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

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The project is currently under development.
On this video I'm showing 2 new characters and a new stage. King Hiss was A LOT of work and, quite frankly, tedious. I still wanna do more testing, but so far so good. The stage is based on the "King of the Snake Men" mini comic where they find a Pool of Energy beneath Snake Mountain with some herioglyphs that are apparently a seal.

 
This is mad random but I just wanted to share that I was able to fix an issue I had with King Hiss. King Hiss has 2 forms. I watched a tutorial on YouTube on how to make a character "transform" into a 2nd form. You use "variables" and "ChangeAnim", depending on the variable's value you tell MUGEN to use a specific animation with "ChangeAnim". I had to add an extra line of code on EVERY single state in order to do that. Then I thought I was all done, HOWEVER "throws" became an issue since they use "ChangeAnim2" and apparently that doesn't work if you're using variables for a character to have a second form. Fortunately ALL characters had a "Being Thrown" animation (820) since they were based on Kung Fu Man. So anyway, I was able to fix it. I had made King Hiss "unthrowable" before I uploaded the video above this message, and now you can throw him in BOTH forms. I already tested him with EVERY character in the game and had no issues. I hope somebody finds this information useful.
 
Then I thought I was all done, HOWEVER "throws" became an issue since they use "ChangeAnim2" and apparently that doesn't work if you're using variables for a character to have a second form.
Yep, transformations in Mugen were never an easy thing to do (they are way easier in OpenBOR and easier in Ikemen)
But it still can be done - you just need to check the enemy name and use it to redirect the enemy to a new animation

This is one example I use on Spec Ops - Our version of Gill has two different animations, based on which direction he is facing (like he had in SF3).
Later we move this to a simple palette change, but this is how we did

Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+(Name="G Project")*(Facing=-1)*500000

Works like that:
if the enemy name isn't "G Project", it will use the animation 806.
But if it is, depending on which side it is facing, it will use the animation 500806 (hence why you have 50000 on the code, its a neat math trick)

In your case, you can use something simpler:
Let's say your variable which controls the 2nd form is var(20).
Instead of using a random number like 1, set it to a high number like 50000.

So all your new animations number will be the original number + 50000, like this:
0 (idle) - 50000 (2nd idle)
20 (walk fwd) - 50020 (2nd walk fwd)
100 (run fwd) - 50100 (2nd wlak fwd)

And so on...

So you would to this:

Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+var(20)


(Assuming your being thrown animation is 806)
 
On this video I'm showing 2 new characters and a new stage ALL based on a minicomic titled "The Obelisk". I always thought these 2 characters were really cool and would make great action figures, but as far as I know, they were never used again. They only appeared on a single page and were not even given any names so I came up with 2 names that will "hopefully" sound "MOTU-ish Enough".

 
Yep, transformations in Mugen were never an easy thing to do (they are way easier in OpenBOR and easier in Ikemen)
But it still can be done - you just need to check the enemy name and use it to redirect the enemy to a new animation

This is one example I use on Spec Ops - Our version of Gill has two different animations, based on which direction he is facing (like he had in SF3).
Later we move this to a simple palette change, but this is how we did

Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+(Name="G Project")*(Facing=-1)*500000

Works like that:
if the enemy name isn't "G Project", it will use the animation 806.
But if it is, depending on which side it is facing, it will use the animation 500806 (hence why you have 50000 on the code, its a neat math trick)

In your case, you can use something simpler:
Let's say your variable which controls the 2nd form is var(20).
Instead of using a random number like 1, set it to a high number like 50000.

So all your new animations number will be the original number + 50000, like this:


And so on...

So you would to this:

Code:
[State 806, 1]
type = ChangeAnim2
trigger1 = !(Time)
value = 806+var(20)


(Assuming your being thrown animation is 806)
Wow! So you CAN use ChangAnim2. This is GREAT! I think I should save that code, it might come in handy in the future. Thanks for sharing. Also, I didn't know it was possible to do that with Gill. VERY impressive stuff.
 
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