Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
News / Emi Yusa
« Last post by Kohaku on August 31, 2017, 11:10:12 PM »


The Tsundere Hero of Ente Isla has been released! Updates for the rest of the AP characters has also been released.

Quote
Senna v1.7
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Homura v1.8
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Taiga v2.0
- Demon Thrust and Demonic Chaos hit box size increased
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP
- Special intro with Emi added

Rentaro v1.7
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Miyuki v1.6
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Shana v1.5
- AP regen of Judgment while power is full, increased
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Kirino v1.4
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Asuna v1.3
- Normal light attack knocback increased
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

Kuroyukihime v1.2
- Opponent will fall faster while in the air after being hit by all versions of Death by Flashing
- Pritority of basic attacks decreased
- New super portrait animation
- Special intro with Emi added
- Added compatibility with Emi's moveset for charging AP

Selvaria v1.1
- Erst der Letzte: Göttin Waffe AP cost increased from 400 to 500 AP
- Endgültige Flamme AP cost increased from 400 to 500 AP
- Fragarach bonus damage from SP reduced from 20% to 10%
- Brocken Aushauen AP cost increased from 150 to 200 AP, Power recovered increased from 300 to 400
- Fixed error where light and medium versions of Air Schatten could be used repeatedly after cancelling and hitting into a normal attack
- Fixed error where medium version of Air Schatten could be cancelled too early into another attack
- New super portrait animation
- Added compatibility with Emi's moveset for charging AP

kohaku.trinitymugen.net
Type-Mugen 1.0+ ---> Characters
22
Mugen Releases / Re: All Chars Update(June of 2017)
« Last post by DivineWolf on August 29, 2017, 10:31:24 AM »
Few more updates for Poison:

-Better Kiss -> Stance transition(thanks Trololo)
-New Whip snd added(thanks Trololo)
-Some snd changes
-P2 can no longer recover from Criminal Heel
23
Mugen Releases / All Chars Update(June of 2017)
« Last post by DivineWolf on August 28, 2017, 11:00:09 AM »
Late, though I forgot to post this here. Updated all my chars in June. Along with now, a much more significant update for Poison now in August.



-Color separation
-New pals added
-s.MK(far) is now super/special cancellable
-Only j.LP and j.LK are cancellable
-High Heel Pounce changed to a QCB motion
-Handcuff Toss Changed to a QCF motion
-New Street Fighter x Tekken Japanese sound
-Misc tweaks

Grab them all in my folder.
24
Mugen Releases / Re: Dink Smallwood, part I+II
« Last post by The_None on July 24, 2017, 02:52:47 PM »
This forum may be not very active but I'll still bring it anyway

Dink now comes with two movesets as I've planned before. One more themed around magic, one (the one new to this update) more themed around weapons. And while I'll admit that graphicswise few things could use some refinement, at least that way I left some room for a further update down the line (not that major as I did pretty much what I've planned so far as of this update, but few extras when I'd be out to do alongside whatever my next project would be would be nice), not to mention I went so far with the character anyway that I would use some much needed rest and perhaps move on to other things and projects. Who knows, maybe one day I would deliver the one character I've always wanted to do, to the point that my last few original sprited characters I did so far (and perhaps the next few characters I may end up getting sidetracked for) would all lead up to it (ain't bringing up who that would be yet, but fingers crossed). Whatever the case, big thanks for sticking with me throrough these years.

Around 860-ish sprites in one year. Man did I went a long way.

[spoiler=Changelog since the March 2017 release]
  • New style added: "Slas" (indicated by the icon of the bottom being a sword/bow/axe combo), coming with it's own basic "punches", special and super moves
  • Tweaked/remade animations for jumping hard punch, standing high hard gethit, taunt, style switch super getting blocked and the Ducks
  • Tweaked very few aerial hitvelocities
  • Made the crouching hard punch jump cancelable only on hit with the airborne opponent (the jump cancel air combo on hit from it I still kept, tho')
  • Made the (regular) fireball air-blockable
  • The Acid Rain would actually stop hitting after Dink gets hit
  • Lowered the hit priority of the duckling from the Papa Duck super
  • Made the actual Papa Duck around as 108% fast as Dink's running speed so Dink won't be able to outrun it
  • Projectiles now compatible with Vans's projectile reflection code
  • 6 new intros and 5 new winposes (2 normal and 3 that would apear on match over state. The duck transformation winpose became a possible matchover one)
  • Air throw added
  • Ground normal throws can now be teched out of
[/spoiler]
25
Mugen Releases / Aquaman Released
« Last post by kamekaze on May 30, 2017, 10:28:31 PM »


http://kamekaze.trinitymugen.net

I've been relatively quiet and I'm sure none of you cared whatsoever about that. But in any case I started this project because of a video that really made me go "man that game was cool I've never seen it before and I'm a scrub". So I fixed one of those things and decided to port the cast. However, unlike my standard ports I've actually included 2 other modes via a config.txt that I cannot stress enough that you should look at. Because the original mode has some things that most of you would consider "fucking stupid". That mode is the default because it's accurate. To explain the other two I've decided to just copypasta the readme:

Original
-Faithful to the source
-only LP and C.LP can be canceled at a certain frame
-Cornerpush activates 5 frames after a move hits from an
 air attack
-Throws can occur regardless of block or hitstun
-opponent regains control to block while dizzy if a
 special is used.

