YesNoOk

Recent Posts

    

Sprite Edit of Norsha

 June 01, 2025, 05:27:26 am View in topic context
#1
avatar  Posted by Pape9865  in Sprite Edit of Norsha (Started by Pape9865 June 01, 2025, 05:27:26 am
 Board: Edits & Addons 1.0+

A sprite edit of Norsha by KQianda. I edited out her ahoge (hair antenna) from all her sprites, hyper portraits, select portraits, and the three artworks found inside the character's folder. The only sprites I didn't alter are the "aura" ones, since those are beyond my skill. All edited sprites within the sff file were cropped. I also added win quotes.

This sprite edit was made on the most up-to-date version of Norsha release by the original creator, KQianda.

If any Mugen creators want to use my edited sprites for their own creation, you simply need to give credit for the altered sprites. That's all. I consider this as giving back to the Mugen community. I didn't want to keep this character private and also let all my hard work go to waste, so I'm uploading this character for those who want to download her.

I came across Norsha, but was disappointed she looked just like Es with a different color palette. I wanted Norsha to look different from Es, so I removed her ahoge to differentiate the two. After all the sprite edits, I noticed that most of her sprites are not used. Due to this, you won't see all the sprites in action even if they are present within the sff file. I also tried to make her into a normal character, but that failed miserably since Norsha was created as a cheap character. So I gave up on that idea.

I tested Norsha in Mugen 1.1 only, so I haven't tested with Mugen 1.0 and Ikemen GO. This character cannot be controlled by human players, so it's set as auto-AI only.



https://www.mediafire.com/file/683uoi3lxc0kyzy/Norsha.rar/file
    

Re: Mortal Kombat 1 (2023)

 June 01, 2025, 04:39:27 am View in topic context
#2
 Posted by Macaulyn97  in Mortal Kombat 1 (2023) (Started by Macaulyn97 February 24, 2023, 12:22:56 am
 Board: Fighting Games

Either way, it will wind up like the last Mortal Kombat if Warner Bros. Discovery doesn't cut itself loose from Sweet Baby Inc.
And why exactly is Sweet Baby Inc. at fault on this? Could you elaborate?
    

Re: Paris, France by Vegaz

 June 01, 2025, 03:09:43 am View in topic context
#3
 Posted by Vegaz_Parrelli  in Paris, France by Vegaz (Started by Vegaz_Parrelli May 27, 2025, 08:01:50 pm
 Board: Your Releases, 1.0+

    

[BBCF2.0] Celica A. Mercury

 June 01, 2025, 02:59:36 am View in topic context
#4
 Posted by Hexioum  in [BBCF2.0] Celica A. Mercury (Started by Hexioum June 01, 2025, 02:59:36 am
 Board: Your Releases, 1.0+

Celica A. Mercury
From BlazBlue Centralfiction for MUGEN 1.1/IKEMEN

I noticed no one had made this character for MUGEN so I ported her.
Some sprites have corrections, like eye position and aliasing in some curves.
Hitboxes are the same as in the source game.

Initial Release
- Win poses are unfinished but are presentable.
- Some effects are missing.
- AI will be improved later on.
- Most special enhancement properties are not implemented yet.
- Astral Finish will be added later.
- Character specific voices will be added on a future update.

With credit to:
- JustMorphPointman (Buffering Helper)

SCREENSHOTS:
Spoiler, click to toggle visibilty

DOWNLOAD:
Google Drive
    

Re: [Theme Thread] CVS Sprite thread

 June 01, 2025, 02:47:52 am View in topic context
#5
 Posted by FeLo_Llop  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Awesome sprites, guys!!
    

Re: Helper mass spawning problem

 June 01, 2025, 01:37:45 am View in topic context
#6
 Posted by DonMino95  in Helper mass spawning problem (Started by DonMino95 May 31, 2025, 06:49:09 pm
 Board: M.U.G.E.N Development Help

Because that's exactly what you're telling it to do. You need to add "persistent = 0" to the Helper sctrl or limit the triggers further so they're only true for 1 frame.

