File System, Folders now more organzied -Fixed explod, and playsnd triggers for Sankon Tetsou Medium, and Hyper -A few more sprites cleaned up -Consistency errors fixed -Repositioned Lose Sprites -Edited Lose Sprites -Lose, and Draw now play different clips instead of only just one. -More clips recorded from the PS1 Fighting Game -Added a new Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Flaming Tessaiga - D, B, D, B, b - 1000 Power - Chips off around 60 Health with each usage. ------------------------------------------------------------------------------------------------------------------------------------------------------------ https://www.mediafire.com/file/6exlk07b21m75t7/InuyashaGouki.zip/file -
JoJo's Bizarre Adventure: Heritage for The Future
jrm1007 - Rin replied to Obisen's topic in [ COLLECTIONS ]
sure, yes -
JoJo's Bizarre Adventure: Heritage for The Future
jrm1007 - Rin replied to Obisen's topic in [ COLLECTIONS ]
y.y Made the original Hol Horse Ultimate Hol Horse is my Edit, which gives him both Boingo and Hanged Man. -
This was meant to be out sooner, but the Laptop I was editing them with ended up dying to water damage, and I ended up back at square one. You thought ABAB's Sonic was first? No. I decided to tackle the ones I liked most first. So, Male/Female Sonic, who are they? They are fusion Hedgehogs so to speak, they have their Battle Moveset, but it's now been fused with their Smash Bros Moveset, as well a bit of MVC2 thrown in (Recoveries, Super Jump) They are both a major gameplay edit of ABAB's Sonic, their entire gameplay has been overhauled, on top of Sprites being modified to have a more... Smash-like apperance. (the Sounds helping this of course) So, unlike ABAB's Sonic, (Where the Combo was literally just hitting A five times.) They have a lot more tools for combos, and more tricks up their non-existant sleeves. I enjoyed them both a lot, so naturally they were my first.. "legitimate edit" It was ass. It didn't even fix their biggest issues, being the Easy Infinites, broken Explod triggers, unbalanced damage, etc. - Surprise Surprise, I had also had these edits on MUGEN Archive. So after making a Redux for Shadow, I decided to not only redo ABAB's Sonic, but Female/Male Sonic as well. (All changes Documented here, also apply to Both unless stated otherwise!) I ended up making a lot of changes, that would result in lower damage per combo, as well as the Easy Infinites being patched out, and a bunch of others you'll see below. Having to replicate the changes 6 times over was quite annoying, but I'm quite happy with the final result Since they both play pretty much the same, I figured it's best they shared the same Topic, rather than being separate. Sprite Credits go to ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SEGA/Sonic Team/Dimps - Making the Official Sprites, which were used diegosonic81 - for the Modified Sprites, which are used ABAB, Cyanide, diegosonic81 - Sprites already here Kevin Huff, Daniel Sidney, Ren Ramos, Nate The Hedgehog, IceisNice, QuadFactor, Arsenic, Vortex - Ripping the Sprites used SonicBlazeFan, SonicFan, Neo_Fire_Sonic, Shiver The Fox, Nintendo_6444, LeemenaDan, TuffTony, HeiseiGoji91, DoubleSAnimations, ColdFan, Yagoshi, PicsandPixels, Destro-the-Dragon, XFireMHDev, LucarioShirona, Jmkrebs30, Shadefalcon, RnR, KuraiDarknessZX, Sonikku997, BlakeYagami MyPicts, Ormentis/Blade-Swipe, Delvallejoel, ParrishBroadnax, TaymenTheHedgehog, TrueBladEdge, Nova The Hunter, MarnicX, Flare T.H., Fireant, SuperDarkShadic, SagaHanson25, Blitz215, CosmicSG, SorairoDJ, KonicFighter14/Joineth, Rock-Blade/Chaos-User Facundogomez, Bar-Kun, Retro-Red, LeaoZX, SilverX219, Uberhawg, King-Atreyu, Q-T-D, PixelPower23, BaysenAhiru427, shadowpry, BlazkZero24, Next-Gen-Jay, PhoenixFireWolf12, TVGE2, shadow_91 - Custom Sprites used (In all reality, there's way less people involved custom sprites wise, but the sheet I found that had the custom sprites had all these guys listed, so I'm not taking any chances.) (Rumor has it he also uses sprites from Gather Battle, but considering LeemenaDan's rep with sprites, they might actually be made by someone else) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The reason as to why it looks like they are doing so much damage is because the Defense, and Life Stats were lowered to around 90 to 95, with Attack also being lowered as well. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's all the changes done in 2022. All changes Documented here, also apply to Both unless stated otherwise! