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Everything posted by DeluxeGamer705
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My Chuck has been added following his release.
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Chuck and Hoohoo Mountain by DeluxeGamer705 - Released
DeluxeGamer705 posted a topic in [ RELEASES ]
Yay, another Angry Birds character. Also, for the first time, the spriting style will be consistent depending on the character's outline! Also, no, development was not halted because of no motivation, but because my laptop's screen handle broke so it had to be sent for repair. Fortunately, it has returned, so I could finish him eventually. Chuck Screenshots: Preview: His moveset is mainly composed of rushdown, but he also has a projectile where he throws a wooden block. In addition to this, I also threw in some moves from Epic, because why not. Also, at the same time, I released a stage, but not from Angry Birds! Hoohoo Mountain Details: Animated: Yes 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 Chuck? Send me your feedback and I'll update him when I have time! If feedback for Hoohoo Mountain is also needed, send me it too! -
Super Mugen Bros. Sonic (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
After 4 months, Sonic's first update has arrived! Changelog: [ADD] Aerial drift; now Sonic can move in the air after jumping! [BUFF] Sonic now can use crouching attacks while running. [BUFF] Normals were made faster. [BUFF] Crouching attacks are now lows. [CHANGE] Pausetime for stronger normals and stronger versions of some specials. [BUFF] A.I. is now likely to use Air Dash after jumping. [BUFF] Sonic now can block while running. [FIX] Sonic Lightning did not use the correct guard sound. -
Meeple by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Been a while since I've last touched Meeple, but his v1.2 has arrived! Changelog: [ADD] Aerial drift; now Meeple can move around when airborne! [CHANGE] Boomhaven was made more accurate to source material; it now tracks the opponent's vertical position up close. [BUFF] A.I, with better combos and more zoning. [ADD] Dash attack. [BUFF] Cheat Mode now requires 300 HP to be used instead of 250. [CHANGE] Cheat Mode's input; D, X+Y+Z -> D, D, D, X+Y+Z. [BUFF] Meeple's comboability has been expanded; he is now able to cancel Surprise Strike into either Meeple Spin or 4-hit Kicking. [BUFF] Meeple Spin's light and medium versions have less endlag. [NERF] Boomhaven's projectiles no longer go through the opponent (except the EX version) [CHANGE] EX Boomhaven's projectile now hits once instead of multiple times. [BUFF] Wave Cubes is now an OTG. -
Finally, Miru gets her first update! Changelog: [ADD] Aerial drift; now Miru can move around while airborne after jumping! [ADD] Finisher. Needs 300 HP and 3000 power to be used. [BUFF] Miru now can cancel Cheerful Rush into Trampoline Jump, and can chain the former's EX version into her hypers. Note that Cheerful Rush into Trampoline Jump was designed to work only in the corner. [BUFF] Miru now can block while running. [BUFF] A.I, now with MORE zoning! Seriously, good luck trying to get close to her. [ADD] Miru now can perform shorter jumps. [CHANGE] Hyper portrait. [FIX] Aerial EX Cherry Throw's second frame used an incorrect sprite. [CHANGE] Cheerful Rush's input; B, DB, D, DF, F, X/Y/Z -> F, F, X/Y/Z. [BUFF] When chained into, Water Blast's hydrant now appears closer to Miru, allowing it to be chained into from the corner.
