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Messages by MoloMowChow

    

Re: [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.

 March 02, 2021, 05:36:59 AM View in topic context
 Posted by MoloMowChow  in [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.  (Started by perroris February 27, 2021, 04:44:37 AM
 Board: Your Releases, 1.0+

A very nice adaption of Gunvolt. I like how you try to be faithful to the source game, and I love the way you implemented Joule.

Thank you for your hard work.
    

Re: [NSFW] Kirakira (Released 01/16/2021, Updated 01/18)

 January 26, 2021, 06:50:19 AM View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 01/26) (Started by MoloMowChow January 17, 2021, 07:14:29 AM
 Board: Your Releases, 1.0+

Simply amazing!

Thanks for the video. I actually noticed a bug in the video, so I pushed out an update with fixes and some added features:

v1.03b Patch Notes:
Quote
- Fixed Burst incorrectly always launching enemies towards the right
- Fixed Killer Pain and Killer-go-round causing crashes in Simul Mode when hitting two targets
    - Killer pain now only ever effects one enemy
- Added graphical player arrows for out of height bounds, and simul mode situations
- Sped up the Killer World cutscene a bit
- Slightly modified the frequency that "Hurt" voice lines play
- Renamed AIConfig.txt to Config.txt
- Implemented censored versions of special KO sprites (white ray of light variety), to be slightly more worthy of the NSFW tag
    - In addition to this, added a new setting in the Config.txt file to toggle special KO sprites on/off
    - Made special KO portraits horizontally flip properly when on P2
    - Note: If you previously downloaded the R18 patch before, it is necessary to redownload it for this update
- Added partner intro compatibility with other Dohna characters
- Shifted the .st categorization of some states
- Renamed some moves within the readme

Download link updated
    

Re: [NSFW] Kirakira (Released 01/16/2021)

 January 18, 2021, 06:33:37 AM View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 01/26) (Started by MoloMowChow January 17, 2021, 07:14:29 AM
 Board: Your Releases, 1.0+

Thank you for the comments everyone. Also i just realized that I somehow forgot to set a forum icon...

found a couple of bugs along the way, so here ya go...
- activating Overhead Chainsaw Swing precisely after Killer Peach will make her either float up or (rarely) down for a bit

- in debug she displays a remappal error saying not having a dest Pallette 1,4

-during certain intervals in battle KiraKiras air attacks against certain oppnents will cause them to either float up or liedown indefinitely making them unbeatable
Thank you for the bug reports. I have patched the character to v1.02 and updated the download link, and also took the opportunity to apply a few of my own fixes. Patch notes at bottom of post. The remappal error was due to not having any actual palettes in her default selection palettes. I originally ignored them since I used RGBa sprites and those can't use palettes anyways. I have put dummy palettes in its place so the error shouldn't pop up anymore.

As for her air attacks causing weird effects on certain opponents, I have a suspicion that it's mainly her Killer Air Peach doing that. Some enemies have their own reactions/recoveries/special effects when they detect that they've hit the ground on a Hit state. A lot of characters like to get up or recover almost instantly with their own states, such as rolling. This probably conflicts with Killer Air Peach pushing them into the floor. I'll take a bit more testing with various characters to see if it's really the problem, and what I can do about this.

Also, I'm cusrious to know about your sprite ripping method.
It really depends on the game. Different games require different tools as they tend to store their asset files differently. The end result is just always PNGs I can use as sprites.

the only dissapointing was that it isn't a NSFW char,she is always covered and never showed something ,i don't know if prudes are ruling or trying to change definition (happened in another site) but from what i know NSFW is something that shows either genitals or have something sexual but if is covered it isn't.
Ah, I read the forums rules about risky characters, and they didn't mention if actual private parts/sexual content were required to be labelled NSFW, just "mild boobs and butts". So I added it anyways just to be safe. Sorry for disappointing you on that front.
Spoiler, click to toggle visibilty


v1.02 Patch Notes:
Quote
- Fixed using Overhead Saw after Killer Peach causing Kirakira to float
- Made chainsaw sounds stop when cancelling out of Killer ride
- Fixed remappal error console message
- Added missing landing dust effect from her intro
- Extended the duration of how long the Firecracker item image shows when taunting
- Nerfed Killer World, by halving the amount of passes allowed before failing (10 basically guranteed hits)
- Slightly nerfed power gain of Killer Pain
- Modified or added more info to readme file
    

[NSFW] Kirakira (Released 01/16/2021, Updated 01/26)

 January 17, 2021, 07:14:29 AM View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 01/26) (Started by MoloMowChow January 17, 2021, 07:14:29 AM
 Board: Your Releases, 1.0+

Note: The character design is very fanservicey. Although there is no outright nudity, it shows a lot of skin.