Yeah in the end I managed to fix it. I had literally forgot to add that one command. I spent a full hour looking for the mistake. Thanks for replying tho
    

Re: CVS Redux (Screenpack/Full Game) Updates (SP Hotfix Released (16/11/2024))

 May 31, 2025, 09:30:56 pm View in topic context
#7
 Posted by LordryuTJ  in  CVS Redux (Screenpack/Full Game) Updates (SP Hotfix Released (16/11/2024)) (Started by DoomJoshuaBoy October 12, 2022, 03:09:10 am
 Board: IKEMEN Releases

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.

EDIT: Just as I ask this, I find out that there is indeed a very recent version of it available
https://github.com/doomjoshuaboy/CVS-Redux/releases/tag/May2025
    

Re: KarmaCharmeleon's WIP thread: Alex

 May 31, 2025, 08:27:11 pm View in topic context
#8
 Posted by GTOAkira  in KarmaCharmeleon's WIP thread: Alex (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

Perfect moment to have Alex as your next wip since he's heavily rumored to be in SF6 season 3.
Cant wait to see what you're able to take from his appearance SFV.
    

Re: Helper mass spawning problem

 May 31, 2025, 07:14:44 pm View in topic context
#9
 Posted by PotS  in Helper mass spawning problem (Started by DonMino95 May 31, 2025, 06:49:09 pm
 Board: M.U.G.E.N Development Help

Because that's exactly what you're telling it to do. You need to add "persistent = 0" to the Helper sctrl or limit the triggers further so they're only true for 1 frame.
    

Re: [Theme Thread] CVS Sprite thread

 May 31, 2025, 07:05:34 pm View in topic context
#10
 Posted by Rabano  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Krohnen

    

Re: 13Character Updates 05/22/2025

 May 31, 2025, 06:53:11 pm View in topic context
#11
 Posted by robo119  in 13Character Updates 05/22/2025 (Started by robo119 May 22, 2025, 05:18:07 pm
 Board: Your Releases, 1.0+

06/01/2025 Liiria & Liiria02 Updated
Update details : Add instant kill performance to the 12P color Kabutwari.
                          Adjusted 2P-12P color palette for Liiria02.
    

Helper mass spawning problem

 May 31, 2025, 06:49:09 pm View in topic context
#12
 Posted by DonMino95  in Helper mass spawning problem (Started by DonMino95 May 31, 2025, 06:49:09 pm
 Board: M.U.G.E.N Development Help

Hello there, I'm trying to code a projectile that moves upward depending on the p2 position in the air and I managed to get the p1 to aim at the proper direction. Be it forward, slightly up or very up high. The problem I'm now facing is with the projectile Helper. Instead of being a single shot, it keeps on spawning for the entire duration of the animation, a single copy of the projectile stays still in front of my p1 and at the 4th time that you press the button it doesn't shoot anything at all. There's so many errors that I don't even know where to look at.
Here's the code I made:

;--------------------------------------------------------------------------- THIS IS THE CODE TO DETERMINE WHERE TO SHOOT THE FIREBALL
[Statedef 702, Fireball]
type = S
movetype = A
physics = S
anim = 297
poweradd = -200
ctrl = 0

[State 1, Eaah!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S9,0

[State 1050, CA at the end] ; Changeanim decided on how high or low p2 is on the screen
type = Changeanim
triggerall = anim = 297 && animtime = 0
trigger1 = p2bodydist y = [-15,15]
value = 2971

;Character is slightly high
[State 1050, CA at the end] ; Changeanim decided on how high or low p2 is on the screen
type = Changeanim
triggerall = anim = 297 && animtime = 0
trigger1 = p2bodydist y = [-150,-16]
value = 2972

;Character is very high
[State 1050, CA at the end] ; Changeanim decided on how high or low p2 is on the screen
type = Changeanim
triggerall = anim = 297 && animtime = 0
trigger1 = p2bodydist y < -150
value = 2973