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -Fixed Error, where Cracker Bombs, if thrown in Air, did not make existing ones explode -Nerfed Sonic Turbo -Sonic Turbo is now blockable -Nerfed Sonic Flare -Nerfed Wall slam after Flare -Nerfed Pursuit Kick -Nerfed Sonic Combo -Nerfed Light Speed Attack -Lowered Jugglepoints -Removed NoJuggleCheck Assert (A big factor to their Infinites.) -Sonic is no longer able to use standing attacks while Spinning (Once again, another big factor to their Infinites.) -Sonic can no longer homing attack, after using it (Yet again, another big factor for their Infinites.) -Nerfed Heavy Punch -Lowered HitTime for Light/Medium Punch -Sonic can no longer spam Crouch/Air Light Punch -Fixed broken RemoveExplod triggers -Light Speed Attack, when failed, makes the Hyper BG destroy itself properly -Fixed Air-Specific Sprite Positions -If Sonic Turbo is blocked, Sonic is temporaily stunned -Replaced Battle Sounds -Nerfed Air Spin -Nerfed Air Down Kick -Lowered Defense Stats -Lowered Life Stats -Fixed Grab Attempt glitches -Nerfed Sonic Wave Damage -Nerfed Sonic Storm Damage -Sonic can no longer hit downed opponents with Crouch Kicks -Nerfed Hitboxes -Nerfed Grab Hitboxes -Sonic Meteor Positions fixed -Removed Launching Spin Kick (was OP and did literally nothing but be useless.) -Fixed bug where Ring Explod for Sonic Drive didn't delete itself properly per Animation Frame -Cleaned up cns files by removing unused states -Cleaned up cmd by removing unused states -Air Punches no longer send the opponent high up (it made literally no sense.) -Air Punches no longer send the opponent as far away -Heavy Air Punch takes a few more seconds -Removed -2 from the main cns file, and made it a seperate file -Fixed Meimu_GRBoss WinPose bug -Original Thud Sounds have been Swapped out with Touhou 10.5/12.3 Thud Sounds -Original Thud Effects replaced with the Classic Default ones (They have been ported in) -Sonic can no longer use the heal right after being hit -Heal Sound now uses loop instead of persistent = 25 -Nerfed Sonic Heal -Slighty sped up a few animations -Sonic can no longer use Stomp, after using Turbo, it did too much damage. -Light Speed Attack, if blocked, sends Sonic backwards uncontrollably. -Buffed Sonic Drive - Diag Launch -Fixed bug, where using Sonic Drive seconds before the ring touches the ground, causes MUGEN to crash -Fixed Super Jump Effect Visual glitch (Female Sonic only!) -Super Sounds now consistent with all Soundpacks (Male Sonic Only) -Added a Movelist.dat file for Ikemen GO users -Disabled Single Button Dodging ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [Command] name = "FwdDodge" command = ~D,F,z time = 15 [Command] name = "BackDodge" command = ~D,B,z time = 15 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If you want them both https://www.mediafire.com/file/0lv84o7kv5aq338/MaleandFemaleSonicDualPack.zip/file If you want Female Sonic only https://www.mediafire.com/file/mirwszwisap8kdb/Female_Sonic.zip/file If you want Male Sonic only https://www.mediafire.com/file/fc3ax8vy9wrl26w/Male_Sonic.zip/file ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Below are older changes that might have been removed, or remade. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here's all the changes done in 2018 to 2020. All changes Documented here, also apply to Both unless stated otherwise! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -msonicjason Jason Soundpack had mostly Roger in it still, so I ripped a ton of voice clips from Unleashed, All-Stars Racing (yes he voiced Sonic there.), Black Knight, and Smash Brawl (Male Sonic Only) -msonicryan This soundpack name should be self-explanitory, now Ryan Drummond is an option, this means all 5 of Sonic's Main Game VAs are now usable (Male Sonic Only) -msonicjap the Japanese Soundpack still used the old attack and hit sounds (Male Sonic Only) -msonicspa same applies with Spanish. (Male Sonic Only) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -Releasing when Running now makes Sonic hit the brakes (they still work with Win.) -When facing ABAB's Creations, they use a special grab state. -Air Spin now uses the Spin Sound instead of Jump -Homing Attack's AfterImage has been changed to be consistent with Meteor, and Drive AfterImage. -Super Jump no longer uses Crouching Sprites, or Jump Start Animation, and now uses a completely new Animation. -Jump Sound no longer plays when Super Jumping. -Air Kick Launch is no longer a copy paste of ABAB's coding, and is now it's own thing. (Removed in 2022!) -Male Sonic now uses MvC2 Hitsparks, not ABAB's ones, these are more cleaner rips. (Ripper unknown.) -all cns files have been edited several times so Hitsparks would use the correct numbers according to the Hitdef's damage values. -a new idle anim, Male Sonic will now stretch at random. (Male Sonic Only) -Converted some more sprites for Super Jump use. -Air Guard Sprites -Fixed up some shoes and mouths to use the same reds as the rest. -Added and converted new Stretching sprites. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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JoJo's Bizarre Adventure: Heritage for The Future
jrm1007 - Rin replied to Obisen's topic in [ COLLECTIONS ]
Wait, why is it shown that Ultimate Hol Horse was made by me? (Rin Satsuki) He's an edit of y.y's Hol Horse I made It just gives him both Boingo, and Hanged Man at once -
