N_N
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Posts posted by N_N
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Geese Howard by Heroes (edited off Rin & Bat's Nightmare Geese): https://onedrive.live.com/?cid=22E674B3DE125E6E&id=22E674B3DE125E6E!121
Wing Geese by Tanic2KXX (FFS sprites, MvC-like gameplay): https://www.mediafire.com/file/1r8iw030oj5dtgb/w_geese.rar/file----
I'm not sure if this last one counts as it's not edited from anything else, but it's based off a series of mid 90s Fatal Fury comics so it should be alright.
Geese B Howard by NyanKiryu: https://web.archive.org/web/20141223041457/http://www42.tok2.com/home/nyankiryuold/chars/gbh/gbh.html -
QuickStop and Clerks stages by Jo:
https://web.archive.org/web/20061114100414/http://createandplay.free.fr/pages/j3.php(from Clerks)
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On 5/5/2023 at 5:13 AM, snowy997 said:
Asuka Honda, Kumi Okubo, Ryuko Yamazaki, Tamaki Shindo and Arle Nadja by Tanic2KXX :
https://mega.nz/file/9d0AgZjT#4uIyWTqRWjW096fEaAEs0DCcZK3xsQTgiUT05DgxJkw
https://mega.nz/file/8B9UkDAT#-vWcGC-3AT_g3ie8b8uS6G4dhRRavejAlBhaA7zQge0
https://mega.nz/file/tEtglZ4J#Kdv1Nk-5WMgzxvjN27bieJErv9GDXnisYWRQ_KGrITc
https://mega.nz/file/0E9wCJxa#ksNpYEuJPGVpF3n1qXhiGy-uiFeb2-ZUTJjSCCu2018
http://www.mediafire.com/file/bgiqkxuhwj0hbxq/arle.zip/file
Arle by Nexus Games :
All added. I also added KYOSO by NyanKiryu which as it turns out is also adapted from an SFXVI character.
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SFXVI, not to be confused with any of the actual Street Fighter games, is a customizable fighting game released for the Sharp X68000 in the mid-90s. This collection is an attempt to gather every piece of MUGEN content related to the game.
CHARACTER SELECT
Android 18: Tanic2KXX || Arle Nadja: Tanic2KXX / Nexus Gaming || Asuka Honda: Tanic2KXX || Delta=Rhapsody: Tanic2KXX || Geese B Howard: Nyan☆Kiryu: v3.0 - 路傍's edit ("MB Howard") / v2.0 || Hikaru Shidou: Nyan☆Kiryu || Kumi Obuki: Tanic2KXX || KYOSO: Nyan☆Kiryu
Magical Princess: Tanic2KXX || Mazinger Z: Nyan☆Kiryu || Mr Bater: Nyan☆Kiryu || Namihei: Nyan☆Kiryu - En's edit ("DEATHISONO") [PW: mugen] || Nise Ryu: Tanic2KXX || RuriRuri: Tanic2KXX || Ryuko Yamazaki: Tanic2KXX || Son Goku: taruse
Tamaki Shindou: Tanic2KXX || Wedding Peach: Tanic2KXX || Wing Geese: Tanic2KXX || Yoritomo: Nyan☆Kiryu || Yuri Sakazaki (16 y/o): Nyan☆Kiryu
STAGE SELECT
Stages by The Magic Toaster || Stages by Tanic2KXX || Goku Stage by taruse || Kamakura Stage by Nyan☆Kiryu || Mad Stalker Stage 2 by MR.KOtik/Scourgesplitter || Ochanoma Stage by Nyan☆Kiryu
ADD-ONS SELECT
AI patches for Geese B Howard (v3.0) by omake / pprnAI patch for Hikaru Shidou by Tudura
AI patch for KYOSO by Noobic Cube
AI patch for Mr Bater by Guy Kazama
SEE ALSO
Knuckle Fighter X / Alpha -
This was a fast yet fun patch to make: I have now put out an AI for Cookie Mountain by g-r. Details in the OP.
