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Posts posted by GeorgeMP
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59 minutes ago, Modo_ekitz said:
Hmm i see your handywork.. And implore you - Build a full mugen sonic game platform players can run around and fight in, As well as beat the game as if it were a normal 16 bit game. With almost any characters they choose. Please, Dont make the mistakes of past content creators by limiting it to just another tournament-fighter. While theres still time. I would RATHER pay you a small fee (per person) than have a free game with nothing in it but the usual.
I think your idea is cool, but not only is it beyond my ability, it goes against my vision for the game(which is, as could be discerned, a Marvel vs. Capcom-styled tag-team fighter).
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After months and months of delays, it's finally here!
It's Team Sonic Fighters Demo 2!
Also, be sure to check this thread every now and then for new updates regarding this project, and to join the official Discord server here.
- IDGCaptainRussia and Modo_ekitz
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FUN FACT: This very site used to have the same Cloudflare thing as MA, but thet removed it around the time they started doing the whole "CLICK ON THE BICYCLES/AIRPLANES/TRAINS/CARS/DEMONS/WHATEVERS" thing.
- ・yoonybin・ and Modo_ekitz
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Sorry to keep you waiting:
Here, I showcase Amy's special moves.
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7 hours ago, GTFoxN6Y said:
When they finished with the character, i be able to add so usful stuff to the character. After that, i`m gonna make my screenpack.
Furthermore, which character(s) are you going to be making yourself, if any? I assume you're already making Katerina, but is there anyone else that you'll be making?
Also you haven't properly answered Plasmoid's question about the gameplay style.
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Can you guys just calm down for a second and bear with him? He's probably biting off much more than he can chew with this, and needs all the help he can get to make this a reality. So I say you should consider being a little more open-minded and not just going "I NEED DA MONEYS IF YOU'RE NOT GONNA GIVE ME DA MONEYS FOR MY WORK THEN I'M NOT WORKING WITH YOU". Not everyone has that kind of cash.
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Here's another one:
Here, I showcase Espio's special moves.
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All reports of my death are greatly exaggerated.
Here, I showcase Amy's Normals, Throws, Special intro with Sonic, and other basic stuff.
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I've seen many projects around the community that were made by multiple people in a collaborative effort, and I'm planning on bringing on other developers to work on mine, after struggling to keep a good pace on development. However, the thing is,
I'm a fuckin idiotI have no idea how to actually set everything up so that the developers can work together on stuff like sprites, code, and other things, and Google got me nowhere.Care to answer?
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Are these supposed to be like Touhou characters? Because that's what they seem like to me.
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Could you maybe post some screenshots or sprites or other proof of your work existing?
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Hate to bump, but,
Maybe his characters are just intentionally bad, and that's his style, which explains why he didn't want to improve, because that would mean getting rid of his style. If that's true, then this may just be a misinterpreted case of Stylistic Suck. (Although I don't know if that's actually true or not)
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PS Vita is better than 3DS.
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It's OK. Cry not, for there is a simple solution!
Just take people's criticisms into account and improve your works. I'm not kidding, it really is that simple. And even a small step in that direction is all it takes for a BIG difference.
But in all seriousness, almost the entire reason I was driven to suicide once was because I DIDN'T do that. But, of course, I realized my mistake and pushed onward. Just take the above advice, and you won't be ending up like me anytime soon.
- Parker Owen(CH) and gerarc21
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A surprise development update from yours truly:
Here, I showcase Espio's normals, throws, and other basic stuff.
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Now for a much needed update on what's going on:
After some internal debating, I have decided to delay the release of Demo 2 to June of this year. Additionally, I'm going to be spending the next week on vacation, and I probably won't have internet access, so don't expect any videos until I get back.
Also worth noting is that I added a direct download link to Demo 1 to the first post for those who don't feel like going to my Discord server just to download my game. I do still encourage you to join it though.
