Multiverse Meltdown

In Progress Multiverse Meltdown [6.0] 6.0

No permission to download
The project is currently under development.
Thanks for the comments guys.  ;D

Bloodbane said:
Nice!
We should see more Tales enemies then :)
In the future, yeah. I got kinda burned out working on this which is why I went back to Sonic Revolution to finish up the NPC menu. On another note, 2 of the enemy monsters from Beastmode are from Tales, the scorpion and the hound.  ;)

alucard2009 said:
good choice for the new chars,i have a question:would you add the others turtles in the future?
Sure. I explained it earlier in the thread but to put it shortly, if you see one character in the roster, it pretty much means others chars from the same game or series will be in to, including the other Turtles.

X)
 
good news my friend if the others turtles will arrived in the future, i love the "sega genesis style" of the turtles in tournament fighters.
 
Ok, after forcing myself to finish everything up, I can finally release this new update to this mod, but there's something that needs to be said first. Due to Nickalodeion having a mobile game called Super Brawl Universe, a game I found out about when searching youtube for any videos of Super Universe Brawl, the names as you can see, are practically the same.

From now on, this mod will be called Multiverse Meltdown.

That being said, this new update features the new Multiforce Mode, 7 stage of random spawning enemies and it's up to you to play through it as you see fit, you are not made to stop or wait during normal stages, only when you get to the bosses. It's now up to you to see how long can you go and if you can make it to the Final Boss, an enemy you totally wouldn't expect.  ;)
Along with that, you have Knuckles the Echidna, Johnny Heart, and Cless Alvain added to the roster, with a new Tales based level in the menu.

https://www.mediafire.com/file/wcfoahn8vkz54qh/Multiverse_MeltdownV6.zip/file

Now that this is done, I've had some thought on how I would work on this mod in the future, I got burned out on it and for a mod that has nothing to do with any of my planned projects, it's solely for anyone who wants to play more then one level at a time. Whatever I do you guys will be the first to know. Now if you excuse me, I'm gonna enjoy Crackdown 3 as I wait for Anthem to drop on my birthday.

X)
 
Miru said:
Indeed the final boss cracked me up. Especially their “secret weapon”.
Glad you liked it. Get used to it.  ;)

alucard2009 said:
thanks for the demo,when i play with johnny heart,he remind me "the flash".it's a very good idea.
You noticed that huh? Since you brought it up, I always play as Johnny in Mutation Nation, and I should mention it's my favorite of SNK's old arcade games, and I like the speed power up the most. In my own mind I would base Johnny around that power up and yes, think of him as the Flash from Injustice, without the turning into a villain part. His running speed is the only one to match Sonic's and the sprites for his running animation came straight from an old Eightman demo, another of my top SNK classics.

X)
 
I think you should concentrate on the Megaman X project for now.  It along with Beast Mode seem the most promising.
 
I just stumbled onto this and I felt the need to say I really enjoyed it. It's really neat having such a big mashup of characters like Gunter and Talbain here. I'd love to see what else comes of this in the future.
 
Miru said:
I think you should concentrate on the Megaman X project for now.  It along with Beast Mode seem the most promising.
I'll play it by ear for now.

Lord PichuPal said:
I just stumbled onto this and I felt the need to say I really enjoyed it. It's really neat having such a big mashup of characters like Gunter and Talbain here. I'd love to see what else comes of this in the future.
Glad you enjoyed it, there will definitely be a lot more in the future.

Oh, and I'm gonna leave these videos here for you guys.

X)
 
Ok, so if you guys never heard Cyberfrog, I got the two videos up there. I heard of him from a friend of mine a few months back and thought that his comic character was awesome, so I got someone to do a sheet for him some time ago and he finished it a few weeks back. So I've been working on him little by little since then and he's almost done, check the shots below.
I experimented and rather then use moves based on modern Capcom and SNK games, Cyberfrog's moveset is based on some of Wolverine's X-men 2(Genesis) and Spider-Man's(War of the Gems) sprites, with one move from Iron Man(Gems) and his tongue lashing using Rash's(Battletoads) torso.

P.S., If the second shot is confusing, his saliva had miniature bombs in it, which is transferred from his tongue. So, he can make bad guys explode by tongue lashing them, he killed a guy before with it.  ;)

X)
 

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I like your choices for his movepool inspirations. His bomb tongue attack and his metal claw attack especially.
 
