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O Ilusionista

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Messages by O Ilusionista

    

Re: Not like me. A T-1000, advanced prototype

 February 26, 2025, 01:37:43 am View in topic context
 Posted by O Ilusionista  in Not like me. A T-1000, advanced prototype (Started by Ryou Win February 25, 2025, 04:00:12 am
 Board: Your Releases, 1.0+

hehehe the old dinoussaurs reuses to stop :)
Good to still see you around, buddy
    

Re: Mega Man Robot Master Mayehm 3.2

 January 13, 2025, 06:21:59 pm View in topic context
 Posted by O Ilusionista  in Mega Man Robot Master Mayehm 3.2 (Started by O Ilusionista December 30, 2024, 11:02:04 pm
 Board: Your Releases, 1.0+

This is mostly a bug fix release, which fixes the following points:


ROLL
- Fixed missing sprites
- Fixed a bug which causes Hyper Roll projectiles to get stuck on the corner of the MM7 Robot Museum stage

BASS
- Reduced hitstun of QCF+LP

STAGE
- Fixed MM7 Robot Museum stage boundaries

QUINT
- Optimized some CLNS boxes
- c.HP now makes him to step forward a bit, to avoid him whiff the move so much on simple combos

CRASH MAN
- Fixed mine volume on Gambit-like intro
- Added some effect on the big mine intro and made the animation to match the sound better

ROLL
- Fixed a wrong color on purple palette

MAOH and WILLY TARGET
- Updated big portraits

BREAK MAN
- Added Match Over winpose
- Added voices on some moves
- Added sound effect when the air projectile hits the ground
- Improved s.MP a bit

STAGE
- Reduced Maoh stage music volume

ALL CHARS
- Added proper "versiondate" on all characters

QUINT
- Fixed Jewel Satellite + Servbot infinite
- Fixed a bizarre bug on Strong Copy Vision, where the clone didn't vanished
- Fixed inifinite with Servbot + Copy Vision

AXL
- Randonized his voices in some attacks (teleport, ice weapon)
- removed duplicated voice in teleport and added a sfx
- Decreased Hyper Laser damage if you are executing another hyper

SHADOW MAN
- Fixed infinite with Smoke Teleport + proper ground.type hit

TOAD MAN
- Fixed inifinite with bubble weapon

ICE MAN
- Added a cool down on Ice Clone to prevent infinites

PROTO MAN
- Fixed infinite with a.HK / a.MHP

Free download (windows only)*:
https://gamejolt.com/games/robotmastermayhem/405160
    

Re: Mega Man Robot Master Mayehm 3.2

 January 04, 2025, 02:53:37 am View in topic context
 Posted by O Ilusionista  in Mega Man Robot Master Mayehm 3.2 (Started by O Ilusionista December 30, 2024, 11:02:04 pm
 Board: Your Releases, 1.0+

    

Mega Man Robot Master Mayehm 3.2

 December 30, 2024, 11:02:04 pm View in topic context
 Posted by O Ilusionista  in Mega Man Robot Master Mayehm 3.2 (Started by O Ilusionista December 30, 2024, 11:02:04 pm
 Board: Your Releases, 1.0+

And finally the time has come: Mega Man Robot Master Mayhem is back!



This is the last update of version 3 - from now on, we will work on a new version (4.0) of the project. And it will be a complete new version: new screenpack, new widescreen resolution, new characters - now more focused on the X series - and even a new name.

Unlike the normal Mega Man games, this is a fighting game in versus style, highly influenced by games like Marvel vs. Capcom.


The game includes:

• 30+ playable characters, including names like Mega Man, Proto Man, Snake Man, Metal Man, Enker, Quint and others.

• Several classic bosses of the series, such as Yellow Devil, Hyper Storm H, Metonger Z and others.

• 53+ Unique stages for each character, with its characteristic soundtrack

 • Power Sets: Almost all characters, except some cases explained in game history, have the ability to choose from 6 different types of powers / weapons, in addition to special attacks.

• History, with introduction (animated and with voice over) and ending, for each character.Take control of your favorite Mega Man characters to stop the Evil Dr. Wily from conquering the Earth.

