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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.
Great job on these hand-drawn sprites, your distinctive style is definitely recognizable.
If I had one major point to nitpick, it would be the character animations, which are a bit stiff, especially around the torso.
Perhaps you could use Rotsprite, separate the body into segments that you can rotate, and give them a bit more mobility
(using the method of a Smack Studio with body parts) :
Great job on your work on this series, the result is really nice.
I second that. Smack Studio is a powerful tool that can even rotate 2D sprites in 3D world, take a look:
 
Great job on these hand-drawn sprites, your distinctive style is definitely recognizable.
If I had one major point to nitpick, it would be the character animations, which are a bit stiff, especially around the torso.
Perhaps you could use Rotsprite, separate the body into segments that you can rotate, and give them a bit more mobility
(using the method of a Smack Studio with body parts) :
Great job on your work on this series, the result is really nice.
Thanks a lot, man! That software looks GREAT! The sprites are actually NOT hand-drawn. I use Photoshop and a Pen Tablet by WACOM which makes it feel closer to drawing on paper.
 
I second that. Smack Studio is a powerful tool that can even rotate 2D sprites in 3D world, take a look:
Smack Studio looks like a VERY useful tool, however maybe I'm too old school or perhaps even narrow-minded sometimes but if I used that software I would feel like I'm cheating or something and I will NO longer be able to say that I drew evry single sprite in the game. I might check it out. Maybe I'm being lazy but quite frankly I don't feel like going over the animations of ALL 18 characters that I have so far, but who knows? The thing is that when it comes to the animations I get kind of a mixed reception. Some people do praise the animations other people do mention that they are stiff. So, quite frankly I'm a little confused.
 
Smack Studio looks like a VERY useful tool, however maybe I'm too old school or perhaps even narrow-minded sometimes but if I used that software I would feel like I'm cheating or something and I will NO longer be able to say that I drew evry single sprite in the game. I might check it out. Maybe I'm being lazy but quite frankly I don't feel like going over the animations of ALL 18 characters that I have so far, but who knows? The thing is that when it comes to the animations I get kind of a mixed reception. Some people do praise the animations other people do mention that they are stiff. So, quite frankly I'm a little confused.
If you'll allow me to be frank, I find the animations very stiff. I like the sprites, but I don't like how they're animated – usually, only one body part is animated, in a "puppet" style. It's something I've noticed in all the animations in all your projects.

When you're animating, you can't just move one limb; you need to give the body some movement by moving the rest of the parts.

Look at this example, from an animation I made: even though I only move the arms up and down, I move the legs too, to gain more fluidity.
dckheah-3de2e193-63fe-4c87-b4e1-c636fe3c97ee.gif

In this case, I altered his legs to give them even more fluidity.
dcdtokl-457a90fa-2ce1-49d1-a8a0-521ba40e5103.gif


That tool can help you do the basics of animation, and you can fix and draw over it. It's not a way to cheat; it's a tool.
I used this tool + manual drawing combo here, for example.
d9mv2en-a8df680f-7f76-4755-8e55-6383bee03f9b.gif
 
On this video I'm showing 3 new stages, all based on the Mike Young 2002 reboot:

1.-Tavern: This stage is based on an episode called "Web of Evil" where Fisto is introduced in the show and it shows that he spends some of his time in a tavern.

2.-Anwat Gar Ruins: This stage is based on the episode "The Mystery on Anwat Gar" where Sy-Klone is introduced to the show.

3.-Lagoon: This stage is based on the episode "Siren's Song" where it shows that Ram Man enjoys fishing.

With these 3 stages the third cycle is now complete. Hopefully I'll be able to start the fourth cycle pretty soon.

 
If you'll allow me to be frank, I find the animations very stiff. I like the sprites, but I don't like how they're animated – usually, only one body part is animated, in a "puppet" style. It's something I've noticed in all the animations in all your projects.

When you're animating, you can't just move one limb; you need to give the body some movement by moving the rest of the parts.

Look at this example, from an animation I made: even though I only move the arms up and down, I move the legs too, to gain more fluidity.
dckheah-3de2e193-63fe-4c87-b4e1-c636fe3c97ee.gif

In this case, I altered his legs to give them even more fluidity.
dcdtokl-457a90fa-2ce1-49d1-a8a0-521ba40e5103.gif


That tool can help you do the basics of animation, and you can fix and draw over it. It's not a way to cheat; it's a tool.
I used this tool + manual drawing combo here, for example.
d9mv2en-a8df680f-7f76-4755-8e55-6383bee03f9b.gif
Nice sprites!

I do animate more than one body part at the time. I guess it's just not that noticeable since for example if a character is throwing a punch the arm that he/she is using to punch will move more than any other part of the body but the rest of the body DOES move, a little bit. Roughly one pixel per frame. But there's always room for improvement. Thanks for your feedback.
 