I thought we were getting somewhere with Improvements, but.. no. Despite this being "New" it's still full of a lot of the issues with the original, it feels like no feedback was taken into account from the earlier two years. the Balancing is an absolute nightmare, this feels like it's all flash, with no substance. the basic attacks, don't really do much, you have to constantly use Special Attacks to get any worthwhile damage to stand a chance. Then there's the Hypers, some do way too much damage for the power they use While others don't do much Sprite Work is a resized mess, you know you can just scale them up in MUGEN itself right?? it's Scale 2,2 you find it in the Size Section. Why is there also an entire song here? That takes up way too much space, resulting in 100MB, some Yu-Toharu Hatsune Miku shit right there tbh. I also found an infinite by simply spamming Light Crouch Kick a big exploit with The World had also been discovered by jade_midori https://streamable.com/1t76y4 Also discovered by him was one of the Hypers, forcing enemies to use their OWN animation number, being 203. https://cdn.discordapp.com/attachments/247826131317686273/1000867005873803444/2022-07-24_16-47-49.mp4 Also also Discovered by him was a possible Light Crouch Punch Infinite. https://cdn.discordapp.com/attachments/247826131317686273/1000861069012643952/2022-07-24_16-24-12.mp4 but it ends up not succeeding as you can spam the Light Punch so much that the hitbox won't appear. It feels like you've lost motivation to improve long ago, and are running out of steam.
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He had a whole day to apologize and respectfully listen to Laharl's feedback, but he continued going with his egotistical, passive-aggressive replies, if he wants respect, he needs to EARN it. If he's going to make backhanded replies like these, he's not going to get what you want from us. Laharl was literally offering help, and just got these aggressive replies, I don't care if you know him, that's still being an absolute douchebag. and the fact that you're defending him says a bit about you as well. You are blind to his behavior.
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I end it with this.
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Wow. This has to be the most passive-aggressive, ego filled response I've seen on the site. Laharl literally said he only wanted to help with the sounds, and all he wanted was credit for the sounds, he had no intention on stealing your credit, or claiming all the work for his own, but instead you twist it to where Laharl is a "screaming child that's never made a full sized, decent character" This really is a godawful introduction to us, since it's the first few posts you've made on this site. You've made yourself out to be a complete fucking douchebag in your response, with the maturity of a goddamn 5 year old. and honestly? Good riddance.
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So. Sonic Heroes, I actually really liked Frog Forest, it was quite nice, and the music was really good. I decided to give Parallax Stages a shot for the first time ever, and ended up using Dolphin's Texture Dump, to get the textures for the stage. This is my very first time using Parallax, so apologizes if it looks off - Includes an ogg file for Frog Forest, loops perfectly I tried making this for 1.0, but the background got butchered so badly because of the color limit, so I decided to just move it to 1.1b. https://www.mediafire.com/file/a47tbxsduggcejr/FrogForest.zip/file
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Sonic syndrome
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Shadow The Hedgehog by ABAB - Edit Redux
jrm1007 - Rin replied to jrm1007 - Rin's topic in [ EDITS & ADD-ONS ]
Sonic, Knuckles, and Rouge are coming in time. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Finale Update, this is Shadow's Final Update, and with it comes a major fix. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- -Shadow's Boost Mode, if he's KO'd with it Active, it's turned off, as it causes problems in Simul mode, because he still drained the power despite being KO'd. -Shadow utilizes two different cns files now, depending on the .def used. -Shadow uses a seperate .cns file, if you attempt to use the AI, Shadow-2.cns -Shadow uses a seperate .cns file, if you don't attempt to use the AI, Shadow-2-3.cns -Tweaked Shadow's Healing values to be more accurate with Sonic Battle -Nerfed Chaos Blast (Low), lowered overall damage caused by 30 -Nerfed Shadow Combo by 4 damage -Buffed Chaos Blast (Max), by 3 damage ----------------------------------------------------------------------------------------------------------------------------------------------------------------- https://www.mediafire.com/file/ykc0mvggiwtvpsn/ABABShadowEditRedux.zip/file -
a gun fight with a shite character
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I tried it on both builds and got the same lag results. I don't know what the hell your PC specs are, but if you're not even using this edit to begin with? Why are you commenting here? All you did was bump it unnecessarily over an issue not even related to this edit itself. just like on the MFG Page. and also, like I had said before, it could be issues with OpenGL itself, or your PC overall, stop bugging me about this, there is literally nothing I can do, it runs completely fine for me in OpenGL,so I don't what YOUR issues are. Everyone gets different results.
