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Blossoming Nymphaea (Released 05/15/2019)

 May 15, 2019, 08:22:40 am View in topic context
avatar  Posted by MoloMowChow  in Blossoming Nymphaea (Released 05/15/2019) (Started by MoloMowChow May 15, 2019, 08:22:40 am
 Board: Your Releases, 1.0+

Showcase video


For M.U.G.E.N v1.1

Download Links (v1.01):
Normal Version (200+ MB) - http://tstorage.info/5u70tkt0rm9s
No Assistants Version (108 MB) - http://tstorage.info/j6uubt0iqe5u
Mirror links are at my website

It's been about 1 year since I started making MUGEN AI vs AI content. I decided commemorate this small occasion by remaking a new version of Nymphaea, the very first character I ever made, utilizing the techniques I've learned over the year.
I tried to keep some familiarity with the first Nymphaea, but add a bunch of bells and whistles, along with additional moves. She has high-res sprites now too, fancier attacks and some Assistant Helpers.

However, this character ended up totaling 200+ MB in filesize, a majority of that is from the .sff sprite file. This will result in a rather longer load time than normal when loading this character for the first time in a MUGEN session.
For those of you who find the large filesize unbearable, I have made a version of Blossoming Nymphaea that removes her assistant helpers and their sprites. As a result, this greatly reduces her filesize, at the cost of leaving her on her own during fights and consequently weaker in AI battles.

This character was originally made for the purpose of AI vs AI spectacle fights, and isn't meant for human challenge.
But nothing is stopping you from playing as or against this character.

That's all for now. Thanks for reading!
    

Re: Flower Knight Courtyard / FKG Storybook

 March 02, 2019, 10:28:10 am View in topic context
avatar  Posted by MoloMowChow  in Flower Knight Courtyard / FKG Storybook (Started by MoloMowChow February 26, 2019, 07:29:54 am
 Board: Your Releases, 1.0+

Thanks for the kind words.

I would also like to do different kinds of MUGEN content in the future. I've had some ideas for some edits of existing characters in mind, for example. I've also been trying to find more time to put into MUGEN development so I can spend more time on individual MUGEN projects and add more content for releases.
    

Flower Knight Courtyard / FKG Storybook

 February 26, 2019, 07:29:54 am View in topic context
avatar  Posted by MoloMowChow  in Flower Knight Courtyard / FKG Storybook (Started by MoloMowChow February 26, 2019, 07:29:54 am
 Board: Your Releases, 1.0+

I figured it'd be a good idea to share a couple of first attempts at stages I made so far

Flower Knight Courtyard
Spoiler, click to toggle visibilty
DL Link: http://tstorage.info/7faov4sw5t65

FKG Storybook
Spoiler, click to toggle visibilty
DL Link: http://tstorage.info/aq4navpl7195

For MUGEN v1.1

Flower Knight Courtyard is just basically a still-image stage I quickly cobbled together for the sake of recording MUGEN videos of characters I made. But in case anyone wants it for their collection, here ya go. Has a 720p and a 480p version in the same zip archive.

FKG Storybook was an actual first attempt at making a stage. I think it turned out okay. It even has animated bits and stuff! Currently 720p res only.

Things I'm not confident about are the zoom and the stage boundaries/borders. Characters that utilize zoom also make the stages behave weirdly. If there's anything else off, please feel free to comment.

Thanks for reading!
    

Re: Plumeria (Released 02/25/2019)

 February 26, 2019, 06:23:22 am View in topic context
avatar  Posted by MoloMowChow  in Plumeria (Released 02/25/2019) (Started by MoloMowChow February 25, 2019, 11:06:51 am
 Board: Your Releases, 1.0+

Watch the start with Terry again at 8:52.
After her "drop-in" intro she's actually too deep on the screen & clipping to the right pos when going to idle.

Oops. Thanks for noticing that. It would be such a simple fix too.  :embarrassed:
Definitely gonna want to fix that in a future patch.
    