=========================================
This update includes:
=========================================


- New playable character: Break Man/Mega Man 3 (a version of Proto Man, with completely different moves, from an alternate reality).

- New bonus stages: Break the Targets/Mega Man Power Battles and Big Telly/Mega Man 8

- New boss: Maoh the Giant/Mega Man X3

- New background effect for hyper moves

- Removed white flashes during hypers

- AI were toned down, so now the game starts on medium difficulty.

- Many, MANY bug fixes. We know that probably not everything has been fixed, so feel free to report bugs.

Free download (windows only)*:
https://gamejolt.com/games/robotmastermayhem/405160
https://www.infinitymugenteam.com/Forum_345/index.php


*Works on Mac/Linux using Wine, Parallels or VirtualBox
You can play online using Parsec


And we close the year with this launch.
Thank you very much to all of you who followed us this year. We have great plans for 2025 :)

    

Re: Celebrating 25 years working with MUGEN!

 December 30, 2024, 10:55:55 pm View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Man I remember asking a friend to download some stuff for Mugen for me because I was still on a 56k modem back in the day. Painful memories.  ;D
Congratz on 25 years!

hahahah painful memories for sure. At least you had a 56k modem - I remember handling a 14.4k one :(

Hey O, congratulations on 25 years of MUGEN works!!!! I've never been a programmer or a contributor, but I have been a Mugen enthusiast since September 1999. You're creations have always been a main part of all Mugen rosters I have compiled over the years, from DOS Mugen to 1.1 to Ikemen. I'm almost 40 now lol, and my kids are now old enough to enjoy Mugen as I did all those years ago. Thank you for everything you've given us brother!

Thanks buddy! My kids were raised playing some of my stuff :)

This is incredible! All the character/stages/bonus games/music matches very well with each other! You pulled through for those of us trying to customize a mugen in a platformer style!

Thanks! That was the spirit - to try to make it not a regular mugen, but something which made some sense

25 years WOW!  What a dedication!  Your awesome M.U.G.E.N tips are very useful to me!

The year of 1999 (and 1998) was also the great rise of video game emulations.

And thank you for updating Battle Stormer Classics, it's been a great M.U.G.E.N fun to me, you know what?  My favorite Battle Stormer Classics character is The Incredible Hulk  :goi:->



He is one of my favorite too :)

    

Re: Celebrating 25 years working with MUGEN!

 December 23, 2024, 10:49:04 pm View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

congratulations :8): i have been in mugen since year 2001 and found your creation in mgbr where your mb-02 was featured in mgbr :8): i remember seeing a short gif at that time where your mb-02 was used when ryu faced him like a sort of intro, mb-02 can't recognize ryu, ryu made fun of him and insulted him by calling him "you bald bastard" and mb-02 got triggered by wanting to kill him, but i think ken interfered or was it evil ken by sacrificing his life by killing mb-02 to save ryu iirc thinking of it made me wanna go back to that year :P congratulations once again  :8):

hahahahah good old days! thanks buddy.

---

After releasing the 25th anniversary version of Mugen, I received feedback about some bugs and I'm releasing an update for Battle Stormer Classics.



But to avoid being just a hotfix, I added a new boss: Mecha Sonic (Sonic 2 - Genesis) and 1 new level - Final Zone part 2 (Sonic 2 - Genesis), totaling more than 38 bosses and 50 levels.

Improvements:
- BRW-9 no longer disappears in some moves and now her shots depend on Power to be used (which was supposed to happen before)

- Superman has been balanced. He is still much stronger than the other characters, but his aerial attack now has a longer activation time

- Hulk has been balanced - Power Stomp has a longer activation and recovery time

- Balanced the super armor code of some bosses, such as James, Rob Ot and the final boss with a longer delay, increasing the invincibility time between hits from 5 to 10 ticks

- James rebalanced, especially the damage that was too low.

- Better fall animations for Sheena

- General improvements to several characters (alignment, damage, file size reduction)

- Added new characters to the intro

And stay tuned to my channel: I should release another version, from another project, before the end of the year :)

DOWNLOAD (Windows only): https://gamejolt.com/games/battle-stormer-classics/14507
    

Re: Celebrating 25 years working with MUGEN!

