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DeluxeGamer705

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Everything posted by DeluxeGamer705

  1. Nekoliounario's link is now broken as I've updated him to v1.2. I'd suggest to just link my creations to my site instead of MediaFire since any update will just result in removal of the previous version since there's no point of keeping them. To be more precise, Nekoliounario is available here: https://sites.google.com/view/dxgsmugensite/characters/original-characters
  2. Almost 2 months have passed after I released my previous character, and the development of a re-edit halted this one for a while. But now, it's here! Meeple Screenshots: Preview: Gameplay-wise, he is a 6-button character that is less balanced in comparison to my other characters, such as having projectiles that cannot be destroyed, and is also a glass cannon, having a lower defence stat but also a higher attack stat. Get him here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
  3. A month has passed, and v1.3 is here! Changelog: - The A.I. has been adjusted further, now being more aggressive! - Added a "Danger!" message.
  4. Shazzo's Boo is available, but is not as known as the other Super Mugen Bros. chars (yes, I'm one of these people that actually doesn't call them as SMBZ chars as they have nothing to do with SMBZ). Here it is: https://mega.nz/file/ctcTQYwZ#CfBEEama53gI_lkrsPRN9ZueYer3CNCDDRkaPri1NBs
  5. The bonus stage from standalone Sonic 3. The gumballs don't fall down though, mainly due to the fact they would be too tedious to fall smoothly. But at least they're still in the machine. Screenshot Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes Get it here: https://sites.google.com/view/dxgsmugensite/stages
  6. Not much has passed and we already have an another update. Changelog: - Revamped gameplay and combo system - Relek now only uses three buttons for normals, though there's a catch - you can now chain a lightnormal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Relek forward a little. - Dodges, Air Dive, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw. - Changed a couple of specials and hypers' inputs to be consistent with the three-button setup for normals.
  7. Not long after v1.2, another update has arrived! Changelog: - Revamped gameplay and combo system - Diskun now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Diskun forward a little. - Dodges, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw. - Changed a couple of specials and hypers' inputs to be consistent with the three-button setup for normals. Each hyper now uses only one button as a result. - Added a ball compatibility.
  8. A stage which I had fun making. It includes two music tracks that you can configure depending which one you like better. Screenshot Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes (two music tracks) Get it here: https://sites.google.com/view/dxgsmugensite/stages
  9. Another update, v1.2. Changelog: - Axes from Axe Toss now disappear when they touch the ground, rather than going through it. - Bomb's sound now stops playing when it or Diskun is hit. - Slight A.I. adjustments. - Slightly altered the shading in the 12th palette. - Added one more victory quote.
  10. v1.4 is here! Changelog: - Fixed an oversight where hitting the hedgehog from Firehog will cause a clone of Relek to appear. - Slight A.I. adjustments. - Added one more character for one character-specific victory quote.
  11. Obviously, since I've edited the red one, I had to do the same for the green one. So, here it is! Super Mugen Bros. Luigi Screenshots: Preview: Also known as "SMBZ" Luigi (despite having nothing to do with SMBZ), he is a character that uses 3 buttons for normals and 3 more buttons for specials. Hammer mode is still present, and more stuff was added, such as new moves, new palettes, and more! 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!
  12. Time for the first update, v1.1! Changelog: - Added parrying. - Added a Guard Cancel. - Added a Hyper Combo Finish. - New palette selector graphic. - Removed power gain from EX Super Jump Punch. - Fixed an oversight where the fireball's sound was not working correctly in EX Fireball.
  13. One day I decided to create a stage from a Castlevania game. So I did this. Screenshot Details: Animated: No Parallax: No Super Jump: Yes Music: Yes Get it here: https://sites.google.com/view/dxgsmugensite/stages
  14. To celebrate Tomato Adventure's 23rd anniversary, Relek has been updated to v1.3! Changelog: - The sprites were updated to fix one inaccuracy. - Seed Bomb has been buffed; its medium and hard versions now have increased damage (same with the EX version).
  15. My first character of 2025 is here! Began working on him after my Christmas releases, and now, he has arrived! Glover Screenshots: Preview: Gameplay-wise, he is a 6-button character that uses 3 buttons for normals and the rest for several mechanics, specials and hypers. He is smaller than an average character thanks to his scale being lower, which makes his range shorter but makes him harder to hit without using attacks that are low to the floor. Also, featuring some bouncing balls. Get him here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
  16. Quite some time has passed since his release, but now v1.1 is here to start off 2025! Changelog: - Added new mechanics: - Parry - Air Dash - Added a Guard Cancel. - Added a Hyper Combo Finish. - New palette selector graphic. - Jump Punch now has invincibility at startup. - Several sprite fixes. EDIT: v1.1b has been released to fix an A.I. issue where two specials could be performed by the A.I. when airborne despite not having an aerial version. EDIT 2: Due to issues with low parrying that cause Diskun to stand mid-air after performing Jump Punch, it was removed completely. This will be also done for my other characters that will receive parrying.
