-
Posts
159 -
Joined
-
Last visited
About DeluxeGamer705

- Birthday 06/23/2007
Basic Info
-
Gender:
Male
-
Location:
Poland
-
Languages:
Polish, English
-
Interests:
Gaming, listening to music
-
Games:
Mostly platformers, RPGs and fighting games
- Website:
Mugen Site Usernames
-
Mugen Fighters Guild
DeluxeGamer705
-
Mugen Database
DeluxeGamer705
Offsite Usernames
-
Discord
DeluxeGamer705
-
YouTube
DeluxeGamer705
-
Steam
DeluxeGamer705
-
Twitter
DeluxeGamer705
Recent Profile Visitors
9,820 profile views
DeluxeGamer705's Achievements
-
Another Mario Forever stage that I have made. Screenshot Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes The stage is based on 6-2 from the original Mario Forever. It makes use of the layout from it. Get it here: https://sites.google.com/view/dxgsmugensite/stages
-
Some time has passed since the third re-edit of a Super Mugen Bros. character. But now, the fourth one has arrived! Super Mugen Bros. Metal Sonic Screenshots: Preview: Also known as "SMBZ Metal Sonic" (despite not only having nothing to do with SMBZ but his sprite in the 2006 series looks nothing like the one the SMB Metal Sonic sports), the re-edit obviously sports new moves, new additions, and other stuff, though due to how quite unique Metal Sonic was from the other three guys (Mario, Luigi, and Sonic), I decided I'd aim for that direction as well. Get him here: https://sites.google.com/view/dxgsmugensite/characters/edits-and-others Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
-
DeluxeGamer705 changed their profile photo
-
After an eternity, I finally release another Sonic prototype stage. I mainly did this to celebrate Sonic's 35th anniversary (and also my 19th birthday) Screenshot Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes The stage is based mostly on the Simon Wai prototype with a little something from the August 21st prototype thrown into the mix. Get it here: https://sites.google.com/view/dxgsmugensite/stages
-
Rolled out another update - v1.2! Changelog: [FIX] The ultimate's explod did not bind to the screen due to the postype being set to "p1" instead of "back". [CHANGE] Hitsparks are now invisible for the ultimate's hitdef. However, they now appear as explods. [FIX] "LieDead" animation used a wrong sprite. [ADD] Laser Snipe now makes use of an explod when Kaizo fires the laser, making use of a previously unused sprite.
-
Diskun by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Decided to throw a new update - v1.8.5! Changelog: [NERF] Ultimate is now blockable, dealing 475 chip damage. [CHANGE] Diskun now turns around when he performs the back throw, instead of the forward one. [CHANGE] Hyper background duration is now shorter. -
Starlow by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Decided to roll out another update - v1.4! Changelog: [NERF] Ultimate is now blockable, dealing 475 chip damage. [ADD] A new sound effect that was meant for Supernova Sparkle, making use of a previously unused sound effect. [CHANGE] When Supernova Sparkle is on cooldown, the movetype is now set to "I" (idle) instead of "A" (attack), preventing the opponent from entering the guarding animation even when Starlow is not attacking. [BUFF] A.I. shouldn't use some moves at inappropriate moments anymore. [CHANGE] Starlow now turns around when she performs the back throw, instead of the forward one. [CHANGE] Hyper background duration is now shorter. -
Super Mugen Bros. Sonic (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
Decided to roll out another update - v1.3! Changelog: [FIX] Plenty of animations had hurtboxes/hitboxes placed below the actual sprite, allowing for weird moments such as getting hit by anything below due to a hurtbox being below the main one. [ADD] Character-specific intro against Super Mugen Bros. Mario. [CHANGE] Input for Ring Toss - B, F, X/Y/Z -> F, DF, D, DB, B, X/Y/Z [CHANGE] Palette 2 was slightly recoloured. -
Super Mugen Bros. Luigi (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
Decided to roll out another update - v1.4! Changelog: [FIX] Plenty of animations had hurtboxes/hitboxes placed below the actual sprite, allowing for weird moments such as getting hit by anything below due to a hurtbox being below the main one. [ADD] Character-specific intro against Super Mugen Bros. Mario. -
Super Mugen Bros. Mario (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
Decided to roll out another update - v1.5! Changelog: [FIX] Plenty of animations had hurtboxes/hitboxes placed below the actual sprite, allowing for weird moments such as getting hit by anything below due to a hurtbox being below the main one. [ADD] Character-specific intros against Super Mugen Bros. Luigi and Sonic. -
Another update - v1.8.7 Changelog: [ADD] Extra palette that is normally unused. [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. [CHANGE] If holding backwards, Relek's throw will make him turn around.
-
Deluxe the Cloudy by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
v1.5 has arrived! Changelog: [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. [CHANGE] If holding backwards, Deluxe's throw will make him turn around. [NERF] Ultimate is now blockable, dealing chip damage. [BUFF] However, when the ultimate is blocked, its endlag is decreased. [FIX] One of the sprites in some palettes had a wrong pixel colour. [ADD] Joke intro that is normally unused. I added it because⦠well, check his files to see why and what it is. -
After some small updates that I didn't mention here, v1.1 is finally here! Changelog: [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. [CHANGE] If holding backwards, Kaizo's throw will make him turn around. [NERF] Ultimate is now blockable, dealing chip damage.
-
Raboot by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
A month has passed since his release and we have the biggest update of him for now - v1.2! Changelog: [NERF] Foot Dive now has more endlag, in order to attempt to remove an infinite that it had with the launcher and the super jump. [CHANGE] Some palettes were replaced. The K' palette was removed, and was replaced with a palette based on Shadow the Hedgehog. The blue palette was also removed, being replaced with a Riolu palette. However, the K' and Blue palettes were left unused in case you preferred them more. [ADD] Character-specific intros against Scorbunny and Cinderace, as well as victory quotes against them. [CHANGE] Hitsounds for kicks, which are now different from the punches. [CHANGE] Hitsound when Raboot kicks the rock from Rock Kick. [NERF] Ultimate is now blockable, dealing 475 chip damage. This will become a standard for my other creations (funny how this wasn't mentioned almost a year when I started adding ultimates, eh?) [BUFF] However, speaking of the ultimate, when it is blocked, Raboot's endlag will be decreased to not leave him vulnerable. [CHANGE] Retro palette, which has been recoloured. [CHANGE] Standing animation, as well as some front-facing sprites. [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. [CHANGE] Normal version of Flame Charge; it now causes soft knockdown if the opponent is airborne, and it no longer launches them up when grounded. EX version remains unchanged, though. [CHANGE] Some sprites, mainly the crouching ones, as well as for the light punches. [ADD] One more victory quote against a few characters. [ADD] New sprites for Double Kick and the ultimate. Double Kick's new sprites are used for the second kicks. [CHANGE] Raboot is now smaller. While it slightly decreases his range, it also makes him slightly harder to hit. [ADD] "FAQ" section.