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Messages by Cyborg Sun

    

Re: What was the first character you downloaded for MUGEN?

 August 19, 2022, 07:02:19 am View in topic context
 Posted by Cyborg Sun  in What was the first character you downloaded for MUGEN? (Started by Mr. Nobody August 06, 2022, 02:07:34 am
 Board: M.U.G.E.N Discussion

For me, I'm pretty sure it was N64Mario's characters, specifically Pocket Mario being the very first. I think it was because it was one of the first things the popped up when I searched "mugen characters" as a wee lad, and the "Mario" caught my eye.

Some other people here are listing his creations as well; again, probably because it was one of the first search results, lmao.
    

Re: Warusaki3 Released CvS Feilong, Gen, updated his older characters.

 April 02, 2022, 08:56:50 pm View in topic context
 Posted by Cyborg Sun  in Warusaki3 Released CvS Feilong, Gen, updated his older characters. (Started by Foobs April 02, 2022, 02:46:09 pm
 Board: Found Releases 1.0+

First PotS, now Warusaki3... is some mysterious figure on a mission from God trying to get the band back together?

2022 is the true year of the comebacks! I wonder if more classic creators will follow suite...
    

Re: 2022 Character Updates (Karin added)

 April 02, 2022, 07:15:08 pm View in topic context
 Posted by Cyborg Sun  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

I HAVE WAITED FOR CENTURIES TO REPORT THIS VERY IMPORTANT KARIN ERROR, ONE THAT HAS REMAINED IN HER FOR YEARS, AN ERROR SO HUMONGOUS THAT ALL HER OPPONENTS SHUDDER AT THE VERY THOUGHT OF IT...
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...her first victory quote is "You're not supposed to see this!", which I think is a leftover from your bonus games. All her winquotes are just her Alpha 3 ones, and wouldn't you know it, the only missing one is "To defeat an opponent is to get to know them intimately...".
    

Re: 2022 Character Updates (Yuri and Pocket Shin Gouki added)

 March 21, 2022, 02:32:37 am View in topic context
 Posted by Cyborg Sun  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Oh, by the way, I saw you posted some code for removing the stun mechanic earlier in the thread. Maybe you can put it in the first post? You could also show how to remove the movelists, for old farts like me who prefer "the good old days".

Can't say I expected Pocket Gouki to get updated, lmao. Makes me wonder what treatment RareKuma will get. Do you have any plans for the Reu trio, since you edited them in the past? (Not that they need anything, I guess, although who knows, maybe there are small issues I don't know about. Up to you.)
    

Re: 2022 Character Updates (Dan added)

 February 06, 2022, 10:26:09 pm View in topic context
 Posted by Cyborg Sun  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

As far as the Stun system goes, it should be noted that Ikemen GO has a toggleable "universal stun" option in the engine that gives stun to every character, and that might conflict with any internal stun mechanics given to characters. Maybe you already caught on to this, as it doesn't seem Lei-Lei or Dan has stun, but just thought I'd let you know, just in case.
They do have stun. You have to keep in mind that they're still Mugen characters at the end of the day. Maybe one day I'll return and make them Ikemen-exclusive, hehe, in which case I'd remove redundant things like that.

EDIT: Speaking of Lei-Lei, if that aforementioned stun mechanic is enabled in Ikemen, then she can be "infinitely dizzied". Basically, she gets stunned, then you hit her once again while she's stunned... and she's stunned again, leading to the world's easiest infinite, which can be done by quite literally any character.
That's not the case because I opted to have the stun be inflicted on the opponent rather than be a handicap to the player, since it's the only way that makes sense to me. The only issue right now is that Ikemen does not keep track of the characters' own stun mechanics, so you can sometimes dizzy the opponent twice in a row. I think that might be fixed (in Ikemen) in the future since it must be an issue with the hundred other characters that also have a dizzy system. All it takes is resetting the universal stun if the character is using animation 5300 or something along those lines.

Yeah, you're right, they are still MUGEN characters... for now, heh. Also, I had no idea how I thought those two didn't have the new stun system... guess I didn't try hard enough, lol.

That thing with Lei-Lei is also only really an issue with that Ikemen-specific mechanic, it has nothing to do with how your characters do dizzying, so no worries there. Hopefully that's addressed by the engine devs.

