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Posted

Quite surprised I managed to get my next character done just before December would arrive. Even still, I always had the time to work on him if I decided to. Anyways, here it is!

 

Relek

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DU7DG5g.png

 

Screenshots:

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Preview:

 


Gameplay-wise, he is a 6-button character that is a Fragile Speedster-type character. He has lower defence, which means he can be K.O.'d earlier. However, he has higher speed, both in terms of mobility and attacking. His moveset is largely based on his gimmicks from Tomato Adventure (the game he comes from), but some original ones do make an appearance.

 

Also, at the same time, I released a stage, also from Tomato Adventure!

 

Pokypine Wood

n1HDp54.png

Details:

Animated: No

Parallax: No

Super Jump: Yes

Music: Yes

 

Get him here: https://sites.google.com/view/dxgsmugensite/characters

For the stage: https://sites.google.com/view/dxgsmugensite/stages

 

Found any bugs, errors, or oopsies with Relek? Send me your feedback and I'll update him when I have time!

If feedback for Pokypine Wood is also needed, send me it too!

Posted

A week after release, v1.1 is now here!
Changelog:

- Fixed a debug error caused by Below Scratch's tracking property in single matches.
- EX ShuriGun's earlier hits now have more hitstun, while the animation was made a frame shorter, allowing the combo counter to count up correctly when the shurikens hit the opponent.
- Speaking of EX ShuriGun, an oversight was fixed where only the first shuriken played the correct hitspark on hit.
- Firehog now plays a smoke animation after the projectile charges forward, making use of an previously unused sprite.
- Removed an infinite involving Charge Kick by increasing the attack animation's endlag.
- Below Scratch is now an OTG (only the regular attack; startup's hitbox is not an OTG).
- Improved the shading on the victory portrait.

Also, I found the issue why some of my chars couldn't be downloaded! - apparently, defender and real time protection got a "Machine Learning" thing, but it doesn't do a good job detecting if the files are harmless or not, so a "wacatac.b!ml" false positive began coming! Don't worry - you can easily eliminate this issue when downloading a Mugen character and then it doesn't allow you to download it.😉

  • 4 weeks later...
Posted

Since 2025 is here, I decided to update him to v1.2 to give him new stuff!
Changelog:

- Added new mechanics:
 - Parry
 - Air Dash
- Added a Guard Cancel.
- Added a Hyper Combo Finish.
- If Relek is facing to the left during Mole Rush, he now no longer appears on the same spot when the move is finished.
- New palette selector graphic.


EDIT: Due to certain issues with low parrying with two of my other characters, it was removed completely to be consistent with them. This will be
also done for my other characters that will receive parrying.

  • 4 weeks later...
Posted

To celebrate Tomato Adventure's 23rd anniversary, Relek has been updated to v1.3!

Changelog:


- The sprites were updated to fix one inaccuracy.
- Seed Bomb has been buffed; its medium and hard versions now have increased damage (same with the EX version).

  • 3 weeks later...
Posted

v1.4 is here!

Changelog:

 

- Fixed an oversight where hitting the hedgehog from Firehog will cause a clone of Relek to appear.
- Slight A.I. adjustments.
- Added one more character for one character-specific victory quote.
 

Posted

Not much has passed and we already have an another update.

Changelog:

 

- Revamped gameplay and combo system - Relek now only uses three buttons for normals, though there's a catch - you can now chain a lightnormal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Relek forward a little.
- Dodges, Air Dive, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw.
- Changed a couple of specials and hypers' inputs to be consistent with the three-button setup for normals.

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