On 4/27/2023 at 9:03 PM, snowy997 said:If you accept requests like you said, could you do AI for Joey Faust's Organa? Just a random request to test this
I'll consider it
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New patch released: Astro by Lord Sinistro! I finished this one a couple days ago but didn't announce it until now. This is the first patch of mine to follow ㍻㌢'s tutorial. Since Astro is a relatively basic character, I thought patching him would be good practice before moving onto more complex characters. I'm happy with how it came out.
(And yeah... it took me a billion years to announce the next one.) -
Don't worry everybody I'm still alive. Recently I've been experimenting with new ways to go about AI and reading up on
muteki㍻㌢'s AI tutorial, which is why it's been taking so long for me to announce anything. I do have a few patches in the works that should (hopefully) be up soon.- HappyDappy666 and Gaulbetti
- 2
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Scizor has received yet another update, and now has an AI! There are a few other changes too but they're pretty minor.
Changelog:Spoiler;-----------------------------------------
;Version 1.25 (01/25/2023)
;-----------------------------------------
- AI! It's a little inconsistent, but now the CPU actually has something to do!
- (Hopefully) got rid of debug errors related to the super armor coding
- Made it so that the opponent doesn't get killed until the third hit of Scizor's throw. It's less awkward that way.
- Slightly decreased the air hitvels on some of Scizor's normals
- Made Scizor's standing normals able to be blocked in the air
Link in the OP-as usual, feedback and suggestions are very welcome -
Today I decided to get the feather duster and give the collection a nice new look. You might've noticed that a couple of characters disappeared (their links are broken and they're only on MA right now), but that should hopefully change eventually.
On 1/4/2023 at 5:55 AM, blackgy said:Newbie and Guest. Red Robloxian.Green Robloxian. Glitchy Newbie. and Newbie. by HugoTCYT
The Ascentionist. Mirror Man. Immortality Lord. and Star Glitcher by dawsaw
Arsenal Hacker (Edit) by EmmanuelMugen1331
These seem to only be on MA. Is there a chance you could reupload these elsewhere?
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On 9/8/2022 at 9:07 PM, N_N said:
Here is a slightly more updated version of Dshiznetz's Snorlax: https://www.mediafire.com/file/32qgy7nrelfwqml/Snorlax.rar/file (this is from 9/17/09, as opposed to the version currently in the collection which is from 9/13/09. seems to patch a few things up and add some more combo ability)
I also updated my Scizor - https://www.mediafire.com/file/o1px1jl16wt3j7a/scizor-v1.25_012523.rar/file (and change the icon to say "N_N" instead of "nodog" if it's not too much of a hassle)Bumping
Also here are a few more things for you to add:
- Thunderbert has a website with updated versions of their creations (ie Jigglypuff and Lucario): http://thundermugen.com/- Delibird by piitpiiii!: https://ux.getuploader.com/piitpiiii_mugen/
- (this one's a stage) Pokemon by Dan: https://www.mediafire.com/file/xg4edrpyzsyysnd/pokemon.rar/file [palette issues seem to prevent this from working on anything other than DosMugen]
Lastly, Mohumohu's Delibird links to Ticctuck's version. -
Thanks for all the suggestions everyone! Sorry I couldn't update this topic sooner but I have taken all of them into mind. I also updated the OP with an AI patch for aperson98's Earthworm Jim that I did a while ago (as requested by @Da Waluigi). I have more AI patches on the way so hopefully it won't take me a billion years to announce the next one.
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No idea why I didn't announce this sooner but Scizor has been updated again! Should feel a little faster/smoother now.
Changelog:Spoiler;-----------------------------------------
;Version 1.2 (01/04/2023)
;-----------------------------------------
- PROPER blood effects
- Scizor now uses an EnvColor during his hypers
- The startup to Iron Meteor Dive now moves Scizor forward very, very slightly
- Sped up the LP version of Iron Head a good amount, but nerfed its damage a little
- Made Scizor fall slightly faster during both versions of Quick Attack
- Made the MP version of Quick Attack untechable against aerial opponents
- It now takes 1 extra frame for opponents to recover from X-Scissor
- Slash/energy effects now disappear when Scizor gets hit
- Added numhits = 0 to Scizor's throws
- Added EnvShakes (most of them subtle) to most of Scizor's attacks
- Corrected a few animtypes on some attacks
- Buffed Brick Break some more by increasing its damage and making it even safer
- You can now cancel Brick Break (upon OTGing) and 2y into a jump. Not a Super Jump or anything, a regular jump.
