YesNoOk

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Re: Double 8-bits Release: Bison and Mini Cody have been released!!

 April 30, 2025, 07:42:23 am View in topic context
#1
 Posted by Momotaro  in Double 8-bits Release: Bison and Mini Cody have been released!! (Started by Basara Bogard April 30, 2025, 05:24:18 am
 Board: Your Releases, older Mugen

Thanks for the releases!
I like your other projects as well.

But seems like I cannot DL Cody.
Perhaps I'm too fast?

I'll try later.
    

Re: Kyo from KOFXIII

 April 30, 2025, 07:23:26 am View in topic context
#2
 Posted by vyn  in Kyo from KOFXIII (Started by vyn April 21, 2025, 05:47:42 am
 Board: Projects

New video:

    

Re: Help with Playsnd trigger for a specific character in simul mode

 April 30, 2025, 06:20:43 am View in topic context
#3
avatar  Posted by jweezy34  in Help with Playsnd trigger for a specific character in simul mode (Started by jweezy34 April 28, 2025, 07:43:35 pm
 Board: M.U.G.E.N Development Help

Yep that freaking worked lol thanks broski  :nuttrox:
    

Re: Sailor Venus Sprites

 April 30, 2025, 06:04:51 am View in topic context
#4
 Posted by rgveda99  in Sailor Venus Sprites (Started by rgveda99 November 30, 2022, 01:07:15 am
 Board: Sailor Stars Beyond





    

Re: Basara's WIP thread (There's not just CF this 2025)

 April 30, 2025, 05:47:24 am View in topic context
#5
 Posted by Basara Bogard  in Basara's WIP thread (There's not just CF this 2025) (Started by Basara Bogard October 12, 2010, 08:33:06 pm
 Board: Projects


Street Master's Bison and Mighty Final Fight's Cody have been released!!
One is part of my possible fullgame and the other is an old project I got stored and I wanted to finish, similar to Larry or my AODK chars, but I never published about it before. So yeah, my promise of rework my old and abandoned WIPs to finish and release them is real. I'll be playing some of these old origin games to rework in more old WIPs like Mini Cody and release more stuff, wait for some news soon ;)
    

Re: B-kun's Speculations Room

 April 30, 2025, 05:37:27 am View in topic context
#6
 Posted by Basara Bogard  in B-kun's Speculations Room (Started by Basara Bogard August 17, 2011, 09:32:18 pm
 Board: Idea Engineering

    

Double 8-bits Release: Bison and Mini Cody have been released!!

 April 30, 2025, 05:24:18 am View in topic context
#7
 Posted by Basara Bogard  in Double 8-bits Release: Bison and Mini Cody have been released!! (Started by Basara Bogard April 30, 2025, 05:24:18 am
 Board: Your Releases, older Mugen

Slyck wasn't the only thing I prepared for this month, so here you go 2 more releases, this time two 8-bit characters I wanted to finish since time ago and now I can deliver, these ones are:


1. Bison (Street Master)
A new character from that SFI bootleg you all know now thanks to me XD this is the boxer of the game, and as Chun-li like a strange inclusion, since it's supposed to be Mike but it's more like Balrog from SFII, so I made Bison more like him and this is the result. Expect the same gameplay as all the other chars I made but as a charge character, of course :P
Spoiler: Screenshots (click to see content)


2. Mini Cody (Mighty Final Fight)
A very very very old project I'd never show since it was to be one of my "surprise releases" I made. This one is from 2012 and reworked on 2015, but was eventually abandoned, until now. Seeing this, it was almost complete with all basics and almost all planned moves ready, only I've to make his supers and the stuff I couldn't make in its moment. I still debt you the assist system I planned for him (calling Haggar, Guy and Poison), but that will be made in future updates... and who knows, maybe more MFF chars can be made ;)
Spoiler: Screenshots (click to see content)

I hope you like it, I got other old stored projects I want to finish too, so I hope to give you more news about them soon ;)

This is not Street Fighter related... but it's close XD
Chars -> Classics -> Street Masters Series (Bison)
Chars -> Capcom -> Final Fight Series (Mini Cody)
    

Re: Stage not loading properly.

 April 29, 2025, 09:42:39 pm View in topic context
#8
 Posted by Lyrica  in Stage not loading properly. (Started by Neurokinetic April 29, 2025, 04:10:51 pm
 Board: M.U.G.E.N Development Help

This happens when there is empty space in the stage (spaces that are not covered by any sprite).
Either you accidentally removed the sprite or moved it off screen.
Can you share the stage so we can take a look?
    