Ok, I hit a bit of a snag when working on Cyberfrog, I can fix it, it's just a matter of getting to it, but I started procrastinating. To counter this, I started 3 other characters on a whim, in what was suppose to be a quick 1 character update. So here they are, my second favorite Darkstalker, Lord Raptor/Zabel, and my 2 favorite Guilty Gear characters, Sol Badguy and Chipp Zanuff.

As far as progress goes, Cyberfrog is almost done, Lord Raptor is more then 50% done, and both Sol and Chipp are about 30% done.

X)
 

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Been working on something different for a while now, a solo Klonoa game, using my file of him from Sonic Revolution. It's going to get a demo for the upcoming SAGE event, but then everything in it will be transferred to MM. All the enemies so far are from Monster Tale and Children of Mana, with 1 monster from Disgaea.

There will be more info in the future, the deadline is the 20th and I only started this on the 1st of this month.  ;D




X)
 
Here's the demo for the Klonoa mod, I call it Klonoa:Dream Trigger. I meant to put this together before the SAGE event but it ended up getting announced before I could get to it, and I started putting things together in a matter of weeks, with few hours in the day I might add. There's more info about the game at it's booth. Like I said before, what I used here will be transferred to Multiverse Meltdown, I just wanted to show this concept for the event. You'll find more info about what I had in mind for this mod to.
https://sonicfangameshq.com/forums/showcase/klonoa-dream-trigger.368/

On a side note, I came up with an idea for the bosses. Using the script I got for Sonic Revolution, the bosses here will due special attacks where they are invincible after a certain amount of time passes, no matter if they were in the middle of an attack or taking damage. The enemies randomly spawn to, but the main ones that do, the blue creatures, only have 20HP, with most of your attacks doing 10 damage, so they die really easily, and all they do is try to walk into you as an attack, the other enemies put up a little bit more of a fight. The only time you have to wait is when you encounter mid-bosses, so you just keep running and taking out anything in your way. You can also glide for a short while by pressing jump twice. There's 3 stages in all, the 3rd is pretty short and is just you killing everything you ran into before.

X)
 
Just played KDT and... The hoverboard level takes way too long and gets pretty repetitive after a while. I would have liked to see more enemies or hazards on that stage for more variety.
 
Miru said:
The hoverboard level takes way too long and gets pretty repetitive after a while. I would have liked to see more enemies or hazards on that stage for more variety.
There could've been one less group or so, but while your suggestions are a good idea, again, I put this together in the past few weeks and didn't have time to do much when I did work on this. The level you're talking about is not even close to what I had in mind when I originally thought this up, I wanted to have traffic and such for one thing.

X)
 
DJGameFreak TheIguana said:
Miru said:
The hoverboard level takes way too long and gets pretty repetitive after a while. I would have liked to see more enemies or hazards on that stage for more variety.
There could've been one less group or so, but while your suggestions are a good idea, again, I put this together in the past few weeks and didn't have time to do much when I did work on this. The level you're talking about is not even close to what I had in mind when I originally thought this up, I wanted to have traffic and such for one thing.

X)

Neat! Would really sell the urban environment of the stage.
 
Hey, for anyone interested, I wanna try an experiment I came up with some time ago involving how I would make a game.
Vote.png

We have 3 characters here. Joe Musashi, Adam Hunter, and Earthworm Jim.​

I wanna see what kind of game and character players are more interested in. The char with the most votes will get a game based on the background behind them. Devil May Cry for Joe, Terminator for Adam, and my own idea for Earthworm Jim and how his games should've been like after the first. I felt like it did away with the awesome music and atmosphere and was treated like a joke.

The vote will be from 1 to 3 based on interest, and voters are allowed to give 2 chars the same number. The winner gets their game within MM as intended, the losers will get something else.

I have enough stuff on my plate as it is, so I honestly shouldn't be doing anything else, which is why the game will be short and simple, like, 5 or 6 stages long. If people participate, votes will be counted in a week, but will be extended if by any small chance voters are still active.

Votes should look something like this:
Joe - #
Adam - #
Jim - #

X)
 
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