Battle Stormer Classics

Battle Stormer Classics 2.6

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That Minotaur battle is so epic. When he morphs in he should have a random push back, pull in power or nothing to keep the opponents off balance.
 
That Minotaur battle is so epic. When he morphs in he should have a random push back, pull in power or nothing to keep the opponents off balance.
Thanks! It's one of my favorite fights on the game. There is a bug on the candles which I still need to fix - the flames appears on the wrong position once I moved from 4:3 to 16:9
 
I’ve been studying the Ikemen engine and am considering migrating some of my work to it, starting with this project.
I feel I’ve done just about everything possible in MUGEN with this project—featuring elements that were either entirely new (like the interactive health bars) or debuted here. However, there are things I want to do that, while technically possible (such as platforms—like the Eggman one), require such an immense amount of effort that it feels like using a hammer to drive in a screw.

One of the stages I want to create is this one—featuring platforms and a gap in the middle. Is it possible in MUGEN? Yes, but the effort involved might not be worth it.
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Since Ikemen is highly compatible with MUGEN content, migrating to it is much easier for me than switching to an engine like OpenBOR; technically, all the existing content already works (based on my tests).

In the future, I also want to try building a beat-'em-up project in Ikemen, especially now that they’ve improved support for features that are fundamental to the genre (like the Z-axis—which, God knows why, Elecbyte decided to remove).

But I'm still not sure whether to migrate this project now (which would add new features but slow down the process) or release this version 3.0 as a farewell to the Mugen version of the project and focus on the next version—Ikemen.
 
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