
N_N
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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
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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
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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
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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
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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
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;INFO
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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.
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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
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;INFO
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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
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;INFO
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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
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;INFO
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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.
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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
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;INFO
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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?
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;INFO
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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
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;INFO
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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
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;INFO
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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.
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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
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;INFO
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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.- Sergio P, Basara-kun, Below273 and 2 others
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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) -
After nearly 3 years Scizor has been UPDATED! While he still doesn't have any hypers yet, this update addresses Plas's feedback and then some, making him feel like a much more complete character overall.
Changelog:
Spoiler;-----------------------------------------
;Beta 2 (09/07/2022)
;------------------------------------------ Adjusted a whole ton of hitboxes:
- Hitboxes for ground animations no longer go below the ground.
- Made the hitboxes on 5y's cooldown last 2 ticks longer
- 2y's hitbox has been changed to counter jump-ins more.
- The duration of the hitbox that appears on 2y's cooldown has been decreased by 5 ticks.
- X-Scissor's hitbox has been changed to accompany the fact that it no longer uses a helper.
- Fixed the CLSNs on the liedown getup and dizzy animations
- Added some extra hitboxes to Iron Head's cooldown
- Increased a lot of the hit vels
- U-Turn is now active for a much shorter period of time
- Differentiated versions of Iron Head more: the MP version is now stronger, but no longer has super armor
- Scizor can now be thrown during Iron Head
- Scizor now also has only one hit of super armor during Iron Head, as opposed to an infinite amount
- Added 3 more ticks of startup to MP version of Quick Attack
- MP version of Quick Attack now idles 3 ticks later
- Quick Attack's damage has been increased to 57 from 45 (LP version) and 69 from 55 (MP version)
- Quick Attack now automatically idles after 14 ticks, no matter what
- Ground slidetimes and hittimes increased to 26 from 20 for the MP version of Quick Attack
- Added dust FX to Swords Dance
- Swords Dance's buff now comes out on frame 3 instead of 1
- The opponent can now hit Scizor during Swords Dance to remove the buff
- X-Scissor has been completely overhauled. It now functions a lot more smoothly
- Opponents during X-Scissor now use SelfState instead of ChangeState for non-custom states
- Reduced Brick Break's damage from 60 to 50
- Got rid of the variable that was attempting to bypass fall.defence_up and replaced it with something much more conventional
- Throw changed so it doesn't send opponents backwards. It can also be done with both direction keys now
- Added "whoosh" sound to throw
- Changed the animation on 8b
- Guard slidetimes and hittimes changed for the following moves:
- 5y, 5b, 2y (increased by 4 ticks)
- 2b, Quick Attack (increased by 2 ticks)
- Cooldown for 5b has been decreased by 1 tick
- Scizor's air dash has been made slightly floatier
- Run-related changes:
- Can now attack while running.
- Effects added
- No longer goes in the air (caused everything to go wack)
- Updated a few effects and added some more
- Added a new portraitLink in the OP! I promise the next update's not going to take another 3 years.
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King Koopa and Chewbacca by DE@TH_BY_SP0ON:
https://www.mediafire.com/file/6lhjye93wv11lww/koopa.rar/file
https://www.mediafire.com/file/oj60jd3bk917399/chewy.rar/fileI don't think I have SMW Bowser, Game & Watch, or Wargreymon unfortunately
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Shake got updated again with a couple of bug fixes - nothing too major - and a brand new AI that should hopefully be much less glitchy than my first attempt.
Link in the OP! -
It's been a while! Shake's been updated not once, but twice since I made the last post. He's gained a couple things (such as a new move and winpose) and should feel much smoother to play as now.
Changelog:Spoiler;-----------------------------------------
;"Let's Fine Tuning!" edition (08/09/2022)
;-----------------------------------------
- LOTS AND LOTS OF CLSN CHANGES
- Now has a wider hurtbox when crouching
- Now has a shorter hurtbox when jumping
- Made some hitboxes more consistent, i.e they don't jump all over the place anymore
- Shake's hurtboxes don't go below the ground anymore
- Overall, Shake's hitboxes now prioritize functionality over aesthetics
- Improved juggling
- Super Bat Beatdown now inflicts a wallbounce, opening up more combo possibilities
- Made Super Bat Beatdown travel farther across the screen
- Super Bat Beatdown is now active for a few less frames
- Added states for Shake to go into when Super Bat Beatdown is blocked
- Made Super Birthday Snake slightly less safe to use
- Super Birthday Snake is now capable of destroying projectiles
- Shake now goes higher off the ground during the hard version of Lawnmower
- Hard version of Lawnmower automatically idles after 12 ticks
- Increased damage on the hard version of Lawnmower by 25%
- Hard version of Lawnmower is no longer an overhead
- Increased damage on heavy version of Object Throw by 10%
- Changed timing on the animation for Object Throw, and also gave the heavy version a new animation
- Phone now makes the opponent fall if hit by it in the air
- Properly centered the Phone and TV helpers
- Squirt projectile no longer places down some FX if the opponent gets hit by it in the air
- The following parameters have been adjusted in most of Shake's hitdefs for an overall smoother experience:
- pausetime
- ground.velocity, air.velocity
- Lots of minor frame data tweaks
- Sped up a lot of attacks
- You can actually hit Hand Banana now!!