Showcase video
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1
Make sure the RenderMethod setting in mugen.cfg is set to OpenGL or the sprites won't show.

Download Link (v1.03b) Updated Jan 26, 2021:
http://tstorage.info/96iute4vffnd

Kirakira is a port of a character from Alicesoft's recent RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts.
Kirakira joined one such organization: Nayuta, to escape the monotony of life in the city. She wields a chainsaw and swings it everywhere in combat. Her gas mask is totally legit.

Note on Controls:
Unfortunately, since the character originally came from an RPG, she lacks any proper movement animations. As such, she doesn't walk back or forward like a normal fighting game character. She can only move via jumps or dashes forward/backward. This also means no crouching either.

This can make positioning difficult at times. To compensate, she has a strong moveset that allows her to attack while moving, and her hops forward/backward are mostly invulnerable (except grabs). She also has a spot dodge which can cancel into some of her other attacks.
For more details, check out the readme.


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

Thanks for reading!
    

Re: Fighting Retromix Lifebar (1280,720) for M.U.G.E.N 1.1

 January 08, 2021, 11:59:06 PM View in topic context
 Posted by MoloMowChow  in Fighting Retromix Lifebar (1280,720) for M.U.G.E.N 1.1 (Started by Dissidia January 02, 2021, 02:33:19 AM
 Board: Your Releases, 1.0+

I just wanted to say that these are my new favorite 720p lifebars. Thank you for your hard work! I think I'll be using these for a long time.

I like how you modified the sound effects. I also appreciate that a custom port is not required, so it works right out of the box.
    

Hallow Knight Girls (Halloween Release 10/31/2020)

 October 31, 2020, 03:45:39 PM View in topic context
 Posted by MoloMowChow  in Hallow Knight Girls (Halloween Release 10/31/2020) (Started by MoloMowChow October 31, 2020, 03:45:39 PM
 Board: Your Releases, 1.0+

Showcase video


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

Download Link (v1.0):
http://tstorage.info/c73oprxtlysc

This is a festive Halloween release character I've been working on for fun, and is a remake of a previous Halloween character I made a couple of years ago but never finished. I decided to use a new thread instead of necroing the old one.
This was basically made for fun and is more of a Boss/Joke type character similar to Flower Drunk Girls, better suited for AI spectacle fights. There was more I wanted to do with this, but I ran out of time before the deadline. Well, I could always save it for next Halloween.

Mechanics
Spoiler, click to toggle visibilty


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.

Thanks for reading!
    

Re: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 October 03, 2020, 11:34:34 AM View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 PM
 Board: Your Releases, 1.0+

An overdue update to Mora, a couple nerfs and some minor visual tweaks
Updated Download link in starting post, as well as here:
http://tstorage.info/ll247gpdleof

Quote

v1.04 (Oct 3, 2020)
- Increased cost of Infinite Blast after initial free one (1000+ power per use)
- Applied damage dampening to Assistant damage.
- Hide Assistant Icons during final hit of "Ashes to Ashes, Dust to Dust"
- Lowered the height of camera zoom position during final hit "Ashes to Ashes, Dust to Dust"
- Disabled leftover DebugDisplay code

v1.03 (June 05, 2020)
- Fixed Dragon's Assist Icon not showing when playing on p2 side.
    

Kitsune no Botan (Released 08/26/2020)

 August 26, 2020, 11:00:56 AM View in topic context
 Posted by MoloMowChow  in Kitsune no Botan (Released 08/26/2020) (Started by MoloMowChow August 26, 2020, 11:00:56 AM
 Board: Your Releases, 1.0+

Showcase video


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

Download Link (v1.01):
http://tstorage.info/daky50mo6pvj

NOTE: I've been getting complaints about my characters being invisible. In order for this character 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.

