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Messages by Miru962


Re: massive SF2 project

 October 16, 2021, 10:30:31 PM View in topic context
avatar  Posted by Miru962  in massive SF2 project (Started by gdk1981 October 09, 2021, 07:39:36 PM
 Board: Projects

Sure--I am starting with characters who appeared in at least one SF game, but the FF universe is so inextricably linked to SF that I may as well open the doors.  I am thinking, too, that I may offer (sort of as a deal) to include new requested characters in exchange for help coding them/implementing them.  Just an idea. 

But from FF--I had already planned on including Poison, Damnd, Abigail, Rolento, and Edi.

That would be cool. But perhaps have restrictions on what requested characters can be included; again limit it to the Vs series, EX, and stuff like that, but open it up to Marvel/Tatsunoko superheroes and characters like Megaman, but only if other people help you with those characters. And also, FF had Maki who was in Alpha 3 MAX

Re: massive SF2 project

 October 11, 2021, 10:44:16 PM View in topic context
avatar  Posted by Miru962  in massive SF2 project (Started by gdk1981 October 09, 2021, 07:39:36 PM
 Board: Projects

For the past 5 years, I've poured a ton of money and time into a rather large SF2 project. Essentially, I have always wanted to take the original SF2 arcade games, add components of subsequent game mechanics to a SF2-style engine, tweak the original roster movesets a bit, and--most importantly--add characters from the rest of the series to the roster. This last part has involved scouring existing artwork (doing much of it from scratch myself) and to render charas from SF1-5, Alpha, and vs. series in the SF2 arcade sprite style. Here's a pic of everything I've done currently minus a few that are in progress, and each of these has 70+ animations.

Just reaching out to see what else is out there in terms of interest and collaboration. I have worked with a few other artists on this massive project but would love to work with some like-minded MUGEN/SF2 fans who could help to bring this project to completion. So, existing character art, SF-styled portraits, coders familiar with the various SF game mechanics would be welcome. 

Feel free to PM me for any questions.

Count me in as wanting a video of the game.

Is your goal with the engine and overall CPS1 or CPS2? If the former, I feel like CPS1-ifying the 5 CPS2 characters would be good. Will the extant characters get new moves, too? ELECTR0's (open source) "Ultimate" Ryu, Ken, Zangief, M. Bison, and Blanka have some new moves in them you could use.
By "vs series", how extensive are you willing to go for that? I know you have SNK characters, and Tekken is probably included to, but does this include Morrigan and Felicia? Captain Commando? (both CC and DS have some minor ties to SF in lore) Mega Man and Roll? Marvel characters? Yatterman?
Also, are the movie games, EX, and Mouse Generation included? Ingrid from CFJ?

A few mechanics you shouldn't forget include negative edge and buffering, which were as far back as The World Warrior, and can be done easily using this:;topicseen#msg2491660

SF2 also has a damage randomization system.

Re: Dorado (Beta)

 September 15, 2021, 04:57:39 AM View in topic context
avatar  Posted by Miru962  in Dorado (Beta) (Started by Morishasu September 14, 2021, 11:46:04 PM
 Board: Your Releases, 1.0+

Hey there, this is my first finished character ever.

Well, Abel used to called Bakumono. This is my first MUGEN character, he's accompanied by Zegu, his brother soul.

Link for the video:

You can download them here:

Interesting character design here! He's a good original character, and his design makes him look like he's silently crying for his fallen brother when he fights. He also has his attacks change when up close, which I find to be a nice attention to detail. I do suggest you animate his coat pocket a bit, though, and dither his left foot's toes and the brim of his hat, to reduce banding.

Re: KoF XV

 August 21, 2021, 10:24:10 PM View in topic context
avatar  Posted by Miru962  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games

Spoiler: "More like wondering" (click to see content)

Nowadays, if that DOES indeed happen, she might be done as a solo DLC character instead, which wasn't possible back in 2003.

Re: Throw (Mechanics)

 August 18, 2021, 07:14:07 PM View in topic context
avatar  Posted by Miru962  in Throw (Mechanics) (Started by Ricepigeon May 12, 2016, 05:14:45 PM
 Board: MUGEN Class

In MUGEN usually grabs are restricted on what they can hit by their hitflag, for grounded grabs it is usually of the type hitflag = M-, where the minus signifies that it cannot affect somebody in hitstun or blockstun. Changing it to hitflag = M would indeed change throws to become comboable into.

However one should exercise caution, as both these simple approaches have a glaring flaw due to the way MUGEN processes the jump start state, since it's considered a standing state, grounded grabs can indeed hit opponents in their jump squat. This can have the bad side effect of making grab frame traps very inescapable, especially comboable command grabs. Therefore it is wiser to make sure that the grab hitdefs are nullified during the jump start state and if you're going by the comboable grab approach, to use a throw limiter variable that counts up from the moment P2 has ended their hitstun/blockstun/etc.

