You need to explain the problem from the beginning. Now you're switching to Peach as P1? Are you trying to fix Jago?? Which character would still have an issue fighting a different character???
If you're having the problem with Peach and the bomb is the source of the issue that bomb is a helper. So trying to create a helper to solve the problem, it won't.
Are you coding this for Mugen or Ikemen?
Re: Mark of the Future: SF3 vs. MOTW Compiliation (UPDATED with WIP Pictures)
nice project, hope you adapt the paletes, to make a custom style, reduce sf3 to 6 colors and create paletes for everyone, and also, adjust the filter to give it a more acurate own style, till the moment seems so much as compilation best luck to you!
Mark of the Future: SF3 vs. MOTW Compiliation (UPDATED with WIP Pictures)
Hello! Last Christmas, I posted a Street Fighter 3/Mark of the Wolves compilation for IKEMEN GO. I kept working on it and wanted to share the project's progress and possibly recruit contributors.
One of the coolest additions is this new screenpack that xcheatdeath has been working on. It'll have new custom life bars too. I changed the name of the compilation's name to "Mark of the Future," paying homage to Mark of the Wolves and the SF3 tagline, "Fight for the Future."
I'm also working with IKEISLEGEND on a new SF3-style MAI. It's really all IKE doing everything, but it's coming together nicely!
I'm working to gut all of the custom SF3 dizzy systems and MOTW guard crush systems from the characters in the compilation. The goal is to replace these systems with the IKEMEN engine versions for these mechanics.
Right now I'm looking for some more people to create additional characters and stages. If anyone is open to commissions, hit me up. I want to make more MOTW characters out of Rage of the Dragons, Matrimelee, Real Bout Fatal Fury and Last Blade characters. Let me know if you're interested!
In this thread you will be nominating characters from the month of May 2025 that you believe are worthy to be recognized as Character of the Month. These nominations last until June 17th.
Every couple of days a list will be created and updated to feature the nominations progress. The list will include: Who's a candidate and how many motions other characters have. If twenty candidates are reached before the 15 days are up, then voting will start early. - Only nominate up to 4 characters - Read the thread - The numbers next to each nomination represent each character's current nominations - Only 3 nominations are necessary for each character - If you are the first person nominating this character, provide a link to their release PLEASE BE AWARE that due to the incessant, absurd number of users who find themselves unable to read and follow the rules of these threads, we have instituted a new feature:
The Speedpreacher Penalty Box
Users who refuse to follow the very simple guidelines that we have set forward will find themselves in the Penalty Box and have their nominations for this month null and void. They will have to wait until next month to nominate anything! So take care, and don't get put in the Penalty Box!
Another collaboration with the "mad" Hatter, lol! This one is part of the Capcom vs Square full game. Completely origial stage drawn by Hatter and coded by yours truly. Comes with parallax, animations and looping bgm. Check out the games progress at https://discord.gg/CsTWQ5Tdn and enjoy!
I have a script for a future video showing the origin of my MUGEN roster. But I couldn't find the first appearance of Daniel (Daniel9999999) and Crow (Madoldcrow). I don't even know if they appeared before they became chars. Can someone answer me?
@DoomJoshuaBoy I am using your template cvsp-250px.psd to make ports, but when I see them on your screenpack, the bottom look on the Diamond looks cut off. How to fix this?
Anyone know if this screenpack still functions fine in the latest nightly build? Just asking since I've been considering trying to make a new CvS-style IKEMEN setup and I want to know if the newer build has anything that might cause issues with this screenpack.
> It's been a long time since I last shared any content to The Mugen Fighters Guild. I took a break from my Creamy Goodness character so I can work on a new character named Guile Fox. It only took me just over four months from scanning to completion, and I'm really happy with how it turned out.
>From the readme...
Background > Guile Fox is a character I created for a fighting game back in the 1990s. He was a Tex Avery / Looney Tunes style cartoon character who was loosely based on Disney's Bonkers. Unlike the other characters in the game who were made from live action digitized footage, Guile would have been made from hand drawn sprites. I drew these sprites on 8 1/2 x 11 printing paper, using VHS tapes of cartoons and SNES games as guides, and a lightbox to draw the animation cells consistently. However, those were the days before MUGEN, and back then I had no fighting game engine to work with. So I had over 100 animation cells stuffed into two folders, sitting in storage for about thirty years doing nothing.
> Earlier this year (2024), I decided to finally make use of those animation cells. Back in May, I took the cells out of storage and scanned most of them into digital form. I then used the scans as a base to draw low-res sprites, but because I didn't have the cells to make all of the required sprites, I had to make composites out of the existing cells to fill in the gaps. Only four months after scanning the cells, I was able to draw all the sprites I needed, and program the character in Fighter Factory in order to complete the first release version of Guile Fox.
Button Layout - a - Quick Kick (QK) - b - Hard Kick (HK) - c - Power Charge (C) - x - Quick Punch (QP) - y - Hard Punch (HP) - z - Evade (E)
Movelist - Special Techniques - - Hop backward - Back, Back - - Hop forward - Forward, Forward - - Double jump - Up (while airborne) - - Dodge - E
- Special Attacks - - Flash Kick - Forward, Down, Down/Forward + K - - Peel Slide - Quarter Circle Back, HK - - Teleport - Down, Down, P
- Super Attacks - - Anvil Gag (Level 1) - Forward, Half Circle Forward, HP - - Germ Split Kamakaze (Level 2) - Quarter Circle Back, Half Circle Forward, HK