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  1. The undisputed protagonist of ClayFighter series is back badder than ever!! Bad Mr. Frosty has been updated to the Version 1.2 and now he's ready for the Infinite Clayfare beta that will released in December. Here's the new stuff on him: -New sprites for: -Hurricane Kicks super -Close weak kick (now he has one) -A "vomit" attack only seen in his Insane Combos (the reason why I didn't make them until now) -Fixed codes on Claytalities -And the most important of all... INSANE COMBOS!!! All the 6 from 63 1/3 has been recreated for this version, so now Frosty is officially complete!! Yeah, I would show you new pics, but I got the one above only... but I got you instead the Character Showdown for Infinite Clayfare in case you still don't know how bad this character is: Enjoy the character, soon you'll see another character update before the Beta 1 appears in your PCs, stay tuned Don't need this disguise anymore!! Characters -> ClayFighter
  2. An edit of Meta Gouki's Inuyasha, by me, jrm10071322 (Formerly SumirekoUsami.) I didn't aim for any drastic changes, I just wanted to add a few new things, as well as giving more comboability. However I seemed to have stray away from my goal in some ways. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha can now combo between all of his Standing, Crouching, and Air Attacks. -New hit animations implemented, this is for more compatibility for 1.0/1.1 era characters, as some force older chars to use the new hit anims, which they don't have, thus making them invisible. -Midnight Bliss Compatability, using Midnight Bliss on Inuyasha, deforms him to Pure Human, thus rendering him powerless. -Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start. -Helper Debug Fix, the Super/Hyper Anim Helper was missing an anim, this has been fixed. -New Air Attack, Inuyasha will swipe his sword upward in the air, if hit, the opponent will fall to the ground. -Sound Swaps and Addons, Some attacks didn't sound very powerful at all, so their sounds were swapped out. -New Palettes and Icon, the Icon is an edited 25x25 Crop of Inuyasha's Team Select Sprite from the PS1 Source Game - Inuyasha: A Feudal Fairy Tale - in Group 8999, you'll find Older Icons, as well as the one originally used on top of that, he has several new color sets, as well as the default now being more saturated, to be more like the Anime. (original is still present, being named InuyashaPS1.act) -Added Compatability for a few lifebars, such as Melty Blood, Alpha Storm, Miku, Vortex, Touhou 7.5, Touhou 10.5, Touhou 12.3 -the Stats for Life were changed to 1150 -and Stats for Defence were changed to 110 -Almost all Animations now labeled. -Some Hitbox tweaking, some seemed a bit too close. -Grab now uses an Explod to make a Hitspark when Inuyasha punches his target -All Self-KO coding as been moved to statedef-2.cns, as it is a much better method. -When using Palette 12, Inuyasha has a Life, and Power Boost, he's still beatable, but it will take a lot of time up -Disabled HIT_BOUNCE, and HIT_LIEDOWN's PlaySnd, and MakeGameAnim States, this is done to avoid clashing with Inuyasha's custom HIT_BOUNCE/HIT_LIEDOWN's States -Labled all of the Palettes, this is done due to several new palettes being made by me, so I didn't want it to just be inuyashax.act - x being the number -Cleaned up a few sprites -A new Air Light Punch Attack, now giving Inuyasha the ability to combo through 4 Air Attacks, but on a very short time frame. -Added Failsafe Animations for Electricution, Burnt, and Frozen - This is for Characters that might force him into Animations that wouldn't exist, thus turning him invisible. -Recreated Inuyasha's Alt Palette from the PS1 Source Game, it is named InuyashaPS1Alt.act -Inuyasha's Tessaiga Transformation Animations have been added, with the first one being an Explod over the Tessaiga -Added SIT Animations -Added a few Midnight Bliss Sprites -Added tons of Winquotes for 1.0/1.1b - he still works with WinMUGEN -Animation Hitboxes all tweaked to be the same style -Cleaned up the Portrait a bit -Projectile Guard Sparks repositioned forward as they were too far back -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Hijin Ketsou Triple - D, B, D, B, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -All Files now assorted into seperate folders. -Character Folder is now named "InuyashaGouki", this is to give him a distinct name from all other Inuyashas. ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,1,2021 -Tweaked Hitboxes for Walking -Four Voiceclips Added, meant for Continue Screen -New Sprites added, for a New Lose Animation. -New Lose Animation -New Continue Animation -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Sankon Tetsou Max - D, F, D, F, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Dizzy Sprites removed, the Rip used was discovered to be messy, due to this, Dizzy has been removed for cleanup reasons. ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,11,2021 -New Hit Sounds -More Tessaiga Transformation Frames -Improved Lose Game/Draw Game Animations -Improved Guarding Hitboxes -Cleaned up State Naming (all Statedefs now have Proper naming) -Changed PlaySnd Trigger for Attack 320 (Crouch Light Slash) Swoosh now plays at Time 9 -Several New Palettes -Decreased Defence, and Life back to Standard Values -All Basic Tessaiga Attacks have been sped up slightly to better the flow -Tweaked a few hitboxes -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Hijin Ketsou Triple (Air) - D, B, D, B, y - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Can Only be done in the Air (if not obvious enough) ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 4,21,2021 -Hyper Level 3 Sound Added (Finally) -All Hyper/Superpause Times have been lowered to 96. -Kongosoha has been upgraded to Hyper Level 2, and will now use 2000 Power as a Result. -New Sprites made for the Kenatsu Hyper -New Animations made for the Kenatsu Hyper -New Midnight Bliss Sprite -Animation, and State Numbers for Light, and Medium Air Punch, have been swapped (Light = 400 | Medium = 405) -All Standing Attacks, and Grab have been tweaked to play way smoother. -Landing Sound now plays for Sankon Tetsou -Grab Bind Pos is now: 42, -23 -All three Hyper Helper States, have now been moved to hypers.cns -Cleaned up a bunch of Sprites -Fixed Self-K.O. Loophole - Inuyasha's Control is revoked entirely now. -Repositioned the Tessaiga for Inuyasha's Grab Sprites -Grab now uses Playerpush = 0 -New Hyper ------------------------------------------------------------------------------------------------------------------------------------------------------------ Tessaiga Slash - Kenatsu Hyper - D, F, D, F, x - 1000 Power ------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 5,2,2021 - This one is the smallest. -Added new Grab Sprites -Changed Grab Animation ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 5,15,2021 -Realigned Kaze No Kizu, left foot now stays in the same position. -All clips are now 44100, being freshly recorded from the PS1 Game, and then cropped. -Win State 182 is now using the original line once again! (which was "Is that all you got?!") -Lots of clips are now replaced with higher quality versions -All Unused Clips Removed -Few More Sprites Realigned -More Palettes Added -Four Special Palettes added. ------------------------------------------------------------------------------------------------------------------------------------------------------------ (PS1/Anime)DXModeNoneNS - NS = Normal Skin (PS1/Anime)DXModeNone - Full Recreation of Inuyasha being used in WinMUGEN when the DXmode is set to None. ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha now has Special Win clips for his friends. (and enemies) -All SFX related to Inuyasha's Main Attacks are now in Group 9. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 8,24,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Added a new palette. -the Supers that deal more damage now take more time to execute, and no longer have the same frametimes -A few new anims for the supers -new Portrait for 9000,999 -fixed winquote error -added swoosh for all Tessaiga Supers/Hypers ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 10,22,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -English Dub voicepack, done by Laharl added, english cns files also created. -English cns files -fixed taunt, I can't believe I never saw it cut off for that long... dang -cleaned up sff -cleaned up grab animation -added air grab -readded the new dizzy animation, clean rip found with the the help of Laharl. -added Parry Animation support for Alexei Roschak's Miroku and Sango -sped up a few animations, as they were a bit slow -changed some of the Lifebar Portraits -added StopSnd state that's hooked to the Hitstates, to cancel out voice clips -fixed a bug leftover from the unedited Inuyasha where the Air Dash would allow Inuyasha to go below ground -fixed all leftover color inconsistency issues with sprites ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,8,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Hijin Kesso Triple, and Sankon Tetsou Hypers can no longer be comboed into, as it did way too much damage. -Damage values for Sankon Tetsou and Kenatsu Hyper swapped, to be more accurate with Manga and Anime. -Added Frozen Sprite, as well as animations -Lowered Damage for Hijin Kesso Triple -Added Air Back Dash (States for it already existed in earlier versions of the edit, but it was broken, now