Sega Brawlers Megamix

In Progress Sega Brawlers Megamix 7.15

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The project is currently under development.
RoySquadRocks said:
It's Asha not Aska. She's from Monster World IV. You can get her here: https://sites.google.com/site/roysquadrocks/characters
Oh, it looked like an S there, so we were both wrong then, lol. Thanks Roy, you to Miru.

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Hey guys, I've had some changes in mind about ranged based characters in Sega Brawlers, as well as certain bosses, and I wanna know what you guys think.

For ranged characters, I'm doing what was in Playstation all stars and limiting either range, damage, or pain. I usually use Jak on there, and most of his shots don't across the entire screen, so I have to get in at a certain range to do damage. I made this change to Epsilon Eagle tonight, where his first freespecial shots don't go across the screen, but stop somewhere before the middle, and does little damage when they connect. The homing shots do a little more damage but given that they home in, I added noreflect, so enemies wont flinch when hit with this attack. I plan on making similar changes to the Gunstars, Vectorman, and Fang. Since I'm making these changes, I'll make those ranged attacks take less MP then normal, depending on the shot itself.

My plan with the bosses, given that most character can attack then from long range with certain shots, I'll give the bosses dash attacks that will dodge all incoming attacks, given that they are at a certain range. Barbon(1st boss in Streets of Rage 2) for example, will leap forward and do a spinning kick once he lands on the ground.

Let me know what you guys think, and if you have any other ideas.

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DJGameFreakTheIguana said:
Hey guys, I've had some changes in mind about ranged based characters in Sega Brawlers, as well as certain bosses, and I wanna know what you guys think.

For ranged characters, I'm doing what was in Playstation all stars and limiting either range, damage, or pain. I usually use Jak on there, and most of his shots don't across the entire screen, so I have to get in at a certain range to do damage. I made this change to Epsilon Eagle tonight, where his first freespecial shots don't go across the screen, but stop somewhere before the middle, and does little damage when they connect. The homing shots do a little more damage but given that they home in, I added noreflect, so enemies wont flinch when hit with this attack. I plan on making similar changes to the Gunstars, Vectorman, and Fang. Since I'm making these changes, I'll make those ranged attacks take less MP then normal, depending on the shot itself.

My plan with the bosses, given that most character can attack then from long range with certain shots, I'll give the bosses dash attacks that will dodge all incoming attacks, given that they are at a certain range. Barbon(1st boss in Streets of Rage 2) for example, will leap forward and do a spinning kick once he lands on the ground.

Let me know what you guys think, and if you have any other ideas.

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Yeah, that sounds cool. In Cosmic Damage, Alien Hominid and Samus had infinite normal projectiles, and the Bombermen dropped bombs for their normal attack. Perhaps you could make projectile-only characters like the Cosmic Damage ones, with weak projectiles for basic moves. Torque would be a good example (and he'd fit in Cosmic Damage as well). I also like the hidden moves you included in the game, like ToeJam's. It's cool to both find and use these hidden moves in the game.

I suggest some special moves be usable in the air, because often I feel air combat is very underdeveloped. With the Sonic bunch, they already have sprites of certain specials being used in the air (would be useful for Revolution), while Sonic's own power kicks would also be great in the air unchanged. Carol has sprites of her multikicks being done in the air. And as for dodging bosses, what about ranged-combat-focused bosses, like E-103?
 
Cosmic Damage is a different matter entirely and the game is built to compensate for shooter characters, while I have a bigger balancing issue with Sega Brawlers. Also, what hidden special moves?

As far as air combos go, they're underdeveloped because I never intended to focus on them beyond the standards of the engine. About ranged bosses like E103, they will continue to attack from a range as a player would, but I wont gimp their range since their suppose to be difficult, and with enough skill, you can take them down easily no matter who you're using if you know when to or not to rush them head on.

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DJGameFreakTheIguana said:
Cosmic Damage is a different matter entirely and the game is built to compensate for shooter characters, while I have a bigger balancing issue with Sega Brawlers. Also, what hidden special moves?

As far as air combos go, they're underdeveloped because I never intended to focus on them beyond the standards of the engine. About ranged bosses like E103, they will continue to attack from a range as a player would, but I wont gimp their range since their suppose to be difficult, and with enough skill, you can take them down easily no matter who you're using if you know when to or not to rush them head on.

