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jrm1007

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Everything posted by jrm1007

  1. https://www.mediafire.com/file/lf2wnnz2vx7sr9i/marioth2terrible.zip/file Here's a bad Sonic 2 Style Mario character
  2. a really bad spriteswap of Supermystery's Sonic 2 Style Sonic made by playawey80 was an archive exclusive but managed to get ahold of it. https://www.mediafire.com/file/lf2wnnz2vx7sr9i/marioth2terrible.zip/file
  3. Well, here he is, Supermystery's Knuckles Custom (why he's named that I have no idea why.) He's meant to replicate Sonic 2/3&K Having the same controls overall, but now with the ability to punch, throw bombs, as well as being able to drop, and punch boulders. This Edit has the same tweaks and fixes as the previous ones, such as -Better Sprite Positions -Better Hitboxing -Added a few new winposes -Changed the portrait (now it's big enough to be a proper 120x140) -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Knuckles to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits -A new Pipe Attack (based off of Streets of Rage 2) activated with the C Button, after breaking a Super Monitor. https://www.mediafire.com/file/9tdzdjzbspgzyr1/knucklesSP.zip/file
  4. So, Supermystery's Tails, He behaves similar to Sonic, being styled after Sonic 2, however, unlike the original release, Super Tails is enabled by default, rather than the Plane being turned on instead, this edit fixes a few existing issues with him, such as -Changed the portrait. -Added Several new Palettes -Fixed a few existing palettes -Removed KFM Sprites -Made it impossible for Tails to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -CD Soundpack (comes with Sonic CD Sound Effects) -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits -Replaced existing S3&K Sprites with the S1/S2 2013 Sprites -Added Flight Cancel (Activated by pressing Down+A) -Repositioned a few sprites for better animation -Improved Flight Controls https://www.mediafire.com/file/m9tu9ws7lvw58t4/tailsS2.zip/file
  5. WARNING: THIS IS A CHEAP EDIT OF SUPERMYSTERY'S SONIC 2 STYLE SONIC, HE STARTS EVERY ROUND AS SUPER, MAKING HIM INVINCIBLE FOR LARGE PORTIONS OF MATCHES! An Edit of An Edit. I present to you, my edit of DarkLordXelrick's Dark Spawn Sonic (the 2016 Version) which, like the Ordinary Sonic Edit, uses Sonic 2 Style Sonic as the editing base, just like before. I didn't use the latest version of this Edit as the base, I used an Older Version, as the newer version had bugs that didn't exist in the previous version, I have ported all the features from the last release to this older version, which is less buggy However in doing this, one feature got cut, and it was the Ermac Striker. Dark Spawn Sonic is a recreation of a DOS ERA Horror Fangame made for Halloween that was based off of Sonic, imagine Sonic.exe, but he didn't see anything as a game, or a joke, and was a cold blooded killer with no laughs to spare. He starts every round Super, and like An Ordinary Sonic's Super.exe form, he consumes the Power, rather than Rings (which there is none.), and because his Power is 6,000 at the Start of Each Match, if he doesn't use any of his attacks besides Jumping and spinning, he's impossible to beat without spending 50+ minutes blocking This Edit contains all the fixes done to Sonic 2 Style Sonic, such as -Existing issues with spritework, cleaned up a few errors, fixed animations, and fixed hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -Monitors are now Fully Animated This is pointless as Dark Spawn Sonic doesn't use Monitors -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits (now he supports HIMSELF) You've been warned about his cheap behavior. https://www.mediafire.com/file/kgl4g5sugu6bbli/DSSonic.7z/file