Re: Eternal Fighter Zero REDUX Lifebar

 April 29, 2025, 04:44:40 pm View in topic context
#9
 Posted by Omega Shironeko  in Eternal Fighter Zero REDUX Lifebar (Started by Omega Shironeko April 27, 2025, 10:19:35 pm
 Board: IKEMEN Releases

very cool lifebar!! though i feel like there's an error with the layering, as seen on the timer number being obscured by the graphic and the powerbar numbers being layered below the actual powerbar, and it causes both of these to be obscured by stage elements




Oh that's weird. Could've sworn I got the layers for those right. I'll see if I can post a fix sometime soon. Can you tell me what's the date on your Nightly?

Either way, setting those to layerno = 2 for all instances of the timer and powerbar counter should fix the problem. Might be because I didn't account for the other graphics and mainly thought it'd apply for just the one.
    

Stage not loading properly.

 April 29, 2025, 04:10:51 pm View in topic context
#10
 Posted by Neurokinetic  in Stage not loading properly. (Started by Neurokinetic April 29, 2025, 04:10:51 pm
 Board: M.U.G.E.N Development Help

I followed this guide /|/|/ https://www.youtube.com/watch?v=Pq2hYS6Bhsw \|\|\ to figure out how to import a new custom stage into the game. At a time, everything worked. The selecting, the stage appeared, so on and so forth. It had a slight looping problem where the sprite just spilled over from one end to the other, and I was figuring out how to block the right side, suddenly the stage won't load anymore. You can select it, but It becomes a black background where every sprite is copied and shown at the same time as it's moving.

The .sff and .def files for the stage are in the appropriate places and referenced in the select.def file, but it still doesn't load properly. The characters also seem to load in the "background," maybe? The characters are a reflection near the top of the screen, but after they jump they're on the ground normally.
    

Re: Does Anyone Have Violin Ken's Chun-Li SFV?

 April 29, 2025, 01:35:46 pm View in topic context
#11
avatar  Posted by Dude01  in Does Anyone Have Violin Ken's Chun-Li SFV? (Started by Dude01 April 25, 2025, 02:13:38 pm
 Board: Requests

Thank You Guys :D
    

Re: Help with Playsnd trigger for a specific character in simul mode

 April 29, 2025, 12:48:33 pm View in topic context
#12
avatar  Posted by MGMURROW  in Help with Playsnd trigger for a specific character in simul mode (Started by jweezy34 April 28, 2025, 07:43:35 pm
 Board: M.U.G.E.N Development Help

The stutter might be due to having two different stateno its triggering in. I would put the trigger in the tag state of p1 but also put a time trigger so it doesn’t play the whole time in the tag out state.
Example, in p1 tag out state

Type=playsnd
Trigger1=!time
Trigger1=partner,name=“chunli (mvcx)”
Channel=2

Channel=0 could be being used by another sounds default so try another channel
1-5

Hope this helps

MGMURROW
    

Re: Dcat's TMNT WIP Thread

 April 29, 2025, 12:19:12 pm View in topic context
#13
 Posted by Dcat  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 am
 Board: Projects

More sprites, the gauntlets sharpen into sabers too

    

Re: Does Anyone Have Violin Ken's Chun-Li SFV?

 April 29, 2025, 05:52:19 am View in topic context
#14
 Posted by Basara Bogard  in Does Anyone Have Violin Ken's Chun-Li SFV? (Started by Dude01 April 25, 2025, 02:13:38 pm
 Board: Requests

    

Re: Help with Playsnd trigger for a specific character in simul mode

 April 29, 2025, 04:24:36 am View in topic context
#15
avatar  Posted by jweezy34  in Help with Playsnd trigger for a specific character in simul mode (Started by jweezy34 April 28, 2025, 07:43:35 pm
 Board: M.U.G.E.N Development Help

I got one part going I think I just need help with the stutter now
    

Re: Eternal Fighter Zero REDUX Lifebar

 April 29, 2025, 03:55:43 am View in topic context
#16
 Posted by Dudelaser1  in Eternal Fighter Zero REDUX Lifebar (Started by Omega Shironeko April 27, 2025, 10:19:35 pm
 Board: IKEMEN Releases

Impressive
    

Re: Mugen By Million Miles

 April 29, 2025, 01:35:41 am View in topic context
#17
 Posted by rgveda99  in Mugen By Million Miles (Started by rgveda99 May 21, 2023, 05:49:20 am
 Board: Sailor Stars Beyond

Stage is from Eternal Fighter Zero. Looks like a nice fit.