it's functional.) -Replaced Crouch Stab with a Crouch Slash (at the moment is unused, and sprites might get revised later.) -Smoothed out the Hit Animations -Added Electrocution Sprites, as well as the animation (done in Eternal Fighter Zero style, so no skeleton) ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,19,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Smoothed out the Hit Anims a slight bit more -Added missing Jump Land Frames (the Unedited Inuyasha reused crouching sprites.) -Added Idle State if you do nothing for exactly 1,500 seconds. -Redid existing hitboxes for Attacks (the Hitbox for his head was a bit too small) -Added compatability with Eternal Fighter Zero - UNKNOWN's Barrel -Added in missing turn sprite to turn animation ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 11,21,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Smoothed out Backlash Wave Anim -Backlash Wave state now ends once the opponent is getting up from being knocked down. -Organized the snd file -Intro, and Win, now use multiple clips rather than the same one constantly. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 12,8,2021 - I wanted to wait till' Character of the Month was over ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Lengethed the Second State for Sankon Tetsou Hyper (meaning he can't do a 2 hit combo right after to deal 330 Damage) -Added in missing frame for Air Jump Anims -Refined a few hitboxes for general anims -Cleaned up a few sprites -Hijin Ketsou Triple now has raised hit time, and now takes more time to exit -Fixed an issue where certain Hypers would give Inuyasha power -A cling now plays out when Wind Scar is used -Wind Scar Projectile is now activated at AnimElem 10, instead of 9, meaning it's activated when Tessaiga hits the ground now -Wind Scar Anims are a tad bit faster to compensate for this change ------------------------------------------------------------------------------------------------------------------------------------------------------------ Update - 12,30,2021 ------------------------------------------------------------------------------------------------------------------------------------------------------------ -Inuyasha's Jump Height has been raised to -8.9 -Width has been set to his own proportions and not Kung Fu Man's. -Ground Slam sound/explode are now tied to the common1.cns, meaning they won't play again if hit when downed. -Increased Inuyasha's movement speeds. -Special Thanks to Rumiko Takahashi, for making Inuyasha | Viz Media, Sunrise, for the Anime | Bandi/Dimps for Inuyasha's Sprites | Kappei Yamaguchi, for voicing Inuyasha, Richard Cox for dubbing Inuyasha's lines Laharl for making the English Voicepack and cns files and Meta Gouki, for making this.. decent out of the box Inuyasha
  3. Dr. Kiln's normal bull terrier dog that mutated with the clay meteor into a monstrosity with a big jaw and vicious attitude, as well the only Kiln creation that remains loyal to him (and maybe T-Hoppy who was brainwashed in Sculptor's Cut), a dangerous dog that is bad to the bone!! Originally an edit of Xandegraf's Lockjaw, I prefer just to take the sprites from him and make my own version using my other ClayFighter chars as base. He has all his moves and even Claytalites from Sculptor's Cut with a big difference: I made the Combo System from 63 1/3, Insane Combos included, so now the dog is deadlier than in his game origin SCREENSHOTS: This is the last character I make for CF series in 2022 and the last addition to my Infinite Clayfare beta, my next move is to update Bad Mr. Frosty, Sumo Santa and High Five (the Arrange ver.)... and also a surprise char that will be included exclusively in the beta as well, so stay tuned in novemeber for more clay surprises Smells like an easy win!! Characters -> ClayFighter
  4. WAIT... WHAT!? you may say... I know, I know XD I was with time today so I found those sprites and started to make something... and that something became quickly into a character, so here it is. And before you ask... yes, this exists, maybe this is the first MUGEN adapted character from this game (and maybe from MSX, who knows) SCREENSHOTS: So yeah, this is another of those surprise releases I should make from time to time... and it was fun, believe me. And before you ask, it's also compatible with MUGEN 1.0+ (ken-m1.def, as always). I hope you like it You know what it says here =P Chars -> Classics
  5. Hi people, since I've posting a lot here since 2015, I decided this 2016 to make my official WIP thread with my future chars and projects in MFFA. Here you are: On works On hold (by now) I hope to add another projects of mine (like lifebars and Anti-Gouki Project fullgame), but by now only this. I hope you like this thread, guys!!