- Slightly raised yaccel value on 2y, but slightly reduced its y ground.velocity value
- Slightly reduced yaccel value on 2b
- Reworked j.y and j.b a little. If you hit an aerial opponent with either move by themselves, they simply fall down like if you used any other air normal. You have to chain into them in order for them to send P2 flying to the ground.
- Slightly raised life stat (1000 -> 1025)
- Updated underground juggle prevention code, squashing a particularly notable bug where, say, if you hit P2 with a normal right before they hit the ground and then used MP Quick Attack, they went flying
- Oh, and there's something that happens when you use one of Scizor's other palettes. I forgot what it is though...
Link can be found in the OP as usual -
On 11/4/2022 at 3:12 AM, GreenShieldy said:
Five creations by caue, including:
Barnacle Boy: https://drive.google.com/file/d/1OuO9nbfcrsOxMKzYyUtJXlOq1SxIBS74/view
Dennis: https://drive.google.com/file/d/194ARCE5_6C2akKsOpgH-FWHAjsBM7OdH/view
Manray: https://drive.google.com/file/d/1DARwSGAII4u-ZWi_iVT29rO6Y8UcbmQA/view
Mermaid Man: https://drive.google.com/file/d/1UTA6EjfOYpxsLC-7G_45AA1FToZuaXgt/view
Swatfish: https://drive.google.com/file/d/11VUb75ouqw0Rkhmm73J9qwd71UmuPm_7/view
On an additional side of the dish, Pichu's edit of Skulper34's version:
https://drive.google.com/file/d/1_u9pXQAI6cGli944VgmzFpbGfDPiU4vn/view
Sorry for the delay! All of these have been added. While I'm at it, I also added Derpy Sponge's edit of Felixmario's second Spongebob.
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Scizor has gotten another update, and with it he's finally out of beta! He actually has hypers now!
Changelog:
Spoiler;-----------------------------------------
;Version 1.0 (11/14/2022)
;-----------------------------------------
- HYPERS! 3 of them! See the movelist for more info
- Added a couple new mechanics: a dodge, a roll, and a power charge
- Even more effects!
- Added a hitstun decay system
- Made the damage dampener even less limiting
- Scizor now goes into statetype = A on U-Turn as soon as he enters the air
- Buffed Iron Head
- Slightly increased its range
- Gave super armor to the LP version's startup
- Slightly increased the fall.recovertime on the LP version
- Fixed a psuedo-infinite involving Brick Break
- Remapped the command for Brick Break: it's now activated with LP, not MP
- Made it so that Brick Break's damage is no longer a consistent 50, and scales with the dampener/the Swords Dance boost instead
- Because of this, I removed most of the custom hitstates-which mostly served as a way of achieving the consistency
- Made the MP version of Quick Attack go farther horizontally at the cost of its startup invincibility
- Increased the pausetimes on the MP version of Quick Attack and changed its hitsound for more "oomph"
- Decreased the hit velocities on the MP version of Quick Attack as well as the yaccel value
- Fixed the Swords Dance display from not appearing on P2's side
- Redesigned the timer displays
- Slightly buffed X-Scissor
- Slightly increased its horizontal range
- Slightly decreased its cooldown
- Made the air dashes floatier, at the cost of some horizontal distance
- Removed the ability for Scizor to use the air dashes extremely close to the ground
- Slightly streamlined the CLSNs for anims 412 and 413
- Throw is now affected by the damage dampener
- Decreased startup on 5a and all the air normals
- Removed the width sctrl from 5b because it was a little useless
- Buffed 5a by increasing the range and making it safer on block
- Made 2a and 2x only able to be guarded low
- Increased range on 5b, 2a, 2b, 2x, and 2y, more so the first three
- Made it possible to chain 2x into 2b
- Made it possible to chain 2b into specials and hypers
- Added a new intro
- Added a new winpose
- Fixed misaligned walking sprites
- Changed big portrait
- Modified small portrait
- Closed Scizor's eyes on the dizzy animationLink in the OP
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On 10/5/2022 at 5:25 AM, xXPGlitz236 said:
I was expecting 2 of my spongebob stages to be in this collection.
