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Author battles (the video game)

Author battles (the video game)

Author Battles!
A fighting game project featuring the various sprite comic artists on Smack Jeeves!
As well as a few canon characters and then some!
Coming a long way since our first attempts at the project, the Author Battles! Beta will soon be released for testing.
As of febuary 2nd(moved up due to extra characters being added)
Story: In the Mobian city North Bluerock the last few years have been full of success, and so the citizens wish to celebrate by throwing a tournament!
Many fighters are going to be present not only from around the world, but around the galaxy as well.
While it has been something the citizens of Bluerock have been planning for a long time, its seems its gonna be more amazing then they could have ever imagined!

Cameos are also always needed for stages and other future purposes if you want to feature in the project outside of being a playable character just send me a pm! Im sure i can find a fitting place for anyone!!!
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3 Months Ago
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Accepting Author Applications

Due to the amount of work behind coding a character and having a limited amount of hands atm Author Battles!
Has a handful of new conditions but as long as your character works when applied to these guidelines your good to go

1.character must be at least a major edit (ex. Not having any features that would make one instantly realise the base char. Such as sonics shoes or exact spine shape)
2.characters features must be translatable (just dont make things so complicated i cant tell whether they are wearing a shirt/ugly christmas sweater- if you have to though please supply me with a drawn picture/pixel art of the design)
3.pillow shading(pretty self explanatory but i tend not to worry about it)
4.your character will have to have been in at least one comic prior to this (minor exceptions)

With the current build of author battles however im being more lenient so dont worry most of these issues can be discussed just pm me before you apply :)

Oh and dont worry how the select screen looks from time to time no matter what i can always fit more onto the roster.

*note - if you have posted your characters sheet in the past and they haven't yet started development please pm me i lost a decent amount of sheets and am not sure wether to continue work on their characters as their author may not be active

~abro
Apply as a Co-Author

Author battles (the video game)

Author Battles!
A fighting game project featuring the various sprite comic artists on Smack Jeeves!
As well as a few canon characters and then some!
Coming a long way since our first attempts at the project, the Author Battles! Beta will soon be released for testing.
As of febuary 2nd(moved up due to extra characters being added)
Story: In the Mobian city North Bluerock the last few years have been full of success, and so the citizens wish to celebrate by throwing a tournament!
Many fighters are going to be present not only from around the world, but around the galaxy as well.
While it has been something the citizens of Bluerock have been planning for a long time, its seems its gonna be more amazing then they could have ever imagined!

Cameos are also always needed for stages and other future purposes if you want to feature in the project outside of being a playable character just send me a pm! Im sure i can find a fitting place for anyone!!!

Recent Comments

Random thoughty thoughts
Makes sense. I do not know the standards of MUGEN fighting characters i just estimated their balanced as when playing current beta both CC's do not do alot of damage to other oppentents, MCC hp is low enough i nearly lost to medium yet i see that as balance compared to his moves which are even if low hitting strong...that at the sword swipe thing. Thay. That is hilarous...also funny thing is if classic and modern both do it they both do not hit each other. Also tbh i prefer it if MCC didn't have the speed bar but thats up to you. they both got low hp but good short/long distant attacks.
@Chunck.co: The speed bar for Classic CC was actually my idea. There came a point where I thought, "Know what? Why not have him regain his OP powers as time goes, but lose it after he reaches max potential." The coding for it must've been terrible lol (since spamming X maxes it out pretty quickly, should have made it gain value "On Hit" instead of "During Hit")
Modern CC almost got that treatment as well but I got lazy.

Reason why I said he wasn't finished was due to balance (and the fact that Aerial A doesn't do much along with the fact that his portal move has no sound but balance kept my attention)

Now that I've looked back on it, as a stand-alone MUGEN character he'd be alright if I just focus on removing his infinites (and the Aerial A- know what, just copy and paste Modern CC's coding for it)
I kinda assumed it was for good reason, i was just noting the obvious...makes sense too, I always assumed if too strong similar to CCM it be more about dodging like sans which i found AWESOME when CCM was finally released. Like sans one was strong yet not undefeatable.

----------Playing them thoughts--------------

I still like CCM for his unique style that requires paitence and charging along with quick dodge movements and such.

CC Classic is quite clunky (normal speed, but the i like the idea) but that works in it's favor as it's kinda a tank as said kinda hard to work with. I like his unique differences with attacks and the speed bar exists (past me is silly...). for still not finished their good to work and function way too well for unfinished..., i also find their control options are less a issue and more like playing smash bros. A unique mechanic that you work around to utilize unique characters to their best potiental something thats different to work around but worth the effort since both are quite fun to play.