Now I found something with Gouki; When he gets hit by either the level 2 or level 3 Psycho Crusher supers from your Vega, he's hit once, then phases out of existence for a brief moment before landing. Seems like Gouki's missing some kind of gethit animation?
    

Re: 2022 Character Updates (Dan added)

 February 06, 2022, 07:10:55 pm View in topic context
 Posted by Cyborg Sun  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

It's already been nearly a month now since your comeback, and I can still hardly believe it. Seriously, welcome back man!

As far as the Stun system goes, it should be noted that Ikemen GO has a toggleable "universal stun" option in the engine that gives stun to every character, and that might conflict with any internal stun mechanics given to characters. Maybe you already caught on to this, as it doesn't seem Lei-Lei or Dan has stun, but just thought I'd let you know, just in case.

EDIT: Speaking of Lei-Lei, if that aforementioned stun mechanic is enabled in Ikemen, then she can be "infinitely dizzied". Basically, she gets stunned, then you hit her once again while she's stunned... and she's stunned again, leading to the world's easiest infinite, which can be done by quite literally any character.
    

Frankie (JumpStart 1st Grade) Released

 April 01, 2021, 07:59:54 pm View in topic context
 Posted by Cyborg Sun  in Frankie (JumpStart 1st Grade) Released (Started by Cyborg Sun April 01, 2021, 07:59:54 pm
 Board: Your Releases, 1.0+



Q: Who is Frankie, and why him?
A: Frankie is the mascot character from JumpStart 1st Grade, an edutainment PC game from 1995. While initially only appearing in games made for 1st Graders, he eventually became the mascot for the entire series. For my first character, I wanted to challenge myself and tried to imagine how an edutainment character could work in a fighting game environment. April is also LazyGameReview's Edutainment Month, so this works out perfectly.

Q: How do I play Frankie?
A: Inspired by the adaptive difficulty system in the JumpStart games, he has a unique mechanic involving combos. If you're able to rack up a high combo, you begin to gain access to new moves and powers on a leveled system, up to 3 levels. If you drop a significant amount of low combos, however, you will start to level down, so be careful!

Q: Any additional modes?
A: Yes, he has 3 modes in total. Normal Mode is inspired by several "classic" appearances of the character (although most references are from the original 1st Grade game). Expect cameos from the infamous Glop Monster, a kid asking for a whole tray of peas, and more. Mature Mode takes inspiration from the 3rd-6th Grade "JumpStart Adventures" games. Here, his combos are much more advanced and his specials and supers can feature cameos from characters like Botley, Jo Hammet, Ms. Grunkle, etc. EX Mode pulls from his later appearances (Such as the "Advanced" and "3D Virtual World" series) and features new attacks, as well as cameos from other Preschool-2nd Grade characters.

Join the cause and click that download link!

Spoiler: POST APRIL FOOLS UPDATE (click to see content)
    

Re: Haohmaru updated (28/11/2020)

 January 03, 2021, 07:56:50 pm View in topic context
 Posted by Cyborg Sun  in Haohmaru updated (28/11/2020) (Started by KarmaCharmeleon November 27, 2020, 03:44:46 pm
 Board: Your Releases, 1.0+

...Ok, ignoring the argument going on here for a second, I noticed that palette 6 on the default DEF file activates Rasetsumaru mode, even though the readme states that colors 1-6 is Normal mode.
    

Re: Your dream MUGEN characters!

 October 19, 2020, 10:58:33 pm View in topic context
 Posted by Cyborg Sun  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 am
 Board: M.U.G.E.N Discussion

Ok, so I have this really weird dream character that all stems from a childhood obsession with his franchise:

Tenderheart Bear from the Care Bears. Yes, I'm serious. This isn't some edgy parody version either, my vision for him is that he's mostly true to the loving and kind self he is and doesn't really want to hurt you, but is simply forced to fight because this is a fighting tournament. To anyone who's actually insane enough to do this, my preferred sprite style would lean towards CvS (There is a GBA game and maybe some games on obscure edutainment consoles but those are hardly enough for a fighting game). As for gameplay, I would like something CvS based (maybe even straight up PoTS) but something more custom could work.

