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ShadowRoo MUGEN Character Peek
This is just a little something to show off how
shadowroo's character plays.
I'm really close to finishing him, so I through together this little bullshit video to provide a little look while I finish up.
Sorry it's a bit lossy and junk, I need a better screen cap program, or a game recorder that actually recognizes MUGEN.
That little bit at the end with the black borders I'm actually building teh victory quote sequence into the characters because I dislike MUGEN's default way of handling that, this sorta thing will look way better.
The music is by my, it's actually a theme of one of my characters, I just needed some sort of tune to put in the vid and Feliro's theme just came to mind. That's here: http://www.furaffinity.net/view/8436841/
Some mechanics are still being worked on, like making the EX specials more apparent and dramatic. Other stuff is gettin worked on too but blah blah blah.
Ken is ass.
Eat at ShitWiffles's

I'm really close to finishing him, so I through together this little bullshit video to provide a little look while I finish up.
Sorry it's a bit lossy and junk, I need a better screen cap program, or a game recorder that actually recognizes MUGEN.
That little bit at the end with the black borders I'm actually building teh victory quote sequence into the characters because I dislike MUGEN's default way of handling that, this sorta thing will look way better.
The music is by my, it's actually a theme of one of my characters, I just needed some sort of tune to put in the vid and Feliro's theme just came to mind. That's here: http://www.furaffinity.net/view/8436841/
Some mechanics are still being worked on, like making the EX specials more apparent and dramatic. Other stuff is gettin worked on too but blah blah blah.
Ken is ass.
Eat at ShitWiffles's
Category Flash / All
Species Unspecified / Any
Size 480 x 360px
File Size 6.86 MB
There are dodge rolls and in-place evades. ShadowRoo doesn't really have an invincibility frames. He can still be thrown while rolling too.
I MIGHT give his EX Fire Knee a 1/4 seconds of invincibility. I was actually thinking of Ryo most while workin on him, at least with the sequencing. His physics are very Joe like though.
I MIGHT give his EX Fire Knee a 1/4 seconds of invincibility. I was actually thinking of Ryo most while workin on him, at least with the sequencing. His physics are very Joe like though.
http://www.carbunkleuniverse.com/Characters.php
Thinks to my work will be posted here. ShadowRoo's page is the only one up so far, but I'm still workin on it. I wasn't gonna show it yet because still building the page, but whatever.
Thinks to my work will be posted here. ShadowRoo's page is the only one up so far, but I'm still workin on it. I wasn't gonna show it yet because still building the page, but whatever.
I put them together in Fighter Factory, but that doesn't handle anything special in terms of graphics. It's just an all-in-one tool for making all the files that MUGEN characters need. All the animation, sound and special effects I made myself. It handles coding too, but it doesn't do anything special, I like to code in it because it color codes all the controllers and number and all that, makes it all a lot easier to read and work on.
Welp, I'm just using MUGEN as a base for my work for now. I plan on porting my work to my own engine/program once I learn how to program from scratch like that, or at least within an engine I can sell. At least MUGEN lets me work on the characters themselves and all the animation stuff will already be done later on, and I feel that the animation is the most time consuming part of this, by far. Scripting these characters is way faster comparatively.
For now I'm just takin the occasional commission and gettin small donations for the work as I can.
Thanks though. I'm keepin an eye on your work too.
For now I'm just takin the occasional commission and gettin small donations for the work as I can.
Thanks though. I'm keepin an eye on your work too.
I'm familiar with that, since my characters all have sprite counts over 500 and lots and animations. I found the MUGEN stuff easy to pick up once I figured out the scripting structure and what all the tags do and such. A Program called Fighter Factory makes it all a bit easier, since it handles all the importing stuff and lets you script the animations, hit boxes and all in one interface. http://www.virtualltek.com/
I might be able to help, but I've been a little backlogged on a mix of things, art and other life things.
I might be able to help, but I've been a little backlogged on a mix of things, art and other life things.
Sure no problem i wanted to ask Vin would you be able to go to my gallerey and take a look at the movement playable build and check out the jumping animation just like your view and opinion on it
and thats fine id really like to see it in mugen lol and if you ever make your engine could we work together lol i really dont want to use unity or unreal.
and thats fine id really like to see it in mugen lol and if you ever make your engine could we work together lol i really dont want to use unity or unreal.
Well, I'd love to work together and let you use my engine whenever I get around that that, but it's probably gonna be a while, since I just recently started learning programming. I might have the basics of a functioning engine around late spring, or early summer, no promises though. It depends on how much I learn and all that. I'll probably only have physics and basic collision detection by then.
verytime I try to launch his fire punch, it uses furious combo. Mabey it's the fact I'm using a 360 controller. I hate how the second I stand up- spammed down again!
What do you use to make these characters, I want to take a shot and want to know what the best program for a newbie is.
What do you use to make these characters, I want to take a shot and want to know what the best program for a newbie is.
It sounds like you are using the super button to try his normal specials. I need to make a button mapping page for it.
But he's got a light, strong, and heavy attack, and then he's got a super bottom. You can only use Furious combo is you are pressing the super button.
an Xbox controller should be ideal actually. as long as you have the buttons mapped like Street Fighter (as in a, b, c, and x, y, z,), Y is your super button. X, A, and B are light strong and heavy respectively. RB is currently unused and RT is your guard, which is also used for dodge rolling.
What do you mean, the second you stand up, you get spammed down again? Elaborate for me. Are you talking about his AI? His AI is currently the hardest/smartest I could make it, and unfortunately I haven't make it respond to difficulty yet. The next update for him will actually respond to difficulty settings.
I use Adobe Fireworks for animation, I use my music software Propellerhead Reason and Audacity for sound and for all the MUGEN engine importing and coding I use Virtualtek Fighter Factory.
