Jump to content

GeorgeMP

Member
  • Posts

    50
  • Joined

  • Last visited

Posts posted by GeorgeMP

  1. 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).

  2. 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.

  3. 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.

  4. 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 idiot I 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?

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. xnMIa2h.png
    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:

    Spoiler

    Light Normals > Medium Normals > Heavy Normals
    Normals > Unique Normals > Special Moves > Hyper Moves
    Assists can also be used during combos

     

    I'm aiming for a roster of 16 characters: not too big, not too small, if you know what I mean.


    Character profiles:

    Spoiler

    L2NEywH.gif Sonic
    Playstyle: All-rounder with an emphasis on rushdown

     

    Completion: 100%

     

    Palettes:
    CGaDigO.png dE1eAAS.png 72ZDia2.png XqeAYfb.png Y00BiFg.png gX0t1lX.png
    1: Default
    2: Classic Sonic
    3: Ashura
    4: redhotsonic
    5: Super Sonic
    6: Hyper Sonic

     

    Movelist:


    Unique Normals:
    QES3HM4.gif Sliding Kick ( QRuba7H.gif 7SGrsYt.gif UtS0AVf.gif )
    Does a lot of knockback.

     

    Special Moves:

    N8Ui0jI.gif Spin Dash ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif to begin charging, zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif to release)
    Sonic's signature move. Works great for combos.

     

    4bXKW0v.gif Sonic Somersault ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )
    A simple multi-hit move. Not much more to say about it.

     

    gzT4Tb0.gif Sonic Slide ( MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif , 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.

     

    481aZyJ.gif Sonic Dive ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif , air only)
    Just another sky kick move, nothing to see here.

     

    Hyper Moves:
    3dFzayF.gif Spin Buzzer ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 1 hyper)
    A powered-up Spin Dash. Works exactly as you'd expect.

     

    g49rCpi.gif Rising Dance ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif 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.

     

    9JGOFYO.gif Sonic Rush ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif 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.

     


    7qVaLjB.gif Shadow
    Playstyle: Highly technical all-rounder

     

    Completion: 100%

     

    Palettes:
    kbbn9m8.png t9PkWGV.png vUEIgE1.png 83zlzGO.png WN5Guz0.png JCDcDyn.png
    1: Default
    2: Shadow Android
    3: Mephiles
    4: Seelkadoom
    5: Aeon
    6: Super Shadow

     

    Movelist:


    Special Moves:
    SKvjdgQ.gif Chaos Spear ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    Shadow throws a Chaos Spear. A simple projectile.

     

    bAcvg09.gif Shadow Teleport ( cfKKi5c.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    Shadow teleports a set distance away from him, which varies depending on the punch button that you used to perform the move.

     

    HSmt6hQ.gif Chaos Burst ( 49ZtSIP.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    Shadow lets loose a burst of Chaos energy. Causes a wall bounce on hit.

     

    TzavlUl.gif Chaos Snap ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )
    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.

     

    MFCvZCz.gif Shadow Dive ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif , air only)
    Just another sky kick move, nothing to see here.

     

    CC6hVlq.gif Shadow Counter ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )
    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:
    9m6A6Oi.gif Triple Chaos Spear ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 1 hyper)
    Shadow throws 3 Chaos Spears in quick succession.

     

    7VPgVx2.gif Snap Quintro ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif x2, Level 1 hyper)
    Shadow creates 5 Chaos Snap projectiles, each one higher than the last. the 5th one knocks the opponent far away.

     

    UvMBl00.gif Chaos Control ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif x2, Level 2 hyper)
    Shadow pulls out his Chaos Emerald, and uses it to perform Chaos Control and stop time for 10 seconds.

     

    5g7LRek.gif Chaos Blast ( tgCVPeN.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 3 hyper)
    Shadow lets out all his energy to create a massive explosion that does lots of damage.

     

     

    EizeDfT.gif Knuckles
    Playstyle: Brute that packs a punch, but really needs to get in to do damage

     

    Completion: 100%

     

    Palettes:
    zMmdrHK.png 92U85MT.png zFNpLbY.png Q0i1fXx.png vwApG5F.png Km0NWmh.png
    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: Tails

     

    Movelist:


    Unique Normals:
    91vF4Bp.gif Double Punch ( QRuba7H.gif 7SGrsYt.gif gz9Bpyr.gif )
    Does a lot of knockback.

     

    Special Moves:
    VuZo7Lh.gif Rising Upper ( cfKKi5c.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    Just your typical multi-hit DP. Works exactly as you'd expect.

     

    Cusrgwz.gif Grounded Upper ( cfKKi5c.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )
    Knuckles lunges forward, and then strikes upwards. Great for juggles. Functions as a launcher.

     

    FfMUEeb.gif Explosion Fist ( tgCVPeN.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    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.

     

    9xOM2PV.gif Knuckles Glider ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif , zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif to cancel, air only)
    Knuckles glides toward his opponent. The move can be cancelled at any time by pressing any kick button.

     

    Hyper Moves:
    aISJ3EY.gif Ground Smash ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 1 hyper)
    Knuckles punches the ground to cause an explosion, which knocks the opponent upwards. Great for juggles.

     

    X6xGHSp.gif Upper Combination ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif x2, Level 1 hyper)
    Knuckles does 2 Rising Uppers, and then finishes with a fiery Rising Upper.