  6. [WinMUGEN ~ 1.0] -> Low-res [1.1 ~ IKEMEN GO] -> Original 2 types of image quality downgrade versions for WinMUGEN ~ 1.0 users, and 2 types of exclusive versions for 1.1 ~ IKEMEN. Altogether, there are 4 stages. [The difference between the two versions] WinMUGEN ~ 1.0 ->This is a version that I reconstructed with Photoshop to remove the translucent effect from the original game and make it as similar as possible. If you're looking for the clarity of your sprite, download here. (I named this version downgrade because there are some different or removed elements from the original.) 1.1 ~ IKEMEN GO -> Same version as the original game. The sprite has a soft and translucent effect. If you want the original experience, download here. Twitter : YUKIHO_P4 [Download]
  7. A project I didn't expect to make, but I got incentived thanks in part of Ultra ClayFighter hack and my own desire to get you an advanced beta of my fullgame ClayFighter: Infinite Clayfare for this year. So yeah, I decided to make not one, but two ClayFighters, so I focused on the girls of the SNES games: Helga and Kangoo, and make the personal idea of make them both at the same time. So here they are, ready to kick clayasses of their male rivals!! Here're the stuff they have: Both chars: -All their basic moves for MUGEN -All moves from their origin games, some with modifications -New moves for both chars compared to their SNES counterparts -The command moves, FX, gameplay, combo system and announcer from CF 63 1/3 -Made under WinMugen but compatible with 1.0+ (just choose char-m1.def and that's all) -Modified Valkyrie's Ride to be her Combo Opener -Various supers and air version of Viking Ram are based on Ultra ClayFighter -Used Shadowtak's Helga SFF, heavily modified to make my version (so custom palettes made for her are compatible with mine) -Special intros vs Blue Suede Goo and Tiny -4 supers and 3 claytalities SCREENSHOTS: -Made into 1.2X scale to fit with the rest of my CF chars -New throws, not present in CF2 -Various specials and supers based on her evil twin Thunder (and palette 12 is from her) -3 supers and 2 claytalities SCREENSHOTS: Well, this is the first time I made a double ClayFighter release, but since these 2 can't be set apart being the only women of the franchise until Lady Liberty in Sculptor's Cut, my duty was to bring them together. I hope you enjoy them Eat this, fella!! Characters -> ClayFighter
  8. (Video) (Download) https://www.mediafire.com/file/u4f8yzc2gi13t49/Donald_Return.zip/file (Comment) Flashy and pretty OP (R/D)onald McDonald, this one has a ton of content shown in the video above however, and a ton of cutscenes in the form of intros and winposes based on his eternal meme status in Japan. STG also released a patch for him on the 30th in the video description as well seemingly fixing a bug on his 7th palette. He comes with a Options.txt that can turn off auto A.I. he comes with by default as well.
  9. Shadow The Hedgehog, by ABAB. This is a redux of an old edit I made of ABAB's Shadow, which is meant to fix issues with Shadow, as well as adding a few new attacks, fixing sound triggers, and such. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Well. Here is, my edit of ABAB's Shadow The Hedgehog. It used to be exclusive to MUGEN Archive, and.. being as light as I possibly can with my old editting work. it was shit. So 2 years later, I decided to throw the hat in again, fixing the errors and issues I had created back then, as well adding more gameplay and such. A Redux, if you will. just to note, ABABShadow.def and ABABShadowAIOff.def do not make a difference right now, because ABAB's last update for him (which was 2016) broke the AI.. somehow. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Sound Credits go to SEGA ZUN Marvel SNK Capcom ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Credit for Sprites goes to. SEGA - Made the original Sonic Battle Sprites ABAB, Cyanide - Sprites that were already there RudyTheFox, Deekman, Domenico, Shadow333, Ryujmkrebs30, Destro The Dragon, JoshuaTheDark13, Mark Haynes, shadow_91, superdarkshadic, Phantom644, neox, tanuke, ryu, Taymentthehedgehog - Custom Sprites used SumirekoUsami - Crouch/Air customs ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Redux Period - 2022 -Added the English Soundpack back in -Named all the Palettes, and split them up into 3 Different Folders, found in the Palettes Folder. -Fixed Trigger issues with air attacks, now the Air Punch can only be changed to if the Air Chop lands successfully -Added new Crouch Attacks to add better comboability. -Reverted Shadow's Chaos Spear sound back to Remilia Scarlet's sounds (tbh now I don't like it, too aggressive) -Medium Chaos Spear now takes more time to activate -Disabled Shadow's ability to chain into Standing Attacks from the Crouch Spin -Max Chaos