But he's got a light, strong, and heavy attack, and then he's got a super bottom. You can only use Furious combo is you are pressing the super button.
an Xbox controller should be ideal actually. as long as you have the buttons mapped like Street Fighter (as in a, b, c, and x, y, z,), Y is your super button. X, A, and B are light strong and heavy respectively. RB is currently unused and RT is your guard, which is also used for dodge rolling.
What do you mean, the second you stand up, you get spammed down again? Elaborate for me. Are you talking about his AI? His AI is currently the hardest/smartest I could make it, and unfortunately I haven't make it respond to difficulty yet. The next update for him will actually respond to difficulty settings.
I use Adobe Fireworks for animation, I use my music software Propellerhead Reason and Audacity for sound and for all the MUGEN engine importing and coding I use Virtualtek Fighter Factory.
OH, if you were referring to his SUPER Fire Punch, it's only QBF, Furious Combo is HCF... Ease into your Quarter circles a little less. Sounds like you're laying back on the stick too much. It's funny, because I usually have the problem the other way around. I go to HCF, and accidentally QCF instead, but that's just me durping.
It stopped now, when I fought my brother.
I was referring to I wan doing an Arcade run, but everytime I got hit down, he'd just lay there, and as he stood he'd get hit down again. Is he supposd to have something like the recovery roll?
It's disorienting, having to manually block, and I have XYZ be LB,RB, and Y, while ABC are XA and B, unless I flipped them. I use my right trigger to jump.
I was referring to I wan doing an Arcade run, but everytime I got hit down, he'd just lay there, and as he stood he'd get hit down again. Is he supposd to have something like the recovery roll?
It's disorienting, having to manually block, and I have XYZ be LB,RB, and Y, while ABC are XA and B, unless I flipped them. I use my right trigger to jump.
How are you using a botton to JUMP? o_0 It should just be UP.
My character have an extended lay-down period in which you can end but pressing UP, guard, or double tapping left or right for recovery rolls. I don't understand how you're gettin knocked right back down again though, you have 3 ticks/frame of invincibility when gettin up, which allows you to guard or do a quick light attack or even grab.
Street fighter controls are typically and light medium hard respectively:
Punches: X, Y, RB
Kicks: A, B, RT
So based on those setting, X, A and B should be your light, strong, and heavy for my characters, and Y is your super button.
and and throwing is done by pressing/holding guard at the same time as any attack button. Dodge rolling is done by tapping guard and a direction as the same time. I always liked the idea of manual guarding better, and the general system is inspired by smash bros, since I make it my dodging controls as well.
My character have an extended lay-down period in which you can end but pressing UP, guard, or double tapping left or right for recovery rolls. I don't understand how you're gettin knocked right back down again though, you have 3 ticks/frame of invincibility when gettin up, which allows you to guard or do a quick light attack or even grab.
Street fighter controls are typically and light medium hard respectively:
Punches: X, Y, RB
Kicks: A, B, RT
So based on those setting, X, A and B should be your light, strong, and heavy for my characters, and Y is your super button.
and and throwing is done by pressing/holding guard at the same time as any attack button. Dodge rolling is done by tapping guard and a direction as the same time. I always liked the idea of manual guarding better, and the general system is inspired by smash bros, since I make it my dodging controls as well.
Ah, it's double tap.
On the joypad set-up page, when it said up I pulled left trigger. I'd keep tilting it ever so slightly up and jumping, ruining my combos and even movement.
I may have flipped it, but for some reason, my controls seem messed up. LB is medium, RB is strong, X is light, and A is all.
I have a few Perfect AI characters and another couple who's entire strategy is to keep your oponents in hit-lag...
On the joypad set-up page, when it said up I pulled left trigger. I'd keep tilting it ever so slightly up and jumping, ruining my combos and even movement.
I may have flipped it, but for some reason, my controls seem messed up. LB is medium, RB is strong, X is light, and A is all.
I have a few Perfect AI characters and another couple who's entire strategy is to keep your oponents in hit-lag...
I think character like that are bullshit really. The ones that just combo infinity you. I hate characters that chain like 50 hits like MvC and most anime fighters. Bleh.
But yeah, I shaped the controls around the typical fighter pad layout. In fact, one of the things I wanna know is if you find any stupidly broken combo exploits or infinities. I wanna make sure my character don't have any of those. I don't use juggle checking. I instead try to make the chaining as natural as possible without resorting to hit restrictions. I plan on refining my methods I do use a little bit in the next version (and for future characters releases).
Anyway, I need to make a "how to play" page for my characters and make some pics with recommended controller configs. I used a very different system and I haven outlined it much.
But yeah, I shaped the controls around the typical fighter pad layout. In fact, one of the things I wanna know is if you find any stupidly broken combo exploits or infinities. I wanna make sure my character don't have any of those. I don't use juggle checking. I instead try to make the chaining as natural as possible without resorting to hit restrictions. I plan on refining my methods I do use a little bit in the next version (and for future characters releases).
Anyway, I need to make a "how to play" page for my characters and make some pics with recommended controller configs. I used a very different system and I haven outlined it much.
Well, like I said, I;m tryin to make everything I make fair and balanced. Roo's AI right now is almost as hard as I can get it. There are just a few small things he doesn't do right. But his AI isn't gonna do anything a player can't, so I'm trying to keep the AI feeling as natural as I can.
His next update will iron out those last bits, but also, like I said, he'll actually respond to difficulty settings. So he'll only be as hard as his is now (or slightly harder) at level 7 or 8.
His next update will iron out those last bits, but also, like I said, he'll actually respond to difficulty settings. So he'll only be as hard as his is now (or slightly harder) at level 7 or 8.
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