Plumeria (Released 02/25/2019)

 February 25, 2019, 11:06:51 am View in topic context
avatar  Posted by MoloMowChow  in Plumeria (Released 02/25/2019) (Started by MoloMowChow February 25, 2019, 11:06:51 am
 Board: Your Releases, 1.0+



For M.U.G.E.N v1.1

Download Link (v1.01):
http://tstorage.info/rfyl9ocqhjhn

Plumeria is a grappler type character, who's gimmick is being able to chain her grabs together to form grab combos.
Yes, that is as OP as it sounds. I did limit it so that she can only use each of her grab moves once per combo, forcing chain grab combos to end eventually.
She also has a parry mechanic that mimics Street Fighter 3, but is otherwise a rather simple character.
It's the first time I've been able to utilize the high-res sprites method proper since I tested it on Habranthus. The result is a character that still looks sharp on either low-res or high-res screenpacks and can be used in either screen resolutions.

This character uses Zooming in some of her attacks for flavor, but some stages don't react to character zooming very well. Usual issues involves black borders appearing from the edges of the stage, or bits of the stages looking weird from zoom. It's something to keep in mind.

This character was originally made for the purpose of AI vs AI spectacle fights, and isn't meant for human challenge.
But nothing is stopping you from playing as or against this character.
She also have more overpowered functions in palettes higher than 4p.

Thanks for reading!
    

Re: Anri (Released 02/01/2019)

 February 05, 2019, 11:32:27 am View in topic context
avatar  Posted by MoloMowChow  in Anri (Released 02/01/2019) (Started by MoloMowChow January 31, 2019, 06:33:46 pm
 Board: Your Releases, 1.0+

Thanks for the comments. I'm glad you liked it.

What is the stage used?

If you mean the first one with the books, it's actually a custom stage I made to try my hand at stage creation. I've been meaning to put it up for download soon, but I was thinking that maybe I should try making a lower resolution version of it first for those with smaller res screenpacks, as it currently set as a 720p high-res stage.
I'll make a stage release thread for it on these forums eventually though, either way.

If you're talking about the 2nd stage with the Manor, I downloaded that one from this author:
http://excahmmugen.blogspot.com/2015/04/mugen-stage-golden-manor-released.html
Although I edited it slightly for personal use.
    

Anri (Released 02/01/2019)

 January 31, 2019, 06:33:46 pm View in topic context
avatar  Posted by MoloMowChow  in Anri (Released 02/01/2019) (Started by MoloMowChow January 31, 2019, 06:33:46 pm
 Board: Your Releases, 1.0+

Showcase video


For M.U.G.E.N v1.1

Download Link (v1.0):
http://tstorage.info/1mi16klo47bg

Anri is a Jazz themed MUGEN character. Her gimmick is filling the stage with several different musical notes, which has various effects on both Anri and the opponent depending on how many kinds of musical notes Anri has collected, and which ones the opponent has around them.
Anri needs power meter to use her stronger moves, and relies on Musical note collection to quickly build power meter, as well as powerful defensive measures. Collect enough musical notes and you can use her Finishing move!
This character was originally made for the purpose of AI vs AI spectacle fights, and isn't exactly meant for human challenge, nor is she properly balanced to traditional fight game mechanics. But nothing is stopping you from playing as or against this character.

I originally started work on this character several months ago, but put her on a long hiatus when I couldn't be satisfied with how the AI played with the intiial movesets and Musical Notes system. As a result, she isn't utilizing the Higher Res sprites method I had developed earlier, unfortunately. At least I've managed to rework the Musical Notes and movesets now.
There were originally more things I wanted to do with her. Such as giving each individual musical note type more unique effects. But I couldn't find enough creative ways to balance it properly (I know, "Balance" on this kind of character...) and she was getting bloated already as is. Hopefully she still offers something to people's rosters.