Blast now has fitting sounds -Changed time triggers for the Chaos Spears to activate 1 second earlier (they are active once Shadow has his hand out at the opponent rather than a second later) -Disabled Shadow's infinite healing during Chaos Control (once Power is Drained, his state is changed to 701 by force, ending the heal) -Shadow can no longer spam the Light Crouch Kick while in Chaos Control (he can't infinite during Stopped Time anymore) -Chaos Control now uses a second sound when being activated, the singular sound really didn't fit -Heal Sound now uses a Loop trigger, instead of a persistent trigger -Voices now stop if Shadow is hit -Shadow cannot exit the Chaos Spear Super State until all Spears have been used now -Added a Gun Projectile (the same gun you saw in every sprite video made in the 2000's) -Added several new sounds for the Chaos Blast, and Chaos Control -Fixed Animation positions -Added a Gun Hyper (Uses 2000 Power.) -Added Bounce Bracelet Special -Nerfed the Pursuit Damage -Lowered Airjuggle Points -Disabled Shadow's ability to attack after using the Chaos Spear Hyper mid-air -Added a movelist for Ikemen Go users -Replaced all the Battle Sounds --------------------------------------------------------------------------------------------------------------------------------------------------------------- -Disabled Single button healing -Disabled Single button dodging ----------------------------------------------------------------------------------------------------------------------------------------------------------------- [Command] name = "hold_zx" command = /z,x ----------------------------------------------------------------------------------------------------------------------------------------------------------------- [Command] name = "FwdDodge" command = ~F,D,F,z time = 15 [Command] name = "BackDodge" command = ~B,D,B,z time = 15 -------------------------------------------------------------------------------------------------------------------------------------------
  10. The beautiful nurse and teacher from Justice High School and one of my favourite waifus in Rival Schools series, which was one of the 2 characters from this game series that appeared in Namco X Capcom. Having no real version of her for MUGEN (only as a striker on Shimon's Hideo), I want to take my shot trying to recreate her, in waiting that Li Kun finally finish his neverending WIP of her resprited or Odb718 rip her from Project Justice so anyone else can make her. Apart of the fact that NXC doesn't have so much love since years ago... So, with all of this in mind, I wanted to recreate her as accurate as possible as she plays in the games (mostly in RS: United by Fate) instead of being another NXC character, and even I gave her a partner, noneless than Hideo Shimazu as her striker. These are the features you can find in this character: First of all, sprites and some FX from Namco X Capcom (and some FX from SFA series) Voices and sounds from RS: United by Fate 4 buttons: 2 punches and 2 kicks A few edited sprites to make her compatible with MUGEN basics 2 throws, 4 specials (1 aerial) and 3 supers, one of them with Hideo (those ones who know RS will know what's this about) Made under WinM but also compatible with MUGEN1.0+ (you know, select "kyoko-m1.def" as usual) 12 palettes, most of them based on RS & PJ palettes on Kyoko and a couple of cameos as always And now, the screenshots: Made in a couple of days because I was inspired, my love for this game series and in part also because of the recent collection I made... which even I came back to play RS in my PSX again to see how she plays. I hope you like it, maybe I also could retake that old project called Batsu that I made in my youth as a n00b creator, since now I don't have to make the sprites since they're done now, that will be seen... This is our school, we must to protect it!! Characters -> Adaptations (Capcom series)
  11. (Preview) (Download, file named "アルティメットアーマーエックス") https://onedrive.live.com/?id=504CC9EDC0A345DD!394&cid=504CC9EDC0A345DD (Comment) Despite what would probably pop into your mind upon hearing about a Mega Man X, this is not a small and spammy conversion. This X plays like something resembling Street Fighter, but keeping X styled dashes. This X even settles with having a common punch, his Buster and Charge Shot is divided into 2 special moves with 3 variants. Despite having only 3 physical attack buttons, his other 3 buttons are solely for a small selection of diverse Maverick weapons, and there's even a command grab referencing Gutsman from classic. Not only that, but the secret Hadouken and Shoryuken moves are also in there, but only usable if he has full life. Notably, he has the ability to cancel some of his attacks into his dash, which can be used into another attack. Very fun to experiment with.