On 10/6/2022 at 12:21 PM, xXPGlitz236 said:These should already be in the collection no? That said, you did remind me of a character I forgot to add:
- Added Spongebob by ElmoFan17 -
Updated Scizor once again! Unless there happens to be some really big issues that I didn't notice, this should be the final beta.
Changelog:
Spoiler;-----------------------------------------
;Beta 2.5 (10/14/2022)
;-----------------------------------------
- Made the damage dampener much, much less limiting
- Added more effects and upgraded some of the preexisting ones
- Buffed U-Turn a little
- Made the recoil less severe on hit
- Made it able to destroy projectiles
- Made it so that the enemy bounces a little higher off the wall after being hit
- Made it possible for Scizor to cancel air normals into U-Turn
- Removed the super armor from the LP version of Iron Head and gave it to the MP version
- Prevented the dust effect on U-Turn from appearing if Scizor performed the move in the air
- Changed Quick Attack up a little
- Made the LP version safer
- Made it possible for opponents to guard the light version of Quick Attack in the air
- Removed the ability for Scizor to use it in the air
- Slightly buffed the damage on the MP version
- Reworked Swords Dance
- Scizor will now only gain the boost *after* the animation finishes, though the animation is now much faster to compensate for this
- The boost no longer goes away after one hit, as it's now timer-based instead (going away after 2.75 seconds)
- Slightly increased the boost itself
- Fixed opponents going below the ground when hit by X-Scissor at a certain point in the air
- Gave Brick Break more priority
- Decreased startup on j.y and j.b
- Made j.b look smoother
- Increased the range on some of Scizor's normals
- Removed "air.fall = 1" from most of Scizor's normals
- Scizor no longer automatically faces the opponent when performing his air normals
- Realigned the slash effects on 5b and 2y
- Fixed some miscolored sprites
Link in the OP per usual -
On 10/1/2022 at 1:35 PM, Macaulyn97 said:
- I'd say his normals, particularly his standing ones, are in need of range boosts.
- I think Swords Dance could actually work well as a damage boosting super.
Gonna take those into consideration. Thank you once again for the feedback!
- Macaulyn97 and HappyDappy666
- 2
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1 hour ago, Macaulyn97 said:
So, I have a few problems after some testing. I don't have enough knowledge to go through anything more technical, but there is some stuff I can throw in:
- What is the point of having two dash moves? I feel like U-Turn is completely pointless when Quick Attack exists, the moves are too similar with little change between them and Quick Attack is just more versatile.
- LP Quick Attack is punishable on hit if the enemy is standing when hit.
- The character has very little range, I think having some flashy effects near his (I assume its a male Scizor, based on the abdomen size) claws would help increase the range of his attacks a bit.
- Swords Dance is completely pointless, it takes forever to give a small increase in the damage of ONE attack.
- Speaking of damage, the character's overall damage is minuscule. I understand its a beta and there are no hypers, but even a simple combo of air HK > standing LP > standing HP > LP Quick Attack deals a very small amount of damage.
Thank you for the feedback!
- Yeah in hindsight I agree that U-Turn is a little pointless. I could try making it easier to perform followups after the enemy bounces off the wall.
- Will fix
- Noted, any attacks in particular you think need a range boost? (and yeah he's a male)
- Noted, I'll try speeding up the animation a bit. That or rework the boost so that it lasts for a set amount of time instead of disappearing after a single attack- Noted, I think the values I set for my damage dampener were a little too restrictive. I'll see what I can do
- HappyDappy666 and Macaulyn97
- 2
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- Popular Post
- Popular Post
Over the past couple months I've been making a bunch of AI patches for characters (mostly obscure ones). I decided that since I have so many (with more on the way), it would be good to create a thread for all of them.