    

Re: Optional Animation Standards

 April 28, 2025, 09:40:36 pm View in topic context
#18
avatar  Posted by Miru962  in Optional Animation Standards (Started by Jmorphman February 16, 2012, 03:40:11 am
 Board: MUGEN Class

Think we can reserve 7693 for being for being engulfed in flames?
Like in Darkstalkers? Because the SF2 “engulfed in flames” animation already has a standard in 88500.

The “sweep” standard of 5070 & 5071 is actually a universal standard, it’s just that some games like SF2 and some of the 2D MK games have a different animation while other games reuse standard fall frames. Technically, “hit low standing” is also a custom animation, albeit one that dates back to SF2 and is found in tons of characters/games, as are the various Vs. Capcom gethits based on strength. Do Red Earth fatality standards exist? The horizontal slice standards could just be Darkstalkers/Clayfighter (or maybe MK) standards, but the vertical slice (which also appears in Survival Arts and some Capcom beat em ups) would have to be new, as would the “heart” standards for Kenji’s unique fatality.


As for SamSho standards; the 2019 game basically just used the Darkstalkers standard (plus fading out), but earlier games have a few;

* Sliced diagonally flying backwards - Similar to the Red Earth standard mentioned above, but diagonal, with objects flying out of the loser in 1 & 2 (similar to perhaps the Eternal Champions (Genesis) item standard)
* Sliced diagonally on ground - The upper half slowly slides off of the loser, before the lower half collapses.
* Blood Spray - While older games just used the standard fall frames or the Collapse, 2019 for example seems to have a unique blood spray animation.
* Blood Puke - Used for blunt attacks: the victim pukes up blood before dying.
* Sliced Vertically - Basically just the MK standard; the two halves fall away from each other to the floor after the fighter is left standing.
* Decapitation - Similar to the MK standard, but the head will then roll on the floor after landing. Could easily use The Black Heart standards.
* Personal Item - Used for certain fatalities in 5 Special, a personal item of the loser falls on the ground/is spit out. In some cases, this is the fighter’s skull, which might be worth a standard of its own. This also appeared in Eternal Champions.
* Heart - Same standard as in Red Earth, only used by Rasetsumaru; the foe’s heart is torn out and crushed.
* Petrified - I think this is already a standard
* Petrified and Shattered - The victim is broken apart while a statue.
* Holes in Body - Used by Amakusa; the victim has holes pierced through their body repeatedly before being blown up.
* Quartered - Used by Jubei, the foe’s body is quartered up as it falls to the floor.
* Vertical vaporization - Basically just a vertical version of the Hyper DBZ Vaporization standard, used by Enja.

Standard 5301, “Birdies” is used in Clayfighter 2: Judgement Clay as well, so Darkstalkers isn’t the only game to have it.
    

Re: MUGEN Video thread

 April 28, 2025, 08:19:58 pm View in topic context
#19
 Posted by Yagoshi300  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

GoldEX released Kung Fu Man

 April 28, 2025, 07:59:34 pm View in topic context
#20
 Posted by Yagoshi300  in GoldEX released Kung Fu Man  (Started by Yagoshi300 April 28, 2025, 07:59:34 pm
 Board: Found Releases 1.0+

Preview:



Based on Sennou Room's KFM. Intended to be a more complete, customizable, user and developer friendly base for POTS Styled characters. You can configure it as a traditional POTS or Infinite Style with these new options on the config.txt. By the way, any kind of feedback would be very helpful.

Chagens:
Added Vans' Chizuru Skill Lock compatibility
Tweaked some command input issues
Added CFJ Midnight Bliss Animations (9021)
Included a Super Finish Text template .PSD file + the font used
Added a projectile presence control var
Added four new moves: Kung Fu Shot & EX Kung Fu Shot Grand Kung Fu Shot & MAX Grand Kung Fu Shot (For projectile template & testing purposes)
Configurable level 1-3 super sounds
Configurable blood option for slash sparks
Configurable screen shake for parries and normal moves
Configurable custom combo palfx option
Configurable zero counter input option
Projectile and EX projectile helper template
Flame FX and Shock FX helper+animations+sprites

Download:

https://drive.google.com/file/d/11EvYoiIeYBIH6MmC58lS_NPLGUomEduC/view?pli=1