If I were making him, I'd try to have both a Normal and EX mode: The Normal mode is based on the 80s versions, and uses his magic tummy symbol a lot. He can be able to make heart-shaped (of course) projectiles, use a cloud car (yes I'm serious), call assists that would be a mix of fellow bears and Care Bear Cousins, and of course the Level 3 super's gotta be the classic Care Bear Stare. EX mode is more based on later versions, specifically "Adeventures in Care-a-Lot" with a mix of the movies from the early 2000s. This version doesn't use the tummy symbol most of the time, but relies more on physical athletic moves, being more of a daredevil. His assists also don't feature the Care Bear Cousins. A lot of work would need to be done due to basically no sprites being available (though again, some inspiration could be taken from that one GBA game) and more of a moveset would need to be developed beyond my rough ideas, but still, this would be quite... something.

I could help engineer this moveset:

Statistically, Tenderheart is well... tender, with sloppy offensive and defensive stats, though with a defensive slant. His basic moves aren't too much to write home about, either. His backdash is surprisingly swift,though, good for getting away from enemies. In EX mode, this backdash becomes a hop, allowing him to perform a quick attack as a getaway. Basic attacks are used to combo into his Unique Attacks, a playstyle more emphasized in EX mode. From there, his heart projectiles are used as the combo enders, more focused on stunning a foe for a combo than dealing damage. He can also use the cloud car as another combo ender, recommended as his projectiles are otherwise anti-air oriented, opening him up for juggle opportunities. His real strength, however, lies in his ability to utterly swarm the battlefield with helpers. He can have up to 5 helpers on-screen at a time. Within this strength also lies weakness; each helper can survive only a set number of hits.  Every helper he loses, his Level 3 loses its power. If his Level 3 has all helpers able to aid, it is at its most powerful, but it makes barely a splash if he has lost too many partners in battle. Each helper has a different purpose, as well, anything from setting traps to healing.

EX mode has far more Unique Attacks for the purposes of lengthy combos. This makes up for the fact his helpers have diminished in number (Maybe use characters from the "Care Bears Ripoffs" of the 80s like Little Clowns of Happytown?) and his stats remain poor.  He is also able to dodge in a variety of ways, allowing him to bob and weave outta trouble. His projectile remains an anti-air move, but gains a more grounded, if close-range, counterpart. I could see at least one mode have a belly dive like Cheng Sinzan, along with a Super version.

Now this is what I like to see! I pretty much agree with all of these ideas, way better than anything I may have been able to come up with. A note about the EX version's assists though, I'd rather just stick to using actual CB characters, but I like the idea of there being less of them.
    

Re: Your dream MUGEN characters!

 October 19, 2020, 04:59:19 am View in topic context
 Posted by Cyborg Sun  in Your dream MUGEN characters! (Started by Ziltoid October 03, 2020, 10:40:34 am
 Board: M.U.G.E.N Discussion

Ok, so I have this really weird dream character that all stems from a childhood obsession with his franchise:

Tenderheart Bear from the Care Bears. Yes, I'm serious. This isn't some edgy parody version either, my vision for him is that he's mostly true to the loving and kind self he is and doesn't really want to hurt you, but is simply forced to fight because this is a fighting tournament. To anyone who's actually insane enough to do this, my preferred sprite style would lean towards CvS (There is a GBA game and maybe some games on obscure edutainment consoles but those are hardly enough for a fighting game). As for gameplay, I would like something CvS based (maybe even straight up PoTS) but something more custom could work.

If I were making him, I'd try to have both a Normal and EX mode: The Normal mode is based on the 80s versions, and uses his magic tummy symbol a lot. He can be able to make heart-shaped (of course) projectiles, use a cloud car (yes I'm serious), call assists that would be a mix of fellow bears and Care Bear Cousins, and of course the Level 3 super's gotta be the classic Care Bear Stare. EX mode is more based on later versions, specifically "Adeventures in Care-a-Lot" with a mix of the movies from the early 2000s. This version doesn't use the tummy symbol most of the time, but relies more on physical athletic moves, being more of a daredevil. His assists also don't feature the Care Bear Cousins. A lot of work would need to be done due to basically no sprites being available (though again, some inspiration could be taken from that one GBA game) and more of a moveset would need to be developed beyond my rough ideas, but still, this would be quite... something.
    