Currently, my latest patch is Scott by olt-EDEN.
Patches use the same ranking system as SpriteClub (F-1st)SpoilerScott by olt-EDEN
Rank: 3rd? High 4th?;------------
;INFO
;------------Scott, in spite of his very limited moveset, has a great toolbox. His punches come out fast and are generally safe, and not to mention they can easily set up devastating combos. They can also link into each other a fair amount of times, which is especially useful for when Scott needs to juggle the opponent. He'll use his wallbounce punch whenenver necessary, which is to say very frequently. Scott can also easily set up OTG combos and deal further damage. Offensively, Scott's great.
Defensively, Scott sucks. His slow jumps leave him vulnerable, and his moves are much worse in the air than on the ground. Although Scott does have a throw he can combo out of, a single move won't be enough to save him from any projectiles that may come his way. He also does not have any actual reversals, nor does he have any good anti-airs. Scott is all brawn and no brain.;====
Di Gi Charat by Nyan☆Kiryu
Rank: 5th;------------
;INFO
;------------Dejiko is... not good up close, reversals aside. Her normals are stubby and you can barely combo off them. She does have a couple of decent specials, but some of them can also put her at a disadvantage if she's not careful. So naturally I had her AI try and zone as much as possible. Every now and then she'll mix things up by going forward, but for the most part Dejiko will keep her distance.
Older patches:SpoilerCookie Mountain by g-r
Rank: 2nd;------------
;INFO
;------------This is a character that relies pretty much entirely on pressure and reversals. This character does not have any intricate combos or anything, but regardless it IS powerful. If left alone, it will attempt to quickly gain power, all the while annoying the opponent with projectiles. Something of note is that it will use its supers almost right away. If the opponent attempts to attack it, it will usually retaliate with one of its reversals--which comprise almost half its moveset. While Cookie Mountain can struggle against projectiles and long combo strings, it is nevertheless destructive.
;====
Astro by Lord Sinistro
Rank: High 5th?;------------
;INFO
;------------
Don't let the gloves fool you. Astro is really much more of a zoner than anything, and only rarely does he get up close and personal with the opponent. Even then, it's usually only so he can keep them away. In any event, he'd rather be left to himself.
Although Astro's approaches aren't all that good, he can still pull off a good defense game. Not only does he have a couple anti-airs, Astro has a couple of decent reversals in case the opponent decides to chase him down. He most notably has a move that leaves him invulnerable for the entire thing. He's also got a great oki game, with two hypers that deal big amounts of chip damage. When you factor in Astro's relatively quick power gain, flushing this turd can be a bit of a challenge.
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Astro has a super move that is only usable when he has less than 40% of his health. Unfortunately, this move is incredibly glitchy and will sometimes not work, therefore I have decided to disable the AI from using it. However, you're free to reverse this if you want; see the config section of "astro_AI.caca" for more info.;====
Earthworm Jim by aperson98
Rank: Mid-low 5th
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;INFO
;------------
To get things out of the way, Earthworm Jim is weak. His damage output is low, his attacks are slow, and he's very vulnerable. In spite of all this though, he has a couple decent projectiles and spacing tools. So naturally the AI will usually lock itself in a corner and attempt to zone as much as it can because Jim is weak.
With no reliable anti-airs, Jim struggles against jump-ins. Additionally, he can't do much up close save for his throw, but even then it barely pushes the opponent back at all. Jim also requires power to access his most useful moves. What I'm trying to say here is that Jim is very easily shut down.;====
High Five (original version) by Basara-kun
Rank: High 5th?
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;INFO
;------------
For High Five, the only thing that matters is getting close to the opponent. This is so he can make the most out of his short, yet powerful close-ranged combos. Unfortunately, most of High Five's approaches are pretty slow.
He struggles with guarding opponents partly because of his lack of fast approaches-even though he does have a sweep, it's anything but fast. Certainly not helping matters is the fact that he doesn't have a throw.