  12. 11 years ago, Earthworm Jim was released for first time, so this day is the day that my "ClayFighter Project" was born. So I made a whole event of this, since I couldn't do it past year, and I made this: 1. (Almost) All ClayFighters have been updated!! Good part of my ClayFighters were updated (excepting High Five, HoboCop and Kung Fu Man 63 1/3), all with various code fixes, some with new intros vs. and some others with new Claytalities (mostly the Knock Off Top Half). So, here's the big list, marked as spoiler since is something big Characters -> ClayFighter 2. ClayFighter 63 1/3 Lifebars have been released!! These lifebars was a project so old as Jim himself, but I never couldn't concrete them at all, and in the last time when I retook this for my CF fullgame, I decided to get the jump to MUGEN1.0+, so the development was moves from WinMugen to 1.0, remaking all what I done and finishing what I started 11 years ago. These lifebars are made under 640x480 and has its own fightfx and common sounds from the game, trying to make them the most accurate as possible, and also I made original lifebars for Simul and Team modes, following the same line of the original lifebars. And is redundant to say they will be included in the Infinite Clayfare beta I want to release this year, meanwhile I'm still working on the screenpack. SCREENSHOTS: Add-ons -> Lifebars So here they are, all of them were made for today, so I can make a big celebration of this. And to coronate this, my fullgame ClayFighter: Infinite Clayfare now has its own page in my site, soon will be completed with more info, screenshots and stuff Happy Anniversary, the presents are for you!! LET GET READY FOR CRRRRRUMBLEEEEEE!!
  13. A character that doesn't need presentation, all of you know about him and his multiple versions, edits and cringe strange versions. But what can I offer new for a so touched character like him? What about a ClayFighter 63 1/3 gameplay? So yes, I made him with the same gameplay you know and love of my CF chars, and even as the new guest character for my upcoming fullgame (apart of the already guests in CF series, Earthworm Jim and Boogerman). Here's the list of the new stuff you can found on him: 6 buttons instead of 4 (3 punches and 3 kicks) New winpose and new throw (now he has 2 of them) All his moves from last MUGEN versions excepting Kung Fu Block (maybe will serve as base for the CF's Parry I want to make) All his EX/Fast moves are now his strong versions (and strong ones are his medium ones) Kung Fu Zankou: normal versions are the Combo Openers (changed command to charge B, F + kick) and Fast/EX one is now a super Kung Fu Knee now has the D,DF,F + kick command in all his versions 2 Claytalities, which have his signature moves (KF Palm and KF Upper) New sprites for custom states sprited by me (cut in half, squish and squeeze) More use of his yell voice, so now he isn't a silent warrior anymore 13 palettes, 12 based on other ClayFighters and the original one also included if you want the classics And of course, the complete CF Combo System on KFM, including Insane Combos!! And now, the screenshots: I enjoyed a lot making this character and it's my first time making a real KFM (AGP's Kung Fu Fan is more of a spriteswap, so he doesn't count), it was so fun and I'm so satisfied with the final result, so I hope you can enjoy this char so much as I do You must defeat Tu Shou to stand a chance Characters -> ClayFighter
  14. An Edit of An Edit. I present to you, my edit of DarkLordXelrick's An Ordinary Sonic The Hedgehog, which used Supermystery's Sonic 2 Style Sonic as the editing base. However. I didn't use the latest version of this Edit as the base, I used an Older Version, as the newer version had bugs that didn't exist in the previous version, I have ported all the features from the last release to this older version, which is less buggy, these new features are accessed via the An Ordinary Sonic Fusion.def file By using the Fusion.def file, you have access to his Special Pal 6, 11, and 12 Modes - Pal11 is activated via Start+Y - Pal12 is activated via Start+Z This Edit contains all the fixes done to Sonic 2 Style Sonic, such as -Existing issues with spritework, cleaned up a few errors, fixed animations, and fixed hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits (now he supports HIMSELF) https://www.mediafire.com/file/y7y7gacnxyumheq/An+Ordinary+Sonic.7z/file
