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Quick Jeibu and Stage WIP Peak [MUGEN]
YOUTUBE LINK: http://www.youtube.com/watch?v=lxHX.....ature=youtu.be
ITS A LITTLE BETTER QUALITY. FA's files size restrictions is butts and doesn't have youtube submission embedding.
Just a quick video showing off some MUGEN work progress.
I started importing animations in for Jeibu and even started with some rough hit-boxes. I still have a lot of animation work to do for him, but I almost have enough to make him a somewhat functional alpha build. The coding will be simple enough since I already have a good skeleton, and I'm going over previous work. The energy effect on Jeibu, is actually the same fire sprites from ShadowRoo, but working on Jeibu's palette and it looks artifacted. His real aura will be a darker violet tone.
I'm rather happy that 1.1 is giving more options for stage creation, and I can sorta get away with a psudo-3D feel with all the spriting. I have some extra work to do on the building, but other than that, it's detailing all around and then to populate the stage with NPCs.
I would actually like to offer some some commission based slots for people who would like a stage cameo in my work. I'll post more on that later on when I'm ready to populate the stage, but keep an eye out if you're interested.
Like the music?
https://www.weasyl.com/submission/484226
CHECK OUT MY TUMBLR
http://vinvulpis.tumblr.com/
The ShadowRoo character is something I made for
shadowroo as a commission. (No, I'm not taking any more, sorry. x_x) You can get him here: http://carbunkleuniverse.com/ShadowRoo.php
KEEP IN MIND that version of him that is up IS NOT FINISHED (as I would like it). I have changed him since that posting, but if you wanna play with the PF3 version, go for it, he's still fully functional. Combos and some moves are going to be different though.
Thanks for watchin!
Rapid crouch spam forever.
ITS A LITTLE BETTER QUALITY. FA's files size restrictions is butts and doesn't have youtube submission embedding.
Just a quick video showing off some MUGEN work progress.
I started importing animations in for Jeibu and even started with some rough hit-boxes. I still have a lot of animation work to do for him, but I almost have enough to make him a somewhat functional alpha build. The coding will be simple enough since I already have a good skeleton, and I'm going over previous work. The energy effect on Jeibu, is actually the same fire sprites from ShadowRoo, but working on Jeibu's palette and it looks artifacted. His real aura will be a darker violet tone.
I'm rather happy that 1.1 is giving more options for stage creation, and I can sorta get away with a psudo-3D feel with all the spriting. I have some extra work to do on the building, but other than that, it's detailing all around and then to populate the stage with NPCs.
I would actually like to offer some some commission based slots for people who would like a stage cameo in my work. I'll post more on that later on when I'm ready to populate the stage, but keep an eye out if you're interested.
Like the music?
https://www.weasyl.com/submission/484226
CHECK OUT MY TUMBLR
http://vinvulpis.tumblr.com/
The ShadowRoo character is something I made for

KEEP IN MIND that version of him that is up IS NOT FINISHED (as I would like it). I have changed him since that posting, but if you wanna play with the PF3 version, go for it, he's still fully functional. Combos and some moves are going to be different though.
Thanks for watchin!
Rapid crouch spam forever.
Category Flash / Fantasy
Species Exotic (Other)
Size 1000 x 750px
File Size 9.8 MB
I wasn't gonna do this much psudo-3D stuff with it, but once they added in X-movement scaling, I immediately converted my work, and I think it turned out looking alright. There are still some minor issues, but nothing I can't work around, plus, they might add in features to fix that.
My biggest gripe right now if that there is no horizon setter, so making a plane that reaches all the way to the horizon, doesn't quite scale right. I'm also working on another stage important for Jeibu story wise, which is a wish lantern ceremony taking place on a beach. I was gonna have the beach and sea stretch to the horizon, but inconsistent scaling issues. I'm gonna work around it, I have other ideas.
The way I'm gonna handle NPCs is that they're gonna be randomly generated each time the stage it loaded up. My goal is to make the stage feel a little different each time it's played on. I might put in 20 NPCs, but roughly 8 to 12 may be present at any given load.
I'm considering doing the same for clouds and other weather bits too.
It's actually great too, because they added in Open GL rendering, which lets me push the engine with no slow-downs. The previous renderer would actually start loosing FPS if I have too many stage sprites for some reason... yet 4 Rare Akumas didn't lower it at all before.
My biggest gripe right now if that there is no horizon setter, so making a plane that reaches all the way to the horizon, doesn't quite scale right. I'm also working on another stage important for Jeibu story wise, which is a wish lantern ceremony taking place on a beach. I was gonna have the beach and sea stretch to the horizon, but inconsistent scaling issues. I'm gonna work around it, I have other ideas.
The way I'm gonna handle NPCs is that they're gonna be randomly generated each time the stage it loaded up. My goal is to make the stage feel a little different each time it's played on. I might put in 20 NPCs, but roughly 8 to 12 may be present at any given load.
I'm considering doing the same for clouds and other weather bits too.
It's actually great too, because they added in Open GL rendering, which lets me push the engine with no slow-downs. The previous renderer would actually start loosing FPS if I have too many stage sprites for some reason... yet 4 Rare Akumas didn't lower it at all before.
Looks good. Do they both work in the Linux version of MUGEN? I'm asking this because MUGEN 1.1 is only for Windows(Elecbyte doesn't develop the Linux version anymore). I'm pretty sure that the character will work in Linux version of MUGEN but the stage might not work correctly or at all since it uses new features of MUGEN 1.1.
The characters and the stage are using 1.1 features. (I may not have added in 1.1 specific zoom effect to the characters yet). I am using a lot of the 1.0/1.1 features. I really dig them, especially the built in AI controls.
If the linux version is still those really old beta builds, none my stuff with work in that. x_x
If the linux version is still those really old beta builds, none my stuff with work in that. x_x
This still looks like butts, it's why I link over to youtube and such. I actually just use some random software I searched for that converts this vids. dvdsoft video to flash converter. I used to use something else that works pretty good too. was an avi to flash converter, but it was a secondary back of the old recording software I was using, which was butts compared to OBS.
I'm making content for this engine http://elecbyte.com/ (M.U.G.E.N.)
It's just a PC thing. It's nothing commercial. I'm trying to work solely off of donations with it right now. I wanna do something in a commercial engine, but I need to gather up a team to help me with that, which I'm not counting on for a while yet.
Also, The ShadowRoo character is already avaibable in version BETA-3: http://www.carbunkleuniverse.com/ShadowRoo.php
He's a commissioned character, (and likely the only one I take x.x) and his moveset is gonna see some big changes for his finished build. (subject to balance patching later, of course).
Once I have a few functioning characters, I'm going to put together a screen pack and have them downloadable all set-up in engine together.
It's just a PC thing. It's nothing commercial. I'm trying to work solely off of donations with it right now. I wanna do something in a commercial engine, but I need to gather up a team to help me with that, which I'm not counting on for a while yet.
Also, The ShadowRoo character is already avaibable in version BETA-3: http://www.carbunkleuniverse.com/ShadowRoo.php
He's a commissioned character, (and likely the only one I take x.x) and his moveset is gonna see some big changes for his finished build. (subject to balance patching later, of course).
Once I have a few functioning characters, I'm going to put together a screen pack and have them downloadable all set-up in engine together.
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