I find when it comes to balance it's more if one have a strength in one with theirs a weakness in another. CCM is a strong character attack wise but require distance or close ups but weak health and easy to get defeated. CC is a clunky tank whose slow in moving yet makes sense because they have strongish attacks.

That's just my thoughts on it.
@Chunck.co: Here's a quick summary as to why
https://i.imgur.com/KSZZ693.gif
https://i.imgur.com/o5ghlUl.gif

https://i.imgur.com/d1uV9n4.gif
https://i.imgur.com/5uXBy2z.gif

I wanted to upload CC 1 and CC 2 together but due to technical difficulties, balance issues, and whatnot, I had to postpone them. One of the biggest issue was the controls.

Everyone:
X: light attack 1 | Y: medium attack 1 | Z: heavy attack 1
A: light attack 2 | B: medium attack 2 | Z: heavy attack 2


CC:
X: charge attack | Y: summon ally | Z: kick
A: boomerangs | B: rush | C: blaster

The control scheme ultimately created a deadlock for me to balance him with all the other characters.
Nerf him, he dies too easily because he's overall too different and too difficult.
Buff him, you got "Recharge 4 Lemon" all over again, spamming charged shots from a distance and pushing you away if you get close.
Can't balance him by changing numbers anymore so I had to straight up re-work him, but due to how limiting the sprite sheets were (suffered the same issue with Gokento back then as well), I pretty much kept heading back to the same scenario.
I didn't want to release them in terrible condition so I just put them on hold so that I can make progress on other characters.

Looked around on my old PC to find the latest build of them, this was it (Beware, they're still not finished)
http://www.mediafire.com/file/8wn9uoh3czm6lwk/CCs%20Mugen.zip
Looking back at past
As a bit of hilarity I looked back and noticed some characters got scrapped or forgotten in some manner during Original devolped author battles 0.1 before royal insanity...even when said done.

Those two were Classic CC, said to be devolped but hilarously never released (maybe he's still their but the og didnt have unlockables) and Nightkire who got a "soon" on modern cc yet seemed to mysteriously disappeared.

Their outdated nowadays, but i still found that funny.
@witswithme: a key frame is like one of the more important frames of an animation

Such as the last pose in a punch with the characters arm all the way out
In this case in the original animation the pose you used here was a key frame the starting point for the rest of the motion but to be completely honest you have so many other frames for this one you should be good with any of those as your start pose
Sweet!
@abro: ...And what do you mean by "key frame"?
@witswithme: good work on these updates wits!

I was able to make most of these changes pretty quickly stance looks great in game

As for the extra frame you should be good without it but wouldnt hurt to add it as it is a key frame
I'm so excited to see Super Sonc as a playable character!
Hoo! And you thought I was dead!
Nope. Not in the slightest. I had to deal with some real-life stuff. Still looking for a job, and trying to fight off someone who's been stealing my YouTube videos. However, I've never given up on getting Sans up to spec on this new sprite sheet format. And it's taking QUITE awhile. And for good reason. Yeah, a lot of the sprites are going to be copied over from the old sheet to this one, but I constantly get new ideas (and the attacks that Abro did for Sans in-game are really spiffy.)

Anywho, due to the lack of eye recolors, I had to replace my Dark Sans skin with a Sonic!Sans (And Amy!Sandra) skin, just to be meta.
Also, the "?" above that one sprite in Sans' back throw is a sprite that I am unsure that is needed to make sure that the animation isn't choppy. Do you guys think it's needed?
@abro: It was challenging coming up with a Hyper Rush for Zaiku (had to scrap 3 different hyper moves back then). Glad it worked in the end xD

Can't wait to see how this project turns out in the end
Josephk
November 30th, 2017
Oh hey! We're still going.

PS: I'm still here! Just running low on Revival Potions.
YES!!!!LETS FUCKIN GO!!!
i'm so excited
@abro: A'ight, Sire.

*Salute*
abro
November 6th, 2017
@GokentoPower: your good gokento is actually looking pretty good so far won't be 100% finished on release but pretty damn close

If you want you can just pm me in text any changes youve wanted made and I'll try to sprite em myself before release
Oh man, i feel guilty for forgetting my sprite sheet-
@Josephk: Damn must've forgot to comment on this one well done josephk!

Loved your hyper rush and changes to honey so I kinda fused it with her new version
Now she's complete!

As for Zaiku my irl friend who designed him kinda spazzed when he saw your hyper rush the badassery, was astounding lol as for zaiku's punch loops I reworked his punch and kick combos a while ago so it shouldnt be a problem this time around keep up the good work bro!
abro
November 5th, 2017
@Marley_Proctor: and I thank you all for your undying patience doin all I can to ensure its worth it.
We've been waiting.