  15. I present to you, my edit of Supermystery's Sonic 2 Style Sonic. It's meant to fix existing issues with spritework, clean up a few errors, fix animations, fix hitboxes -Added a few new winposes -Changed the portrait. -Added Several new Palettes -Removed KFM Sprites -Made it impossible for Sonic to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies -Fixed Super Sonic's Transformation Animation -CD Soundpack (comes with Sonic CD Sound Effects) -Monitors are now Fully Animated -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits He retains all of the original features, as well as the original name Credit for Sprites goes to Supermystery - The Sonic Sprites that were already there. SEGA - For Making said Sprites Sketch, type_a, Nerples, Nightly, Krebbit, and Hans-Cuff - Custom Made Sonic 1 Styled Sprites (Group 181) Custom Super Sonic sprites by EXEcutor-The-Bat, and ThomasTheHedgehog888 https://www.mediafire.com/file/yg22qj7qlj18oa3/sonicth2.zip/file
  16. Supermystery didn't make Mighty ever, did he..?? Well.. I'm here to rectify that... sort of, this is Mighty the Armadillo, in the same style of Supermystery's Chaotix Characters He has mostly the same controls, but now has the ability to use his Wall Jump from the game, having the same time limit mostly. He can also use the Mania Dive Drill, which is only usable by smashing a Super Monitor. Sonic 2 Style Sonic was used as the base for Mighty's Creation Wall Code modified from Supermystery's Espio Artwork Modified using Paint.net You can create more palletes using fighter factory of a similar program Known BUG: Sometimes when using the Dive Drill (typically beyond the camera's usual bounding) he doesn't bounce upward after. Credit goes to SEGA - For making the Knuckles Chaotix Sprites Custom Sprites made by E-122-PSI, Yuski, Cinossu, & Team Megamix Sprites ripped by Mystic Fire, Yawackhary, and Toadkarter https://www.mediafire.com/file/oyazad2dvxy5cjs/mightykc.zip/file the Stage made for this Project is right below
  17. This is unexpected even for me, but here it is... and it has a story: last night during a chat on Mugen Guild Discord, it was pointed to me that Scott have some bugs I never fixed. I checked it out and effectively they were there and I never noticed before, but some of them also were present in my other chars. So, I made a massive update on the 4 of them with bug fixes, mostly in CNS department. The bugs are so minor to name them, but all I can say that now they play better, only I can say that the big change you'll notice on Scott is that Bass Playing now knocks off the enemy and is not anymore an useless move thanks to all the boys and girls who pointed me these stuff, you know who you are (but you're in the readmes anyway XD). This also may reignites me to continue the SP project I got years ago, like finishing Kim Pine and a big update for Nega Scott, I hope I can make them possible in a close future... No screenshots since there's not much to show this time... and no, this is not a joke as the "update" on Sumo Santa, this is real shit ^^ Sorry I guess =P Characters -> Adaptations
  18. I've been back with characters lately and I decided to update Sumo Santa to a v0.81 with minor stuff, here're the changes: -Various bugs fixed -4 new palettes, now they're 6 instead of 2 =D -And of course: fully compatible with 1.0+, with data, winquotes and stuff, just choose "sumo-m1.def" and you're ready And since it's very small the changes I did on him that I won't post anything on my site nor new screenshots, you can see them in the past thread or in my site, of course. So here you are, I hope you enjoy him Santa's gonna sit on your lap Chars -> ClayFighter (I wanted originally to make a Lucy the Gorilla release for this date, but I couldn't do it in time, sorry for disappoint you u_u)
  19. Literally Dr. Kiln's right hand that mutated with the clay meteorite and was dismembered from his owner and gaining his own life... and became against his master to fight for justice with an iron fist!! The most bizarre character from ClayFighter series, appeared in CF: Sculptor's Cut and is the only beta character in the game, with limited moves, one super and no claytalities. My intention was to complete what Interplay couldn't do and make him a proper and complete character, but there's no accurate version of High Five on MUGEN, only barely intents to make him with his sprites... until now. So, to make a more complete version, it was necessary to you to meet