- Made Hand Banana slightly faster to compensate for this
- Fixed bug where opponents would stick to Hand Banana after being killed by him
- Added ScreenBounds to some of the opponent's thrown hitstates
- Added custom hitsparks and hitsounds
- Upgraded blood sparks
- Added "whoosh" sound to throws
- Opponent now falls down faster when hit by Spinning Throw
- Stomp now sends opponents into a set of custom animations, instead of relying on anims 5051 and 5061
- Similarly, the Super Bat Beatdown finisher now sends opponents into a custom animation instead of anim 5061
- 2b has been completely reworked. Have fun
- Made 5y feel smoother, both in terms of animation and gameplay
- Increased player width
- Added a new winpose. You'll know it when you see it
- Added a new small portrait
- Upgraded the quality of certain voiceclips
- Replaced a few sound effects too! That explosion sound was bothering me for the longest time
- Slightly touched up the Ezekiel sprite
- Added a new palette ("'Billy & Mandy' Shake", aka Shake as he appears in the Billy & Mandy episode "Battle of the Bands") and modified some of the preexisting ones
- Got rid of some unused stuff;-----------------------------------------
;Farewell to Beta edition (02/25/2022)
;-----------------------------------------
- Added command normal: Stomp
- Made some animations look crispier
- Added more special -> hyper chains
- Toyed around with his hittimes and such a bit more
- Phone has been buffed a little
- Fixed bugged damage dampener for projectiles and light version of Lawnmower
- Hypers are now affected by the damage dampener! Somewhat. They only get scaled if Shake happens to cancel a special into one of them
- Squirt can no longer be performed when the opponent is knocked down
- Fixed up the 2nd throw hitstate a little
- Buffed Hand Banana some more by making his grab unblockable and having him do more damage. Also 2 seconds have been reduced from his cooldown time
- Super Bat Beatdown now only hits grounded opponents
- Decreased jumpsquat to 3 frames. 8 was too many!
- The Broodwich and Squirt projectile now have hurtboxes
- Made Super Birthday Snake slightly more safe to use
- Rain now travels a bit slower in the Drizzle hyper
- also gave the hyper more cooldown
- Removed unneeded leftover KFM code from Standing Medium Punch
- Super Broodwich Temptation used to give back a very slight portion of the player's power bar. This does not happen anymore
- Small very unconventional aesthetic fix involving the shadow of Shake's right hand being misaligned on the Drizzle hyper
- The aerials now use more than one hitspark
- Meatwad is now properly aligned on the ground on the "I WANT CANDY" winpose
- Handbanana now properly aligned on the ground and has went from being 2 explods in the "Tonight you" intro to a helper
- Made the explods a bit more consistent. The following animations have now either been removed or have new sprites:
- Snake fire (1701)
- Fire hitspark (1702)
- EX effect used in Drizzle hyper (9807)
- polished some of his sprites
- Corrected a few of his hitsounds
- Removed intros against Batman and Lobo - wasn't the biggest fan of them
- Made "MONSTERS" intro a bit more fluid and have better lip sync
- Red palette should now be a bit more easier on the eye
- Other minor changes I forgot about!!!Link is in the OP as always.
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[PREVIEW]
[DOWNLOAD]
https://www.mediafire.com/file/gdhr272ppu7f1io/Clucking_Doom.zip/file
[COMMENT]
One of the stages from the GBA Billy & Mandy game. This one was pretty simple but also a lot of fun to make. There were about two more screens of tubes, wires, and all that but I figured it'd work better if I shrank it down.- HappyDappy666 and Gaulbetti
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i overhauled my roster :0
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Lemme help out a bit:
- Kung Fu Girl: Not sure which version you want but I have both v1.5 (the latest version) here https://www.mediafire.com/file/kv46lwrtes7s29e/kfg.rar/file and a considerably different version from 2001 here https://www.mediafire.com/file/bjv27fdz2l6v553/KFG.zip/file
- You can find every version of Yamori X's Lilith on trinitymugen.net -
I'm late to this but all the dead links should be taken care of. Also added Moar Krabs and MyYouTube Rocks's Jellyfish Fields stage
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This is a screenpack heavily based off the ever so glossy Frutiger Aero aesthetic.
Comes with two versions, "systemA.def" which holds 159 characters, and "systemB.def" which holds 759.
Doesn't come with any lifebarsScreenshots:
Spoiler
Get it here: https://www.mediafire.com/file/nxju0iajae6y4y8/eNergy_091521.rar/file- HappyDappy666 and Dan
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Feedback:
- There's a file called "AI.def" that actually appears to be a .def for OHMSBY's Es. How'd that get there?