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4 minutes ago, Nep Heart said:
The Hakurei Barrier gimmick isn't implemented yet, but I already have it conceptualized in my head and an idea how to go about it when I do get to that part. For the most part, I'm context with doing the coding since I am sure it's not going to be too hard anyway, I'd argue Akari's portal gimmick was probably the hardest thing I've ever coded. What I do need more of is beta testers if the point I ask for them ever comes.
But thanks for the offer anyway.
You're welcome. But maybe we could collaborate in the future on something? I'm very open to the idea.
And perhaps I could also make my own Reimu with my proposed barrier implementation in the future? It would probably be good as a side project for when I inevitably need to take a break after releasing the 2nd demo of my game.
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Nice! I can't wait to see how this turns out!
I also got some ideas for the whole Hakurei Barrier thing:
Maybe you could have one command to use the barrier, and another to switch barrier modes. So far, I've came up with 3 modes:
1: Trap: Reimu makes a square-shaped barrier around herself, which can trap the opponent. It sticks around for about 5 seconds before disappearing. In addition, if possible, you could also have her projectiles ricochet around while inside.
2: Wall: Reimu makes a tall barrier in front of her. It sticks around for about 5 seconds before disappearing. It works a little differently than the other modes; when you first input the "use barrier" command, you get a glowing vertical line that slowly moves forward, input the command again to make the wall. Your projectiles pass through the wall. Very useful for walling out the opponent.
3: Portal: Reimu makes 2 barriers, one very close to her, and one very far way from her. They stick around for about 10 seconds before disappearing. She can go into either portal at any time simply by walking into one of them and pressing one of the attack buttons. Your projectiles also pass through the portals.
If you wanted, I could also help you out with the code to make it all a reality.
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Introducing Team Sonic Fighters, an MvC style MUGEN Sonic fangame. It features everything you've come to know and love about the MvC series, and more!The game features tag team gameplay, complete with assists and snap-backs.
The combo system works as follows:
Team Sonic Fighters combo rules:
SpoilerLight Normals > Medium Normals > Heavy Normals
Normals > Unique Normals > Special Moves > Hyper Moves
Assists can also be used during combosI'm aiming for a roster of 16 characters: not too big, not too small, if you know what I mean.
Character profiles:SpoilerSonic
Playstyle: All-rounder with an emphasis on rushdownCompletion: 100%
Palettes:
1: Default
2: Classic Sonic
3: Ashura
4: redhotsonic
5: Super Sonic
6: Hyper SonicMovelist:
Unique Normals:
Sliding Kick ( )
Does a lot of knockback.Special Moves:
Spin Dash ( / / to begin charging, / / to release)
Sonic's signature move. Works great for combos.Sonic Somersault ( / / )
A simple multi-hit move. Not much more to say about it.Sonic Slide ( / / , follow-up for Sonic Somersault)
Sonic slides towards his opponent, tripping him up if it hits. If used well, it will allow you to greatly extend your combos.Sonic Dive ( / / , air only)
Just another sky kick move, nothing to see here.Hyper Moves:
Spin Buzzer ( x2, Level 1 hyper)
A powered-up Spin Dash. Works exactly as you'd expect.Rising Dance ( x2, Level 1 hyper)
One of Sonic's win animations made into a hyper move. Knocks the opponent high up into the air on the last hit.Sonic Rush ( x2, Level 3 hyper)
Sonic grabs the opponent. If he successfully grabs his opponent, Sonic does a flurry of attacks, ending with the Sonic Slide, and then jumps up to spike the opponent down to the ground.