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By commenting and sending that link, you exposed why the hell it's so laggy. MUGEN builds typically don't have 4380 slots, and are never meant to have such a large amount to begin with. Clearly either the PC, or the Software cannot handle the amount of slots being used. it's not a 1.1b issue, this is global.
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Apparently you can't read instructions because EVEvolve is that screen.
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Shadow The Hedgehog by ABAB - Edit Redux
jrm1007 - Rin replied to jrm1007 - Rin's topic in [ EDITS & ADD-ONS ]
----------------------------------------------------------------------------------------------------------------------------------------------------------------- 6,26,2022 Update - (Note: If you already have the previous version, delete the folder, as files were rearranged) ----------------------------------------------------------------------------------------------------------------------------------------------------------------- -Changed Icon to a smaller, more compact version -Fixed huge hitbox issue with Chaos Spears -Nerfed a bunch of hitboxes -Removed Life-Dependant Chaos Spears from the Hyper (Absurdly op) -Chaos Spear Barrage takes more time to exit when in Time Stop -Added Intro State 189 (Meaning once he exits Intro State 191, the round doesn't instantly begin after landing.) -Fixed Chaos Burst trigger mistiming -Added Ground Shockwave animations -Added proper ground collision sounds -Added proper Animation/Sound Triggers for ground collision -Lowered overall damage for the basic attacks -Rewrote the Statedefs to use english letters rather than the original Japanese -Lowered Jugglepoints (Now Shadow cannot infinitely juggle the opponents, highest damage possible via Air Combo now being 250) -Shadow Turbo is now blockable (chips 100 health) -Changed Afterimage state from Stateno 230 to Stateno 40 to use Shadow's Homing Attack Colors -Added Afterimage for Shadow Rocket (however unlike in Battle, this afterimage uses Shadow's Homing Attack Colors.) -Restored AppendToClipboard Statedef -Nerfed Shadow Combo Damage -All SA2 Palettes now have the darkest shade slighty brightened -Fixed a few palettes (ended up missing a few errors, oops) -Improved Chaos Spear Barrage animations -Fixed Ground Collision sprite positions -Fixed Missing hit voice errors -Nerfed Chaos Burst damage -Shadow Turbo, if blocked, now puts Shadow into a new state (Stateno 2510) where he is left open for attacking -Shadow can no longer perform Air Combos after using Shadow Turbo successfully -Chaos Burst's sounds are now split into two. -Shadow cannot use Heal, if his Life is at the Maximum -Fixed Shadow's Heal Lifeadd bug (he wasn't regaining health when using it.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------- -
A very.. odd, yet interesting stage, created by Cerisier https://www.mediafire.com/file/8w0l6o9mvz0tlty/original_illusion.zip/file
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Oh right here's his Peach's Castle stage too https://www.mediafire.com/file/shs2wzx3u2dd7zi/PeachCastle.zip/file
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Here's NeOaNKH's Luigi's Mansion Stage https://www.mediafire.com/file/c41y8r9cvur4d43/NeOaNkHHauntedCastle.zip/file
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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 -------------------------------------------------------------------------------------------------------------------------------------------
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THIS THREAD IS OUTDATED. PLEASE GO HERE FOR A WORKING LINK + PREVIEWS https://mugenfreeforall.com/forum/702-rins-smashing-collection/ 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