Rebalanced
-Throw glitch removed
-Opponent cannot block while dizzy
-all Light normals can be canceled
-LP/LK/MP/MK special cancelable
-specials have variation and adjusted advantage
-gains despiration move on low life
-number of attacks needed to stun higher
-damage output lowered

Custom
-Rebalanced changes
-opponent can be juggled for 2 hits
-despiration becomes super move
-number of attacks needed to stun lowered

But before this I was working with a fellow contributer here on a full game that's wrapped up and we've began work on a crossover sequel. This thread isn't about that so that's all that needs to be said. Hope you all enjoy this forgotten (no seriously almost no conversions of the game exist in mugen) gem!
26
Mugen Releases / Dink Smallwood, part I+II
« Last post by The_None on March 25, 2017, 03:06:58 PM »
Yes, lads. It's not a simple update. It's such an overhaul that he may as well be a completely new character.

After a long wait I've actually done it, at least half-way through (more on that soon). Completely overhauled both in terms of presentation and gameplay, this is a project I've been hoping to do for a really long time but ended up actually starting it at around last summer. There may be few blemishes along the way - especially regarding the spriting - but I hope what I've done shows just how far I have progressed as both a mugen coder and a spriter.

I actually have quite a scope for this project as I've intended this character to have two fighting styles totally not unlike my Possessed Heita, this project was just taking me so long (procastination issues be damned) that I've decided to release the character with the single complete moveset for now, hence the "part I". My work's not done yet, I will in fact continue working on the character so he would have the two movesets like I've initially planned, just hopefully this won't take me that long, much like I hope what I've released for today was worth the long wait. I myself wished the last few years were more productive release-wise, but with life you can't get some things quite you want I'd guess.
[spoiler=More Screenshots]



[/spoiler]
Get him at Logical Bends and stay tuned for a major update that would come in a few months if we'd get lucky.
27
News / Swiss Army Knife for WinMUGEN (English version).
« Last post by Deleted User on March 19, 2017, 02:39:13 AM »

「窓無限の十徳ナイフ」

This is an English version of Swiss Army Knife for WinMUGEN ver. 1.08 by Anonymous. Translated by myself.

Swiss Army Knife is a debugging tool for WinMUGEN and MUGEN 1.0 that provides a great variety of ways of observing individual player data and variables in real-time.

Within the tool, the Help function provides context, explanations and examples on how to use the advanced debugging features.

This modified version only affects the following:

  • Fully translates the main program into English.
  • Fully translates the Help functions and its examples and explanations.
  • Re-formatted forms and windows to a better fit for English text.

You can get it in the Tools section.
28
News / Selvaria Bles
« Last post by Kohaku on February 28, 2017, 09:47:17 PM »


The Silver-Haired General has been released! Updates for the rest of the AP characters has also been released.

Quote
Senna v1.6
- Divine Light base duration outside of Awakening increased from 6 to 7 seconds, extension when performing a Climax Drive increased from 1 to 2 seconds
- Throw AP gain and consumption decreased, will now charge AP for the opponent
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages

Homura v1.7
- Rebellion no longer costs AP outside of Awakening
- Void Field max duration increased from 6 to 7 seconds, base duration outside of Awakening increased from 5 to 6 seconds
- Fixed error where Void Field's time stop would end earlier than intended
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages

Taiga v1.9
- Eye of the Tiger base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Sled Crasher and Heavy Sled Ram will have Taiga fall to the ground faster
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages
- Assist character dialogue changed, will now match voice clip used

Rentaro v1.6
- Unlimited Burst will give an increased amount of AP to opponents hit by this skill
- Final Strike initial run speed increased, recovery after successful attack increased
- Terminal Horizon base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Homura Kasen base and fully charged range increased, recovery increased
- Unebiko Ryuu hit box size decreased, horizontal range and priority increased
- Unebiko hit box size decreased, horizontal range increased
- Kasen base and fully charged range increased
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages
- Assist character dialogue changed, will now match voice clip used
- Added voice clips for lose/time over animation
- Special intro with Selvaria added