Shadow
Playstyle: Highly technical all-rounderCompletion: 100%
Palettes:
1: Default
2: Shadow Android
3: Mephiles
4: Seelkadoom
5: Aeon
6: Super ShadowMovelist:
Special Moves:
Chaos Spear ( / / )
Shadow throws a Chaos Spear. A simple projectile.Shadow Teleport ( / / )
Shadow teleports a set distance away from him, which varies depending on the punch button that you used to perform the move.Chaos Burst ( / / )
Shadow lets loose a burst of Chaos energy. Causes a wall bounce on hit.Chaos Snap ( / / )
Shadow snaps his fingers to create a stationary projectile a set distance away from him, which varies depending on the kick button that you used to perform the move.Shadow Dive ( / / , air only)
Just another sky kick move, nothing to see here.Shadow Counter ( / / )
Shadow gets into a guarding stance for a brief period of time. If he gets hit while in this stance, Shadow will teleport behind his opponent and hit him with a sequence of kicks.Hyper Moves:
Triple Chaos Spear ( x2, Level 1 hyper)
Shadow throws 3 Chaos Spears in quick succession.Snap Quintro ( x2, Level 1 hyper)
Shadow creates 5 Chaos Snap projectiles, each one higher than the last. the 5th one knocks the opponent far away.Chaos Control ( x2, Level 2 hyper)
Shadow pulls out his Chaos Emerald, and uses it to perform Chaos Control and stop time for 10 seconds.Chaos Blast ( x2, Level 3 hyper)
Shadow lets out all his energy to create a massive explosion that does lots of damage.Knuckles
Playstyle: Brute that packs a punch, but really needs to get in to do damageCompletion: 100%
Palettes:
1: Default
2: Discolored Cutscene Knuckles (Reference to Sonic 3 & Knuckles)
3: Blue Knuckles (Glitch from Sonic 3 & Knuckles)
4: Wechnia (Glitch from Knuckles Chaotix)
5: Mecha Knuckles
6: TailsMovelist:
Unique Normals:
Double Punch ( )
Does a lot of knockback.Special Moves:
Rising Upper ( / / )
Just your typical multi-hit DP. Works exactly as you'd expect.Grounded Upper ( / / )
Knuckles lunges forward, and then strikes upwards. Great for juggles. Functions as a launcher.Explosion Fist ( / / )
Knuckles lunges forward, and then punches so hard that it causes an explosion. Causes a wall bounce on hit. Has a pretty long startup time.Knuckles Glider ( / / , / / to cancel, air only)
Knuckles glides toward his opponent. The move can be cancelled at any time by pressing any kick button.Hyper Moves:
Ground Smash ( x2, Level 1 hyper)
Knuckles punches the ground to cause an explosion, which knocks the opponent upwards. Great for juggles.Upper Combination ( x2, Level 1 hyper)
Knuckles does 2 Rising Uppers, and then finishes with a fiery Rising Upper.Multi-Meteor Crush ( x2, Level 1 hyper, air only)
Knuckles makes 15 rocks fall from the sky in randomized positions.Fistful o' Fury ( x2, Level 3 hyper)
Knuckles does a flurry of punches, finishing with an uppercut, followed by an Explosion Fist. A very damaging move.
Tails
Playstyle: Keepaway/zoner character with great agility and setupsCompletion: 100%
Palettes:
1: Default
2: Red
3: Sonic
4: Black
5: Green
6: Super TailsMovelist:
Special Moves:
Tails Spin ( / / , air OK)
Tails does a twirling jump forward. Distance depends on which kick button you use.Fist Trap ( / / )
Tails reveals a hole in front of him. If the opponent steps in the hole, a fist contraption will rise out of the hole. Functions as a launcher.Tails Pounce ( / / )
Tails does a forward pounce attack. Works reasonably well for anti-air, and is also a command grab.Hyper Moves:
Tails Whirlwind ( x2, Level 1 hyper)
Tails spins around for a little while. If it hits, then at the end of the initial spin, Tails will do a fist hook attack, and end it with a twirling leap forward.Flying Slam ( x2, Level 1 hyper)
Tails does a forward leap attack. If it hits, Tails tosses his opponent up into the air, flies up to chase him, and then slams him back down to the ground. Shares its traits with Tails Pounce.Final Flight ( x2, Level 3 hyper)
Tails does a tail swipe attack. If it hits, the opponent will be knocked off the screen. Tails will then pursue the opponent with his Tornado biplane, and crash it into him.Espio
Playstyle: All-rounder with an emphasis on mixups
Completion: 100%
Movelist:
Unique Normals:
Lunge Kick ( + )
Good for pokes.