There's a lot of little things that the Musical Note system does. So I'll put the details in a spoiler below. The same info can be found in the readme.
Spoiler, click to toggle visibilty

Additionally, there are some Known Issues that I am unable to fix at the moment due to my lack of knowledge and time. These are mainly caused by the heavy usage of several helpers and the Musical Note system.
Spoiler, click to toggle visibilty

That's all for now. Thanks for reading! If there's any confusion or bugs about the Musical Note system, feel free to reply about it.
    

Re: Fennel (Released 07/11/2018, Updated 01/03/2019)

 January 03, 2019, 03:25:48 pm View in topic context
avatar  Posted by MoloMowChow  in Fennel (Released 07/11/2018, Updated 01/03/2019) (Started by MoloMowChow July 11, 2018, 08:08:18 am
 Board: Your Releases, 1.0+

Hmm, I wasn't sure whether it's okay to revive an old thread for a new update to an old character. Especially since this is technically a double post...
If this was a bad idea on my part, then I apologize and will make a new thread in the future.

Fennel has been given a substantial update, with some new content, bug fixes, improved AI and all around better polish. The new ver1.1 showcase video edited into the original post shows some of the highlights. More details below:

Quote
v1.1 (Jan 3, 2019)
- Added forward velocity to basic attacks
- Added the ability to charge Power meter (Hold x while standing)
- Added a brand new Hyper Move that requires a full power bar to use
- "Onbracchio, Knock Up!" is now also a reversaldef
- "Air Lunge" has been given more conditional options to determine which direction to throw enemies
- "Air Lunge" now has a horizontal version that can be used while in the air.
- "Onbracchio, Land!" can now be used out of "Air Lunge" at anytime above a certain height
- "Onbracchio, Land!" has had hitboxes and hitdef stats modified (bigger hitbox, more stun)
- Changed the key inputs of these moves:
    - SP Flurry
    - Air Lunge
    - Onbracchio, Land!
- Fixed error with "Air Lunge" sometimes tossing enemy at the same direction as Fennel's landing
- Small adjustments to the behavior of "Let's go, Onbracchio!!!", and increased power cost to 1500
- Added several new voice/sound clips
- Properly "disabled" crouch (will no longer freeze Stand animation)
- Fixed freezing/stuttering run animation when controlled by AI
- Changed the way Cut-Ins appear and added new visuals to cut-ins for special attacks
- Implemented fixes for Cut-ins to display correctly on higher resolution screenpacks
- AI behavior updated and adjusted accordingly to new moves and changes
- Several other minor bug fixes

v1.11 (Jan 23, 2019)
- Fixed and modified AI so that she doesn't stop using her lesser special attacks outside of Round 1
- Modified BGM that plays during "Tritonia's Number 1 Lieutenant!!!" attack to be louder and not stop on hitpause
- Readme showed incorrect button for Air Throw move (was x in-air, now correctly reads c in-air)
- Reformatted readme's description
- Fixed AI being unable to use the horizontal air version of Air Lunge
- Modified behavior of character and AI on palettes 5p to 12p - Minor modifications to AI defensive behavior
    

Pumpkin[Ver0.9] (Halloween Release Beta 10/31/2018)

 October 31, 2018, 08:51:19 pm View in topic context
avatar  Posted by MoloMowChow  in Pumpkin[Ver0.9] (Halloween Release Beta 10/31/2018) (Started by MoloMowChow October 31, 2018, 08:51:19 pm
 Board: Your Releases, 1.0+



Here is a festive joke Halloween release I was working on. I unfortunately ran out of time to add everything I wanted to before Halloween proper, but I didn't want to stall past the deadline and decided to release what I have for now. The core of the character is functional though, so I hope it'll offer something all the same.
That being said, I still do want to finish it up in the next few weeks even after Halloween, so I hope I can do a proper release sometime sooner or later.

This character's behavior is simple: it likes to throw a lot of candy everywhere while building up meter, so that it can throw even more candy everywhere. She also has a spooky ghost.