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Deluxe the Cloudy by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
I've done 3 things for Deluxe, mostly fixes. [FIX] Puff Ball was incorrectly attributed as a hyper instead of a special. It was also misattributed as a melee attack instead of a projectile. [FIX] EX Kick Spin did not require any power. [CHANGE] Dash attack now requires two kicks to be pressed instead of punches due to Charge Punch's command getting in. These should be the last fixes before v1.1 arrives one day. Sorry about these; should be fixed enough by now. -
Super Mugen Bros. Luigi (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
New update - v1.2! [CHANGE] Fireball and Luigi Cyclone in some ways: - FIREBALL: No longer bounces if it hits the ground, and instead travels in a straight line. It also moves a little slower. - LUIGI CYCLONE: Luigi now moves around if you press either left or right. He is fast in fact! Also, number of hits now varies depending on which button is pressed. [ADD] Aerial drift; now Luigi can move in the air after jumping! [BUFF] Luigi now can use crouching attacks while running. [BUFF] Standing strong attack now makes Luigi move forward slightly. [BUFF] Crouching attacks are now lows. [CHANGE] Pausetime for medium standing and aerial normals, as well as for Super Jump Punch. [ADD] Screenshake for stronger versions for Super Jump Punch. [BUFF] A.I. again. And oh boy, try to get to him now when fighting against him. -
Super Mugen Bros. Mario (RE-EDITED)
DeluxeGamer705 replied to DeluxeGamer705's topic in [ EDITS & ADD-ONS ]
New update - v1.3! [ADD] Aerial drift; now Mario can move in the air after jumping! [BUFF] Mario now can use crouching attacks while running. [BUFF] Standing strong attack now makes Mario move forward slightly. [BUFF] Crouching attacks are now lows. [CHANGE] Pausetime for medium standing and aerial normals, as well as for Super Jump Punch. [BUFF] A.I. again. -
6 months, and now v1.6 is here! [ADD] "DANGER!" message. [ADD] Finisher. Needs 300 HP or less and 3000 power to be used. [ADD] Aerial drift; now Relek can move when airborne, giving him more air control! [CHANGE] Relek's 6-button layout has been brought back to be consistent with Relek's returned button layout. [CHANGE] A couple of specials and hypers' inputs were reverted to the ones before v1.5. [BUFF] A.I, with more zoning. [ADD] Relek now can perform shorter jumps. [CHANGE] Hyper portrait. [BUFF] Relek's comboability has been expanded; he can now chain certain specials into other specials for more combos! [CHANGE] Pausetime for stronger normals and specials. [BUFF] When Relek fully jumps out of Air Dive, he can now cancel it into any of his airborne normals. [CHANGE] Mole Rush now makes the three small Releks appear properly. [CHANGE] Relek now cannot be pushed during Seed Bomb until he slams the thingy (IDK what is it, maybe a balloon?).
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Original and Self-Insert Characters (W.I.P)
DeluxeGamer705 replied to GreatFunk's topic in [ COLLECTIONS ]
I have a self-insert as well: https://sites.google.com/view/dxgsmugensite/characters/original-characters It's the one released on August 8th. -
Added iamyourgummybear4822's edit of my Minion Pig (V2).
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Deluxe the Cloudy by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Just a quick update. [BUFF] Finisher now deals 950 damage as intended. [CHANGE] Palettes 2 and 3 received slight changes. [BUFF] Deluxe now can block while running. -
2 months without releasing any new characters... yeah, sorry about that. Been focusing on updating my 2022-2023 guys and that's what was holding me back from creating more characters. But now that they're done, I can finally continue working on stuff, starting with my (third) self-insert! Deluxe the Cloudy Screenshots: Preview: This time, his moveset mainly consists of melee attacks that are used as combo tools, but he also has some cloud-based moves. Also, he has three assists, which are shown in an image I decided to add. Get him here: https://sites.google.com/view/dxgsmugensite/characters/original-characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
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Another update has arrived - v1.2! Changelog: [CHANGE] Erma's aerial drift has been reworked, now being more fluid. [BUFF] You can now chain light normals into hard normals. [CHANGE] Pausetimes for stronger normals. [CHANGE/ADD] Erma now cannot be pushed during Head Boomerang when she does not have her head on herself. (Lol, somehow I accidentally sent the message without even mentioning the changes. xD)
