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Hyper Neo Geo 64 Megathread (REQUEST ANY QOL FOR FFWA) (Read 54764 times)

Started by Bannana, January 02, 2013, 07:08:43 am
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Re: Buriki One system
#21  April 24, 2014, 08:37:40 am
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oh, nice to see you´re still alive. Looking good.
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Re: Buriki One system
#22  May 19, 2014, 06:46:16 am
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awesome!! never thought someone would mugenize buriki one. thank you. im hoping you will continue since its been awhile since your last iupdate.
Re: Buriki One system
#23  July 15, 2014, 08:38:56 am
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awesome!! never thought someone would mugenize buriki one. thank you. im hoping you will continue since its been awhile since your last iupdate.
I'm working on it right now. Sorry about any necessary worries I've caused, I'm not very good with keeping up to date on things so I usually just drop out for a while and then reappear.

Anyway, I've been a bit busy with work, but I've been making steady progress. I need to fix some scaling with the grapple gauge, since I forgot the whole arrow scales so it goes outside the outer bar. I'll be working non-stop this month as I want to keep my promise about having 1.0 out by the end of August.
Re: Buriki One system
#24  July 29, 2014, 08:57:43 am
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So I'm maybe 80-90% done with the bars. I split the grapple gauge filler so it scales correctly, so if you have good eyes and can see the blue bar against the training stage you can see it in action. I'm going to tweak the vars when you attack in the grapple because it was just big for test purposes. Outside of that I have my list of to dos before I'll release what will hopefully be my last system update (there might be a few tweaks in the future, but I'm pretty much done with the meat of the system here)

To be done:
- Lost grip animation & state
- grapple ends when a certain bar threshold is met
- The amount of bar you have makes it easier/harder to grab (I need to look over my sources to see how to implement it. Right now I'm looking at a percentage chance based on your bar vs the opponent's, but I want to double check it with the original system)

(I just realized that I spelled gauge wrong throughout the entire cns because I consistently wrote the code at 2 am)
Re: Buriki One system
#25  July 29, 2014, 01:37:15 pm
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I really like the originality of this project! I've never played any fighting hame outside the traditional 4-6button set up.

I'm looking forward to seeing more.
Re: Buriki One system
#26  July 29, 2014, 05:03:29 pm
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To think that somebody actually took the time to learn the core mechanic of this obscure game and successfully implemented it within the confines of Mugen. Two thumbs up!

Lmao @ Brett Hart

Rest in peace, Tamez. Thank you for everything.
Re: Buriki One system
#27  August 26, 2014, 07:02:03 am
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System update is gonna be out a bit later than scheduled. There's a whole bunch of stubborn things in the filler scaling code I need to take a long look at (possibly recoding entire sections of the -2) because the code I have already that prevents the filler from refilling while being hit clashes with the code I need to write for the attacker's bar depleting. When the bar depletes over the period of the grapple, it also refills by 2 per 60 ticks as it does when you're in the normal states. Because the attacker is in a standing state and not a hitstate, I can't write code that prevents it from refilling the bar in that custom state without removing the hitstate trigger, which causes the bar to refill while you're being hit, in a custom state, or lying on the ground.

And then after that mess, I just gotta write some quick variable percentage code with failsafes for grabbing certain amounts of bar and finish the last exit from grappling state. Hope for a mid September release if classes don't get in the way.
Re: Buriki One system
#28  November 28, 2014, 03:38:09 am
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To celebrate Thanksgiving here in America I present system version 1.0!

I have added all of the necessary requirements I made for my grappling states! There is only one issue and that is the grapple bar clipping a bit through the outer layer at the very end of scaling.

Check out the Silber release thread for the entire thing, and if there are no huge system issues that pop up, I'm going to get to work immediately on Gai!
Re: Buriki One system
#29  December 02, 2014, 04:04:10 am
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Since the system is in its final state, I'm mostly just doing bug fixes and housekeeping. I'm gonna split all the system files from the character CNS so I can provide any updates without everyone having to download the characters all over again when the only updates are system wise.

The real reason I'm posting though is to ask how many people in general have adopted widescreen for 1.0.
If need be, separating the system files will allow me to easily make a separate system file for widescreen users if it's really popular, since without the bars you really only have half of the character.
Re: Buriki One system
#30  December 07, 2014, 01:23:03 am
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Just did some misc. bug fixes, expect an update in the Silber topic with the new version in the next day or so, since I gotta run after I make this post and can't upload it now.