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One of Toejam's special's changes when you press forward, apparently.
 
While I was playing the latest release, I found a few things I'd like to point out.

* R. Bear and Pulseman seem unfinished. The former has an attack where he turns into a black Shiva to fire a small projectile and an odd-looking air attack with no sound on impact, while the latter has only a single freespecial.
* Antonio flashes invincible when he gets up and is labeled Antonio_E, implying a playable version is in the cards. Many other bosses flash invincible when knocked down, no different from player and brawl opponent versions, but most of them that don't have playable versions don't have these frames. Could you correct those problems?
* I hit a crowd of SOR enemies with Gamma's special, and one was burned (with the SF2 "burning man in flames" sprite) but not all. Looking into my paxploded older version, I found many more burn animations within.
* Whatever happened to poor Ray the Flying Squirrel?
 
*I looked at Bear's file. It's his special 2 animation(Holding forward) and I must've forgot to remove it. Pulseman had been like that. He doesn't have many moves and I couldn't come up with much for him. I have been thinking of ideas recently.

*Well for one, there aren't playable version of said bosses, but I made the label for whenever I may make them playable, and yes, I made the bosses flash like that so you don't try to rush them.

*The burn effects came from an older SOR mod. Some had it, and some don't. I did plan to make burn animations for each character, after I get it right in Cosmic damage.

*Ray and other characters are still in the older version I still have of Sega Brawlers. I just have to get to him.

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2 things folks. For one, I've recently gone through every playable character in the game and made their normal attack combo's faster and gave them all an extra 4 points in Speed and Running (Example: Sonic was at 10, now 14). This was based on a recent change I made to every character in Sonic Revolution, basing this speed on the gameplay of Marvel vs Capcom 2. I spent a good deal of time doing this, months actually, but I only did it at work where I had the time to pull out my tablet, which doubles as a laptop, after all our work was done, and my two co-workers and I had about 2 hours to chill and watch TV before going home. This was an arrangement I've been in for 2 in a half years now, this was just another way of taking advantage of that free time.

I've also gone through some of the bosses and tried making them a little tougher, but it's only the ones in arcade mode, unless they also appear in Adventure and Alliance mode.

Lastly, a new character is on the way. I've gotten request for him multiple times but never got to him until now when I found a Mugen video of him a few days ago, and it looked great. The new character is Sega's first mascot, Alex Kidd. I had only just started working on him today at work, but I already have half his animations done.

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Decided to do another character. I think he's called the Centurion, but if you've played Altered Beast, the the guy you played with.

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DJGameFreakTheIguana said:
Decided to do another character. I think he's called the Centurion, but if you've played Altered Beast, the the guy you played with.

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YES! There is a friend of mine - Sir Tigol -  who did a very complete form of him, using a lot of custom sprites and all of his transformations from all games.
Try to speak with him (you can say my name, I think he will remember me) so he can let you use his work
http://www.paodemugen.com.br/mgtp/

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That's where I got this came from, lol. I had just decided to see if there was a Mugen character of Centurian and found him. Now that you've given me his link though, I can at least bring this to his attention to see what he says. Thanks for that.

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Are Alex Kidd and Centurion the only two newcomers in this version? Or can we expect NiGHTS, Akira Yuki, and more?  Will there be new stages to fight on, or at least old ones having newer characters added in?
 
Due to this not being my main focus right now, no, there's nothing else being added in the next update. This way, when this is my main focus, I'll already have them out the way and can work on other fighters I plan on working on later. This allows me to work on them little be little and not burn myself out when they are nearly done, unlike with Sonic Revolution currently.

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It's been a long time but I've got the next update to this game almost ready. Aside from Alex Kidd and the Centurion being almost finished, I've decided to add a new mode to this game because I realized I've barely updated the modes in this game and most concentrated on characters. The new mode is called Alliance Battle Mode, which is a mix of Battle and Alliance mode, where you'll be fighting hordes of mixed enemies in Battle mods stages with a group of NPCs to fight with you. It isn't much but I wanted to provide something different for the time being. I'd also like to do more then just hordes of enemies, but I have to come up with more ideas on that. For now, here's a small preview of Alliance Battle Mode, as the Centurion.
https://www.youtube.com/watch?v=lEVz6eHwQi0

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