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Starlow by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Following some feedback on v1.1, I decided to update Starlow to v1.1.5 Changelog: [CHANGE] Aerial drift works quite differently now, making Starlow stop in mid-air and then change directions instead of automatically changing directions when you go back and vice versa. [BUFF] Bottom Carry's endlag has been heavily reduced. [BUFF] Headbutt is now invincible against projectiles. [BUFF] Bottom Star should be easier to perform now, and it also has less startup. Its endlag was also drastically reduced. [FIX] Starlow now can crouch after running. [CHANGE] Stronger normals have slightly larger pausetimes. -
Diskun by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
Following feedback on v1.6, I decided to update Diskun to v1.6.5. Changelog: [CHANGE] Aerial drift works quite differently now, making Diskun stop in mid-air and then change directions instead of automatically changing directions when you go back and vice versa. [CHANGE] Diskun's 6-button layout has returned, replacing the 3-button one! [CHANGE] Plenty of specials and hypers' inputs, as well as the dodge and power charge's to fit the "new" layout. [BUFF] If Squall Hammer is blocked, its endlag is decreased. [BUFF] You can now hold the jump button to jump cancel Squall Hammer, instead of having to press it after the final hit. [BUFF] You can now chain light normals into hard normals. [BUFF] Diskun now can use crouching normals while running. [FIX] Diskun could not do anything when he stopped running backwards. [CHANGE] Stronger normals have slightly larger pausetimes. [BUFF] Diskun's rolls now travel farther. [CHANGE] Missile Shoot in a few ways: [CHANGE] The weak and hard versions were swapped, with the ice missile being the hard version and the regular missile being the light version with the medium version. [NERF] Ice missile now has a cooldown time of 4 seconds. [CHANGE] Aerial strong kick was reverted into a spike. [CHANGE] Dash attack is now a launcher, as the sliding kick was moved back into being a crouching hard kick. [BUFF] The dash attack now can be cancelled into the super jump. [CHANGE] The "super jump into aerial raves" combo has been brought back. [REMOVE] Some specials, mainly to reduce the amount of references so each game/series would have at least one or two references, for some consistency. These are: Whip Strike, with Squall Hammer now being replacement for it due to being more useful. Disk Card Slide Holy Water [ADD] Speaking of Squall Hammer, it has received light and medium versions. [CHANGE] Super jump's input was reverted to "Down, Up". [CHANGE] Sword Thrust's input; D, D, X/Y/Z -> B, DB, D, X/Y/Z [CHANGE] Monster Push now causes a wall bounce. Its vertical knockback was also increased. [ADD] New guardsound for Sword Thrust and Sword Barrage. -
Diskun by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
v1.6 has arrived! Changelog: [CHANGE] Super jump is now no longer a combo tool, instead serving as a defensive/approaching tool. [CHANGE] Crouching hard normal now simply hits the opponent with small knockback instead of launching them. [ADD] Not one, not two, but THREE new specials! These are Disk Card Slide, Holy Water, and Squall Hammer. [ADD] Finisher. Needs 300 HP and 3000 power to be used. [CHANGE] A.I. in some ways. Now it should use projectiles from a distance more. [ADD] Diskun can now change directions while airborne and perform shorter jumps. [ADD] Short jumps and fast-falling. [CHANGE] Broken Disk Card and Disk Card Drops' directional inputs. [ADD] New intro. -
Starlow by DeluxeGamer705 - Released
DeluxeGamer705 replied to DeluxeGamer705's topic in [ RELEASES ]
First update, and oh boy a good chunk to notice. Changelog: [EDIT] Laser Top has been reworked: - Its light version now goes into a straight line, while the medium and hard versions fire at a slightly higher angle, making them a bit of anti-airs. Meanwhile, their aerial versions fire downwards, useful when hitting the characters that are down or are too small, though this depends on how high Starlow is. [NERF] Sleep now recovers HP slower. [EDIT] Starlow's general sound now no longer players in many animations, only when she gets up and "runs". [BUFF] Starlow now can cancel her standing hard normal into her crouching light normal, giving her more comboability. [ADD] Finisher. Needs 300 