More importantly, I've added what is hopefully widescreen friendly bars and I've split up the CNS files so I can make system updates without having everyone to download the characters again, because system updates are pretty much separate from the characters.
Re: Buriki One system
#31  December 20, 2014, 11:36:05 pm
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nice to see you are still working on your project I did try your silber and he is really fun to play with even if he is kind of difficult to use
also are you planning to make a fullgame? if yes there some character that you could maybe use as a replacement to the one in the original roster mostly
Balrog(Boxer) with svc capcom
Honda using Thedge kof sprite
and Thedge also converted marco sprite from garou to kof style
good luck
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-
Re: Buriki One system
#32  December 21, 2014, 12:13:36 am
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Full game is too much work for me to put out a product in a reasonable frame of time. I'm happy with just releasing them even though the system is entirely different than most characters, and with Gai I'm trying to make them more viable in a nonfullgame format.
I've been looking at heavy D as a replacement for Rob Python, maybe Tizoc for wrestling, but aside from that, I haven't thought about much porting. To be honest the only other fleshed out character idea is making Hanzo as a joke.
Re: Buriki One system
#33  December 23, 2014, 10:21:15 am
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So I was hoping to get a Gai beta out by Christmas, but MAME's recent updates over the past year has allowed me to partially emulate Buriki One whereas I could not emulate it at all 2 years ago. It was at the point where I was so blind and running off my 3 hours experience, my discussion the system with others who owned the game and eyeballing videos a few years ago that Shwa sent me info about the game with a motherboard being sold as an alternate way of replaying to game to get a feel for it, but I decided against it at the time because I would be just eyeballing it again on a terrible TV (also I didn't really have a place to store it at the time and I had 600 bucks in the bank and it was 100 plus the huge shipping for it's weight from Japan).

However, this is good because I can refresh my memory of how the system works and make some big system tweaks as well as make Gai a lot more accurate to his Buriki One counterpart. It runs like garbage, BUT I can hopefully dust off my copy of artmoney and get some velocities out of this and figure out Buriki One's friction among other miscellaneous constants because IIRC I don't need it to be running at 60 fps to get that
Re: Buriki One system
#34  January 04, 2015, 09:36:21 am
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Gai Beta available

Readme is included with the most up to date info with movelist and additional information.

To be done:
- Tweaking velocities
- Grapples
- Finish Sounds
- Hypers

All damage, velocities, animation timings, comboing, hypers, etc. are fair game for change based on feedback.
All feedback is welcome via posting in this thread or through PMs. If you don't have an account and you're lurking this thread and have some feedback, send me an email (info is in the readme).
Re: Buriki One system
#35  January 21, 2015, 09:57:33 am
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Gai Beta build #2

I had no testing or feedback from the last, which I somewhat expected, so I did a big amount of bug testing myself as well as work on more things.

- Hypers are more or less done
- Grapples are complete
- 1/2 to 2/3rds of the sounds are in. I need a few more yelling in for attacks and then I'm in the clear
- PALETTES

As I noted for the last beta release, everything is fair game for tweaking based on feedback, especially certain velocities which even feel weird to me. I'm looking at him being in a complete releasable state hopefully by the end of the month.

Readme is missing the command for the follow up grapple and the super from that, so I'll put it here:
When in the grappling state press UB and you go to the second grapple. From here you can use the hyper (2 bars) with B,U,F,D,B. This command is for testing purposes and may be changed in the future.

Once again, all feedback is welcome via posting in this thread or through PMs. If you don't have an account and you're lurking this thread and have some feedback, send me an email (info is in the readme).
Re: Buriki One system
#36  February 23, 2015, 01:35:59 am
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@Basara Kuroki: (did this work I've never used it)
Do you still have your work files for Ryo? I'm going to edit my artmoney table again and get some data and then work on him. The closest sprites to his Mr. Karate 2 look in Buriki One are the ones from NGBC, but I'm wondering if you made any sprite edits for your WIP that are any different.
Re: Buriki One system
#37  March 22, 2015, 01:15:54 am
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I made a video concerning the future of the system based on my lack of real finding after a good amount of time spent data mining. Also has some Ryo stuff in it but that's very minimal.
Re: Hyper Neo Geo 64 Megathread
#38  November 07, 2020, 09:41:53 am
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Eyyo, big bump to say that I updated the first post so I don't waste any extra space making a new thread for what is essentially a continuation of the Buriki One project.

I'm not gonna repost it here, but in so many words:
- I am done with MONSTER because it takes too much work to make one character
- I am very excited with Fatal Fury Wild Ambition and want to make that system
- I will be updating my SS64 stuff and maybe will work on Buriki One
Last Edit: November 07, 2020, 12:06:30 pm by Bannana
Re: Hyper Neo Geo 64 Megathread
#39  November 07, 2020, 11:02:32 pm
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The HNG64 games are finally being converted! Neat! I understand why Monster style had to go, though. I hope you manage to make Tsugumi Sendoh from FFWA. Maybe look into the PS1 SNK games, like Warrior's Rage, too? We already have a Rinka from that game. I think Sen might be too far, though.
Re: Hyper Neo Geo 64 Megathread
#40  November 08, 2020, 03:54:13 am
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I mostly do system conversions for 3D only because I don't care for working with 3D on a 2D plane that much, and even ripping and working with textures and models is a nightmare, so while I would like to make Touji myself I would prefer it being a sprite rather than a model, and I'll probably end up making a character that was in other Fatal Fury games.


It's funny you mention the PSX Warrior's Rage and Sen because when I initially worked on SS64 it was just a compilation of the 3D games. I do like Warrior's Rage but the same issue with 3D applies. I never knew anyone made a Rinka though, I really like her and I wanted to make her for SS64 initially.