Kitsune no Botan, true to her name, is a twin-tailed kitsune, who's also a bit of a trickster at times with a blunt way of speaking. She uses her fire magic and quick mobility to gain the advantage in a fight. Hop and bounce around all day!

Since making Mora, I've learned about using a localcoord value of 960,720, instead of the previous 1280,720 value I used for my older high-res characters. The end result is that the sprites I use no longer need to be scaled nearly as big, while still keeping the similar quality sharpness of the high-res sprites I use. I used to scale them 3x times, now i only need to scale them 2x times.

This means the overall file size of this character is a lot less bloated, and I plan to incorporate the new localcoord values for similar creations in the future. I hope this will make it easier for people wanting to download these characters from now on.


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: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 June 05, 2020, 06:19:51 AM View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 PM
 Board: Your Releases, 1.0+

I can't find link in your website.
Ah, sorry about that. I hadn't updated my website yet. You could use the link in the topic post until then if you'd like, it'll be the same link anyways.
I'll be updating my website soon

1 bug
2P side the support char doesn't shown
Thanks for catching that. It seems only a display bug with the icon is missing, and Dragon can still be called off cooldown. I'll make a quick fix soon tho.

2 too overpowerd
Lol yeah, figured as much
    

Re: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 June 05, 2020, 05:22:18 AM View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 PM
 Board: Your Releases, 1.0+

Nice Work :sweetheart:
I think you can disable the bg/fg and pull the characters to the middle of the screen when Mora is performing Ashes to Ashes, Dust to Dust.

Thanks Eiton. It's great that you like it despite not being a 1:1 conversion. It means a lot to me.
Thanks for pointing out improvements for Ashes to Ashes.
I didn't account for possible stage zoom when coding zoom for Ashes to Ashes which resulted in the zoom being a lot higher pos y than it should be, i think anyways. It seemed fine when i tested it in non-zoom stages, but i should lower the zoom centerpoint anyways. Disabling bg/fg would be good as well. Speaking of which, i should've also made the partner blitz icon disappear during it too!

That'll be something for a future patch.
    

[Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020

 June 04, 2020, 05:29:06 PM View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 PM
 Board: Your Releases, 1.0+

Showcase 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 visibilty
There is likely other differences that aren't so deliberate and more due to inexperience, such as hit velocities.

Thanks for reading!
    

Re: Hoshikujaku (Released 02/03/2020)

 March 01, 2020, 04:22:36 AM View in topic context
 Posted by MoloMowChow  in Hoshikujaku (Released 02/03/2020) (Started by MoloMowChow February 04, 2020, 06:10:56 AM
 Board: Your Releases, 1.0+

Have you looked into GM's Gill? He has a Resurrection mechanic (it is his signature technique after all) that seems to work in virtually any situation.

I had looked into some old threads about achieving Resurrection that mentioned Gill's mechanic. However, the Gill's code referenced in the older threads were noted by others to apparently be unstable and obsolete, seemingly built for WinMUGEN (which i imagine wouldn't work well in Mugen 1.1).
Threads referenced:
https://mugenguild.com/forum/topics/resurrection-from-ko-169263.0.html
https://mugenguild.com/forum/topics/revive-code-89543.0.html
https://mugenguild.com/forum/topics/code-snippet-archive-43756.msg264659.html#msg264659

I did give GM Gill's code a try initially, but didn't have much success with it either.
The threads instead mentioned newer methods. I based mine on Seravy's example, which seems to be the same concept as giving a character a custom Death/KO animation anyways (intercepting the 5150 statedef) but utilizing the noKO flag, which I had done prior, so I opted for that method instead.
The current revive code I use does seem to work most of the time anyways during "normal" matches. It only seems to break more often against characters that do wackier or weirder things, often involving custom state spamming or health regeneration.

I assume since the noKO flag also prevents ALL players from being KOed, if the opponent has some sort of internal system that does something when they're suppose to be KOed, it'll conflict with Hoshikujaku's revive mechanic.

