VIDEO For M.U.G.E.N v1.1 Download Link (v1.04 Updated 10/03/2020): http://tstorage.info/ll247gpdleof Special Thanks to: - KDT, for ripping the sprites and being kind enough to share it publicly. - aokmaniac, for ripping the sounds and voice clips and being kind enough to share it publicly. - Eiton, having made the first Nitro Blasterz characters and being a excellent example of how they can be done. I borrowed a quite a bit from their creations, such as FX and partner blitz code. - Examu and Nitroplus for their legacy This is a port of Mora from Nitroplus Blasterz created by Examu. The "Custom" abbreviation in her name is to represent how she is not a completely accurate 1:1 conversion from her source game. There were either creative liberties taken, or some mechanics left out due to either time constraints or inexperience. Additionally, I was unfortunately unable to get Mora's unique FX from the source game, and settled for substitutes or nothing at all. While most of her moves and button inputs are present from NitroBlast, some have been tweaked or changed to better fit a MUGEN environment. Details of known changes are listed in spoilers further below. In general, she's more OP than from her source game. There's probably some infinites or nasty 100% chain combos present for player's to exploit as well since I mainly tested the AI side of things outside of making sure button inputs functioned. That being said, if you've played Mora from NitroBlast, Mora Custom should have the same inputs. I've been meaning to try and port a character from an actual fighting game, and Nitroplus Blasterz interested me. Overrall, I think I learned a bit more about how fighting game mechanics work. It was fun, but also quite tedious and time consuming. This character was originally made for high-res screenpacks at 720p resolution. You may have to tweak her "localcoord" values for 640x480p resolutions depending on your setup and the size of the other characters in your roster. She functions fine on lower res otherwise. Important Note: In order for characters like this to display properly in MUGEN 1.1, your RenderMode setting in mugen.cfg should be set to OpenGL. There's no reason it shouldn't be set to this. It is necessary for characters who use RGBa sprites, and is an overall better render method. List of deliberate changes:
Spoiler, click to toggle visibiltyThere is likely other differences that aren't so deliberate and more due to inexperience, such as hit velocities.
Thanks for reading!