How would one create that throw limiter counter variable to make frame traps harder to pull off?

Re: Throw (Mechanics)

 August 18, 2021, 01:20:58 AM View in topic context
avatar  Posted by Miru962  in Throw (Mechanics) (Started by Ricepigeon May 12, 2016, 05:14:45 PM
 Board: MUGEN Class

I now wonder how you would create a throw that can indeed hit an opponent who is in Hit Stun? So that the Throw can be part of a combo?

Re: Optional Animation Standards

 August 17, 2021, 02:03:36 AM View in topic context
avatar  Posted by Miru962  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 AM
 Board: MUGEN Class

Here's another standard from SF3:

Spun 180 Degrees Standing - 5600, 5610

In Street Fighter III, several characters had a grab game revolving around grappling victims from behind. While getting behind the enemy was rather difficult, there was a work-around; a "turned back" state that could be triggered with some attacks. In the animation 5600, your character is blown away and spun over while standing, leaning over and having their back face the opponent, and they are stunned for a bit. You will need CLSN2 boxes for it to make the frame work,

The next animation, 5610, shows your character recovering from being spun back. Show them quickly turning.

Examples: GM's SF3 characters use these animations.

Re: Comic Characters and the Painful Truth

 August 13, 2021, 02:11:48 AM View in topic context
avatar  Posted by Miru962  in Comic Characters and the Painful Truth (Started by KatsupSpecial August 12, 2021, 10:46:46 PM
 Board: M.U.G.E.N Discussion

Well for starters, all those creations and authors you mentioned weren't that good to begin with. The whole stigma against comic book characters in Mugen exists for a reason.

From my observations, there's a simple explanation for this. The truth is that Comic Book authors simply don't care about the gameplay. Rather instead, their intention is to make the character as "faithfully" as possible by cramming as many references to comics as they can. That's why we end up with a character having two projectile supers where one of them is a beam and the other is a bunch of missiles and they both serve the same purpose as a super, frame data that is either super advantageous or disadvantageous without a good reason for being so, cinematic supers that literally take a minute because gotta cram a bunch of things into it(I'M LOOKING AT YOU, LOGANIR), people asking why a big guy that can do a lot of damage like Juggernaut isn't also fast and nimble when he wasn't slow in the comics, thinking that reverse damage scaling is a good idea because gotta reward long combos with damage, Spider-man being able to make a deal with Mephisto to restart the round, etc.

Gameplay is an afterthought to these guys, that's why when you give feedback on it they make excuses as to why they insist on keeping it as is. In fact, authors have ran off to MMV specifically to avoid receiving feedback.

tl;dr Mugen Comic Book Authors don't care about how a Fighting Game properly plays and just want to make Comic Book characters with a bunch of references to them.

Today I learned comic book mugen characters more or less have the same problem as those derived from Western Animation, especially after creators like Madoldcrow1105 left; they exist to make a slew of references with practically zero mechanical consideration, leading to samey moves and broken mechanics. Except with the Western Animation community, they also suffer from the problems the Nintendo/Sonic/Kaiju/MK community suffers from alongside this, and even worse graphics. What’s not helping is the dearth of quality comic book fighters commercially; MVCI received huge backlash from bland music, being an obvious MCU commercial, and other issues, whereas Injustice, which admittedly has its fans, is… uninspiring and not MUGEN friendly. See the ABITorial on that game for more details. The fact they’re all ranging from 2.5D to 2.75D is another factor, so they don’t really give sprites for use by most. Heck, I’ve noticed creators also don’t bother with more modern post-Aluminum Age characters anyway.

Re: KoF XV

 August 10, 2021, 04:45:49 AM View in topic context
avatar  Posted by Miru962  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games

Tetsuo K9999999999 is the one character we can say, with 100% absolute certainty, is never coming back, ever. Holding any kind of hope for him is setting yourself for disappointment.

Indeed so... but I feel like Love Heart, as well as Mizoguchi, are close to that category. The company that acquired Love Heart and other SNK Pachinko material closed its doors in 2019 and has been liquidated, and I'm not sure if SNK are interested in tracking down the rights to her. Mizoguchi was always a guest on loan from G-Mode, and he mainly got in because the director of MI liked him.

Re: MFG - Your Retrospective

 July 07, 2021, 12:14:09 AM View in topic context
avatar  Posted by Miru962  in MFG - Your Retrospective (Started by walt July 06, 2021, 07:50:24 PM
 Board: All That's Left

Posters like ChainsawDentist and their words of wisdom, mostly. It's also a great archive of characters and stages. There's also the archive of optional animation standards for compatibility.