Miyuki v1.5
- New EX Drive: Leviathan added
- New Special Attack: Tatsuya - Verdent Storm added
- Fixed error where the camera wouldn't properly follow the opponent when hit by Inferno while in the air
- Various adjustments and visual updates to Diamond Dust
- Niflheim base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Tatsuya - Mist Dispersion can no longer be boosted with SP
- Throw AP gain and consumption decreased
- Hit velocity of air heavy attack decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages
- Assist character's dialogue will now match the voice clip used
- Added voice clips for lose/time over animation

Shana v1.4
- Flame sprites for some attacks replaced for better quality ones
- Infernal Blade initial attack range increased
- Judgment base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Judgment AP recovery and regen while Power is full increased
- Crimson Rose can now be boosted with 1 SP
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages
- Assist character dialogue changed, will now match voice clip used

Kirino v1.3
- Eyes on the Prize and Guard Counter will now charge AP for the opponent
- Dream Team base duration outside of Awakening increased from 7.5 to 10 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Dream Team assist attack cooldown buff decreased
- Reduced the amount of lag the projectiles from Kuroneko/Kamineko's caused when they hit an opponent
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Assist character's dialogue will now match the voice clip used
- Slight visual updates to Counter Hit and Danger state messages

Asuna v1.2
- Radiant Flash max duration increased from 8 to 10 seconds, base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- New voice clips for Endless Waltz
- Throw AP gain and consumption decreased, updated throwing animation
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Assist character dialogue changed, will now match voice clip used
- Slight visual updates to Counter Hit and Danger state messages
- Special intro with Yuuki added

Kuroyukihime v1.1
- Death by Embracing will now charge AP for the opponent
- Starburst Stream vertical range decreased, adjusted hit boxes to follow visual effect better
- Overdrive base duration outside of Awakening increased from 5 to 7 seconds, extension when performing a Climax Drive increased from 2 to 5 seconds
- Adjusted sprite layering for Black Lotus when blocking
- Throw AP gain and consumption decreased
- Fixed error where certain moves from other AP characters would charge AP improperly when used in simul mode
- Updated collision boxes on most animations
- AP regen while in the Danger (low health) state increased
- Added compatibility with Selvaria's moveset for charging AP
- Slight visual updates to Counter Hit and Danger state messages
- Assist character's dialogue will now match the voice clip used
- Added voice clips for lose/time over animation

kohaku.trinitymugen.net
Type-Mugen 1.0+ ---> Characters
29
News / CMD to Vans's buffering system (Buffering Step 2) converter
« Last post by Jesuszilla on February 02, 2017, 10:43:40 PM »
After only a couple days' worth of work, I'm proud to release this very handy tool:




The helper code goes in State 10371; the CMD triggers go in your .CMD for your ChangeState. You can (and should) modify as needed.

TODO: JP Localization

Get it (and the source) at GitHub!


As you may have noticed, the repository name is "Dude Mugen." With that, I am pleased to announce that this is only the beginning of a new MUGEN IDE similar to Fighter Factory which will be completely open source and written in C#! Please contact me if you wish to contribute to the project!
30
News / Jenet, Chizuru and Athena (KOF2002 UM style) released + updates.
« Last post by Deleted User on January 24, 2017, 10:00:44 AM »
I also uploaded updated versions of Hotaru, Rugal, Shingo and Xiangfei.

This is a first public release of my latest 3 works. These three are my most technical and innovative works in the last 3 years.

RELEASE NOTES:



Notes for Jenet:
- The first character to use 100% accurate collision and alignment data from KOFXI.
- Adapted to KOF2002UM style.



Notes for Chizuru:
- Based on KOF98UM.
- HIGHLY technical character, the only accurate Chizuru in MUGEN.
- Uses a new technique for cloning moves that simulates the behavior from the game.
- This is the only Chizuru that accurately shares frame data with its clone.
- Her sprite file was made with a completely new and non-standard technique.
- Allows for compatibility with other characters for the sealing super. Users of a .vns-type buffering system can update to be compatible with an extremely easy copy-paste.



Notes for Athena:
- Alignment and collision data is 100% accurate to KOFXI.
- Gameplay has been adapted to KOF2002UM style.
- Her reflector is the basis for the projectile reflection system.
- Makes use of the new technique for building sprite files.

All of these updated (and released characters) are compatible with a new and revolutionary projectile reflection system. This system, divided into a reflector and a projectile portion, is capable of emulating proper projectile reflection in MUGEN!



 
These characters are all compatible and provide examples of many of the most basic implementations of reflection. Within the code any and all parts of the reflector code are documented and logically labeled.

This system is now supported by coders such as KoopaKoot, Jesuszilla and Kamekaze, who are in the process of updating projectile code to be compatible.

A more in-depth guide of how to use this system is in the works.
Pages: 1 2 [3] 4 5 ... 10