Re: KarmaCharmeleon's WIP thread: Rose

 July 12, 2020, 11:49:33 pm View in topic context
 Posted by Cyborg Sun  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

    

Re: Rose released

 July 12, 2020, 11:47:16 pm View in topic context
 Posted by Cyborg Sun  in Rose released (Started by KarmaCharmeleon July 11, 2020, 01:58:14 am
 Board: Your Releases, 1.0+

    

Re: Rose released

 July 12, 2020, 11:06:02 pm View in topic context
 Posted by Cyborg Sun  in Rose released (Started by KarmaCharmeleon July 11, 2020, 01:58:14 am
 Board: Your Releases, 1.0+

That's... odd. The hitbox should look like this:



So it should've worked correctly. Maybe it is a 1.1 bug?
    

Re: KarmaCharmeleon's WIP thread: Rose

 July 11, 2020, 03:02:24 am View in topic context
 Posted by Cyborg Sun  in KarmaCharmeleon's WIP thread: Akira (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Congrats on the release of Rose!!!

...Now that you have a nice 4 characters under your belt (with a 5th on the way, it seems), have you considered getting a website? Somewhere to easily access all your characters in one place.
    

Re: Capcom vs The World '20 Update by SeanAltly

 July 08, 2020, 10:01:36 pm View in topic context
 Posted by Cyborg Sun  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

Oh yeah, speaking of voices, do you have an actor for Mario, or are you gonna go with the good ol' "rip lines straight from the movie" approach?
    

Re: Wario's Hallway [v1.0]

 June 19, 2020, 08:04:51 pm View in topic context
 Posted by Cyborg Sun  in Wario's Hallway [v1.0] (Started by Dawn de Era June 19, 2020, 05:28:31 pm
 Board: Your Releases, 1.0+

But um... look, guys, look! It's one of my greatest achievements, Wario's Hallway, for the M.U.G.E.N. Engine, ha ha ha!

It's amazing that we already have a stage based off of this goofy meme.
    

Re: An Explainer on POTS 'style'

 December 03, 2019, 12:23:46 am View in topic context
 Posted by Cyborg Sun  in An Explainer on POTS 'style' (Started by Umezono September 20, 2019, 04:13:52 pm
 Board: M.U.G.E.N Discussion

Hey Ume, there's another creator named Cruz who's made a few DW styled characters. Would you consider them good enough to be listed in the post? I should point out that Cruz made 2 Arcana Heart characters that are actually 3 button rather than the traditional 6 button style (but are still otherwise DW styled), so if you list them it's probably worth noting.
    

Re: Super Smash Bros Ultimate

 November 06, 2019, 01:36:19 am View in topic context
 Posted by Cyborg Sun  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

It's just gonna be Sakurai fanboying over SNK for 45 minutes straight and I'm totally down with that.
    

Re: Super Smash Bros Ultimate

 October 25, 2019, 02:18:11 am View in topic context
 Posted by Cyborg Sun  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

Well... not EVERY move or animation a character has NEEDS to reference something from their original games. If they need to make up something to make the character fit into the game a little more, that's perfectly fine. There's tons of "made up" stuff in Smash since the beginning (Captain Falcon is the most obvious).

Also, there's nothing inherently wrong with wanting a character, but not coming up with a fully detailed moveset. A lot of Smash fans just don't get that for some reason, lol. Like, I want Chell from Portal for example, but I don't really know how the hell they can implement a balanced portal mechanic. I just think it would be neat to see Portal content in Smash, is that really too much to ask? I guess coming up with a moveset "helps your case" when convincing others that your character is worth a damn, but at the end of the day, Sakurai has the final say (even if Nintendo provides him with a list to choose from with the DLC nowadays...). Aside from that one time they held the Ballot, our "cases" don't really mean much in the long run.
    

Re: R.I.P. Randomselect

 October 11, 2019, 01:52:08 am View in topic context
 Posted by Cyborg Sun  in R.I.P. Randomselect (Now With Archive) (Started by Cyborg Sun October 08, 2019, 01:25:36 am
 Board: M.U.G.E.N Discussion

thinkingemoji.png


A few years back KFM claimed he was going to lose his hosting and needed unbanning to say "goodbye to people"
Bea then supplied the tools and me and her made him a copy of the site to be a backup, but he wouldnt get unbanned.

it then turned out to be another of his schemes and since he didnt get unbanned he returned to his affairs.

So anyway heres random select archives from a few years back
http://network.mugenguild.com/rs/


I cant reasonably tell when this was taken, but I hope it helps someone.


That's quite helpful (Since I don't know the extent of what the Wayback Machine saved). Thanks for this link, Iced! I might edit this into the first post.