  17. Since 2025 is here, I decided to update him to v1.2 to give him new stuff! Changelog: - Added new mechanics: - Parry - Air Dash - Added a Guard Cancel. - Added a Hyper Combo Finish. - If Relek is facing to the left during Mole Rush, he now no longer appears on the same spot when the move is finished. - New palette selector graphic. EDIT: Due to certain issues with low parrying with two of my other characters, it was removed completely to be consistent with them. This will be also done for my other characters that will receive parrying.
  18. As a part of my Christmas releases, today I'm releasing a re-edit of a certain character from 2007 that I edited in 2022, which was handled in a mediocre way, but was improved after updates. But for more polish and better look, I'm releasing a re-edit. And that is... Super Mugen Bros. Mario Screenshots: Preview: Also known as "SMBZ" Mario (despite having nothing to do with SMBZ), he is a character that uses 3 buttons for normals and 3 more buttons for specials. Hammer mode is still present, and more stuff was added, such as new moves, new palettes, and more! 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!
  19. Merry Christmas from Deluxe! Well, it's time for that again. Christmas season is ongoing. As a gift, I decided to release 5 stages! Screenshots Now, what are they? Desert Palace Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes One of the stages from Sonic 3's competition mode. It includes the course in the background. NampLagoon Details: Animated: No Parallax: No Super Jump: Yes Music: Yes One of the locations from Tomaot Adventure. Doesn't really have anything special except for the fact that the characters are placed lower than usual to not cause oddities. Proto Hydrocity Zone Details: Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes One of the zones from Sonic 3. Based on its state from the prototype, it includes the animated water in the background. Proto Labyrinth Zone Details: Animated: No Parallax: No Super Jump: Yes Music: Yes The most infamous zone from Sonic 1, albeit in its state from the prototype. The background doesn't move and it includes the early designs for the crystals, just like in the prototype. Christmas Castle Details: Animated: Yes Parallax: No Super Jump: Yes Music: Yes An original Mario Forever-themed stage. Includes the colourful lights in the background. Get them here: https://sites.google.com/view/dxgsmugensite/stages
  20. A week after release, v1.1 is now here! Changelog: - Fixed a debug error caused by Below Scratch's tracking property in single matches. - EX ShuriGun's earlier hits now have more hitstun, while the animation was made a frame shorter, allowing the combo counter to count up correctly when the shurikens hit the opponent. - Speaking of EX ShuriGun, an oversight was fixed where only the first shuriken played the correct hitspark on hit. - Firehog now plays a smoke animation after the projectile charges forward, making use of an previously unused sprite. - Removed an infinite involving Charge Kick by increasing the attack animation's endlag. - Below Scratch is now an OTG (only the regular attack; startup's hitbox is not an OTG). - Improved the shading on the victory portrait. Also, I found the issue why some of my chars couldn't be downloaded! - apparently, defender and real time protection got a "Machine Learning" thing, but it doesn't do a good job detecting if the files are harmless or not, so a "wacatac.b!ml" false positive began coming! Don't worry - you can easily eliminate this issue when downloading a Mugen character and then it doesn't allow you to download it.
  21. Quite surprised I managed to get my next character done just before December would arrive. Even still, I always had the time to work on him if I decided to. Anyways, here it is! Relek Screenshots: Preview: Gameplay-wise, he is a 6-button character that is a Fragile Speedster-type character. He has lower defence, which means he can be K.O.'d earlier. However, he has higher speed, both in terms of mobility and attacking. His moveset is largely based on his gimmicks from Tomato Adventure (the game he comes from), but some original ones do make an appearance. Also, at the same time, I released a stage, also from Tomato Adventure! Pokypine Wood Details: Animated: No Parallax: No Super Jump: Yes Music: Yes Get him here: https://sites.google.com/view/dxgsmugensite/characters For the stage: https://sites.google.com/view/dxgsmugensite/stages Found any bugs, errors, or oopsies with Relek? Send me your feedback and I'll update him when I have time! If feedback for Pokypine Wood is also needed, send me it too!
  22. Farewell to your content creating career. Good luck with other stuff!
  23. First update! v1.1! Changelog: - Fixed an oversight where Neon Shuriken's hit animation incorrectly played ice shuriken's one. - Teleport Drop's hitbox was adjusted, now it should hit some other characters easier. - Some hitspark changes. - Config file has been temporarily(?) removed. This is because of the vars not working due to the palette selector. If I figure out how to fix it, it'll be re-added.
  24. Seemingly this collection hasn't been updated in a while. But here's my version of Diskun, the FDS mascot: https://sites.google.com/view/dxgsmugensite/characters
  25. Decided to change the style for my character release threads. Anyways, here's my next character! Diskun Screenshots: Preview: Gameplay-wise, he is a 6-button character that is a zoner; while his projectiles aren't really spammable, he has a good chunk of them to make sure the opponent doesn't approach him that easily. He also has a projectile that freezes the opponent and allows him to start a combo. While most of his moves are heavily based on the ones that originated from games released for the FDS, some original ones are present. Get him here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
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