Downward Kick ( + )
A slower, but more damaging overhead move.
Overhead Punch ( + )
A quicker, but less damaging overhead move.
Upward Kick ( + , air OK)
Functions as a pseudo-launcher.
Special Moves:
Shuriken Throw ( / / )
Espio throws a shuriken. A simple projectile.
Kunai Toss ( / / , air only)
Espio throws a throwing knife. A simple projectile.
Ninja Vanish ( / / )
Espio vanishes, and then re-appears a certain distance away from where he originally did the move. Distance depends on which punch button you use.
Ninja Dodge ( / / )
Espio leaps backwards. Pretty self-explanatory.
Counter Dive ( , follow-up for Ninja Dodge)
Just another sky kick move, nothing to see here.
Fake-out Dash ( , follow-up for Ninja Dodge)
Espio dashes towards his opponent. Pretty self-explanatory.
Spin Dash ( / / to begin charging, / / to release)
Works almost exactly the same as Sonic's Spin Dash.
Amy
Playstyle: Glass cannon rushdown character
Completion: 100%
Movelist:
Unique Normals:
Continued Hammer ( , follow-up for standing normal)
Simple follow-up that causes a knockdown.
Special Moves:
Amy Dive ( / / )
Amy pounces forward with a dive attack. Landing causes temporary stun.
Hammer Spin ( / / , air OK)
Amy spins with her hammer, and ends with a spiking attack downwards. The spinning propels her both upwards and forwards. Distance depends on which punch button you use.
Hammer Leap ( / / )
Amy leaps forward with a hammer attack. Useful for dodging projectiles. Amy also goes really high up into the air.
Jump for Joy ( / / )
Just your typical DP. Works exactly as you'd expect.
Hammer Dash ( / / )
Amy dashes forward with her hammer. Pretty self-explanatory.
Sudden Stop ( , follow-up for Hammer Dash)
Amy stops running. Pretty self-explanatory.
Girl Bomber ( , follow-up for Hammer Dash)
Amy performs a butt bash attack. Causes a wall bounce on hit.
Dive Combo ( , follow-up for Hammer Dash)
Amy does a hammer attack, followed by her performing Jump for Joy, and then performing a hammer spike attack.
Archived development updates:
SpoilerI hope you like it!
Join the OFFICIAL Team Sonic Fighters Discord server! https://discord.com/invite/RdEwxt9
There's also a demo build available for download there, but I advise against downloading it unless you like broken and janky stuff. (Alternatively, you can download that build here.)
(Logo courtesy of MUGEN Guild forum user President Devon)
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38 minutes ago, Ryou said:
long answer short, we don't have as big as a user base as MFG, hence there were barely enough participants and the whole thing just sorta got discontinued.
OK, that makes sense. However, that doesn't explain why they still show on the sidebar. Could you clear that up?
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What happened to them? Both still show on the "upcoming events" window on the sidebar as pictured below:
But when you look at the forum boards for both, you'll find that they haven't been running since early-mid 2019, despite, like I said, them still showing on the "upcoming events" window on the sidebar. What's up with that?
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Hello fine folks!
I'm GeorgeMP. You may already know me from the Guild, but for those who don't, I'll give you the rundown:
I'm a teen who likes to make stuff. Particularly, MUGEN stuff. And, as you may have also guessed, I also like Sonic.Now, I'm looking to do things a little differently this time around, and I mean it.
I also look forward to some fun times with you guys.
Team Sonic Fighters: Demo 2 released!
in [ FULL GAMES ]
Posted
Nothing? Really?