![]() You can move around freely, and even jump. Scyther's moveset while having swallowed an opponent goes as follows: The player can move around with Scyther (though somewhat limited), and even jump around and perform some attacks, and the opponent can still struggle and cause the belly to animate by itself while this is happening, allowing for some very cool sequences between the two-sided control features.Ģ. As a result, (I think) this is the first ever MUGEN vore fighter where both players can control different aspects of the character during the vore sequence. Through some serious determination and trickery, I figured out how to program it such that Scyther's main body, his belly, and his front arm and leg are all considered separate entities on the character, each performing their own actions depending on the situation. The swallowed opponent will need to struggle enough times to escape, and of course, if they run out of health before then, then they will be digested. And like my past submissions, this move has no Power cost, but is balanced out by the move being very slow and having pathetic range. Like most MUGEN vore characters, you can attempt to eat the opponent with C+Z. ![]() These things came with the character when I first downloaded him, so there you go. ![]() Quartercircle Forward + X/Y/Z: A wave projectile attack.īack, then Forward + X/Y/Z: A charging attack forward that covers a large amount of space.īack or Forward + A: A charging attack forward that covers a small amount of space. He has the classic 6-button layout for attacks, and these few special moves: I'm only covering this because, unlike the previous fighters, Scyther doesn't have a lot of moves, or a dash. Here's a quick rundown of what Scyther is capable of: I also plan on making a Journal entry explaining how a lot of the new stuff works too, in the context of MUGEN coding, so look forward to that too! def file (where the coding is, of course), to help explain the purpose of all of the new coding. My hope is to help inspire others into pushing their vore creations ever further and beyond, so in addition to shoving as many ideas as I could in here, I also included all of the spritework/sfx that were used for this edit, and I also left TONS of notes within Scyther's. I spent a lot of time screwing around with MUGEN coding so as to come up with as many new innovations as I could. Unlike Scizor, though, this Scyther submission actually has a lot of features that are new (or at the least, not fully explored) in the MUGEN vore scene. And with a subject so similar to my previous submission, no less! (Unlike my previous submissions, I can't seem to locate a download link for the original version of this Scyther. You can see how the main body, belly, and front arm/leg were all designed separately (though came together for scripted situations).IMPORTANT: This character was designed for MUGEN 1.0! If you use him in 1.1, his vore moves may not function properly in team battles! (Though he should be fine in single battles regardless.) (The top left sprites are the originals that I used as a baseline for all of the edits). They would then be sandwiched together using the coding found within MUGEN, and could be manipulated in different ways.Īnyway, I wanted to show off the spritework that I put together for this overall effect to come together. As a result, I had to design sprites for the body, belly, and front arm/leg (these need to appear on top of the body and belly), all separately from each other. The vorish Scyther that I just created has a lot of new coding work in it, that allows the main body and belly act independently from each other during a vore hold (the player controls the main body, and the opponent controls the belly). Hey, I just finished and uploaded a MUGEN vore edit for Scyther! Go check it out here: Here's a DL link for if you want to see the entire spritesheet at its original size: Edit: Ah, looks like FA can't display spritesheet at full size here.
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