Which one do you like but think could have more animation? I'm no stranger to revisiting older works so I might update some. That said it's all original assets so adding animation isn't that easy.
Actually, I get used to the stages, theres no need to change, they're backass Keep the amazing work, is so good to have the stages with this quality from the same author Like I said these are my main stages from now btw cosmic clearing appears this warning (sorry for my bad English) I can't download it
Hi, my name is Francesco, from Italy, I really like the creativity that can be developed by MUGEN. I apologize if this is not the right section, please make an exception. It won't happen again. I was hoping to find a long time looking version of
It's getting to be too much to update the main post, I think I might run out of characters soon :p
I meant to get this out earlier, but all my old testers are getting older and, just like with fighting games, not everyone has the time! I will admit, my time has been split lately myself, but I had it in the back of my mind while playing dark awake and aquapazza at locals.
This is a soft release, which means that I put a lot of time into testing, so I can confirm I caught bugs, infinites, etc, but I can't confirm I caught everything because I didn't have any external testers due to lack of time, and because this is the first true use of the escalation system.
Tung has some moves in the system, but Mary has actual chains, and thus, real combos that exploit the mechanics. There's some pretty fun routing like this, but I had to modify a lot of system mechanics in response to things like ESC 2B>5B>3C>2B>5B>3C etc being an infinite in the corner, so everyone gets a system update here.
my comments on the character:
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FF3/Real Bout Blue Mary with Real Bout 2 escalation install that alters a lot of her moves. In escaltion mode she gets chains like in RB2.
I based the animations for all the attacks around RB as well, sort of like what I did for my old MONSTER Yamazaki where I used 98 sprites but RBS frame data. This results in some funny looking things, like vertical arrow looking a bit stiff with the XI sprites, but functionally the moves act like they do in the older FF games, so the "stiffness" is similar to that. In addition, the Snatcher followup is in the FF3 style, where the cancel is very fast and immediate, as in her main chain in that game.
A unique run that is both a dash and a run: 66 and you get a run that ends either at animation end or if you press another button. This links the kof mary with the real bout one who has a long dash.
I spent a while on this character because I'm a big mary player, and over all the games she's always different. I didn't want to focus the kof style mary (my best mary is XI), because I really like how Mary works in FF3 and RB. I have some knowledge of RBS and RB2 Mary, but I'm not good with her in those games, so I sort of dabbled with the concept of the chain queen.
Anyway the 4/26/24 update as in the changelog:
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- Blue Mary my beloved - SFX priority fixes (thanks Vans!)
- increased cornerpush during escalation mode - Bug where ending escalation mode during super jump caused you to stay stuck in prejump fixed - Tung was missing 5041-2 for whatever reason
All characters are updated in the backend, and Tung's sff is updated.
I enjoyed opening up Mary for the day or two, and I have files for Gato and Yamazaki ready, both of which I've made before, so I'm interested in working on them later.
Which version of the tag are you using? I optimized it bit recently. Still it's odd that tag would cause a slowdown. Even my old Thinkpad had no such issues. Maybe some particular char that spazzes out in tag?
I'm using the latest version I believe the one that is on the first page.
Kiryu coco was delayed. Why long month video released
Dude said a while ago he's downsizing his MUGEN work because he's a human and he has to deal with everything else in life, so its expected now to wait a few months until he releases something. Clearly he's going through something right now....
Even then, he still needs to update every single one of his characters with a meme to work with Coco's meme super.
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
I think it looks kinda slow for the kind of game it's supposed to be. Eighting making a 3v3 tag anime fighter isn't exactly a strange concept when you think of them as the marvel 3 guys, but that game has a particularly fast pace, and a lot of the movement and attacks in this game look kinda sluggish despite a lot of them being similar in concept or distinguishable in some other way. I also think people kinda just see a fighting game developer use a big anime license and think they're immediately going to become arcsys and make something that would have both the cultural impact and general visual spectacle of dragon ball fighterz when that isn't entirely the case most of the time. It happens to a lot of other stuff too, though most of that is people specifically asking arcsys to make a game based on X license.