This character should be considered a festive boss/joke character and is very much unbalanced. This was also originally made for the purpose of Ai vs AI spectacle fights on the streaming website called Spriteclub.

Thanks for reading
    

Re: Habranthus (Released 10/24/2018)

 October 26, 2018, 01:05:09 am View in topic context
avatar  Posted by MoloMowChow  in Habranthus (Released 10/24/2018) (Started by MoloMowChow October 25, 2018, 02:49:04 am
 Board: Your Releases, 1.0+

I mean, if it does the same exact thing as the others it's not much of an accomplishment if you ask me. Why don't you try something more proper? Figured you would know enough to get an idea how to do so.

Yeah, I understand. Habranthus was in the end, more of a way to "show off" how much sharper I was able to get the sprites, as well as a new standard of Sprite resolution for my future endeavors. But if the sprites aren't your thing, then I can understand how underwhelming this character must seem.
In the future, I'll keep this in mind and try to include more gameplay mechanics in releases rather than purely visual content.

As I've been getting into MUGEN creation only few months ago, I still feel there's still a lot for me to learn. My goal is to eventually be able to development much more complex characters in the future. For now, I've sort of fallen into a development pattern of releasing something regularly every time I "try something new" in MUGEN. This time around, it happened to be only Spritework since that took up most of my MUGEN dev time this month.
Once I feel more confident, I'll be able to spend more time on singular characters, and I'm might even be able to revisit old ones.
    

Habranthus (Released 10/24/2018)

 October 25, 2018, 02:49:04 am View in topic context
avatar  Posted by MoloMowChow  in Habranthus (Released 10/24/2018) (Started by MoloMowChow October 25, 2018, 02:49:04 am
 Board: Your Releases, 1.0+


For M.U.G.E.N v1.1

This is the 8th fan character I've created for M.U.G.E.N.
Mechanically, Habranthus doesn't do anything new compared to my older works. However, this character marks a milestone in the way I do sprites for Mugen. In the past, the sprites I worked with were blurrier ingame due to using RGB PNG file formats in Mugen v1.1 on lower resolutions, in addition to scaling in the [Size] data.

This time, I have figured out a way to utilize sprites at a much higher resolution now (almost twice the size). This essentially means that sprites ingame look much sharper now, especially on screenpacks with a 720p or higher resolution setup. I have even specifically tested this character in a 720p resolution screenpack setup to make sure it displays properly.

The tradeoff is that the filesizes of my characters also bloat a lot larger now, with the sprite file itself managing to take up over 90% of the filesize, and that's with minimal sound effects! I think for now the tradeoff is worth it though, and the sharper sprites will make for a more enjoyable viewing experience.
I plan to continue using this kind of higher res sprites for future creations.

Download Link:
http://tstorage.info/vux2g328oixy

This character was originally made for the purpose of Ai vs AI spectacle fights, and is rather simple character with one-button attacks, and isn't meant to be a sophisticated fighting game character. I simply wanted to add her in a M.U.G.E.N format and for the purpose of AI vs AI battles, specifically on the MUGEN streaming website called Spriteclub. As a result, her AI is likely quite unfair, and wasn't initially made for human challenge in mind. You can still play as it or against it though.

Thanks for reading!
    

Poppy (Released 09/13/2018, Hotfix 09/14 - v1.02)

 September 14, 2018, 03:13:35 am View in topic context
avatar  Posted by MoloMowChow  in Poppy (Released 09/13/2018, Hotfix 09/14 - v1.02) (Started by MoloMowChow September 14, 2018, 03:13:35 am
 Board: Your Releases, 1.0+


For M.U.G.E.N v1.1

In my continuous pursuit of learning more about MUGEN character creation, this time around I try using "Reversal Defs" and also have fun implementing custom round/matchover cutscenes.