  6. An Edit of An Edit. I present to you, my edit of DarkLordXelrick's An Ordinary Sonic The Hedgehog, which used Supermystery's Sonic 2 Style Sonic as the editing base. However. I didn't use the latest version of this Edit as the base, I used an Older Version, as the newer version had bugs that didn't exist in the previous version, I have ported all the features from the last release to this older version, which is less buggy, these new features are accessed via the An Ordinary Sonic Fusion.def file By using the Fusion.def file, you have access to his Special Pal 6, 11, and 12 Modes - Pal11 is activated via Start+Y - Pal12 is activated via Start+Z This Edit contains all the fixes done to Sonic 2 Style Sonic, such as -Existing issues with spritework, cleaned up a few errors, fixed animations, and fixed hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits (now he supports HIMSELF)
  7. I present to you, my edit of Supermystery's Sonic 2 Style Sonic. It's meant to fix existing issues with spritework, clean up a few errors, fix animations, fix hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -CD Soundpack (comes with Sonic CD Sound Effects) -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits He retains all of the original features, as well as the original name Credit for Sprites goes to Supermystery - The Sonic Sprites that were already there. SEGA - For Making said Sprites Sketch, type_a, Nerples, Nightly, Krebbit, and Hans-Cuff - Custom Made Sonic 1 Styled Sprites (Group 181) Custom Super Sonic sprites by EXEcutor-The-Bat, and ThomasTheHedgehog888
  8. Here's the Mighty I released last night that tries to replicate the Style of Supermystery's Chaotix Characters as well as edits
  9. Supermystery didn't make Mighty ever, did he..?? Well.. I'm here to rectify that... sort of, this is Mighty the Armadillo, in the same style of Supermystery's Chaotix Characters He has mostly the same controls, but now has the ability to use his Wall Jump from the game, having the same time limit mostly. He can also use the Mania Dive Drill, which is only usable by smashing a Super Monitor. Sonic 2 Style Sonic was used as the base for Mighty's Creation Wall Code modified from Supermystery's Espio Artwork Modified using Paint.net You can create more palletes using fighter factory of a similar program Known BUG: Sometimes when using the Dive Drill (typically beyond the camera's usual bounding) he doesn't bounce upward after. Credit goes to SEGA - For making the Knuckles Chaotix Sprites Custom Sprites made by E-122-PSI, Yuski, Cinossu, & Team Megamix Sprites ripped by Mystic Fire, Yawackhary, and Toadkarter https://www.mediafire.com/file/oyazad2dvxy5cjs/mightykc.zip/file the Stage made for this Project is right below
  10. Well........ It's been a while since I posted anything stage related, this is the Knuckles Chaotix's Botanic Base Level 1 (at Day) It has all the animations from the Level, having the functioning Fountains, and Waterfalls, it's a decently lengthy stage, but doesn't have much vertical support. the Level's Music, Midnight Greenhouse, is included in the zip, as a .ogg file, with looppointing, so the song loops as it normally does in Chaotix, it is exclusive to 1.0/1.1b, but can be downgraded to WinMUGEN, at the cost of the Localcoord features, as well as the Looppointing. (Due to issues with Mediafire at the moment, Google Drive is used instead) https://drive.google.com/file/d/1HKTeMpQRdscMnigOVltkSxtZ-QoRkwUR/view?usp=sharing
  11. The new year's first update! ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 3,6,2022 - (A Color Picker is in the works, sprites and anims were already made.) ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Jugglepoints lowered to 5, this fixes an 8-hit aircombo exploit I had discovered. -Optimized the .air file to use less lines -fixed an sff error with group 5031 -lowered tick speeds for Air Attacks -cleaned up some unused anims and sprites ------------------------------------------------------------------------------------------------------------------------------------------------------------ https://www.mediafire.com/file/6exlk07b21m75t7/InuyashaGouki.zip/file