     

    Rd3CIAZ.gif Multi-Meteor Crush ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 1 hyper, air only)
    Knuckles makes 15 rocks fall from the sky in randomized positions.

     

    c5w7LUx.gif Fistful o' Fury ( tgCVPeN.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif x2, Level 3 hyper)
    Knuckles does a flurry of punches, finishing with an uppercut, followed by an Explosion Fist. A very damaging move.

     


    ecP6FfM.gif Tails
    Playstyle: Keepaway/zoner character with great agility and setups

     

    Completion: 100%

     

    Palettes:
    tUFZMmq.png YahgUv8.png rawb78F.png pU1ij7k.png QX710no.png Orqtkpm.png
    1: Default
    2: Red
    3: Sonic
    4: Black
    5: Green
    6: Super Tails

     

    Movelist:


    Special Moves:
    TklH8ct.gif Tails Spin ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif , air OK)
    Tails does a twirling jump forward. Distance depends on which kick button you use.

     

    FF5eWB6.gif Fist Trap ( 49ZtSIP.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    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.

     

    5etsvnb.gif Tails Pounce ( cfKKi5c.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )
    Tails does a forward pounce attack. Works reasonably well for anti-air, and is also a command grab.

     

    Hyper Moves:

    d9wVRwQ.gif Tails Whirlwind ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif 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.

     

    LX0OK2r.gif Flying Slam ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif 5mjy7Hc.gif gz9Bpyr.gif 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.

     

    VLZSN9E.gif Final Flight ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif p0xfLXs.gif UtS0AVf.gif 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.

     

     

    qXK3oqC.gif Espio

    Playstyle: All-rounder with an emphasis on mixups

     

    Completion: 100%

     

    Movelist:

     

     

    Unique Normals:

    zBW3hA2.gif Lunge Kick ( QRuba7H.gif + zCDsVk7.gif )

    Good for pokes.

     

    996mG0b.gifDownward Kick ( QRuba7H.gif + p0xfLXs.gif )

    A slower, but more damaging overhead move.

     

    4SNrmAx.gif Overhead Punch ( HV1TnoA.gif + 5mjy7Hc.gif )

    A quicker, but less damaging overhead move.

     

    OToPn8e.gifUpward Kick ( HV1TnoA.gif + UtS0AVf.gif , air OK)

    Functions as a pseudo-launcher.

     

    Special Moves:

    8gMFKyq.gif Shuriken Throw ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )

    Espio throws a shuriken. A simple projectile.

     

    GkRsJJa.gif Kunai Toss ( yADPRPu.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif , air only)

    Espio throws a throwing knife. A simple projectile.

     

    V9TRshD.gif Ninja Vanish ( cfKKi5c.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )

    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.

     

    NUFtChR.gif Ninja Dodge ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )

    Espio leaps backwards. Pretty self-explanatory.

     

    uJi1zHM.gif Counter Dive ( MobWrl8.gif , follow-up for Ninja Dodge)

    Just another sky kick move, nothing to see here.

     

    EU9uqzx.gif Fake-out Dash ( 5mjy7Hc.gif , follow-up for Ninja Dodge)

    Espio dashes towards his opponent. Pretty self-explanatory.

     

    F7iYewZ.gif Spin Dash ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif to begin charging, MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif to release)

    Works almost exactly the same as Sonic's Spin Dash.

     

     

    7JIJ69h.gif Amy

    Playstyle: Glass cannon rushdown character

     

    Completion: 100%

     

    Movelist:

     

     

    Unique Normals:

    s04A6CL.gif Continued Hammer ( UtS0AVf.gif , follow-up for standing UtS0AVf.gif normal)

    Simple follow-up that causes a knockdown.

     

    Special Moves:

    txaUZGj.gif Amy Dive ( yADPRPu.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )

    Amy pounces forward with a dive attack. Landing causes temporary stun.

     

    EVZH8R5.gif Hammer Spin ( 49ZtSIP.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif , 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.

     

    Gf9GdgI.gif Hammer Leap ( 49ZtSIP.gif 7SGrsYt.gif zCDsVk7.gif / p0xfLXs.gif / UtS0AVf.gif )

    Amy leaps forward with a hammer attack. Useful for dodging projectiles. Amy also goes really high up into the air.

     

    3lYIayj.gif Jump for Joy ( cfKKi5c.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )

    Just your typical DP. Works exactly as you'd expect.

     

    9Vq91jP.gif Hammer Dash ( tgCVPeN.gif 7SGrsYt.gif MobWrl8.gif / 5mjy7Hc.gif / gz9Bpyr.gif )

    Amy dashes forward with her hammer. Pretty self-explanatory.

     

    LmZ68gu.gif Sudden Stop ( zCDsVk7.gif , follow-up for Hammer Dash)

    Amy stops running. Pretty self-explanatory.

     

    T3rB7Rx.gif Girl Bomber ( p0xfLXs.gif , follow-up for Hammer Dash)

    Amy performs a butt bash attack. Causes a wall bounce on hit.

     

    uB2IcBm.gif Dive Combo ( UtS0AVf.gif , 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:

    Spoiler

     

     

    I 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)

  10. 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?

  11. What happened to them? Both still show on the "upcoming events" window on the sidebar as pictured below:

    zt7FJ3h.png

    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?

  12. 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.

×
×
  • Create New...