 December 19, 2024, 07:59:59 pm View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Been messing with mugen since the early 2000s, your work was always a staple for as long as I can remember. Thanks for all your contributions! You rock ;)

Oh thanks buddy

What more could I add?

You have been always one of the creators of reference, doing complete works that no one had planned of with your team, always inspiring and having good words(mostly) to anyone willing to learn. Even we haven't been never that close, I still remember the encouraging words when we worked together for Ooze. You were VERY constructive at those days and one of the reasons me and some others are still here, OBRIGADO, ILU!

Really thanks buddy. I miss the time we worked togheter and I hope we could work together again :)

As someone who has been part of MUGEN since the early days of WinMUGEN, you've definiely been an iconic individual and have made a name for yourself as being one of the people that others can look at as a good example of how to be a creator in the community.

Thank you for all the years and time you have put into this community, we are blessed to have you still around.

Thanks for the nice words!

Also been playing since the old days of MGBR and Mugen DOS 2001 version, playing the DBZME projects and whatnot... happy 25 years on the hobby!
MGBR, good old days  :)

I am gather feedback to update the game, as I already fixed some stuff. To not be just a hotfix, I will include one more boss and stage :)
    

Re: Celebrating 25 years working with MUGEN!

 December 18, 2024, 03:06:07 pm View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Wow, congrats for lasting this long! Usually when it comes to an author who started Mugen a long time ago, they would eventually retire after some time (NeoKamek for example, started in 2000 before retiring in 2009), or sadly pass away (I'm sure you know one example). But seeing a creator still create Mugen content to this day even after starting just before the 21st century is something that is absolutely impressive. :yeses:

Hopefully your interest carries on for longer - maybe it'll even last for 30 years! Good luck! ;D

Thanks buddy! Yeah, saddly we lost some people down the road :(
Oh, Neo Kamek, I don't hear this name for ages...but I am using one of his characters on my other project, Robot Master Mayhem.

About the 30 years...who knows? :)

Btw, I've released a quick fix - When I removed the logo to record the screen, I forgot to enable it again :(
    

Re: Celebrating 25 years working with MUGEN!

 December 18, 2024, 02:47:10 am View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Congratulations!  I started with Mugen in 2001 on MugenDev and just turned 40 this year.  Thought I was pretty old myself. :P 

Oh another dinossaur! I remember you since the early days :)
    

Re: Celebrating 25 years working with MUGEN!

 December 18, 2024, 02:42:36 am View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

It is incredible that we still have users as old in the MUGEN Community as you, and that they are still active! It is an honor to see the celebration of an author who has worked for so long at Mugen.


Thanks for the nice words buddy :)
    

Re: Celebrating 25 years working with MUGEN!

 December 18, 2024, 12:45:11 am View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Thanks guys!

Congratulations O!! You are the reason i got into MUGEN in 2004. So I guess I'm celebrating my 20 years in MUGEN, at 51 I'm most likely one of the oldest still around also (don't know if that is good or bad). I still plan on completing my full game if God allows me to. Enough about me.
MGMURROW

Oh I wasn't aware of this, thanks for sharing this history with me :)
    

Celebrating 25 years working with MUGEN!

 December 17, 2024, 10:17:40 pm View in topic context
 Posted by O Ilusionista  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Not even in my wildest dreams could I have imagined that I would reach this milestone: 25 years working with Mugen!

Unless I'm mistaken, today I'm the oldest programmer on the engine who is still active. Or at least among the 3 oldest, for sure.

I started in December 1999 (the engine was released in the middle of the same year), I saw many sites/forums/communities come and go - MugenBR, Pão de Mugen, MugenNow, TESTP, Charasoon, Oolong Mugen Bookmark... I miss old friends like Bea, Carnificina, Ex-Inferis, Juan Carlos (RIP) and some I still talk to today, like RyounWin... the list is huge and my memory is no longer the same ;)

Wow, the first community I joined was the Mugen channel on IRC!

Things that didn't exist in 1999:
Facebook, Youtube, Instagram, Streaming, Wikipedia, Alexa, iPhone, broadband Internet in Brazil, Google was only 1 year old.