She is rather simple character with one-button attacks, and isn't meant to be a sophisticated fighting game character. I simply wanted to add her in a M.U.G.E.N format and for the purpose of AI vs AI battles. As such, she's likely unfair for VS Human gameplay. I did try to dial back on the AI a bit this time around though so they don't do as many weird things, like dodge out of hit states.

EDIT: Important quick hotfix to v1.02. A really bad oversight made her trigger Hyper Attack everytime she gets MoveReversed on any palette. Sorry to the few people who downloaded this already. Updated version below

Download Link v1.02 (Hotfix Sept 14, 2018):
http://tstorage.info/xfz7vz35clnf

Check Video Description for more details.
Thanks for reading!
    

MLG Ivy (Released 08/16/2018)

 August 16, 2018, 07:03:51 am View in topic context
avatar  Posted by MoloMowChow  in MLG Ivy (Released 08/16/2018) (Started by MoloMowChow August 16, 2018, 07:03:51 am
 Board: Your Releases, 1.0+



For M.U.G.E.N v1.1

This is the 6th fan character I've created for M.U.G.E.N. She is a joke character with one-button attacks and wasn't meant to be a sophisticated fighting character. I simply wanted to add her in a M.U.G.E.N format and for AI battles.
This character uses the infamous MLG meme as a concept for a joke character (along with other mildly related memes).
There wasn't any particular reason why I combined the character and the MLG joke, I just did it on a whim. I didn't think I'd go back to making another joke character so soon though...

Comedic mileage will vary, but for those of you who find the MLG meme too obnoxious, I made a version that removes that specific content (she still has the other jokes though). This is the "FKG" version.

Download Link (MLG version):
http://tstorage.info/myngwk7fpg2x
Download Link (FKG version):
http://tstorage.info/6or5c7reh9y5

Thanks for reading!
    

Fennel (Released 07/11/2018, Updated 01/03/2019)

 July 11, 2018, 08:08:18 am View in topic context
avatar  Posted by MoloMowChow  in Fennel (Released 07/11/2018, Updated 01/03/2019) (Started by MoloMowChow July 11, 2018, 08:08:18 am
 Board: Your Releases, 1.0+

Original Showcase video
Spoiler, click to toggle visibilty

Character Ver 1.11 Showcase video
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1

This is my 4th M.U.G.E.N fan character. It was originally made for the purpose of Ai vs AI spectacle fights on the MUGEN streaming website called Spriteclub.

After having fun going overboard and experimenting heavily on Flower Drunk Girls, I got back to making something "normal" again, practicing making characters and getting used to MUGEN more. So nothing too out of the ordinary this time. I tried a few new things and learned a few more things as a result.
She is a simple character with one-button attacks, and isn't meant to be a sophisticated fighting character. I simply wanted to add her in a M.U.G.E.N format.

Since she was originally made for AI spectacle fights, her AI is likely quite unfair, and wasn't initially made for human challenge in mind.

Download Link (Updated 01/23/2018 - v1.11):
http://tstorage.info/vp7uzkd02tfv

Thanks for reading!
    

Flower Drunk Girls (Released 06/05/2018)

 June 05, 2018, 09:31:52 am View in topic context
avatar  Posted by MoloMowChow  in Flower Drunk Girls (Released 06/05/2018)  (Started by MoloMowChow June 05, 2018, 09:31:52 am
 Board: Your Releases, 1.0+



For M.U.G.E.N v1.1

This is my 3rd M.U.G.E.N fan character. It was originally made for the purpose of Ai vs AI spectacle fights on the MUGEN streaming website called Spriteclub.

This time around for my 3rd attempt, I just wanted to have fun and go nuts making an unconventional Joke character while learning more new things for MUGEN char development. So I ended up slapping on as many gimmicks as I felt necessary to this one while trying to make it at least entertaining to watch. As such, she has things like perma-super armor, permanent helpers, etc. That being said, she isn't exactly an overpowered super killer either. She's more annoying to opponents than anything, probably.

