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jrm1007

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Everything posted by jrm1007

  1. People still use this site, but it tends to be more quieter than other places like Fighters Guild. It's a much cozier place to hang around, as a result in my opinion
  2. I would say Duke Nukem by T.O.P.S- He's not very good and quite buggy, especially on 1.0 or 1.1b. as well as the Somari Spriteswaps of Supermystery's Sonic 2 Style Sonic.
  3. Inuyasha, Kagome, Miroku, and Sango, go on adventure of beating the crap out of other people
  4. Hello all! It's been a while since I made a fully original (for the most part) new stage, and this one was a bit of a pain due to my own mistakes. So, Moon Beach from Streets of Rage 2, I haven't seen anyone try to make this So I decided to give it a shot myself! Sprites ripped by.. nobody, I screenshotted the level, with Layers disabled, allowing for easier, cleaner ripping. All Layers were screenshotted individually, then compiled in MUGEN itself. the Water is fully animated, as well as the Beach waves. the Water is also split into different layers, these layers have gradually lower delta values, so the water scrolls much like how it did in the actual game. the Music is the Moon Beach theme, wav dumped from the game, and then converted to .OGG with the help of Audacity. Properly loops, having a bgmloopstart trigger. https://www.mediafire.com/file/9z5cdu3ieeu5av1/MoonBeach.zip/file
  5. At one point I tried making like, review videos off existing MUGEN creations, but I ended up stopping 2 videos in, because it just felt over-aggressive. maybe one day I'll continue this format..
  6. the Streets of Rage 3 Disco Stage, well the only actual one, uses a Cheetahmen 2 Remix..??? It doesn't fit, and is out of place, so here's the Disco song from the actual game https://www.mediafire.com/file/tcmc1dz32dff6fu/Disco.ogg/file
  7. So... It's been an entire year know, but I think now it's time. This is Sonic 1/2 Sonic, in the same style as the Java Version of Sonic (the 176 x 208 Version to be specific) the 176 x 208 Scale, has Sonic around the same size as SMB1 to World Mario. my WIP S3 Sonic, being used as the scale example.
  8. the Windows 95 Sakura Stage, it's honestly really good and beautiful, having both Day and Night variants. NOTE: Day's music is loud. I've been trying to find the Stage Author's name, but to no avail. https://www.mediafire.com/file/s1ns9xv122go7tp/95sakura.zip/file
  9. Mediafire does this sometimes, it is a glitch, the download still works. EDIT: I quit, you guys win, please stop bugging me about Mediafire and it's linking glitch, the download was still fully functioning, but with Mediafire's glitches, people keep assuming it's been taken down, and I'm more or less just tired of hearing it, I was being stubborn due to the terrible conditions of my internet, meaning uploading pretty much anything, is a huge hurdle. Here's Google, now please stop bugging me. https://drive.google.com/file/d/13YX0b0uWdg9X30iIbf5-ZkrGaDaF4NWr/view?usp=share_link
  10. This edit fixes the Framerate and Delta issues of the Original Vocaloid Caramelldancen Stage, by resizing the 1x1 tile to 500x500, the Framerate goes back up to 60. Delta Values were increased, so the stage properly moves along with the camera now, instead of lagging behind. You can get the original stage here: Be warned, it's slow and laggy. https://www.mediafire.com/file/9tcp7cxpw0ku5jc/Vocaloid_Stage_1DeltaandFPSFix.zip/file
  11. MrVBScript's Vocaloid Caramelldancen. This is the original untouched version of the stage, with improper delta values, and massive framerate dropping. the framerate drops are a result of a 1x1 Tile, being tiled infinitely both Horizontally, and Vertically. If you want to enjoy the stage without framerate drops, I suggest the Framerate edit https://www.mediafire.com/file/gsxlsxcs5jus6ak/Vocaloid+Stage+-+Caramelldancen.zip/file
  12. Managed to get the Vocaloid Caramelldancen Stage, with some Wayback Machine trickery, here it is hosted on Mediafire now the Box link is offline and Wayback Machine is a pain to use to retrieve it. https://www.mediafire.com/file/gsxlsxcs5jus6ak/Vocaloid+Stage+-+Caramelldancen.zip/file Here's my Fix for it, which fixes the Framedrop issues, as well as the Delta Values https://www.mediafire.com/file/9tcp7cxpw0ku5jc/Vocaloid_Stage_1DeltaandFPSFix.zip/file
  13. I honestly think Superdragon's Naraku is a sprite swap of RicePigeon's Kikyo as he has the same overall janky behaviors and improper sound triggers
  14. ------------------------------------------------------------------------------------------------------------------------------------------------------------ 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
  15. y.y Made the original Hol Horse Ultimate Hol Horse is my Edit, which gives him both Boingo and Hanged Man.
  16. 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. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  17. 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
  18. 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.
  19. 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.
  20. 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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