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In Progress Masters of the Universe: Eternian Fighters (MUGEN) 0.1.0 (Apr 9, 2025)

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The project is currently under development.
Great job on these hand-drawn sprites, your distinctive style is definitely recognizable.
If I had one major point to nitpick, it would be the character animations, which are a bit stiff, especially around the torso.
Perhaps you could use Rotsprite, separate the body into segments that you can rotate, and give them a bit more mobility
(using the method of a Smack Studio with body parts) :
Great job on your work on this series, the result is really nice.
I second that. Smack Studio is a powerful tool that can even rotate 2D sprites in 3D world, take a look:
 
Great job on these hand-drawn sprites, your distinctive style is definitely recognizable.
If I had one major point to nitpick, it would be the character animations, which are a bit stiff, especially around the torso.
Perhaps you could use Rotsprite, separate the body into segments that you can rotate, and give them a bit more mobility
(using the method of a Smack Studio with body parts) :
Great job on your work on this series, the result is really nice.
Thanks a lot, man! That software looks GREAT! The sprites are actually NOT hand-drawn. I use Photoshop and a Pen Tablet by WACOM which makes it feel closer to drawing on paper.
 
I second that. Smack Studio is a powerful tool that can even rotate 2D sprites in 3D world, take a look:
Smack Studio looks like a VERY useful tool, however maybe I'm too old school or perhaps even narrow-minded sometimes but if I used that software I would feel like I'm cheating or something and I will NO longer be able to say that I drew evry single sprite in the game. I might check it out. Maybe I'm being lazy but quite frankly I don't feel like going over the animations of ALL 18 characters that I have so far, but who knows? The thing is that when it comes to the animations I get kind of a mixed reception. Some people do praise the animations other people do mention that they are stiff. So, quite frankly I'm a little confused.
 
Smack Studio looks like a VERY useful tool, however maybe I'm too old school or perhaps even narrow-minded sometimes but if I used that software I would feel like I'm cheating or something and I will NO longer be able to say that I drew evry single sprite in the game. I might check it out. Maybe I'm being lazy but quite frankly I don't feel like going over the animations of ALL 18 characters that I have so far, but who knows? The thing is that when it comes to the animations I get kind of a mixed reception. Some people do praise the animations other people do mention that they are stiff. So, quite frankly I'm a little confused.
If you'll allow me to be frank, I find the animations very stiff. I like the sprites, but I don't like how they're animated – usually, only one body part is animated, in a "puppet" style. It's something I've noticed in all the animations in all your projects.

When you're animating, you can't just move one limb; you need to give the body some movement by moving the rest of the parts.

Look at this example, from an animation I made: even though I only move the arms up and down, I move the legs too, to gain more fluidity.
dckheah-3de2e193-63fe-4c87-b4e1-c636fe3c97ee.gif

In this case, I altered his legs to give them even more fluidity.
dcdtokl-457a90fa-2ce1-49d1-a8a0-521ba40e5103.gif


That tool can help you do the basics of animation, and you can fix and draw over it. It's not a way to cheat; it's a tool.
I used this tool + manual drawing combo here, for example.
d9mv2en-a8df680f-7f76-4755-8e55-6383bee03f9b.gif
 
On this video I'm showing 3 new stages, all based on the Mike Young 2002 reboot:

1.-Tavern: This stage is based on an episode called "Web of Evil" where Fisto is introduced in the show and it shows that he spends some of his time in a tavern.

2.-Anwat Gar Ruins: This stage is based on the episode "The Mystery on Anwat Gar" where Sy-Klone is introduced to the show.

3.-Lagoon: This stage is based on the episode "Siren's Song" where it shows that Ram Man enjoys fishing.

With these 3 stages the third cycle is now complete. Hopefully I'll be able to start the fourth cycle pretty soon.

 
If you'll allow me to be frank, I find the animations very stiff. I like the sprites, but I don't like how they're animated – usually, only one body part is animated, in a "puppet" style. It's something I've noticed in all the animations in all your projects.

When you're animating, you can't just move one limb; you need to give the body some movement by moving the rest of the parts.

Look at this example, from an animation I made: even though I only move the arms up and down, I move the legs too, to gain more fluidity.
dckheah-3de2e193-63fe-4c87-b4e1-c636fe3c97ee.gif

In this case, I altered his legs to give them even more fluidity.
dcdtokl-457a90fa-2ce1-49d1-a8a0-521ba40e5103.gif


That tool can help you do the basics of animation, and you can fix and draw over it. It's not a way to cheat; it's a tool.
I used this tool + manual drawing combo here, for example.
d9mv2en-a8df680f-7f76-4755-8e55-6383bee03f9b.gif
Nice sprites!

I do animate more than one body part at the time. I guess it's just not that noticeable since for example if a character is throwing a punch the arm that he/she is using to punch will move more than any other part of the body but the rest of the body DOES move, a little bit. Roughly one pixel per frame. But there's always room for improvement. Thanks for your feedback.
 
On this video I'm showing 2 new characters and a new stage. The stage is based on another He-Man game I released back in 2024 (MOTU: Eternian Battle) which is based on "Sands of Time" from the Filmation animated series.

 
So, I know my animations are NOT perfect, but I just wanted to show Roboto's walking animation. I'm pretty happy with the way it came out. There's pretty subtle torso movement but the interesting thing about this character is that his torso is transparent so not only you can see the background through his torso but also the internal gears rotating as he walks.
 

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