Famous things in 1999:
IRC, Blackberry, RealJukebox, Winamp, ICQ

Things were definitely different than they are today, both in Mugen and in real life. In a few years, I'll be 50 years old and I don't know if I'll still be here, but as long as I'm having fun with it and have the health to do it, I'll be here :)

Thank you very much to all of you who have followed me so far!

And to celebrate this milestone, I'm updating my favorite Mugen work: Battle Stormer Classics.




======================================
Version 2.5 contains:
======================================

• New mechanic: Invincible recovery time. After the player is knocked down, he becomes invincible for a few seconds, giving him more time to escape the enemy - except for Super Man and Hulk

• 26 playable characters with 3 new:
 Snake, from P.O.W (Arcade)
 BRW-9, from Contra Rebirth (Wii)

• 37+ bosses / non-playable characters with 6 new:
- Archers (King of Dragons / SNES),
- Ograoum Papas and Little Clown (Mr. Nutz / SNES),
- Bib Fortuna (Super Star Wars 3: Return of the Jedi / SNES),
- Boba Fett (Super Star Wars 2: The Empire Strikes Back / SNES)
- James (Demon Hunter Legend / Mobile)
- Elephant Dragon (Skyblazer / SNES)
- Mecha Kangaroo (Super Turrican / SNES)
- Eborsisk (Willow / Arcade)

• 49+ stages, with 5 new
Mr Nutz Cloud, Mr Nutz Circus, Super Star Wars 3: Return of the Jedi Tatooine,
Demon Junker Legend original stage
Stage 2 (Hagane/SNES)
Castlevania: Portrait of Ruin - Forgotten City (DS)

Download: http://www.brazilmugenteam.com
    

Re: [BOR] Pocket Dimensional Clash

 June 03, 2024, 09:17:42 pm View in topic context
 Posted by O Ilusionista  in [BOR] Pocket Dimensional Clash (Started by O Ilusionista January 14, 2013, 12:46:24 am
 Board: Gaming

Introducing our newest playable character: Yo Noid, the iconic mascot from the classic NES game!


    

Re: Avengers: United Battle Force

 June 03, 2024, 09:14:43 pm View in topic context
 Posted by O Ilusionista  in Avengers: United Battle Force (Started by O Ilusionista May 14, 2013, 05:02:48 pm
 Board: Gaming

Yondu and Major Victory - from Guardians of the Galaxy 1969 version - Join the Battle!
And for sure he can control the arrows :)
Full video:
    

Re: [BOR] Pocket Dimensional Clash

 April 02, 2024, 05:04:05 am View in topic context
 Posted by O Ilusionista  in [BOR] Pocket Dimensional Clash (Started by O Ilusionista January 14, 2013, 12:46:24 am
 Board: Gaming

Updates V2.1

Main updates

- Added a new playable character: Super Skrull, which is available in all modes for now. In the future, he will need to be unlocked after you defeat him.


- Added a mandatory tutorial level, in story mode only, that teaches players the game's commands. Even though I'm not a big fan of tutorials like this, I noticed that most people don't read HOW TO PLAY :)

- Playable character balance: Zoner-type characters have been balanced, with defense reduced to 95% (in some cases, 90%) and increased MP cost for firing projectiles.

- Issues with enemies randomly stuck outside the screen have been resolved.

- Problems losing 2 lives if you fell in specific places in the platform phase have been resolved (I think, lol).

Minor updates

- Generalized balancing for several bosses (some became easier, others more difficult), which includes new movements, rise attacks, bug fixes, calling for reinforcements, etc.

- Balancing on different playable characters (speed, damage, juggle cost, etc.)

- Difficulty reduction on certain levels (platforms and traps)

- New cameos in levels

- More secret items spread throughout the levels (and I didn't see anyone find them all).

- Improvements in some levels

- Removed the word DEMO from the game, based on the feedback we have already received, as the game already has enough content and a cohesive story to no longer be considered a demonstration.

NOTE: Out of the 1200+ downloads on Gamejolt (plus others I can't count), I have only received two incidences of the game crashing randomly, and one of those came from someone who tried to run the game on a different version than it was programmed for.