[State 1, Helper]
type = Helper
trigger1 = anim = 2971 || anim = 2972 || anim = 2973
helpertype = normal ;player
name = "Fireball Helper"
ID = 7021
stateno = 7021
pos = 65,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 1, end]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;--------------------------------------------------------------------------- THIS IS WHERE THE HELPER CODING BEGINS
[Statedef 7021, Fireball Helper]
type = S
movetype = A
physics = N
anim = 508
poweradd = 0
ctrl = 0
sprpriority = 3

[State 7021, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = 50
facing = 0
pos = 65,-70

[State 7021, 2]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7021, TR]
type = Trans
trigger1 = 1
trans = add

[State 7021, AD]
type = AngleDraw
trigger1 = 1

[State 7021, AS]
type = AngleSet
triggerall = parent,anim = 2971 ;forward
trigger1 = time = 0
value = 0

[State 7021, Bind 1]
type = Bindtoparent
trigger1 = time = 0 && parent,anim = 2971
pos = 65,-70

[State 7021, VelSet]
type = VelSet
triggerall = parent,anim = 2971
trigger1 = time = 0
x = 10
y = 0

[State 7021, AS]
type = AngleSet
triggerall = parent,anim = 2972 ;slightly up
trigger1 = time = 0
value = 30

[State 7021, Bind 1]
type = Bindtoparent
trigger1 = time = 0 && parent,anim = 2972
pos = 75,-90

[State 7021, VelSet]
type = VelSet
triggerall = parent,anim = 2972
trigger1 = time = 0
x = 10
y = -5

[State 7021, AS]
type = AngleSet
triggerall = parent,anim = 2973 ;up
trigger1 = time = 0
value = 40

[State 7021, Bind 1]
type = Bindtoparent
trigger1 = time = 0 && parent,anim = 2973
pos = 60,-105

[State 7021, VelSet]
type = VelSet
triggerall = parent,anim = 2973
trigger1 = time = 0
x = 10
y = -10

[State 1, HitDef]
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = MAFDP
guardflag = MA
animtype = Hard
air.animtype = Hard
priority = 4,Hit
pausetime = 0,9
damage = 50,0
getpower = 0,0
hitsound = S10,14
sparkno = S511
sparkxy = 10,-8
guard.sparkno = -1
kill = 1
guard.kill = 0
fall = 0
ground.type = Trip
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.animtype = Back
air.velocity = -5,-3
air.juggle = 3
envshake.time = 10           ;Parameters for shaking the screen on hit
envshake.ampl = 5
envshake.freq = 180
palfx.time = 9
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 2, DestroySelf]
type = DestroySelf
trigger1 = movecontact = 1
    

Re: MugenGuild always breaking when trying to access pages or even logging in

 May 31, 2025, 06:20:02 pm View in topic context
#13
 Posted by AlexSin  in MugenGuild always breaking when trying to access pages or even logging in (Started by SmartMosquito May 30, 2025, 10:41:26 pm
 Board: Off-Topic Help

    

Re: Does this thing exist?/who is the author?/etc. thread.

 May 31, 2025, 05:41:08 pm View in topic context
#14
 Posted by ZOZOXEAZEA  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests




Hello ! is this screenpack real ? If so, who made it, what is his name PLEASE
    

Re: Sailor Saturn Sprites

 May 31, 2025, 03:40:21 pm View in topic context
#15
 Posted by rgveda99  in Sailor Saturn Sprites (Started by rgveda99 April 18, 2023, 03:21:17 am
 Board: Sailor Stars Beyond





    

Re: Paris, France by Vegaz

 May 31, 2025, 03:02:25 pm View in topic context
#16
 Posted by ZOZOXEAZEA  in Paris, France by Vegaz (Started by Vegaz_Parrelli May 27, 2025, 08:01:50 pm
 Board: Your Releases, 1.0+

SOOOOOO different from your usual work and why not ? Thanks a lot !
    