the original one, so I made this 100% accurate version from Sculptor's Cut for your MUGEN, consider this as an advance of my work on High Five, which will be completed ASAP SCREENSHOTS: Don't worry about the source character being a beta itself, he has all MUGEN basics, 63 1/3 FX, the same base of the rest of my chars and even M1.0+ compatibility, however he was classified as "non canon" as my HoboCop (the AF2019 ver.), so I made a subsection with versions like these I would make in a future (for example, editing Ice to make the C2 version of Bad Mr. Frosty). I hope you like this character, you can always lend me a hand or give me five if you like my handmade work Nothing can withstand the hand of justice! Chars -> ClayFighter
  20. My Characters (edits): https://ux.getuploader.com/mhz/ RedDevil: err_connection_refused: %/The End: plzdontkillme & The End (SN): Afterainbow: 9470bb12e8a4f34476: Enigma: \u001A: Dynamic://Parallax: .void:
  21. My present gift to all of you, prepared secretly since weeks ago until this very moment. My own version of Sumo Santa now for your MUGEN with my own version of Joey Faust's Sumo Santa, which I took various stuff from the character, but the base is 100% made by so it's far more than a simple edit. It's almost finished, but has all that a character deserves to be called as one. I hope to update him very soon as well with my Bad Mr. Frosty, with both having a special intro SCREENSHOTS: Santa is gonna sit on your lap Chars -> ClayFighter Merry Xmas to everyone
  22. Hi, I supposed to do this months ago, but finally there it is, my new character from ClayFighter series... and isn't come alone 1. Nanaman The human-size banana with jamaican accent is finally made in MUGEN with my 63 1/3 style, with all his moves from CF2 plus a lot more original not just from 63 1/3 (Overhead Attack, Combo System and Claytalities) but that should be made for the original game, like throws and supers... and of course the palette 12 from his rival, Dr. Peelgood SCREENSHOTS: 2. Ice The other snowman with attitude received a good update, with 2 big things: first, the Ice Slide, the only move from CF2 I didn't include it before, and second, more claytalities, 2 weren't enough for him so I gave him 3 more, so now he has more weapons to smash his rival Frosty no screenshots here, you've to discover these stuff by yourself Well, I hope you like this double release, after this I'll be resting from CF to focus on my other projects... but the clay stuff will come back soon anyway so don't worry Get with the times, mon! Characters -> ClayFighter
  23. I have now released a Linux (woman) edit named Freax. I edited some files so that it's very cheap, with no collision boxes whatsoever and ludicrously high life, power, attack, and defense statistics, and I also edited some of the velocity and movement stats so that it's more faster and has more jumps. It uses the unused "3.110.act" and "3.111.act" palettes. It's quite extreme for a OS-tan edit. https://www.mediafire.com/file/4sc3tn8lrmpxkhj/Freax.zip/file https://web.archive.org/web/20211116130942/https://download1081.mediafire.com/sg1f7h7ufjfg/4sc3tn8lrmpxkhj/Freax.zip (Wayback Machine mirror (direct download) I feel that Ryoucchi/Kazagami or someone like them should add Freax to the Operating Systems (Anthropomorphism) character collection.
  24. This was not how good it would been made since from two years ago until it has now been reduced for the Ed, Edd n' Eddy-universe stage. They featured: Super Jump WinMugen compatible 1.1 compatible Download Link: https://www.mediafire.com/file/914by3ghsd19059/Ed%2C_Edd_n%27_Eddy_-_Park_n%27_Flush.rar/file
  25. I'm 100% sure this is the last stage I made before I went on a hiatus from MUGEN to make content for Sonic Boll (as well as be a beta tester for a short while) before coming back to MUGEN in late 2020. This stage is based off of Sad Hill Act 4, from Sonic Sad Hill, a... decent...? Russian Hack, It could be worse, it's the Pre-SHC2019 Version meaning the backgrounds are completely static, there's Horizonal scrolling but not much of it, same for vertical, once again I can't say the stage will be good. As with the other two, this has been put up here so it will no longer be an Archive Exclusive. once more, .def file unedited from 2019, so you will find my old identity in there. https://www.mediafire.com/file/c35daunlcoowdxh/SadHill.zip/file
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