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DeluxeGamer705

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Everything posted by DeluxeGamer705

  1. All added. Man, it's been a while since I've last updated this collection, that's for sure. It's good to finally update it again while listening to some music.
  2. New update - v1.5! Changelog: - Added some new combos; now, Diskun can cancel Whip Strike to Jump Punch, for example. - The hyper portrait has been changed. - Fixed a certain typo in the victory quotes. - Added a dash attack.
  3. Something new you can grab from my site - Starlow. https://sites.google.com/view/dxgsmugensite/characters She uses original sprites btw.
  4. Another month, another character. This time something that floats and has more chain normals. Starlow Screenshots: Preview: Gameplay-wise, her floating above the ground gives her a bit unusual gameplay for my standards, but combos exist. Most of her moves rely on small zoning, though she also has a throw that carries the opponent up. Also, the first character of mine to make use of a dash attack. Get her here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update her when I have time!
  5. Quick update to v1.1.5. Changelog: - The hyper portrait's design has been changed. - Fixed an oversight where EX Bottom Cube required no power.
  6. After like 9 million years, Deluxe has been updated to v1.2! Changelog: - Added new mechanics: - Parry - Air Dash - Added a throw. - Revamped gameplay and combo system - Deluxe 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 Deluxe forward a little. - Dodges and the power charge now use their unique buttons, using A for dodges and B for the power charge. - Added a "Danger!" message. This shows up when Deluxe's HP is down to 300 to alert the player that he'll be K.O.'d soon if he doesn't K.O. his opponent. - Rising Kick has been removed. I thought it's not that useful in my opinion, not to mention that the fact that Deluxe tends to float a bit like that can leave him vulnerable for no reason. - Adjusted the A.I. - Modified plenty of moves' command inputs to be consistent with the new button layout. - The ninja-based attacks have been replaced with completely new attacks as I've changed Deluxe's weapon into the Neon Bat. List of attacks changed: - Shuriken Toss - Eye Sphere - Teleport Drop - Bat Swing Up - Vertical Shuriken - Ground Slam - Katana Slash - Bat Swing - Elemental Shuriken - Elemental Eye - Katana Counter - Bat Counter - Falling Shurikens - Multi Eye Sphere - Charging Slash - Bat Beatdown - Giant Shuriken - Hard Slam - Forward and backward dodges now show Deluxe dashing instead of teleporting. - One intro has been replaced. - Added a Hyper Combo Finish. - Added a Guard Cancel. - Replaced the hyper portrait with a completely new one.
  7. Yes, a Pac-Man character... that's not Pac-Man! Pretty much several people wanted to see this finally, and now, here it is! Miru Screenshots: Preview: Gameplay-wise, she is a zoner that mostly focuses on using projectiles to make sure the opponent has a harder time approaching her. She also has Pac-Man as an assist that has two attacks (being a special and even a hyper!). Get her here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update her when I have time!
  8. Almost a month has passed, and Meeple has been updated to v1.1! Changelog: - Fixed an issue where Meeple could be hit during the super jump and the dodges by the characters that activate the "Cheap Character Projectile and Throw Immunity". - Made some sprites more accurate. - Cheat Mode can no longer be spammed if the player gains enough Power and uses it when the effects are on-going.
  9. After what feels like ages, Glover has been updated to v1.1! Changelog: - Revamped gameplay and combo system - Glover 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 Glover forward a little. - Added three more normals - they're the "chain" ones which occur if you cancel a light/medium normal into another light/medium normal. To be more specific, the new normals are two more light normals and one more medium normal. - Dodges and the power charge now use their unique buttons, using A for dodges and B for the power charge. - Added a "Danger!" message. This shows up when Glover's HP is down to 300 to alert the player that he'll be K.O.'d soon if he doesn't K.O. his opponent. - Adjusted the A.I. - Some moves' inputs were changed to be consistent with the new button layout. - Added a ball compatibility.
  10. The third of the five Super Mugen Bros. characters has been re-edited, and here it is! Super Mugen Bros. Sonic Screenshots: Preview: Also known as "SMBZ" Sonic (despite having nothing to do with SMBZ), he is a character that uses 3 buttons for normals and 3 more buttons for specials. Weapon 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!
  11. After 2 months, green' stache has been updated to v1.1! Changelog: - Added a "Danger!" message. This appears if Luigi's HP is reaches 300 to alert the player that he'll be K.O.'d if they don't K.O. the opponent first. - Slight A.I. adjustments. - Fixed an oversight where EX Thunderhand used the same helper as non-EX version.
  12. After 2 months, v1.2 has arrived! Changelog: - Added a "Danger!" message. This appears if Mario's HP is reaches 300 to alert the player that he'll be K.O.'d if they don't K.O. the opponent first. - Slight A.I. adjustments.
  13. 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
  14. 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!
  15. A month has passed, and v1.4 is here! Changelog: - The A.I. has been adjusted further, now being more aggressive! - Added a "Danger!" message.
  16. 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
  17. 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
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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!
  24. 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.
  25. 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
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