Since this was a character made for AI spectacle fights, and should be considered more of a Joke/Boss character, it isn't meant to be controlled by a player at all. Nothing's stopping you though.

Download Link: http://tstorage.info/g0efwd1uui2h

Thanks for reading!
    

Lady's Sorrel (Released 05/10/2018, Updated 07/25/2018)

 May 10, 2018, 02:54:47 pm View in topic context
avatar  Posted by MoloMowChow  in Lady's Sorrel (Released 05/10/2018, Updated 07/25/2018) (Started by MoloMowChow May 10, 2018, 02:54:47 pm
 Board: Your Releases, 1.0+



For M.U.G.E.N v1.1
This is my 2nd attempt at making a M.U.G.E.N character. It was originally made for the purpose of Ai vs AI spectacle fights on the streaming website called Spriteclub.

Lady's Sorrel is another character from Flower Knight Girl. Like the previous character I made, she's also a simple character with one-button attacks, and isn't meant to be a sophisticated fighting character. While my first character was a sandbox for my introduction to MUGEN character creation, this one was a way for me to apply and practice what I already learned before.
Since she was originally made for AI spectacle fights, her AI is likely quite unfair despite a small moveset.

Download Link (Updated 07/25/2018 - v1.04):
http://tstorage.info/ckdm4te2xsql

Thanks for reading!
    

Nymphaea (Released 04/30/2018)

 May 01, 2018, 09:29:29 am View in topic context
avatar  Posted by MoloMowChow  in Nymphaea (Released 04/30/2018) (Started by MoloMowChow May 01, 2018, 09:29:29 am
 Board: Your Releases, 1.0+



For M.U.G.E.N v1.1

This is my first attempt at making a M.U.G.E.N character. With the help of many tutorials and advice from veteran creators, I was able to make something functional. Special thanks to Gumhoy & Brergrsart from Spriteclub, and the entire community in general.
This character was originally made for the purpose of Ai vs AI spectacle fights on the streaming website called Spriteclub.

Nymphaea is a character from a game called Flower Knight Girl. She is a very simple character with one-button attacks. She isn't meant to be a sophisticated fighting character, and was more like a sandbox for me to learn how to make a Mugen character. I also simply wanted to add her in a M.U.G.E.N format for AI battles. As such, her AI is probably quite unfair for such a simple character.

Download Link: http://tstorage.info/djcqjzzd57yw

Thanks for reading!
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 May 01, 2018, 07:14:41 am View in topic context
avatar  Posted by MoloMowChow  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

Hi there, I only got into Mugen recently, but I've fallen very deep into the rabbit hole to the point where I'm now trying my hand as a creator. I've been aware of its existence for a few years now, but never imagined myself getting this invested in it. Especially since I never grew up playing fighting games in the first place.

I first got very interested in Mugen when a Youtuber called Joel from Vinesauce had a fan Mugen game created for him by a creator called Brergrsart. I thought it was overall hilarious. When I looked up Brergrsart and found his webpage, he mentioned that all this characters are showcased in a Twitch Streaming website called Spriteclub. I ended up visiting that stream regularly because I liked seeing thousands upon thousands of different Mugen characters from all sort of creators duke it out in various matchmaking arenas.

As I started to mingle and become more familiar with the community, I started to get more and more interested in trying my hand at making a Mugen character myself. Once I got an idea to make a series of characters based on an web game I play often, that's when I really got into it. I looked up various tutorials online and got help and feedback from the veteran creators of the Spriteclub community (and even from Brergrsart himeself), and after about a month in time, I was able to create and release a character to showcase on Spriteclub stream.
It isn't the most sophisticated character or anything like that, but it was interesting for viewers to watch. It was a well received debut and an overall great success that made me really happy. So I'm already looking forward to making more Mugen content in the future (and I'm already nearly finished with a 2nd one.)

I plan to make a release post on these forums soon for it. I hope to receive some feedback that will make future content a lot more interesting for the future!