However, High Five is still decently capable of catching the opponent off guard every now and then, no matter the distance.
;====
Princess Bubblegum by madoldcrow1105
Rank: 5th
;------------
;INFO
;------------
Bubblegum has a decidely limited moveset. But she does have a fair bit of projectiles. Since these projectiles are her only real approach, she uses them a lot, as one might expect.
While Bubblegum does have a couple options up close, most of them are fairly punishable. Most of them also have pitifully short range, therefore it's best that Bubblegum stay far away from the opponent in order to make the most out of her small moveset.
----
This AI patch also comes with a single tweak: now, Flambo will automatically destroy himself after 10 seconds. He previously only went away if he hit the opponent-I'm not sure if that was intentional, but regardless I feel the change greatly benefits the AI.;====
IGG MAN (first version) by Rich Lockard
Rank: 4th
;------------
;INFO
;------------
Igg Man needs his space. He also needs to summon his buddies ASAP or else things will quickly go downhill. It is only with these buddies that Igg Man can zone his opponent to the fullest.
A group of chronic projectile tossers, Igg Man and his friends love to pressure opponents. It's best that Igg Man stay far away from the opponent, as he doesn't have too many fast moves that he can use up close.
While Igg Man does have a bit of comboing potential up close, it's very easy for him to get punished, since again a lot of his moves aren't fast. However, he does have a relatively quick sweep that he uses every now and then. Unfortunately for Igg Man, that sweep is pretty much his only useful tool up close.;====
WindowsUG by UGRedSeaDevils and ThisClown17
Rank: Low 4th
;------------
;INFO
;------------
Windows needs to get up close to the opponent in order to actually do anything. From afar, Windows' only approaches are either to use his projectiles or to teleport directly behind the opponent, although even that in itself can be risky.
Once/if Windows lands a hit, expect to see some pretty long combos. The fate of the match practically depends on Windows getting a combo in.;====
Iron Ball by Daniel Gularte
Rank: Low 5th
;------------
;INFO
;------------
Iron Ball is a bit of a glass cannon. He's very mobile but doesn't have too many defensive options.
That said, he loves to throw the opponent whenever possible. He's also not a big fan of airborne opponents and will try to get them down ASAP.
Since he's almost all offense and no defense, he's not one of my strongest patches.
----
Besides giving him some AI, I modified a number of things, mainly so the AI would have an easier time defeating the opponent.
- Updated the entire character to work on 1.0 for the most part. Since he was created for a long-obsolete version of MUGEN, he's still missing some required hitsprites.
- Buffed attack stat from 100 to 250. This change might sound ridiculous at first but he needed it. He previously did extremely little damage.
- Changed a few LifeAdds and HitDefs to accomodate for the above change
- Modified his movement speed to make him feel more like a glass cannon
- Changed his "SuperSomerKick" hyper so it connected more often;====
Bouningen by toma
Rank: 4th
;------------
;INFO
;------------
Bouningen can and will stall out battles. While his normals have pitiful range, it's a different story when it comes to his specials.
Even though Bouningen has plenty of approaches, they almost all involve projectiles. Make of that what you will. Bouningen also struggles against guarding opponents since he doesn't have a throw.
That said, Bouningen has some nasty moves up his sleeve that the AI will use whenever it can.;====
Stimpy by madoldcrow1105, edited by aperson98
Rank: High 5th?
;------------
;INFO
;------------
Stimpy loves to get up close and personal! While his moveset is decidedly limited, the AI tries to make the most out of it by using basic, yet harmful chains. If the opponent happens to guard these chains, there's a good chance Stimpy will throw them. When he's not as close to the opponent, he'll try and catch them with his Litterboxer or Powdered Toast specials. He can be a bit annoying, just like in the cartoon.;====
Mordecai Solo by madoldcrow1105, edited by Syunsuke (UPDATING SOON)
Rank: 5th
;------------
;INFO
;------------
Mordecai is somehow very aggressive and very defensive at the same time. Up close, he loves to combo. From afar, he loves to call upon his vast amount of helpers. On the other hand, he also likes to block a lot and will dash back when cornered.;====
Dave L. by malcolm, numb hands patch by :trlo_fcae: (UPDATING SOON)
Rank: 1st
;------------
;INFO
;------------
There really isn't much to say about this AI patch besides the fact that it exploits the hell out of Dave's "cheapness", so to speak. Dave will usually either approach with his frame-1 crouching light punch or his watermelon projectiles, then spam them like crazy. Eventually Dave will either unleash his beam or the power of his numb hands, by which point the opponent is most likely already dead.Made partly as a joke and partly because I thought it would be interesting to try and patch a character like this.
