Resource icon

In Progress Masters of the Universe: Eternian Fighters (MUGEN) 0.2.0 (Dec 13, 2025)

No permission to download
The project is currently under development.
On this video I'm showing 5 new stages:

1.- The Great Eternian Dam: While I was trying to learn about the character Snout Spout, at some point I read that he fills his tank with water from rivers and lakes. So I was looking for He-Man episodes that featured a river or lake and found the Filmation episode called "Island of Fear" where they inagurate The Eternian Dam so I was like, "Dam! that's even better" (Sorry I had to). It was kind of tricky to get the water to look like it was moving towards the camera.

2.- Outside Eternos Palace: Thise level is based on the interactive part of the intro for another He-Man game I released back in 2024 (MOTU: Eternian Battle).

3.- Eternia's Countryside: Based on the minicomic "The Fastest Draw in the Universe!" where, as far as I know Rio Blast was introduced.

4.- Landing SIte: So the "Rock People/Comet Warriors" have the ability to turn into comets and travel through space so I figured that when they land they leave a small crater on the ground. Not the most challenging stage I ever made.

5.- Man-At-Arms laboratory (Gyro Machine): A different part of Duncan's lab based on the "Energy Zoids" minicomic where they introduce the "Gyro Machine" which was used to create Rotar and Twistoid.

 
Last edited:
The 6 characters on the bottom (Snake Men) are the next cycle. The first character (King Hiss) might be tricky. I would like to give him a second form kind of like Tung Fu Rue in the 1st Fatal Fury. I hope I can figure it out. If I can't then perhaps I'll give him a special move where he shows his second form during that move, kind of like Tung Fu Rue in Fatal Fury Special. And Snake Face might also be tricky since he's pretty much like a male Medusa so he will have a move where he literally petrifies his opponet.
 

Attachments

  • Characters Reference (Collection) CROPPED.gif
    Characters Reference (Collection) CROPPED.gif
    139.2 KB · Views: 4
I 6 personaggi in basso (Snake Men) sono il ciclo successivo. Il primo personaggio (King Hiss) potrebbe essere complicato. Vorrei dargli una seconda forma, un po' come Tung Fu Rue nel primo Fatal Fury. Spero di riuscirci. Se non ci riesco, forse gli darò una mossa speciale in cui mostra la sua seconda forma durante quella mossa, un po' come Tung Fu Rue in Fatal Fury Special. E Snake Face potrebbe anche essere complicato, dato che è praticamente come una Medusa maschio, quindi avrà una mossa in cui letteralmente pietrifica il suo avversario.

The 6 characters on the bottom (Snake Men) are the next cycle. The first character (King Hiss) might be tricky. I would like to give him a second form kind of like Tung Fu Rue in the 1st Fatal Fury. I hope I can figure it out. If I can't then perhaps I'll give him a special move where he shows his second form during that move, kind of like Tung Fu Rue in Fatal Fury Special. And Snake Face might also be tricky since he's pretty much like a male Medusa so he will have a move where he literally petrifies his opponet.
Great. Thank you so much for Rattlor. Now for the really important ones, MANTENNA and HORDAK, with their followers, are missing. Thank you so much. There's just one thing I ask you to do, if possible. Right now, the sprites are too tall and not very wide. Let's say they're slightly disproportionate in height and width. The MOTU were very muscular and less slender. If you can, adjust this height/width ratio slightly. Lower them slightly. If you can, of course. For now, I can only express my greatest admiration.
 
Great. Thank you so much for Rattlor. Now for the really important ones, MANTENNA and HORDAK, with their followers, are missing. Thank you so much. There's just one thing I ask you to do, if possible. Right now, the sprites are too tall and not very wide. Let's say they're slightly disproportionate in height and width. The MOTU were very muscular and less slender. If you can, adjust this height/width ratio slightly. Lower them slightly. If you can, of course. For now, I can only express my greatest admiration.
No need to thank me! Working on this project has been a lot of fun so far. Regarding the characters proportions, with the exception of Ram-Man and Extendar I'm using the same male model for ALL male characters. That male model I think is very muscular. As much as I love the vintage figures they did look kind of chubby and short. I feel that CLASSICS had better body proportions and posture. Also, Vintage Rattlor had a longer torso and very short legs compared to the other characters. Rattlor had this gimmick where he could extend his neck (Like Mekaneck). I think that explains the size of his torso, it needed to be big enough so you could fit the neck inside so he could have that gimmick. CLASSICS on the other hand didn't feature any gimmicks. I like "Classics Rattlor" better because his body proportions are more consistent with the rest of the characters. I uploaded a picture that will "hopefully" help me explain better what I'm trying to say. Sorry dude, I had already started animating Rattlor BEFORE I read this message. I hope all is well.
 