- Misaligned head.pos and mid.pos. Combined with how some of his hurt sprites are misaligned, this makes him suspectible to looking awkward during throws. Refer to http://www.elecbyte.com/mugendocs-11b1/spr.html for how the hurt sprites should be aligned. Meanwhile, you can always use Stupa's Training to check the former.
- His life is inexplicably 50% higher than what the average character has.
- Misaligned hitsparks on lots of moves - check your sparkxys
- Both standing punches are easy infinites, same with crouching hard punch
- Both standing and jumping kicks have the exact same startup and cooldown, which in both cases makes the light kick a little useless
- Both crouching kicks don't have any cooldown
- The cap throw does only 10 damage, while the gunshot, which shoots out a much more faster projectile that can't be as easily punished, does 43. In any case the gunshot should be nerfed and the cap throw buffed.
- Gunshot misses at point blank
- The slap is too safe, comes out at roughly the same time of the standing light punch yet does 120 damage, and is a borderline infinite when blocked.
- 150 damage for a special like Spam Mail is excessive
- Debug flood whenever a hyper is activated; "expression truncated to integer"
- Let's Go DaBaby makes it very easy for the player to drain the opponent's entire lifebar, provided that they attack along with the clones
- The opponent can't hit DaBaby for the entirety of the convertible and revenge death ball hypers. I would suggest adding some hitboxes especially because they're both long-ranged.
- The "Basara KO" text on "DaBaby shows you the truth" is misaligned
- The background that appears whenever you kill the opponent with a hyper is also misaligned
- DaBaby doesn't have a state 5150 in his common1.cns which causes a debug error whenever he dies.
While you've definitely improved from your earlier creations, there is also definitely room for more improvement. If I were you, I'd start studying fighting games. Look for inspirations that you could use - ask yourself questions like "how does that move work", "why does that move work" - and put that knowledge to good use when creating characters.
That being said, DaBaby is also decently clever designed. I like the ideas in his moveset in particular. I would say that creativity is one of your strong suits, which is why it's important that you start taking notes from fighting games. A solid foundation topped off with creative ideas would be most ideal. You just need to work on the foundation. -
Here are some Paper Mario characters, all by Bec Noir:
Mimi the Copycat - https://www.mediafire.com/file/ivd035vzim39mgz/Nightmare_Mimi.zip/file
Nightmare Spider Mimi - https://www.mediafire.com/file/btv9n2vcteljcvu/Nightmare_Spider_Mimi_V6.zip/file
Super Dimentio - https://www.mediafire.com/file/evprtdofoqljvls/SuperDimentio.zip/file -
On 8/11/2021 at 11:55 PM, GreenShieldy said:
Dear Strong Bad, how come you haven't updated your collection in years?
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Crapfully crapSincerely yours, G. ShieldyHomestar Runner by AwesomeBlue: https://www.dropbox.com/s/rsd80u5lsiduqjl/HomestarRunner_AwesomeBlue.zip
Strong Bad by AwesomeBlue: https://www.dropbox.com/s/unkivo67240t26g/StrongBad_AwesomeBlue.zip
Strong Bad (Sumin Imitation) by Camren Springer: https://sites.google.com/view/camrenssuminimitationwebsite/characters/characters-animecartoon/others
Walfas Strong Bad: http://www.mediafire.com/file/s34e2bj3sa4l9yq/SB.rar/file (Don't be fooled by the link, that's not Weegee's)
Strong Bad MK2: http://www.mediafire.com/file/wacui7ruc3w0o82/Strong_Bad_MK2.zip/file
Coach Z by Gorfield Slikk: https://drive.google.com/file/d/1KbBCP0A3GIB19vitNEapNWYfka_J1Fv0/view
To be honest I kind of forgot this collection existed until this post. Nevertheless they have all been added.
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Everything's added, well I tried to add everything at least.
On 7/3/2021 at 1:03 PM, CWSKB said:This link in particular gave me a 404.
On 6/25/2021 at 9:47 PM, GreenShieldy said:I also found this edit of Infantry's Doodlebob:
http://www.mediafire.com/file/s12j6w108n87uxd/Doodlebob_With_Airheads_Colors.zip/file
Also I'm holding off on adding this for now because it's just a paletteswap. Besides the new palettes, none of the files have been changed save for the .def.
Let me know if any images/links need replacing
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This is a particularly odd way of typing, although I am a fan of how awkward all participants in this topic sound--including that of whom is typing this proclamation
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On 6/18/2021 at 12:20 AM, GreenShieldy said:
Three SpongeBob edits and one Patrick edit here: https://www.mediafire.com/folder/970976z0bh3xk/My_Character_Edits
This folder was linked on Dark Blue Lightning 4952 Official's channel
*sees that I have to download everything in those folders one-by-one*
Anyways all of your submissions have been added! I also swapped out the links for Gruntzilla34's Moar Krabs because of Webs' imminent closure.
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Electrocaid has made literally thousands of stages http://dsarena.free.fr/Sites/ElectroArenaz/
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Scizor [01/25/2023]
in [ RELEASES ]
Posted
Gonna take those into consideration. Thank you once again for the feedback!