Sorry for lack of updates for the past few days. Been busy lately with other stuff and I was working on updates for other chars, which will come out very soon. Anyways, more progress!
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Glover
- Added Star Glove as a special. - Added Ground Slam as a hyper. - Added a throw. - Added one winpose. - Intro is in the process of being implemented. Unfinished at this point, but still works.
Also, one more hyper has been considered for him, so he'll have 5 hypers instead of 4.
Not long as passed after the previous update, and we got new things for v1.4! Changelog:
- The sprites have received noticeable changes, with new colours. - New victory animation. - Walking animation was made much smoother. - Added parrying. - Added a Guard Cancel. - Added a Hyper Combo Finish. - Added two more voicelines for the victory animation. - Added a voice clip for the lose animation.
Re: Character of the Month: December 2024 Nominations
Been nearly 2 months, but v1.2 has arrived! Changelog:
- Added new mechanics: - Parry - Air Dash - Added a Guard Cancel. - Added a Hyper Combo Finish. - New palette selector graphic. - Fixed a misplaced sprite in Blazer's explod.
EDIT: Due to issues with low parrying that cause Roy to stand mid-air after performing Blazer, it was removed completely. This will be also done for my other characters that will receive parrying.
Quite some time has passed since his release, but now v1.1 is here to start off 2025! Changelog:
- Added new mechanics: - Parry - Air Dash - Added a Guard Cancel. - Added a Hyper Combo Finish. - New palette selector graphic. - Jump Punch now has invincibility at startup. - Several sprite fixes.
EDIT: v1.1b has been released to fix an A.I. issue where two specials could be performed by the A.I. when airborne despite not having an aerial version. EDIT 2: Due to issues with low parrying that cause Diskun to stand mid-air after performing Jump Punch, it was removed completely. This will be also done for my other characters that will receive parrying.
Since 2025 is here, I decided to update him to v1.2 to give him new stuff! Changelog:
- Added new mechanics: - Parry - Air Dash - Added a Guard Cancel. - Added a Hyper Combo Finish. - If Relek is facing to the left during Mole Rush, he now no longer appears on the same spot when the move is finished. - New palette selector graphic.
EDIT: Due to certain issues with low parrying with two of my other characters, it was removed completely to be consistent with them. This will be also done for my other characters that will receive parrying.
The first character of 2025 has entered the workshop! Very incomplete at this point as I decided to show him in a video showing certain updates. This is also why I decided to show him this early.
Well that's one interesting release. It's pretty nice to see a character from a TV show that receive a Japanese dub as a Mugen character. That being said, here are some things I found:
- Standing LP and crouching MK have misplaced hitsparks. - Jellyfish Swing and Jellyfishing Jam are both infinites in the corner, regardless if the opponent is dizzy or not. At least Jellyfishing Jam is not a true infinite as it uses power, but Jellyfish Swing doesn't and this is a problem. - Speaking of Jellyfish Swing and Jellyfishing Jam, both cause a debug error.
- Burst Bubble Blow changes the opponent into invalid action 301400. - No crouching punches? - There's a DEF file called "AI" that's actually a DEF file for OHMSBY's Es. Was that put as an oversight? - Anchor Gatling doesn't work correctly in the corner if certain opponents is too close. This mostly applies to the ones with thin hurtboxes. - You cannot control during the super jump and you're only slightly moving forward during it. Intentional? - If a Krabby Patty from Frantic Cook-Off lands on the ground, it causes a debug error saying that it redirects to an invalid action 1022. - Plenty of explods like the hyper portrait or the explosion animation from Explosive Pie (if he is hit while running) are misaligned in Mugen 1.1. - All of the hypers cause various debug errors, mostly the one that says "has no root". - All normals have infinite priority. Additionally, aerial MK does not have any hurtboxes on frame 3 (was the latter intentional?). - All specials are not correctly attributed: - Bubble Blow and Burst Bubble Blow should be S, SP instead of S, NA. - Jellyfish Swing and Jellyfishing Jam should be S, SA instead of S, NA. - Krabby Patty Order and Frantic Cook-Off should be S, SP instead of S, NA. - Anchor Arms and Anchor Gatling should be S, SA instead of S, NA. - Some moves that use power give it back. These include: - Every EX move. - Explosive Pie - Astral Heat
Overall, interesting work here. Some of these flaws I've noticed actually applied to some other chars, such as Arcade Tribute. I'd suggest fixing them before releasing a next char so you can use these as a base for your future characters.
As a part of my Christmas releases, today I'm releasing a re-edit of a certain character from 2007 that I edited in 2022, which was handled in a mediocre way, but was improved after updates. But for more polish and better look, I'm releasing a re-edit. And that is...
Super Mugen Bros. Mario
Screenshots:
Preview:
Also known as "SMBZ" Mario (despite having nothing to do with SMBZ), he is a character that uses 3 buttons for normals and 3 more buttons for specials. Hammer mode is still present, and more stuff was added, such as new moves, new palettes, and more!
The time has come again. Christmas season is ongoing. As a gift for you, I decided to release 5 stages!
Screenshots:
Now, what are they?
Desert Palace
Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes
One of the stages from Sonic 3's competition mode. Includes the course in the background.
NampLagoon
Animated: No Parallax: No Super Jump: Yes Music: Yes
One of the locations from Tomato Adventure. Doesn't really have anything special except for the fact that the characters are placed lower than usual to not cause oddities.
Proto Hydrocity Zone
Animated: Yes Parallax: Yes Super Jump: Yes Music: Yes
One of the zones from Sonic 3. Based on its state from the prototype, it includes the animated water in the background.
Proto Labyrinth Zone
Animated: No Parallax: No Super Jump: Yes Music: Yes
The most infamous zone from Sonic 1, albeit in its state from the prototype. The background doesn't move and it includes the early designs for the crystals, just like in the prototype.
Christmas Castle
Animated: Yes Parallax: No Super Jump: Yes Music: Yes
An original Mario Forever-themed stage. Includes the colourful lights in the background.