It's worth remembering that the game was developed to work SPECIFICALLY with the versions of Windows, Linux and Android that I made available in the package.

In case the game closes suddenly, please send me the "OpenBorLog.txt" file from the LOGS folder.

If you have already finished the game, please share your feedback with me by accessing this form (caution, contains story spoilers) https://pt.surveymonkey.com/r/HPQPPYB

Preview and Download:

https://gamejolt.com/games/pocket-dimensional-clash-2/194726
    

Re: [BOR] Pocket Dimensional Clash

 March 09, 2024, 11:52:09 pm View in topic context
 Posted by O Ilusionista  in [BOR] Pocket Dimensional Clash (Started by O Ilusionista January 14, 2013, 12:46:24 am
 Board: Gaming

Free Download: Enjoy this fan-made beat em up with 8-bit graphics, crossover from universes such as Street Fighter, KOF, Comics, Double Dragon and others, in 4P co-op! For Windows, Linux and Android

PLATFORMS
• Developed in OpenBOR V3 build 6391.
Does not work in V4 or any version later than version 6391. There is no provision to migrate to V4 at this time.

• Works on official platforms: Windows, Android and Linux (not tested).
It may work on alternative platforms such as Raspbery Pi, SNES/Genesis/PSX Mini/Batocera/3DS/Switch etc
AS LONG AS the code for these versions is not later than version 6391.
But there is no guarantee or intention that it will work.

• Does not work on platforms such as WII, PSP and any legacy platforms.

CHARACTERS
• 16 playable characters in total (unlockable)
• Customized controls - Choose between Classic Controls (with motion controls such as D, F + Attack) or Modern Controls (Pressing just one button + directional pad).

• Archetypes:
The selection screen we have the classification of each character based on type (All Around, Zoner, Melee, Powerhouse, Speedster).
Certain types will have additional traits (all Melee can perform Wall Jump for example).
And certain characters will be able to inherit specific traits, like Chun Li with Wall Jump.

• Adaptative Difficulty

The game has some elements to balance the difficulty based on the number of players on the screen at the same time:

- All enemies, including bosses, gain a total health bonus of up to 60% (maximum, with 4 players).

- The number of enemies you face in levels (and their type) changes

- Some obstacles only give items depending on the number of people on the screen

- Certain items no longer appear if a certain number of players are present

Preview and Download
    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 November 14, 2023, 03:40:10 pm View in topic context
 Posted by O Ilusionista  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

"você não precisa nem indexar mais, "
Não é exatamente verdade. Depende do que vc está criando. Se for imagem para stages/screenpacks/lifebars, não precisa mais.
Porém para personagens precisa - Vc pode fazer personagens em 24bits*, mas vc perde o suporte a paletas.

*na verdade, são 16bits de cores + 8bits de alpha

E sim, .PCX é pre-histórico e não faz mais sentido usar mesmo. É que o Ryon e eu somos da era paleolítica, rs.
    

Re: Cvs2 stage models and textures

 November 14, 2023, 03:35:57 pm View in topic context
 Posted by O Ilusionista  in Cvs2 stage models and textures (Started by Violin Ken November 13, 2023, 08:54:54 am
 Board: Resource Releases

oh, this is great
    

Re: Battle Stormer Classics 2.1

 November 06, 2023, 05:34:14 pm View in topic context
 Posted by O Ilusionista  in Battle Stormer Classics 2.1 (Started by O Ilusionista November 04, 2023, 04:18:52 pm
 Board: Your Releases, 1.0+

Some more videos by Zvitor:


    

Re: Battle Stormer Classics 2.1

 November 04, 2023, 11:06:13 pm View in topic context
 Posted by O Ilusionista  in Battle Stormer Classics 2.1 (Started by O Ilusionista November 04, 2023, 04:18:52 pm
 Board: Your Releases, 1.0+

This new update looks fantastic! I've never been that good at this game, but I still really enjoy playing it and fighting bosses from my childhood in cool new ways. The new "unique features" all sound awesome too and like they will add a lot of fun to the gameplay. Thank you very much O, I'm gonna play this immediately.

Thanks buddy!