
Weenter
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A member registered May 11, 2021 · View creator page →
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Beat up your friends as your favourite animation YouTubers!
Fighting
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Destroy the house of president Zote, leaving some collateral damage on your way...
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Randomize the items, vehicle and grand prix for Mariokart 8 Deluxe
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Show your friends and enemies who owns the place in this beginner-friendly fighting game!
Fighting
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Play all the previous versions of Silhouette Showdown!
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2D fireball projectile animations in different styles and colors!
4 tilesets made up of 47 tiles + 14 sprites to decorate your pixelart desert.
4 animated pixelart animals with swim, attack, death animations and more!
A rhythm & rage game about a turtle escaping his former home.
Rhythm
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Battle it out with your friends and enemies in this small 1V1 fighting game.
Fighting
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A brainbreakingly difficult puzzle platformer made for the GMTK gamejam 2021!
Puzzle
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Recent community posts
Thank you midnight ninja! I am glad you enjoyed the game and left a comment. Having more singleplayer (and other) content in the future would definitely be really cool, but right now my focus is on my other game Monster Battlegrounds.
I made the attacks quite a while ago, and there are some things I would even do differently, but I am still proud of how smooth the animations feel in the gameplay. In my opinion, the best way to create attacks it to start by creating the key poses. For example, when you are animating a punch, start by drawing the pose where the character is fully extending his arm, when you would hit the opponent. Once that is finished, then draw the frames before and after that. It is usually better to make the startup of the move take longer than the recovery after the main action, so for example: 1 frames getting ready to punch > 1 frame PUNCH > 3 or 4 frames of pulling arm back. It is ok to stretch the bodyparts a bit, even if it looks weird on a still frame, it might make the action look better in motion. Make sure there is a bit of variety in the timing of your different attacks, and take a look at real-life pictures or footage of martial arts, not just from games. There is also an online resource that collected all the animations of the classic arcade fighting game street fighter 3, I think you should not just copy those animations, but it will help you understand how certain body parts move and where professional animators squash and stretch their animations:
https://www.justnopoint.com/zweifuss/
It would be very fun if you released your own game! If you have an early build, it is ok to post it here in the comments to let me know, and if you want to I can give some feedback on the game. Thank you for commenting and thank you for playing!
It's more than that. I reworked the entire animation system because the previous version made it so that i have to manually insert each frame for every animation and color variant of the animation, but it's much more efficient (and clean-looking) now.
There are also 2 new "features" (idk if 1 of them is considered a feature) in the next update which require a lot of animation time, but i am sure that people who already like the game will enjoy it.
Lastly i have to focus on the backgrounds. I know that player probably don't really care too much about new backgrounds or slight improvements to old ones, but i need to do it for a portfolio piece for a job that I'm trying to apply to, so it's unfortunately not optional, though i will try to focus on other stuff first so that i can perhaps release the update in 2 parts (1 with the new stuff, and one with the backgrounds).
I'm glad that people are still playing, and over the last month i have been working on the game a lot. A new update IS COMING, i will try to finish it as fast as i can, but i also have a job, so i can only work on it in my free time.
You can try reaching out to MalWorld on X/Twitter: https://x.com/MalWorld2D
If you want to you can also show your love for the game by posting it here in the comments, but if you want it in the game, trying to contact MalWorld and sending him the artwork is the best option.
Most of this is true. It can also double jump out of his neutral air to negate all landing-lag and mix up with a second attack, and most of its attacks destroy projectiles.
But remember, it has great strengths, but also some great weaknesses. It has:
- Below average health
- The slowest walk speed
- The teleport dash prevents it from using techniques like dashjumping. This makes Totem Monster's movement far worse than other characters
- The lowest weight in the game, allowing him to be juggled more easily than other characters.
- The lowest damage output out of all monsters
- Neutral attack (ground tentacle slap) is not as safe to use as it might seem at first. The startup is slow enough that if you are prepared for it, you can block on reaction (but it's better to anticipate it). If you block this attack, characters can often dash jump at TM and start a combo.
- Quite bad shield-breaking potential from a long range
- The slowest attacks to beat pressure from an opponent spamming attacks when it's blocking.
- No safe attacks to pressure a blocking opponent, unless during super
- All attacks are slow enough in startup or endlag that a patient opponent can always react to what happened (So nothing like Dragonfish & Lily crouch attack or Happy/Mad neutral attacks). TM is excellent at punishing unpatient players, but can also be punished hard by players who block at the right time.
Totem monster is definetely the character that people feel the most mixed about, but the more you play, the more you will see how big its weaknesses are. In my opinion, all other characters are stronger than Totem Monster. That being said, I know why some people think he's perhaps OP, and I will nerf the super attack in a future update.
Thanks for playing! I use Godot Engine, and for me I just created controller inputs in the input settings, but I've got to say, it's not always consistent. Sometime controller work and sometimes they don't for me in HTML. You've probably double checked already, but triple check if it works after re-exporting I would say.
YOU CAN PARRY BY RELEASING THE BLOCK/CROUCH BUTTON RIGHT BEFORE AN ATTACK IS ABOUT TO LAND and you guys are very dedicated thank you so much for all of that (especially you ErickTheClerick). I have been paid to work on a fighting game for a youtube channel and it is kind of the main reason why i have been so inactive with the game but that project is almost finished and i am excited to work on mbg again but i dont have a lot of time for gamedev since i work almost full time and a lot of time is going towards that other project but i still really really appreciate you all <3 thank you thank you
Dust Cloud Pixel Art Particles comments · Replied to Zenryoku@playgarden in Dust Cloud Pixel Art Particles comments
Vultures pixel art animations comments · Replied to NOBADJOURNEYS in Vultures pixel art animations comments
Hello, thank you for your comment, I love hearing that! I can't tell you exactly how much I make from this because if itch.io's policy, but expect a quality asset to make about 30-50 euros per year... yeah that may not sound super exciting but the positive is that once you've placed the asset on itch, sometimes you will randomly get free money, which is always fun. The amount of money from an asset may also be WILDY different for reason that you sometimes don't quite know.
I would recommend you upload a couple of asset (packs) and see which ones work best for you
On itch io if you make an asset exactly $5, it will show up in search recommendations for both $0 - $5 and $5 -$15 searches. So (in my maybe biased experience) it's best to make an asset pack that you think is worth $5, instead of making a pack and deciding the price later.
Also, if you are confident in your abilities (which you should be ;) ), make sure to let people know in some way on your page that you also do pixel art commissions. You can ask quite high prices since they're custom made, and personally that has been way more profitable than just selling the assets on itch. On that note, it might also be smart to have some free assets on your page. That way people can get free assets and kind of "upgrade" it with paid assets on your page.
And of course, love what you're doing, I think people can tell the difference between assets that were rushed and ones that were not. Don't be afraid to take reference from real life pictures if yiu need to, cause it's often better reference than other people's digital art.
Hope that helps and good luck out there :)
hello! That's great to hear!
The real difficult part of updating the game is definitely animating the sprites, and I don't know how much programming help I will need. There is one feature though that I could use help with programming though, so if you would want that that would be awesome.
Can we continue talking about this on discord or through mail? My discord is weentermg and my mail is weentertheperson@gmail.com
Made an emergency update that fixes the Shella hitbox bug. it was a bug indeed. When spawning the thunder hitbox, it was accidentally flipped for 1 frame, but that is fixed now.
Mad's dash attack also becomes harder to combo the more you use it.
Also, good observations :) and thanks for the bug reports.

