Re: Rastan beta

 June 01, 2021, 08:16:20 PM View in topic context
avatar  Posted by Miru962  in Rastan beta (Started by xxxXx March 28, 2021, 06:57:21 PM
 Board: Your Releases, older Mugen

is his character tho...

Then again, it does cause a move to fail when it connects, so... I suggest, even if the decision to not make the hands hurt enemies is set, that this super would be an exception due to the way it is designed. Or have him start the super earlier, so he doesn't have to make his hands touch his foe to register the super.

Re: Mai Shiranui Fatal Fury 3 Color Separation

 April 19, 2021, 10:53:30 PM View in topic context
avatar  Posted by Miru962  in Mai Shiranui Fatal Fury 3 Color Separation (Started by Scramble April 18, 2021, 12:55:33 PM
 Board: Sprite Projects

Yes! Impressive job so far. We definitely need more old school characters color separated, FF and otherwise. @ELECTR0 might be interested in these...

Re: Super Smash Bros Ultimate

 April 10, 2021, 12:56:51 AM View in topic context
avatar  Posted by Miru962  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 AM
 Board: Fighting Games

Given what happened with Mai (and Poison, Laura, etc), there are some characters who Sakurai wouldn't even try to "defang" to begin with. I imagine Western AAA characters, such as the MK cast; falling into that category. Even then, NRS might force them not to be defanged, making them harder to work with. MK elements could be transferred into Smash mechanically with enough work; dial-a-kombos haven't been done in the series to my knowledge, and I could see something like an unlimited block being used.  Even the Fatality mechanic, or for that matter X-Rays and whatnot, could use a meter, or just go for any victim of stun. But again, Sakurai might not even want to try with them; the series has become that brutal.

Re: Your dream MUGEN characters!

 March 29, 2021, 11:48:33 PM View in topic context
avatar  Posted by Miru962  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 AM
 Board: M.U.G.E.N Discussion

I now have a couple more Disney ideas now that I think about it.

Br'er Fox: His character style would be similar to Sodom from Punisher Warzone, and my previous Hildy Gloom idea; where he's reliant on Br'er Bear as a tag partner who could perform multiple tag team actions; using his club, snares, a body slam, a head charge attack, and even a grapple. Br'er Fox himself is a crafty but slow attacker somewhat akin to Ingrid or Cable; using his axe as a weapon to swing or fling at his enemy, and also using the beehive from Splash Mountain as a trap.  Perhaps Br'er Rabbit could be incorporated into a move similar to Jill Valentine's zombies? His level 3 would be a tag-team piledriver down Chickapin Hill into the briar patch for a brutal splash.  He gets stuck for a bit, leaving an opening for any enemy not finished off by it.

Namaari: Using her shortsword similar to Jeanne D'arc (World Heroes), she's able to perform crafty combos, alternating with more dirty fighting when at close range, with plenty of slaps and shoves. She also uses her crossbow for a projectile. One of her moves has her call on her raiders to attack with a powerful charge from afar, launching projectiles as they trample her foe.

Raya: And yeah, Raya herself would need to be added as a counterpart to Namaari. Raya is somewhat more principled, and less armed. She uses Tuk-Tuk to roll over her foes, with Tuk-Tuk being able to supply a Dark Force where he's perpetually rolling around, with players being able to move to trample their foe. Might be able to also use Boun as another partner, able to use axe attacks as well as a bear hug grapple.

Kida: Kida would use her staff similar to how characters like Gambit do, but is also able to use magic similar to that of Zelda. Some of Team Atlantis would also show up, for example Mole would be a good partner for her. Other moves have her use that fish bike from the movie.

Re: Character of the Month: January 2021 Voting

 February 26, 2021, 10:48:49 PM View in topic context
avatar  Posted by Miru962  in Character of the Month: January 2021 Voting (Started by 【MFG】gui0007 February 25, 2021, 03:26:01 PM
 Board: Contributions of the Month

Athena and Axel are my votes

Re: Super Smash Bros Ultimate

 February 18, 2021, 06:59:38 PM View in topic context
avatar  Posted by Miru962  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 AM
 Board: Fighting Games

As cool as Rulue would be in Smash if she's anything like in Mugen, clearly they should make a "Puyo Man" that's made up of a bunch of them. Can't say it couldn't happen cause Game and Watch.

Min ain't anything in the Arms roster. That's Twintelle who is #1. Min got in because the Arms team said to choose her.

As a fan of the characters and story, I'd actually be low-key offended at that concept for a representative. Why this? Why represent the gameplay alone without the narrative elements in play as much? Even Monokuma would be kind of off as a fighter. Anyways, Pyra's a fine choice.

Re: Super Smash Bros Ultimate

 February 18, 2021, 05:29:42 AM View in topic context
avatar  Posted by Miru962  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 AM
 Board: Fighting Games

To be fair, they were expecting the faces of the franchises.  This is essentially what would be instead of getting Cloud and Ryu we got Barret and Sagat.  Prominent players of the game's world, story and gameplay....not exactly front and center of the posters and merchandise.