For example, I mentioned in my first post that there was an issue against a specific character I couldn't seem to fix. Said opponent character would not be KOed if Hoshikujaku has her revive flag on (and as a result, the noKO flag active). As soon as Hoshikujaku revives, and thus turns off the noKO flag, the enemy would end up being KOed as normal.
What's supposed to happen is that Hoshikujaku's noKO flag would turn off if the opponent reaches 0 or less HP allowing the opponent to properly KO and end the round. This works with every other character except the one mentioned. If you want to know which character mine was conflicting with to test it out yourself, check the spoiler below:
Spoiler, click to toggle visibilty

That being said, any reports of instances of her revive breaking would be good for reference and bug fixing.
    

Re: [Blade Strangers] Aban Hawkins, Piaa, Summer Kawase + Updates

 February 11, 2020, 06:35:34 PM View in topic context
 Posted by MoloMowChow  in [Blade Strangers] Aban Hawkins, Piaa, Summer Kawase + Updates (Started by aokmaniac13 August 27, 2019, 04:45:13 AM
 Board: Resource Releases

There are a quite a few sprites in the rips that seem to cut off/split up across some of the characters.

Some examples:

Noko 276
Spoiler, click to toggle visibilty
Pia 260
Spoiler, click to toggle visibilty

This seems to happen with rips that have smaller canvas sizes (Summer Kawase seems to be fine for example)
    

Hoshikujaku (Released 02/03/2020)

 February 04, 2020, 06:10:56 AM View in topic context
 Posted by MoloMowChow  in Hoshikujaku (Released 02/03/2020) (Started by MoloMowChow February 04, 2020, 06:10:56 AM
 Board: Your Releases, 1.0+

Showcase video


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

Download Link (v1.01):
http://tstorage.info/m8fnzmkb8idz

Hoshikujaku, otherwise known as Easter Cactus in English, is a fiery Flower Knight who revels in challenging herself and testing her flames. This character's gimmick is her personal Fire Power bar for using fire based moves, and the ability to revive herself once per round after using her Hyper attack. For more details on her mechanics, check the "Controls" section of the readme or at the spoilered section below.

This character ended up totaling 160MB in sprite filesize, and thus may take a while to load into MUGEN's memory. Please be patient as it loads.

Controls
Spoiler, click to toggle visibilty

Potential Issues
Spoiler, click to toggle visibilty

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!
    

DeeEmCEE2 Donte (Joke Edit - Released 01/06/2020)

 January 07, 2020, 04:00:52 AM View in topic context
 Posted by MoloMowChow  in DeeEmCEE2 Donte (Joke Edit - Released 01/06/2020) (Started by MoloMowChow January 07, 2020, 04:00:52 AM
 Board: Your Releases, 1.0+



"Don't Worry"

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

This is a joke edit of YAMATO's original Dante, based on Devil May Cry 2 being a notoriously underwhelming entry in the series with broken combat and boring content, as well as a streamer's play through of that game in which his recorded voice assets are used to create this joke edit.
Likely won't make much sense without context (i.e, you're a DMC fan who's played 2, and/or a Vinny fan) so the spoilers below has more details for those who care.
Spoiler, click to toggle visibilty

This joke edit is definitely unbalanced considering how it emulates the source game, allowing you to stun-lock and juggle most enemies with Dante's pistols alone, that can shoot indefinitely so long as you hold the button down. It's "better suited" for AI vs AI matches. But you can still play as or against him.
I made Donte's gun on his default palettes drop the enemy after a certain height and abide by certain restrictions, just to give AI enemies a small window of escape. If you want a truly authentic DMC2 experience, select a palette higher than 4 but less than 11 and juggle enemies with impunity.

Controls:
For his standing neutral, Dante wields a gun.
For his air neutral, Dante wields a gun.
For his crouching neutral, Dante wields a gun.
For everything else, I guess you can use the (dull) sword a bit, since he technically had one in DMC 2.
He jumps high and is floaty in the air, to emulate his ridiculous DMC 2 jump height and air time.
View the included readme for all the control details.
...and finally, remember these wise words: "Hold the shoot button for win."

Download Link (v1.01):
http://tstorage.info/hyn0b9doxh2k
Mirror Link (mediafire):
http://www.mediafire.com/file/uigssscx164ro9y

This is my first time editing an existing character, so if any issues occur I'd appreciate any bug reports.
Thanks for reading!
    

Blossoming Nymphaea (Released 05/15/2019)

 May 15, 2019, 08:22:40 AM View in topic context
 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
 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
 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
 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
 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!