----
There's a glitch where Dave's AI is able to taunt multiple times at once after winning a round, but since I thought it was funny I left it in.;====
Milk Chan by Camren Springer (UPDATING SOON)
Rank: Low 5th
;------------
;INFO
;------------
This AI is a little stronger than Camren's original, though it's not very strong either. That said, Milk has a couple of approaches from afar, including "Dash" and "Capture". If "Capture" succeeds, Milk usually follows it up with a short combo, while on the other hand, "Dash" leaves little combo potential but knocks the opponent all the way to the other side of the stage. Every now and then, she'll use "Roll Jump", mainly to juggle opponents in the corner. Eventually, once Milk has built up enough power, she'll use a hyper. Rinse and repeat.
You can download all of them here.
Also of note: I don't mind requests, though it depends as to how long they might take. Generally, the more complex a character is, the longer it'll take me to patch.
That said, feel free to do whatever with my patches: reupload them, edit them, etc. I would prefer if you used the latest versions of my patches but I won't mind if you don't.- kingkunio, Below273, HappyDappy666 and 2 others
- 5
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- Added Patrick by MyYoutube Rocks
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I made an AI patch for Basara-kun's High Five: https://vennomous.neocities.org/mugen.html
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2 hours ago, GreatFunk said:
@N_Nare you going to update this collection?
Yeah, but it would help if you told me what exactly needs updating. On that note:
- Added Spongebob by CrazyTheGuy
- Added Chum Bucket by Mugen Gamer -
Scizor has been VERY slightly updated. I noticed a couple of bugs so I sought out to squash them. Specifics below:
Spoiler;-----------------------------------------
;Beta 2.01 (09/08/2022)
;-----------------------------------------
- Added a few failsafes to a couple of custom hitstates dealing with ChangeAnim. This is because Elecbyte classifies a few of the anims I use (like 5051) as optional, and true enough I've seen characters go without them. Now, if the opponent doesn't have any of these animations, they'll instead go into a custom anim via ChangeAnim2
- Moves affected by this: 2y, X-Scissor
- Fixed a typo on the ChangeAnim in one of the X-Scissor custom hitstates
- Fixed the pal.defaults part of the .def listing nonexistent palette numbersSince this is such a minor update, you can either download this patch if you've already downloaded Beta 2, or if you feel like it you can just redownload the entire character from the OP.
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Here is a slightly more updated version of Dshiznetz's Snorlax: https://www.mediafire.com/file/32qgy7nrelfwqml/Snorlax.rar/file (this is from 9/17/09, as opposed to the version currently in the collection which is from 9/13/09. seems to patch a few things up and add some more combo ability)
I also updated my Scizor - https://www.mediafire.com/file/o1px1jl16wt3j7a/scizor-v1.25_012523.rar/file (and change the icon to say "N_N" instead of "nodog" if it's not too much of a hassle)
N_N's AI thread [Latest patches: Scott, Di Gi Charat (07/06/23)]
in [ EDITS & ADD-ONS ]
Posted
It's been a while! I've updated the OP with not one but two new AI patches: Scott by olt-EDEN and Di Gi Charat by Nyan☆Kiryu. Details in the OP as always. Enjoy!
(I should also mention that these two patches work in WinMUGEN rather than being 1.x-exclusive like the rest of my patches. From now on, unless a character is specifically designed for 1.x, my patches will be designed with WinMUGEN compatibility in mind.)
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07/06 update:
Both patches have been updated and should now do a little better against projectiles.