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This is the unedited, final release of Dark Spawn Sonic, from DarkLordXelrick. From his readme file. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊ o̗͛͆r̩͚͎͙͟ di͕͈͋̈͘e͕̭̫̦̖͆͌̓ͪͨ. -Story time- 1999 Halloween "Sonic in Hell" (Prequel to Sonic.exe?) Do you know about the game Sonic in Hell? It a fan game made back for 1999 Halloween. Just image Sonic.exe without red eyes just black eyes, more bloody characters, and Super Sonic music from Sonic 2 played backward. The creator of that game called the evil Sonic, Darkspawn Sonic. You actually played as Sonic and it starts with him laying down and sleeping and Darkspawn Sonic comes out of Sonic and walks off screen. Sonic wakes up and you begin walking and finds a blood splat on the ground. Darkspawn Sonic walks in and tells Sonic he finished what he started. Which Sonic finds that all of his friends were killed and at the end of the stage Sonic dies passing a signpost that denotes Only Death awaits. You then enter Hell and DarkSpawn Sonic killing Amy then disappear. As Sonic head down the stage Sonic got surrounded by souls of his friends and found Amy's body. Darkspawn Sonic begin to collect Souls of Hell which turn into red rings and he transformed into a Super form (still normal color) and Super Sonic music from Sonic 2 played backward. Then you had to kill him. If you lost the screen filled up with blood and Game Over music played but also was slowing down to a low tone note. If you won though Sonic would wake up like it was a dream. Current Features: Normal mode moves: Ring Gather: (Hold A or B) Once you are out of Super mode you can't jump, you must regain quickly Super form. The Red Rings can slightly damage opponents. Super mode moves: ----------------- "Red Rings" (X button) They are a deadly force the mess with. They will randomly do an attack so there is no real control on what it will do. (Fact: In Sonic in Hell touching even one would kill you instantly, these were weaken so it alittle more fun to play as him) You have total of 4 that will begin to disappear over time till you have no more. This refreshs every transformation. "Red Doom Scythe" (Press x+y) 1 powerbar. This move is base on one of his moves, but I couldn't get the Rings to move right so I use a move that was similar. " " x+z WIP " " y+z WIP A Simple Kick: (Y button) Sometimes you just need to kick things "Summon Spikes" (Z button) 6 spikes will pop out of the ground and knockback your opponent. Homing Attack: (Press B after jumping) This cost some power to use. Sweet Dreams Fatal: This as a Fatality type move use near end of a round. I'll keep this a secret until you "Can't Run" no more. Only usable when in enemy is on the ground. Teleport: (Press C) A teleport on other side of the opponent to gets close. Moving forward while pressing C will trigger a light speed dash. This will trigger on it's own when it feel it neccessory. Other move: Lava Flow: Once Health hits a curtain point Lava will raise below. However it is unpredictable and can hurt you as well. ????ERrorMACro?????SEE+WHY?FOR?KICK ---------------------------------- God modes You can't beat me Palette 11: Can not be killed by normal characters. (Creepy Warning) Ultimate Death Palette 12: "You shouldn't have come here."P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊P̣͇̽̓ͮr͎̞̗̫͚̠ͤ̀ͨ͑̃̅̾ͅa̢̤̤͔̞̠̒ͬ̍̃̌ͫ̇i͕͈͋̈͘s̟͎̘̗̙̻͆ͅe͕̭̫̦̖͆͌̓ͪͨ ̛̭̮̩̾ͧ̋̓͑̐̚H̉҉̥̣͙ȉ͕ͧͩ̈́ͯ̿̌m̭̻͚̟͉̹̊ (Creepy Warning) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- https://www.mediafire.com/file/zxaujbczh0nkml4/DSSonicFinal.zip/file
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ABOBO SMASH! Super Abobo rages into MUGEN! + Stage remake release
jrm1007 - Rin replied to GTFoxN6Y's topic in [ RELEASES ]
....I'll be honest, you have improved but.. not by much. It's been.. 2 years now? and after 2 years, you're still having the same issues, that's a problem. It feels as if you're.. slowing down and not really trying your hardest anymore. -Horribly cropped sprites -awful sprite resizing (You could've just.. put in the sprites, then had them upscaled via the .cns files) -Wrongly placed explods (When using any sort of Hyper and landing a successful KO, the explod for it isn't positioned correctly, the top is cut off as a result, same for Basara KO, except it's too far down) -Palette duplicates (Same song and dance, each sprite uses an entirely different palette for no reason, clogging the sff with tons of duplicates.) -State 5150 still doesn't exist (meaning when KOed, he slides to the wall) Abobo himself feels really off to play as, I don't know what it could be, but he doesn't play right. -
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