Attachments

  • Rattlor Comparison.gif
    Rattlor Comparison.gif
    88.4 KB · Views: 5
No need to thank me! Working on this project has been a lot of fun so far. Regarding the characters proportions, with the exception of Ram-Man and Extendar I'm using the same male model for ALL male characters. That male model I think is very muscular. As much as I love the vintage figures they did look kind of chubby and short. I feel that CLASSICS had better body proportions and posture. Also, Vintage Rattlor had a longer torso and very short legs compared to the other characters. Rattlor had this gimmick where he could extend his neck (Like Mekaneck). I think that explains the size of his torso, it needed to be big enough so you could fit the neck inside so he could have that gimmick. CLASSICS on the other hand didn't feature any gimmicks. I like "Classics Rattlor" better because his body proportions are more consistent with the rest of the characters. I uploaded a picture that will "hopefully" help me explain better what I'm trying to say. Sorry dude, I had already started animating Rattlor BEFORE I read this message. I hope all is well.
First of all, thanks for the reply, as always. Rattlor, the original, is the vintage one, with the short legs. But since you've granted my wish, thank you so much. And then I'd like to ask you one last thing. The colors of the MASTERS were more intense, colorful, pastel. Can you modify those a bit? Right now they look a bit dull. Anyway, thank you very much.
 
First of all, thanks for the reply, as always. Rattlor, the original, is the vintage one, with the short legs. But since you've granted my wish, thank you so much. And then I'd like to ask you one last thing. The colors of the MASTERS were more intense, colorful, pastel. Can you modify those a bit? Right now they look a bit dull. Anyway, thank you very much.
As much as I LOVE the original vintage figures, I always prefered darker colors. I uploaded a picture using "Beast Man" as an example. I feel that Classcis made many improvements with the details and body proportions and the paint job as well. Alfredo Alcala (one of my favorite artists) made a slightly darker version of Beast Man while still being based on the action figure. And another amazing artist (Simo Sol) also made a darker version of the character while still being true to the original design. I just happen to like darker colors, I feel they make the character look a little more realistic.
 

Attachments

  • BeastMan (Comparison).png
    BeastMan (Comparison).png
    145.5 KB · Views: 8
As much as I LOVE the original vintage figures, I always prefered darker colors. I uploaded a picture using "Beast Man" as an example. I feel that Classcis made many improvements with the details and body proportions and the paint job as well. Alfredo Alcala (one of my favorite artists) made a slightly darker version of Beast Man while still being based on the action figure. And another amazing artist (Simo Sol) also made a darker version of the character while still being true to the original design. I just happen to like darker colors, I feel they make the character look a little more realistic.
Okay, you're the creator and I can only accept that, but the originals, in my opinion, are always the originals. Like the 80s cartoon, for example. But I don't want to make you angry, so I accept everything.
🤣🤣🤣🤣
 
As I had said before, I'm taking a break from both, Heroic Warriors and Evil Warriors, and I'm gonna start working on other "groups" of characters. The Snake Men are the next group. On this video I'm showing 2 new characters and a new stage. Rattlor was pretty challenging due to the amount of scales he has on all four limbs. Tha stage is based on the "King of the Snake Men" mini comic where, as far as I know, the Snake Men were introduced.

 
Okay, you're the creator and I can only accept that, but the originals, in my opinion, are always the originals. Like the 80s cartoon, for example. But I don't want to make you angry, so I accept everything.
🤣🤣🤣🤣
It's all good, dude! I'm NOT angry. I was just taking the time to explain the reasons behind "some" of the decisions I've made while working on this game.
 
On this video I'm showing 2 new characters. Sssqueeze was a challenge to animate due to his very long arms. Snake Face was easier to animate but I was kind not so sure how I was gonna give him the ability to turn his opponent into stone. I ended up watching a YouTube Tutorial on how to Freeze/Petrify your opponent and it worked. It's not perfect! Sometimes when the character is turned into stone there's some flickering and I have NO idea why it happens. Hopefully I'll be able to figure how to fix it.

 
Hello everybody! I hope all is well.

I have a "flickering" issue. There's a character (Snake Face) who has the ability to turn his opponents into stone. I found a tutorial on YouTube on how to freeze/petrify a character. I works really well, but sometimes during the opponent's "turned into stone" state there's some flickering. This only seems to happen during the opponent's "Dash Forward" animation so far. Also, if you turn the opponent into stone while the opponent is in the air they get hit by the attack but they do NOT turn into stone, they just "float" in the air. I also tried using Chill Penguin's "P2 FROZEN STATE" from "Mega Man: Robot Master Mayhem" and I had a similar issue but instead of flickering the character just becomes invisible during their "Frozen State". I have NO idea why this happens. It does NOT happen in Robot Master Mayhem. I noticed, for that game, MUGEN 1.00 was used. I'm using MUGEN 1.1 Beta 1. So, I tried using an older MUGEN version but I get an error message saying that it can't open the character (Snake Face). Plus, all the colors are all messed up. Thankfully this does NOT happen all the time but I wish I had a clue what the reason is.
 