Min Min did it to Spring Man, too.  The age of the Protagonist is over;  Now is the age of the Waifu.

What if the protagonist IS the Waifu? Is there henceforth a "Waifu Hierarchy" now? So Rulue and Accord are more likely to represent Puyo now than any protag?

Re: cartoon characters legitimacy

 February 11, 2021, 10:46:51 PM View in topic context
avatar  Posted by Miru962  in cartoon characters legitimacy (Started by DJ_HANNIBALROYCE February 08, 2021, 11:31:58 PM
 Board: M.U.G.E.N Discussion

The notable decrease in western obscure mugen is simply because the creators are working at a slower rate (the none) or retired (Jango, melvana, etc.)

Indeed so. In addition; DxWho's work really succumbed to Seasonal Rot and eventually Jumped the Shark when he started concentrating in bulking out the roster for a fullgame, while at least The Magic Toaster is still at it. Joey Faust, not to mention his even worse copycats, are another thing; as they just plop sets of sprites usually from TSR into a limited, glitchy template with mismatched sounds and call it a day, giving them more of a poor reputation similar to Western Animation characters. And people aren't really chomping at the bit to make better versions of them yet.

this just tells me i need to make a cartoon character and shatter all expectations.

What about your Aladdin? He's an animated film character. And there was also the Simba meant for HITMOVIES, remember that?

Re: cartoon characters legitimacy

 February 10, 2021, 05:00:08 AM View in topic context
avatar  Posted by Miru962  in cartoon characters legitimacy (Started by DJ_HANNIBALROYCE February 08, 2021, 11:31:58 PM
 Board: M.U.G.E.N Discussion

Though considering cartoon characters in mugen, other than outliers like warner, DDR, and others that have been said in this thread already. (Though DDR and warner's characters do have their own set of problems) Cartoon characters typically get made by people who don't really grasp basic fighting game theory, in turn gives them the reputation of being "illegitimate" to a point as miru962 was describing. Though I have seen plenty of SF, KOF, and DBZ characters that are absolute trash as well if not worse. Also them being more well known than most SF, KOF, or DBZ characters doesn't really help with the stereotype.

Furthermore, in addition to those low quality characters in those categories, I'd say Sonic, kaiju, Nintendo, and DC characters, and maybe Mortal Kombat characters, would have that reputation. Obscure game conversions are headed towards that territory in recent years as well. I can safely say MugenHunter would be the RyouWin/DDR/Warner for Sonic characters, while with obscure conversions it might be someone like MelvannaInChains or Mass. I remember when people were hyped for obscure conversions...

Re: cartoon characters legitimacy

 February 09, 2021, 08:24:57 PM View in topic context
avatar  Posted by Miru962  in cartoon characters legitimacy (Started by DJ_HANNIBALROYCE February 08, 2021, 11:31:58 PM
 Board: M.U.G.E.N Discussion

Let me give a brief history;

Western Animation and Mugen have a moderately complex relationship, in reality. The earliest affairs were largely ignored, and generally made use of editing of fighting-type sprites to keep a style intact. RyouWin and Omega Supreme are examples of such creators. Derrick D. Rowell's Saturday Mornin' Mayhem is an early example of such a fullgame that used custom graphics with an MVC-like gameplay. Warner, a Salvadorian creator, was likely inspired by him to begin his line of characters; and even then, not all of them are like this; he did some Ruroni Kenshin characters as well as Wario and Luigi, along with The Thing. JudgeSpear, the first major Mugen YouTuber, picked up on his works, notably his Homer, and proceeded to make them stars, later editing them. Mulambo's Pingu is another example. The viral popularity, including 15 minutes of mainstream fame via "Attack of the Show", MUGEN and JudgeSpear got, is what inspired Zobbes, Smeagol14, Warioman, Placemario, and others to begin creating poor quality characters.

Unlike Warner, these creators would take their sprites from paint-by-numbers platformers and the like, adding unconvincing attacking frames. If they did draw their own images, they were of poor quality. The movesets of these characters were also extremely uninspired, with a spammable projectile, spammable strikers, and hypers like "Gun Shooting" and "Hyper Combo" (literally one or two normals rapidly performed followed by a last normal!). While Madoldcrow1105 was decent due to his handiwork and making unique movesets, other creators were... absolutely not. The MUGEN Database was riddled with examples of these poor quality affairs. Hence, the glut of poor-quality characters caused the reputation of the characters to go down the tubes. Today, Western Animation characters in MUGEN are gaining some ground due to long-time creators marginally improving, allowing those who grew up with lousy characters to play with improved ones. However, many problems with the scene remain.