  12. I would have to say the Season 3 OP for Inuyasha, and Season 2's Ending.
  13. Videos that put your hearing at risk.
  14. Ok.. the Spritework is pretty good, but I've had a bunch of issues when trying him out 1. He's completely invincible when doing Hypers. even when running at you to perform them, meaning you have no way to counter besides blocking it. 2. A bunch of the Hypers are copied from DDR's Sorcerer Mickey, with little to no changes, aside from Mickey having no hitbox. 3. Head, and Mid.pos values are unchanged from Kung Fu Man. consider this a bit of a nitpick, but it will cause issues for characters that rely on the Head positioning for their attacks, let's say a missile is programmed to go straight for his head, it will fly right over him, due to the Head.pos being unchanged from Kung Fu Man. 4. Sounds, a big bunch of them were taken from DDR's Sorcerer Mickey, and some aren't properly recorded, for the Paint brush ones, I can hear someone speaking in the background, I can't understand what's being said though. 5. Waaay too many CLSNs, when viewing his .air file, Mickey looks like he's wearing body armor, there's no need for 6 CLSNs and more for each frame, that clogs up the .AIR file with a huge bunch of CLSNs which aren't needed at all. I am not trying to say it's bad by any means, but there's just a few issues here.
  15. Here's the 2006 (1.2) version of Inuyasha that Dissidia uploaded to the server yesterday https://www.mediafire.com/file/csa5xl10pl83pdx/inuyashaMetaGouki2006.zip/file
  16. I found this really bad Inuyasha (that's probably spriteswapped, like SSJ Inuyasha) https://www.mediafire.com/file/8mf9ipiccpnoams/inumeidou.zip/file by Dx Jorl
  17. I remembered there was also this stage I made, it was based off Sonic Limbo, a hack where all but the background is a black void, this stage is old, and was made near christmas, once again, don't expect this to be good, it has a lot of horizontal scolling however. Was originally only on Archive, uploaded here to remove it's exclusivity. like the other old stages, you'll find my old alias in the .def file https://www.mediafire.com/file/hegob1gj8fqak3k/BoringZone.zip/file
  18. Honestly it feels like you just threw all the progress you made towards improving into the bin with this release -Multiple Attacks can be turned into infinites -horribly resized pic for the portrait -white pixels all over -the freeze dance lasts for WAY too long, and gives Daniel more than enough time to wipe an opponent with Light Punch spamming -Light Punch does more damage than Medium -Palette mess, why is kfm being used for palettes?? there's several palettes linked to several different sprites of Daniel Tiger. it just feels like you stopped caring at this point.
  19. I'm 100% sure this is the last stage I made before I went on a hiatus from MUGEN to make content for Sonic Boll (as well as be a beta tester for a short while) before coming back to MUGEN in late 2020. This stage is based off of Sad Hill Act 4, from Sonic Sad Hill, a... decent...? Russian Hack, It could be worse, it's the Pre-SHC2019 Version meaning the backgrounds are completely static, there's Horizonal scrolling but not much of it, same for vertical, once again I can't say the stage will be good. As with the other two, this has been put up here so it will no longer be an Archive Exclusive. once more, .def file unedited from 2019, so you will find my old identity in there. https://www.mediafire.com/file/c35daunlcoowdxh/SadHill.zip/file
  20. for an SHC2013 Entry, there was a zone that was impossible to access by any normal means, only playable with FFFE10:0200 it put you in an unknown zone, with the title still being Marble Zone. it was a very unfinished 2.5d'ish level with only a few bits of solid ground, which is what this stage is based off of it's not good, in fact it has nothing going for it, but it's here to no longer be an Archive Exclusive. as with last time, the .def file was never touched since it's Archive release, so you will see my oldest identity, it was my Xbox 360 Gamertag. https://www.mediafire.com/file/ho8h6dqa61u60lu/UnknownZone.zip/file
  21. Well..... in 2018, I made a stage based off of the Hack known as Sonic Erazor, by using FFFE10:0301, the Hack put you in an empty Uberhub Zone, and the only flooring was objects you placed using Debug Mode, this stage was directly based off that, and nothing else, the stage wasn't good, had no horizontal scrolling, but huge amounts of vertical scroll, and was pretty much my first ACTUAL stage rather than a crappy tool created one off a pic of my phone. (the .def file has been untouched from 2018, so you will be seeing my old identity.) Don't expect it to be good, only uploaded here so it's status as Archive Exclusive is gone. https://www.mediafire.com/file/wtfs2h63w2sxxdn/uberhub.zip/file
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