Re: Bojack - Download

 May 31, 2025, 02:54:03 pm View in topic context
#17
 Posted by ZOZOXEAZEA  in Bojack - Download (Started by Bardock Revenge May 26, 2025, 04:40:23 am
 Board: Your Releases, 1.0+

Trust me i'm gonna test ALL your new stuff ! And thanks for the new link
    

Re: KarmaCharmeleon's WIP thread: Alex

 May 31, 2025, 02:39:53 pm View in topic context
#18
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Alex (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

What’s up fellas?
Not sure if you guys noticed but these past few months have been quite active on my part. Ever since January I did a major release or re-release every month (Jubei, Terry, Chang, Wild Wolf, Yun and Yang), which constitutes a streak of releases I’ve never thought I could be capable of handling.
I intend to push for one more month with my next project: Alex from Street Fighter 3.

https://streamable.com/0c65uc
https://streamable.com/bvyvqh
https://streamable.com/1wvdx2
https://streamable.com/jae4ns
https://streamable.com/h0p4xv
https://streamable.com/f0qwje
https://streamable.com/lugjhz
https://streamable.com/niwifg
Alex marks the fifth SF3 newcommer I work on. That's pretty cool! I’ve been quietly working on him in the offseason of my past releases, which lead to a very advanced state. There’s still a bunch of things to work on, but I can confidently say he’ll be done towards the end of June. His CS is being currently being worked on by KOFHERO77, who is expanding the Gill CS he gave Alex in the past for an even more complex CS.
Stay tuned for more updates :)
    

Re: Blazblue Battle Coliseum (Arcade & Versus Mode)

 May 31, 2025, 11:09:54 am View in topic context
#19
 Posted by GaziraAgain  in Blazblue Battle Coliseum (Arcade & Versus Mode) (Started by GaziraAgain April 08, 2024, 11:05:58 pm
 Board: IKEMEN Releases

Hello everyone! I'm done with the Pocket Fighters portraits and extras. It took me a while to find quality images, but here they are! The artwork is different for each type of portrait, so I hope you like them! Let's start with:

Ryu


https://mega.nz/file/gx0ggbYL#dgYuug2PbldzcwR1d_TjtrnIleAqf9MMaq9mGVuz1kE

Ken


https://mega.nz/file/x1sgyKZS#qIMD58mSmsFcD7QCLx2cltLmrtUfmVIijxZVSzdApLM

Chun Li


https://mega.nz/file/llNkXaLS#ZyDpwXxAz2tcx9ZHCIpyxRpwstKOs_hIrOS1NVblZUs

Zangief


https://mega.nz/file/8l9VBSxT#CE6_NFopeubG0xW_R_n5ravEcJspOWaD1nmL3QY33XM

Akuma


https://mega.nz/file/oxFHUQIa#tf4SWE5WNTxoKIsZ08z_MJmm3wp9DF11oWT-WYnfPZs

Sakura


https://mega.nz/file/9gtlHaxA#aFlQkJ3lgq87mkyZVUpaeyL0aYz0sT7pipcVzqtHDkw

Dan


https://mega.nz/file/ZxFzXbbR#5_PdN9v5xfENjIWcAIQ-vA8PgIXTntwBj2fguu5QVmA

Ibuki


https://mega.nz/file/YhUACJhb#Uof3gA8qx8zXKwVyq-zJ0GO-qYW_hn_-wmB7fNRWeQI

Morrigan


https://mega.nz/file/Ap9lSJoB#6O5sJQ5-ppk7Dt7Gz93MojpqSqMoscx86P_vwjvUxYE

Felicia


https://mega.nz/file/Jo9yUQxS#n0aDkodo2EifLuOSbwQ0S76CEu8s-Cs2VpB8i0jt390

Hsien-Ko


https://mega.nz/file/pgVWlAyL#p1GlQ11fSBotPNqhkiVjFO3mdEKngZQNZp6dbttrGY4

Tessa


https://mega.nz/file/QoN1haoY#YaUWAJVBgoyI-bolwnvTUpVbhjLfWYv5dyI8vOhXZRI

Spoiler, click to toggle visibilty

Next game Fatal Fury, see you soon!
    

Re: Mortal Kombat 1 (2023)

 May 31, 2025, 08:27:21 am View in topic context
#20
 Posted by Rabano  in Mortal Kombat 1 (2023) (Started by Macaulyn97 February 24, 2023, 12:22:56 am
 Board: Fighting Games