The Master’s Cupcake is a chocolate cupcake topped with “The Grey Stuff” and crispy pearls.Īfter making its return for the first time since before Walt Disney World’s 50th anniversary celebration began, The Master’s Cupcake looks a bit different than before. Gaston’s Tavern is a nod to the tavern in the classic Disney animated film “Beauty and the Beast,” where LeFou and the tavern patrons sing about all of Gaston’s conquests. If you continue, you can find Gaston’s Tavern to your left as you turn toward Under The Sea – Journey of the Little Mermaid. If you follow the walkway between Seven Dwarfs Mine Train and Pinocchio’s Village Haus, you will pass Be Our Guest Restaurant on your left. Gaston’s Tavern can be found inside Fantasyland at Magic Kingdom. The Master’s Cupcake - $5.79Ĭhocolate Cupcake topped with “The Grey Stuff” and Crispy Pearls It has a slightly different look now than it did previously, so join us as we give it a try. I dread to think how many hours I’m going to lose to the full version, but I feel I should apologise in advance to my family and friends who may not see much of my face when the completed game arrives.For the first time since the 50th Anniversary celebration began at Walt Disney World, The Master’s Cupcake is back at Gaston’s Tavern in Magic Kingdom. It’s a simple to play but very addictive title that I played right through in one sitting. Overall, I’m very excited for the full release of Tavern Master in November 2021, it’s looking like there’s a lot of promise here. It doesn’t detract too much as the music, whilst not award-winning, is nice enough, and the gameplay is what matters here. It’s a little eerie if you turn the sound off to be greeted with utter silence, but I would assume this is only temporary while the game is in development. If you’re considering playing Tavern Master, I hope you like medieval style fiddle, flute and lute music, as the jaunty tune that the game plays to you is, at this point, the only sound. That’s certainly not a bad thing, but I often find that the endgame is a little lacking in such games so I’d like to see a bit more depth later on. As it is currently, it has a relaxing quality to it in a manner like Stardew Valley and similar titles. There’s not a huge challenge in the game as it currently is, with customers returning time after time regardless of waiting time or food quality, so I found it relatively simple to see all the demo had to offer in a short time, but the game does keep some quite detailed statistics of all that goes on so I would expect the difficulty to ramp up in the final release. Some games demand a realistic style, but this isn’t one of them and the simplistic art style fits the serene feel of what is a wholly relaxing title to play. This is seen visually as the game progresses, with simple wooden plates of meat being replaced by elegant silver platters and swanky cutlery.Īll of this is presented in a charming low-poly style, with characters reminiscent of a cel-shaded title in the late 90s, just in a higher res. Your menus can be adjusted according to what tastes the locals have, and as your chef makes different recipes, they earn valuable experience on a dish-by-dish basis, meaning that your menu items can “level up” to higher quality versions, demanding a higher price for your patrons to purchase. This is limited at the moment, but a lot of the research tree is visible if not learnable and it seems that the full game will have a plethora of things to add such as extra floors, exotic food, and luxury decor amongst others. The concept is very simple, but with a branching research system, it allows for a variety of different ways to maximise your income and keep the punters coming in. You start with a small amount of money and your goal is to turn that into a much larger amount of money by tempting the locals with various drinks and food, as well as attractive decor and amenities. Tavern Master aims to change all that, by making the tavern the sole focus of attention and giving you the chance to quench the thirst and satiate the hunger of adventurers far and wide.Īs you might expect, Tavern Master is a business simulation akin to games like Theme Park or Prison Architect. It’s the hub of all good adventures, and so it’s a shame that we never see the workings of these hives of intrepid deeds in games. Adventurers regale each other with their heroic tales, thieves meet in secluded corners to share the spoils of their crimes, and bards jump on the tables playing the lute (usually to the despair of their other party members). The tavern is often the forefront of classic adventuring in tabletop and computer RPGs in the West. Previews // 3rd Nov 2021 - 1 year ago // By Gary “Dominoid” Sheppard Tavern Master Preview
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albums/ss216/ShinXenomic/King%20of%20Fighters%20Extension/ Now, to make finding thing easier, here's links to each individual set: This thread is here for previewing cards before they are made, so that I can make changes there and then. Save the older link just in case I can't fill up this page with UFS cards: Here's the link to all of the cards made thus far. I was able to resolve all of the problems that I ran into when designing this guy, but I'm sure there's more that flew under the radar.Seeing as there is no Fan Created forum, I guess I'll just post this here until there is one or something.also, quick question for you folks: Should I post my new sets in here, or in separate topics? It seems easier to see in separate topics and easier to discuss than having one big cluster of stuff in this topic. As said before, the main draw here is that the target will be able to struggle no matter what Scyther is doing!Ĭonsidering all of the new coding that I put into this fighter, it's very likely that there will be some bugs or glitches in this one. I also added functionality for a 'double struggle' by quickly pressing the same direction twice in a row, which counts as 2 struggles. As far as the victim's moveset, it's the four cardinal directions to struggle, and they will need to struggle 25 times to escape. If you successfully swallow two opponents, they can struggle, but they will no longer be able to escape.ģ. You can attempt to vore a second opponent with C. You can attack with X, if there's another opponent on the screen. (Hold this, and Scyther will tease his victim :P) 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. 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.) |