On this video I'm showing 2 new characters and a new stage. The stage is based on another He-Man game I released back in 2024 (MOTU: Eternian Battle) which is based on "Sands of Time" from the Filmation animated series.

 
So, I know my animations are NOT perfect, but I just wanted to show Roboto's walking animation. I'm pretty happy with the way it came out. There's pretty subtle torso movement but the interesting thing about this character is that his torso is transparent so not only you can see the background through his torso but also the internal gears rotating as he walks.
 

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Bravo, this animated transparent torso is very classy and original.
And yes, it's already much better in terms of movement ;)
 
On this video I'm showing 2 new characters and a new stage.

Roboto was tricky to animate since he has a transparent torso and well, you can see his internal gears rotating on EVERY single animation. Two Bad is pretty much 2 characters in 1, with 2 differente voices and as far as I know they do NOT get along so I tried to show that in some of his animations.

The stage is based on an episode from the Mike Young's animated series called "The Monster Within" where I think Two Bad is introduced to the show. At the beginning of the episode there's a battle taking place in some cool-looking ruins and at some point Man-At-Arms says, "I guess we're not the only ones after the Emerald of Orkas Island". So, I assume that's the name of that place (Orkas Island).

 
On this video I'm showing 2 new stages:

1.-Widget Woods: This stage is from the Filmation episode called "The Mystery of Man--E-Faces" where I believe the character (Man-E-Faces) was introduced to the show. I kind of redesigned the "Widget People" so they don't look as cartoonish/goofy. To me their facial features were so differente from other characters that they felt like they almost didn't belong in the same show.

2.-Eternos Throne Room: Clamp Champ was introduced in the toyline after the Filmation series was canceled. As far as I know he serves as a bodyguard to King Randor and Queen Marlena so the Throne Room being Clamp Champ's stage made sense to me. The room itself is very close to the Filmation series however, I felt it was too simple in the show, particularly the floor and walls were too plain and flat so I gave them a "marble" texture.

 
Hey buddy, I gave it a try and here is my review.

In this second demo, I can identify both positive and negative points:

PROS
- Unique roster - some characters are more well-known, others more obscure
- Gabotico is known for working very well with parallax, whether in OpenBOR or Mugen
- Original graphics, both for characters and levels

CONS
- The animations need work. In almost all of them, the characters only move one limb
- Because of this, many characters look like a skin of another character (this is quite evident on the selection screen)
- The characters' movements are also very similar to each other. For example, all characters use an uppercut in the same position, in the same way. Another example is the fact that they are all holding something in their hand and attack by spinning that object
- The hyper moves are quite generic, basically a special move repeated 3 times.
- Hitsparks are wrong in almost every move. Unlike OpenBOR, in Mugen you have to specificy where it will hit.
- Standard Mugen sounds and effects, but I believe this is a work in progress.

I see potential in the project, but I think it's necessary to take a step back and work on the basics.
 
Hey buddy, I gave it a try and here is my review.

In this second demo, I can identify both positive and negative points:

PROS
- Unique roster - some characters are more well-known, others more obscure
- Gabotico is known for working very well with parallax, whether in OpenBOR or Mugen
- Original graphics, both for characters and levels

CONS
- The animations need work. In almost all of them, the characters only move one limb
- Because of this, many characters look like a skin of another character (this is quite evident on the selection screen)
- The characters' movements are also very similar to each other. For example, all characters use an uppercut in the same position, in the same way. Another example is the fact that they are all holding something in their hand and attack by spinning that object
- The hyper moves are quite generic, basically a special move repeated 3 times.
- Hitsparks are wrong in almost every move. Unlike OpenBOR, in Mugen you have to specificy where it will hit.
- Standard Mugen sounds and effects, but I believe this is a work in progress.

I see potential in the project, but I think it's necessary to take a step back and work on the basics.
Fisrt of all, thank you for making that video.

Regarding the animations I STILL get some mixed reactions, but there's ALWAYS room for improvement. The reason the characters look like a skin of another characters is because they're based on the action figures and they recycled a lot parts. Basically all action figures had the same body with differente colors. Regarding the moves, well, yeah, they're pertty generic. Quite frankly it's hard for me to come up with unique moves for 24 different characters. I'm kind of out of ideas (for now). I guess the way I'm doing this is kind of weird because I wanna have AS MANY characters as possible in the least amount of time possible. Then more ideas will hit me at some point to differentiate the characters more and their moves but in the meantime I keep making progress. Once I have as many characters as I want "most likely" I will go over some of their moves and replace tha animations. Another reason why the characters are similar is because they all have 3 differente types of attacks; short range, long range and an anti-air attack. As for the sound effects I have replaced "some" like, when the characters are falling and hit the ground, when you land an attack and when you block an attack. I will replace more sound effects. Also, regarding the hitsparks, I noticed that and I was kind of trying to keep that in mind but then I forgot about it. Thanks for your feedback. I hope all is well.
 
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