Hello everybody! I hope all is well.

I have a "flickering" issue. There's a character (Snake Face) who has the ability to turn his opponents into stone. I found a tutorial on YouTube on how to freeze/petrify a character. I works really well, but sometimes during the opponent's "turned into stone" state there's some flickering. This only seems to happen during the opponent's "Dash Forward" animation so far. Also, if you turn the opponent into stone while the opponent is in the air they get hit by the attack but they do NOT turn into stone, they just "float" in the air. I also tried using Chill Penguin's "P2 FROZEN STATE" from "Mega Man: Robot Master Mayhem" and I had a similar issue but instead of flickering the character just becomes invisible during their "Frozen State". I have NO idea why this happens. It does NOT happen in Robot Master Mayhem. I noticed, for that game, MUGEN 1.00 was used. I'm using MUGEN 1.1 Beta 1. So, I tried using an older MUGEN version but I get an error message saying that it can't open the character (Snake Face). Plus, all the colors are all messed up. Thankfully this does NOT happen all the time but I wish I had a clue what the reason is.

I don't know enough about MUGEN to say. Perhaps a state conflict? @O Ilusionista, would you have any ideas?

DC
 
I have a "flickering" issue.
Wow, I never ever saw a flickering issue in Mugen in my entire life.
Can you record a video or post your code here?

Also, if you turn the opponent into stone while the opponent is in the air they get hit by the attack but they do NOT turn into stone, they just "float" in the air. I also tried using Chill Penguin's "P2 FROZEN STATE" from "Mega Man: Robot Master Mayhem" and I had a similar issue but instead of flickering the character just becomes invisible during their "Frozen State". I have NO idea why this happens. It does NOT happen in Robot Master Mayhem.

Are you talking about this move, right?
mugen028.png

We use a custom state whithout an anim change, so it won't be possible to the character to turn invisible (which would be an missing animation).
The code you see with "changeanim" is used only to freeze que current frame:
;---------------------------------------------------------------------------
;P2 FROZEN STATE
[Statedef 4950]
movetype= H
velset = 0,0
ctrl = 0

[State 1499, 1]
type = PosAdd
trigger1 = time >= 160
x = 1-2*(time%2)

[State 1499, 2]
type = PosFreeze
trigger1 = 1
trigger1 = time > 1
value = 1

[State 1499, 3]
type = changeanim
trigger1 = 1
value = (anim)

elem = (animelemno(0))

[State 1499, 4]
type = PalFX
trigger1 = time != 0
add = 0,50,240;
mul = 120,224,241;
time = 1

[State 1499, 6]
type = HitOverride
trigger1 = Pos Y < 0
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP;SCA,AA, AT, NP
forceair = 1

[State 1499, 7]
type = SelfState
trigger1 = time = 180
ctrl = 1
value = 0

[State 1499, 7]
type = SelfState
trigger1 = life = 0
ctrl = 0
value = 5050;0

[State 1499, 8]
type = SelfState
trigger1 = time = 179
trigger1 = Pos Y != 0
ctrl = 1
value = 5040
And we force this new state on the last setting of the hitdef:

[State 2506, 1]
type = HitDef
trigger1 = !time
attr = S,SA
damage = 10,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3;, Hit
pausetime = 0,0
sparkno = s913
sparkxy = 20,-15
hitsound = s1,2
guardsound = S8500,0
ground.type = Low
guard.ctrltime = 20
ground.slidetime = 15
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 4950
Activate the debug by pressing CTRL+D, it will show useful informations and it will warn you if there is any missing animation.
 
Wow! Thank you BOTH for your VERY quick response! The moment you said "Missing Animation" I thought about a couple of animations that had a frame set to "Time = 0". The reason I did this was to test the transition between 2 animations and make sure the offset was right. For example, when you "Dash Forward" you do it from your "Standing Animation" so the very first frame from that animation was a frame from the character's Standing Animation just to test the offset. Because that frame was set to "0 ticks" it didn't show during gameplay so I just left it there. But for some reason during the "Frozen State" it would cause the character to flicker. So what I'm doing now is deleting any frame that's set to "Time = 0" and the characters that I've done that with so far I haven't had any issues with. Thanks again! I'm SO glad I asked!
 
Last edited:
Back
Top Bottom