HP or less and 3000 power to be performed. [CHANGE] Readme's style has been heavily modified. [CHANGE] A.I. in several ways. [EDIT] Starlow now floats closer to the ground. This makes it easier for her to hit opponents if they're not short enough, but it also makes her easier to hit. [BUFF] Some moves had their startup time lowered due to her now floating closer to the ground. [FIX] Standing light normal had an infinite by spamming it. [CHANGE] Hitsounds and guardsounds. [CHANGE] Starlow now jumps higher and is more floaty. [ADD] Super jump. Useful for her if the opponent is too high and her jumps cannot reach them. [ADD] Laser attacks now have hit sounds. [NERF] Laser Beam now deals much less damage when chained into from any attack to prevent the combo from being overpowered. [FIX] Laser Top and Supernova Sparkle had an infinite; Laser Top -> Supernova Sparkle -> Repeat. [NERF] Supernova Sparkle now has a cooldown of 3 seconds. [BUFF] Normals' range was increased. [BUFF] Throw's hitbox was pointed to the ground. [ADD] A launcher in the form of a new special: Bottom Star. [BUFF] Starlow's standing and crouching light and medium normals now push her forward slightly. [NERF] Laser Top now has a cooldown of 2 seconds to prevent infinites. [NERF] Laser Top now cannot be used during Supernova Sparkle's cooldown and vice versa. -
I wanted to make another Tomato Adventure stage, because, you know, it's one of my favourite games and I want to give people a potential interest. Screenshot Details: Animated: Yes Parallax: No Super Jump: Yes Music: Yes This stage uses 2 sprites, with the difference between them are the starts in the background. And yes, I ripped the sprites myself! Get it here: https://sites.google.com/view/dxgsmugensite/stages
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At long last, Purin/Jigglypuff by HCL has finally resurfaced! Here: https://www.andersonkenya1.net/files/file/47615-purinjigglypuff/
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First update - v1.1! Changelog: [REMOVE] One thing from the notes because I was too upset when I wrote it and honestly it was completely unneeded (what was I thinking?). [CHANGE] Hair Whip's EX version is no more, but it instead now has a chargeable version. [EDIT] Some A.I. parts. [FIX] In one of her winposes, Erma's head was affected by the floatness and therefore went back to her hand too early. The Gravity coding was therefore replaced with a VelAdd. [EDIT] The sprites in one of Erma's winposes were slightly updated to be longer. [FIX] The question mark in Siris' win/losepose was facing the wrong way when Siris was facing left. [FIX] Erma is now centered in one of her winposes. [FIX] If invincibility was in effect, Erma could still be hit after using Dark Teleport. [CHANGE] One of the finisher's sprites has been replaced. Yes, I'm now using a different style for that.
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Changed. The link and the colour remain the same.
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Two characters in one month?! Yes, more time, so I could make her. This is especially a gift to all of the fans of the series the following character comes from to celebrate the 11th anniversary. Erma Screenshots: Preview: Gameplay-wise, she is a character with floaty jumps, along with some changes to my gameplay style, such as being able to change directions when dodging and air dashing, while also removing the MvC launcher and air combos to reduce the MvC stuff (the super jump is still present though, but its purpose is very different now!). She also has some attacks that can give her invincibility and a wall climb mechanic. Also, new readme style! Get her here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update hier when I have time!
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Only Blue Bird has been added. Chuck was not added because I cannot find a download link for him on the provided site, and Jacob is fanmade character from what I've researched so he doesn't count. I think the same applies for the Cat Alien - I prefer adding only official characters in the collection and not original characters made by fans.
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Added only Red, Bomb, Blue Bird, and Bumblebee Bird. The rest were not added because: DANIELALERGGAMING's Ruby and Tony do not work because they are missing a .cns file and therefore both crash Mugen. Link for Cat alien (Minion Pig Bootleg) is broken. I think you copied a wrong link or the file got removed by the uploader.